Delve Low Man Strategies Compiled

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Delve Low Man Strategies Compiled
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By likard 2015-03-10 19:15:12  
Delve is/was endgame content that originally required an Alliance of 18 people to best. Now, due to changes by SE and increases in gear stats, it is very doable in parties of 6-8 (with even some amazing low man strategies of 3!).
This guide will be used collect strategies for besting all of the beasties in the 6 Delve Dungeons. Please contribute, comment and add to it. I will update it as time allows.
For basic information on entry requirements, locations, and item levels, please refer to Delve

Low-man Delve Guide ver 2.0
Delve 1
General notes: Acc up, Att up, Haste 2, or general melee buffing spells/rolls can all pretty much be used for all bosses unless otherwise noted.

Party compositions are purely suggestions for A functional method. All jobs can contribute and just because one isn't specifically listed in a strategy, does not mean it should not be brought. If you plan to make a static for Delve I a staple party set-up of: Whm, Brd, Sam (with bow), Geo, Rdm can go a very long way for content.

Morimar Basalt Fields
Map:
Party Setup(s): Whm, Buffer(Cor or Geo), Brd, Stunner (Sch or Blm or Rdm), DD, Piercing capable dd is nice, same with blunt capable. Buffer can be subbed out for a 3rd DD. Of all the Delve areas, this one is considered the most flexible job-wise. 3x competent DD in good iLevel gear can do fine.

Volatile Matamata
Gimmick: use one damage type (physical or magical) for 5ish tp moves (time based (45-50 seconds), not based on tp accumulation) then switch to the other and destroy before next tp move.
Example Strategies:
--The Stunner can kite/nuke or nuke and bind. After damage reduction to magic is sufficient, melee can trounce it rather quickly with melee damage.
--A blue mage can also easily solo this; use one damage type till ready, then flip to other type.
--A Monk with formless strikes switching at the damage reduction minimum is a staple strategy as well.
Buffs: Barfira can help

Perdurable Raptor
Gimmick: Magic damage leads to enraging.
Example Strategy:
--Buff melee with attack increasing buffs and quickly kill. DD should not use runes or any form of magic damage. Skillchains are fine.
Buffs: Barfira/Barvirus

Shimmering Tarichuk
Gimmick: Poison aura increases as his hp decreases. There is currently no known method to dampen the aura.
Example Strategy:
--Buff up and then kill quickly and there is nothing special required of players.

Tutewehiwehi
Gimmick: Blinding him lowers his evasion and reduces his use of gaze attacks. Calcifying Mist causes aoe Gradual petrification and cannot be removed before it fully petrifies nor can it be resisted. The Stunner can Stun Calcifying Mist, greatly easing the encounter.
Example Strategy:
--Keep mages out of range and facing away to keep them safe. Apply blind and keep it on the boss. Otherwise, simply fight as usual.

Kurma
Gimmick: Kurma takes increased damage the more times he takes magic damage or uses tp moves other than Tortoise Song. Tortoise Song resets his vulnerability.
Example Strategy:
--The Stunner spams thunder and aero spells to increase damage taken modifiers. Buff up melee and go to town on him. If he uses Harden Shell, it can be dispelled.

Tojil
Gimmick: Phased damage resistance and flame aura after using Blistering Roar. Stunner stuns TP moves(aim for Incinerating Lahar, Meteor, Batholithic Shell). If recast is low enough, or you have two stunners, you can stun other spells as well.

HP% Damage weakness Elements to dispell flame cloak
100-75% Magic Wind/Thunder
74-50% Piercing Dark/Earth
49-25% Slashing Light/Fire
24-0% Blunt Water/Ice


Batholithic Shell does a variety of buffs that need to be dispelled, including a potent Blaze Spikes. I believe Blistering Roar gives him a brief def/magic def bonus too.

Silence gets mentioned a lot for this fight. Some say Silence him to prevent the use some of his spells. Others argue that the spells are mostly ignore-able/stunnable and are preferred to his Tp moves. Choose the strategy that works for you.

Foret de Hennetiel
Map:
Sample Party Set-up(s): The original set-up used to be: Mnk/Run x2, Whm, Brd, buffer (Cor or Geo), Stunner (Sch or Blm or Rdm)
Variants: Sub Run not always required, but can still help. Blue Mage is very useful due to having acces to blunt, slashing, piercing, magic, and non-elemental damage. The Mnk/Run can be subbed out for most competent DD. This is just what I see asked for most on my server.

