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  1. #1
    Ridill
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    FFRK - Place of Many Pasts (X) Event & Strategies



    "HA HA HA HA HA HA HA HA HA HA HA HA HA!" - Tidus
    "You'll cry, you're gonna cry. You always cry. See? You're crying." - Jecht

    The original Zanarkand was a city state whose people wished to enhance their lives using a mix of magic imbued within machina. The city state of Bevelle was militarized and focused on machina. Bevelle believed Zanarkand was planning a war and so Bevelle struck first.

    During the war Yu Yevon, the leader of Zanarkand and the most powerful summoner in Spira, used this might to fight off the armies of Bevelle. They were unable to stop Bevelle and Yu Yevon sacrificed the people of Zanarkand, turning them into the fayth needed for the ultimate summoning, to preserve the metropolis in a dream state at the height of its power. Yu Yevon summoned a creature of unspeakable power to defend it, that became to be known as Sin.

    Yu Yevon gave the creature two objectives: defend Dream Zanarkand and destroy any large city or cities that rely on machina. Unable to control Sin's power, Yu Yevon's mind became consumed and the newly summoned Sin turned on Zanarkand itself, destroying the metropolis.

    A thousand years later the Zanarkand Ruins is the final destination of the summoners' pilgrimage to defeat Sin. Known as a holy place by Spirans, the ruins are unseen by all except the few summoners and their guardians who prove themselves worthy. Thus, Zanarkand has become mythologized as a fabled land at the end of the world where summoners can obtain the Final Aeon. Swarming with pyreflies, Zanarkand is a haven for many fiends, including zombie forms of Warrior Monks who lost their lives during the Machina War.


    Event Start Date: November 23
    Event Bonus Battle: November 26
    Event End Date: December 3

    All information is taken from a mixture of Reddit/Spreadsheets/Kongpakbao Site and my own obviously expert analysis.

    Most info for the event comes from this site: https://www.reddit.com/r/FFRecordKee...i7&sh=641ac1d0

    Though the information provided is used as a guideline and not always taken directly from the thread. When necessary, additional thoughts on Cid Missions and battle strategies are added.

    Notable Rewards:
    Tidus' Earring - Accessory. Def +15 and moderate water resist.

    New Characters Acquired:
    Disasteriffic.

    Dress Spheres Acquired:
    Disasteriffic.

    Old Characters Acquired:
    Tidus
    Jecht
    Rikku
    Paine
    Wakka

    New Memory Crystals:
    Disasteriffic.

    Old Memory Crystals
    Tidus MC1/MC2
    Paine MC1/MC2

    New Record Materia:
    Disasteriffic.

    New Legend Materia
    • Wakka's "Everyone's Big Brother" - Small water damage up.
    • Wakka's "Passion for the Blitz" - Medium chance to minor imperil-water when using Shooter abilities.

    • Jecht's "Unmannered Father" - Small dark damage up.
    • Jecht's "Entrusted Thoughts" - Medium chance to double cast dark offensive abilities.

    • Braska's "Peaceful High Summoner" - Small fire damage up.
    • Braska's "High Summoner's Wish" - Medium chance to doublecast Summoning abilities.

    • Paine's "Warrior's Pride" - Small Spellblade damage up.
    • Paine's "Swift Blade" - Medium chance to doublecast Spellblade abilities.


    New Record Sphere
    Disasteriffic.

    Cid Missions
    • Complete 'Via Purifico' with a party of only Tidus, Wakka, and Rikku.
    • Complete 'Unwanted Reunion 凶+' with a party of only FFX characters, including Tidus.
    • Complete 'Not a Dream 凶++ (Revenge)' with a party of only FFX heroes, including Jecht.


    Relics
    WATER!

    Theres only one reason to pull here, especially with FFTA next and a possible Super Fest around the corner.

    Water + and water resist is everywhere here, with some other elements on banner 2 for good measure. But you're here for Tidus and maybe Paine...not Jecht or Braska.

    Straight talk, this upsides here are good but this banner to me is a little over-hyped. For being a one stop water shop, yeah its nice. But you'll see the important pieces (CSB, USB's) for sure later on and his BSB2 to me is a half step above his original, which is most certainly dated.

