66-69 Gustav Tunnel

* MNK recommended.
* RDM recommended.
* /WHM recommended.
* NM: Taxim.
* Supports 4 parties.

Target mobs:
Primary: Doom Skeletons
* Skeleton
* Aggro to Sound
* Aggro to Low HP
* Not Linking
* Weak against Blunt weapons
* Strong against Slashing weapons
* Very Strong against Piercing weapons
* Weak against Fire
* Weak against Light
* Strong against Ice
* Very Strong against Darkness

Doom Guard (WAR)
Doom Warlock (BLM)

Secondary: Demonic Pugil
* Aggro to Sound
* Not Linking
* Weak against Ice
* Weak against Lightning
* Very Strong against Water

This particular area seems to vary with popularity from time to time. Undead aren't the most party-friendly of mobs, so people tend to avoid xp'ing on them. In addition, several melee jobs have a damage reduction against bone mobs, except for Monks, who have a damage bonus, so suffice to say, Monks are your ideal melee class here, prefably with someone that they can create a Light skillchain with.

Other than a Monk, I recommend having a Red Mage in the party, simply because you want to be able to land a Silence on the Doom Warlocks that you will be fighting. You will also need to Dispel Ice Spikes, and be able to cast various status removal spells, in particular:

Ice Spikes- Has a chance to proc a Paralyze upon a received melee attack. Paralyna to remove, but make sure Ice Spikes has been Dispelled first.

Black Cloud- AoE damage and Blindga. Blindna to remove one at a time, or assign the mages to each melee, since Blindna has a fairly long cast/recast time.

Aqua Ball- AoE STR Down. Erase to remove as per Blindna.

The Doom Guards themselves (being WAR) aren't too much of a hassle, unfortunately, the majority of the skeletons you will fight are the BLM Doom Warlocks, which are considerably more troublesome. You may also find the following perks useful about some other jobs:

Paladin- Holy Circle increases defense against Undead.

White Mage- Banish reduces Undead's DEF, and can Cure nuke. (MB Banish III on a Light skillchain for 600 damage is also very nice ^^)

Summoner- Earthern Ward effectively "counters" a Blood Saber, speeding things up a bit.

Also, if you're at the (I-7) camp, be careful of the Skeleton that pops behind you that might aggro to yellow HP. It's one of the weaker skeletons, so it's only Decent challenge. ^^

If you are camping on the west side, Doom Warlocks are also placeholders for Taxim, an lottery NM Skeleton that really isn't too much harder than the rest of the Doom Warlocks around the place. If your party is good, and relatively high level (all members Level 68+), you could probably take him down.

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