Bashmu: Difference between revisions

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*Melee accuracy caps at about 1350
*Melee accuracy caps at about 1350

** Simple low man strategy - 1 melee job typically we use a Mythic/relic [[Warrior]], however there is a wide variety of melee jobs who can easily break 1 of [[Bashmu]]'s head - [non [[Idris]] 900 geo] uses melee buffs for the break, and then switches to mage buffs after. PUP is best here as u do not need a healer PLD is usually great with remedies and geo healing, pre cast cor buffs if possible for pet and mages [completely doable without]. After head breaks Sch SC, Blm nuke, melee hang out to break next head. We have done this with many set ups and is much easier/faster than waiting for Magic Shields and Helix.
PUP/SCH/BLM/BLM/GEO/melee [or any combination] with a melee.
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==Listings==
==Listings==

Revision as of 13:07, 9 January 2017


General Notes
  • Spawns with a Water Spikes effect.
    • Able to stagger during this time with Thunder damage to remove spikes.
  • Able to break his heads to stop Magic Shields (after first break), and Physical Shields (after second break)
    • High damage bursts (WS or SC/MB) are able to break the heads.
    • Once the first head breaks, Bashmu gains an Ice Spikes effect
      • Able to remove this effect with Fire damage.
  • Will greatly favor Magic Shield, until first head is broken, at which point will greatly favor Physical Shield as its TP move.
  • Uses chainspell ~25%.
    • If no heads are broken, Bashmu will spam Blizzaga and Waterga V.
    • If one head is broken, Bashmu will spam Blizzaga and Waterga IV
    • If a second head is broken, Bashmu will only spam Blizzard and Water single target spells.
  • Melee accuracy caps at about 1350
    • Simple low man strategy - 1 melee job typically we use a Mythic/relic Warrior, however there is a wide variety of melee jobs who can easily break 1 of Bashmu's head - [non Idris 900 geo] uses melee buffs for the break, and then switches to mage buffs after. PUP is best here as u do not need a healer PLD is usually great with remedies and geo healing, pre cast cor buffs if possible for pet and mages [completely doable without]. After head breaks Sch SC, Blm nuke, melee hang out to break next head. We have done this with many set ups and is much easier/faster than waiting for Magic Shields and Helix.

PUP/SCH/BLM/BLM/GEO/melee [or any combination] with a melee.

Bashmu
Category-Hydra.jpg
Bestiary
Type
Family Hydra
Job
Class NM
Crystal
Detects

Listings

Listings by Zone
Zone Rewards Abilities Spells
  Reisenjima
     Leader must examine ??? and pop with Bashmu's trinket. All members require Tribulens.
Barofield
Nerve Gas
Polar Bulwark
Polar Blast
Pyric Bulwark
Pyric Blast
Serpentine Tail
Trembling
Slowga
Stunga
Blindga
Water V
Waterga V
Waterga IV
Blizzard V
Blizzaga V
Blizzaga IV
Level Aggro Link Spawns DB HP MP DEF EVA Susceptible Resists
    1 FFXIDB Icon v3.png Question Question    
Assisted By Title Absorbs Immune
 


Abilities

Ability Y' Area Target Class Type Effect Copy Image.png Condition
Barofield Frontal Magical Damage Element: Wind Deals Element: Wind damage + Weight.
Nerve Gas AoE 10' Magical Damage Inflicts Curse + Poison.
Polar Blast Frontal Breath Damage Element: Ice Deals Element: Ice damage + Paralysis. Left head alive
Polar Bulwark Self Magical Damage Gains Magic Shield. Left head alive
Pyric Blast Frontal Breath Damage Element: Fire Deals Element: Fire damage + Plague. Right head alive
Pyric Bulwark Self Magical Damage Gains Physical Shield. Right head alive
Serpentine Tail Physical Damage Deals physical damage. Rear hate only.
Trembling AoE 5' Physical Damage Deals physical damage + Dispel.
Area: 1P, AoE, Gaze, Conal · Target: Who the ability selects, Player or Monster
Class: Physical-Magical-Breath-Buff · Type: Element (E.g ice) or Damage Type (E.g piercing or blank)
Copy Image.png: Utsusemi shadows consumed (#), B Bypasses, but does not remove shadows, R Removes all shadows.