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{{:Ambuscade/Battlefield Archive/Bozzetto Enceladus}}
 
{{:Ambuscade/Battlefield Archive/Bozzetto Enceladus}}
   
==Volume 2: Vermin==
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==Volume 2: Aquans==
 
{{:Ambuscade/Battlefield Archive/Kauri}}
 
{{:Ambuscade/Battlefield Archive/Kauri}}
   

Revision as of 22:33, 10 June 2021

Ambuscade is a instanced dungeon battlefield in which players team up against the monster-of-the-month.

Getting Started

First, activate the Records of Eminence quest Stepping into an Ambuscade, then talk to Gorpa-Masorpa at Mhaura (G-9). To enter any Ambuscade battlefield all players in the party will need a Key Item. Key Item Ambuscade Primer Volume One grants entry to Intense Ambuscade, a more challenging encounter. Key Item Ambuscade Primer Volume Two grants entry to Normal Ambuscade, a step down in technical difficulty. "Intense" and "Normal" not only describe the relative challenge of the two battlefields, but alter the final rewards on completion.

Obtaining Key Items

You obtain the Key Items with Records of Eminence quests. There are two different quests per Key Item to activate: a non-repeatable daily quest, and a repeatable quest. The Daily objectives for both Volume 1 and Volume 2 require one experience-yielding monster be killed of the specified type. The repeatable objective for Volume 1 requires one kill, while Volume 2 requires ten.

  • Monsters in Dynamis and Abyssea zones are not counted for any Ambuscade objectives.

The Ambuscade Tome

Once everyone in the party has the Primer key items, the party leader then registers the party at the Ambuscade Tome right next to Gorpa-Masorpa. At registration you choose the difficulty level of the selected Ambuscade type and inscribe your name into the tome, assigning you a number. Inscribing your name in the Ambuscade Tome gives you a page number. Page numbers are called in a zone-wide system message "Page ### of the tome flares up!" and the party leader can interact again with the Tome to enter the battlefield. The Tome also has an option to auto-transport your party to the battlefields as soon as your number is announced.

  • Your Key Item is lost upon completion of a successful battle.

Rewards

Successful completion of an Ambuscade battlefield rewards two forms of currency: Hallmarks and Gallantry. Hallmarks earned vary with the Key Item used to enter the battlefield and the selected difficulty level. Gallantry earned is based on the Key Item, Difficulty and the total number of party members, excluding Trusts. Solo players do not earn Gallantry. Using an 06500 Abdhaljs Seal Exclusive will triple the currency rewards for a single win.

  • Hallmarks, Total Hallmarks, and Gallantry are reset to zero every monthly content update.

Ambuscade Primer Volume One

Intense Ambuscade

Difficulty Hallmarks
Earned
Gallantry Earned
2~6 members
Very Difficult 3600 300 ~ 1500
Difficult 2400 240 ~ 1200
Normal 1200 180 ~ 900
Easy 600 80 ~ 400
Very
Easy
200 20 ~ 100

Ambuscade Primer Volume Two

Regular Ambuscade

Difficulty Hallmarks
Earned
Gallantry Earned
2~6 members
Very Difficult 300 30 ~ 150
Difficult 250 25 ~ 125
Normal 200 20 ~ 100
Easy 150 15 ~ 75
Very
Easy
100 10 ~ 50

Redeeming Hallmarks and Gallantry

Spend your accumulated Hallmarks and Gallantry with Gorpa-Masorpa, who offers a limited stock of rewards that is reset at every monthly content update, usually around the first or second Thursday of each month. Both Hallmarks and Gallantry are reset to 0 upon each monthly update.

Ambuscade rewards are organized into materials used to reforge REMA weaponry, Skirmish Stones, JSE Capes and materials used to augment them, and Vouchers and Tokens redeemable for Ambuscade Armor and the materials required to upgrade it.

REMA Reforging Materials

The full list of REMA Materials purchasable with Hallmarks is always available.

REMA Materials purchased with Gallantry are available on a rotating schedule.

  • Empyrean weapon materials are available January, April, July, and October.
  • Relic weapon materials are available February, May, August, and November.
  • Mythic/Ergon weapon materials are available March, June, September, and December.

Skirmish Stones

+2 Skirmish Stones are available every month, purchasable only with Hallmarks. Each stone costs 200 Hallmarks, up to a limit of 10 of each type.

JSE Capes

You can buy up to one cape per job for 500 Hallmarks each.

The materials for augmenting these capes can be bought with either Hallmarks or Gallantry, with different prices and stock limits.

Ambuscade Armor

Hallmarks can be used to purchase coupons good for 1 NQ piece of equipment, rotating between Tokens and Vouchers every month. Gallantry can be used to purchase coupons good for 1 HQ piece of equipment, rotating between Tokens and Vouchers every month. The special materials 09270 Abdhaljs Metal Exclusive and 09271 Abdhaljs Fiber Exclusive are used to upgrade NQ armor to HQ, and HQ armor to HQ+2 armor. These materials are available either for Hallmarks or Gallantry.

