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Divine Might Strategies

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  • #16
    Re: Divine Might Strategies

    My first win on DM was with a JP pick up group. I don't know if it's always like this or the game glitched, or someone just hit the JP button. But we went in, buffed and all that good stuff, and I saw the blms time nuking the Elvaan. I mainly joined the group for experience and didn't expect a win, but I knew from reading that you're suppose to kill the taru first.

    Well they didn't, and the Taru just went floating about the room, doing nothing what so ever to us. Blm timed AMII on the Elvaan, the pld poped invincible, and the BLM went another round of magic and a few melee pounding on it to finish it off. At this time two smn were kiting the Hume, pld and rdm were kiting the mitra, and the 5melee/1whm party was hitting on the galka. All the time the Taru is just floating about the room paying us no mind.

    Total alliance setup if I recall correctly was:
    Party 1:
    Blm
    Blm
    Blm
    Blm
    Blm
    Brd

    Party 2:
    Pld
    Pld
    Whm
    Brd
    Drk
    Blu

    Party 3:
    Smn
    Smn
    Rdm
    Sam
    Sam
    Nin

    The sams cordinated skillchains, and after the blms finished of the Elvaan they began MBing off the Sams skillchains. The Drk and blu were both in tank alliance for refresh, and were on stun duty for what ever the main tank pld was hitting.

    The Hume was kited to the back area so that he'd be out of AoE range and was the next to last to be killed.

    Kill order was Elvaan >> Mithra >> Galka >> Hume >> Taru

    After the first 4 were down, the Blms recovered MP and timed nuke again (ES was up). 2nd Pld poped invincible and blms time nuked again while blu/drk were stunning what they could to keep the taru from killing anyone. 2nd barrage of nukes and it was at about 10% Rdm chainspell nuke, Smns Astral flow and it's dead in seconds.

    I don't know if the Taru is suppose to engage or not if left alone, but you could do pretty much the same thing taking the taru out first and then wiping. People attending this need to have meds on them. Icarus wings are a nice touch, but with a 2hr cool down, if you fail too bad. Echo drops, hi pots, hi ethers or other MP recovery for mages should be bare minimums. Kiters need to be self sufficient, and every run I've done people kited in pairs incase one went down.

    In others runs I've attended we always go with at least 3 whm. This gives you 3 Divine seal/Divine Veil Erases for the gravity/bound moves. and partys need to stay in a group as much as possible. If the whm can't target you, you don't get cured, and if I have to use Benediction I'd like to hit more than 1 person. If you're going to die, die on the stairs, and bring your own Reraise item. 150mp to raise someone is a huge strain with the amount of damage thats being dealt.

    Well hopefully something useful in there for you.

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    • #17
      Re: Divine Might Strategies

      ok i know this thread is alittle old but i managed DM 1/1 and think that most others will if they use same strategy.

      parties.... pld/blu(mines was /blu23) RDM + BRD + WHM +(2 other ppl, only to cure ie. whm smn rdm)

      PLD + Healer + 4DD

      PLD + healer + 4 DD

      the only blm we had was my gf and this fight was still easy, just to show blms aren't that important.

      strategy.... the pld/blu + his army of healers goes to the top of the steps, along with the puller for the rest of the alliance. the other 11 people wait midway down the tunnel, whms in the room where you appear to stop any AOE dmg.

      pld/blu runs in to the AA's, casting no spells or anything for hate, runs back up the stairs, now he has body aggro, and the party are free to spam cures on him. they continue to do this the whole time while the other 2 parties pick the AA's off. 1 by 1.

      what order?

      everyone says TT must be killed first, or you're dead. well, if the pld/blu uses body aggro, then runs up the stairs to the top. the AA's will all follow, except for TT. TT will (with 100% certainty) stay inside the circle/arena (though he will cast spells if another is in range) and will be harmless there until you're ready for him.

      you now have GK EV HM MR to kill +2 pets iirc.

