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  1. #1
    D. Ring
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    FFRK - Abyss Dungeon 09 - Support II Event & Strategies

    Remember that you do NOT need to worry about completing this, if you are a newer player and don't have the hones/gear/chars leveled needed to clear, you can wait for the abyss dungeon to open up again next month and complete both this one and the next one then.

    Event Start Date: November 15
    Event End Date: November 29

    All Information is taken from a mixture of Reddit/Spreadsheets/Kongbakpao Site.

    Most, if not all info for the event (Commentary/Ultimate Abilities was directly copy/pasted from it, so all credit to the site for that especially!) comes from this site: http://ffrk.kongbakpao.com/abyss-9/

    Notable Rewards

    6 star Accessory
    1x Soul of Hero
    1x Memory Crystal
    1x Memory Crystal II
    1x Affliction Break Memory Crystal

    Affliction Break
    • 6 Star Support ability
    • 2 hit (1.50 per hit) Single Target Non-Elemental PHY and Enemy Status Chance -50% for 15 seconds.


    Relics

    Spoiler: show
    FFCore: Tyro: Healing Grimoire (SB), Sentinel's Grimoire (SB), Cyclone Grimoire (SB), Last Judgment Grimoire (SSB), Keeper's Tome (BSB)
    FF2: Gordon: Demon Spear (SB), Flame Shield (SB), Gungnir (SSB)
    FF4: Edward: Fabled Harp (SB), Dream Harp (SB)
    FF5: Faris: Aevis Killer (SB), Yoichi's Bow (SB), Artemis Bow (BSB), Faris's Bracers (SSB)
    FF6: Setzer: Darts (SB), Cards (SB), Fixed Dice (SSB)
    FF7: Barret: Gatling Gun (SB), Assault Gun (SB), Atomic Scissors (SB), Barret Bracers (SSB)
    FF7: Red XIII: Diamond Pin (SB), Silver Barrette (SB), Gold Barrette (SB), Magic Comb (SSB), Crystal Comb (SSB)
    FF8: Irvine: Valiant (SB), Ulysses (SB), Bismark (SSB)
    FF9: Quina: Needle Fork (SB), Bistro Fork (SB), Golden Hairpin (SSB)
    FF10: Wakka: Official Ball (SB), All-Rounder (SB), Over the Top (SSB), Glorious Guard (BSB)
    FF12: Fran: Loxley Bow (SB), Killer Bow (SB), Traitor's Bow (SSB), Yoichi Bow (SSB)
    FF12: Larsa: Cloud Staff (SSB)
    FF13: Sazh: Vega 42s (SB), Deneb Duellers (SB), Sirius Sidearms (SSB), Canopus AMPs (SSB)
    FFT: Ramza: Platinum Sword (SSB), Grand Armor (SB), Nu Khai Armband (SB), Iga Blade (BSB)


    Dungeon Bosses

    Necrophobe (Nightmare)
    HP: ~144000 (Body), ~10000 each (Parts)
    Target Score:
    • Reduce Necrophobe's ATK.
    • Reduce Lower Right Barrier's MAG.
    • Defeat Necrophobe without him using Nightmare Hurricane.

    Weak: None
    Absorbs: None
    Resists: None
    Break Resistance: Null (Armor/Mental when Barriers alive)
    Vulnerabilities: Stun Abilities

    Abilities

    Phase 1

    Attack: Deal physical damage to one target.
    Vaccum: Deal moderate ranged physical damage to all targets
    Sap: Deal moderate magic damage and Sap one target.
    Hurricane: Deal special magic damage to all targets, proportional to their current HP.
    Flare: Deal massive NE magic damage to one target
    Nightmare Death: KO all targets.
    Nightmare Hurricane (Counter): Deal special magic damage to all targets proportional to max HP. (trigger: white/black/ninja attacks)

    Phase 2

    Attack: Deal physical damage to one target.
    Vaccum: Deal moderate ranged physical damage to all targets
    Sap: Deal moderate magic damage and Sap one target.
    Hurricane: Deal special magic damage to all targets, proportional to their current HP.
    Flare: Deal massive NE magic damage to one target
    Nightmare Death: KO all targets.
    Nightmare Hurricane (Counter): Deal special magic damage to all targets proportional to max HP. (trigger: white/black/ninja attacks)

    Phase 3

    Nightmare Flare: Deal special massive NE magic damage to one target. (ignores RES)
    Nightmare Hurricane: Deal special magic damage to all targets proportional to max HP. (trigger: white/black/ninja attacks)

    Barrier

    Flare: Deal special massive NE magic damage to one target.
    Holy: Deal special massive holy magic damage to one target.
    Firaga/Blizzaga/Thundaga: Deal heavy fire/ice/lightning magic damage to one target.
    Firaga/Blizzaga/Thundaga: Deal fire/ice/lightning magic damage to all targets.
    Nightmare Doom: Doom one target (20s)

    Commentary

    The following is taken from GameFAQS FFRK forum, credits to SolitaireD

    Phase 1: Reduce his HP to 80% within 5 turns. Make use of this opportunity to debuff him.

