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Thread: Incursion!     submit to reddit submit to twitter

  1. #1
    Sea Torques
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    Incursion!

    Figured there should be a thread with all gathered info instead of scattered in update threads.



    Requirements!
    -Lvl 95
    -Party Leader has Velkk fetish (KI, not a fetish for Velkk you sickos). All party members needing is a mistranslation. KI comes from Velkk in Marjami.


    Go in
    Kill Velkk
    Kill NMs and get to KI
    NMs frop specially named coffers

    The higher the Content Level, the higher the number of coffers drop from each mob. I got 8 coffers from boss at CL130.

    Can warp if you've got to KI, can't warp if party is engaged.


    NMs assisted by "Adherents", which can use their respective jobs' two-hour abilities.

    Map by sydok.
    Quote Originally Posted by sydok View Post
    Map update.
    Blue is start, red are NMs I've seen so far. red/grey circle is last reported NM. Green are ports I've taken.


    [Ed. Note: Found this on FFXIAH, not sure who made it. -- Sut]
    Better map
    Quote Originally Posted by sahearniitth View Post
    Didn't see this map posted (which is more informative than the one in the OP).




    Augmented JSE capes are from NM coffers. Higher-level runs seem to give better augments.
    Quote Originally Posted by Khiinroye View Post
    Here's what I've seen as far as JSE capes/mantles go.

    Ymmr-Ulvid
    Drk
    Mnk
    Thf (EjinCaitsith)
    Bst

    Ignor-Mnt
    Dnc
    Pld (sydok)
    War
    Run

    Tryl-Wuj
    Drg
    Nin
    Rng
    SAM

    Durs-Vike
    Blm (Ihina)
    Cor
    Geo
    Rdm
    Brd

    Liij-Vok
    Blu
    Sch
    Smn
    Whm
    Pup


    Gramk-Droog
    GEAR:
    Meko. Blade (GS)
    Globidonta Ring
    Crossbow
    Meko. Harness
    Gavialis Helm

    CAPES:
    Blm
    Brd
    Bst
    Cor
    Dnc
    Drk
    Geo
    Nin
    Pld
    Pup
    Rdm
    Rng
    Run
    Sam
    Sch
    Smn
    Thf
    War
    Whm

    So each of the 5 weaker NMs has a set of mantles, and Gramk-Droog has them all (though I haven't seen blu / mnk from it yet)

    Edit: went through the thread to see what other JSE cape / NM matches were posted.
    Quote Originally Posted by Byrthnoth View Post
    Okay, updated down to here:
    Code:
    Post #287
    
    WAR - STR+1~5,DEX+1~5, Acc+1~6, Crit Dmg+1~5%
    MNK - STR+1~5?DEX+1~4, Counter+2~5, Subtle Blow+3~5
    WHM - MAcc+4~10, Healing Skill+1~10, Enhancing Skill+4~10, Cure Pot+1~4%
    BLM - MAB+2~5, Elem Magic+2~10, Dark Magic+4~10, Fast Cast +2~4
    RDM - MAcc+4~10, Enf+3~10, Enh+2~10, Enh Duration+13~18
    THF - DEX+1~5?AGI+3~4, DW+1~5, Crit Dmg+1~3%
    PLD - DEX+2~5?VIT+1~5, Enmity+1~6, Phalanx +2~3
    DRK - Atk+5~15, Dark Magic+2~10, Drain/Aspir+10~25, WSDmg+2~5%
    RNG - STR+1~5?AGI+2~5, STP+1~3, Snapshot+1~3
    BRD - HP+18~30, MAcc+4~6, Enmity-4~10, DT-2~3%
    BST - STR+1~5/DEX+1~5,Acc+1~4,Pet:Acc/RAcc+13~18,Pet:DT-3%
    SAM - STR+1~5, STP+1~3, Zanshin+1~4, Meditate Dur+4~8
    NIN - STR+2~3?DEX+3~4, Skillchain dmg+1~4%, WS Dmg+1~5%
    DRG - STR+1~4, WS Dmg+1~5%, Pet: DT-2~3%, Breath+4~10
    SMN - Smn skill+2~10, BP Dmg+1~5, BP Del II-1, Pet:Enmity+5~15
    COR - MAB+1~5, Enmity-1~5, Phantom Roll-1~4, WS Dmg+2~5%
    BLU - MP+16~28, DEX+2~4, Acc+1~6, BLU Skill+7~10
    PUP - STR+2~5?DEX+1~4, Martial Arts+11~20, Pet:TP Bonus+100~500
    DNC - STP+1~4, DW+1~4, Rev Flourish+12~30, WS Dmg+3~4%
    SCH - INT+2~4,MND+1~5, Helix dur+10~20, Regen pot+1~10
    RUN - DA+1~5%, Enmity+1~6, Embolden+5~15, DT-2~5%
    GEO - Geomancy Skill+1~10, Indi dur+10~20, DT-2~4%, Pet:Dmg Taken-1~5%





