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Old 07-26-2006, 12:18 PM   #1
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ISNM 60 - Call to Arms stragity brainstorming.

In this battle there is one NM when you enter the arena, a Imp Bandsman. He uses the TP moves Bugle Call(Summons another, weaker Imp Bandman that likes to spam Frentic Rip), and two other Bugle moves that give Amneisia and Silence. I attempted this twice yesterday, failing both times. We went as BLM/RDM, BLM/WHM, NIN/WAR, WAR/NIN, WHM/SMN and MNK/WAR. The first time we focused on the main one and killed it, but died to the hands of 5 Imp adds. The second time we got the main one down to 55% by attacking main untill it Bugle Calls, attack addons while NIN kites, attack main etc. but I got silenced, then died and it went downhill from there.

When the Imp uses Bugle Call, the addons spawn in the lower arena. This got our party thinking(which disbanded before we could try it) to pull the main imp up to the start of the arena, and attack it to 80%, then send two "delayers"(me wor Gravity and the NIN for kiting) to the bottom to delay the addons while the main ones rushed the imp and tryed to kill it ASAP.

The second plan was to do what we did the second time, but bring meds to remedy Silence

Personally I liked the first idea we where going to try the third time, but once again we have ~5 Imp adds. I came up with the idea of having an AoE skillchain followed by an AoE magic burst, but we never got a chance to try it.

Other ideas:

Critical hits can break the bugles of normal imps. If this is true with main imp, whore up on WAR/THFs for Mighty Strikes and Sneak Attack.

Stunning Bugle Call.

Sleeping Addons(With Lullaby, unsure if this works)
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Old 07-26-2006, 12:47 PM   #2
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Re: ISNM 60 - Call to Arms stragity brainstorming.

This is the first time I've heard of this. Once you kill the man Boss man, do the other despawn, or do you still have to kill those adds?

FYI, there really isn't an AoE Skillchain. You can Skillchain with an AoE WS, Spinning Scythe >> Cyclone comes to mind, but the Skillchain effects only works if both AoE WS ORIGINATE on the same mob, and the effect only hurts that mob! So the others in range will take damage, but each of them will NOT have their own Skillchain effect.

If a BLM or two MB with an -aga spell, they will probably get eaten. AoE WS generally aren't damaging enough to keep hate off the BLMs. Last thing you want is 3 to 5 Imps slaping the taste outta your BLM.
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Old 07-26-2006, 02:29 PM   #3
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Re: ISNM 60 - Call to Arms stragity brainstorming.

Hmm...

Well you do have to kill all of the imps, not just the main ones. Thats why we didn't win the first time. I wonder how it would work out if you have 1 group(WHM, NIN, DRK) Attack the main Imp(WHM -nas, DRK Weapon Bashes and trys to Stun Bugle Call, NIN tanks) and have another group(WAR/NIN, BLM/RDM, BRD) take care of the adds(WAR/NIN tanks one, BLM Gravitys and Binds, and Cures, BRD lullabys and cures)
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Old 07-26-2006, 02:51 PM   #4
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Re: ISNM 60 - Call to Arms stragity brainstorming.

Try not relying on Shadows. PLDs do great on Imps because 1) TImps hit weak 2) Frenetic rip is laughable 3) JAs and Magic for hate. Of course, I haven't tried this NM Imp, but I have duo'ed the quest NM Imp in Arraparago Reef. He hit like a girl.

Also, I never go anywhere without Echo Drops. Silence is the one debuff worth carrying items for.

*EDIT*
Suggestion: Have a PLD+DRG/WHM duo the NM while the others kill the summons.
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Old 07-26-2006, 03:25 PM   #5
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Re: ISNM 60 - Call to Arms stragity brainstorming.

[rant]
Please, for the love of all that is good and holy in your life, if you have MP and rely on it, carry Echo Drops!! I forgot mine last night, and was Silenced in a really bad spot. WHM bought the farm, and I was Silenced JUST after I Converted. So I had full MP, and 70HP. I apologized profusely to the WHM for forgetting them. Same thing goes with NIN's.
[/rant]

Is it even possible to kill the Imp before he spawns his pets? Use 2hr's, BLMs blast away, RDM Chainspell Stun it, and just dump as much damage on it as fast as you can. Hundred Fists, Mighty Strikes Rampage, Thundaga III, have the WAR bring Icarus Wing and see if you can drop this thing as fast as inhumanly possible.
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Old 07-26-2006, 04:02 PM   #6
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Re: ISNM 60 - Call to Arms stragity brainstorming.

