...spawn those normal-sized Jellies as well? Or just those small ones? Because I have no luck soloing him (or with a party for that matter) and if I could eliminate that Piercing damage by killing those Jellies it would probably help.
Does the Royal Jelly...
I doubt those guides will help.
Trying to kill it with guns!
The medium jellies respawn shortly if they all die.
The only guns that can consistently outdamage the Royal Jelly's regeneration are the Toxic Catalyzer line (due to poison disabling the regen), the Antigua series (the boss itself does not actually have the piercing resistance that normal jellies do), and the Toxic Needle line (again, poison-- but it forces you to stand still, which is extremely dangerous when you're solo and the little jellies are swarming you).
I've got a Level 5 Virulent Catalyzer at the moment. I tried my best by pumping rounds point-blank into the thing, but since he unfortunately doesn't share his subject's vulnerability to Shadow I just couldn't outdamage his regeneration...
Guess I might need to build it into a BioHazard?
Damn it, why couldn't the Roarmulus Twins give tokens for the Antiqua? I can solo them with one hand tied behind my back!
Detonated charged shots have a much better chance to inflict poison than normal shots do.
Also, you can stack charged shots on one of his minions, then shield-shove it at him and detonate the charges all at once.
...Still, there's a reason everyone uses swords to fight the Royal Jelly-- his mechanics heavily, heavily discourage gun use, and there is no armor that gives a damage bonus to guns until 5* (until then, the Gunslinger series only gives increased fire rate, and doesn't even affect reloading speed). Get yourself a sword as a sidearm. The Tempered Calibur's charged attack can hit the boss 3 times per spin at point blank, for a total of over 400 damage each spin. This will be vitally important during the shield-and-tantrum phase, as you won't have time to score more than one charged attack between tantrums.
Oh, and the Roarmulus Twins tokens only give 2* gear because they're easier than the Royal Jelly (whose tokens give 3* gear).
The basic catalyzer shot doesn't do much damage on any tier, and guns in general don't have good DPS compared to swords. Without poison to slow him down, it'll get hard to keep the DPS up while maneuvering with an Antigua.
On top of melee weapons, bombs work extremely well against the Royal Jelly. Ash of Agni makes it so the jellies he spawns are dramatically fewer, and the one doing the bombing pulls aggro, allowing those going in to slice and dice much more room and space to maneuver and shield without having to worry about tiny jellies sneaking extra damage on their backs. You can also use Voltiac Tempest and completely eradicate any offence at all from the mini jellies and jelly spawns. Combining two people who use the Voltiac Tempest and the Ash of Agni basically clears the court, diminishing a dramatic amount of jelly spawns on the field.
To have teammates who know what they're doing, and have great gear. One of the preceding by itself will crumble and fall. I use a nightblade and a pepperbox, but I really am not sure I know what i'm doing. I attack the JK once he's open, but my horned owlite shield can't hold back everybody. I've won twice, because there was a set strategy that worked, and we had great gear. My last two runs I haven't had such good fortune. I wasted 65 CE! In reply to Errodu, wouldn't the bombs take too long to charge? Anyway, next time i'm charging in with my Tempered Calibur and my Nightblade. JK is going down.
Bombers play the part of support in that they freeze, soften, or inflict status ailments to monsters while pulling aggro at the same time, letting the slash-happy allies lose a lot less health in adventuring. A bomber has four goals: Get the fuse lit, get in, drop, get out. With it, bombers spend their time focusing on owning bombs with Charge Time Reduction and equipping sets and trinkets to make the bomb charge time as little as possible so they can drop the bomb like a hotpocket.
Either case, if you spend 2 seconds to charge a bomb that deals damage to counter the Royal Jelly's healing AND burns away the surrounding enemies so they can be pulled away from the players inflicting the serious damage to Royal Jelly, you'll have a much greater chance at succeeding the fight.
Not to mention mini jellies are weak to elemental damage, for some reason.
Fire status doesn't actually deal Elemental damage. Shock does, though.
The nice thing about Shock is that if you can inflict it on the boss right before he shields up for a tantrum, it can actually make him flinch and pause during said tantrum even though it won't deal direct damage. (His first tantrum clears any status effects on him, but none of the following tantrums do.)
If you can make sure nobody else hits him, you can even freeze him in place just before a tantrum and he can't do anything until it thaws or is broken (he'll still be invulnerable, but the ice won't be).
Sleep works very well in the first phase (because it doesn't break on damage) but not so much in the second: his invincibility tantrums are on a scheduled timer, not an attack pattern. He'll just suddenly become invincible while asleep and then tantrum when he wakes.
Another try, another wipe.
Maybe I should just farm the Crowns to buy an unbound Antiqua on the Auction House.
It spawns both.... and also kills them when it spins. Theres a billion threads on strategy already, so suffice to say that mini-jellies do normal damage.