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  1. #81
    New Merits
    Join Date
    Sep 2008
    Posts
    205
    BG Level
    4
    FFXI Server
    Bismarck

    http://tkeichan.livejournal.com/65134.html
    Here you go...... Keichan is one of the orginial founders I believe, I have done it with him before.

  2. #82
    Banned.

    Join Date
    Oct 2007
    Posts
    5,674
    BG Level
    8

    More on JoJ.. the pet train assists a random target in the alliance JoJ has hate on not the pet in front of it in my limited experience trying to find a method to hold pets. Furthermore, unlike BQ, the pets do not mijin on a timer. If you don't damage them, they won't use it.

  3. #83
    Old Merits
    Join Date
    Oct 2007
    Posts
    1,085
    BG Level
    6

    Quote Originally Posted by Skylark View Post
    http://tkeichan.livejournal.com/65134.html
    Here you go...... Keichan is one of the orginial founders I believe, I have done it with him before.
    Didn't know anyone else was watching Tkeichan. Shit pretty amazing. Also to everyone on the first page, I understood OP perfectly fine.

  4. #84
    Every day I'm wafflin'
    Join Date
    Feb 2007
    Posts
    2,453
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Airenn View Post
    Not soloable, but definitely duoable.

    Had a friend help out by /RAing the Slave.

    All of them came this time, including MG. I pulled MG off and ran to opposite side, while friend died.

    Kited MG for a bit, Slaves eventually came back, slowly, they didn't rush me til they saw MG.

    Not sure how to make the pull like I did in the beginning. Maybe just luck? Or that the first time they pop you can pull it but not twice?
    Sounds like you just misinterpreted what you saw. After the Slaves lose hate they return to their game of follow the leader. If you'd survived with MG plus two Slaves on you for long enough I expect the other Slaves would've wandered over and linked shortly after.

  5. #85
    Relic Weapons
    Join Date
    Jul 2008
    Posts
    364
    BG Level
    4
    FFXI Server
    Bismarck

    Quote Originally Posted by Skylark View Post
    http://tkeichan.livejournal.com/65134.html
    Here you go...... Keichan is one of the orginial founders I believe, I have done it with him before.
    I have also done this with Kei, it works fine. Pretty easy to hold the slaves on nin

  6. #86
    Cerberus
    Join Date
    Sep 2008
    Posts
    438
    BG Level
    4
    FFXI Server
    Phoenix

    [M(=> 2) + u] = w
    [M(=> 2) + u] = d
    [M(=> 2) + c] = w
    Spoiler: show
    [Mob(=> 2) + Utsusemi] = Win
    [Mob(=> 2) + Utsusemi] = Death
    [Mob(=> 2) + Cocoon] = Win


    M = Mob/M
    u = Utsusemi
    c = Cocoon
    d = Death
    w = Win
    => = "Equal to or greater than"

  7. #87
    Cerberus
    Join Date
    Jun 2008
    Posts
    476
    BG Level
    4

    I was testing ChatGPT's "knowledge" of FFXI earlier today and came away rather impressed, as it brought up some pretty deep cut solos that weren't known broadly. It seems to have missed this particular corner of BG though, so I was coaxed into explaining how this worked. It was a nice stroll down memory lane, so I thought I'd share the summary here for anyone who might get a smile out of it.

    I claim no ownership over or credit for the creation of this strategy; I read it here and turned it into a pretty lucrative side hustle for a couple years. I had a small group of RDMs who I'd team up with on my server and do it during off-hours to try to keep it relatively quiet.

    One last thought - a lot of the earlier posts in this thread were dismissive of this strategy as inferior to the more well-known strategy of burning the adds as they popped. I see their point, to be sure, but this method had a much lower gear/skill floor for the secondary RDM compared to their favored strategy, so I ranked it higher on the basis that I could get more kills simply due to the availability of a suitably skilled/geared RDM being higher. Looking back though, this strategy encapsulates what I loved most about FFXI - finding novel ways to do more with less, especially when it involved pretty deep understanding of all the underlying systems to pull off.

    Anyway, here's the summary, courtesy of ChatGPT:

    Title: The Forgotten Mother Globe Duo Strategy: A Red Mage's Guide to Breaking AI Chains

    Overview: This guide outlines an advanced strategy developed by two expert Red Mages to defeat Mother Globe in Sky without engaging the usual horde of Slave Globe adds. By manipulating mob AI behavior, claim mechanics, and spatial control, this method bypasses one of the fight's most difficult mechanics, enabling a clean, efficient takedown with minimal risk and gear requirements.

