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Consolidation of Sortie NM Info
Bismarck.Radec
Server: Bismarck
Game: FFXI
Posts: 132
By Bismarck.Radec 2023-10-27 21:16:20
Edit2: I'd also like to rule out that "NMs spawn anywhere and then follow a path". So many times I have seen the Fomor spawn in the WAR WHM THF room and it remains there for the rest of the run. It doesn't take a set path when it spawns there. It just sits in that crowd indefinitely. I've also seen this happen when it spawns in the north PT rooms. Have also seen this happen with the Bhoot, but only if it spawns in the Corse room.
I can't say I've replicated all of the behaviour you've seen, but the whm war thf and corse rooms are the ends of the path I'm suggesting for D and B. The NM stays there because the roaming is completed.
Just finished a run now, and all 4 upper NMs were found in those end-of-path rooms at 10mins left.
The drawn arrows may be unclear on that point, I'm not suggesting Obdella can stop in the north fomor room, it just joins the arrow continuing to acuex from there. Likewise, Deleterious won't stop near C but continue up to West of D.
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Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4311
By Cerberus.Kylos 2023-10-27 21:26:51
It surprises me that SE would go to the effort of making NMs switch behaviours like this. Several times, I have seen NMs either roaming away from, or outright leaving these "destination" rooms. This roam completion thing doesn't feel right to me, although I cannot say that I have triggered all NMs early in a run and then left them alone til the end, except for the Fomor, and that's only because it spawned in that WHM WAR THF room.
Cerberus.Natsuhiko
Server: Cerberus
Game: FFXI
Posts: 189
By Cerberus.Natsuhiko 2023-10-27 21:37:17
It surprises me that SE would go to the effort of making NMs switch behaviours like this. Several times, I have seen NMs either roaming away from, or outright leaving these "destination" rooms. This roam completion thing doesn't feel right to me, although I cannot say that I have triggered all NMs early in a run and then left them alone til the end, except for the Fomor, and that's only because it spawned in that WHM WAR THF room.
I think it's more "en-route" versus endpoint behavior myself. The places I see them staying at the most are the ends of the arrows.
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Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4311
By Cerberus.Kylos 2023-10-27 21:49:40
Cerberus.Natsuhiko said: »It surprises me that SE would go to the effort of making NMs switch behaviours like this. Several times, I have seen NMs either roaming away from, or outright leaving these "destination" rooms. This roam completion thing doesn't feel right to me, although I cannot say that I have triggered all NMs early in a run and then left them alone til the end, except for the Fomor, and that's only because it spawned in that WHM WAR THF room.
I think it's more "en-route" versus endpoint behavior myself. The places I see them staying at the most are the ends of the arrows.
Possibly, although twice I have seen the Leech in that corridor east and south of the WHM WAR THF fomor room. And it was definitely not heading north. No idea where it was going... but I remember being so annoyed the first time, because I had been looking for ages. I'd given up looking, and then bumped in to it while looking for the Fomor.
Several instances of NMs leaving their "destination" rooms, or going the opposite direction of the arrows on that map, tells me it's not as black & white as some may believe. Maybe some of the spawns act in this way, and others don't? But I can't outright prove that without hard evidence. These are just observations.
By Seun 2023-10-28 00:32:37
Several instances of NMs leaving their "destination" rooms, or going the opposite direction of the arrows on that map, tells me it's not as black & white as some may believe. Maybe some of the spawns act in this way, and others don't? But I can't outright prove that without hard evidence. These are just observations.
Seconded, though I should note that Leech and Deleterious are the common rule breakers.
The map has an arrow pathing the leech south toward A gate(/heal for chest). The line splits the corridors, but I have personally seen the leech path down both the left and right ramps.
Somewhat related from an older thread, but at least the deleterious doesn't have memory of it's 'route'. I've been in situations where the deleterious is surrounded and would be impossible to pull. If you pull anyway and kite until you shed aggro, the adds will path back to their normal patrols. The deleterious on the other hand almost seems to be given a completely new assignment. It will sometimes break away from the adds and wander off to another route or patrol.
I've used this 'trick' numerous times to avoid having to find other objectives to complete while I'm waiting for deleterious to path to a safer place to pull.
Also had a few runs where deleterious showed on widescan but was likely overlap from another map. He appears on scan in the middle of a longer room filled with fomor, but he's not there.
Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4311
By Cerberus.Kylos 2023-10-28 00:50:19
Several instances of NMs leaving their "destination" rooms, or going the opposite direction of the arrows on that map, tells me it's not as black & white as some may believe. Maybe some of the spawns act in this way, and others don't? But I can't outright prove that without hard evidence. These are just observations.
Seconded, though I should note that Leech and Deleterious are the common rule breakers.
The map has an arrow pathing the leech south toward A gate(/heal for chest). The line splits the corridors, but I have personally seen the leech path down both the left and right ramps.
Somewhat related from an older thread, but at least the deleterious doesn't have memory of it's 'route'. I've been in situations where the deleterious is surrounded and would be impossible to pull. If you pull anyway and kite until you shed aggro, the adds will path back to their normal patrols. The deleterious on the other hand almost seems to be given a completely new assignment. It will sometimes break away from the adds and wander off to another route or patrol.
I've used this 'trick' numerous times to avoid having to find other objectives to complete while I'm waiting for deleterious to path to a safer place to pull.
Also had a few runs where deleterious showed on widescan but was likely overlap from another map. He appears on scan in the middle of a longer room filled with fomor, but he's not there.
I have also seen this happen with the Fomor NM. It was hanging around in the "destination" room. I pulled, but got a major link, so I hit the floor, because I was still fairly new to Sortie and running away did not come to mind. My friend was there, but kept sneak/inviz up so he wouldn't aggro.
After going down, the adds went back to the room, but the NM turned the other way and began walking down the corridor instead. I got back up and did my best to recover while he held it on COR. When I was unweak we finished it off. I found it bizarre, but also very helpful, lol.
Asura.Rekcuf
Server: Asura
Game: FFXI
Posts: 219
By Asura.Rekcuf 2023-10-28 10:11:06
i need 90k!! points and i have 2 key entries i think id need a 3rd run T.T
Server: Asura
Game: FFXI
Posts: 158
By Asura.Splendid 2023-10-30 10:44:12
If you’re constantly getting blue procs on Aita and he doesn’t Vivisection at 3 minutes how long do you typically have before he will absolutely do it? Does anyone know for sure?
I had a run the other day where we definitely didn’t kill him fast enough and around 6 minutes he just went on a Vivisection party. People would get up and he would do it over and over. Also how would you handle changing the entire party’s weather on SCH without sacrificing damage? I did a run where I maintained light arts the entire time to handle accession weather changes and it went well. The following run I did the same thing and it seemed like we didn’t have enough damage. Both times the other SCH and the GEO were doing Bolster. The BLM Vido’ed etc.
How do you know exactly when he’s going to TP? I’ve experienced times where we were mid skillchain and he swapped to the opposite element and we would get agons. Is it safest to do one volley then wait?
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 1715
By Carbuncle.Maletaru 2023-10-30 11:47:07
I've never noticed Vivi being delayed by proccing him, typically if we got to 3 minutes without killing him, he Vivi'd us and killed us (or we had to run away/time RUN JA).
He will continue doing Vivi over and over until someone survives it, then he will wait 3 minutes (I believe this timer starts right after he uses it) so a wipe pretty much ends your chances, unless you have a really long DOT on him and can fully recover before re-engaging. Maybe others have plans to recover, we usually just move on and call it a loss.
For weather changes, when we had 2 SCH we would have 1 ride light arts the whole time for weather changes. Depending how many people are casting (is your GEO nuking?) you could just do single weathers, with the weaker SCH doing the BLM first then himself, and the other SCH immediately doing his own weather, no Accession required.
The reason you didn't have enough damage was probably because of some buff/debuff missing, were these the same players?
Knowing when he's going to TP depends a little bit on your rolls, gearsets, how many people are nuking, is the RUN engaged, etc. but I found that we could get 1 SC for sure, second SC was pretty sketchy. This was with no MNK roll, that might change things quite significantly as other groups I've seen go MANY SCs between element changes. If you stick with the same buffs, players, and strategy you should be able to get a feel for it. Choose to take as many/few risks as you'd like. TBH with our setup I usually waited for the element change to be safe, since we have plenty of time once we got it down.
This is all from memory though as I haven't been doing mage setup for a while now.
Server: Shiva
Game: FFXI
Posts: 694
By Shiva.Alistrianna 2023-10-30 16:20:52
Triboulex's Light damage counter resets after each Setting The Stage. The damage of the next Setting The Stage also increases by 1000.
