CoP 4-2

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  • Beteiligte Poster: mika
  • Forum: Who Cares About Names
  • aus dem Unterforum: Chains of Promathia Missionen
  • Antworten: 1
  • Forum gestartet am: Sonntag 16.01.2005
  • Sprache: deutsch
  • Link zum Originaltopic: CoP 4-2
  • Letzte Antwort: vor 17 Jahren, 24 Tagen, 23 Stunden, 35 Minuten
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    Re: CoP 4-2

    mika - 02.03.2006, 12:31

    CoP 4-2
    Hier mal nen paar infos für Mytstes und den rest der Static:

    Zitat: Ok, I'll add my comments, since I've fought him a few times now and since what allah says up there is total crap. A lot of people a getting started on their CoP because of Diabolos, and for those that don't stop there, here's a guide for PM 4-2: The Savage.

    Ouryu's attacks and abilities
    On the ground:
    -TP move :Spike Flail, if someone standing behind him gets hate. AoE move that affect everyone behind Ouryu. Never seen it personally, and I don't want to test it myself.
    - TP move :Gale, Geas Breath, w/e the name is : You'll know when you'll see it. Your tank, unless it's a galka paladin, will die. AoE move that affects everyone in front of Ouryu. That's a TP move, and he can use it whenever. During one fight, he used it about 2 min into the fight... goodbye nin, we loved you.
    - Stonega, speed version : Ouryu casts stonega in a very rushed way, around 1 sec casting time....cheater >.<
    - Enstone : This one is annoying. 40-50 dmg on a pld...
    - Stoneskin, and he always starts the fight with one.
    - Invincible
    - TP move : Oster Blast : AoE moves that affects people on each sides. Not that bad, only 100-200 dmg each.
    - TP move : Terror attack on the on being targeted by Ouryu.
    - TP move : Slowga

    In air :
    - Each physical attack is a hit. Invincible, shadows, blink... doesn't matter. He'll hit you, do damage and about twice as hard as he did when he was on the ground.
    - TP move : Bai Wing : AoE moves that affect everyone around him. 500-600, ouch!
    - TP move : Oster Blast : AoE moves that affects people on each sides. Not that bad, only 100-200 dmg each.

    He has around 8000 HP, but you only need to go to 30%, so you're goal is doing 5600-5800 damage.

    Like any CoP fights, bring the stuff you need. Hi-Pots for melees, more hi-pots for tanks, Au lait, Yag drinks, hi-ethers, etc...

    Ok, now the strategies. Ouryu's biggest weakness is his vulnerability to sleep, and we would be stupid not to take advantage of this. Consider Ouryu as a very powerful DD. He'll do serious damage, but blms and rdms can sleep him before things get out of control. He cannot be slept while flying around, hence the -need- of mismelts, because you will -need- them. 5-6 per fights is good with a normal party setup, but the more you have, the safer you'll be. No matter how I look at it, sleep is most likely your most powerful trick. You can actually pause the fight and rest. Make sure melees are warned before casting sleep, so they can face away. Also, no DoT spells must be used for sleep to work. No dia, choke, shock, bio and the likes. Ouryu seems to fly every 15% of his health taken down, or after an extended period of time, like after 1 or 2 sleeps. His resistance to sleep is increasing as you use it on him, but nothing drastic. You have at least 4-5 sleeps in front of you, then you'll have to rely on Elemental Seal if you want them to stick. Sleep II overrides Sleep I and lullaby, keep it in mind.

    With normal party setup :

    Go in and start fighting him as normal mob. Make sure either the tank makes him face away, or the party runs to one of his side, but only have the tank facing Ouryu, and the rest not standing in front or behind him. Stealing hate from the tank is also a gamble, because with bad luck, he'll use his G.Breath and kill you all. At around 90-85%, he'll start flying. Use a mismelt asap to bring him back on the ground, as he's a lot more dangerous in air. Keep going untill you start losing control. No after you lost control, but before. Sleep him. Rest, and start again fighting him normally. Keep everyone buffed as much as possible. Everytime he starts flying, bring him back and have a melee 2hr, starting with the dragoon because I'm not sure how long your wyvern will last. The only ones that wait are the ones with spike damage, like ranger's EES. Only one melee should go at once because he's most likely gonna take too much damage and start flying again before the 2 hours are over if let's say 3 monks hundred fist at the same time.

