User:Spicyryan / Workbench: Difference between revisions

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| '''Contents'''
1 [[Sheol Shop#Introduction|Introduction]]<br />
2 [[Sheol Shop#Is Sheol Right For Me|Is Sheol Right For Me]]<br />
3 [[Sheol Shop#Rewards|Rewards]]
*3.1[[Sheol Shop#Gil|Gil]]
*3.2[[Sheol Shop#Segments|Segments]]
4 [[Sheol Shop#Approach|Approach]]
*4.1 [[Sheol Shop#Grouping|Grouping]]
*4.2 [[Sheol Shop#Damage Resistance|Damage Resistance]]
*4.3 [[Sheol Shop#Job Selection|Job Selection]]
**4.3.1 [[Sheol Shop#DDs|DDs]]
**4.3.2 [[Sheol Shop#Support|Support]]
**4.3.3 [[Sheol Shop#Healing|Healing]]
**4.3.4 [[Sheol Shop#Tanking|Tanking]]
**4.3.5 [[Sheol Shop#Pet Jobs|Pet Jobs]]
**4.3.5 [[Sheol Shop#Party Construction|Party Construction]]
*4.4 [[Sheol Shop#Strategy|Strategy]]
**4.4.1 [[Sheol Shop#Setups|Setups]]
5 [[Sheol Shop#Sheol Zone Tables|Sheol Zone Tables]]
*5.1 [[Sheol Shop#Sheol A|Sheol A]]<br />
*5.2 [[Sheol Shop#Sheol B|Sheol B]]<br />
*5.3 [[Sheol Shop#Sheol C|Sheol C]]<br />
6 [[Sheol Shop#Notorious Monsters|Notorious Monsters]]
*6.1 [[Sheol Shop#Farming RP|Farming RP]]
**6.1.1 [[Sheol Shop#Path A|Path A]]
**6.1.2 [[Sheol Shop#Path B|Path B]]
7 [[Sheol Shop#Sheol Gaol|Sheol Gaol]]
*7.1 [[Sheol Shop#Tier 1|Tier 1]]
*7.2 [[Sheol Shop#Tier 2|Tier 2]]
*7.3 [[Sheol Shop#Tier 3|Tier 3]]
*7.4 [[Sheol Shop#Tier 4|Tier 4]]
|}
|{{guide}}<div style="width: 200px; text-align: center; margin: auto;">[[File:Reddit Logo.png|32px||link=]]<br />[https://www.reddit.com/r/finalfantasy11/ '''Join r/FinalFantasy11!''']</div><div style="margin: auto; max-width: 1200px;" class="img-scaler">[[File:Sheol Shop Header.png|link=]]</div>
<div style="margin: auto; text-align: center; width:100%; max-width: 1200px;">"''You don't always need to win Daddy's Love™. I promise you he will come back from the store if you don't win the parse.''" - Thefoxdanger</div>
|}

==Introduction==
Does Odyssey have you feeling more like an Ill-Iad? Is your tragedy an epic poem of defeat? Do your PUGs leave you wishing to slay the suitors?

Introducing the Sheol Shop. Because there is only one guide where you can go where the price is just right to fuck a Sheol.

This guide manifest to aid in cutting down on feelings of helplessness, confusion, and outright ridiculous excuses. After a couple years of seeing suberb bouts of silliness. From a forum “guide” simply copy-pasting others videos or posts with no personal contributions. Only to be deleted without warning. To an actual message I received stating players have to be “an archeologist” on AH.com and the BG Talk pages in order to even figure out what to do for Odyssey. There were more tales of woe from others, but so on and so forth is the sentiment of the easily defeated.

''Enough is enough'', and while this guide is not perfect nor a literal set of step-by-step instructions, videos, or pandering. It is a viable framework for you to ''"just do it"'', and make your dreams in Sheol become realities.
*I am certain all of these allusions aged as well as this game has.

==Is Sheol Right For Me==
Of course it is! While [[Omen]] gets the most attention due to Artifact +2/3, gear, or {{ItemIcon|S. Astral Detritus|19}} Detritus. Odyssey is arguably more important for the progression of new players.<br />
Not only does Sheol A start off at level 119 where as Omen foes begin at level 127, but newer players can skip the stronger floors on their way to the end floor conflux. Thus receiving heaps of gil. Which provides new players with some of their best source of passive gil income outside of [[Sparks]] and [[Ambuscade]].

Progression wise, this allows players to improve their [[Unity Rewards]]. Alongside the obvious Ambuscade equipment, augmented Unity rewards are another inroad to endgame. As many pieces are excellent parts to various sets. However, this in fact this ''is'' endgame. Sheol just happens to scale better than any event for this game has produced in twenty years.

==Rewards==
{| class="overflow-visible altrowgrey-even bdrdarkblue"
! style="text-align: center;" colspan="3"| Random [[:Category:Unity Rewards|Unity Reward]] Examples
|-
|style="padding: 3px;"|{{ItemIcon|Acuity Belt|27|}}
|style="padding: 3px;"|{{imgpop|[[Acuity Belt +1]]|Acuity Belt +1 description.png|link=}}
|{{aug}} INT +10, MAcc +15
|-
|style="padding: 3px;"|{{ItemIcon|Sailfi Belt|27|}}
|{{imgpop|[[Sailfi Belt +1]]|Sailfi Belt +1 description.png|link=}}
|{{aug}} STR +15, DA +5%
|-
|style="padding: 3px;"|{{ItemIcon|Odnowa Earring|27|}}
|{{imgpop|[[Odnowa Earring +1]]|Odnowa Earring +1 description.png|link=}}
|{{aug}} DEF +30, DT -3%
|-
|style="padding: 3px;"|{{ItemIcon|Loxotic Mace|27|}}
|{{imgpop|[[Loxotic Mace +1]]|Loxotic Mace +1 description.png|link=}}
|{{aug}} DMG +33, Acc +40, WSD +10%
|}

===Gil===
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Yes, gil. You receive it when you click the final conflux at the end of the run.<br />Every Nostos type foe defeated adds to the total amount of it. 5k, 6k, and 7k per foe for Sheol A, B, and C respectively, which adds up quickly.

Lustreless items are also valuable if sold. Due to the nature of Sheol C providing the best segment rewards the {{ItemIcon|Lustreless Wing|26|link=}} Wings from it are cheap. Howbeit, the {{ItemIcon|Lustreless Scale|26|link=}} Scales and {{ItemIcon|Lustreless Hide|26|link=}} Hides from A and B are more valuable due to their demand.

===Segments===
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Segments are essentially for farming Sheol - Gaol NMs. Where the weapon, armor, accessories, and augments that make Odyssey so [[Odyssey Rewards|rewarding]] are to be found. At best, a Sheol C group is farming roughly 12-13k or so in a run if they reach and touch the conflux at the end. A PUG is probably hitting anywhere from 5k-10k segments in a run.<br />
It costs 3k segments per NM attempt and 1.5k per {{ItemIcon|Moogle Amp.|26|}} [[Moogle Amplifier]] used to double the RP augment reward from them. Three Moglophone IIs (3k each) are required to even enter Sheol Gaol, and removing at least 6% HP of each NM before timing out for all three NMs in a run (rather than leaving after one) grants a x6 bonus to the first NM in the next run. This may be continued and also stacked with an amplifier for a total x8~9 bonus to RP. Therefore, players may burn anywhere from 3k to 13.5k segments on an NM run. So, stockpiling segments ahead of time for your many NM attempts and failures before clears and augment farms is prudent.

Given the greater spacing of foes in A and B as well as their lesser segment gain per foe. Sheol C is the most segment-rich zone to farm. Even then, players should hold on to an extra {{KI}} Moglophone, and burn it solo if need be.

Completionists may farm [[Moogle Mastery]] to improve the power of their trusts as well if they so choose, but will need to team up to farm Aurum chests as Izzat is going to be their best way of gaining those. See the main [[Odyssey]] page for more on that.

==Approach==
As far as A, B, and C go there is a general aim to get as much out of it as possible. Which causes a mad rush mentality in the process. If you are new to this then I would suggest not rushing as you need time to improve, learn where things are, and grow anyway. Eventually feelings of rushing should transition into acceptance and comfort rather than anxiety.

Newer players, and be honest about it, as you know who you are. Should first start with Sheol A and B to get comfortable with the event. The tables for each zone section will illustrate the large gap in foe level and accuracy requirements between A and C. Even for the highest floor of Sheol A, it is roughly the equivalent accuracy check of [[Apex Monster]]s in [[Moh Gates|Moh]] or [[Sih Gates]]. That, and lower level foes in these zones have less HP and defense to overcome so you can measure your strength as it grows from your overall character progression. This is a good time to get more intimate with your equipment sets before approaching the NMs in Sheol Gaol.

===Grouping===
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Players new to Sheol should advertise it as a “Casual” run in their yell. Players who first meet the criteria ‘’themselves’’, and are looking for maximum returns should specify “''Veteran''” in their yells. There is nothing wrong with being a ‘’Casual Charlie’’. Not everyone who goes to bed is a beauty, not everyone who works is wealthy, and not every star is super. Just relax and communicate. Your speech is a recital, I think it’s very vital. To rock that this is in fact a game you grow in, and not a gacha.

Now, veteran is fairly platitudinous, but pretty simple. A veteran is an experienced player that has the ability to reason and make decisions as that job. Who knows it's capabilities, limitations, and usage. Then in has the job geared to a satisfactory level in tandem. It is not someone who copied sets in a guide, shows up with someone elses .lua they don't know how to use, and dumped all their gil into someone elses pockets to call themselves "BiS".

===Damage Resistance===
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Sheol A is free from damage resistances outside of ordinary families. Such as Skeletons taking {{color|red|style=normal|-50%}} to {{piercing}} piercing, {{color|red|style=normal|-12.5%}} to {{slashing}} slashing, and {{color|red|style=normal|+25%}} {{H2H}} H2H, ghosts are {{color|red|style=normal|-50%}} to blunt, {{color|red|style=normal|-25%}} to the rest, etc. This of course can be mitigated by casting [[:Category:Banish Spells|Banish Spells]] which really help out. Not so much though for slimes/clots and their {{color|red|style=normal|-50%}} to {{slashing}} slashing and {{piercing}}, and {{color|red|style=normal|-75%}} to H2H {{H2H}} as they are not undead so you are out of luck.

