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View Full Version : [dev1038] WoE Fluxes 12-15 Information



MDenham
11-04-2011, 10:38 PM
This is based off of what I've seen in these fluxes; further information from people who have actually managed to get more than one or two people in there would be appreciated.

Flux 12: Multiple Alexanders (I saw red and blue), plus some kind of odd Viking-helmet mobs in the same colors. These helmets are a new mob family; the only TP move I saw was Area Bombardment, which is, not surprisingly, an AoE move. Helmets are non-aggro. Boss: probably Alexanders.

Flux 13: Harpies and crows. Harpies seem to have ridiculously high damage (on PUP95/WAR47, was hit for 939, non-crit). Boss: probably Harpies.

Flux 14: A lynx/coeurl variation of the Mandy Death Pit, I assume; got in, was killed by a roaming lynx that then decided to camp my body for respawns. Boss: Unknown. I suspect it's probably a Behemoth; it may be a khimaira if there are also tigers and smilodons in this flux (which would be taking the Mandy Death Pit analogy way too far).

Flux 15: Hybrid elementals, which do aggro something other than magic (Baelfyr type near entrance; don't know beyond that). Boss: I wouldn't be surprised if it's that glowing dragon we've seen pictures of, but I don't know yet.

Sorry for the lack of useful information on fluxes 14 and 15; it's a little hard to do solo exploration of most fluxes. :D

Fatmatt
11-05-2011, 02:33 AM
Flux 12: Ironclad heads (like the one to pop the RR atma ironclad in Misareaux), there are 2 types, red and blue. Boss is 2 full ironclads, one is red and the other is blue.

Flux 13: Birds. Pink ones cast spells and black ones have high eva and triple attack rate. Boss is 3 harpies (white, pink and black). They wander around the entire area.

Flux 14: Did this with a group, only saw lynx and the boss was a behemoth who we couldn't even put a dent in. Lynx cast spells. They have a "throat stab" ability (critical damage + hate reset on target)

Flux 15: Only saw all 4 types of hybrid elementals and the 6 abyssea Caturaes. The boss is I would assume to be the one Caturae that is down a flight of stairs on a platform by itself. The stairs however is guarded by another Caturae

Alhanelem
11-05-2011, 12:49 PM
Flux 15: Hybrid elementals, which do aggro something other than magicThey don't aggro magic. They aggro truesight and link at a fair distance. Trust me, you don't have to cast a spell to aggro, and in fact casting a spell not that far didn't seem to doa nything.

MDenham
11-05-2011, 12:51 PM
They don't aggro magic. They aggro truesight and link at a fair distance. Trust me, you don't have to cast a spell to aggro, and in fact casting a spell not that far didn't seem to doa nything.Yeah, the only reason I mentioned "aggro something other than magic" is because I wasn't sure if they were true sight or true sound. (It's kind of hard to tell which side is the front. :D)

Alhanelem
11-05-2011, 01:05 PM
I actually misread your post, sorry. :) they're definitely truesound, as far as I can tell.

MDenham
11-05-2011, 01:51 PM
I actually misread your post, sorry. :) they're definitely truesound, as far as I can tell.That'd make sense; everything else in WoE, with the exception of small heads in 12, seems to be true sound regardless of what its family would normally aggro to. (Small heads are, as mentioned above, non-aggro, which is unique to that flux.)

Kysaiana
11-05-2011, 05:58 PM
Everything hits like truck that is dual-wielding two other trucks in the new fluxes. It's impossible to gauge the difficulty solo but I don't see many people bothering with these unless it's discovered they have good drops in them or anything besides ores/logs even. Everything links and aggros from fifty miles away so even with an army of SMNs I'm not sure anyone could really clear these without real organization. It doesn't seem like you can sack pull them either since pets dying resulted in every single linked mob to come after me. Again, though, really hard to judge based on soloing.