    At around 50%, it's time to do the big numbers if you want to. Have every one stop attacking. Summoner uses astral flow with Garuda ( I'd use that at 50%, with sleep between each hit), ranger EES ( wait for 40% ) and black mage cast Freeze ( 40% for the kill, 50% if you intend to sleep again ). Ouryu will without any doubts start flying after each of these. Summoners are lucky enough to not get the avatar's hate, so you're cool. But rngs and blms gonna get punished for those high dmg if you steal hate. Mismelt + Sleep ASAP, and rest/finish him off as you please. If you decide to finish him off meleeing, have the tank provoke while he's asleep to get hate back.

    Post.. too.. big.. gonna split it in 2. read the first reply.




    Nin tanks : Ouryu's fast and cannot be slowed without a bard( he's earth-based ). If you don't want to take risks, and you shouldn't, then a stunner in the party is a must. Work with him/her so she stuns as much as possible for your Utsusemi. Timing is gold. I strongly suggest having a redmage in the party to keep both the ninja and the stunner hasted. Stun's recast is 45 seconds without haste, 37 seconds with it. Ouryu will also use slowga several time a fight, so he's not just a b???? to blink tank, he's a dirty b????. I suggest getting at least 5 hi-potions and use them when you can.

    Paladin tanks : Hi-Pots x 12, if not more. Sorry, but he's gonna hit you for 70-100 fully buffed, plus the occasionnal 40-50 with Enstone. One whm is not enough to cure, he'll steal hate after 40 seconds. Get a macro ready for the hi-pots, and don't hesitate to use invincible when you're about to die. Note on invincible : When Ouryu starts flying, it's not considering physical damage, but somehow as magical damage. When he flies, he will hits you, invincible or not. If some hi-pots are left because you had a kicking ass pt, save them till next CoP fight ^.^

    DDs : The fight is fast and furious, except when Ouryu is slept. No offenses intented, but you guys are the ones that have the most free time, in that, you're not the ones keeping people alive or tanking. So, consider yourself the mismelts users. Again, a macro is useful here ( /item "Mismelts" <t> ) and save precious seconds. The moment Ouryu begin flying, make sure he is flying and not just lifting up, use a mismelt to bring his ass on the ground. War/nins can share the love with nin tanks if they're in trouble, but you won't last long, so be careful. Beforing entering the fight, tell the sleepers to make a 3-5 seconds warning before they cast sleep. If they refuse, beat them up untill they do. Bringing 2 or 3 hi-pots will considerably ease the stress of your healers. Use them after the smalls AoE.

    Side note of thfs : Thf/war is the way to go. You'll be the one going in first. Before doing so, before he aggroes you, pop Perfect Dodge and then go in and provoke him. That'll give enough time for everyone to take positions around him, dispel his stoneskin, and a 20ish seconds without damage. When PD wears, tank provokes and maybe get a TA on him, then go on Ouryu's side with the others. /nin is not gonna be needed here. You want Str, not agi or dex because you're not gonna SATA anybody behind Ouryu ( helllooooo Spike Flail ).

    Summoners : Untill Ouryu's is 60% down, you'll have the ingrate role of keeping Stoneskin up of on tanks and being back up healer. Yea, I know it sucks, but it's gonna be incredibly helpful, especially with nin tanks. Once he's at 60%. Astral flow with Garuda ( he's earth based ). Except him to fly away after each of your Aerial Blast. Make sure Garuda is near the tank when you use astral flow, as you DON'T want Ouryu to face you mages and with bad luck do a G.Breath.

