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Sinister Reign!
Serveur: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-08-07 03:18:15
~ WARNING! ADOULIN SPOILERS AHEAD! SCRAM IF YOU CAN'T DEAL WITH THAT! ~
I can't begin to describe how much I love this new event. The ease of getting into it, the challenge and chaos of the fights themselves, and the very satisfying reward system make this, to date, probably the best event they've ever made. Anyway...
SINISTER REIGN!
Prerequisites:
You can participate if you've beaten all Seekers of Adoulin Missions and viewed the final cutscenes. Again, this means there are spoilers if you haven't progressed in the missions.
Getting Started:
You need 3-6 people in your party to enter. Trusts cannot be used. In Ra'Kaznar Inner Court, by the entrance to the Turris (BC), there is a new Home Point and NPC named Malobra. After an introductory CS, you can purchase an entry KI for 5k bayld. All party members need this KI to enter. You can get KIs and re-enter as often as you want.
Let's Get Down to Business!
You will be fighting in 3 rounds against random good guy NPCs from Adoulin Missions, one at a time. Of these 3 rounds, there are 3 possible enemies you can face. The content level is 130, and I'd consider it roughly as challenging as Vagary. If you lose, you get nothing. If you win, speak with Malobra for your rewards; more on that further down.
General Tips:
- Seeing as this is content level 130, you will want some form of buffs and a good amount of accuracy/magic accuracy.
- Most of these enemies specialize in magic attacks, and most are focused on a single element. Melees would be best going /RUN.
- Hate reset is a common theme as well, so plan accordingly.
- Like most content, focusing your strategy on either melees or on mages is your best bet.
- Many enemies here have attacks adding Dispel, Silence, or Amnesia. I'm having a hard time keeping track of what each individual move does since there are a ton that are new.
- In each fight, I've included which Rune/Barspell to better manage these enemies.
THE BATTLES!Adoulin Character Spoilers ahead! ROUND 1:Arciela & Ygnas --- Ingrid --- Darrcuiln
ARCIELA & YGNAS:
- Ygans need not be killed, he will automatically fall when Arciela does. His HP is very low (maybe 30k?), but he does have a self-healing move that recovers around 7k HP.
- Ygnas will weaponskill anytime Arciela does.
- Arciela herself functions almost identically to the trust. Seems to have a few perks like added effect: stun, flash.
- Apparently less resistant to Light/Wind/Thunder/Fire during her Light phase, and less resistant to Dark/Ice/Earth/Water during her Dark phase.
- Will not give chase and can only deal magic damage (most of which is Light).
- As a RDM, has some MDB traits.
- Uses RDM spells including enfeebles, buffs, and tier V nukes.
- Rune: Tenebrae. Barspells: Barfire/amnesia.
INGRID:
- Most aggressive of the Round 1 bosses.
- Uses Divine nukes, Judgement, Realmrazer, Flash Nova, as well as a unique aoe Drain/Amnesia move. Can cast Haste 2 and also has a self-buff move called Self Aggrandizement.
- As a WHM, has some MDB traits.
- The only boss in the whole event who uses regular melee swings, and interestingly, has counter.
- Rune: Tenebrae. Barspells: Barfire/Amnesia.
DARRCUILN:
- Of most significance is his move called Stalking Prey, which does 10.0' aoe hate reset and terror. Most of his other moves are wind-based and largely inconsequential.
- Poorest magic evasion of all bosses, mages do exceptionally well against him.
- Appears to have the highest physical evasion of all bosses.
- Likely considered a Beast.
- Rune: Gelus or Flabra. Barspells: Baraero or Barstone.
ROUND 2:Rosulatia --- Teodor --- Morimar
ROSULATIA:
- Is assisted by 3 vines, which use normal melee attacks, can travel, and use enfeebles (often Bind/Gravity). Vines will WS simultaneously if given TP.
- Vines die automatically when she is killed, though they will not respawn if killed. They have estimated 20k HP and can be slept consistently.
- Rosulatia herself uses all earth attacks, including her regular attacks and various nukes. She also can cast Break.
- Baneful Blades is a powerful % based attack (50% max HP?).
- Dryad's Kiss with dialogue erases all bad status and gives her Haste and Regain.