Sheol B and C see all foes pick up additional damage resistances outside of their ordinary ones. These are in the tables below from the Odyssey page. While B foes sit at a ‘’somewhat’’ negligible -25% the Halo Beastmen sit at -37.5%, C does not. There will see -50% and -67.5% damage resistances. Causing certain jobs to get the short end of the shaft while others only just the tip.

While you can still take a well geared MNK to Sheol C it is a pure roll of the dice. With a SCH providing Regen V and it’s Counter, a MNK can break off solo from the group, target undead, and otherwise mobs that don’t resist blunt. This does fall apart though when you occasionally see floors load full of mostly blunt resistant mobs.

===Job Selection===
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====DDs====
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Sheol A setups can be just about whatever jobs you want, so long as the party is functionally buffed and healed. Jobs like DNC, MNK, or THF can shine in Sheol A as there is no damage penalty to worry about. Unlike in Sheol B, and especially C. Low overall accuracy requirements suits 1H jobs offhanding Magian TP bonus weapons, but see the chart later on accuracy needs.

A prepared player comfortable with DNC can excel as an offensive puller/tank/off-healer too. Given that the job can run [[Fan Dance]], Cure, and evade most of the floors in these zones with one boosted [[Dragonfoe Mambo]] alongside some typical DT evasion gear like Malignance or Nyame. {{imgpop|[[File:Popo. con Queso icon.png|23px|link=]]|Popo. con Queso description.png|link=}} “Cheesey potatoes” further makes this task more effortless.<br />
THF is also obviously ideal for groups looking to farm Lustreless Scales or Hides. It too evades with a [[Pianissimo]]ed Mambo after DDs songs go out.<br />
These aforementioned jobs are all still very viable for Sheol B, but the damage penalties start cutting in a bit. So a DNC would be interested in subbing MNK with [[Karambit]], for example. Though, as long as a foe is still being defeated within two WS rounds then these penalties can often be ignored in B. Halo foes are the more pressing concern though as they have a larger penalty and risk eating time needlessly as a result. Assuming that you all get your own mob; it would depend on your SC damage whether you start swapping in a Naegling on THF, for example.

Seeing as Sheol C easily provides the greatest segment rewards. It receives the most attention. So when it comes to DDs the heavy hitters of the biggest dick damage variety reign supreme. These primarily being WAR, DRG, SAM, or veteran DRKs. All of these jobs should have multiple damage type weapons on them, as generally any DD should. {{imgpop|[[File:Loxotic Mace +1 icon.png|23px|link=]]|Loxotic Mace +1 description.png|link=}} [[Loxotic Mace +1]] or even {{imgpop|[[File:Mafic Cudgel icon.png|23px|link=]]|Mafic Cudgel description.png|link=}} [[Mafic Cudgel]] for those jobs with little better alternative to skeletons. Outside of [[Shining One]] for flying foes, SAM can engage in [[Tachi: Kagero]] for undead.

SAMs and NINs should be acquainted with hybrid WSs, and use them. Generally, they won’t pan out against slashing or magic resistant foes such as Aquans, unbanished Undead, Plantoids, Vermin, Flans, Beastmen, within Sheol B and C. Mimics also won’t take shit from hybrids either. Despite being undead, Qutrubs should see you capping because they are [[:Category:Qutrub|Qutrubs]]. Especially with Tachi: Kagero on SAM or Blade: Chi if you are a NIN. While SAM has an elemental resistance damage bonus in the usage of Kagero, both can do straight 9s. As long as the Qutrubs have been hit with Banish first then you should wreck them. Otherwise, the rest of the foes inside or within A are generally fair game for hybrids if you are buffed.<br />
Finally, NIN with [[Karambit]] fighting skeletons certainly feels less bad than a DRG with its blunt damage options, but oh boy is that not saying much. NIN also stands out alongside SAM for its ability to employ the aforementioned hybrid WSs. Which should be the strongest damage option for any DD in Sheol on susceptible mobs. Also, if your skeletons are banished then you can just continue to use hybrids.

Alternative DDs for “''veteran''” job specialists may also be employed effectively, and include DRK, BLU, NIN, RDM, and RNG.<br />
Yes, I am asserting that DRK is not natively good for Sheol. It lacks a piercing option and comes with a rather lackluster blunt one which lacks Fencer as you are rightfully subbing SAM. DRKs often don't want to give up their overrated AM3 (opposed to AM1/2) on Calad to throw on a club because "the family will be dead in a moment". Instead spam-ageddoning Dufuscleaver for 30 minutes.<br />
A new DRK or a PUG invite you don't know would be better served as a WAR, DRG, or SAM until it is geared out. Even then plenty of "BIS" DRKs that lack experience put out comparatively lackluster DPS compared to veterans on other jobs. DRKs in my experience have tended to be some of the worst PUG DDs to invite given the criteria they are judged upon. Many DRKs simply exacerbate their already apparent handicap, anything that isn't slashing damage. Everyone points out they wear the same gear as WAR for clubbing, but damn does that miss the point by a mile. Sub-optimal, and fucked up party composition with nonsynergistic secondary builds the event calls upon, thy name is DRK.<br />Oh, and Dread Spikes are cool. Can't forget the spikes.

Keep in mind, DRK is a good job. You could just as easily complain about DRG like that too. Although it does have better secondary builds and overall better synergy even if its blunt options are even worse. Have you even ever used Full Swing or Judgment as a DRG? You might just want to step over the ledge in the zone and end it all. Thankfully, keeping JA haste without Hasso and thus gaining Fencer /WAR. As well as having more damage types than one, a heal, Jumps and Spirit Link to gain TP between families, etc are all handier for a better output despite the undead drag.

On the other less abusive hand, a well geared BLU or RDM with a TP bonus offhand should easily put out some of the best blunt WS damage with a [[Maxentius]] over a club wielding WAR, DRK, or— lolDRG.<br />All of these alternative DDs spam Savage Blade with Naegling, as you would expect. Given that the standard of which the community has chosen to measure DDs with is Naegling. Then the offensive output of these jobs should be clearly understood within that framework. As long as care has been put into them. Then I would take them over your everyday Naegling WAR asking for an invite on every dimly lit corner in Vana’diel. As a leader you have to actually ask a prospective member where they are at though. As a an “alternative DD” you would need to tell the leader of the group how much forethought you actually put into your job in this capacity.<br />
Besides its DD potential, RDM also allows the BRD to drop a March for a Minne due to Haste 2, which is very handy. Coordinating with a Tank or lead DD to cast Phalanx II over their set can cover close to half the run too with life saving possibilities. If you were wondering, yes, I am asserting it is handier to take a delay capped, Temper II, Savage Blading, Black Haloing, Haste IIing, Phalanx IIing, Curing, buffed up veteran RDM/nin over any DRK.

In the same vein, outside of being a healing DD like RDM, BLU has access to Cruel Joke if you gather foes to employ it. Additionally, Diffusion of a few useful buffs such as [[Nature's Meditation]] or [[Cocoon]] for NMs or Halos. Mighty Guard too, if Joke isn’t being used. All of which works well with Random Deal and Wild Card. Between that, and Embrava you can once again drop a haste song for a run and gain a Minne. Do not undervalue a Minne in Sheol because stupid things do happen. Lastly, Sudden Lunge also comes in handy to stop Hundred Fists, Invincible, Eagle Eye Shot, or Mijin Gakure on the last floor halo as well. BLU having access to AoE sleep, stun, and flash is another viable usage of the job aside from DD, depending on setup.

Lets not forget, RNG can lean on its piercing or magical WSs when applicable, and these should not be underestimated in favor of smooth brain Savage spam. RNG isn't the first thing you think of—perhaps ever—as it is a princess job sensitive to buffs with paper skin and glass bones. However, a veteran RNG can tear shit up.

====Support====
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When it comes to support, GEO gets shafted in this event as a pure support class. Not only is there a massive -75, -85, and -95% reduction in the power of offensive bubbles like Frailty for A, B, and C, but also Gaol as well. Even still outside of Gaol fights, A, B, and C are a mobile event where a bubble has to constantly be moved, players are often infuriatingly outside of it, and therefore can’t effectively be boosted effectively with JAs for these reasons. A GEO can be used, especially if there is someone pulling nearby families to a single point, but it is still superbly subpar compared to sourcing it to a COR and BRD.<br />Not all is lost though. Using both an Indi and a Geo bubble for Fury is a somewhat effective way to ensure there is coverage. GEO can double up and fill in as the main healer with it’s bubbles as a side benefit. GEO certainly isn’t a bad choice to heal either once it has Curaga III. Coupled with its ability to Entrust [[Indi-Regen]] or [[Indi-Barrier]]. Which are potent enough to make a difference.

Overall, BRD and COR are simply fantastic for this event, and are an ideal combination in every group. When /NIN, ‘’as you should be’’, both are capable of putting out very measurable DPS. It should go without saying, but both jobs need to use their secondary damage types. With Aneas being the underrated weapon for a BRD to take on flying creatures with. Please don’t be the shitty R15 Carn DD BRD, it sucks here.<br />
Don’t forget your roles first either. A COR forgetting rolls or a BRD that is quicker to engage than to sleepga is the near metaphorical equivalent of a kick in the balls. I speak from the experience of occasional death on overzealous halo pulls. That being said a BRD should sleepga a halo only ''after'' hate is established on the Beastmen less they be the ones to die.

====Healing====
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Healing is simple yet strangely painful depending on whose hands you place your life and Exemplar Points in or how careless your DDs can behave. WHM is an obvious healer, but I am far more partial to the AoE Regen V, Embrava, and Phalanxga of a SCH. The storms are handy too, especially for a COR wildfiring undead, and the Enwaterga for Dahaks doesn't hurt either. The trouble tends to be actually finding an experienced SCH.

Apart from that, SMN, RDM, GEO, or even BRD can sub WHM with [[Curaga III]] and heal an entire run. This especially works with a PLD using Majesty if you go that route. SMN would stand out here for their TP bonus buff for jobs like Naegling WAR and DRG or Hastega II for once again gaining another song slot.<br />
Back once more to GEO. It has to get out of the typical box—or better said dual box—to be worthwhile in segment farms. Having a good GEO take over main healing allows it to engage in the aforementioned subject matter of the Support section above.

