User talk:ShadowKatze/SalvageII

If you are part of my salvage LS, could you please let me know if you have read this, by leaving a message on my main talk page or in game.

PET PEEVES
SHOW UP ON TIME OR DON'T COME AT ALL I ask if the time is good for people. People say yes. People plan other events in game for the same time. I don't get that (the real life stuff I get). We run daily and since you can low man this time is more fluid, but I'd still appreciate once we are all on that we actually do run not randomly doing crafts or campaign or whatever. NO AFK DURING Ok, I get that if you house is on fire or the dog ate the cat or that last fish stick was a mistake, you need to go AFK and take care of that. Things happen in real life we don't expect. If it happens a lot, that is a problem and we can talk about a new schedule. Especially low man time is tight on some runs so need everyone to be ready to go for the full run.

Planned run overview
Currently doing BR run for Usukane drops and ZR run for Ares drops. Have been alternating back and forth. We will add other runs as people need and do the big bosses on days we have more people.

Intro
I know that few bother to read this, but below is the information on Ventrillo and the runs that I plan. Personally, I feel that if everyone reads thru it and sees what we are doing, things will go smoother. If you want to read more about the areas (and I really encourage this), I would look at bgwiki for now until this site gets updated more. This plan is not set in stone. Ideally, everyone that reads thru it should have questions. It would be better to get these questions answered now than during a run. I know that the plan is not perfect and that each of you know more about your respective jobs than I do. Therefore thru the questioning process we can fine tune the plan. One thing that would help me with communication would be if everyone had a wiki account (or some other nonrestricted way to message to me). I find the 300 character limit on the FFXI messaging to be a horrible way to communicate for me. That's optional of course, just something I would find useful. I realize a lot of people don't like to register for things like this (or read even more messages from myself). If you don't want people to know who you really are make an email account with a fake name. I'm more interested in communication than finding out personal information '''THIS IS VERY IMPORTANT! IF YOU ARE NEW, SHUT UP AND FOLLOW ORDERS.''' I'm fine with answering questions after a run (or to certain extent after a wipe), but really, we do know what we are doing and if we ask you to do something we probably have a reason other than we all want you to die. This is especially true of pathos unlocks. I know you really want to help and show off your gear/abilities/ect. However, we give the unlocks in an order for a reason Requesting unlocks because you feel left out usually just delays the runs (and causes fights). Ask me in /tell (don't distract caller as I'm usaully calling on Ventrillo no matter who is actually typing) and I can tell you why you didn't get the cell or pass on to the caller you need it (although usually there is a very good reason you don't get it). Demanding a cell in party is the best way (or certainly one of them) to start a fight I've seen and will not get you the cell (it may in fact move you down the list even if you are right about needing it since human beings are like that some nights). Now after you have been running with us a while and see how it works, if you feel you were skipped accidently, feel free to ask, but do it nicely. My Main point is ALL QUESTIONS AFTER THE RUN. I'm willing to forgo a little sleep to answer them then, but hate forgoing drops because we have to stop and answer them during. My personal opinon is that if we can make this an interactive process, we will find more success. This isn't like an old Dynamis group that has a major number of people and only a few leaders running the show. This activity only requires a few people and therefore is much better designed to involve everyone in the planning. My personal frustration has been over the fact that no one wants to be involved in planning, but then complains about the plans we use. The Ventrillo will help with this. Even is you prefer not to talk (and everyone talking at once is bad), if everyone can listen it will speed up overall run. Being able to talk more openly with messaging would help also in planning the runs and strats.

Shadow's Ventrillo Server
Ventrillo is a VOIP system in that it is designed for gaming. I currently have a server rented. Cost is pretty low ($6 a month for 15 users). I will let those interested know the settings/password. If you have no access to a PC, you can not use the vent system. This is fine, but the more people we can get on voice to talk the better the runs will go (with the exception for random chatter). You an use this system if you play on PC either full screen or window mode. It runs as a backgruond program. If you play on Xbox or PS then you would need a PC in the room with you to access it, but we have several doing that. ShadowKatze 17:22, 16 October 2008 (UTC) Xbox users can chat also, but not to me. I would rather have you on vent directly, but that is also an option.

Gear Drop Overview
In salvage II only the boss mobs drop upgradable gear. All other NMs drop Plans used to upgrade pieces. There are 2 types of upgrades. If you have old level 75 salvage gear, you can make it +1 with 40-50 plans, the new upgradable piece (level45), and 15 Gold imperial coins. If you do not have the old gear you can make a new piece with the level 45 piece, 10-15 plans, and 15 mythril imperial coins. Both sets are good and have different bonuses. Currently we are each taking one set and lotting any drops for that. As we get more people we can revisit this, but the event is designed to be successful so it's just and issue of running a lot to get drops like the new dynamis is.

Current listing of sets
Currently Brido is lotting Ares. Punishr is lotting Usukane. Shadowkatze is lotting whatever isn't wanted. I would like morrigan or skadi the most, but I'm flexible. Haven't tried a Morrigan run yet. As we add people we can assign sets.

