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  1. #1

    Default Moogle PGL Party Strategy Translation

    Being in Cornelia server, which (from my impression) is mostly populated by JPs, lately I've been seeing Moogle battle shouts that mainly consists of... yep, you heard it right, PGLs.

    Curious to find out exactly how this works, I've been looking around the lodestone entries to see if anyone's posted strategies to this, and I've found one - but of course, it was in Japanese. So, for the sake of the NA community, I've decided to translate this lodestone entry and share it with everyone. So here goes.

    Link to the original lodestone entry:

    http://lodestone.finalfantasyxiv.com...entry?e=293224

    (Stanislaw's Note: Because BG is being gay when it comes to displaying JP text, I'm cutting it all out and showing the translation alone)

    Some people say this setup is starting to become popular, but maybe it's just me. Nevertheless, PGLs have been neglected by the community since the Darkhold days, so I thought I'd prove there's no problem in fighting this fight with PGLs (and not just PGLs but LNC and MRD too).

    This is going to be long, but for the sake of PGLs all over the world, I decided to write this up.

    The thing about the Moogle battle is that one only needs to change the strategy depending on the party setup because, unlike the Ifrit battle, one can even argue that every class has their uses. (And when I say strategy, it's just a matter of changing the kill order of Whiskerwall (GLD) and the availability of Bind)

    ~Moogle battles of late~

    I've been bored playing THM, so I've been playing around with PGL.

    What makes PGL so fun in this fight is that thanks to Fist of Fire, Whiskerwall (GLD) takes lots of damage.

    So, against Whiskerwall (GLD), Fists of Fire is highly recommended. Against Ruffletuft (MRD) which can dish out heavy damage, use Fists of Earth so you're granted a bonus to physical defense. Against the other moogles you don't need to use these abilities so just keep the above two in mind.

    Edit: Sorry, ignore what I said about using the Fists of Earth against Ruffletuft (MRD). Use the remaining MP in healing yourself and whatever else you deem necessary.

    Even though I haven't gotten around to attaching materia on my PGL gear, Howling Fist can dish out an upwards of 1000-1100 damage. For those who have Crit Attack+ or STR+, I'd bet you'll get to see very interesting and amazing numbers.

    PS: Just to test some numbers, I put on gloves with Physical Attack +49 and armor with Crit Attack Power +66 and managed to dish out a Howling Fist that did over 1300 damage against Whiskerwall (GLD). I'm sure for those who have even better equipments/materia will be able to dish out something like 1500 damage. This firepower is roughly equal to that of a THM's Thundaga combo (with Crit).

    These days, when I make Moogle battle parties I'm open to all fighters instead of ARCs only, but...

    In an earlier diary entry, I wrote up a strategy that consisted nothing but ranged attackers (ARC/THM), so sadly most of the time ARCs end up in my PT.

    So, to take responsibility for this, I'd like to give a PGL Moogle party a shot to break from the norm and give other jobs a chance. If my other party members permit me from doing so, I'd like to upload a video of our attempt.

    The thing about PGL is, that as long as you can combo, it's much, much stronger than ARC.

    If you need proof, look no further than the first half of the Moogle, as you can probably experience defeating the moogles faster than an ARC only setup.

    Some people like to point out to parser results and show that ARC DPS is superior, but ARCs have AoE WS (sure, PGLs have them too, but let's leave that aside for a moment), so if you total that up of course ARCs will have the better total damage. In the case of this battle, though, even if one decides to AoE the Moogles, it is negated from the fact that all Moogles have Auto-Regen.

    I think the fact that you can defeat the Moogles in the first half faster than an all-ARC setup in the first half of the battle is proof enough that PGLs have enough firepower.

    The problem of course is that Moogles tend to wander around a lot, so it takes practice in order to hit them properly with WS combos. However, if it doesn't combo, the damage is still sufficient enough to warrant it.

    Be it gathering keystones or something else, these days I've been doing pretty much everything in PGL. Thanks to all the practice I've had, I can pretty much combo from the front/side/back, whatever the situation. It's all about practice and getting used to it.

    I hate to sound like I'm bragging, but I've become so good at PGL I can dish out damages that of equal to an ARC against Great Oak (one of the keystone NMs which has various high-damage AoE's) without taking any damage whatsoever.