    Info:
    Quote Originally Posted by Damane View Post
    managed to kill 2 NMs in incursion and then we found a very gigantic velkk NM; unique model looked like the king, had 4 min left. in the middle of fights he spawnd like 10 adds. stun AoE effect, amnesia effect on hits. fucktons of HP, we timed out @20% on him. Indi-vex recommended to prevent amnesia from this Big NM. We went with 6 people, zone is gigantic ¬.¬

    got an augmented cape with +28% cap.points, accuracy +3 mnd +1 and def +3 on it from a velkk +1 coffer.

    The amount of NM HP is big the NMs have, i am not sure if going with a half baked ally will help or hinder you more o.o depending by how much HP will be raised per member.

    also yagrush adviced, all normal NMs seem to like to spam a move that has a plague curse para effect on it.
    Quote Originally Posted by Sechs View Post
    In 2 runs with 13 people we got ONE cape with +25% CP and nothing else. Came from NQ coffers.
    ONE single coffer from one of the 3 NMs we killed. Mine was empty.

    Welcome back Voidwatch chests. How I missed your lovely inventory clogging behaviour! How I missed your good R/E drops on the wrong character attitude!

    Quote Originally Posted by Sechs View Post
    On a side note, Mob's aggro range is 30 yalms, we ended up with around 18k/CP each run, and mobs hit really hard even on "normal" difficulty.
    I tried with some people from my social, didn't get any NMs killed, but we killed a few rooms of Velkk. Wiped due to accidentally pulling a boss.

    Velkk seem to aggro to sound. Tried to get up after a wipe and they turned back to kill me. Doesn't seem as far of a range as sight, though.

    e:
    Quote Originally Posted by Tachi View Post
    Brash Gramk-Droog could be considered as the "Mega Boss" of Incursion. Although you don't need to kill more than one NM (guarding a teleport) to reach him once you know where is his room.

    Galumph : AoE magic damage (probably earth based?) + Attack Down
    Crocstratophy : AoE Magic damage (probably earth based) + Amnesia
    Coming Through : Cone physical attack + Knockback + ?
    Merciless Mauling : Cone physical attack + Strip Weapon
    Velkkan Ambush : Single target physical attack (4 hits) + ?
    Battle Trance : Calls 8 adds (7 Velkks + 1 Puk). This move can be used at any % and is instant. I didn't check if it gives buffs to the boss.
    Mighty Strikes multiple times. Some of his TP moves can reach 2,5k under MS.
    One of his melee hits has AoE Bind effect.
    Stun works.

    We didn't get any drop, just KI and a title (Suchian Feller)

  2. #2
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    NQ Velkk mobs aggro @ 30 distance, NMs did not aggro @ 28

  3. #3
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    Didn't see this thread was made so reposting again here.


    Durs-Vike's coffer: Lifestream cape with Geo. skill +4, Indi. eff. dur. +12, Pet: DT -1% augment.

    Gramk-Droog's coffer: Pastoralist's mantle with STR +1 DEX +1 and Acc. +3. Gunslinger cape with 5 MAB, -5 enm, -2 Phantom roll and 2% WSD.

    (Gramk-Droog was the large model Velkk, but wasn't overly hard from what I noticed.)

    Ignor-Mnt coffer: Olseni Belt.

    Ymmr-Ulvid coffer: Arendsi Fleuret.

    Grand coffers have a chance to drop the CP cape with 38%+ CP, the NQ only range from in the 20s as far as I've seen. It seems all NM coffers have a chance to drop a JSE cape with augments, but remains to be seen if specific jobs come from specific NMs.

    Getting all 6 KI and trading them into the NPC causes the content level to go up by only 1(123>124) and you lose all KI and I assume waypoint warps inside too.

  4. #4
    I'm more gentle than I look.
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    Hmm aren't job capes rare/ex? Would you have to toss yours before being able to get one in this event?