====Tanking====
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When it comes to tanking, taking one is situational. For DD groups attempting to blow through the run, it would only be useful for more inexperienced groups. As buffed DDs in DT sets and with a Minne mow through everything at a certain point. Especially in A and B where a tank will wonder why they are even there. For Sheol C it is still not strictly necessary depending on the setup, but it absolutely makes a run safer and smoother to take a tank.That whole “a bird in the hand is better than wishing you never came out of your mom’s bush” line, or however it goes, would apply here. If I were making or joining a PUG for Sheol C then I would absolutely look for a tank. A side benefit (of a tank, and not the ol’ burning bush) is that it opens the door to other setups such as a BRD or GEO or SMN healing.<br />
PLD is generally the ideal tank for PUGs. It should be capable of taking little to no damage at all with Minne, food, and Phalanx on, has an SIR set, and cares to cure. Banishga is very useful for undead, as is circle usage, and is another big selling point.

RUN on the other hand, suffers some typical out-of-the-box shortcomings. From a lack of native curing or readily obtained defense heavy equipment. It does become markedly easier as a RUN with Nyame gear. To be clear, as long as the RUN has two Minnes and food then they can take on the whole zone in typical gear. Minne as well as [[Embolden]]ing Protect are not optional though. More over, once a RUN gets Nyame, it can either run a regiment of Minnes or get fancy with Minne and Mambos. As a Nyame RUN has the ability to cap evasion all the way through the last floor of Sheol C with Mambos and an evasion DT set. All in all, a RUN does possess a better AoE hate tools in an event it certainly needs them in, but has some extra assembly required, and batteries are certainly not included. Both tanks are determined by the readiness of their sets, and PLD is a little ahead of this by default.

===Pet Jobs===
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Last and certainly least, BST and PUP suffer in Sheol A, B, and C, and are not ideal in any setup in my opinion. With lolPUP standing out as theoretically the worst DD imaginable for Sheol B and C especially. Although a super-duper dedicated PUP/whm with the Soulsoother frame could conceivably heal a whole run and earn some Master Points, but this be stunningly silly.

Fortunately, these jobs are both potentially exceptional for Sheol Gaol, especially a good PUP. So it works out in the more important content you farm segments for in the first place. Especially if you try to defeat the three NMs you fight. Which I will admit that if I had to guess; easily less than 10% of the population probably does this. I am in this 10% though, and it feels good to put the job to work.

===Party Construction===
<hr style="background:#552E36; height: 1px;">
Otherwise, parties ordinarily focus on constructing one as follows:
*'''DD''' x2
**''Easy DDs'': WAR, DRG, SAM
**''If Veteran'': DRK, BLU, NIN, RNG.

*'''Support''' x2
**''Essentially'': BRD and COR.

*'''Healer''' x1
**''Ideally'': SCH or WHM
**''Possible'': RDM/whm, BRD/whm, SMN/whm, RUN/sch, etc

*'''Tank''' ''or'' '''Wild Card''' X1
**''Tank'': PLD or RUN or veteran BLU
-or-
*''Wild Card''': Any job you can make work instead of a tank such as another DD.

===Strategy===
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Strategy is the why behind the what when it comes to job selection. There are a few boxes that need to be checked:
*'''Damage''':
**DDs with a variety of types when it comes to B and especially C.

*'''Support''' should be:
**Capping haste
**Increasing Attack
**Mitigating Damage
**Contributing beyond primary functions. E.g. DDing or healing.

Support is the most valuable position in the group for any part of Sheol. If you are a BRD then you need to understand how it functions. There should absolutely not be any sleepgaing with a horn, singing 2-5 Paeons, and not understanding how to overwrite your own songs. Lullaby in a Blurred Harp or Daurdabla, use the songs you are actually going to sing while the DDs fight and then overwrite them, and pay attention to songs overwriting or packet drops. Only ignorant BRDs use dummy songs like Paeons. Please learn to play BRD if you are going to select the job.<br />
When I ask for Mambo after DD songs it tends to throw BRDs through a loop because suddenly their duration becomes a problem and they need to go grab [[Mousai Crackows +1]] or do some big brain work otherwise. You can quickly watch a BRD meltdown when this happens. So test your songs next to a Nomad Moogle for JA reset, and make some notes so you can avoid issues.<br />
Otherwise, the attack of the fodder foes in Sheol is abnormally high. Using a Minne as the fifth song is valuable in keeping players from dying to Sickle Slash, Sprout Spin, Scorpions, etc. Where as using a boosted [[Herculean Etude]] is more valuable over that third or fourth (under SV) Minuet. <br />
When it comes to CORs they shouldn’t be made of glass and fighting in Adehmar. Heavy DDs need attention over you

*'''Healers''' ''should be'':
**Healing and buffing.
**Communicating/directing traffic.

Did that DD just run off for no good reason and die? Is the weakened DD getting themselves killed for no reason? Do you need people to gather for Regenga or Phalanxga or Barspells? If you see this happening from the backline then you need to comment on it. As the healer you are capable of watching the whole party in a way those up in the action won’t see. Don’t forget that casting haste can in fact matter. So as the healer you should be aware of haste values and haste cap. It is only a free ride to be the healer if you get carried through by your group. Their losses will be your fault if you just stand there hitting nothing but one cure macro the entire.

====Setups====
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Example of a typical Sheol C PUG group:
*WAR, DRG, COR, BRD, WHM or SCH, PLD or RUN.
*SAM, DRK, COR, BRD, WHM or SCH, PLD or RUN

Example of effective alternatives:

*DD, DD, DD, BRD/nin, COR, WHM
**Where DDs receive one Minne.
**NIN stands out as a viability here for hybrids, Naegling SB spam, and survivability.

*WAR, DRG, BLU, BRD/whm, COR, PLD
**BRD has MLs and access to curaga 3.
**PLD and BLU backup heal.
**PLD can pull a couple of adjacent families, BRD can sleep, BLU stays behind to [[Cruel Joke]], and the other 5 in the group move on. Assuming it all lines up.

*WAR, SAM, BLU, BRD, COR, RUN/sch
**Where the RUN can pull, heal, and buff.
**RUN provides regenga and phalanx, etc.
**BLU DDs and supports/backup heals if needed. ***Can cruel joke families with coordination between the BRD or RUN.
***BLU can AoE Temporal Shift/A. Burst, but it doesn't matter too much if the backline pulls hate because there is no backline.

*WAR, DRG, COR, BRD/nin, SCH, veteran BLU/run
**Where the BLU sets evasion traits, AoE hate spells, support spells, Sleepga, Entomb, and some DD traits. Then receives two Mambos after standard DD songs, and finally eats evasion food.
***Only one JAed Dragonfoe should be enough for the first two floors in a proper evasion set.
**The BLU should still do more DPS than a standard tank while fulfilling the role effectively with evasion and Occultation.
**The BLU also breaks off from the group to solo gather and Cruel Joke families while the rest of the party continues doing their thing.
***The BRD may provide sleep support to make this much easier if it is nearby.
**This entire spiel requires some level of communication and understanding.
***See [[Out of the BLU#Odyssey]] for more details on ''BLUing'' this.

Now, do some of those strategies seem somewhat superfluous or kind of convoluted? Well, yes and no, unless the group is full of aspiring mimes then it is possible, but some groups simply are aspiring mimes. Then it could be a problem, but then what wouldn’t be? You just need to keep that in mind when approaching this or anything for that matter.<br />
So not only are such strats potentially more rewarding to a group than the standard spam WSs and AFK approach to the whole game. Rather, they are arguably more engaging, and allow groups who regularly farm to change things up and earn Master Levels on other jobs. All while not getting bored with the game and not being strictly "bad" setups.<br />
This is known as something whispered through the eons of gamerdom as a mystical thing called “fun”. It could even be considered the purpose of this game. All in all, there are more conventional setups there as well for anyone to base their approach off of.<br />
I am attempting to cover both the "fun" as well as pointing out certain aspects of performance. How'm I doing?


Sheol Gaol will have more specific strategies covered below in the section of each NM.

==Sheol Zone Tables==
The Sheol tables below for A, B, and C are generalizations for hitting 99% accuracy.
*'''Please Note''': Nostos foes and the NMs, like most mobs in the game, are generally WAR, and thus the defacto accuracy target for the table.
**For THF mobs such as Chigoes or Draugars in Sheol C. These require roughly about 120 more accuracy over that.
***1,407 accuracy to cap on them for floor 4 of Sheol C.

*Accuracy cap listed for halos is similarly set at the higher Ninja level despite the other foes having lower evasion.

===Sheol A===
<hr style="background:#552E36; height: 1px;">
{| class="R-Highlight-Purple altrowgrey-even bdrdarkblue" cellpadding=4 style="text-align: center; width: 100%; max-width:700px; border-collapse: collapse"
! Floor
! Level
! Foe
! Acc. Cap
|-
| rowspan="3" | 1
| 119
| Nostos/Halo
| 821/836
|-
| 122
| NMs
| 901
|-
| 124
| Mimic
| 955
|-
| rowspan="3" | 2
| 121
| Nostos
| 874
|-
| 124
| NMs
| 955
|-
| 126
| Mimic
| 1,010
|-
| rowspan="3" | 3
| 123
| Nostos/Halo
| 928/963
|-
| 126
| NMs
| 1,010
|-
| 128
| Mimic
| 1,064
|-
| rowspan="3" | 4
| 125
| Nostos
| 983
|-
| 128
| NMs
| 1,064
|-
| 130
| Mimic
| 1,121
|-
| rowspan="3" | 5
| 127
| Nostos/Halo
| 1,037/1,069
|-
| 130
| NMs
| 1,121
|-
| 132
| Mimic
| 1,181
|-
| rowspan="3" | 6
| 129
| Nostos
| 1,091
|-
| 132
| NMs
| 1,181
|-
| 134
| Mimic
| 1,241
|-
| rowspan="3" | 7
| 131
| Nostos/Halo
| 1,151/1,196
|-
| 134
| NMs
| 1,241
|-
| 136
| Mimic
| 1,302
|}

