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Talk:Distant Beliefs

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Testimonials

  • The Minotaur fight was remarkably easy for a skilled party of PLD/WAR, SAM/WAR, MNK/WAR, WHM/BLM, and WAR/NIN. These 5 jobs used no food, save the Paladin's yagudo drink. The WHM can solve Doom with Cursna while the PLD cures himself, though bringing a few holy waters would in no way be a bad thing. Also, a good melee two hour or two is nice to have. The MNK and SAM two houred, Hundred Fists disappeared right as the mob died, with the built up TP closing the fight with Combo. The two DD jobs could be replaced with any melee with skill. Dark Knight, Ranger and Dragoon come to mind.
  • Two Beastmasters can duo the fight portion of this mission with ease. A thief (either a 3rd member or one of the beastmasters change jobs) would make part 2 much easier though.
  • This mission is known soloable by THF, though with much difficulty and large gil loss.
  • Defeated with ease by PLD/WAR, NIN/DNC, NIN/DNC and RNG/NIN. PLD/WAR kept hate the whole time and had to use almost 2 stacks of holy water. Only took one holy water to cure doom most of the time, however there were a few times where it took 3-4. Overall very easy with this combo. No food required or two hours needed.
  • DRG/Mage is probably not feasible for this battle, as you'll spend a good amount of time spamming holy waters and won't have the time or attention to walk that razor edge.
  • Fairly easy for as skilled party of NIN/DNC, NIN/DNC, WHM/BLM, and a lower level BRD/WHM. One NIN attacked while the other used elemental wheel and hate bounced between them. WHM used Cursna when Mortal Ray hit, but both NINs could probably have used elemental wheel and back-tanked to avoid Mortal Ray entirely. BRD was mainly for a couple additional heals. WHM ran low on MP just as the fight ended. No 2hours were needed, and only Holy Waters and some Hi-Potions were used. --Jathem
    • Being the NIN that face-tanked the Minotaur and ate Mortal Ray (but not death) twice, I'll clarify that I only face-tanked because I didn't have the full wheel's worth of tools. His ninjutsu was vastly outdamaging my katana swings. /DNC was mainly for Evasion Bonus and Curing Waltz, although Quickstep was needed because the Minotaur has relatively high evasion. BRD kept Mambo on us, although realistically this fight could be trioed easily by NIN NIN WHM with any kind of subjobs, probably even duoed by NIN and WHM with enough Hi-Potions. --Narol 20:30, 22 May 2009 (UTC)
  • Trio'd with some difficulty by NIN/BLU, THF/NIN, WHM/BLM. NIN(me) backwards tanked with Elemental Ni spells, saving MP for Head Butt. THF died at the end due to trying to finish fight quickly. (Sneak Attack+Viper Bite) --Kankli 15:11, 13 June 2009 (UTC)

Stegotaur Aggro

  • Stegotaurs attack slowly enough that they can easily be despawned by selecting to climb a ladder in between their attack rounds. As long as you click the ladder and select "yes" before they swing, you can't be touched. On the third floor, when you find the two impassable Stegotaurs, you can simply have a THF use Perfect Dodge and Flee to the ladder. With crackerjack timing, you can select to climb down, which will despawn both. This is also a very handy solo strategy to avoid exp loss.--Narol 07:11, 23 May 2009 (UTC)

Malitia's Prep Tips!

  • Get Holy Water(6-12), and Antidote(6-12), before you leave for Tavnazian Safehold. Because you are only on Promathia Mission 2-3, your character will not be able to use the Auction House in Tavnazian Safehold. You can however access the Nomad Moogle Delivery Box. The Tauri type monsters use a Doom move, "Mortal Ray" and it can take many Holy Water to remove it. They also use an AOE that inflicts a very high damaging poison which you will need to Antidote. Don't depend on the Healer for poisona, as they will have their hands very full Curing. You can count on fighting at least 3 of these type of monster: 1 is the NM, 2 are normal monsters in your path as you go through Phomiuna Aqueducts.
  • Bring Silent Oil(1-2). Nothing in here requires the use of invisible, and there are only a few times where you will even need Sneak. But for the times you do, it will speed up the process if you can sneak yourself instead of waiting for the Healer to sneak you. The worst thing you can do is be the one who is hanging behind because your sneak wore off, or end up dying or getting other members killed because you agro'd a mob. 1-2 Silent Oil is cheap enough for anyone's pocket to afford.
  • Know the environment. Only 3 things agro here, and its only sound:
  1. Tauri-type monster. True Sight you can't avoid it.
  2. Slime-type monster.
  3. Fomor-type monster. Also Detects by Low HP. Do not go near them with yellow or less HP level.
That's it, so its not the bats, not the spiders, etc etc. This way you'll know when you need sneak and when you don't. That will speed up the party's traveling time.
  • Fomor will only aggro you if you have Fomor Hate.
Finally, if you are going to die, stay calm and do it in a corner, hallway, anywhere that is away from other monsters. If you die near the Fomor, you will never be able to be raised if there is no Black Mage present with Tractor. This is very important, do not die in the middle of an area, or in the middle of mobs. Make sure your party knows this.