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Ambuscade Archive

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Ambuscade Battle3.jpg

This page holds all the old information for Ambuscade. We will get around to cleaning it up one day.

April 2016 - 2017

Ambuscade (Primer Volume One)


February 2017
You will face off against a group of Velkk, Information Needed, who has access to their respective one-hour abilities.

The number of Velkk vary based on the difficulty chosen as such:

Difficulty Number of Velkks
Very Difficult Question
Difficult Question
Normal Question
Easy 2
Very Easy 1

Ambuscade (Primer Volume Two)


April 2017
You will face off against a group of Symbiotic monsters.
  • Aggroing the larger mobs will cause all mobs to aggro and may result in decreased dmg taken by all mobs. Mobs may be pulled one at a time and away from the group in order from left > right, smallest to largest to avoid this mechanic Information NeededVerification Needed

The number of Symbiotic monsters vary based on the difficulty chosen as such:

Difficulty Number of Mobs Types of Mobs
Very Difficult 7 Marid Dhalmel Buffalo Tiger Coeurl Rabbit Opo-Opo
Difficult 6 Marid Dhalmel Buffalo Tiger Coeurl Rabbit
Normal Question
Easy Question
Very Easy Question

Rest of 2017

April 2017

April 2017
You will face off against a group of Gigas, Information Needed, which have access to their respective one-hour abilities.

The number of Gigas vary based on the difficulty chosen as such:

Difficulty Number of Velkks
Very Difficult Question
Difficult 5
Normal Question
Easy 2
Very Easy 1

April 2017
You will face off against a group of Symbiotic monsters.
  • Aggroing the larger mobs will cause all mobs to aggro and may result in decreased dmg taken by all mobs. Mobs may be pulled one at a time and away from the group in order from left > right, smallest to largest to avoid this mechanic Information NeededVerification Needed
  • Suggested order for fighting mobs is to start with the Rabbit, and work your way toward the center - once the Coeurl is defeated, jump to the tiger, then work your way back to the middle. The final mob should be the Marid. Mobs will take damage and use abilities in line with their respective creature type. At 1% health, the engaged mob will continue to stay alive until it uses a TP to "activate" the next mob in the series. Mobs can aggro without the preceeding mob being beaten if the party takes too long to kill the engaged mob.
Difficulty Number of Mobs Types of Mobs
Very Difficult 7 Marid Dhalmel Buffalo Tiger Coeurl Rabbit Opo-Opo
Difficult 6 Marid Dhalmel Buffalo Tiger Coeurl Rabbit
Normal 5 Marid Dhalmel Tiger Coeurl Rabbit
Easy Question
Very Easy Question

May 2017

May 2017
You will face off against a group of Antica and a Cactus, Information Needed, which have access to their respective one-hour abilities.
  • Summons antican adds after each percentage of % is lost.
    • Number of adds are based upon the difficulty.
  • Cactus can be killed to stop needles
    • Boss takes increased (double-triple) damage when cactus is near.

The number of Information Needed vary based on the difficulty chosen as such:

Difficulty Summoned Antica Cactuar Needles
Very Difficult 3 per summon 10,000
Difficult 2 per summon 4,000
Normal 1 per summon 2,000
Easy 1 per summon 1,000
Very Easy 1 per summon 100
May 2017
You will face off against a Pteraketos.
  • No adds
  • Only thing that changes is HP/DMG
  • Weak to Ice and Darkness.
Difficulty TP moves
Very Difficult
Difficult
Normal
Easy
Very Easy

June 2017

There was no June 2017 done, it was tonberries for vol 1 though.

July 2017

Volume 1, July 2017, Fomor

Difficulty Foes Notes
Very Difficult Bozetto Deathsinger(RDM)

8 Random Fomors:
Aegis(PLD), Amanomurakumo(SAM), Annihilator(RNG), Apocalypse(DRK), Bravura(WAR), Claustrum(BLM), Excalibur(PLD), Gjallarhorn(BRD), Gungnir(DRG), Guttler(BST), Kikoku(NIN), Mandau(THF), Mjollnir(WHM), Ragnarok(DRK), Spharai(MNK), Yoichinoyumi(RNG)

The Fomors are resistant to Elemental Seal sleep at this difficulty. A BRD using abilities such as Troubadour is recommended/required.

Difficult Bozetto Deathsinger(RDM)

6 Random Fomors

The Fomors are susceptible to Elemental Seal sleep from a GEO from this difficulty and easier.

Normal Bozetto Deathsinger(RDM)

4 Random Fomors

Easy Bozetto Deathsinger(RDM)

3 Random Fomors

Very Easy Bozetto Deathsinger(RDM)

2 Random Fomors

Notes:

  • All Fomors are susceptible to sleep and stun.
    • On Difficult difficulty and lower a GEO may use Elemental Seal Sleepga.
      • The fomors will resist this at Very Difficult, and require a BRD to sleep instead.
    • Once awoken the Fomors gain drastic sleep resistance.
      • This is removed upon a complete wipe.
  • All Fomors may parry/shield block, recommended to fight from behind.

Bozetto Deathsinger(RDM):

  • Posseses very low HP.
  • Immune to sleep.
  • Susceptible to stun, addle
  • Cast Aspir, Curaga, Death, Drain.
  • Uses Chainspell at 75%.
  • Spams Death during chainspell if players have not defeated all fomors.
    • If all formors are defeated then the Deathsinger will not chainspell death.

Aegis(PLD):

Amanomurakumo(SAM):

Annihilator(RNG):

Apocalypse(DRK):

Bravura(WAR):

Claustrum(BLM):

Excalibur(PLD):

Gjallarhorn(BRD):

Gungnir(DRG):

Guttler(BST):

  • Uses Familiar
    • This will charm the player who has hate.

Kikoku(NIN):

Mandau(THF):

Mjollnir(WHM):

Ragnarok(DRK):

Spharai(MNK):

Yoichinoyumi(RNG):

Setups and Strategies:
Pulling the Deathsinger away from the group is recommended as curaga will ruin the fight if it wakes the Fomors. Landing addle will make stunning curaga easier if desired.
Groups on easier difficulties can get by on a player /BLM using sleepga, but BRD is the recommended sleeper for this fight as Horde II + Troubadour should grant 5+ minutes of sleep. After the mobs wake up from the first sleep they will no longer be susceptible. Very Dificult:
PLD or RUN, DD, DD, GEO, BRD, WHM

  • PLD or RUN gains hate on all the adds, the BRD JA horde sleepgas, and then the tank pulls the eye away.
  • Two DDs then go to town taking the adds down. Save NMs like Excalibur or Mjollnir for last, and the eye last of all.
  • If your group struggles at this then consider doing Difficult instead of Very.

Dificult:
Normal:
Easy:
Very Easy:




Volume 2, July 2017, Vermin

Difficulty Foes Notes
Very Difficult

Beetle, Chapuli, Wamoura

Difficult

Beetle, Chapuli, Wamoura

Normal

Beetle, Chapuli, Wamoura

Easy

Beetle, Chapuli, Wamoura

Very Easy

Beetle, Chapuli, Wamoura

Notes:

The order in which monsters are defeated affect the name and strength of the next monster. Each iteration is stronger than the last and gaining different traits/abilities.

Monsters do not seem to have enmity between fights. Allowing you to summon trusts between each one.
Setups and Strategies:
Recommended to fight the Wamoura Last, with an order of Beetle → Chapuli → Wamoura.




August 2017

Volume 1, August 2017, Sahagin

Difficulty Foes Notes
Very Difficult Bozzetto Songstress BRD

Bozzetto Wavefist MNK x2, Bozzetto Flowspear DRG x2,
Bozzetto Hydrophile WHM, ChirurgeonWAR

Regen effect of ~15+% a tic while silence is off.
Chirurgeon (manta) possesses an avoidance down aura, and is immune to sleep.

Chirurgeon uses Inky Injection which is a conal knockback with super gravity.

The Songstress is capable of using Maiden's Virelai on this difficulty.

Difficult Bozzetto Songstress BRD

Bozzetto Wavefist MNK x2, Bozzetto Flowspear DRG x2,
Bozzetto Hydrophile WHM

Regen effect of 5% a tic while silence is off.
Bio aura is ~70/tic

Normal Bozzetto Songstress BRD

Bozzetto Wavefist MNK x2, Bozzetto Flowspear DRG x2

Regen effect of 3% a tic while silence is off.

Easy Bozzetto Songstress BRD
Very Easy Bozzetto Songstress BRD

Bozzetto Wavefist MNK Bozzetto Flowspear DRG

Notes:

  • All foes besides the Bozetto Songstress are susceptible to sleep of either element.
  • Each foe will use their respective 1 hour abilities.
    • Benediction on D+ will heal the Songstress.
  • The Bozzetto Songstress will stand in the middle of the arena with a bio aura, take no damage, and does not move.
    • Defeating other Sahagins will progressively remove HP from the Sonsgstress.
    • The Songstress will sing Mambos.
    • Silencing will remove the bio aura and regen effect from the mobs.
    • The Songstress possesses a high regain effect and will use Cleansing Bubbles to remove all debuffs from itself and any nearby mobs (~20') as well as waking them.
    • Progressively enfeebling the Songstress will grant different messages:
      • The boss's throat is parched - 1 total debuff
      • The boss's begins to sing off key - 2 total debuffs
      • The boss's voice begins to crack -3 total debuffs
      • The boss's can barely croak the words out - 4 total debuffs. Enables silence to land.
  • Songstress is capable of changing colors under unknown conditions. Information Needed
  • Defeating all monster will remove the invincibility from the Songstress until monsters are respawned.
  • After silence is on, Sahagins will level up either after it uses a weapon skill or after being hit with a weapon skill.
    • Monsters will not level up during weapon skills if the Sonsgstress is not silenced.
    • The Sahagins will begin leveling down once the Songstress is no longer silenced and they are standing within the Bio aura.
  • The Songstress will resummon defeated Sahagins shortly after their death.
  • Fighting adds away from the Songstress increases their defense considerably.


