Announcement

Collapse
No announcement yet.

Cop2-5

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Cop2-5

    hey i was wondering if anyone has any tips for this BC fight, its lv40 cap fighting 3 mob that cant be slept. my JP Friend said that we need the following party for the highest chance to win

    ninx3
    whmx3
    or
    ninx2 rng bst
    whm x2
    thats what he suggested but i want to know if theres other way to finish this mission thx

    Take The quiz yourself!



    (' ω ` *)

  • #2
    Re: Cop2-5

    If you want to kite them, rdm or bst are good for that.
    Nin can solo tank each of them 1 on 1. if you have 3 nin you won't have to kite.
    I think Whm and Rdm are good for this BC. Haste really helps. And when the mamet change to Blm you can easily silence it with Rdm.
    Try to stop them at DRG job. It's the easiest form to utsusemi tank.
    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


    • #3
      Re: Cop2-5

      Best setup is SMNx6. XD
      Other than that, it is NINx3, WHMx3.
      Another setup that works wonders is NIN, RDMx2, BSTx2, WHM.
      BSTs can DD, and if RDMs go down, they can also easily substitute them and kite.
      Best thing for RDM to do is sub NIN and dual-wield those rods that reduce spell interruption by 25%, for a total of -50% interruption.

      Comment


      • #4
        Re: Cop2-5

        I just completed this mission using a fairly unorthodox setup:

        WHM/BLM
        THF/NIN
        RNG/THF
        SMN/WHM
        BLM/WHM
        NIN/WAR

        Sounds like it wouldn't work eh? Well I didn't think it would either until someone mentioned a 'glitch'. How were we going to beat this without a DRK to stun, or a BST or second SMN to kite? Here's how it works:

        - Pick one person to be "anchor", and one person to be "sac". Neither of these can be the tank or WHM. In our case, the RNG was anchor and THF was sacrfifice. Give party lead to the sac.
        - Have everyone except the anchor go through the arena's cutscene once, and exit from the arena to the no-cap safe area again.
        - Then, have the anchor go into the cutscene and stay in. Everyone else goes straight into the arena.
        - Now, everyone except the anchor and sac walks about halfway down the path, just within visual range of the mammets. Then, they log out, just for a minute or two.
        - After they are logged out, the sac pulls the mammets all the way back to the anchor (who is still in the CS) where he dies.

        ** Here's the trick - once the sac dies, the mammets will aggro the ANCHOR, who is still in the CS, but they can't do any damage to him! **

        - Now, the rest of the team logs back in, raises the sac, reforms the party and pulls the mammets off one at a time. They do NOT link using this method, so while you're killing one the others will still be trying to beat on the anchor. If it's done quick enough you'll have time in between fighting each one to let the mages rest to full.

        - Once you beat the first two mammets, pull the last one off the anchor so he can jump out of the CS and join the crew fighting.

        This method is a bit complicated, and takes some extra time (the first time we tried it, our timer ran out and we had to do it again), but it is MUCH easier since your team won't be split up trying to handle three mammets at once.
        Host of irc.gamesurge.net #FF14 - TheAfterLife XI & XIV LS
        Olorin (Ramuh): BLM75 BRD78 WHM75 RDM75
        Olorin Branwen (Melmond): Lv12 LNC9 CON7 THM6 MNR6 ALC4

        Comment


        • #5
          Re: Cop2-5

          That's a really poor way of cheesing the fight.

          Comment


          • #6
            Re: Cop2-5

            Best thing for RDM to do is sub NIN and dual-wield those rods that reduce spell interruption by 25%, for a total of -50% interruption.
            Actually, it probably works like -Damage%, which would actually mean it's more like 43.75% interruption.


            And as for the glitch method, I hear that requires that the CS-tank is under lv47 (Since there's no cap in the CS, the mammets won't aggro you over a certain level. Assuming the mammets are lv40 mobs..)

            Comment


            • #7
              Re: Cop2-5

              We beat it with nin war thf smn rdm sam, was a while ago but i think we had nin soloing one smn kiting other and war tanking rest and everyone else beat on that one, we wiped after killing second at which point we were all in position to reraise and kill last.

              Comment


              • #8
                Re: Cop2-5

                Originally posted by Feba
                And as for the glitch method, I hear that requires that the CS-tank is under lv47 (Since there's no cap in the CS, the mammets won't aggro you over a certain level. Assuming the mammets are lv40 mobs..)
                That's how I understand it - they will go for the lowest member of your party by nature. Oddly enough, in our case the anchor was a regular RNG40.
                Host of irc.gamesurge.net #FF14 - TheAfterLife XI & XIV LS
                Olorin (Ramuh): BLM75 BRD78 WHM75 RDM75
                Olorin Branwen (Melmond): Lv12 LNC9 CON7 THM6 MNR6 ALC4

                Comment


                • #9
                  Re: Cop2-5

                  Actually, it probably works like -Damage%, which would actually mean it's more like 43.75% interruption.
                  Physical Damage -% stacks by addition, not multiplication. However, the game uses fractions of 256, so the percentage is not always accurate.

