Nyzul Isle
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Nyzul Isle
I figured instead of yelling, it is better to teach and explain Nyzule Isle to everyone! Understanding what this assault is should make it easier and hopefully more comfortable for everyone, as well as more enjoyable (lolz).
Nyzul Isle Assault is a mission that has a max duration of 30 minutes. A maximum of 6 people can enter. A "Runic Disc" (free) is needed to save your progress, it saves every 5 levels. The higher you complete, the less WS points you need to unlock Mythic WS (250 points if you complete floor 100)!!
Usually Nyzul Isle consists of climbing up 5 floors and exiting to save. However, every 20 floors there is a Mega Boss. The Mega Boss will drop a random weapon (for Mythic Weapon Skills) and a chance to drop some gear. This will be explained further on.
You can click these links to get pulled down to those posts!
Nyzul Isle Assault is a mission that has a max duration of 30 minutes. A maximum of 6 people can enter. A "Runic Disc" (free) is needed to save your progress, it saves every 5 levels. The higher you complete, the less WS points you need to unlock Mythic WS (250 points if you complete floor 100)!!
Usually Nyzul Isle consists of climbing up 5 floors and exiting to save. However, every 20 floors there is a Mega Boss. The Mega Boss will drop a random weapon (for Mythic Weapon Skills) and a chance to drop some gear. This will be explained further on.
You can click these links to get pulled down to those posts!
- Chapter 1 - The Vending Machine!!
- Chapter 2 - NM...??
- Chapter 3 - Objective: Eliminate all enemies
- Chapter 4 - Objective: Eliminate enemy leader
- Chapter 5 - Eliminate specified enemy
- Chapter 6 - Eliminate specified enemies
- Chapter 7 - LAMPS!!!!!
- Chapter 8 - Secondary Objectives
- Chapter 9 - Boss Floors
- Chapter 10 - Job specific advice/suggestions to remember!
- Chapter 11 - Summary of all key points in one nice neat post
Last edited by joz on Sat Apr 24, 2010 3:28 am; edited 10 times in total
Chapter 1 - The Vending Machine!!
First things first! Always have the following items!
When you have the mission, feel free to head over and warp to Nyzul Isle Staging Point. Waiting at that zone lets me know you are prepared and ready.
When you first enter Nyzule Isle, you will be brought to a room with a golden lamp (Rune of Transfer) and an open blue treasure casket. The Blue Treasure Casket is a "Vending Machine" that allows you to spend points that you have earned to buy temporary items for that current run.
The items will appear on the top of your inventory list (like Besieged temp. items), along with an item called "Fireflies". Fireflies (flies) allow you to exit Nyzul Isle (usually in defeat/loss/wipe). So be extra careful when you use Temporary items, and not accidentally use your Flies.
Also keep in mind that the timed 30 minutes begins as soon as you warp into this 1st room!
Here are the list of items you can buy:
Items of interest will have an asterisk (*). Required items for Boss Floors will be Bold and in Red.
100 Tokens
200 Tokens
300 Tokens
Also! Randomly a Blue Treasure casket will appear after killing a Mob. These have free temp. items. Don't be shy to check the items and keep them. But try to save mage items for mages, and DD items for DD. Also, feel free to announce what items are in the boxes. Sometimes people do not notice the boxes.
Rune of Transfer
Clicking the Rune of Transfer will allow you to get Runic Disc or travel to the "Next Floor". The Lamp can only travel to floors that the host (uses armband) has saved. They are also listed every 5 levels. Starting at Floor 1, Floor 6, Floor 11, Floor 16, etc.
Clicking the Rune of Transfer at the beginning of a floor will tell you that floor's objective.
When an objective is complete, the Rune of Transfer will glow. You can then click on it for the following options:
1) Exit Floor
2) Travel to the next floor
3) Go Left *
4) Go Right *
* Options 3 and 4 do not always appear. It doesn't matter which you pick, they will still travel to the next floor. All it means that is 1 floor will have a negative effect and the other will be a positive one.
Negative effect example would be: "No White Magic Allowed". A positive effect would be "Strength has been increased". These effects only last for that floor and when you are transferred to the next floor, they disappear.
Key Points to remember:
- Reraise
- Echo Drops
- Job appropriate Food. DDs might want to use Sushi or if you have the gil, Pizza's are always great since they provide both ACC and ATK and last 3 hrs.
- Sanction with appropriate effect. Mages: Refresh. DD: Regen. BLU and DRK should get Refresh.
- Ninja tools for Shadows, Sneak, and Invisible.
- Ranged Attack and cheapy arrows, sometimes we cannot pull with magic!
When you have the mission, feel free to head over and warp to Nyzul Isle Staging Point. Waiting at that zone lets me know you are prepared and ready.
