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Archive for April, 2010

FFXI Guide-5.3.4.Farming for Coral Crest Keys

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April 26, 2010

5.3.4. Farming for Coral Crest Keys
The first leg of this mission requires that party members farm two Coral Crest Keys. Coral
Crest Keys are dropped by any Fomor on the second map in Sacrarium. The Fomor in
this area are Level 51-58 and a standard Experience Points Party can easily defeat them.
Farm Fomor in a safe spot until two of the keys drop. Escape the Sacrarium, reset Fomor
Hate to zero, and prepare to enter the Sacrarium again.
5.3.5. Sealion’s Crest Key NM Fight: Keremet
Level Cap: 50
Mob Type: Corse
Number in Party/Alliance: 18 person alliance maximum
Difficulty: Medium
Special Moves: Elemental Black Magic
Ancient Black Magic
Charm
Once everyone’s Fomor Hate is reset, enter the Sacrarium and make way to the second
map again. Go to area (L-8) where a hallway of skeletons named Azren Kuba and Azren
Kuguzza (six on each side) lead to a door. If you check the skeletons, they are
Impossible to Gauge. These mobs will aggro yellow HP and will engage any alliance that
provokes the Corse NM Keremet.
The best strategy is to defeat the Azren mobs first before entering the door that leads to
Keremet. They are easily defeated but can be very dangerous in a group of 12, especially
if you are focusing on Keremet.
After you have defeated the Azren mobs it is time to prepare for Keremet. He spawns
past the door and is guarded by Taurus mobs called Tyrannotaurs.
Keremet is a Corse mob, casting powerful Tier 3 Elemental Magic spells and Ancient
Magic such as Freeze. Additionally, Keremet can charm party members, so be careful of
who has hate at all times.
The best strategy is to pull Kermet outside of the spawn room to avoid any True Sight
aggro from the Tyrannotaurs. Buff up party members as usual and cast Reraise.
Keremet has low defense and it is best to defeat him as quickly as possible, stunning any
AoE elemental magic spells that he casts. If he charms a member of the alliance, simply
have a Black Mage or Red Mage cast Sleep spell on the player until Charm wears off or
Keremet is defeated.
The Sealions Crest Key will drop 100% of the time. Make sure that a member of the
alliance that does NOT have a Coral Crest Key lots the item. This will be very important in
the next step through Sacrarium.


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FFXI Guide-5.3.2.Key Jobs

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April 26, 2010

5.3.2. Key Jobs
Sacrarium can be completed with a party of 6, but it is recommened that 12-18 members
participate. The downside to having such a large group is making sure Fomor Hate is
zero while farming and killing the NM’s in the area. A couple of tanks, support jobs and a
variety of damage dealers should be able to complete this mission with ease.
5.3.3. Traveling through the Sacrarium
The first floor of Sacrarium is a huge maze guarded by Taurus type mobs and Gazers. It
is best to kill the Taurus mobs in the hallway to clear the path for going downstairs. Use
Sneak Oil and make sure HP is out of Yellow when traveling through the maze (quite a bit
of Undead mobs walking around).
On the first floor, head to either (H-7) or (G-9) after clearing the True Sight aggro mobs
(Taurus). Both of these positions lead to the second map of Sacrarium, however only one
way will be open per day. If the (H-7) entrance is open on Earth day, then the (G-9)
entrance will open up on the next game day (Fire Day).
Keep Silent Oil/Sneak spell up while traveling through this maze. Your group will pass
through a set of open iron gates and the hallways will be flooded with Fomor. If
everyone’s Fomor Hate is minimal, Silent Oil/Sneak spell will not be required.


