Talk:When Angels Fall

i fixed the maps for here. with paths to the towers and all the qausys. but i can't get the thumb to work can somone fix this for me.

For some reason i seem to have broken wikki.... can somone fix it please?

Anyone know the approximate HP of the 4 mobs in the BC?

Mission testimony

 * You can't build TP on mobs in the garden before going into the battle anymore since March 2007's update. Also you lose buffs after entering the fight.
 * Keep Reraise up at all times. The RDM pots can Dispel it. In addition, the best method to counter this is to put up as many dummy buffs (Stoneskin, Blink, Aquaveil, Phalanx, Bar Spell, Enspell, etc.) as possible, as this can largely lower the chances of Reraise being dispelled.  Barblizzara and Barparalyzra are recommended due to the Zdeis' potential use of Reactor Cool, but their effectiveness against the Ice Spikes may not prove noticeable.
 * To open the fight, have one party member aggro the pots and let them gather together while another party member prepares to use Elemental Seal + Sleepga on them. Be sure to let them gather first so that Sleepga doesn't miss any of the pots.
 * Note that upon initial aggro, the pots will only cast one weak spell, such as Thunder I, before they will start to use their standard, more powerful spells; so the person doing the initial aggro should not be in danger of dying to nukes before the sleeper can fire off his ES + Sleepga. (It is still better to send in a "decoy" to aggro the pots at first so that the sleeper does not risk being interrupted by physical attacks.)
 * The spells Head Butt and Blitzstrahl will NOT stun the Ix'zdei.
 * Just about all types of damage are effective on the pots, both physical and magical. Skillchains are effective damage, too.  Two two-step level 3 chains or one three step level 3 chain will take a BLM pot at least to half HP. A SAM can be effective for opening up multiple level 3 skill chains quickly.
 * If a wipe/Reraise is necessary, do everything possible to kill the two small BLM pots prior to it. Note that after wiping and recovering, Elemental Seals that were used previously will be ready or nearly ready for use once again.
 * Fight and wipe at the far door of the room.
 * The Zdeis will not regen health after a wipe, so keep fighting until you are KO'd. 20% taken off of a Zdei before a wipe is 20% you won't have to do after recovery. The Zdeis will only recover if they manage to flee to their pedestal mid-fight.
 * A /BLM can open with Elemental Seal + Sleepga and a BLM main can later overwrite it with Elemental Seal + Sleepga II, to keep the pots incapacitated for an extended period of time. This allows you to maintain sleep without having to let them wake up and possibly split apart.
 * RDM can kite a pot back and forth across the zone after sleeps wear off with Gravity, Stoneskin, and Blink if Elemental Seals are exhausted. RDM might need to Dispel, Sleep, or Blind to keep hate off the other sleeper in your party.
 * Stun and hit hard any pot that flees from the tank and attempts to return to its starting position.
 * Be ready to Dispel the pots (Reactor Cool's defense boost CAN be dispelled, unlike the Ice Spikes) and remove a lot of status effects from party members, including silence, paralyze, and petrify.
 * Echo Drops are necessary for anyone that uses spells. Antidotes are also useful.
 * Utsusemi blocks most of the pots' TP attacks, and thus the status effects they inflict. Most are AoE, but some are only cone, so keep them facing away from your mages.
 * Stun Optic Induration if you can, it will usually one-shot everyone in front of the pot. It is used when pots have no rings or bars out, and there is a long charging animation (that includes a puff of fire) before the "readies" message in the log.  Just as a safeguard, try not to have people positioned behind the person with hate.
 * If you have someone with a pet, do not have it engage a BLM Ix'zdei initially; the pot may not move off of the platform it begins on, making preventing a full-heal very difficult.
 * A Puppetmaster can use the Spiritreaver model to nuke the BLM pots, using the ADD method while the party is resting after a wipe, be careful not to get sight aggro from them, but there is a chance that before the PUP can hit deactivate that the pot will attempt to run away, thus healing themselfes.

Our party set up = Nin/War, War/Nin, Whm/Blm, Brd/Whm, Blu/Nin & Mnk/War

First the tower quest is just another part of the mission to eat up time, look over maps carefully and bring the correct amount of patience and you will be able to save a huge amount of time on this first part of the mission.

