Feiid Admin replied

621 weeks ago

This is not mine, as it is a cut and paste from BG. However, this is the general guide we will be using to defeat Tojil. I ask all members to read it over, and specifically, to memorize their rolls on their respective jobs, as I will not, and can not, remember everything for everyone once we are doing the fight. Study this closely, and we can win.

We downed Tojil on Lakshmi the other day with three beads and then wiped at 3% with our second three beads. Could someone take a look at it and tell us what we're doing wrong?

Setup: (with damage% against Tojil)
- Party 1: MNK x2(18.1%,11.25%-died early), SAM (Koga - 19.7%), COR, BRD, WHM early death hurts obv, a drk would likely be a slight improvement over the sam but shouldn't be the difference between win and loss. If you can craft a gsword from your first win, then a drk would be way better. Our drk was doing close to 30% of the damage before all the monks got oatixurs.
- Party 2: MNK x2(16.6%-DC for ~two minutes,19.3%), DRG (Ryuno - 14%), COR, BRD, WHM DC hurts a lot, was the DC at the start?
- Party 3: SCH/BLM x2, RDM/BLM, GEO/WHM x2, PLD
Buffs - Hunter's/Chaos/Fighter's/Rogue's, 2x March, Scherzo, 2x Madrigal, 2x Minuet, Haste, (Boost-STR initially, etc.), Melee use Sushi +1 Same thing we do except we have one extra minuet

Basic roles:
- SCH/BLMs stun every TP move and whatever spells look like they're going to get through. One of the Scholars embravas the alliance at about 74% (which is generally when our Marches are falling, so it's good for Stun recast). When he starts resisting Stun, we switch to Light Arts and Accession C4 spam.
- RDM keeps it Dia IIIed (with Light Shot too), Dispelled, Silenced, and Gravitied
- DRG tries to maintain Angon, which is actually kind of reasonable because of the number of COR JA resets
- GEOs maintain MEva down, MAcc up, Eva down, Def down on Tojil. When he essentially becomes immune to our debuffs (Stun and Silence), they switch out the magic spells for Refresh and something else. They use their 2-hours when appropriate

Specifics:
* PLD pull or BRD sack pull Tojil PLD pull, you should be starting fight w/ extended SV songs
* First Monks do first Mantra on pull, use Formless Strikes/Hundred Fists
* Second Monks do second Mantra when the first one wears
* After second Mantra, CORs do Wild Card
* If it's still above 75% at this point (which I think it has been every time?) then monks use Formless again if it drops (and HF if it's up) Looks like this is your problem. Are your monks using rigors? What do their gear sets look like? It should be dropping to at LEAST 85% after 100 fists wears off (assuming no oatixurs) and the rest should drop within another minute or so. Are your other dds engaged at this time? (they should be). Songs shouldn't be wearing off before 60-65%, same with wildcard timing.
* Monks cancel Formless at 74%
* Melee it to death ASAP
* Use Random Deal after the fourth Mantra.
* PLD builds some hate and is careful not to die
* When stuns start resisting, melee wipe, PLD tanks, we arise the melee it really should be dead before this point
* After they're unweak, we re-buff them and send them back in sometimes this works sometimes it doesnt, if it does the weakness move right after you engage, you're probably out of luck. May be worth having the DDs go in pairs? That way they don't all die when weakness goes off.
* One time this resulted in a win. Once it resulted in a loss at 3%.

We got 43 Stuns in before he started resisting on our winning run (aka totally resisted everything after that point), which brought him to about 24%. The melee wiped around 22%. Got up and zerged him down. The second run we got him down to 27% before the melee wiped (it was a slower fight). We zerged him down to 3%. I definitely see how 5-NM+Tojil runs are possible, because time is totally not an issue (until we wipe). If we can get to the point where we can kill Tojil in one push, doing 5 NMs and Tojil will be joke-tier. We need to do about 33% more damage, though. If you're doing the wipe/arise method, you should really be getting it down to at least 10% or so before you start wiping.

Options to improve, as I see it:
* Don't stun Tyrannical Blow or Pyroclastic Surge - This buys us time and we generally have at least one Yagrush to remove Plague.
* Acc isn't really an issue when it's properly debuffed, but his Attack Down aura is brutal. Does anyone know how to remove this? We nuked it with water while the PLD was holding and that did a close approximation of jack shit.
* Now that we've got one win under our belts, push the monks to get Tojil's H2H. - This blows, because the most effective way to farm Plasm is to 5-NM run Tojil so it's painful to do 45 minutes for 10~11k Plasm at this point in fodder groups.
* Find a second Dragoon so we can permanently maintain Angon? - This could make a large difference.
* Bring me on dancer so I can waltz our sorrows away and use Box/Quickstep. - no not rly we had plds sub dnc at the start but this was pointless

Feiid Admin replied

621 weeks ago

The preliminary order that we will do the NM's in is:
1. Raptor
2. Eft
3. Mata (MNK holds this and pulls other mnk's after 7 TP moves, might happen during eft, in which case, PLD holds the eft with DRK and DRG until mata dies and mnk's come back).
4. Kurma or Peiste-whichever we see first
5. Kurma or Peiste-ditto
6. Tojil

I will post simple strategies on them later. In the meanwhile, here's a link to both a map of the fracture and of some common strats. to use on the NM's.

http://www.ffxiah.com/forum/topic/38454/morimar-fracture-plasm-farming-strategy/

Feiid Admin replied

620 weeks ago

Notes for tonight:
Please bring the following: DD's a stack of poison potions, a reraise earing/gorget/hairpin, 3 stacks of remedies, and SOLE SUSHI. Mages need to bring echo drops, at a minimum.

Notes on specific NM's:
1. Raptor: No magic damage at all on it! No dia, bio, etc. A zerg fest where you need to macro in PDT gear when u have hate.

2. Eft: pop poison potions before it is pulled to camp, as it has a 10' aura.

3. Mata: 1 MNK holds, a SCH goes with them during the TP move phase. When it hits 7, the MNK's run over and formless strikes it, while the rest of the pt remains on the eft.

4. Kurma: RDM needs to dispel "Harden Shell", SCH's need to stun Tetsudo Tremor.

5. Peiste: RDM needs to keep it blinded at all times. Spam remedies for all ailments besides Petrification. When petrified, shout it out so it can be removed. Stand behind PLD because you will be knocked back and bound if you do not.

6. Stun all TP moves, it's ok if some spells get through. However, Lahar MUST be stunned, and if not, DD's need to swap to PDT gear immediately!


last edited 620 weeks ago by Feiid
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