65-67 Bibiki Bay



Requirements/Notes:
* All party members require Chains of Promathia.
* Supports 2 parties.



Target mobs:
Primary: Catoblepas
* Dhalmel
* Not Aggro
* Links by Sight
* Weak to Wind
* Weak to Thunder

Secondary: Tragopan
* Bird
* Not Aggro
* Links by Sound
* Weak to Piercing weapons
* Weak to Ice
* Strong against Wind

Secondary: 1st tier Hobgoblins
* Goblin
* Aggro to Sight
* Links by Sight
* Weak to Light

Hobgoblin Fascinator (BLM)
Hobgoblin Martialist (WAR)
Hobgoblin Venerer (RNG)

Commentarus:
Take extra caution when pulling Hobgoblin Animaliers, since their Rabbit pet will link with the surrounding rabbits.

As for the Dhalmels themselves, they take a while to kill, so actually getting the Chain #5 might prove to be difficult, simply because of the Dhalmel's Healing Breeze, which restores an incredibly random amount of HP, ranging from somewhere around 300HP to over a thousand HP! Yes, it's incredibly frustrating to see an entire skillchain's worth of damage go down the drain, but deal with it. Because of the frequency of Healing Breeze though, be sure your party has pretty good damage output.

Some interesting notes though. Dhalmel hit hard, but attack slowly, making Ninja tanks preferable over Paladins. If you have a Ninja tank, you might want to consider not Dispelling any Berserk effects the Dhalmel might have, since it lets you deal more damage to it! Also, have your mages keep Silena at the ready for Cold Stare.

3 comments:

Hohito said...

The Animalier's rarab can link with the nearby rarabs causing a huge mess at camp. Be careful when pulling those guys.

Unknown said...

I'm usually supportive of goblin camp sites as I'm fond of suicidal creatures. However, my static party wasn't super effective here and faired far better in The Boyhada Tree or Mamook.

We setup pulling first tier hobgobs and mixed in a Dhalmel or Tragopan. In general, it was just slow. Dhalmels were high experience, but not worth the long kills or annoying special abilities. If they could be convinced to berserk at the beginning of every fight (don't dispel it!) it'd be pretty efficient.

The upside to this camp, however, is that no one will be there.

Gregou said...

I just came back from this zone, I played as RDM/WHM 66 with MNK/WAR 65 and PLD/NIN 65, we were chaining Tragopan with a good xp finally for a trio, like 150-190 xp / mobs (#3 max). Lots of fun, really nice spot.