Odin
Einherjar Boss
Basic Strat Description: Super Tank – Ranged DD – Kite Pops
Minimum Members: 17-18
Average Fight Time: 25 Minutes from Enter
Alliance 1 outline:
Tank Party:
PLD/NIN
PLD/NIN
RDM
Healer
Healer
Buff
Party 2:
SAM/THF
SAM/THF
SAM/THF
WAR/NIN
THF
Healer
Buff
Party 3: <NOTE: Ideally there are two of this party>
RNG
RNG
RNG
RNG
Healer (SCH Preference)
COR
Outside Alliance:
Party 4:
RDM/THF w/ 3 Pairs of Power Boots and Wyrmal Legs
Mob Information:
Mob: Odin
Strengths: 100,000 HP, High Vitality/Defense (WS hits which on Gods do 900+ will do 400-500 normally on Odin)
Weaknesses: Light
Immunities: None
Family: Avatar (Not weak to any mob type)
Behavior: Odin is a mob who can be held in place and taken care of fairly simply. He uses an AOE Damage/Dispel at 90%, 80%, 70%, 60%, 50%, 40%, 30%, and 20%. At 9% will do an AOE death. Odin is able to summon up to 9 Fomors through the fight. 6 can spawn (not guarenteed) between 89% and 19%. When they spawn, three are spawned at a time.and can be summoned at any HP percentage ending in a 9 (29%, 79% etc). At 9% The last 3 Fomors plus any unsummoned Fomors will pop at 9%.
Attacks (From ffxiclopedia):
Spells: Sleepga II, Breakga, Blindga, Bindga, Blizzard IV, Blizzaga III, Blizzaga IV, Slowga, Paralyga, and Dread Spikes.
Gagnrath: AoE damage and Terror.
Valfodr: AoE damage and Curse + Silence.
Ofnir: AoE damage. (Might be magic damage)
Yggr: Gives Odin the ability to Intimidate players.
Geirrothr: AoE damage similar to 10,000 Needles plus bind. Used every time 25% of his HP has been lost. (Used at 75%, 50%, and 25% HP.)
Sanngetall: AoE damage and dispel that dispells all buffs. Used every time 10% of his HP has been lost. Will use this a total of 8 times. (Used at 90%, 80%, 70%, 60%, 50%, 40%, 30%, and 20%. At 10%, this TP move will be replaced by Zantetsuken)
Zantetsuken: An Astral Flow like ability. Will be used when approximately 9% of his HP is remaining. This move will deal death to all members within a 20' radius around him. During this time, all members must either run out of range, /kneel or /heal to him.
Job Roles:
All People: Bring Reraise Items. If a DD, bring an Icarus Wing just in case. Use Sole Sushi (accuracy is a problem on him). Holy water is useful to deal with Curse.
Tank – Super Tank / Paladins : Paladins will be the tanks for this. You will run in, grab hate, and try desperately to keep it. DD will be trying to help you with this. However that means you should move around as little as possible. When Odin begins to use Dispelga, begin casting Utsusemi: Ichi to complete afterwards. Shield Bash Blizzaga only. Do not slack on enmity generation as when the Rangers do their big damage pushes when the fomors are popped they will do 10% of his health within 90 seconds. Do not run after him, the Ranger will come to you. At 12% you will disengage, and at 10% nail Invincible, rest, and stay there. This avoids death from Zanetetsuken however you will still take ~500 damage.
Second PLD stay out of range and help cure the primary to generate hate.
Healers – Endurance Curing / White Mage, Scholar, or Red Mage: As a dedicated Healer role you will be doing a few things. Keep Protect and Shell IV (V if WHM) on your tank if in the tank party. Do what you can to last through the fight. Ideally only the Paladin will take damage. When everyone runs in for Geirrothr and is bound get on Erase as fast as you can. AOE erasing of course is a preference. Phalanx will of course also be loved by the tank. Also keep the Paladin refreshed as well as mages.
Buffers/Refresh – DD Support / Corsair, Bard, Red Mage: Bards give Blade Madrigal and Valor Minuet IV. Your melee should not be TPing Odin. Corsairs, it is slightly more difficult. In the Melee give Fighter’s Roll and Chaos Roll. In the Ranger party give Hunter’s Roll and Chaos Roll. Help Erase people when bound. Help to Finale, Dark Shot, or Dispel Dread Spikes.
