Wings of Fury/Strategies

Tips
It is much more difficult to do this BCNM on Darksday. The reason for this is that Colo-colo and the Furies cast Drain, which is a dark spell, so on Darksday this will hurt alot more. Also on Darksday, abilities and spells of the light element are weaker, such as Cure and Charm. So while it is possible to do this on Darksday, you will encounter more difficulties than if you went on another day of the week.

To go along with the above warning, you may find it easier to defeat the bats on Lightday. Cures and Charms are more potent, and Drain is weaker.

Working Job Combinations
This section is not meant to discourage people from trying different combinations, but to illustrate combinations that have been tried and tested. Please feel free to try this BCNM with any combination you think might work, and above all, have fun!

Beastmaster + Beastmaster + White Mage
A popular choice, and for good reason. Sub jobs are up to the players, although having at least one Beastmaster sub Warrior would be a good idea. Experienced Beastmasters can complete this strategy without a White Mage.

Strategy:
 * One Beastmaster attempts to Charm one of the Furies, while the other attacks the second Furies.
 * Once the Furies are successfully Charmed, that Beastmaster uses Familiar, his two-hour ability.
 * The Beastmaster then sends the charmed Furies to attack Colo-colo.
 * Both Beastmasters now converge on the uncharmed Furies and beat it to death, while the White Mage heals.
 * Once the uncharmed Furies are dead, the party waits for Colo-colo to kill the charmed Furies.
 * The party then converges on and kills the now weakened Colo-colo.

Strategy Pros:
 * Bats are weak to Light, so Charm is more effective against them than against other mobs.
 * Two Beastmasters means one is on hand to backup Charm if necessary.
 * Two Beastmasters allow you to attempt this BCNM twice in a row without much rest.
 * At level 20, Beastmasters get Bird Killer.

Strategy Cons:
 * The fight can quickly get out of hand if Charm consecutively fails (see above warnings about Darksday)
 * This strategy relies heavily on the availability of the Beastmaster's two-hour ability, Familiar.

Making this Strategy Better:
 * Any +Charisma gear you can obtain will increase your chances of successfully Charming the Furies.

Alternative Strategy:
 * Both Beastmasters charm a set of Furies and set them to attack Colo-colo, recharm as nessisary.
 * Once Colo-colo dies, the Furies with less HP is set to attack the one with more.
 * Finaly, when there's one set of Furies left, all persons (even the White Mage, make sure he has a Hammer) converge on the remaining mob. If HP starts to fall too low, Beastmasters attempt to Charm while the party tries to heal.

Strategy Pros:
 * Similar to the above, but does not rely on the use of Familiar and therefore can be repeated in sucession more than twice.

Strategy Cons:
 * Similar to the above.

Making this Strategy Better:
 * Three Beastmasters as opposed to two may help incase a charm fails to stick.

Dragoon + Dragoon + Dragoon
I have tried this one, and it is very exciting, if very dangerous. My friends and I have done this BCNM over 12 times with this combo, and now rarely have anyone die. Chrisjander

For this all of the Dragoons sub Red Mage. ''A group of DRG/WHM can do this successfully as well, so sub WHM can work too. For sub WHM, simply replace Barstone and Barwater with Dia''. All Dragoons also must use their wyverns (this should be obvious to all you Dragoon players out there). Two-hour abilities are not necessary.

Strategy:
 * All Dragoons must bring a Juice of some sort (I very highly recommend Melon Juice as the fight doesn't last long enough to warrant Yagudo Drink), and having a milk product of sorts will increase survivability (I recommend Pear au Lait)
 * Enter the fight, buff up (Protect and Barpoison), eat food, and rest. For food I recommend Jack-o'-Lanterns.  You can drink your Pear au Lait now, if you brought any, as it will easily last the entire fight.
 * Each Dragoon casts Paralyze on a separate bat.
 * All Dragoons now engage the same Furies and use Jump.
 * Whenever any Dragoon gets to 1/3 HP or less, all of you cast Barstone or Barwater to trigger Healing Breath II (approx. 60hp Cure from wyvern at level 20). If timed correctly, all three wyverns will cast it on the same person, healing them back to full.  Not bad for 6mp each, eh?
 * Once you start casting spells, you'll want to use your juice, as you'll be casting Barspells in very quick succession to keep yourself and your teammates alive.
 * Once the Furies are dead, all of you engage the other Furies. Once it was thought Colo-colo was the priority because of Poisonga.  Later it was discovered that double Jetstream or Turbulence is much more dangerous, so the Furies are killed first.
 * By this time you should have Jump back by now, so Jump as the oportunity presents itself.
 * It should be easy at this point to kill the the second Furies, at which point Colo-colo should be a piece of cake.