    The banners downsides aren't terrible, but they are aging fast as X is a really old realm. Chances are you've gotten a few of the bottom pieces, and unless you planned to whale here be mindful of chasing one piece as this can quickly get out of hand.

    Banner 1:

    Paine heads up banner 1 with her USB. She receives a Cycle boost to her Spellblades, along with en-water, a self Atk/Def boost, and 10 hits of water/non ST damage. Paine benefits a lot with the en-water, as her unique AoE Dispel BSB pops up here as well. Her realm hastega SSB brings up the rear.

    Tidus is the real reason you're probably pulling here over the tsundere, baka. We've seen his ultra already, but his EX Mode chases water ability uses with 6 hits of ranged water/non Shooter school damage. Along for the dive is his CSB.

    What is new for him here is a BSB2. Instead of en-water with his BSB1, this is the familiar water/non 10x ranged hit from his USB with an Atk/Def boost and 1 noncharge. Oh, it's also instant. Cmd1 is 4x water/non Shooter hits while Cmd2 is 2 hits and a 15% boost to Shooter abilities for the next 3 uses.

    Rikku and Wakka have their BSB's reappear here. Rikku's is still nice for the imperil, but Wakka's is a very dated Full Breakdown. Yuna's medica SSB that haunted so many for so long is here as well.

    No Tiny Bee!

    Banner 2:

    If you have not guessed from the event format, banner 2 is all about Braska's pilgrimage.

    Jecht's USB brings a dark Cycle effect, Atk/Def boost, 75% crit fix (he is Monk 5 afterall...) and 10 hits of dark/non damage. It is a +dark blitzball, which means only he really gets use out of it.

    Jecht's solid BSB and OSB pop up here as well, as does his party boostga SSB.

    Braska gains a USB as well, keeping his fire synergy and adding lightning for 10 hits of ST summon damage. Additionally, he boosts all Summon damage by 30% and introduces a new "Auto-cast" mechanic. Basically, this brings damage through the form of a shadow ATB ability use similar to how magicites operate. Braska's is 4 hits of AoE fire/lightning damage. His BSB returns as well.

    Auron doesn't get new toys, but his much improved BSB2 is here along with a decent Atk/Def breakdown SSB.

    Yuna's BSB2 is here to further cement the point that Tiny Bee is nowhere to be seen.

    Legend Materias:
    • Banner 1 - Paine: Atk buildup boost. Spellblade use 2%->34%.
    • Banner 1 - Wakka: Debuff duration +30%.
    • Banner 1 - Tidus: Begin battle with en-water.

    • Banner 2 - Jecht: Begin battle with en-dark.
    • Banner 2 - Braska: Begin battle with en-fire.
    • Banner 2 - Auron: Atk buildup boost. Damage received 3% -> 35%.


    Relic Discussion
    https://www.reddit.com/r/FFRecordKee...07&sh=322da6d1

    Note: Removing the KBP link for now, as the event page hasn't been updated for a while now. Any objections?

    I may move the event # to the top just for posterity.

  2. #2
    Ridill
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    Bonus Battles
    Via Purifico
    Grothia, Pterya, Spathi
    HP: Grothia: 27,309 - Pterya/Spathi: 30,059
    Target Score:
    • Defeat Isaaru's Aeons without being KO'ed.
    • Reduce Spathi's magic.

    Weak: None
    Absorb: Grothia: Fire
    Resist: None
    Null: None
    Status Vulnerabilities: None

    Evrae Altana
    HP: 80,065
    Target Score:
    • Defeat Evrae Altana without being KO'ed.
    • Reduce Evrae Altana's magic.

    Weak: Holy
    Absorb: None
    Resist: None
    Null: None
    Status Vulnerabilities: Slow, Blind

    Notes: The aeons have some damaging magic attacks, so focus there for mitigation. Otherwise they won't last too long.

    Evrae Altana can petrify you, so pack Ultra Cure just in case.