When you first enter Nyzule Isle, you will be brought to a room with a golden lamp (Rune of Transfer) and an open blue treasure casket. The Blue Treasure Casket is a "Vending Machine" that allows you to spend points that you have earned to buy temporary items for that current run.
The items will appear on the top of your inventory list (like Besieged temp. items), along with an item called "Fireflies". Fireflies (flies) allow you to exit Nyzul Isle (usually in defeat/loss/wipe). So be extra careful when you use Temporary items, and not accidentally use your Flies.
Also keep in mind that the timed 30 minutes begins as soon as you warp into this 1st room!
Here are the list of items you can buy:
Items of interest will have an asterisk (*). Required items for Boss Floors will be Bold and in Red.
100 Tokens
- Barbarian's Drink: Increases Attack
- Fighter's Drink: Increases Accuracy
- Oracle's Drink: Increases Magic Attack
- Assassin's Drink: Increases Magic Accuracy
- Spy's Drink: Gives Haste effect
- Gnostic's Drink: Effect of Pax - Enmity generation is reduced
- Shepherd's Drink: Restores Pet HP
- Dusty Reraise: Reraise III
- Strange Milk: 5 HP/tick Regen
- Strange Juice: 2 MP/tick Refresh
- Vicar's Drink: Removes 2 random status ailments
- Sprinter's Drink: This medicine temporarily boosts movement speed.
200 Tokens
- Braver's Drink: +15 to all attributes
- Soldier's Drink: Greatly increases damage dealt
- Champion's Drink: Increases critical hit rate
- Monarch's Drink: Effect of Regain - TP gradually restored
- Dusty Potion: 300 HP Potion
- Dusty Ether: 150 MP Potion
- Fanatic's Drink: Provides invulnerability to physical attacks. On Boss floors, all DD must get this.
- Fool's Drink: Provides invulnerability to magical attacks
- Dusty Wing: Instantly raise TP; gives 300% TP. * Highly recommend and borderline required for DD.
- Body Boost: HP Boost On Boss floors, All DD must get this.
- Mana Boost: MP Boost On Boss floors, All Mages must get this.
- Cleric's Drink: Divine Veil+Erase+ Na- Spells. *
300 Tokens
- Dusty Elixir: Restores 25% HP and MP
Also! Randomly a Blue Treasure casket will appear after killing a Mob. These have free temp. items. Don't be shy to check the items and keep them. But try to save mage items for mages, and DD items for DD. Also, feel free to announce what items are in the boxes. Sometimes people do not notice the boxes.
Rune of Transfer
Clicking the Rune of Transfer will allow you to get Runic Disc or travel to the "Next Floor". The Lamp can only travel to floors that the host (uses armband) has saved. They are also listed every 5 levels. Starting at Floor 1, Floor 6, Floor 11, Floor 16, etc.
Clicking the Rune of Transfer at the beginning of a floor will tell you that floor's objective.
When an objective is complete, the Rune of Transfer will glow. You can then click on it for the following options:
1) Exit Floor
2) Travel to the next floor
3) Go Left *
4) Go Right *
* Options 3 and 4 do not always appear. It doesn't matter which you pick, they will still travel to the next floor. All it means that is 1 floor will have a negative effect and the other will be a positive one.
Negative effect example would be: "No White Magic Allowed". A positive effect would be "Strength has been increased". These effects only last for that floor and when you are transferred to the next floor, they disappear.
Key Points to remember:
- Get a Runic Disc if you do not have one.
- "Buy" temporary items for Boss Runs.
- Never do AoE (Area of Effect) buffs in this room (IE: Protectra, Shellra) because this will cause a "skipped event" for those trying to access the vending machine.
- Always click to transfer up. After winning the 5th floor, be sure to Exit to save all progress.
Last edited by joz on Sun Apr 25, 2010 7:13 pm; edited 6 times in total
Chapter 2 - NM... ? ? ?
Chapter 2 - NM... ? ? ?
Yes! Notorious Monsters can appear through Nyzul Isle! After killing these NM, a Brown Treasure Casket will appear. Clicking this will drop an item, like "??? Ring" from "Bomb King". These have a very very rare chance of being appraised for the actual items that these NM drop! The item will automatically go into the inventory of the person that clicks on the box first. It will also announce to everyone that the person has received the item.
If time permits, it is great to farm some NM!
Here are a list of NM that can appear, also keep in mind that the NM can overlap other floors.