===Sheol B===
<hr style="background:#552E36; height: 1px;">
{| class="R-Highlight-Purple altrowgrey-even bdrdarkblue" cellpadding=4 style="text-align: center; width: 100%; max-width:700px; border-collapse: collapse"
! Floor
! Level
! Foe
! Acc. Cap
|-
| rowspan="3" | 1
| 124
| Nostos/Halo
| 955/991
|-
| 127
| NMs
| 1,037
|-
| 129
| Mimic
| 1,091
|-
| rowspan="3" | 2
| 126
| Nostos
| 1,010
|-
| 129
| NMs
| 1,091
|-
| 131
| Mimic
| 1,151
|-
| rowspan="3" | 3
| 128
| Nostos/Halo
| 1,064/1,204
|-
| 131
| NMs
| 1,151
|-
| 133
| Mimic
| 1,211
|-
| rowspan="3" | 4
| 130
| Nostos
| 1,121
|-
| 133
| NMs
| 1,211
|-
| 135
| Mimic
| 1,272
|-
| rowspan="3" | 5
| 132
| Nostos/Halo
| 1,181/1,220
|-
| 135
| NMs
| 1,272
|-
| 137
| Mimic
| 1,332
|-
| rowspan="3" | 6
| 134
| Nostos/Halo
| 1,241/1,282
|-
| 137
| NMs
| 1,332
|-
| 139
| Mimic
| 1,392
|}

{{:Category:Odyssey|transcludesection=Sheol B}}

===Sheol C===
<hr style="background:#552E36; height: 1px;">
{| class="R-Highlight-Purple altrowgrey-even bdrdarkblue" cellpadding=4 style="text-align: center; width: 100%; max-width:700px; border-collapse: collapse"
! Floor
! Level
! Foe
! Acc. Cap
|-
| rowspan="3" | 1
| 129
| Nostos/Halo
| 1,091/1,133
|-
| 132
| NMs
| 1,196
|-
| 134
| Mimic
| 1,241
|-
| rowspan="3" | 2
| 131
| Nostos/Halo
| 1,151/1,195
|-
| 134
| NMs
| 1,241
|-
| 136
| Mimic
| 1,302
|-
| rowspan="3" | 3
| 133
| Nostos/Halo
| 1,211/1,257
|-
| 136
| NMs
| 1,302
|-
| 138
| Mimic
| 1,362
|-
| rowspan="3" | 4
| 135
| Nostos/Halo
| 1,272/1,314
|-
| 138
| NMs
| 1,362
|-
| 140
| Mimic
| 1,431
|}

{{:Category:Odyssey|transcludesection=Sheol C}}

==Notorious Monsters==
There tends to be some confusion over the access requirements for the NMs. Outside of needing three {{KI}} Moglophone IIs NM access works as follows:
*All players start off with only access to T1 NMs at Vengeance 0, but may be entered into any fight at any difficulty by another player with clears.
:*Otherwise a player must clear V0 to unlock V5 then V10, 15, etc in order to access higher vengeances.
::*All of the Tier 1 NMs must be cleared before being able to initiate Tier 2 of your own volition.
*If you don't have clears and a player enters you into the V20. Then you now have credit for clearing all the lower tiers upon victory, and may now initiate these.
:*You still need to complete the lower tiers though. If your only wins are every Tier 3 at V20 then while you can purchase all of the equipment and augment it to R25, you must clear all T1 and T2 in order to personally iniate these fights.
::* This is what makes targeted shouts so valuable for players. Someone farming Reinforcement Points for their armor can also bring players access up. Who can get a progress boost. Then yell to clear a higher tiers to build access.
*To finalize these examples, NM initiation access is limited by the highest vengeance clears of the tier before it.
:*If all of your T1s and T3s are V20, but your T2s are V15. Then you may initiate T1s at V20, but until you clear T2 to V20 then your T3s may only be initiated at V15. Despite having all V20 wins in that tier.
When it comes to RP, clearing V0 grants access to augmenting up to V15 despite a lack of RP from V0 fights.
*It's then v15 for R20, v20 for R25, etc.
:* You do not unlock higher rank access until then. For example V19 doesn't unlock past R20. You must complete V20 to take your augment limit from R20 to R25.

===Farming RP===
<hr style="background:#552E36; height: 1px;">
As for farming RP, there are a couple ways to go about it. All which involve a {{ItemIcon|Moogle Amp.|25}} Moogle Amplifier.
*Which means you are spending between 10,500 to 13,500 segments per run.
While wins and clears should simply be defeating the foe (or not) and leaving. You should only farm RP with the triple-win bonus as it is worth x6 RP.

To gain the triple-win ("supercharge") bonus:
*Reduce a foe's HP down to at least 95% in each of the three consecutive fights. Yes, that means just doing 5% of the foes HP in damage.
:*You can amp the next fight fight and then leave for the bonus, but then you lose your triple-win bonus.
::*Joining a group to help with a clear and then gaining RP or winning will reset the bonus.
:::*If you gain no RP such as from warping out then it remains.
::*Wiping with no reraise and leaving as a result will remove the bonus.
::* Failing to do 5% or more of the foe's HP in damage before 15 minutes passes removes the bonus removes the bonus.
::*A member disconnecting between fights will prevent you from being able to enter, and the bonus will be lost.
:*You may indefinitely maintain the bonus by always completing three NMs to at least 95% HP each time.

The supercharge bonus is then applied to the next NM you use a Moogle Amplifier on. It may be any of the three. If you don't use it on the first NM then you just gain points with no triple-win or amplifier bonus. So you should fight the NM you want to use it on first.

Now, you do get more points for defeating the foe or doing more damage than 5%, but that is a smaller bonus. Bonuses are additive as follows:
*x6 RP for the ''first'' NM an Moogle Amplifier is used on after a "supercharged" run.
*x2 RP for the Moogle Amplifier.
:*You may amp the other NMs in the run for a x2 bonus, but not the x6 supercharge bonus.
*x1 RP for defeating the foe, and less for not.
:*For instance inflicting only 20% HP of damage to an NM in the 15 minutes will turns this bonus into x0.1.
::*There is a 50% penalty for not defeating the NM with an amp so instead of x0.2 for doing 20% it is x0.1.
:::*In this specific instance the multiplier becomes x8.1.
This is why defeating the NM isn't required as its still ~x8 RP for the amped triple-win NM if you don't defeat it.

Therefore, there are two paths:
*A) Losing intentionally.
:*Most Pick Up Groups go this route.
:*This is most popular path in general.
*Trying to win.
:*B) This typically involves a solid group of players. Who then do one serious V20 and two V19s or just three V19s.

====Path A====
<hr style="background:#552E36; height: 1px;">
When trying to lose you just need to ensure you do 5%+ damage, reraise up, and wait for the timer to expire. You also want to use an amplifier on every NM, assuming you want the RP.<br />
This means you need more than one run of Sheol C in segments if you don't full clear. Once again, stockpile segments proactively.

Jobs like BST with Purulent Ooze or PUP with [[Overdrive]] are effective. As this doesn't too much care or even a full party. Keep in mind that Ooze is water-based lubricant, and won't work on Ngai without it's aura up or Ongo. Ooze will work for the rest of the T3s and Bumba.<br />
This is also a tip rather than a full explanation of utilizing PUP and BST to do this. As I despise the queue being clogged up at certain times by solo/multi-box players refusing to team up. However, I would be remiss in not mentioning something so basic and helpful.<br />
Bit of a digression, but PUP and BST are underrated and objectively very fun jobs. Which I would encourage you to otherwise enjoy. Rather than partial gearing for a singular purpose or cheesing Odyssey.

At any rate, players can focus on completing the same NM three times in a row to focus on building out a set like Nyame. Otherwise there is no beating V20 Bumba three times in a row. The DPS just won't be there. So you can see why path A is popular.

====Path B====
<hr style="background:#552E36; height: 1px;">
Path B is the one I am fondest of. Will you gain as much progress on your equipment? No, you will not. Does it require more effort? Yes, it does.<br />What it does provide is potential time saved in the short term, but more importantly an outlet for the enjoyment of developing and playing other jobs. It provides encouragement to revisit the game itself by causing players to expand their repertoire beyond the most bandwagon of jobs. Since you will need several jobs geared across the party to do this. Especially SMN, BLU, DNC, and even RDM. Which are not as common to find.<br />
Are you a DNC, BST, BLU, SMN, RDM, BLM, PUP, etc that feels marginalized by the game? Well, Path B means you get a shot at the action. As well as to develop the technical skills to better your knowledge and abilities as a player. Real strategy and job distribution is required here instead of planning to lose. This is quite obviously the way the event was intended to be approached.

There are various ways to go about this, but the first NM is always V19 or V20 depending on how capable of handling the NM of choice your group is. This is where you blow most of your buffs on if it is a T3 or T4. Generally, in the form of BRD and COR, but some fights such as Arebati or Ongo require a GEO as well. Which is a big deal as it impacts what can or can not be realistically approached. As does the damage susceptibility of an opponent. You aren't going to get away with winning Ngai, Gigelorum, and Henwen all at once because there is only so much meaningful blunt damage you can employ. You certainly will want to have a DRK with a club as well as a DNC, NIN, THF with [[Karambit]] though so you aren't pigeonholing your heaviest DDs into such a role. Make no mistake those jobs can do the damage on a T2 with Karambit, and win.

Groups can also just blow away a T3 or T4 and then bang out two T1s very quickly then re-enter if they have enough segments to blow. As long as the line queue isn't long this can be done in a similar timing as one fail and wait x3 of the same NM, which would be more points. Personally, I like to do this with my static. As we can defeat a whimpy V19 [[U Bnai]] in less than 4 minutes of fighting with ''reject jobs'' and without capping magical haste, and be done for the night. Then go do Ambuscade, watch Shinryu drop nothing, have free time to ourselves, etc. As we say, "Keep it tranquillo."

Keep in mind players can exchange RP for segements at 1:1 from these T1s they don't want back. So while it is ~600 points, and a loss from the 1,500 spent. It is not really that much of a loss. This was also useful for limiting certain members who refused to have any reserve of segments because they wanted to constantly amp anything. They certainly won't keep amping the mob that drops RP for the PUP animator!