- Wildwood Indignation transfers all negative status to the target; be careful to not use powerful helixes, Impact, Elegy, etc.
- Infected Illusion is directional Charm, which also resets hate even if you avoid it.
- Matriarchal Fiat is hate reset + damage.
- I recall Bind as a status from regular attacks.
- Poorest physical evasion of all bosses.
- Likely considered a Plantoid.
- Rune: Flabra. Barspells: Barstone/Petrify.
TEODOR:
- Coolest NPC in the game. You and your friends will never be as cool as Teodor.
- Regular attacks can Dispel, Silence, Drain.
- Can cast tier V nukes and Impact.
- Likely considered Undead.
- Uses Start From Scratch to remove all debuffs and gains a dark aura, as well as a large number of shadows (like Colkhab/Muyingwa; aoe won't strip). He can use this move even when not debuffed (or possibly, it is triggered by GEO bubbles as well).
- Frenzied Thrust is physical conal + dispel.
- Sinner's Cross is strong physical aoe + bind.
- Open Coffin is single target dark attack + bio.
- Ravenous Assault is aoe drain.
- Hemocladis is a powerful dark attack with amnesia, when aura is up. Aura goes down if he uses it.
- Seems to possess a native MDT, mages have observed reduced damage, not including frustration from his shadows.
- Slightly higher physical evasion than most other bosses.
- Rune: Lux. Barspells: Barfire/Amnesia or Barwind/Barsilence.
MORIMAR:
- Poorer physical/magic evasion/defense than most other bosses, but posses powerful weaponskills. Very dangerous to be in range of WSs without serious protection.
- Regular attacks seem to be all physical; one of them cuts your TP in half, one has bind.
- Camaraderie of the Crevasse is hate reset, and many buff dispel, and TP reset.
- Arduous Decision is aoe physical, with added silence.
- Vehement Resolution clears all his debuffs and gives him a steaming rage aura. Seems to give him some regen and possibly improved double attack.
- Into the Light, extremely powerful physical aoe attack. If a double attack procs, he can easily kill melees not wearing defensive gear.
- 12 Blades of Remorse, used only with rage aura. I forget what this one does, sorry.
- Rune: Ignis I suppose. Barspell: Barblizzard.
ROUND 3:Super Arciela --- August --- Sajj'aka
SUPER ARCIELA:
- Significantly stronger than her round 1 version; Magic evasion skyrockets and all of her normal attacks and WSs have been turned into aoe attacks. Knockback, Terror, Paralyze, Amnesia, and Bind are among her frequent bad statuses from attacks and WSs.
- Apparently less resistant to Light/Wind/Thunder/Fire during her Light phase, and less resistant to Dark/Ice/Earth/Water during her Dark phase.
- Most threatening of all, she has a move Naakual's Vengeance, where she will summon 1 of the 6 to perform their ultimate attack (Incinerating Lahar, Marine Mayhem, Timberrrr, etc) and then leave. She herself will remain perfectly still until the Naakual has left.
- Party members keeping their distance should be ready to run close if she calls the shark (there is a good amount of time). Melees and tanks may need to call out if they're bound.
- Naakuals (except Hurkan and Yumcax) can be stunned.
- Bring Holy Water/Cursna for Timberrrr.
- Her Amnesia move also adds Terror and crazy knockback.
- Rune: Tenebrae. Barspells: Barfire/Amnesia for melees, and you might want Barthundera for mages in case of Hurkan.
AUGUST:
- Music change! He uses all of the Alluvion weapons in his regular attacks, which are light based.
- Most physically defensive boss, seems to have the most HP as well.
- Casts Flash, Protect/Shell V.
- Uses Daybreak, where he uses a flute (and he gets so into it!), which deals light damage, clears his buffs, and gives him wings of light.
- With the wings up, he has access to the move No Counter, which deals 9999 damage split conally. DT gear, Scherzo, Earthen Armor, Migawari, and other protections DO NOT WORK to stop this. If he uses this move, unless you have strategically placed party members and/or pets, the target will die and need raising.
- Wings CAN be broken, though no message or signal is given. Not entirely figured out, might be caused by double Darkness SC or possibly some manner of multi-step SC.