Floors 1 - 19: Bat Eye, Shadow Eye, Bomb King, Juggler Hecatomb, Smothered Schmidt, Hellion, Leaping Lizzy, Tom Tit Tat, Jaggedy-Eared Jack, Cactuar Cantautor, Gargantua, Gyre-Carlin, Asphyxiated Amsel, Frostmane, Peallaidh, Carnero, Falcatus Aranei, Emergent Elm
Floors 21 - 39: Old Two-Wings, Aiatar, Intulo, Orctrap, Valkurm Emperor, Crushed Krause, Stinging Sophie, Serpopard Ishtar, Western Shadow, Bloodtear Baldurf, Zizzy Zillah, Ellyllon, Mischievous Micholas, Leech King, Eastern Shadow, Nunyenunc, Helldiver, Taisaijin, Aquarius
Floor 41 - 59: Fungus Beetle, Friar Rush, Pulverized Pfeffer, Argus, Bloodpool Vorax, Nightmare Vase, Daggerclaw Dracos, Northern Shadow, Fraelissa, Roc, Sabotender Bailarin, Aquarius, Energetic Eruca, Spiny Spipi, Trickster Kinetix, Drooling Daisy, Bonnacon, Taisaijin
Floor 61 - 79: Golden Bat, Steelfleece Baldarich, Sabotender Mariachi, Ungur, Swamfisk, Buburimboo, Keeper of Halidom, Serket, Dune Widow, Odqan, Burned Bergmann, Tom Tit Tat, Tyrannic Tunnok, Bloodsucker, Tottering Toby, Southern Shadow, Sharp-Eared Ropipi, Taisaijin, Unut, Vouivre
Floor 81 - Floor 99: Panzer Percival, Vouivre, Jolly Green, Tumbling Truffle, Capricious Cassie, Amikiri, Stray Mary, Sewer Syrup, Unut, Simurgh, Pelican, Cargo Crab Colin, Wounded Wurfel, Peg Powler, Tom Tit Tat, Jaded Jody, Maighdean Uaine, Taisaijin
Also on floors that have "Eliminate All Monsters" this does include all NM!!
Also on Leader floors, a NM listed here will NEVER be a Leader!! Be sure to check the Leader's post!!!
Key points to remember:
- Notorious Monsters found throughout Vana'diel can appear throughout Nyzul Isle.
- After killing them, be sure to collect the item from the Brown Casket.
- On floors that have "Eliminate All Monsters" this does include all NM!!
- On Leader floors, a NM listed here will NEVER be a Leader!! Be sure to check the Leader's post!!!
Last edited by joz on Sat Apr 24, 2010 1:55 am; edited 2 times in total
Chapter 3 - Objective: Eliminate all enemies
Chapter 3 - Objective: Eliminate all enemies
Fairly simple and to the point. Kill everything!!!! This includes all Ramparts and NM. BUT does not include any Archaic Gears (gears) you may find on the floor.
Usually mobs on these floors check between "Decent Challenge" to "Tough". Because the mobs are usually easier to handle, it is wise not to WS spam on 1 mob. If someone uses their WS, it would be wise to Save your TP on the next mob since 1 Weapon Skill will usually take a huge dent out of the mob's HP.
If time is an issue, the group can be split into 2 groups (so long as there are 2 healers, 1 per 2 DD).
For example:
Group 1: Joz (DD), Sloth (DD), Lulou (Healer)
Group 2: Wild (DD), Tamara (Healer), 6th member (DD)
Group 1 will go West, while Group 2 goes East. This can help get things done twice as fast. Also if there are mobs next to each other, each DD can handle on 1 mob so long as the mob isn't too difficult to kill.
However, if there is a difficult mob, like a Dahak (uses annoying moves that removes all buffs), be sure to wait for everyone before taking on the mob.
If a group is having troubles, don't forget you can always "Call For Help" so that the mob will be on the radar/compass for everyone else to find you.
If the group decides to stay together, it is wise to have someone (usually the RDM, sooo listen up Lulou!!) go ahead of the group and collect the mobs.
The RDM can collect mobs with a Ranged Attack, Paralyze, Gravity, Slow, etc. Be careful when using DoT (damage over time) spells such as Dia to pull mobs, if there is trouble you won't be able to sleep them because of the DoT. And the only way to hold off the mob is to kite them. Be sure to have Stoneskin, Phalanx, and Blink on.
Key points to remember
- Kill everything!!!!!! Except Archaic Gears.
- Try not to waste WS's on 1 mob because of their lower difficultly.
- Split in 2 groups if there is a time constraint (1 healer, 2 DD).
- It is okay to kill multiple monsters at the same time.
- Let the group know if there is a difficult mob (Dahaks)
- Call for Help will show everyone where to go (on their Radar/compass).
- It is okay to pull monsters to the DD that are killing
- It is never necessary to defeat any Archaic Gears you may find on the floor.
Last edited by joz on Sat Apr 24, 2010 2:43 am; edited 3 times in total
Chapter 4 - Objective: Eliminate enemy leader
Chapter 4 - Objective: Eliminate enemy leader
This is another direct objective. The group must kill a Notorious Monster that is unique to Nyzul Isle. These Notorious Monsters will not appear anywhere else. For example, if this is the floors objective and you run into "Stray Mary", this is NOT the Leader, despite it checking "Impossible to Gauge".
