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Category:Ambuscade

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Ambuscade.jpg

Ambuscade is a new type of battle content wherein the enemies within change every monthly version update, first released in the April 5th 2016 Version Update[1].

Ambuscade has a variety of difficulty levels, so everyone from seasoned veterans to those just starting out should find a challenge equal to their needs. With varying rewards to match. Those wishing to tackle the strongest foes are advised to select “Very Difficult” and be prepared for a valiant struggle!

Getting Started

Complete the Stepping into an Ambuscade Records of Eminence objective and speak with Gorpa-Masorpa in Mhaura at (G-9) for an explanation about Ambuscade.

  • Players must have completed the First Step Forward Records of Eminence objective in order to undertake Stepping into an Ambuscade.
    • Stepping into an Ambuscade can be set from the Tutorial section of the Records of Eminence menu under Basics:
Quests → Objective List → Tutorial → Basics → Stepping into an Ambuscade

Be in possession of either the Ambuscade Primer Volume One or Volume Two Key Items.

  • All party members must be in possession of one of these two Key Items.

Eligibility Requirements

In order to participate, players must satisfy the following:

  • Complete either the Ambuscade Primer Volume One or Volume Two objectives in order to obtain the Key Item for the corresponding volume of the primer for the type of battle players wish to complete.
    • Players may have only one of each of the Ambuscade Primer Key Items.
      • Objective targets vary by month after a version update, opponents are rotated out, and generally not repeated.
  • The Ambuscade Primer Volume One and Two objectives can be undertaken from the Ambuscade category of the Records of Eminence menu.
Quests → Objective List → Content → Ambuscade
Dynamis and Abyssea monsters do not count for kills required

Entry and Progression

Gorpa-Masorpa.jpg
  • Examine the Ambuscade Tome in Mhaura (G-9) and select the type and difficulty level you would like to attempt.
    • Only the party leader may register the group.
    • The party will be registered so long as the system detects that there are no issues with the layer area or registering party members.
      • Players will be unable to register if:
        • Any player is not in possession of an Amuscade Primer Volume One or Two Key Item.
        • The number of registrants exceeds the maximum of fifty reservations.
        • A party member already has a reservation.
          • To cancel a reservation:
            • A player may cancel their reservation via the ambuscade tome.
            • Three minutes has passed from the time the player is notified that their instance is ready.
            • The registrant boards a boat.
            • The registrant leaves Mhaura in any way.
    • Adding new party members after registration will not cancel the registration, but the party may only enter with the number of players it registered with.
  • A message will display for the party leader when entry is ready.
    • As of the July 2016 update[2], automatic entering was added.
      • The default setting is "off" and may be changed by having the party lead examine the Ambuscade Tome and selecting the Toggle auto-transport function.
      • In line with this, having the auto-transport function off has a notification sound played when it is the party's turn.
        • This may be disabled via the sound settings in the Config menu.
  • Examine the ambuscade tome within three minutes to enter.
    • The time limit for an Ambuscade is 30 minutes (Earth time).
    • Between 1~6 players may participate.
      • Trusts may be called after entering Maquette Abdhaljs-Legion.
        • The number of alter egos that may be called forth will depend on the number of players initially registered.
      • Player HP and MP will be restored to full and any status ailments they are suffering from will be removed upon entry.
    • Key Items will only be lost upon victory.
      • Meaning that should a player or group lose, they may reattempt the battlefield without having to reacquire new Key Items.

Upon victory, a special currencies known as Hallmarks and Badges of Gallantry, which may be exchanged for rewards, Experience/Limit Points, and Capacity points will be given to all players.

Notorious Monsters inside Ambuscade do not drop any treasure directly.


15165.jpg

Battle Information

A Word On Enmity

  • Enmity functions abnormally in just one way during Ambuscade, and this has entirely to do with enmity gain upon self/party actions.
    • Any action (buff, cure, job ability) at any time (before/after pull) taken upon yourself or a party member will gain enmity on all mobs for the person initiating the action.
      • Any action before the monsters have been aggroed will the minimum level of enmity (1 CE/VE).
        • This explains why the mobs often go straight for your WHM upon the pull. Protectra, Shellra, and two Bar-spells equal 24 (6*4) party action enmity events if 6 players are in range.
    • To counter this have your tank use self/party-target enmity actions before the pull, and enmity abilities (Sentinel, Rampart, Pflug, Foil, etc) immediately after the pull.
      • The tank should not use their enmity abilities before aggroing the enemies in Ambuscade as they will gain almost no enmity with them before the pull.

Battle Type & Levels

There are two types of Ambuscades you may attempt. Entry into either is determined by which Key Item you possess.

