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STRAT FOR PROMYVIONS MEA/HOLLA/DEM
REQUIREMENT TO ACCESS PROMYVIONS:
A: FFXI: CHAINS OF PROMATHIA EXPANSION INSTALLED AND REGISTERED.
B: THE FOUR FOLLOWING CUTSCENES
LOWER DELKFUTT'S TOWER (ZONE IN)
UPPER JEUNO (ZONE IN)
UPPER JEUNO INFIRMIRY (SPEAK TO DOCTOR NPC INSIDE)
RU'LUDE GARDENS ARCHDUKE'S CASTLE (SPEAK TO NPC JUST INSIDE THE GUARD'S
ROOM)
LEVEL REQUIRED: LVL30 CAPPED ON ALL 3.
PREFERRED JOBS: TANKS: WAR/NIN OR NIN/WAR REQUIRED
HEALERS: WHM,BLM,SMN (SMN ASTRAL FLOW FOR FINISHER REQUIRED.)
MELEE: ANY MELEE JOB (EXCEPT THF, DRG, BST) WITH /NIN SUBJOB
Promyvions are your first step into the vast world and story of "Chains
of Promathia" expansion for FFXI. To enter these glimpses into the
world of the "emptiness" is as simple as clicking the "shattered
telepoint" located at the crag the Promyvion is being held at. An
important note: if the Promyvion attempt fails, re enter the "Hall
of Tears" and click the left "Large Apparatus"
to erase the memory of the journey inside. Doing so allows entry into any Promyvion,
in case the next one offered is different than the one just tried. In the sections
below however, is info from the many Promyvion events both from indibidual experiences
to the many CR events. From the fitst floor to each individual boss fight this
guide should hopefully ensure many victories to come!
FLOOR 1-3 OF PROMYVIONS
For these three floors the main objective is to find and destroy the Memory
Recepticle on 3 of the 4 floors of the Promyvion and jump into the portal that
appears in its place to proceed to the next floor. Enter this portal
only after agro is cleared for the team! False Memory Recepticles do
exist on each floor. If the portal doesn't appear after killing the Memory Recepticle
it is false and a new one must be located. Rangers or ranger subbed party members
are the best jobs to seek these out as Memory Recepticles can be seen and tracked
via ability "widescan". If no rangers, /RNG subbed members
are present simply carefully walk the edges of each floor until the blue glow
of the Memory Recepticle sphere and its minion Strays can be seen.
DEFEATING MEMORY RECEPTICLES
These aren't rocket science since the enormous difficulty nerf from last year
(back then 18 member alliance was required to kill these things
and a DD getting to close to the fight = death to them). So in a nutshell white
mages heal (duh), summoners and mages should stay back and have pets assault/mages
nuke the Memory Recepticle while melees/tanks alike should keep the area clear
of strays. Strays are small creatures the Memory Recepticle continuosly spawns
as its main form of defense and will immediately target the assaulting avatars
and mages. Can be easily killed by any attack so don't get nervous about taking
one on solo. As the Memory Recepticle sustains damage it will use uts own TP
move "Empty Seed" that AOEs all around it and pushes all
hit backward. This is one reason Ninja or /NIN sub is absolutely manditory
for all Promyvions as this AOE will not damage/throw back a fully utsusemi'd
person. Be sure and stay against the dead end areas so as to not be pushed backwards
into harder agro/ With this strategy these fights shouldn't be more than 2-3minutes
tops!
FLOOR 4 OF PROMYVIONS
Find the Spire Entrances on the 4th floor. These can't be found by widescan
so at this point its basically up to the person who's been here before to guide.
The door basically looks like a tower structure on a wall's edge with a see
through opening as the entrance. No real strategy here except do your
best not to agro on this floor! While the "easy prey" mobs
on the first floor and the easy Memory Recepticle fights might fool you, the
4th floor is IT-IT++ mobs that can kill. If you do agro though don't panic,
stop to avoid links and let your party take it down in a safe area. That's it!
THE BOSSES OF PROMYVIONS
This is where true teamwork comes into play. While any number of people can
climb Promyvions with you, at this phase the fight is a BCNM and only parties
may enter, not as an entire alliance. So if traveling with more than 6 be sure
that either the alliance has full individual parties or enough members that
have completed the Promyvion so they can exit out of the BCNM back to the spire,
rejoin the second party and redo. With this tactic though it is essential that
those waiting to retry have a SMN with 2hr still and melees with "power
2hrs" ready to compensate for the 2hrs spent in the 1st party. Power
2hrs include: Mighty Strikes, Meikyo Shisu, Eagle Eye Shot, Hundred Fists, and
yes even Mijun Gakure. While not near the effectiveness of a SMNs Astral Flow,
combined these 2hrs are needed to bring the NM's HP down to a level Astral Flow
can quickly take out and sadly why DRG, THF and BST do poorly on these and must
be ruled out UNLESS it is your only lvl30 job and then only
one of these jobs per party trip.
