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    Player Sesshmaru's Avatar
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    Oct 2019
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    Character
    Sesshmaru
    World
    Asura
    Main Class
    RDM Lv 1

    Odyssey Community Guide

    I would like to share with you guys very helpful guides/videos to tackle Gaol Bosses for Vengeance clears:-


    Sheol C Detailed Breakdown:



    Translated by Buukki.


    Sheol C Run Guide:



    Recommended Setup:-


    DDx2 COR BRD WHM TANK


    Cor: Chaos, CC Sam, Cor Wild Card and cutting cards for SV songs, for 4th floor.


    Brd: SV: Min x2 March x2 Str etude or 1 more Min, switch it to Madrigal at 4th floor

    Brd: Tank Buffs : Minnex2, Balladx1 if not possible 1 Minne is fine.

    Brd: WHM Buffs: Minex2 Balladx2

    Note: Bard has to open Boxes.


    Whm buffs: Barparalyzra, Barblizzara/Barthundra, Regen, Auspice, Boost-STR

    Whm: poison potions for mobs with sleep AoE or /sch sublimation, and always stay away from range of AoE, Sacrosanctity at Halo while fighting Ninja Mamoolja and Popping Asylum for Chaos Steward.

    Note: WHM should be ready to use Devotion on tank when requested.

    Note: You can buy cheaper poison potion from NPC in Khazam, Ghemi interilo : El._Pachira_Fruit


    Tank: Buff on time before pulls and pop UNM for the group

    Tank: Has to woke the group if they slept with Healing Breeze or Majesty cure.

    Note: Tank has to pop UNM.

    Note: Tank can get hate on Invisible agons by targeting visible mob, use AoE, get hate on invisible mobs before lullaby.

    Note: UNM Pop name is Ethereal Junction #1 not Ethereal Junction(Halo)


    DD: have to switch targets and don't fight the same mobs unless it has a bad AoE or Counter such as Apkallu and Korrigan.


    UNM pop Order:


    Lotanu (Hidhaegg's Scale)


    Dabbat al-Ard (Sovereign's Hide)


    Asena (Sarama's Hide)


    Chaos Steward (Tumult's Blood)


    Note: UNM to POP Depends on your Mog mastery level, if low Mog Mastery level
    Switch Lotanu for Chaos Steward.


    Note: If there is a UNM at A Bad Family, tank pop nm and run away from the group and BRD sleep and DD kills and move to next groups no need to kill the whole group.


    Nostos Mob to skip list:
    Wyvern , Dahaks , Ghosts , Skeletons , Morlbor
    Note: if Halo with those mobs either skip or fight them after Halo Mobs and recommended to fight the same mob at time after killing Halos


    Unsleepable Mobs: Qutrab, Ram.


    Battle Scenario:


    First Floor:


    Let's say the downstairs group is 0 and the group near the portal is first.


    Skip Downstairs and buff in front of the portal.


    If the mobs are not on the skip list, Tank pulls all and BRD sleeps and DD runs to the tank and kills while switching targets.


    Tank pull second group to third group and DD kills, if the second has Halo,


    Deal With Halo group first then Tank Pull Third Group to the 4th Group before Stair.


    Note: Recommended to leave first floor with 22min left.


    Second floor:


    Tank Pull two groups together and Brd sleep and DD kills then do Halo, This situational to Halo placement on second Floor.


    Note: Recommended to leave second floor with 16min or 15min left.


    Third Floor:


    At Third Floor everyone should follow the tank and make a decision on which Nostos groups to pull together, while looking for a halo group,
    if Halo is upstairs or downstairs skip it, unless you have time.


    Note: Recommended while group is clearing a group that BRD go check for Halo or UNM downstairs/upstairs if there is time go ahead to clear the Halo/UNM.
    Note: Leaving the third floor with 10 min left is recommended.


    Fourth Floor:


    Rebuff ,then tank go pulls first group of mobs if not skippable, at second group tank could pull them to the third group,
    also 4th group to the 5th group, or 4th to 5th group, depends on Nostos Families and Halo Placement on the floor.


    For Boss Halo, recommended order to kill Bosses:-
    Wiver > Trolls > Lamia > Ninja(WHM Pop Sacrosanctity)


    Note: if time left is less than 3min, it is recommended to touch exit for reward and kill remaining nostos Group, use bolter's roll if needed.


    FFXI Odyssey C Seg run 2800 bonus (Tank Prespective)

    Credit to: Kuroyo, Sesshmaru and Teborick.



    Monster Weak/strong against plus Cruel Joke and sleep Chart for Sheol C


    Sleep and Cruel Joke Chart:



    Chart for all the above




    Recommended: Browser Zoom 200%


    Ninja/DRK/COR Weapon Skill Weakness/Absorb chart






    Accuracy required for all atonement:


    Lv124 Atonement I :1013
    Lv129 Atonement II:1152
    Lv134 Atonement III:Xevioso(1367),Others(1233)
    Lv139 Atonement IV:1384

    Reference: Vanafratello.com



    Atonement I Lv124:


    Dealan-dhe V15~V20~V25

    Lonekent Strat
    RUN WAR SAM BRD COR WHM



    COR: Samurai + Chaos Rolls
    BRD: SV Minuet x2, March, Honor March, Scherzo
    WHM: Boost-STR, Baraera, Barsilencera. Maybe should have Barfira / Baramnesra?

    About 1million HP

    Plan: Throw DD at it, WHM spam Erase/Curaga. Damage from TP moves seems low, just lots of Flash & Bio. It has cone Dispel TP move, rebuff as needed.

    https://www.youtube.com/watch?v=6o7R...el=LoneKenT%60


    V20
    WHM WAR BRD SAM RUN COR




    At 75% add pop, Add will probably on WAR So be on DT and continue the fight.


    Lonekent V20
    PLD WAR SAM BRD COR WHM

    COR: Samurai + Chaos Rolls
    BRD: SV Minuet x3, March, Honor March
    WHM: Boost-STR, Barfira, Baramnesra

    Will use Perfect Dodge / Invincible / Elemental Sforzo once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.3 million HP? Gain Regen if add is alive.
    Based on other fight, add probably have about 1million HP?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Need Elemental Seal / Stymie to sleep add?

    Plan: Throw DD at it, WHM spam Erase/Curaga. Damage from TP moves seems low, just lots of Flash & Bio. It has cone Dispel TP move, rebuff as needed.
    PLD try to keep hate on add. PLD have trouble on this, add's enmity is wierd.

    https://www.youtube.com/watch?v=mrPe...el=LoneKenT%60


    Asura's Strat V25
    PLD DNC DRG BRD COR GEO



    COR: Fighter + Chaos Rolls
    BRD: SV Minuet x2, Dirge, March, Honor March, Sirvantee tank ballad
    GEO: Frality , Fury , Haste
    DRG: Angon

    Others only white hits, Only DNC Weapon SKill.

    First add at 75%, second on 40%
    Once Add Pop, Only DNC stay on Boss, and others Kills add, once second add pop repeat, others kill add.

    Ws Wall, Make macro with /wait 10 /Echo Weapon Skill, so you dont rush.






    LoneKent's Dealan-dhe V25
    WAR DRG GEO COR RDM WHM

    COR: Samurai + Chaos Rolls
    GEO: Fury + Frailty + Entrust Haste
    WHM: Boost-STR, Barfira, Baramnesra

    Will use Perfect Dodge / Invincible / Elemental Sforzo at 75% HP and 40% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 add.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 1.5 million HP?
    Pet has about 1.5 million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.


    Plan:
    Tactic roll in Lobby area, someone change to GEO to entrust before leaving lobby.
    Kill Boss, RDM Bind / Gravity / Sleep pets when they pop.
    Stymie Sleep2 2nd pet when it pop.
    GEO Bolster after 2nd pet's slept.
    Coordinate Random Deal / Wildcard to use Warcry / SP for last 40%.

    Seems MB Party has easier time. SCH make Distortion, COR Leaden Salute and BLM SCH MB Blizzard.

    https://www.youtube.com/watch?v=PDXuZQ-2nnk



    Sgili V15~V20~25


    Lonekent Strat
    RUN COR SCH GEO BLM WHM


    COR: Wizard + Warlock Rolls
    GEO: Acumen + Malaise, Entrust Haste on BLM

    SCH make SC, BLM MB Earth. COR save Random Deal and Wild Card to reset SCH's Stratagems.
    Only threat is Doom, RUN bring Holy Water and WHM Cursna.

    Terminal Bloom gives AOE Doom.

    Necrotic Brume gives AOE Curse (Recovery) / ST20 / Super Curse, which prevent HP MP recovery from spells / ability / items. Can only be removed with Benediction or Sacrifice under Afflatus Solace or Esuna under Afflatus Misery.

    https://www.youtube.com/watch?v=s17l...el=LoneKenT%60

    V20
    RDM SCH BRD BLM RUN COR



    At 75% add pop, RDM has To build hate and kite it (Bind Gravity)
    Rdm guide :

    Suggest to merit depend on the boss elment Magic Weakness, Enfeebling Magic Duration and Immunobreak Chance.
    Haste II on all, Phalanx II on DPS, Refresh III on yourself the WHM and the RUN.
    RDM opens with Saboteur and tries to debuff Boss best they can, Light Shot when Dia III lands to upgrade it to Dia IV
    When the Add wakes up from Aura RDM hits Chainspell and Saboteur, spam Sleep II to knock it out again. Apply Bind and Gravity II as well, just in case.



    Tank has to move away from Add to safe spot, party follows.


    Lonekent V20
    NIN COR SCH GEO BRD RDM



    COR: Wizard + Warlock Rolls
    GEO: Acumen + Malaise
    BRD: SV Minuet x4, Honor March on NIN. Ballad x2, INT Etude x2, March on SCH.
    RDM: Haste2 the NIN
    SCH: Regen5, Animus Augeo on NIN. Animus Minuo on self.

    Terminal Bloom gives AOE Doom.
    Necrotic Brume gives AOE Curse (Recovery) / ST20 / Super Curse, which prevent HP MP recovery from spells / ability / items. Can only be removed with Benediction or Sacrifice under Afflatus Solace or Esuna under Afflatus Misery.

    Will use Hundred Fist once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.3 million HP? Gain Regen if add is alive.
    Based on other fight, add probably have about 1million HP?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Need Elemental Seal / Stymie to sleep add?

    Plan:
    NIN bring lots of Holy Water.
    NIN make Darkness SC and SCH MB Earth. SCH try to keep 10k+ Geohelix 2 up as much as possible.
    RDM Bind + Gravity the add. Keep add away from the Party.

    We couldn't figure out why, but the add keep going for the BRD, and the BRD end up kiting the add while RDM Bind + Gravity it.




    Asura's Strat V25
    BLM RNG SCH COR RDM RUN/PLD

    SCH: Fusion Skill chain > True Flight
    COR: Wizard, SAM
    GEO: Indi Acumen, Geo Malaise, Entrust Haste
    RDM: Bind add debuffs,

    Red Mage have to bind adds, and back line go away from adds.

    First add at 75%, second on 40%

    Magic Burst , Keep Skill chain going.


    Vannquished Strat:
    BLM GEO SCH COR RDM RUN

    SCH: Gravitation Skill chain > steel cyclone > wildfire
    COR: Wizard, Warlock
    GEO: Indi Acumen, Geo Malaise, Entrust Haste
    RDM: Bind add debuffs,

    Red Mage have to bind adds, and back line go away from adds.

    First add at 75%, second on 40%

    Magic Burst , Keep Skill chain going.


    LoneKent's Sgili V25 MB strat
    RUN GEO SCH COR BLM RDM

    GEO: Acumen + Malaise, Entrust INT
    COR: Samurai on RUN. Wizard + Warlock rolls mages.
    SCH: Regen5 + Firestorm2 + Klimaform.
    RDM: Haste2 + Refresh3.


    Terminal Bloom gives AOE Doom.
    Necrotic Brume gives AOE Curse (Recovery) / ST20 / Super Curse, which prevent HP MP recovery from spells / ability / items. Can only be removed with Benediction or Sacrifice under Afflatus Solace or Esuna under Afflatus Misery.

    Will use Hundred Fist / Mighty Strike at 75% HP and 40% HP.
    Will summon 1 pet each time Boss use SP, can have up to 2 add.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 1.3 million HP?
    Pet probably have about 1million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.

    Plan:
    Bring Holy Water, Remedy.
    SCH make Gravitation, everyone MB Stone.
    COR coordinate Random Deal / Wildcard to reset SCH's Stratagem, RUN's Rayke/Gambit.
    Ignore pets that pop, let the RDM deal with them.
    When 1st pet pop, RDM Bind / Gravity / Sleep.
    When 2nd pet pop, RDM Stymie Sleep2.
    After 2nd pet pop, SCH use Tabula Rasa, Geo use Bolster, BLM use Subtle Sorcery.

    https://www.youtube.com/watch?v=7-IDPfKyY5M








    U Bnai V15~V20~25

    Lonekent Strat
    RUN GEO SCH BLM WHM COR

    GEO: Acumen + Malaise, Entrust Haste
    COR: Wizard + Warlock rolls

    SCH make SC, BLM MB Fire. Easier than throwing melee DD.
    COR save Random Deal and Wildcard to reset SCH's Stratagems.

    https://www.youtube.com/watch?v=JxTy...el=LoneKenT%60

    V20
    RDM SCH BRD BLM RUN COR



    At 75% add pop, RDM has To build hate and kite it (Bind Gravity)
    Rdm guide :

    Suggest to merit depend on the boss elment Magic Weakness, Enfeebling Magic Duration and Immunobreak Chance.
    Haste II on all, Phalanx II on DPS, Refresh III on yourself the WHM and the RUN.
    RDM opens with Saboteur and tries to debuff Boss best they can, Light Shot when Dia III lands to upgrade it to Dia IV
    When the Add wakes up from Aura RDM hits Chainspell and Saboteur, spam Sleep II to knock it out again. Apply Bind and Gravity II as well, just in case.



    Tank has to move away from Add to safe spot, party follows.


    Lonekent V20
    NIN GEO SCH COR BRD PUP


    GEO: Acumen + Malaise
    COR: Wizard + Warlock rolls
    BRD: SV march + honor march, Minuet x3 on NIN (maybe 1 scherzo instead of minuet). Ballad x2, INT Etude x2, March on SCH.
    SCH: Regen5 + Animus Aegao on NIN. Animus Minuo on self.

    Will use Perfect Dodge / Invincible once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.3 million HP? Gain Regen if add is alive.
    Based on other fight, add probably have about 1million HP?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Need Elemental Seal / Stymie to sleep add?

    Plan:
    NIN make SC and SCH MB Fire. SCH try to keep 10k+ Pyrohelix 2 up as much as possible.
    PUP grab add when it pop, and keep add away from the Party.


    Asura's Strat V25
    BLM RNG SCH COR RDM RUN/PLD



    SCH: Fusion Skill chain > True Flight
    COR: Wizard, Warlock
    GEO: Indi Acumen, Geo Malaise, Entrust Haste
    RDM: Bind add debuffs,


    First add at 75%, second on 40%

    Magic Burst , Keep Skill chain going.



    Lonekent's U Bnai V25 MB strat
    RUN GEO SCH COR BLM RDM

    GEO: Acumen + Malaise, Entrust INT
    COR: Samurai on RUN. Wizard + Warlock rolls mages.
    SCH: Regen5 + Firestorm2 + Klimaform.
    RDM: Haste2 + Refresh3.

    Will use Perfect Dodge / Invincible at 75% HP and 40% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosed randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 add.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 1.3 million HP?
    Pet probably have about 1million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.

    Plan:
    RUN Herculean Slash + SCH Pyrohelix = Liquefaction, MB Fire.
    COR coordinate Random Deal / Wildcard to reset SCH's Stratagem, RUN's Rayke/Gambit.
    Ignore pets that pop, let the RDM deal with them.
    When 1st pet pop, RDM Bind / Gravity / Sleep.
    When 2nd pet pop, RDM Stymie Sleep2.
    After 2nd pet pop, SCH use Tabula Rasa and solo SC Fusion, Geo use Bolster, BLM use Subtle Sorcery.

    https://www.youtube.com/watch?v=35Y4xHmKBn8





    Gogmagog V15~V20~25


    Lonekent Strat
    RUN MNK SAM GEO BRD WHM

    GEO: Bolster Fury, Frailty
    BRD: SV March, Honor March, Scherzo, Minuet, Dirge (on DD), Sirvente (on RUN)

    NM can use SP once, seems random which one it use (Mighty Strike, Blood Weapon, Hundred Fist, may be other). Can't use SP anymore after that. While SP is active, it has access to AOE TP move that can 1 shot everyone.

    Plan: Fight till it use SP, everyone run away, Tank kite. Once SP off, can fight again.

    https://www.youtube.com/watch?v=_BLv...el=LoneKenT%60

    V20
    RDM MNK BRD WAR RUN COR



    At 75% add pop, RDM has To build hate and kite it (Bind Gravity)
    Rdm guide :

    Suggest to merit depend on the boss elment Magic Weakness, Enfeebling Magic Duration and Immunobreak Chance.
    Haste II on all, Phalanx II on DPS, Refresh III on yourself the WHM and the RUN.
    RDM opens with Saboteur and tries to debuff Boss best they can, Light Shot when Dia III lands to upgrade it to Dia IV
    When the Add wakes up from Aura RDM hits Chainspell and Saboteur, spam Sleep II to knock it out again. Apply Bind and Gravity II as well, just in case.



    Tank has to move away from Add to safe spot, party follows.


    Lonekent V20
    PLD WAR SAM COR BRD WHM



    BRD: SV March, Honor March, Minuet x3
    COR: Samurai + Chaos

    Has about 1.3mil HP? Gain regen when add is alive. Parse show 1.6mil damage when we won.
    Add has about 1mil HP.
    Will use Mighty Strike / Blood Weapon / Hundred Fist once at 75%HP.
    While SP is active, it has access to AOE TP move that can 1 shot everyone.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Need Elemental Seal / Stymie to sleep add?

    Plan: Fight till it use SP, everyone run away, Tank kite. Once SP off, can fight again. SAM tank/fight the add away from the other.


    Asura's Strat V25
    MNK WAR BRD COR RDM PLD




    WAR: Warcry , Tamahowk , Blood Rage, SP for boost in white hits, Armor Break
    COR: Fighter + Chaos Rolls
    BRD: SV Minuet x2, Dirge, March, Honor March, Sirvantee tank ballad
    RDM: Bind add debuffs, Dia, Bind boss
    PLD: Holy Circle, Heal.

    Others only white hits, Only MNK Weapon SKill.

    First add at 75%, second on 40%
    Once Add Pop, Only MNK pull add to Corridor, then RDM bind Gravity Boss, and then RDM Bind ADD at Corridor, repeat same once second add pop at 40%.

    Ws Wall, Make macro with /wait 10 /Echo Weapon Skill, so you dont rush.


    Lonekent's Gogmagog V25
    WAR MNK COR BRD RDM WHM


    RDM: Haste2 + Phalanx
    BRD: SV Minne, Honor March, Minuet x3
    COR: Samurai + Chaos

    Will use Mighty Strike / Blood Weapon / Hundred Fist at 75%HP and 40% HP.
    While SP is active, it has access to AOE TP move that can 1 shot everyone.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 add.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 1.5 million HP?
    Pet has about 1.5 million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.

    Plan:
    Tactic roll in Lobby area, GEO entrust before leaving lobby.
    Fight Boss till 75%, get Gravity on it, kite when Boss use SP, no one fight it when it's being kite. RDM Saboteur Sleep / Bind / Gravity 1st pet.
    When Boss's SP wear off, can fight again.
    Fight Boss till 40%, make sure Gravity still up, kite when Boss use SP, no one fight it when it's being kite. RDM Saboteur Stymie Sleep2 then Bind / Gravity 2nd pet.
    After 2nd pet's slept, coordinate Random Deal / Wildcard to reset Warcry / SP.

    https://www.youtube.com/watch?v=90SwbmgUSu0




    Atonement II Lv129:



    Marmorkrebs V15~V20~25

    Lonekent Strat
    RUN COR GEO SCH BLM WHM


    COR: Wizard + Warlock
    GEO: Bolster Acumen + Focus, Entrust Haste on BLM
    SCH: Thunderstorm2, spam SC for thunder MB. MB Helix2 at first SC if possible.
    WHM: Barwatera, Boost-INT

    Plan: SCH make SC for thunder MB, time may be tight, need to SC as much as possible. Coordinate with COR for Random Deal and Wild Card, to get as many Stratagems as possible.
    Idealy: use all Stratagems, Random Deal, use all Stratagems, Tabula Rasa, use all Stratagems, Wild Card, use all Stratagems, (Tabula Rasa if Wild Card reset success, use all Stratagems), Random Deal, use all Stratagems.

    NM TP move can Dispel. Seems to resist physical damage.

    https://www.youtube.com/watch?v=4_t5...el=LoneKenT%60

    V20
    RDM SCH BRD BLM RUN COR



    At 75% add pop, RDM has To build hate and kite it (Bind Gravity)
    Rdm guide :

    Suggest to merit depend on the boss elment Magic Weakness, Enfeebling Magic Duration and Immunobreak Chance.
    Haste II on all, Phalanx II on DPS, Refresh III on yourself the WHM and the RUN.
    RDM opens with Saboteur and tries to debuff Boss best they can, Light Shot when Dia III lands to upgrade it to Dia IV
    When the Add wakes up from Aura RDM hits Chainspell and Saboteur, spam Sleep II to knock it out again. Apply Bind and Gravity II as well, just in case.



    Tank has to move away from Add to safe spot, party follows.


    Lonekent V20
    RUN COR RDM SCH BLM BRD



    COR: Wizard + Caster
    BRD: SV March, Honor March, Water Carol x2, Scherzo (Scherzo really important)
    SCH: Thunderstorm2, spam SC for thunder MB. MB Helix2 at first SC if possible.
    RDM: Haste2
    RUN: Sulpor. Bring Panacea

    NM TP move can Dispel. Seems to resist physical damage.
    Weak to Thunder magic damage.
    When below 50%, will use TP moves back-to-back.
    Will use Mighty Strike / Invincible / Elemental Sforzo / other? once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.9 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?

    Plan:
    SC: RUN Freezebit + SCH Water = Fragmentation + COR Last Stand = Light
    COR save Random Deal and Wild Card, to reset SCH's Stratagems and RUN's Rayke.
    SCH MB Helix2 on first SC, try to keep 10k+ Helix2 damage up at all time.
    Ideally push to 75% before SCH need to use Tabula Rasa. When SCH use Tabula Rasa, SCH solo SC.
    BLM Mana Wall when NM about to reach 75%, as the add will most likely go to BLM.
    When add pop, RDM grab add with Bind / Gravity / Stymie Sleep2, and RUN move the NM to another spot (so the Bound add won't hit whoever's closest). RDM keep add away from the Party.
    BRD make sure Scherzo up on RUN as NM can Dispel.

    After reviewing, our initial position on the bridge was bad, mage should have stayed on the North side of the bridge, more space to maneuver when add pop, instead of the bottleneck on the bridge.


    Asura's Strat V25
    PLD RUN GEO COR SCH BLM



    COR: CC Wizard , Sam, Thunder Shot, Random Deal WC, when needed
    Run: Hold Adds and stay away from from boss to avoid AoE and be in range for cures from PLd, Rayke, Gambit
    GEO: Acumen ,Entrust Haste , Geo-Malaise, Aspir Add, Assist nuking.
    SCH: Nuke , Heal , Embrava , Storm
    PLD: Hold Boss, use panacea, majesty assist Heal, Use Aegis
    BLM: AF Body to help Mp Management, Enmity Doues, Elemental seal Impact, Burn When Subtle Up.

    Note: Aspir Adds for MP
    Note: Brindg lots of Panacea for tanks

    SCH Fragmentation> Last Stand > CDC (PLD)

    Subtle Sorcery After 40%




    Raskovniche V15~V20~V25

    Lonekent Strat
    RUN BLM SCH COR GEO WHM

    WHM: Barwater, Boost-INT
    COR: Wizard + Warlock
    GEO: Bolster Acumen, Focus, Entrust Haste on BLM
    SCH: Windstorm2 on BLM, make Skillchain to MB Wind. Anemohelix 2 MB at start if possible.