If he has used Setting The Stage and you wipe, he will open with Setting The Stage on the person who re-aggro's him if they are in range of the move regardless of how much time passed.
Ragnarok.Narce
Server: Ragnarok
Game: FFXI
Posts: 12
By Ragnarok.Narce 2023-10-30 22:51:30
Shiva.Alistrianna said: »Triboulex's Light damage counter resets after each Setting The Stage. The damage of the next Setting The Stage also increases by 1000.
If he has used Setting The Stage and you wipe, he will open with Setting The Stage on the person who re-aggro's him if they are in range of the move regardless of how much time passed.
Added this, thanks!
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 2450
By Carbuncle.Nynja 2023-10-31 21:49:23
On the topic of Botulus, I think its more than just "50% damage from behind", and holding hate for Y duration is absolutely a factor. Failed to get chest with SAM and DRK pingponging it. I made sure every WS was from behind, but no one held hate for any substantial amount of time.
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By drakefs 2023-11-01 10:31:50
On the topic of Botulus, I think its more than just "50% damage from behind", and holding hate for Y duration is absolutely a factor.
Not sure about the duration requirement. I think it may be more along the lines of not doing damage while going above x% of hate vs the "tank".
We have had our tank die while killing him and if we do not stop damage, ie. someone else starts tanking it and we continue damaging it, we miss the chest some of the time. It doesn't seem to matter if the tank dies at 80% or 40%. If we stop damage, raise the tank and let them re-aggro, we have got the chest 100% of the time.
Ragnarok.Narce
Server: Ragnarok
Game: FFXI
Posts: 12
By Ragnarok.Narce 2023-11-03 12:12:45
I'm starting to lean towards this as well. My LS usually has two groups running, with one using a PLD. The group with a PLD never has issues with this, while the other group used to have some problems. Initially we thought this may be due to skillchains, but even removing that as a factor it wasn't consistent. After changing to one DD holding aggro while the others use Sanguine Blade and Leaden Salute from the rear until about 40%, and making sure it's killed with a WS from the rear, there hasn't been an issue. I've updated the post with what I believe to be the most accurate information as of right now.
Ragnarok.Narce
Server: Ragnarok
Game: FFXI
Posts: 12
By Ragnarok.Narce 2023-11-13 23:43:38
A list of weapon skill combos for bosses would be a nice addition, but require lots of input/configurations.
Ex. Gartell: WAR Impulse, DRK Fimb, BRD Savage, RDM Black Halo
It’s probably the number one question on each boss in PUGs
After shuffling around jobs and members in order to get two groups going for Sortie, I'm starting to understand just how useful this information would be. If people could post weapon skills they use for their bosses in order to make elements and/or avoid them, it would be great information to add.
A/E bosses (avoids skillchains with water element; most of these can go together to make Light):
Savage Blade, Upheaval (w/Aeonic), Black Halo, Victory Smite
C/G bosses (avoids skillchains with dark element; most of these can go together to make Light):
Savage Blade, Black Halo, Last Stand (w/Aeonic), Upheaval, Victory Smite
B/F bosses (doesn't make any skillchains unfortunately, but at least avoids making thunder and wind):
Victory Smite, Resolution, Savage Blade, Exenterator
Server: Asura
Game: FFXI
Posts: 374
By Asura.Dexprozius 2023-11-14 00:45:13
Isn't it:
---A/E, simple light skillchain with as long a multi step as possible, melts to fire and earth damage, so its safest do to the light path to avoid hitting it with Darkness (which contains water damage that would heal/enrage it)
---C/G, Spam highest damage weaponskills as fast as possible to avoid his TP drain move/debuffs threatening a 3minute wipe. You could coordinate a skillchain that is light based which avoids healing him sure... but more often than not wouldnt that lower your dps or have people over 1k risking getting wiped to 0?
---B/F, Wasn't this always Spam High damage Darkness skillchains on him to Blue !! proc him and force him to switch hands/prevent him from gaining permanent tiers of SDT + Atk boost? Maybe I'm misunderstanding this guy's mechanics....
---D/G, Spamming highest damage WS's, Avoiding skillchains specifically to avoid hitting him with the wrong element, as you'll have one of the party members watching his TP moves specifically to slap him with the counter element to proc him to maybe weaken Vivisection and delay his buildup of SDT
I could be wrong on this one, my static hasn't done him with a Melee comp yet... but he's fully resistant to Light and Dark so it also dis-incentivizes you from creating big skillchains.
