Dakuwaqa: Difference between revisions

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{{Adversary Description
{{Adversary Description
|Image=Tchakka.png <!-- If you specify the image, it will use it. Otherwise, it will look for the Category Image, followed by the page name -->
|Image=Tchakka.png <!-- If you specify the image, it will use it. Otherwise, it will look for the Category Image, followed by the page name -->
|Class=Delve NM <!-- No longer required, use class in adversary row instead -->
|Class=Delve NM <!-- No longer required, use class in adversary row
|Type= Aquans<!-- Arcana, Beasts, Beastmen, Aquans, etc. -->
|instead --> Type= Aquans<!-- Arcana, Beasts, Beastmen, Aquans, etc. -->
|Family= Rockfin <!-- Crab, Lesser Bird, Crawler, etc. -->
|Family= Rockfin <!-- Crab, Lesser Bird, Crawler, etc. -->
|Main.Job=
|Main.Job=
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|Detects= True Sound
|Detects= True Sound
|Notes=* Dakuwaqa is the [[Delve]] boss for [[Foret de Hennetiel]].
|Notes=* Dakuwaqa is the [[Delve]] boss for [[Foret de Hennetiel]].
* HP bar is shrouded for the duration of the battle.
* Dakuwaqa's HP bar is normally shrouded for the duration of the battle, but briefly revealed several seconds after using '''Carcharian Verve'''.
* Normal attacks are chosen from one of three types:
* Normal auto-attacks are chosen from one of three types:
** Normal: Single target physical damage, [[Defense Down]]
** Bite: Single target physical damage, [[Defense Down]]
** Normal: Conal physical damage, knockback
** Thrust: Conal physical damage, knockback
** Spins in place: AoE magical damage, knockback
** Spins in place: AoE magical damage, knockback
* '''Carcharian Verve''' grants a visible magical water spear effect that makes Dakuwaqa temporarily immune to debuffs (including Stun).
** Players must inflict a large number of thunder attacks/damage to remove this effect.
*** Thunder-based attacks will be less resisted and deal increased damage while the spear is active.
** Carcharian Verve is used as the first TP move, and every 25% HP thereafter (as the first TP move below 75%, 50%, and 25% HP). Below 25% HP, Carcharian Verve can also be used randomly as a normal TP move whenever the spear effect is removed.
** Carcharian Verve is always followed with '''Marine Mayhem'''
*** Gains a temporary powerful damage spikes effect while readying Marine Mayhem.
*** Mages and support jobs need to maintain proper positioning (20'+ or remain within melee range) to avoid the KO effect of Marine Mayhem.
*** Marine Mayhem is not used as a random TP move; it is only used as the next TP move after Carcharian Verve.
** Carcharian Verve grants an extremely powerful attack boost effect to Dakuwaqa (this effect can be dispelled). The first several uses of this move are stunnable; however, he will still gain the spear effect (but not the attack boost effect) even if stunned. Towards the end of the battle (25% and below), this move is used instantly and cannot be stunned.
* Dakuwaqa can be slept with light-based sleep.
* Dakuwaqa can be slept with light-based sleep.
* Dakuwaqa's damage resistances and susceptibilities change throughout the battle, based on remaining HP:
** 100% - 75% HP: Resistant to blunt damage, susceptible to piercing damage
** 74% - 50% HP: Resistant to piercing damage, susceptible to blunt damage
** 49% - 25% HP: Resistant to magic damage, susceptible to slashing damage
** <25% HP: Resistant to slashing damage, susceptible to magic damage
***This knowledge can be used advantageously for timing of SP or other abilities depending on the group setup. For example, a group heavily reliant on blunt damage from monks can use [[Formless Strikes]] to lose the blunt attribute and accelerate the first 25% of the battle.
'''Water Spear Aura Effect'''
* Immediately after using '''Carcharian Verve''', Dakuwaqa will gain a visible magical water spear effect (this effect will activate even if the move is successfully stunned).
** Carcharian Verve is used as the first TP move and every 25% HP thereafter (as the first TP move below 75%, 50%, and 25% HP).
**Below 25% HP, Carcharian Verve can be used randomly as a normal TP move whenever the water spear effect is not active.
** Carcharian Verve grants extremely powerful attack and magic attack boost effects to Dakuwaqa (these effects should be dispelled immediately). The first several uses of this move are stunnable. Towards the end of the battle (25% and below), this move is used increasingly fast and is extremely difficult to Stun.
* Activation of the water spear modifies Dakuwaqa's abilities and resistances:
** Dakuwaqa is immune to Stun while the effect is active.
** Dakuwaqa will use his highest tier elemental magic spells while the effect is active.
** Dakuwaqa will occasionally gain a powerful damage spikes effect while casting or readying TP moves while the effect is active.
** After utilizing Carcharian Verve (even if stunned) and activation of the aura effect, the next utilized TP move will be '''Marine Mayhem'''.
*** Marine Mayhem deals water damage in a 0-5' AoE and instantly KOs any players in the 5'-20' AoE around Dakuwaqa. Because of the water spear effect, this move cannot be stunned.
*** Marine Mayhem is not used as a random TP move at any point; it is only used as the next TP move after Carcharian Verve.
** Thunder-based attacks will be less resisted and deal increased damage while the spear is active.
*** The spear effect is removed by inflicting a certain amount of thunder elemental attacks or damage.
}}
}}