  • Monsters will use standard Sahagin TP moves.
    • Including Hydro Shot which resets hate on the target and Spinning Fin (AoE) which inflicts stun for up to 15 seconds.
      • Spinning Fin may be evaded with two shadows.
    • Bozzetto Wavefists will use Suckerpunch which inflicts high damage to one player and resets hate on the target.

Setups and Strategies:
Very Easy:

  • Soloable THF with Trust
Miau Sollo VE Strategie: THF with Trust Yoran-Oran (UC), Valaineral, Joachim, Koru-Moru, Iroha II. Start Attacking DRG after WS change to MNK after WS change again do so until both are dead. Make sure they die at roughly the same time. When Both dead Attack BRD and kill it(easy kill).

Difficult:
Strategy 1: DD x2, Tank, WHM, GEO, BRD

  • Geo-Frailty, Indi-Wilt, Entrust Indi-Torpor
  • WHM should use Barthundra and Barpetra.
  • Double Madrigal, rest depend on DDs.
    • Two DDs sub NIN (to avoid stuns) which can SC with themselves seem optimal this month. Something like THF or DNC x2 or two really good BLUs creating light or dark SCs to rapidly take down a monster before silence wears.
  • Tank aggros everything and then runs to a corner while the bard sleep the mobs.
    • RUN recommended due to constant hate resets. Foil will help keep better AoE hate. PLDs would will need to try and cure for AoE hate.
  • Tank then runs back and stands next to the Songstress. Pick the mobs off one at a time via skillchaining damage faster than their level ups can stop you.
  • Rest should be self-explanatory. Dispel the mambos, use the bio aura to level down a mob if you fail to kill it fast enough.

Strategy 2:

  • Simply the same as strategy 1, except you don't silence the Songstress and entrust Fury instead of torpor since accuracy won't be an issue.
  • Bard gives lightning carol x2 instead of madrigal in order to avoid the stuns.
  • Leveling up and stuns are the biggest issue from strategy 1, but a 3 step SC or two light or dark SCs will kill any of the mobs regardless of their regen potency.
  • ~6 minute runs with good players. Watch out for counter and hundred fists, but Indi-Wilt will help a lot with that.

Strategy 3 (Preferred) REAM DDx3 (one preferably a great DD COR), BRD, GEO, WHM:

  • Bard gives lightning carol x2 and march X2.
  • Don't silence the Songstress. This method is a zerg where you defeat all the mobs before any respawn so that you can just defeat the Songstress.
  • DDs run in, one uses a warcry or something for hate to control the mobs for sleeping. A Lionheart RUN excels in this strategy for this.
  • Fight on top of the Songstress and start with the WHM. Resleep mobs after Benediction wakes them all.
  • Proceed to rapidly take down the others mobs. When they are dead the songstress can then take damage and quickly dies.
  • Should take about 2 minutes 30 seconds including buff time.
    • Worst case scenario the WHM repops and you just wait for one more DRG or MNK to respawn to defeant and end the fight.





Volume 2, August 2017, Morbol

Difficulty Foes Notes
Very Difficult Popular Penelope
Difficult Popular Penelope
Normal Popular Penelope
Easy Popular Penelope
Very Easy Popular Penelope

Notes:

It's a Morbol, it hates you and everyone you love. If you listen closely you can hear a Taru Paladin asking for Haste from somewhere between it's teeth. Ohh yeah and all Morbol abilities.
Setups and Strategies:




September 2017

Volume 1, September 2017, Qiqirn

Difficulty Foes Notes
Very Difficult Bozzetto Pilferer (THF)

Bozzetto Scoundrel (THF) x5

Bozzetto Pilferer uses Blood Weapon, Hundred Fists, or Perfect Dodge at random.

Difficult Bozzetto Pilferer (THF)

Bozzetto Scoundrel (THF) x5

Bozzetto Pilferer uses Blood Weapon, Hundred Fists, or Perfect Dodge at random.

Normal Bozzetto Pilferer (THF)

Bozzetto Scoundrel (THF) x3

Easy Bozzetto Pilferer (THF)

Bozzetto Scoundrel (THF)

Very Easy Bozzetto Pilferer (THF)

Notes:

  • All enemies must be defeated in order to be victorious.
  • All mobs are immune to Gravity and Break, and highly resistant to Stun.
  • Bozzetto Scoundrels are susceptible to Sleep and Bind, but immune to Lullaby.
    • Bind resistance will build quickly however sleep resistance is never an issue, even on VD for a well geared RDM.
  • If any Songs, Rolls, Geomancy bubbles, or Avatar's Favor is on the party then the Bozzetto Pilferer and Scoundrels will use Essence Steal.
    • Essence Steal is move which heals them to full HP and levels them up every time they land a melee hit on a player or Trust.
      • If the Qiqirn are close together, they appear to synchronize this move whenever one lands a hit.
      • Level will cap eventually, but they will still heal to full HP when they land a melee hit on a player.
        • Was hit rate floored in VE @ 1283 accuracy once it's level was capped.
      • Stoneskin does not prevent this from occurring. Getting hit for 0 still triggers this.
      • Absorbing melee swings with shadows does prevent this from occurring.
      • This effect was tested multiple times to only happen when a GEO COR or BRD buff is present when the player is hit. (Multiple self tests were made as well as testing [1])
  • The Bozetto Pilferer will drop a Mine sometimes which explodes after a few seconds.
    • All sleeping Scoundrel's will proc blue Blue.png and wake up when the mine explodes unless you defeat the mine when it spawns.
      • When a mine is dropped hate resets on all monsters. This will cause the adds to go after random players after waking up from sleep.
      • Players have ~10 seconds to defeat this mine before it blows up.
      • The mine's name tag may not display, or be untargetable, depending on camera angle and/or distance from it.
      • If the Pilferer is defeated while a mine is out then it will despawn without going off.
  • Kibosh from the Bozetto Pilferer will inflict high Physical Damage damage.
  • Other moves used include:
    • Cutpurse - Encumbers one random piece of equipment.
    • Faze - gaze terror (~10 seconds).
    • Sandspray - Conal blind, -100 accuracy Verification Needed.
    • Dead Eye - Conal defense and magic defense down.
    • Also uses HP Theft, MP Theft, and TP Theft, which causes whomever is hit by it to lose half of their max HP, MP, or TP.
    • Status Theft - Inflicts a single massive random stat down on the target which will leave them at -100.
    • Ability Theft - Resets one ability at random.
  • Scoundrels will randomly use Perfect Dodge and like to spam Faze while running around. Mages should have their backs turned.

KI Camps:

Setups and Strategies:
Difficult:

Tank, RDM/blm, WHM, BLU x2, DD x1
-or-
RDM, WHM, BLU x2, DDx2
  • BLU are required so that DDs are able to cap delay. DDs should have no accuracy issues when food or distract are on.
  • RDM uses Saboteur and sleepgas to aggro.
  • DDs go to town on the Pilferer and the RDM debuffs.
    • DDs should defeat any bombs before they go off.
  • Have the RDM and WHM turn their backs to avoid terror from adds waking up and spamming faze. That is about it.
  • Finish with the Scoundrels, Sleep II can start being used over Sleepga to extend sleeping duration.


Easy:

Agustus Trust, Apururu(U) Trust, WHM, DDx3
  • Enter and attack the scoundrel after buffing. WHM should ensure that Apururu does not die while DDs focus on scoundrel. Afflatus Solace is very useful. Apururu is great for removing stats, but that leaves melees vulnerable while he is casting *-na spells. Did not sleep Pilferer.
  • Switch target to bomb whenever possible.
  • Take out Pilferer when Scoundrel is dead. Again, WHM should ready Cure V for Kibosh and let Apururu deal with status ailments.
  • Multi-step skillchains are key (e.g. we used CDC > Evisc. > Rudra )
  • This setup works, though there are likely better setups.





Volume 2, September 2017, Wyrm

Difficulty Foes Notes
Very Difficult Gudjewg
Difficult Gudjewg
Normal Gudjewg
Easy Gudjewg
Very Easy Gudjewg

Notes:


Setups and Strategies:




October 2017

Volume 1, October 2017, Qutrub

Difficulty Foes Notes
Very Difficult Bozzetto Bigwig THF/NIN

Gains access to Enforce.
Sudden Lunge gets resisted.

Difficult Bozzetto Bigwig THF/NIN

1st Summoning: Bozetto Astrologer(BLM), Bozetto Tormentor(DRK) x2
2nd Summoning: Bozetto Astrologer(BLM) x2, Bozetto Tormentor(DRK) x2

Susceptible to Sudden Lunge

Normal Bozzetto Bigwig THF/NIN

1st Summoning: Bozetto Astrologer(BLM), Bozetto Tormentor(DRK) x2
2nd Summoning: Bozetto Astrologer(BLM), Bozetto Tormentor(DRK) x2

Easy Bozzetto Bigwig THF/NIN

1st Summoning: Bozetto Astrologer(BLM), Bozetto Tormentor(DRK)
2nd Summoning: Bozetto Astrologer(BLM), Bozetto Tormentor(DRK)

Very Easy Bozzetto Bigwig THF/NIN

1st Summoning: Bozetto Tormentor(DRK)

Does not summon adds at 30%.