Lotting System (Last Edit 4/17/9 by Terrous & Shadowkatze)
General Idea: Currently no system is needed as we all get a long. However here is the idea I have in mind as we add more people that want to come if any. Each person should pick 1 set to lot. Level 45 gear: If it is in your set you can lot it. If no one has it in there set it is free lot. Plans This is the main drops. If only one person has that set as their priority they get the drop. If no one does, it is free lot to anyone that already has the old salvage piece to upgrade or the level 45 piece if they plan to skip the salavage +1 option. After that it is fre to anyone planning to upgrade a piece from that set. If 2 people both want that set, whoever has more time in group gets the drop. This "time" is reset on completion of a piece. Completion defined as getting enough plans to upgrade the piece they want most (for now assume this number is 50 for +1s and 15 for new). Alexandrite: Alex is not a common drop unless we kill the big boss, but all alex will be split evenly regardless of other drops. This split is by player not by character as I'm not a fan of 2boxing anyway. Any extras would go to people that did not get drops first.

Basic Role of Jobs in Salvage II
We will welcome any job in our group, but obviously some are more useful on certain runs. Here is my personal take on each job and how it relates to salvage II. If you feel you know how to play your job better than this, please talk to me when I'm free (not right as we start the run). You may be right. My way may work better with our particular group. I'm not an expert on all jobs by any means. Main thing is that everyone is doing what the group expects, so any changes to strat are best done outside of event. MNK - This is your Main Tank/DD. They should /nin for most runs. One big advantage to MNK is Subtle Blow as the NM TP moves can get nasty. Bringing some extra HP potions doesn't hurt either. The more MNKs the better mostly. WAR - Another acceptable Tank/DD. Again /NIN (weapon up to you) is better and HP potions nice. Personally, I like having the Provoke available on the earlier floors. BLM - Main Magic DD. Stunning the Main TP moves of NMs is an equally important role. Some runs BLM has little value as a DD, but the stun is always appreciated. Back up healing is also useful as is Sleepga 2. RDM - Main Healer of the group. Refresh at the start is a must and a WHM has trouble keeping up without it. Once more things are unlocked the RDM can become a buffer/enfeebler and even a nuker in certain spots, but healing is main priority. As main healer /whm is best for most runs, but /BLM is good for certain runs. I like to pull as RDM once group is safe on healing. This lets DD stay on mobs. WHM - Healer. RDM gets magic first, but once WHM get's magic, they should take over the main healing. Especially on the upper floors where they will draw less hate than a RDM. The 1 healer per DD stategy (below) works great with a rdm and whm. /RDM, /SMN, /SCH, or /BLM is personal preference, but some runs favor /SMN (Ask first if not sure). THF - Treasure Hunter / Puller. TH is less valuable on in Salvage II, but does have large impact on alex drops. Bringing THF is a bonus and better if they are a good DD. COR - Buffer/Puller. Dancer's Roll is amazing on the lower floors and the Monk's Roll for the NM fight makes things much smoother. I would suggest Regain Roll as the other melee roll and then Evoker's and Scholar's roll on the mages. A wild card after the Melees "2hour" is great. Random Deal is also quite nice with merits. It's a shame you don't see more people requesting CORs for stuff like this. Pulling is a secondary job, but COR should also know our route and how to pull if need arises. Always bring Cards for Quick Draw as well. Dark, Light, Earth, & Ice are the most useful to us for enfeebling in case you don't have Trump cards. BLU - They start out weak since other jobs get priority over them, but once unlocked they are quick powerful in salvage II if they have the right spells. My recommendations would Sudden Lunge, Winds of Promyvion, Quadrastrike, Amorphic Spikes, and Magic Barrier for basic spells. Nothing wrong with having them all and ask before a run if you haven't done it before. BRD - Buffer/Puller. Marches for the melees and ballads for the mages are the usual preference. This of course can vary in some situations. The true strength of a BRD, in my opinion, is Lullaby. It can sleep a lot of things that are immune/resistant to dark sleep and is great for crowd control in most runs. Runs in undead heavy areas and when you reach mech mobs greatly benefit from this. As Puller, you may prefer /nin, but honestly, /whm benefits the group much more. BRD, like THF, should be well versed in our runs and how to pull for speed and safety. PUP - Another under appreciated job. PUP makes for a great DD in salvage. One thing to note, is that their automaton will have all the same weaknesses they have, so you if you want them to be effective you have to unlock more things. However, PUP serves well in most runs. They can DD on most floors and swap to WHM pet on boss if you are short healing. DRG - Great DD for salvage and Agnon is always helpful on boss/NMs. Unlike PUP they get to keep there Pet out on entry. They would make another back up DD for the main NMs. Sub job would be up to player, but /NIN is almost required for melees on megaboss runs (note that /SAM is also fine for meditate WS mode on boss). /blu (or other mage) might work as well though for healing breath and the more traditional DD subs would be fine for most runs. PLD - Not the best job for salvage. It has uses on certain runs, but overall takes a lot of cells and doesn't do enough damage. You can use a PLD as your tank if needed though and no job is useless. WE have one Aegis PLD in LS that should be good if needed for bosses, but normally wouldn't take. SCH - This job is great for certain runs. However on a boss run, I would recommend a different mage as healer. The SCH's true strength is in -ga spells on the lower levels (invis/sneakga, En-ga, stoneskinga, etc.). They make a good magic DD or healer on the lower levels as well. The best uses for SCH I have seen have been as a subjob however. That said, we haven't had a SCH in our main group yet. And even with the recent nerf, their "2hour" is quite strong. DNC - DNC suffers like PLD from a lack of damage. Their buffs can be very useful, but undead are uneffected by some and the fact that they need to engage (and hit) the target to have an effect means they feed a lot of TP on NMs. If they can store TP leading up to the NMs, a support healing role would be useful, they could replace another DD if they went down. DNC does make an ok subjob though for back up DDs. SMN - This is a high maintenance job. The AoE buffs and carby pulls are helpful in places, but as a DD it is usually lacking in salvage, due to resistance of mobs and shortage of MP. They can back up heal well with /whm, but should only be brought for specific runs. /SMN is just as good for carby pulls and that is where I see the most use for SMN in salvage. Although the addition of Favors has increased their flexibility, my opinion that they are good for certain runs only, remains. DRK - Great salvage DD. Should bring some HP potions for when they get a lot of hate. In a pinch DRK can tank for salvage. Their only issue is the lack of defense. Another Stun is always helpful too. /NIN is my preference since they may have to tank at some point. /SAM for a megaboss is good for meditate. /THF is chosen a lot I see when I don't order a different subjob. I get the damage reasons for this, but on most runs I hate seeing this, simply for healing reasons. Make sure you Trick Attack someone if you want to /THF. SAM - Another great DD and acceptable tank for salvage. Should also bring HP potions. The Status effects on their weapon skills are very helpful, but some mobs react violently to certain status effects, so this should be watched. NIN - A strict DD build is best for a NIN in salvage. Tanking is handled by the other jobs, and really NIN would tank only if the others went down (which happens, but don't plan on it). Personally, I would prefer a different job, but as with PLD it has certain uses on some runs. As with all melees, HP potions are useful. Plan to use Innin Stance. RNG - Great DD for salvage, but better on run where they can get most stuff unlocked. /NIN would be my strong suggestion for RNG. Widescan is also a bonus in some runs. This is also a good subjob for COR (I prefer WHM if possible though). BST - Seems to be an acceptable DD when short of Melee jobs. Requires JA and range unlocks to be truly effective, but other than that no issues. Apparently, they are not allowed to charm mobs in salvage, which I find annoying, but overall they are good for a number of runs. With new HQ pets, they are even better.