Faded Craklaw
Gimmick: As one form of damage (magic or physical) is done, resistance to it increases and damage from the opposite damage type increases. Riptide Eupnea may or may not reset the resistance.
Example Strategies:
--Monks use formless strike from the start. After 5% HP down, start WSing. A Victory Smite >>Victory Smite = Light can do 99k damage.
--Monks with formless strike damage to 20% without WSing, then start spamming weaponskills.
--Blue magic is reported to work very well for this as it counts as magical and physical and can be spammed to kill. Each successive physical blue spell should deal increased damage.
--A mage can hold or kite this mob, dealing magic damage until melee are available to come kill it. This takes good coordination and communication.

Aberrant Uragnite
Gimmick: Takes more damage the more debuffs on it. He takes increased magic damage (including skillchains). If it goes into its shell, it gains a 10 second doom aura (removed by running away).
Example Strategy:
--Debuff it (impact it great for this) quickly and it should die very quickly. Often with bard + rdm debuffing (especially with Impact), my parties would have this boss dead before the doom aura really even mattered.
Buffs: Scherzo helps to mitigate Painful Whip.

Divagating Jagil
Gimmick: Alternates elemental casting phases with a matching enspell damage according to the following flow, but starts in random location in flow.
Light -> Dark -> Fire -> Ice -> Wind -> Earth -> Lightning -> Water. He also absorbs the current element of his enspell.
Example Strategy:
--Don't use runes and keep this guy silenced to help mitigate some of his spells. They can also be stunned. All of that aside, he dies rather quickly with buffs up.

Nerrivik
Gimmick: Destroying his lanterns with critical hits prevents charm and sleep moves. Casts high level water spells.
Example Strategy:
--DDs stand in front of it and fight till the lanterns break. Stun Deathgnash if you can. Dispel icespikes. Silence him.
Buffs: Crit plus (if Cor) Att up/Acc up. Scherzo can help.
*Bonus Intel: Have ALL party members face Nerrivik (and keep Dia on him); if he does manage to charm, you won't end up needlessly killing your mages. Absolute Terror works great on locking him down.

Krabakarpo
Gimmick: The damage type done for the first 50% becomes his strength for the second 50%. Balanced damage (skillchains help balance melee damage) can leave him with no benefits after 50%. His venom shower move has a 20' range, deals relatively high water damage, and has a strong poison effect.
Example Strategy:
--Good DD should have little issue just fighting straight on and skillchaining to kill. Requiescat and other element free damage are also great ways to bypass this resistance.

Dakuwaqa
Gimmick: Water aura, Marine Mayhem (donut aoe death), rotating damage resistance by HP %.
Dakuwaqa uses Carcharian Verve at 100/75/50/25/ and any time below 25%. This puts up his water aura. The aura makes him un-stunnable.

The next move following Verve will be Marine Mayham, which kills anyone that is between 5.1 yalms an 20 yalms away.

Stun tp moves if you can. If Verve was not stunned, he needs to be displled x2 to remove attack and magic attack bonus.
Repeated Thunder damage will remove the water aura(Sulpor works well if sub run)

HP% Damage phases
100-75% Resistant to blunt; weak to piercing
74-50% Resistant to piercing; weak to blunt
49-25% Resistant to Magic; weak to slashing
24-0% Resistant to slashing; weak to magic

It is very important to dispel him twice when he uses Charcharian Verve.

His TP moves can kill you if your HP is below 50% so stay topped off.
Below 25%, he can use Verve freely, and the following Mayhem readies much faster. Strip his aura with lightning damage, easily done with melees subbing RUN and using Sulpor.

Ceizak Battlegrounds
Map:
Party Set-up(s):Piercing capable DDx2 (ranged damgage in particular is very useful for the last boss), Whm, Brd, buffer (Cor or Geo), Stunner (Sch or Blm or Rdm)
Suggestion: 3x Cor for DD and as Buffers is reported to do nicely. A Sam with a bow can do very well also.

Unfettered Twitherym
Gimmick: Gains -PDT every 25% (including at start). It can be removed via skillchains. It is unconfirmed whether a specific element is needed, a number of ws is needed, or just a certain amount of skillchain damage is needed.
Example Strategies:
--Competent melees can just whittle this boss down as long as the coordinate the timing on their skillchains. A single strong blow can send him through multiple phases at once. A Sneak attack Rudra's Storm in particular can be brutal to him.

Supernal Chapuli
Gimmick: Using weaponskills when he isn't using tp abilities or spells can lead to his evasion increasing permanently.
Example Strategy:
--The evasion boost is probably not so big a deal these days with how good of gear people can bring, so don't be afraid to dish out a nice skillchain or something even if he's not casting. This dude has surprisingly low HP compared to other Delve NMs.