Notes:

Bozetto Bigwig will use the following TP moves:

  • 100~80%
    • Animating Wail, Mangle, Leaping Cleave
  • 80~60%
    • The Bigwig's weapon will break, summons adds, and uses Hex Palm as well as Spinal Cleave.
  • 60~30%
    • The Bigwig equips it's secondary weapon. Gains en-death while adds are out wand will use Unblest Jambiya as well as Gen'ei Ryodan
      • Unblest Jambiya - 15' AoE drain (removes shadows).
      • Gen'ei Ryodan - Conal damage, stun, and a single dispel (removes 5 shadows).
  • 50%
  • 30~0%
    • Weapon beaks again, summons adds, and casts Utsusemi: San frequently. Loses the en-death effect while adds are out and will use Phantom Whorl as well as Enforce (on VD only).
      • The Bigwig may be silenced to stop the Utsusemi spam, but this will require an immunobreak to land.
      • Phantom Whorl - Very high damage single hit attack, absorbed by shadows. Has a short range and is speculated to be Physical Damage damage. Verification Needed
        • This move will generally 1-shot players. It is recommended to shadow tank the NM at around 30% HP and under as even with Indi-Wilt and Damage Taken equipment the move will still do ~3-6k damage.
          • You may also run out of range of this move.
      • Enforce - 15' AoE drain based on the current player's HP. This move can not drain more HP than the player has, and returns more HP than is drained.
        • Frequent use of this on players with high HP will render the Bigwig undefeatable. Players must fight with a lower HP to return less to the Bigwig when it is used.
  • Adds are immune to sleep.
  • Adds will use their respective 1-hour special abilities and standard Qutrub TP moves.
    • The Astrologers will cast typical BLM spells including, T4 nukes, Sleep II, Poisonga, and Ice Spikes.
      • The Astrologers are susceptible to silence.
    • When the Bigwig is at 30% or lower the adds will gain access to a move named Triple Reversal.
      • Triple Reversal - Drains HP from the target based on unknown conditions. This effect can be seen draining over 30,000 HP from a player. The name would lead you to infer it is inflicting back triple damage from something during the fight. Information Needed
  • The rate of activation on the Bigwig's endeath effect increases the more players continue to damage the Bigwig.
    • The effect is removed once the adds have been defeated.

KI Camps:

  • Dvucca Isle Staging Point

Setups and Strategies:
Very Difficult:

  • RDM, BRD, PLD or RUN, BLU or a DD/nin, NIN x2

NINs tank in the corner and the PLD or RUN kites the adds around. Adds will not spawn again at lower HP.

BRD does March, Mad, Mad, Min and keeps elegy up on the Bigwig. Slow (II) from the RDM helps prevent DDs from dying after shadows are wiped.

At 30% when it begins spamming Enforce just let the DDs sit at single digit HP. NINs should toss out some vokes before WSing to keep the lesser shadow DDs from getting eaten by a potential multi attack.

Fight should take around 9 minutes. Keep the kiter alive and it should be easy.

Difficult:

Normal:

  • BRD/RDM, RDM/NIN, DD/NIN (x3), PLD
  • Can use similar strategy for Very Difficult. However, reversing the roles also works -- i.e. rather than having the PLD kite the adds, the PLD tanks the adds and someone else with /NIN kites the NM. We found that killing the adds makes the fight much safer (but prolongs the whole fight; limit points and capacity points make for a decent consolation prize, though).
  • BRD should double March and Madrigal until the adds pop. Switch to double March and Hymnus for the pops. Make sure to silence (easy to land) the Astrologer. PLD should try to grab hate on all the adds. At this point, someone (RDM) should kite the main NM. A simple weapon skill should be enough (or self-light using CDC if you need even more damage) to get the NM's attention. Elegy, Slow II, and Paralyze II should make the kiting process super easy (esp. with /NIN sub). BRD can then switch to double March and Minuet to kill the adds once the NM is away. The adds can be easily dispatched with double-light skillchains or better (we had BLU, SAM, WAR, and used four-step skillchains). With the NM being kited, the BRD can easily main heal (not much healing needed for /NIN).
  • When the second set of adds pop, use double March and Hymnus for safety until the NM is separated from the adds. Then switch to double March and Madrigal (or Minuet). If BRD can play more than 3 songs, even better. Same strategy as above. Use Troubador/Nightingale to speed this part up and get back to the NM.

Easy:

NIN or DD/NIN (x3), BRD, SMN, Apururu(U)

  • Very safe strategy
  • March x2 + Hymnus to help with Utsusemi recast; Hymnus is just in case the main NM sneaks in a move during recast of shadows so we don't have to deal with raising mid-fight or MP issues. If you can cast more than 3 songs, have at it.
  • When adds pop, whichever DD has hate kites NM while the others focus on Astrologer. The SMN then focuses on the Tormentor.
  • When adds are dead, group back up on the NM.
  • SMN can probably be replaced by 4th DD who would kite Tormentor until the Astrologer is down. SMN can optionally do spike damage on NM during kiting phase so that the DD kiting the NM can rejoin in taking down the adds.





Volume 2, October 2017, Undead

Difficulty Foes Notes
Very Difficult Lancer Jack

3 rounds of adds; first set consists of three skeletons, followed by three hounds, and end with three ghosts. Easily slept with lullaby.

Difficult Lancer Jack
Normal Lancer Jack
Easy Lancer Jack
Very Easy Lancer Jack

Notes:

  • Uses polearm weaponskills.
  • Will summon undead adds throughout the fight.

Setups and Strategies:




November 2017

Volume 1, November 2017, Poroggo

Difficulty Foes Notes
Very Difficult Bozzetto Necronura

Casts Firega, Waterga IV , and -ja as well Kaustra
Gains access to Death under certain conditions.

Difficult Bozzetto Necronura

Casts Fire and Water V and -ga III as well as Impact and Kaustra

Normal Bozzetto Necronura

Casts Fire and Water V and -ga III as well as Impact

Easy Bozzetto Necronura

Casts Fire and Water IV / V as well as Impact

Very Easy Bozzetto Necronura

Casts Fire and Water III / IV

Notes:

Bozzetto Necronura:

  • Immune to Gravity, Stun, and Geomancer Luopans.
  • Most susceptible to Element: Thunder.
  • Casts Fire and Water spells based on the tier of the fight, and uses Chainspell.
  • Summons 5 Frog adds after the use of Providence, each one with an en-effect on their melee such as slow or paralyze.
    • These adds must be defeated even after the boss is defeated.
    • These adds may be slept, stunned, bound, and weighed down.
  • Seems to only begin casting Kaustra or Impact at under ~50%. Is able to use these spells multiple times.
  • Gains access to death on VD under unknown conditions. So far using Larceny to steal Chainspell in runs has reported seeing it cast afterwards. Information Needed

Bozzetto Necronura TP Moves:

  • Frog Cheer - Gains an AoE Defense Boost and Regain Verification Needed. This defense boost overwrites, and prevents Defense Down effects such as Angon.
  • Frog Song - Inflicts AoE gravity on players instead of charm
  • Magic Hammer - Single target Element: Light, inflicts magic damage and magic defense down effect.
  • Providence - Recovers a HP and summons adds, not HP dependent so it may not be used if you are lucky. Will wake up sleeping adds within 30' if reused. Possibly removes debuffs as well. Verification Needed
  • Quenching Hammer - AoE (~30') Damage, Full Dispel, and Aspir. Damage is increased based on number of buffs on targets including Runes and Geomancer spells.
    Excludes food, Maneuvers, and SP Abilities.
    • This move is only used if either RUN, PLD, DRK, or BLU are in the party or the player has songs, rolls, or geomancy bubbles on.
  • Water Bomb - AoE Element: Water magic damage, inflicts attack and magic attack down.

KI Camps:

Setups and Strategies:
Very Difficult:

SMN x4 PUP, RDM

  • RDM does dia and distract, PUP tanks. Wait for a spell to go off, then Astral Conduit with Ramuh and kill it. One minute clears, go reset 1Hs in Abyssea or MMM and feel good that you beat FFXI.

PUP x2 COR

  • Buff up, Overdrive, and stand in a corner until victory.

Difficult:

NIN/run or /war or WAR/run, DNC, DRG or SAM (or just DD x2 and SC together), RDM/blm, WHM, SMN

  • WHM uses barwatera, SMN buffs with blessing, warcry, shroud, hastega, etc. RDM should inundation, dia, distract, paralyze, etc, dispel defense boost, reapply buffs etc.
NIN or WAR tanks and doesn't interrupt SCs if they are going on or just becomes part of the SC rotation. DNC uses steps, DRG uses angon, and can spam darkness with rudras and stardiver or create a multistep if they choose, rudras would double dark off the same WSs, DRG needs aeonic to double dark off rudras to star and vice versa.
Players should survive Chainspell fine with buffs and healing on D, Sacrosanctity is a plus, but the WHM has to cure well. A DT hybrid set or MDT set should be used. If/when Providence is used, the NIN should pop Pflug (/run) or Warcry to gain hate, and the RDM sleepgas. The frog should go down pretty fast depending on your DDs and if you are skillchaining well. The worst thing that can happen aside from all that is if the NM keeps using Providence as controlling adds will get a bit crazy.
Accuracy requirements are low, even on VD. DDs with 1250 acc are pretty much capped it seems, use attack food or Miso Ramen.
Same strategy works on VD if the players are well geared. Advisable to let the DDs have the NM after adds are called and let the WAR or NIN control adds away from the NM so providence won't wake them up as multiple providence uses can cause things to go downhill quickly as WAR or NIN/run cant control hate well in that situation. Work something out, but adds silence/paraing the WHM can ruin things, especially during Chainspell.
SC Suggestion: Rudra's StormUpheaval or Blade: Shun or Flaming Crush (fusion) → Stardiver (gravitation) → Rudra's Storm (darkness). You can close umbra with another Stardiver from an Aeonic DRG or a Blade: Hi for double dark.

