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You will need to clear this portion of the battlefield within 10 minutes to have a comfortable
cushion for the next to levels. If you have used Two-Hour abilities in this portion, start
over and try again.
7.3. Sealion s Den BCNM Part 2: Omega
Level Cap: 60
Mob Type: Weapon
Difficulty: Extremely Hard
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FFXI Chains of Promathia Mission Guide
Number in Party/Alliance: 6 person party maximum
Special Moves: Enstun
Ion Efflux Paralyze Effect
Guided Missile Directional Damage
Rear Laser Petrify
Discharger Magic Immunity
Pile Pitch 80% health taken away
Hate Reset
7.3.1. Preparation
After defeating the Mammets you will be warped back to the Airship Deck. Rest MP,
rebuff, take a few seconds to gain TP. When ready, check the Airship Door and move up
to the next battlefield. You will get a cutscene and be warped to Airship Deck to fight
Omega.
The Omega Weapon is the most difficult part of this fight. Regardless of what kind of tank
you have in your group, Omega is a challenge.
The most basic move for Omega is Enstun. Every time a party member hits Omega with
a melee attack, it creates the added effect of Stun. So be careful when using job abilities
or items.
Ion Efflux is a move that Omega uses quite frequently. All mages need to be ready with
Paralyna for the tank and melee.
Guided Missile is a directional physical damage attack that inflicts a great deal of pain. Be
careful when taking hate away from the tank.
No party member should stand directly behind Omega. If Omega senses a player
attacking from behind with physical damage, it will use the attack Rear Laser. This will
petrify the player. White Mages be ready to use Stona spell.
Discharger is not something to really worry about, it is more of an annoyance. Black
Mages and magic attackers just need to be aware that some of their spells will be resisted
when Discharger is up.
Pile Pitch is a hate reset move that will take targeted party members to 30% life. Omega
will promptly attack another player. Pile Pitch can be stunned, and slowed down with
CCB Polymers.
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FFXI Chains of Promathia Mission Guide
7.3.2. Strategy: Omega
When the group is ready, the tank will engage Omega and pull him to the far right or left
corners at the front of the Airship. Melee will need to pace attacks, and in this example,
both melee damage dealers have the use of ranged attack. Below is a sketch of where
the jobs should stand for the duration of the fight:
Airship Front
Tank
Omega Melee
Mages
Airship Door
Keep a decent pace of damage, stunning Omega to give the tank time to recast spells or
use items. When TP is ready, use Skillchains and Magic Bursts (Fragmentation is
recommended for this party setup). If hate gets out of hand, always remember to bring
Omega back to the tanks position to keep Mages out of any AoE range.
Also remember to give the tank a breather, allowing the melee damage dealer to take
hate occasionally.
When Omega reaches 30% life, it will begin to use Pile Pitch more frequently. This is the
time to use a CCB Polymer. If necessary, a Paladin can use Invincible to give your party
members free reign at unleashing attacks. If your tank dies here, then you will probably
need to start over unless the tank dies by the Airship Door and out of aggro range. It is
highly recommended to use more than one CCB Polymer on Omega to keep Pile Pitch to
a minimum.
Once you have defeated Omega, you will be warped back to the Airship Deck to rest.
*Author s Note: It is possible to defeat this BC if you happen to wipe on Omega. Many
parties have difficulty here. Just remember that if you wipe and reraise, you will be very
pressed for time. Completing this part of the BC within 15 minutes is very ideal to give
your group enough time to rest and prepare for the final fight.
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FFXI Chains of Promathia Mission Guide
7.4. Sealion s Den BCNM Part 3: Ultima
Level Cap: 60
Mob Type: Weapon
Difficulty: Extremely Hard
Number in Party/Alliance: 6 person party maximum
Special Moves: Enparalyze
Particle Shield Phalanx
Chemical Bomb Slowga
Nuclear Bomb Elemental Resist -50
Elemental Breath Plague, Petrify
Equalizer AoE Physical Damage
7.4.1. Preparation
After defeating Omega you will be warped back to the Airship Deck. Rest MP, rebuff, take
a few seconds to gain TP. When ready, check the Airship Door and move up to the next
battlefield. You will get a cutscene and be warped to Airship Deck to fight Utlima.
Remember to check your time and to plan accordingly.
The most basic move for Ultima is Enparalyze. Every time a party member hits Ultima
with a melee attack, it creates the added effect of Paralyze. So be careful when using job
abilities or items.
Particle Shield is a move that Ultima uses quite frequently. Red Mages and Bards need to
be ready with Dispel and Magic Finale.
Chemcial Bomb creates a Slowga effect on nearby party members. Have Haste and
Erase ready.
Nuclear Bomb is deadly because this move is a prelude to the various elemental breath
attacks that Ultima may use. Nuclear Bomb lowers elmental resists to -50, so White
Mages need to ready Erase.
Ultima s elemental breath attacks can be problematic to tanks and melee if White Mages
are not on their toes. Petrify and Plague are a some of the more frequently used attacks,
and can immoblize and reduce TP for any player effected.
Equalizer is physical AoE move that will damage mages and melee quite easily. This
move can be slowed down with the use of CCB Polymers.
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FFXI Chains of Promathia Mission Guide
7.4.2. Strategy: Ultima
When the group is ready, the tank will engage Ultima and pull him to the far right or left
corners at the front of the Airship (reference 7.3.2). Melee will need to pace attacks, and
in this example, both melee damage dealers have the use of ranged attack.
Use the same strategy on Ultima as on Omega.
When Ultima reaches 30% life, it will being using Equalizer very frequently. It is time for
your group to expend all remaining CCB Polymers, one at a time. Additionally it is time for
everyone to use their two-hour abilities, if avaialable. Melee damage dealers should also
use Icarus Wings and Black Mages/Summoners use Manafont and Astral Flow.
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