Strategies for Omega (limbus)

Olrox

Limit Breaker
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Apr 7, 2005
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Michigan
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Wayofthemaster
So I have been reading in wiki etc. to see his various moves and get a grasp. But some things just aren't as well explained. So if there is anyone who can toss some good strats or info my way I would much appreciate, as well as the AVG. number of what jobs are needed to take him down (ie. blms plds nins whms rdms brds, DD)
 
Well.. i can tell you how i do it and why... its an extremely safe method to which we have never lost a fight using and it allows for maximum return potential.

Set up..

Tank party
Pld/nin x2
nin/drk
rdm/drk
whm
brd

Misc Party
Pod voker (any job that can live mostly nin)
Sam/war
Sam/war
Whm
Rdm/drk
w/e

Blm party
Blm x3+
bard or cor or both

Basically start out the fight with both plds at 300Tp then proceed to have one of them flash pull. After the pull have both of them and the sam's who should have brought a sword pop their spirits within (not really necessary i know but helps with hate a bit). Then the pld that pulled pops invince and the rdm/drk in the tank party chainspell stuns so that he can be covered if necessary. At this point the Blms unleash hell dropping as much HP as they can. If the first pld looses hate the second one who should have still been building hate should invince to keep the blms outta trouble. Also when the first chainspell wears off the second rdm chainspell stuns and the blms continue to nuke. Sometime during the second chainspell stun the bitch will stand up and pop a pod. When he does the pod voker ... vokes the pod, and the blms take it out, 2 teir 4s will get it done. Once on 2 legs tho the Blms stop damage on the omega and the Sams pop off as many WS as necessary to get it down to like 10%.

If you wanted to you could kill it at this point but it would be a horrible waste seeing as the pods have the potential to drop more chips to get back into omega faster.

Anywhere between 10 and 25% depending on how hate looks i will call kite at which point we take it into a kite around the arena. It can be ping ponged fairly easily but im not a fan because it takes really balanced hate and is annoying from time to time.

Once in a kite the blms stun whenever they can to help the kiters out. A good nin/drk will take over the kiting at this point and assuming they dont fuck it up they will keep it pretty much the whole time but your plds should definately make sure that they are number 2 and 3 so that hate is still under control in case of Collosal Blow as it resets hate.

Pods spawn every 5-6 minutes so blms should be ready to tear them down if they pop. If they nuke in pairs no one will die but if a blm nukes alone they will prolly be toast so keep your blms inline.

The regen of omega in my shell is handled by sams Wsing as necessary to keep it between 5 and 10% and also with some dots.

We have kited all the way down to 30 seconds left because we were waiting on a pod but its prolly something you wanna kill at 5 min or so your first time.

With this method its a nice safe boring fight. 20 omegas now with no losses and we have gone as few as 13 members on a kill. That set up was pldx2 rdmx2 whm bard cor blmx3 samx2 nin/drk. Obviously look up what moves you need to look for but for me without more than 3 bms we dont take the start of the fight down far enough and it is alot easier if you can get it all the way to the third form on the initial zerg.
 
Very awesome!! Thanks for the info, that helps tons!
 
I wouldn't suggest stalling for pods if you haven't killed him before. First time you are better off just getting the win.

On 4 legs he's weak to magic, strong to melee. On two legs it's the opposite.

Pods are easy to take out with a couple blms. They are like detectors in sky; they hit fast and hard, but have little HP. I would suggest you have a nin or /nin that isn't tanking omega claiming the pods and pulling them to the blms. Your blms use a good old /assist macro, and your blink tanker keeps your omega tanks from getting raped.

Hate reset is huge, I've seen 3 pile drivers in under 30 seconds clearing hate for all 3 of our tanks. If you get to the point where you have had hate reset on all but one tank, I would suggest kiting to avoid hitting that point.

It's a fairly easy fight, but takes some practice to get good at.
 
For my LS, we're still improving upon our method and trying to do better each time, but this is what works for us so far. For our tank party, we have NIN/DRK, PLD/NIN x2, WHM, RDM/WHM, and BRD/WHM. The secondary parties all have a mix of BLMs, SAM/THF, THF and BRD and a single RDM/DRK. If possible, I try to have a WAR/NIN in there to voke pods while BLM nuke them down.

For this method, we straight tank Omega to start. Usually, I have two tanks line up on either side of Omega and switch off tanking. SAM and THF can SATA at any time to switch hate on tanks. BLMs should manaburn Omega down and melee can WS as often as possible to bring him down to 50% quickly. What Stouter said, 4 legs, manaburn and on 2, TP burn. Don't over do it though, hate on anyone besides tanks can be dangerous. Have your PLD focus on enmity (haste for utsu recast) while the NIN focus on haste and enmity in the other slots if they can. Both will have haste, march, refresh, and ballad on at all times to maintain MP and shadows as well as provide for best hate generation imo. Make sure Slow and Elegy is maintained, if possible paralyze, but not necessarily needed (didn't seem to proc much).