    Requirements:

    Primary Red Mage : Usually RDM/NIN, but /NIN isn't strictly necessary.  This role has a higher skill floor.

    Secondary Red Mage: Despite the name, this can really be any job that can handle a slave globe for ~45 minutes without support.  However, RDM/BLM or BLM/ANY are optimal in case you need to change strategies on the fly (see Risks and Counters).

    Reraise for the primary Red Mage (essential).

    Access to Flee (via charged shoes) is helpful for the Primary RDM, but not necessary.

    Pre-Fight Setup:

    Systematically eliminate all other sphere-type enemies on the floor. They aggro to magic and can ruin the pull instantly if left alive.

    Fully buff both Red Mages. The primary RDM (the one who will solo Mother Globe) must have Reraise active. The secondary RDM can optionally have it but will not die if done correctly.

    Engagement Phase:

    The primary RDM activates Flee (using charged footwear) and positions to pull Mother Globe. Note that Flee is not strictly necessary, but it is critical to get as far as the north hallway before dying, else Reraising can get dangerous.  Generally speaking, if you pull it from the northern half of the room you're not in danger of being caught short.  Cast any spell to claim it except Bind - you want Mother Globe to follow you.  As soon as the pull starts (typically the moment the spellcast animation begins), the secondary RDM—positioned south near the entry circular room—must tag the first Slave Globe in the line behind Mother Globe. Use a non-damaging spell like Paralyze, and do not Bind it, as you want it to follow you south. Do not damage or DoT it.

    If done correctly, the primary RDM will kite Mother Globe and her remaining slaves north to the upper teleporter. The secondary RDM will pull the first slave globe south to the spawn room.

    Key AI Exploit:

    Slave Globes follow a chain behavior, not Mother Globe directly. The targeted globe becomes aggressive, but the globes behind follow it in a passive chain unless directly attacked.  Note that this does not apply to Mother Globe - once she is aggressive, she will direct any slaves that come within range of her to assault her target.

    Once the primary RDM dies (intentionally) at the northern teleporter, Mother Globe and her unclaimed slaves become passive.

    However, the daisy-chained orbs will continue following the claimed globe that was dragged south.

    Note that it is not strictly necessary for the Primary RDM to die; it is possible for the Secondary RDM to snipe the slave globe at the very edge of casting range while Mother Globe has already passed out of magic aggro range.  In this case, the secondary RDM strikes first and the primary RDM can claim Mother Globe at leisure once the slaves are away.  Take care not to claim it while the passive slaves are still in range or they will move to assist Mother Globe and the primary RDM will die in the attempt.  You can still recover from here by following the usual strategy, assuming the primary RDM died in a good spot.  This takes a lot of practice, perfect positioning, and a little luck to get right.

    Re-engagement Phase:

    The primary RDM reraises, rests to full, re-buffs.

    Mother Globe is now separated from her adds. She can be pulled to the northern room and soloed via kiting and nuking.

    Mother Globe is a pretty standard solo, but beware Thundaga III.  It won't kill you outright, but you can end up cornered with low HP and no shadows/stoneskin if you aren't careful, and that can be fatal.  Best practice is to run it up and down the hall rather than around the teleporter so you can outrange the Thundagas and change directions while it casts weaker spells.

    Secondary RDM Role:

    Kite and lightly manage the single aggressive Slave Globe.

    The trailing globes are unclaimed and passive unless provoked.

    If another player interferes, kill the claimed globe immediately and move to assist with Mother Globe.  Take care not to drag any respawned globe enemies into the fight (cast Sneak).  Both players should be ready to segue into a 'kill the slaves as they spawn' strategy.

    Risks and Counters:

    Interlopers: Another player can claim Mother Globe while the primary red mage recovers.  Mitigated by learning how to lead with the secondary RDM as described above.

    Slave Globe Kill: If a bystander kills the daisy-chained globes, Mother Globe begins spawning them again.

    Recovery: If compromised, switch to a conventional RDM + nuker strat and burn the spawns as they appear.

    Conclusion:
    This technique showcases the deep, emergent gameplay that made FFXI special—leveraging detailed knowledge of AI behavior and claim systems to rewrite the rules of an otherwise punishing fight. It remains one of the most creative and under-documented duo strategies in Sky-era content.

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