Video:

Normal:

Easy:

DDx5, RDM

  • With some fast DDing you can take the frog down really quickly. Chainspell will hurt though.





Volume 2, November 2017, Dvergr

Difficulty Foes Notes
Very Difficult Ronove
Difficult Ronove
Normal Ronove
Easy Ronove
Very Easy Ronove

Notes:

  • Spawns multiple tomes as soon as the battle commences. These tomes do not attack, and it is unknown what they do.
    • Defeating a tome will see it respawned.
    • Tomes are susceptible to sleepga.
    • Only Ronove must be defeated to win.

Setups and Strategies:




December 2017

Volume 1, December 2017, Meeble

Difficulty Foes Notes
Very Difficult Bozzetto Breadwinner
Difficult Bozzetto Breadwinner
Normal Bozzetto Breadwinner
Easy Bozzetto Breadwinner
Very Easy Bozzetto Breadwinner

No Housekeeper; no Urchins

Notes:

Bozzetto Breadwinner:

  • Summons 1-3 Bozzetto Urchins throughout the fight.
    • These can be slept with Lullaby.
    • These will eventually use Hundred Fists and Souleater. Sleep doesnt seem to stop that? Verification Needed
    • If silenced, Breadwinner "has difficulty calling out to its allies." Suspected that Silence prevents the Urchins from spawning. WHM or GEO with a magic accuracy set is suggested for landing Silence.
    • Urchins are strong but have low HP. 1 good weapon skill should be enough to take one out, 2 at the most.
  • At some point in the battle, Bozetto Housemaker will run out from it's corner/edge, TP move the party, and run back (usually well below 50% on Bozzetto Breadwinner)
    • Uses Earthshaker, which deals 1000 damage per player hit by it (this includes pets, trusts, and luopans).
    • Ignores mitigation. Has a significant charge time so possible for everyone to escape its AoE. Also has an additional effect of paralyze (very potent).
    • Once the Housemaker comes out, it will continue to run back in at semi-regular intervals to use the same move. Speculated to be triggered based on time elapsed. Verification Needed
    • Barspells will negate the dmg and status effects of the Boss if corresponding to the used WS: Freezing Warble = Barblizzara etc. Potency of Barspell doesnt't seem to matter. Verification Needed
    • Bozzetto Housemaker will always target whoever has the most "hate" from casting AoE Barspells. Have one person be dedicated to using Barspells on the party (best if done by support job using /WHM and not the main healer). Make sure to have someone else use Paralyna on this person because the paralyze effect is very potent.

Setups and Strategies:
Very Difficult: WHM/SCH, BRD, GEO (Idris), RUN/SAM, DDx2

  • BRD Buffs, depending on what they have, honor and advancing march, mad x2.
  • GEO uses Frailty and torpor depending on the DDs acc. Better to go with fury and two mads than torpor and min x1. Entrust wilt.
  • RUN tanks and DDs, save battuta for the fisting.
    • If your RUN sucks then you should just do D instead of VD.
      • I was averaging ~20k reso with crap/no food and Epeolatry.
  • DDs fight. SCing is cool, but it is fine to just go balls to the wall.
  • WHM or GEO should keep the mob silenced. This is important to limit any adds.
    • Esuna or more conveniently Yagrush the debuffs off.
  • The WHM needs to run if/when the Housekeeper runs at them. Damage from it's TP move is 1k per player in range.
    • The target can't outrange it, but you can prevent it from hitting anyone else.
  • Fight with well geared players should take ~4-6 minutes.


Difficult: WHM/RDM, BRD/WHM, GEO/WHM, PLD/WAR, DD X2

  • BRD uses Nightingale/Troubadour: March, Minuet X2, Madrigal for melees and Ballad X3 for mages at the start of the battle
    • Once the battle begins, BRD's duty switches to Barspell duty.
    • When Housekeeper comes, BRD runs away from the group.
  • WHM should use Afflatus Misery and Esuna if Warble happens to land. Erase to remove HP-down from Drill Claw
  • GEO should help w/ Erase and cures after GEO spells are done. Paralyna on BRD after Earthshaker? goes off. Good M.Acc set needed to silence the Breadwinner.
  • Fight near the starting location; everyone should be in range of barspells.
  • Only one person should focus on barspells so that your party knows who the Housekeeper will target.
  • If Urchins pop, kill them fast; BRD should obviously sleep them.
  • Sub-duties for BRD and GEO can be swapped if one person happens to be more capable of catching the Warble move better than the other.





Volume 2, December 2017, Harpeia

Difficulty Foes Notes
Very Difficult Ibong Adarna
Difficult Ibong Adarna
Normal Ibong Adarna
Easy Ibong Adarna
Very Easy Ibong Adarna

Notes:


Setups and Strategies:




2018

January 2018

Volume 1, January 2018, Mamool Ja

Difficulty Foes Notes
Very Difficult Bozzetto Autarch (NIN)

Bozzetto Lancer (DRG)
Bozzetto Protector (PLD)
Bozzetto Moraingist (BRD/MNK)
Bozzetto Erudite (BLM)

3-4 SC procs to remove aura

Difficult Bozzetto Autarch (NIN)

Bozzetto Lancer (DRG)
Bozzetto Protector (PLD)
Bozzetto Moraingist (BRD/MNK)
Bozzetto Erudite (BLM)

2 SC procs to remove aura

Normal Bozzetto Autarch (NIN)

Bozzetto Lancer (DRG)
Bozzetto Protector (PLD)
Bozzetto Moraingist (BRD/MNK)
Bozzetto Erudite (BLM)

1 SC proc to remove aura

Easy Bozzetto Autarch (NIN)

Bozzetto Lancer (DRG)
Bozzetto Protector (PLD)
Bozzetto Moraingist (BRD/MNK)
Bozzetto Erudite (BLM)

1 SC proc to remove aura

Very Easy Bozzetto Autarch (NIN)

Bozzetto Lancer (DRG)
Bozzetto Protector (PLD)
Bozzetto Moraingist (BRD/MNK)
Bozzetto Erudite (BLM)

1 SC proc to remove aura

Notes:

  • Enemies will use their TP moves as a counter to magical damage being inflicted or offensive magic (such as DoTs) being cast on them.

Bozzetto Autarch:

  • High defense and evasion.
  • Posses a high -DT effect. This effect is reduced each time an aura from one of the other Mamools is removed.
  • Uses Mijin Gakure, which is capable of doing upwards of 99,999 damage to players.
    • Mijin Gakure will be used after the Autarch performs the elemental Ninjutsu wheel. (Fire-NIN-Icon.gif Katon → Water-NIN-Icon.gifThunder-NIN-Icon.gifEarth-NIN-Icon.gifWind-NIN-Icon.gifIce-NIN-Icon.gif Hyoton)
      • The wheel is performed at 75% → 50% → 25% → 15/10%? Verification Needed
        • The Autarch will not skip a cycle if it's HP drops off below another tier and then DPS stops. Each hp % will be carried out.
    • You may prevent access to Mijin Gakure by removing the aura from the Autarch.
      • Aura is removed via Light SC Icon.png Light or Dark SC Icon.png Dark skillchains.
    • If the player with hate runs out of range the Autarch will draw them in again.
  • Has all Ninjutsu spells (Including Utsusemi: San).
  • Uses the following TP Moves:
    • Decussate: AoE TP move (absorbed by 2 shadows)
    • Miasma: AoE Poison TP move (removes shadows) and causes Plague (MP/TP drain)
    • Tyranic Blare: Conal TP move (absorbs up to 5 shadows)
    • Hemotoxin Wheel: Single Target TP move, deals heavy damage.
      • Autarch's counter TP move to magic.

Other Mamools:

  • Each Mamool has an aura which may be removed by either critical hits or the correct form of skillchain damage.
    • Critical hits are an easier, but less reliable way to remove auras.
      • Every critical hit or skillchain regardless of the damage inflicted has a chance. Thus you may proc during Invincible.
    • Performing a skillchain while the enemy is not performing an action seems to increase the proc rate significantly. Time the closing weaponskill.
    • Auras will return after a certain time if the monster is not defeated.
    • Enemies will use their TP moves as a counter to magical damage being inflicted upon them.
      • Excludes runes, en-spells, spikes, etc.
      • Includes magical weaponskills.
      • Will not counter while their aura is down. Verification Needed
  • Lancer (DRG) - Summons 3 wyvern pets upon engaging. All 3 wyverns despawn when Lancer is defeated.
  • Protector (PLD) - Immune to sleep and uses Invincible.
    • TP Moves:
      • Cyclonic Flame: Conal Magical Damage Element: Fire fire damage. Additional effect silence and amnesia.
      • Blazing Angon: strong AoE Magical Damage Element: Fire fire damage.
    • Aura is removed via Gravitation SC Icon.png Gravitation skillchain.
  • Moraingist (MNK/BRD) - Uses Hundred Fists.
    • Hydroshot will reset hate.
    • Aura is removed via Fragmentation SC Icon.png Fragmentation skillchain.
  • Erudite (BLM/WHM) - Immune to silence. Low HP and defense, uses Manafont.
    • Favors Shock Spikes.
    • Has access to Elemental Seal, Poisonga, Paralyga, Slowga, Blindga, Graviga, Sleepga II, and Bindga in addition to the usual high tier Elemental magic.
    • Aura is removed via Fusion SC Icon.png Fusion skillchain.

