59-62 Wajaom Woodlands



Requirements/Notes:
* Treasures of Aht Urhgan required.
* Near East access required.
* Supports 3 parties.



Target mobs:
Primary: Puk
* Puk
* Aggro to Sight
* Aggro to Sound
* Not Linking
* Weak to Piercing weapons
* Absorbs Wind

Target mobs:
One important thing to note about Puks is that they are unique because they absorb all forms of Wind damage. Wind-based spells like Gravity and Silence will be completely resisted, but all damaging spells like Aero, or Detonation skillchains will retroactively cause the Puks to recover hit points instead of damage it, so double check your damage sources, and skillchain.

Thankfully, higher level skillchains with a Wind component (for example, Fragmentation) don't cause the Puk to recover hit points, except when, of course, if you try to Magic Burst an Aero nuke on it. -_-

They have a very fast repop rate, so it's easy to chain these. Be careful to camp far enough away from other Puks such that when it uses its knockback move, Wind Shear it does not knock party members into aggro range of other Puks. Keep Baraera up to minimise the damage from Wind Shear as well.

3 comments:

Saikyo said...

Can confirm that Puks do not absorb Fragmentation damage.

I also noticed that Wind Shear (the AOE knockback) targets whoever has hate. If it hits them, then the AOE effect goes off. If it misses then everyone else will auto evade the attack. I once managed to parry a Wind Shear (and have a screenshot to prove it!)

At 61 Puks have very low evasion, even without sushi. Good for melee heavy PTs.

kharvey10 said...

Ill wind is only used within Mamook and besieged. (it also causes a single buff dispel)

puks are stronger on windsday and lightsday (haste and very fast tp gain), and they like to spam their moves based on the day of the week. RNG, THF, and DRG are the people you want in your party. Sidewinder and Penta Thurst = dead puk, just don't do skillchains (except distortion) and hold onto TP if it uses obfuscate or zephyr mantle.

Ophenix said...

The last camp in the passage is a real hard one to play in properly. There are Puks on both sides that are just neyond the aggro range and will often wander into camp.
Repose is a godsent on these.
We had about 4-5 of these adds and handeled all of them well. Make sure your party is prepared. Other then that, great camp.