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FFXI Master Trial: Sealed Fate (Omega and Ultima)

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Feb 5th, 2017
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  1. Master Trial: Sealed Fate (Omega and Ultima)
  2.  
  3. Setup: RUN/DNC SMN/RDM SMN/RDM COR/WHM GEO/RDM BLM/SCH (Outside buffers: SCH BRD COR)
  4. Roles:
  5.  
  6. RUN: Tank. The exact role the RUN plays, and what support job they go on, can vary depending on how well geared your RUN and your other jobs are. In this case, the RUN went /DNC for Box Step on Ultima and used Dimidiation for extra damage, as well as opened skillchains on Omega sometimes with Herculean Slash. Epeolatry was used.
  7.  
  8. SMN #1: Main damage on Ultima. Must have Nirvana and top-tier gear. Predator Claws seems to do the most damage on Ultima. Keep AM3 up at all times (use Garland of Bliss on Ultima for the DEF down effect). Keep up Hastega II, Earthen Armor, and (if possible) Tidal Roar.
  9.  
  10. SMN #2: Mewer/Skillchainer. Keep Cait Sith out at all times, and use Mewing Lullaby on cooldown. Open skillchains for the COR with Regal Gash, and close skillchains off the RUN's Herculean Slash with Starburst.
  11. Note: SMN #1 and #2 temporarily change roles while SMN #2 is using Astral Flow/Conduit. If #2 also has Nirvana and top-tier gear (ours had no Nirvana), both can BP Ultima and alternate Mewing, though this puts a heavier SC burden on the RUN.
  12.  
  13. COR: Support/Skillchainer. Must have maximum Phantom Roll duration/recast equipment, all Reforged gear that enhances JAs, and Leaden Salute/Wildfire sets. /WHM for -na spells, Erase, and Raise in case TP moves go off. Light Shotx2 after every Dia II on Ultima. Good luck with Wild Card...
  14. Rolls: Gallant's Roll on the RUN, Beast Roll on the SMNs, Tactician's Roll on everyone. It doesn't matter what the BLM gets so long as they have Tactician's, though you might consider Wizard's Roll if their gear isn't perfect.
  15.  
  16. GEO: Support. Must have Idris and 900 skill. Keep Slow and Paralyze on both enemies as much as possible, Bio II on Omega, and assist with cures on the RUN and others when needed.
  17. Bubbles: Indi-Focus, Geo-Frailty, Entrust Indi-Haste. Frailty is at 1/4 of its normal potency in this BC: if both SMNs are BPing Ultima, Frailty is likely not needed and can be substituted for something else at your discretion.
  18.  
  19. BLM: Main damage on Omega. Amalric+1 gear and Laevateinn are not necessary, but must have top-tier gear everywhere else. Priorities are on Death and Aspir sets, though a strong Comet set also helps. You are required to consistently hit 99999 damage (or very close) with Death on Omega.
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  21. Outside buffers: SCH is mandatory for Perpetuance'd Protect/Shell V to last the entire BC. We also had our SCH do Barstone/Barpetrify (in case of Rear Lasers), Phalanx, Adloquium, Regen V, Voidstorm II, Aquaveil, and Embrava. Outside COR did Warlock's/Drachen Rolls, outside BRD did Honor March/Scherzo/Ballads.
  22.  
  23. Food: Shiromochi+1 for the SMNs, Crepe Belle Hellene or Cehuetzi Snow Cone (or its HQs) for the COR and BLM. RUN can either use Sublime Sushi+1 (if using Steps/Dimidiation) or Miso Ramen+1 (for pure defense). GEO doesn't need food (Miso Ramen might help).
  24.  
  25. The Fight:
  26. Both enemies have 5 Million HP. They Regen approximately 300,000/tick if brought too far away from each other. They have zero Regen or Regain otherwise. All AoE TP moves except conal ones (Rear Lasers/Laser Shower) have a range of 30'.
  27. Omega:
  28. TP Moves (four legs, target in front): Ion Efflux, Guided Missile, Discharger, Target Analysis, Pile Pitch
  29. TP Moves (four legs, target in back): Rear Lasers, Hyper Pulse
  30. TP Moves (two legs): Laser Shower, Guided Missile II, ???
  31. 1hr Ability: Mighty Strikes - used at 89%, 79%, 69%, etc.