Setups and Strategies:
Very Difficult:

  • PLD, DD/NIN X2 or NIN X2, WHM, BRD, COR or GEO
    • BRD buffs with March X2 and Minuet (or Madrigal if needed), COR or GEO does their usual buffs, WHM should buff Barvira and Barfira.
    • RR items are very helpful and a must only for BRD (use /WHM).
    • PLD pulls and waits for wyverns to pop to before spiking hate. BRD uses Horde for crowd control.
    • Kill order should be PLD > DRG > MNK (fish) > BLM > Boss
    • WHM needs to have continuous Poison until BLM is dead to counter Sleepga. Afflatus Solace helps for adds phase, but Misery could arguably be better for the boss to prevent TP/MP loss from Plague
    • BRD should stay well away from PT during boss phase in case of Mijin so that they can RR and quickly horde the boss for recovery.
    • Use Dark and Light skillchains to remove auras (use appropriate SC based on aura color).
    • When the PLD mamool uses Invincible, hate can go crazy (most likely to go after BRD due to entrance buffs and horde) so use PDT set. PLD should stay put, while hate target should move into position for Cover.
    • Do not cast on the boss when it is awake; feel free to cast if he is slept. (Not sure if this applies to BRD songs aside from Horde.) Before fighting the boss, sleep it and Finale it completely before engaging. Use appropriate Light/Dark SC based on aura. If boss uses Mijin, BRD should RR and immediately Horde while WHM raises PT.

Difficult:



Normal:




Volume 2, January 2018, Avatar

Difficulty Foes Notes
Very Difficult Bozzetto Fenrir & Bozzetto Carbuncle
Difficult Bozzetto Fenrir & Bozzetto Carbuncle
Normal Bozzetto Fenrir & Bozzetto Carbuncle
Easy Bozzetto Fenrir & Bozzetto Carbuncle
Very Easy Bozzetto Fenrir & Bozzetto Carbuncle

Notes:

  • Fenrir absorbs Dark Element: Dark elemental damage (includes en-effect and skillchains) and is weak against Light Element: Light elemental damage.
  • Carbuncle absorbs Light Element: Light elemental damage (includes en-effect and skillchains) and is weak against Dark Element: Dark elemental damage.
  • Both Avatars have access to the full range of their special moves, including their Astral Flow abilities. (Searing Light seems to average 800+ dmg to everyone in range on normal difficulty.)
    • Fenrir and Carbuncle use their Astral Flow abilities multiple times throughout the battle with usage becoming more frequent as their health declines.

Setups and Strategies:




February 2018

Volume 1, February 2018, Dullahan

Difficulty Foes Notes
Very Difficult Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Difficult Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Normal Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Easy Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Very Easy Bozzetto Retributionist (PLD/DRK)

Notes:

Bozzetto Retributionist :

  • Enhanced Shield Block rate from the front, but not 100%.
  • Casts Absorb spells, Bio III, Aspir III, Stun, and Dread Spikes
  • Possesses a high resistance to Element: Dark dark. A light based dispel such as Finale will be required.

Uses the following TP Moves:

  • Charging Up: Any TP gained during this phase will increase the damage of Atramentous Libations
  • Atramentous Libations: AoE Drain.
  • Boiling Over: Gains an aura that grants players a regain effect. Any damage taken after this move will increase the damage of Nether Castigation.
  • Nether Castigation: AoE damage; amount of damage based on damage received after "Boiling Over"
  • Eisenschneider :30' K.O Ability.
  • Bonuses like Migawari: Ichi will not stop this from inflicting KO.
  • Players may use /heal in order to convert this move to damage instead.
  • Infernal Bulwark: Stoneskin (can be dispelled)
  • Noahionto : Inflicts significant Element: Dark dark damage based off of the damage the enemy has received.
  • Death Spikes: Casts death spikes at low HP.


Bozzetto Charger:

  • Absorbs damage while readying TP moves.
  • Absorbing damage will increase the power of the Charger's Scintillant Lance.
  • Uses the following TP Moves:
  • Scintillant Lance: 20' Conal Magical Damage Element: Light damage.
  • Grace of Hera: Restores HP and removes status ailments; can be forced by using about 4 or more debuffs

Setups and Strategies:
Very Difficult:

  • Tank DD BRD/WHM + 3 (SMN or BST or any form of non-pet DD)
  • Tank MUST pull to zone-in spot!
  • The tanks holds both the boss and charger; DD focuses on charger. During this time BRD should just use songs that help DD produce fast/high damage. DD should avoid healing the charger during TP moves (i.e. do not WS during charger's TP moves). BRD should Elegy, Dia II, Threnody, and Requiem -- this will force Grace of Hera as opposed to damage TP moves
  • During boss phase, DD should stop all WS damage if they see the "charging" message. If you bring lots of DD, it may be a good idea to pull all but one DD off the boss and use white damage to push the boss into Atramentous Libations. Once this TP move is used, all DD can continue to dish out damage. BRD should always maintain Hymnus on all DDs and the tank when charging/boil/miasma messages appear.
  • Upon seeing the "boiling" message, all damage must stop immediately. Use Dia at maximum casting distance to push the boss into a TP move (Nether Castigation). Once this TP move is used, return to regular attack mode and continue to watch out for any charging/boiling/miasma messages.
  • If the "miasma" message appears, everyone should dump TP / use SC's to dish out high damage and force the boss back into boiling mode (might need to set TP order to prevent damage overspill into "boiling" phase). Once TP is dumped, everyone run far away. Basically, if the tank is holding near the zone-in location, then anywhere BEHIND farthest pillar is safe. If the tank dies, immediately put Hymnus back on and let the tank get hate before continuing damage or healing. There is a fairly long delay between the "miasma" message and K.O. move (if it does go off) so only the tank is ever really in danger of dieing.
  • BRD should always keep Ballad III, and Hymnus on the tank since boss will Aspir (up to Aspir III). No healer is really needed aside from Curaga II from BRD if DDs get hit with AOE.
  • As the boss gets lower in HP, it will often start "charging" and immediately switch to "boiling" rather frequently. Watch those trigger-happy WS fingers! It will also cast Death Spikes on a very regular basis, so make sure DDs turn and dispel/finale the spikes.
  • The boss can cast other spells (both single and aoe form) such as Stun and Bio.

Difficult:



Normal:





Volume 2, February 2018, Snoll

Difficulty Foes Notes
Very Difficult Khione
Difficult Khione
Normal Khione
Easy Khione
Very Easy Khione

Notes:


Setups and Strategies:





March 2018

Volume 1, March 2018, Moogle

Difficulty Foes Notes
Very Difficult Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Difficult Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Normal Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Easy Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Very Easy Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Notes:

Bozzetto Voyager Moogle:

Uses the following TP Moves:

  • Invite Over: Summons Bozzetto Steward, which has a short-ranged aura consisting of extremely potent Dia and elemental(?) DoTs
  • Washtub: AoE damage and stun
  • Mogsplosion: AoE damage with knockback
  • Contaminated Concoction: Disease
  • Somnic Shell: short-timed AoE sleep
  • Crystaline Flare: AoE light-based damage with flash and stun effects
  • Atra. Libations: conal gaze terror
  • Can use any of the SP moves available to the starter jobs (e.g. Chainspell, Perfect Dodge, Mighty Strikes, Benediction, Manafont); usage seems to be dependent on HP; number of uses available varies according to difficulty; will have a visible white aura

Bozzetto Steward:

  • has extremely potent Dia and elemental(?) DoT
  • does not move
  • will despawn over time (approx 1 minute)

Moogle:

  • Does not move on Normal and lower difficulty; will roam on Difficult and Very Difficult
  • Provides an aura that will counter-act the Voyager Moogle's aura but also gives amnesia; aura only activated when boss uses SP

Setups and Strategies:
Very Difficult: Setup: SMN x3, GEO, THF/PLD, RDM

Strategy:

  • RDM gives Protect & Shell to the THF.
  • GEO uses Bolster and Entrusts Indi-Languor on THF, Indi-Frailty on themselves and will use Geo-Torpor once the boss moogle is in position.
  • SMN's have Ramuh's out and ready.
  • THF will run in, Perfect Dodge, Flash & Sentinel. Moogles will move, if they remain close to the boss moogle in the center, then the THF will need to bring the boss moogle away from the helpers.
  • RDM will Stymie Silence & Dia 3 then cast cures as needed.
  • SMN will Astral Flow/Astral Conduit right out the gate at 100% HP once the RDM has debuffed. This is the only real way you can kill him if he uses Benediction as his first 1-hour, and even then it's not guaranteed.
  • At 85% HP, THF will Larceny once the 1-hour animation goes off on the boss moogle unless it's Benediction. If it's Benediction, THF will need to Larceny if he uses Perfect Dodge, but you will most likely wipe unless your SMN's are stacked and can kill it before the aura becomes active and tick's twice. If the second 1-hour is Benediction, it's a wipe.

Alternate Strategy (not luck-based):

  • PLD, BRD/WHM, COR X2, RNG (or COR), WHM
  • Rolls: Hunter's and Monk's (for Subtle Blow), Samurai's and Chaos
  • Barsilencera and Auspice (along with Subtle Blow will help reduce the chances of Invite Over)
  • If the boss uses Invite Over, PLD should move a few steps away to avoid the spawn's aura.
  • Boss uses SP at 85%, 65%, 45%, 25%, and 10% HP. Reduce boss HP down to 88%, 68%, etc. and stop all damage. Then look for a nearby moogle. Wait until that moogle starts moving and then drop the boss HP down to the trigger level. The idea is to make it to the safety moogles right as they are about to stop. (If the boss has an SP aura up and the moogle starts moving, there is a good chance death). No damage during this waiting phase so as to avoid AoE damage and Invite Over. Spam Curaga IV and Curaga V (WHM needs Eber's Pantaloons +1) to ensure that no one dies if the boss happens to use an AoE spell or ability that everyone can still survive. Using any type of bind effect on the moogle can be helpful.
  • Save Rampart and Sacrosanctity for Chainspell; spam Finale to prevent the boss from self-curing.
  • If anyone dies, stop damage just before the next SP trigger level and wait out the weakness before forcing the SP move on the boss. Do NOT get up near a steward or when an aura is out -- wait until nearby stewards despawn and/or SP auras to drop.
  • This method is a sure way to win (unlike the SMN burn method) and does not require the use of SPs. Moreover, it is very easy on support jobs since only the PLD is ever in range of more dangerous moves such as Crys. Flare (high damage to non-tanks even with Shell V), Washtub and Atra. Lib. (stun/terrorize) followed by SP aura.