    End of the Road +++
    Defender X
    HP: 201, 172
    Target Score:
    • Defeat Defender X without being KO'ed.
    • Reduce Defender X's attack.
    • Reduce Defender X's defense..

    Weak: None
    Absorbs: None
    Resists:None
    Null: None
    Vulnerabilities: Berserk

    Notes: Purely a physical fight. Defender X does has a fairly accurate AoE slow and will cast Mighty Guard when entering weak phase.

    But you know this fight. Berserk to limit his attack options to Blast Punch with KO resist and you can auto the fight to death.

    Ultimate + Apocalypse Battles
    The Truth Revealed+++
    凶Seymour (w/Guado Guard, Anima)
    HP: Seymour: 150,000 - Guado Guard: 30,000 - Anima: 200,000
    Target Score:
    • Exploit Anima's weakness to fire attacks.
    • Reduce Seymour's magic.
    • Reduce Seymour's defense.

    Weak: Anima/Seymour: Fire
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: Seymour: Poison, Slow - Guado Guard: Poison, Silence, Slow, Blind, Petrify, KO

    Notes: Phase 1 of Seymour ends after dealing 45k damage, and he has his HP restored to full for Phase 3.

    Seymour cannot be targeted until after both Guado Guards are gone, and they like to buff him with protect. You can KO them with Odin if you want, or the monk KO abilities.

    Anima's Obliteration attack is physical, but everything else here if magic based. If you can clear Anima before it goes off, you can ignore physical mitigation.

    Runic eats Seymour alive in his post Anima phase, sparing the AoE attacks. He starts this phase with a scripted shell, so if you have a mage team bring a dispel.

    Unwanted Reunion
    凶Seymour Natus (w/Mortibody)
    HP: Seymour Natus: 350,000 - Mortibody: 350,000
    Target Score:
    • Reduce Seymour Natus' magic.
    • Reduce Seymour Natus' defense.
    • Reduce Seymour Natus' resistance..

    Weak: None
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: None

    Moveset (Seymour):

    (Default only) Protect (WHT: Self Protect)
    (Default/Weak only) Firaga (NAT: ST 330% magical fire)
    (Default/Weak only) Thundaga (NAT: ST 330% magical thunder)
    (Default/Weak only) Waterga (NAT: ST 330% magical water)
    (Default/Weak only) Blizzaga (NAT: ST 330% magical ice)

    凶 Meteor (NAT: AOE 800% piercing0.5 magical non-element)

    (Weak/V Weak only) Dispel (WHT: AOE Dispel)

    (V Weak only) Firaga (NAT: AOE 342% magical fire)
    (V Weak only) Thundaga (NAT: AOE 342% magical thunder)
    (V Weak only) Waterga (NAT: AOE 342% magical water)
    (V Weak only) Blizzaga (NAT: AOE 342% magical ice)

    Moveset (Mortibody):

    Attack (PHY: ST 110% physical)
    Desperado (PHY: AOE 253% physical)
    Fire (BLK: AOE 246% magical fire)
    Thunder (BLK: AOE 246% magical thunder)
    Water (BLK: AOE 246% magical water)
    Blizzard (BLK: AOE 246% magical ice)
    Cura (WHT: ST recover HP, targets Seymour)
    Mortisorbption (NAT: ST 410% [minimum 9999] magical non-element, recover HP equal to damage dealt, targets Seymour)

    Notes: 100% magic based fight for Seymour, but Mortibody's Desperado is just dangerous enough where you'll want at least protect.

    Mind the dispels, both in using them to remove Seymour's protect to start the fight and then the two scripted ones at 71% and 41% HP phases.

    The trick with this fight compared to the others is dealing with Seymour's Ultimate Meteor. It's a "damage before X turns" mechanic and the thresholds are 40k, 70k, and 90k damage after entering each new phase before he starts using it.

    Cid Mission: Since Tidus is required for this CM, if you have nothing for him SB wise Powerchain + Full Charge can help you output the damage needed for those Ultimate Meteor thresholds.

    Rikku can help with dances here instead of Wakka. You'll also get more mileage out of a physical team here since Braska and Lulu aren't the most durable and there are some nasty AoE's to worry about. Also, no elements to take advantage of.