      anyone who has done DM will be aware of the EV's spirits within, and the massive damage it can do (2k~) and of course this will kill the pld/blu 1 shot. this is why EV is killed first. The puller will grab EV off the pld/blu immediately as soon as the pld/blu is at the top of the stairs. takes him back to the melee's, and the melee will kill it as fast as they can. (use any 2hrs if you intend too here, i.wings etc, + the 100tp if you bothered with opo-neck.) once the EV is dead, take GK next, as its WS dmg can still really hurt a pld/blu.

      once the party has pulled GK off the PLD/BLU, the fight is as good as won. the other 2 AA's + pets will do no considerable dmg to a pld/blu, and his 5 mages will be recovering mp steadily by refresh and ballad, so you now have as much time as you want to kill Gk, no rush.

      GK EV now dead, TT not attacking, take your time and kill MR and HM in any order you like, both are very weak when you have 12 ppl hitting them. kill them, rest to full if you are taking no chances, then everyone attacks TT at once. and fights won ^^

      the strategy made my fight very very easy,. and TT is 100% certian not to leave the circle unless you attack him.

      My party used no 2hrs, except for 1 SAM who died as soon as he used the 1st WS (haha forgi) and when 1 PLD who got hit with EV's spirits within, the backup pld used his 2hr to make sure EV went smoothly (we used pld/nin tanks too)

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      • #18
        Re: Divine Might Strategies

        Originally posted by XxMc View Post
        ...TT will...stay inside the circle/arena.

        When I did DM, the first leader tried the TT first method... We timed out due to too many reraise/unweakens. Someone recommended the TT last (kite in the hall) strategy. The leader and a couple of people complained and moaned, but eventually went along with it. It was much easier. You just need kite pairs for the mobile AAs. Run back and forth down the covered hall until your AA is called up.

        Unfortunately, it has been a while since I did this, and I don't remember the order except to state that we did EV right before TT and I think the order was:

        GK > MR > HM > EV > TT

        but don't quote me on that.

        I believe one of the big reasons for doing EV last is the ease of kiting. She is a pussycat to kite compared to the others, and HM 3rd to last so that in the event of a Mijin Gakure RR/Heal, only one kite is still flying. I'm sure the order of the other four isn't terribly important. The important thing about the strat is

        Fight in the entrance room (you can wipe/reraise easily, since Tractor is disabled iirc) and kite in the covered portion of the hallway.

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        • #19
          Re: Divine Might Strategies

          the reason why i think pld/blu is definately the easiest method is because if you are only fighting 4 AA's (TT not involved) then this fight becomes much much easier. 18 v 4xAA's is not tough. so whether some people think that kiting is the best strategy, at least do the body aggro and pull to the top of the ramp, so that TT leaves you alone.

          this will make any strategy much easier, and especially pld/blu as theres no magic damage + no spirits within to kill him (you're killing EV first).
          Last edited by XxMc; 01-16-2008, 05:00 AM.

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          • #20
            Re: Divine Might Strategies

            Ok, semi hijacking this thread for a related question, rather than start a new topic. When an alliace does DM, does everyone who wants the earring need to have an Ark Pentasphere? Or is it just 1 per run?

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            • #21
              Re: Divine Might Strategies

              Just one per run. Suggest 2 or 3 people having one though in case of wipes.

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              • #22
                Re: Divine Might Strategies

                my LS did this a couple weeks ago using the PLD/BLU super tank strategy and went 1/1 on it.

                The set up was pretty melee heavy (no smn, 2 blm tops, 2 rdm, and 2-3whm). The order was EV -> MT -> GK -> HM -> TT. Only problem we had was most of the melee was low on health by the time we got to the hume. Mijin Gakure knocked out most of the alliance, and left me(rdm) with ~10hp. :/ Chainspell + raise to get everyone up as quickly as possible, waited till everyone was fully recovered so as not to take chances with the taru that was still floating down below, and then ate him up in about 5 seconds total. O_o

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