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Archive for March, 2010

FFXI Guide-3.1.5.Traveling Through Phomiuna Aquedu

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March 31, 2010

Your party/alliance will need Silent Oils/Sneak spell for Slime type mobs. Diremites, Bats
and Fomor (see Fomor Hate) do not aggro. The object of the current CoP mission is to
defeat the mysterious monster the Minotaur and track down an NPC. To find the
Minotaur, your party will have to make its way to position (E-4). Be careful of the Taurus
type mobs by the Wooden Ladders; your party will need to navigate around them and
make sure not to get sight aggro. At (E-4) you will now be on the second map of
Phomiuna Aqueducts. Travel to (J-2) and stop outside the waterway (to your right).


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FFXI Guide-3.1.4.New Monster Types

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March 31, 2010

Unlike the Promyvion areas, you will be able to sneak/invis with some ease through this
area.


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FFXI Guide-3.1.2.Key Jobs

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March 30, 2010

For this area, your party/alliance should have sufficient tanks, healing support (WHM with
Erase and Reraise) and most importantly a THF who can pick locks (Thief Tools). If you
do not have a THF, your party/alliance will have to farm for a few hours to retrieve a
Bronze Key from Fomor to open certain areas of Phomiuna Aqueducts.


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FFXI Guide-3.1.3.Medications

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March 30, 2010

All jobs should bring Holy Water, Reraise Earrings and standard battle foods and
medications.


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FFXI Guide-3.Chapter 2 The Isle of Forgotten Saint

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March 29, 2010

Now that you have defeated all the Promyvion areas, you have access to Lufaise
Meadows, Misareaux Coast and Tavnazian Safehold. There is a nice, long cutscene after
you defeat your last Promyvion battle, and you will be warped to Lufaise Meadows. From
there, you will need to make your way to Tavnazian Safehold. If you are on a job that is
below Level 51 (uncapped), be careful of aggro from the Bugards, Orcs and Giants.
Bugards can be avoided with Silent Oil/Sneak spell while Orcs and Giants can be
bypassed with Prism Powders/Invisible spell. There are two entrances to Tavnazian
Safehold in Lufaise Meadows at (F-10) or (E-8). You may return to Valkurm Dunes by
using the Swirling Vortex at (L-10) or make way to Miseraux Coast (H-7) to access Quifm
Island at the (G-7) Swirling Vortex.
Mission Title Change: The Invitation West.
When you enter Tavnazian Safehold, there will be a cutscene. If needed, there is a
Home Point station at the entrance. To continue the story head south and up the spiral
walkway by the bridge and speak to Depachiaire at (K-10) for another cutscene. After
getting yourself familiar with this area and exploring some of the quests, head down to the
basement area and check the Sewer Entrance for yet another cutscene.
Mission Title change: Distant Beliefs


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FFXI Guide-3.1.Phomiuna Aqueducts

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March 29, 2010

You are now ready for a new capped area called the Phomiuna Aqueducts. This mission
is beyond the Sewer Entrance you had checked earlier for a cutscene.
3.1.1. Preparation
Terrain: Phomiuna Aqueduts
Level Cap: 40
Mob Types: Fomor, Taurus, Slimes, Diremites, Bats
Number in Party/Alliance: 18 person alliance maximum
Time required: 2 hours (including farming).


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FFXI Chains of Promathia Guide-2.5.Completing Chap

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March 29, 2010

After defeating all 3 Promyvion NM’s, you will be warped to Lufaise Meadows for a
cutscene. Congratulations! You have gained access to one of the newer areas and can
continue the CoP storyline!
Author’s Note: Please note that on all BCNM battles that your party should come fully
prepared for multiple fights. If you feel that your party is going to lose, do not bother
expending all consumables and two-hour abilities. Reraise in the Spire, fix the strategy
and try again. You will run into minor bumps here and there, and it is key to be well
prepared for anything to occur. For information on Memory Receptacle positions, please
refer to map sites that have the layout for all the Promyvions.


