Salvage Cell Priority

Dayner

camel man
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saudi arabia
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DarkKnight-Male
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FFXIV
Dayner Camelman
i did few Salvage in pest and most of the time its end up in arguments in who get what

here is the list what cells and what its unlock

Pathos: Encumberment (Equipment Cells)

Castellanus Cell: Head and Neck Equipment
Cirroculumus Cell: Waist Equipment
Cumulus Cell: Body Equipment
Incus Cell: Equipping of Weapons *both main and off-hand*
Radiatus Cell: Hand Equipment
Stratus Cell: Feet Equipment
Undulatus Cell: Ranged Weapons *both ammo and range*
Virga Cell: Rings/Earrings Equipment

Pathos: Obliviscence:

Duplicatus Cell: Use of Support Jobs *JA and JT of support jobs*

Pathos: Impairment:

Opacus Cell: Use of Abilities *JA , WS and pets of the main job only *

Pathos: Omerta:

Praecipitato Cell: Use of Magic *all magic , songs , Summons*

Pathos: Delibitation (Statistics Cells):
Congestus Cell: Vitality
Humilus Cell: Maximum Health Points
Nimbus Cell: Agility
Pannus Cell: Strength
Pileus Cell: Mind
Spissatus Cell: Maximum Magic Points
Vellum Cell: Intelligence
 
This is all opinion, but..

Magic: WHM > PLD/NIN(Main) > RDM/BRD > BLM/SMN/BLU > Remaining Jobs
Abilities: PLD/WAR/NIN > Melee/RNG/SMN > Remaining jobs
Subjobs: PLD/NIN > Melees > Remaining Jobs
HP: Any Tank/Melee, especially Monks early on. Then remaining Jobs
MP: WHM > PLD/RDM > BLM/SMN/BLU > Remaining Jobs
Stats: Priority based on Stat and Job importance. VIT to PLD, STR to Melee, INT to BLM, MND to RDM, CHR to BRD, DEX to THF, AGI to RNG, so on and so forth. Free lot after all primary stats have been unlocked.
Weapons: Tank = Melee > Mage
Armor: Tank > Melee > Mage
Accessories: Free lot really. Accessories are pretty equally important among all jobs. Maybe give slight priority to tanks.

Edit: Actually, I'd say there should be a special exception to Summoner. Priority should be altered if they have abilities or magic unlocked before the other, that they should immediately get the one they're missing ASAP. Since the job absolutely needs both to function at all.
 
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The way I see it, it should be more (copy/pasted from salvage forum):

Other
Humilus Cell (HP) – Pld(main) > Melee DD > mages
Spissatus Cell (MP)- Whm(1) > Blm(1) > Rdm(1) > (If no Rdm/Brd) Pld(main)> Smn > Whms > Blms > Nins > Rdms > Free Lot
Suplicatus Cell (Subjobs)- Pld(main)> Melee > Mages >
Praecipitatio Cell (Magic)- Whm(1) > Pld (main) > Blm(1) > Smn (1) > Rdm/Brd(1)> Whms > Blms > Rdms > Nins > Free Lot
Opacus Cell (Abilities)- Pld(main) > Drg/Pup > Cor > Smn > Mnks > Melee DDs > Free Lot

Equipment
Incus Cell (Weapon)- Pld(main) > Drks/Sams > Wars > Thfs/Nins > Mnks > Free Lot
Stratus Cell (Feet/Legs)- Plds > Nins > Rdms > Free Lot
Vigra Cell (Ring/Earring)- Pld(main) > Nins > Mnks > Free Lot
Cumulus Cell (Body)- Pld(main)>Mnks>Nins >Whms >Blms > Free Lot
Radiatus Cell (Hands)- Smn(1)>Pld(main)>Blms>Nins>Mnks>Whms>Free Lot
Castellanus Cell (Head)- Pld(main) > Free Lot
Undulatus Cell (Ranged)- Pup > Rngs > Thfs > Cors > Brd > Free Lot
Anything else will be free lot unless instructed otherwise.

