So I'm going to do Palace floors 51-200 tomorrow and I have not had the chance to do 100-200. Are there any need-to-knows or tips? Thanks in advance!
So I'm going to do Palace floors 51-200 tomorrow and I have not had the chance to do 100-200. Are there any need-to-knows or tips? Thanks in advance!
Whatever you do, do not pull huge. Take your time with it, because if you fuck up at all or a lure trap pops up when you're unprepared, you will lose hours of progress.
One comp I like is 1 Regen healer, 1 Shield healer, 2 DPS (one preferably Summoner). The Eos can be a life saver, and a critAdlo is going to negate most minor/medium mistakes. The Regen healers are there to add some fat healing over time while contributing large AoE dps.
At minimum, I would take one healer (any kind), one summoner, and one tank, with the last slot debated on for the "oh shit, let me save my team" factor.
Our group was A Warrior, a Summoner, a Bard and an Astrologian.
Only one person was allowed to open chests. This reduced the odds of all of us getting blown up by silver chests or stepping on traps while sneaking into a room. Also having a summoner along meant two people could battle raise.
Have a macro handy to alert people when a mimic has spawned, or when you've been ambushed from behind by a patrolling mob, or when a target need to be focused (like those owls that put everyone to sleep if they aren't stunned in time)
Here's mine
/p <t> <se.6>
/mk attack
It marks the target as "1," announces the targets name and also plays a sound ( you can use any se.# that you want)
FROM REDDIT:
But i can confirm this information is correct, since i've been myself at floor 189 in my first run.
Be aware that starting Floor 180 Palace become extremely dangerous, but before that, it's "walk in the park". I'd say that real challenge start from Floor 180 onwards.
IMPORTANT ADDS
• Slimes
-These will put a vuln stack with every auto, so pull these cautiously. They also will still explode but will take much longer to do so.
• Onyx Dragon (Black dragon)
-These mobs will always start with a conal gaze followed immediately by another cone aoe, unsure if being hit by this applies status effects or not. Position appropriately. The first gaze CAN be silenced.
• Deep Palace Anzu (Name from /u/Star-Seer and /u/tylian)
-Applies windburn to random targets and will also target a random party member for a bodyslam that stuns and adds a vuln stack with big damage on anyone within the radius. Keep sufficiently spread when encountering these. (/u/chain_eremi)
• Bird of the Deep Palace (Name from /u/EverythingFinal)
-Two moves; it casts Revelations on party members (targeted AOE circle, has a cast time and is dodgeable), and casts a silenceable Tropical Wind buff that applies Damage Up and Haste Up to itself. (/u/Star-Seer)
• Gravekeepers (The ones with big coffin things on their arms)
-These ones have a very bright cleave that is just as dangerous as it is pretty. If you aren't the tank, this could be fatal to you. This is cast shortly after they have been aggroed, but not right away. (/u/drolra) FOOTNOTE: This may be splittable among a stacked party (/u/PhantomWings). These apparently aggro by sound, so if you stand still or toggle walk you should be able to sneak past them way easier. (/u/AlbrechtAcalladem)
• Flood Dragon (light bluish dragon)
-These dragons will always start with a small ice aoe centered on the person with aggro, so when pulling these try not to clip your teammates as they will shoot the ice while you are pulling them. After this, typical granite rain and dodge the red. They are also capable of targeting players with a medium circle AOE, aggroed or not. Nankas are also capable of this
• Deep Palace Wraith (Look like floating jackets, someone please comment the correct name if I am wrong please)
-Still have the usual huge roomwide AOE, stunnable. In addition, they can target players with a medium circle aoe without having any aggro on them. At higher floors, try not to let these AOE's push you into other packs of mobs or you might pull too much.
• Deep Palace Knight
-At 191+ these guys will telegraph their instant kill move with a dark red indicator and a noise, the only safe spot is the circle around him that isn't indicated with red. If you are not inside this circle very fast, it will instantly kill you. inflict around 16k damage unmitigated (/u/drolra and /u/gamesmart). The range on the outside I am unclear on, but it is at least as large as a whole room and half of the hallways attached to it, so you're better off trying to run into the safe spot. I did not encounter these until floor 197.
• Deep Palace Bicephalus
-These guys look like the last boss of copperbell mines. They aren't too spicy, but always initiate with a leaping punch that hit me for around 3-4k in shield oath. They only have normal small AOE's that need to be dodged and a haymaker move that hits about as hard as their leaping punch. Healer should be on the ready for critical hits though, as those can kill you.
• Ahriman
-These appear in 191+. They will cast Level 5 Death, a conal AOE that has no telegraph on the ground but the casting bar. If you don't stun it, or step out of the way, you will be instantly killed.
• Deep Palace Worm
-The slimes of 180+; you need to kill these FAST or they will suck in the entire party and squash you like a bug. It is unknown to me how large this radius is, if it can be dodged, or if it can be negated by immunity as when I tried it on PLD it either went straight through it or I just wasn't fast enough. If you are on PLD, I advise stun locking these at around 50%, they should die before your diminishing return has run it's limit. The damage on the bodyslam is proximity based. (/u/chain_eremi)
• Gorillas
-These ones will periodically pound their chest and roar several times in succession, applying a vulnerability stack every roar to everyone within the very, very large radius. Before pulling these, let them stop roaring and let the stacks drop off of you as they only last around 10 seconds. In addition, avoid tanking mobs within the vicinity of a gorilla's roaring or it could make it hard on the healer to keep your tank alive.
• Lions
-Casts a large aoe called "cry" that does a sizeable amount of damage. (/u/chain_eremi) I am also pretty sure they have a hard hitting swipe attack that may or may not be a cleave.