ABOUT ANIMAS
One important note to discuss is the key to easier BCNM fights: Animas. Not
to be confused with the AHable ones, these rare/ex treasures are used to weaken
the bosses of all 3 Promyvions. These are obtained by killing any mob in any
Promyvion (preferably the easy preys on first floor) until items called "Recollections"
fall. These Recollections "fear.guilt.pain" can be traded
to the npc just inside the Archduke's House along with 2,000gil and he will
craft them into 1 of 3 anima types:
PSYCHOANIMA: The NM becomes intimidated by the user's presence
and unable to perform regular attacks. 20sec duration.
HYSTEROANIMA: The NM loses its ability to use its unique special
ability. 20sec duration.
TERRORANIMA: The NM is stricken with panic and runs wildly
about the area. 20sec duration. (However since the main goal on any NM fight
is to hold it still, and the NM can still attack while on the run this anima
serves no real purpose. Toss it if you get one.)
Important note: Be sure to craft these before the Left Apparatus
of the Promyvion is touched to clear memory for players who haven't beat any!
It only makes sense if there is no memory of being there, there can be no explanation
to the quest npc what was seen or know how to use the Recollections collected
and therefore get no Anima crafted.
PROMYVION DEM
ITEMS NEEDED: TANK: A STACK OF DEFENSE FOOD OR DORADO SUSHI
FOR OPTIONAL FOR +3 EMNITY, SHIHEI, IF NINJA BRING A FULL STACK OF EVERY ENFEEBLING
NINJITSU, 3-4 HI POTIONS, RERAISE SCROLL OR EARRING, AN UTSUSEMI DOWN MACRO
TO WARN BOUNCE VOKER.
MAGES: A STACK OF MAGE'S PREFERRED FOOD, 2-3 ETHERS, 3-4 YAGUDO
DRINKS, RERAISE SCROLL OR EARRING, MP MACRO TO WARN HEALER BUDDY
MELEE: ATTACK FOOD OR SUSHI OF CHOICE FOR ACC+, SHIHEI, 3-4
HI POTIONS, RERAISE SCROLL OR EARRING, LVL30 ARROW STACKS IF USING RANGED ATTACKS.
2HR READY AND ABLE REQUIRED FOR ENTIRE PARTY)
TANK/MELEE STRATEGY:
Once inside the BCNM use appropriate tank/melee food, your reraise, and use
utsusemi. While yes the SMN can and will use Garuda's Aerial Armor inside to
buff, Blink doesn't 100% guarantee to block an attack while utsusemi does and
since this class is the front line against the NM, don't be stingy with the
shihei. Let the mages buff you inside with protect/shell and do not
move until they are rested and ready to battle. There should be two
tanks and during this rest period assign a provoke order for continuos recasting
of utsusemi. If there is a NIN tank have that person have the first provoke
duty by using an enfeebling ninjutsu before the NM is actually agrod. Also assign
one melee to patrol for this NM's baby spawns called Offspring. Once ready provoker
number 1 drag the NM completely across the room and hold it there to keep mages
safe as they cure you. NIN tanks use ONE enfeebling ninjutsu per provoke cycle
or the NM will not turn for utsusemi recast. All melee join in on the NM beatdown
until babies are spotted: at that point the baby patroller is to disengage and
begin the destrucion of the Offspring until 50% hp on the actual NM. At this
time all melee/non NIN tanks are to 2hr and go all out on its HP with the Offspring
patroller using as much of his/her 2hr on the NM while swithing to kill Offspring
still. If you have Hysteroanimas use these now 1 at a time in a 20sec order
so that the NM's ability to spawn Offspring is sealed and the melee on patrol
duty can devote 100% of their 2hr to the main NM. Keep tanking/meleeing untill
the SMN can 2hr the appropriate element on it. As the SMN readies Astral Flow
begin the same 20sec order with any Psychoanimas your party posseses. If and
ONLY IF its HP is near non existant is the NIN allowed to finish
with a Mijun Gakure to keep it from doing its HP drain move that all Promyvion
bosses will do on low HP with disastrous effects. If it has too much hp continue
to tank despite its HP drainer until the SMN can finish up with a 2nd Astral
Flow. At no point panic.
