User talk:ShadowKatze/Salvage

Salvage Info
I know that no one bothers to read this, but below is the information on TeamSpeak and the ZR run thru that Seeko and I planned. Personally, I feel that if everyone reads thru it and sees what we are doing things will go smoother. 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. We both know that the plan is not perfect and that each of you know more about your respective jobs than we do (than me anyway I won't speak for Seeko). Therefore thru the questioning process we can fine tune the plan. My personal opinon is that if we can make this an interactive process, we will find more success. This isn't like a 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 TeamSpeak will help with this. Even is you prefer not to talk (I'm not a big fan of my own voice either), if everyone can listen it will speed up cell lots and overall speed. Lastly, if you do mananage to read thru all my boring prattle here, please encourage the other members of our group to do so as well. ShadowKatze 15:27, 21 April 2008 (UTC)

VoIP
I totally agree that having a voice chat system would help us more than anything else to speed things up. The only problem I see with it is that it would potentially alienate non-PC users. As far as your comment about not being able to use it with playing the game in full screen: The programs I've tried using (TeamSpeak and Ventrilo) are designed to be background programs. You start them up before you log into the game, and then they just run in the background (minimal cpu usage) while you play the game. It would suck for people like MrB, who I know would love to chat while playing, but is on 360. Unless they are able to have a laptop or something nearby to connect them to us, they'll be hosed on the VoIP. I found a public server already set up for FFXI in Teamspeak. All you have to do is go to the Teamspeak website (http://www.teamspeak.com), download tab, and download the client (~6MB). Once you download/install, start it up, click "connection->connect." Then click "change filter" and specify these fields: "show public servers only" "show servers witout passwords only" "show servers containing: FFXI" click ok, and you should see: "FFXIUnited." click "connect" from there, then after you are connected, double click "Leviathan." This is a public server that probably seldom (if ever) gets used, so we can feel free to use it. It can host up to 64 people on it, so we'll be good. --Seeko 16:55, 18 April 2008 (UTC)

Potential ZR Boss Run Plan (Seeko)
Plan I would do is thus: 1F: farm until all who need have JA and magic. SJ if needed, but not as vital 2F: clear the usual room (because of the ranged/ring drops). *maybe* do a little more gear farming, but likely not. 3F: head West, as usual. kill 1st room (for Int cells, mainly, but Dex and Agi are nice, too), -skip- 2nd room (drops Agi, str, and chr). kill 3rd room (str, vit, mnd...I think chr, too) hope for HP drops, if not many, keep killing to try and get more. Warp South 4F: kill rampart, warp up. 5F: skip, warp. 6F: *should* be around 45-50min in by here. even 60 would likely be ok. sac chariot. IF we have 12ppl, be split already into 2 balanced groups. Each group picks a different camp corridor so we don't step on each other, and kill the room. Very important to limit # of DDers on gear(s)/chariot because of their deadly TP moves. On chariot: only allow Terr and Bal (or other main DD's) to melee. Even though B would hate it, I would sit his blu for that fight (his main spells each give ~40-50tp i.e. hysteric barrage, etc) 7F: time check should be ~70-80min here. 70 would be better for comfort, but I think 80 would be fine. DD would just be Terr and Bal again...maybe a Sam, too, if we had one. Everyone else gather inside discoid range, but outside normal AoE range. Anyone with RA can shoot away at it, brds and cors keep their rolls up. rdm's (or rdm and whm) would be on tank healing duty, while I'd put MrB on pt healing duty. I think that we'd honestly have a good chance at winning with this plan. also with 12ppl+2 pets (automatons), =314dmg/discoid. definitely doable. especially when you consider shell would reduce that, too, as well as diamondhide, etc. And discoid is only 1 of the TP moves it could do. *likely* wouldn't spam it, but just do every so often.