                  Comment


                  • #10
                    Re: Cop2-5

                    -What?

                    I'd always heard it was calculated with your largest reductions first, then smaller. Such as if you have -15% -10% -5% -5% -3% it would:
                    (base damage 100)
                    -15% = 85
                    -10% = 76,5
                    -5% = 72.675
                    -5% = 69.04125
                    -3% = 66.97xxxx

                    so it would wind up doing 67 damage, not 62. I'm not saying this is right, but it would be a lot more logical than being able to stack up to insane levels. You know how FFXI loves diminishing returns..

                    Comment


                    • #11
                      Re: Cop2-5

                      Someone on KI did tests with 1000 Needles, it definetely stacked by addition. Also note that if they stacked by multiplication it wouldn't matter in which order you do the reductions. FFXI doesn't have as many diminishing returns (or increasing returns) as most people would think

                      I'll dig up the link again later if you want.

                      Comment


                      • #12
                        Re: Cop2-5

                        Hm. I remember seeing a (rather unlikely) setup before that could be used to get an insane -Phys mod... I wonder if it caps out then, like haste.


                        Anyway, thanks for the info.

                        Comment


                        • #13
                          Re: Cop2-5

                          When i did this it was pld (kiter), rdm/nin (kiter), nin (tank), whm (me), blm, smn. we ran in and the pld ran up and got aggro form all 3. since it was sigh taggro i chould heal him and not get hate while he kited. rdm/nin grabs one and runs around kiting. nin pulls last one into entrance and goes to town blm heals and light nukes. smn keeps carby out and has carby attack and helps heal till carby dies or smn is out of mp. DO NOT dissmiss an avater or you will get aggro form all 3 mobs. when mob 1 dies rdm comes in when #2 is almost head pld comes in and smn pops best avater and 2hours. killing off #2 and hitting 3. then form there you don't have much left to kill and 2 mroe Afs later andy ou win it.
                          [GM]Dave>> Last question.
                          Player>> Shoot.
                          [GM]Dave>> Don't tempt me.

                          Comment


                          • #14
                            Re: Cop2-5

                            This was a lot easier then people made it out to be. We had a PLD, WHM, RDM, BLM, NIN and RNG. I believe it was a RNG, it could have been an DD though.

                            Broke into 2 groups, the PLD and WHM making up one group and NIN, RDM, BLM, and RNG in group 2, RDM was the healer for this group. PLD runs in, gets agrro and starts kiting them around while the WHM heals. RNG grabs one and brings it back to group 2. Kill it fast, grab another mob, kill it fast.

                            By this point the WHM and PLD were starting to get worried, MP was low and PLD was near death. NIN provoked it off the PLD and after the PLD and WHM got a hold of things, they join in, with the NIN tanking and the PLD who is very low on MP as another DD.

                            We had no deaths and everything went as planned the first time. Don't over think it and go for a simple solution.
                            I use a Mac because I'm just better than you are.

                            HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

                            loose

                            Comment


                            • #15
                              Re: Cop2-5

                              I didn't read all of the posts so sorry if this is repeated. My group had Pld, Nin, Drg,
                              Whm, Blm, Rdm (I think, might have been blm or smn, can't remember that job).

                              Ninja went out, got aggro from all mobs (sight I think) and just kited them in a big
                              circle with the whm in the center curing him when needed.

                              I (pld) went out and pulled a mob back to the place where we entered and we killed
                              as fast as possible. I would suggest 2hrs on the first one to kill it as fast possible,
                              because handling 2 Mammets is much easier than 3. It is important that the kiter
                              does not voke, cast a spell on, etc.. to any of the mammets because this will cause
                              the whm to get hate from curing.

                              Bring Yellow liquids and try to keep the Mammet in Dragoon form. Also watch out for
                              those special things they do, (trans... something) because at certain times when you
                              melee you will be healing them, and at certain times if you nuke you will heal instead.
                              Have one person call this out. (sorry I can't remember the exact name of the ability
                              they use)

                              It took us 2 tries. On our first try, one of the Mammets came to our camp while we
                              were fighting the first one. We think that it was because the Dragoon used call
                              Wyvern, and I suspect that a Smn avatar would cause the same problem, so on our
                              second try we just had the Dragoon not use his pet. (this is just my opinion of why
                              it happened, I have no concrete evidence)

                              One last note, for all CoP make sure everyone is geared up really well, and buy more
                              than enough Meds. CoP missions are no joke and I think it is cheaper to come over-
                              prepared and sell back unused meds, then to repeat missions because you needed
                              one more hi pot to win.

                              Hope this helps and good luck!

                              Comment

                              Working...
                              X