Once at 50%, depending on time (you should bring it down rather quickly if you come prepared, 10 mins tops) this is the best time to farm. At this point, most of the WS are not extremely dangerous and will not kill the tank in one shot. Have BLMs spam tier 1 spells to feed TP and hope pods pop. When pods pop, have the WAR or if you're light on melee, a THF/NIN can steal/mug just to get initial hate. After that, two unresisted tier 4 will kill a single pod. Once a few pods pop, time runs low (15-10 min mark), or whatever (make the best decision so that you win), continue on. At this point, you just want to continue straight tanking just like the very beginning doing as much damage as possible.

Once you get to around 10%; however, it changes into it's final form. This form is the most dangerous as it hits incredibly hard and has a hate reset move very similar to throat stab, 95% damage, complete hate loss and ignores shadows. It can be avoided by kiting often, but when you recast utsu, he can still get you. Once it reaches this final form, I have the RDM chainspell stun and everyone goes all out, using two hours if necessary. PLD should invincible to maintain hate and do everything possible to keep hate off BLMs and RDM stunner.

We've used this method a couple of times and it's worked very well, but the pod drops were meh. The only issues we had were hate reset in final form which we avoided in future attempts by CS stun and in the next attemps, we had minor accidents and a slow CS stunner. In our next attempt soon, I hope to get it down perfectly with no deaths, I think we had two in our last.

Edit: I should note that once it gets to final form, it has TP regen and from what I am told resists damage more (I cannot confirm, never been anything besides NIN and WHM). That's why I prefer to not farm at final stage. It does make sense to do it then because it will spam pods easier and it'll be closer to death, but for starter groups, I recommend 50%. The hate reset can be killer, it spams it if you are stationary too long (read: Ichi) so I prefer to avoid it.
 
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It's really stupid not to farm him, lol.
 
For my LS, we're still improving upon our method and trying to do better each time, but this is what works for us so far. For our tank party, we have NIN/DRK, PLD/NIN x2, WHM, RDM/WHM, and BRD/WHM. The secondary parties all have a mix of BLMs, SAM/THF, THF and BRD and a single RDM/DRK. If possible, I try to have a WAR/NIN in there to voke pods while BLM nuke them down.

For this method, we straight tank Omega to start. Usually, I have two tanks line up on either side of Omega and switch off tanking. SAM and THF can SATA at any time to switch hate on tanks. BLMs should manaburn Omega down and melee can WS as often as possible to bring him down to 50% quickly. What Stouter said, 4 legs, manaburn and on 2, TP burn. Don't over do it though, hate on anyone besides tanks can be dangerous. Have your PLD focus on enmity (haste for utsu recast) while the NIN focus on haste and enmity in the other slots if they can. Both will have haste, march, refresh, and ballad on at all times to maintain MP and shadows as well as provide for best hate generation imo. Make sure Slow and Elegy is maintained, if possible paralyze, but not necessarily needed (didn't seem to proc much).

Once at 50%, depending on time (you should bring it down rather quickly if you come prepared, 10 mins tops) this is the best time to farm. At this point, most of the WS are not extremely dangerous and will not kill the tank in one shot. Have BLMs spam tier 1 spells to feed TP and hope pods pop. When pods pop, have the WAR or if you're light on melee, a THF/NIN can steal/mug just to get initial hate. After that, two unresisted tier 4 will kill a single pod. Once a few pods pop, time runs low (15-10 min mark), or whatever (make the best decision so that you win), continue on. At this point, you just want to continue straight tanking just like the very beginning doing as much damage as possible.

Once you get to around 10%; however, it changes into it's final form. This form is the most dangerous as it hits incredibly hard and has a hate reset move very similar to throat stab, 95% damage, complete hate loss and ignores shadows. It can be avoided by kiting often, but when you recast utsu, he can still get you. Once it reaches this final form, I have the RDM chainspell stun and everyone goes all out, using two hours if necessary. PLD should invincible to maintain hate and do everything possible to keep hate off BLMs and RDM stunner.

We've used this method a couple of times and it's worked very well, but the pod drops were meh. The only issues we had were hate reset in final form which we avoided in future attempts by CS stun and in the next attemps, we had minor accidents and a slow CS stunner. In our next attempt soon, I hope to get it down perfectly with no deaths, I think we had two in our last.