Total Hallmarks

This special tally of total accumulated Hallmarks is used to obtain items and equipment from a special menu. Once an item is redeemed, it disappears. Total Hallmarks are not consumed, but represent an ever filling pool that grants access to more expensive rewards from this list:

June 2021

Volume 1: Gigas

Face off against the Bozzetto Enceladus and its allies. The main gimmick of the fight is Mercurial Strike, an ability that deals a set amount of damage to all foes in range. Under certain conditions, this can deal 99k damage to its current target.

Encountered Foes

  • Bozzetto Enceladus - SAM
  • Bozzetto Marshal - WAR
  • Bozzetto Swiftshooter - RNG
  • Bozzetto Fistfighter - MNK
  • Bozzetto Trainer - BST

The fight ends when all foes are defeated.

Difficulty Settings

The Difficulty Setting determines the total number of Gigas present at the start of the fight.

Very Difficult: Enceladus, Marshal, Swiftshooter, Fistfighter x2, Trainer

Difficult: Enceladus, Marshal, Swiftshooter, Fistfighter x2

Normal: Enceladus, Marshal, Swiftshooter, Fistfighter

Easy: Enceladus, Marshal, Swiftshooter

Very Easy: Enceladus, Marshal, Swiftshooter

Battle Mechanics

Passive Traits
Enceladus:

  • Its auto attacks behave like powered up Gigas special attacks.
    • At melee range to its target, it will use Ground Slam
    • At range it will use Impact Roar, which inflicts Encumberance on the Main and Sub weapon slots of affected targets, while also removing the equipment in the Sub weapon slot if it is a shield.
  • Extremely resistant to Bind and Sleep.
  • A Potent Regain effect is always active.
  • Its special moves can close Skillchains off its own abilities or those of its allies.

Abilities Used
Enceladus:

  • Meikyo Shisui: When used, then Enceladus will attempt a Darkness skillchain on its current target.
  • Mercurial Strike: Fixed damage to all targets in range. Does up to 99k damage, perhaps in retaliation to taking large amounts of damage since the last time it used Mercurial Strike.Verification Needed
  • Muzzling Wrap: Very wide AOE Damage + MP damage (not an aspir effect) + strong Knockback + brief silence (~5 seconds). The MP damage component is resistable with high Magic Defense Bonus values and Fire Resistance. The Silence is resistable.
  • Glacial Bellow: Front AOE Ice damage + Stun. This is the Boss's Darkness skillchain closer. It can also close a Darkness off of its allies' attacks (e.g. Catapult from the RNG).[1]
  • Moribund Hack: AOE Ice Verification Needed damage + Paralysis.
  • Daunting Hurl: Ranged Attack that deals Physical damage and inflicts a brief Terror (~5 seconds).

Allied Gigas:

Spells Cast:

  • None.

Where to get your Primer:

Volume 2: Aquans

2021 June v2

Face off against Kauri. As an Uragnite, Kauri's formidable defenses can only be broken by maintaining a balance between magic and physical damage, as well as being able to attack as fast as possible when it retreats into its shell.

Encountered Foes

  • Kauri

The fight ends when Kauri is defeated.

Difficulty Settings

The Difficulty Setting determines the stats and HP of your foes.

Battle Mechanics

Passive Traits
Approximately 114,000 HP on Very Difficult

Kauri takes greatly reduced damage from all sources. Susceptible to lighting elemental magic damage.

While in its shell, all damage dealt is reduced to 1.

Like most members of its family, Kauri randomly decides to ignore the party member at the top of its enmity list and run after the rest of the party. Tanks will want to save snap enmity abilities and spells for these times.

Abilities Used
Kauri

  • Retreat into Shell: Kauri keeps count of the amount and types of damage taken during the battle. If the damage types are significantly out of balance with one another, it will retreat into its shell, where it will take 1 damage from all sources until it is hit enough times to emerge. Multi-hit, low delay attacks will shorten the amount of time it takes to emerge.[2]
    • If the balance of damage types is close to equal, Kauri will emit an SP cloud animation, restore HP and MP to nearby party members (~10 yards) and take extra damage for approximately 30 seconds.[3]
  • Palsynyxis: Single target physical damage and Paralysis. Absorbed by one shadow.
  • Suctorial Tentacle: Single target poison and Muddle for 30 seconds. Pierces shadows.
  • Gas Shell: AOE poison. Used only if not in its shell.
  • Venom Shell: AOE poison. Used only if it is in its shell. Substantially more potent than Gas Shell's poison effect.

Spells Cast:
None

Where to get your Primer:

References

Battlefield Archives

Click here for archived Battlefield details

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