Regarding MrB and my comments up there for 6F and 7F: I value B as a heavy DD, but I don't know quite enough about BLU to be definitive on that. I'm basing the 50tp/spell comment on what Tso told me. Maybe if we had him switch to single hit spells, would be better? I dunno. --Seeko 17:45, 14 April 2008 (UTC)

Note's on ZR by Shadow
Ok I edited Seeko's plan a little above to take out the stuff not relating to our run. Here are some additional notes that may or may not help based on my personal opinions. F1: If we have 12 that can evenly split into 2 groups we will as soon as we had 1 DDtank & healer for each group. Should go pretty fast. We would assign paths PRIOR to entering. EVERYONE would need to bring sneak/invis so we could skip non dropping mobs to farm cells faster. F2: IF we farmed more armour, we would use the same split. It would be a time issue on deciding if we did, but most likely only need to grab feet for seeko. F3: This floor is basically the farm until we get full HPs for all floor. The stats are nice, but we'll have them easily by the time we have the HP cells if we have very many people. Speed is the key here. If you can't lot/pass and fight, then just fight. Don't worry about using the cells either. It's more important to keep killing. for speed. We can pass out cells on F5. One note here is that for boss run we should exit on the south side warp instead of the normal north side one. F4: One person (usually seeko) heads west for door. Everyone else uses Invis and heads east to rampart room to kill it. Which one depends on the day. F5: 2-3 people go forward, but rest can stay and distribute any extra cells that dropped in the confusion before (use bazzar). All should use reraise now as any used at start will be wearing soon assuming it survived the wyverns. Seeko (as THF) and anyone else will work. THF aggros entire room of gears and takes off east using flee (perfect dodge as needed). Other person(s) follow. Next room THF picks up a couple more gears and a rampart and contiues east. Last room has a bunch more mechs gaurding the door to warp on the west wall. THF should try to clear the path and draw them away, while other person(s) get door and warp as soon as possible. I suggest 2 people to follow THF just in case things go bad we have a second kiter. Seeko likes to do this solo, but on a run where he can't come, I really plan to use this multiple kite strat. F6: Have to clear everything that pops when chariot attacked. Main thing is slow and steady for safety. With 12 should go fast. Carby pulls if SMN or /SMN in group. After our last run, it is proabably better to not split up and just focus on fast kills unless we have more DDs for an even split. Carby pulls will help a lot for links so need to unlock JA for that. F7: Kill Boss as above. Things to note on Discoid though. It is a move like 1000 needles except it does 4400 damage. This is divided evenly between everything within 10' of the target. Most of the chariot's other moves are centered on itself or forward facing cones. So best to stand off to the side a little, but still sort of close to the DDs. I would think that the DDs should try to stay right together to make this easier. Better to be too close than too far though. As stated above, BLUs need to focus on healing and diamond hide. Each main healer should take there own tank to heal/unparalyze. The more pets out the better. Free carby is good for this, but without the mitts it may drain MP too much on a main healer. Boss fight should last 10-15 minutes, but can be done faster if time short as we should all have 2hours. Final:Everyone should be ready to lot/pass quickly if time is short. If people are dead they need to be raised quickly for lotting. If that is not possible, they can be dropped from the party if the items are not for them. If items are for them, then they can be made party leader and everyone else should drop so they will get. If party leaders are dead and no time remains, then all dead must home point to let the people get the drops. If the party/alliance disbands or the time ends with the items still in the pool, then they are lost. Well, those are my notes. I hope some people actually read them before our run. Feel free to modify anything you think is wrong. ShadowKatze 16:07, 18 April 2008 (UTC)

SSR Run for Card NM(as planned)