Attributes
Congestus Cell (Vitality)- Plds > Mnks > Free Lot
Pannus Cell (Strength)- Mnks > Melee Free Lot
Pileus Cell (Mind)-Whms > Smns> Blms > Rdms > Plds > Free Lot
Mediocris Cell (Charisma)- Brd > Free Lot
Fractus Cell (Dexterity)- Thfs > Nins > Mnks > Free Lot
Velum Cell (Intelligence)- Blms > Rdms > Free Lot
Nimbus Cell (Agility)- Pld(main) > Nins > Free Lot

This drop order our salvage shell pretty much agreed with.

the problem with ability cells, atleast in bhaflau, is that they're rather limited to some extent. So you might have to take northern floor 2/floor 3 in order to get more abilities, which means you can't get any more magic. On floor 1, you're pretty much guaranteed 7 magic and 7 abilities, though. So it all depends on your group.

In larger groups, PLD is by far the best tank. In smaller groups, NIN is by far the best tank due to having H2H. So the best 6-person set up would be

NIN/DRK
NIN/DRK
MNK
WHM
BLM
BRD/RDM

With this set up, you can pretty much get everyone fully unlocked equip/abilities/magic wise by floor 1, which means you can take SE path on second floor for stats, and be pretty much fully unlocked by floor 2. So you can head straight for the boss.

For the boss, have the NIN's stay on oposite sides of him, one straight tanking him, the other standing at about max ninjutsu spell casting range. Everyone else standing at about the same range a bit south. This way, only Homing Missiles will hit everyone and remove everyone's hate. So the NIN's can just start building hate again since everyone's hate is removes. homing missiles also doesn't kill, so all you have to do is Cure V the NIN's and they'll survive the only other AoE attack the boss have, which do around 300 damage, and with the possitioning, will only hit 1 NIN.

additionally, you have 1 BLM to nuke him, and a MNK to chi blast. While killing the boss will be slow, it'll also pretty much be a sure win. And considering you had so few people to unlock, you should have close to 40-60 min to kill the boss, depending on your luck.

The same set up can be used for larger groups. The difference, however, is that it'll take longer to get everyone unlocked. In a full 18-man alliance, you'll have about 20 min once you get to the boss to kill him. But he's can also be slightly harder, as more people = more chance at screwing up. And since no one but the main tanks should get healed (thus, no one can nor are allowed to pull hate).

Basically, Ranged Attacks are best for the boss. So everyone that can should bring Ranged Attacks.

Now, this strategy only really works for Bhaflau, but with it, you should be able to farm Bhaflau Remenants, no matter what your goal is. Mad Bomber shouldn't be a problem considering you have 3 people that can stun, and hopefully, Ramparts shouldn't be a problem either.

The same order can't be used for every salvage. Every remenant area needs its own strategy, and thus, it's own cell order. It also depends on your set up.

Something I haven't personally got a chance to try but want to try, is a rumour about L-B-C not using Homing Missiles if the person with hate stand to the side of him or behind him. If this is true, all of the end stage bosses are really easy. That way, you just have to fight them like wyrms by standing to the side of him, thus preventing him to use his only and most dangerous move. Thus making him a lot easier.

This way, you could have a DRK/NIN tanking him to the side, with all of the other melees standing at the opposite side of him. As long as no one ever takes hate, he won't ever use that move. Thus making him extremely easy. According to various sources (Japenese doesn't want to reveal their strategy, but I assume they figured it out too), L-B-C works like Dragon and Behemoth mobs, in that they use their whole body to attack. If you pull hate from behind, they'll use their tale or back legs or w/e to attack you, and doesn't turn around to face you. If this is true, Homing Missiles would be L-B-C's "Spike Flail", only frontal instead of behind.

Assuming all the bosses unique abilities are like Spike Flail, and can be avoided in a similar way, all it's about is figuring out HOW to prevent the boss from using it.
 
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After reading this, it started thinking...

Maybe this Salvage handycaps were created to make us remember which jobs are more important.

lol
 
It depends on who you have in your group, and therefore what your tactics are.

