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Goblin Ambuscade V1
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 3,084
By Carbuncle.Maletaru 2022-07-20 15:34:21
The fact that they don't aggro and chase after you is the glitch, imho. I believe it only works with Spontaneity, because the spell goes off instantly. Normally if you engage any of them, they rest come after you.
The "glitch" or whatever you want to call it with the other gobbies not chasing you is not consistent, at least in my experience though. It's hit-or-miss and can't be relied upon, though it's nice when it does happen.
Bismarck.Indigla
Serveur: Bismarck
Game: FFXI
Posts: 345
By Bismarck.Indigla 2022-07-20 16:11:23
My guess was the Don isn't quite placed in agro range and is the only one that matters. So unless the Don is looking at the Rav or Death while buffing them he won't know to agro when bind happens. Probably wrong idk. Doesn't really matter either way, if you're quick about the binds using Spont you can bind the Rav right after and move Don to a safe position along the wall regardless.
By Draylo 2022-07-24 08:43:56
By cramerb535 2022-08-02 09:24:20
Hoping someone can help with some V1E spam ideas for a tri-box setup. I am first wondering if 3 master pup would do well on this ambuscade? Thinking Each can peel a goblin away and dps them down? Also have other setups such as BLU, WHM, and WAR. Tried E on this setup and have a tough time with the AOE and keeping the goblins separated. Appreciate any suggestions!
Also forgot to mention I can clear V2 VD very fast but only 300 hallmarks per does not seem very efficient but E V1 is longer fight so trying to figure out a good strategy
Phoenix.Teorem
Serveur: Phoenix
Game: FFXI
Posts: 28
By Phoenix.Teorem 2022-08-02 17:44:22
Two fresh PUP99s can each hold the Ravager and Deathbringer easily using the 0JP turtle tank setup, with the robot tanking the Deathbringer possibly needing 1-2 oils. Two master PUPs should not have any problems at all using the sharpshot tank and will deal decent damage while you're working on the Don.
Run in with the third char (who has summoned the trusts) and aggro the Don; Deploy the robots on the Ravager and Deathbringer, one on each. Pull the Don out of group to remove its aura and engage to start working on it. Retrieve the robot on either mule, and redeploy it on the add away a short distance to drop the rest of the auras. I lock target on the two PUPs to the adds initially to make them easier to manage as I alt-tab between windows. The robot on the Deathbringer might also need a Maintenance if it's petrified early by Break, after which the Deathbringer can lose hate and come running back towards the Don and restore the auras.
Once the adds are set, the PUPs can leave them and engage the Don to help kill it faster and absorb bomb damage. /DNC on the mules was nice for Haste Samba and steps.
The third char can be anything that can survive the AM wheel during Manafont, if you're tanking. If you're relying on Valaineral to tank he'll quickly Provoke when you engage the Don, and you can immediately disengage after this to prevent him from using Uriel Blade to hit everything. Trusts had problems keeping him alive during Manafont on Normal (Easy was fine), but something like Magic Fruit would probably help there.
On Normal, 100JP NIN using aeonic, 2 brand-new PUPs (turtle tank), and Yoran + Arciela + Koru was taking me about 15 minutes at first. Another set of chars on near-master NIN using aeonic, 2 master PUPs (sharpshot tank), and Sylvie + Arciela + Koru was taking me about 7 minutes. This was with no outside buffs in Mhaura.
I didn't find D worth the extra time or effort for a 3-box, but would be interested in hearing other strategies that didn't have issues with D/VD. I also couldn't get the VD solo BLU strategy using Regurgitation/Subduction to work consistently. Further, the "solo" strategy simply didn't seem to work with mules at all, as the goblins would never lose hate.
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Asura.Hya
Serveur: Asura
Game: FFXI
Posts: 328
By Asura.Hya 2023-03-28 11:46:03
Bumping thread since we are seeing Goblins again next month. Looks like no additional changes to it this time around. Should be just as straightforward and even easier with more gear/RP than we had in July.
Serveur: Bahamut
Game: FFXI
Posts: 21
By Bahamut.Autherius 2023-03-28 22:46:30
Bumping thread since we are seeing Goblins again next month. Looks like no additional changes to it this time around. Should be just as straightforward and even easier with more gear/RP than we had in July.
