Legion Guide/Perfect Defense Strategy

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Basic Strategy

  • Set up Embrava and Perfect Defense orders before you enter.
  • Have your Summoners call out which of the DDs they are focusing on.
  • Enter the outer chamber via Mayuyu in Rolanberry Fields
  • The WHM casts buffs (Protectra, Shellra, maybe Boost, etc.) and drops. The COR and BRD also drop.
  • Next the COR buffs the DD Party.
  • ...and then the BRD, who drops after they are done singing.
  • Meanwhile, the first SCH casts Embrava on all the parties and gives the PLD Perpetuance Regen V. Accession/Perpetuance Aurorastorm also does not hurt.
    • The PLD then drops and will get reinvited only for buffs between waves.
  • When buffs are up:
    • Enter the chamber
    • Invite the first Summoner
    • Have the Paladin aggro/supertank the monsters
    • Follow the chamber specific strategy below.
  • While fighting:
    • Every monster should get at least Dia II and Light Shot, which a COR/RDM can keep track of alone.
    • The Thief is likely to die in every setup, so it is important to bring a ranged weapon with your TH gear. Wave 1 monsters don't drop anything good. Try to stay unweak so that you can pull the next monster.
    • You will cycle through buffers hopefully between waves but perhaps between monsters. Pay attention to how long buffs have been up, as fighting unbuffed can take a long time and result in wipes. Also, remember that Perfect Defense does not overwrite itself.

Hall of An

Wave 1 - Kill in the order of Behemoth -> Wyrm -> Adamantoise for the first wave. Use Magic Finale on the Behemoth and don't flail the Wyrm. None of the first wave requires Perfect Defense, but be aware that the Adamantoise can hit very hard. The Wyrm will fly at 66% and land at 33%, so try to time your WSs so you push him between those points.

Wave 2 - Kill in the order of Zilant (PD) -> Elasmoth (PD) -> Ferromantoise (PD). Fight the Zilant from behind and make sure your mages stay 20'+ for the Elasmoth fight. If Perfect Defense wears off against the Elasmoth there is a substantial chance that you will wipe, so you will want to focus on killing it as fast as possible.

Wave 3 - Lofty Harpeia is the only unique monster in Wave 3. I recommend using Perfect Defense against her initially, but you can rely on Stuns from your SCH/BLM once you gain more experience with Legion and confidence in your Scholar.

Hall of Ki

Wave 1 - Kill in the order of Hydra (PD) -> Khimaira -> Mired Cerberus for the first wave. If your DDs are strong and your THF pulls promptly, you can kill both Hydra and Khimaira in one PD (SCH/BLM should save stratagems in case Stun spam is needed at the end). If not, you should PD each of them.

Wave 2 - Kill in the order of Alfard (PD) -> Orthrus (PD) -> Khrysokhimaira (PD) for the second wave. Be aware that Khrysokhimaira is unstunnable and can do a lot of damage quickly, so if PD wears off your melee should swap to -%Damage Taken sets asap.

Wave 3 - Mired Mantis is the only unique monster in Wave 3. If you have Perfect Defense left (meaning you only used one on Wave 1) then you should PD him. If not, he doesn't hit *that* hard for a Legion monster. Either way, your SCH/BLM will need to stun Death Prophet and your melee should spread out around him so they can't all be hit with it at once. He is somewhat magic resistant, so the SCH/BLM should cast Thunderstorm and Klimaform between the waves.

Hall of Im

Wave 1 - Kill in the order of Soaring Vampyr (PD) -> Soaring Dvergr -> Soaring Corse (PD) for the first wave. The Summoner should use Noctoshield before using Perfect Defense against the Vampire because it blocks the Dvergr's "Cackle" TP move and renders him fairly impotent. This is also a case where you can easily expect to get through two monsters on one PD if your puller is prompt.

Wave 2 - Kill in the order of Soaring Strigoi (PD) -> Soaring Dweorg -> Soaring Kumakatok (PD) for the second wave. This is pretty similar to the previous wave, except that you will want to make sure that everyone is 20'+ from the Kumakatok and you may want to take one Madrigal against the Strigoi if you are new to Legion.

Wave 3 - Soaring Naraka is the only unique monster in Wave 3. I recommend using Perfect Defense against him too, which removes almost all the danger he poses. Have your SCH/BLM stun the Stance moves if possible, especially Yaksha Stance. Your WHM should use Banish III to reduce his damage resistances.