What you need isn't a priority list, but leaders that your members will listen too...
 
Courtney said:
It depends on who you have in your group, and therefore what your tactics are.

What you need isn't a priority list, but leaders that your members will listen too...

Yes, but a priority list is usually something the leaders write. Reason the salvage group I run with have a priority list, is so that the members can read through it, and thus know if they should pass or not without the leaders having to tell them they should.
 
Uzor said:
The way I see it, it should be more (copy/pasted from salvage forum):

Other
Humilus Cell (HP) – Pld(main) > Melee DD > mages
Spissatus Cell (MP)- Whm(1) > Blm(1) > Rdm(1) > (If no Rdm/Brd) Pld(main)> Smn > Whms > Blms > Nins > Rdms > Free Lot
Suplicatus Cell (Subjobs)- Pld(main)> Melee > Mages >
Praecipitatio Cell (Magic)- Whm(1) > Pld (main) > Blm(1) > Smn (1) > Rdm/Brd(1)> Whms > Blms > Rdms > Nins > Free Lot
Opacus Cell (Abilities)- Pld(main) > Drg/Pup > Cor > Smn > Mnks > Melee DDs > Free Lot

Equipment
Incus Cell (Weapon)- Pld(main) > Drks/Sams > Wars > Thfs/Nins > Mnks > Free Lot
Stratus Cell (Feet/Legs)- Plds > Nins > Rdms > Free Lot
Vigra Cell (Ring/Earring)- Pld(main) > Nins > Mnks > Free Lot
Cumulus Cell (Body)- Pld(main)>Mnks>Nins >Whms >Blms > Free Lot
Radiatus Cell (Hands)- Smn(1)>Pld(main)>Blms>Nins>Mnks>Whms>Free Lot
Castellanus Cell (Head)- Pld(main) > Free Lot
Undulatus Cell (Ranged)- Pup > Rngs > Thfs > Cors > Brd > Free Lot
Anything else will be free lot unless instructed otherwise.

Attributes
Congestus Cell (Vitality)- Plds > Mnks > Free Lot
Pannus Cell (Strength)- Mnks > Melee Free Lot
Pileus Cell (Mind)-Whms > Smns> Blms > Rdms > Plds > Free Lot
Mediocris Cell (Charisma)- Brd > Free Lot
Fractus Cell (Dexterity)- Thfs > Nins > Mnks > Free Lot
Velum Cell (Intelligence)- Blms > Rdms > Free Lot
Nimbus Cell (Agility)- Pld(main) > Nins > Free Lot

This drop order our salvage shell pretty much agreed with.

So BSTs aren't allowed? I would have thought that getting a ranged and job ability cell to a BST would be a good idea.
 
kodi said:
So BSTs aren't allowed? I would have thought that getting a ranged and job ability cell to a BST would be a good idea.

We don't have any BST's xD
 
Wouldn't you want rdms getting MND before smns and blms?
 
Rappa said:
Wouldn't you want rdms getting MND before smns and blms?

Well, yes... now that you mention it, you would o.O; Dunno why it says SMN -> BLM considering we've given BLMes MND before them every run we've done, heh xD probably a typo >.<
 
*sigh* Given this order of hand-outs I don't see much point even doing this type of event as a mage, particularly as a BLM or SMN.
 
Archmage said:
*sigh* Given this order of hand-outs I don't see much point even doing this type of event as a mage, particularly as a BLM or SMN.

See, you shouldn't feel that way.

Mages are completely functional without equipment, the only thing it does is enhance what you do.

Tanks and Melees aren't that lucky.

I dunno, I believe the people getting smacked around by AEs are the ones deserving of armor the most. As well, Melees getting their weapons far outweigh any 10-15% damage boost from elemental staffs, since they're actually doing damage instead of missing single punches at 480 delay.
 