Strategy Pros:
 * Bats (like all Birds) are weak to piercing weapons. Three meleers with lances should do the trick nicely.
 * Dragoon/mage is very good at keeping himself alive, hovering around 1/3 hp.
 * Even if one member dies, the fight is not lost.
 * Side Note: For reasons unknown, when you recieve the level cap, you are reduced to level 20 (hit points, magic points, and abilities), but your wyvern retains his abilities if not his hit points.  This means that if you are a 40th Level Dragoon, your wyvern gains the ability Healing Breath III, and when you trigger this as a level 20th dragoon in this BCNM, he will cast Healing Breath III (for about 80hp instead of 60hp for HB II).  I have been led to believe that this is not an exploit, but was intentional on the part of SE, in the same way that players who have spent merit point still gain the benefit from them when lower level.

Stratecy Cons:
 * It is quite possible to get unlucky and have one person Jetstreamed at the wrong time (the begginning of the fight). If this happens when Colo-colo is still alive, the outcome may be bleak.
 * You will need to practise this strategy to avoid dying, as it requires coordination and good casting reflexes

Making this Strategy Better:
 * Melon Juice and Pear au Lait are perfect for this fight. The juice is necessary, the milk is not.
 * Any armor or food that gives +HP is useful, as it raises the trigger for Healing Breath.
 * If you get a Platoon Lance while doing this BCNM, you should keep it, as its one of the best weapons you (as a Dragoon) can use at level 20. The other is a Fuscina.
 * Jack-o'-Lanterns are a good food because its relatively cheap and lasts for three hours (good for doing Wings of Fury multiple times). Alternatively you could use other +Accuracy or +Attack foods (Sushi or Rice Dumplings) or +HP foods (Turtle Soup or Pasta).
 * Having someone with high cooking offsets the costs of obtaining juice and foods.

Beastmaster + Beastmaster + Summoner
Not the best choice, but a nice combination.

Strategy: Strategy Pros: Strategy Cons:
 * Summoner calls Carbuncle and Avatar engages Colo-colo.
 * Beastmasters attempt to Charm the Furies.
 * Once one of the Furies is successfully Charmed and attacking Colo-Colo, Release Carbuncle.
 * Beastmasters order Furies to attack Colo-colo; Summoner heals HP and rests MP
 * When Furies become uncharmed, re-charm them, and sic on Colo-colo, while Summoner heals.
 * Once Colo-colo is defeated, Charm one of the Furies to attack the other, while Beastmasters rest, Summoner heals if needed.
 * After one of the Furies are left, Beastmasters can engage it, or Summoner can use Astral Flow and an Avatar's Blood Pact.
 * Carbuncle gives Beastmasters time to charm the Furies.
 * Beastmasters can back-up heal, giving the Summoner more time if they need to rest.
 * You can be defeated if Charm fails very often.
 * This strategy relies on the Charm rate as well as Summoner's healing abilities after using an Avatar.

Making this Strategy Better:
 * Any +Charisma gear you can obtain will increase your chances of successfully Charming the Furies.
 * If the Summoner is high enough level (or has a job at high enough level) to obtain Carbuncle Mitts, this will alleviate most MP problems.

Beastmaster + Beastmaster
This fight can be done with 2 Beastmasters, though at least one should sub White Mage.

