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Thread: Extreme Moogles     submit to reddit submit to twitter

  1. #1
    Relic Horn
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    Extreme Moogles

    no thread yet but I would like to know what we're doing wrong at this point, made it to the last phase a few times but if both of our healers get charm chained into the poison we wipe, also is there anything you can do about the mooglegoround+ holy combo?

    Stunning the whm is np but are you just supposed to have 2 dead people from the war no matter what?

    little nuances we're not getting I think, is the charm the 3 closest people? And random 4400 moogle rushes from the thief are surely avoidable? Is there a buff on him you can dispel? I go sch so I can't see very well.. Maybe he's using sneak attack D:

  2. #2
    Nidhogg
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    Did this last night. It's easier than Levi EX, but not by much.

    Some mechanics are weird, but here's what I know (Disclaimer: This is all from one group learning it in one night, some info may be wrong, deal with it):

    Basic Idea (tldr mode):
    - Fight has 4 "phases" if you include the first 10% where it's just the king. Killing any Moogle changes phases
    - King is invincible after Phase 1
    - When a Moogle dies, the King spends HP healing them all. This means taking every Moogle to 10% or so before killing one is ideal.
    - After 2 Moogles die, they do Meteor for 90% of everyone's max HP. Un-shielded people with weakness will die. Use Sacred Soil, Stoneskin, Adlo, etc to make this clean.
    - After 3 Moogles die, the fight is going to end (either in an enrage wipe or a win). If the King's HP is low enough he will start charging Pom Flare. You need to kill everyone Moogle before it goes off or you wipe. If his HP is too high you just lose.

    Detailed Mechanics:

    Phase 1:
    Drop the King to 90%. Not much happens here.

    Phase 2:
    - The Moogles spawn. Like the other fight, you can't control the hate on any except PLD/WAR/King
    - One tank grabs WAR, one grabs PLD, and keeps their Moogle for the entire fight
    - Standing near the King gives a Moogle stacks over time. 4 stacks makes them ridiculous. Since a tank is always going to have the PLD or WAR on them, this means you have to tank swap every 1-1.5 minutes. You might be able to have an OT grab WAR/PLD and an MT grab the King, but this makes one of the Ultimates tough to handle (see below). The damage output by the WAR and PLD is also ridiculously high, so this will be hard in just i90 gear.
    - Keep the King away from uncontrollable Moogles to prevent them from getting stronger.
    - The BLM sometimes casts Meteor. Interrupt this by beating her up a bit. This should never go off.
    - Three of the ranged Moogles can use Delta Strike. They will chat about it a bit and then run to 3 ends of the arena, creating a massive triangle in the middle. To avoid this, just never stand in the middle.
    - When the King yells, two Moogles are going to ultimate.

    Ultimates:
    Two ults always go off. Some are always paired, some are random. This will occur at fixed intervals. The timer carries over from phase to phase, so the faster you DPS the fight down, the less of these you'll see.

    Moogle-go-round + Pom Holy: This is the most dangerous. You need to stun the WHM to stop Pom Holy, as it's a wipe. In the meantime, everyone needs to run as far from the epicenter of Moogle-go-round as possible.
    Charm: Charms 3 people, likely the three closest to the PLD. After 5 seconds or so they get the charm effect and run into the poison, killing themselves. Esuna the charm. If both healers get hit, swiftcast shield yourselves to prevent death.
    Mog Rain of Death: 3 people are targetted with Twintania-like icons, they will get nailed by small AoEs. Shield and cure them to max and they won't die. Weaknessed mages will probably die regardless. I have a feeling you can mitigate this somehow, but didn't have much luck so we just ate it.
    Hate Reset: The two controllable Moogles hate reset. When this happens stop all healing (tanks will take practically no damage during this anyways) until the Moogles are controlled
    Some sort of AoE Damage: Not sure what this is. Praise RNGesus when it happens, since it does jack shit

    - Reduce all of the Moogles to 10%, then kill one to start Phase 3.