Transcendent Scorpion
Gimmick: If he has 1 debuff on him, his Earthbreaker does minimal damage.
Example Strategy:
--Reapply debuffs every time he uses Earthbreaker. A Samba effect can keep him debuffed very easily. Dia's fast cast rate makes it an ideal debuff as well.
Buffs: Scherzo in the event an un-debuffed Earthbreaker gets through.

Mastop
Gimmick: Builds damage resistance to a type of damage the more it is used against him. Balance physical, magical, ranged, and non-elemental damage and he has no resistance. Also, Mastop's damage resistance and evasion get dropped a bit by hitting him with more debuffs, based on when he uses Emetic Discharge on you.
Example Strategy:
--Make sure you don't use the really debilitating debuffs like Slow 2, Elegy, Paralyze, but rely on "safe" ones like Threnody, Dia, Samba, Steps, etc. Balance your damage type and he should go down rather easily. Reapplying the safe debuffs every Emetic Discharge will keep him weakened.
Buffs:Bar-Stonra, Bar-Petra, mages bring echo-drops in case.

Tax'et
Gimmick:Takes more damage the more times he uses Exuviation(triggered by having 3+ debuffs on him). Exuviation will not heal if the debuffs are bard debuffs or samba debuffs.
Example Strategies:
--The normal straegy for this boss is to debuff him while melee fed tp. BRD songs don't count towards the HP restored, so you could just use those to keep him from healing and make the fight very fast. Keeping Requiem, Elegy, and Threnody on him should be enough debuffs to force Exuviation every time, with the bonus that none of them will heal him.

Muyingwa
Gimmick: Every 25% will use Droning Whirlwind and gain 25 shadows. Remove shadows by using ice magic or hitting it until all of the shadows are gone (fast hitting dual wielders work well for this). Gains -dt the longer the fight continues. Use status free abilities (Requiescat) or ranged attacks to deal normal damage.
Incisive Denouement and Apotheosis are both hate resets, with Denouement being all stats down and Apotheosis being Weakness.
Stinger Volley can be pretty dangerous too since does paralyze and a zombie (can't be cured) effect too, which can add up with the poison and other attacks.
Buffs: Bar-Areo can help

A blue mage to use requiescat is very helpful for dealing consistent damage. A sam with bow skill can also be very useful for damaging this boss.
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By likard 2015-03-10 19:15:44  
Delve 2

General Notes: Delve 2 has higher level beasties to conquer. There are some unforgiving mobs and some with no understanding of their gimmick yet. Please help flesh out this section.

Buffs: Skillchain Damage/Att up work well for T1-3 with Acc/Att up being more useful for T4-5 + MB. Occasionally Mag acc down, party magic evasion up are useful.

Party Compositions: Once again, these are working combinations, but substitutions can be made. A well geared Pup can rival a monk, Smns can buff parties with some nice additions and do outstanding damage, etc, so keep an open mind and understand that the party formations I list are just suggestions for working parties.

Yorcia Weald
Map:
Party Set-up(s): Slashing DD x2, Whm, Brd, Buffer (Geo shines, but cor works as well, and I have personally gone as a smn to buff party), second Buffer can make this even easier.

Xag'Nar: Gimmick: When blinded, takes increased damage and has no enspell effect. Blind it and go to town.

Laevvid: Gimmick: Has damage taken reduction except during Leafstorm, which can be forced by using Water spells. The damage the Water spell does that triggers Leafstorm is the cap it can receive for damage during Leafstorm. He must take some damage before the first water can trigger the Leafstorm. Opening with a Fire first isn't a bad choice. Spam Water IV and have melee trash it.

Morseiu: Gimmick: Has En-Drain effect that increases as fight progresses. Fire Damage reduces en-drain effect. Spam Fire and go to town on it.

Ircinraq: Gimmick: Unknown. Please contribute. High Evasion. Can potentially spike high damage. Regen from Photosynthesis can change behavior.
Buffs: Indi-Vex can help resist some abilities. Acc up, Att up, Eva down all work nicely.

Hyoscya: Gimmick: Can Charm. If fed tp while a party member is charmed, will use Full Bloom to instant kill charmed player. If someone gets charmed, all turn and don't feed tp.
Buffs: Mag. Acc down, Mag eva up can greatly reduce charm chance.

Wopket Gimmick: Uproot puts up aura. A second uproot (with aura up) leads to Tiimbeeer (doom). Wind damage can dispel aura. I have heard simple Light skillchain spamming is enough to remove aura and I have heard MB Aero IV+ is required. Please confirm if you can.

