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Mammet-22 Zeta

From FFXIclopedia, the free Final Fantasy XI encyclopedia

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Job: Any
Family: Humanoids
Crystal:
Weak to:

Zone

Level

Drops

Steal

Spawns

Notes

Sealion's Den

Yellow Liquid

5

Can change job at will

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
  • These Mammets will change jobs, just like the Mammets-19 Epsilon you fought in Promathia Mission 2-5. Mages have staves and cast -ga II spells; Warriors have swords and spam TP; Dragoons have lances and concentrate on physical attack. They all have AoE TP abilities and magic. Transmogrification is still a very dangerous ability. However, these Mammets are significantly weaker (relative to the party) than the 19 Epsilon variety. They have 4000 HP each.
  • They are resistant to Sleep; however, they are susceptible to Bind and Shadowbind (the latter of which can buy up to 30 seconds).
  • Due to the size of the battlefield, kiting individual Mammets is no longer much of an option. Tanking is a safer bet. Ninja (and jobs that sub Ninja) can blink tank individual Mammets; Paladins can hold them all with Sentinel while DDs kill them one at a time; Summoner Avatars and Beastmaster pets can tank single Mammets for a while.
  • Yellow Liquid will again drop from defeated Mammets, as the fight goes on, so you may want to set one person to Quartermaster--that way, they can be immediately used. It can still be used to prevent Mammets from changing jobs for thirty seconds. Dragoon seems to to remain the most useful job to lock Mammets into for tanking.
  • Very weak against Piercing attacks.
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