    Yuna's a no brainer for healing.

    The Heart of the Lost SUmmoner (Apoc +)
    滅Yojimbo (w/Daigoro)
    HP: Yojimbo: 440,000 - Daigoro: 100,000
    Target Score:
    • Exploit Yojimbo's weakness to water attacks.
    • Reduce Yojimbo's attack.
    • Defeat Yojimbo before he uses Ultimate Zanmato.

    Weak: Yojimbo: Water
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: None

    Moveset (Yojimbo):

    (Default only) Attack (PHY: ST 110% physical)

    Kozuka (PHY: ST 400% ranged physical)
    Wakizashi (NAT: ST 431% ranged physical)
    Wakizashi (NAT: AOE 240% ranged physical)
    凶 Kozuka (NAT: ST 462% ranged physical, Self Blink 1)

    (Weak/V Weak only) 凶 Wakizashi (NAT: AOE 400% ranged physical, reduce defense by 30% for 25 seconds)

    (V Weak/Enraged only) Zanmato (NAT: ST 462% physical, 18% chance to Instant KO)

    (Enraged only) 凶 Zanmato (NAT: 3T Instant KO, auto-hit)

    Moveset (Daigoro):

    Attack (PHY: ST 100% physical)
    Attack (PHY: FRST 422% physical)
    Attack (PHY: BRAOE 253% physical, 102% chance to Silence)

    Notes: No need for magic mitigation here, purely a physical battle.

    DO NOT KILL DAIGORO. It will prompt Yojimbo to enter rage mode immediately and then begin the Ultimate Zanmato spam.

    Be mindful of when Yojimbo uses Kozuka for the blink, Wakizashi for the party Def down, and the Instant KO normal Zanmato. KO Resist is your best bet, even though Ultimate Zanmato is auto-hit.

    Jump Start Notes: The stats for the JS are the same. No changes.

    I kind of miss the days when the JS fight were a little different mechanically.

  3. #3
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Kirin View Post
    Bonus Battles
    Via Purifico
    Grothia, Pterya, Spathi
    HP: Grothia: 27,309 - Pterya/Spathi: 30,059
    Target Score:
    • Defeat Isaaru's Aeons without being KO'ed.
    • Reduce Spathi's magic.

    Weak: None
    Absorb: Grothia: Fire
    Resist: None
    Null: None
    Status Vulnerabilities: None

    Evrae Altana
    HP: 80,065
    Target Score:
    • Defeat Evrae Altana without being KO'ed.
    • Reduce Evrae Altana's magic.

    Weak: Holy
    Absorb: None
    Resist: None
    Null: None
    Status Vulnerabilities: Slow, Blind

    Notes: The aeons have some damaging magic attacks, so focus there for mitigation. Otherwise they won't last too long.

    Evrae Altana can petrify you, so pack Ultra Cure just in case.

    End of the Road +++
    Defender X
    HP: 201, 172
    Target Score:
    • Defeat Defender X without being KO'ed.
    • Reduce Defender X's attack.
    • Reduce Defender X's defense..

    Weak: None
    Absorbs: None
    Resists:None
    Null: None
    Vulnerabilities: Berserk

    Notes: Purely a physical fight. Defender X does has a fairly accurate AoE slow and will cast Mighty Guard when entering weak phase.

    But you know this fight. Berserk to limit his attack options to Blast Punch with KO resist and you can auto the fight to death.

    Ultimate + Apocalypse Battles
    The Truth Revealed+++
    凶Seymour (w/Guado Guard, Anima)
    HP: Seymour: 150,000 - Guado Guard: 30,000 - Anima: 200,000
    Target Score:
    • Exploit Anima's weakness to fire attacks.
    • Reduce Seymour's magic.
    • Reduce Seymour's defense.

    Weak: Anima/Seymour: Fire
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: Seymour: Poison, Slow - Guado Guard: Poison, Silence, Slow, Blind, Petrify, KO

    Notes: Phase 1 of Seymour ends after dealing 45k damage, and he has his HP restored to full for Phase 3.

