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  • Salvage: first impressions and info

    This first post will discuss information on Salvage and how it works. My strategy suggestions will be in a later post.

    1. Getting in: There's a rumor going around that you have to be past the Ashu Talif battle in Aht Urhgan missions. I'm past it, so I can't check. The NPC for getting the pass is just outside the commission agency (to the right as you face the agency door). You need 2000 Assault Points from any one staging point of your choice (doesn't matter which one). Once you have the salvage pass you don't have to pay the guards at the entrance to Alzadaal Undersea Ruins. (This probably means you could get a salvage pass and not use it in order to get into the ruins for free forever, but 2000 assault points seems like kind of a steep price to pay to save a few silver coins.)

    Go in the entrance in the NW corner of Bhaflau Thickets and take the white teleporter. Then when everyone is ready to go in, examine the door to the north (Gilded Gates I think?).

    All buffs except Signet/Sanction and possibly food are removed upon entry.

    Time limit is 100 minutes with no time extensions.

    2. Pathos: Yes, everyone starts with all possible Pathos afflictions. That's 9 stat downs (counting Max HP and Max MP), 9 equipment locks (body, hands, legs and feet are unlocked individually; main/sub, ranged/ammo, head/neck, back/waist in pairs; and rings/earrings 4 slots from one item), subjob, JAs (also includes WSs) and magic (including songs, ninjutsu). Items that remove Pathos drop from mobs and go into the normal treasure pool; they are not rare or ex, and each item's description clearly states what Pathos it removes.

    We didn't have any pet jobs try to activate pets outside and take them in with them, so I don't know if that would work or not. Once inside you won't be able to summon a pet until you unlock JAs (or magic for SMN), but once you do, pets seem to be unaffected by Pathos.

    Job *traits* remain in effect, except ones from your subjob if your subjob is sealed. Widescan works if you are RNG or BST main.

    The early parts of the first floor drop mainly stat/hp/mp, with a small number of weapon (main/sub only, ranged doesn't drop until later) and SJ. Near the end of the first floor you start to get JA and magic. The rest of the equipment slots (including ranged/ammo) start appearing on the second floor.

    3. Monsters: The early monsters are very weak. Even people with 0 hand-to-hand skill and no weapons can hit them (although usually for 0 damage since they also have -30 str and attack based on their skill). Some are bombs, but they blow up for less than 200 damage when they blow up at all. As you get further in, the monsters get tougher. My first group only got up to the second floor, but by late in the second floor there were adult wamouras which killed several people with their aoe.

    Some monsters appear to link (or maybe it was just more aggro, it's difficult to pull with no ranged weapons, JA or magic).

    We did find one bomb that was different from the others, named Mad Bomber. It grew in size while being attacked, like Aerial Torpedo or Snoll Tzar. Then it blew up, but didn't do enough to kill anyone. There were no drops (normal bombs that blow up *do* still drop Pathos removers). We theorized that it might drop something if it was killed without blowing up, but this is unconfirmed.

    4. Chests: Some monsters 'drop' chests when they die, like some monsters in Limbus. These chests contain temp items. The temp items are rare/ex/tmp and do not enter the treasure pool - the person who takes them out of the chest gets them. As stated in the patch notes, the chest vanishes once all the items in it have been taken.
    Strange milk: Regen (5/tick)
    Strange juice: Refresh? (unconfirmed)
    Dusty potion: Restore some HP, not sure how much
    Vicar's drink: Reported to remove status afflictions (not sure which ones)
    Body boost: increases max HP. This can be a good substitute for having your -HP Pathos removed, or you can combine it with Pathos removal to have someone with a lot of HP.
    Oracle's drink: I don't know what this does because the run ended before I could see anyone use it.

    5. Drops: Most drops are imbued items that remove Pathos. Late in the second floor we got Enzo's leggings. I don't know how many floors there are but the drop patterns seem to change depending on how far in you are. Most likely the rate of "real" drops would be higher on the third (and succeeding, if there are any) floor.