    Time can be very tight, SCH need to spam SC as much as possible.
    Need to coordinate Wild Card, Random Deal with COR to get as many Stratagem Charge as possible.
    Ideally: Use all Stratagems, Random Deal, use all Stratagems, Tabula Rasa, use all Stratagems, Wild Card, use all Stratagems, (Tabula Rasa again if Wild Card reset SP), Random Deal.

    Infaunal Flop hurts a lot, back 2 back Infaunal Flop can kill the tank.
    NM seems to resist physical damage.

    https://www.youtube.com/watch?v=JCkU...el=LoneKenT%60

    V20
    RDM SCH BRD BLM RUN COR



    At 75% add pop, RDM has To build hate and kite it (Bind Gravity)
    Rdm guide :

    Suggest to merit depend on the boss elment Magic Weakness, Enfeebling Magic Duration and Immunobreak Chance.
    Haste II on all, Phalanx II on DPS, Refresh III on yourself the WHM and the RUN.
    RDM opens with Saboteur and tries to debuff Boss best they can, Light Shot when Dia III lands to upgrade it to Dia IV
    When the Add wakes up from Aura RDM hits Chainspell and Saboteur, spam Sleep II to knock it out again. Apply Bind and Gravity II as well, just in case.



    Tank has to move away from Add to safe spot, party follows.

    Lonekent V20
    RUN BLM SCH COR GEO RDM


    RDM: Haste2
    COR: Wizard + Warlock
    GEO: Acumen, Malise, Entrust Haste on BLM.
    SCH: Windstorm2 on BLM, make Skillchain to MB Wind. Anemohelix 2 MB at start if possible.

    Weak to Wind magic.
    Will use Mighty Strike / Blood Weapon / (other?) once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.6 million HP? Gain Regen if add is alive. About 4.5k / tick Regen?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Sleep can land on add, but require Immunobreak.
    Gravity + Bind can land on add

    Boss use 2PT move in a row below 50% HP.
    Infaunal Flop used to hurt a lot in addition to the max HP down, Attonement 3 gears may have made it way more survivable.
    NM seems to resist physical damage.


    Plan:
    RUN need to bring Panacea + Remedy cause no one can Erase / -na (SCH will be in Dark Art for SC). SCH or RDM need to throw Cure on RUN.
    SC: RUN Herculean Slash + SCH Water = Fragmentation + COR Last Stand = Light.
    When SCH use Tabula Rasa, SCH solo make SC Fragmentation.
    BLM MB Wind.
    SCH keep 10k+ Helix as much as possible.
    RUN Rayke + Gambit when possible.
    Need to coordinate Wild Card, Random Deal with COR to get as many Stratagem Charge / Rayke as possible.
    Ideally: Use all Stratagems, Random Deal, use all Stratagems, Tabula Rasa, use all Stratagems, Wild Card, use all Stratagems, (Tabula Rasa again if Wild Card reset SP), Random Deal.
    When add pop, it'll likely go to BLM, having Manawall up around 75% recommended.
    RDM get add when it pop, Gravity / Bind / Sleep and take it away from the party. Spam enfeebling to gate hate. (Need to keep doing action to get hate? Can keep spamming paralyze 1 or blind 1 for hate)


    Asura's Strat V25
    PLD RUN GEO COR SCH BLM



    COR: CC Wizard , Sam, Wind Shot, Random Deal WC, when needed

    Run: Hold Adds and SC , Rayke, Gambit
    GEO: Acumen , Entrust Haste ,Geo-Malaise, Vile Eixirs
    SCH: Nuke , Heal , Embrava , Storm
    PLD: Hold Boss
    BLM: AF Body to help Mp Management, Enmity Doues, Elemental seal Impact, Burn When Subtle Up.
    Note: Remedy for Front lines to avoid Paralyze.

    SC: Last Stand > Savage blade (PLD)> Dimidation

    Subtle Sorcery After 40%






    Lonekent's Raskovniche V25
    RUN BLM SCH COR GEO RDM

    RDM: Haste2 + Refresh3
    COR: Wizard + Runeist (or Gallant)
    GEO: Acumen, Malaise, Entrust Int on BLM.
    SCH: Windstorm2 on BLM, make Skillchain to MB Wind. Anemohelix 2 MB at start if possible.

    Weak to Wind magic. Boss seems to resist physical damage.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 2.3 million HP?
    Pet probably have over 1million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Sleep can land on pet, but require Immunobreak.
    Gravity + Bind can land on pet.
    Boss use 2 TP move in a row below 50% HP.



    Plan:
    RUN need to bring Panacea + Remedy cause no one can Erase / -na (SCH will be in Dark Art for SC). SCH or RDM need to throw Cure on RUN.
    SC: RUN Herculean Slash + SCH Water = Fragmentation + COR Last Stand = Light.
    When SCH use Tabula Rasa, SCH solo make SC Fragmentation.
    BLM MB Wind.
    SCH keep 10k+ Helix as much as possible.
    RUN Rayke + Gambit when possible.
    At 75% HP, 1st pet pop, RDM Bind / Gravity / Sleep.
    When pet pop, it'll probably go to SCH or BLM, having Manawall up around 75% recommended.
    At 40% HP, 2nd pet pop, RDM Saboteur Stymie Sleep2.
    After both pets are immobilized, SCH use Tabula Rasa, GEO use Bolster, BLM use Subtle Sorcery. Coordinate Wild Card, Random Deal to reset RUN's Rayke / Gambit and everyone's SP

    https://www.youtube.com/watch?v=a4BPPSysd8k




    Gigelorum V15~V20~V25

    Lonekent strat:
    RUN MNK DRG BRD COR WHM

    DRG: bring blunt weapon, Jumps to shed hate
    BRD: SV Minuet x2, March, Honor March, Dirge (on DD), Sirvente (on Tank)
    COR: Monk + Samurai rolls.
    WHM: Auspice

    NM normal attack can cause defends down, and other normal attack can be AoE. NM weak to blunt damage.

    Plan: Throw blunt DDs at it. DD run to the WHM if have Defends Down and HP ~50%, for Erase and Cure. DD don't stand on top of each other cause NM have front full dispel TP move. Time can be very tight for the fight.

    No idea why Samurai roll instead of Chaos. Maybe for DD to deal less damage, and with Dirge and Sirvente on will have higher chance for Tank to hold hate. With DD running back and forth to the WHM, less chance for NM to also "running" to the WHM.

    https://www.youtube.com/watch?v=-wId...el=LoneKenT%60

    V20
    WHM WAR BRD MNK RUN COR



    At 75% add pop, Add will probably on WAR So be on DT and continue the fight.





    Senaki's Strat:
    Mnk, War [Club or H2H], Whm, Tank, Brd, Cor.

    Info:
    Mob has high resistance to all damage except for Blunt.

    He does powerful single-target attacks and AoE attacks.

    He does a lot of nasty AoE and single-target debuffs: Such as defense down (AoE), zombie (conal), burn (conal), max HP down (conal).

    Tail Thwack (AoE): AoE knockback.
    *Seems to be able to trigger anytime during the fight, but is much more likely if someone is fighting his back.

    Debilitating Spout (conal): Full dispel, knockback, applies Zombie.

    Scalding Breath (conal): Powerful Burn, white mage should try to remove asap.

    He will 1hr at 75% HP. People have confirmed that it can be: Perfect dodge, invisible, or Elemental Sforzo (maybe others too). After the 75% move disappears DD can use their 1hrs.

    - - - - - -
    Positioning:

    Highly recommend having tank fight him with their back to a wall to avoid the knockbacks.

    DD each fight on different sides of him in case of pulling hate.
    *If DD pull hate, turn around to let tank get hate back.

    Cor / Brd can NOT behind him. They must fight a side if they desire to fight.
    *If DD pull hate, turn around to let tank get hate back.

    - - - - - -
    Specific job roles:

    War: armor break -> mighty strikes /1hr, spam ‘Judgment’ after mob uses 1hr/
    * Used Loxotic Mace +1, augmented. Along with Blurred Shield +1.

    Mnk: 1hr + Spam.
    *I've used Mnks with both Empy and Aeonic H2H.

    Cor: Chaos/ Sam's -> savage blade Spam.
    *Cor should random deal to reset war's warcry, then wild card to try and reset 1hrs -> random deal again later for Warcry again.

    Brd: Soul voice and 5 song: Haste, haste (aeonic), attk, attk, enmity down on DD and enmity up on tank -- Refresh Whm of course. -> Savage blade spam.
    *Brd can opt to not engage but rather focus on trying to rebuff the tank when he gets dispelled.

    Tank: Tank stuff, does not leave -dt set even to WS.
    *Can use enmity set for initial pull.

    Whm: Boost Str, Barfire, etc, whm stuff.
    *Should remove the many debuffs given to the party, even more-so tank.
    **Will need to reapply pro and shell to tank after dispel.


    Lonekent V20
    PLD MNK WAR BRD GEO WHM



    WAR: bring blunt weapon
    BRD: SV Minuet x2, Scherzo, Honor March, Dirge (on DD), Sirvente (on Tank)
    GEO: Barrier + Fury, Entrust Refresh (on the DD, for Schere Earring)
    WHM: Haste


    Weak to blunt.
    When below 50%, will use TP moves back-to-back.
    Will use Mighty Strike / Invincible / Elemental Sforzo / other? once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.9 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?

    Plan:
    Tactic Roll in Lobby, MNK equip Staff for 3K TP Shell Crusher at start.
    GEO Entrust Refresh on the DD (for Schere Earring).
    DD don't stand on top of each other cause NM have front full dispel TP move.
    When add pop, WAR get hate on add and move and fight it away from everyone else.
    GEO Bolster after 75%, and after NM SP.

    Midway through the fight, our damage was lacking, and we dumped the "let WAR hold add in a safe spot" and make the WAR also fight the boss.
    Without Warcry or Impetus, damage was low, if we do this again probably replace GEO with COR for Random Deal / Wild Card, and the BRD use Minne instead of Minuet.



    Asura's Strat V25

    2 MogphonesII required for this Strat:

    First MogphoneII Run
    BLU DNC DRK RUN GEO WHM

    Blu: Mighty Guard,
    GEO: Fury , Haste , entrust refresh WHM
    WHM: Barstonra, Auspice, Erasga

    At first entry your goal is to take boss HP to 75%, Once Add Pop, Who ever DD has Hate Kite Add, and drop to WHM for Cures,
    Other DDs Try to drop it HP as they Can.

    Second MogPhoneII
    MNK WAR BRD COR RDM PLD


    MNK and WAR has to share hate, so to do it they have to WS in sqeunce MnK WS >10 Sec Wait> War WS and continue.

    Optional: Subtle Blow equipment for MNK and War.

    MNK: Impeteus, Chi Blast, Howling Fist, Keep AM3
    Cor: CC Chaos, Gallant, AM3 And Range Attack, Light Shot Dia,
    WAR: Armor Break, Tamahawk, Warcry, BLood Rage, Call out for Random Deal.
    RDM: HasteII, Phalanx, Back Up Heal, Stymie sleep BInd adds
    Once an add Pop, The DD who has Aggro, Kite away Add till RDM Bind gravity or Sleep.
    PLD: Have to Main Heal and Move Away While Zombie
    BRD: Dirge Minx3 HM, Pianissimo Sirvente/Ballad/WaterCarol onto PLD every time dispel happens

    Note: Don't Attack Boss from the Back only Side

    At Start of the Fight tank Pull Boss to Big area till Add Pop, Then RDM has to Bind Add, after that PLD move Boss to Entry Area
    And start the fight.

    After 40% Add is controlled , War Mighty Strikes, and main WS judment till it goes OFF, After That MNK Hundred Fists,
    Then COR WILD CARD , Random Deal When Needed.

    Ws Wall, Make macro with /wait 10 /P Weapon Skill, so you dont rush.



    Velner's V25 Kite Strat:
    MNK WAR RUN/PLD RDM BRD COR

    Hi. I have a video up of how our group tackled Gigelorum V25 via a kiting method. It was incredibly effective as we went from failing Gigelorum using both single and double phone strats to winning on one phone on our first attempt. Thank you.

    Youtube: Final Fantasy XI: How Do WE Defeat Gigelorum V25? Fight & Strategy


    Lonekent's Gigelorum V25
    PLD MNK WAR BRD COR RDM

    COR: Samurai + Chaos
    BRD: SV Minuet x2, Scherzo, Honor March, Dirge (on DD), Sirvente (on Tank)
    RDM: Haste2


    Weak to blunt.
    When below 50%, will use TP moves back-to-back.
    Will use Mighty Strike / Invincible / Elemental Sforzo / other? once at 75% HP and 40% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 2.3 million HP?
    Pet probably have over 1million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Can Bind / Gravity / Sleep pets. Easier to Bind Gravity than Sleep.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.

    Plan:
    In Lobby area: Tactic Roll and GEO Entrust as needed.
    RDM Saboteur Gravity2 on Boss, Tank build hate then kite boss.
    DD chase and attack Boss.
    RDM Bind / Gravity / Sleep pets when they pop.
    Save Random Deal / Wildcard to reset Warcry / Impetus / SP, preferably during the last 40%.
    If someone got Dispelled, rebuff them fast. Priority on Dirge / Sirvente.

    https://www.youtube.com/watch?v=1LeDh0XpRD0




    Aristaeus V15~V20~V25

    LoneKent Strat
    RUN WAR NIN COR BRD WHM

    COR: Monk + Samurai rolls (Chaos might have been better instead of Samurai?)
    BRD: SV March, Honor March, Minuet, Scherzo, Dirge (on DD), Sirvente (on Tank)
    WHM: Baraera, Barsilencera, Boost-AGI, Auspice

    Might be the hardest A2.
    Weak to slashing.
    Have about 1.5mil HP.
    NM gain a random offence/deffence down aura after it use SP, aura last for the rest of the fight.
    Seems to use TP move twice in a row. Tegmina Buffet back to back can wreck the DDs. NIN is good because Utsusemi can absorb TP moves.

    Plan: going with Subtle Blow (Monk roll + Auspice + Boost-AGI) to reduce TP moves spam from NM. Tactician Roll in lobby area, TP carry over to battle area.
    WHM keep HP maxed, Erase Choke from Tegmina buffet, Max HP Down from Sanguinary Slash.

    https://www.youtube.com/watch?v=Qzn_...el=LoneKenT%60

    V20
    WHM WAR BRD RDM RUN COR



    At 75% add pop, RDM has To build hate and kite it (Bind Gravity),
    Rdm guide :

    Suggest to merit depend on the boss elment Magic Weakness, Enfeebling Magic Duration and Immunobreak Chance.
    Haste II on all, Phalanx II on DPS, Refresh III on yourself the WHM and the RUN.
    RDM opens with Saboteur and tries to debuff Boss best they can, Light Shot when Dia III lands to upgrade it to Dia IV
    When the Add wakes up from Aura RDM hits Chainspell and Saboteur, spam Sleep II to knock it out again. Apply Bind and Gravity II as well, just in case.


    Tank has to move away from Add to safe spot, party follows.



    Lonekent V20
    RUN WAR COR BRD WHM PUP



    COR: Samurai + Chaos
    BRD: SV March, Honor March, Minuet, Scherzo, Dirge (on DD), Sirvente (on Tank)
    WHM: Baraera, Barsilencera, Boost-AGI, Auspice
    PUP: auto tank add

    Weak to slashing.
    When below 50%, will use TP moves back-to-back.
    Will use Perfect Dodge / Invincible / Elemental Sforzo once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.9 million HP? Gain Regen if add is alive. Regen is about 5000HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Need Elemental Seal / Stymie to sleep add?
    Add resist Troubadour Lullaby?

    Tegmina Buffet back to back can wreck the DDs. NIN may be good because Utsusemi can absorb TP moves.
    Nature's Meditation will make it immune to damage for a few seconds.

    Plan:
    COR BRD have to fight. Everyone use slashing weapons.
    WAR use Warcry as much as possible.
    COR use Random Deal + Wild Card to reset Warcry.
    PUP sic auto when add pop, then move it away from the party, after that just sic auto on add.

    I messed up PT chat, didn't have Random Deal but have Wild Card.
    GEO for Barrier probably would be good idea.



    Asura's Strat V25
    WAR DRK PLD BRD COR RDM



    War: Armor Break,Tomahawk, Warcry , Mighty Strikes under 40%, Call for Random Deal , Wild Card
    DRK, Drk Blood Weapon Soul Eater , Soul Enslavement at 40%
    COR: Cc Chaos Gallant, Light shot Dia
    RDM: Haste, Phalanx, Hold Adds, Refresh DD for Scheree Earring
    BRD: Minx dirge HM DD, Sirvantee Ballad on Tank, once tank Dispel ed
    PLD: Healer Protect Shell majesty.

    once add pop whoever has hate on it run away till add is controlled.


    Lonekent's Aristaeus V25
    SAM WAR COR BRD WHM GEO

    COR: Samurai + Chaos on DD. Choral on WHM.
    BRD: SV March, Honor March, Minuet x2, Minne on DD.
    Minne, Ballad on WHM.
    GEO: Fury + Barrier, Entrust STR
    WHM need -dt / spell interrupt rate down set, need to reach 102% spell interrupt rate down with Choral roll.

    Weak to slashing.
    When below 50%, will use 2 TP moves back-to-back.
    Will use Perfect Dodge / Invincible / Elemental Sforzo once at 75% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 2.3 million HP?
    Pet probably have over 1million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Can Bind / Gravity / Sleep pets. Easier to Bind Gravity than Sleep.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.


    Plan:
    In lobby are Tactic roll to 3K TP.
    Boss knock backs a lot, fight in a place that mitigate knock back.
    Just focus on Boss, ignore the pets.
    WHM spam Curaga, with 102% spell interrupt rate down won't get interrupt.
    Although knock back can still interrupt.
    Save Random Deal / Wildcard to reset Warcry / SP, preferably use them at the last 40%.

    Seems the knock back move is AOE circle on the target?
    Need a better area to fight that mitigate knock back.

    https://www.youtube.com/watch?v=LZems1pzSu0




    Henwen V15~V20~V25

    Lonekent strat:
    RUN MNK DRG BRD COR WHM

    DRG: bring blunt weapon, Jumps to shed hate
    BRD: SV Minuet x2, March, Honor March, Dirge (on DD), Sirvente (on Tank)
    COR: Monk + Samurai rolls.
    WHM: Auspice

    NM weak to blunt damage.

    Plan: Throw blunt DDs at it. Dispel/Finale after Zealous Snort.

    No idea why Samurai roll instead of Chaos. Maybe for DD to deal less damage, and with Dirge and Sirvente on will have higher chance for Tank to hold hate.

    https://www.youtube.com/watch?v=zYmZ...el=LoneKenT%60


    Senaki's Strat:
    Mnk, War [Club], Whm, Tank (Run OR Pld), Brd, Cor.

    Info:
    Mob has high resistance to all damage except for Blunt.

    He does powerful single-target attacks and Conal attacks.

    He seems to be the job 'monk', and possesses a high counter rate after using the ability
    "Zealous Snort".

    Barreling Smash can inflict heavy damage to the tank, and will likely one-shot a DD.

    He will 1hr at 75% HP. People have confirmed that it can be: Perfect dodge, invisible, or Elemental Sforzo (maybe others too). After the 75% move disappears DD can use their 1hrs.

    - - - - - -
    Positioning:

    DD each fight on different sides of him in case of pulling hate. Cor / Brd can fight behind him as they're not likely to get hate.
    *If DD pull hate, turn around to let tank get hate back.

    - - - - - -
    Specific job roles:

    War: armor break -> mighty strikes /1hr, spam ‘Judgment’ after mob uses 1hr/
    *Used Loxotic Mace +1, augmented. Along with Blurred Shield +1.

    Mnk: 1hr + Spam.
    *I've used Mnks with both Empy and Aeonic H2H.

    Cor: Chaos/ Sam's -> savage blade Spam.
    *Cor should random deal to reset war's warcry, then wild card to try and reset 1hrs -> random deal again later for Warcry again.

    Brd: Soul voice and 5 song: Haste, haste (aeonic), attk, attk, enmity down on DD and enmity up on tank -- Refresh Whm of course. -> Savage blade spam.
    *Brd can, and should, dispel the Haste buff Henwen gives himself via "Zealous Snort".

    Tank: Tank stuff, does not leave -dt set even to WS.
    *Can use enmity set for initial pull.

    Whm: Boost Str, etc, whm stuff.



    V20
    WHM WAR BRD MNK RUN COR



    At 75% add pop, Add will probably on WAR So be on DT and continue the fight.


    Lonekent V20
    PLD MNK WAR BRD GEO SCH

    WAR: bring blunt weapon
    BRD: SV Minuet x3, Honor March, Dirge (on DD)
    Scherzo, Honor March, Sirvente, Ballad (on Tank)
    GEO: Fury + Barrier
    SCH: Animus Augeo on PLD, Animus Minuo on everyone else. Embrava at start.



    Weak to blunt.
    When below 50%, will use TP moves back-to-back.
    Will use Invincible / Elemental Sforzo / other? once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.9 million HP? Gain Regen if add is alive. Regen is about 3500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require immunobreak?
    Add can be Bind Gravity?
    Add resist Troubadour Lullaby?

    Plan:
    Everyone fight, throw blunt damage at it. BRD can use Naegling & Savage Blade instead.
    Regen+Embrava+Barrier will keep everyone alive when the add pop.
    GEO use SP after 75%, after Boss's SP off.


    Asura's Strat V25
    WAR MNK COR RDM PLD BRD


    War: Armor Break, Tomahawk, Warcry , Mighty Strikes under 40%, Call for Random Deal , Wild Card
    MNK:Chi Blast , under 40%
    SAM:Stardiver , Impulsive drive to avoid ws Wall
    COR: Cc Chaos Sam, Light shot Dia, Hold Adds, WS between War and Sam
    RDM: Haste, Phalanx, Refresh DD for Scheree Earring
    BRD: Minx dirge HM DD, Schrezo Sirvantee Ballad once tank Dispel
    PLD: Healer, Protect Shell, Majesty

    once add pop whoever has hate on it run away till add is controlled.



    Lonekent's Henwen V25
    PLD MNK WAR BRD COR RDM

    DD bring blunt weapon
    BRD: SV Minuet x3, Honor March, Dirge (on DD)
    Scherzo, Honor March, Sirvente, Ballad (on Tank)
    COR: Samurai + Chaos Rolls
    RDM: Haste2


    Weak to blunt.
    When below 50%, will use TP moves back-to-back.
    Will use Invincible / Elemental Sforzo / other? once at 75% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 2.3 million HP?
    Pet probably have over 1million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Can Bind / Gravity / Sleep pets. Easier to Bind Gravity then Sleep.
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.

    Plan:
    RDM Saboteur + Gravity2 the Boss, PLD built hate and kite Boss the whole fight, DD chase and attack the Boss.
    When pet pop at 75% and 40%, RDM Bind / Gravity / Sleep them. Can Stymie Sleep2 2nd pet.
    Save Random Deal / Wildcard to reset Warcry and SP. Should use them at 40% HP after 2nd pet's slept. In this video we didn't wait until 40% before we start using Random Deal / Wildcard.

    https://www.youtube.com/watch?v=y-jJHI3QbjI




    Procne V15~V20~V25

    Lonekent Strat
    RUN DRG THF BRD COR WHM


    BRD: SV Madrigal, Minuet, Scherzo, Honor March, Victory March
    COR: Samurai + Chaos
    DRG: Jumps to shed hate
    THF: TA DRG

    Basically just throw piercing DD at it

    https://www.youtube.com/watch?v=E3Aw...el=LoneKenT%60

    V20
    WHM THF BRD DRG RUN COR



    At 75% add pop, Add will probably on DRG So be on DT fulltime and continue the fight.


    Lonekent V20
    RUN WAR BRD COR WHM PUP

    RUN WAR BRD COR WHM PUP

    BRD: SV Honor March, Victory March, Minuet x2, Dirge on DD
    Honor March, Victory March, Scherzo, Ballad, Sirvent on RUN
    COR: Samurai + Chaos
    PUP: auto tank add

    Weak to piercing.
    When below 50%, will use TP moves back-to-back.
    Will use Perfect Dodge / Invincible / Elemental Sforzo once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add when it use SP.
    About 1.9 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Based on other fight, add probably have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Need Elemental Seal / Stymie to sleep add?
    Add resist Troubadour Lullaby ?

    Plan:
    BRD COR have to fight too. Everyone use piercing weapons.
    WAR use Warcry as much as possible.
    COR use Random Deal / Wild Card to reset Warcry.
    PUP sic auto when add spawn, then move it away from the party, and then just keep auto attacking the add.