  32. -Only vulnerable to magic damage: all other forms of damage will do little to nothing.
  33. -Always attacks two or three times per round, but hits are weaker compared to Ultima.
  34. -Stands up at 49% HP, gaining a significant attack speed boost and completely resetting hate on primary target (maybe? It's weird, see below). It can also use 2 TP moves back-to-back on two legs.
  35. -Gains an Attack Down aura if HP% is more than 5% above Ultima's, with severity increasing as the disparity grows. This does not affect pets.
  36.  
  37. Ultima:
  38. TP Moves: Chemical Bomb II, Wire Cutter, Antimatter, Equalizer, Armor Buster, Citadel Buster (under 75%, no countdown)
  39. 1hr Ability: Benediction - used if no damage is dealt to Omega or Ultima within a period of one minute
  40. -Only vulnerable to physical damage: all other forms of damage will do little to nothing.
  41. -Has zero multi-attack, but possesses a potent Enlight effect. This Enlight effect doubles in potency at 49%.
  42. -Chemical Bomb II unequips and locks the sub weapon slot if the player is Dual Wielding (will not unequip/lock grips or shields). It still inflicts Slow/Elegy, requiring two Erases.
  43. -Gains the ability to use 2 TP moves back-to-back at 49% HP, but does not reset hate. Instead, it resets hate along with Omega when it reaches 49% HP.
  44. -Gains a Magic Attack Down aura if HP% is more than 5% above Omega's, with severity increasing as the disparity grows. This does not affect pets.
  45.  
  46.  
  47. Fight Strategy - Offense:
  48. -Both must be taken down simultaneously, to avoid Benediction.
  49. -Predator Claws is the BP of choice to damage Ultima. Bolster and Astral Conduit (both SMNs, alternating) should be used as soon as enmity is stable so that Wild Card can be used early.
  50. -If the RUN is geared enough to land Dimidiation, it can be a good damage supplement. However, the RUN should stop using it and switch to engage Omega at around 25% HP to avoid TP usage (which I didn't...).
  51. -For Omega, the BLM should treat it like damaging Teles - Death and Comet MBs only, with an infinite MP supply for Aspir.
  52. -RUN should use Gambit/Rayke on cooldown, or at your discretion. Gambit is the more important one here, so merits into its recast help.
  53. -We used two main skillchains in this fight - Regal Gash -> Leaden Salute/Wildfire (either works), and Herculean Slash -> Starburst. The former should be used whenever available, as the COR will close for much higher damage and this frees up the RUN to use Dimidiation. Alternatively, Ground Strike -> Leaden Salute/Wildfire also works if the RUN can land Ground Strike.
  54. -Leaden Salute will do more damage, but it will pull hate much quicker. If you're pulling hate, probably best to stop using Leaden.
  55. -Always remember that if no damage is dealt to one enemy within 60 seconds, Ultima will use Benediction and end the run. The damage required is not high, but DoTs will not always block it.
  56.  
  57. Fight Strategy - Defense:
  58. -Mewing Lullaby must be constant on both enemies, to avoid them TPing as much as possible (ideally they get off 0 TP moves the entire fight).
  59. -Keep Slow and Paralyze on both enemies at all times, Bio II on Omega, and Tidal Roar on both as much as possible.
  60. -The RUN should keep up, as much as possible: Phalanx (vital), Stoneskin, Aquaveil, Crusade, Ice Spikes, Regen, Refresh, Vallation/Valiance, Battuta. If not going /DNC, then go /BLU and add Cocoon to that (no other subs help much in this BC). In addition, spam Flash/Foil as much as possible to keep hate. Use Embolden on Phalanx to counter Mighty Strikes if Battuta is down.
  61. -If /DNC, also remember to keep Box Step up on Ultima at all times. RUN can get very busy in here...
  62. -How much the RUN prioritizes defense (spamming Stoneskin) over offense can vary depending on player skill/gear. If both SMNs are damaging Ultima, the RUN can likely afford to go far more defensive than I did.
  63. -When Omega stands up at 49%, there is a strange hate reset. I don't think it's a normal hate reset, since Elemental Sforzo didn't take hate off of SMNs who did basically nothing, but I don't know. Either way, prepare for multiple deaths around this time.
  64. -Deaths are not the end of the world here, so long as the RUN stays alive.
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