I was holding my breath waiting for "Adjusted to fully resist Bind and Gravity"
Asura.Eiryl
Serveur: Asura
Game: FFXI
By Asura.Eiryl 2023-04-03 00:59:33
Nothing changed. That's unexpected. Easy money.
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Cerberus.Darkvlade
Serveur: Cerberus
Game: FFXI
Posts: 204
By Cerberus.Darkvlade 2023-04-03 07:35:08
Nothing changed. That's unexpected. Easy money.
Best news from this Update
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By Pantafernando 2023-04-28 13:45:08
This strat is still viable?
For something like E
By Pantafernando 2023-04-28 16:23:37
Yeah, idk if my gear is extremelly crap (and its) but gravity didnt last enough to make this anything bearable.
I was having better with my wallmart SMN conduiting, but then that random gob appeared and tossed 3k on me.
Whats the deal with that dude? BG says it appears every 50 secs but that doesnt seems like what happens in the fight at all.
Is that shared with people in range?
By Dodik 2023-04-29 05:56:13
BG says it appears every 50 secs but that doesnt seems like what happens in the fight at all.
Is that shared with people in range?
There's two gobs. One appears every 50sec (N and below) and the other is on D and above and is summoned by the Don, idk how often.
The 50sec one does 6k dmg split by characters in range. So keep everyone bunched together. Kill the Don quickly so it doesn't become an issue.
By Pantafernando 2023-05-06 08:45:42
Can a get a 5 lines review how to best do last min ambuscade V1?
Thanks in advance
Asura.Vyre
Forum Moderator
Serveur: Asura
Game: FFXI
Posts: 16,047
By Asura.Vyre 2023-05-06 08:55:51
Can a get a 5 lines review how to best do last min ambuscade V1?
Thanks in advance Very Easy?
Tank Trust, Support Trust x2, Healing Trust x2 (AOE heals big+)
Kill left/blue goblin -> red goblin -> The Don Goblin
Don't bother splitting them up.
Higher difficulty? Saboteur + Spontaneity Bind side goblins, kill The Don Goblin.
By Pantafernando 2023-05-06 08:58:00
There is no order in this?
Asura.Vyre
Forum Moderator
Serveur: Asura
Game: FFXI
Posts: 16,047
By Asura.Vyre 2023-05-06 08:59:50
There is no order in this? If you keep them separate by far enough distance, they don't get their buffs, so the order begins with The Don, and then the other two aren't bad to deal with.
Trick is reapplying the bind or whatever, from what I read. idk
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Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-03-27 09:27:36
Ambu for April.
Gotta see if this still works
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Serveur: Cerberus
Game: FFXI
Posts: 1,885
By Cerberus.Shadowmeld 2025-03-27 09:47:34
It still worked the last time this one was up.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-03-27 09:48:58
I know but sometimes they change stuff so that it no longer works. There is something about the way they coded these goblins that is buggy.
By buttplug 2025-03-27 11:09:40
Serveur: Fenrir
Game: FFXI
Posts: 1,441
By Fenrir.Richybear 2025-03-27 11:19:37
DON'T TELL ME HOW TO PLAY!!!
By meylee 2025-04-04 09:22:57
Ran VD a bit this morning. super easy.
PLD/PLD/WHM/GEO/BRD/SAM.
BRD lullaby the incentre
Sam provoke the don
PLD's each flash a goblin and run off to either side of the room. Self sustain.
SAM 4 steps the Don to death, brd/geo/whm stack on them. Will get 1-2 bomber spawns, hurt but not to to bad, never at risk of wipe as long as your stacked (6k needles).
Once don is dead kill ravager > Deathgringer > incanter.
Fight takes around 2-3 minuets.
Looks like a lot of flexibility in comp. 1 pld could probably hold 2 goblins, and allow for 2 dps. Geo could be swaped for cor, tho extra heals are nice. In the end tried to stick with just sam DPS to make skill chaining easier.
Serveur: Odin
Game: FFXI
Posts: 6
By Odin.Leonbelmont 2025-04-04 11:12:25
Normally how I've done this fight in the Past is PUP(sub WAR), BRD, COR, SCH(RDM or WHM also works), DDx2
Robot tanks one of the goblins PUP main tanks the other but just within healing range of the healer(20-21 yalms) in full PDT set(3 x Nyame/2x Mpaca mix is fine) BRD sleeps BLM and everyone zergs the Don, after everyone assists the pup, then kills robots target then finally kill the incanter.