    We timed out once cause of attack down global debuff.


    Asura's Strat V25
    WAR SAM COR RDM PLD BRD



    War: Armor Break, Tomahawk, Warcry , Mighty Strikes under 40%, Call for Random Deal , Wild Card
    SAM:Stardiver , Impulsive drive to avoid ws Wall
    COR: Cc Chaos Sam, Light shot Dia, Hold Adds, WS between War and Sam
    RDM: Haste, Phalanx, Refresh DD for Scheree Earring
    BRD: Minx dirge HM DD, Schrezo Sirvantee Ballad once tank Dispel
    PLD: Healer, Protect Shell, Panacea for def down.

    once add pop whoever has hate on it run away till add is controlled.





    Atonement III Lv134:


    Ongo V15~V20~V25

    Lonekent's Strat:
    RUN RNG COR GEO BLM SCH

    GEO: Acumen + INT, Entrust Haste
    COR: Samurai + Crooked Wizard Rolls. Changing merit for Loaded Deck 5/5 recomended.

    SCH: Regen, Sandstorm II, Embrava, Klimaform

    About 2.2mil HP? Helix DOT damage don't show on parse.
    Crashing Thunder gives Ongo lightning aura animation, Proc Red *!!* then Blue *!!* in certain time duration to remove aura.
    Red *!!* Weakness: MB
    Blue *!!* Weakness: Continuing from the above MB

    Update June 2021: June 2021 patch seems to change Invincible to Elemental Sforzo. March 2021 to before June 2021 Ongo uses Invincible

    Recommended SC: Jishnu's Radiance > Leaden salute > Namas Arrow > Wild Fire.

    Plan:
    Fight on Earthday if possible, for the day bonus.
    SCH Tabula Rasa at start for Stratagems, so can buffs fast.
    BLM ES Impact, RUN Gambit + Rayke, COR Earthshot with Empy boots, let SCH MB Geohelix 2 before starting to MB so can hit the 10k DOT cap. Keep Geohelix 2 up at all time, as close to 10k as possible, need Gambit + Rayke if MB nonstop.
    Kaustra did 440 this fight, previous fight did 6k MB (I thought it did 4k this fight, just realized it after rewatching video).
    COR Earthshot with Empy boots to make Ongo take 25% more earth damage for the next 10 seconds.
    RNG COR SC: Jishnu's Radiance + Leaden Salute = Gravitation + Namas Arrow = Darkness + Wildfire = Darkness.
    RUN call out Random Deal / Wildcard for Rayke reset, win or lose can depend on how many Rayke reset.
    BLM RUN COR gather for Random Deal. BLM want ES reset for Impact, RUN want Rayke/Gambit reset. BLM -DT set or use Manawall (may compete for ES reset).
    BLM RUN COR GEO SCH gather for Wildcard.
    SCH make SC when COR have to rerolls (I messed up this part, didn't see message COR going for reroll and I blew Stratagems on buffs).
    SCH Cure and rebuff RUN as needed, Ongo have TP move that dispel.

    https://www.youtube.com/watch?v=hXj6yKcciXE


    Phalaos's Ongo Strat:

    BRD COR GEO SCH BLM RUN



    BRD: Learned Etude, Sage Etude(Su3 Head is recommended), March , Ballad , Ballad.
    COR RUN: March(HM).
    Once battle start, BRD use Earth Threnody and Nocturne.

    COR Rolls: CC Wizard , SAM. recommended merit: Quickdraw recast 5/5, loaded deck 5/5, recommended gear Empy AF feet +1.

    GEO: Acumen , Malaise , Entrust -INT.

    SCH: Regen, Sandstorm II, Embrava, Klimaform.
    Note: Aim for MB with Helix During Steel Cyclone or Full Break > Wild Fire.
    1-SCH create 3 Step, followed by RUN and COR:

    Scission(MB) > Detonation(Skip) - Gravity(MB), Steel Cyclone or Full break(MB), Wild fire(MB).


    2-SCH create Skill Chain Gravitation, followed by RUN and COR:

    Aero(Open Gravitation) > Nocthelix(Closing Gravitation) > Earth Shot + Rayke > Steel Cyclone or Full break(GeoHelix) > Wild fire.

    once Immanence is down please call for it, so RUN and COR do 2 step skill chain till it goes up.

    1- Random Deal When Ongo SP around 75%, if SCH ran out of Strat before Ongo SP, COR +RUN start skill chain till Ongo SP.

    2- Wild Card When Rayke debiff effect is off and not back from first Random deal.

    3- Random Deal Again when Rayke is effect is off, if SCH ran out of Strat before Ongo SP, COR +RUN start skill chain till Ongo SP.

    Note: Party run to Rune Fencer for Ja Rest, and make sure DT set is on.


    BLM: cast Stoneja For the cumulative effect, which gives a 100 seconds effect of 5% same elemental damage up, and then use elemental seal impact, prioritizes Stoneja for MB to increase the cumulative effect. Burst II Lower Earth Resistance.
    When Subtle Sorcery is about to wear off, use Rayke.
    Recommended to merit: Stone element potency.


    RUN: use Gambit only at start, COR come in for Random Deal to recover Gambit, then immediately use Rayke, During Ongo E.Sforzo, use Gambit(don't use immediately) which is reset by Random Deal at start, then COR come in for Wild Card to reset Gambit, Rayke and 1hr.

    RUN recommended weapon: Kaja Chopper(Steel Cyclone) or Heptizone axe +1(full break).

    More Damage passes through when Rayke and Subtle Sorcery are used,
    with both Rayke and Subtle Sorcery help to cut down the bosss faster, in addition to the usual MB method On Ongo, this one uses more multi-SkillChain setup, and Cor QD Earth Shot, Stoneja to trigger Cumulative magic.

    After wildcard(Ongo's E.sforzo effect off)
    GEO use Bolster, SCH Tabula Rasa , BLM Subtle Sorcery

    Between two Skillchains (non-MB period) aim for Impact and Burn(Can land only during Subtle Sorcery).

    https://youtu.be/WveMaVaB7og

    credit to Phalaos, Credit for translation: Caesir



    Toralin's Ongo Strat:

    BRD COR GEO SCH BLM RUN



    SCH: opens with tabula after books are done(regen v, embrava, sandstormII, manif and klima), makes Gravitation SC - after tabula and books spent, Ongo will probably 1hr Elemntal Scherzo, after thats done, exhaust books again -> RD -> exhaust books -> WC -> exhaust books -> RD.
    Make sure SCH has priority to get helix2 @ 10k+

    BRD: 5 song at top of stairs, nq songs, RUN goes in position it, backline @20+, SV/Nitro march ballads, INT etudes on backline and piano some songs on RUN. BRD Debuff Earth Threnody II, elegy,

    RUN: gambit, Rayke(only, so RD restores them) have to do it before gravitation and do it as much as possible.

    Cor(5/5 loaded deck merits, empy boots) CC wizard, warlock rolls, earth shot on gravitation rd/wc/rd

    BLM ES impact and MB their *** off

    GEO: geo-acumen indi-int only MB during Rayke

    Saw some 90K+ MB’s during rayke and gambit
    Earth Day recommended.



    Reain V20 Strat:
    RUN/BRD/COR/GEO/SCH/BLM



    SV Victory March/MinneV/Ballad X2/Sage's Etude
    I tried to give the RUN, Marches/Madrigal/Lightning carol. Make sure to land SV Earth Threnody II.
    Crooked Wizards/Caster
    Geo malaise/Indi-Acumen/Entrust INT. The Geo may need to time the Malaise for right as the SC is happening.
    Magic Damage.

    This one didn't feel like too much of a step up from V15.
    3x Tellus Gambit > 3x Tellus Rayke. (Note that the Rayke is far more important than the Gambit and you want it to be 5/5. Also make sure gearswap is equipping the relic piece for rayke windower has them listed under type: Effusion then Rayke.
    Skillchain as fast as possible.
    Make sure to Reapply Earth Threnody II if it wears. (I marcato it when SV songs are good but SV is down)
    Do not run in for resets if it has aura up. Continue SC/MB and Magic burst to remove aura.
    immanence Aero II > immanence Noctohelix > Steel Cyclone > Wildfire
    Let the SCH put a massive Helix MB on it and it makes it far easier. MB as much as possible during the Rayke window. Try and push it to 74% and Elemental Sforzo quickly and redo Embrava/RegenV.
    Random deal back Gambit/Rayke. Reapply continue. After Rayke wears off use Subtle sorcery and keep Skill Chaining. If the SCH runs out of stratagems do Steel Cyclone > Wildfire (> Wildfire) if the COR can TP fast enough with Triple shot.
    Once subtle sorcery ends Wild Card and hope you get Tabula Rasa back. If you get a 6 and you get subtle sorcery back this fight becomes much easier. Reapply Gambit/Rayke. Continue MBing. Once Rayke wears try and random deal it back.
    This one has a large element of luck towards it. Good Resets on rayke and a good aura make it a lot easier. If the aura is MAB- its probably a loss. -MACC wasnt great either.
    Elegy/Slow the add but otherwise ignore. This one is challenging for SCH again but not as challenging as the lion. Once Embrava/boosted Regen V is gone the SCH has to make sure no one dies to the add or the RUN to ongo while also doing SCH/Magic bursts.
    RUN should have Remedies/Panaceas to use so the SCH doesn't have to change Arts to remove debuffs.
    We tried to time our ongo attempts to earthsday but we got our win on watersday.
    Meds like Vile Elixir+1, Vile Elixir in bazaars and Coalition Ethers are useful.

    Lonekent V20

    RUN GEO SCH BLM BRD COR
    BRD: March x2, Ballad, Scherzo, Lightning Carol (on tank)
    Minne, Ballad, INT Etude x2, March (on everyone else)
    GEO: Acumen + INT, Entrust Malaise
    COR: Wizard + Gallant. Need Merit 5/5 Loaded Deck + Relic Body for Random Deal
    SCH: Sandstorm2, Regen5, Klimaform, Animus Augeo (on BRD), Animus Minuo (on BLM SCH GEO COR),


    Weak to Earth magic damage.
    Will use Elemental Sforzo once at 75% HP.
    Will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add (Ongo's Tulfaire) when it use SP.
    Ongo has about 2.8 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Add seems to ignore whoever the Boss has top hate on.
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?


    Crashing Thunder gives Ongo lightning aura animation, Proc Red *!!* then Blue *!!* in certain time duration to remove aura.
    Red *!!* Weakness: MB
    Blue *!!* Weakness: Continuing from the above MB
    Crashing Thunder also removes all debuffs on Ongo's Tulfaire.

    Plan:
    Full Skillchain= SCH Aero + Noctohelix = Gravitation + RUN Steel Cyclone = Darkness + COR Wildfire = Darkness
    RUN need to use Great Axe.
    In Lobby Tactician roll the COR and RUN.
    COR use Naturalist (so SCH Regen5 can reach 15minute) on entry, then just Wizard + Gallant for the rest of the fight.
    Prior to pull, BRD put 5 songs up without SV and NiTro.
    After pull, BRD SV NiTro land Earth Threnody 2 and resongs the party. BRD need to keep Earth Threnody 2 on as much as possible.
    BLM ES Impact or Burn as much as possible. BLM's Subtle Sorcery also reduce nuke wall reduction on BLM.
    SCH keep 10k+ Geohelix2 as much as possible, best time is when Rayke's up.
    Need to coordinate Random Deal and Wild Card to reset BLM's Elemental Seal+Subtle Sorcery, BRD's Troubadour, SCH's Stratagems+Tabula Rasa, RUN's Rayke.
    Win or lose can depend on Rayke reset.
    Need to reach 75% in 4 full Skillchain.
    When Ongo use Elemental Sforzo, SCH use Tabula Rasa and Embrava the party, when SCH finish casting Embrava, Elemental Sforzo should be close to wearing off. GEO use Bolster here.
    BRD debuff songs on the add (+enmity and -dt set) to get hate, and spam cheap medicine to maintain hate. SCH use Animus Augeo on BRD, Animus Minuo on the rest.

    Fighting on Earthday is recommended.
    INT build is really important, try to reach dINT 100 or 200 with buffs/debuffs. Prior to focusing on INT build and more Burn/Impact, we couldn't get it down to below 25% HP.

    BLM's master level 21
    Threnody only able to land once even with NiTro

    Earth day? Check
    No MAB down aura? Check
    No Magic Accuracy down aura? Check
    Wildcard reset SP? Check

    I missed the Helix wore off at @6:48, reaplied @11:39. Missed out about 300k damage helix DoT.


    Was going to do 2 KI win attempt if we couldn't kill but can consistently get it down to 10-20%HP :
    1st PT PLD NIN RDM SMN WHM, do 10-20% damage
    2nd PT RUN BLM SCH GEO COR BRD, kill


    Mischief's V25 Strat:
    BLM SCH COR BRD RUN



    BLM: Elemental Seal+ Manawell +Imapct, Vid , Stone MB , Subtle sorcery, Reapply Impact. Note: if you are not using AF+3 body, let others bazaar Vile Elixers.


    COR: Tactician Rolls Wizard Roll, Erath Shot, Wild Card At 42%

    Sch: Tabula at start, keep doing 2 step and extended by whoever have TP

    A: Strat Aero> Strat NoctoHelix > RUN SteelCyclone/Ruinator > COR Wildfire

    B: Strat Aero> Strat NoctoHelix> BRD Rudras Storm > Geo Exudiation

    GEO: malaise, acumen, entrust-int , Bolster After Ongo SP, and redo if WC got it Back.

    Run: Rayke, Gambit

    BRD: HM, Etude, Etude, Ballad, Minne, Madigral Tank. While Nitro up Do Earth threnody II,


    When Ongo Do He's SP , Run to Tank and Random Deal, redo Embrava

    Credits to Toratwo and Dexpreizo, Mischief


    Darciee's Ongo V25 Strat:
    BLM COR SCH RUN BRD GEO

    BRD - Etude Etude HM Ballad Minne - Piano TCx2 onto tank, (Tenuto Minne/Sirvente onself during nitro) - Non Nitro SV songs on steps then as pulled pop nitro
    for threnody and re-do nitro songs
    You will be closing some sc's using Rudra's storm so be sure to get Tacticians whenever its going (poke add worse case if needed but ideally not)
    Under 75% you will be standing away from the party trying to keep atleast one add occupied until your turnto run in and SC, key is communcating the sc's

    Cor - Tacticians roll / CC Wizards - Dont risk a bust on either.
    After 75% will be closing both SC's using WILDFIRE so will need to shoot add in between sc's while still getting earth shot on ongo
    Gets busy and alot of target switching - @40% its likely the add will come onto the cor due to rolls/resets etc so be prepared for this.
    Earth shot is key, yes cor is busy and when redo rolls BRD will need to be near you for tacticians roll so you can hit the run too
    RD during 75-50% Once tabula is over and SCH is out of books. -Gather for WC40-42% - RD after tabula/books are out for final push with gambit/rayke (SCH will CALL)
    (ideally want 3-5minutes @40%)

    Geo - Lobby entrust - Refresh (sch), Int (Blm), Languor (Run), Focus (Brd)
    Fight bubbles - Geo-Malaise-Indi-acumen-Ent Int, Ent refresh
    100%-75% BoG/EA/Demat bubble - 74%-40%After scherzo as the first SC starts pop bolster and Geo-Malaise -
    39%-0% After WC hope for 2nd Bolster and again Replace on 1st SC after the Scherzo wears (dont put it up mid scherzo wait for the first sc to go)
    First 25% will be closing SC's with Exudation After the add is out you want be moving except for resets.
    MB your arse off BE SURE NOT TO WALL BLM, be sure to note the direction you want for chardinal chart bonus, 22 MBD I isnt nothing may open up slots for higher mag acc/MAB

    SCH - SandstormII/Regen5/shell/protect/adloquium etc when songs/cor rolls are in mid flow/near completion go tabula and embrava/finsh what buffs couldnt and quick get into dark arts.
    When Ongo is pulled BLM will vido - Start SC immediately after your Aero wont be effected as they dont SC. Helix first sc
    Gambit will be used on the First SC and Rayke will be used on your second SC, ideal we want to hit 75% in 3 SC's 4 MAX.
    the SC rotation is

    1# Aero> Nocto> Steel(Run)> Wildfire(Cor)
    2# Aero> Nocto> Rudra's(Brd> Exudation(Geo)

    During scherzo - switch back over to LA and re-apply Embrava When scherzo drop resume SC's - SC rotation will swap to:
    **Call for Random deal once out of strats.
    1# Aero> Nocto> Steel (Run)> Wildfire(Cor)
    2# Aero> Nocto> Rudra's(Brd)> Wildfire(Cor)
    3# Aero> Nocto> Steel (Run)> Wildfire(Cor)
    4# Aero > Nocto > Rudra's(Brd)> Wildfire(Cor)
    Continued for the rest of the fight.

    40-42% when gather for WC (hopefully 5/6) just do a sc to push it over the 40% wind into scherzo,
    switch back to LA and fresh Embrava give it a 15-20sec count so not sitting waiting to start sc after.
    This is where the fight gets dicey and sch will have to do some healing occasionally but the adds thankfully hit light
    (regen5/embrava covers 1 auto's two can be dangerous on one target) If we dont have MAB down and have 3-5minutes on the clock this is winnable.
    Restart SC's with Run/Cor/Brd closing. Helix the first SC and burst you arse off without walling BLM.

    Run - 100%-75% all you can do for hate is Flash/Foil & elemental sforzo, Odyllic if really must
    On the first SC go with Gambit
    On the second SC go with Rayke
    You will be closing SC's for keep an eye on the SC rotation

    After the RD IF we have MAB Down the BLM will couple his Manafont/Subtle Sorcery with your Gambit/Rayke for the push so make sure this is co-ordinated
    dont just Fire gambit/rayke once you get them back, you are now free to fire any JA you want for hate/protection as the next reset coming will be WC

    On the FIRST SC apply Gambit
    On the Second SC apply Rayke
    Again you will be closing alternative SC's so keep an eye on the SC rotation being called out keep this up until everyone gather at 40-42% for WC
    Approaching the 40-42% be sure to use you JA's that you want for the next few minutes here dont pop them early and waste them because you cant touch any JA
    for atleast the duration of Scherzo+Tabula+Full set of Books SO BE PREPARED HERE.

    Dont use any hate/protection JOB ABILITIES FROM HERE until RD has gone. only Flash/Foil for hate - let a sc go to proc into 2nd scherzo (close if its your sc dont if not.)

    After scherzo drops SC will immediately start Again
    On First SC apply Gambit
    On Second SC apply Rayke

    Keep closing SC according to the rotation and wait for the SCH to call for RD - UNTIL RD has gone you CANNOT USE ANY OTHER JA's only Flash/Foil/Elemental scherzo/odyllic
    WE HAVE TO ENSURE Gambit/rayke back.

    Once final RD has gone feel free to go mad on JA's and again

    On First SC apply Gambit
    On Second SC apply Rayke
    Maintain SC rotation.

    BLM - Dont use Manawall/enmity douse so can ensure manawell/ES on RD
    Opens with Vido for MBD- then go into ES+Manawell Impact - SC has already started by the time ive started casting should last 3 minutes MB'd.
    Swap to Bunzi/ammurapi AM2 takes too much time to navigate around tact roll with tp drain neck. (Every member should have lixirs in bazaar)
    Spell rotation something like Stoneja/stone6/5/4/3/2 (4-2 being recovery afbody nukes)
    After each reset RD/WC/RD re-apply ES+Manawell>Impact

    75-40% If we have MAB down Manafont/Subtle sorcery at the same time as gambit/rayke, otherwise use at discretion after 75% but before WC
    When Gather for WC BLM pops Manawall & can enmity douse ongo to avoid danger under 40%

    Blm really just has to hit his MB's, re-apply impact and chug chug down vile alixirs when needed.


    Party notes - The hardest part about this fight is the moving parts in theory its very similar to the v20 just with more moving parts for the SC's once the SC's are fluent/perfect
    then its just a matter of aura/reset luck. But if 2-3 sc's are messed up during gambit/rayke window it is a massive loss and can sometimes result in a loss.


    Moogle Amp x3 run setup suggestion:

    Ongo A3 Waktza (Stone Magic Weaknss) <Multiple Magic Burst Mechanic>
    BLM/SCH/COR/BRD/GEO/RUN
    Gigelorum A2 Matamata (Blunt Weakness)
    MNK/WAR/PUP/SMN/BLU/WHM
    Procne A2 Tulfaire (Piercing Weakness)
    DRG/SAM/RDM/BST/DNC/PLD
    Credit to: Vaerix




    Xevioso V15~V20~V25

    LoneKent's strat:
    SAM DNC COR BRD SMN WHM

    SMN: Ecliptic Howl, Crystal Blessing, Crimson Howl, Hastega2, Noctoshield, Earthen Armor, Wind's Blessing
    COR: Samurai + Crooked Chaos Rolls

    BRD: SV Scherzo, Wind Carol 2, Honor March, Minuet x2 (on melee).
    Ballad, Dirge (on mages).

    WHM: Baraera, Barpoisonra, Boost-Dex

    Xevioso weak to piercing, has about 2.2 mil HP.
    After using Droning Whirlwind it'll gain wind aura animation, need to proc *!!* Red then Blue in under some time window (maybe 5 sec?) to remove.

    Red *!!* Weakness: Critical (Normal & WS)
    Blue *!!* Weakness: More Criticals (Normal & WS)
    Subsequent wind aura gets harder to proc Blue *!!*

    Can use Perfect Dodge once.

    Plan:
    SMN use Apogee then Astral Conduit to buffs at start. Use Pacifying Ruby on WHM as fight go on.
    SAM use polearm and Stardiver to reduce critical evasion. DNC Box + Feather Steps.
    COR BRD fight too to try kill faster, and proc *!!* faster.
    DNC help cure with Curing Waltz / Divine Waltz.
    Melee bring Panacea for Incisive Denouement, and Remedy for paralyze/poison.
    WHM Afflatus Solace + Sacrifice on Curse (Healing) from Stinger Volley? Can't remember for sure, but it has a move that give Curse (Healing)?

    https://www.youtube.com/watch?v=cJKlQMusalc


    Worlace's Strat:
    WAR (2nd DD any of: THF, DRG, SAM, DNC) BRD COR GEO WHM

    WAR save Blood Rage if Aura goes up, should be off instanteously with two piercing DD. WAR (or other DD) make sure you use Stardiver to lower crit evasion. COR Random Deal after aura is down to make sure it is back up before 5min timer just in case, otherwise WAR save Mighty Strikes as a backup. WAR should be in a hybrid set for -50% DT, which should be easy to obtain with a mix of Sakpata and other gear.

    Bring panaceas as the DD to remove stat down. Turn around during weakness to not feed TP. Make sure you voke after the enmity reset from Denouement.

    Baraera from WHM and Boost-DEX. Make note of Zombie effect. If you switch to Misery, this can be Sacrifice'd off.

    BRD does March x2, Minuet, Herculean Etude, and Schzero.

    COR does Chaos and Sam rolls and can shoot from a distance.

    GEO does Barrier, Fury, and Indi-STR. If they are a good GEO, they can probably put up Indi-DEX when aura is up.


    V20
    SAM WAR COR DNC BRD WHM



    BRD SV: Minne, Minuet , Schrezo, Wind Carol 1 , HM

    WHM: BarAero, Parparalyze, Asupice, Slow, Paralyze on add.
    Note: Whm has to be in DT if add attack

    War: Save Blood Rage for Aura.


    COR : CC Chaos , SAM , use Last stand,
    Random deal for Warcry, and Wild card after Sam War SP

    BRD SAM WAR COR DNC on boss.

    Note: Save SAM WAR SP after Boss Do Perfect Dodge.

    Note: Mdt 21 and HP above 2200 to stay alive from hate reset tp move.
    Note: Dont stand close whoever has Hate to avoid conal tp moves.

    At 75% add pop, Add will probably aggroing randomly, So be on DT and continue the fight.




    Reain's V20 Strat:

    WAR/SAM/COR/BRD/WHM/SCH


    Accuracy required: 1367 for 95%



    SV Scherzo/Wind Carol/MinuetV/MinuetIV/Honor March. (No madrigal make sure your DD are capping accuracy).
    Replace Minuet x2 with Ballad x2 on WHM.
    Replace Minuetx1 with Ballad on SCH.
    Crooked Chaos/Samurai
    Baraera/Barparalyzra(?)
    Embrava/RegenV
    Piercing damage. Shining One x2.