Marjami Ravine
This seems to be the Delve with the most unknown factors on Wikis. Please contribute details if you know any!

Map:
Party Set-up(s): DDs with piercing helps, but not required. Standard buffing, healing, and a magic dd.

Broxa: Gimmick: High -DT when not casting. Reflectively casts magic. Spamming magic on him keeps him casting. Go to town while he is casting back at you. Broxa will only reflect black magic nukes, and whatever you use will come back as AoE. Barspell the element you are using.

Plaguevein Bats: Gimmick: Magic damage thresholds can remove one of the three bats, proccing a !!. Proccing once is ideal as it locks out Jet Stream and Att down. A second proc incurs stun spam. Having said that, this might be one of the easiest and squishiest Delve 2 NMs. Simple trashing him while buffed works fine.

Hakawai: Gimmick: Gains repeated access to Chainspells. Silence Triggers a blue !! and prevents spell spam. We used Bar-aera and Silenced it and went to town. Nothing special. DD were using ws, but wiki says to avoid. He does gain evasion bonus every time he uses a TP move.

Ironbeak Inguzza: Gimmick: Partially unknown. He has undispellable "Deluge Spikes", which grow in potency as his HP drops (dealing well over 100 damage), as well adding poison. Below 25%, gains access to Whiteout, which adds Nightmare sleep and Zombie curse (though a cure will still wake you up). Using attack down effects will make his regular swings much more manageable. Barwatera/Barpoison helps a lot.

Normally seen as a ranger dd fight, but I have seen melee dd it too. I believe TP moves trigger spikes. I am not sure if they wear on their own or need to be dispelled. He can do large damage suddenly, and can reset hate if you don't turn when he uses Frigid Shuffle.
Please contribute. How to remove his spikes is still unknown.

Podarge: Gimmick: Unknown. Does massive damage with either a melee ability or a magic based ability. Lots of discussion on what causes it/how to avoid. We used scherzo, but only person straight in front did not die. At this time, I am not sure if this move does less damage straight on or if that was a factor of the DD that had hate had -DT sets ready to equip for all tp moves. Bg Forum has numerous ideas in testing but nothing confirmed yet. She can be stunned but it requires either an Idris Geomancer or a Bolstered Meva-/Macc+.
Please contribute.

Cailimh: Gimmick: Magic aura added after using Crashing Thunder gives it 50% physical damage resistance, increased MAB, extra moves, and "Avoidance Down" aura (preventing parrying/guarding/shield blocking). Earth elemental damage Magic Bursted can remove it. We found this one to be easier than T4/5. Darkness skillchain followed by Stone IV MB took down aura instantly. His strongest move, Static Prison, is rather powerful and has a range of 20, but he can only use it with aura up or below 25%. All of his attacks except one of his regular swings are considered Thunder damage; Shadow Ring/Engulfer Cape can prove very handy. Barthunder. Piercing dd do fantastic damage (here's looking at you Rudra users).

Kamihr Drifts
Map:
Party Set-up(s): This area can be the toughest to low-man. I have only done it in parties of 8. 2 well geared DD, 2 buffers, healer, and magic damage user are a minimum. Other party build welcome. A balance of slashing, blunt, piercing, magic, and ranged damage will be needed.

Calydontis: Gimmick: Has major -dt to all but one form at a time. Use that form enough to drop all of it's -dt for a short time. If it is not your damage time, turn around. Dispel his buffs. He can Level Up by using Zealous Snort. Please contribute on this if the snort is caused by using the wrong damage type or just random.

Azeman: Gimmick: Weak to Light based attacks. Silence prevents him from spamming heals on self. Light based damage also removes a -dt effect he gains at 50%. Light Skillchains in particular can be very damaging.

Sinaa: Gimmick: Mortal Blast (tp move) is instant death...if you're looking at him. Turn around for tp moves and it does nothing. I believe it is gaze based, but we had all dd turning just to be safe.

Cherti: Gimmick: Changes damage weakness every 10%. New weakness is indicated by color of special move. Green= Weak to ranged, black= weak to magic, Red = physical? Position so Whm doesn't get hit with conal petrify. Keep DDs health high and the HP down off of them. If it isn't your dmg type, turn until it changes.

Mirka : Gimmick: Unlisted on Wikis. I have heard, but need confirmation, that using a Weaponskill from in-front causes him to Level Up. If Weaponskills are used from behind, they do not proc Level Up. Suggested strategy: DDs position so you aren't both hit by the petrify move. Please contribute.