    6. We found a location on the second floor, I forget what it was called. Someone traded a cell to it and a flan popped. When we killed the flan it dropped two of the same cell that was traded to pop it. This is a sample size of one, but it might indicate a way to get more of a particular cell you need.
    Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
    RDM90, PLD90, DRG90, COR90, SCH90, BLU54
    All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

  • #2
    Re: Salvage: first impressions and info

    nice info. that seems to verify that salvage drops are needed for each new armor set piece.


    Wii code: 6851 9579 6989 9039

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    • #3
      Re: Salvage: first impressions and info

      Thanks alot for this post very insightful, Once more Info comes in I may move to Missions Q&A.
      It's Official Promathia Hates me....
      それは公式である,プロマシア は私を憎む。
      Trielは博雅なる大召喚士
      A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie

      BecomingThe Movie: The tale of the Journey of a Blue Mage

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      • #4
        Re: Salvage: first impressions and info

        Salvage strategy impressions:

        1. Bring hi-potions. For most of the first floor you have no magic. You do get some temp healing items, but not necessarily enough to go around. If you're bringing a hi-potion tank, use it before you go in, because you won't be able to equip it inside (until late enough that it won't matter anymore). MP restoring items aren't really a concern though; by the time you can use magic, so can your refreshers, pretty much.

        Food does work; you may want to consider a 30 min attack food for the first floor. Monster evasion is quite low even with no access to your +acc gear; also, TP gain rate isn't that important since your WSs are sealed.

        Everyone should bring a reraise item that doesn't require equipping (scroll of instant reraise, reraiser, hi-reraiser), or possibly more than one. By the end of the first floor you can unlock magic from a WHM and start raising people normally; until then, if you run out of reraise, stand back.

        I think Sanction bonuses work. Salvage may be the one area where Sanction *regen* is worth considering, even though it's only 1/tick; it works in the early areas where the only other ways to heal are items and resting.

        If your JAs and WSs are sealed (or you don't even have your weapon yet), don't be afraid to rest for HP if you have nothing better to do. TP wasn't doing you any good anyway.


        2. Bring monks. You have to kill a few mobs with no weapons or magic or anything, so everyone just swings away with their hand-to-hand or does nothing. Without subjobs, only monks, puppetmasters, warriors, thieves and ninjas have H2H skill, and only monks and puppetmasters are actually good at it (although the others can probably still hit because of the weakness of the mobs). Monks can expect to tank most of the first floor, holding hate with their damage. Fortunately the monsters are weak so even though you're naked with 500 max hp, you can still survive them.

        Monks should get the first str, dex and probably hp items in order to help you progress faster. Maybe vit too - by the time plds can start holding hate, there'll probably be enough vit to go around. Once more people start getting weapons, they can share in the str and dex too. Eventually if you have enough weapon unlocks, monks can take them too, but monks should probably expect to be fighting bare-fisted for most of the run.


        3. Don't waste time. Whoever is pulling needs to keep pulling. Fight, cast lots and use your pathos removers while keeping up pulling rates - don't stop and start if you can help it. Move ahead as often as you need to. RNG or BST recommended because they have widescan. In the beginning it will be mainly body pulling, but that's not as risky as it sounds because of the weak monsters.


        4. Coordinate your attacks when there are multiple mobs. Focus on one mob, have extra tanks voke the second, sleep it, etc. This is pretty much the same as dynamis/limbus - except on the first floor, where you don't have access to sleep or provoke. Then you just have to try to kill the first mob as fast as possible while the second beats on someone.


        5. How to divide up pathos removers is generally pretty obvious: weapons to DD first, magic to mages. Remember that the JA pathos also controls WS - it's basically permanent Amnesia. Rangers are a bit screwed because ranged weapon unlockers don't drop until significantly later than main/sub weapon unlockers; although with such weak mobs, rangers could probably melee pretty decently, they're kind of low on the priority list for having their melee weapons unlocked.