    Redmages and bards : After the tank enter the fight and provoke, the first thing to do is dispeling his Stoneskin. Keep mages refreshed and cure people when Ouryu does a minor ( 150-200 to everyone ) AoE. Red mages with nin tanks, keep them hasted as well as their stunners. Your real role is sleeping Ouryu. Make 2 macros for that. One is a /p macro, make it as big, flashy and obvious as you can, with a <call2>. The 2nd macro is sleep/lullaby itself. When you feel like he is getting out of control, like the tank has been in the orange 2 or 3 times in a short period of time, hit the warning macro and when everyone stops attacking, hit the sleep macro. If everything goes well, it shouldnt happen while Ouryu still has over 80%, yet dont hesitate. Dead people can't help defeating him. Keep Ouryu asleep for long as you need to be ok to start the fight again, but keep in mind the number of mismelts is limited.

    Redmages : Silence his ass and keep it that way. Slow wont work no matter what, but paralyze and blind will. No DoT. If with nin tank, keep him hasted, and prepare to do it again after Ouryu uses Slowga. Hi-Ethers x 2 at least.

    Bards : I strongly recommend you go with a paladin tank. Haste is too important for ninjas, and white mages are gonna be too busy to deal with that. I suggest earth carrol for everyone, and melee songs on melees and ballad on mages and paladings ( duh ). After you sleep Ouryu, regen/refresh to get the pt up as fast as possible. Battle Elegy on Ouryu, Ice/wind threnody before Freeze or smn's 2hr. hi-ethers can also help.

    Black Mages : Ahhh, people are now begging you to join, huh? They're probably right, but you're gonna be busy in this fight. Black Mage is incredibly useful in this fight, as long as you have mp and you dont cross the hate line, because he's gonna spank ya hard. With normal setup, make sure Ouryu stays silenced and paralyzed ( capped enfeebling, {yes, please}. ). Work with the rdm on this. You're also helping out the nin tank if you have one on stun for his/her utsusemi. Don't fool around with that, or he's gonna be in big trouble. Lastly, you're also the sleep masters. Lvl 50, no one has a stronger sleep than a blm with Sleep II ( again, enfeebling ). When a bard or a rdm throws the first sleep, throw Sleep II about 10 seconds later to give more time for the others to rest. As for nuking, Aero II, Aeroga II ( watch that hate ) and Freeze are your tools. Freeze is gonna do around 750 dmg, that's roughly 9-10%, and only if you're well-equipped ( good +INT gear, moldavite earring ) You could try to use sorcerer's ring's latent and reach 825-850, but that's a suicide considering you're already in yellow/oj hp. Hi-Ethers x 2

    White mage : Pretty much usual fight. Keep Barstonra up all the time. I would focus curing only the tank, and whoever Ouryu targets, if I were you, and let back up healers cure the others that get hurts by the AoE. If you're having 100 mp or less, tell your rdm, bard or blm to sleep so you can rest. If you don't have a rdm, you're gonna have to erase/haste whoever absolutely needs it. That excludes fancy melees. Keep everyone alive and in good shape. Mushroom Stew is nice food, as usual. -4 enmity +40 mp +4mnd and +4 hnm. I won't advice hi-ehters for you unless you have a rdm and a blm that will take care of the curing while you use it.

    Cookie-cutter parties :

    Pld, brd, blm, whm, dd #1, dd#2

    Nin, rdm, whm, smn, drk, dd#2.

    2nd method :

    "Anything that can be slept can be .... manaburned." - A blackmage on Lakshmi

    I mentioned earlier our nin getting killed by his big frontal AoE attack shortly after we started fighting. We still won. The party setup was blm blm rdm war sam whm. Our initial plan was letting the sam and the war spank his ass untill he was around 70%, then both blm would freeze at the same time, rdm sleeps, blm sleep II to make sure, and freeze again, etc... Without a tank, we had to do it almost from the start. Worked out very nicely. As long as the mismelts and the sleeps are coming quickly after he starts flying, both blms should be able to stay alive with the whm backing them up.

    number of freeze to get the job done : 8, and one Aeroga II for each of them that gets resisted.

    Have fun with Ouryu. The key to win this is keeping control of the fight. Mismelts and sleep are there for that.



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