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Silver Sea Remnants

Started by Ariamo, February 01, 2009, 01:17:23 PM

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Ariamo

Medicine Requirements:
Any job that utilizes magic are recommended to bring echo drops.  Silent oils and prism powders are also recommended for areas that need sneak and invisible.

Notes:

Watch for blood AND job abilities aggro from fomors!
Also, all melee are requested to bring a form of weak weaponry for Long-Armed Chariot.

Upon opening the crate, weapon cells will go to a THF, and then a non-MNK damage dealer.  Magic will go to a RDM or BRD who are willing to pull.  Abilities will go to MNKs.

Floor 1:
Goals (a): Cell drops are random for each fomor not related to the six linking fomors.
Goals (b): Magic, Equipment(Hand, Body, Feet, Ranged), Weapons, Status(VIT, STR), HP, MP, Ability, Subjob. Drops off the linking fomors.
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1. Take the west path.

2. Defeat the single fomor in the first room.

3. Continue through the path, stopping at the intersection.  Defeat all the fomors in the side rooms, look for the contents in the chest after each room are defeated and notify the group of any important temp items(Megalixir).  
Note:
-If there are enough damage dealers as well as healers, the group can be split to take out all the side rooms at the same time.

4. Once all the side rooms are cleared, move south to the hall before the large room with the six linking fomor.

5. One person with movement speed or SCH aggros all the fomors and kites them while the group defeats them as quickly as possible.  Make sure to pull the last fomor away from where Hammerblow Majanun spawns to allow a bit of resting after the last fomor.

Fomor drops:
Hume MNK: Weapon x3, Hand x1
Hume MNK: Magic x3, VIT x1
Hume RNG: Sub Job x3, Ranged x1
Mithra RDM: HP x3, MP x1
Mithra RDM: Body x3, Feet x1
Elvaan COR: Ability x3, STR x1

6. Once all six are defeated, a NM fomor, Hammerblow Majanun spawns.  Drops Hikazu Kabuto(35 Usukane head).  Once defeated, the door will become unsealed.

7. Head to the teleporter room, having sneak to get past the fomors(aggro by sound and HP, will only follow until you pass the room).

8. Teleport to the next room.

Floor 2:
Goals: From Fomors:  Cells drop randomly.
From Imps:  HP, Subjob, Ablities, Weapon, Magic, Body

NW path:

1.  Head towards the large room to the NW.

2.  The lone resident of the NW room and Imp NM, Deadpan Devilet must be defeated in order to continue to the next floor.

3.  Upon defeat of the Devilet, another Imp NM, Dekka will spawn.  Upon defeat, Dekka will drop Njord's ledelsens(100%, Lv. 15 Skadi feet), and rarely Enlil's Crackows(Lv. 35 Marduk Feet).
Note:
-Dekka has high attack speed(Almost similar to Hundred Fists).

Optional:
Trade any number of unused cells to the Socket to spawn another NM Imp, Gekka.  Upon defeat, it will drop twice the amount of cells that were traded to the socket.

4.  Teleport to the next floor.

SE path:

1.  Head to the "L" shaped hallway before the large room filled with four imps and sixteen fomors.
Notes:
-Fomors link with imps.
-Imps link with fomors.
-Imps will NOT link with other imps.
-Fomors will NOT link with other fomors.
--Normal hits from fomors seem to considerably increase from previous floor.
--Pulls in this room will require attentiveness to the distance between both families are to prevent as much linkage as possible.  If any links do occur, it is imperative that Imps are taken care of quickly before the fomor.
--Do NOT fight or stand at the doorway!  This prevents the puller from properly kiting any links and may expose them to attacks on the way back.

2.  Upon clearance of all four imps, the door to continue will become unsealed.  Upon clearance of the sixteen fomors, another fomor NM, Powderkeg Yanadahn will spawn.  Drops Hoshikazu Hakama(100%, Lv. 15 Usukane legs) and rarely Macha's Slops(Lv. 35 Morrigan legs).
Note:
-Yanadahn will require many dispels and finales after engagement by the melee.  Due to her being a RDM, she will have many enhancements she has casted on herself while the party was recovering after the final mob in the room.

3.  Teleport to the next room.

Floor 3:
If NW teleporter was used:
1.  Follow the hallway and stop before the room filled with eight single Archaic gears and Devilet.
Note:
-Devilet must be defeated in order to open the door to the south of the room.
-Patrols the room at extreme speed. Does not aggro or link.
-Deaggros and returns to patrolling after 10-15% damage has been dealt to it.
-Does not regenerate HP after running away.
-Upon defeat, drops 5 cells: two bodies, one head, one legs, one hands.