First off, I usually carry Echo Drops, but I spaced out this time and only brought one. Secondsly, you can kill the imp before he spawns addons, but it's very difficult. You can't Chainspell + Stun, because it's 60-cap. The PLD idea is good, I don't know why I didn't think of that (mabye because the two runs we failed on had a NIN). But the PLD and DRG/WHM wouldn't work because the Imp spams Amneasia("forget" all spells and JAs till it wears off) in addition to Silence and Bugle Call. The Imp aggros before you get into spell range, though you might be able to manaburn via. AM(Freeze -> Flare x4) w/ a PLD tank if it deals enough damage.
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Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
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A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
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Old 07-26-2006, 04:41 PM   #7
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Re: ISNM 60 - Call to Arms stragity brainstorming.

Amnesia is Job Ability & Weapon Skill only. You can still cast spells unless you were previously Silenced.

I didn't realize this was a level cap thing, so you're right. Chainspell Stun is outta the questions. There goes that idea. (I tried! lol) Then again I still have no idea what the hell a "ISNM" is.

That Manaburn might not be a bad idea, and you'd be given a chance to test out the Accumulative Elemental Resistance addition as well. Of course the PLD would have to 2hr to get hate, and hope the second volley destroys the damn thing. Or just BLM it up, and bring a BRD to Lullaby it.

Another idea that just hit would be to go BLU, BLM, BLM, BLM, BLM, BRD. BRD runs in and Lullaby's it. BLU uses an Icarus Wing, fires off their best Distortion and have the 4 BLMs MB with Freeze. BLU subs /THF for a bigger chunck of damage, but the SKillchain should be able to do about 600dmg right? 300dmg WS, 200dmg BLU Spell, then 100dmg+ Distortion? Might take some practice to time it all up, but it's possible at least on paper.

BTW, my rant about Echo drops wasn't directed towards you, Onion~dude. May have seemed a tad abrupt and directed to you, but was more for everybody, hoping that the Community here already knew to bring them.
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Old 07-27-2006, 07:36 AM   #8
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Re: ISNM 60 - Call to Arms stragity brainstorming.

ISNM are new battlefields, meaning Imperial Stanging NM. 6 of them where implemented in the 24th update, and to my knowledge only one has been beat, though I'm sure more have I just havn't heard of them. On midgardsormr, no-one has beat Call to Arms yet, and I'm trying to figure out how.
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Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
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A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
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Old 07-27-2006, 05:28 PM   #9
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Re: ISNM 60 - Call to Arms stragity brainstorming.

Did this today with Pld Drk Drg (me) Smn Blm and Brd. Our strategy was to kill the main NM as fast as we could while the brd kept the adds slept. It worked really well and we ended up winning 4/5 tries. The time we lost the NM spammed Bugle Call and the brd got raped by like 8 little imps.

Just have to make sure you have a brd for lullaby, because the sleep spell doesnt work, and that you have a pld tank. I'm not positive but i dont think we were able to stun bugle call, and nor did i ever manage to break his horn.
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Old 07-27-2006, 05:45 PM   #10
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Re: ISNM 60 - Call to Arms stragity brainstorming.

Is this a Mission, or is this like a BCNM thing you do for gil?
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Old 07-27-2006, 05:58 PM   #11
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Re: ISNM 60 - Call to Arms stragity brainstorming.

its like a BCNM
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Old 07-27-2006, 06:04 PM   #12
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Re: ISNM 60 - Call to Arms stragity brainstorming.

Tagg! /wave

Quote:
I'm not positive but i dont think we were able to stun bugle call
We where able to stun it, and the WS animation and text in chat log didn't go off, but the imps got summoned anyway.
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Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
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A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
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Old 07-27-2006, 07:57 PM   #13
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Re: ISNM 60 - Call to Arms stragity brainstorming.

Quote:
Originally Posted by Onionsoilder
First off, I usually carry Echo Drops, but I spaced out this time and only brought one. Secondsly, you can kill the imp before he spawns addons, but it's very difficult. You can't Chainspell + Stun, because it's 60-cap. The PLD idea is good, I don't know why I didn't think of that (mabye because the two runs we failed on had a NIN). But the PLD and DRG/WHM wouldn't work because the Imp spams Amneasia("forget" all spells and JAs till it wears off) in addition to Silence and Bugle Call. The Imp aggros before you get into spell range, though you might be able to manaburn via. AM(Freeze -> Flare x4) w/ a PLD tank if it deals enough damage.
PLD + DRG/WHM would work because the DRG get's cheap healing breaths to cure. Amnesia stops JA's, not cures. And no way is the wyvern going to pull hate off the PLD. PLD can hold hate with not just JA's, but also magic. Of course, you have to have echos to handle the silencega.

The BRD using Horde Lulliby seems more reliable, since it's a proven method in Steamed Sprouts. Any decent team should be able to use that strategy.
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Old 08-03-2006, 12:14 AM   #14
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Re: ISNM 60 - Call to Arms stragity brainstorming.

On a side note, Can wyverns still use Healing Breath when Amnesia/Silence is on the Wyvern?
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