==Listings==
==Listings==

{{Adversary Table
{{Adversary Table
|Adversary Row=
|Adversary Row=
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|Zone=Cirdas Caverns (U)
|Zone=Cirdas Caverns (U)
|Title= Dakuwaqa Trawler
|Title= Dakuwaqa Trawler
|Treasure=
|Treasure=
*4 of {{gdrop}}:
*4 of {{gdrop}}:
** [[Illapa]]
** [[Illapa]]
** [[Izhiikoh]]
** [[Izhiikoh]]
** [[Tsurumaru]]
** [[Tsurumaru]]
** [[Whirlpool Mask]]
** [[Whirlpool Mask]]
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* [[Rockfin Tooth]] {{gdrop}}
* [[Rockfin Tooth]] {{gdrop}}
* [[Craggy fin]] (key item) {{gdrop}}
* [[Craggy fin]] (key item) {{gdrop}}
|Steal=
|Steal=
|Despoil=
|Despoil=
|Spawns= 1
|Spawns= 1
|SpawnType= <!-- Forced, Lotto, Timed -->
|SpawnType= <!-- Forced, Lotto, Timed -->
|SpawnCondition= [[Foret de Hennetiel]] [[Delve]] Fracture - Clear all NMs
|SpawnCondition= [[Foret de Hennetiel]] [[Delve]] Fracture - Clear all
|Abilities= Protolithic Puncture, Aquatic Lance, Pelagic Cleaver, Carcharian Verve, Tidal Guillotine, Marine Mayhem
|NMs Abilities= Protolithic Puncture, Aquatic Lance, Pelagic Cleaver,
|Spells= Graviga, Silencega, Paralyga, Bindga, Poisonga II, Sleepga, Dispelga, Blizzard III / IV / V, Blizzaga III / IV / V, Blizzaja, Water III / IV / V, Waterga III / IV / V, Waterja, Aero III / IV / V, Aeroga III / IV / V, Aeroja
|Carcharian Verve, Tidal Guillotine, Marine Mayhem Spells= Graviga, Silencega, Paralyga, Bindga, Poisonga II, Sleepga, Dispelga, Blizzard III / IV / V, Blizzaga III / IV / V, Blizzaja, Water III / IV / V, Waterga III / IV / V, Waterja, Aero III / IV / V, Aeroga III / IV / V, Aeroja
|Traits= <!--Separate with <br> or commas only -->
|Traits= <!--Separate with <br> or commas only -->
|Level=
|Level=
|Aggro= yes
|Aggro= yes
|Link= yes
|Link= yes
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}}
}}
}}
}}

==Ability Information==
==Ability Information==
{{Bestiary Abilities Table
{{Bestiary Abilities Table
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|Abilities.Class=Magical
|Abilities.Class=Magical
|Abilities.Type=Water
|Abilities.Type=Water
|Abilities.Effect=Severe Damage<br>[[Enmity]] reset
|Abilities.Effect=Severe Damage<br>[[Enmity]] reset Abilities.Condition=
|Abilities.Condition=
}}
}}
{{Bestiary Abilities Row
{{Bestiary Abilities Row
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|Abilities.Class=Magical
|Abilities.Class=Magical
|Abilities.Type=Water
|Abilities.Type=Water
|Abilities.Effect=Damage and [[Max HP Down]]
|Abilities.Effect=Damage and [[Max HP Down]] Abilities.Condition=
|Abilities.Condition=
}}
}}
{{Bestiary Abilities Row
{{Bestiary Abilities Row
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|Abilities.Class=None
|Abilities.Class=None
|Abilities.Type=
|Abilities.Type=
|Abilities.Effect=User gains [[Attack Boost]] and [[Magic Attack Boost]], removes negative status effects
|Abilities.Effect=User gains [[Attack Boost]] and [[Magic Attack
|Abilities.Condition=First TP move, first move below 75%, 50%, and 25% HP, randomly when aura is removed below 25% HP.
|Boost]], removes negative status effects Abilities.Condition=First TP move, first move below 75%, 50%, and 25% HP, randomly when water spear is removed below 25% HP.
}}
}}
{{Bestiary Abilities Row
{{Bestiary Abilities Row
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|Abilities.Type=Water
|Abilities.Type=Water
|Abilities.Effect=Instant KO (5'-20') or water damage (<5')
|Abilities.Effect=Instant KO (5'-20') or water damage (<5')
|Abilities.Condition=Only used as the next technique after Carcharian Verve
|Abilities.Condition=Only used as the next technique after Carcharian
|Verve
}}
}}
}}
}}