==Sheol Gaol==
Below are the NMs of Sheol - Gaol. Each NM has its own weakness and tends to resist much of anything else. This is less pronounced in the Tier 1s, but scales up in the Tier 2s, and becomes rather absolute by T3. For Tier 1 and Tier 2, especially at Vengeance 0, players can ''generally'' ignore these mechanics and just DD fingerblast your way to victory.<br />
For example, instead of magic bursting on Raskovniche players can line up for the first vengeance tiers and just spam WSs. This is less so the case for the other NMs such as Procne, but you would never want to use something like a slashing DD on a Tulfaire anyway due to their native -50% resistance to it. Weaknesses which still apply to these NMs besides the other Gaol specific values. So that means no blunt damage to wimpy U Bnai either. <br />
As for Tier 3s, those NMs require setups purely focused on their damage weakness as well as responding to their auras. Prior to Tier 3, foes receive a random aura at 50%. Such as -50% to attack or defense or a sharp decrease in magic accuracy, magic attack, or magic evasion. Tier 3s continue this, but also gain an visible aura after the usage of a specific TP move. While the aura is active a temporary barrage of potentially deadly fetters will emerge after the usage of any TP move.<br />
Fetters inflict elemental breath damage, and require using -% "Damage Taken" (or Breath Damage Taken) equipment to reduce their damage. Not magic damage, Aegis, or any of the readily found PDT pieces, etc. Magic evasion is also essential to resist their AoE attacks. This includes having the corresponding elemental resistance of your character being greater than 0. This means a Barspell, a [[Carrier's Sash]], or [[Warder's Charm +1]], etc. This applies across the entire game, but prominently comes into play here.
*E.g. [[Ngai]]'s fetters are water based. Any player being hit by them needs to have a water resistance value of 1 or greater.
Finally, the aura enables the usage of and ''perhaps'' increases the usage of a special TP move for each family. These moves, such as Mboze's Tiiiimber, become accessible at lower HP anyway. You are in an increased danger in general beyond the fetters while the aura is on. Especially at higher vengeances when the aura comes on much earlier ~80% HP or so.

Each vengeance level increases the status attributes of a Gaol NM by 4 across the board, and gains them -1% DT. So at vengeance 20 you are contending with 80 more attributes and 20% DT beyond the damage resistance values of the foe. At vengeance 20+ NMs of all tiers also gain a pet. It has a ton of HP, and thus is impractical to fight. These adds will only attack the second player on the enmity list meaning one tank can not hold it. The add can however, be bound, gravitied or slept. This includes even the undead add such as Gogmagog's despite resistance to dark sleep. Adds can be handled in various ways, but generally a RDM is preferred to fill this new gap.<br />
Further, the NMs gain a massive regen effect of what seems to be roughly around 1% HP every 3 seconds while the add is present. Creating what equates to a massive DPS race against the clock.<br />''But wait, there's more!''<br />Finally, for Tier 3 and above when a Gaol NM gains their aura it clears all debuffs off of the add. Meaning any bound or slept foe is now awake and angry. Although you may resleep or bind the add while the aura is active.

Otherwise, any adequate group should be able to defeat a V0 Gaol NM for equipment. It is the attempt to clear higher vengeances, especially V20, which may start causing genuine issues for players. Otherwise, even the T3s players tend to struggle with are more a matter of failing to put forth a cohesive and successful strategy.<br />
As for that, each NM below is in the table as a mirrored page. What is on the NM page is what you get. This includes the discussion page tab where strategies are listed. This means you the player are going to read the page of the foe, read the discussion around that foe, formulate, mimic, or alter a strategy, and go do it yourself. I did not want to make this guide nothing but proprietary information as that is the job of the wiki, and the guide is for guidance, not exclusive scoops. That being said, I do also provide some basic tips on top of the two pages.

{| style="min-width:390px; text-align: center;"
! colspan="4" style="background: #3F121A; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1200px;" | NMs and Weaknesses
|-
! colspan="4" style="background: #3D1633; color: #FFFFFF; padding: 3px;" | Tier 1
|-
| style="background: #9070B0; padding: 3px;" | '''[[Dealan-dhe|<span style="color: #FFFFFF; white-space: nowrap;">Dealan-dhe</span>]]'''<br />[[File:Twitherym 3.png|70px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{piercing}} Piercing
| style="background: #9070B0;" | '''[[Sgili|<span style="color: #FFFFFF>Sgili</span>]]'''<br />[[File:Umbril 1.png|75px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{earth}} Earth / <span style="white-space: nowrap;">{{magical}} Magic</span>
|-
| style="background: #9070B0;" | '''[[U Bnai|<span style="color: #FFFFFF>U Bnai</span>]]'''<br />[[File:Acuex 1.png|70px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{slashing}} Slashing / <span style="white-space: nowrap;">{{magical}} Magic</span>
| style="background: #9070B0;" | '''[[Gogmagog|<span style="color: #FFFFFF>Gogmagog</span>]]'''<br />[[File:Dullahan 1.png|85px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{blunt}} Blunt / <span style="white-space: nowrap;">{{H2H}} H2H</span>
|-
! colspan="4" style="background: #3D1633; color: #FFFFFF; padding: 3px;" | Tier 2
|-
| style="background: #9070B0;" | '''[[Aristaeus|<span style="color: #FFFFFF>Aristaeus</span>]]'''<br />[[File:Chapuli 1.png|70px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{slashing}} Slashing
| style="background: #9070B0;" | '''[[Procne|<span style="color: #FFFFFF>Procne</span>]]'''<br />[[File:Tulfaire 1.png|75px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{piercing}} Piercing / <span style="white-space: nowrap;">{{ranged}} Ranged</span>
|-
| style="background: #9070B0;" | '''[[Gigelorum|<span style="color: #FFFFFF>Gigelorum</span>]]'''<br />[[File:Matamata 3.png|85px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{blunt}} Blunt / <span style="white-space: nowrap;">{{H2H}} H2H</span>
| style="background: #9070B0;" | '''[[Henwen|<span style="color: #FFFFFF>Henwen</span>]]'''<br />[[File:Raaz 1.png|65px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{blunt}} Blunt / <span style="white-space: nowrap;">{{H2H}} H2H</span>
|-
| style="background: #9070B0;" | '''[[Marmorkrebs|<span style="color: #FFFFFF>Marmorkrebs</span>]]'''<br />[[File:Craklaw 1.png|75px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{thunder}} Thunder
| style="background: #9070B0;" | '''[[Raskovniche|<span style="color: #FFFFFF>Raskovniche</span>]]'''<br />[[File:Snapweed 1.png|70px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{wind}} Wind
|-
|-
! colspan="4" style="background: #3D1633; color: #FFFFFF; padding: 3px;" | Tier 3
|-
| style="background: #9070B0;" | '''[[Arebati|<span style="color: #FFFFFF>Arebati</span>]]'''<br />[[File:Cehuetzi 2.png|85px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{piercing}} Piercing / <span style="white-space: nowrap;">{{ranged}} Ranged</span>
| style="background: #9070B0;" | '''[[Xevioso|<span style="color: #FFFFFF>Xevioso</span>]]'''<br />[[File:Bztavian 2.png|80px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{piercing}} Piercing / <span style="white-space: nowrap;">{{ranged}} Ranged</span>