- Rune: Tenebrae. Barspell: Barthunder or Barfire, Amnesia.
SAJJ'AKA
- Uses all kinds of divine spells and Dia.
- Some regular attacks are light based, notably the breath from being in front. Not particularly dangerous overall.
- Uses Denounce, which does 90% of your current health, hate reset, and paralyze, with protection methods (Scherzo, etc) being ineffective.
- Hitting him with a dark-based attack (including Aspir for some reason) when he is readying Denounce will stop him and also wound his chest (like in the mission).
- With his chest wounded, Denounce will have half potency. If he uses Heavens' Grace, he will heal himself and fix his chest.
- Considered a Dragon.
- Rune: Tenebrae. Barspell: Barblizzard/Paralyze.
Asura.Neufko
Serveur: Asura
Game: FFXI
Posts: 236
By Asura.Neufko 2015-08-07 03:26:23
Wow, awesome work ! Even in progress. Thanks a lot
Carbuncle.Skudo
Serveur: Carbuncle
Game: FFXI
By Carbuncle.Skudo 2015-08-07 03:44:31
There is a good chance you need more accuracy during later rounds, but I am not certain of increasing evasion there. Generally, you want something around 1260-1300 total accuracy. I don't have exact numbers, but somewhere around there lets me cap hit rate with Taming Sari; swapping to Nibiru Knife C15 makes me drop down to 95%-ish, so I'm actually not overshooting accuracy too much with that.
Spoilered, because content I'm referring to is spoilered, as well.
ARCIELA & YGNAS:
- Recommended to kill Ygnas first, though I haven't checked to see if he needs to die at all. He has significantly less HP than Arciela but can heal himself (and her maybe?). Doesn't seem like he does anything too crazy though.
Ygnas falls to the floor, when you've grounded his sister.
We pretty much just ignore Ygnas. Sometimes, he'd run around and slap people a bit, but most of the time, he'd just stay by his sister's side and whack the tank. To no avail.
ROSULATIA:
- Vines die automatically when she is killed, though I've never tried killing them first to see if they respawn. They can be slept consistently.
They do not respawn when killed. Due to the nature of our setup (no Sleepga/Lullaby), we just kill them. They have somewhere around 20k HP, I'd say.
SUPER ARCIELA:
- Most threatening of all, she has a move Naakual's Vengeance, where she will summon 1 of the 6 to perform their ultimate attack (Incinerating Lahar, Marine Mayhem, Timberrrr, etc) and then leave. She herself will remain perfectly still until the Naakual has left.
If you're rocking with BLMs anyway, you can stun the Naakual (as long as it's susceptible to that to begin with; so don't try on e. g. Hurkan/Cailimh...)
Forum Moderator
Serveur: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2015-08-07 03:49:36
For now,
https://www.bg-wiki.com/bg/Category:Sinister_Reign
Is up to date on the auguments as best as i can. Me, Jeanpaul and a few others have been spamming the content.
[+]
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-08-07 04:04:13
Can you avoid Marine Mayhem by simply stacking on the tank or staying 20+ yalms away?
Forum Moderator
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By Sylph.Shadowlina 2015-08-07 04:33:55
Can you avoid Marine Mayhem by simply stacking on the tank or staying 20+ yalms away?
We were running to it when it pops (your given that much time)
Cerberus.Tidis
Serveur: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2015-08-07 04:36:17
Can you avoid Marine Mayhem by simply stacking on the tank or staying 20+ yalms away?
We were running to it when it pops (your given that much time) That doesn't really answer his question though and it's a fair point, all current versions of mayhem kill people within 5-20 yalms so if it still works that way, wouldn't it be easier for the backline to run outside 20 yalms rather than run within 5?
[+]
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-08-07 04:39:46
Yeah that was exactely my point Tidis
Additional question: does any of these targets have dispel/dispelga mechanics?
Forum Moderator
Serveur: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2015-08-07 04:51:36
Can you avoid Marine Mayhem by simply stacking on the tank or staying 20+ yalms away?
We were running to it when it pops (your given that much time) That doesn't really answer his question though and it's a fair point, all current versions of mayhem kill people within 5-20 yalms so if it still works that way, wouldn't it be easier for the backline to run outside 20 yalms rather than run within 5?