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FFXI Chains of Promathia Guide-2.4.4.Promyvion Hol

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March 29, 2010

Level Cap: 30
Party Number: 6 maximum
Difficulty: Very Hard
Mob Type: Thinker
Basic Moves: Material Feud- Evasion Boost
Special Moves: Trinary Trap- Steals status effects
Shadow Spread- AoE Curse and Sleep
Promyvion Wind- Dispels any status effects on itself
This NM is much different than its Promyvion counterparts because your party will have to
be very careful when applying buffs. Its special move Trinary Trap will steal any buff it
pleases. This means it can take Protect, Shell, Food, Reraise, etc. With this in mind, it is
strongly recommended that you do NOT use standard buffs/food for melee, as they will be
the primary targets to receive Trinary Trap. Instead, apply useless buffs to everyone.
This can include Bar spells suchs as Barwatera, Baraera, Barsleepra. You can only apply
two buffs, so make sure that they count. In addition to any bar spells, melee should have
Reraise and Utsusemi: Ichi. Apply Poison Potions before engaging (this includes
everyone, so mages bring plenty of MP regeneration items).
Tanks will engage and fight the NM in the standard Promyvion fashion. When the NM
uses Shadow Spread, quickly use Holy Waters to offset the effects of curse. Always keep
Poison Potions activated.
Summoners must be careful when engaging this mob. Summoned avatars are at risk to
be slept. If this happens, simply release the pet.
At 50% life, the Wreaker will begin to use Trinary Trap and Shadow Spread very
frequently. This is time to expend ALL of the anima but not at the same time. Allow for 30
seconds to go by for each anima used. This will ensure that the NM will have a status
ailment for a set amount of time while your party prepares to unleash two-hour abilities. It
is highly recommended to use two-hour abilities on this monster, as it will begin to
absorb/drain HP with Trinary Trap towards the end, when you will not have time to recast
useless buffs upon yourself and the melee party members.


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FFXI Chains of Promathia Guide-2.4.2.Promvyion Dem

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March 26, 2010

Level Cap: 30
Party Number: 6 maximum
Difficulty: Medium
Mob Type: Gorger
Basic Moves: Blinds Target
Special Moves: Spirit Absorption- 200 HP Drain from Single Target
Fission- Call Pet
Promyvion Barrier- Defense Boost to Pets
Enter the BC in the Spire and cast the appropriate buffs for party members. Everyone
should use Reraise Earrings in case things go badly so your White Mage does not have to
waste MP to Raise party members.
Tanks will engage the Propeogater and ranged attackers will pace attacks, pulling hate
when tanks need to use hi-potions or recast Ninja spells. Keep Dark Magic usage to a
minimum, focusing more on elemental attacks. It will take a few tries to find out the NM’s
weakness, but once your magic attackers have figured it out, keep steady damage flowing
on it. This NM hits very slow and its accuracy is not that great, so it should be fairly easy
to find a rhythm.
At about 50% life the Propeogater will begin to spawn pets (mini-Gorger type). Have one
of the party damage dealers focus on a pet, preferably one with blink spells, keeping the
main tank on the NM. If you want to end the battle quickly, you can tell your Summoners
or Black Mages to use two-hour moves to finish off the NM. If you want to keep your twohour
moves, then continue to pace magic damage until the NM is dead. Once you have
defeated the Propeogater, the pets will die. It is recommended that your party members
utilize two-hour moves in most or all of the Promyvion battles because the NM’s tend to
use special moves more frequently when their Hit Points (HP) is low. Use Anima to buy
any time that your melee or mages may need.


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FFXI Chains of Promathia Guide-2.4.3.Promyvion Mea

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March 26, 2010

Level Cap: 30
Party Number: 6 maximum
Difficulty: Hard
Mob Type: Craver
Basic Moves: Murk- Slows Targets
Special Moves: Impalement- Hate Reset, Takes HP down to red.
Carousel- AOE Gravity, Poison, Damage and Hate reset
Enter the BC from the Spire and cast appropriate buffs on your party. Use reraise
earrings.
Tanks engage the Delver and repeat with ranged and melee attacks. The Delver mob hits
very fast so be careful to give your tank appropriate time to use HP potions and recast
blinks. Watch out for Carousel and Impalement, these are both hate reset moves and
Carousel will push your party members back with the added effect: Gravity and Posion
while Impalment will take a targeted member to red HP. Use antidotes quickly, recast any
blink spells and ninja spells to keep party members protected. At about 50% life the
Delver will begin to use Carousel more frequently. This would be a good time to use a
Hysteroanima or a Terroanima to keep the mobs special moves from destroying your
party. It is highly recommended that any rangers, black mages and summoners in your
party use two-hour moves after the NM is below 50% life.


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