    Seymour cannot be targeted until after both Guado Guards are gone, and they like to buff him with protect. You can KO them with Odin if you want, or the monk KO abilities.

    Anima's Obliteration attack is physical, but everything else here if magic based. If you can clear Anima before it goes off, you can ignore physical mitigation.

    Runic eats Seymour alive in his post Anima phase, sparing the AoE attacks. He starts this phase with a scripted shell, so if you have a mage team bring a dispel.

    Unwanted Reunion
    凶Seymour Natus (w/Mortibody)
    HP: Seymour Natus: 350,000 - Mortibody: 350,000
    Target Score:
    • Reduce Seymour Natus' magic.
    • Reduce Seymour Natus' defense.
    • Reduce Seymour Natus' resistance..

    Weak: None
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: None

    Moveset (Seymour):

    (Default only) Protect (WHT: Self Protect)
    (Default/Weak only) Firaga (NAT: ST 330% magical fire)
    (Default/Weak only) Thundaga (NAT: ST 330% magical thunder)
    (Default/Weak only) Waterga (NAT: ST 330% magical water)
    (Default/Weak only) Blizzaga (NAT: ST 330% magical ice)

    凶 Meteor (NAT: AOE 800% piercing0.5 magical non-element)

    (Weak/V Weak only) Dispel (WHT: AOE Dispel)

    (V Weak only) Firaga (NAT: AOE 342% magical fire)
    (V Weak only) Thundaga (NAT: AOE 342% magical thunder)
    (V Weak only) Waterga (NAT: AOE 342% magical water)
    (V Weak only) Blizzaga (NAT: AOE 342% magical ice)

    Moveset (Mortibody):

    Attack (PHY: ST 110% physical)
    Desperado (PHY: AOE 253% physical)
    Fire (BLK: AOE 246% magical fire)
    Thunder (BLK: AOE 246% magical thunder)
    Water (BLK: AOE 246% magical water)
    Blizzard (BLK: AOE 246% magical ice)
    Cura (WHT: ST recover HP, targets Seymour)
    Mortisorbption (NAT: ST 410% [minimum 9999] magical non-element, recover HP equal to damage dealt, targets Seymour)

    Notes: 100% magic based fight for Seymour, but Mortibody's Desperado is just dangerous enough where you'll want at least protect.

    Mind the dispels, both in using them to remove Seymour's protect to start the fight and then the two scripted ones at 71% and 41% HP phases.

    The trick with this fight compared to the others is dealing with Seymour's Ultimate Meteor. It's a "damage before X turns" mechanic and the thresholds are 40k, 70k, and 90k damage after entering each new phase before he starts using it.

    Cid Mission: Since Tidus is required for this CM, if you have nothing for him SB wise Powerchain + Full Charge can help you output the damage needed for those Ultimate Meteor thresholds.

    Rikku can help with dances here instead of Wakka. You'll also get more mileage out of a physical team here since Braska and Lulu aren't the most durable and there are some nasty AoE's to worry about. Also, no elements to take advantage of.

    Yuna's a no brainer for healing.

    The Heart of the Lost SUmmoner (Apoc +)
    滅Yojimbo (w/Daigoro)
    HP: Yojimbo: 440,000 - Daigoro: 100,000
    Target Score:
    • Exploit Yojimbo's weakness to water attacks.
    • Reduce Yojimbo's attack.
    • Defeat Yojimbo before he uses Ultimate Zanmato.

    Weak: Yojimbo: Water
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: None

    Moveset (Yojimbo):

    (Default only) Attack (PHY: ST 110% physical)

    Kozuka (PHY: ST 400% ranged physical)
    Wakizashi (NAT: ST 431% ranged physical)
    Wakizashi (NAT: AOE 240% ranged physical)
    凶 Kozuka (NAT: ST 462% ranged physical, Self Blink 1)

    (Weak/V Weak only) 凶 Wakizashi (NAT: AOE 400% ranged physical, reduce defense by 30% for 25 seconds)

    (V Weak/Enraged only) Zanmato (NAT: ST 462% physical, 18% chance to Instant KO)

    (Enraged only) 凶 Zanmato (NAT: 3T Instant KO, auto-hit)

    Moveset (Daigoro):

    Attack (PHY: ST 100% physical)
    Attack (PHY: FRST 422% physical)
    Attack (PHY: BRAOE 253% physical, 102% chance to Silence)

    Notes: No need for magic mitigation here, purely a physical battle.

