FFXIclopedia
(Added successful combo/strat)
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**Watch out for buffs and HP as he still uses his AoE [[Crystalline Flare]] once again between 50% HP and death.
 
**Watch out for buffs and HP as he still uses his AoE [[Crystalline Flare]] once again between 50% HP and death.
 
**MP was just fine with [[Refresh]] and [[Ballad]]. Don't forget the [[Henchmen Moogles]] can be aspired. --[[User:Patafix|Patafix]] 01:49, 22 July 2009 (UTC)
 
**MP was just fine with [[Refresh]] and [[Ballad]]. Don't forget the [[Henchmen Moogles]] can be aspired. --[[User:Patafix|Patafix]] 01:49, 22 July 2009 (UTC)
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==Successful Setup==
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Using the following setup:: DRG/SAM, SAM/RDM, RNG/SAM, RDM/BLM, WHM/SCH, BLM/RDM
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Samurai "tanked" Riko by the door, with the Dragoon behind and everyone else at range. (Dragoon, after the first time, didn't summon wyvern until we were ready to go... Riko immediately aggroed the first time, causing a partial wipe.) Straight DD until the first 50%, BLM used Sleepga on the adds and DD picked them off one at a time. Lather, rinse, repeat. Third wave of adds, BLM just kept the adds slept while everyone took out Riko. Occasionally needed to slow the DD down to allow mages to recover MP. Use of medicines helped greatly (as did [[Sublimation]]), decently easy fight as long as you pay attention to the rhythm of the fight and keep non-melee at range as much as possible. {{User:JasaniAVA/Sig}} 05:57, 22 July 2009 (UTC)

Revision as of 05:57, 22 July 2009

Flawless Setup

First (English party) win on Bahamut.

  • Set up:
    • Red Mage/White Mage
    • Black Mage
    • Black Mage
    • Bard/White Mage
    • Samurai/Ninja
    • Warrior/Ninja wielding Kraken Club (Not required, any DD can fill either of the 2 DD spots, SAMs preferably)
  • Tanks have no use in this fight. Why? For whatever reason, damage dealing capaibilities are extremely high. Tier 4 nukes do over 3500 damage and Tachi: Gekkos do over 2900 (Rampage can as well but Gekkos in general hit higher). Due to the extreme damage, no tank can possibly hold hate.
  • Reason for 2 BLMs: The main NM does NOT have a melee attack, he only throws bombs. These bombs send you flying, so 1 BLM would be impossible due to the inability to control hate. You MUST have 2 BLMs for this strategy.
  • Similar to the Shadow Lord fight (same arena) you start standing basically face to face with Riko. Do NOT move forward at all upon entering, he's extremely easy to aggro. Theres more than enough room to spread out behind you.
  • There's a 30 minute time limit on fight, and we accomplished it in 19 minutes. Keep in mind, we were rushed because maintenance was almost there (we entered without the full time limit due to maintenance). Take your time to get everyone buffed and rested.
  • Once buffs and resting is complete, ONE blm will open with a Tier 4 nuke. Soon as it lands, the 2 DDs (WAR and SAM in our case) run up the stairs behind where the main NM started and stand by the magicite/altar. Stay there for now.
  • The BLM that had opened with a nuke, start kiting the main NM. The Other BLM then cast a T4 on the NM to draw hate, repeat the bouncing of hate through nuking. During this, the RDM should be adding DoTs to the main NM.
  • @75% He will use a Crystalline Flare (you're drawn in and stunned for quite awhile but not overly life-threatening if you had full hp even if you're a BLM). The BRD and RDM are to curaga to get the mages back up to hate-bouncing.
  • Back to the DDs, if you have not touched the NM in any way and are up the stairs, you won't get drawn in. After he uses Crystalline Flare , DDs should move in and start building tp off of him (he will continue to chase the nuke-bouncing BLMs). Do NOT Weaponskill the main NM, you're building TP for something else.
  • @50% He becomes invulnerable and the melees are auto-disengaged. At the same time 5 BLM enemies, Henchmen Moogles, appear and the main NM runs up the stairs to 2 WHM (invulnerable) enemies who begin curing him, IGNORE THE MAIN NM YOU CANNOT HURT HIM RIGHT NOW.
  • When the BLM enemies spawn, divert all your attention to them and have the BLMs Sleepga 2 them before they get off their -ga spells and wipe the floor with you. DDs, it's your time to shine. Let the slaughter begin. If you're going to use 2hrs on them (i don't suggest it, it's the one thing I would change about the way we did it) only ONE of the DDs should. You'll find out why later. These enemies will go down pretty quickly but you should designate one DD as the assist. BLMs do NOT nuke the minis, they're highly resistant to magic and it's a waste of MP.
  • Eventually, the main NM will come back down the stairs fully healed and the WHM enemies will disappear. Restart the strategy, do exactly what you did the first time you engaged him (minus the being able to open before aggro).
    • @75% he will AoE-Draw In-Stun anyone who has touched him or aided those who have. DDs run in again, etc. Exactly the same as the first time.
    • @50%, again, he will spawn the 5 BLMs and run up the steps. This is why one DD saves their 2hr (though I still recommend you keep if you can and have plenty of time left). Sleepga and zerg the minis again.
  • Ok, the NM will return from his healing position for a third and FINAL time. DDs still go up to the magicite like the last 2 times. This time, the BRD should join them. However, he will not use Crystalline Flare @75% this time. Just stay up there until he's @50% again.
    • Reason to kill minis this time: You don't want them to -aga you after the main NM stunga's you. Easy to avoid by simply picking them off before finishing the fight.
  • At around 60%, the Bard should Soul Voice and buff the DDs. And yet again @50%, he will summon the 5 BLM minis but this time he won't run away, so one BLM will have to continue to kite while the other sleepga's the new minis.
    • He may or may not use his AoE-Draw In-Stun when half the final mini BLMs are dead.
  • Once the DDs have killed ALL of the minis, FULL ATTACK! Go destroy that main NM! Note: He will use his AoE-Stun (with no draw-in this time) move randomly after the 50%, so keep the RDM and BRD within curaga range.
  • BLMs feel free to manafont and go nuts on him. The fight is VERY EASY if you can stick to the battle plan. If for whatever reason you are running low on time, when it comes to the final minis, have the DDs split up, and target different minis, thanks to Soul Voice that will wreck the minis even quicker.
  • Unimportant info: The WAR in our group wasn't on the mission. Everyone but the sam (me) Everyone but the sam (me) wet with the Mage hat. First Anwig Salade with Ranged Accuracy+10 Ranged Attack+5 Haste+3% Snapshot+3!