These NM are usually annoying as hell and take a bit of time to kill. It is wise not to start fighting this NM until everyone is together. These floors are usually a bit wiser to stick together.
Here is a list of possible Leaders, what they look like, and somethings to watch out for and take note of.
For all FLAN NM I suggest this for the RDM and WHM:
- Suggest RDM haste all DD. After haste has been casted on all DD, be sure to Dia2/3, slow, blind. After the first set of haste, WHM can take over haste if cures are not needed. RDM can now nuke to help kill the NM quickly. Mages stay away. If there is a BLU, or a DRK be sure to use Stun on any aga spells (like, Firaga)
Note: I kinda got lazy with the photos or couldn't find any of that "exact" mob. The mobs all look the same for their specific family.
Anise Custard
- Flan type mob.
- Absorbs ice elemental damage, including Distortion skillchains!! This means it will heal if Ice, or a Distortion skillchain is done on it!
Battledressed Chariot
- Belongs to the "Chariot" family.
- Uses Discoid: Deals 1,000 damage within 10' of the target. Damage can be reduced by Shell. Mages stay back.
Caraway Custard
- Belongs to the "Flan" family.
- Absorbs fire elemental damage, including Fusion skillchains!! This means it will heal if Fire, or a Fusion skillchain is done on it!
Cinnamon Custard
- Belongs to the "Flan" family.
- Absorbs water elemental damage, including Distortion skillchains!! This means it will heal if Water, or a Distortion skillchain is done on it!
Cumin Custard
- Belongs to the "Flan" family.
- Absorbs wind elemental damage, including Fragmentation skillchains!! This means it will heal if Wind, or a Fragmentation skillchain is done on it!
Eriri Samariri
- Belongs to the "Poroggo" family.
- Uses Frog Song: Charms target and turns them into a frog. *If you are charmed, please say so in party chat so that the RDM or WHM can sleep you! After you are no longer charmed, say so in party chat so the mages can cure you! *If there are Stunners, try to Stun this move!
Gem Heister Roorooroon
- Belongs to the "Qiqirn" family.
- He is a THF type and runs around dropping Bombs. Try to pull to an empty room or a safe area to avoid aggro. He has very very high evasion. Dia 3 is a must and Feint is very helpful if we have it.
Ginger Custard
- Belongs to the "Flan" family.
- Absorbs light and fire elemental damage including skillchains!
Long-Gunned Chariot
- Belongs to the "Chariot" family.
- Uses Homing Missile: Targetted AoE attack. This will deal massive damage (90% of max) to one target, and 200-300 to surrounding targets. You cannot be killed by Homing Missile itself. All DD should stand on the sides. If you have hate then stand in the front.
Long-Horned Chariot
- Belongs to the "Chariot" family.
- Uses Brainjack: Single target Charm plus DoT (around 25 HP per tick) for 90 seconds
Mint Custard
- Belongs to the "Flan" family.
- Absorbs lightning elemental damage and Fragmentation skillchains.
Mokka
- Belongs to the "Imp" family.
- Uses Deafening Tantara (Silence). Mages stay far back. Silena if this move is used.
Mokke
- Belongs to the "Imp" family.
- Ues Abrasive Tantara (Amnesia).
Mokku
- Belongs to the "Imp" family.
- Ues Frenetic Rip (3 fold hit).
Nutmeg Custard
- Belongs to the "Flan" family.
- Absorbs earth elemental damage including skillchains! (Scission)
Oriri Samariri
- Belongs to the "Poroggo" family.
Quick Draw Sasaroon
- Belongs to the "Qiqirn" family.
- Ranger type mob.
Shielded Chariot
- Belongs to the "Chariot" family.
- Uses Mortal Revolution: A spinning attack on all nearby targets. Additional effect: Knockback + Stun
Stealth Bomber Gagaroon
- Belongs to the "Qiqirn" family.
- He is a THF type and runs around dropping Bombs. Try to pull to an empty room or a safe area to avoid aggro. He has very very high evasion. Dia 3 is a must and Feint is very helpful if we have it.
Uriri Samariri
- Belongs to the "Poroggo" family.
- Uses Water Bomb: Deals Water damage to enemies in an area of effect. Additional effect: Silence.
Vanilla Custard
- Belongs to the "Flan" family.
- Absorbs dark elemental damage and Darkness skillchains.
Vile Ineef
- Belongs to the "Soulflayer" family.
- RDM must Cast Dispel ASAP.
Vile Wahdaha
- Belongs to the "Soulflayer" family.
- RDM must Cast Dispel ASAP.
Vile Yabeewa
- Belongs to the "Soulflayer" family.
- RDM must Cast Dispel ASAP.
Note: A "Leader" will NEVER be a NM that was listed in the post above!!
All leaders look either like a Pudding (Flan), Chariot (weird looking Mec mob), Soulflayer (Sorta like Ramuh with a jacked up face), Qiqirn (Rat), an Imp (those scrawny flying bastards), or a Poroggo (Frog). ALWAYS.