Utkux: Gimmick: Ice aura after Polar Roar. No details listed on Wikis for strategy. Fire damage to remove aura. -MDT sets help as his auto-attacks are said to be counted as magic damage. **Bonus intel: you can run out of range when it starts tp moves so that they never hit you but it takes practice and terrain abuse. Please Contribute.
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 Cerberus.Anjisnu
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By Cerberus.Anjisnu 2015-03-10 19:23:34  
mnk dont need /run for foret any dd works just fine as long as they know what they are doing.

actually mnk not needed in any delve lol nor are rng unless you really need the safety net win
 Sylph.Oraen
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By Sylph.Oraen 2015-03-10 19:28:05  
Don't need MNKs for Morimar or Foret. BLUs can solo Matamata and Craklaw without assistance. And for Ceizak I strongly suggest just bringing 3 CORs for your DDs. Their rolls are colossally powerful and they can balance between physical/magical damage exceptionally well.
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 Leviathan.Comeatmebro
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By Leviathan.Comeatmebro 2015-03-10 19:29:44  
most of the info here is overly specific or outright wrong, there are only a few points in delve1 that really need any sort of elaboration and specific job setups haven't been needed since before weapons went ilevel
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 Cerberus.Anjisnu
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By Cerberus.Anjisnu 2015-03-10 19:32:34  
was able to solo dd morimar on a sparks gear dnc lol to put in perspective
 Asura.Crevox
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By Asura.Crevox 2015-03-10 19:32:45  
Quote:
Party Setup(s): Whm, Buffer(Cor or Geo), Brd, Stunner (Sch or Blm or Rdm), Monk, Piercing capable dd

Don't really need an additional "buffer" for Morimar, you can run three DDs.

Is a piercing really necessary? Never really noticed. Having a diverse damage setup helps for the different Tojil phases, but is not truly necessary. I don't think you really need a "Monk" specifically either; isn't the only use to get through Tojil's first phase? Any mage can do that, or, you can just deal with it and power through it.

Quote:
Perdurable Raptor: Gimmick: magic damage leads to enraging. Buff melee with attack increasing buffs and quick kill. Do not use runes or any form of magic damage (including skillchains?)
Buffs: Acc/Att up

Skillchains are okay. Magic damage makes him do more damage and get triple attack and all that, but he generally melts pretty fast from skillchains so it's fine. I think it's just important that a mage doesn't sit there spamming Water 1 on him or something.

Quote:
Tutewehiwehi: Gimmick: blinding him lowers his evasion and reduces use of gaze attacks. Gradual petrification is aoe and cannot be removed before it fully petrifies.
Buffs: Att up

Important to note here that a stunner can stop Calcifying Mist, greatly easing the encounter.

Quote:
Kurma: Gimmick: Takes increased damage the more times he takes magic damage or uses tp moves other than Tortoise Song. Stunner spams thunder and aero spells to increase damage taken modifiers. Scherzo after 50% to help prevent Testudo Tremor. Buff up melee and go to town on him. If he uses Harden Shell, it can be dispelled, albeit difficultly.
Buffs: Acc/Att up ; Scherzo after 50% can be useful.

I never found the Scherzo to be necessary. Also, as long as your macc gear is decent nowadays, dispelling Harden Shell shouldn't be a problem.

Quote:
Tojil: Gimmick: Phased damage resistance and flame aura after using Blistering Roar. Stunner stuns TP moves. If recast is low enough, or you have two stunners, you can stun spells as well. Weakness by phase Magic>>Piercing>>Slashing>>Blunt. Remove the cloak by dealing magic damage of specific elements by phase. Wind/Thunder>>Dark/Earth>>Light/Fire>>Water/Ice

As far as I know, the stunner just aims to stun Incinerating Lahar, Meteor, Batholithic Shell, and maybe some other dumb spells if you can't silence him. Other moves (Pyroclastic Surge) don't really matter.

That's my feedback. You should just generally focus on what needs to be done out of the ordinary on the bosses; those buffs don't really need to be listed. The guide should be as focused on "required jobs" as little as possible and just what needs to be done, because most jobs in the game can run Delves right now just fine, with slightly varying amounts of time required based on their gear and damage output. In addition, if you're going to do a guide, it should include a little more "how-to" than just the mechanics listed on the wiki. Also, since this would generally be aimed at people who haven't done Delve before, it should be a bit more friendly and aimed toward that audience. This is kind of bland.
 Ragnarok.Ejiin
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By Ragnarok.Ejiin 2015-03-10 19:44:22  
Guys, if you keep this toxic behavior up they are just going to delete it like they did on BG.

