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Assault Mission - The Price is Right/Strategies

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Strategy:

Strategy 1:

Kite him throughout the whole fight, when he summons a weapon kill it off asap.


Strategy 2:

Everyone should bring Holy Water and preferably Remedy Ointment too.

Pull him to the tunnel near entrance, that way you will have easier too see when the weapons are coming. When they arrive let the melees pull them away from the king and kill them off. 2-3 Weapon skills should be enough.

If you have a SMN that can use Diabolos Dream Shroud that will help greatly. As long as you have that active Cackle's Magic Defense Down won't have any effect on you. It can also be used to overwrite existing Magic Defense Down effect. The SMN will be mostly be using Earthen Ward and Dream Shroud in the fight, depending on the need of the party.

Experiences with strategy 2: We did this assault with a party of MNK/NIN, BLU/NIN, WHM/SMN, SMN/WHM, BRD/WHM, and RDM/BLM. As mentioned in strategy 2 the SMN used Diabolos Dream Shroud to cut down on the damage down by the kings spells. The MNK/NIN tanked the king and when he summoned a weapon they were killed off. This was primarily the job of the BLU/NIN, the SMN aided significantly with Titan and the RDM aided as well with nukes. Our success was greatly influenced by the order in which he summoned the weapons and the speed at which he did it. His shields take more time than the other weapons to kill and as a result if he summoned them early we had a chance of ending up with two weapons active at once. His daggers were best fought with the BLU tanking them using Cocoon and Plasma Charge while spamming stun spells in between multi-hit spells like Frenetic Rip. We found that Frenetic Rip worked particularly well on all his summoned weapons. The Cursed Staves and Club gave us little trouble as they went down relatively quick to damage. The cursed axe however can really mess a party up because of the constant mighty strikes consequently if shadows go down at the wrong time it can kill a person relatively quickly. The only way to really deal with the axe is do your best to keep shadows up and Blue mage used stun spells on it to slow its attacks. The cursed shield is not very dangerous in itself but it does take some time to kill. Both times we have won this assault the shield was summoned last. The shields high defense was counteracted some by the use of Frightful Roar. Once again Frenetic rip did a good amount of damage compared to other spells used. After weapons were killed we switched entirely to fighting the king. Healers have to be very alert as he can do a lot of damage fast and if the tank goes down he can wreck havoc on the party. Be prepared to be very frustrated near the end of the fight as he starts to intimidate almost all attacks. When he got down below 8% or so I was getting 1 spell off for every 20 tries or so.


Strategy 3:

Party setup: pld/nin, sam/thf, rng/nin, whm/smn, smn/whm, brd/whm

All melee bring stack of Holy Water. This way, mage can concentrate on healing. This can mean the difference of the tank dieing due to curse + ThundergaIII in quick succession.


pld/nin was able to survive a curse + ~gaIII where a nin/war would not. King attacks slow enough for /nin to work.

sam/thf, med at begining and TA ws on pld for initial hate. when TA is up again, TA+ws on pld again. Use Seigan + Third Eye when fighting weapons.

Brd used march on melees and ballads on mages.

Rng fights from afar, no melee. This will avoid any damage from spells and from intimidation later in the fight.

SMN used Diabolos Dream Shroud & Earthen Ward throughout the fight.

Whm curaga's and Cure V helps a lot.


Pulled king into the starting room and start fighting him.

When weapons are summoned, sam and rng fight weapon in tunnel away from tank. This will spare the tank from any AoE from the summoned weapons. Meanwhile, tank continues fighting king in the small room.

Once the weapon is dead, sam and rng fight king again. Repeat above when another weapon is summoned.

Once intimidation begins, sam fights using ranged attack. Rng continues attacking from afar.

MP was fine. 3/3 with this setup.


Strategy 4: No SMN (or SMN without Diabolos)

There are really two primary things to remember when fighting King Goldemar:

  • If your tank dies, you're probably going to lose. Even if you distract Goldemar long enough for your tank to recover, the loss of time may cost you the run.
  • If Goldemar lands Curse or Magic Defense Down on your tank, it is very easy for Goldemar to kill your tank.