MAGE STRATEGY
Mage strategy isn't quite so complicated but much attention and teamwork is
still needed. Once inside the BCNM use mage food, buff the party, use reraisers
and rest MP. When full MP give the tanks the go ahead but do not follow them.
Instead stay as far back as your healing magic will allow you to be. Don't enfeeble
if there is a NIN tank, let that person enfeeble to save MP and allow tanks
to hold hate. Healers should heal in a buddy system fashion. Let the mage with
the LOWEST cure potency actually cure first. The NM won't go all out in the
beginning so the lower cures allows the tanks time to establish good hate control
before larger cures are needed. Cast Cure 1 often on tanks, even if a tiny bit
of HP is missing as all Promyvion bosses have the ability to take 2-300HP off
a tank with certain TP moves they posess. At 50% MP healer number 1 should give
the mage in waiting an MP call so that they can begin healing while mage 1 rests.
Ssve Cure 2 for emergencies only as this is a huge hate grabber. The mage curing
should use Yagudo Drinks to keep MP trickling during cure time and ether up
in emergency cure situations, unless you are the SMN! The SMN
are to save these supplies unless extra was brought to 2hr at about 30-40%HP
and MP up if a 2nd or even 3rd Astral Flow is needed. One last note on SMN:
on this one ONLY stay close to the NM when unleashing Astral Flow so as to take
out any Offspring being spawned with each 2hr use. Nuking can be done by BLMs
but only at the melee/tank 2hr phase IF the healer is good on MP. Don't
forget your 2hrs are just as important as the tanks/melees! WHMs be
ready to 2hr if MP is a problem but the victory looks certain! BLMs Manafont
for either extra healing if no MP on healers or nuke it if near the end of the
fight and damage is needed (for instance a melee died).
To all party members: Remember even if only 1 person lives
through the NM fight the win goes to the entire party, so know when to throw
hate control to the wind and do what you have to if the situation calls for
it. Also if the NM fight starts of badly (i.e. tank dies at start), don't waste
anima nor 2hrs and instead reclick the "Web of Recollections" and
retreat from the battle. On retreat tanks protect the WHM! Better to die and
have a WHM to meet you after the fight kicks you out than a complete wipeout
or no retry due to wasted 2hrs on a doomed attempt.
(Using this base guideline from Promyvion Dem for tank/melee and mage strategies
only the minor item changes and NM special abilities will be listed for Promyvion
Holla and Mea.)
PROMYVION HOLLA STRATEGY
ITEMS NEEDED: TANK: A STACK OF BUBBLE CHOCOLATE OR NO FOOD,
3-4 POISON POTIONS, A STACK OF HOLY WATER, A STACK OF EYE DROPS, SHIHEI, IF
NINJA BRING A FULL STACK OF EVERY ENFEEBLING NINJITSU, 3-4 HI POTIONS, RERAISE
SCROLL OR EARRING, AN UTSUSEMI DOWN MACRO TO WARN BOUNCE VOKER.
MAGES: A STACK OF ANY MP ONLY FOOD, 2-3 ETHERS, 3-4 YAGUDO
DRINKS, 2-3 POISON POTIONS,
RERAISE SCROLL OR EARRING, MP MACRO TO WARN HEALER BUDDY
MELEE: A STACK OF BUBBLE CHOCOLATE OR NO FOOD, SHIHEI, 3-4
HI POTIONS, 3-4 POISON POTIONS, A STACK OF HOLY WATER, A STACK OF EYE DROPS,
RERAISE SCROLL OR EARRING, LVL30 ARROW STACKS IF USING RANGED ATTACK (2HR READY
AND ABLE REQUIRED FOR ENTIRE PARTY)
TANK/MELEE STRATEGY
Once inside, use the reraise, utsusemi up but hold off on the food and poison
potions until the mages give the go to ensure they last as long as possible.
Once the go is given use the chocolate and poison potion and follow the same
"take the fight far" method as mentioned before. Nothing will change
from the initial fight plan and it is actually moreso important to perfect this
distance battle due to this NM's tricky nature. This NM has two deadly tricks
up his sleeve: the fist of which is he can absorb the buffs right off the person
his hate is targeted to. This includes protect, shell, and the effects of the
food on you during this fight and is why mages must NEVER buff
the party before the fight or during. However, if the NM uses the move and the
target has absolutely no buff to absotb it is taken directly from the target's
HP in mass quantity. This is the reason behind the bubble chocolate and carrying
so many. Be sure one is used per drain of the food off of you. He can also absorb
utsusemi and reraise, but don't panic as he won't actually reraise if he takes
it. His second trick is an AOE that causes sleepga along with multiple status
effects. This is the reason behind the poison potion usage, since a poisoned
person cannot be kept asleep the party can spring back to action quickly. This
move resets hate so the tank with a ready provoke use it now! Quickly follow
up with a holy water to remove curse so mages can fully cure you and eye drops
if blinded for more damage to the NM. This one likes HP drain more than the
other two bosses so be always poison potioned, and food on at all times until
the 40-50% melee 2hr mark. For anima usage, save the Hysteroanima for last as
he can end the party by putting the SMN and his avatar to sleep on 2hr time.
