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Every party that participates in the Sealion s Den Airship Battle will need at least 3 CCB
Polymer Pumps. You may find these on the AH for around 70k-200k. However, if your
group is short on funds, you can embark on the time consuming and rather difficult quest
to obtain pumps.
Speak to Ghebi Domomohe at the Neptune s Spire in Lower Jeuno. You can
only activate this quest after completing Chapter 5 of CoP.
She will ask you to collect all the colored chips (remember Diablos) from
Pso Xja.
Farm for the Grey, Carmine and Cyan chips and trade them to Ghebi
Domomohe for a CCB Polymer Pump.
o Mimic Treasure Chests drop the Cyan chips, which are the most difficult
and require a Level 70 party to succeed. You will need to get a Pso Xja
Treasure Chest Key and find Mimic s deep in the uncapped areas of
Pso Xja.
7.1.2. Medications
In addition to standard battle foods, each job will need to stock up on Yagudo Drinks, Hi-
Ethers, Reraise items, HP regeneration drinks, plenty of ammunition, Hi-Potions,
Remedies, Echo Drops. Also remember to bring CCB Polymer Pumps and Yellow Liquids
(the ones you used in Riverne Site #A01).
Job Specific Medications:
Paladin: Yagudo Drinks, Hi-Potions, Vile Elixir, Vile Elixir+1,
Remedies, HP regeneration, Blinding Potions (if using Bat Earrings), Echo Drops.
Ninja: Hi-Potions, Remedies, HP regeneration, Echo Drops
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FFXI Chains of Promathia Mission Guide
Melee Damage: Icarus Wing, Hi-Potions, Wing Gorgets (If affordable), HP
regeneration, Yagudo Drinks (Dark Knight), Echo Drops.
Summoner: Hi-Ether, Super Ether (If affordable), Yagudo Drinks
Black Mage: Hi-Ether, Super Ether (If affordable), Yagudo Drinks
White Mage: Hi-Ether, Yagudo Drinks, Curaga Earring
Red Mage: Hi-Ether, Yagudo Drinks
7.1.3. Key Jobs
Considering the difficulty of the fight and the time constraints, you will have to be very
open minded on which jobs to bring. Below is a breakdown of which jobs are ideal for the
Airship BC:
Ninja: High evasion and shadows make this job an ideal tank.
Paladin: With blinding potions and bat earrings, this tank job can sufficiently
control hate and evade attacks. This type of tank is better for hate control but
extremely difficult on MP.
Black mage: The high potency of elemental spells makes this job almost
mandatory. Stun is also extremely useful.
Ranger: Can keep distance from the NM s and still inflict steady damage.
With subjob Ninja, healing is not a major issue.
Samurai: Can gain TP very fast and hit from a distance with Ranged Attacks.
Dark Knight: With the appropriate subjob (Samurai or Ninja), can produce decent
damage and not be a healing liability. Stun is extremely useful.
White Mage: Mandatory job to keep status effects off the tanks.
Summoner: Can back up heal, provide beneficial buffs, in addition to inflicting
heavy damage from a distance.
Red Mage: Essential for Dispel, Gravity and Refresh
Bard: Essential for Ballad, Elegy, and Mambo
Other jobs may be used, however, remember to be flexible. Some of the other jobs that
are not as flexible may bring non-conventional subjobs to accomodate for a lack of
strength. Remember, any party setup could defeat this BC. But the most effective road to
success lies within the jobs above.
7.2. Sealion s Den BCNM Part 1: Mammet 22-Zeta
Level Cap: 60
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FFXI Chains of Promathia Mission Guide
Mob Type: Zilart Mammet x 5
Difficulty: Hard
Number in Party/Alliance: 6 person party maximum
Special Moves: Refer to Mammet s in Section 3.2.6
7.2.1. Preparation
Now that you have entered the BC, it is time to fight the first battle. After the cutscene
(see Author s Note in Section 7.1.1), apply standard buffs and make sure all melee party
members have Yellow Liquids. Use Reraise Items and any TP gain items that your group
has brought. When MP is rested, check the Airship Door to engage the 5 Mammets.
7.2.2. Strategy: The Five Mammets
This is similar to the Riverne Site #A01 fight. However, you do not have any room to kite
or marathon. Instead of three Mammets, you have five to deal with. Each have the same
job abilities as the Riverne Site #A01 Mammets, so beware of Mindwall and
Transmorgification.
Below is a sketch of the Airship and where your positioning will be when entering this
section of the fight.
Front of Airship
Mammet1 Mammet2 Mammet3 Mammet4 Mammet5
Your Party
Airship Door
Mages will need to stand by the Airship Door at all times, only venturing out to cure party
members that are out of range.
Assign a number value to the Mammets from left to right.
For this strategy, we will use the party setup as follows:
Ninja/Paladin
Ranger
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FFXI Chains of Promathia Mission Guide
Dark Knight/Samurai
White Mage
Black Mage
Red Mage
Assign Mammet1 to the Tank. The tank will solo this mob for the duration of the Mammet
fight.
Assign Mammet2 to the Red Mage. The Red Mage will Bind and Gravity this mob until
other melee are free to engage it.
Assign Mammet3 to the Black Mage. The Black Mage will Bind this mob until other melee
are free to engage it.
Assign Mammet4 to the Ranger. The Ranger will Shadowbind this mob until other melee
are free to engage it.
Assign Mammet5 to the Samurai/Dark Knight. This mob will be the first to die.
Everyone assigned to a Mammet will engage at the same time. Once the tank has taken
their mob to a corner to solo, and the others have been bound, the melee and Black mage
will focus on killing Mammet5 as quickly as possible. Use Weaponskills and Skillchains
quickly, making sure to turn around and disengage during Transmorgification.
Once Mammet5 is dead, move on to Mammet 3 or Mammet4. Repeat until you have
called Mammets 2-5.
*Author s Note: Remember not to panic when the Mammets become free of the Bind spell.
Red Mages are fairly self-sufficient and some of the Mammets will chase after the White
Mage. Take the proper precautions to keep them protected, using hate moves to attract
the attention of Mammets that stray to the weaker mages. Don t forget to use Yellow
Liquids to keep the Mammets manageable. The Black Mage form can really hurt your
chances of clearing this quickly and efficiently.
Mammet1 will be free for a full attack, destroy this one as quickly as possible and be
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