Difficult:

  • For D+ the regen moogles will roam around and not stay stationary.
  • Boss will 2-hour at 85%, 65%, 45%, 25%, and 10% hp.
  • It helps to DPS during the periods the boss has not used 2-hour and you do not have amnesia.
  • When boss uses 2-hour everyone should run to either regen moogle and stay close during the whole time amnesia is on.
  • It helps to slow down damage before a trigger point and pull boss close to a regen moogle, just depends how alert everyone in your party is.
  • Keep using dispel to remove pro/shell on boss, this keeps boss from curing himself.
  • The stewards will randomly spawn around the boss while you are DPSing.
  • Just move a bit away from them when that happens.
  • Silence during 2-hour phase helps. D and VD can easily be melee burned.



Normal: Solo-able on BLU/WAR using healer trusts that do not spread out (e.g. Koru-Moru, King of Hearts, Ferrous Coffin, etc).

  • Cherukiki and Apururu are usable as well, but they will require some additional management (by way of disengaging and re-engaging). Cherukiki can cast Silence
  • Required BLU spells include Silent Storm, Subduction, Blank Gaze (or Geist Wall), Magic Fruit, Occultation
  • Pull with Silent Storm and dispel with Blank Gaze (Geist Wall); keep Silence on to avoid Cure VI during Chainspell (can heal around 68k)
  • The gimmick is simple: when the boss uses Invite Over, move your party away from the Steward to avoid the potent DoT aura. When it uses its SP move (any one among those from the starter jobs), the boss itself will have the same aura (visible on the boss itself). At this point, move toward one of the two Moogles who themselves have a beneficial aura that will counteract the aura from the boss. Additionally, the Moogles will have an amnesia aura during this time. Avoid engaging the boss if possible so that it does not gain TP and use Invite Over during its SP (because you will be forced to run to the other Moogle and may possibly die, or your NPCs might die). Use Occultation and Magic Fruit to stay alive. If you need healing from your NPCs, engage to get healed, and then disengage until the boss' aura is down (otherwise they will waste MP trying to Erase and use healing spells to remove aura effects). Try to fight away from the Moogles so you will always have a safe spot during the boss' aura. On Normal, there should only be 4 (?) uses of SP.
  • Re-apply silence when necessary even at the cost of possibly losing one of the Moogles (but do not kill both of them). Best to fight along the outer walls and move in a circle when Stewards are spawned.
  • When/if you are out of MP (including NPCs), use Subduction and run to the opposite side of the arena to rest (or to simply stand still) to allow the NPCs to recover MP/HP.
  • Other NPCs that might work well: Selh'teus and Arciela as they both provide AoE healing; Selh'teus also replenishes MP

Easy: Same as Normal.

Very Easy: Solo-able on almost any job. Do not kill the Moogles that appear at the start. Summon NPCs and fight on top of the Moogle on the right (as viewed when zoning in).





Volume 2, March 2018, Wivre

Difficulty Foes Notes
Very Difficult Scithiraptor
Difficult Scithiraptor
Normal Scithiraptor
Easy Scithiraptor
Very Easy Scithiraptor

Notes:


Setups and Strategies:




April 2018

Volume 1, April 2018, Orc

Difficulty Foes Notes
Very Difficult Bozzetto Crusader (PLD)

Bozzetto Pugilist (MNK), Bozzetto Warlock (BLM), Bozzetto Duelist (RUN), Bozzetto Tamer (BST), Bozzetto Reaver (DRK)

Difficult Bozzetto Crusader (PLD)

Bozzetto Pugilist (MNK), Bozzetto Warlock (BLM), Bozzetto Duelist (RUN)

Normal Bozzetto Crusader (PLD)

Bozzetto Pugilist (MNK), Bozzetto Warlock (BLM)

Easy Bozzetto Crusader (PLD)

Bozzetto Pugilist (MNK), Bozzetto Warlock (BLM)

Very Easy Bozzetto Crusader (PLD)

Bozzetto Pugilist (MNK), Bozzetto Warlock (BLM)

Notes:

  • Monsters will take double damage during their Two-Hour ability one hour abilities.

Bozzetto Bozzetto Crusader:

Uses the following TP Moves:

  • Manic Dance: Magical Damage Element: Light Single target Charm. May be resisted.
  • Veil of Chaos: Magical Damage Element: Light damage + knockback + Amnesia. Resets hate.
  • Veil of Disaray: Used under 25%, Magical Damage Element: Light damage + stun. Resets hate.
  • Move: Effect

Bozzetto Warlock:

  • Chainspell
  • can also cast Death; likes to cast Sleepga I/II

Bozzetto Pugilist:

  • Hundred Fists

Setups and Strategies:
Very Difficult: Setup: TANK, BRD, HEALER, DDx3 (or 1 DD replaced by GEO or COR)

Strategy: Usual buffs at the start, with Light Carol and Light Carol II for the tank. On the pull, BRD should Night/Troub Horde Lullaby II the adds. Have the tank pull the the corner where everyone warps in. It is fine to keep the adds slept in the center (so the boss has less of a chance of buffing the adds). One DD has the sole job of attacking the boss from the back, and using a physical weaponskill every time the boss raises his aura. This aura is the start of the charm cycle (2 rounds of Veil of Chaos followed by Manic Dance). To prevent charm, simply remove the aura to reset the boss. The other DD(s) should focus on the adds. It is best to take out the Warlock first (please note that it can and will cast Death). An Elemental Seal'ed Silence should be more than enough to stop the Warlock from casting death. If possible, try to use a skillchain during the add's SP moves as they seem to take extra damage during their SP duration. The Reaver should be handled with care since it can cast Dread Spikes. The BRD should focus on debuffing the adds while waiting on sleep timers. Once the adds wake up and beeline for the tank debuffing can become a major pain because something like spikes buffs might be buried several layers deep. BRD should try to keep double march songs (Tenuto) full time to help with Finale recast timers. After all the adds are killed, go for the boss. The boss appears to use Invincible at fixed HP levels (75/50,25?) -- it is possible to still remove his aura even when weaponskilling for 0 damage; save TP and plan accordingly. (Avoid killing the boss before the adds; otherwise the adds will gain a large damage reduction)


Difficult:


Normal: For soloing, the VE strategy can be used but the fight will be very long. For PT setups, see the VD setup.


Easy:


Very Easy:

For BLU, this is very straightforward. AAEV, Cornelia, Arciela 1, Koru-Moru, and Apururu make a solid team of trusts. When soloing, however, it is best to kill the boss first. Sleep the adds with Dream Flower during the pull. Avoid using Aggressor, Warcry, and Berserk when attacking the boss so that AAEV can maintain hate (and never be charmed). Use Sudden Lunge when the boss uses Invincible. Once the boss is dead, the threat of charm is over. Attack the Warlock next and use Sudden Lunge during its SP or during spells. After the Warlock is dead, the only thing to worry about is the Pugilist using 100-fists. Simply Sudden Lunge to stun, disengage and sleep with Dream Flower. Your NPCs will auto-regen/refresh during this downtime. After about 30 seconds have passed, finish the Pugilist off for the win.





Volume 2, April 2018, Treant

Difficulty Foes Notes
Very Difficult Splendid Sakura

Languishing Larch, Hibernating Hickory

Difficult Splendid Sakura

Languishing Larch, Hibernating Hickory

Normal Splendid Sakura

Languishing Larch, Hibernating Hickory

Easy Splendid Sakura

?

Very Easy Splendid Sakura

?

Notes:


Setups and Strategies:




May 2018

Volume 1, May 2018, Goblin

Difficulty Foes Notes
Very Difficult Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Bozzetto Incanter (BLM), Furious Bozzetto Bomber (Pet), Baby Bomber(Pet)

Difficult Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Furious Bozzetto Bomber (Pet), Baby Bomber(Pet)

Normal Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Furious Bozzetto Bomber (Pet)

Easy Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Furious Bozzetto Bomber (Pet)

Very Easy Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Furious Bozzetto Bomber (Pet)

Notes:

  • The Goblin Don, Ravager, and Deathbringer gain auras when within 20' of each other which power them up considerably.
  • Strategies generally have players take each 3 to a corner for the sake of simplicity.
  • The Incanter which appears during "Very Difficult" does not gain any aura.
  • All goblins except the Bozzetto Incanter are immune to sleep.
  • All Goblins Use the following TP Moves:
  • Goblin Rush: Single Target Physical Damage 3-Hit Damage and knockback.
  • Frypan: AoE 10' Physical Damage Damage and stun effect.
  • Bomb Toss: AoE 10' Magical Damage Element: Fire Damage to players in range.
  • Paralysis Shower: Conal Magical Damage Element: Ice Potent paralysis to players.
  • Barblizzard and Barparalyze are recommended due to the potency of this.
  • Smokebomb: Conal Magical Damage Element: Dark Inflicts a potent Blind. -100+ Accuracy.
  • Crispy Candle: Conal Magical Damage Element: Fire Damage.

Bozzetto Don:

  • The use of shadows, One for All, etc will completely remove the threat from this.