If your party does not include a SMN to protect your party with Dream Shroud, removing Curse and M.Def Down from your tank is a very important priority.

Dealing with Curse: Be certain that your tank has plenty of Holy Water to remove her own Curse status. Don't rely on that, though - once Goldemar lands Curse, your healer should start casting a Cure, and if possible someone else should be casting Cursna on your tank just in case your tank is Paralyzed or Terrorized. If your tank and healers are on their toes, you can respond fast enough to save the day even if Goldemar starts casting Thundaga III immediately after Curse.

Dealing with Magic Defense Down: This one is tricky. Since Cackle bestows three status ailments (Magic Defense Down, Magic Attack Down, and Magic Accuracy Down), chances are that an Erase is going to remove the wrong target. It'll take three to guarantee that M.Def Down is removed, and if you only have one caster with Erase, that's going to give Goldemar a WIDE opening to drop some 1-shot nastiness on your hapless defender. If you don't have SMN's Dream Shroud to defend against M.Def down, it's a good idea to bring at least two, but preferably three people with Erase. As soon as a Cackle occurs, all your Erasers should cast Erase as soon as possible. Keep an eye out for Gravity, which may suck up one of your Erases - still, even with Gravity, the odds are in your favor of nailing M.Def Down with three Erases. An alternative to bringing so many Erasers is to bring a tank with an amazing amount of HP. You can expect Thundaga III to do around 1500-1700 damage if the tank has Magic Defense Down, so if your tank has 1900 HP, you won't have to worry so much about it. Just keep your tank capped on HP at all times if they have M.Def Down on them!

My party consisted of PLD/NIN WHM/RDM BRD/WHM RDM/WHM RNG/NIN THF/NIN. We found that the PLD/NIN had no difficulty holding hate - especially since the melees would regularly move away to fight the floating weapons, giving the PLD/NIN plenty of time to build hate alone. Because of this, we found that the fights were smooth and uneventful as long as our tank was alive. Having a RNG around for when Goldemar's intimidation became strong was a very good thing - with a couple of Soul Voiced songs from the BRD, the RNG was able to eliminate 25%-30% of Goldemar's health in one string of heavy attacks.


Strategy 5:

We had setup of PLD/NIN RDM/WHM SMN/WHM WHM/BLM RNG/NIN RNG/NIN(me).

With this setup, our PLD wiped, and our whm disconnected twice and we won.

It was really helpful to have rangers as DD as, as ranged attack cannot be intimidated, and we can do damage out of all AoE range. We had PLD kite it around the room while the rangers shot at it and mainly focused on killing the weapons first when he called upon them. SMN used Titan as Mountain Buster was very effective. Titan even took hate and tanked himself once in a while which helped. SMN also gave everyone magic def boost. Once all weapons were dead and the pld unweak, he just straight tanked it. Us rangers saved eagle eye shot and a barrage for the end(about 15-20%) when the battle gets tougher. We finished it off pretty quickly.

When our PLD went down it was helpful to have rangers who can take hate with ranged attack and kite, shadowbindx2 helped a lot. SMN took hate with avatar once in a while as well. Basically everyone worked together to get through it. Remember to never give up even if your tank goes does, its still possible to win.

Strategy 6:

WAR/NIN, MNK/NIN, WHM/BLM, SCH/RDM, BRD/WHM, RDM/WHM.

With this set up, we got really unlucky at 5% and wiped and still manged to kill Goldemar without 2 hours in 7 mins. The mnk tanked goldy while the war did some DD and took out the weapons when he called them, all the people with erase would spam on the mnk after cackle. We got unlucky at 5% and our mnk got cursed then thundaga3 as the war was dealing with the last weapon and was unable to get hate back while goldy kileld the backline. This resulted in a full wipe. After raising up and unweaken we had 7 mins left, the sch took the club while the war and mnk went all out on goldy. We won with about 15 seconds left. Sixo 14:54, 4 July 2008 (UTC)

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