    Phase 3:
    - The King drops to about 45% from healing everything and powers all of the Moogles up
    - Other than that, it's the same stuff as before. Everything is harder, so stop standing the fire (I'm looking at you, Dragoons)
    - Because you dropped everything to 10% in the easy Phase 2, you only need to drop them to 50% here. Kill one after everything is at 50%
    - When the Moogle dies in this phase, they cast Pom Meteor. This is like Titan's Ult, it does a % of your max HP. Group up, shield, SS, whatever. Anyone with Weakness or Blood for Blood may die without shields, so watch it.

    Phase 4:
    - Same stuff, even more buffed Moogles.
    - You need to drop all of the Moogles to 10% before killing one this time due to the final stage of the fight
    - When a Moogle dies the King starts casting Pom Flare. You need to kill all of the remaining Moogles before this goes off.

  3. #3
    D. Ring
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    Anyone know if this requires some level of accuracy to reliably hit?

  4. #4
    Motherfucking
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    Vamos los Perds!

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    Quote Originally Posted by Raldo View Post
    Anyone know if this requires some level of accuracy to reliably hit?
    With 456 I don't believe I missed once. This fight isn't that bad; got him to ~15% a couple of time with a complete PUG learning party. There are just some moves with odd dmg; Mograin of Death can do like 2000 dmg and sometimes it does like 5200. Meteor before the last phase always seemed to kill someone with under 4300ish HP. It's not too bad, but healers need to be solid; you can't hang out in the middle, so you need to stay on top of dmg around an arena (i.e. no Cure III spam).

  5. #5
    RIDE ARMOR
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    Just wiped to this for awhile. We have most of the mechanics down except Moogle-go-round. Everytime it went off it would kill 2 random party members regardless of where they were on the map and how buffed/healed they were. As a SCH I got hit by it on the opposite side of the map with sacred soil+galvanize from succor for 6.6k multiple times, as did most of the other members. Can anyone please provide any suggestions?

    Also I cannot confirm this, but it looked relatively true. For the Mog RoD with the Twin style icons it appears the three selected members need to spread out to minimize the damage. If you are stacked you will likely get one shot.

  6. #6
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    I CAN'T I CAN'T I CAN'T

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    Moogle-go-round makes no fucking sense.

    Random people just die even though we're on top of each other.

  7. #7
    D. Ring
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    Never done the fight, but.. moogle-go-round... twister... maybe you need to do a lazy loop like you do to dodge twister? idk.

  8. #8
    Nidhogg
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    Quote Originally Posted by Izzy View Post
    Moogle-go-round makes no fucking sense.

    Random people just die even though we're on top of each other.
    Moogle-go-round does damage based on your distance from the center.

    Pom Holy is always cast at the same time, so make sure to interrupt it or the extra damage will end up killing you.

  9. #9
    RIDE ARMOR
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    Quote Originally Posted by MisterBob View Post
    Moogle-go-round does damage based on your distance from the center.
    Can you please clarify what you mean by center? Gather at the center of the arena when it is cast? Or by center do you mean that we need to get as far away from the WAR Moogle as possible?

    Edit: I cannot post links but there is a reddit post on Triumverate's Moogle EX win (Gilgamesh Server) that is saying Moogle Go Round puts a debuff on the two chosen players that you can esuna.

  10. #10
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    I CAN'T I CAN'T I CAN'T

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    Quote Originally Posted by n0pax View Post
    Edit: I cannot post links but there is a reddit post on Triumverate's Moogle EX win (Gilgamesh Server) that is saying Moogle Go Round puts a debuff on the two chosen players that you can esuna.
    I just confirmed this:



    Start watching at 3:15 if it doesn't automatically go there. (Ignore how shitty we are and how we all die a lot... it's our first kill Q_Q) Both of our tanks will get a debuff (see top left of screenshot below). Our PLD uses invincible so he takes 0 damage, our WAR takes 6kish damage from the AoE. No one else takes any damage.



    You basically get a debuff that makes you take assloads of damage from Moogle-go-round.

  11. #11
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    I tried to find the post on reddit you were talking about, but I suck at reddit and don't post there anyways. Feel free to share it with them if you want.

