Dropping Like Flies/Strategies
From FFXIclopedia, the free Final Fantasy XI encyclopedia
| How do I format this? |
| This page is not properly formatted. You can help FFXIclopedia by formatting it with the proper template. |
|
Please feel free to add new Strategies or adjust those listed, but please stick to the format for ease of reading and printing. A template for new Strategies can be found at the very bottom. Find abbreviations in the glossary.
Tips
<This optional section is not for strategies, but general warnings and tips about the conditions surrounding the fight. Here you would put important mob considerations, weather conditions (if applicable), or day of the week considerations. Any advice that doesn't fall under strategy belongs here.>
Working Job Combinations
This section is not meant to discourage people from trying different combinations, but to illustrate combinations that have been tried and tested. Please feel free to try this BCNM with any combination you think might work, and above all, have fun!
<PLD or THF, SMN x2+>
Strategy:
- A strategy with one PLD or one THF and at least 2 SMN is known to work for this fight. The PLD or thief pulls any fly and then immediately uses their two hour ability. This is required so that the flies will group together in the AoE for Astral Flow. At this level, if not resisted, Shiva's Diamond Dust or Fenrir's Howling Moon should land for 460-480 damage, so it is easy with 2 Astral Flows to take all the houndflies down extremely quickly. If you only have three members, it is highly recommended that the PLD or THF uses their two hour immediately at the start so they have plenty of HP left over after the 2 SMN have used their Astral Flow. It is quite likely that the Huntfly could kill both SMN after Astral Flow and the PLD or THF may need to solo the remaining approximately 25% health. THF's should bring status bolts for this possibility.
- Only three members are required using the strategy above, but you are allowed 6 members total. As for the three spots left, any other jobs could work ; at least one additional mage job is recommended to support with healing. Other members should be ready to take any fly that would have partially or fully resisted Astral Flow, though it is quite unlikely if Shiva is used and the summoners have their summoning skill capped. If you have some extra support, a PLD may not have to use Invincible.
- Note that this strategy requires 2 SMN's with Astral Flow up, so it is not possible to go by that way repeatedly.
Alternative Strategy:
- The same strategy is known to work with one PLD and only one SMN with help of a couple other mages, and a good deal of self control ; basically the SMN will have to kill the little flys with 2 Diamond Dusts, so the PLD has to hold his ground for one whole minute while the SMN is waiting for his timer to be up. Invincible will only last for 30 seconds, so the party has to deal with the flies for the 30 other seconds, while keeping them gathered enough for the second Diamond Dust to land on them all.
- When having only one SMN, dealing with hate is critical. It might be much easier to have the SMN get KO'd after he uses Diamond Dust for the first time and Reraise quickly to gather MP for the second one than to prevent the monsters to attack him, and it has been shown to work.
<Area of Effect jobs (AoEers) x5, Pet Puller x1>
Strategy:
- AoEers can be Blue Mages or Black Mages.
- It is recommended that at least 2 Blue Mages are used.
- Soporific has a good chance of sleeping the Houndflies (3 to 7 out of 8 slept for about 2 minutes). The Huntfly appears to be resistant to Soporific.
- Battle Dance is reported to do about 60-80 damage to all Houndflies in range. Claw Cyclone can do up to 90-120 damage.
- BLU/NIN is a nice combo (Dual Wield, three shadows from Utsusemi: Ichi and the extra defense from Cocoon sure help). Equipping the Auto Regen combo Sheep Song - Healing Breeze is advised.
- The pet puller can be a Beastmaster, Summoner, or a Puppetmaster.
- The puller can be replaced by another AoEer.
- One AoEer can be replaced by a healer.
- The puller sends in a pet to attack a fly. All the flies will begin to attack the pet. The puller runs back to the group of AoEers. When the pet dies the flies will come for the puller. As the flies get to the group of AoEers, the Blue Mages should open with Sandspin and Battle Dance to lower Accuracy. Black Mages will want the Blue Mages to generate hate before starting their attack. The main target is to kill all the Houndflies with AoE spells first. Once the Houndflies are down, kill Huntfly and you are done. Once the pull happens it takes about 2 minutes to complete the fight.
In case you are considering Sleeping some of the flies, pull the flies towards the AoE (e.g. at the base of the slope towards the BCNM circle). Give one or two quick AoE spells (e.g. Battle Dance and Claw Cyclone), then try to sleep as many of the Houndflies as you can (e.g. Soporific). Move camp to the center of the BCNM circle and drag all remaining flies there. Continue to AoE them to death. Repeat for the slept flies, once they wake up and come after you. This method requires a bit more time and more MP (use MP refresh drinks or ethers) but reduces the risk of losing one or more members from being beaten on by 9 flies.
TEMPLATE for future entries
<Strategy Name or JOB/SUB, JOB/SUB & JOB/SUB for future entries>
- <A quick description of the basic rationale behind the strategy, one or two sentences should suffice, or leaving this bit blank is also acceptable. does not include a job combination, here is where you could identify 2HR or No 2HR required>
Strategy:
- <Here you will list off the steps to your strategy>
- <Advice for food and drink may also be listed here>
Strategy Pros:
- <Here you list off the qualities of the combination or strategy that makes this work>
- <This is where the reasoning behind the combination comes to light>
Strategy Cons:
- <Here you list off what can go wrong with your combination, and other limitations that>
- <people using this strategy would want to consider when entering the fight>
Making this Strategy Better:
- <This section lists off things that can be improved to make the strategy work better, such as certain (possibly expensive) changes to armor, weapons, food, or drink, that can improve your chances of success or the speed at which you complete the fight>
- <These considerations are not the ones that are required for the strategy, but would certainly help>
Alternative Strategy:
- <This entirely optional section is for job combinations that have multiple strategies. This is merely an extension of the same combination, but should be treated the same as the previous sections>
Other Strategies:
- <This section is put last, and lists off different job combinations that are similar to strategies listed above, that do not need a full explanation, as the basic strategies are already listed above. A good example would be if you replaced a healer job with another different healing job, the basic strategy does not change, but the combination has. Just list the combinations that have worked, and the rest should be self explanatory>

