63-65 Uleguerand Range
Requirements/Notes:
* All party members require Chains of Promathia.
* One stack of Holy Water recommended for the tank.
* Supports 1 party.
Target mobs:
Primary: 2nd-tier Demons
* Demon
* Aggro to Sight
* Links by Sight
* Weak against Light
* Strong against all other elements. (+25% Magic Def)
Dread Demon (BLM)
Gore Demon (WAR)
Judicator Demon (DRK)
Stygian Demon (SMN)
Primary: Fachan
* Ahriman
* Aggro to Sight
* Aggro to Sound
* Not Linking
* Strong against all elements. (+25% Magic Def)
Primary: Tyrannotaur
* Taurus
* Aggro to Sight
* Aggro to Sound
* Has True Sight
* Links by Sight
* Weak against Light.
Commentarus:
Be careful to avoid getting aggro from the true-sight Taurus mobs on your way up to camp, and also make sure not to fall down any holes, too.
It is unlikely you will pull a Dread Demon, but in the event you do, Silence it for obvious reasons. Stygian Demons will occasionally have a Dark Elemental out as a pet, in which case just ignore it the best you can (or Lullaby it) and take out the Summoner.
Fachans are resistant against all forms of magic, and cannot be Silenced. They also have Magic Barrier (that completely nullifies all magic attacks against them), as well as Level 5 Petrify. Fortunately, it doesn't last for very long, so it is not necessary to have a White Mage to Stona.
The Tyrannotaurs are last, and are the weakest of the three types of mobs you fight here. Be careful of Mortal Ray, which inflicts Doom on a single target (usually the tank), which kills the target within ten seconds. It can, however, be avoided by simply turning your back to the Tyrannotaur as he readies it, but in the event you get Doomed, spam Cursna and/or Holy Water in an attempt to remove Doom. Note that each Cursna or Holy Water only has a 25% chance of actually working, so you may have to try multiple times in the ten seconds you have.
Also, mobs here are quite spaced out, so prepare for some pretty lengthy pulls. For the same reason, having Widescan would be useful, although be sure to avoid the Srei Aps and Akselloaks when pulling. Overall, the camp is a little challenging, and if your party looks rather iffy, then you'd probably be better off at another camp.
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1 comment:
since the update there are fewer in the number of demons, and more in the number of giant buffalos. also in the cave ahead there are nightmare bats that are compararble in level to the dread demons. there are only 3 bats in the cave, and they have AOE accuracy down TP move that must be erased. elementals/bombs tend to pop in the trees. all mages need to /whm if at all possible.
someone said there is a camp near ghesh urvan ???, you may have to deal with the occasional raptor that does pop in the area.
the mobs are too spread out, and widescan is a must.
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