        By the time you start getting armor unlocks you'll be getting into some more dangerous mobs, so you should probably have some real tanking going. PLDs will need SJ, JA, weapon if you can spare it and possibly magic for hate; NINs will need at least SJ, JA, weapon and magic; WAR can tank without SJ but since SJ seems to drop before JA it's usually a moot point.

        Don't waste a lot of time arguing over who should lot which Pathos removers. More will drop as long as you keep killing. For an LS that does Salvage regularly, it's probably best to just establish a list of which jobs go first on each remover (especially SJ, JA and magic, which are the most crucial) and let people lot according to their job, rather than picking out individual people. As long as everyone isn't a jerk and doesn't lot things they aren't going to use or that don't really affect them, you'll probably be fine.

        Pass Pathos removers you aren't lotting. Whoever gets them can use them sooner and thus contribute more to the run.

        Since Pathos removers aren't EX, using a quartermaster to distribute them is a possibility, but it might be difficult for them to trade with everyone if you're fighting at the same time. It does avoid the delay of having everyone pass, though.


        6. Early on, most of the temp items are HP restoring and should go to people who are getting hit - monks and whoever has a weapon, mostly. Once you unlock more magic the items become less important, but letting the appropriate people have them is still useful. Some temp items are stronger than anything you probably have with you from the real world, and they're free and don't take inventory slots. They're temp items, you can't save them for later, so don't be afraid to take them and use them.


        7. Tanking is difficult, especially early. The weak monsters mean that anyone who has their weapon and their full STR is hitting for quite a lot, and for most of the first and second floors tanks won't have a lot of their +enmity gear. It would help if your group is used to working together and setting up Trick Attack (of course your THFs will need JAs unlocked and a weapon, at minimum).

        BLMs should be especially careful because in addition to tanks losing their +enmity gear, BLMs have lost their -enmity gear. They do a little less damage without staves and MAB gear, but can still do quite a lot without needing very many pathos removers to do it; however if the mob doesn't die, it can be pretty much impossible to peel it off the BLM that just nuked it for 1800, and who probably still has no armor, half HP and -30 VIT.


        I can't comment on strategies for dealing with the monsters further in until I get further in.
        Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
        RDM90, PLD90, DRG90, COR90, SCH90, BLU54
        All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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        • #5
          Re: Salvage: first impressions and info

          Are the Pathos removing items temporary? Could it be feasible to slowly save up extra ones for future runs? I don't know how often they drop and in what kind of volume, so I don't know if this would work or not. Do you get exactly 18 of each different pathos remover or are extras a possibility?
          Also, did you see any of the equipment thats used in the new armor drop? How often does it seem to drop? Did they seem to be or seem likely to be drops that only come from mobs on the higher floors?
          Really good info, thanks Karinya.
          I RNG 75 I WAR 37 I NIN 38 I SAM 50 I Woodworking 92+2

          PSN: Caspian

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          • #6
            Re: Salvage: first impressions and info

            Originally posted by Caspian View Post
            Are the Pathos removing items temporary? Could it be feasible to slowly save up extra ones for future runs? I don't know how often they drop and in what kind of volume, so I don't know if this would work or not. Do you get exactly 18 of each different pathos remover or are extras a possibility?
            Also, did you see any of the equipment thats used in the new armor drop? How often does it seem to drop? Did they seem to be or seem likely to be drops that only come from mobs on the higher floors?
            Really good info, thanks Karinya.
            You cannot re-enter a Salvage area with old imbued items from previous Salvage runs. So saving them it pointless.

            Also, all mobs can drop the stuff needed for the new gear. Its a lot like Dynamis, they drop imbued items, like currency, and and have a chance to drop equipment, though the drop rate seems a bit better than AF2. TH does seem to have an effect, much like in Limbus.
            sigpic
            Y'okay!