They Consistantly spawn in the middle of the BC, you can't run 20" from the center in the BC, only 17~18"
[+]
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2015-08-07 05:01:27
You can get KIs and re-enter as often as you want Mind blown.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-08-07 05:01:53
Oh, I assumed they spawned in the current position of Arciela.
Makes sense I guess.
Any more detail on possible dispelling mechanics?
Forum Moderator
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Posts: 6115
By Sylph.Shadowlina 2015-08-07 05:49:29
Oh Just, because i have done it with BSTs, For ROSULATIA, her Adds can be killed and they wont respawn.
I've also observed for wave 1 Arcelia, she also has En-Dia too, but thats just from Healing Jeanpaul.
It might be Ygnas, it might be Arcelia
Carbuncle.Skudo
Serveur: Carbuncle
Game: FFXI
By Carbuncle.Skudo 2015-08-07 05:50:58
The only dispel thing I can remember come from Arciela v2 (round 3) and Hurkan/Kumhau with Static Prison and Glassy Nova respectively. And August (?) has a TP move that is a full dispel. I don't know if it's single target or conal, but it is not full AoE, iirc.
Also, you can pull away mobs to the edge, which makes e. g. Sajj'aka's Denounce a lot more manageable, because you have room to stand in where you're not hit. Summoned Naakuals might be summoned in the centre of the arena, but they move towards Arciela to drop the TP move on the one with hate.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-08-07 05:58:34
I *** hate dispel.
Dispel should be deleted from the game files.
[/rantover]
Thanks for the data, guys.
Forum Moderator
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Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2015-08-07 06:09:50
I don't think i can say i've ever seen Arcelia V2 herself use dispel, only from Glassy Nova from Kumhau. Also, Teodor also Dispels buffs, at least it's on one of his weaponskills.
But with /statusparty on. it's not hard as a WHM to find whats missing and remove.
Asura.Sechs
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Game: FFXI
Posts: 10068
By Asura.Sechs 2015-08-07 06:23:32
as a whm, no. But it's the bane of every 4song BRD and greatly reduces the efficiency of having a Carnwenhan /cry
Forum Moderator
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By Sylph.Shadowlina 2015-08-07 06:44:14
as a whm, no. But it's the bane of every 4song BRD and greatly reduces the efficiency of having a Carnwenhan /cry
Oh yeah i feel ya.
But i Suppose for Sajj'aka.... unless your spamming Darkness skillchains, i don't think it'll work to bring a Melee set up
Asura.Sechs
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Game: FFXI
Posts: 10068
By Asura.Sechs 2015-08-07 06:48:43
But wouldn't BRD be still useful for the tank, for even a single DD, to ballad the mages, to lullaby adds, debuff the targets etc?
Forum Moderator
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By Sylph.Shadowlina 2015-08-07 07:06:26
I guess, i mean, I've only ever done it with BST party and a Mage party, of which only the mage we had the BRD in. Jeanpaul will be better to ask, seeing as he was our tank.
Forum Moderator
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By Sylph.Shadowlina 2015-08-07 07:34:58
Just did the August fight with JPs, i know a few were asking about the validity of stacking on the BG forums.
Here.
Unless you have Capped HP, you will die.... so.... ya know....
Lakshmi.Rooks
Administrator
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Game: FFXI
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By Lakshmi.Rooks 2015-08-07 07:54:50
[+]
Caitsith.Mahayaya
Serveur: Caitsith
Game: FFXI
Posts: 3341
By Caitsith.Mahayaya 2015-08-07 08:21:27
Is it physical or magical? Curious if Bulwark can nullify it.
Forum Moderator
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By Sylph.Shadowlina 2015-08-07 08:24:53
Caitsith.Mahayaya said: »Is it physical or magical? Curious if Bulwark can nullify it. I don't quiet know....
I mean if a run is taking 9998 damage and a PLD is taking 9999... I don't see a difference.
Cerberus.Avalon
Serveur: Cerberus
Game: FFXI
Posts: 1214
By Cerberus.Avalon 2015-08-07 08:43:33
Sajj'aka's Denounce is such a punk move, but we did fine recovering quickly from it. That being said though, you need a fast and responsive WHM to react quickly to that and other nasty moves.