Edit: I should note that once it gets to final form, it has TP regen and from what I am told resists damage more (I cannot confirm, never been anything besides NIN and WHM). That's why I prefer to not farm at final stage. It does make sense to do it then because it will spam pods easier and it'll be closer to death, but for starter groups, I recommend 50%. The hate reset can be killer, it spams it if you are stationary too long (read: Ichi) so I prefer to avoid it.

I dont really understand your strat because with 2 chainspell stunners and a good opening zerg you can get him down to ~10% fairly easily with 3 blm. Also even though im not 100% sure i think his final form comes at 25%. Also it is a really bad idea to have any melees on it before it gets into 2 leg form before 2 legs they are just a liability. The key to kiting it in the final form is just for everyone to understand how important stun is and with the nin/drk, rdm/drkx2 and all the blms stunning regularly it is extremely rare for one person to get hate reset while kiting.
 
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I dont really understand your strat because with 2 chainspell stunners and a good opening zerg you can get him down to ~10% fairly easily with 3 blm. Also even though im not 100% sure i think his final form comes at 25%. Also it is a really bad idea to have any melees on it before it gets into 2 leg form before 2 legs they are just a liability. The key to kiting it in the final form is just for everyone to understand how important stun is and with the nin/drk, rdm/drkx2 and all the blms stunning regularly it is extremely rare for one person to get hate reset while kiting.

Opening with a zerg will allow for unstable hate, even with invincible, you're still likely to have a BLM pull hate. I'd rather have stable hate and allow the melee and BLMs to feed it TP during the process since that whole time is good for pod farming. Also, I understood the difference between melee form and magic form; however, you can still do considerable damage even while it's in a resistant form and this allows us to feed TP for pop pods. But once in the final form, it will use it's hate reset move which I would rather avoid. To me, I can play it safe and do farming early while he is safely straight tanked than farm while he needs to be kited. Kiting also brings about too many issues about interrupted casts and moving out of range which to me is a bother.

Our main concern really isn't really speed to the final form, it's to farm pods and then get it to final form with a safe buffer of time. The time between start and final form can be done any way as far as I am concerned, it's all farming for pods, it's just we slow the process down from 50 to 40% so that we have a rough guage of our own killing speed. And with a single WHM and RDM in the main both with dual refresh, there is plenty of curing power to survive any TP being fed for the most part so again, feeding it TP is not an issue.

Really, there is no difference between our methods. I prefer to farm pods early while you farm late, both provide the same results and both get pods to pop. I have not been lucky on chip drops lately, seem to only get the one chip and several coin/upgrades, but then again, we're still testing things out to make it better and smoother.
 
other than one run where we got 4 chips we have not been getting chips lately either. 2 of our last 4 omegas blanked us on chip drops. Also good plds who know how hate works can maintain hate throughout the whole zerg and following the zerg our blms wont pull hate for the rest of the fight unless something dumb happens.

In all honsety i think that the final form is the safest to have him in. 4 leg form he has pile pitch and rear lasers which both suck and 2 leg form has 4 different AOEs including ones that do grav, silence, bind, blind, paralyze, and flash (thats alot of work for whms). The final form you have Laser shower which while kiting will hit people at most for 500 damage unless they dont understand to run and colossal blow which is retardedly easy to run out of range of. He may hit harder but good tanks with alot of stuns shouldnt be getting hit any ways.

Also the nice thing about the final form is that if something dumb does happen and shit hits the fan you can call for the kill and people can knock off that final 5% in like 15 seconds.
 
The final form happens at 25%, not 10% and IIRC pods spawn about every 5 minutes and you do not have to feed it TP for this to happen.
 
The final form happens at 25%, not 10% and IIRC pods spawn about every 5 minutes and you do not have to feed it TP for this to happen.
Wrong. We just had pods pop within a minute of each other and if that's wrong, I have to question them not being TP based. I've also never seen a WS move immediately preceed or follow pods so that also is a decent indicator as well.
 
OK first of all you stated earlier that it has TP regen in its final form and if that were true and if Pods are a tp move then you proved my point that it is best to farm it in its final form.

I'll let that one go though.

To me it seems that once it is in the final form it does seem to be time based rather than tp based. It will consistently take 5-6 minutes to pop a pod each time. We have had them pop really close to each other (in fact i think we had 2 up at once one time) but it seems to be a fact of it will pop a pod every time during our zerg when it stands up. Then once it is below 25% it seems to reset the timer. That is the only time that i have seen them come up as anything other than clockwork.

So it is my feeling that once it is in final form at least it is a time based move. However it can pop pods which don't count while in its second form.

