Spawn Conditions
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Companions/Summons
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Spawned during the Campaign Op: Fiat Lux (all nations).
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- Ability Spawn Shadow summons 4 clones of the The Shadow Lord; followed by a quick dialogue and an Utsusemi-like animation. Clones have very low HP and defense, but very high attack power.
- The move is stunnable by a Dark Knight via the Stun spell (not tested with other methods or /drk)
- Clones can be de-spawned by sac method or killed quickly by melee jobs.
- Brd sac puller preferred because of hymnus.
- Use Diaga on SL but make absolutely sure all the clones are up. Otherwise it will only hit SL and recast on diaga may be an issue.
- Shadow Lord can do this move back to back and its recommended to have the Rdm cover after a sac pull just in case.
- It is recommended no Bard songs are being performing during the Summon Shadow as it may draw hate from person attempting to sacrifice him/herself to get rid of them.
- If the clones are alive, during a special ability of the Shadow Lord, they will do the same so it is advised to dispose of them as soon as possible.
- Summons clones much more frequently during the last 20% of his HP.
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Special Abilities
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Passive Traits
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The Shadow Lord uses certain abilities/weapon skills based on whether using a single sword or a two of them.
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- Only used with 2 Swords, deals extreme physical damage (1400+ to drk)
- Absorbed by 2 Shadows
- Soma Wall: Absorbs physical damage and restores HP equivalent to the damage taken. This ability lasts 30 ~ 45 seconds and melees should disengage/face away while it is in effect. Duration of the ability can be seen with the orbs in his armor. Normally they are purple but during this ability, they will glow red. Once they return to purple, continue your attack.
- Spell Wall: Absorbs magical damage and restores HP equivalent to damage taken. This ability lasts 30 ~ 45 seconds and magical damage should be avoided while in effect.
- Cross Smash: Cone damage with additional effect "Defense Down".
- Vicious Kick: Single target damage with additional effect "Paralyze".
- Also uses weapon skills that have a Dispel effect.
- Doom Arc does 300~700 damage with extreme knock-back effect after a short dialogue and inflicts a 10 second Doom.
- Implosion inflicts Max HP Down and does 200~500 damage to party members within the area of effect.
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- Highly resistant to magic damage and weapon skills such as Atonement and Spirits Within.
- Melee damage is resisted, but only very slightly.
- Moderate evasion but pizza/sushi recommended.
- Slow II and Elegy are highly recommended.
- Is immune, or highly resistant to all forms of Paralyze, Gravity, and Bind.
- Most of his moves are stunnable. Recommended to bring a at least one stunner for Spawn Shadow.
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Physical Qualities
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Magical Qualities
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- While switching from 1 sword to 2 and vice versa, he becomes invincible for about 10 seconds.
- Seems to rage at 20~25% of hit-points left, using weapon skills and job abilities not used earlier in the fight.
- Hate deteriorates very rapidly during the fight, causing placement shifts frequently. Hate is reset each time he swaps weapon modes. Voking too soon after he shifts appears to have little/no effect, suggest waiting a second or two after the animation finishes.
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Further Notes
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- All party members that plan on entering this mission must have this Campaign Op active.
- There is a 30 minute time limit for the battle.
- Buffs and Tactical Points do not wear off upon entry.
- Holy Water is strongly recommended highly as the Shadow Lord has a Doom weapon skill called Doom Arc.
- Recommended to make a Holy Water macro to spam. /item "Holy water" <me>
- Most of the Shadow Lord's weapon skills and job abilities can be absorbed by shadows. Therefore Blink tanking is highly recommended.
- Uses weapon skills that can hit for 400~1700 damage to a Paladin with no shadows.
- Trioable by 3 level 75 players with the right setup.
- Very easy solo with a high Item level.
(see testimonials)
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