Hall of Muru

Wave 1 - Kill in the order of Veiled Ixion (PD) -> Veiled Amphiptere -> Veiled Sandworm for the first wave. Move out of the way when the Ixion runs, and the Paladin should pull the sandworm to a corner away from the Amphiptere so it can't target him. It is going to be very important to have a solid SCH/BLM for this wave, specifically for the Sandworm. The Sandworm switches between absorbing physical (after a successful TP move) and magical damage (after a successful spell), so Stunning all its TP moves are very important. Additionally (and just to raise the stakes), it can use Extreme Purgiation, which will steal everyone's buffs including Embrava and (iirc) Perfect Defense. If you want to hedge your bets, have one of your DRKs use Souleater. If the worm absorbs Souleater, it will oneshot anyone it swing at the cost of ~10% of its HP. It will also be swinging very fast with its Embrava and Haste, so it will likely wipe you (but kill itself in the process). It's better to just stun him, though.

Wave 2 - Kill in the order of Veiled Sanguiptere (PD) -> Veiled Alicorn (PD) -> Veiled Gigaworm for the second wave. Sanguiptere can use Warped Wail (max HP down) and follow it up with AoE damage, so it is advisable to have your mages stay at 20'+. Fight Alicorn the same way as you fought Ixion, but consider using Madrigal against him and definitely use Feint. Gigaworm cannot use Extreme Purgiation. It does absorb somewhat randomly, but it's nothing to worry about. Try to have your SCH/BLM stun Gorge.

Wave 3 - Veiled Ironclad is the only unique monster in Wave 3. If you are not used to Legion, Perfect Defense it and have your SCH/BLM focus on stunning Ballistic Kick. He is pretty squishy and will go down quickly. Make sure your mages are staying at 20'+ to avoid Seismic Impact. If you are used to Legion, don't use Perfect Defense and have your Scholar stun everything.

Hall of Mul

Wave 1 - Kill in the order of Veiled Ironclad -> Lofty Harpeia (PD) -> Mired Mantis -> Soaring Naraka (PD). Your Paladin should superkite the monsters while you are not fighting them to avoid Death Prophet and generally getting killed. This wave is composed of the Wave 3 monsters from the previous three chambers and can generally be fought the same way. However, you will want to reduce the number of PDs you use against these guys. Have your SCH/BLM stun the TP moves of whatever you aren't PDing.

Wave 2 - Kill in the order of Paramount Ironclad -> Paramount Harpeia (PD) -> Paramount Mantis -> Paramount Naraka (PD). Again, have the Paladin superkite. You follow the same strategy for this wave with several specific notes.

Ironclad: The Paramount Ironclad has random hate and will likely make a beeline for your main alliance when it is agroed. The SCH should stun it before he makes it in to your cubby and kills everyone with his en-effect attacks, but the real solution is to have everyone come out of the cubby before the pull. One Warrior should use Mighty Strikes to bring him down quickly and the Scholar should stun.
Harpeia: The Paramount Harpeia is going to use either Chainspell or Mighty Strikes when the Ironclad is killed. She can do over 1000 damage per hit to a large AoE range with regular attacks when Mighty Strikes are up, so make sure you don't pull her through the mages.
Mantis: The Paramount Mantis is probably the most resistant to Stun of any stunnable Legion monster. Your Scholar should put a fresh Klimaform and Thunderstorm up before the pull.
Naraka: The Paramount Naraka is very similar to the Tier 1 Naraka and takes the best damage of any Wave 3 monster (remember to use Banish III), but he also tends to go Invincible at 1% and can quickly cast Kaustra, which will overwrite your Embrava. The scholar should stun him at low HP to attempt to avoid this.

Wave 3 - Unlike previous waves, the only wave 3+ monsters in Hall of Mul are Paramount Botulus and Paramount Gallu. Each will level up and begin to use their 2-hours (Astral Flow and Mighty Strikes, respectively) more often upon defeating the other. Gallu is the easier of the two, so if you intend to clear the wave, you should kill Paramount Botulus -> Paramount Gallu. If it is your first run or you have <5 minutes remaining, you should just kill Paramount Gallu. Either way, use Perfect Defense and then try to reset your Summoners with Wild Card.

Gallu: Paramount Gallu is fairly magic resistant, so have your SCH/BLM put up a fresh Thunderstorm/Klimaform before the pull. He also hits really really hard and has en-bind, so you will want to pull him off your Paladin quickly. When he uses Mighty Strikes, Gallu can hit for 2000+ damage with his 4-hit melee combo, so your melee will need to wear full PDT if PD falls.
Botulus: Paramount Botulus is melee damage resistant and can be very evasive, so use Tomahawk and Feint on him in addition to normal debuffs. Also, he can cast Kaustra normally so sprinkling in Stuns, Chaotic Strikes, Shock Squalls doesn't hurt.