We did a few Sinister runs last night with 2 RNG's and a COR and everything went fine. I'm curious to see how BST fare also.
As with most everything now days, Sinister Reign seems to be yet another end-game scenario in which ranged attack is ideal.
So far I've landed Divinity and Enticer's legs.
Carbuncle.Skudo
Serveur: Carbuncle
Game: FFXI
By Carbuncle.Skudo 2015-08-07 09:00:35
As with most everything now days, Sinister Reign seems to be yet another end-game scenario in which ranged attack is ideal.
Ideal as in?
I don't know, unless I'm really stupid, I don't die being the single melee DD out there. Sure, it's a bit more work for the healer, but honestly, I rather have 8-10 minute runs where the healer has to work a bit more (I'm not talking about 200 heartbeats per minute "a bit more", because damage taken is pretty low on most things) than 11-13 minute runs where the healer might as well afk, too.
To put it in perspective: "Do 4 runs, have time for a 5th one."
Forum Moderator
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Posts: 6115
By Sylph.Shadowlina 2015-08-07 10:01:37
As with most everything now days, Sinister Reign seems to be yet another end-game scenario in which ranged attack is ideal.
Ideal as in?
I don't know, unless I'm really stupid, I don't die being the single melee DD out there. Sure, it's a bit more work for the healer, but honestly, I rather have 8-10 minute runs where the healer has to work a bit more (I'm not talking about 200 heartbeats per minute "a bit more", because damage taken is pretty low on most things) than 11-13 minute runs where the healer might as well afk, too.
To put it in perspective: "Do 4 runs, have time for a 5th one."
I Agree, i also feel as if a RNG run has potential to go wrong...
At least with DD's i suppose on Sajj'aka, darkness skillchains will help.
BUT Every NM uses Amnesia, thats why it's a frustrating fight for Beastmasters.
Cerberus.Avalon
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Game: FFXI
Posts: 1214
By Cerberus.Avalon 2015-08-07 10:13:30
Hmm, no. Nothing went wrong last night with RNG's other than random deaths from learning all the new NM TP moves.
The only time we really had a falling out was when we fought Rosalatia + her 3 plant minions for the first time. It was a little chaotic until we figured out to kill off the adds first.
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By Sylph.Shadowlina 2015-08-07 10:30:31
The only time we really had a falling out was when we fought Rosalatia + her 3 plant minions for the first time. It was a little chaotic until we figured out to kill off the adds first.
I think those are immune to light based sleeps. A bard i was with earlier, could not land sleep. But another group SCH AoE Sleep was fine.
Cerberus.Avalon
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Posts: 1214
By Cerberus.Avalon 2015-08-07 10:31:14
The only time we really had a falling out was when we fought Rosalatia + her 3 plant minions for the first time. It was a little chaotic until we figured out to kill off the adds first.
I think those are immune to light based sleeps. A bard i was with earlier, could not land sleep. But another group SCH AoE Sleep was fine.
:o that's good to know!
Siren.Akson
Serveur: Siren
Game: FFXI
Posts: 2172
By Siren.Akson 2015-08-07 10:33:22
Quote: AUGUST- With the wings up, he has access to the move No Counter, which deals 9999 damage split conally. DT gear, Scherzo, Earthen Armor, and other protections DO NOT WORK to stop this. Used PLD, NIN, SMN, x2 GEO, WHM. Tank died and Miga up w/ no shadows 9999 dmg. So neither does Migawari.
~ WARNING! ADOULIN SPOILERS AHEAD! SCRAM IF YOU CAN'T DEAL WITH THAT! ~
I can't begin to describe how much I love this new event. The ease of getting into it, the challenge and chaos of the fights themselves, and the very satisfying reward system make this, to date, probably the best event they've ever made. Anyway...
SINISTER REIGN!
Prerequisites:
You can participate if you've beaten all Seekers of Adoulin Missions and viewed the final cutscenes. Again, this means there are spoilers if you haven't progressed in the missions.
