Would work for some of it but at least 1 type in each hall is pretty zerg proof:
Wyrm - Takes to the air at a certain % HP. Have to deal damage in the air to bring him down. Could probably do it with blood pacts but Gregale wing and Sleet Blast (both 30' range) will seriously wreck you without PD and sufficient healing.
Turtles - Hugely resistant to physical damage.
Hydras - Uses physical shield.
Amphipteres - Use that 'wander around with perma knockback' thing.
Sandworms - Absorb damage a lot of the time.
Vampire - Uses Charmga.
Seems to be best to bring a mix if you're doing with lots of people. Melee DDs have their place but so do rangers, BLMs and particularly PLDs here, would want at least 2 to tank the other mobs because you can't really fight 1 at a time without aggroing another.
On another note I don't think anyone has noticed any difference between 18 and 36-man versions, they seem to be identical.


Reply With Quote