Last edited by joz on Sat Apr 24, 2010 1:53 am; edited 9 times in total
Chapter 5: Eliminate specified enemy
Chapter 5: Eliminate specified enemy
This one is a great floor!! There is only ONE mob that must be killed.
The correct enemy does not have the name of a Notorious Monster. Rather, it will always be a seemingly regular non-NM enemy from the floor layout that inexplicably checks as Impossible to Gauge, even though all other enemies with that name would check as something else.
For example:
We get a floor that consists of the following mobs:
Wild Karakul x3
Wajaom Tiger x3
Manticore x4
Marid x2
One of the Manticores rate as "Impossible to Gauge" while all other Manticore are "Very Tough". That 1 Mantcore that rates as "Impossible to Gauge" is the correct mob that needs to be killed!!
The target is never the Archaic Rampart, any randomly placed Notorious Monsters, nor any of the Archaic Gear or Archaic Gears on the floor (if they are present).
Key points to remember:
- The mobs will always be "Impossible to Gauge".
- The target is never the Archaic Rampart, any randomly placed Notorious Monsters, nor any of the Archaic Gear or Archaic Gears on the floor (if they are present).
Last edited by joz on Sat Apr 24, 2010 2:08 am; edited 3 times in total
Chaper 6: Eliminate specified enemies
Chaper 6: Eliminate specified enemies
There is a particular group of enemies on the floor, all of which must be defeated to unlock the Rune of Transfer.
Key notes of those specified enemies:
- These enemies check as Impossible to Gauge, are generated in addition to the floor's standard layout of mobs.
- Will always be a group of enemies introduced in or native to the ToAU areas.
- There will always be 2-5 of these enemies to kill, and they are often scattered about, though sometimes they appear in pairs or groups.
They are usually these types of mobs:
- Heraldic Imps
- Psycheflayer
- Poroggo Gent
- Ebony Pudding
- Qiqirn Archaeologists
- Qiqirn Treasure Hunters
- Racing Chariot
Please refer to the Leader's post to see what these mobs look like!
Also please be aware that these enemies can also be on the floor along with mobs of the same family but with a different name.
For example:
The mobs that we must kill are "Ebony Puddings". But there are also random "Black Puddings" throughout the map. The "Black Puddings" do NOT need to be defeated! Only the "Ebony Puddings". Only the mobs that are "Impossible to Gauge need to be defeated!!
Also note that when the Specified Enemies are "Psycheflayers", there can be other "Psycheflayers" that are named the same. However, if they aren't "Impossible to Gauge" then they do NOT need to be killed. Always /c the mobs!!!
Key points to remember:
- A group of 2-5 specified enemies need to be killed.
- They will ALWAYS be "Impossible to Gauge" despite there being mobs of the same family/name.
- Always /check to make sure they are the correct ones that need to be killed.
Last edited by joz on Sat Apr 24, 2010 2:07 am; edited 1 time in total
Chapter 7: LAMPS!!!!!!!!!!!
Chapter 7: LAMPS!!!!!!!!!!!
Please note when I'm typing fast during a run, I usually mess up and type : Lmaps. lol. Yes, I know. I suck.
Let's start with the Easiest of the 3 Lamps and continue on to the annoying ones.
Lamps: Code
When clicking the lamp, it will say: "Your certification code has been registered."
This means that there is 1 lamp and you have just registered your "code". Tell the party it's a "Code" lamp and everyone must run to it ASAP. The first thing everyone must do is Touch the lamp and register your "Code".
If someone is fighting a mob because they aggro'd it after touching the lamp, do not help them! Register your code FIRST.
Have someone stay at the lamp after registering their code so that party members can attempt to find the lamp. The 2nd person to register should run back to the Rune of Transfer and wait for the objective to complete so they can quickly warp to the next floor.
Lamps: Same Time
When clicking the lamp, it will say: "This lamp cannot be activated unless all other lamps are activated at the same time."
There are 3-5 lamps that must be activated at the same time.
We will be running as a group and dropping members off each time a lamp is found. Try to keep the mages closest to the Rune of Transfer. Once all the lamps have been found, the 6th member should head back to the Rune of Transfer or stay with a member that might have potential aggro.
Lamps will stay lit for 30 seconds. However, if not everyone clicks the lamp in time, or there is another hidden one, the cool down is also 30 seconds before we can attempt again.
How we will do this is everyone at a lamp will click the lamp but do NOT activate it. Once everyone is ready and at a lamp, someone will count down: "3. 2. 1. GO!" Only at "GO!" does everyone click "Yes".
Do NOT click on "1", only when the word "Go" has been sent in the party chat do you click "Yes".
Lamps: Order
When clicking the lamp, it will say: "This lamp must be activated in a certain order..." and gives you the option to activate it.