By SimonSes 2023-11-14 02:17:01
but he's fully resistant to Light and Dark so it also dis-incentivizes you from creating big skillchains.
When you do Light or Darkness it will use element, which is the least resisted by target (weakest resist rank). So Light skillchain will be absorbed when Aita is in fire or thunder modes (since then fire or thunder is lowest resist rank), but if Aita is in for example earth mode, Light skillchain will do wind damage and will be very effective, so it's possible to just do Light skillchains for earth/water/ice modes and Darkness sc for fire/thunder modes on Aita.
There doesn't appear to be a really solid one-stop spot for a lot of the intricacies of Sortie, so I figured I'd put some things I know, ask for information on the things I don't know, and do by best to maintain this information:
Shards/Metals: Shards are used to access the area A-D's NM through the Diaphanous Gadget for that area, and are gained by defeating 3 non-NMs in those areas while fulfilling certain criteria in areas A, C, and D, and 5 in area B. Defeating another 3 or 5 for the respective area rewards you with the Metal for that area, which will make the NM beyond the Diaphanous Gadget easier to defeat.
Basement Bosses (E-H): These bosses all gain successive damage mitigation to a weapon skill when that weapon skill was the most recent weapon skill that damaged it (Ex: Jinpu > Jinpu > Jinpu would give the boss damage mitigation to Jinpu on the second and third weapon skills. Fast Blade > Burning Blade > Fast Blade would not do this, because there is another weapon skill between the use of Fast Blade and Burning Blade). This mitigation does not go away when another weapon skill is used, and it can gain multiple instances of resistance to multiple weapon skills.
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Sector A:
Use a spell targeting a non-NM Abject enemy to defeat it. Magic blood pacts do not count for this purpose. Do this 3/6 times to obtain the Shard/Metal, respectively.
Boss A: Ghatjot
Absorbs water element damage (including from skillchains), which severely increases his offensive strength. Recommended that you avoid using weapon skill that can cause Reverberation/Distortion/Darkness.
Metal: Changes Ghatjot's Taint effect from his moves into Poison.
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Sector B:
Use a weapon skill that targets a non-NM Biune prior to defeating it. Do this 5/10 times to obtain the Shard/Metal, respectively.
Boss B: Leshonn
Will start off with either a Thunder effect on one hand, or a Wind effect on the other, correlating to him being in Thunder mode or Wind mode, respectively. Avoid doing damage of the matching element, as this will both heal him and strengthen him. Gains roughly 5% -Damage Taken after using an unnamed attack. Elemental damage and skillchains of the opposite element can proc blue !!, each time counteracting one of his unnamed attack's -DT boost, and has a chance to disable the elemental aura. Avoiding weaponskills that can make Fragmentation or Light is ideal, especially in favor of making Darkness.
Thunder Mode:
Uses Zap, an AoE move that will copy a debuff from itself to all players it hits. It's best to avoid potent debuffs due to this. Will change to Wind Mode when he uses Undulating Shockwave.
Wind Mode:
Uses Chokehold, an AoE move that steals a buff from every player it hits, but this effect can be prevented with WHM's Asylum. Will change to Thunder Mode when he uses Shrieking Gale.
Metal: Prevents the Stun and Gravity effects from Leshonn's melee attacks.
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Sector C:
Perform a magic burst on a non-NM Cachaemic enemy before defeating it. Do this 3/6 times to obtain the Shard/Metal, respectively.
Boss C: Skomora
Absorbs darkness damage. Ideal to avoid Darkness skillchains, especially in favor of light. Light damage from spells and skillchains will weaken his Setting the Stage attack that he will use 3 minutes into the fight, each time he receives light damage. Repeatedly casting Dia or Cure on him is a way to quickly stack this kind of damage on him if you are concerned about the fight reaching the three minute mark.
Metal: Changes the Haunted effect from Skomora's abilities into Curse.
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Sector D:
Perform a four-step skillchain on a non-NM Demisang enemy before defeating it. Do this 3/6 times to obtain the Shard/Metal, respectively.