• Chimeras
-These will be EVERYWHERE on floors 185-187, most of the time roaming. When you spawn in the floors you will probably have one already on it's way. I advise pulling these one at a time and not with other mobs, pull to a safe corner away from other patrolling mobs if you must. The mechanics are the same as every chimera, except dragon's voice is a possible one shot for ranged and the freeze is like 10-15s long. REMEMBER: You need to be close to something if you want to ram it, so if he casts Voice of the Ram, RUN AWAY! If he casts Voice of the Dragon, you need to stack INSIDE it's hitbox.
• Crocodiles
-When pulling these into hallways try to position them so they are perpindicular with the walkway, so you don't point their conal AOE at your ranged. Being hit by this does a LOT of damage and will likely kill the tank if the healer isn't ready for the next auto. They will do this AOE from both the head and tail.
• T Rexes
-Same deal as crocodiles, except their AOE's are circular shaped.
• Scorpions
-Try to face these away from the party. They will do a big suck in move to pull your party close, and then will impale whoever has the prey icon for medium (3-4k in shield oath) damage. Will target a random player with tail screw and will hit dps for about 2/3 of their HP, so healers be ready. I am unaware if this is an AOE or not It is an AOE (/u/Star-Seer). Avoid stacking.
*Any mobs left out I either forgot, or have no special attacks that arent obvious dodging. If I missed an important one, please tell me.
BOSSES
• 110 / Alicanto
-Weak roomwide AOE with a few targeted AOEs. Tank and spank.
• 120 / Kirtimukha
-Same as floor 20, except with bee adds. Kill these quickly or you'll bee stung to death.
• 130 / Alfard
-Tank him at the edge, and all ranged also hug the edge to keep his targeted AOEs out of the middle of the room. When he runs to the center, stand under him to dodge hysteria.
• 140 / Ah Puch
-Use shields and other mitigation if he uses his big aoe move (I forget what it's called) and use the kuribu pomander when the adds spawn to burn him down quick. Good DPS will allow you to push phase.
• 150 / Tisiphone
-Avoid large succubus terror AOEs. When crawling adds appear, kill them quickly as they will root you when they get to you. It's not a death sentence, but if they root you inside of an AOE, it could spell trouble. There is also an unavoidable raidwide AOE called blood rain, with a cast bar. Later, a second succubus will spawn. After some time, the boss will eat this add and heal for however much HP is remaining. However, it will reduce the damage of the previously mentioned Blood Rain, so if you have 4 people and the DPS then you don't need to kill this add. (/u/DarkhShadow)
• 160 / Todesritter
-Bait targeted bleed AOEs to the edge of the arena. If you are targeted by his linear charge, be sure to position so you aren't knocked into a bleed circle. If you shield and mitigate all of the charge damage, you will not be pushed. Tempered will works here as well.
• 170 / Yulunggu
-Tank pull him out of the water puddles on the ground, and healer be ready to cleanse the heavy that will be applied on the tank each time or he may be caught in the AOE.
• 180 / Dendainsonne
-More tornadoes, avoid them. Tempered will does negate the suck in from the tornadoes. When he jumps to the side of the arena, avoid his front as he will do a large conal AOE and run through called trounce that will do a lot of damage if you are hit. At about 20% HP he will begin to cast meteor like in floor 80, but much more rapidly and it is unlikely you will skip it this time. Stack up and prepare a deploy, virus, divine veil, whatever you got, and burn. Not needed, but it will probably be easier on the healer if you save melee LB for this stage. If you don't kill him fast enough the meteors will eventually outdamage your healer and you will wipe.
• 190 / The Godfather Blue Slimer Living Liquid after he got fired from from his job in Gordias
-No huge tankbusters, but use cooldowns to help anyway. Has a swipe attack that hits for medium damage. Avoid little bombs when they appear. When the bigger bomb appears, kill it... EXCEPT when the boss is casting massive burst. When this is happening, someone needs to hit the bomb with some damage to push it into the boss and cancel massive burst. (That said, the assigned bomb pusher should have the boss focus targeted). Massive burst is a long, ~20 second cast so it's hard to miss it. If the bomb's aoe is even barely inside the bosses target ring, it will hit him, but if you are unsure then it is safe to push it a second time. If for some reason you mess up and miss, prepare the heaviest mitigation you have available and get ready for a big hit.
TIPS
• Always hug the walls and pull to the hallways, because there is no chance of traps in hallways.
• When you spawn into the floor, try and figure out if you can see the cairn of passage from where you are. if you can see it, clear mobs in that direction first, and go back if you need to kill more. If you can't see it, then use a pomander of sight or pick a random direction you feel good about.
• Save witching pomanders for spawn traps unless you have 3 of them or are in a very hard situation, like 3 approaching chimeras.
• When using manticore pomander, take care and remember you are not invincible and you can still trigger traps. If your tank is on the same wavelength, let them pull mobs to you one at a time.
• If everybody is 99/99, don't bother with silver chests because at that point all they are is potential mimics bombs (/u/gamesmart).
• after 170, I personally would never use alteration. The risk of an entire room of mimics is too great, unless you are willing to suffer through the pox.
• If you are on paladin, make sure to cross class raise.
• After floor 180, you should consider every orange indicator an ability that will 1 shot you. Because in most cases, it will, including tanks.
• If you are a DRK/PLD with sight pomander on, you can pull mobs into a bomb on purpose while you have immunity on to bring each add to 10% HP. The bomb trap icon looks kind of like a square shaped star. Works best on PLD, don't think it's possible on WAR.
Geändert von Zeonsilt (03.01.17 um 16:34 Uhr)
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