  5. #5
    Ridill
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    Quote Originally Posted by Cream Soda View Post
    Hmm aren't job capes rare/ex? Would you have to toss yours before being able to get one in this event?
    They were now they are just ex.

  6. #6
    Sea Torques
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    They changed capes to ex only

  7. #7
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    edit: beaten

  8. #8
    Sea Torques
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    LS mate just got Cap. Points +50% from a grand velkk coffer. I'd guess that's the max until someone proves otherwise.

    And I just got a 16% from a grand velkk coffer. I was hoping 20% was the minimum from that, but it's not.
    NQ coffer gave me an 11% mantle.

    Cornflower cape with 26 mp, 2 dex, 6 acc.

  9. #9
    Blue Magic is Best Magic
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    Seems decent for JP farming I guess lol. We'll be chasing those capes for a while I suppose, the JSE ones at least.

    Edit: Christ with the dispelling... so annoying :/. Why did they leave the move that takes your weapons off too lol

  10. #10
    Blue Magic is Best Magic
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    Got capacity +44% cape from NQ box, friends got JSE capes from NM boxes. Cornflower cape with +6 BLU skill, 3 DEX and 20 MP.

  11. #11
    Hydra
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    Ymmr-Ulvid coffer
    Argochampsa Mantle
    Mekosuchus Blade

    Durs-Vike's coffer
    Gaudryi Necklace
    Ungeri Staff

  12. #12
    Relic Weapons
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    Name was death-something nm, his coffer drop bane cape, mab+2, elemental skill+6, dark magic+4, fast cast+2. Killed 2 more times, didn't get coffer drop

  13. #13
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    There's a lot of Velkks with dispelling moves, dunno what's the name of the dispelling TP move but it removes a single buff.

    Fought 2 bosses: one I can't remember the name but wasn't too dangerous. Somehow evasive and had a dangerous TP move that did a lot of damage AoE (conal?). Onshotted our two sams, in TP gear, weren't at 100% HP but close to that. Think they might have been oneshtoted because they had Def down.
    The other boss I fought is the one with the big Puk. Puk can be easily slept and as a matter of fact we kept it slept all the fight. This boss was a bit more squishy than the other one and used that "remove weapon" move. He's in the zone that starts with some Chapulis.

    Throughout the run I used March2, Madri2 and Minux2 (we had Haste2). Feel like Madrix2 was useless for normal targets. I could hit them fine in my normal TP set without food on BRD/WHM.

    As mentioned before, Vellks aggro at 30 yalms. Well not just them, everything. Link range is much shorter but still considerable. Dunno if they're trueaggro, sound, sight or whatever, but 30 yalms is the range.
    Some Vellks caster have Blink on them, remember to use AoE sleeps if you wanna sleep them.



    Navigating through the zone will be much easier once FFXIDB gets fixed

  14. #14
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    Ymmr-Ulvid's grand coffer dropped from ilevel 124. Nothing special drop wise except a THF cape with DEX+1 AGI+3 DW+1 and crit. dmg +2%.

  15. #15
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    Quote Originally Posted by EjinCaitsith View Post
    It stays at ilevel 124. I don't think there's an option to downgrade ilevel once you trade KIs, so keep that in mind.

    The warps inside are determined by the leader entering. Someone with 0 KI can still use all the NM warps as long as the person who enters has them.
    Quoting from datmining.

    SE said in updatenotes there is an NPC to lower the content level:

    "*Content levels that were raised by Grrk-Frut the Charlatan in Marjami Ravine can be lowered by Veldeth in the area’s frontier station (L-7). The content level may not go lower than 123."

  16. #16
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    We only did 2 runs last night and killed 2 NMs each run and did not get any capes. Were you all getting JSE capes at ilvl 123 or was it higher for the JSE capes?

  17. #17
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    Needs more screenshots of capes!

  18. #18
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    Quote Originally Posted by fattrav View Post
    We only did 2 runs last night and killed 2 NMs each run and did not get any capes. Were you all getting JSE capes at ilvl 123 or was it higher for the JSE capes?
    We got whm cape at 123

  19. #19
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    Got mekosuschus blade, 90% sure it was from ymmr.

  20. #20
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    WHM Cape from Gramk-Droog's coffer



    Edit:
    Terrible map I made in 2 min with the 2 NMs I've found so far. I'll keep exploring and marking it up.

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