    Because PGLs have such a short range, the basic thing to remember against enemies with AoE is to employ a Hit and Run strategy and to Stun the enemy when the timing is right.

    (Stanislaw's note: The original author then goes on a lengthy discussion about tips on how to combo on PGL, but as I haven't played PGL or any melee job since the implementation of combos whatsoever - it's all greek to me and it's a pain to translate. So I'm going to skip this section.)

    Setup:
    GLD PGL PGL PGL PGL THM CNJ CNJ


    Kill order during the second half of the fight:
    Puksi (BRD) > Whiskerwall (GLD) > Pukia (BLM) > Furryfoot (WHM) > Woolywart (ARC) > Pukna (THM) > King > Ruffletuft (MRD)


    Because we've only got one source of Bind (THM), Post-Memento we use Blizzara only once and put Whiskerwall (GLD) second in the kill order so we don't have to use any Bind whatsoever afterwards. Quite simple.
    (Whenever I host Moogle battles, I tend to kill Whiskerwall (GLD) second even if it's not a PGL party because keeping it bound is quite the hassle. The only drawback to this of course is that the King is a lot stronger against Physical attacks and thus takes longer to kill, but because Whiskerwall is taken down fast it becomes much easier to take down the other moogles after.)


    I stun Pukia (BLM)'s Flare with my Pounce.

    By putting Ruffletuft (MRD) last in the kill order, this prevents the king from using its Physical AoE.

    And because it doesn't have its Physical AoE, melees are free to run up to the King and beat on it.

    Because this setups have four pounces and therefore four sources of stuns (five if you include THM's Thundara, but it probably won't be available), but it is my impression that the King is heavily resistant to additional effects.

    It'll be the GLD's duty to keep hate on Ruffletuft (MRD) to keep everyone else away from it's Physical AoE.

    Towards the end when fighting against the King, when the King's target shifts towards the PGLs and away from the GLD, the GLD will then run away from the king and kite Ruffletuft (MRD) around to lessen the amount of damage dealt against PGLs.



    So there we have it. At the point the original author was writing this strategy up it was still in concept stage and the author himself/herself was unsure if it would work, but the author later made a follow-up post in the diary entry in which it reported their party had successfully defeated the Moogle fight with that setup.

    For further proof this strategy works, I present to you a screenshot of PGLs fighting the last moogle Ruffletuft (MRD), taken from this (http://lodestone.finalfantasyxiv.com...entry?e=293828) diary entry which employed the original author's strategy.



    Hope this helps!

    - Stanislaw

  2. #2
    the whitest knight u' know
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    Minus points for writing PUG instead of PGL. It took me half the post to realize you weren't talking about Pick-Up-Groups.

    Appreciate it either way, too bad I don't know anyone who cares about/enjoys playing PGL as much as I do.

  3. #3

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    Quote Originally Posted by miokomioko View Post
    Minus points for writing PUG instead of PGL. It took me half the post to realize you weren't talking about Pick-Up-Groups.
    Ugh. It was late. Fixing it up now.

    I'm going to need a forum mod to fix the thread title though, don't I?

  4. #4

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    Quote Originally Posted by miokomioko View Post
    Minus points for writing PUG instead of PGL. It took me half the post to realize you weren't talking about Pick-Up-Groups.

    Appreciate it either way, too bad I don't know anyone who cares about/enjoys playing PGL as much as I do.
    I've tried a couple of PGL during moogle. We had 2-3 one run, but a lot of people are just scared of failure or trying and get really angry if we don't win so we never really try it. My main problem was that comboing was a pain in the ass. Missing a pummel, pounce, or concussive blow is a big hit to damage and tends to happen a lot when your connection is being less than friendly (or just weird shit happens).

    I'd actually really like to see the part about combos, because while I have no issue on other mobs at all (even solo), the moogles still give me trouble.

    If you're ever going for a PGL run against moogle, look me up, I'd be game to try it.

  5. #5
    But I don't want my title changed
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    Thank you for the translation! This actually looks like it would be quite a bit of fun.

  6. #6
    Starcade
    Join Date
    Dec 2011
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    Big shout out and a nice smelly <3 for the PGL support!!