Toxic behavior = correcting blatantly wrong information and trying to improve the guide in any way, apparently.
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 Bahamut.Malothar
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By Bahamut.Malothar 2015-03-10 19:46:35  
inb4 /emo "why is everyone so mean" delete
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By likard 2015-03-10 19:47:25  
It's a work in progress, but I will work on editing in the helpful suggestions as I can.

The party setups were based off what I see people bring on my server, but I can add in that some are very versatile slots.

As for more 'how-to', do you mean cartesian directions (go Nw, find kill, go sw, etc)? If not, how could I add more How-To to this?
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By likard 2015-03-10 19:49:56  
And no, I don't plan to randomly delete this. :) I want to build a useful guide for every to use. I am fine with useful criticism and even asked for input. That being said, the forums do seem rather filled with snarky ne'erdowells.
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By Cerberus.Anjisnu 2015-03-10 19:52:18  
sam whm brd rdm all that is needed to face roll any delve can add in a geo to make stuff like morta go quicker
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By Pantafernando 2015-03-10 19:56:52  
The problem is that there are diferent ways to do something and everyone will claim their own method is the best.

Just stick with a functional strategy and be accurate with the nms weakness, that is the most important point, as well its tp moves and aditional effects.

The rest is ***. If someone can do with 5 cor and 1 brd, if someone can tri box, hexa box, if it can do with or without /run, who cares? Just be sure what youre saying works, and can work with average setup of players. Dont go creating strategy that relies on idris geos, koga/vajra/glanz dd, 4 songs, etc.

Any added info should be discussed after the text but really, just stick with basics.
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 Sylph.Jeanpaul
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By Sylph.Jeanpaul 2015-03-10 20:32:08  
I'd like to add a few notes:

FORET DE HENNETIEL
1) BLU can abuse the weaknesses on Craklaw by simply spamming physical blue magic (registering as magic, yet calculated as physical).
2) Uragnite takes increased magic damage (including skillchains). If it goes into its shell, it gains a 10 second doom aura (removed by running away).
3) Jagil absorbs the element of his enspell/nukes, which will result boosting his magic attack (and possibly magic accuracy too). Silence works great on him, can also stun his major spells. Removes runes via Lunge immediately when engaging and leave them off til after it's dead.
4) Have ALL party members face Nerrivik (and keep Dia on him); if he does manage to charm, you won't end up needlessly killing your mages. Absolute Terror works great on locking him down.
5) Krabakarpo gains resistance to whichever damage was done to him more after the first 50% (I think it's at a ratio). Skillchain damage is a great way to balance this, or even bypass it: a well timed double Darkness from Rudra's can finish him off before he gains this resistance.
B) Very important to dispel the Shark twice when he uses Charcharian Verve (which also puts up his aura, and will also be immediately followed with Marine Mayhem). Gains attack/magic attack boosts from Verve, and his aura rends him unstunnable. Other things to note are his use of a hate reset move (Prolithic Puncture), def/magic def down attacks (regular attack and Aquatic Lance), and Tidal Guillotine will instant kill if your HP is below half. Below 25%, he can use Verve freely, and the following Mayhem readies much faster. Strip his aura with lightning damage, easily done with melees subbing RUN and using Sulpor.
- Barwatera is great against all NMs, though Barblizzard/Barparalyze is also good to resist the zone's native ice spikes.

MORIMAR BASALT FIELDS
1) Like the Craklaw, BLU physical spells will build power continuously. For the Matamata, this means that after the 5th TP move, any melee can jump in and dish out powerful attacks. The MNK strategy is to just have a MNK melee him until he's ready, then pop Formless (while mages can nuke, etc). Barfira.
2) Tarichuk has a poison aura that grows in potency as its HP drops, and has a few aoe nuke/debuff spells, but no other real gimmicks or anything. Barwatera or Barblizzara/Barparalyze.
3) Skillchains are fine on Raptor, the issue of magic damage was probably a much bigger deal before ilevel gear became readily available. I would wager using runes or frequent nukes would be really testing him though. Barfira/Barvirus.
4) Keep mages at a safe distance from Tutewehiwehi (pieste) to avoid the petrification. I've noticed that guy also absorbs lightning damage but takes double dark damage. Barwatera/Barpoison, I don't think you can resist the petrify.
5) I think you covered his details. Tetsudo Tremor is earth based, so use Barstonera. Shouldn't need Scherzo with ilevel 117-119 gear, really.
B) Batholithic Shell does a variety of buffs that need to be dispelled, including a potent Blaze Spikes. I believe Blistering Roar gives him a brief def/magic def bonus too. Primary WS to stun above all else is Incinerating Lahar, which is aoe and adds weakness. Silence helps tremendously. All physical damage is reduced by half during the first 25% so using Formless Strikes and other forms of non-physical damage will help speed this phase up. Barfira helps against many of his moves and the spikes, should they pop up.