    We limited engaged people to 2 on opposite sides. Incisive Denouement was 1 shotting the sam in nyame with scherzo so we changed to Wind Carol.
    Magic defense down aura may make Incisive Denouement 1 shot through Scherzo.
    WHM Sacrifices zombie off the DDs. SCH removes paralyze from either the DD or the WHM if sacrifices takes it.
    Don't run in for random deals/Wild card if aura is up. Remove it with critical hits.
    If aura is up Wind/Light skillchains will heal it.
    Incisive Denouement is big damage and a hate reset so we always keep 2 people DDing so it bounces between them. We limit tp feed from brd and cor. If the WAR or SAM died the Bard took over for them. If someone else dies the COR engages.
    We got the attack down aura for this one so it ended up being slow but not too difficult.
    Panaceas to help WHM out.
    Ignored the add outside of debuffs like slow/elegy/paralyze. the SCH can accession Aquaveil to avoid interrupts and help heal.



    Lonekent V20
    WAR DNC COR BRD RDM WHM

    COR: Samurai + Chaos Rolls
    BRD: SV Scherzo, Honor March, Minuet x3 (on melee).
    Ballad, Dirge (on mages).
    WHM: Baraera, Barparalyzera, Boost-STR
    RDM: Haste2, Phalanx2
    DNC: Box + Feather Steps, Fan Dance

    Weak to piercing.
    Will use Perfect Dodge once at 75% HP.
    Will give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add (Xevioso's Chapuli) when it use SP.
    Boss has about 2.8 million HP?
    Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?

    After using Droning Whirlwind it'll gain wind aura animation, need to proc *!!* Red then Blue in under some time window (maybe 5 sec?) to remove.

    Red *!!* Weakness: Critical (Normal & WS)
    Blue *!!* Weakness: More Criticals (Normal & WS)
    Subsequent wind aura gets harder to proc Blue *!!*

    When Xevioso use Droning Whirlwind all debuff on the add will be removed.

    Plan:
    Tactic Roll in Lobby.
    WAR use polearm and Stardiver to reduce critical evasion.
    DNC Box + Feather Steps, Fan Dance.
    DNC help cure with Curing Waltz / Divine Waltz.
    COR BRD have to fight too. RDM fight too when not dealing with add.
    WAR DNC COR BRD form Square formation around Xevioso so his front conal attack doesn't hit too many people at once.
    Full time -dt 50%.
    Bring Poison Potion or Elshimo Pachira Fruits to prevent Xevioso's poison.
    Bring Panacea for Incisive Denouement.
    WAR and COR coordinate Random Deal / Wildcard to reset Warcry (with 5/5 Savagery Merit).
    WHM Afflatus Solace + Sacrifice on Curse (Healing) from Stinger Volley.
    When add pop, the one that have hate from add move the add away from Boss, then RDM Sleep/Bind/Gravity the add. Stymie Sleep2 will guaranty long sleep. After 3rd Sleep, it get really hard to land Sleep.
    WHM need to move if add is Bound near WHM.


    Our Square formation was bad!
    DNC with Haste Samba instead of Fan Dance may be better?



    Darciee's Xevioso V25 Strat:
    WAR DNC WHM COR BRD GEO

    BRD: HM, Min, Min , Wind Carol 1 Schrezo, Whm: Minnex2 Ballad
    COR: CC Choas, Sam
    Geo: GeoFury Indi Barrier ent Fend , Ent Attunment

    DNC - Rudra Storm
    War - Impulsive Drive
    Cor: Last Stand
    BRD: Mordant

    1h At 39% Mighty Strike , Bolster , Grand pas combo, once add is out and Perfect Dodge is over, Then Immediyaly Roll into Wild Card. Once DNC triggered Trance at end of Combo, DNC Call for Random Deal, accordingly for the final Push at 10%

    Detailed By Job:

    Cor :
    Roll order:
    #1 Gallants
    #2 CC Chaos
    #3 Sam roll (As fight starts No luzaf Dont hit the whm)
    Either melee/Last stand from one of the 4 corner points, or shoot from slight distance and Last stand. If rolls need replacing run out to Whm give a quick gallants (dont chase11)
    then run in and re-do DD rolls if there are only 30-90 seconds on rolls at 50% (Which shouldnt be) but if is call out and we can hold him at low 40's and get situated for final push
    BE CLEAR IF YOU NEED TO FIGHT TO HOLD, we dont want a bust or something during the last 40%


    Brd : Min Min WC1 Scherzo HM - Pianno - Minne x2 Ballad x2 on Whm - Extend SV just incase fight goes on little longer than desired
    Once songs are done, Melee from one of the 4 corner points and use Mordant.


    War : Try to keep xevi between you and the DNC voking when applicable after hard hitting ja's - Fire off an early warcry as DNC will call for RD fairly early.
    Blood rage on first fetters, DO NOT MIGHTY STRIKES for second if before 40% there will be so many crits going itll come off.
    At 40% when the Perfect dodge drops its a full ZERG pop MS and everything you want WC will be coming in about 25 seconds (DNC will be calling for it)
    if get reset re-pop MS as its coming off becuase its not going to be alive much longer and if fetters appear they will be gone instantly.
    I wouldnt advise berserk on its own but if xevi isnt on you feel free but might want to knock it off once have hate/if def down aura. Some Wars use it others dont.


    DNC : Full DT in every set waltz/steps/ja's/ws etc, ideally over 2.1k~2.2k HP in every set (requires a couple hp items as no subjob)
    Pop presto as the war goes to get xevi so can immediately place presto feather step, follow that with an immediately presto box step.
    Go Climactic 3k Rudra's > Reverse flourish > Rudra's - Be sure you Presto timer isnt still up. - if Xevi hp is at 80% (damn thats a good war/brd/cor/dnc)by the time this has happened
    Dont call for RD, push it for 75% wait for PD to drop and then go in for another climactic/reverse combo, Get a RD here if wasnt viable prior to 75%

    maintain steps. once you have presto feather/box twice to 10 you will need to quick/stutter for steps to rotate building flourish's after climatics used.
    Add will start to run around and if the WHM says you need to cure (cos hes either curing himself from add or doing a zombie combo and more than 1 person is yellow/red) this does tend to
    happen later in the fight but you will want to be aware of it, IF he calls for CURE then CURE. Even if you have just popped Climactic OH WELL dont ws CURE!
    40% the DNC should get ready for there 1hr combo
    Climactic>rudras>revers>rudra>grand pas> reveverse > rudra> Reverse > Rudra > Climactic > Trance(Call for WC) > rudra's > Reverse> Rudra's >
    Now that trance is up actively mix in Waltzes/aga's behind EVERY ws things get a little hectic here and the DNC really can help relieve the whm especially when they have to cure themselves.
    if got a 2nd grand pas for another dnc combo wombo and whenever the whm calls help hit that waltz
    (they are free under trance so go nuts its also great for enmity boosting) If you get 2x Granp pas combo's he will very likely be dead or very close to it,
    no grand pas reset then go into a climatic/rudras/revers/rudra combo and call for that RD for the last push.


    Geo - Lobby entrust - Frailty (Dnc) Agi/Dex (Cor depending if shooting or melee) Indi fend (Brd) Attunement (War)
    Geo-fury, Indi barrier, Ent fend, Ent attunement - NQ 100-75, BoG/EA 74-40, Bolster 39% (as perfect dodge drops)
    Geo has to position himself and bounce around and stand with whoever doest have hate to avoid conals, alot of bouncing around
    Favor Brd's position for the Geo spell as the least likely to pull heavy enmity. The fight goes fairly quick so from the entexsion the lobby fend/attune give
    there is a very real chance that right after the WC you will be able to give the WHM a Barrier. if when the fend has 3minutes left and attune 90-120secs then feel free
    to use that entrust for whm barrier or refresh if required as within the next 60-90secs a random deal will be coming for you to then replace that attunment when its ready.
    Last 40% with 1hrs is fast so 3 minutes on fend, should not need refreshing. (This is a decision made at the time based on aura's)
    Example - under 40% attack down then we will likely need longer than 3 mintues so the fend would want replacing and therefor makes the barrier a no go.
    YES geo's you actually have to do a little thinking on this one so enjoy it for a change


    WHM - You will be buffed up defensively so just hang on in their for the ride, clear communication from you to the DNC can really help assist your load
    Vile's will be in bazaars for you so dont be afraid to use them. Baraero/barparalyze/hastes/dia2/paralyze etc etc you know the drill by now



    Xiutaru's V25 Strat/Video:
    THF DRG COR BRD GEO WHM

    COR did last stands/detonator, DRG impulse, BRD mordant, THF rudra's. Songs were minuet x2, honor, scherzo, wind carol II, then double minne on WHM, ballad III on WHM and GEO. Rolls were sam/chaos on melee, gallant's/choral on WHM. Entrusted str/fend/frailty/agi on melee, barrier on WHM before entry, fury/barrier inside


    https://m.youtube.com/watch?v=DOc0adLz4rw



    Aramith9 V25 Strat:
    PLD RDM BRD DNC COR WAR


    The basic strategy is to pack everyone together and hit as close together as possible.
    In dealing with escorts, the policy is to reduce the damage taken and maintain it on the front line.

    Since Veng25 has 2 Adds, PLD is the main healer instead of WHM,
    PLD tends to stop recovering due to paralysis and stun, so RDM and DNC help,
    Since the escort is easy to fall, increase the defense by setting the roll to galantz,

    Countermeasures such as bio
    I also use binds and slips, but I'm afraid that drones and traps will weaken the body.
    It is better not to stick because it is not very reliable due to cutting
    This time, I used Stymy to cut it down so that I could stop one add at a time.

    PLD: Burt, Majesty with Aegis, Rampart at the end
    BRD: HM, schrezo, Wind Carol 2, Minx2, Boss Nocturne
    COR: CC, Chaos, Galantz
    RDM: Debuff adds, Bio , Slow. Help with Healing
    Dance: Assist with waltz
    WAR: Full Ability at the end


    Lonekent V25
    WAR DNC COR BRD GEO WHM

    COR: Samurai + Crooked Chaos Rolls
    BRD: SV Victory March, Honor March, Wind Carol 2, Scherzo, Minuet.
    Wind Carol 2, Scherzo, Ballad, Minne (on mages).
    WHM: Baraera, Barparalyzera, Boost-STR, try keep as many buffs on to help lower chance of Song / Roll getting Dispelled.
    DNC: Box + Feather Steps

    Weak to piercing.
    Will use Perfect Dodge at 75% and 40% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 3.3 million HP?
    Pet has about 3 million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Can Bind / Gravity / Sleep pets. Easier to Bind Gravity than Sleep.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.


    After using Droning Whirlwind it'll gain wind aura animation, need to proc !! Red then Blue in under some time window (maybe 5 sec?) to remove.

    Red !! Weakness: Critical (Normal & WS)
    Blue !! Weakness: More Criticals (Normal & WS)
    Subsequent wind aura gets harder to proc Blue !!

    When Xevioso use Droning Whirlwind all debuff on the add will be removed.

    Plan:
    Everyone bring Panacea + remedy.
    Tactic Roll + Entrust in Lobby.
    WHM need -Damage Taken (-DT) / Spell Interrupt Rate Down (SIRD) in Cure set. Need 102% SIRD, COR can use Choral Roll to help reach 102% SIRD. With 102% SIRD, spell won't get interrupted unless knock back happen.
    Due to WS Wall, everyone decide on which WS to use:
    WAR Impulse Drive
    DNC Rudra Storm
    COR Last Stand + Detonator
    BRD Mordant Rime + Evisceration
    Full time -dt 50%.
    Position the Boss such that WAR have back on 1 pillar corner and DNC have back on the other pillar corner, to mitigate knock backs.
    WHM can stand away from Boss, but once hate seems high enough, WHM need to go in melee range so the Boss doesn't move if WHM get hate. The Regen is very strong below 40%, if Boss move around the DD can't hit it, it'll drag the fight longer.
    If Scherzo get Dispelled, need to tell BRD to reapply replacing Minuet.
    When Boss gain aura, everyone switch weapon to Tauret and use Evisceration to remove aura fast.
    Save Random Deal / Wildcard for last 40%.
    WAR and COR coordinate Random Deal / Wildcard to reset Warcry (with 5/5 Savagery Merit).
    On Last 40% after Perfect Dodge wear off, GEO use Bolster, WAR use Warcry + Mighty Strike, DNC use Grand Pas. COR then Random Deal / Wildcard as needed.


    This took 50+ attempts. Had to get lucky for the win.
    Incisive Denouement during aura will kill someone.
    Incisive Denouement and add turn to that person will kill that person.
    Incisive Denouement and add use aoe will kill someone.
    Incisive Denouement will kill someone if Scherzo got Dispelled.
    Maybe should swap WHM with PLD?


    Video Link: Lonekent's Xevioso V25


    Moogle Amp x3 run setup suggestion:

    Xevioso A3 Bztavian (Piercing Weakness) <Critical Hits Mechanic>
    SAM/SMN/COR/BRD/GEO/WHM
    Henwen A2 Raaz (Blunt Weakness)
    DRG/WAR/PUP/BST/BLU/DNC
    Marmokrebs A2 Cracklaw (Thunder Magic Weakness)
    BLM/SCH/RUN/NIN/(ANY)/RDM
    Credit to: Vaerix






    Kalunga V15~V20~V25

    LoneKent's Kaalunga Strat:
    RUN DRK SAM COR BRD WHM

    COR: Chaos + Samurai Rolls
    BRD: SV Scherzo, Honor March, Minuet x2, Dirge (on DD), Sirvente (on Tank)
    WHM: Barfira, Barvira, Boost-STR

    Weak to slashing.
    About 2.2mil HP.
    Blistering Roar makes it gain aura.
    Proc Red *!!* then Blue *!!* in certain time duration to remove aura.
    Red *!!* Weakness: Skillchain
    Blue *!!* Weakness: Continue the skillchain
    need 2-3 Skillchain to remove aura. Subsequent aura need more Skillchain.
    One of his normal attack give defends down.

    Update June 2021: June 2021 patch seems to change Elemental Sforzo to Brazen Rush. March 2021 to before June 2021 Kalunga uses Elemental Sforzo

    Plan: COR save Random Deal, Wildcard for RUN's Valiance.
    Right before pulling RUN Valiance, DRK Last Resort, and then COR Random Deal. When Valiance about to wear (1st time), ask COR to Wild Card. When Valiance about to wear (2nd time), ask COR to Random Deal.
    If aura up, DRK back off and SAM Tachi: Jinpu spam to self SC for *!!* Red and Blue. After first aura is off, DRK use Soul Enslavement to reduce TP move Kalunga use.
    WHM ready Erase, lots of stuffs to Erase.
    WHM and BRD rebuff after Volcanic Stasis (single target full dispel).
    WHM Sacrifice / melee use Panacea for the stats down from Searing Serration.
    All DD back off if they get hit with Incinerating Lahar (gives Weakened), wait for Weakened to wear off.

    Got lucky didn't get Defends Down global debuff from Kalunga. Failed many time cause RUN get 1 shotted between full dispel / stats down / weakened.
    PLD might be better for this?

    https://www.youtube.com/watch?v=osX26Vjg6ME



    Asura's Kalunga Strat:
    DRK RUN/PLD BRD COR WHM GEO

    COR: Tactician's ROlls at lobby , in fight Crooked SAM , Choas.

    GEO : Start Entrust at Lobby by 2800 TP : Haste(Cor) Fend(Brd) Topor(Tank) Last Refresh(WHM). Inside Fight Zone: Indi Barrier , Geo Fury , Entrust Presicion(DRK), bolster at beginning of the fight. Be on DT set Behind Kalunga Legs.

    WHM: Barfira , Barvirus , Sancro When Kalunga Do Blister Roar.

    BRD: SV: Marchx2 MinX1 , Fire Carol , ask tank to move , Dirge. Then on Tank Sirvantee, Ballad.

    PLD/RUN: Don't change Gearsets, Rampart/One for all when Kalunga Do Blister Roar, Buy Meds. Ask For Rebuffs when Kalunga do Volcanic Statis = Frontal Dispellga.

    DRK: At lobby use Great Axe to do Armor Break at start of fight, it last six minutes, repeat it, then build tp for AM, try to hold tp till 2000 tp then Torecleaver
    Drk has to do multistep while Last resort and doing the following:

    SC= Sickle Moon ,Herculean Slash, repeat.

    DD keep a Pillar on your back so you don't be knocked far.
    DDs got stop DDing while DRK Multistepping to break aura after Blister Roar.

    Moves to keep an eye on:

    -Volcanic Statis: Bard has to redo Sirvantee Ballad on Tank, WHM has to redo Shell > Protect > Barfira.

    -Blister Roar: Terror , Spawn Fetters , DRK has to Multistep while Last resort is up or soul enslavement

    -Under 50% Kalunga do Incinerating Lahar = knockback + weakness for 20s, so you have to run to WHM and wait till it goes and WHM will Curega and continue.



    Senaki's Kalunga Strat:

    WAR PLD BRD COR WHM GEO



    War would: (Upheaval -> Steel -> Upheaval -> Steel [For darkness multi step]) to remove aura. Use Armor Break @ Start of fight @3k TP.
    *War used enmity removal earring when needed. War used MP potions if needed for enmity down earring.
    *War spams Savage Blade with Blurred Shield +1.

    Cor would savage blade spam until aura was up -> withdraw when up and let war do thing.
    **Cor did Tacticians in lobby -> Sam / Fighter's

    Brd: Honor March, Victory March, Valor Minuet V, Valor Minuet IV, Adventurer's Dirge (War). Then maintained Sentinel's Scherzo + Foe Sirvente on the Pld.

    Geo: Used Bolster. Geo-Fury, Indi-Barrier, Entrust STR on the War.

    Pld: Used full set of Sakpata armor and enmity+ accessories. Had mythic (for enmity+) and aegis. Pulled back to corner to account for knockback.
    *Put up attonement AM 3 at start of fight and would reapply AM3 as needed when SCing was not needed. "
    **Used Majesty to offer aoe heals and assist whm as needed.

    Whm: Cureskin focus. Boost STR. Etc misc. buffs prior to fight.




    Ruaumoko's V20
    RDM DRK BRD WHM RUN or PLD COR



    RDM Enfeebling Set

    Suggest a merit loadout of Ice/Wind Magic Accuracy, Enfeebling Magic Duration and Immunobreak Chance.

    Haste II on all, Phalanx II on DPS, Refresh III on yourself the WHM and the RUN.
    Whenever the RUN gets nailed by a full Dispel re-apply their Shell V, Haste II, Phalanx II and Refresh III. This can actually be difficult with all the other stuff potentially going on.

    RDM opens with Saboteur and tries to debuff Kalunga best they can, Light Shot when Dia III lands to upgrade it to Dia IV.

    When Kalunga gets to 75% and calls the Matamata,

    the DRK(Dread Spike On) runs as far South as they can, dragging the Matamata away (BRD and COR keep up DPS in the meantime). When far away RDM hits Stymie and puts the Matamata to sleep so DRK can rejoin DPS.

    Or

    "RDM sleep add as soon it pop at boss and continue the fight and Drk keep Dread spike On incase the add awake." Sesshmaru


    When the Matamata wakes up from Blistering Roar RDM hits Chainspell and Saboteur, spam Sleep II to knock it out again. Apply Bind and Gravity II as well, just in case.

    IMPORTANT: When the COR is doing ability resets go in for them, you're going to need Saboteur back in case the Matamata is woken up again.

    Keep an eye out for Dia III wearing off, call out when recasting so COR knows when to follow-up.

    Don't even try to add to DPS, between keeping the RUN rebuffed and keeping the Matamata under control you're not going to have time for it.


    Credit: Ruaumoko.



    Reain's Kalunga V20 Strat:
    RUN/BRD/COR/WHM/WAR/DRK

    Accuracy required: 1233 for 95%



    SV Dirge/Honor March/MinuetV/MinuetIV/MinneV
    Replace Dirge on RUN with something else. Scherzo/Fire Carol/Ballad whatever.
    Replace Minuets on WHM with Ballads.
    Crooked Chaos/Samurai
    Barfira
    Slashing damage.

    Rebuff RUN quickly after full dispel (I did victory march first) for hate tools. I didn't engage on BRD.
    If DDs pull hate they likely lose all their buffs.
    The full dispel+unfavourable debuff aura+brazen rush+fetters+add can drop the RUN if it uses unlucky TP moves.
    Ignored the add outside of easy debuffs like elegy/slow/paralyze.
    If it does aura our DRK did dark based damage multisteps to proc it while the RUN/COR/WAR held WS. Fire or Light SCs will heal it. If your DD is using a non slashing weapon to skillchain it you may not be able to break its stoneskin on your own.
    Panaceas to help WHM out.



    Lonekent V20
    RUN WAR COR BRD RDM WHM


    RDM: Haste2
    COR: Chaos + Samurai Rolls. 5/5 Loaded Deck Merit
    BRD: SV Scherzo, Honor March, Minuet x2, Dirge (on DD), Sirvente (on Tank)
    WHM: Barfira, Barvira, Boost-STR
    WAR: Warcry Savagery 5/5 Merit

    Weak to slashing.
    Will use Brazen Rush once at 75% HP.
    Will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add (Kalunga's Matamata) when it use SP.
    Kalunga has about 2.8 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Add seems to ignore whoever the Boss has top hate on.
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?


    Blistering Roar makes it gain aura.
    Proc Red *!!* then Blue *!!* in certain time duration to remove aura.
    Red *!!* Weakness: Skillchain
    Blue *!!* Weakness: Continue the skillchain
    need 2-3 Skillchain to remove aura. Subsequent aura need more Skillchain.
    Blistering Roar also removes all debuffs on add.
    One of his normal attack give defends down.


    Plan:
    Tactic roll in lobby, WAR equip Great Axe for 3K TP Armor Break, reapply at 50% HP or so if needed.
    Tank bring Panacea, for Searing Seration.
    WAR COR BRD all have to fight.
    RDM can fight if not busy handling add.
    Melees stand behind the boss to avoid fetter AOE (should only hit the tank)
    Dia3 + Lighshot.
    Everyone use Savage Blade. WAR apply Armor Break then switch to Naegling.
    WAR COR coordinated Random Deal / Mighty Strike for Warcry reset.
    Ideally: Warcry, Random Deal, Warcry, Mighty Strike, Wild Card, Warcry, Random Deal.
    When add pop at about 75%, WAR should have hate on the add, WAR move the add away from boss, RDM Bind/Gravity/Sleep the add away from boss, then WAR go back fight boss.

    When aura up, BRD RDM move away to minimize tp feed, only WAR COR should be hitting the boss. Batholithic Shell's Stoneskin and Tyrannical Blow's knock back + Virus can mess up SC.
    SC: WAR Red Lotus Blade + COR Savage Blade = Scission + WAR Red Lotus Blade = Liquefaction + COR Savage Blade = Scission + .... etc

    All DD back off if they get hit with Incinerating Lahar (gives Weakened), wait for Weakened to wear off (if time permit).

    Got unlucky get Attack Down global debuff from Kalunga.
    But got lucky it didn't use Volcanic Stasis when WAR took hate, and it didn't use Incinerating Lahar at all.
    The SC we use restore HP to the boss, we decided to stick with it cause we don't have to switch weapon to get the aura off ASAP and the SC can loop with it self. Switching weapon use other SC may be better alternative.


    Darciee's Kalunga V25 Strat:
    DRK COR BRD GEO PLD WHM


    Essentially Same as V20 but more Intense, Save all SP for 40%,

    DRK: Armor Break, Sp at 40% and Hit first add few hits when Enslavement on to drain it TP.
    GEO: Geo Fury, Indi Barrier, Entrust Frailty,
    Fend
    BRD: HM, Minx2 , Fire Carol 1 , Dirge. Sirvantee Fire carol March, once PLD displled. Whm: Ballad Minne
    COR: CC chaos , Sam

    Fight kalunga upstairs so DD's can spread behind him to avoid stacking up and have good distance between tank/party during fetters.