Activating a lamp will not turn it on (light it up) immediately, it will only turn on after all the lamps on that floor have been activated by clicking on them and selecting "Yes".
Activated lamps will not and cannot be deactivated until each lamp has been activated. There is no time limitation for activating all of the lamps, other than the universal time limit placed on the Assault run.
When all lamps have been activated, they will all turn on. After approximately 10 seconds, any lamps that were not activated in the correct position in the order will turn off. Any lamps that were in the correct position in the order will remain on.
How we will do these Lamps is the following:
We run together as a group and drop people off at the lamps we find. As soon as the person is dropped off at the lamp they will click theirs on. The rest of the group will continue to to look for more lamps.
When all the lamps light up, it means we have found them all.
Doing it this way has 2 benefits:
1) By lighting them up as we go along we will get a head start on an attempted 1st lamp order.
2) Once all the lamps are lit up, we will know we have found them all because we have lit them as we go.
Now lets attempt a scenario:
We run together as a group and get dropped off 1 by 1 in the following order:
Lulou > Tamara > Wild > Joz > Slothimus > Lion (no lamp)
By this attempt we have already established a first attempt.
Now, let's say the following happens:
Lulou's lamp turns off. Tamara's lamp stays on. Wild's lamp turns off. Joz's lamp turns off. Slothimus's lamp turns off.
This means everyone EXCEPT Tamara's lamp was lit in the incorrect order. We will re-try a new order:
Slothimus > Tamara > Lulou > Wild > Joz
And the following happens:
Slothimus's lamp stays on. Tamara's lamp stays on. Lulou's lamp turns off. Wild's lamp stays on. Joz's lamp turns off.
That means the correct order is: Slothimus > Tamara > Joz > Wild > Lulou.
Remember the most important thing about Lamp Order is communication! There will be 1 "Lamp Leader". The Lamp Leader will announce the orders after the 1st attempt.
When your lamp turns off be sure to say in the party chat "Off". If your lamp stays on, be sure to say "On." This will greatly help re-create a new lamp order to attempt!!
Last edited by joz on Sat Apr 24, 2010 2:37 am; edited 2 times in total
Chapter 8: Secondary Objectives
Chapter 8: Secondary Objectives
Every so often there will be a Secondary objective. These usually appear after selecting a "left" or "right" turn on the previous floor and usually involve something with "Archaic Gears".
Avoid discovery by archaic gears
You must accomplish the primary objective without aggroing any Archaic Gear/Archaic Gears. If need to, we can kill them, but we must attack them first.
Pulling an Archaic Gear/Archaic Gears with Ranged Attack/Singing/Ninjutsu does not count as "discovery" so it is okay to pull this way. Best to refrain from pulling with magic because.....
Archaic Gear/Archaic Gears all have True Hearing detection and aggros any magic casting or job abilities.
Be careful when casting magic or using abilities!
Do not destroy archaic gears
You must accomplish the primary objective without killing any Archaic Gear/Archaic Gears.
Both singular Archaic Gear and triple Archaic Gears run at the same speed as normal players, and can be despawned if aggro is lost.
Key notes to remember:
- Be careful when using Magic or Job Abilities near Gears
Last edited by joz on Sat Apr 24, 2010 2:49 am; edited 2 times in total
Chapter 9: Boss Floors
Chapter 9: Boss Floors
Every 20 floors there will be a Mega Boss.
- On floors 20 and 40, the Mega Boss can be the following: Adamantoise, Behemoth, or Fafnir.
- On floors 60, 80, and 100, the Mega Boss can be the following: Cerberus, Hydra, or Khimaira.
For all Mega bosses, each member needs to buy items from the vending machine!
All DD must buy the following:
200 points:
- Fanatic's Drink: Provides invulnerability to physical attacks.
- Body Boost: HP Boost
- Dusty Wing: Instantly raise TP; gives 300% TP.
All Mages must buy the following:
200 points:
- Mana Boost: MP Boost
Option Mage item and only if you have the points to burn:
300 points:
Dusty Elixir: Restores 25% HP and MP
Now lets go into a bit more detail!
Adamantoise
- It can use an ability called Tortoise Song. Which dispels up to any 3 buffs from players.
- It can use an ability called Tortoise Stomp. Which is a conal AoE, and can be dangerous if caught unaware.
- Very high physical defense.
- Weak to elemental magic.
How we handle Adamantoise:
DDs use their Body Boost, mages use their Mana boost. Mages rest, DDs meditate and use Shikikoyo on other members. After the Mages have enough MP, cure the DDs.
RDM: Be sure to Dia2/3, Paralyze, Slow, Blind, Gravity. Keep haste on all DD.
WHM: Barthundra and Auspice.
DDs: Attempt to fight from the side. The person with hate should be in the front. That way if it uses Tortoise Stomp, less members are likely to get hit by it.
At ~50% use Fanatics Drink. Use Wings if you have them. Go all out. Keep shadows up.