Getting Started:
You need 3-6 people in your party to enter. Trusts cannot be used. In Ra'Kaznar Inner Court, by the entrance to the Turris (BC), there is a new Home Point and NPC named Malobra. After an introductory CS, you can purchase an entry KI for 5k bayld. All party members need this KI to enter. You can get KIs and re-enter as often as you want.
Let's Get Down to Business!
You will be fighting in 3 rounds against random good guy NPCs from Adoulin Missions, one at a time. Of these 3 rounds, there are 3 possible enemies you can face. The content level is 130, and I'd consider it roughly as challenging as Vagary. If you lose, you get nothing. If you win, speak with Malobra for your rewards; more on that further down.
General Tips:
- Seeing as this is content level 130, you will want some form of buffs and a good amount of accuracy/magic accuracy.
- Most of these enemies specialize in magic attacks, and most are focused on a single element. Melees would be best going /RUN.
- Hate reset is a common theme as well, so plan accordingly.
- Like most content, focusing your strategy on either melees or on mages is your best bet.
- Many enemies here have attacks adding Dispel, Silence, or Amnesia. I'm having a hard time keeping track of what each individual move does since there are a ton that are new.
- In each fight, I've included which Rune/Barspell to better manage these enemies.
THE BATTLES!Adoulin Character Spoilers ahead! ROUND 1:Arciela & Ygnas --- Ingrid --- Darrcuiln
ARCIELA & YGNAS:
- Ygans need not be killed, he will automatically fall when Arciela does. His HP is very low (maybe 30k?), but he does have a self-healing move that recovers around 7k HP.
- Ygnas will weaponskill anytime Arciela does.
- Arciela herself functions almost identically to the trust. Seems to have a few perks like added effect: stun, flash.
- Apparently less resistant to Light/Wind/Thunder/Fire during her Light phase, and less resistant to Dark/Ice/Earth/Water during her Dark phase.
- Will not give chase and can only deal magic damage (most of which is Light).
- As a RDM, has some MDB traits.
- Uses RDM spells including enfeebles, buffs, and tier V nukes.
- Rune: Tenebrae. Barspells: Barfire/amnesia.
INGRID:
- Most aggressive of the Round 1 bosses.
- Uses Divine nukes, Judgement, Realmrazer, Flash Nova, as well as a unique aoe Drain/Amnesia move. Can cast Haste 2 and also has a self-buff move called Self Aggrandizement.
- As a WHM, has some MDB traits.
- The only boss in the whole event who uses regular melee swings, and interestingly, has counter.
- Rune: Tenebrae. Barspells: Barfire/Amnesia.
DARRCUILN:
- Of most significance is his move called Stalking Prey, which does 10.0' aoe hate reset and terror. Most of his other moves are wind-based and largely inconsequential.
- Poorest magic evasion of all bosses, mages do exceptionally well against him.
- Appears to have the highest physical evasion of all bosses.
- Likely considered a Beast.
- Rune: Gelus or Flabra. Barspells: Baraero or Barstone.
ROUND 2:Rosulatia --- Teodor --- Morimar
ROSULATIA:
- Is assisted by 3 vines, which use normal melee attacks, can travel, and use enfeebles (often Bind/Gravity). Vines will WS simultaneously if given TP.
- Vines die automatically when she is killed, though they will not respawn if killed. They have estimated 20k HP and can be slept consistently.
- Rosulatia herself uses all earth attacks, including her regular attacks and various nukes. She also can cast Break.
- Baneful Blades is a powerful % based attack (50% max HP?).
- Dryad's Kiss with dialogue erases all bad status and gives her Haste and Regain.
- Wildwood Indignation transfers all negative status to the target; be careful to not use powerful helixes, Impact, Elegy, etc.
- Infected Illusion is directional Charm, which also resets hate even if you avoid it.
- Matriarchal Fiat is hate reset + damage.
- I recall Bind as a status from regular attacks.
- Poorest physical evasion of all bosses.
- Likely considered a Plantoid.
- Rune: Flabra. Barspells: Barstone/Petrify.
TEODOR:
- Coolest NPC in the game. You and your friends will never be as cool as Teodor.
- Regular attacks can Dispel, Silence, Drain.
- Can cast tier V nukes and Impact.
- Likely considered Undead.
