From FFXIclopedia, the free Final Fantasy XI encyclopedia
Enemies
| Monster | Level | Strengths | Weaknesses | Spawns |
Notes
|
|
Mamool Ja Executioner (BLU, WHM, NIN)
| 76 - 77
|
|
| 13
| A, L, S
|
|
Puk Executioner
| ~75
|
|
| 7
| A, L, S, H
|
|
A = Aggressive; L = Links; S = Detects by Sight; H = Detects by Sound; HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing; JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime
|
Drops
Walkthrough
Kill all the Mamool Ja Executioners.
- You enter at (I-6).
- The Mamool Ja Executioners have around 4500 HP.
- You can stay on the ledges and pull the Mamool Ja from below to avoid Puk aggro.
- There is one section of ledge in north (G-7) that does not connect to the rest; this section also has the only ramp.
- All the enemies are in the large room; the area to the south is empty.
- Provided no one falls off the upper ledge prematurely, the Mamool Ja Executioners are typically pulled in the following order:
- 1. There is a BLU where you come out of the tunnel in (I-6).
- 2-3. BLU and WHM on the ground east of the central island (can be pulled from there or the east ledge).
- 4. NIN on the ground north of the central island (can be pulled from there or the north ledge).
- 5. WHM on the ground south of the central island.
- 6-7. BLU and WHM west of the central island.
- 8. Cross the bridge and pull the BLU from the south on the upper level in (G-8).
- 9. Head west to a NIN on the upper level in (F-7).
- 10-11. Drop down and go north up the ramp for a NIN and WHM.
- 12. Head around the corner to the east and north for a BLU.
- 13. Head across the ground to the Rune in (I-7). When you're almost there, pull the BLU on the upper level in (I-8).
Notes
- Can be Trio'd by Nin, Rdm and any other DD, as long as you know the pulls
- A BRD with knowledge of mob locations chain pulling will make this mission easy.
- 3-man group will need to move quickly in order to make timer - RDM, THF, NIN worked
- Easily done with small BLM party consisting of three BLM and a Refresher as long as there is at least one person that can remove Shell.
- Easily done with BLU x2 and a RDM. BLU skillchains, Frenetic Rip, Hysteric Barrage, and Disseverment make quick work of the Mamool Ja Executioners. We usually finished 2 or 3 minutes before time ran out.
- Be careful when walking across bridges as the Puk Executioner seem to be able to aggro from the bottom floor.
- The Puk Executioners are susceptible to charm but have some resistance. A BST with proper charm gear can use them against the Mamool Ja Executioners.
- Since all of the Mamool Ja Executioners are spellcasters, it is a good idea to bring a mage who can Silence.
- NIN will have Utsusemi up, and WHM may have Blink up, so Diaga or a similar spell to clear shadows may be used first before silencing.
- Can be trioed easy with SAM/DNC, DRG/WHM and another DD. Finished with 5-10 minutes to spare.
- Easily trioed with NIN/WAR, WAR/NIN, and BST/WHM (Main Healer) BST charms puk to fight alongside PT. Finished every time with 5-10 mins. to spare.
- Combinations I've tried and succeeded with are: MNK/NIN, MNK/NIN, BRD/WHM and a RDM/WHM. MNK/NIN, SAM/NIN, BRD/WHM and RDM/WHM. MNK/NIN, MNK/NIN, BRD/WHM, WHM/BLM. With these combos usually finish with 5-15 mins to spare depending on if someone falls off the cliffs too early.
- SAM/DNC, MNK/NIN, RDM/WHM triod easily with 10+ mins to spare, max. 1x convert use needed.
Strategy
Positions of the Mamool Ja will vary because they wander around.
- Camp positions can vary but generally seem to be:
- at the first mob (I-6), on the island (H-7)
- after the bridge past the island (G-7/G-8)
- near the ramp leading back up to the top (G-7 northside)
- and the last mob (G-6).
- Pull from above if possible in order to avoid unnecessary Puk aggro.
- Puks agro sight as normal, but also have very short range sound agro. Be aware of this and use invisible and sneak when feasible.
- Puks can agro those on the central island from below.
- Counting kills in /p chat is very useful on this assault.
- You should have killed 7 Mamool by the time you leave the central island. (1 at the start point exit, 6 scattered around the island on the ground).
- Mamools on the ground floor can and will wander out of pulling range, so being fluid with where you "camp" is important. You may need to double back, or catch a single Mamool on the ground on the way to the Rune of Release, Puk agro is not a real danger if you kill close to any wall.
- It is possible to pull the Mamools who are on ledges from ground level (only really useful for the BLU in the SE and SW corners).
- This Map shows a path through the area with camps and estimated target monster location you might find helpful.
Map