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Reforged Armor Artifact: +1 • iL109 • iL119/+2/+3 Relic: +1/+2 • iL109 • iL119/+2/+3 Empyrean: +1/+2 • iL109 • iL119/+2/+3 |
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Talk:Volatile Matamata
How to exploit this NM
Physical Damage (Nukes)
Damage PT: DD3x, BRD, COR, WHM
Damage PT: DD3x, BRD, COR, WHM
Other PT: Nuker (High refresh preferred), Tank (Non-DD tank), BLU/BLM (Optional)
Your main objective is to make DDs hit for roughly 99,999 damage. To do so, you need to attack him when he has 100% magic damage immunity. To make him have 100% magic damage immunity, do solely magic damage between TP moves. Never do physical damage until you're ready to zerg the turtle. Since your DDs need to be ready before he begins taking zero damage (Buffs/JAs/etc), you need to have the nuker notify the DDs when he takes 1-2 damage. A good strategy is to nuke the turtle with tier 2 nukes until he takes zero damage. When he does take zero damage but before the next TP move, use a tier three nuke. This should do some damage. If the damage is 1-2 damage, notify the DD PT to use their JAs/Buffs. If the damage is greater than 1-2 damage (ex: six damage), wait until the next TP move and do another tier three nuke until you see 1-2 damage. Once your tier three nukes do zero damage, your DDs should begin attacking the turtle. Sometimes, the turtle will use a TP move before DDs are able to defeat the turtle. If this happens consistently, consider bringing a BLU/BLM to Elemental Seal and Absolute Terror the turtle midway. -- Yugl