Basic NM strategy
Most of the NM mobs in salvage and especially the Megaboss mobs can be defeated by a simple 6 person strategy of Dedicated Healers. If you have 2 melee DDs (shared tanking) and 2 healers (rdm or whm) then each healer selects a DD and heals only him/her. Buffs should be done before the fight and the one that really matters during the fight is haste (for /nin). Healer should focus on Cure, Paralyna, and Haste during the fight with only a few exceptions. It's not that the other spells are not needed, it's that the damage spikes are severe at times and if you are casting another spell when they come it can be very easy to have someone die. The issue of enfeebling the NMs is tricky if they resist a lot don't bother it's a waste of MP. With a good set of buffs, RDM should not have to rely on convert (although it's incredibly nice if things get ugly). If you really want to enfeeble it, I would suggest waiting until you see your DD reapply shadows (successfully). The other 2 spots should be a THF (for TH) and a buffer of some sort (BRD or COR). If you have 7 the best set up is MNK, MNK, RDM, WHM, COR, BRD with THF in solo party. You can replace a buffer with a BLM for more damage in some runs or add BLM (for big nukes and stun) as an 8th. Honestly we've only run with 3 most nights. DD, DD, Healer. Mostly been THF, PUP, RDM. But we have shifted the THF to BLU and had great success lately.

Unlocks
Each run is a little different for unlock order, so I'll note that in the individual runs as I go, but this is a simple list of what each does. Also please note that since the update, they now say what they do on them. There is a pole in the first room of each level. Click on it and it will list the unlocks available. On F1 it will show how many of each type is left so make sure you know who is supposed to take what. On all other floors it will list unlock types available with a number at the top of the list showing how many times the pole can be used. Depending on run you may or may not need to talk about who gets to use these unlocks, but if you use the pole you can choose any of the unlocks and it will reduce the overall number available by 1. Weapons/Shield Range/Ammo Head/neck Body Hands Rings/Earrings Back/Belt Legs/Feet SubJob JobAbilities/WeaponSkills Magic HP MP STR VIT DEX AGI MND INT CHR