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FFXI Guide-5.3.The Sacrarium

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April 23, 2010

5.3. The Sacrarium
Speak to Justinius and check the Walnut Door on the third floor at (K-7).
Mission Title Change: The Secrets of Worship
To access Sacrarium, travel to (H-4) in Misereaux Coast and check the Iron Gate.
5.3.1. Preparation
Terrain: The Sacarium
Level Cap: 50
Mob Types: Taurus, Gazers, Lich, Mummy, Fomor, Greater Gaylas,
Utukku
Number in Party/Alliance: 18 person alliance maximum
Time required: 2-4 hours (including farming).
Fomor Hate/Possession: If you or anyone in your party/alliance has made a habit of
killing Fomor in any of the CoP areas, those members will need to reduce Fomor
Hate/Possession to zero before farming or fighting in the area. This will enable your
teams to move throughout the area worry free of Fomor aggro.
Checking Fomor Hate: To check Fomor Hate, travel to the top floor of Tavnazian
Safehold at (K-7) and speak to Resauchamet. You will be able to tell by Resauchamet’s
response how severe your Fomor Possession is.
Clearing Fomor Hate: To reduce Fomor Hate, go to Lufaise Meadows or Misareaux
Coast and kill Beastman mobs. These include Giant and Orc monsters. After killing a
dozen, recheck hate with Resacuhamet or zone into Phomiuna Aqueducts to see if the
Fomor near the zone aggro you without sneak. When those Fomor do not aggro you
anymore, your Fomor Hate is zero.


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FFXI Guide-5.2.Monarch Linn BCNM Ouryu

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April 23, 2010

5.2. Monarch Linn BCNM: Ouryu
Level Cap: 50
Party Number: 6 maximum
Difficulty: Hard
Mob Type: Wyrm
Special Moves: Stoneskin
Slowga
Stonega 2
Typhoon Wing- AoE Damage
Absolute Terror- Terrorizes target
Heat Breath- Cone fire damage
Spike Flail- AoE Severe Damage
Ocher Blast- Single Target Damage
Bai Wing- AoE Damage
Ouryu is a Wyrm monster. They are one of the most fierce enemies in FFXI. This will be,
by far, the biggest challenge for your CoP group. The object of this BC fight is to bring
Ouryu to 30% health. However this is easier said than done.
One thing everyone should know about Wyrm monsters is that you MUST fight them
head-to-head and stay stationary. This means that if you get behind a Wyrm and gain any
sort of hate, it will turn and unleash Spike Flail. Spike Flail will completely destroy any
chance of success in this BC or any other Wyrm monster in the game. With that in mind
please see the following diagram for fighting Ouryu:
O=Ouryu M=Melee S=Support Job/Mages
O
M S
Melee and Mage jobs will need to be assigned a foot position on Ouryu, a 45 degree
angle. Melee should stand on Ouryu’s right foot, and mages on his left foot. Not only
does this prevent a Spike Flail if Ouryu happens to turn to the mages, but it keeps both
melee and mages relatively safe from Heath Breath attacks.
REMEMBER: Never get behind a Wyrm and grab hate. If the angle is questionable when
hate is on mages, tanks should adjust accordlingly and retrieve hate again.
Some important macros for this fight:
*For Mistmelt Users:
/party Using Mistmelt #(according to party planned order of use)
/item “Mistmelt“ <t>
*For Sleepers:
/party Casting Sleep 2 DISENGAGE <call1>
/ja “Elemental Seal“ <me>
/ma “Sleep II“ <t>
As stated earlier, and ideal setup would have two Black Mages and a Red Mage. A
Summoner is an added bonus and can extend the life of a tank and additional DD with
Stoneskin, Blink and Spring Water Blood Pacts.
Prepare a Sleep order with your Black Mages (include the Red Mage if the the player has
/BLM).
Prepare a Mistmelt order for all members who have one. This is very important because
you do not want to double use when it is not necessary.
Enter the BC and prepare buffs, reraise and Stoneskin/Blink. If you have a Summoner,
have that player cast Titan: Earthen Ward and Garuda: Aerial Armor. Rest MP and recast
buffs if necessary.
As mentioned earlier, melee engage and stand on the right foot while mages set up on the
left foot.
Immediately, the Red Mage should cast Dispel and Silence on Ouryu. The Stonega and
Slowga can be very lethal.
Fight Ouryu with a good rhythm, creating Skillchains if possible and Black Mages casting
Elemental Magic. Ouryu is Earth-based, and is weak to Wind spells.
When Ouryu begins to fly this is when the Mistmelt order becomes important. Wyrms
cannot be hit with standard melee attacks while flying; only magic and ranged attacks.
Have Mistmelt User #1 purge the item to bring Ouryu back down to the ground. When
landing, Ouryu will inflict damage on all party members, so remember to use Hi-Potions
and Curaga to keep HP stable.
If needed, have Sleeper #1 cast Sleep 2. Remember to use Elemental Seal to ensure
that Sleep lands on Ouryu. Have everyone disengage and rest HP and MP.
Repeat this process until Ouryu is at 60% life. At this time, have your Black Mages begin
to cast Freeze (two-hour ability optional). If the Summoner is well-equipped with Hi-Ether,
then the player should unleash Astral Flow (Garuda or Avatar of elemental day).
This should defeat Ouryu and bring the Wyrm to 30%. If it does not, a Black Mage should
Sleep 2 Ouryu and repeat the process.
After defeating Ouryu, head back to Tavnazian Safehold.
*Author’s Note: You may travel through Riverne Site #A01 if you need to travel back to
the Ouryu BCNM after your intial Riverne Site #B01 run.


