Job: Dark Knight/Black Mage Rhapsodies of Vana'diel Final Boss |
Zone | Level | Drops | Steal | Spawns |
Notes |
---|---|---|---|---|---|
1 |
A | ||||
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
- Fought in Reisenjima Sanctorium for The Orb's Radiance.
- Casts absorption Dark Magic and tier III Elemental Magic.
- Iroha assists in the fight by casting Flare and Flare II repeatedly for about 700-800 damage. If Iroha dies, she will revive herself and rejoin the fight. There seems to be no limit on the amount of times she can revive herself.
- Uses Ceiling Rupture, dealing strong conal damage in front of her, tearing apart Alter egos in the AoE.
- Can be afflicted with weight from Subduction.
- Her powerful physical attacks require a competent tank. Rune Fencers are effective.
- Also a DNC/RUN can easily solo it with trusts. Just when she uses the draw in TP-move, dont attack it till the red light above her head stops blinking and always keep up X2 Lux.
- Soloable with trusts by 119 RUN and Trust: Selh'teus, Trust: Apururu (UC), Trust: Koru-Moru, Trust: Ulmia, and Trust: Joachim.
- Trust: Selh'teus is highly recommended for anyone attempting to solo with trusts: his Rejuvenation ability allows him to frequently and instantly restore HP/MP/TP to the entire party.
- Trust: Arciela is also a good option. Illustrious Aid heals a substantial amount of HP.
- Soloable with trusts by 119 RUN and Trust: Selh'teus, Trust: Apururu (UC), Trust: Koru-Moru, Trust: Ulmia, and Trust: Joachim.
- Also a DNC/RUN can easily solo it with trusts. Just when she uses the draw in TP-move, dont attack it till the red light above her head stops blinking and always keep up X2 Lux.
- Begins absorbing damage after using Primordial Surge. Gem on its head will glow red during this phase. Phase will end after using Waning Vigor.
- Waning Vigor can do substantial damage (perhaps proportional to melee damage absorbed?)
- When its HP is below 25%, Waning Vigor will be replaced by a more powerful version called Expunge
- Seems to be weak against Thunder-based magic.
- Regular melee attacks are magical in nature.
(see testimonials)