Furious Bozzetto Bomber

  • Summoned by the Bozetto Don periodically to use the following move:
  • Dirty Bomb: Magical Damage 6,000 Damage split between the number of targets.

Baby Bomber

  • Summoned by the Bozetto Don periodically to use either of the following moves:
  • Blasting Bomb: Deals 1,500 damage per each person in range.
  • Dirty Bomb
  • Disappears after use of either TP move.

Bozzetto Ravager

  • Take care as Goblin Rush coupled with Mighty Strikes will severely damage or simply K.O. players without shadows, depending on Difficulty, etc.

Bozzetto Deathbringer

  • Unlike the typical Dread Spikes which seem to immediately K.O. a player after an attack round, these are much less threatening and will not inflict serious damage.
  • Is equipped with the equivalent of a Kraken Club which delivers weak, but frequent attacks.
  • Possess an en-effect on each melee hit that will change between absorbing HP or TP.

Bozzetto Incanter

  • Uses Two-Hour ability Manafont.
  • Uniquely uses Goblin Dice which has the typical effects found in Dynamis and elsewhere in the game including AoE plague, Sleep, Silence and Slow, Physical Damage or Magical Damage Damage, and even a Benediction effect.
  • Susceptible to sleep.
  • Casts Elemental AoE T3s.

Setups and Strategies:
Very Difficult: Lionheart RUN x2, COR/WAR, GEO/WHM, BRD/WHM, WHM or RDM

Buffs: March x2, madrigal x2, Chaos/Sam. Fury/frailty on RUN 1, entrust frailty on RUN 2.

1) RUN 1 goes in and pull Don to starting corner, RUN 2 pulls Ravager to far left corner. COR provoke pulls Deathbringer to far right corner. BRD sleeps Incanter. WHM or RDM cast reraise, silence Don then position themselves in the middle of battle field, away from the other members. Geo entrust frailty on RUN 2 after everyone position themselves.

2) RUN 1 and RUN 2 use battuta and zerg Don and Ravager. COR holds Deathbringer, WS with Savage Blade and cures himself with sangine blade. BRD move between the battlefield and cast stona, paralyna and blindna on RUN 2 and COR. GEO baby sits RUN 1 with cures, blindna and paralyna.

3) If bomb kills WHM or RDM, they must get up immediately and cast Reraise or Goddess's Hymnus on them again.

4) After Don and Ravager is dead, RUNs kill Deathbringer next and Incanter last.

Note: Clear time with setup above is about 4.5 min to 5 depending on buffs and support. RUN 2 can be replaced with a PLD, RUN 1 can be replaced with another DD using entrust Wilt, COR can be replaced with any DD with hate tool and PDT- set.


Difficult and lower:

TANK X2, BRD/WHM, WHM/BLM, DD X2

So long as the goblins are separated (removes aura), the tanks will hardly take damage when using -DT gear. Some Regen on the tanks before starting will but is not necessary (bring along Remedies, though). Each tank pulls the ravager and deathbringer to the wall near their respective spawning positions. The DDs should target the Don and provoke. WHM should ES Silence (although silence can land after ~3 attempts without ES). You may choose to not engage until the Don's spikes have been Finale'd but a good WHM (with helping BRD) should be able to keep paralyze off until the spikes are removed. This month seems to favor heavy-armor DDs but any well-geared pair of DDs should be able to take out the Don before silence wears off. WHM, BRD, and two DDs should form a square around the Don to prevent conal damage from hitting everyone. As soon as a bomber is spawned, WHM should be ready to Curaga IV (or higher). Solace, -DT gear, and SS all help.

Once the Don is dead, the party should then take down each add (fights should be very straightforward hereon out).

Tanks do not have to be PLD or RUN; in fact any DD with /RDM sub and phalanx on should be able to hold the two side goblins.


Key Item Suggestions:

  • Newton Movalpolos Home Point #1: Moblins all over the place.
  • Cape Teriggan Home Point #1, mount and hug the right wall. Proceed through the tunnel until you reach various goblins in the open.
  • The survival guide is also an option.





Volume 2, May 2018,

Difficulty Foes Notes
Very Difficult ?

?

Difficult ?

?

Normal ?

?

Easy ?

?

Very Easy ?

?

Notes:


Setups and Strategies:





June 2018

Volume 1, June 2018, Antica

Difficulty Foes Notes
Very Difficult Bozzetto Consul(WAR)

Sabotender Dulce(WAR)
Summons (x3): Bozzetto Stalwart(WAR), Bozzetto Hunter(RNG), Bozzetto Magister (BLM), Bozzetto Stalker (THF), Bozzetto Valiant(PLD)

Bozzetto Consul: Has ~1,400,000 HP
Sabotender Dulce: 10,000 Needles. Has ~140,000 HP

Difficult Bozzetto Consul(WAR)

Sabotender Dulce(WAR)
Summons (x2): Bozzetto Stalwart(WAR), Bozzetto Hunter(RNG), Bozzetto Magister (BLM), Bozzetto Stalker (THF), Bozzetto Valiant(PLD)

Sabotender Dulce: 4,000 Needles.

Normal Bozzetto Consul(WAR)

Sabotender Dulce(WAR)
Summons (x1): Bozzetto Stalwart(WAR), Bozzetto Hunter(RNG), Bozzetto Magister (BLM), Bozzetto Stalker (THF), Bozzetto Valiant(PLD)

Sabotender Dulce: 2,000 Needles.

Easy Bozzetto Consul(WAR)

Sabotender Dulce(WAR)
Summons (x1): Bozzetto Stalwart(WAR), Bozzetto Hunter(RNG), Bozzetto Magister (BLM), Bozzetto Stalker (THF)

Sabotender Dulce: 1,000 Needles.

Very Easy Bozzetto Consul(WAR)

Sabotender Dulce(WAR)
Summons (x1): Bozzetto Stalwart(WAR), Bozzetto Hunter(RNG), Bozzetto Magister (BLM)

Sabotender Dulce: 100 Needles.

Notes:

  • Only the Bozzetto Consul needs to be defeated in order to win. It and a Sabotender Dulce are present initially upon entry.
  • The Bozzetto Consul will summon additional Antica (varying with difficulty) approximately every 15~120 seconds.
  • Adds must be defeated in order to win.
  • Adds are liklely called at certain HP percentages with a max wait between summonings of a minute. If the Consul's HP is rapidly dropping it will chain summon adds. Verification Needed.
  • Defeating the summoned adds will significantly increase the attack of the Bozzetto Consul with each one defeated.
  • Adds will use their job corresponding Two-Hour ability 1-Hours near at the start of a fight.
  • Adds are called in the order of WAR → RNG → BLM → THF (E+) → PLD (N+)
  • Adds are immune to sleep.
  • The Sabotender Dulce will flee around the battlefield and will eventually run into range to do needles move, the damage being dependent on the difficulty chosen:
  • While the Sabotender Dulce is out of range, the Bozetto Consul will take less damage.
  • Tomahawk will help to decrease this effect.
  • The Sabotender Dulce itself is weak, but takes -99% AoE damage.
  • Adds will not be summoned after the Sabotender Dulce is defeated. The message "The call goes unheeded!" will be displayed.
  • All Antica use the following TP Moves:
  • Jamming Wave: Magical Damage Element: Wind (AoE) Damage and Silence.
  • Magnetite Cloud: Breath Damage Element: Earth (Conal) Damage and Gravity.
  • Sandstorm: Magical Damage Element: Dark (AoE) Inflicts Blind.
  • Sand Shield; Status Enhancement Gains Defense Bonus.
  • Sand Trap: Element: Earth (AoE) Damage, Petrification, and resets Enmity.
  • Sand Veil: Status Enhancement Gains Evasion Bonus.
  • Shoulder Slam: Physical Damage Damage and Knockback.
  • Spikeball: Physical Damage Damage and Poison.

Bozzetto Consul:

  • Uses Two-Hour ability Mighty Strikes.
  • Takes double damage while summoning adds.
  • Resists Element: Dark and Element: Earth.
  • Immune to Bind and Gravity.
  • Additionally has the following nonstandard and enhanced version moves:
  • Sand Rush - Physical Damage (AoE) High damage. Absorbable via 3 shadows.
  • This move was previously known as Sodstorm when first introduced in May 2017.
  • Fettering Tackle: Physical Damage High Damage and Knock Back.
  • Sand Rush and Fettering Tackle will inflict heavy damage to players, especially while the Consul has Mighty Strikes active.
  • Thornball: Physical Damage Damage, Paralysis, and Poison.
  • Sand Shroud: Status Enhancement Gains Evasion Bonus.
Bozzetto Consul Resistances
Physical Damage Magical Damage Breath Damage Slashing Blunt H2H Piercing Ranged
100% 100% Question Question Question Question Question Question
Element: Fire Element: Wind Element: Thunder Element: Light Element: Ice Element: Earth Element: Water Element: Dark
60% 100% 60% 70% 70% 20% 60% 20%

Sabotender Dulce:

  • Weakest to Element: Ice and Element: Dark elements.

Bozzetto Stalwart

Bozzetto Hunter

  • Uses this 1-Hour soon after damaging a Hunter.
  • Thus AoEing will cause each Hunter to use Eagle Eye Shot which may cause significant damage.