  12. #12
    Yoshi P
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    I beat this yesterday and can confirm for you again: When Moogle-go-round starts two people will get a ~1m long debuff that has to be esuna/leech'd off them asap. If they still have it when it goes off they will pretty much die. You also have to simultaneously interrupt furryfoot's pom holy with damage so that it doesn't go off as well.

    Once you understand the mechanic it becomes a rather safe combination move that doesn't hurt anyone. But while you don't understand it or if someone fucks up, it's like an instant wipe.

  13. #13
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    Yeah. As you can see, we're all running and stacking on each other because we literally have no idea what the fuck is going on while our BRD and BLM hopefully interrupt the holy lol.

  14. #14
    Yoshi P
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    We were trying to figure it out for so long. We had one person adamant on saying that if you were next to the moogle or really far away from the moogle you'd live, and that if you were in an in between area you'd die. Then me(brd), him, and the sch stacked on the tank when it went off. Him and the tank lived, and me and the sch died. After that we said fuck this, no, this makes no sense it can't be position. And that lead to finding out about the debuffs, lol.

    Having at least one melee is really great for the fight. Drg or monk, paired with a brd, are great at interrupting flare or holy. Not to mention that melee lb3 is invaluable. I'd mark the blm square and whm triangle for easy finding, and focus target the whm for when pom holy eventually happened. We also would not attack the blm/whm except for interrupts, or if they were the last ones to bring down. First phase we'd bring everything down to ~5% or less. Second phase we'd bring everything down to less than 25%. And then last phase of course bring everything down to less than 5% again.

    The battle is really complicated and fun, but also really annoying lol. I kind of don't want to do it again now that I have the achievement.

  15. #15
    D. Ring
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    Reducing the damage from moogle-go-round and Pom Holy is simple. Two things must happen:

    1) DPS have to interrupt Pom Holy.
    2) The two debuffs must be Esuna'd asap.

    The timing is tight but not unmanageable. Voice chat helps immensely for communicating who needs Esuna/Leeches, obviously.

    edit: seems like I missed this explained a few posts up.

  16. #16
    RIDE ARMOR
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    Just beat this last night and I wanted to post some extra information that is not currently in the thread:

    1) We took the baby moogles to 10% during all three phases:

    We tried taking the baby moogles down to 50% in Phase 3 numerous times, but everytime we fell massively short on the King during the enrage nuke. We Ultimately ended up needing to take the baby moogles down to 10% for all three of the phases in order to win.

    2) Rain of Death (The twintania style icons):

    These can overlap on other people, so if you get this icon on you - clear away from other people! Also if the ranger moogle has two or more stacks, this pretty much one shots people so be sure to keep the king away from the ranger. I believe the ranger (besides when he does Delta attack) only stays in the North and South cardinal direction. Use this knowledge to keep the king away (we tank him on the east and west).

    3) The king and the WAR and PLD moogles all drain mana:

    Healers/tanks need to keep this in mind, especially during hate swaps.

    That's about all that I can add here. Everything else seems to be covered very well and in depth. Thank you all very much for the assistance with Moogle Go Round!

  17. #17
    Yoshi P
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    Fairly positive it's only the king who drains mp, with a cleave type attack. I don't remember OT losing any mp until he became MT. And yeah 10%/50% doesn't sound very good to me. We did/do 3%/20%/3%.

  18. #18
    Ridill
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    Quote Originally Posted by Deadgye View Post
    Fairly positive it's only the king who drains mp, with a cleave type attack. I don't remember OT losing any mp until he became MT. And yeah 10%/50% doesn't sound very good to me. We did/do 3%/20%/3%.
    Feels like you would spend a lot of unnecessary time coordinating to 3%, no?

  19. #19
    Yoshi P
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    We just stopped using dots at ~15% and hit whatever has the highest hp. If something died then it died.

  20. #20
    Smells like Onions
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    It may sound silly, but has anyone tried 3 tanking this fight? Could you even queue up with x3 tanks? It seems like it could potentially make it easy mode if ya could meet the dps check at the end. Tank the King on the East or West, WAR & PLD tanked near eachother on the opposite side. No stacks to worry about on any of the minions. Charm would probably grab both tanks, leaving at least one healer to esuna/leech. You'd have to take all the minions down pretty low each phase, but it seems like this could work no?

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