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:*Immune to Silence and Gravity; Paralyze II stuck easily.
 
:*Immune to Silence and Gravity; Paralyze II stuck easily.
 
:*Every 20% (79%,59%,39%,19%) Arimaspi pops 3-4 Lesser Arimaspi. They cast high tier BLM spells (saw Thunder V) but are not immune to melee damage. Melee cannot solo adds effectively. Even with Ninja sub.
 
:*Every 20% (79%,59%,39%,19%) Arimaspi pops 3-4 Lesser Arimaspi. They cast high tier BLM spells (saw Thunder V) but are not immune to melee damage. Melee cannot solo adds effectively. Even with Ninja sub.
  +
::*Seems not to pop additional adds if one or more are still alive.
 
:*Weak to Ice and Light nukes. 80 RDM/40 WHM casting Banishga II dealt over 200 dmg; BLM80/RDM40 Blizzard IV dealt 900-1000dmg (4-5%~HP). Other spells were heavily resisted and did under 50 dmg. Tested with tier 1 spells to see which element it was weak to. All elemental tier 1s did 1-8 dmg except Blizzard, which did 44. SMN physical BPs were resisted, Nether Blast was 130~dmg, Holy Mist might be very useful since it is weak to light.
 
:*Weak to Ice and Light nukes. 80 RDM/40 WHM casting Banishga II dealt over 200 dmg; BLM80/RDM40 Blizzard IV dealt 900-1000dmg (4-5%~HP). Other spells were heavily resisted and did under 50 dmg. Tested with tier 1 spells to see which element it was weak to. All elemental tier 1s did 1-8 dmg except Blizzard, which did 44. SMN physical BPs were resisted, Nether Blast was 130~dmg, Holy Mist might be very useful since it is weak to light.
 
:*Dybbuks and Ghosts are near pop spot, suggested to move slightly NE, take care of blood aggro.
 
:*Dybbuks and Ghosts are near pop spot, suggested to move slightly NE, take care of blood aggro.

Revision as of 06:16, 6 August 2010

Job Black Mage
Family Ahriman
Crystal: Unknown
Weak to Holy, Ice
Notorious Monster

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Zone Level Drops Steal Spawns Notes
Abyssea - Konschtat Unknown Unknown 1
??? HP
??? MP
A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound;
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing
JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants

Notes:

  • Spawned by trading Clouded Lens to ??? at (K-6)
  • Absolutely immune to physical damage(it all misses or the game will declare him out of range) This means he flies like a Wyrm.; Magical Damage, and Ranged damage work.
  • Immune to Silence and Gravity; Paralyze II stuck easily.
  • Every 20% (79%,59%,39%,19%) Arimaspi pops 3-4 Lesser Arimaspi. They cast high tier BLM spells (saw Thunder V) but are not immune to melee damage. Melee cannot solo adds effectively. Even with Ninja sub.
  • Seems not to pop additional adds if one or more are still alive.
  • Weak to Ice and Light nukes. 80 RDM/40 WHM casting Banishga II dealt over 200 dmg; BLM80/RDM40 Blizzard IV dealt 900-1000dmg (4-5%~HP). Other spells were heavily resisted and did under 50 dmg. Tested with tier 1 spells to see which element it was weak to. All elemental tier 1s did 1-8 dmg except Blizzard, which did 44. SMN physical BPs were resisted, Nether Blast was 130~dmg, Holy Mist might be very useful since it is weak to light.
  • Dybbuks and Ghosts are near pop spot, suggested to move slightly NE, take care of blood aggro.
  • PLD/nin tank, BLMs, WHM (it casts break), RDM, and another party to handle the adds. Ranged DD recommended.