Strategy: Strategy Pros: Strategy Cons: Making this Strategy Better:
 * Beastmasters enter the BCNM, one will cast protectra and rest.
 * Each Beastmaster will use a Pamama au Lait and charm a set of Furies.
 * One of the Beastmasters uses Familiar (2-hour ability). Familiar is not required, but is extremely helpful. It keeps one set of Furies charmed the entire fight and makes them stronger in order to weaken the other set of Furies at the end of the fight.
 * Both Beastmasters sick their set of Furies on Colo-colo.
 * When Furies become uncharmed, re-charm them, and sic on Colo-colo. Only one Beastmaster will have this problem. The Beastmaster with Familiar on may need to use Reward to aid his Furies.
 * Once Colo-colo is defeated, Charm one of the Furies to attack the other, while Beastmasters rest.
 * Ideally the Familiar Furies will take a good amount of health from the regularly charmed Furies. Eventually the regularly charmed Furies will defeat the Familiar Furies.
 * When the charm wears off the Furies, both Beastmasters attack and defeat the final set of bats.
 * Splitting the treasure two ways instead of three.
 * You can be defeated if Charm fails very often.
 * This strategy relies on the Charm rate and often a 2 hour ability which limits the number of runs the Beastmasters can make in a given time.
 * Any +Charisma gear you can obtain will increase your chances of successfully Charming the Furies.
 * Pamama au Lait are very useful in regenerating lost HP from failed charms without drawing excess aggression from the bats.

Beastmaster Solo Strategy
This fight can also be solod by a BST/WHM of moderate ability. I have successfully defeated this solo 13 times. I have never defeated it in a party of 2 or 3 members (The reason I started to do it solo). --Daniel 09:03, 3 July 2006 (PDT)

Preperation:
 * Any and all +CHR gear available for this level. You will make a minimum of 2-3 charms, so anything you can get your hands on. The first 5 times I did this I did not have a Monster Signa, so although it's not required, I do recommend it.
 * I recommend around 7 Hi-Potions. Take 10 to be safe.
 * Tavnazia Taco (Def Boost) or Tuna Sushi (Chr Boost)
 * 1xPet Food Zeta
 * Optional: 1xYag drink
 * Optional: VIT+ Gear. Chances are you'll fail a charm or 2, so if you want, take some VIT Rings etc to help your tanking abilities.

Strategy:
 * Enter the arena, use your Taco/Sushi and Yag Drink and buff up.
 * Charm a Fury (Either will do)
 * Should Charm fail, Switch to VIT gear (If you have it) and Stand Still. Do not run around as this will cause the bats to cast dangerous spells (Drain) more frequently. Use Hi-Potions / Cure as required, and keep trying to charm.


 * Once charm has landed, use Familiar then set it onto Colo-Colo.
 * Wait for Fight recast, then set your bat on the other Fury.
 * Your bat will now be fighting both bats. Run as far away as possible, and start Curing/Poisona yourself. Save your Hi-Potions for when your tanking as Cure gets interrupted.
 * When your bat reaches 20% HP, run closer to him and use the Pet Food Zeta.
 * Continue Resting.
 * When your bat dies, you need to charm the other Fury, and set it on Colo-Colo. It's the same as before-- if charm fails, stand still and use hi-potions as needed.
 * At this point, you can choose to help your pet, recharming if needed. Personally I take the chance to run out of range and rest some more. When my pet uncharms, I recharm it one last time, then help it attack Colo-Colo.
 * When either your pet or Colo-Colo is dead, finish the fight Curing when required.

Strategy Pros: Strategy Cons:
 * No treasure splitting required
 * A lot of fun.
 * Not the cheapest option, as you need a few Hi-Potions.
 * The riskiest setup available.

Other Strategies
The combinations listed here have worked, but details are either self explainatory, combinations of above strategies, or puzzles for you to figure out.


 * Beastmaster + Dragoon + Dragoon


 * Summoner + Dragoon + Dragoon


 * Summoner + Summoner + Summoner


 * Beastmaster + White Mage + Ranger


 * Paladin + Beastmaster + Beastmaster


 * Beastmaster + Blue Mage + White Mage