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Use this topic to ask anything related to the game, you may ask for help regarding builds, raid mechanics, guides, Horizontal content (collectibles) etc.
I believe Extreme Mordum will be difficult, but our top players will reach the required DPS much more comfortably than the KR players, and clears will happen much faster. All the chaos over there because of the DPS requirements will be put into perspective by the clears here, proving that it was purely a matter of player skill.
They won't be able to argue that it's because we have videos teaching us how to clear it, since there are no guides for this new raid, because it is not needed.
And I'll go even further: we'll see clears here with significantly less gear than what people expect for Extreme Mordum. Over there, people said it was impossible or receiving gk, and players with 8.5k CP were quitting or getting frustrated.
Mordum will set the bar in our favor!
If I were the director over there and saw the clears here, I'd make a post on Inven with screenshots and say: "So you guys are the problem???"
I didn't do nightmare (i can't) so nightmare title is out of the way. Previous 8-man raids always have titles for hard so pug can filter out progger after 1st reset, and Serca/Catheral is just friendly raid in general so I actually have no problem (4-man raid is just the best for casual in general). This is the first 8-man raid I have to ask myself this question
From my exp this week some leaders ask for trophy so I'm displaying it on my stronghold. Is there any other ways to make myself better in their eye other than cp and max out honing vambrace? For records I only cleared twice with my main and my support char.
Edit: I went to my uwu bible setting and just enable logs. Seem like the best solution for now.
We barely made it before we ran out of time for prog that week, gate 1 took us 6 hours and gate 2 8 hours to clear and we only had about 1 hour left on the day we finished gate 2. Yipee
Anyone have some theory behind what makes a good Broken Bone/Domination user for G2 Belg?
Is it as simple as burst good/piano bad? (or maybe piano good/burst bad cuz they dont need to hold skills?)
I assume its mostly class dependant (e.g. RH Destroyer gets lower value from excess spec/swift, theoretically judgement pally is cracked since they can spend stacks whenever). looking forward to seeing more data on this
tl;dr: ignore dps on 9 oclock spawn at 360 mech by rearranging mechs for higher synergy/uptime/buffs.
This is the first time CN/Global has a simul release. It was interesting to see the differences in guides (besides the sheer volumes of guides being made in CN...) and approach for the raid. In particular, every CN guide has homogenized into the 9211 meta to promote it in pug-prog environment as well as being the recommended strategy for static progression.
"9211" covers the approach to 4 major mechs in G2 at x360, x320, x280 and x100. I'll cover all 4 but know that x320, x280 and x100 share the same approach as the common strat used in global right now, while x360 is the big difference.
## x360 (the 9)
**This might be something to try for groups trying to prog nightmare for the first time next week or pug groups that want to squeeze out a bit of time. If your static is comfortably clearing with the left-right/maxroll strat then it's probably not worth reprogging.**
So why is this _better_? In pugs right now its common to have uneven dmg distribution that needs clean up after 2nd round of counter + just guards. It's probably best summarized by the image on Maxroll:
Maxroll x360 wave 2
As you can see, according to this, party1 only has 10%+10% on theirs, while party2 has 30%+30%. This is likely the source of uneven damage. In addition, the balls spawn on 12/6 on first wave, while most DPS are at 3/9. This results in the raid being very spread all over the map, in addition to juggling threshold on all 4 targets resulting in a lot of spillover damage.
The CN/9211 meta makes following changes. The first p1 counter cone aims at 9 and 12 instead. as shown. p2/rightside support has no differences in gameplay besides where your dps are.
Position for P1 support cone after counter.
DPS instead will start p1 top and p2 bottom. This allows everyone to be stacked where the first wave of balls will spawn. After top hits 10% (which is usually when balls spawn) they will move to hit 3oclock. P2 will keep hitting the bottom target for 30%, then also join p1 at 3oclock. In practice, because this usually occurs after first wave of just guard, you want to make sure the target has 20% hp left before the second wave.
For wave2, supports do exactly the same thing. One dps with mobility need to cover the just guard on 9 oclock. Otherwise all 5 other DPS should be grouped up hitting 3oclock.
If you want exact breakdown of each target from mechs:
Remaining HP for DPS for each position
To address the elephant in the room: Yes, this is 10% more hp that DPS needs to do (90% total) than the left-right split, but you make up for it by being more grouped and only have to juggle threshold on 1 (maybe 2) target.
Personal note, the hitboxes for the targets are fairly generous, so you should check if your class can hit multiple targets at once. For example, ferality ws bear z can actually swipe 3 targets if standing in the middle and looking up or down. (not that I'm a dirty padder...)
## x320 (the 2)
The core idea here is only killing the elites at 11 and 1 since the boss only floats around the top half of the arena. The key thing to watch here is prioritize the stagger and watch for tethers. Also worth noting that even when there is a circle you might not have a tether so it's important to watch the timer on your head and greed accordingly.
## x280 (the first 1)
The red-arena laser check. The idea is for supports to hyper the first yellow justguard, counter the first instance available without moving the boss to the edge, and use the crisis proc + DR to survive the lasers. This is advantageous because there is a lot of risk dragging the boss to the edge as he has some really disgusting patterns following the mech. This also unlocks the stagger bar early for groups aiming to hit a 2nd rumble stage.
## x100 (the second 1)
**On fresh prog you probably want to take an extra cycle,** but once everyone is familiar with the timing, committing to 1 cycle saves a lot of time. It's important to communicate because if half the party ditches early then it's fairly doomed for the people that tried to commit. Just know that you actually have a lot of time to 1 cycle commit as you can stay on the boss for 3-4 seconds after the circle spawns for second angry birds.
Some other tips:
Domination (!) is very good if your party is struggling to hit the 3rd rumble bar (i.e. no burst classes). Every 5 point in dominion is roughly ~20% damage during rumble, and there are a lot of decent stagger windows throughout the fight (such as landing perfect just guard for the coop holding just guards, entire x280 lasers, and a very decent window after x360, x320x and x100).
Thanks for reading through my ramblings at 4am :) good luck on prog/reclear.
Hey, i played aion 2 for like 70 hours and realized its not fun and quit it but now i need an mmo to play, there used to be mokoko events in this game where they give free powerpasses is there an event going on like that right now that a returning player can catch up after many years? Also how is the game doing these days? Can i do raids with others?