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  1. #1
    Vegito
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    KS99 Wyrm

    Hey everyone, I've been trying to find information on here through search, on ffxi wiki, and youtube on the KS99 wyrm fight. I want to try to manaburn it. The problem is I find conflicting information and no records of a manaburn attempt. If anyone can tell me if it can be manaburned and what it takes please post.

  2. #2
    New Spam Forum
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    Quetzalcoatl

    Pretty much manaburning it is the only way I have ever seen or heard of someone beating it. It's much different than FafHogg type fights. Basically get 2 tanks (preferably with a fire resist set) and 2 DD's who can make a light skillchain. Get it to the point right before it takes off into the air and then SC Light and MB it. The resulting volley is sometimes large enough to make him take off and land again right away.

  3. #3
    Relic Shield
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    Pretty sure it'll take off around 75% so you'll wanna set up your skillchain right b4 you hit that mark and get the magic bursts in. You'll need to pretty much go balls to the wall on damage to knock it down to around 20% I believe (haven't fought it in a long time) before it comes back to the ground.

  4. #4
    A. Body
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    Alistaire Lexander
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    It's either 33 or 35%.

  5. #5
    Fake Numbers
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    takes off at 66%, lands at 33%

  6. #6
    Anti-crusade crusader
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    My LS last week did 16 wyrm runs. Took us 7 hours and about 9 minutes for each fight, and about 10 minutes to restart another. What we did was run in, and two tanks stand at opposite feet. Everyone on each foot as well, we had about 9 to each foot. We had maybe...6 BLMs and two SCH. We had the melee it down to 72% and had a Fragmentation solo by a SAM. We all thunder 4 and it was brought down to maybe 40%. No BLM casted Blizzard; Water 4, Thunder 4, Flood 2, and Burst 2 only. After it got to 30%, it dropped and we meleed it to 10%, finished it off with full nuking and free WS. Reason be is that Blizzard got resisted way to much. We also had a BRD on thredony duty, handeling Thunder Thredony for less resist. If your looking to manaburn it, do the same strategy, take more BLM and less melee. Nuke it to 72%, solo SAM, nuke it to death.

  7. #7
    Formerly Raitoken
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    Quote Originally Posted by Aristio View Post
    My LS last week did 16 wyrm runs. Took us 7 hours and about 9 minutes for each fight, and about 10 minutes to restart another. What we did was run in, and two tanks stand at opposite feet. Everyone on each foot as well, we had about 9 to each foot. We had maybe...6 BLMs and two SCH. We had the melee it down to 72% and had a Fragmentation solo by a SAM. We all thunder 4 and it was brought down to maybe 40%. No BLM casted Blizzard; Water 4, Thunder 4, Flood 2, and Burst 2 only. After it got to 30%, it dropped and we meleed it to 10%, finished it off with full nuking and free WS. Reason be is that Blizzard got resisted way to much. We also had a BRD on thredony duty, handeling Thunder Thredony for less resist. If your looking to manaburn it, do the same strategy, take more BLM and less melee. Nuke it to 72%, solo SAM, nuke it to death.
    If it takes off @66% why not take it to like 68%? giving 2% for buffer.

  8. #8
    New Spam Forum
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    need a tank (pld or nin fine)
    sam/rng for solo sc (is what we use)
    couple healers/refreshers (whm,rdm,sch,brd,cor any work about)
    5-10 blm (or sch).

    helpful to tell people not to put DoT's on Wyrm until after he flies, or there is the small possibly he will start to fly before you do SC because of it. If that happens just yell NUKE and should still be fine.

    the melee for skillchain isn't really needed even if you have enough blm, but it is nice to have for damage before and after flying.

    can have blm do tier3/4 nukes to get it to 70% is fine. blm don't really need a refresher in the group as they only have to nuke hard for about 2-3 spells max, but someone /whm in the group to through curaga IIs is nice.

    Good to have the first person running in turn it to the side some just in case it gets breath off and smokes people in the hallway. Can also just have someone throw a stun at the front.

    Not a hard fight at all, just keep stoneskin up, a sch in tank/melee party is nice for that. but yea

    take to 68-70ish % through melee/nukes
    SC and nuke big thunder spells (burst2, thundaga3, thunder4)
    comes out of air, take the final 20-30ish % that is left off the same way you did the first 30%.

  9. #9
    Sea Torques
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    90% of the Runs we do we dont even get our Skillchain off because our BLMs (me included) are nuke happy and blast it past the flight mark. If you have people Stun as its trying to fly, you can have some down time and free nuke during that time. Skillchain isnt totally needed, but it is nice if you have not done it a couple times and your linkshell isnt use to it.

    We have got it down to around 10min start to finish

  10. #10
    Relic Horn
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    It takes off at 70 in my experience, not 66

    Lands at 30

  11. #11
    Nidhogg
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    Melee does exceptionally well on him btw. With just a brd in the melee pt, I was doing 1k+ drakesbanes to its face.

  12. #12
    New Spam Forum
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    Did a few of these last night.

    followed the strat on wiki, and it worked perfectly, the one that you take him down to 70%, light/frag SC, blms all burst Burst2 and while the bursts are going off have a rdm/drk CSS while blms keep pounding it until they're out of MP, then it lands, melee/blms with MP left finish it off.

  13. #13
    RIDE ARMOR
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    why does BG go from bottom to top... this is retarded........

    Anyways.......... I led a bunch of pick up groups for Wyrm about a month ago, we won most of them (fails due to flails and other random noob stuff)

    I'd advise as few melee as possible, BLM work wonders for the flying stage. Just make sure they're all timed right, or you'll get a bunch of dead BLM and then you're fucked.

  14. #14
    Fake Numbers
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    Quote Originally Posted by Agana View Post
    why does BG go from bottom to top... this is retarded........

    Anyways.......... I led a bunch of pick up groups for Wyrm about a month ago, we won most of them (fails due to flails and other random noob stuff)

    I'd advise as few melee as possible, BLM work wonders for the flying stage. Just make sure they're all timed right, or you'll get a bunch of dead BLM and then you're fucked.
    It goes bottom to top if your preferences set it like that, you can change it if you go to your profile.

  15. #15
    RIDE ARMOR
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    oh ok thanks, I would've been like that forever if u didnt tell meh D:

  16. #16
    Relic Shield
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    Quote Originally Posted by bombard View Post
    Did a few of these last night.

    followed the strat on wiki, and it worked perfectly, the one that you take him down to 70%, light/frag SC, blms all burst Burst2 and while the bursts are going off have a rdm/drk CSS while blms keep pounding it until they're out of MP, then it lands, melee/blms with MP left finish it off.
    CS/Stun is totally unnecessary, if you get the urge to do several runs in a row. Tanks in fire resist gear take negligible damage the entire time he's in the air, and you can manage the AOEs by only having one or two BLMs at a time running in to nuke.

    Incidentally, melee damage is fine on him, but after he lands I've always found the TP they give him is more of a headache than it's worth. With even 2 or 3 melees on Wyrm, I typically spend 90% of the last portion of the fight terrorized, and the other 10% recasting shadows after wings.

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