View Full Version : Attachments Help
Shotaro1
09-29-2011, 11:05 PM
Ok, well there are a few attachments i dont have yet, due to prices being 1-3m on AH. Which is ridiculous. So, Im wanting to do the Ashu Talif fights, and Im wondering if anyone has some strategies, minimum job requirements ect ect for the fights that drop Turbo Charger and Tranquilizer (Royal Painter Escort, and Targeting the Captain).
Any information on how it should go at LV 90-95, and how to do it would be awesome. Thanks.
Tetsujin
09-30-2011, 03:18 PM
These missions used to be done with 6 people at 75 I believe, so no doubt 3 or so 90's could do the job no problem.
For the Scouting the Ashu Talif, I've seen a good meat shield (tacos, cocoon, phalanx) paired up with 2 BLM for -ga spells (probably just 1 at 95) make good work of the main waves of mobs. I recall some complications coming up when the imps arrive on board though. Otherwise, keep reraise up, die at a safe distance, raise at a safe distance.
If you repeat the mission enough times to get all of the attachments, you'll no doubt get duplicates to put up on the AH and repay the people helping you do the missions over and over again.
Enjoy.
brayen
10-01-2011, 09:04 PM
definetly did not requier 6 for these fight not even at 75
for scouting (the one with a ton of little weak mobs) a blu a healer and 2 melee is the least i went with at 75, fairly confident a lv 95 blu + healer could duo now. basically just use blu AoE melee spells since they are quick and you minimize most the damage. when the mega boss makes an appearance (i think he has 3? total) he flies upstairs does 1 AoE cast and keeps flying so you have to zerg while he does his 1 cast, he will appear the next time with the same amount of hp left form previous appearance. you can 2hr + wing as you get temp items as well. [note: camp at the top so you can take your time and dont have mobs or megaboss aggroing on spawn]
for escorting the painter blu + 2 zerg melee and a healer was enough at 75, at 95 i would say blu + zerg melee + healer(might be able to skip the healer depending how squishy the melee is) is a sure win, only thing in this mission is basically making sure you snipe the mobs before they touch the painter or you lose a box. while the zerg melee(s) go with the whm and chop down the strong fomors and then take out the captain/
for targeting the captain, this one is a joke basically. at 75 3 was plenty melee + melee + healer. basically one melee kites the captain, other tanks the monkey kill monkey then just kill the captain. Just make sure you aggro the imps first before they spot you, and make sure you hit the captain(missing doesnt count) with a melee hit without ever being spotted. being spotted by imp removes 1 box and failing to sneak up on the captain loses the other box. Captain always swings twice and he ranges often is only noteworthy things i guess., being that you kite a mob i think at 95 healer could kite and an evasive melee could kill monkey, otherwise any 2 melee + healer should be safe.
of course this is all subject to people not playing well etc but generally was all doable at 75 with less then optimal players