    SC to Break Aura: Savage Blade > Herclean Slash > Repeat


    Detailed Strat by Each Job:


    WHM : Barfira/barviruna/haste/auspice/boost-str etc - rebuff tank on dispels priortizing Cureskin/shell/haste
    If the auras are nice and the DD postion well the fight isnt too intense just gets a little hot for under 40% fetters especially if there is a dispel/fetter/2 add combo going
    During bad aura's like Def down/ Mdef down/ Mag eva down, things get HOT fast for the tank. Dont need defensive buffs as adds stay on DD's
    Adds wont come to you or shouldnt so other than ballad nothing should be needed, the FC/Sherzo will help when you re-do auspice/bars pre 40% timers depending

    Cor : CC Chaos / Samurai
    Just DPS your arse off with savage blade (Subtle blow in gear), when proc window opens the sc will be SB>Herc>SB>Herc - Either WS can open so co-ordinate with DRK as the fight is going,
    who is to open if one is terrorized call out the time so the other can open. (If 12 secs or terror is called and they have 600-700TPcount to 9/10 and then open)
    any dd will get tp in time to close as there terror will drop and there will have 5 seconds. if they have 0TP maybe wait until you see the terror drop and then open.
    Under 40% clear and fast proc's are important. Re-do rolls pre 40% if the timers are close the BRD will SB in your place if the proc window opens during rolls.

    BRD : Dirge Min Min FC1 HM DD's - Sirvente Ballad PLD - Ballad WHM
    Extend SV during nitro throw some debuffs on kalunga, The first 60% of the fight assist with DPS(subtle blow in gear) but also Prioritze getting VM Sirevente FC1 Ballad back on the
    PLD each dispel after the 40% when the push is happening just do FC Sirvente and if we get a bad WC/Dispels are heavy he might need a VM aswell for timers/hate

    If the cor has to re-roll and the fetters appear will you be stepping in for the COR the SC is - SB > HERC > SB > HERC repeated - either ws can open so clear communication
    LISTEN out and if the DRK talks to the COR (not seeing rolls) follow the directions given if to open/close and just say your ready

    Sub 40% DPS your arse off but still do songs, if WC is good and GEO is giving PLD an entrust i reccomend FC / Sirvente as the 2 songs and you telling the GEO ent-Haste pld
    WS used - Savage blade.

    Geo : Lobby - Attunement (PLD), Refresh (DRK), Frailty (COR), STR (BRD), - depending where fight is fought bubble may alter but open area fend isnt required.

    Geo-Fury, Indi-Barrier, Entrust Fend(Cor), Entrust Refresh(Drk) (Entrust??? potentially on PLD after WC)
    100-75 NQ, 74-40 BoG/EA/Widen compass, 39-0 Bolster.
    Let the lobby entrust run out and ride the entrust timer if need to for 50seconds if RD is called for early and then replace the two entrust spells,
    Otherwise replace spells accordingly
    74-40% BoG/Widencompass/EA bubble - This can be placed a good 6-7 yalms behind all the DD's right out the way of kalunga auto's and the adds autos using widen compass
    so BoG last the full duration 75-40%
    every fight dont forget life cycle will prob still be required to maintin its hp against the -regen/tick as pet regen is limited while in DTidle
    After the WC asses the situation and decide which entrusts to replace as you will get 1 from WC and 1 from RD


    PLD : Lock Sekpata set dont lock shield, main shield used - Aegis
    Maintain Hate and spam majesty cures to help with this. Dont cast phalanx/cure during fetters if you have been dispelled just ride the cureskins until proc is dealt with.
    The WC will be coming just after 40% so make sure invicible and intervene have both been utilized for hate spikes/dmg reduction where approiate.
    Intervene is nice to be added to the second or third proc window to remove any physical dmg aspect/tp moves that might happen while sc is happening.
    The fight is DANGEROUS is the we 2 adds out (Sub 40%) Fetters, and a tank dispel combination. At this time Intervene is great. Ride the curagas/cureskins/brd songs
    Pop vile elixir/+1 if your worried there will also be plenty in bazaar's

    DRK : (subtle blow in gear)
    Start the fight with an Armor break if DPS is at the expected level there wont be time to really tell if it needs re-applying or not later in the fight so just forget
    about it after the first one.

    Dont worry about holding back JA for procs as the SC is SB>Herc>SB>Herc you will be mainly sc'ing with the COR unless he is rolling then the brd will take his place.
    Clear communication is needed with the cor if he is rolling the BRD will be listening and ready to follow your instructions
    Use Schere Earring (ent refresh will slowly give ticks back over the fight) also pop a few vile elixrs through the fight (Saving 1 for spells you want just before 40%)
    Feel free to Last resort and ask for WC to get it back as dont need to rely on it for procs.
    Torc you arse off and kick his arse if dps is really fast consider turn for 30seconds during 40-50% just to limit hate generation.
    1HR after 2nd add comes out (if lahar or fetters are up hold it )
    WC will be coming in a second so anything not used that you want to use it now.


    Party notes : 100%-40% hold back during lahar - 40%-0% BRD/COR Turn while DRK continues under cover of aga/majesty if the is a tank dispel/lahar combination ALL DD turn.






    Aramith9 Kalunga V25 Strat:
    PLD RUN BLU COR DRK BRD


    Apply Geo Entrusts at lobby before entering.

    RUN: Fire runes Valiance, Wind Runes + Rayke to ensure Armor Break Lands, , Redo Barfire, Shell once dispelled.

    Rune Fencer notes:

    Open with Unda Liement and hit your whole PT with it, massive hate spike right off the bat.
    Unda Valiance will make all Kalunga's AoE attacks a joke,
    When it falls (and if you don't get Valiance back) use One For All and Odyllic Subterfuge until it is back. With all the resets though it wasn't down for long, If you're waiting for Valiance use Liement again for another huge hate spike. (Don't overwrite Valiance with Liement!).
    Save Battuta for Volcanic Stasis and 5/5 it for maximum Parrying Rate. You need to save it for the full Dispel because Kalunga can follow with Searing Serration and wreck you, When you have Battuta up immediately recast Foil and Phalanx.
    One of Kalunga's regular attacks (biting animation) inflict on you DEF-%, Panacea it off; don't wait for the WHM to remove it, also do same to Searing Serration

    Reccomended: Erilaz Surcoat +3

    Credit: Ruaumoko


    PLD: Maintain Adds, Majesty Heal,

    BRD:
    --Frontline: HM, Min5, Min4, Min3, Dirge
    --RUN: March, Sirvente, Minne, Fire Carol, Ballad
    --PLD: March, Ballad, Ballad
    --BlU: Ballad

    Note: Rebuff Tank once Volcanic Statis Dispell Tank

    COR: CC Chaos, Samurai, Random Deal to get back Valliance for run , anddiffusion for Blu once engaged, Wild Card after 40%, When requested by BLU, to keep Mighty Guard up.
    Note: 8:30 minute Rolls duration, so you could reroll before 40%

    Blue: Mighty Gaurd(Random Deal to get back diffusion), White Wind, Plenilune Embrace (attack +12.5% ​​in 16 nights), Rending deluge(Dispel), Drowning Whirlwind(Full Dispel) When Kalunga Do Batholithic Shell( Haste, Magic Attack, StoneSkin, Blaze spikes)
    Reccomended: Weapons: Tizona + Sakapata's Sword


    DRK: Armor Break, Absorb Vit with Nether Void Dark Seal, EndarkII, Scarlet Delrium once it up, Keep on Bio II, DRK enslavement and Last Resort after 40%, at 20% Soul Eater Blood Weapon. Bring Elixers and use Scheree Earring When Needed
    Recommended Food: Pork Cutlet Bowl

    Rune Fencer is the main tanking Kalunga, Apply a wind Rayke to ensure DRK Armor Break Lands, Blue Mage has to Dipel Batholithic Shell(Haste, Magic Attack, Stoneskin, Blaze spikes) With Rending Deluge, Kalunga Stoneskin, and assist Heal with White Wind.

    PLD has To hold adds and support healing with Majesty.

    DRK, Has to Absorb VIT from Adds if Nether Void Dark Seal not up, and Apply Bio II on Kalunga all time, and keep EndarkII, and Scarelt Derlium once up.

    Brd must rebuff tank once dispel with Fire Carol Sirvantee and Ballad.


    Skill Chain To Break Aura:
    Savage Blade > Herclean Slash > Repeat



    https://youtu.be/VU4Z3GF-cac


    Velner's Kalunga V25 Guide Video:
    PLD BRD COR WHM DRK GEO



    Asura's Kalunga V25 + video:
    PLD BLU DRK BRD COR WHM


    BLU: Cocoon when add pop, N.Med , Lizard Killer trait, Teneberal Crush, White Wind , Diamondhide, Mighty Guard at 50% request random deal, Armored Shell at 40% and SP and Do Troubline , Wild Card will be after Blu SP and Drk Sp. redo mighty gaurd and troubline at end of your SP timer, then random deal redo Armored Shell.

    PLD: Assist Healing if Majesty not dispelled, Request Buffs, Sirvantee, Shell.
    Note: Dont switch Gear While Fetters are out and request for Shell if you got dispelled.

    BRD: Minx3 HM Dirge, Balladx2 Hm on,
    Whm, Sirvante and HM always on PLD when he dispelled. Alternate between flat and fast blade, debuff adds
    Note: Do regular songs and on last minute of Soul Voice Nitro songs, so your group have SV songs during whole fight.

    COR: Cc Chaos , Sam, RD after 50% and WC after 40% and last RD on Blu request. Light shot Dia.

    DRK: Absorb Vit as you can, Rotate between Resolution and Torcleaver if no one breaking the wall, dont do endark cause it cancel Auspice from Whm. at 40 Enslavement.
    recommended: Vile elixirs and use on WS set Scheree Earring, not on TP set.

    WHM: Barfira,barviruna,haste,auspice,boost-str etc - rebuff tank on dispels priortizing Cureskin, shell, haste

    Recommended to TP set for BRD COR:
    full Nyame + Silifi belt + Charchi rings and digi. earring, to max Subtle blow I.

    Note: Adds auto-attacks are conal or aoe, so brd cor stay away from add face to avoid over tp feeding it.


    SC: Savage Blade > Herclean Slash Repeat.


    Where to Tank Kalunga and how to position it correctly Video, Skip to 9:45:00




    Lonkenet's Kalunga V25:-
    WAR DRK WHM RUN BRD COR

    RUN PLD DRK WAR COR BRD
    COR: Chaos + Samurai Rolls. 5/5 Loaded Deck Merit
    BRD: SV Honor March, Victory March, Minuet x2, Dirge (on DD),
    Sirvente, March x2, Minne (on RUN) (Fire Carol2 seem better than Minne)
    Minne, March x2, Ballad x2 (on PLD)
    WAR: Warcry Savagery 5/5 Merit
    DRK: Bio2, Absorb-VIT (need Dark Seal)

    Weak to slashing. Piercing and Blunt to 0 damage.
    Will use Brazen Rush at 75% and 40% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 3.3 million HP?
    Pet has about 3 million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Can Bind / Gravity / Sleep pets. Easier to Bind Gravity than Sleep.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.



    Blistering Roar makes it gain aura.
    Proc Red !! then Blue !! in certain time duration to remove aura.
    Red !! Weakness: Skillchain
    Blue !! Weakness: Continue the skillchain
    need 2-3 Skillchain to remove aura. Subsequent aura need more Skillchain.
    Blistering Roar also removes all debuffs on add.
    One of his normal attack give defends down.


    Plan:
    In Lobby: Tactic roll to 3k TP, BRD change to GEO to Entrust Focus Fury Frailty on DRK COR WAR, Entrust Barrier on RUN, Entrust Refresh on PLD.
    Everyone bring Panacea, DD eat Pukatrice Egg and go for 50 Subtle Blow.
    Fight Kalunga at corner to mitigate knocback.
    RUN tank Kalunga, PLD Cure the Party and tank adds.
    WAR 3K TP Armor Break at start, reapply at 50% HP or so if needed.
    Do Armor Break after RUN Rayke.
    BRD stay away from AOE range, and spam Songs, Kalunga Full Dispel often.
    DRK keep Bio2 on and Absorb VIT (need Dark Seal).
    WAR use Mistral Axe + Calamity, Berserk as much as possible.
    DRK use Torcleaver + Ground Strike, Last Resort as much as possible.
    COR use Savage Blade.
    WAR COR coordinate Random Deal for Warcry reset.
    Save Mighty Strike / Soul Enslavement / Wildcard for last 40%.
    When aura up, COR move away to minimize tp feed, only WAR DRK should be hitting the boss.
    SC: Rampage + Freezebite + Rampage + Freezebite + ...
    All DD back off if they get hit with Incinerating Lahar (gives Weakened), wait for Weakened to wear off (if time permit).
    During 75% and 40%, may want to click off Last Resort / Berserk, cause Brazen Rush make Kalunga's normal AOE attack hurt and add may spawn hitting the DD instead of going to PLD.

    Took so many tries, Def down or magic eva down usually someone will die.
    Atk down last 40% mean will time out.
    On some fight, it spam Incinerating Lahar wasting lot of time.

    https://www.youtube.com/watch?v=20kmZgnvGPs


    Moogle Amp x3 run setup suggestion:

    Kalunga A3 Gabbranth (Slashing Weakness) <Multi-Step Skillchain Mechanic>
    PLD/SAM/COR/BRD/GEO/WHM
    Henwen A2 Raaz (Blunt Weakness)
    MNK/WAR/PUP/SMN/BLU/DNC
    Sgili A1 Umbril (Stone Magic Weakness)
    BLM/SCH/RUN/NIN/(ANY)/RDM
    Credit to: Vaerix



    Ngai V15~V20~V25


    Lonekent's Strat:
    MNK GEO COR BRD RDM WHM

    MNK: Subtle Blow/full DT set full time, will be tanking.


    [itemset]381485[/itemset]
    recommended set.
    Deep Fried Shrimp " Subtle blow 8+, 70 Acc"

    GEO: Bolster Geo-Frailty, Indi-Barrier, Entrust Fury. Should have Geo-Fury and Entrust Frailty, cause seems to have Geomancy debuff penalty.

    BRD: SV Honor March, Minuet x2, Scherzo, Carol2, assist with ws to break aura.

    WHM: Barwatera, Barsleepra/Barpoisonra, Boost-AGI, Auspice (I forgot to Auspice), keep Mnk Full hp all time to avoid Ngai one shoting mnk with Protolithic Puncture.

    COR: Crooked Chaos + Samurai Roll on MNK. Tactician + Gallant on everyone else, light shot dia.

    RDM: Dia3, Silence, Paralyze2, bind if monk lose hate.

    About 2.2 mil HP.
    Weak to blunt.

    Carcharian Verve make NM gain aura. Proc Red *!!* then Blue *!!* to remove the aura.

    Red *!!* Weakness: WS
    Blue *!!* Weakness: After the above WS, do 2-3 more WS within SC window
    Subsequent aura require more WS to proc Blue *!!*.

    Protolithic Puncture is single target hate reset.

    Update June 2021: June 2021 patch seems to change Brazen Rush to Mighty Strike. March 2021 to before June 2021 Ngai uses Brazen Rush

    Plan: Tactician Rolls on the Lobby Area, TP carry over to Battle Area.
    MNK solo DD and tank the NM. MNK, GEO and WHM(DT full time) need to hug the NM as close as possible, to avoid lethal Marine Mayhem. Everyone else stay above 20 range.
    COR give everyone but MNK Tactician, everyone but MNK save TP for aura.

    1 person call out when to use WS if it gain aura (4:17 in video, Mainoumi use macro to call out when to WS. When the "bar" fills up, everyone WS on NM).
    RDM need to keep it Silence / Paralyze.

    WHM need to Erase a lot: 1 of the NM normal attack give defends down, Drown from fetter, Max HP down from Pelagic Cleave.

    https://www.youtube.com/watch?v=SL8qUb2SyRo

    Silvannesti's Strat:
    MNK WAR(Club) GEO or RDM WHM BRD COR



    REMA Mnk, R15 Loxotic Mace +1 War, iGeo in the front line. Everyone in DT sets 100% of the time.

    Geo: fury, barrier, str.
    COR: Chaos and Sam rolls.

    WHM: Barwatera, Barsleepra/Barpoisonra, Boost-AGI, Auspice (I forgot to Auspice)

    BRD: SV Honor March, Minuet x2, Scherzo, Carol2, assist with ws to break aura.
    Brd, Cor, Whm backline. Sam & Tact rolls. The whm stays back far enough that they're out of the 20' distance from the NM but still in range to cure DDs. Whm puts on Dia, cor does Light Shot.
    RDM: Dia3, Silence, Paralyze2, assist with Ws

    Procs are handled by the 2 frontline DD, and I just added wildfire after the red proc. I also range attacked 1-2 times after that give me enough TP to cover the next proc if needed. The Brd ran in to WS as well, but could probably have stayed back also.


    Monk recommended set:

    [itemset]381780[/itemset]
    Segomo's Mantle
    30 DEX Accuracy 20 Attack 20
    "Double attack 10"
    Damage taking 5-

    Credit to Mojofly



    Heck's V20
    MNK WHM RDM BRD COR GEO



    MNK: Hybrid DT-Capped Subtle Blow. Penance, Shell Crusher start. Shijin for Plauge. Empy Weapon, Impetus/VS spam, Footwork-Tornado Kick.

    WHM: Cureskin on MNK/GEO. Standard Pro/Shell V, Boost-STR, Barwatera, Barsleepra, Auspice, Regen 4. Stoneskin/Blink self.

    RDM: Immunobreak Slow/Paralyze II and Silence as well as Dia III at start. Sab on add spawn (WHM will have to tank it for a bit until Bind/Sleep land). Frazzle III lands easily on this add, can immunobreak sleep/bind and can save Stymie/Chainspell if really needed to resleep/bind. Make sure to stand 20 away from shark when managing it or chance shark can 1 shot you with Guillotine or Mayhem. Haste/Phalanx 2 MNK, WHM, GEO. Refresh 3 WHM. Gain-MND at start, can switch to Gain-INT for Sleep/Binds. Standard RDM self-buffs.

    BRD: Sing HM, Mad x1, Minuet x2, Scherzo. Be ready to WS if aura.

    COR: SAM/CHAOS rolls. Tact once MNK out of range to build up TP for COR/BRD for aura procs. Can toss in RUN roll for backline too. Light Shot Dia III. Wild Card/RD appropriately for MNK Chi-Blast/Mantra/Impetus/Footwork, GEO BOG/EA and a chance for BRD SV.

    GEO: Start with BOG + EA Geo-Fury, Indi-Barrier. Bolster after 75%. Stand opposite of the MNK but within range for bubble.

    Fought at the bottom of the stairs. MNK will pull after buff, and opens with Shell Crusher when in position. Will then switch to H2H, Shijin and then VS spam. Don't do actions on MNK or Shark until MNK is hitting with H2Hs. At 75% add will spawn, will run to WHM more than likely (or RDM after). Played both the RDM and WHM for this fight, and could tank the auto attacks from the Cracklaw fairly easy with -50PDT and cure-skining myself until it was dealt with. Also used Yngvi Choker on WHM idle/dt set seem to loose hate quicker from Cracklaw and Shark. After the add fight was pretty steady like V15 one. Cure-skin spam the GEO and MNK. It used verve once, had COR and BRD for trigger. Ended up with 2-3 minutes left on the fight.
    Credit to Heck

    Ngai (Vengeance Level 20) Video
    Credit:Ruaumoko



    Ngai V20

    WAR MNK RDM BRD COR WHM


    War: Start fight with Armor Break,

    Monk: Chi Blast Shijin Spiral, use Howling Fist , inner strength at 20%

    Note for DD: HP above 2500 to avoid one shot from tp reset move.
    Note for DD: Mdt has to be 21

    WHM: Boost STR , Barwatera, Barsleepra, Auspice, Regen 4. Stoneskin/Blink self.

    BRD SV: Scherzo, Water Carol2 , Minx2 , HM

    RDM: Dia, Phalanx2 , Haste2 , keep add slept bind debuffed , when add pop start with stymie sleep2

    Note: Aura wakes Add and erases current debuff on it.

    COR : CC Chaos, Sam, When War or Monk Pull do Tactian and Gallant on backline, Random deal after Warcry, WC after Mighty Strike , Hundred Fist and Random Deal again when needed. Light shot


    Protolithic Puncture: Hate reset and DD hp must be above 2500 to survive it.
    Pelagic Cleaver: HP down Debuff, DD has to use Panacea to counter.

    At last 10% Ngai Spam tp moves so keep an eye on Pelagic Cleaver/Marine Mayham and use Panacea to avoid dying.



    Rdm guide :

    Suggest to merit depend on the boss elment Magic Weakness, Enfeebling Magic Duration and Immunobreak Chance.
    Haste II on all, Phalanx II on DPS, Refresh III on yourself the WHM and the RUN.
    RDM opens with Saboteur and tries to debuff Boss best they can, Light Shot when Dia III lands to upgrade it to Dia IV
    When the Add wakes up from Aura RDM hits Chainspell and Saboteur, spam Sleep II to knock it out again. Apply Bind and Gravity II as well, just in case.


    [


    Rein's Ngai Strat
    WAR/MNK/BLU/COR/BRD/WHM


    Accuracy required: 1233 for 95%


    WAR using club, MNK using H2H. BLU using club.
    SV Scherzo/Honor/Minuet X3
    Replace minuet X3 with Balladx2 MinneV on the WHM
    Crooked Chaos/Sam
    Tactician's (and potentially Gallant) for the BRD and COR.
    Barwater/Bar???
    Blunt Damage.

    We've always kinda just threw DD at this and if one dies.. well you have 2 more.
    BLU helps the WHM heal with White Wind.
    If it does Carcharian Verve for Aura MNK/WAR/BLU/BRD/COR all WS. I do cyclone and COR does Leaden or Wildfire. Whether those work 100% I can't say. We usually have no problem proc'ing this at V15 it was a bit harder at V20.
    It got a bit scuffed at the end. The BLU and the WHM finished it with the BLU getting Red proc from WS to remove the fetters when it put them out.
    BLU may need to use Meds (or change to Tizona but i wouldn't recommend it) to sustain MP.
    WHM has a lot to do this fight so Panaceas are helpful to remove things like Magic defense down.
    Ignored the add outside of Elegy/Slow but it made the WHMs job difficult.


    Lonekent V20
    MNK GEO COR BRD RDM WHM


    MNK: Subtle Blow / DT set full time, will be tanking.
    GEO: Geo-Fury, Indi-Barrier, Entrust Frailty.
    BRD: SV Honor March, Minuet x2, Scherzo, Water Carol
    WHM: Barwatera, Barsleepra/Barpoisonra, Boost-AGI, Auspice
    COR: Crooked Chaos + Samurai Roll on MNK RDM. Tactician + Gallant on BRD COR WHM.
    RDM: Dia3, Silence, Paralyze2, Slow2

    Weak to blunt.
    Will use Mighty Strike once at 75% HP.
    Will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add (Ngai's Cracklaw) when it use SP.
    Ngai has about 2.8 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Add seems to ignore whoever the Boss has top hate on.
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?


    Carcharian Verve make NM gain aura. Proc Red *!!* then Blue *!!* to remove the aura.
    Red *!!* Weakness: WS
    Blue *!!* Weakness: After the above WS, do 2-3 more WS within SC window
    Subsequent aura require more WS to proc Blue *!!*.
    Carcharian Verve also removes all debuffs on add.

    Protolithic Puncture is single target hate reset.



    Plan:
    Tactician Rolls on the Lobby Area, TP carry over to Battle Area.
    Everyone bring Panacea.
    RDM Saboteur + pull the Boss down to bottom of stairs.
    As RDM got back to camp, WHM Asylum (incase Boss use Dispelga), MNK use Impetus, then COR Random Deal the RDM MNK.
    MNK tank with back behind the pillar to minimize knockback.
    RDM keep Boss Silence / Paralyze2 / Slow2.
    MNK RDM fight the Boss. MNK RDM GEO need to hug the NM as close as possible, to avoid lethal Marine Mayhem. Everyone else stay above 20 range.
    COR give BRD and self Tactician, COR BRD GEO WHM save TP for aura.
    With RDM fighting, RDM should be second on hatelist, so when add pop, the add will go to RDM.
    RDM move away from Boss when close to 75%, to prepare to handle add. Bind/Gravity/Sleep add.
    GEO use Bolster when add pop.
    MNK call out for Wild Card / Random Deal to reset Impetus.

    1 person call out when to use WS if it gain aura (@2:32 in video, Mccree used macro to call out when to WS. When the "bar" fills up, everyone WS on NM).