Primer Volume One
Type Difficulty Content Level Halmarks Earned Gallantry Earned
Intense Ambuscade Very Difficult 139 3600 300 / 600 / 900 / 1200 / 1500
Difficult 134 2400 240 / 480 / 720 / 960 / 1200
Normal 129 1200 180 / 360 / 540 / 720 / 900
Easy 124 600 80 / 160 / 240 / 320 / 400
Very Easy 119 200 20 / 40 / 60 / 80 / 100
Primer Volume Two
Type Difficulty Content Level Halmarks Earned Gallantry Earned
Ambuscade Very Difficult 129 300 30 / 60 / 90 / 120 / 150
Difficult 124 200 20 / 40 / 60 / 80 / 100
Normal 119 100 10 / 20 / 30 / 40 / 50
Easy 114 75 5 / 10 / 15 / 20 / 25
Very Easy 109 50 1 / 2 / 3 / 4 / 5

Intense Ambuscade(Primer Volume One)

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)
    • 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.
      • 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.
    • Hyrdroshot 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:

Ambuscade (Primer Volume Two)

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:


We have tossed old battlefield information to the Ambuscade Archive page.

Rewards

See Ambuscade Rewards for specific item and equipment rewards.

Hallmarks

Hallmarks are the primary currency of Ambuscade. They can be used to purchase items from Gorpa-Masorpa.
There are two types of rewards available. Those received in exchange for Hallmarks and those received for total amount of hallmarks accumulated.

  • Hallmarks are not expended upon receiving items from the list of rewards for total amount of hallmarks accumulated.
  • The types of items available vary with the content of that month’s Ambuscade.
  • Your total number of hallmarks will reset back to 0 after each month's version update.
Hallmarks and Badges of Gallantry are reset upon the next month's version update being implemented (usually set to happen from around the 3rd to the 10th of a month).[3]

Gallantry

Badges of Gallantry are the secondary currency of Ambuscade. They can be used to purchase items from Gorpa-Masorpa, and are only given to those who participate in Ambuscade with other players.

  • Like Hallmarks, your Badges of Gallantry will reset back to 0 after each month's version update.
Hallmarks and Badges of Gallantry are reset upon the next month's version update being implemented (usually set to happen from around the 3rd to the 10th of a month).[4]

JSE Augmentation

Job-specific equipment obtained with hallmarks can be augmented by trading them along with certain items to Gorpa-Masorpa.

  • See the AmbuscadeCapesD.gif JSE capes page for augment information for the Job Specific Capes.

To augment a cape:

  • Trade the item to Gorpa-Masorpa along with either an Abdhaljs Thread, Abdhaljs Dust, Abdhaljs Sap, or an Abdhaljs Dye.
  • Select the desired attribute, confirm your choice, and then repeat, repeat, repeat and then write SE an angry letter that it takes so long.
    • Augments may be changed by repeating the above steps.
    • Changing the augment path will not return any items used up to that point.
      • However, when using an Abdhaljs Needle icon.png Abdhaljs Needles to change the augment, the current potency is maintained.
  • Further trading an augmented item with items corresponding to the attribute initially selected will increase the strength of the augmentation.
    • For maximum strength augments the following are all required per cape:
Abdhaljs Thread icon.png Abdhaljs Thread x20, Abdhaljs Dust icon.png Abdhaljs Dust x20, Abdhaljs Sap icon.png Abdhaljs Sap x10, Abdhaljs Dye icon.png Abdhaljs Dye x10

Armor Upgrade

To upgrade Salvage Armor Variant Ambuscade Armor trade either the NQ or +1 variant and the requisite Abdhaljs Metal icon.png Abdhaljs Metals to Gorpa-Masorpa:

Base Armor Piece TradeTrade WithTrade Armor Piece +1 TradeTrade WithTrade Armor Piece +2
Jhakri Coronal icon.png Abdhaljs Metal x5.png Inyanga Jubbah +1 icon.png Abdhaljs Metal x10.png Sulev. Leggings +2 icon.png


To upgrade Limbus and Nyzul Armor Variant Ambuscade Armor trade either the NQ or +1 variant and the requisite Abdhaljs Fiber icon.png Abdhaljs Fibers to Gorpa-Masorpa:

Base Armor Piece TradeTrade WithTrade Armor Piece +1 TradeTrade WithTrade Armor Piece +2
Mallquis Chapeau icon.png Abdhaljs Fiber x5.png Tali'ah Manteel +1 icon.png Abdhaljs Fiber x10.png Flam. Gambieras +2 icon.png

Subcategories

This category has the following 2 subcategories, out of 2 total.



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