            PSN: goboaj (be my friend damnit)

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            • #7
              Re: Salvage: first impressions and info

              Originally posted by Caspian View Post
              Are the Pathos removing items temporary? Could it be feasible to slowly save up extra ones for future runs? I don't know how often they drop and in what kind of volume, so I don't know if this would work or not. Do you get exactly 18 of each different pathos remover or are extras a possibility?
              They are not temporary, but the official information on Salvage states that you can't go in while carrying any. So if you have any extras, you might as well throw them away (they can't be sold to NPCs, I had a CHR left over and tried).
              Also, did you see any of the equipment thats used in the new armor drop? How often does it seem to drop? Did they seem to be or seem likely to be drops that only come from mobs on the higher floors?
              We only got one, from a wamoura adult late in the second floor; one thief was present but didn't have their TH armlets on. I don't know if they had a thief knife or not.

              I would suspect that it can't drop on the first floor and is more likely to drop the further you get in, but with the small amount of data available that can't be considered confirmed yet.
              Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
              RDM90, PLD90, DRG90, COR90, SCH90, BLU54
              All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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              • #8
                Re: Salvage: first impressions and info

                Cool, thank you both Gobo and Karinya.
                I RNG 75 I WAR 37 I NIN 38 I SAM 50 I Woodworking 92+2

                PSN: Caspian

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                • #9
                  Re: Salvage: first impressions and info

                  I'm so excited to try thing.. but I need to pass blackcoffin ; ;

                  Now I lost interest in Limbus and Sky all together.... Assault and Salvage only please.

                  I still want my AFv2 hat from Dynamis tho.
                  There are painters who transform the sun into a yellow spot,
                  but there are others who with the help of their art and their intelligence
                  transform a yellow spot into the sun.

                  - Pablo Picasso

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                  • #10
                    Re: Salvage: first impressions and info

                    has it been confirmed that you need to be past the Ashu-Talif BC?


                    Wii code: 6851 9579 6989 9039

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                    • #11
                      Re: Salvage: first impressions and info

                      Everyone said so. I think it's true because I saw tons of JP shouting for that mission last night. And yea all filled up before I can get in >.>
                      There are painters who transform the sun into a yellow spot,
                      but there are others who with the help of their art and their intelligence
                      transform a yellow spot into the sun.

                      - Pablo Picasso

                      Comment


                      • #12
                        Re: Salvage: first impressions and info

                        As a NIN I plan on skilling Hand to hand now, I think THFs and WARs should too.
                        Sergeant Major
                        75PLD | 75NIN | 50RNG | 40BST | 37WAR | 37RDM | 35THF | 26SAM | 22MNK |
                        22DRG | 22DRK | 22WHM | 20BLM | 11COR | 13BRD | 10BLU | 08PUP | 01SMN |
                        Carbuncle | Diabolos | Fenrir | Garuda | Ifrit | Leviathan | Ramuh | Shiva | Titan

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                        • #13
                          Re: Salvage: first impressions and info

                          damn, I'm on the fomor fight though so I guess its not too far to go


                          Wii code: 6851 9579 6989 9039

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                          • #14
                            Re: Salvage: first impressions and info

                            Has it been confirmed yet whether or not Dragoon and Puppetmaster can take thier respective pets into the Salvage by calling them outside beforehand? It would seem that those two jobs would be about as premium as Monks for the first floor or two considering that thier pets also act as sort of pseudo-Monks, and it has been said that pets aren't affected by the Pathos. Just a thought.

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                            • #15
                              Re: Salvage: first impressions and info

                              DRG, SMN, BST and PUP can all call their pets out beforehand. However, DRGs will be the only ones who attack when the DRG attacks. The other 3 require JAs to have them attack the mob. SMN can get around this by getting aggro and causing the avatar to play defender. PUP and BST aren't so lucky.
                              sigpic
                              Y'okay!

                              PSN: goboaj (be my friend damnit)

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