Behemoth
- Nothing really special about Behe. lol
How we handle Behe:
DDs use their Body Boost, mages use their Mana boost. Mages rest, DDs meditate and use Shikikoyo on other members. After the Mages have enough MP, cure the DDs.
RDM: Be sure to Dia2/3, Paralyze, Slow, Blind, Gravity. Keep haste on all DD.
WHM: Barthundra and Auspice.
DDs: At ~50% use Fanatics Drink. Use Wings if you have them. Go all out. Keep shadows up.
Fafnir
- Uses Hurricane Wing. Causes a severe but short-duration Blind effect. Esuna or Blindna suggested.
- Spike Flail - massive AoE damage. WHM: If you see Fafnir attempting to use this, get ready with Celerity Curaga 3-4.
- Highly resistant to Fire and Ice Elemental Magic. Water and Lightning magic are preferred.
How we handle Fafnir:
DDs use their Body Boost, mages use their Mana boost. Mages rest, DDs meditate and use Shikikoyo on other members. After the Mages have enough MP, cure the DDs.
RDM: Be sure to Dia2/3, Paralyze, Slow, Blind, Gravity. Keep haste on all DD.
WHM: Afflatus Solace and Auspice.
DDs: At ~60-50% use Fanatics Drink. Use Wings if you have them. Go all out. Keep shadows up.
Cerberus
- It can use Magma Hoplon, which cannot be dispelled. It is a Stoneskin move that must be broken through with about 700-1000 damage and it also has a potent Blaze Spikes. It will use this repeatedly when it is low HP.
- Only Floor 100 Only: It can use Gates of Hades. Basically we're screwed!! If you have any Stun type abilities (Blade Bash, etc.) attempt to use them if Cerberus tries to use this move! Headbutt does not work.
How we handle Cerberus:
DDs use their Body Boost, mages use their Mana boost. Mages rest, DDs meditate and use Shikikoyo on other members. After the Mages have enough MP, cure the DDs.
RDM: Be sure to Dia2/3, Paralyze, Slow, Blind, Gravity. Keep haste on all DD.
WHM: Afflatus Solace, Auspice, Regen 2/3 on DDs, and Barfira.
DDs: At ~60-50% use Fanatics Drink. Use Wings if you have them. Go all out. Keep shadows up.
Hydra
- It has very high resistance to Stun and Enfeebling magic.
- Hydra's Left head can preform Pyric Bulwark. Which grants immunity to physical attacks for a time.
- Only Floor 100 Only: It can use Nerve Gas. Which is an AoE Curse, 20hp/tick Poison. Used more frequently when Hydra has less than 25% health. Not Blinkable, wipes shadows.
How we handle Hydra:
DDs use their Body Boost, mages use their Mana boost. Mages rest, DDs meditate and use Shikikoyo on other members. After the Mages have enough MP, cure the DDs.
RDM: Be sure to Dia2/3, Paralyze, Slow, Blind, Gravity. Keep haste on all DD.
WHM: Afflatus Solace, Auspice, Regen 2/3. Esuna, Paralyna, Poisona, Viruna.
DDs: At ~50% use Fanatics Drink. Use Wings if you have them. Go all out. Keep shadows up.
Khimaira
- Only Floor 100 Only: It can use Fulmination. Which deals heavy magical damage in an area of effect. Additional effect: Paralysis + Stun
How we handle Khimaira:
DDs use their Body Boost, mages use their Mana boost. Mages rest, DDs meditate and use Shikikoyo on other members. After the Mages have enough MP, cure the DDs.
RDM: Be sure to Dia2/3, Paralyze, Slow, Blind, Gravity. Keep haste on all DD.
WHM: Afflatus Solace, Auspice, Regen 2/3. Esuna, Paralyna, Poisona, Viruna.
DDs: At ~50% use Fanatics Drink. Use Wings if you have them. Go all out. Keep shadows up.
Last edited by joz on Sat Apr 24, 2010 3:28 am; edited 8 times in total
Chapter 10 - Job specific advice/suggestions to remember!
Chapter 10 - Job specific advice/suggestions to remember!
Some key things to remember for which job you attend as!
Warrior
- Keep shadows up at all times, if possible. Remember: Utsusemi: Ichi will override if you re-cast Utsusemi: Ichi (refreshing it with 3 shadows). Utsusemi: Ichi will not override Utsusemi: Ni. But Ni will override Ichi!!!
- Always provoke the mob, try to make this the first thing you do when you see a mob. This is to keep the mobs from moving around too much and so they focus on the DD and not the healers
- If already preoccupied fighting a mob and the RDM or WHM brings/aggros a mob be sure to Provoke that new mob ASAP! Even if it is slept! Rather they hit you after they wake up then attack the mages.
- Don't forget to use your abilities! Warcry is great during boss floors, leader floors, etc. Berserk and go all out!
