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Talk:Promathia Mission 1-3

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I'd like to make a few comments on this page.

First, just a note on how EXP works in capped areas. You either get FULL experience for what your UNCAPPED level would earn, or you get HALF of what your CAPPED level would earn, whichever formula gives you more.

For example, if someone whose true level is 30 enters the level 30 capped Promyvion - Holla and solos a level 30 mob, he will earn 100 EXP. If someone whose true level is 31 were to do the same thing, he would only earn 72 EXP, a 32 would earn 61 EXP, and a 33 would earn 50 EXP. You would expect a 34 to earn only 46 EXP; however, since he is capped at 30 the formula changes and he now earns HALF of 100 EXP, so he gets 50 EXP. All players 34+ would earn 50 EXP.

Note however, that limit points are never reduced; you get FULL limit points while fighting in a capped zone, no matter what your true level is.


Next, I believe all mobs in Promyvion are True Sound, not True Sight. However, their aggro radius is quite small. Also, now that I think about it, they might actually be a combination of sight and sound... it seems like they aggro from further if you walk in front of them rather than behind them.


On the Holla boss I would erase the recommendation for Holy Water... it's not necessary since the Curse isn't too powerful and the boss will just Curse you again 10 seconds later, you'd just be wasting time, effort, and MP if you cure yourself above the Cursed HP amount. Poison Potions, on the other hand, are essential. Also, there is one VERY important thing that is not mentioned on Holla boss: Shadow Spread also does AoE Blind. I have seen several parties get all blinded and they wonder why they can't finish off the last 5% of the boss. Mages should be very handy with Blindna, or better yet, melees should bring Eye Drops to relieve stress on mages. Also, one of his moves does Slow, I'm not sure which one. But it's very powerful and will put Utsusemi recast very high (around 45 seconds, I think). As a result, I highly recommend not using a Ninja tank for this one; WAR/NIN is best.


For the Dem boss, he is pretty easy but I highly recommend using Hysteroanima once he starts spawning babies. Also, mages keep Paralyna handy, it could win the fight for you.


For the Mea boss, I must reiterate the importance of Antidotes. I have lost many times on the "easy" ENM because I didn't bring Antidotes, until I realized something. Impalement + Poison = Instant Death. The poison is very powerful (15 per tick?), so tank should especially be quick on the Antidotes.


In general on all the Promyvion bosses I am against bringing lots of SMNs and RNGs. Not because these jobs aren't good (they rock), but that people use them wrong. The purpose of these jobs is to END the fight, not BEGIN them, and that is the fatal mistake that so many parties make. Also, some parties bring tons of anima and medicine, hoping that they'll win by overpreparing. The truth is, a lot of people get to the fight, chaos breaks out, they focus on using their items at the right time, and they forget how to play their job. So here are a few of my recommendations for Promyvion bosses:

1) Play it steady. Have at least 2 good melee damage dealers that can just gradually chip away at the boss, and keep them clean of Blind and Paralyze.

2) Try to save your anima during the first 50%, especially Hysteroanima. The bosses start using special abilities more after 50%, and they go crazy at 10%, so Hysteroanima are more effective the later you use them. Use Psychoanima in emergencies such as if hate gets out of control, tank's out of images with a long recast to go, or mages are getting behind on healing.

3) Use 2-hours to finish the fight, not start it. The later you use them the better, so try to hold off as long as you can. If you jump the gun you might end up with a very angry boss with 10% HP and a bunch of blind or paralyzed melees that can't finish it off. If you have two "good 2-hours" (SMN, RNG, SAM, MNK, etc), you can probably use them at 30%, if you have three, maybe 50%. Sometimes with SMNs you can start earlier for multiple Astral Flows, but be careful, sometimes the monster might move and waste an AF or you simply won't last long enough to get a second one off!--Cryconius 00:33, 13 Feb 2006 (PST)

This isn't a guide

A lot of this page is written like a guide. This shouldn't be the case. I suggest cleaning this up.

Nashmau Stew: A Warning

In the Holla boss fight it is recommended that the tank should use Nashmau Stew. I think it might be a good idea to add a warning about its group effect. Most players are unfamiliar with group food and may not be aware of when best to use it or even that it may harm the rest of the party. On the other hand does a player who takes unfamiliar food without knowing its effect deserve all that they get.

Nashmau Stew

I dont see the point, tritary tap doesnt absorb food effects.