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FFXI Guide-5.1.4.Farming for Giant Scales and Mist

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April 22, 2010

5.1.4. Farming for Giant Scales and Mistmelts
Like Riverne Site #A01, your group will need to farm a Giant Scale from the Wyvern mobs
in order to gain access to Monarch Linn. However, your group only needs one mistmelt
for access. Pyrodrakes drop the Giant Scale with relative ease.
In addition, you will need to farm Nimbus Hippogryph mobs in the area for an item called
the Hippogryph Tailfeather. If you are pressed for time, look in bazaars in Jeuno for pairs
of Hippogryph Tailfeathers. Some go for as low as 10,000 gil each. Farm Hippogryphs
until each party member has a pair of this item. This may take some time, but will be well
worth the wait.
Key Item Quest: Before traveling further into Riverne Site #B01, return to Tavnazian
Safehold and speak to Ferchinne at (F-9). He asks you to bring two Hippogryph
Tailfeathers and he will convert them into a Rare/Ex item called a Mistmelt. The Mistmelt
can be used to ground flying creatures. One player character can carry multiple
Mistmelts, but cannot trade to another player characters. Decide beforehand if your CoP
group will have a designated Mistmelt user or assigning one per party member.


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FFXI Guide-5.1.5.Traveling through Riverne Site #B

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April 22, 2010

5.1.5. Traveling through Riverne Site #B01
Now that you have Mistmelts and a Giant Scale, it is time to venture through Riverne Site
#B01. While similar to Riverne Site #A01, the difference here is that your party members
will require a bit more stealth, Sneak Oil and Prism Powders to reach Monarch Linn.
Lunatishee mobs will aggro player character’s by sound, Pyrodrakes to sight and
Hippogryphs are True Sight. Unstable Clusters are sight and magic aggro.
Take your party west after the initial Stable Displacement. This is a very long walk with
many chances to get aggro, so take care to navigate carefully. Head west to the Unstable
Displacement at (G-8). Trade the Giant scale and enter.
Do not move once you teleport! There are is plenty of aggro here and you must make
sure you have Silent Oil and Prism Powder up before continuing.
Head northwest to the Spatial Displacement at (F-6).
The last Spatial Displacement before Monarch Linn will be south of your position at (E-8).
Keep all stealth medications up.


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FFXI Guide-5.1.Riverne Site #B01

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April 21, 2010

5.1. Riverne Site #B01

Mission Title Change: The Savage

After the set of cutscenes above, your group will now

have access to Riverne Site #B01.

5.1.1. Preparation

Terrain: Riverne Site #B01

Level Cap: 50

Mob Types: Pyrodrakes (Wyvern), Hippogryphs,

Lunatishee (Marlboro),

Unstable Clusters, Lesser Roc (Giant Bird)

Number in Party/Alliance: 18 person alliance

maximum

Time required: 2 hours (including farming).