- Uses Start From Scratch to remove all debuffs and gains a dark aura, as well as a large number of shadows (like Colkhab/Muyingwa; aoe won't strip). He can use this move even when not debuffed (or possibly, it is triggered by GEO bubbles as well).
- Frenzied Thrust is physical conal + dispel.
- Sinner's Cross is strong physical aoe + bind.
- Open Coffin is single target dark attack + bio.
- Ravenous Assault is aoe drain.
- Hemocladis is a powerful dark attack with amnesia, when aura is up. Aura goes down if he uses it.
- Seems to possess a native MDT, mages have observed reduced damage, not including frustration from his shadows.
- Slightly higher physical evasion than most other bosses.
- Rune: Lux. Barspells: Barfire/Amnesia or Barwind/Barsilence.
MORIMAR:
- Poorer physical/magic evasion/defense than most other bosses, but posses powerful weaponskills. Very dangerous to be in range of WSs without serious protection.
- Regular attacks seem to be all physical; one of them cuts your TP in half, one has bind.
- Camaraderie of the Crevasse is hate reset, and many buff dispel, and TP reset.
- Arduous Decision is aoe physical, with added silence.
- Vehement Resolution clears all his debuffs and gives him a steaming rage aura. Seems to give him some regen and possibly improved double attack.
- Into the Light, extremely powerful physical aoe attack. If a double attack procs, he can easily kill melees not wearing defensive gear.
- 12 Blades of Remorse, used only with rage aura. I forget what this one does, sorry.
- Rune: Ignis I suppose. Barspell: Barblizzard.
ROUND 3:Super Arciela --- August --- Sajj'aka
SUPER ARCIELA:
- Significantly stronger than her round 1 version; Magic evasion skyrockets and all of her normal attacks and WSs have been turned into aoe attacks. Knockback, Terror, Paralyze, Amnesia, and Bind are among her frequent bad statuses from attacks and WSs.
- Apparently less resistant to Light/Wind/Thunder/Fire during her Light phase, and less resistant to Dark/Ice/Earth/Water during her Dark phase.
- Most threatening of all, she has a move Naakual's Vengeance, where she will summon 1 of the 6 to perform their ultimate attack (Incinerating Lahar, Marine Mayhem, Timberrrr, etc) and then leave. She herself will remain perfectly still until the Naakual has left.
- Party members keeping their distance should be ready to run close if she calls the shark (there is a good amount of time). Melees and tanks may need to call out if they're bound.
- Naakuals (except Hurkan and Yumcax) can be stunned.
- Bring Holy Water/Cursna for Timberrrr.
- Her Amnesia move also adds Terror and crazy knockback.
- Rune: Tenebrae. Barspells: Barfire/Amnesia for melees, and you might want Barthundera for mages in case of Hurkan.
AUGUST:
- Music change! He uses all of the Alluvion weapons in his regular attacks, which are light based.
- Most physically defensive boss, seems to have the most HP as well.
- Casts Flash, Protect/Shell V.
- Uses Daybreak, where he uses a flute (and he gets so into it!), which deals light damage, clears his buffs, and gives him wings of light.
- With the wings up, he has access to the move No Counter, which deals 9999 damage split conally. DT gear, Scherzo, Earthen Armor, Migawari, and other protections DO NOT WORK to stop this. If he uses this move, unless you have strategically placed party members and/or pets, the target will die and need raising.
- Wings CAN be broken, though no message or signal is given. Not entirely figured out, might be caused by double Darkness SC or possibly some manner of multi-step SC.
- Rune: Tenebrae. Barspell: Barthunder or Barfire, Amnesia.
SAJJ'AKA
- Uses all kinds of divine spells and Dia.
- Some regular attacks are light based, notably the breath from being in front. Not particularly dangerous overall.
- Uses Denounce, which does 90% of your current health, hate reset, and paralyze, with protection methods (Scherzo, etc) being ineffective.
- Hitting him with a dark-based attack (including Aspir for some reason) when he is readying Denounce will stop him and also wound his chest (like in the mission).
- With his chest wounded, Denounce will have half potency. If he uses Heavens' Grace, he will heal himself and fix his chest.
- Considered a Dragon.
- Rune: Tenebrae. Barspell: Barblizzard/Paralyze.
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