FFXIclopedia
Advertisement

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!

  • 2 NIN/DRK (Tank Party)
  • 2WHM (Tank Party)
  • 1RDM/DRK (Tank Party)
  • 1BRD/WHM (Tank Party)
  • BLM x5 (BLM Party)
  • Healer WHM/RDM/SMN (BLM Party)
  • 3rd party a melle setup

Recommended Strategy

2 NIN/DRK 2WHM, 1RDM/DRK, 1BRD/WHM for tank PT. Then, a BLM party with a healer to keep them alive from Hurricane Wing, and a melee PT. All members of all parties are to stand on the front 2 feet away from the mouth, just as they would for Fafnir or Nidhogg. For the tank party, and occasionally the other 2 parties, Barfira is highly recommended.

Strategy:

  • At the start the melee will be responsible for taking off the first 30ish%, and BLM can use small nukes, tier2 and tier3 only.
  • After it takes flight, the RDM can Chainspell Stun while BLM nuke as much as possible.
  • Upon landing, BLMs who do not have hate can move out of the arena area and rest for MP; if a BLM has hate they should stay on one of the front feet until another player has regained hate control.
  • Moving the wyrm around in too many directions may incite a Spike Flail, which is considered a "loss" for the BC. Upon getting MP they can head back into the BC area and continue nuking until the Wyrm is defeated.


Strategy Pros:

  • Each party is set up for one kind of task, ie tank, nukes and melle.

Strategy Cons:

  • Spike Flail is considered a loss.
  • If a party can not work as a team the wyrm will move around a lot.

Making this Strategy Better:

  • You need about +210-220 fire resistance to fully resist its fire AoE attack. With Fire Carol, Barfira, Shellra V and SMN Earthen Ward plus Dream Shroud its Fire AoE should do 0 damage every time.
  • Additional note - While extra stuns are helpful, many times the Wyrm will use the TP move that was stunned immediately after stun wears off.

Strategy without using 2 hours:

  • Tank Party: 2 tanks (pld/nin, nin/drk, rdm/nin all work fine) (tanks should use +Fire Resist gear), WHM (WHM should have Shellra V, capped barspell merits and AF2 legs), SMN, BRD, RDM
  • BLM Party: BLM x5 and a BRD.
  • Melee/DD party: at least 2 melee to do a light skillchain; a WHM and then fill the rest of the slots in with other DD
  • Start the fight just like Fafnir/Nidhogg.
  • Stand on its feet and fight it down to about 75% HP
  • At this time do a Light skillchain and everyone magic burst with their strongest Thunder spell.
  • The Wyrm will take flight at 65%'ish; with 5 BLM you can nuke the Wyrm down to about 40-45% instantly. At this time, all non-tank party leave the area. Get far enough away to not get hit with its AoE attacks. BLM take turns buffing up (Stoneskin, Shell mainly) running in, stand next to the tank party and nuke (Thunder IV or Burst II). If the BLM doesn't pull hate it runs back out of range.
  • Repeat until the Wyrm lands.
  • Then fight once again like Fafnir/Nidhogg. Keep in mind that Wyrm seems to spam TP moves very quickly under 20% HP. Too many wings can spell trouble so take it out fast.

Strategy Pros:

Strategy Cons:

Making this Strategy Better:

  • You need about +210-220 fire resistance to fully resist its fire AoE attack. With Fire Carol, Barfira, Shellra V and SMN Earthen Ward plus Dream Shroud its Fire AoE should do 0 damage every time.
  • Additional note - While extra stuns are helpful, many times the Wyrm will use the TP move that was stunned immediately after stun wears off.
  • A BRD/WHM in the BLM party with a large MP pool (400-500+) will allow all BLMs to stay in range for continuous nukes. Curaga, Curaga II, and Divine Seal + Curaga II if things get out of hand. Barfira is usually enough to keep this group standing, and it is possible to win even if three or more BLMs are KO'd.

Other Strategies

Spike Flail is not an automatic loss. You can reraise, regroup, and still win this fight after a Spike Flail.

Advertisement