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FFXI Guide-5.1.2.Key Jobs

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April 21, 2010

5.1.2. Key Jobs
For Riverne Site #B01, the Black Mage and Red Mage job are imperative for success.
Paladin is an ideal job for the Monarch Linn fight, however, a Ninja is sufficient, but a little
bit more difficult. Plan accordingly for this area and BCNM fight, for you will need the
proper jobs to ensure success. An ideal party setup would be:
Paladin-Melee-Summoner-Red Mage-Black Mage-Black Mage

5.1.3. Medications
See Riverne Site #A01 for standard medications for this area. Please note that the two
Riverne areas are similar, yet very different. The Level Cap is different as well as the
monsters and terrain. In addition to standard medications, bring Silent Oil and Prism
Powder. Tanks should also bring a Curaga Earring.


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FFXI Guide-4.4.Completing Chapter 3

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April 20, 2010

4.4. Completing Chapter 3
 

After defeating Diablos, go back to Jeuno and speak to Monberaux in the Infirmary.
Mission Title Changed: Dreambreaker
Congratulations! You have completed Chapter 3 of CoP. Only five more chapters to go!

5. Chapter 4: The Cradles of Children Lost
By this time in the CoP missions, your team should be getting a feel of how unique the
new fights and enemies are in comparison to The Rise of the Zilart and standard Rank
Missions. After speaking to Monberaux in Upper Jeuno, it is time to go back to Tavnazian
Safehold for more cutscenes.
Mission Title Change: Sheltering Doubt
When you enter Tavnazian Safehold, you will get a cutscene. Afterward, talk to
Despachiaire at (K-10) on the top floor. Talk to Justinius on the main floor at (J-6) and
head to Misareaux Coast to check the Dilapidated Gate at (I-10).
*Author’s Note: Congratulations! You can now access the Tavnazian Safehold Auction
House (AH). This AH is connected to the Jeuno AH and you may buy/sell gear and items.


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FFXI Guide-4.3.6.The Shrouded Maw BCNM Diablos

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April 19, 2010

Level Cap: 40
Party Number: 6 maximum
Difficulty: Easy
Mob Type: Diablos (Avatar)
Special Moves: Noctoshield- Phalanx Shield Effect
Camisado- Knockback Effect
Ultimate Terror- Drains Stats
Nightmare- Sleep, Bio Effect
Diablos is a relatively easy fight in comparison to the other BCNM battles in CoP. The key
here is party placement and appropriate stuns. The special moves Noctoshield can be
dispelled rather easily with a Red Mage. The two moves to be careful of are Nightmare
and Camisado. Nightmare is dangerous because it adds the effect of sleep to everyone,
but Poison Potions have very little effect in countering the sleep. In this situation, melee
will have to be patient until their paladin or mages wake up to Curaga. Barsleepra helps
shorten the sleep effect. To avoid Nightmare, have a Dark Knight use Stun spell. The
casting time on Nightmare is relatively slow and easily countered with a Stun.
Camisado will be covered in a moment, however, it is important to discuss team member
placement in this BC fight. While fighting Diablos, keep a good rhythm of damage on him.
At a HP percentage, the floors beneath Diablos will begin to fall. If a party member is
standing on a tile that falls, there is a horde of Diremites waiting below to kill whoever
drops. So the following table conversion will demonstrate proper spacing for this fight:
D= Diablos M= Melee Party Members S= Mages/Support Members O=Tile X=
Fallen Tile
First the setup begins like this:
O O D O O
O O O O O
O O O O O
O O O O O
When Diablos completes removing tiles the floorplan should look like this:
X X O X X
O X X O O
X X X X X
X O X X X
X X O O X
Diablos moves around the arena, however the best positioning for this battle is:
X X S X X
O X X O O
X X X X X
X O X X X
X X O M X
Positioning support jobs on the north middle tile and the melee jobs on the bottom most
tiles will ensure that Camisado, a lethal push back move, will not force any party member
into the pit. Prepare your team early on to position themselves for the falling tiles. If you
follow this formula, there should be no reason to lose any party members to the Diremites
below. White mages should be wary of Bio effect, and use Erase spell as frequently as
possible on melee that have this ailment. Diablos is relatively weak with his physical
attacks and should be no problem to defeat.


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