    Phase 2: Necrophobe will summon 4 barriers. From this point on till the end, he will be immune to breaks. The barriers are invincible and has single multi-target magic. At the start of this phase, 1 barrier will use Abyss Doom. Each Abyss Doom activated will lower Necrophobe's DEF/RES, but increase his ATK/MAG. It seems to me that he has higher stats in this phase too, as I need 3 Abyss Doom to deal the damage I was dealing in phase 1. To activate Abyss Doom, use a specific Breakdown on the corresponding barrier. Full Break and dances doesn't work.

    Upper Left - Armor
    Upper Right - Power
    Lower Left - Mental
    Lower Right - Magic

    This will trigger Abyss Doom on a random character (maybe not random?) To turn it off if it is running out, use the relevant Breakdown on the correct barrier again. Besides this just spam attacks on Necrophobe.

    (More on the Barrier mechanics: 4 different colored barriers spawn and one will cast a 20 second death sentence. Based on the color of the glow around the death sentenced character, you must use a specific breakdown type on the corresponding colored barrier.)

    Phase 3: Still not sure about this but it will enter this phase at 25% HP if you either take too long, or do not have at least 2 Abyss Doom activated. In this phase, the barriers are gone and Necrophobe only has 1 attack: 9999 on a single character, which can be avoided with Magic Blink. Many JP players ignore phase 2 gimmick. They play defensively in phase 2 while building up SB gauges, then DPS burst this phase. Though many have Magic Blink relics to avoid Death.


    This next writeup is done by lindmejo from the ffrk subreddit!

    - First, I'll start by sharing my mastery team: https://imgur.com/a/vlEeQ

    - White and black magic, as well as ninja scrolls are countered, so this is clearly meant to be a physical fight.

    - The fight starts off fairly straightforward, with only necro doing melee attacks and light aoe physical, sometimes flare. Pretty easy start.

    - At around 75%, 4 different colored barriers spawn and one will cast a 20 second death sentence. Based on the color of the glow around the death sentenced character, you must use a specific breakdown type on the corresponding colored barrier.

    Upper right (red) = power bd

    Lower right (yellow) = magic bd

    Upper left (blue) = armor bd

    Lower left (green) = mental bd

    - OTHER IMPORTANT BARRIER NOTES:

    They cannot be killed, so don't bother targeting them if you don't have to.

    If you use a high break on a barrier of the non-corresponding color, it will use death sentence abyss and necros offensive abilities will increase, while his defensive stats will decrease.

    If you properly remove the death sentence via the provided mechanic, the opposite effect will occur, with his defensive stats increasing and his offensive stats decreasing.

    Necro is IMMUNE to defensive breakdowns while the barriers are present.

    - after a set amount of time, necro will absorb the barriers and move into phase 3, where he will begin picking off characters one at a time with a 9999 damage flare abyss. You can deal with these using magic barriers (my approach), reraise sb, or some combination of the two.

    - another strategy is to kill him before he reaches phase 3 by intentionally provoking death sentence abyss casts to lower his defensive stats and deal more damage; however, keep in mind that his offensive stats increase as well, and the damage can get overwhelming.

    - ice, fire, and lightning resist gear will help with damage mitigation since those are the only elemental spells used other (quite frequently too). Technically holy counts as well, but holy and flare are far less frequent.


    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

  2. #2
    BG Medical's Student of Medicine
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    Ugh. Well, I'm thinking I'll bring

    Ramza
    Faris
    Tyro
    Sazh
    Edward for regen?

  3. #3
    E. Body
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    ah Jenova... how I miss you. Red Light x2 before I even get a turn off.

  4. #4
    BG Medical's Student of Medicine
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    Yea, many an S/L with that shit.

    No matter. On to the Nightmare tomorrow. Have no idea how to approach this with my support groups. 5* only limits me to:
    Fran
    Ramza
    Sazh
    Faris
    Tyro
    Edward
    Gordon (shudder)
    Irvine

    And that's it for relics. Gordon might not be too bad, since he and Faris both have AoE SBs and I can bring Dancer with Faris.

    Decisions decisions...

  5. #5
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    Celes was my mvp with ssb for Necrophobe.

