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.


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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 posses.

Primer Volume One
Type Difficulty Content Level Halmarks Earned Gallantry Earned
Intense Ambuscade Very Difficult ??? 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, April 2024, 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.




Ambuscade (Primer Volume Two)

Volume 2, April 2024, 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:





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 Trade.pngTrade WithTrade.png Armor Piece +1 Trade.pngTrade WithTrade.png 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 Trade.pngTrade WithTrade.png Armor Piece +1 Trade.pngTrade WithTrade.png 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