Our set consisted of 3 races: 2 Taru, 2 Hume & 2 Elvan each of which duo'd or solo'd their own tower advancement. If you have enough patience and timing to make it past the moving pots there is no reason at all you should die or get any aggro making it to the top of your tower. As a precaution I would advise bringing a RR item and make sure its always up, if you do get aggro just find safe place to die then RR and continue on. If you can slow down any aggro with sleep, bind or gravity you should be able to make it to teleporter/elevator in time to shed any linking or aggressive mobs. A thf or Ninja at night with AF boots can easily clear a path for any of the towers and make it to the teleporter/elevators in time to get away and de-spawn all aggro. I can confirm the batshitcrazy method works very well on this mission! Most all the mobs in the palace are very slow and can quickly be left in the dust with any speed enhancement equipment or abilities.

Once you reach your perspective tower you will get CS and you can descend back down to main hallway start. If you didn't set you HP in Tav.Safehold then I would do it because if you do have to warp or HP it makes getting back a whole lot quicker.

Pot fight

As you can see from our pty set up we had no BLM no RDM no nukers at all and we destroyed the pots on our first attempt. The strat was fairly straight forward and has been used before. Buff up outside then zone in, have the tank run to the far end of the room and target one of the Blm pots to kill. The pots can be slept, it wont stick for long but long enough to do the job... Our first goal was to take out BLM pots as quickly as possible, use all 2hr abilities on killing the BLM pots (they are the small ones). Our Monks Asuran Fists Weapon skill did 1612 points of damage on a single 100tp Asuran Fists and melee hits in general were very effective. Keep the Ninja hasted at all times and just go all out on the Blm pots. Once they are dead wipe at the far end of the room (opposite door from which you entered). It really is best to wipe at the point you kill the BLM's, you will probably be on low health at this point and Rdm pots wont sleep anymore so better not to risk dieing near the middle of the room where you cant raise up without aggro. After wiping wait "Wait" until both pots are back on pedestals then RR up, full health, buffs and take out 2 last Rdm pots which should go down pretty quick as long as everyone puts 100% effort into killing them. Just be sure to utlize each job's abilities and skills to it's potential, do not think any one job is necessary to win this mission... Though nukers may make it a bit easier it is really not necessary if you plan and make a solid strat based on the job's you have at your disposal.

I wont lie, the pots are not to be underestimated at all. They are very tough and can cause massive damage if anyone slips up, but if you keep your cool and focus on killing one at a time you will be fine. But consider this one of the more difficult mission NM fights in COP (in terms of how quickly it can go bad if mistakes are made)--Justis 22:45, 19 February 2007 (EST)

Spinning Aw'zdei
This line is apparently incorrect, but would like verification:
 * A spinning Aw'zdei at the long hallway to each tower spins in the direction of the fastest way to the first elevator.

While going toward the elevator in the east (elvaan) tower on the first floor, the Aw'zdei were spinning counter-clockwise, right, when the elevator was north, left. This contradicts what Erecia said (where this line comes from) in her guide. --Raithen 03:30, 29 July 2007 (CDT)

Optic Induration stunnable?
is Ix'zdei's Optic Induration attack stunnable or no? Currently, the Ix'zdei page says "no", but this article seems to say "yes". --FFXI-Itazura 01:30, 14 November 2007 (UTC)

There is no way the 1st part is soloable. True sight pots, good luck
 * Indeed it is, a Hume in our party (the only Hume) actually solo'd his BLM/THF. RR Earring, but basically, wait for Flee to come up, run about halfway around avoiding the Aggressive side of the pots, Flee to the portal, and select to use it before you actually have any problems. If you die, do so in a safe place or at the portal, RR, continue on. If you have the patience, this can be done. (it's referred to above as the "batshitcrazy" method.)  As well, the pots can be avoided.  The main problem we ran into was the Ghrahs changing form just as we were barely inside aggro range.

Elvaan Tower Path
First, I can confirm that 75NIN/37THF can solo parts 1 and 2 as well as the maps using the "run like hell" method, provided you have the right bearings and can read a map online. I just finished the map run and noticed that the map for the second floor of the elvaan tower is a bit off. It should have you exiting south (from 1st floor) then heading west, south, east through center "circle" and out the other side, south, west, and south again to teleport.

Key items
Can you get the key items before reacking 8-3 was going to do 8-2 soon wanted to get the twoer out of the way for me. Is that possable or shoulsd i wait till after 8-2...