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  • Solo'd as Rdm 85/whm41 using some meds for mp killed via nuking amd sabotuer poison 2 + bio 3 and running out of range of spells. Keeping it paralyzed and addled is recommended as it has high fast cast. Died once did mudslide as i rested lol had rr up continued to dot till unweak and continued to nuke .. Carry panaecas or w/e after mudslide as will remove all that debufs it afflicts you with. You can try to cast erase on your self and hope it removes Mag def down but if it dosnt stonega with bar stone up will do 2300+. 2 rdm hat + Sam dropped 0/3 now on stone ~Takein~
  • I've gone 1/4 on killing this nm. the make or break point of this thing is his Mud Stream move. Even though i've fought this monster 4 times I don't know what triggers this draw~in move (its not distance.... he will draw in even if your close to him and i've seen players get out of melee distance and it still wouldn't draw in those players). If something is triggering him to use draw in the key to this fight is to figure out what triggered it and to prevent it from happening. If the move is random then the only way to win this fight is to live tho that move (by stuning it or otherwize). Batboy267 02:40, September 13, 2010 (UTC)
  • Seems to draw in at roughly every 20% hp
    • Not true as we only saw a single Draw In/Mudslide


  • Duod by an 85 RDM/WHM and an 85 BLM/WHM with some skill. Brung Echo drops for silencga. Stayd apart from eachother to prevent getting eachother killed by GA spells. Was very easy to escape the casting of his nukes via staying at the furthest distance from nuking range. However, his silencega and graviga are not escapable due to his very high fast cast. Near 80%, 60%, 40%, and 20% BLM stood by prepared to cast stun after getting drawn in. It was not exactly at his 80% that he used draw in (he actually wound up doing it at 73%), so stand by even at 82% hp just to be safe and DO NOT start casting something else until you get drawn in and stun him (or you'll be sorry). BLM stood by with stun ready while RDM nuked and kept up debuffs. When it got to 22% he did drawn in and suprised us both, which got us killed from not being prepared. Luckely we both had RR up and finished him off. Went in with 120 minutes, he was dead by 81 time remaining. I recommend going /sch for reraise AND accession > erase incase you get drawn in and could'nt stun it. Nothing dropped. ;_; (By: YukiYuki Sep. 14th 7:00a.m 2010)
  • Duo as Blm/Whm Blm/Whm in not in same party until last bit 1 blm keep it DoTed and nuke and run away from spells if he gets killed by mud stream the second blm takes over while first unweakens take a few deaths but easy win. (By: Cantsee Sep. 15th 2010)


  • Easy duo as RDM/SCH and BLM/RDM, just killed it twice with a few deaths but not much trouble. The strategy used was the same as Yukiyuki's strategy above. The RDM did most of the damage (DoT and nukes) while I was focusing on stunning right after Draw-In. That stun isn't too difficult if you're prepared for it. If you miss the stun, there may be deaths but it's ok as long as you have RR on, you can continue. I also nuked when I could (at the beginning, and right after a Draw-in mainly), with Water V and Freeze II. I didn't try Aero V since I thought he would maybe resist it (since he also casts Wind spells). He has some magic damage resistance, my spells only did about 1k damage (3%). Just a few important additional notes :
    • First, he can draw in pretty far from the 20% marks (80%, 60%, 40%, 20%), whether it is in advance or late. For example, once he only did his first Draw-in at about 65%.
    • Also, he may draw in more than 4 times during a fight. I think he may gain the ability to draw in whenever he wants when under 20% hp. During our last fight, he drew us in twice while we were finishing him (so in total he did that move 6 times during the fight). Stunner should be ready for that.
    • Last but very important : If he goes unclaimed, he may depop VERY fast. We wasted one fight because of that. He went unclaimed at about 58% for some reason (maybe RDM went a bit far away for Convert), and a couple of seconds later, he depopped on us! So be extremely careful. It only happened to us once (he did go unclaimed a couple of times but only depopped once), but now we're rushing to reclaim him if he goes yellow (which made me miss a few Mud Stream stuns since i was running to cast Bio on it >< )

I hope this helps. As for drops, we killed it twice (+1 lost NM ;_;), and got 1 stone and 2 SAM seals... --Soily 12:18, September 25, 2010 (UTC)

  • Very easy duo fight with a NIN/DRK and WHM/RDM. Only used Draw In once and successfully stunned. Fought 3 times in a row each fight lasting 12-15 minutes IT DID NOT USE IT EVERY 20% IT USED IT ONCE THE WHOLE FIGHT AT 3% 20% THEORY IS FALSE. If anything its a normal TP move that has a cool down and fights took long enough to use it every 20%ish. But with only a Ninja on it it used it ONCE like i said at 3%. One of the other times was still <10% and the last try it didn't even do it! Seriously its not %based. Kalila 20:47, September 28, 2010 (UTC)
  • Very easy duo as 85 SAM/NIN and RDM/WHM. Mudstream usage seemed random, but wasn't really an issue just watch out for the Tier IV ga spells afterwards (seems to do it almost everytime afterwards), he has pretty bad acc with a semi-eva setup (uncapped eva, +24 eva from gear) and Paralyze was proc'ing a lot. Gonna try again with WHM and stuns next time since its rather annoying if he uses a ga spell after Mudsteam. - Aynna Caithsith

Mud Stream usage

Pallid Percy does not use Mud Stream every ~20%, at least not exclusively. I have seen him use it as early as 95% of his health or within 5% life of the last time he used it. It didn't seem to use Mud Stream while no one was in casting range(~30 yalms). Also seems to have some form of fastcast.


From my experience soloing this NM on RDM/SCH, Draw In + Mud Stream is used as a TP move when no one is in melee range and Percy attempts to use its TP. Noticed while watching a MNK solo tank it with support that it never used Draw In and used other Worm TP moves like Sandspin instead. Logically this means the best method to fight it at range is to TP starve it with Blood Pacts and high TP/MP ratio spells like AM2 and -aga3 from BLMs.--Aiyana-Bahamut 17:15, September 25, 2010 (UTC)

Think it may have been a glitch, but on TWO seperate pops when we were spamming it every 3 minutes as a LS, he would use draw-in (multiple times) even though everyone was in melee range (including mages).

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