    Can't get KO from Marine Mayhem if standing behind the Boss?
    Big weakness of this strat is if proc failed due to not enough people using WS, can take a long time to get back TP, can go bad real quick.
    Almost fail at start cause I Cure poorly


    Darciee's Ngai V25 Strat:
    MNK WAR WHM COR BRD GEO

    Besicly Same as V20,

    BRD: HM, Min, Min , Water Carol 1 Schrezo, Whm: Minnex2 Ballad
    COR: CC Choas, Sam, Tactician +Gallant on Backline
    Geo: GeoFury Indi Barrier ent Fend , Ent Attunment

    War use tomahawk to replace Full Break at 43%
    Note: Proc Window is denegrous and must be done quickly

    WAR MNK Sp at 40% and Wild Card After it.

    Detailed by Job:

    Cor perspective: Lots of rolls and run in to help and get the fuck outta there.
    Roll order (remove luzaf's): Lock rostam/roll gun whole fight - can shoot add with compensator if need tp quickly during rolls

    #1 CC Chaos (MNK/WAR)
    #2 Samurai (MNK/WAR)
    War will go to pull >>
    #3 Tacticians (BRD/COR) Geo if time before pull but geo has club
    #4 Gallants (WHM)
    #5 Choral (Whm)
    #6 Tacticians (COR)
    #7 Gallants (Brd Cor) - If during add phase just catch the brd while hes running around.

    End of cycle - MNK/WAR (CC Chaos/Sam), GEO (Tact possibly dependant of pull speed), WHM (Choral/Gallants), BRD/COR (Tact/Gallants)
    (In theory you can swap the gallants/choral around to loose the last gallants IF the brd gets hit with the gallants each time, but i have listed them in this order
    so later in the fight when the bard is taking the adds attention it doesnt have to worry about positioning and just makes avoiding unwanted rolls easier.)

    Track timers for Sam/Chaos roll or watch Crooked cards timer (as soon as its back just restart the cycle as Chaos is coming off any sec/very soon!)

    it looks more complex than it really is, by locking weapons - COR is completely free get rolls on every some rolls are othering
    very minor benifits but the cor isnt doing anything other than light shots and procs so might aswell utilize its role to the full and with all of the rolls during the fight
    we ended up having one of the adds beat on the cor for like 45sec (short time i know) but it gives the whm extra relief. Do not stand next to the whm or in adds auto range
    dont make the whm's job harder to there can be some dancing around with all the moving adds.

    MNK/WAR - DD rolls - no explaination requried
    GEO - Tact just helps keep ngai tp feed down but it is minor as were talking a few swings from geo to get tp and disengage
    WHM - Def rolls - Important for everyones survival adds can lock in bad sets choral sub 40 required
    BRD/COR - Tact (Vital for brd for procs emergency can hit add not ideal) Gallants because why not helps make them tanky when proc

    BRD perspective : Once SV is extended singing is done
    and just trying to keep one add moving to lighten the whm's load and be ready for proc

    SV non nitro - Min Min WC1 Scherzo HM - no piano
    when coming upto 60 seconds left on SV - use nitro and redo songs
    SV Nitro - Min Min WC1 Scherzo HM - Piano Ballad x2 onto whm - Non piano Minnex2 (Cor/Brd/Whm) - 9 spells during nitro

    If i have wrote song order correctly as yall know im l1 brd lol with the mins 1st then i believe
    songs will finish (after nitro) as:

    MNK/WAR/GEO - Minx2 WC1 Scherzo HM - DD Songs (exc geo but hes not moving for songs)
    WHM - Minnex2 Balladx2 Scherzo (would like HM but i believe due to scherzo longer timer it wont be overwritten)
    COR/BRD Minnex2 WC1 Scherzo HM -

    Only reason give the cor/brd minne is simply why not its being sung for the whm either way and the mins for the cor/brd do nothing
    so might aswell just not piano and hit the backline with it (if wondering my reasoning here)

    Geo perspective : Stay out of conal - Lobby Ent Attunement & Fend onto MNK/WAR

    Indi refresh during inital buffs to keep whm topped up for start of fight.
    During pull go with cor/brd and get a quick tacts roll. If cor had a bust as is re-doing sam after pull forget tact
    and just hit ngai for tp then disengage

    Bubbles - Geo fury - Indi- Barrier - Entrust Fend - Entrust Attunement. NQ 100-75, BOG/EA 74-41, Bolster sub 40/BoG/EA after.
    You should get roughly 2minutes on lobby entrust which helps extend your first entrust use, depending how fast mnk/war want RD
    Replace Entrust Fend as needed - If the MNK/WAR want RD and there is still time on ent-fend (likely 70-0secs at this point)
    pop entrust JA but dont cast right away, you have 60seconds until the ability wears so let the entrust-fend timer continue to
    count down and as the JA timer is getting to 5-0seconds fire your Entrust-Fend. All we are doing is trying to maximise entrust
    timers and also being ready for the resets. After the RD and fend is on you can then replace attunement.

    Try a place the geo bubble in a place that will avoid most conals if can ensuring both dd in range, and go stand with who doesnt
    have hate so your not in conals yourself.

    Simple fight for geo really, just utilize entrust timers, help with proc, dont stand in front of ngai

    WHM - BUSY AF simply put be GOD LIKE if you get both adds and locked in sets it gets wild! but we are trying to soften this
    as much as possible. Any whm able to do this does not need a whm perspective on the fight other than a nice reminder:

    ADDS will lock you in random sets, Enjoy

    War perspective: Try and keep Ngai on yourself DO NOT USE BERSERK im sorry <3
    Buffs are plentiful dps is very good - Kick his arse, dont stack blood rage/impetus communicate with mnk on ja timers.
    Be warned if ja's pull in dmg pieces/effect+ during WS/activation this can = Death during certain TP moves performed by Ngai
    so need to be mindful and dont just blindly spam. Voke ngai when able it always felt safer on the war than the mnk.
    Full break at start and then re-apply at 41~45% unsing tomahawk to open resistance window.

    Mnk Perspective: Be mindful when you are WS'ing dur JA's that may use "impetus" body. and dont forget Shijin.
    Mnk has to utilize their JA's approapiately impetus/footwork etc, some like to call for a early RD to ensure then get the most
    vital ja back(usually impetus) but this is entirely between the DD's to decide whats best for them.
    DANGER - Ngai's TP moves can potentially kill you if you WS at bad times, if you see a tidal gill or puncutre being ready dont WS
    especially during times that your ja's will pull in certain effect/dmg+ pieces. Fun fight Kick his arse!




    LoneKent's Ngai V25
    MNK (ML31), WAR (ML41), GEO COR BRD WHM

    GEO: Geo-Fury, Indi-Barrier, Entrust Attunement. Entrust Haste when WHM's Haste wear off on the DD.
    BRD: SV Honor March, Minuet x2, Scherzo, Water Carol2 (on MNK WAR)
    Honor March, Scherzo, Minne, Water Carol2, Ballad (on WHM COR BRD)
    WHM: Barwatera, Haste, Boost-STR, Auspice
    COR: Crooked Chaos + Samurai Roll on MNK RDM. Tactician + Gallant on BRD COR WHM.


    Ngai is weak to Blunt. Piercing and Slashing do 0 damage on Ngai.
    Will use Mighty Strike once at 75% and 40% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 3.3 million HP?
    Pet has about 3 million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Can Bind / Gravity / Sleep pets. Easier to Bind Gravity than Sleep.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.



    Carcharian Verve make NM gain aura. Proc Red !! then Blue !! to remove the aura.
    Red !! Weakness: WS
    Blue !! Weakness: After the above WS, do 2-3 more WS within SC window
    Subsequent aura require more WS to proc Blue *!!*.
    Carcharian Verve also removes all debuffs on add.

    Protolithic Puncture is single target hate reset.



    Plan:
    Tactician Rolls + Entrust in the Lobby Area.
    Everyone bring Panacea, eat popotoes con queso / miso ramen (food with magic evasion)
    MNK WAR stand with back on the pillar to minimize knockback.
    Only MNK WAR fight Boss.
    COR give BRD and self Tactician, COR BRD GEO save TP for aura.
    WHM need -DT (-damage taken) and 102% SIRD (spell intterupt rate down) on Cure set. Choral Roll can help with SIRD.
    MNK keep Impetus up as much as possible.
    MNK call out for Random Deal / Wildcard. Can use 1st Random Deal early.
    Wildcard and 2nd Random Deal save for last 40%.
    GEO use Bolster and WAR use Mighty Strike for last 40%.

    1 person call out when to use WS if it gain aura (@3:05 in video, Akumakun used macro to call out when to WS. When the "bar" fills up, everyone WS on NM).
    If WS proc attemp fail, COR and BRD can get TP from add.
    COR can't get TP from Ngai since COR doesn't have access to Blunt weapons.

    Took multiple attempts, MNK / WAR sometime just get KO status from Guillotine.

    Video Link:LoneKen's Ngai V25



    Moogle Amp x3 run setup suggestion:


    Ngai > Henwen > Maramokrebs


    Ngai A3 Rockfin (Blunt Weakness) <Multiple Weaponskill Mechanic>
    MNK/SMN/COR/BRD/GEO/WHM
    Henwen A2 Raaz (Blunt Weakness)
    DRG/WAR/PUP/BST/BLU/DNC
    Marmokrebs A2 Cracklaw (Thunder Magic Weakness)
    BLM/SCH/RUN/NIN/(ANY)/RDM
    Credit to: Vaerix


    Ngai > Kalunga > Arebati

    Video link:
    Ngai >


    Kalunga > Arebati

    In the staging area before all fights, it’s ideal to get TP (tactician’s, adloqium, meditate/shikikoyo, etc.). If a pet is called (see DRG), can random deal so the person gets their JA back in case they need to recall the pet. Since entrusts can carry in, you can entrust various spells where desired.

    Depending on who covers what jobs, keep in mind who needs to use which SPs. If you have someone that needs to use their SP for two different fights, you might need to spread the NMs apart so that they use their SP for one fight, then those that don’t need their secondary SP can Cutting Cards them in the staging fight, so they can get their primary SP back by the third NM. In our group, before the second fight, the SCH and GEO did cutting on the person that just got off BRD so that they could have their RNG Overkill available in case it was needed to help with Lion’s aura.


    This list is in the order of who went what job for the 3 NMs (so NIN>RUN>PLD was the same person)
    SHARK: NIN WHM WAR MNK BST BRD*
    DINO: RUN SCH* DRG+ DRK GEO* SMN
    LION: PLD* THF SAM RDM COR RNG*+
    (* denotes the jobs that used primary SP in that fight, + denotes the jobs that used secondary SP in that fight). We could have probably used more, but none were really planned aside from BRD/GEO/SCH as the main ones for needing the SP; this can change based on who is on what job, etc.

    In all of the fights, the NMs are pulled downstairs.


    Ngai general roles:
    • NIN – placeholder really. get TP when necessary; hold for aura. Ideally, you would want a BLU in this spot. We did not have a well geared BLU job available between the character's we used for this fight.
    • WHM – buffs & heals
    • WAR – DD; when aura goes up, opens with WS, everyone else follows
    • MNK – DD
    • BST – SwoopingZhivago - Killer Instinct; Swooping Frenzy; get TP when necessary; hold for aura
    • BRD – SV/CC/NT minuet V, minne V, scherzo, water carol II, honor march; drop carol for victory when SV down

    BST, WHM, and BRD were 20 yalms out to avoid damage from Marine Mayhem. WAR & MNK at opposite ends of the shark, bouncing hate. WHM keeps them topped off. When aura goes up, WAR opens with a WS, all other people with TP weaponskills right after. Ideally, this is everyone except the WHM; best for everyone to attempt just in case someone is slow.


    Kalunga general roles:
    • RUN – Unda x3 for valiance/vallation, otherwise kept a Tenebrae up for Vivacious Pulse
    • SCH – embrava was used at 75%
    • DRG – angon, savage blade spam; stop when first aura is up
    • DRK – DD; multistepper when first aura is up
    • GEO – bolster was used at 75%; did Inid-Fury/Geo-Frailty, entrust Barrier, but then swapped to Indi-Fury/Geo-Fend later, entrust Haste
    • SMN – hastega II, crimson howl, crystal blessing, earthen armor, pacifying spam on DRG & DRK

    GEO entrusted haste in staging area. DRG can get Naturalist’s roll & Regen V from SCH in the staging area to Spirit Link. The regen on the wyvern will carry in. DRG & DRK melee and WS freely until the aura goes up, at which point the DRK multisteps it off (Insurgency > Entropy > Quietus > Quietus can cover the first two auras). When the third aura went up, the DRK & DRG alternated Spiral Hell and Burning Blade.


    Arebati general roles:
    • PLD – tank
    • THF – ranged attack; Empyreal Arrow (Tp bonus dagger, Ambuscade Bow, not sure which arrows he used, likely eminent)
    • SAM – ranged attack; Empyreal Arrow
    • RDM – buffer, debuffer, healer
    • COR – ranged attack; Detonator, Random Deal to get Triple Shot/Double Shot back; this person was GEO for previous NM so didn’t have Wildcard available; use it if you have it.
    • RNG – ranged attack; Detonator, Hover Shot

    Straight forward. All able shooters are shooting. Aura is crit, so Armageddon works well. Only the RNG had one for this fight. If the COR had one, it would have increased the likelihood of removing the aura with crits.

    Credit to: Xiutaru & Lexouritis





    Mboze V15~V20~V25


    Lonekent Strat:
    PLD DRK COR GEO BRD WHM


    COR: Crooked Chaos + Samurai
    GEO: Fury + Barrier, Entrust Vit
    BRD: SV Honor March, Scherzo, Dirge, Minuet x2 (on DD)
    March, Scherzo, Ballad x3 (on Mage),
    March, Scherzo, Ballad x2, Sirvente (on PLD),
    WHM: Barstonera, Barparalyzra, Boost-VIT, Auspice

    Mboze is weak to slashing, resist blunt.
    Have about 2.2 mil HP

    Timberrrrrr can be used at anytime when it's below 50% HP. Timberrrr does %MAX HP, the more target in range the lower %MAX HP it deals. Enmity also seems to affect the damage, higher enmity = more damage. Pet jobs have advantage in this fight. Rampart and Perfect Defends seems to be the only way to reduce the damage. Need Rampart + 7 targets to survive Timberrrr.

    Uproot deals AoE damage and reset hate on the target it use it on. Unlock aura.
    Proc Red *!!* then Blue *!!* in certain time duration to remove aura.
    Red *!!* Weakness: Skillchain
    Blue *!!* Weakness: Continuing the skillchain

    Uses Yaegasumi at ~75%
    Update June 2021: June 2021 patch seems to change Yaegasumi to Invincible. March 2021 to before June 2021 Mboze uses Yaegasumi


    Plan:
    PLD click off Protect before start fighting, Mboze can steal buff.
    PLD on front of Mboze, everyone else on back of Mboze. Stand about 6-7 range ish, close enough to hit it but far enough not to get hit with Mboze AoE normal attack. Need everyone stand together to survive Canopierce, and Timberrrr.
    COR DRK uses Subtle Blow/-DT sets.
    4 steps SC to remove aura: Resolution + Burning Blade = Liquefaction + Cyclone = Fusion + Resolution = Light. Try to fit in Magic WS as they can't miss.
    When Mboze HP is close to 50%, GEO uses Bolster, resummon Luopan, PLD Rampart, and COR DRK deals as much damage as possible.
    COR coordinate Random Deal + Wild Card to reset PLD's Rampart and DRK's Soul Enslavement.
    Ideally: Rampart, Random Deal, Rampart, Soul Enslavement, Wild Card, Rampart, (Soul Enslavement if back), Random Deal, Rampart.
    BRD spam Finale if Troubadour back from Random Deal/Wild Card.
    WHM keep everyone's HP maxed out, people swapping gear with more HP can mean death on Timberrrr. GEO's Regen might be alternative here.

    Paralyze from Firefly Fandango can kill the party if Mboze use another TP move before WHM can un-paralyze themself and cure the party. If time permit, DD should hold back TP-ing till WHM can un-paralyze themself.


    Took so many tries, only need a small mistake, bad luck (like Resolution miss for SC), or bad TP move back2back can wipe. Very punishing fight.

    https://www.youtube.com/watch?v=uOfPxZmoQB4



    Mboze V15~V20 Tp Denial Strat
    BLU BST DRK WHM BRD COR



    DRK - Recommended to use subtle Blow sets 65+ , Armor Break(Great Axe) equipped in lobby for tactician's roll max debuff duration) redo after 6 minute has passed with 3k TP , Soul Enslavement At 25%. Don't Use Endark it overwrite Auspice.

    Recommended food: Deep Fried Shrimp "70 Acc , Subtle blow 8+"


    [itemset]380551[/itemset]
    Aramith9's DRK SB


    Note: other party members stay away by 8 yalms to avoid feeding Mboze tp from his auto aoe melee attacks.


    BST - Killer Instinct with Cricket at start then switch to Leech for TP Drainkiss spam coordinated with BLU spells, use Unleash at 25% and spam TP drain Kiss.

    BLU - Feather Tickle Reeving Wind coordinated with BST Leech TP drain Kiss recast time , Silent Storm for silence.


    COR - Tactician's Roll in the Lobby for DRK to do Armor Break(Great Axe), CC SAM and Chaos , Light Shot Dia II, Random Deals, Wild Card once needed. later in fight on blu do Caster's Roll, to reduce recasting time of the Reeving Wind and Feather Tickle (90 seconds ⇒ 18 seconds)


    WHM - Auspices DRK and Boost-VITs and Silences, Asylum and Sancro at 25%


    BRD - SV songs for DRK: HM, Minuet x3, Madrigal ,Wind Threnody II and Nitros at 75% during Invincible.


    https://www.youtube.com/watch?v=O3d6...annel=Aramith9
    All credit to Aramith9.


    Heck Mboze V15~V20 Strat:
    DRK COR BLU SMN BRD WHM


    DRK: Subtle Blow build with Empy GS. Soul Enslavement around 20%. Absorb - TP now and then. Turn when both Mew/BLU is on cooldown.

    COR: Chaos + Sam Roll. Wind Shot BLUS Silent Storm. WC around 70%

    BLU: Feather Tickle and Reaving Wind on cooldown. Silent Storm to silence (lasts a long time with wind shot). MG team right before pull.

    BRD: 5x normal songs at start. NITRO SV Wind Threnody II + Elegy on pull (when its downstairs) then HM, Minuet x3, Mad. 2 March + 3 Ballads on backline. Keep up Wind Threnody 2/Elegy (need NITRO) use Marcato Thren II if SV is down.

    WHM: Cureskin and Auspice, Sancro/Asylum around 20%

    SMN: SMN standard buffs (Hastega II, TP Bonus, Stat Bonus, Attack UP) Mew in coordination with BLU (~20 seconds)

    The DRK pulls the tree downstairs, you want to have its face near the inside of the left or right pillar where you start. Everyone else stands 7.5 behind the tree. BLU opens with silent storm and then tickles/winds. If both mew and blu spells on long cooldown make sure to tell the DRK to turn for a couple of seconds. WHM can keep cureskin up and make sure auspice is recast before it drops.

    We ended up with only it using 1 TP move around 10% but we were able to recover and win with 3~ minutes left.

    Edit: Here's my BLU List. I stacked Magic DEF to help with rouge -ga spells and TP moves, diamond hide to help stoneskin group between cooldowns and some HP bonus. Some standard buffs in there but you can also replace things for more fast cast if you really want to.

    Blu Setup

    <slot01>barrier tusk</slot01>
    <slot02>saline coat</slot02>
    <slot03>delta thrust</slot03>
    <slot04>barbed crescent</slot04>
    <slot05>erratic flutter</slot05>
    <slot06>battery charge</slot06>
    <slot07>reaving wind</slot07>
    <slot08>wind breath</slot08>
    <slot09>glutinous dart</slot09>
    <slot10>magnetite cloud</slot10>
    <slot11>silent storm</slot11>
    <slot12>diamondhide</slot12>
    <slot13>retinal glare</slot13>
    <slot14>feather tickle</slot14>
    <slot15>rending deluge</slot15>
    <slot16>tenebral crush</slot16>
    <slot17>scouring spate</slot17>
    <slot18>magic fruit</slot18>
    <slot19>actinic burst</slot19>
    <slot20>metallic body</slot20>

    All Credits to Heck.



    Reain's Mboze V20 Strat:
    DRK/WHM/BRD/BST/BLU/COR


    Accuracy required: 1233 for 95%



    Honor/Minuet X3/Scherzo for DRK. OR Honor/Minuet X4. Note that if you don't do the scherzo and you let it TP, Uproot and possibly Canopierce likely 1 shot and cause a wipe. If you let it TP under 50% Tiiimeber likely wipes you regardless of songs.
    Back line ended up with Ballad X2/Victory/Minne V,/Scherzo except the WHM who got 2 Minnes and 1 Ballad.
    Crooked Chaos/Samurai for DRK. Caster’s for BLU. Potentially Tactician’s if you need more damage.
    As much cureskin for the DRK as possible.
    Wind threnody II is a must for the BLU spells to land well.
    Slashing Damage

    The JP TP reset strategy. BST using Fatso Fargan TP drainkiss. BLU using feather tickle and reaving wind.
    DRK has to take care not to feed too much TP.
    BST does killer instinct with Chapuli pet then TP drainkiss with Leech pet as much as possible.
    Ignored the add outside of Slow/Elegy/Paralyze for most part. If you are low on damage you can use it for TP and savage the Tree but be real careful. (you can also Tactician's for TP).
    For the most part the DRKs damage was just about enough damage to kill it in one set of songs. I was really relieved not to have to re-sing.
    The add did kill our WHM with 1x Minne so I changed to 2x.
    Make sure to Reapply Wind Threnody II if it wears. (I marcato it when SV songs are good and SV is down).
    Soul Enslavement into Unleash TP drainkiss under 25%





    Lonekent V20
    PLD WAR COR GEO BRD WHM


    WAR: 5/5 Savagery Merit
    COR: Crooked Chaos + Samurai. 5/5 Loaded Deck Merit + Relic Body
    GEO: Fury + Barrier, Entrust Frailty
    BRD: SV Honor March, Scherzo, Earth Carol 1, Victory March, Minuet x2 (on DD)
    March, Scherzo, Earth Carol 1, Ballad x2 (on Mage),
    March, Scherzo, Ballad x2, Sirvente (on PLD),
    WHM: Barstonera, Barparalyzra, Boost-STR, Auspice

    Weak to slashing
    Will use Invincible once at 75% HP.
    Will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add (Mboze's Snapweed) when it use SP.
    About 2.8 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Add seems to ignore whoever the Boss has top hate on.
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?

    Timberrrrrr can be used at anytime when it's below 50% HP. Timberrrr does %MAX HP, the more target in range the lower %MAX HP it deals. Enmity also seems to affect the damage, higher enmity = more damage. Pet jobs have advantage in this fight. Rampart and Perfect Defends seems to be the only way to reduce the damage. Need Rampart + 7 targets to survive Timberrrr.

    Uproot deals AoE damage and reset hate on the target it use it on. Unlock aura.
    Proc Red *!!* then Blue *!!* in certain time duration to remove aura.
    Red *!!* Weakness: Skillchain
    Blue *!!* Weakness: Continuing the skillchain
    Uproot also removes all debuffs on add.

    Plan:
    In Lobby: Tactic Roll, WAR Great Axe 3K TP, GEO Entrusts as needed.
    PLD click off Protect before start fighting, Mboze can steal buff.
    PLD in front of Mboze, everyone else on back of Mboze. Stand about 6-7 range ish, close enough to hit it but far enough not to get hit with Mboze AoE normal attack. Need everyone stand together to survive Canopierce, and Timberrrr.
    BRD COR WAR all fight, Savage Blade all the things!
    WAR Armor Break at start, then switch to Naegling Savage Blade, then use Warcry (should be able to push to 75% or close to with 1 Warcry).
    When add pop, everyone switch target to add, get TP on add and WS on Boss.
    When Mboze is about 55%, WAR switch to Great Axe, get 3K TP and Armor Break, then switch back to Naegling.
    When Mboze HP is close to 50%, GEO uses Bolster, resummon Luopan, PLD Rampart, and WAR Warcry.
    COR coordinate Random Deal + Wild Card to reset PLD's Rampart and WAR's Warcry.
    Ideally: Rampart+Warcry, Random Deal, Rampart+Warcry+Mighty Strike, Wild Card, Rampart+Warcry, Random Deal, Rampart+Warcry.
    BRD spam Finale if Troubadour back from Random Deal/Wild Card.
    WHM keep everyone's HP maxed out, people swapping gear with more HP can mean death on Timberrrr. GEO's Regen might be alternative here.
    GEO can Entrust additional bubbles if Random Deal / Wild Card reset.