CEIZAK BATTLEGROUNDS
1) Covered the Twitherym pretty well. Interestingly, a strong single attack (such as Rudra's SC) can do so much damage that it forces him past several of his damage phases. I've personally seen him go from 76% to dead from a well-timed skillchain.
2) Chapuli's evasion boost is probably not so big a deal these days with how good of gear people can bring, so don't be afraid to dish out a nice skillchain or something even if he's not casting. This dude has surprisingly low HP compared to other Delve NMs.
3) Scorpion can easily be kept debuffed with a mere Samba.
4) Mastop's damage resistance (supposedly) gets dropped a bit by hitting him with more debuffs, based on when he uses that move where he dumps them all on you. Make sure you don't use the really debilitating debuffs like Slow 2, Elegy, Paralyze, but rely on "safe" ones like Threnody, Dia, Samba, Steps, etc.
5) Best thing to do for Tax'et, really, is just focus on feeding him more TP. He's more likely to use Exuviation when he has more debuffs on too, so go nuts. Alternatively, BRD songs don't count towards the HP restored, so you could just only use those to keep him from healing, but I found this to be slower due to the fact that he ends up barely ever using Exuviation. Use Barfira, too, since he loves fire spells and WSs.
B) One of her regular attacks adds a 50 HP poison. All of her WSs are wind-based. Incisive Denouement and Apotheosis are both hate resets, with Denouement being all stats down and Apotheosis being weakness. Droning Whirlwind also gives her a magic def bonus. Stinger Volley can be pretty dangerous too since does paralyze and a zombie (can't be cured) effect too, which can add up with the poison and other attacks. Baraero, of course.
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By likard 2015-03-10 20:35:52  
Leviathan.Comeatmebro said: »
most of the info here is overly specific or outright wrong, there are only a few points in delve1 that really need any sort of elaboration and specific job setups haven't been needed since before weapons went ilevel

That's one of the reasons for this guide. It is compiled from mostly wiki information, which is what the average person uses. Please, if I have something blatantly wrong, let me know and I will fix it.
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By Asura.Dakenx 2015-03-10 21:03:33  
Thought it was for low man but its for normal 6 man runs. 6 man delve is normal its a stretch to make a topic called delve low man strategy with it being 6 man. Low man would be 3-4 man and make this a somewhat interesting read.
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By palladin9479 2015-03-10 21:43:57  
Quote:
As far as I know, the stunner just aims to stun Incinerating Lahar, Meteor, Batholithic Shell, and maybe some other dumb spells if you can't silence him. Other moves (Pyroclastic Surge) don't really matter.

Don't silence Tojil, your just making the fight harder. His worst spell is Slowga which he will only do in the first 25%, otherwise anyone in iLevel gear 117 or above (spark gear) can laugh everything off. Even Meteor will only hit for 300~400 damage, it's not even worth stunning. The reason you don't silence him is that his AI isn't based on TP but on a timer. It's attack -> Spell -> Attack -> TP Move -> Attack -> Spell / ect. He always does an attack round in between spell or TP move and always does one or the other inbetween his attack rounds. By silencing him you force him to always use a TP move inbetween his attacks and those are worse then his spells by far. Also spells tend to take a lot longer to cast then TP moves do to charge, spells occasionally can also be interrupted by melee's smacking him which cause's him to pause before resuming his attack round. You want him to be casting spells and lots of them, makes the fight easier.

The other day my group did all six delve MB's with three BLU's as our DD's. We had 9~12 people with most in the outside PT not contributing much but they needed the wins anyway. The setup was some variation of WHM GEO BRD BLU BLU BLU, the outside PT also had a GEO who was assisting. We didn't' even bother stunning any of the first three MB's, just railroaded them. Out of all the delve MB's Tojil is the one with the least requirements, you can take practically any two or three DD's with a healer, stunner and someone to cap magic haste and be guaranteed a victory. Got a good enough group and you don't even need a stunner.
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By Chimerawizard 2015-03-10 22:41:16  
likard said: »
...Other party build welcome.
Kamihr Delve:
Main things the group needs.
all of the following:{blunt/slashing/piercing/magic/ranged}
Silence for T2.
2 mages who can cast erase (HP down on T4) and Stona (in case it petrifies the whm).
Ability to break T6's aura pretty fast.
MDT-TP set for the DDs.


Did all 6 NMs with this setup:
Kamihr: SAM, COR, WHM, SCH, BRD.

