Post by Ikonic on Apr 26, 2008 20:11:02 GMT -6
It's time to try another KS99. This time we will be doing KS99 (The Hills Are Alive) on Saturday, May 10th @ 5pm CST. Gather in Waughroon Shrine (off Palborough Mines).
Additional Info.: Wiki
Most likely we will use this strategy unless someone has a better one:
Please reply if you plan to attend, if you are bringing an orb, and what jobs you have available to bring.
Members:
Ikonic - MNK, BLM (orb)
Additional Info.: Wiki
Most likely we will use this strategy unless someone has a better one:
Working Job Combinations
PLD/WAR - 1 or 2, if 1 beware of flood or waterga IV only hitting 1 tank.
BLM - as many as you can, recommended 6+, Ice spells only!
SAM or /SAM - 2 melee that can meditate preferred
RDM - 1 for each alliance
WHM - 1 for the tanks
BRD or COR - for BLM parties
Without a BLM army
Strategy: Starting Positions - Everyone stands in the centre of the BC, while the tanks kite the Turtle around.
Turtle out of shell- Melee should meditate and build TP as needed but do not hit anymore when at 100+ TP. When MP and TP is ready, set a time for all the BLM to use Blizzard IV, this will almost always make turtle hide in his shell. If he does not hide in just rest for more MP and wait for next timed nuke.
Turtle in shell- After the timed Blizzard IV that made the turtle go in, the SAM or /SAM will do a Distortion or Darkness SC that the BLM MB with Blizzaga III or Freeze II. This should pop the turtle out of his shell. If after MB and turtle is still in, BLM must keep using Ice nuke to make him come out at all cost. If any BLM is still casting while it popped out needs to cancel cast immediately, if over damaged he has a chance to go back in shell.
Just repeat these 2 steps and the win should not be difficult. The idea is to get him outside the shell as much as possible so he can't regen and never to have him go in the shell without TP and MP ready.
No random damage-No one is to deal DOT, hit, nuke or anything on the turtle without everyone knowing. If a /SAM needs TP it is best to wait till BLM have MP in case his damage will make the turtle hide in shell prematurely.
PLD - needs to keep hate and try to make the turtle face away from the center right before the timed nuke so when it enters his shell he will not frontal AoE the mages or will he silence the blm.
RDM - needs to silence the turtle right when he enters the shell. If all 3 RDM cast at least 1 will land even without ES it's not hard to land. Casting when he is out of shell is useless as it is dispelled when he enters the shell. And keep gravity on and bind randomly but not on mages.
SC Melee- the starter must make sure when he starts the turtle has entered the shell (it does not always enter shell after the timed nuke, its kinda random) and make sure the mages are not silenced before he uses his TP. They can continue to melee after the MB if it does not come out but must stop once it is out.
BLM - must watch the head to know when to cancel nukes.
Please reply if you plan to attend, if you are bringing an orb, and what jobs you have available to bring.
Members:
Ikonic - MNK, BLM (orb)