Kamihr Drifts Delve Map

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Kamihr Drifts Delve Map
 Asura.Felgarr
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By Asura.Felgarr 2014-05-27 05:16:22
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I personally hate how SE creates content difficulty through confusion. If you were having trouble navigating Kamihr Drifts Delve, here is a map a friend found yesterday before our run:


http://saitahiraita.blog.shinobi.jp/

I wish I spoke Japanese, otherwise, I would provide an accurate translation.
 Carbuncle.Sisko
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By Carbuncle.Sisko 2014-05-27 08:44:52
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It links to a map of Outer Ra'Kaznar
 Valefor.Psykopat
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By Valefor.Psykopat 2014-05-27 08:46:36
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Try to go like 2 pages down ^^;
 Carbuncle.Sisko
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By Carbuncle.Sisko 2014-05-27 08:51:16
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Omg :) I stoped scrolling down at the schoolgirl with backpacks

Awesome map, thanks.
 Carbuncle.Killkenny
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By Carbuncle.Killkenny 2014-05-27 09:55:54
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If you aren't able to learn the zone within a few attempts you probably don't have the mental capacity to navigate using a map anyway.
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 Lakshmi.Zerowone
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By Lakshmi.Zerowone 2014-05-27 11:06:21
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The Japanese is the same strategy that we used as a 6 man the first week it came out, except they are using 2 Samurais and a Monk in place of 2 Rangers and a Paladin.

The author of blog is advocating the log out method of having a Bard pull agro of the lesser monsters to the camp areas then logging out and logging back in before the NM is killed. This is so that the adds despawn and you dont waste time fighting adds. You can do something similar with Summoners if you don't prefer that method since you do run the chance of locking the bard out if the NM is killed before they log back in.

First pull is NM 1, then they pull NM2 down from the right path to where NM1 was fought. The DD group pulls the NM off the bard while they lullaby the adds and log out or just simply die.

After NM2 is defeated you have the bard pull the mobs while the party follows. The group should be following the left wall from where they fought the first NMs eventually coming to the clearing to camp/fight NMs 3 and 4. The bard repeats the sleep and then log out method.

From this clearing, after defeating NMs 3 and 4, you head towards the area NM4 was pulled from. Follow the right wall, you will be passing through opo opo's and tigers. Ideally you want to pull NM5 and the train of lesser mobs all the way down to the dead end where a Ram is located. You just keep following the right wall until you come to said dead end, the bard will take the left path towards Uthux allowing for the main party to fight Mirka in the safety of the dead end area.

After Mirka is dead you just go up the ramp and follow the right wall through the dead tree tunnel where Uthux is located.
 Cerberus.Spirachub
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By Cerberus.Spirachub 2014-05-27 11:21:27
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Lakshmi.Zerowone said: »
The author of blog is advocating the log out method of having a Bard pull agro of the lesser monsters to the camp areas then logging out and logging back in before the NM is killed. This is so that the adds despawn and you dont waste time fighting adds. You can do something similar with Summoners if you don't prefer that method since you do run the chance of locking the bard out if the NM is killed before they log back in.


Just wanted to add, adds don't despawn, they just walk back to their spawn point. So you need to make sure your team isn't at somewhere in their path back to spawn point or it might get a bit messy. But yes it's the common strat for the JPs and it's def. very useful on megaboss so the bard isn't weakened on death pull and can help support better.
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