Dakuwaqa: Difference between revisions

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{{Disambiguation|Tchakka}}
{{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 instead -->
|Type= Aquans<!-- Arcana, Beasts, Beastmen, Aquans, etc. -->
|Type= Aquans<!-- Arcana, Beasts, Beastmen, Aquans, etc. -->
|Family= Rockfin <!-- Crab, Lesser Bird, Crawler, etc. -->
|Family= Rockfin <!-- Crab, Lesser Bird, Crawler, etc. -->
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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 is revealed after using '''Carcharian Verve'''. It remains visible so long as his aura remains active and disappears shortly after the aura state is successfully terminated.

* Normal attacks are chosen from one of three types:
'''Basic Attacks'''
** Normal: Single target physical damage, [[Defense Down]]
* Normal auto-attacks are chosen from one of three types:
** Normal: Conal physical damage, knockback
** Spins in place: AoE magical damage, knockback
** Bite: Single target physical damage, [[Defense Down]]
** Thrust: Conal physical damage, knockback
* '''Carcharian Verve''' grants a visible magical water spear effect that makes Dakuwaqa temporarily immune to debuffs (including Stun).
** Spins in place: AoE physical damage, knockback
** 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.
'''Damage Resistances and Susceptibilities'''
** 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.
* Dakuwaqa's damage resistances and susceptibilities change throughout the battle, based on remaining HP:
** Carcharian Verve is always followed with '''Marine Mayhem'''
** 100% - 75% HP: Resistant to blunt damage, susceptible to piercing damage
*** Gains a temporary powerful damage spikes effect while readying Marine Mayhem.
** 74% - 50% HP: Resistant to piercing damage, susceptible to blunt damage
*** Mages and support jobs need to maintain proper positioning (20'+ or remain within melee range) to avoid the KO effect of Marine Mayhem.
** 49% - 25% HP: Resistant to magic damage, susceptible to slashing damage
*** Marine Mayhem is not used as a random TP move; it is only used as the next TP move after Carcharian Verve.
** <25% HP: Resistant to slashing damage, susceptible to magic damage
** 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.
***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, then drop [[Formless Strikes]] and use [[Hundred Fists]] to greatly accelerate the next 25%.
* Dakuwaqa can be slept with light-based sleep.
* Dakuwaqa can be slept with light-based sleep.
}}


'''Techniques'''
==Listings==
*'''Carcharian Verve''' is used at each 25% HP threshold (the first move below 75%, 50%, and 25% HP), and randomly below 25% HP. Its two effects should be immediately dispelled (high [[Magic Accuracy]] is needed to Dispel reliably).
**'''Carcharian Verve''' is always is quickly followed by '''Marine Mayhem'''.
**All non-melee range players should be standing at maximum casting distance to remain out of range of '''Marine Mayhem'''.
*All other TP moves (see below) can be used at any time.
*Because of '''Tidal Guillotine''''s HP-based instant KO, healers need to be careful to keep the HP of players in range topped off.


'''Spells'''
*Dakuwaqa's available debuffs and the element of his nukes depend on remaining HP and the tier of nukes cast depend remaining HP and whether the '''Water Spear''' effect is active (see below). The alignment of his elemental spells shifts with each phase:
**'''100%-75% HP''' {{water}} / {{ice}}
***Debuffs: Poisonga II, Paralyga, Bindga
***Active: Water IV, Waterga IV, Blizzard IV, Blizzaga IV
***Inactive: Water III, Waterga III, Blizzard III, Blizzaga III
**'''74%-50% HP''' {{ice}} / {{wind}}
***Debuffs: Paralyga, Silencega, Graviga
***Active: Blizzard V, Blizzaga IV, Aero IV, Aeroga IV
***Inactive: Blizzard IV, Blizzaga III, Aero III, Aeroga III
**'''49%-25% HP''' {{wind}} / {{water}}
***Debuffs: Silencega, Poisonga II, Sleepga
***Active: Water V, Waterja
***Inactive: Aeroga IV, Water IV, Waterga III
**'''<25% HP''' {{ice}} / {{water}}
***Debuffs: Sleepga, Silencega, Dispelga
***Active: Blizzard V, Blizzaga V, Water V, Waterga V
***Inactive: Blizzard IV, Blizzaja, Water IV, Waterja