  6. #6
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    Quote Originally Posted by Kirbyprime View Post
    ah Jenova... how I miss you. Red Light x2 before I even get a turn off.
    so many SLs, finally got a decent start, and never got Poison to land from Bioga Strike or Bioga - no mastery >.<

    Ill try again tomorrow.

  7. #7
    Ridill
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    Leviathan gave me the hardest time of the pre-fights. Would either focus blizzaga or petrify someone right off the bat. Jenova got runner up just because my healer spent 90% of the fight silenced/defending and that finally wore with her at a non-visible sliver. Probably gonna bang my head against Necrophobe in a bit, here.

  8. #8
    Ridill
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    Quote Originally Posted by Sumy View Post
    so many SLs, finally got a decent start, and never got Poison to land from Bioga Strike or Bioga - no mastery >.<

    Ill try again tomorrow.
    Those have like a 1% chance of poisoning :/ You should really bring Poison Shell for this.
    Anyway jenova was a pain in the ass as usual... double Tropical Wind before I could even get a turn was nasty lol.

    Necrophobe was quite easy actually but the doom gimmick is annoying. Went with Larsa (no SB), Fran (mehWhip Kick), Ramza (Shout), Faris (SSB), Tyro (SG). RW was Divine Guardian.
    With this setup and multiple elemental resistance accessories the barriers weren't really that threatening as regen covers all of their damage for the most part. In the end I only had to refresh dooms once and then I just pushed it to kill Necrophobe before he could switch to Phase 3 and murder me. Faris was really my MVP with Thief's Revenge and her SSB followed by Fran with Dismissal spam (Necro can be stunned so consider this one). Dances are ineffective here so I wouldn't bring them except for the MAG one (Heathen Frolic Sarabande) as it lowers MAG for the barriers and also fulfills one of the medal conditions. Full Break is also useless except for Phase 1 so I wouldn't bother.

  9. #9
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    Hummm derp, I think I'm missing something. @_@ My damage is pretty low, only doing 4-5k per hit. Not sure if I'm just hitting wrong but the doom also doesn't seem to trigger all the time? Incoming damage is also pretty high even with accessories + magic down + shell + SG. No idea how you guys are doing no heals.

    Only got to 3rd phase once but even then it was with 1 person dead and boss was still at 40% hp.


  10. #10
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Kirbyprime View Post
    Hummm derp, I think I'm missing something. @_@ My damage is pretty low, only doing 4-5k per hit. Not sure if I'm just hitting wrong but the doom also doesn't seem to trigger all the time? Incoming damage is also pretty high even with accessories + magic down + shell + SG. No idea how you guys are doing no heals.

    Only got to 3rd phase once but even then it was with 1 person dead and boss was still at 40% hp.

    For Doom you have to hit a barrier with a specific Breakdown

    Like IIRC upper left banner is Power Breakdown.

    Dance and FB doesn't work

  11. #11
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    Basically just trigger all the dooms, then blast it w/ SBs. Atk shouldn't really be an issue, so use your armor/acc slots for res and ele res.

    Crappy diagram:

    armor ----- power
    ------ necro ------
    mental ---- magic

    Match your breakdowns to location in the diagram to trigger/cancel dooms as needed.

  12. #12
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    How hard does he hit with 4 dooms?

  13. #13
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    No idea, but I'd imagine pretty hard. You'd probably only want 4 up for a round of SBs, then cancel at least one.

  14. #14
    Ridill
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    The jump from 3 to 4 isn't really worth it imo. 3 dooms was more than enough but I only had 1 heavy hitting SSB so if you have more you could try 4 and survive a couple turns.

  15. #15
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    Just did it with 4. For me it was ~25% increase in dmg dealt/taken. With pro/shell/wall it ended up being not too bad (vacuum wave at 1-1.1k instead of 900ish). It made a noticeable difference in dmg to necro though. Faris went from 4k/hit burst and 8k commands to 5k/hit and 10k commands.

  16. #16
    RNGesus
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    I kept it at 3 dooms for most of the fight. Didn't feel like risking 4.

    My party. I feel dirty using Tyro >_<



    RW was Selphie Dreamstage.

  17. #17
    BG Medical's Student of Medicine
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    This is actually giving me a rough fucking run for my money.

    Does Poison Shot even land?

  18. #18
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    Ugh, ended up needing to use Maria's Song and charging gauges to master this. Not sure why I seem to have having more trouble than others with damage. @_@ Oh well, at least it's over now.

  19. #19
    BG Medical's Student of Medicine
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    You and I both, and I usually don't have trouble.

  20. #20
    RNGesus
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    Quote Originally Posted by kuronosan View Post
    This is actually giving me a rough fucking run for my money.

    Does Poison Shot even land?
    Are you asking me? That wasn't poison and I just had it on sazh for a random damage move.

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