    SC for aura: WAR Red Lots Blade + COR or BRD Savage Blade = Scission + WAR RLB = Detonation + COR or BRD Savage Blade = Scission etc.
    Scission will be absorbed during aura, but as long aura is removed fast its worth it.

    Paralyze from Firefly Fandango can kill the party if Mboze use another TP move before WHM can un-paralyze themself and cure the party. If time permit, DD should hold back TP-ing till WHM can un-paralyze themself.

    Need luck, feel slightly better than V15 because can TP on add, so less TP move from Mboze, but still a very punishing fight. If add use Infaunal Flop (Max HP down) and Mboze use Canopierce it's a wipe. Failed many times.
    Probably should use BLU BST TP denial strat if your Party have the jobs.


    Mischief's two ki V25 strat:



    First KI: RUN WAR SCH RDM BST GEO. Main objective is to get it to at least 69% so the add spawns immediately on the second run. We ended up getting it to 64% on the winning run.

    RUN: Enter with GAxe, use Flabra Rayke -> Armor Break at the start and reapply it when it wears. Don't engage, keep hate and keep Stoneskin up to limit TP feed. TP on add and WS Mboze when it spawns.
    WAR: Use Ukon, keep AM3 up and alternate Ukko's, Upheaval, and Steel Cyclone. Everything should be done in maximum Subtle Blow sets (Pukatrice egg and R25+ Sakpata feet help a lot here, Dagon probably mandatory). When add spawns, switch to Naegling and TP on it.
    SCH: Cures. Pretty easy job until the add spawns unless Mboze TPs, so if that's your only goal you could probably swap DNC or something else in here.
    RDM: Hastes, Refreshes, debuffs, standard RDM things. Don't melee until add spawns, then TP on that and WS tree (our RDM used Knights of Round).
    BST: Killer Instinct with chapuli to start, then TP Drainkiss all the way. In hindsight, using Rayke to try to land Purulent Ooze would likely be better if that's possible, but we didn't think of it.
    GEO: Indi-Frailty/Geo-Fury. Your last Entrust in the lobby should be Haste on the WAR - reapply it when that wears, then switch to Haste/Fury when that second Entrust wears.


    Second KI: DRK BLU WHM BRD COR SMN. Everyone but the WHM and SMN should be TPing on the same add and WSing Mboze.

    DRK: Enter with GAxe, pull tree with Stun, land Armor Break, then switch to Liberator. Alternate Insurgency and Cross Reaper. Keep Bio up on adds, and keep hate on Mboze. Other Scythes can likely work if you don't have Liberator, but Calad will probably get walled on Torcleaver.
    BLU: The """Fun""" job. Tank both adds, use Feather Tickle and Reaving Wind on cooldown, and heal when necessary. Expiacion on tree when you can. Keep Silent Storm and (after Armor Break wears) Tenebral Crush up. A Counter set is massively helpful (if not required) here.
    WHM: Cures, -nas, and Auspice. Paralyze on the BLU is priority remove.
    BRD: HM/Minuet/Minuet/Minuet/Minne songs. HM/Minuet/Minne/Minne/Ballad on the BLU, Ballads for the WHM. Put Nocturne and Elegy on everything if possible, and Wind Threnody II on Mboze. Use Savage Blade, but stop WSing at 24% if time is good to be safe.
    COR: Chaos/Samurai, Savage Blade, you know the drill. COR will probably have hate on the second add as it spawns, so be careful.
    SMN: Hastega II/Crimson Howl/Crystal Blessing/Wind's Blessing to start, then Mew every 30 seconds. Reapply Crimson Howl and Crystal Blessing if you can midfight with Apogee.


    The sub-40% aura really makes or breaks this fight. Attack Down aura will make time a major issue. Defense Down essentially requires Mighty Guard or the tree will start hitting for 800+ in full DT (and the BLU will just die without a Counter set). Magic Accuracy Down requires SV Threnody or Feather/Reaving will likely miss. Magic Evasion Down is probably just a loss, Paralyze and debuff spam will inevitably get someone killed. Our winning run got Defense Down aura under 40%, and we ended up winning with 4-5 minutes left even after the BRD stopped WSing around 15%.



    Lonekent Two Ki V25:

    KI to win:
    KI 1: RUN SAM GEO BST SMN WHM
    SMN: Hastega2, Crystal Blessing, Crimson Howl
    GEO: Fury + Haste, Entrust Barrier

    KI 2: WAR BLU COR BRD RDM PLD
    PLD: Majesty Protect 5
    RDM: Shell 5, Haste 2, Phalanx 2, Refresh 3
    COR: Samurai + Crooked Chaos
    BRD: SV Honor March, Minuet x4


    Mboze is weak to Slashing. Piercing and Blunt to 0 damage.
    Mboze's pet has no damage immunities.
    Will use Invincible at 75% and 40% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 3.3 million HP?
    Pet has about 3 million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Can Bind / Gravity / Sleep pets. Easier to Bind Gravity than Sleep.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.



    Uproot makes it gain aura.
    Proc Red !! then Blue !! in certain time duration to remove aura.
    Red !! Weakness: Skillchain
    Blue !! Weakness: Continue the skillchain
    need 2-3 Skillchain to remove aura. Subsequent aura need more Skillchain.
    Blistering Roar also removes all debuffs on add.
    One of his normal attack give defends down.


    Plan:
    Need to use 2 KI, the idea is not let Mboze use TP move by draining its TP.
    Bring Panacea and Remedy, everyone has atleast 50 Subtle Blow in TP and WS set. Pukatrice Egg has 8 Subtle Blow and some attack, it can help reaching that 50 Subtle Blow.
    KI 1: RUN SAM GEO BST SMN WHM
    In Lobby, BST call Slug out, then someone change to COR to Random Deal the BST Call Beast timer. Entrust Languor on BST, etc to other.
    RUN start with Unda Rayke, BST Sic pet, engage, and auto-attack Mboze once to trigger Tandem Strike, then BST turn face away to not feed TP, spam Purulent Ooze till it's Max HP Down land, then use Corrosive Ooze, change pet to Insect and give SAM Killer Instinct, then change pet to Leech and only use TP Drainkiss from then on.
    SMN use Cait Sith's Mewing Lullaby and Garuda's Predator Claw.
    Stagger Mewing Lullaby and TP Drainkiss about 15 sec apart.
    SAM can start fight after Purulent Ooze's HP down land, Tachi Ageha at start. SAM need to alternate 3 differrent WS cause WS Wall.
    SAM can use 2 WS after a Mewing or TP Drainkiss (roughly).
    RUN keep top hate on Mboze when fight start but when Mboze's HP is close to 75% SAM need to be tanking Mboze, so that when Mboze's pet spawn, the pet will go to RUN, Mboze's pet hit really hard.
    After Mboze's pet spawn, SAM and RUN can TP on pet and WS on Mboze.
    Can stop wearing Subtle Blow set for this duration.
    Need to get Mboze down to 75% (pet out), best if can get to 70%.

    KI 2: WAR BLU COR BRD RDM PLD
    In Lobby: Tactic and Entrust as needed.
    WAR keep top hate on Mboze, PLD get hate on Pets and Cure Party.
    BLU use Reaving Wind and Feather Tickle on Mboze.
    RDM Dia3 and Silence, save Stymie Frazzle3 if Mboze gain magic accuracy down aura.
    WAR use Mystral Axe and Calamity.
    BRD COR use Naegling Savage Blade, try to alternate between other WS.
    BLU use Expiacion.
    RDM use Sword or Dagger, Sword if low on time, Dagger won't be able to do damage, it's just to help with WS Wall. Excalibur if possible if use Sword.
    If Mboze's at 75%, WAR will need to use Axe WS once to push the HP down so Mboze use Invincible.
    Only WAR fight till pet's out, once pet's out everyone TP on pet and WS on Mboze.
    WAR change to Great Axe during Invincible, get 3k TP and Armor Break Mboze, do this again during 40%.
    WAR call out Random Deal / Wildcard to reset Warcry / Mighty Strike.
    Use Tomahawk + Mighty Strike at 40% (after Invincible wore) then Wildcard.
    When 3:30 minute left, BLU use Tenebral Crush for defends down.

    We failed many time cause TP move went off, so we had to slow down WS frequency, below 50% HP BRD COR has to wait till 1.5k TP to WS instead of 1k.
    RDM can Knight of Round / Sanguine Blade instead of just Knight of Round.

    https://www.youtube.com/watch?v=r2aCY5nx6nY


    Moogle Amp x3 run setup suggestion:

    Mboze A3 Yggreant (Slashing Weakness) <Multi-Step Skillchain Mechanic>
    SAM/SMN/COR/BRD/GEO/WHM
    Henwen A2 Raaz (Blunt Weakness)
    MNK/WAR/PUP/BST/BLU/PLD
    Sgili A1 Umbril (Stone Magic Weakness)
    BLM/SCH/RUN/NIN/(ANY)/RDM
    Credit to: Vaerix





    Arebati V15~V20~V25


    LoneKent's Strat
    RUN RNG COR GEO BRD WHM

    WHM: Barblizzara, Barparalyzera, Boost-AGI, Auspice. Shell V tank when it get dispelled.
    COR: Samurai Roll + Crooked Card on Chaos Roll
    GEO: Bolster Fury + AGI, Entrust Fend
    BRD: SV Honor March, Minuet x2, Agi Etude, Dirge on RNG COR. March, Honor March, Carol x2, Sirvente on Tank. Pianisimo the songs if dispelled

    Proc Red *!!* then Blue *!!* in certain time duration to remove aura.
    Red Weakness: Critical (Normal & WS)
    Blue Weakness: More Criticals (Normal & WS)

    Update June 2021: June 2021 patch seems to add Yaegasumi. March 2021 to before June 2021 Arebati don't use SP

    Plan:
    COR Tactician Roll in the lobby area, wait for 3000 TP before go to fight area, COR RNG get Aftermath 3 for double/triple damage if have Empy/Mythic. We somewhat ignored the criticals for aura, and just dish out as much damage as we can. BRD with Tauret to help critical during aura would be a great bonus. RNG Decoy Shot on GEO or Tank
    Coordinate Random Deal, then Wild Card, then Random Deal to help keep Triple Shot, Double Shot up as much as possible.

    https://www.youtube.com/watch?v=_JP-...el=LoneKenT%60



    Aramith's V20 TP Denail
    BRD COR RDM PLD WAR BST




    BRD: SV HM Min x4 , Ballad Pld

    Cor: CC SAM Chaos, Light shot. Random Deal, Wild Card when needed.

    RDM: Sabo Frazzle, Top priority to maintain Silence, Addle, Para, Slow, Dia, Shell for everyone, Haste 2 , Phalanx, Don't Assist with healing. use stymie on third silence to land on boss.

    BST: Killer Instinct, Tp Drain Kiss, Unleash at 22%

    PLD: Main Healer, Majesty , protect, Hold add same corner as video.

    War: Subtle blow set

    The hardest part is to get through first 25% of the fight, till add pop, after add pop, COR BRD dps on add and Weapon skill on Arebati.

    War: At start of fight, War pull and buff all retaliation , restrain , tomahawk , Berserk , aggressor , warcry , and mighty strikes.
    Hold tp till 1900 and Weapon skill till 75%, after that War switch to Add and weapon skill on arebati. "I manage to fight as war till 25% then switched to add and ws on boss" Sesshmaru

    Aramith's Comments:
    As a policy, while suppressing the given TP with Subtle blow equipment, erase the TP with the TP drain kiss
    It's a tactic that doesn't let the enemy use WS as much as possible, but since you can't use blue magic, you can rely on reach.
    From the beginning to 75%, it is scraped by the solo of the battle, and after the add pop,
    Hit add to collect TP and WS on Boss only.
    Since it is difficult to fight only due to the firepower, COR and BRD will also participate.

    Since the most dangerous is up to 75% from the opening when you need to hit the enemy directly,
    Mighty etc. are used at this timing and aim to break through.
    During this time.
    It's quite a HP because the enemy does not shoot special skills immediately.

    For given TP, ask them to report the amount of TP kiss absorbed.
    I asked them to adjust by lowering the turnover rate of WS at their own discretion.

    Subtle Blow Set:

    Shinryu Earring, Cape: 30 dex 20acc/att STP 10 PDT 10

    http://www.ffxiah.com/item-sets/383573


    https://www.youtube.com/watch?v=fW-Y...annel=Aramith9

    Targetig Macro:

    /ta <stnpc>
    /equipset
    /ws " " <lastst>
    /equipset




    Reain Arebati V20 Strat
    RUN/SCH/RNG/COR/BRD/GEO



    Accuracy required: 1233 for 95%



    SV MinneV/MinneIV/Honor March/MinuetV/MinuetIV
    RUN SV March/Ice Carol x2/Fire Carol/whatever songs you can keep up. Make sure to land SV Nocturne.
    Crooked Chaos/Samurai
    Bolster Indi Fury/Barrier from 74%. Don't need the barrier until it spawns the add. Entrust Attunment is nice for RUN.
    Embrava/RegenV
    Ranged Damage.

    This was probably our hardest fight except for brute forcing bumba.
    RNG is your main DD with Hover shot. COR shoots too.
    The raaz it spawns at 74% really ***. Like it 1 shotted our RNG in Ohosi in like 1 second even with a SV minne.
    Having to sacrifice offensive buffs to survive the pig really puts the RNG up against the Regen the add gives Arebati.
    We used a Bagua+2 neck GEO and a not BiS ranged build COR but still good and it was definitely challenging DPS and healing wise.
    Idris would have been hugely beneficial here I think. Attack down aura cripled our damage so if it's that you may need to try again.
    This can be hugely challenging for the RUN to tank. Constant dispels. Fetters that get increasingly difficult to remove with crit proc.
    Encumbrance that can lock you in a shitty set. Amnesia that can prevent you from using abilities. Magic evasion down aura+dispel+fetters will likely kill even extremely good RUNs.
    I don't think i can overstate how challenging this was for our SCH to heal. We got the magic defense down aura. Constant dispels. A pig going wild on the backline and the SCH themselves. Fetters we couldn't remove.
    I didn't dare engage on BRD to try and get Crits. I spent the whole time Replacing Ice Carol/Ice Carol II so the fetters wouldn't kill the RUN.
    DO NOT LET IGNIS DROP. RUN will have to barblizzard themself too since SCH doesn't get it.
    Elegy/Slow the add but otherwise ignore but it was brutal.
    RUN will need many many Panaceas.
    The RNG will likely pull hate around 50%. We Caper Emissarius the RUN at 50% or if the RNG starts pulling hate.
    Random deals to reset double shot, triple shot and entrust.
    Wild card to try and reset Tabula Rasa/SV/Caper Emissarius/Bolster/Double shot/Triple Shot.


    Lonekent V20
    RUN RNG COR GEO BRD RDM

    RDM: Protect Shell Flurry Haste2 Refresh3. Need to keep Shell on tank, many Dispel moves. Debuff Slow2 Paralyze2 Dia3 Addle2 on Boss. Sleep/Bind/Gravity on add. Cure tank.
    COR: Samurai Roll + Crooked Card on Chaos Roll
    GEO: Fury + AGI, Entrust Frailty. Geo-Frailty if Dematerialize up. Entrust Barrier on COR if get reset.
    BRD: SV Honor March, Minuet x3, Dirge on RNG COR. March, Honor March, Carol x2, Sirvente on Tank. Pianisimo the songs if Dispelled, many Dispel moves.
    RUN: Bring many Panacea, no one can Erase in Party. MDB down/stats down need to be removed.

    Weak to piercing.
    Will use Yaegasumi once at 75% HP.
    Will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down / evasion down / magic evasion down) to the party.
    Will summon 1 add (Arebati's Razz) when it use SP.
    Bumba has about 2.8 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Add seems to ignore whoever the Boss has top hate on.
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?

    After using Polar Roar it'll gain ice aura animation, need to proc *!!* Red then Blue in under some time window (maybe 5 sec?) to remove.
    Red *!!* Weakness: Critical (Normal & WS)
    Blue *!!* Weakness: More Criticals (Normal & WS)
    Subsequent ice aura gets harder to proc Blue *!!*
    Polar Roar also removes all debuffs on add.

    Plan:
    Tactician Roll in the lobby area, wait for 3000 TP before go to fight area.
    We ignore Critical Proc on Boss, so no Polar Roar to wake pet up.
    RDM Dia3 + COR Light Shot. GEO Blaze of Glorry + Dematerialize Frailty.
    Coordinate Random Deal, then Wild Card, then Random Deal to help keep COR's Triple Shot, RNG's Double Shot, GEO's Entrust, RDM's Saboteur up as much as possible.
    When close to 75% COR put -DT set get ready to kite add (COR should have 2nd highest hate on Boss, so the add should go after the COR), RNG Shadowbind the add (away from Party if possible), RDM Saboteur + Chainspell Sleep2.
    RDM Bind + Gravity add before 1/2 resist Sleep2 timer (if Sleep2 last 4minute, use Bind / Gravity before 2minute of Sleep2 landing).
    Saboteur + Stymie Sleep2 when add wakes up.
    RNG can use Shadowbind again if add come after the party, to buy time for RDM to Sleep/Gravity.
    RDM BRD need to keep buffs up on RUN, many Dispel.

    RDM very busy, and a misstep usually means a lost.
    We couldn't get Boss below 10% if we get Attack Down global debuff.
    The Raaz hit real hard.


    Bigtymer's two ki v25 Strat:




    Phone 1: DNC, SMN, RDM, DRG, PUP, WHM
    PUP tank, DNC/DRG/RDM spank until 74%

    SMN keeps up as many buffs as possible (Fenrir buffs high value here) for the sake of lowering the chances that the juicy buffs gets dispelled.



    Phone 2: RUN, PLD, RNG, COR, GEO, BRD
    Honor, Dirge, Minuet x3. SAM/Chaos

    PLD tanks the adds and heals the RUN. Pretty much keeps Flash on Arebati on cooldown from 74% to 40% to ensure the 2nd add spawns and goes after the PLD - goal is to stay above the RNG on Arebati's hate list, but below the RUN. If the add spawns with hate on the RNG, the RNG can pretty easily get killed in one auto attack round and the run's over - the piggies hurt.

    COR alternated between Last Stand and Detonator (rotating between the two in order to help with WS resistance reduction)

    RNG Coronach spammed with Anni until roughly 20%, when we decided we were running too short on time, so he swapped to Gandiva. Gandiva is not needed to kill this - we had one timeout at 3% where RNG was only using Anni Coronach the entire time, and some unrelated things went wrong (only got it to 80% on phone 1, and attack down aura from 75%-40% - had we not gotten that aura, he would have died without Gandiva being used). RNG capping enmity is a real issue on this fight, so ride Anni as long as possible and only play the Gandiva last resort card if you know for sure that you're not on pace near the end.

    Attack Down aura at 40% is uh, disheartening. We had 3 seconds left on the attempt we killed it. No Attack Down auras, but songs got a bit scuffed at the start, so there's a bit more wiggle room than that would suggest.


    Mischeif's Two Ki V25 Strat:


    First KI: DRG DNC BST SMN WHM RDM. TP Suppression strategy. We usually got it down to 62-64%, but on the winning run we got it to 58% (meaning it showed up at 60% on the second KI).

    WHM: Auspice and cures. Biggest danger by far is when the add initially pops, otherwise it's fairly tame.
    RDM: Haste/Phalanx on DDs, Dia/Slow/Addle/Paralyze/Silence on NM, Bind/Gravity/Sleep on add when it shows up. Gravity seemed to land first cast on the Raaz every time, so open with that. Don't melee.
    DRG: Use Shining One, alternate Impulse Drive and Camlann's Torment. Don't use High Jump so the add stays on the DNC. Our DRG was on COR for the second KI, so he used Fly High for extra damage.
    DNC: Keep up Haste Samba and steps, and alternate Rudra's Storm and Shark Bite. Both DRG and DNC should be in Subtle Blow sets.
    BST: Use Killer Instinct with a Plantoid pet on pull, then switch to Leech and alternate TP Drainkiss with Mewing Lullaby (use one every 15 seconds). Full-time Enforcer's Harness if you have it for the sphere.
    SMN: Keep up Crimson Howl and Crystal Blessing, and alternate Mew with TP Drainkiss. Using Hysteric Assault in-between mews is probably optimal, but we didn't do that. Use Apogee to reapply buffs midfight.


    Second KI: PLD RUN RNG COR BRD GEO. Same as other Arebati strats that have been posted, really. Things of note compared to other groups:

    -Our PLD didn't have Burtgang (used Excalibur/Duban) and the second aura was Defense Down, and he still had no issue holding the pigs. Duban really makes them kind of a joke so long as the PLD has Minnes and Ballads.
    -RNG doesn't need Dirge, and can get AGI Etude instead. Hover Shot apparently caps out enmity reduction by itself so long as you don't screw it up.
    -Our COR found that Slug Shot did more damage than Detonator. Granted, we had Bolster up for about 2/3 of the fight, but still.
    -Speaking as the RNG, with so much HP taken off with the first KI, I was honestly more scared of making Darkness with Coronach and healing it for 5-10% than taking hate. I switched to Gandiva around 20% for that reason, even though we absolutely could have killed without it (had 3.5 mins left). Wild Card reset Bolster, but I didn't even use Overkill once.
    -If you do switch to Gandiva, BE CAREFUL about going in True Shot range if his aura is down. Polar Roar can hit you from further away than his other TP moves, and if you're caught in Jishnu's set...


    Lonekent's two ki Strat + video V25

    2KI fight:
    #1 WAR RUN DNC WHM SMN DRG
    WHM: Barblizzara, Barparalyzra, Auspice, Boost-STR
    DNC: Box Step, Feather Step, Haste Samba
    SMN: Hastega2, Crystal Blessing, Ecliptic Growl
    DRG: Angon

    #2 RDM BRD COR PLD GEO BST
    BRD: Dirge, Honor March, Ballad, Minne x2 (on PLD)
    Minuet x4, Honor March (on everyone else)
    COR need Scherzo
    COR: Crooked Chaos + Samurai Roll
    RDM: Shell5, Haste2 everyone
    GEO: Fury, STR, entrust Agi. Use Barrier when 2nd pet about to pop
    BST: Killer Instinct

    Everyone bring Panacea, Remedy.

    Weak to piercing. Slashing and Blunt will do 0 damage.
    Arebati's pet has no damage immunities.
    Will use Yaegasumi at 75% HP and 40% HP.
    Boss will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party. When Boss use 2nd SP, a new global geo debuff will be chosen randomly.
    Will summon 1 pet each time Boss use SP, can have up to 2 pets.
    Boss gain Regen if pet alive.
    1 pet alive, Boss Regen about 2.5k-3.5k HP/tick?
    2 pets alive, Boss Regen about 6.5k HP/tick?
    Killing the pets will remove the Boss's Regen.
    Boss has about 3.3 million HP?
    Pet has about 3 million HP?
    Pet put everyone that has enmity on Boss to its hatelist?
    Need to keep doing action on pet to keep hate?
    Pet will ignore the person the Boss is targeting, unless only 1 person left.
    Can Bind / Gravity / Sleep pets. Easier to Bind Gravity than Sleep.
    Boss has WS wall (if keep using same WS, the damage will drop), need to alternate WS.

    After using Polar Roar it'll gain ice aura animation, need to proc !! Red then Blue in under some time window (maybe 5 sec?) to remove.
    Red !! Weakness: Critical (Normal & WS)
    Blue !! Weakness: More Criticals (Normal & WS)
    Subsequent ice aura gets harder to proc Blue !!
    Polar Roar also removes all debuffs on add.