This is the run for this Sunday after talking with MrB. We have 4 of these cards (I think) so plan to use them up and at the same time get other cards for ZR. Anyway, this is a Floor to Floor breakdown. You can get the same info on this site under Salvage/Silver Seas Remnants if you want that source. It has a lot of extra stuff in it though, where this is hopefully specific to our run. Mainly the things to note here are which directions we are going. If you get that part, the main salvage page is pretty detailed. Everyone should bring sneak and be aware of blood aggro for this area F1: East (see below for possible west run). Formors are fairly weak but drop completely random cells. This will be a very different effect than in ZR that we have been running lately. Each fomor drops multiple cells, so we want to kill them all quickly an keep moving. Still very important to lot/pass quickly. Room 1 has only 1 Fomor. Room 2 will have 2. We will camp there and pull from the east and west. 4 Fomors in each direction. Once they are dead, we head south and kill 2 more. The next room holds 8 more that are a little tougher, but have set drops(HumeMNK=weapon,magic,str,feet; ElfCOR=JA,HP,mnd,feet; HumeRNG=SJ,head,rings,vit; MithraRDM=range,MP,body,waist). Depending what we have for random drops and time we will kill some or all of these to get our main Melee's geared up to kill things. After we are done in this room we contiune west then north to a big room with a group of 16 Fomors. One person will sneak past them to warp us, but if we have some time, we will farm these before the warp. Just have to have the person there in case it gets out of control. These fomor have about 500 HP and will follow you in the room even with sneak up. They will not aggro unless attacked, sneak drops, or low HP. The idea would be to gather them all up and ~ga3 them. They have a low drop rate though so not staying here long(nuking them once would be good though). Should be off this floor in 40 minutes roughly but will stay as long as it takes to clear room of 8. 30 minutes is perfect run, but we should have time even with a slow run here since mostly skipping most of F2. F2: Immediately head south from start.  We have 1 person left with Skadi as main (Aldur). If he does not come, we then head East and North from main room. One person will sneak thru large room of fomor/imps (careful of imps truesight) and warp us. If we need more drops and have time, we can farm these fomor/imps for them. Puller should note that links here are not the normal ones you expect. Imps link to fomor by sight and Fomor link to imps by sound. Imps do not link imps and fomor do not link fomor. If Aldur comes, we head West and North from main room. NM deadpan Devilet is gaurding the door. Kill him. He has a lot of HP and all the normal imp moves. When he dies he drops 10 cells and unlocks the door. He also pops the real NM here, Dekka. Dekka is about the same as Deadpan. There are 4 crates in this room, so we need to get them as the items will be usefull in the fights. Killing Dekka would be long fight because of HPs. He will drop Skadi Level 15 Feet 100% with a small chance to get Marduk Level 35 Feet as well. Should only need this fight one more time. Once he is dead one person needs to hurry to the warp just north of this room, while the rest buff and get any itmes left in the crates. Need to be off this floor before the 1 hour mark to give us time on F3 for the fight as it is really 3 NMs in a row. I would prefer to be on F3 with an hour left to be honest, but 40 minutes is plenty of time. F3: Head East (west if we did Deapan/Dekka) from start and south to main room. Need to clear 8 gear mobs. Consider Carby pulls on these. 10 minutes is good goal, but 15-20 more likely. These gear mobs can drop the Silver Seas Card that give the Skadi Level 15 body in ZR. This card will also make it possible for us to trigger another NM frog (F6) in ZR when we run there again. This pops a NM Gear mob. 10 minutes is realistic goal. May go faster depending on his TP moves. It will be best to let only 2 DDs hit him with melee to slow TP build. Having 1 healer assigned to each and everyone staying back out of AoEs. Killing it will drop Marduk Level 15 Hands 100% with a small chance of Skadi Level 35 Hands also dropping. As with Dekka, we could skip this fight for time constraints. However since our main goal is also in this room, we will probably be forced to kill the gear to have clear area to fight and since we still have people needing the Skadi drops this is plan anyway. Also in this room is a Devilet. It flys at flee speed (or faster) and does not aggro. When attacked, he fights, but will go back to patrol after 10-15% damage inflicted on him. He must die to pop our target mob (thus the need to clear the gear NM). 10 Minutes to kill him is the most it should take (would be quicker if he would just fight). Having a PUP (or other pet) to chase him down is nice here. He will drop 5 armour cells when he dies (2body, 1 each of hands, legs, head). If pressed for time, 4 can fight gear mob by pulling it out into hall (so no overlap on AoEs) while the rest kill the devilet. A slot will appear near the center of the room when devilet dies. This is our main goal for this run. Trading a ZR card to this slot pops a NM frog. Hopefully we have 10-15 minutes left for this and can 2hour and put him down quick. Only main Melee DDs should engage (for TP reasons) unless very short on time. This fight will be easier than the ZR F5 frog, due to the room being clear of other possible aggro (if NM gear is dead). He will still use all the normal frog moves that everyone is