|-
| style="background: #9070B0;" | '''[[Kalunga|<span style="color: #FFFFFF>Kalunga</span>]]'''<br />[[File:Gabbrath 2.png|65px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{slashing}} Slashing
| style="background: #9070B0;" | '''[[Mboze|<span style="color: #FFFFFF>Mboze</span>]]'''<br />[[File:Yggdreant 2.png|85px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{slashing}} Slashing
|-
| style="background: #9070B0;" | '''[[Ngai|<span style="color: #FFFFFF>Ngai</span>]]'''<br />[[File:Rockfin 2.png|85px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{blunt}} Blunt / <span style="white-space: nowrap> {{H2H}} H2H</span>
| style="background: #9070B0;" | '''[[Ongo|<span style="color: #FFFFFF>Ongo</span>]]'''<br />[[File:Waktza 2.png|120px|link=]]
| style="background: #C0A9D6; padding: 3px;" | {{earth}} Earth
|-
! colspan="4" style="background: #3D1633; color: #FFFFFF; padding: 3px;" | Tier 4
|-
| colspan="2" style="background: #9070B0;" | '''[[Bumba|<span style="color: #FFFFFF>Bumba</span>]]'''<br />[[File:Wyrm 6.png|125px|link=]]
| colspan="2" style="background: #C0A9D6; padding: 3px;" | {{physical}} Physical Damage
|}
===Tier 1===
<hr style="background:#552E36; height: 1px;">
{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Dealan-dhe
|-
|
{{:Dealan-dhe}}
|-
! style="background: #552E36; font-size: larger; color: #FFFFFF" | Dealan-dhe Tips
|-
|
*Barfire and Baramnesia if using a WHM.
*[[Addle]] or [[Pining Nocturne]] are recommended to reduce Amnesia and magical damage.
*A tank is advised as a way to mitigate dispel spam being used on DDs.
:*Otherwise, it could be useful to invest in buffs that can't be dispelled from the general DDs such as [[Indi-Haste]] and [[Haste Samba]].
*Entrust [[Indi-Refresh]] is useful for keeping the MP of a Paladin up as it can't be dispeled.
:*These tips can all combine to better allow for a PLD to focus on healing the group without requiring an actual healer.
|-
! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Dealan-dhe's Talk Page
|-
|
{{Talk:Dealan-dhe}}
|}
{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Sgili
|-
|
{{:Sgili}}
|-
! style="background: #552E36; font-size: larger; color: #FFFFFF" | Sgili Tips
|-
|
*Magic damage via skillchains is arguably the preferred way to approach this fight rather than throwing mindless DDs at it.
*Barblizzard and Barpara. WHM is ideal for this NM due to the doom and para spam. They can also Addle, and ideally this would be a chance to showcase the power of well geared [[Holy II]] magic bursts.
*Anyone in range of Sigili should have {{ItemIcon|Holy Water|}} [[Holy Water]]s and some form of doom removal equipment such as a {{imgpop|[[Purity Ring]]|Purirty Ring description.png|link=}} or {{imgpop|[[Nicander's Necklace]]|Nicander's Necklace description.png|link=}}.
*RNG and COR work well.
:*[[Slug Shot]] (COR) → [[Trueflight]] (RNG) → [[Wildfire]] (COR) → [[Wildfire]] (RNG) is a 4 step dark for {{color|earth|earth}} Earth MBs. Which the NM is weakest to for some reason.
|-
! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Sgili's Talk Page
|-
|
{{Talk:Sgili}}
|}
{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | U Bnai
|-
|
{{:U Bnai}}
|-
! style="background: #552E36; font-size: larger; color: #FFFFFF" | U Bnai Tips
|-
|
*Avoid blunt damage jobs as the foe resists the damage type.
*Addle II from a RDM makes this fight the easiest of any T1. Boosting magic evasion in general does.
:*Otherwise, a WHM, BLU with White Wind enough refresh (or Tizona), or a DNC can pretty easily main heal through the AoE magic damage without issue.
*Just throw buffed DDs at it until it is turned into a pothole, and call it a night.
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | U Bnai's Talk Page
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{{Talk:U Bnai}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Gogmagog
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{{:Gogmagog}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Gogmagog Tips
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*Don't get yourself killed by ''Noahionto'' during the 30 seconds of {{Icon|SP}} 1-hours, kite the mob.
*Don't stand on top of each other and get blocked by it's shield.
*PLD is ideal for [[Holy Circle]].
*Great time to bust out PUP, MNK, BLU, RDM, GEO, WHM, etc with {{ItemIcon|Maxentius|25}} [[Maxentius]] or DNC with {{ItemIcon|Karambit|25}} [[Karambit]].
:*Overdrive Bone Crushers from a Valoredge do the hurts.
::*An automaton that is putting out damage with overdrive can be utilized in lieu of a tank, but is still not one and will lose hate.
::*The master ''should'' ideally be meleeing in tandem and not gimply standing idle in the backline.
*If attempting this in a x3 run and have some form of buffs then consider THF and NIN with Karambit if that is what your members have.
:*Otherwise just use whatever weapons you have.
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Gogmagog's Talk Page
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{{Talk:Gogmagog}}
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===Tier 2===
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Aristaeus
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{{:Aristaeus}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Aristaeus Tips
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*DDs can {{slashing}} slash it into a fine red mist.
*Wear some DT, and on higher vengeances add in a [[Minne]] and/or Indi-Barrier to mitigate the increasingly more powerful {{physical}} AoE spam.
*PLD with a capped shield block rate and Majesty cure is the more ideal tank here.
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Aristaeus's Talk Page
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{{Talk:Aristaeus}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Raskovniche
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{{:Raskovniche}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Raskovniche Tips
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*Tank or any DDs around it should receive Barblizzara and Barpara.
*As a magic burst inclined fight, especially at higher difficulties, a RUN is ideal.
:*This RUN should be capable of participating in the SC.
::*Bring a COR for Wizard's/Samurai roll.
*Nuke {{wind}} {{color|wind|wind}} magic.
*Basis for a party should resemble: RUN, COR, BLM, GEO
:*You can then take a lazy BRD to cap haste and a SCH or at V20, a RDM.
:*You could also just ditch a BRD and entrust haste on the RUN.
::*You can keep it up with RD and WC for the whole fight, allowing for a nuking SCH and BLM combo and a supporting/healing RDM to make easy work of the fight at any tier.
*Skillchain example:
:*Laeden Salute → Dimidiation = {{icon|fragmentation sc}} Fragmentation → Last Stand = {{icon|light sc}} Light → Dimidiation = {{icon|light sc}} Light
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Raskovniche's Talk Page
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{{Talk:Raskovniche}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Marmorkrebs
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{{:Marmorkrebs}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Marmorkrebs Tips
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*The tank must watch out for Max HP Down and Dispel.
:*Failing to account for these factors will see Sundering Snip one-shot them.
*As a magic burst fight a RUN is ideal.
:*This RUN should be capable of participating in the SC.
::*Bring a COR for Wizard's/Samurai roll.
*Nuke {{thunder}} {{color|thunder|thunder}} magic.
*Basis for a party should resemble: RUN, COR, BLM, GEO
:*You can then take a lazy BRD to cap haste and a SCH or at V20, a RDM.
:*You could also just ditch a BRD and entrust haste on the RUN.
::*You can keep it up with RD and WC for the whole fight, allowing for a nuking SCH and BLM combo and a supporting/healing RDM to make easy work of the fight at any tier.
:::*This adds up to RUN, COR, BLM, GEO, SCH, RDM
:*If you want variety in your life on lower difficulties then you can take a RNG over a COR, or a BST over the arguably unnecessary BRD for [[Killer Instinct]].
::*Example, RUN BLM GEO SCH BST RNG for V19 and lower.
*Skillchain example:
:*Laeden Salute → Dimidiation = {{icon|fragmentation sc}} Fragmentation → Last Stand = {{icon|light sc}} Light → Dimidiation = {{icon|light sc}} Light
:*Swooping Frenzy → Trueflight = {{icon|light sc}} Light → Dimidiation = {{icon|light sc}} Light
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Marmorkrebs' Talk Page
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{{Talk:Marmorkrebs}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Gigelorum
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{{:Gigelorum}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Gigelorum Tips
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*Back off at 75% for 30 seconds as Mighty Strikes can be deadly with Tail Thwack.
*I personally prefer a PUP and SMN combo for this to help negate the conal Zombie, Max HP Down, TP Reset, and Full Dispel moves.
:*These moves are conal so the backline should watch their positioning.
:*The SMN is required to allow the MNK and any other DD not to pull hate via [[Pacifying Ruby]].
:*On V20 the PUP must be a competent DD to help meet the DPS check.
::*RDM should also melee with Maxentius once the add is slept.
:*Example of this setup: MNK, PUP, BRD, COR, SMN, WHM
::*BRD sings Dirge.
::*For V20 you can swap the WHM for a SCH and the SMN for a RDM and either [[Caper Emissarius]] the PUP for a [[Ventriloquy]] or simply sacrifice the COR for max hate reset.
*If going the more traditional route of something like a PLD, MNK, WAR, BRD, GEO, WHM then you will want to boost defense and keep up with erase on the defense down.
:*BRD sings standard offensive songs, but need to use a Dirge the DDs and Sirvente the tank.
:*Geo should use Barrier, and Fury.
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Gigelorum's Talk Page
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{{Talk:Gigelorum}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Procne
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{{:Procne}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Procne Tips
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*If the tank holds hate then this fight is trivial with buffed up DDs. If they don't, then well, good luck to you.
*Tanks, especially RUNs, need to time their casts and abilities very well to avoid getting encumbered in the wrong sets.
:*Procne spams TP moves.
*A RUN will be most in danger from the physical half of Procne's TP move spam, and lesser prepared PLDs can find themselves taking unexpected amounts of {{wind}} magical damage.
:*Molting Plumage spam means there is the potential for a lot of dispel being used.
*DDs do not want to pull hate at higher vengeances as Swooping Frenzy {{physical}} (conal) can be rather deadly without countermeasures, and encumbrance/amnesia sucks.
:*This makes DRG and THF a good job combo. The THF Trick Attacks the DRG, and they High Jump the enmity away, and Super Jump when appropriate. The THF can also be the sacrifice for other DDs if hate shifts by using Collaborators during the fight.
::*Bringing a SMN with Carbuncle can prevent this issue all together again. [[Siren]] is capable of putting out respectable DPS given this role and buffs provided.
Example setups:
*PLD, THF, DRG, DNC or COR, BRD, RDM
:*Dirge should be used, if that wasn't self-evident.
*RUN or PLD, RNG, DRG, BRD, RDM, WHM or SCH
:*"My tank needs a babysitter"
*RUN or PLD, DNC, SAM or WAR or DRG, SMN, BRD, RDM
:*Box step, yo.
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Procne's Talk Page
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{{Talk:Procne}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Henwen
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{{:Henwen}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Henwen Tips
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*Henwen is deadly if the tank loses hate. It's frequent and powerful counter as well as TP moves like Barreling Smash will pancake DDs before they can even turn around.
*You may and likely will use a PLD (''not'' a RUN) since shield blocking will prevent the effects of TP moves like terror or hate reset from landing.
:*Otherwise, a good PUP along with support from a SMN is a good option for this fight.
*Another chance for your RDM to bust out a Maxentius.
*Dirge is necessary from the BRD.
:*If you have Pacifying Ruby diligently being used on both the DDs then Dirge is still helpful, but not absolutely necessary.
::*SMN should make use of Apogee Pacifying on a secondary target and/or Conduit it later in the fight to be safe if there are several players DDing or you need to balance reapplying buffs later in the fight.
*Example setups:
:* PLD, RDM, BRD, SMN, WAR, MNK
:* PLD, RDM, GEO, SMN, BLU, MNK
:* PLD, RDM, BRD, COR, WAR, MNK
:* PLD, RDM, DNC, BRD, WAR, MNK
::*DNC uses [[Karambit]] and Haste Samba.
::*Spreading the damage out between the RDM, DNC, WAR, and MNK with Dirge will help prevent capping enmity and dying before Henwen is down.
:* PUP, RDM, COR or GEO, BRD, SMN, MNK
::*Good chance to be a zealous melee GEO.
:* PUP, RDM, BST, BRD, SMN, MNK
::*BST (and BRD) can use very sad [[Mafic Cudgel]], but they are there for Defense Down, and Killer Instinct.
::*The PUP must DD.
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Henwen's Talk Page
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{{Talk:Henwen}}
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===Tier 3===
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Xevioso
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{{:Xevioso}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Xevioso Tips
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*Players can use [[Poison Potion]]s to prevent the application of the stronger poison from Xevioso.
*WHM uses Baraera and Barpara
*BRD sings Honor March, Victory March, Minne, Wind Carol, Scherzo.
:*The second March is in case of dispel. If you have a RDM then you should sing a Minuet instead and rebuff the march as needed.
*Great fight for good DNCs.
*A good THF is nice for the fight for Collaborator and Trick Attack, and to Larceny Perfect Dodge.
*Example V20 setups:
:*DNC, THF, BRD, WHM, RDM, COR
:*DNC, THF, BRD, WHM, COR, and WAR or SAM or DRG
::*Minne is used, and the add runs wild while the WHM turtles and cures.
:::*This requires a good WHM and sounds worse on paper than it actually is, but there is a video of me using this setup on the talk page.
:*This fight is not hard if people don't die. I have farmed this as V19 during a x3 NM run RP run with PLD, THF, DNC, DRG, BRD, WHM before with plenty of time to spare. Where the PLD just loses hate to resets and cures like a semi-useless body and the DNC doesn't cure. It would likely struggle with DPS on V20 though without a COR or GEO.
----
'''Keys to the fight''':
*Critical hits to break aura.
:*DNC, THF, melee BRD, and COR are helpful for throwing out plenty of crits.
:*Stardiver is helpful if taking a DRG, SAM, or WAR (+5% crit), but Feather Step (+15% crit) and DNC in general is excellent for this fight.
*DT sets
:*Due to the frequent hate resets every DD will get a turn!
*Magical mitigation and rebuffing after dispel
:*All of the TP moves are magical, and if players lose Carol/Scherzo then they risk a one-shotted by ''Incisive Denouement''.
*Removal of Magic Defense down from ''Vespine Hurricane''.
:*Panacea if you need to.
::*You want to removal the Attack Down from this anyway.
*Spread out
:*Only one person should be hit with the conal zombie.
----
*When it comes to the V20 add, it can be rather deadly to the WHM with triple attack and a potential attack boost.
:*WHM Idle should not be paper in general, but you still reguarly see them wearing [[Assiduity Pants]] and other dumb shit like that. As well as no DT in their cure sets or other midcasts.
::*The add waking up may take out such a WHM if a triple attack procs at a poor time.
:*Unlike other T3 adds, you can actually just ignore this if
::*A Minne is used.
:::*Using Minuet is not required to beat this as Box Step, crooked Chaos, Dia II light shoted carry the weight.
::::*Angon also be icing on the cake as Armor Break will not land outside of when the aura is on, and it shouldn't be on with all the hits and crits.
::*The WHM uses food.
::*The WHM is capable of curing with stray hits.
:::*All of this is a reasonable expectation, but its just as fine to take a RDM over another DD.
|-
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{| class="mw-collapsible mw-collapsed" style="width: 100%; max-width:1800px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Xevioso's Talk Page
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{{Talk:Xevioso}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Ngai
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{{:Ngai}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Ngai Tips
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*BRD sings Honor March, Minuet, Water Carol, and Scherzo
*COR rolls CC Chaos and Samurai then gives the backline Tacticians role. The COR should not be shooting for TP.
*Subtle blow is useful for this fight, and super easy to cap. With Auspice in +2 or +3 feet you are almost at cap with a Chirich Ring +1 alone.
:*SB II is helpful of course, but not required.
:*Don't even use Shijin Spiral, the plague is a fire based debuff, and will not land.
:*I would argue that a good BLU is easily a better choice over the community favorite of WAR.
*Example V20 setups:
:*WHM, BRD, COR, RDM, MNK, BLU
::*This should be trivial for a V15 fight. You can also take BST over WHM for V15 and have the RDM heal and BLU back up heal. I stopped doing this after V20 came out though.
::*RDM melees with Maxentius. This is potentially especially useful with hate resets before the add comes out. When the add comes out they leave to handle it,
:*WHN, BRD, COR, RDM, MNK, PUP
::*Automaton holds the add the entire time while the master fights.
:::*Feel free to abuse ventriloquy here, especially early in the fight where you don't want hate, and when you do play it defensively and safely. Warder's Charm +1, Shadow Ring, etc. Damage is not going to be an issue unless
:::*Keep the pet out of range of Marine Mayhem, it is the only threat in the fight to the puppet.
::*RDM debuffs, buffs, and melees the entire fight with Maxentius.
:::*If anything happens to the PUP, the RDM manages the add and returns to fight to protect the backline in case of hate reset.
----
'''Keys to the fight''':
*Removal of magic defense down from the DDs. Use panacea if you need to.
:*Ngai should only be a threat if DDs get one-shotted. MNK may have a lot of HP, but even it will bite the dust if you aren't careful.
:*If using a BLU, they can immediately shift to heal while the WHM erases.
::*Due
*Silencing Ngai. You do not want dispelga going off.
*Keeping HP high so that Tidal Guillotine does not one-shot.
*Staying either more than 20.1' or less than 5' away from the shark to avoid eating a Marine Mayhem.
:*The WHM needs to communicate with the DDs on their positioning.
:*The RDM needs to mind their distance when managing the add.
|-
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{| class="mw-collapsible mw-collapsed" style="width: 100%; max-width:1800px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Ngai's Talk Page
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{{Talk:Ngai}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Kalunga
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{{:Kalunga}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Kalunga Tips
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*BRD Sings HM, Minuet, Minuet, Dirge, and a Fire Carol and gives Sirvente to the tank.
:*Pianissimo a March to the Tank after dispels throughout the fight.
*COR goes with the standard CC Chaos Samurai. Which should just be called "the regular" at this point.
*With the tank in front, DDs are able to stand behind Kalunga out of range of the fetters, but in melee range.
*[[Embrava]] is very helpful as it is not removed with the full dispels.
:*[[Caper Emissarius|Caper]] is useful later in the fight to make sure DDs don't pull hate and suddenly get KOed by a big chomp-chomp-chomp to the face-face-face.
*This is overall a very easy fight as long as the tank doesn't die, the healer heals, and the DD put out enough damage.
*Example V20 setups:
:*RUN, BRD, COR, RDM, SCH, DRK
:*PLD, BRD, COR, RDM, SCH, DRG
:*RUN, BRD, RDM, SCH, BST, BLU or WAR or DRK or DRG
::*Gale Axe or Bora Axe to Savage Blade SC.
:::*RUN can also use Freezebite.
::*BRD melees in all setups.
::*RDM can go melee after the add is controlled.
----
'''Keys to the fight''':
*Tank should have protect reapplied to them immediately after full dispel.
*Tank should Panacea off the massive stat down from Searing Seration.
*Healer should try to keep the -20% defense down from the bite auto attack erased off the tank.
*Planning of a SC to remove the aura.
:*Freezebite or Fell Cleave → Savage Blade or Sickle Moon or Fell Cleave over and over again is a good example.
::*Any Detonation to Scission repeating combo works.
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{| class="mw-collapsible mw-collapsed" style="width: 100%; max-width:1800px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Kalunga's Talk Page
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{{Talk:Kalunga}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Ongo
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{{:Ongo}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Ongo Tips
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*COR uses Samurai and Wizard's.
*GEO uses Indi-Acumen and Geo-Maliase. Entrust INT.
:*During Bolster you likely want to use Indi-INT over Acumen due to INT tiering.
*BRD sings Double March, Lighting Carol, and Double Etude, and lands Earth or Fire Threnody (note below) before [[Troubadour]] wears off.
:*For V20 a Minne needs to be worked in, you can drop a March because you have Embrava for most of if not the entire fight anyway. Otherwise, a Carol.
::*If you time your group JA resets after a TP move and the RUN covers the group with One For All right before a Wild Card then Carol is rather worthless for the backline anyway.
*BLMs absolutely do ''not'" need amazing gear to beat this fight. Especially for V19 and below. This fight is about SCing, JA rotating, and MBing smoothly. No gear can make up for that fact.
:* Mpacas Staff, Ea Head, Legs, etc ''NQ'' are all you need to get a V15 clear, for example.
*BLM should cap dINT with Elemental Seal [[Impact]] then try to land [[Burn]] in the free moments between SC sequences.
{{color|fire|Fire Threnody}} or {{color|earth|Earth Threnody}}?!
*Burn requires a bit more than 1,700 effective magic accuracy to land. You won't be hitting that on your own. However, with Fire Threnody II from the BRD at the start (~-200 Fire evasion), a good BLM can hit 1,500+.
:*This depends on MLs, your weapon, and your set, but a serious BLM can close in on 1,600 with just food.
::*Otherwise, your GEO can temporarily use Indi-Focus at the start of the fight and switch to Acumen.
:::*Burn will/should land fine during [[Subtle Sorcery]] too.
If all that sounds too difficult or you are more betting on making sure non-MBed nukes don't get resisted then use Earth Threnody.
*The BLM should not be getting resisted more than 5% of the time for MBs as they only need 1,222 effective magic accuracy, which is e~asy.
*Separate Subtle Sorcery from Rayke usage to maximize damage windows.
:*Stacking with Gambit if Random Deal aligns that way and returns it and not Rayke is swell too.