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I always thought that the ones who should get VIT are the tanks first, primarily the ones with h2h to start off. Yeah PLDs will need VIT, but they may not become the tank til considerably later in the run, and better off having a person you know will be tank for a while have the VIT over someone who may not be tank til the end of floor 1. All other stats of course should goto the jobs of obvious choice (AGI for THF and RNG, STR/DEX for any melee, INT for RDM/BLM [maybe DRK or NIN?], MND for RDM/WHM...]. CHR I personally see no point going to BST, I don't think they can charm anything in the zone; it seems better off going to a PLD for intimidation proc or BRD for song resists.

Weapons...I think MNKs may actually want to get theirs last after virtually everyone. They can still be very good DD even with no weapons, meanwhile other jobs do mediocre at best with their hand-to-hand; mages benefit greatly in terms of curing/nuking/enfeebling and resting MP with staves, thus why I think they should get higher priority too.


Subjobs...I think should goto whatever the group is lacking most; This means whoever unlocks their subjob -hasto- take special priority in using their sub. If someone unlocks /war they should definitely plan to be tanking because they become a primary source of hate control. If someone gets it to unlock /whm they better be prepared to play healer, etc.

Armor of course I think varies by slot, and should goto people depending on if the group needs faster kills, to be able to take better hits, or otherwise cast magic better.

Magic is probably best going NIN (only if tank) -> 1 RDM -> 1 WHM -> 1 BLM -> 1 SMN -> NIN (if NOT tank) -> other BLMs -> other RDMs -> other WHMs -> other SMNs.
I'm personally somewhat opposed to SMNs going to Salvage since they require two major item drops to do one task...but thats just me. =/
 
Mishaela said:
I always thought that the ones who should get VIT are the tanks first, primarily the ones with h2h to start off. Yeah PLDs will need VIT, but they may not become the tank til considerably later in the run, and better off having a person you know will be tank for a while have the VIT over someone who may not be tank til the end of floor 1. All other stats of course should goto the jobs of obvious choice (AGI for THF and RNG, STR/DEX for any melee, INT for RDM/BLM [maybe DRK or NIN?], MND for RDM/WHM...]. CHR I personally see no point going to BST, I don't think they can charm anything in the zone; it seems better off going to a PLD for intimidation proc or BRD for song resists.

Weapons...I think MNKs may actually want to get theirs last after virtually everyone. They can still be very good DD even with no weapons, meanwhile other jobs do mediocre at best with their hand-to-hand; mages benefit greatly in terms of curing/nuking/enfeebling and resting MP with staves, thus why I think they should get higher priority too.


Subjobs...I think should goto whatever the group is lacking most; This means whoever unlocks their subjob -hasto- take special priority in using their sub. If someone unlocks /war they should definitely plan to be tanking because they become a primary source of hate control. If someone gets it to unlock /whm they better be prepared to play healer, etc.

Armor of course I think varies by slot, and should goto people depending on if the group needs faster kills, to be able to take better hits, or otherwise cast magic better.

Magic is probably best going NIN (only if tank) -> 1 RDM -> 1 WHM -> 1 BLM -> 1 SMN -> NIN (if NOT tank) -> other BLMs -> other RDMs -> other WHMs -> other SMNs.
I'm personally somewhat opposed to SMNs going to Salvage since they require two major item drops to do one task...but thats just me. =/

Well, at first floor everything hits rather weak. Read: very weak. Like 30 a hit weak at slow attack speed. And if you take the west route (like you should, east route takes longer time and have more useless drops), you won't get stat unlock untill third floor, at which point you'll be close to fully unlocked anyway. So it's easy for tanks to tank.

As for magic, I wouldn't reccoment NIN getting it first. And certainly not RDM second. People will start running out of potions when you get to the magic cells, and Wamouras have frontal fire breath attack, and a horrible AoE move, both goes through shadows. So it's better to give WHM the first magic so he can heal people. Opposed to giving it to a NIN who won't be able to avoid the moves that are actually damaging.

*sigh* Given this order of hand-outs I don't see much point even doing this type of event as a mage, particularly as a BLM or SMN.

See, mages don't get magic unlocked untill the end of first floor. So untill they get their magic unlocked, they don't need anything due to being useless. So it's much better giving melees weapons and armour so you can actually kill the mobs that drop magic.
 