Anyways i think its a dead horse seeing as you are the only one who is not convinced.
 
i agree w/ the masses, usually(i stress usually) i saw the pods pop in a time based fashion of approx 5-6 minutes. To say that it is TP based is kinda, errrr.
 
OK first of all you stated earlier that it has TP regen in its final form and if that were true and if Pods are a tp move then you proved my point that it is best to farm it in its final form.

I'll let that one go though.

To me it seems that once it is in the final form it does seem to be time based rather than tp based. It will consistently take 5-6 minutes to pop a pod each time. We have had them pop really close to each other (in fact i think we had 2 up at once one time) but it seems to be a fact of it will pop a pod every time during our zerg when it stands up. Then once it is below 25% it seems to reset the timer. That is the only time that i have seen them come up as anything other than clockwork.

So it is my feeling that once it is in final form at least it is a time based move. However it can pop pods which don't count while in its second form.

Anyways i think its a dead horse seeing as you are the only one who is not convinced.
Like I said earlier, I prefer to avoid the final form because it has a hate reset move which can be a problem. A tank will eventually need to recast at some point and mages might not be prepared to stun it. From what I've seen, it likes to spam that move a lot too so I am just going to stick to burning the final form and be done with it in safe manner.

If it was timed, I don't think I would see such a variance in pops. I try to maximize my times on Omega to get those pods and if it was truly timed, one would imagine getting a constant amount of pods each run. I've seen anywhere from 2 to 6 or 7 pop in a run which to me is not consistent at all.

And sorry if I like to challenge misinformation.
 
OK first of all you stated earlier that it has TP regen in its final form and if that were true and if Pods are a tp move then you proved my point that it is best to farm it in its final form.

I'll let that one go though.

To me it seems that once it is in the final form it does seem to be time based rather than tp based. It will consistently take 5-6 minutes to pop a pod each time. We have had them pop really close to each other (in fact i think we had 2 up at once one time) but it seems to be a fact of it will pop a pod every time during our zerg when it stands up. Then once it is below 25% it seems to reset the timer. That is the only time that i have seen them come up as anything other than clockwork.

So it is my feeling that once it is in final form at least it is a time based move. However it can pop pods which don't count while in its second form.

Anyways i think its a dead horse seeing as you are the only one who is not convinced.

no guy, you're wrong, lavi said so.

Yeah that is probably the case. Most of the time it only pops during a form change, which might be a reason it is possible to see more than 1 pop within a short period of time if you're seeing multiple form changes in a short amount of time. Assuming that damage is a factor as to how fast it changes form and seeing as certain wyrms can be forced to land ahead of time depending on damage dealt I don't see this being too far from being possible. Normally however, it only switches forms every 3~5 mins, which would explain the 3~5 minutes it generally takes to spawn 1 gunpod.

Pod ejection being a TP move for the first 75% and then becoming a timed move after 25% makes a lot less sense than it just being a move triggered by form change or time.
 
heh we get 6 or 7 pods every run...
 
Well idk too much about this. but the last fight I did he popped only 1 pod in the first 20 mins and then popped 2 almost back to back in the final form.
 
no guy, you're wrong, lavi said so.

Yeah that is probably the case. Most of the time it only pops during a form change, which might be a reason it is possible to see more than 1 pop within a short period of time if you're seeing multiple form changes in a short amount of time. Assuming that damage is a factor as to how fast it changes form and seeing as certain wyrms can be forced to land ahead of time depending on damage dealt I don't see this being too far from being possible. Normally however, it only switches forms every 3~5 mins, which would explain the 3~5 minutes it generally takes to spawn 1 gunpod.

Pod ejection being a TP move for the first 75% and then becoming a timed move after 25% makes a lot less sense than it just being a move triggered by form change or time.
Or it could be like dances which consume TP and some other trigger such as a timer or form change. Whatever the cause is, I'd like to know rather than some quick guess based on recalled events which may not even be accurate. I prefer to not spend an eternity doing limbus and any shortcut is welcome within reason. I don't care if I am right or wrong, I care if I have the right answer.
 
Or it could be like dances which consume TP and some other trigger such as a timer or form change. Whatever the cause is, I'd like to know rather than some quick guess based on recalled events which may not even be accurate. I prefer to not spend an eternity doing limbus and any shortcut is welcome within reason. I don't care if I am right or wrong, I care if I have the right answer.

Imo it would be very unlikely for SE to use DNC ability as a template for Omega seeing as how DNC was released a long time after Limbus. However if it would just consume a portion of tp it would seem that you would not really have to feed it tp for it to happen.

I would still go with the theory of time/form-change.
 
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