Stepping away form the psycho babble, the run itself was mediocre when it comes to loot. No AF drops at all. A 100 byne bill dropped which immediately alleviated any worries that this would be a gil sink for the LS bank. I counted 3 clear wipes, but there were many more instances of individuals going down during pulls. All in all, way too many deaths for my taste. I was supposed to be the only one going down so frequently, but it ended up being rough on everyone's buffer. Especially the sleepers.
So, what info DID I have? Well I used the Dynamisbums website for maps and zone mechanics info. There was a thread with some info and second, more accurate map. I also pretty much followed their standard route. It was infinitely useful, but certain things you have to experience yourself before really understanding. Things like: the position of demon pops, where to pull from, positions to die/sac to and linking behavior of NM's. That last bit turned out to be the big surprise. I pulled the RDM/WAR/BRD NM trio telling people to kill the eyes asap so we could then kill the NM's individually. The NM's do not walk back to spawn after sac dies. They run back to the alliance. More notably, one of the demon NM's actually DID walk back to spawn slowly. Was it because its respective Vanguard Eye was already dead? I'm not exactly sure why it happened, but I have some theories:
- They assist whoever their eye is fighting after the sac dies, like a Wyvern pop from a DRG mob.
- Actions on the eyes while NM's are within a certain range, generates enmity on the NM.
- Them going passive or aggroing depends on the distance between eyes or alliance when sac dies.
There aren't many eyes you can pull without links, I think with a small group like this and without crowd tanks, sac'ing is pretty necessary. I might suggest a crowd tank for future runs to see how it goes. It would certainly make life easier on the sleepers, who wouldn't need to put so much distance between themselves and the crowd or depend on their fellow sleepers to save their asses.
I thought it was interesting that RNG and NIN demons use Hecatomb Wave as their ranged attack. As opposed to Trolls, which shoot their cannon which shows up as an ability in the chat logs, the demons actually have TP ability charge animation. Even though Hecatomb Wave is an AoE attack that ignores shadows, because of the charge animation, you can keep running out of its range. This makes kiting the RNG mob very easy, though I suppose this has always been true.
Other things I learned:
- We need a THF present in the DD party, because while pulling I'm frequently out of range or dead.
- In the end sac'ing regular eyes is more necessary with a small group than sac'ing the NM eyes. This is the converse of what I expected to be true going in.
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