
Originally Posted by
Churchill
The only endgame content XI ever had was Salvage and even that wasn't hard, but it was a fun time-attack raid.
DL: Easy, fuck you moves
Kirin/Sky: Easy, burnable @75 - had somewhat preventable fuck you moves outside of AF
JoL/Sea: Easy
Ground Kings: The only one of things I couldn't fall asleep for was Nidhogg. The potential for the mob to choose to do Hurricane Wing 8x in a row for 1/3-2/5 of every players HP could make it more interesting than normal.
CoP/ToAU Kings: Easy, Tiamat being the only one I never tanked on MNK or SAM but completely possible to do so. NIN/DRK and RDM were good tanks for it though (read: easy).
Limbus: lol
Salvage/Nyzul Isle: easy
Einherjar: Crowd control crazyness, unknown and unscaled randomized difficulty when entering each chamber, random mob to reduce 1/3 random stats, etc. Just a lot of things that could make your run go wrong, not to mention crowd control in a game where your only reliable sleep was resisted by half the chambers at the time. All in all though, Odin's Chamber was pretty good fun at 75cap.
Zeni NM: Terrible, but easy. Most of these were being solo'd at the time.
VNM: Terrible, but easy.
WoTG Kings: Interesting pop conditions, but easy.
Beastmen king BCNMs: these were actually a bit of a challenge, unlike their KSNM cousins
All of these were steamrolled (by people posting in this thread) within days of spawn mechanics, etc, being figured out. The only that that artificially lengthened a "world first" type kill on any of these is a lot of them having unknown spawn mechanics/pop items that we had to figure out just to enjoy because SE was too lazy to release a continued stream of content. Instead, we got mystery box spawn systems and RNG drops.