Boss D: Degei
Has an elemental type and subsequent weakness depending on his most recently used TP move (he does not have a Wind mode):
Flaming Kick - Fire, weak to Water
Flashflood - Water, weak to Thunder
Icy Grasp - Ice, weak to Fire
Eroding Flesh - Earth, weak to Wind
Fulminous Smash - Thunder, weak to Earth
Use magic of the elemental weakness to proc blue !!. The magic does not need to deal damage; things like Threnody can proc it. When he changes modes, he gains roughly -5% Damage Taken until he is procced, and will retain this buff if he uses another TP move prior to being procced.
Avoid making skillchains with the element of his current mode, as this both heals and strengthens him. Because there are so many modes, it's impossible to stick to either light or dark skillchains, as he can heal from either depending on his mode. Melee can either watch the mode and be careful to not make a skillchain at the inappropriate time, or synchronize their weaponskills so they don't make skillchains together.
Uses Vivisection after three minutes, which generally will defeat any players in range. Proccing blue !! will delay this ability. Unsure if you can delay it longer than an additional 30 seconds through this method, or how long of a delay each proc gives.
Metal: Prevents status effects from Degei's TP moves.
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Sector E:
Defeat Esurient Botulus using the following criteria to obtain Sector E's Metal:
UNVERIFIED:
Doing ALL of this will get you the plate, but I'm uncertain as to which particular steps are necessary, or if it's perhaps a certain number of them have to be completed. Below is what I feel works, but I would appreciate feedback so there can be solid information available regarding this.
I believe the requirement is that Esurient Botulus must retain aggro on one target for an undetermined amount of time, or perhaps while taking a certain percentage of damage. My experience is that you will not get the chest if Botulus is constantly changing focus to different players.
Some things I can't verify or disprove:
Do a majority of the damage with weaponskills from behind. Skillchain damage does not count as weaponskill damage.
Party members must be within 10 distance when Esurient Botulus is defeated.
Defeat Esurient Botulus by using a weaponskill from behind.
Do a majority of the damage from behind.
Things I believe have been disproven:
All party members must have generated enmity on Esurient Botulus.
Slimy Proposal is an AoE charm that is often resisted by at least one person. It's highly recommended you have someone on stun duty to stop this move. Aside from the spell stun, Light Shot and WSs that stun work very well.
Boss E: Dhartok
Absorbs water element damage (including from skillchains), which severely increases his offensive strength. Recommended that you avoid using weapon skill that can cause Reverberation/Distortion/Darkness.
Attacks and TP moves can inflict Poison or Taint, depending on whether you have the E Metal. Clobbering Wave and Noyade will deal massive amounts of damage to players that are poisoned or have taint, so remove it if possible.
Metal: Changes Dhartok's Taint effect from his moves into Poison.
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Sector F:
Defeat Fetid Ixion after breaking its horn for Sector F's Metal.
I currently have no reliable information on how to do this, but it seems there are people that are capable of doing this consistently. Any information would be appreciated.
UNVERIFIED:
Repeatedly perform physical weaponskills from the front when Fetid Ixion is under 30%. Personally I have not been able to have any success doing this, even solo using unbuffed, low damage, multi-hit critical weaponskills repeatedly.
Boss F: Gartell
Will start off with either a Thunder effect on one hand, or a Wind effect on the other, correlating to him being in Thunder mode or Wind mode, respectively. Avoid doing damage of the matching element, as this will both heal him and strengthen him. Gains roughly 5% -Damage Taken after using an unnamed attack. Elemental damage and skillchains of the opposite element can proc blue !!, each time counteracting one of his unnamed attack's -DT boost, and has a chance to disable the elemental aura. Avoiding weaponskills that can make Fragmentation or Light is ideal, especially in favor of making Darkness.
Gartell will begin summoning Gyve after 3 minutes. I also believe that dealing matching elemental damage to his current mode can trigger this to start happening earlier, but would like some verification if possible. They will be either Thunder or Wind, and easily distinguished by the color. They will inflict a Shock or Choke effect, as appropriate for the element of the Gyve, that does just under 300 damage/tic, but can be removed. If these are summoned, it's best to move out of range of it.
Thunder Mode:
Uses Zap, an AoE move that will copy a debuff from itself to all players it hits. It's best to avoid potent debuffs due to this. Will change to Wind Mode when he uses Undulating Shockwave.