'''Water Spear 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, [[Dispel]] goes through shield and can be used 2x as soon as ATK+ and MATK+ go up). The first several uses of this move are stunnable. Towards the end of the battle (25% and below), '''Carcharian Verve''' and '''Marine Mayhem''' ready almost immediately. '''Carcharian Verve''' is extremely difficult to stun reliably at this point and the amount of time you will have to get ready for '''Marine Mayhem''' will be dramatically reduced.
** Stunning the move prevents the Attack and Magic Attack buffs from activating, but the Water Spear will still activate.
* 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.
** After each of the scripted uses of Carcharian Verve and activation of the water spear, Dakuwaqa will gain a potent [[Ice Spikes]] effect that lasts for thirty seconds. This is the zone buff for [[Foret de Hennetiel]] and cannot be dispelled.
** 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 (and always) 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 total damage. Utilizing melee classes with [[RUN]] sub and [[Sulpor]] is effective in doing so.
}}
==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 NMs
|Abilities= Protolithic Puncture, Aquatic Lance, Pelagic Cleaver, Carcharian Verve, Tidal Guillotine, Marine Mayhem
|Abilities= Protolithic Puncture, Aquatic Lance, Pelagic Cleaver, 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=
|Aggro= yes
|Aggro= yes
|Link= yes
|Link= yes
|HP=
|HP=1,250,000
|MP=
|MP={{check}}
|Defense=
|Defense=
|Evasion=
|Evasion=
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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=
}}
}}
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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=
}}
}}
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|Abilities.Class=Magical
|Abilities.Class=Magical
|Abilities.Type=Water
|Abilities.Type=Water
|Abilities.Effect=Damage or Instant KO
|Abilities.Effect=Damage or Instant KO if damage dealt would be greater than 50% of player's HP
|Abilities.Condition=
|Abilities.Condition=
}}
}}
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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 Boost]], removes negative status effects, activates Water Spear aura.
|Abilities.Condition=First TP move, first move below 75%, 50%, and 25% HP, randomly when aura is removed below 25% HP.
|Abilities.Condition=First TP move, first move below 75%, 50%, and 25% HP, randomly when water spear is not active below 25% HP.
}}
}}
{{Bestiary Abilities Row
{{Bestiary Abilities Row

Revision as of 14:47, 17 August 2015


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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 is revealed after using Carcharian Verve. It remains visible so long as his aura remains active and disappears shortly after the aura state is successfully terminated.

Basic Attacks

  • 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 physical damage, knockback

Damage Resistances and Susceptibilities

  • 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, then drop Formless Strikes and use Hundred Fists to greatly accelerate the next 25%.
  • Dakuwaqa can be slept with light-based sleep.

Techniques

  • Carcharian Verve is used at each 25% HP threshold (the first move below 75%, 50%, and 25% HP), and randomly below 25% HP. Its two effects should be immediately dispelled (high Magic Accuracy is needed to Dispel reliably).
    • Carcharian Verve is always is quickly followed by Marine Mayhem.
    • All non-melee range players should be standing at maximum casting distance to remain out of range of Marine Mayhem.
  • All other TP moves (see below) can be used at any time.
  • Because of Tidal Guillotine's HP-based instant KO, healers need to be careful to keep the HP of players in range topped off.

Spells

  • Dakuwaqa's available debuffs and the element of his nukes depend on remaining HP and the tier of nukes cast depend remaining HP and whether the Water Spear effect is active (see below). The alignment of his elemental spells shifts with each phase:
    • 100%-75% HP Element: Water / Element: Ice
      • Debuffs: Poisonga II, Paralyga, Bindga
      • Active: Water IV, Waterga IV, Blizzard IV, Blizzaga IV
      • Inactive: Water III, Waterga III, Blizzard III, Blizzaga III
    • 74%-50% HP Element: Ice / Element: Wind
      • Debuffs: Paralyga, Silencega, Graviga
      • Active: Blizzard V, Blizzaga IV, Aero IV, Aeroga IV
      • Inactive: Blizzard IV, Blizzaga III, Aero III, Aeroga III
    • 49%-25% HP Element: Wind / Element: Water
      • Debuffs: Silencega, Poisonga II, Sleepga
      • Active: Water V, Waterja
      • Inactive: Aeroga IV, Water IV, Waterga III
    • <25% HP Element: Ice / Element: Water
      • Debuffs: Sleepga, Silencega, Dispelga
      • Active: Blizzard V, Blizzaga V, Water V, Waterga V
      • Inactive: Blizzard IV, Blizzaja, Water IV, Waterja

Water Spear 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, Dispel goes through shield and can be used 2x as soon as ATK+ and MATK+ go up). The first several uses of this move are stunnable. Towards the end of the battle (25% and below), Carcharian Verve and Marine Mayhem ready almost immediately. Carcharian Verve is extremely difficult to stun reliably at this point and the amount of time you will have to get ready for Marine Mayhem will be dramatically reduced.
    • Stunning the move prevents the Attack and Magic Attack buffs from activating, but the Water Spear will still activate.
  • 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.
    • After each of the scripted uses of Carcharian Verve and activation of the water spear, Dakuwaqa will gain a potent Ice Spikes effect that lasts for thirty seconds. This is the zone buff for Foret de Hennetiel and cannot be dispelled.
    • 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 (and always) 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 total damage. Utilizing melee classes with RUN sub and Sulpor is effective in doing so.
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 1,250,000 CheckCheck     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 if damage dealt would be greater than 50% of player's HP
Carcharian Verve 1P Self None User gains Attack Boost and Magic Attack Boost, removes negative status effects, activates Water Spear aura. First TP move, first move below 75%, 50%, and 25% HP, randomly when water spear is not active 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.