Regen V/Phalanx on the PUP in a phalanx set makes tanking the other goblin pretty trivial sometimes might not even need the occasional heal at all. Depends how fast you kill the don.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-04-04 11:34:30
RDM can bind both WAR+DRK Goblins, effectively removing any need to tank them. Or can Gravity them on another side of the map. Don is a simple zerg, kill BLM, then the 2 Gobs. Really easy month.
By Sylvebits 2025-04-04 16:03:18
Not sure if this has been noted. I know that RDMs have reported spontaneity binds on pull not causing aggro. I’ve been able to replicate this on DRK by binding the right sided gob at 20.1-9 range multiple times, so it might just be a general bug rather then RDM specifically.
Asura.Eiryl
Serveur: Asura
Game: FFXI
By Asura.Eiryl 2025-04-04 16:06:14
It's posted on the page. Just a couple posts up, and the top of the same page.
Valefor.Philemon
Serveur: Valefor
Game: FFXI
Posts: 495
By Valefor.Philemon 2025-04-04 16:31:52
Bind was discussed, but it was postulated that Spontaneity made a difference.
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Cerberus.Kylos
Serveur: Cerberus
Game: FFXI
Posts: 4,584
By Cerberus.Kylos 2025-04-04 18:49:15
I noticed the Goblins aggro by job abilities. Each time I popped Saboteur and Spontaneity while in casting range, they would begin moving, so I starting popping from the corner before running over for the first Bind.
And yes, the bug is still there, but it is not consistent and should not be relied on. Nice when it happens, but it isn't needed.
My group setup was: DDx2 BRD COR RDM WHM
RDM Saboteur + Spontaneity binds the DRK. BRD sleeps Incantor. DD with provoke grabs the WAR and moves it away while RDM runs to it and Binds. Dispel the Don's Ice Spikes with Finale or Dark Shot.
Pretty simple from there. Sometimes the Don can dish out decent damage, so the WHM needs to be ready to Curaga. I'd throw Phalanx II on our strongest DD to help mitigate. Watch out for random enfeebles like Paralyze, Sleep, and Petrify. Kill the Don, Incantor, DRK, and then WAR. If struggling, have the RDM bind the Goblins again and recover.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-04-04 19:33:38
Bind was discussed, but it was postulated that Spontaneity made a difference.
I may have used Spontaneity a long time ago in my original video, but I never mentioned it as the condition to not aggro. I used it because Bind has an lengthier recast time than other spells, so using Spontaneity allows for back to back use of Bind. Doesn't even matter if the glitch fails to activate, you get two Binds off in 5 seconds.
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Figured I'd get this thread rolling.
Fight is against x1-4 Goblin NMs.
Ravager: WAR
Deathbringer: DRK
Don: RDM
____: RUN (haven't done VD yet so haven't seen its name)
Setting: Difficult
Goblins get Aura effects when they are within 20 yalms of each other, which makes the WAR and the DRK hit extremely hard. Aura is dropped when the Goblins are separated. There is also a Furious Bozetto Bomber who spawns in occasionally to use Dirty Bomb, which is magic damage split between the number of people it hits and is almost certainly a one-shot kill if it hits one person.
Having experimented with a variety of setups the best way I have found so far is to bring pet jobs to reduce the damage of Dirty Bomb.
Tank grabs the Don and tanks it in the entry corner. PUP grabs the Deathbringer and tanks next to the right-hand pillar. Other jobs grab the Ravager and get to work on it. PUP runs over to the Ravager to help soak Bomb damage. Here's the thing though, the jobs which kill the Ravager need to be able to take some hits so couple this with needing bodies in range you're looking at 1-2 DRG or BST, a GEO and your healer (SCH, RDM or WHM could all probably do this). PUP needs to keep an eye on their Automaton's HP while it tanks the Deathbringer, as it can still hit rather hard even without its Aura. When the Ravager dies everyone except the tank goes over to the Deathbringer and gets to work on it, then moving on to finish the Don.
Setup used: PLD/PUP/SCH/GEO/DRG/DNC
'Optimal' setup (so far): Tank/PUP/RDM/GEO/DRG/DRG
VD would probably require a second PUP in place of one of the DRG to tank the extra Goblin, the RUN.
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