Wind Mode:
Uses Chokehold, an AoE move that steals a buff from every player it hits, but this effect can be prevented with WHM's Asylum. Will change to Thunder Mode when he uses Shrieking Gale.
Thunder and Wind Mode:
Gartell can go into a mode where he has both elements active at the same time. I don't have any solid information regarding this.
Metal: I have no information as to how this metal impacts the fight with Gartell, but I would speculate at a minimum it at least prevents Stun and Gravity.
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Sector G:
Defeat Gyvewrapped Naraka for Sector G's Metal. There does not seem to be any special requirement needed beyond this, though it's possible the condition is just so trivial that you're all but guaranteed to meet them during a normal fight, regardless of setup. I'd be interested in knowing if anyone has ever defeated this and NOT gotten the metal. It does have some nasty TP moves, but is easily stunned. Having someone on Flat Blade duty for this is very effective.
Boss G: Triboulex
Absorbs darkness damage. Ideal to avoid Darkness skillchains, especially in favor of light. Light damage from spells and skillchains will weaken his Setting the Stage attack that he will use 3 minutes into the fight, each time he receives light damage. Repeatedly casting Dia or Cure on him is a way to quickly stack this kind of damage on him if you are concerned about the fight reaching the three minute mark.
Triboulex's Light damage counter resets after each Setting The Stage. The damage of the next Setting The Stage also increases by 1,000.
If he has used Setting The Stage and you wipe, he will open with Setting The Stage on the person who re-aggro's him if they are in range of the move regardless of how much time passed.
Creates fetters on the person with enmity matching either a Fire, Ice, or Water element:
Fire: Amnesia for 10 seconds and Burn -10 HP/tic INT -23 for 30sec.
Ice: Paralyze and Frost -10 HP/tic AGI -23 for 30sec.
Water: Poison -30 HP/tic and Drown -10 HP/tic STR -23 for 30 sec.
The tank can stand slightly over 5 distance away, with melee slightly over 5 distance away on the opposite side, allowing them to stay out of the aura range of the fetters, at the expense of potentially making AoE healing a little more difficult if there is no support between the two to target with AoE healing.
Metal: Changes the Haunted effect from Triboulex's abilities into Curse.
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Sector H:
Defeat Haughty Tulittia using the following criteria to obtain Sector H's Metal:
UNVERIFIED:
Defeat Haughty Tulittia after doing over 50% damage with indirect damage by using AoE spells and weapon skills targeting other enemies. Personally, I've only been able to get this to work once.
Defeating Haughty Tulittia after doing an unknown number of weapon skills has been proposed as a method, but I've not seem any information regarding this, nor tried it myself.
Any information from people who are able to reliably obtain this would be appreciated.
Boss H: Aita
Has an elemental type and subsequent weakness depending on his most recently used TP move (he does not have a Wind mode):
Flaming Kick - Fire, weak to Water
Flashflood - Water, weak to Thunder
Icy Grasp - Ice, weak to Fire
Eroding Flesh - Earth, weak to Wind
Fulminous Smash - Thunder, weak to Earth
Use magic of the elemental weakness to proc blue !!. The magic does not need to deal damage; things like Threnody can proc it. When he changes modes, he gains roughly -5% Damage Taken until he is procced, and will retain this buff if he uses another TP move prior to being procced.
Avoid making skillchains with the element of his current mode, as this both heals and strengthens him, as well as cause him to use Vivisection prior to the 3 minute mark. Because there are so many modes, it's impossible to stick to either light or dark skillchains, as he can heal from either depending on his mode. Melee can either watch the mode and be careful to not make a skillchain at the inappropriate time, or synchronize their weaponskills so they don't make skillchains together.
Under 50%, begins using elemental fetters of his current elemental alignment on random characters with enmity. These fetters have a wide range (at least 20; I'm not certain if it's beyond that), and will put elemental status ailments on players that do over -200/tic. Using panacea to remove this is advisable to help lessen the load on your healers.
Uses Vivisection after three minutes, which generally will defeat any players in range. Proccing blue !! will delay this ability. I'm unsure if you can delay it longer than an additional 30 seconds through this method, or how long of a delay each proc gives if so.
Metal: I have no information as to how this metal impacts the fight with Aita, but I would speculate at a minimum it at least prevents status effects from his TP moves.
=====
Aminon:
I haven't attempted Aminon and have nothing to personally contribute to this. If someone wants to give information regarding the fight I will add it.
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