- Do not use abilities/items when Paralyzed! Tell the Mages you are Paralyzed ASAP.
Samurai
- Meditate once you get in the main floor, not entrance floor.
- Keep shadows up. Remember: Utsusemi: Ichi will override if you re-cast Utsusemi: Ichi (refreshing it with 3 shadows). Utsusemi: Ichi will not override Utsusemi: Ni. But Ni will override Ichi!!!
- Meditate when waiting to do Lamps.
- Shikikoyo (if you have it) on other DDs during floors like Lamps or if you have an overflow of TP and Meditate is up, or Sekkanoki is down.
- Be sure to use Seigan and 3rd Eye. Always use 3rd Eye when you are re-casting shadows, esp. Ichi!!!
- Be careful doing Skillchains on Leader floors where the mob is a Pudding!!! If not paying attention, skillchains could HEAL the puddings!
- Do not use abilities/items when Paralyzed! Tell the Mages you are Paralyzed ASAP.
Blue Mage
- Keep shadows up. Remember: Utsusemi: Ichi will override if you re-cast Utsusemi: Ichi (refreshing it with 3 shadows). Utsusemi: Ichi will not override Utsusemi: Ni. But Ni will override Ichi!!!
- Have at least 1 Light based sleep spell!
- Have stun spells equipped and use them often!
- Always attempt to stun AoE damage!!
- Be careful doing Skillchains on Leader floors where the mob is a Pudding!!! If not paying attention, skillchains could HEAL the puddings!
- Do not use abilities/items when Paralyzed! Tell the Mages you are Paralyzed ASAP.
Red Mage
- Always have Composure, Reraise, Refresh, and Haste on yourself!
- Stoneskin, Blink, and Phalanx are also good to have on, at least 75% of the time. You never know if you have to Sleep a Mob, or Gravity/Bind Kite a mob.
- Be sure to macro Sleep 1, Sleep 2, Gravity, Bind, Dispel, Dia 2 or 3, Paralyze, Silence, Slow, Blind.
- Always go in this order: Silence (if mob needs silence) > Dispel (if mob needs Dispel: Ice Spikes, etc) > Dia 2/3 > Paralyze > Slow > Blind.
- Any mobs that are Tough+, be sure to cast Dia and Paralyze on!
- For floors that are "Kill all" be prepared to let the WHM focus more on healing and feel free to pull mobs from other rooms to the DDs!!! Pull with Paralyze, Slow, Silence and then sleep the mobs next to the DD! If the mob resist sleep, Gravity and kite it around the room!
- Try to keep Haste on all DDs at all times! Haste priority is the following: Yourself > Warrior (they should be provoking first so they need haste for shadow timers) > Ninja (they should be provoking first so they need haste for shadow timers) > Samurai > Dark Knight > Dragoon > Blue Mage
- Always keep refresh on yourself. Priority should be the following: Yourself > White Mage > Blue Mage > Dark Knight.
- Phalanx II the DDs if you have it and MP is not an issue.
- Have a Bow equipped and Arrows in case you are pulling mobs (for the DD) and magic pulling isn't possible.
- Always Dispel Spike spells or any other beneficial status effects to the mobs.
- Always cast Silence, Paralyze, Slow, Dia 2/3 on Puddings and then feel free to use T3 nukes (Thunder 3 and Blizzard 3, if the mob does not absorb it).
White Mage
- Always have Reraise on.
- Be sure to use Afflatus Solace.
- Protectra and Shellra when entering the first floor (not the main entrance room).
- Have Regen 3 on macro and cast on DD.
- Have Curaga on macro incase the DDs get slept. Use Curaga 1 over Cura. (Curaga 1 is casting time of 4.5 sec. and Cura is 5 seconds)
- If the DD are Petrified, STONA. If the DD are Paralyzed, PARALYNA. ASAP. Don't cure bomb them, Stona/Paralyna them ASAP. If you sit and Cure bomb them, the mobs will attack you and no DD can save you.
- Have Repose on macro. There will be mobs that resist Dark based sleep.
- If in a bind and the RDM is low on MP and their Convert is down, cast Devotion on them. (If you have it)
- Let the RDM focus on Haste on the DD but try to keep Haste on yourself.
- If split in to 2 groups, be sure to cast Dia II on the mobs. Repose links/aggro. Make sure the DD have Haste.
- When subbing SCH, don't forget to use the SCH abilities! Light Arts, Penury (decreases next spell by 50%. Great for using on Cure 4 and 5s, high Curaga spells). Celerity (decreases casting time on next spell by 50%. Great for having this macro'd along with Curaga 3-4 when the DD are slept and all low on HP.)
- Don't forget to use Auspice!! Esp. during Leader and Boss floors!!! Try to keep this up often as well.
Last edited by joz on Sun Apr 25, 2010 7:16 pm; edited 13 times in total
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