BTW, We confirmed yesterday that the boss do indeed stop using Homing Missiles when tanked to the side yesterday, so I do believe that is the secret to killing him. All you really need are a few good WHMes and 2 tanks in order to kill Homing Missiles.
 
Mishaela said:
I always thought that the ones who should get VIT are the tanks first, primarily the ones with h2h to start off. Yeah PLDs will need VIT, but they may not become the tank til considerably later in the run, and better off having a person you know will be tank for a while have the VIT over someone who may not be tank til the end of floor 1. All other stats of course should goto the jobs of obvious choice (AGI for THF and RNG, STR/DEX for any melee, INT for RDM/BLM [maybe DRK or NIN?], MND for RDM/WHM...]. CHR I personally see no point going to BST, I don't think they can charm anything in the zone; it seems better off going to a PLD for intimidation proc or BRD for song resists.

Weapons...I think MNKs may actually want to get theirs last after virtually everyone. They can still be very good DD even with no weapons, meanwhile other jobs do mediocre at best with their hand-to-hand; mages benefit greatly in terms of curing/nuking/enfeebling and resting MP with staves, thus why I think they should get higher priority too.


Subjobs...I think should goto whatever the group is lacking most; This means whoever unlocks their subjob -hasto- take special priority in using their sub. If someone unlocks /war they should definitely plan to be tanking because they become a primary source of hate control. If someone gets it to unlock /whm they better be prepared to play healer, etc.

Armor of course I think varies by slot, and should goto people depending on if the group needs faster kills, to be able to take better hits, or otherwise cast magic better.

Magic is probably best going NIN (only if tank) -> 1 RDM -> 1 WHM -> 1 BLM -> 1 SMN -> NIN (if NOT tank) -> other BLMs -> other RDMs -> other WHMs -> other SMNs.
I'm personally somewhat opposed to SMNs going to Salvage since they require two major item drops to do one task...but thats just me. =/

Its a good theory in all, but unless you go to Crawler way which is very difficult you dont see VIT for a long while. So by the time you do the PLD is fully capable of tanking
 
Skaw said:
See, you shouldn't feel that way.

Mages are completely functional without equipment, the only thing it does is enhance what you do.

Tanks and Melees aren't that lucky.

I dunno, I believe the people getting smacked around by AEs are the ones deserving of armor the most. As well, Melees getting their weapons far outweigh any 10-15% damage boost from elemental staffs, since they're actually doing damage instead of missing single punches at 480 delay.

Yes but a mage without magic as well? Very little point. Not my idea of fun sitting in the back with my thumb up my butt because I can't do anything, nor is it my idea of fun to try and beat things with my fists and suffer rampant death due to aoe and my low hp.

I've heard good things about Salvage from some people, hwoever none of them were BLM or SMN so I'm just not sure how fun it could possibly be for these jobs given the limitations of these insane status effects.
 
Archmage said:
Yes but a mage without magic as well? Very little point. Not my idea of fun sitting in the back with my thumb up my butt because I can't do anything, nor is it my idea of fun to try and beat things with my fists and suffer rampant death due to aoe and my low hp.

I've heard good things about Salvage from some people, hwoever none of them were BLM or SMN so I'm just not sure how fun it could possibly be for these jobs given the limitations of these insane status effects.

I'm a BLM, WHM, BLU and RDM. Usually go as WHM. I can't do shit untill I get my magic.

And let me tell you, Salvage is damn fun from the moment I enter. I can pull things, I can kite things. Hell, I can be usefull and make potions for melee jobs to use. There's plenty of things a "useless" mage can do while the big mean melees beat things up.
 
Archmage said:
Yes but a mage without magic as well? Very little point. Not my idea of fun sitting in the back with my thumb up my butt because I can't do anything, nor is it my idea of fun to try and beat things with my fists and suffer rampant death due to aoe and my low hp.

Please.

You're not going to have many tanks and white mages in a group of 6-18, so it's not going to take long before you get magic. Maybe experience it before complaining?
 
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