*Recommended SC combo: [[Upheaval]] → [[Wildfire]] → [[Steel Cyclone]] → [[Wildfire]]
:*While lower tiers can see the SCH and COR creating SCs. I believe there is no reason the RUN should not be part of the cycle.
'''JA Cycle:'''
#Gambit and Rayke, run in for Random Deal as a group after it is off.
#Gambit and or Rayke again, assuming you aren't already waiting on Sforzo to wear off.
#Use Bolster and Dematerialize after both Sforzo is off and another Elemental Seal has reapplied Impact (should last 1.5 minutes).
#BLM uses Subtle Sorcery (also after Sforzo). Apply Burn first if it is off.
#RUN blows JAs. Give the backline FC from Valiance and One for All as they run in. If you have a boss RUN they can MB a good Swipe and Lunge after Gambit Rayke, but before the next step.
#Wild Card and repeat the cycle, likely sans Subtle Sorcery. RUN saves any JA usage for Random Deal again.

----
'''Keys to the fight''':
*Coordination.
:*JAs must be planned together, and multistep SCing must be smooth. Failure to do so results in failure.
::*The RUN should watch the TP of the COR, and SCs should be closed at the last moment possible to allow more bursting.
:::*RUN should time the usage of runes. To before a WS, for example, to avoid the delay interrupting TP gain for SCs.
*Positioning. My personal preference, but the tank holds Onto at the very tip top of the stairs and the party stays on the stairs.
:*Have had issues with CORs not being able to shoot out of range with it in the middle of the stairs. You don't want the COR eating shit to an AoE TP move.
*RUN needs to save any JA usage besides Gambit and Rayke for until ''after'' [[Random Deal]] so they can be targeted for reset. Burn JAs before Wild Card.
:*This means no Valiance.
*BRD plays guitar hero for the add on V20.
:*Should face away so that the Tulfaire's conal dispel does not hit anyone else.
:*Coincidental Manawall usage to prevent interrupts or a poor moment taking a random TP move is a safe play on BLM too.
*BRD rebuffs the marches on the RUN as they get dispelled.
*BLM should time bursts well. ''Feel the timing.''
*Neither SCH nor GEO nuking is required to win V20, but a SCH MBing their Helices is.
:*You can do this for capped damage in Light Arts.
*BLM should not be nerfed by the SCH or GEO MBing ahead of them.
:*During Rayke both jobs can MB, but otherwise only the SCH should. If they suck then the GEO should be.
All of this sounds really simple, but for some reason groups struggle with this the most. This should be easy (outside of the demands on the BRD for V20) since it is the most mechanically straightforward fight, and the exact mob stats/requirements are known to create a nuking set around.
*BLMs can refer to the [[Community Black Mage Guide]] Magic Accuracy section.