Successful setup

This fight has been cleared with the following setup : WAR/NIN, MNK/NIN, BLM/WHM, BLM/WHM, RDM/WHM, BRD/WHM.

  • Basically, the strategy is : RDM + BLMs = nuke/kite NM + sleeping adds, WAR + MNK = killing adds, BRD = buff & sleeping adds.
  • The two Black Mage used a timed AMII to start the fight, while the Red Mage prepared himself to cast Gravity in order to kite Riko Kupenreich. The BLMs are the only one who should damage the NM.
    • Melee jobs must stay away from the fight until the adds pop.
  • The Bard is used for Ballad on the mages and to buff the melee jobs while they fight the adds. Bard is also usefull to interrupt the adds with Lullaby.
  • At 50% HP left, five Henchmen Moogles will pop and replace Riko Kupenreich in the fight. They will automatically aggro Riko Kupenreich's previous target. When they reach their target, they'll most likely start to cast a bunch of tier III -ga spells. These adds are easily slept by Lullaby or Sleepga II. When the adds are asleep, the Warrior and the Monk can start killing them one by one. After the adds are dead, the melee should go back to the stairs.
    • The mages should use this time to heal MP.
    • Sometimes, the Henchmen Moogles will start to cast a tier III -ga spell. Use a sleep method (Lullaby can help if the mages are healing) or Stun to interrupt it.
  • After poping the adds, Riko Kupenreich will heal and won't come back until he get 50% of his HP back (meaning if he had 47% left when he started healing, he'll come back at 97%. Not absolutely sure about the exact 50% heal though, might be a few % up or down).
  • The third time you start nuking Riko Kupenreich, he becomes a bit more violent. Try to get everyone (except the BLM who will nuke) as far as possible from the NM when crossing the 50% HP limit in order to avoid the Stun AoE and the add pops. Because yes, being stunned and seeing 5 Henchmen Moogles casting tier III -ga spells on you will kill you. Anyway, this is the hardest part in the fight.
    • Get ready to sleep the adds when they pop, keep in mind it takes a few second to reach them from the stairs and that they start to cast quickly.
  • This time, the melee jobs must take care of the adds while the mages continue to kite/nuke Riko Kupenreich because he won't heal anymore.
  • Continue to nuke the NM until it dies.

Successful Setup

Using the following setup:: DRG/SAM, SAM/RDM, RNG/SAM, RDM/BLM, WHM/SCH, BLM/RDM

Samurai "tanked" Riko by the door, with the Dragoon behind and everyone else at range. (Dragoon, after the first time, didn't summon wyvern until we were ready to go... Riko immediately aggroed the first time, causing a partial wipe.) Straight DD until the first 50%, BLM used Sleepga on the adds and DD picked them off one at a time. Lather, rinse, repeat. Third wave of adds, BLM just kept the adds slept while everyone took out Riko. Occasionally needed to slow the DD down to allow mages to recover MP. Use of medicines helped greatly (as did Sublimation), decently easy fight as long as you pay attention to the rhythm of the fight and keep non-melee at range as much as possible. ~X~ JasaniAVA ~X~ | Talk | Contribs 05:57, 22 July 2009 (UTC)