Talk:The Salt of the Earth
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I suggest that some estimate of the mobs' HP would be helpful. My group fought this morning and I noted that FireIV (~1000 damage) removed 20-25% of first mob's HP and a cast of FlareII (~1400 damage) took out one of the stage 3 mobs from 80%. This and observation of general fight progress suggests the HP pattern might be ~4000-5000 -> ~2500-3000 -> ~1500 -> ~750-1000 as the generations scale down. That in turn implies that total damage of around 20,000 to 25,000 must be done to complete the mission. This or a better estimate would be helpful advice to those preparing to take the fight on. Parsed data would be very useful.
--Ceridwenseraph 13:43, 9 June 2008 (UTC)
Had a near party wipe (all three Bastokans on the mission did - only a THF lived through it) on the last nanoplasm. Due to lack of area to kite, the THF killed the nanoplasm. The WHM Reraised, grabbed the key item, then came back and raised everyone else. When we went to repop the plasm, the popper got the key item instead. It had been well over five minutes (thanks to resting to full from the wipe). Dracoth 05:33, 23 July 2008 (UTC)
I think the slimes' magic defense decreases drastically with each seperation. My nukes did regular damage on the Gigaplasm and slightly more to the Macroplasm, but damage against the Micro- and Nanoplasms was very high. Fire IV dealt 1400+ to the Microplasm, taking roughly 75-80% of it's health (that plus a good Drain killed it). Thundaga III is capable of one-shotting at least two Nanoplasms with 1700+ damage each, slightly under 1700 when a couple extra mobs wandered into range; Burst II did 2601 to a Nanoplasm and Fire IV did 2064. This is with no potency merits except for Ice, which I didn't use due to the slimes' resistance. This NM is a cakewalk to duo with a BLM if you have a second person to monitor the extra slimes; just make sure you kite it to the entrance using Sleep and Gravity so you have room to fight. You will need Sleepga; Sleepga II isn't necessary, but helpful. Also noted that the lesser slimes do not immediately aggro you if you aren't standing near them with they pop; they have no shared hate with the previous form. They will link if attacked seperately, but that's what Sleepga (or Thundaga, on the Nanoplasms) is for. --Gojiras 09:09, 27 August 2008 (UTC)
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Testimonials
- Solo'd as rdm/blu. Pulled to H-7 hallway, got one close to death, slept it, moved out of sound aggro range, nuked it down, then just worked on the other half of the tree (they died too fast to despawn them after this). Very highly reccomend capped shield skill/some shield skill gear, defense food, and Genbu's Shield (My shield skill was 207, and defense 500 or more, depending on what I was casting). Finished fight with 30 MP, convert down for 3 minutes, but no worries because I'd actually been kinda spamming spells at the end because the nanos die very fast.
- I soloed this as NIN/DNC. Popped it at night and just hauled butt all the way to the Valkurm Dunes zone at night for the movement speed from AF feet. When I zoned, all the normal mobs depopped and the slime started back towards it's spawn point. I caught it a good distance away from the zone and started killing it. Debuffs always landed, and even with a terrible evasion set up, I tanked the first few forms easily, though a good set up is better for the last forms. Once I killed the Giga, the next two spawned. I ran to the zone and they chased me. I recasted shadows and zoned back in, and they had started to go back to the spot where I killed the previous form, but they would move at different times, so that one was far enough away from the other for me to claim the other and not link. Sometimes they'd move together at the same rate back to their spawn point, so I hojo'd one, then zoned again, and that would cause them to separate. I had to do that twice on the last form. So now, one is at the spawn point, and the other I'm killing. I wait for the other to depop, then move my current mob closer to where I killed the previous mob and repeat the process, so that I never have to fight more than one mob at a time. The smallest ones gave me the most trouble, because these things end up hitting faster but don't hit any less hard than the previous phases, taking off around 100 hp per hit. It would be manageable, but with two of them, each with a delay of approx. 150, they were taking a toll. So when I zoned to deaggro the smallest two, I came out in Valkurm with very low hp, and zoned back in with still low hp and no tp. In the end, I was successful, and my party only entered the mobs hate list on the last form and we all got credit. Jakson 18:30, 30 April 2009 (UTC) Jakson
- Duoed by RDM/SMN and PLD/WHM using sleep/nuke method and Carby pull as mentioned above. After each kill we had to retreat to some free corridors behind us to avoid aggro from the non-claimmed Plasm.
- Easily Duo'd with 75RDM/BLM and 75DRK/SAM. Go to spawn area with sneak/invis to avoid aggro from Crabs/Gobs/Skeletons/Pugils. Deal with Pugil at spawn area. Spawn and sleep the Gigaplasm then pull it to a safe camp in the tunnel near the Cape Teriggan zone. Only DRK will be melee and keep RDM out of AOE range. RDM should keep haste/regen/protect on DRK and DRK should be ready to stun/weaponbash to assist RDM. RDMs role is to keep DRK HP above 65%, nuke with Fire spells but be careful with hate as DRK will not be doing so much physical damage on all plasms. DRK should cast Absorb spells and Drain spells for Damage/HP, and keep Seigan+ThirdEye up. DO NOT cast any DOTs, as monsters will need to be slept. Very important : when any plasm (except nanos) are at about 10% hp or less, use a Sleep-Run out of aggro range-Nuke to Kill method, to prevent the 2 new spawned plasms from aggroing on spawn. RDM should ES sleepga MACROplasms. To make this battle essentially 50% easier, it is possible to only engage 1 of the Macroplasms and wait for the other to despawn (takes 5 min): Pull 1 of the Macroplasms away from link range of the other, sleep II it, and everyone zone. Zone back in and engage the closer Macroplasm. Kill the Macroplasm and its "babies" with the same "Sleep-Run-Nuke" method, to avoid aggro on the death of a plasm. --Missangie 10:18, November 29, 2009 (UTC)
Duo Strategy (Killing Only Half of the Division Tree)
This mission can be easily completed with any two Lvl. 75 jobs -- one of which must be capable of sleeping (sleep and repose preferred over lullaby); you must also have a means of quickly finishing off a slime without aggroing the resulting slimes. I did this with MNK/NIN (Lvl.75) and WHM/BLM (Lvl.72). We cleared a path to the ??? (just to avoid aggro on the pull). I popped the slime, the MNK used Chi Blast to pull initial hate, and then I used Repose to sleep it and run back to the tunnel at H-7. There we waited for the slime and slept it again; we sneaked up and moved to the tunnel at F/G-9. Again, used repose to sleep it; then sneak/invisible to run past the goblins and pull it up to the first map where we had much more room to fight and no more aggro. MNK/NIN begins with Penance and Formless Strikes while WHM/BLM (me) used Solace to build up my Holy nuke. When first form is low in HP, the MNK/NIN disengages and WHM reposes to prepare for a Holy. Standing out of sound aggro range, trigger the division phase via a nuke that will kill it off completely.