so fond of. Must keep DoT on him at all times. He does both the AoE charm and a single target charm. When he dies, he will drop Morrigan Level 15 Body AND Ares Level 15 Body. When he dies, we are done for this run so lot fast. After doing this run last night, I would like to add this about the frog. His Water Bomb is no joke. Much larger radius than the normal ZR frogs. Only the 2 Main DDs should engage melee and only the 2 mages healing them should be anywhere near them (I would suggest max casting range for cures, but not sure this is outside of water bomb for him). These 4 people should have echo drops if they plan on casting. Any other healers in the group (including BLUs, SMN, BRDs) should stay well back and focus on healing the healers after water bombs. BRDs & CORs should still run in to buff the respective people, but are on their own for healing. Anyone with Stun should attempt to stun the Water Bombs and the Frog Songs, but again would be on their own for being healed. When charm is used, kite Sleepga the frogs and kite the NM. If only the DDs are charmed (especially if only one with the single target is) sleep him (them) and have next DD(s) ready to jump in until charm wears. Last night we almost won this fight in 7 minutes so reaching the goal with time to spare should make for reliable win. If skipping F2 (and not doing the Fomor alternative below) then we can also attack another NM on this floor. After killing frog everyone heads south then east. This room holds 4 gear, 4 gears, and 4 ramparts. All 8 gear(s) mobs need to be killed. They can drop Silver Seas Card as above. They are truesound and link with each other and the ramparts so pulling can be tricky (carby?). Once the gear(s) are dead a NM Gears mob pops. Kill it with the same strat as the Gear NM and the Frog. When it dies it will drop Ares Level 15 Head 100% with a low percentage chance of dropping Ares Level 35 Legs as well. To access the next floor, one of the ramparts must be killed. It will show up on widescan as the 9th mob in this room, when the room is full. At present, the next floor would be of use to us as a card farming area mostly, as we will be out of time shortly into it. However, there is also NM here that can drop gear(Morrigan Level 15 head 100%, Usukane Level 35 Body Low %), so as we get the items from the other mobs and start skipping them we will focus on this. Getting him to pop involves killing 4 ramparts, but the room is filled with gear/gears mobs so it will take a lot of time. I will edit this to include a full description when we shift focus to it. All Mech mobs on this floor drop the Silver Seas Card as discussed above. Other things to note about this run. This will be pushing our time very close, but will get three to four (depending on pathing) 100% drops with a low chance at 1 more. I think that for time we should decide who's card to use at the first and who will lot. Since the Card mob drops 2 sets, the person popping may not need both and one will go up for lot to people listing that set as primary. However, since we do have a good supply of cards I would not have a problem with the card holder taking both if they can use them. Either way, we should discuss this before the run. Possible Alternative Route: On F1 we could go west and pop the NM there since we are skipping the F2 one (unless Aldur comes). Plan would be as follows: Room 1 has 1 fomor. Room 2 empty camp here. There are 2 rooms east of here and 2 west. Each has 4 Fomor. When all dead head south. Next room is empty but conitune south to large room. It has 6 Fomors in a party. The down side to this is the possible wipe, but RDM can kite them easily with Gravity and THF can usually kite them OK as well. We have access to 4 RDM (shadow, psycosmic, syagin or lydner need one as BRD, nickee) and a THF for this run so we can kite 5 while rest kill 1 at a time. No main heal for party though so BRD and BLU would have to manage, but they should go down fairly fast to our DDs. Also relying on getting enough magic cells to drop to pull this off. When the 6 die, NM Fomor pops in room. He'll go down fairly fast after short rest to full. He has no 100% drop, but has low drop rate on Usukane 35 head. After he dies, the rest of the run would be as normal. I suggest this mostly because we have been short on Usukane drops and this is a one we can do. This party of Fomors has set cell drops like the 8 on the east path so can select which to kill first based on this if needed. Everyone needs to have Reraise for this and remember to not die in room because of blood aggro. Please let me know what you think. ShadowKatze 16:23, 22 April 2008 (UTC) Edited this slightly to add time checks. ShadowKatze 15:39, 24 April 2008 (UTC) Edited after 4/24 run to make more helpful (I hope) and to add a possible alternative since we are mostly done with Dekka. ShadowKatze 15:58, 25 April 2008 (UTC) Edited 4/28 to add notes for after frog dies and we still have time. ShadowKatze 15:26, 28 April 2008 (UTC)