Melee DD – TAWS / Samurai, Warrior: Samurai are not classic DD here. Meditate (with Myochin Kabuto and Saotome Kote) for TP. Run in, line up behind tank, Engage, TA, Weaponskill. When you have Sekkanoki up Meditate with the AF after the first WS, putting you at 176 TP. Then run in. Hit it once to hit 192 TP. Sekkanoki. Tachi: Yukikaze then TA Tachi: Gekko (or do Tachi: Rana, TA, Tachi: Gekko for Darkness). This lands on average an extra 500-700 minimum damage of hate on the tank. Also, Shikkikoyo the Thief.
Warriors, if you were allowed to come you need to extra attentive. If AOE is owning you, get out of range for cures. You have to be intelligent about play or when you take a dirt nap it might be a while. Try not to take hate.
Ranged DD – Pew Pew! / RNG/(War, Sam, Nin): You are the Primary Damage source. Eat Ranged Accuracy food as even skill torques with 8/8 merits can have trouble hitting. Stand away from Mages, and TP from outside 20. Run in to WS. If you pull hate RUN TO THE TANK. You will likely die, and that’s good. The other Rangers need to survive. When the Fomor spawn, you have 90 seconds to kick out 10% of his HP in damage (roughly 10,000 damage). At this point use Barrage (save Barrage for these times).
Thief – TH4!: Sadly you are here for TH4, but to try to help you a bit, you will be with the Samurai. Samurai will Shikkikoyo you. Run in, line up, Assassin’s Charge, SATA, Hide, WS the tank. Spike damage as much as you can. Also Feint as often as possible, the RNG will love you for it.
Red Mage/Thief – ZOMG AGA RUN!: You need W Legs and 3 pairs of Powder Boots as well as 1 Hermes Quencher, 3 poison pots (avoid sleepga), 3 Holy Water (stupid curse), 12 Remedy (One of them, Helmwig, casts Paralyze II). Keep Legs and fresh boots on. When fomor pop, nail a poison pot, Diaga them, then hit flee and kite. When you have about 2 seconds left on flee, use the powder boots. Use Hermes if Flee isn’t up when the fomors spawn. Keep your buffs up (Stoneskin, Phalanx, Protect, Shell, Reraise, Blink). Note, you DO NOT, run in for the Geirrothr.
Event Timeline:
Event # ----- Act
1 ----- Buff
2 ----- Enter
3 ----- Paladin enter and Claim
4 ----- TA WS PLD begins
5 ----- After 1st TA WS, RNG begin shooting
6 ----- Odin hits 90% - Dispelga (Remember to rebuff the tank)
7 ----- Odin hits 89% - Potential Fomor Spawn - RDM/THF be rdy to Kite
8 ----- Odin hits 80% - Dispelga (Remember to rebuff the tank)
9 ----- Odin hits 79% - Potential Fomor Spawn - RDM/THF be rdy to Kite
10 ---- Odin hits 77% - All run in for AOE+Bind (10,000 dmg)
11 ---- Odin hits 70% - Dispelga (Remember to rebuff the tank)
12 ---- Odin hits 69% - Potential Fomor Spawn - RDM/THF be rdy to Kite
13 ---- Odin hits 60% - Dispelga (Remember to rebuff the tank)
14 ---- Odin hits 59% - Potential Fomor Spawn - RDM/THF be rdy to Kite
15 ---- Odin hits 52% - All run in for AOE+Bind (10,000 dmg)
16 ---- Odin hits 50% - Dispelga (Remember to rebuff the tank)
17 ---- Odin hits 49% - Potential Fomor Spawn - RDM/THF be rdy to Kite
18 ---- Odin hits 40% - Dispelga (Remember to rebuff the tank)
19 ---- Odin hits 39% - Potential Fomor Spawn - RDM/THF be rdy to Kite
20 ---- Odin hits 30% - Dispelga (Remember to rebuff the tank)
21 ---- Odin hits 29% - Potential Fomor Spawn - RDM/THF be rdy to Kite
22 ---- Odin hits 27% - All run in for AOE+Bind (10,000 dmg)
23 ---- Odin hits 20% - Dispelga (Remember to rebuff the tank)
24 ---- Odin hits 19% - Potential Fomor Spawn - RDM/THF be rdy to Kite
25 ---- Odin hits 12% - PLD Disengage
26 ---- Odin hits 10% - Dispelga (Remember to rebuff the tank)
27 ---- Odin hits 9% - Zantetsuken, Guaranteed Fomor Spawn - RDM/THF be rdy to Kite, PLD 2hr and /rest
28 ---- Odin hits 9% - After Zantetsuken, Melee Charge and burn it down
29 ---- Odin hits 0% - Odin is pwnt