2.  Defeat all eight gears to spawn a single gear NM, Gyroscopic Gear.  Drops Anu's Gages(100%, Lv. 15 Marduk hands) and rarely Freya's Gloves(35 Skadi hands).
         
Optional:
Trade a Zhayolm Card to the slot to spawn Don Poroggo.
Notes:
A. Uses Poroggo special abilities including AoE charm and single target charm.
B. Does regenerate HP when unclaimed while all party members are charmed, unless a DoT is present.
C. Uses black magic spells including Tier IV, -GA III, Sleepga, Death, etc.
D. Seems to be immune to Stun.
E. Drops Enyo's Breastplate (100%, Lv. 15 Ares body) & Nemain's Robe (100%, Lv.15 Morrigan body).

3.  Head south to the small central room.

If SE teleporter was taken:
1.  Follow the hallway up to the large room filled with Archaic gears and ramparts.  Ramparts spawn various undead monsters.

2.  Using sneak, move past the room, heading north, avoiding aggro from the undead as well as archaic machinery.  Stop at the small central room north of the large room.

East Path:
1.  Head east after reaching the central room, stopping at the hallway before the room filled with archaic machinery.

2.  Designate a kiter to train all archaic machinery.  Once the group is ready, no one should be resting when the kiter is ready to commence.

3.  The kiter starts pulling all the machinery out of the room except for the single rampart that is immobile.  The immobile rampart must be taken out quickly to proceed to the next floor.

Optional:
1.  Defeat all triple and single Archaic gears to spawn Gyroscopic Gears.  Upon defeat, drops Enyo's Mask(100%, Lv. 15 Ares head) and rarely Deimos's Cuisses(Lv. 35 Ares legs).

West Path:
1.  Head west after reaching the central room, stopping at the hallway before the room filled with archaic machinery.

2.  One or person must sneak past the Archaic machinery to proceed to the room to the north.

Both Paths:
3.  Proceed to the next floor.

Floor 4:

West Path:

Note:  The door is always unlocked, avoid unnecessary fights.
1.  One person with either movement speed and/or reraise is recommended in order to proceed to the next floor.

Optional:
The alliance waiting to teleport to the next floor may kill gears for anyone that may still missing a form of pathos.

East Path(In work):
Note:
-Four treasure chests spawn in each square room. Each treasure chest contains a single item at random. When taken, the chest will respawn with a new item.
-Watch out for the gear train!
-Archaic Chariot must be defeated to unlock the door to the next floor.

Floor 5:
Boss:
Long-Armed Chariot

Special abilities:
Brainjack: Single target Charm plus DoT (25 HP per tick) for up to 90 seconds.
A. Brainjack is an instant use ability; however, before Brainjack is used, the chariot will turn to face the target.
B. Between the turn-to-face movement and the inevitable Brainjack, there is roughly a two to three second window in which the target can hit a macro to switch out their primary weapon for a useless weapon.
C. It is recommended to use Bind and Gravity to immobilize charmed players if they have not swapped to a useless weapon prior to being charmed.
D. The Brainjacks aren't all that random. It will enter Brainjack phase after a certain amount of time has passed, or 25% of damage has been dealt to it.

Diffusion Ray(Breath type attack): Only used when the target is facing directly in front of the Chariot.
Inertia Stream: AoE damage plus bind effect.
Discharge: AoE damage plus paralysis.

Strategy:
-All melee are to engage Long-Armed Chariot to quickly take it down its HP by 25%.  Every time its HP drops by 25%, it will go into a Brainjack Phase in which all members are to kite Long-Armed Chariot as well as any charmed members.
-For melee: Keep your target(Long-Armed Chariot) unlocked so that you can run away from the chariot once it starts to use Brainjack.
                Be ready to swap out weapons once you see Brainjacks start.
-For mages: Keep all melee with a good amount of HP so they can stay alive if they do get charmed.
-Members that are charmed and unbound are to inform the alliance so Gravity and Bind can be casted on them.  
-Members who become uncharmed are to inform the healers for erase if they are still bound or have weight effect.  Bind should not be removed until charm wears.
-Once its Brainjack Phase has ended, all melee are to engage once again.  After each Brainjack Phase ends, one of the MNKs must use Hundred Fists.  Repeat this process until Long-Armed Chariot is defeated.

Because we live in a pink and fluffy world, that's why.

Ryudei