    Plan:
    Need to use 2 KI, the idea is after pet's out, don't let Arebati use TP move by draining its TP.
    Bring Panacea and Remedy, everyone has atleast 50 Subtle Blow in TP and WS set. Pukatrice Egg has 8 Subtle Blow and some attack, it can help reaching that 50 Subtle Blow.
    KI 1: WAR RUN DNC WHM SMN DRG
    In Lobby, DRG call Wyvern, then someone change to COR to Random Deal the DRG's Call Wyvern. Entrust / Tactician Roll / Meditate as needed before going up.
    RUN keep top hate on Arebati when fight start but when Arebati's HP is close to 75% WAR need to be tanking Arebati, so that when Arebati's pet spawn, the pet will go to RUN, Arebati's pet hit really hard,
    SMN use Cait Sith's Mewing Lullaby as much as possible, it won't be able to prevent all TP move until pet's out.
    After Arebati's pet spawn, everyone TP on pet and WS on Arebati.
    Can stop wearing Subtle Blow on TP set, but WS set still need Subtle Blow.
    Need to get Arebati down to 75% (pet out) or less.

    KI 2: RDM BRD COR PLD GEO BST
    In Lobby: BST Call Beast, someone Random Deal the BST, Tactic / Meditate / Entrust as needed.
    TP set don't need Subtle Blow, but WS set need Subtle Blow.
    COR pull with Last Stand / Triple Shot to get hate (and pop pet if Arebati at 75%), RDM Stymie Sleep2 Arebati, PLD Flash pet and cement hate on pet.
    While PLD make hate on pet, RDM Saboteur Silence Arebati, BRD SV Nitro Songs.
    RDM has to do the curing at this point, if PLD use Cure, PLD will be top hate on Arebati.
    When PLD have cemented hate on pet, PLD position pet on Arebati so everyone can TP on pet and WS on Arebati.
    COR get 3K TP, wait Silence land on Arebati, then use Last Stand to cement hate on Arebati, everyone then can start WS on Arebati, PLD can now start curing the Party.
    RDM Mercy Stroke, GEO Flash Nova, BST Primal Rend, COR Last Stand, BRD Rudra's Storm.
    BST give Party Killer Instinct, BST call out Random Deal for Call Beast reset, if timed right Killer Instinct can be up whole fight.
    When Arebati close to 40%, GEO use Barrier.
    When 2nd pet pop, RDM Chainspell Sleep2 2nd pet, PLD make hate on 2nd pet. When pet's slept, GEO can change Barrier back to STR.
    After Yaegasumi wear off, GEO use Bolster.
    When Arebati reach 25%, BST use Unleash and spam TP Drainkiss, everyone can WS at lower TP during Unleash.
    COR Wildcard after Unleash.


    Use (st) and (lastst) for WS target so can WS faster.
    We failed many time cause TP move went off, so we had to slow down WS frequency, below 50% HP BRD COR has to wait till 2k TP to WS instead of 1.5k.
    KI#2 initial hate need practice, if PLD got hate on Arebati, fight's over.
    Rostam B path really recommended for COR.
    We had to get lucky on win.

    https://www.youtube.com/watch?v=Ed5GVh-KnZ8






    Moogle Amp x3 run setup suggestion:

    Arebati A3 cehuetzl (Piercing Weakness) <Multiple Crit Mechanic>
    PLD/RNG/COR/BRD/GEO/WHM
    Gigelorum A2 Matamata (Blunt Weakness)
    MNK/BST/PUP/SMN/BLU/DNC
    Marmokrebs A2 Cracklaw (Thunder Magic Weakness)
    BLM/SCH/RUN/NIN/(ANY)/RDM

    Credit to: Vaerix



    Atonement IV Lv139:





    Bumba V15~V20~v25



    LoneKent's Strat:
    WAR DRG COR BRD GEO WHM



    BRD: SV Scherzo, Honor March, Minuet x3
    WHM: Boost-STR, Baraera, Barsilencera (we just arbitrarily pick barspells)
    DRG: Angon, Dragon Breaker
    WAR: Warcry with Savagery Merit 5/5
    GEO: Bolster Precision, Fury, Entrust Fend
    COR: Crooked Samurai + Fighter, Loaded Deck Merit 5/5

    Bumba has about 3 million HP.
    Will randomly pick an element it absorb upon claim/agro. It likes to use Dispelga upon claim/agro.

    Seems to use Heaven's Grace every 1 minute?
    About 4 minute after claim, it will gain ability to use Fetters like the Attonement 3 fights. Healing it with Skillchain or Magic damage it absorb will speed up it unlocking Fetters.
    It will randomly pick *!!* Red Blue proc from Attonement 3 fights (either MB, Skillchain, Critical, or WSs at the same time). If manage to proc *!!* Red Blue, after ~4 minute it will unlock fetters again, and will randomly pick which proc it use again.
    Have access to Denounce during Fetter mode?
    It knockbacks alot, best fight with your back on a wall.

    Uses SP once, either Perfect Dodge, E. Sforzo , Brazen Ruh, Invincible, or Yaegasumi.

    Plan:
    Kill in 4 minute and don't worry bout proc. Everyone use Savage Blade and GEO use Black Halo, cause Savage Blade and Black Halo doesn't Skillchain with each other / themselves.
    Geo Focus Impact to claim, WHM use Asylum as GEO start casting Impact (to counter Dispelga). Sometime Impact wears in 4 seconds...
    WAR Provoke and position Bumba such that we fight on its side and our back are against a wall.
    Once its in position GEO Bolster Precision, Fury, Entrust Fend. Our WHM's Haste last 5 minute, if we can't kill in 4 minute we will probably wipe.
    Alternatively if the WHM's Haste is 2.5minute GEO use Entrust Haste instead of Fend. And when Random Deal / Wild Card reset Entrust, cast Entrust Fend. WHM may be busy when fight start and don't have time to recast Haste.
    WAR use Warcry and call out when to Random Deal, Wildcard, and Random Deal. Try to keep Warcry up as much as possible on that 4 minute.
    If Bumba use Yaegasumi, everyone stop WS on it till it wear off (45 seconds).


    If 4 minute still can't kill don't give up yet, may get lucky with *!!* proc if it choose WS or Critical procs, and can extend fight 4 more minute.

    https://www.youtube.com/watch?v=RrBk...el=LoneKenT%60


    Asura's Strat:
    WAR DRG COR BRD WHM GEO


    BRD Honor March, Minuet x2, Madrigal, STR etude
    GEO: GEO Fury Indi STR entrust MIND
    WHM: Boost-STR, Baraera, Barsilencera , Haste, Asylum before WAR pull. and use poison potion to negate sleepga and be in distance from aoe.
    DRG: Dragon Breaker, Angon , Ancient circle, Spirit Surge.
    WAR: WARCRY (Merit Savagery 5/5)
    COR: CC Chaos and SAM

    After buffs are done, WHM do Asylum >> WAR pull to bridge and other DDs wait on the right side till WAR get Bumba in right position, Then fight it from the side avoid facing it.
    WAR has to do Warcry at the start of the fight and then Cor has to do Random Deal/wildcard to get it back.
    (Warcry > RD > Warcry > WC > Warcry)
    if not successful, War has to inform Cor to proceed to do Wild Card. also around 76% stop weapon skills till Bumba do SP to avoid wiping from yaegasumi.

    DRG has to do Ancient Circle, Angon , Dragon Breaker and reapply them once they are back from Wild Card or Random Deal.

    at 76% HP stop doing weapon skills till Bumba initiate his SP to avoid wiping from yaegasumi.




    Bumba V20 Video + Guide.
    DRG WAR BRD COR GEO WHM

    BRD: HM, Minx2, Minne, Str Etude / Piansiamo Mad On Geo
    COR: CC SAM , Chaos.
    Random Deal at Start of fight, After Bumba SP Wild Card.
    GEO: Geo-Fury Mind En Str , at 2:20 switch to Attunement,
    GEO use Black Halo.
    WAR: Buff Before Pull(Aggersor, Berserk, Restrain), Warcry after Aylum and Dragon Circle.
    Mighty Strikes at Start. Redo it if Lucky Wild Card
    DRG: Dragon Circle before Pull, Angon, Dragon Breaker At start of Fight.
    Spirit Surge at Start and Fly High After Bumba SP, If lucky Wild Card Redo Spirit Surge. Jumps to build TP faster.
    WHM:Boost-STR, Baraera, Barsilencera , Haste, Asylum before WAR

    Note: Panacea to remove Dia.

    https://youtu.be/wtkhm7Mp72Y


    Lonekent V20
    WAR THF COR BRD GEO WHM


    BRD: SV Honor March, Minuet, Minne, Madrigal, STR Etude (after more attempts, another minuet instead of STR Etude seems to be better cause once Bolster wear off, damage drop alot)
    WHM: Boost-STR, Baraera, Barsilencera (we just arbitrarily pick barspells), Haste
    THF: Larceny when Boss SP
    WAR: Warcry with Savagery Merit 5/5
    GEO: Bolster Fury, MND, Entrust STR. Change MND to Attunement about 2:20 after pull.
    COR: Crooked Samurai + Chaos, Loaded Deck Merit 5/5


    Will use Perfect Dodge / Invincible / Elemental Sforzo / Brazen Rush / Yaegasumi once at 75% HP.
    Will then give a random global geo debuff for the rest of the fight (attack down / defends down / magic attack down / magic defends down / accuracy down / magic accuracy down etc) to the party.
    Will summon 1 add (Chapuli / Raaz / Cracklaw / Tulfaire / Snapweed / Matamata) when it use SP. Raaz hit really hard.
    Kalunga has about 2.8 million HP? Gain Regen if add is alive. Regen is about 2500HP / tick?
    Add have about same HP as boss?
    Add put everyone that has enmity on boss to its hatelist?
    Add seems to ignore whoever the Boss has top hate on.
    Need to keep doing action on add to keep hate?
    Add can be Sleep, but require Immunobreak.
    Add can be Bind Gravity.
    Add resist Troubadour Lullaby?
    Will randomly pick an element it absorb upon claim/agro. It likes to use Dispelga upon claim/agro.


    About 2.5 minute after claim, it will gain ability to use Fetters like the Attonement 3 fights. Healing it with Skillchain or Magic damage it absorb will speed up it unlocking Fetters.
    It will randomly pick *!!* Red Blue proc from Attonement 3 fights (either MB, Skillchain, Critical, or WSs at the same time). If manage to proc *!!* Red Blue, after ~2.5 minute it will unlock fetters again, and will randomly pick which proc it use again.
    Have access to Denounce during Fetter mode?
    It knockbacks alot, best fight with your back on a wall.

    Plan:
    Can't kill in 2.5minute, so need to get lucky and *!!* blue proc once (either WS or Critical)
    Tactic roll in lobby. Bring Panacea.
    WHM use Asylum right before WAR pull to prevent Dispelga.
    WAR Provoke and position Bumba such that we fight on its side and our back are against a wall.
    WAR call out Random Deal / Wild Card to reset Warcry.
    WHM have to Haste everyone, and try to Silence Bumba.
    THF Larceny when Bumba use SP.
    Everyone use Savage Blade and GEO use Black Halo, cause Savage Blade and Black Halo
    doesn't SC with each other / itself.
    GEO change MND to Attunement about 2:20 after pull to better survive fetter. Entrust Barrier / Fend if Entrust got reset from Random Deal / Wild Card.

    Friend jump start us to Bumba, I still have to beat Ongo / Arebati to get access.
    Failed a bunch till got lucky on *!!* proc.
    Seems no Attunement this video, we got really lucky.


    Xolla's V25 Two Ki Strat:

    This is a Bumba V25 clear using the 2-fight method.

    For the first fight, we use physical damage to wear the boss down.

    Comp: WAR MNK DRG BST BRD WHM
    After Purulent Ooze HP Down at the start, the BST also melee attacks.

    We use the same method to wear the boss down as we use in fights up to V20.
    In V25, it takes about one minute until scales regenerate.

    Because of the WS wall, only WAR and BRD use Savage Blade. MNK uses Dragon Kick. DRG uses Camlann's. BST uses Calamity.

    As gimmick unique to V25, use of SPs regenerate scales regardless of elapsed time. So no matter how quickly you wear the boss down, they'll regenerate.

    It seems that after regenerating scales, the boss gains DT, and when you exceed over approx. 10,000 damage dealt, its DT goes up by about 0.75.

    This resistance is separate for PDT and MDT, so in preparation for the second fight, we use a composition that doesn't produce skillchains to wear the boss down.

    The goal for the first fight is to wear the boss down until we can make it use the first SP.

    We wiped to Denounce, but cleared our goal.

    From here is the second fight. It's an elemental magic composition.



    Comp: RUN SCH BLU COR GEO RDM
    We have a RUN but the tank for Bumba is the BLU. The RUN is there for Gambit and holding the add.

    Because the physical and magic resistances are separate, there's no problem building up a resistance to physical in the first fight.

    Because we got the boss to 75% or lower in the first fight, it will use an SP at the beginning of this fight, so we'll be starting with the scales regenerated.

    As such, for the second fight we'll be buffing damage-over-time as much as we can, defeating the boss before it gets resistant by limiting the number of times it receives the initial hits from spells.

    In other words, it's full support for Kaustra.

    RDM applies Impact at the start, then Frazzle and Silence.

    RUN's Gambit will pull hate on Bumba, so SCH immediately uses Caper to transfer hate to the BLU. From then on, the RUN holds the add.

    Aside from Impact, support for Kaustra:
    RUN Gambit, BLU Tearing Gust + Searing Tempest (Burn), Bolster Geo-INT, Indi-Acumen, Wizard's Roll.
    The SCH uses Immanence multistep skillchains to extend the multiplier.

    This is the strongest add, a Razz. Yikes.

    BLU keeps up Magic Barrier and maintains enmity with hate spells, and Reaving Wind to lock down Bumba's TP moves.

    We've landed a 81549 damage Kaustra.

    Kastra Set:

    Bunz Rod r30
    Ammurapi Shield
    Ghastly Tathlum
    Arbatel Bonnet +3
    Argute Stole
    Regal Earring
    Malignance Earring
    Agwu's Robe r30
    Agwu's Gages r30
    Metamorph Ring
    Freke Ring
    Agwu's Slops r30
    Arbatel Loafers +3
    Lugh's Cape w/ INT 30
    Dark obi


    Using Kaustra and Helix only, we wear down the boss, minimizing initial hits as much as possible.

    RUN hasn't used any JAs but Gambit since they need to get it back from Random Deal, so they're having a pretty tough time with the Razz at the start.

    At the end of the skillchain, we cast Kaustra again. The damage has gone down since the boss has gained resistance.

    Wild Card was successful, so when this Kaustra wears off, we'll do another Kaustra from the next Tabula Rasa.

    Kaustra ate a half-resist, so we reapply it immediately.

    When the final Kaustra is on, we wear down the boss using Immanence Distortion into Leaden Salute.

    RUN applies Rayke, and BLU uses Unbridled Wisdom to apply Tearing Gust.

    Other jobs use weapon skills after Leaden Salute to deal with the WS wall.

    We finally win!

    https://www.youtube.com/watch?v=4QqnPTiVTOs

    Credit translation: Alseyn



    Mischief's Two Ki Strat V25:-


    KI1: WAR DRG THF BRD SMN WHM. BST is undoubtedly better than THF in this situation, but we worked with the jobs we had. Got it to 68% in the winning run, but with luck you could push it below 60%.

    WAR: Provoke it after WHM eats the initial spell and position it (we used the starting bridge since it's faster). Warcry, Tomahawk, and Mighty Strikes the moment you get it positioned. Use Savage Blade.
    DRG: Ancient Circle, Dragon Breaker, Angon, standard Bumba stuff. Use Camlann's Torment.
    THF: Used Shark Bite, and Larceny to steal 1hr if possible (in this run, he stole Invincible). If using BST instead, land Purulent Ooze then use Calamity.
    BRD: Honor March, Blade Madrigal, Minuet x3. Dark Threnody on pull so WHM can land Impact, then (if BST is present) switch to Water Threnody to help Ooze land. Use Savage Blade.
    SMN: Hastega II, Crystal Blessing, Wind's Blessing, Ecliptic Growl, Earthen Armor, Soothing Current, then keep Ifrit out for DA Favor. Use Perfect Defense about 51 seconds after pull to negate first fetter mode. Use Crimson Howl after WAR's Warcry wears off. Melee with Maxentius and use Black Halo.
    WHM: Pull with Dia II, cast Impact after Dark Threnody lands, then Curespam. Esuna with Asclepius is helpful to remove fetter debuffs while Perfect Defense is active.


    In-between runs, make sure that at least the GEO, COR, and SCH have their SP1s, and the BLU has their SP2. Other players can use Wild Card and Cutting Cards in the lobby as needed.


    KI2: RUN GEO RDM COR BLU SCH. Make sure your SCH is as decked out as possible and is high ML, and pray for luck.

    While in fetter mode, Bumba gains a small amount of MDT every 10k-ish magic damage you deal. This is cumulative - every magic attack that does damage that isn't Kaustra needs to be as low as possible while still landing. Helix should be as close to 10k as possible. For BLU and RDM, Prime Sword/Caliburnus are unironically good for this, as well as Malignance gear. Physical damage seems to be reduced in the same way, but that doesn't affect Kaustra so you can go wild in the first KI.

    RUN: Keep hate on adds but NOT Bumba. Use Tenebrae Gambit/Rayke when the SCH calls for it - usually, Gambit at start of Skillchain, Rayke just after the Noctohelix lands.

    GEO: INT/Acumen, Entrust Malaise onto the BLU. Bolster alongside the SCH's Tabula. Idle in Zendik Robe or Gyve Doublet for the MAB+10 Sphere.

    RDM: Impact in minimal damage gear - use the old Twilight Cloak even if you have Crepuscular. Keep Frazzle III, Slow/Addle/Paralyze/Poison II, and (most importantly) Silence on Bumba, and Bind/Gravity/Sleep on the adds. Keep everyone Hasted and Refreshed as needed. Note that if you break fetter mode mid-fight, the first add will cleanse debuffs when Bumba re-enters fetter mode but NOT the second.

    COR: Crooked Wizard's Roll. Other roll doesn't matter as much - we used Monk's, but you could fit others in there. Make sure Random Deal and Wild Card hit everyone each time. Close Distortion with Leaden Salute for highest damage possible after all Kaustras are expended.

    BLU: Keep hate on Bumba. Use Magic Barrier and Saline Coat to make Bumba hit for 0s, and keep his TP low with Feather Tickle and Reaving Wind. Before each Kaustra, use Tearing Gust and Searing Tempest in minimal damage gear (while making sure they still land). If you see Bumba start casting Kaustra or Impact, redo Magic Barrier immediately and go into full DT! If he does any damage to the BLU with either, he will immediately use a TP move after regardless of Feather/Reaving status.

    SCH: 4-step Skillchain: Aero -> Stone -> Aero -> (TR) Noctohelix -> (Enlightenment/Ebullience) Kaustra. The SC should be done in minimal damage gear or even naked. Everything rides on getting Kaustra damage as high as possible. Follow it up with any non-dark SC -> 10k Helix MB, then Regen V/Embrava on everyone. You can land two Kaustras per Tabula - and in our run, we ended up getting five Kaustras off (WC reset itself, then hit 5 again). After Kaustras are exhausted, open Distortion for the COR to close Leaden Salute.


    The execution may take a bit to get used to, but it's rather simple compared to the V25 T3s once you get the hang of it. Beyond that, the fight is completely up to luck. If Wild Card doesn't hit 5 or 6, you lose. If Magic Attack or Accuracy Down aura under 40%, you lose (MACC Down overwrites Klimaform which cripples Kaustra damage). If Magic Attack or Accuracy Down aura is the first aura and you didn't get it lower than 70-75%, you most likely lose. Fortunately, the type of add mostly doesn't matter - just don't run a Craklaw or Matamata into the mage group, and Bind them out of range.

    Even though it is beatable, I really hope SE takes another look at this fight. Right now, the combination of needing a good aura under 40% and needing Wild Card to hit 5 or 6 means you have a ~75% chance of just being guaranteed to lose the moment you zone in. With the scaling DT in fetter mode, I am fairly confident no other strategy besides Kaustra can ever work until something is changed or some method to prevent fetter mode is found. After the challenge of the T3s, it sucks that the final boss fight is basically a glorified slot machine.



    Moogle Amp x3 run setup suggestion:

    Henwen: PLD DNC MNL DRK(Club) SMN SCH
    Daelen: PUP SAM RNG RDM RUN BLU
    Bumba: WAR DRG COR BRD GEO WHM



    other option:

    Bumba A4 Sajjaka (No Specific Weakness) <Avoid Elements Mechanic/All A3 Proc Mechanics>
    DNC/WAR/COR/BRD/GEO/WHM
    Gogmagog A1 Dullahan (Blunt Weakness)
    MNK/SMN/PUP/BST/BLU/PLD
    Sgili A1 Umbril (Stone Magic Weakness)
    BLM/SCH/RUN/NIN/(ANY)/RDM
    Credit to: Vaerix






    I hope this will assist you guys on your clears, all credits goes to LoneKent and others, Good luck.
    (5)
    Last edited by Sesshmaru; 12-07-2023 at 09:21 PM.

  2. #2
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    What's different about this guide that required the removal of the old one? Removing it only to re-upload it later will just make it harder for people to find it again. Fortunately, all this info(and much more) is on the community BG Wiki pages for each NM.
    (2)

  3. #3
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    Quote Originally Posted by Ollarud View Post
    What's different about this guide that required the removal of the old one? Removing it only to re-upload it later will just make it harder for people to find it again. Fortunately, all this info(and much more) is on the community BG Wiki pages for each NM.
    Pretty much this. This guy has now deleted the same gathered secondhand information from others 3-4 times. It simply removes the previously search engine indexed content and makes it harder to discover. If he wants his thread to actually be seen or useful, cutting this behavior out would benefit it.

    Fortunately, the rest of us have moved the information (and more) to BGWiki where it can always be found. Regardless of someone peculiar behavior.
    (2)

  4. 01-09-2022 10:52 AM

  5. 01-09-2022 01:24 PM

  6. 01-12-2022 04:41 PM

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  8. 01-19-2022 06:49 PM

  9. #4
    Player Symbolah's Avatar
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    Quote Originally Posted by Sesshmaru View Post
    I've changed the title because V15 will be obsolete soon

    Does the introduction of V20-25 really make V15 obsolete? So once V20-25 comes out, there is NO reason for ANYONE to use V15 information? Hmmmm.....
    (1)

  10. 01-23-2022 01:54 PM

  11. 01-23-2022 02:45 PM

  12. 01-24-2022 01:13 PM

  13. 02-11-2022 06:28 PM

  14. #5
    Player Sesshmaru's Avatar
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    Updated: Added: Atonement 4, Bumba V20 + Guide Video
    (1)
    Last edited by Sesshmaru; 10-14-2023 at 05:24 PM.

  15. #6
    Player Gwydion's Avatar
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    Thanks for continually updating this guide. I sincerely hope you are keeping your hard work in backed up in a google document or something that is easily recoverable.

    I can tell you from first hand experience, that the databases of forums (and many websites) are not regularly backed up to an extent that forum users would generally like. I know this is a broad statement, but generally, the frequency of backups (especially of forums databases) and the point-in-time recovery objective of said backup are often poor.

    So, I humbly ask that you do the same, should SE's forums ever suffer data loss.
    (2)

  16. #7
    Player Sesshmaru's Avatar
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    Quote Originally Posted by Gwydion View Post
    Thanks for continually updating this guide. I sincerely hope you are keeping your hard work in backed up in a google document or something that is easily recoverable.

    I can tell you from first hand experience, that the databases of forums (and many websites) are not regularly backed up to an extent that forum users would generally like. I know this is a broad statement, but generally, the frequency of backups (especially of forums databases) and the point-in-time recovery objective of said backup are often poor.

    So, I humbly ask that you do the same, should SE's forums ever suffer data loss.

    Thank you for your awesome feedback, I really apperciate it.

    I have followed your advice and kept a backup for the recent updates.
    (2)
    Last edited by Sesshmaru; 05-23-2022 at 04:10 PM.

  17. #8
    Player Sesshmaru's Avatar
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    Updated: Added Lonekent V20 Strats on all Atonement Bosses
    (1)

  18. 06-19-2022 05:36 PM

  19. #9
    Player Sesshmaru's Avatar
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    Updated: Guide format and updated Ninja Sam Cor Drk Chart.
    Added Video: FFXI Odyssey C Seg run 2800 bonus (Tank Prespective)
    (2)
    Last edited by Sesshmaru; 07-14-2022 at 07:09 PM.

  20. #10
    Player Sesshmaru's Avatar
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    Updated:Added Atonement One, V25 Guides
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    Last edited by Sesshmaru; 10-14-2023 at 05:22 PM.

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