Kitkat
11-06-2011, 12:12 AM
Sounds like fun, but at the same time that could be incredibly annoying if the Shared party/alliance hate still exists. Kinda miss being able to die and reraise with no hate. Now you stay dead until everyone in your party is dead and it moves on to someone elses party. If you don't the mob just runs back over to who ever just reraised and beats them down. Really makes dealing with someones bad pull a pain in the rear.

saevel
11-06-2011, 12:22 AM
So .. basically every one of them just has you die over and over again? Current problem with WoE is the crazy hate system leading to everyone just dieing over and over again.

Concerned4FFxi
11-06-2011, 12:34 AM
this sounds promising, perhaps there will be a return to challenges for WOE, i can take back my comment that auto-rr killed WOE. So the lower tiers are for casual play/WOE weapons and higher tier WOE can be challenging even with auto-rr and <gasp> some strategy might be needed to clear them!

PS- thank you for posting this information from your WOE test server findings.

Kitkat
11-06-2011, 04:10 AM
So .. basically every one of them just has you die over and over again?

No, since not everyone is in the same alliance/party. It only seems to matter if anyone is on the hate list to begin with if everyone ends up dying over and over again. If you go into a WoE solo, but there is the max number in there and you die, it'll go to the next person that was on its hate list. You'll be able to get up and move away from the mob to a safe spot and recover (assuming there is a safe spot). However, if you are in a pt with other players and die then get back up while someone is in your pt fighting it but they end up dying...no matter where you go it'll systematically kill everyone in that PT over and over again until all members are dead and stay dead or someone gains enough hate to keep it from killing anyone who raised up.

On my normal server I usually do WoE with some friends just to kill time (it is fun, bad drop rates aside) and we figured this out very fast. If we have greater than one party we'll usually break off from the cluster of the rest to fight individual mobs, but if a couple don't and end up dying or the party that broke off dies, that mob will go over to the rest of the members who should have no hate at all and kill them anyway.

It isn't Zone participant hate, just alliance/party hate. If the break away party/alliance all dies then the mob will reset back to where it was pulled from.

As for the hate, that is probably because people treat it similar to campaign being as the reward system seems to be linked in that fashion. Additionally there is auto-raise after being dead for 30 seconds so people don't tend to care about being full-blown hate mongers to be sure they get as much point count during the fight. Thus you have blm standing back chain-casting until they get hate and die or DD that go full on nuts.

Babekeke
11-06-2011, 04:45 AM
This does of course allow a THF to Dual-box with a mule, leave the mule at the start and just run for the boss, agroing everything apart from the boss on the way. Utilizing PD and flee, this could be possible.

THF does once all mobs are agro'd, and mobs all run to the start to kill mule. During this time, other people in the zone can grab the boss and take it somewhere safe (if there is somewhere safe), and as soon as mule dies, THF is safe to get up and follow after the group.

This is an assumption, I haven't yet tried it, but it works in theory, unless I'm missing something.

Alhanelem
11-06-2011, 06:34 AM
Everything hits like truck that is dual-wielding two other trucks in the new fluxes. It's impossible to gauge the difficulty solo but I don't see many people bothering with these unless it's discovered they have good drops in them or anything besides ores/logs even. Everything links and aggros from fifty miles away so even with an army of SMNs I'm not sure anyone could really clear these without real organization. It doesn't seem like you can sack pull them either since pets dying resulted in every single linked mob to come after me. Again, though, really hard to judge based on soloing.
Ironically, the final flux has the lightest hitting enemies. The elementals don't hit that hard, though they do cast -ja spells. The caturae suck pretty hard though, because they have en-curse which drops your max HP so low that anything else they do will oneshot you- This makes even throwing pets at it hard.

I was duoing the elementals with myself and the other on SMN and they went down at a decent pace. If we could organize a test session (all on SMN since the test server makes that easy), we might be able to clear one of them in the 250 minute time limit to find out what they drop.