Bozzetto Magister

Bozzetto Stalker

Bozzetto Valiant

Setups and Strategies:
Very Difficult:

  • TANK, GEO, COR (or DD), SCH/WHM, BLM x2
  • COR provides Wizard's and Warlock's rolls.
  • Indi-Acumen, Entrust (onto SCH) Indi-Malaise, Geo-Focus (after pull). Malaise may or may not proc due to the Cactuar running very quickly in and out of range. Geo bubble is mainly to help absorb needles (but it should not go off if your group is prepared).
  • Tank runs in to pull main boss at center; party follows; GEO casts Geo-Focus on self for quick setup. SCH opens with Gravitation and BLMs should be able to take out the Cactuar in a single volley of Elemental Sealed Death (from each BLM). Manawall/Convert if you need to and finish off the Cactuar if you got unlucky with resists. Done right, there should be no adds, or at worst just a single set of adds.
  • Tank should grab boss (and any adds) to zone-in corner and mages should stand at typical backline job distance.
  • GEO should keep Indi-Acumen and now use Geo-Malaise. If there are adds, take them out with AoE spells.
  • For quick finish, have SCH use SP and create Fragmentation to burst wind-based spells.
  • For slower finish (no SP), have COR self-SC (or SC w/ tank) when SCH's stratagems are down.
  • SCH/WHM should help tank stay un-enfeebled.

Difficult:


Normal:


Easy:


Very Easy:

Key Item Suggestions:





Volume 2, June 2018, Dragon

Difficulty Foes Notes
Very Difficult Kulshedra

?

Difficult Kulshedra

?

Normal Kulshedra

?

Easy Kulshedra

?

Very Easy Kulshedra

?

Notes:

  • Seems to gain an elemental breath related to skillchain damage it takes.

Setups and Strategies:




July 2018

Volume 1, July 2018, Yagudo

Difficulty Foes Notes
Very Difficult Bozzetto Conjurer(SMN)

Bozzetto Stormbringer(BLM), Bozzetto Lyricist(BRD), Bozzetto Swordsman(SAM), Bozzetto Brawler (MNK), Bozzetto Shinobi (NIN)

Difficult Bozzetto Conjurer(SMN)

Bozzetto Stormbringer(BLM), Bozzetto Lyricist(BRD), Bozzetto Swordsman(SAM), Bozzetto Brawler (MNK)

Normal Bozzetto Conjurer(SMN)

Bozzetto Stormbringer(BLM), Bozzetto Lyricist(BRD), Bozzetto Swordsman(SAM)

Easy Bozzetto Conjurer(SMN)

Bozzetto Stormbringer(BLM), Bozzetto Lyricist(BRD), Bozzetto Swordsman(SAM)

Very Easy Bozzetto Conjurer(SMN)

Bozzetto Stormbringer(BLM), Bozzetto Lyricist(BRD), Bozzetto Swordsman(SAM)

Notes:

  • All Yagudo use the following TP Moves:
  • Move -

Bozzetto Conjurer:

  • Uses Two-Hour ability .
  • Additionally has the following nonstandard and enhanced version moves:
  • Kamaitachi: Enhanced Sweep move that has incredibly wide range and very high damage. Coupled with Howl, can easily do 2500 damage.
  • Howl: Warcry
Bozzetto Conjurer Resistances
Physical Damage Magical Damage Breath Damage Slashing Blunt H2H Piercing Ranged
Question Question 50% Question Question Question Question Question
Element: Fire Element: Wind Element: Thunder Element: Light Element: Ice Element: Earth Element: Water Element: Dark
50% 5% 50% 50% 100% 5% 50% 50%

Bozzetto Mob:
Setups and Strategies:
Very Difficult:

TANK BRD/WHM HEALER DDX2 COR or GEO

Buff with usual CP party buffs. Tank pulls and BRD uses Nightingale + Troubadour to sleep the adds and boss. With NiTro still up, buff DDs with Honor March, Madrigal, and Minuet. Fourth song, if available, is situational. For adds, a second March or Minuet is fine so long as BRD is on point with Finale during boss phase. For avatar and boss, Scherzo is preferred.

  • Kill order should be BLMicon.gif BLM (Stormbringer) > BRDicon.gif BRD (Lyricist) > SAMicon.gif SAM (Swordsman) > MNKicon.gif MNK (Brawler) > NINicon.gif NIN (Shinobi) > Garuda > SMNicon.gif Boss (Conjurer).
  • Always kill Garuda first before attacking the boss.

Once target changes to Garuda, make sure to use Baraera. BRD should double check that Protect, Shell, and Baraera should be on the DDs until healer can reapply stronger versions.
The Conjurer has the ability to dispel buffs, but it appears that songs are always intact.
Howl MUST be removed or the party could potentially wipe (if Scherzo is not available) to Kamaitachi.
The Conjurer has a tendency to summon Garuda right around 1-2%. Impatient DDs who try to finish off the boss rather than kill Garuda will likely wipe to the spikes that the Conjurer gains while Garuda is out.


DD RUN, BRD, WHM, DD, COR, GEO

Buffs:Fury/Frailty entrust wilt. Chaos/SAM roll, march x2, madrigal x2.

1) RUN pulls everything to the corner and brd sleep them all.

2) WHM silence Stormbringer.

3) DD and COR kill Stormbringer, DD RUN solo DD swordsman. Brd and geo dispel spam on anything thats being engaged.

4) After Stormbringer and swordsman dead, DD, RUN and COR engage Brawler, Shinobi and Lyricist.

5) Before DDs engage Shinobi WHM could use Sacrosanctity and RUN could use One for All to prevent Mijin Gakure from Shinobi one shot everyone.

6) After all the adds are dead, kill Garuda then Conjurer.


Notes:

The setup above takes less than 3.5 min to clear from start to finish, including buff time. Actual engage time is about 2 min +/- 10 sec. Because the fight is so short, it is ok to use entrust wilt from start.

For groups without the firepower to clear before entrust wilt wears, it is better to save entrust on conjurer. Conjurer tp moves can be very deadly without wilt.

Brd and geo must spam dispel for brd songs and Howl.

From our experience, Sacrosanctity works well for Mijin Gakure, thus WHM recommended.

Scherzo is not necessary as long as wilt is up, howl dispelled and Sacrosanctity used for Shinobi.

Our RUN engaged different mob from other DDs just to save engage time, thats it. It is alright to have all 3 DD engage the same add, or have each DD solo their own add with multi step SC. As long as backline can handle the cures/dispels and Sacrosanctity used before Shinobi, adds kill order doesn't matter that much.



6 Box: SAM GEO BRD WHM COR PLD

Buffs: Indi-Attunement, Entrust Indi-Vex, Geo-Frailty, Sam Roll + Runeist Roll, Honor + Victory March + Scherzo + Ballads on support/tank, Replace Ballads with DD songs (either madrigal or minuets or etudes depending on gear/job), Baraera.
PLD pulls back to starting corner, BRD sleeps with NT, I had to use Horde Lullaby on the main group, then Foe Lullaby on the BLM who stands too far out. Kill order for me was MNK SAM BRD BLM NIN. Dispel adds as you fight them. BLM can be silenced but doesn't really matter, they die in 3-4 WS anyway.

After killing all adds, kill Garuda before touching boss.
Boss has potent spikes effect if Garuda is up. Once Garuda is dead, zerg the boss until he re-summons Garuda. He will then proceed to Astral Flow multiple times, but with attunement/vex/runeist roll and baraera.

  • This seems to do less than 100 dmg on VD, and with scherzo there as a backup in case it randomly doesn't resist.

As soon as it re-summons Garuda, switch to and kill Garuda. Switch back to the boss, finish zerging and it's an easy win.


Difficult:


Normal:


Easy:


Very Easy:

Key Item Suggestions:





Volume 2, July 2018, Craklaw

Difficulty Foes Notes
Very Difficult Carcinus

?

Difficult Carcinus

?

Normal Carcinus

?

Easy Carcinus

Calappa Calappa(???) x2

Very Easy Carcinus

Calappa Calappa(???) x2

Notes:

Areas to find Aquans

Carcinus:

  • Uses standard Craklaw Abilities

Setups and Strategies:
Easy:
99RDM/NIN with trusts: Amchuchu, Apururu [U], Iroha II, Qultada, Shanototto II Took all of 6 minutes post buffs. Amchuchu was a better tank for this than AA EV. Killing Calappa Calappa restores MP (not sure if all or a %age, but it returned 333 to Iroha, 268 to Amchuchu, and 425 to Apururu, so that was a plus)

Fairly easy fight, went much better with Amchuchu and Valiance. I could probably swap out Qultada, but I get lazy with the Dispels, so someone has to do it...

General recommendations: Make sure to have Barwater on all in AOE range, if you can use shadows (and keep 2-3 up) they will help mitigate AOE damage, save TP to kill Calappa Calappa when it spawns. Make sure you've got someone to dispel/finale/dark shot it - it likes to use Magic/Physical Defense Boosts. I think you can be fairly flexible with party set ups. You can go with Tank, WHM, support (RDM, BRD, COR), 2 DD, 1 BLM or SCH for MB. Buff, run in, smash it's face.

Very Easy:
99RDM/NIN wit AA EV, Apururu [U], Iroha II, Qultada, Shantotto II

Has a few AOE moves - only one that did a lot of damage (700-800 to trusts was Sundering Snip, the others did about 100-200 damage to trusts) Two times during the fight it spawned a Calappa Calappa, a crab, which went down with 1 WS (12k Savage Blade on one and a 5k on the other, chat log never said I defeated it, just said "Calappa Callapa falls to the ground" there was no DOT on it, and I never disengaged the Boss - so I'm not entirely sure what made it go away.)

General recommendations: Make sure to have Barwater on all in AOE range, if you can use shadows (and keep 2-3 up) they will help mitigate AOE damage, save TP to kill Calappa Calappa when it spawns. Make sure you've got someone to dispel/finale/dark shot it - it likes to use Magic/Physical Defense Boosts. I think you can be fairly flexible with party set ups. You can go with Tank, WHM, support (RDM, BRD, COR), 2 DD, 1 BLM or SCH for MB. Buff, run in, smash it's face.




August 2018



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