Use Psychoanima if an utsusemi breather is needed. With this strategy winning
should go smoothly.
MAGE STRATEGY
From start do not buff the party ever! Do use Aerial Armor
and reraise however and unlike tanks/melees feel free to eat any MP tick food
as MP won't make it any deadlier than it already is. Cure tactics stay the same
as with Dem BCNM, with the exception that BLMs might do best to devote 100%
MP to healing as this fight can take awhile due to constant HP drain and sleepga,
which will inevitably catch a person or two just as their poison potion wears
off. Again it is stressed if the win looks certain WHMs BENEDICTION
and BLMs MANAFONT! Do not run from this mob if agrod though,
allow the tanks to get hate back or there is a very real chance this movement
can run the target out of Astral Flow range and kill the party's win with it.
SMNs on this one AND Mea stay as far back as 2hr allows to try and avoid the
sleepga AOE. Keep with this strategy and the win should come.
PROMYVION MEA STRATEGY
ITEMS NEEDED: TANK: A STACK OF DEFENSE FOOD OR DORADO SUSHI
FOR OPTIONAL FOR +3 EMNITY, A STACK OF ANTIDOTES, A STACK OF SHIHEI, IF NINJA
BRING A FULL STACK OF EVERY ENFEEBLING NINJITSU, 3-4 HI POTIONS, RERAISE SCROLL
OR EARRING, AN UTSUSEMI DOWN MACRO TO WARN BOUNCE VOKER.
MAGES: A STACK OF MAGE'S PREFERRED FOOD, 2-3 ETHERS, 3-4 YAGUDO
DRINKS, A STACK OF ANTIDOTES, RERAISE SCROLL OR EARRING, MP MACRO TO WARN HEALER
BUDDY
MELEE: ATTACK FOOD OR SUSHI OF CHOICE FOR ACC+, SHIHEI, 3-4
HI POTIONS, A STACK OF ANTIDOTES, RERAISE SCROLL OR EARRING, LVL30 ARROW STACKS
IF USING RANGED ATTACKS.
2HR READY AND ABLE REQUIRED FOR ENTIRE PARTY)
TANK/MELEE STRATEGY
As with Dem, once inside eat food, reraise and utsusemi up and stand still
until mages buff the party and are rested. Once the go ahead is given, the NM
MUST be pulled across the room with one special precaution. Once pulled across
the room the NM must be turned by the tanks so that their backs are against
the wall over there. Melees no matter the type are to also huddle by the tanks
with backs pressed against the wall and commence attack from there. This reason
is this NM's special move not only damages AOE style but throws all targets
across the room, much like the Memory Recepticles fought to reach the top of
all Promyvions. This move also resets hate and causes the "weighted down"
status effect on all hit, so having all tanks and melees against the wall ensures
they won't be thrown anywhere near the mages nor far from the NM, allowing hate
to be regained quickly as the mages continue curing. This can also cause a nasty
poison so antidote immediately to conserve HP and mage's MP for curing. On anima
usage it is probably best to use Hysteroanima last as with the Mea BCNM to seal
off the deadly AOE to ensure the SMN isn't onr hiy KO'd before the Astral Flow
is delivered to the NM for the big finish. Use Psychoanima for an utsusemi breather
if the action gets too intense and keep against the wall no matter what and
this can be won with style!
MAGE STRATEGIES
As with Dem, buff the party, eat mage food, reraise up and rest MP to full
before giving the tanks the go ahead. Then as with the other two, stay far back
and cure buddy style always. BLMs stick to healing on this one as this AOE is
a nasty one to get repeatedly hit with. SMNs stay distant as with Holla for
Astral Flow as this AOE can and will one hit KO any mage close enough. This
fight keeps the formula fairly straight forward for mages. Cure, cure, cure,
SMN 2hr at about 30-40%,the end. Its more of an outlasting his AOEs than anything
else so I stress once more: if it looks good 2hr for the win! .
And there you have the guide to the first three CoP challenges placed before
you and with a lot of skill and a little luck should be staring at the beautiful
Lufaise Meadows now! Enjoy, strategies for the next missions will be written
soon!
~Vael~
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