Dakuwaqa: Difference between revisions

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|Spawns= 1
|Spawns= 1
|SpawnType= <!-- Forced, Lotto, Timed -->
|SpawnType= <!-- Forced, Lotto, Timed -->
|SpawnCondition= [[Foret de Hennetiel]] [[Delve]] Fracture - Clear all
|SpawnCondition= [[Foret de Hennetiel]] [[Delve]] Fracture - Clear all NMs
|NMs Abilities= Protolithic Puncture, Aquatic Lance, Pelagic Cleaver,
|Abilities= Protolithic Puncture, Aquatic Lance, Pelagic Cleaver, Carcharian Verve, Tidal Guillotine, Marine Mayhem
|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
|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=
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}}
}}
}}
}}

==Ability Information==
==Ability Information==
{{Bestiary Abilities Table
{{Bestiary Abilities Table

Revision as of 19:31, 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 Aquans
Family Rockfin
Job
Class Delve NM
Crystal
Detects True Sound


Listings

Listings by Zone
Zone Rewards Abilities Spells
  Cirdas Caverns (U)
     Foret de Hennetiel Delve Fracture - Clear all NMs
Protolithic Puncture
Aquatic Lance
Pelagic Cleaver
Carcharian Verve
Tidal Guillotine
Marine Mayhem
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
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
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
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 First TP move, first move below 75%, 50%, and 25% HP, randomly when water spear is removed below 25% HP.
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 Verve
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.