    DO NOT KILL DAIGORO. It will prompt Yojimbo to enter rage mode immediately and then begin the Ultimate Zanmato spam.

    Be mindful of when Yojimbo uses Kozuka for the blink, Wakizashi for the party Def down, and the Instant KO normal Zanmato. KO Resist is your best bet, even though Ultimate Zanmato is auto-hit.

    Jump Start Notes: The stats for the JS are the same. No changes.

    I kind of miss the days when the JS fight were a little different mechanically.

    So we can kill the dog this time???

    Usually the dog had no HP bar

  4. #4
    BG Medical's Student of Medicine
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    Yea, but if you kill the dog Yojimbo goes apeshit on your party.

  5. #5
    Salvage Bans
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    Seymour Natus is always such a bitch for me... he's too fast for Yuna to keep up on healing. The Dispelga just makes it worse.

  6. #6
    BG Medical's Student of Medicine
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    Yea that was a bit of a tough fight. Wall makes it cake.

  7. #7
    Member since 2006 and still can't think of a title.
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    Fuck yojimbo’s silence. Fully dived y’shtola with a ffx moderate silence resist, still gets silenced....

  8. #8
    Relic Shield
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    Everybody in the front row- yojimbo is ranged, dog can be draw fired.

  9. #9
    Ridill
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    Yep, put everyone in the front row and bring a Knight for Draw Fire/Gaia Cross/Sacred Cross. Yojimbo hits pretty hard even with standard debuffs so bring a stackable ATK debuff if you're having issues.

  10. #10
    Member since 2006 and still can't think of a title.
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    I wound up destroying him on my next try. Was just annoying

  11. #11
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    I want to kill that fucking dog so much. It keeps on ignoring the draw fire effect that Gil's BSB should be giving me to snipe my whm. I put on the wrong RM by accident so my next try should go at least a little better.
    This whole week has been dedicated to making me realize 220 fights are not yet something I can expect to beat on the first 1-2 tries

  12. #12
    BG Medical's Student of Medicine
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    Maybe you aren't doing it right? I used Demonsblood on Auron and it worked great.

  13. #13
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    i had issues with random hits ignoring draw fire, but i was lucky enough where it didn't really happen until after i'd stabilized so it wasn't a huge deal. main issue i had was doublecast procs targeting the dog, i had to S/L on the apoc version once because he died and triggered the instakill move. happened again on the jumpstart version, but yoji was close enough to dead that everything else I had queued killed him before he got a turn.

  14. #14
    D. Ring
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    Quetzalcoatl

    It seems that I am 1 dex 4* mote short of proceeding to legend dive a melee character. The 4 mote dungeons coming up should fix that, but I still feel cockblocked. I'm really hoping the same doesn't turn out to be true with 4* spirit motes.
    My major problem with it ignoring draw fire was that it would always proc ensilence, but that was before I saw your suggestions to just move to the front row. I would have killed it multiple times before if not for that proccing while i'm in the middle of casting bubbles.

  15. #15
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    edit: nevermind, finished reading your post, lol.

    the biggest bottlenecks for me on 4* motes were always dex/vit/wis. the distribution is structured similarly to 5* motes, but we do get a much larger quantity of 4* motes per week compared to a year or so ago.

  16. #16
    Ridill
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    We also skipped the second set of Revenge Dungeons, hopefully we'll get them for Christmas.

  17. #17
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    Quote Originally Posted by Khajit View Post
    My major problem with it ignoring draw fire was that it would always proc ensilence, but that was before I saw your suggestions to just move to the front row. I would have killed it multiple times before if not for that proccing while i'm in the middle of casting bubbles.
    The other thing is that daigoro's ensilence is aoe so it ignores drawfire.

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