When you trigger the division, BOTH of the resulting slimes will be on top of each other (so it will appear as a single slime). Again, have the MNK pull one and the WHM sleep the other. At this point you have two slimes. Have the MNK do enough damage on the first slime so that it can be finished with a Holy spell. Disengage and sleep the first slime. Pull the second slime far away from the first slime, so that you can cast Holy on the first slime and be outside of sound aggro range. At this point the MNK should focus on killing the second slime. The WHM then kills off the first slime with a Holy, and both should leave the resulting generation of slimes to despawn. This process is repeated until you are down to the last division phase. At this point, you can simply kill off both of them as they are super weak.
So at most you will fight 5 slimes (Gigaplas mX1, Macroplasm X1, Microplasm X1, Nanaoplasm X2). Just a side note: my divine skill at that time was approximately equal to that of a level 65 WHM, and I had absolutely no problems with repose. -- Boogers on Hades
Solo Strategy for RDM/BLM By Lelaela(Killing Only Half of the Division Tree)
Well, it was actually alot easier than i thougth. Buf up (Refresh, Stoneskin, Aquavil and Regen) Pop the nm and take it to the zone line on the first map, once there treat this as you would your Maat figth, Sleep, Gravity, Thunder III (it did 480 damage on the first form) or Fire III, sleep II and rest mana. When Gravity wears off recast. This is how you will stay alive. Once you are close to kill it move as far as you can and cast your spell, once is dead, cast Sleepga on the 2 resulting Macroplasm, Gravity one and cast a smal spell to weak it up. once is close to you, Sleep II and Bind, weak the other one and kitte it to the zone line, zone wait a little bit and zone back in. One of them should've depop and the one you selep and gravity should be on is way back. Catch up to it Sleep II and repeate. Be careful, if you zone to fast you migth run into the 2 Macroplasm and that could be a problem. Once you are down to one Microplasm, Gravity it cast a Thunder III and take it to G-10 on the first map, Sleep II and look for a place where you cah cast Slepga with out sleeping other mobs. Once is dead, Sleepga the 2 Nanoplasm, Thunder III one, and Fire III the other one, invis, sneak and go to the ??? Congratulations
Solo BST Strategy (Killing only 4 slimes) By Drionis
This takes some patience, but shouldn't prove to be too hard for an experienced BST. Either /whm or /nin works for this strategy as the most important part of the fight is avoiding undead aggro. Start with a scorpion pet with Familiar on it. Buff with whatever your subjob allows in the tunnel outside the room with the ???. Take note that there are 2 pugils a short distance from either end of the tunnel. Pop the Gigaplasm and send your pet after it. Run back to the tunnel and Heel your pet back to you, then set it back on the slime. The scorpion should be able to take roughly half the Gigaplasm's hp before dying. After your scorpion dies charm a nearby pugil and send it after the slime. Apply sneak and run to the nearby pool in the pop room where there should be another pugil. When your current pet is low on hp, Leave it and swap it for the fresh pugil. By the time each pugil is low on hp, the other should be done resting. Simply keep bouncing back and forth between the two pugils until the Gigaplasm is nearly dead. At this point, move your pet, and the Gigaplasm to the middle of the tunnel, set your pet back on the slime and stand back. Once the Gigaplasm dies you will be left with two Macroplasms that have no aggro. Carefully send your pet after one and quickly Leave, re-Charm, and run through to the end of the tunnel where you once again send the pet after the slime. While your pet is still high on HP use Wide Scan to track the slime you are NOT fighting. This helps monitor the extra slime and will let you know when it despawns, which will allow you to freely use the tunnel again. Simply repeat these steps with each division, and make sure you wait to kill the last Nanoplasm AFTER the extra has despawned. Once your last slime dies run to the ??? and get your salt. Have fun and happy hunting!--Dri
Easy Duo Killing all Slimes
WHM/SCH and RDM/NIN easily duo'd this fight. DD the Gigaplasm down until he splits into two, WHM ready with repose on one of the Macroplasm, RDM nukes down the other until it splits into two Microplasms. WHM reposes one and RDM nukes the other until is splits into the Nanoplasm.WHM staying on top of repose. RDM nukes the Nanoplasms with Blizzard III doing 1200+ damage. Rinse and repeat this with the plasms that the WHM has slept. Not too much of an issue, Stoneskin and repose macro really helped. Repose landed with 290 divine magic skill and sleep landed off the WHM with 288 enfeeble magic skill. Devotion timer at 10 Minutes helped a lot.