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{| class="mw-collapsible mw-collapsed" style="width: 100%; max-width:1800px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF;" class="mw-collapsible mw-collapsed" | Ongo's Talk Page
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{{Talk:Ongo}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Mboze
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{{:Mboze}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Mboze Tips
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Everyone's favorite NM. There is some real junk in this tree trunk.
*There are various ways to handle this though below, but some general tips for these non-TP denial are:
:*Light Carol and Scherzo to save the party from Uproot. It is the only deadly TP move
:*Spreading out damage by everyone being in range, including the Curaga WHM.
:*Any tank should avoid Protect and Phalanx—as it will be absorbed from Root of the Problem
::*BLU can steal the songs and things back from Root of the Problem with [[Osmosis]].
*'''V0''':
:*Couple PUPs just {{[[Overdrive]] Valor Edges for the win and armor. Easy-peasey.
::*Remember not to use [[Bone Crusher]] with a light maneuver as it is blunt damage, and not slashing. Fire, Wind, and Thunder until a Water with [[Steam Jacket]] to mitigate fetters sounds plausible.
:::*I have not done this, but I do play PUP, and know other players get the win this way.
*'''V5/10''':
:*As long as the BST wears a pet DT set then Uproot shouldn't just devastate and one-shot Generous Arthur as it does at V15 or V20. So you can take a group of BST, GEO, SMN, COR, DD, and WHM and absorb the damage of potential Tiiimbers.
*'''V15''':
:*With super stronk well-geared DDs you may approach it as PLD, COR, BRD, DD, DD, WHM. Where you kill it as fast as possible, stop to proc aura off with a multi-step SC, and at 50% the PLD rides [[Rampart]].
::*You can toss out a SC with properties of Scission to Liquefaction to Impaction to Fragmentation to Light or just Shining to Burning blade over and over.
::*It is 3 steps the first proc, 4 the second, and you shouldn't go past 5 or else you likely lost anyway.
:*PLD should save their JAs so Random Deal targets Rampart. RD → WC → RD
:*If you don't defeat it by the time Rampart wears off you can either go for it if it is under 10% and hope no Tiiimber goes off or the PLD solo kites the last bit until Rampart is back up.
::*Doing the later means any group of strong DDs can easily zerg this to V15 as long as they proc aura off.
*'''V0-V15''':
:*I have also seen setups where a NIN with SB and Migawari solo DDs the tree to victory, but this become progressively more difficult as the difficulty rises, obviously.
*'''V20''':
*Will compose the rest of this as it is what players struggle with the most. The only advisable approach is a Subtle Blow and TP removal setup.
*COR rolls "the regular".
*BRD sings HM, March, Minuet x2, and Minne.
*BLU casting Reaving Wind and Feather Tickle will effectively want 1,365 magic accuracy without Wind Threnody. Which should be on and takes 200 wind Magic Evasion off that number.
:*Magic Accuracy down aura will still fuck you, but maybe you will get lucky if you are all only TPing on the add and enough spells will still get through.
*I would advise TPing on the add and WSing the main boss rather than solely keeping the main SB DD on Mboze.
:*It is safer, and also allows the BLU, BRD, and/or COR contribute extra damage.
*If you are letting a solo DRK DD the whole way down then use Soul Enslavement after 50% and Unleash TP Drain Kiss after 25%. If you have a SMN it can Conduit Mew after 25% too if the BST wasn't enough.
:*This more applies to V15, but players still choose to do this for V20 because the Snapweed just isn't sexy enough for their attention.
:*Auspice needs to be reapplied after Soul Enslavement is off as it removes it.
*Example V20 setups:
:*DRK, BST, BLU, COR, BRD, WHM
::*Apply the proper [[Killer Instinct]] before calling out the leech to TP Drainkiss.
::*BLU should have the hate on the Snapweed most of the time. Set a spell like Fantod.
:::*Counter is also effective.
:*DRK, BST, SMN, COR, BRD, WHM
::*Magic Accuracy Down aura won't stop you!
::*Sing a Minne as the Snapweed will be running around and spread out to avoid the Snapweed messing you up with hits or the conal Infernal Flop.
:*WAR, BST, SMN or BLU, COR, BRD, WHM
::*Everyone fights the Snapweed to Savage Blade the Tree.
----
'''Keys to the V20 fight''':
*Competent WHM.
:*Do cures. Do erases. Watch auspice stays on.
:*Empyrean feet for Auspice.
*DD with a SB set.
:*Not having [[Dagon Breastplate]] is pretty much a deal breaker if you choose to go all the way on Mboze without TPing the add. Otherwise, a Subtle Blow set will do.
::*Any Subtle Blow DD can get you safely to 75% for the add.
:*Don't use endark as it isn't compatible with Auspice.
::*Soul Enlsavement removes it as well. Reapply after.
*TP denial.
:*Spread these out. If you are using a BLU, have the BST call out how much they are draining and have the DRK turn if needed.
:*Minor considerations to adding some SB into your WS set can be useful.
:*If using a BLU with the BST, aim to space out the spells.
::*Use [[Reaving Wind]] 8 seconds after TP Drainkiss, and then Feather Tickle 6 seconds after Wind.
*That is about it, and it sounds simple because it is, but it will take some practice.
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{{Talk:Mboze}}
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
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{{:Arebati}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Arebati Tips
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*BRD sings Honor March, Minuet, Minuet, Minne, and Dirge.
:*Minne is for V20 pig.
*COR rolls "the regular".
*SCH casts windstorm.
*Example V20 setups:
**RUN, SCH, RNG, COR, BRD, SCH
**Players can also use a SMN instead of a BRD for V15 and lower.
***Especially if the RNG and COR are using Armageddon as Ramuh's favor can better allow the removal of the aura which makes the fight easy.
----
'''Keys to the fight''':
*Princess RNG.
:*Buy her dinner, drinks, and spoil that bitch silly. You need her for this specific interaction.
*Tank keeping enmity.
:*BRD should reMarch the tank when possible after dispels. Sirvente is nice too, but with an add on you, you may choose to completely forgo that though.
:*SCH should use Libra at its discretion. Caper sometime after 50%.
*Keeping the tank alive.
:*SCH reapplies Protect when it is dispelled.
:*Panacea off Glassy Nova.
:*Tank should cap MDT without shell on.
::*I am a fan of [[Warder's Charm +1]] and [[Shadow Ring]].
:*Tank needs to time their midcasts very well so that they don't get locked in a bad midset.
::*I'd suggest suring up your midcasts and even casting Foil in Nyame and empyrean legs and feet with enmity accessories just to be sure.
:::*Save One For All in case of a poorly timed encumbrance catching your midcasts.
::*Time Phalanx after full dispel while Arebati is either casting a spell or finishing a TP move to stave off fetter damage.
*RNG and COR should both be resetting JAs at the same time. So check what the recast is for the RNG before Random Dealing.
*For V20, the BRD needs to time their symphony between melee hits and idle in a good defensive set. Think Nyame and R15 Loricate Torque, R15 Odnowa earring, etc.
*The aura not fucking you.
:*Attack down will, but magic evasion down may do the RUN in or defense down doing the backline in with the pig.
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! style="background: #552E36; font-size: larger; color: #FFFFFF;" | Arebati's Talk Page
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{{Talk:Arebati}}
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===Tier 4===
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{| class="mw-collapsible mw-collapsed" style="min-width:390px;"
! style="background: #552E36; font-size: larger; color: #FFFFFF; width: 100%; max-width: 1800px;" | Bumba
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{{:Bumba}}
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! style="background: #552E36; font-size: larger; color: #FFFFFF" | Bumba Tips
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*COR rolls "the regular".
*BRD sings HM, March, Minuet x3
*WHM casts Baraera, Barsilencera, Boost-STR
*Bumba is the pinnacle of Odyssey DPS racing. As it is easier than trying to contend with the mechanics. Although, I do feel players can actually counter the mechanics rather than rushing to win or fail and start over again until the right combination of 1-hour and aura proc are provided.
:*[[Yaegasumi]] lasts for a whole 45 seconds. Invincible or Perfect Dodge last 30. If DPS racing any of them will leave your chance of victory to the aura.
::*You can hope to proc the crits or simultaneous WSs, but odds are you won't get the rest.
:::*This gives you 50% odds of removing the aura.
*I have been told by a group they have cleared V20 with a DD RUN to absorb Denounce and Fetters via [[Tenebrae]] Valiance and One For All.
:*However, I have not tried this, and will update it if I do. So take it with a grain of salt, and as something to possibly explore.
::*If using a GEO it would allow for procing any of the auras off, but chances are you just want a COR to reset One For All and keep pushing DPS until it dies.

*Example Setups:
:*DRG, WAR, GEO, COR, BRD, WHM
::*Above V15 the GEO needs to contribute to DPS with Black Halo in order to beat the clock.
:*DRG, WAR, BLU, COR, BRD, WHM
::*BLU opens with Tourbillion and reapplies it after RD/Heaven's Grace or has the DRG use angon otherwise.
::*Diffusion Natures' Meditation.
:*DRG, WAR, DNC, COR, BRD, WHM
::*Shark Bite, Samba, and Box Step.
:*DRK or other DDs can be used, but Savagery from Warcry and Ancient Circle are preferred. I am not keen on DRK for the given strategy for this fight.
:*For V15 or less a good BST can be used with Naegling, the Raaz, and Empyrean +2 body.
::*Corrosive Ooze runs the risk of wiping the group if used during the water absorption stage. Safer to just use the Raaz and Sweeping Gouge. It is also extra damage, and won't SC with Savage Blade as it is only an [[Induration]] property.
----
'''Keys to the fight''':
*Positioning
:*Pulling Bumba so that you can fight on it's side and avoid frontal dispel.
::*Some players fight on the starting ramp. Others pull it right then left then right.
:::*Pull it to the third spike on the right. Then straight across to the third spike on the left. Then pill it to and tuck into the left side of the first spike on the left.
*A conscious healer that can Curaga fast enough.
:*A BLU or DNC can nonetheless be valuable for covering a WHM during global cooldowns as they can't dual cast.
*Reapplying debuffs.
:*Heaven's Grace will remove debuffs. Players need to watch the log to reapply.
::*For instance, DRG will see their Angon was removed, and needs to reapply it.
*Not healing Bumba with magic or skillchains.
*Some RNG luck on aura and 1-hour.
:*This applies more to V19 farms and V20 fights.
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{{Talk:Bumba}}
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Latest revision as of 17:10, 19 March 2024

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