Revision as of 19:26, 2 August 2013


General Notes
  • Dakuwaqa is the Delve boss for Foret de Hennetiel.
  • Dakuwaqa's HP bar is normally shrouded for the duration of the battle, but briefly revealed several seconds after using Carcharian Verve.
  • Normal auto-attacks are chosen from one of three types:
    • Bite: Single target physical damage, Defense Down
    • Thrust: Conal physical damage, knockback
    • Spins in place: AoE magical damage, knockback
  • Dakuwaqa can be slept with light-based sleep.
  • Dakuwaqa's damage resistances and susceptibilities change throughout the battle, based on remaining HP:
    • 100% - 75% HP: Resistant to blunt damage, susceptible to piercing damage
    • 74% - 50% HP: Resistant to piercing damage, susceptible to blunt damage
    • 49% - 25% HP: Resistant to magic damage, susceptible to slashing damage
    • <25% HP: Resistant to slashing damage, susceptible to magic damage
      • This knowledge can be used advantageously for timing of SP or other abilities depending on the group setup. For example, a group heavily reliant on blunt damage from monks can use Formless Strikes to lose the blunt attribute and accelerate the first 25% of the battle.

Water Spear Aura Effect

  • Immediately after using Carcharian Verve, Dakuwaqa will gain a visible magical water spear effect (this effect will activate even if the move is successfully stunned).
    • Carcharian Verve is used as the first TP move and every 25% HP thereafter (as the first TP move below 75%, 50%, and 25% HP).
    • Below 25% HP, Carcharian Verve can be used randomly as a normal TP move whenever the water spear effect is not active.
    • Carcharian Verve grants extremely powerful attack and magic attack boost effects to Dakuwaqa (these effects should be dispelled immediately). The first several uses of this move are stunnable. Towards the end of the battle (25% and below), this move is used increasingly fast and is extremely difficult to Stun.
  • Activation of the water spear modifies Dakuwaqa's abilities and resistances:
    • Dakuwaqa is immune to Stun while the effect is active.
    • Dakuwaqa will use his highest tier elemental magic spells while the effect is active.
    • Dakuwaqa will occasionally gain a powerful damage spikes effect while casting or readying TP moves while the effect is active.
    • After utilizing Carcharian Verve (even if stunned) and activation of the aura effect, the next utilized TP move will be Marine Mayhem.
      • Marine Mayhem deals water damage in a 0-5' AoE and instantly KOs any players in the 5'-20' AoE around Dakuwaqa. Because of the water spear effect, this move cannot be stunned.
      • Marine Mayhem is not used as a random TP move at any point; it is only used as the next TP move after Carcharian Verve.
    • Thunder-based attacks will be less resisted and deal increased damage while the spear is active.
      • The spear effect is removed by inflicting a certain amount of thunder elemental attacks or damage.
Dakuwaqa
Tchakka.png
Bestiary
Type [[:Category:{{{Type}}}|{{{Type}}}]]
Family Rockfin
Job
Class Monster
Crystal
Detects True Sound


Listings

Listings by Zone
Zone Rewards Abilities Spells
  Cirdas Caverns (U)
     Foret de Hennetiel Delve Fracture - Clear all
{{{Abilities}}} {{{Spells}}}
Level Aggro Link Spawns DB HP MP DEF EVA Susceptible Resists
CheckCheck CheckCheck 1 FFXIDB Icon v3.png Question Question     Element: Thunder Element: Water
Assisted By Title Absorbs Immune
Dakuwaqa Trawler



Ability Information

Ability Y' Area Target Class Type Effect Copy Image.png Condition
Protolithic Puncture 1P Enemy Magical Damage Element: Water Severe Damage
Enmity reset Abilities.Condition=
{{{Abilities.Condition}}}
Aquatic Lance Conal Enemy Physical Damage Damage, Defense Down, Magic Defense Down
Pelagic Cleaver 10 AoE Enemy Magical Damage Element: Water Damage and Max HP Down Abilities.Condition= {{{Abilities.Condition}}}
Tidal Guillotine Conal Enemy Magical Damage Element: Water Damage or Instant KO
Carcharian Verve 1P Self None User gains Attack Boost and [[Magic Attack Boost]], removes negative status effects Abilities.Condition=First TP move, first move below 75%, 50%, and 25% HP, randomly when water spear is removed below 25% HP. {{{Abilities.Condition}}}
Marine Mayhem 20 AoE Enemy Magical Damage Element: Water Instant KO (5'-20') or water damage (<5') Only used as the next technique after Carcharian
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.