Boar: If it's not your damage type/types, turn. Keep it dispelled.

Gnole: Light skillchains, and keep it silenced.

Coeurl: backturn the death gaze move.

Raaz: Position so whm doesn't get hit with conal petrify. Keep DDs health high and the HP down off of them. If it isn't your dmg type, turn until it changes.

Ape: each mage focus on one DD. DDs position so you aren't both hit by the petrify move.

Utkux: Make friends with your MDT gear. Keep the fire damage coming to break aura.

I like this for boss info. Not saying to not read the rest of the thread, it's a good starting point though.
(also read the post directly above it for a good tip for Utkux)


Edit: lowman huh, could 4 man if ya toss the sch and the whm can DD T1 during blunt. COR can handle magic dmg phases with wildfire/leaden. idk which works better on T1/4.
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By Cerberus.Anjisnu 2015-03-10 22:44:52  
to add to utkux strat you can run out of range when it starts tp move so that they never hit you but it takes practice and terrain abuse
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By Quetzalcoatl.Taberif 2015-03-10 23:07:39  
best strategy is to pay me to do it for you
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By Wickednessss 2015-03-11 01:30:58  
likard said: »
Faded Craklaw: Gimmick: As one form of damage (magic or physical) is done, resistance to it increases and opposite damage type increases. Monks use formless strike for first 20%, then turn it off, ws, and blow up the monster. Blue magic is reported to abuse this as it counts as magical and physical and can be spammed to kill.


Not necessary to drop Formless Strikes. Weaponskills will always be considered physical dmg, even with FS up. And, to clarify, you don't ws @80%. You ws after it uses Riptide Eupnea for maximum dmg. In the case of mess ups(FS Drops due to missed stuns), DD should turn while mage does magic dmg until Riptide.

likard said: »

Tax'et: Gimmick:Takes more damage the more times he uses exuviation(triggered by having debuffs on him). Old method to fight him was to spam debuffs on him while melee feeds tp. I have heard something has changed. If so, please let me know.


BRD only debuffs forces exuviation spam and prevents Tax'et from healing itself. Keep Requiem, Elegy, and Threnody on it at all times and just let DD go to town.

Sylph.Jeanpaul said: »
5) Best thing to do for Tax'et, really, is just focus on feeding him more TP. He's more likely to use Exuviation when he has more debuffs on too, so go nuts. Alternatively, BRD songs don't count towards the HP restored, so you could just only use those to keep him from healing, but I found this to be slower due to the fact that he ends up barely ever using Exuviation. Use Barfira, too, since he loves fire spells and WSs.


Done properly with BRD debuffs it should not do anything but Exuviation spam the entire fight. From my experience, if it does anything beside exuviation spam, it's because your brd let a debuff drop or was resisted.
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By Shiva.Siviard 2015-03-11 01:47:56  
likard said: »
And no, I don't plan to randomly delete this. :) I want to build a useful guide for every to use. I am fine with useful criticism and even asked for input. That being said, the forums do seem rather filled with snarky ne'erdowells.

Ignore the haters. Frankly, I was wondering what happened to your thread on BG. I was about to make a post on it but couldn't find it anywhere. At least now I know what happened, and truth be told, I'm not entirely surprised.

All I was going to say was, don't fully ignore the pet jobs. Since this last update, BST can freaking DESTROY stuff. I've been hearing of a group of 4 BST, GEO and COR demolishing Tojil and they're now trying the other zones. I have also personally seen SMN perform amazingly well in Yorcia/Kamihr/Marjami delve areas. And yes, I've even seen PUP using RNG puppets doing upwards of 10-12k Arcuballista on the Bee.
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By Leviathan.Hyriu 2015-03-11 01:59:24  
What happened is that the OP on BG got his panties in a bunch when we tried to criticize some of his points.

He got butthurt because "I win the way I play as simple as that." and edited out his original post.
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By likard 2015-03-11 05:33:29  
So many useful additions. Thank you all. I will keep updating the original post as I have time. There's so much knowledge out there that never made it to the wikis and I hope this guide can help keep it all in one place.
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By Odin.Llewelyn 2015-03-11 05:51:15  
Wickednessss said: »
BRD only debuffs forces exuviation spam and prevents Tax'et from healing itself. Keep Requiem, Elegy, Pining Nocturne(if you can get it to land), and Threnody on it at all times and just let DD go to town.
No. Longer cast times = slower Exuviations. Just Threnody/Requiem/Elegy are enough to force it to Exuviation.
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By Quetzalcoatl.Trulusia 2015-03-11 09:54:42  
I don't see this being mentioned, but magical WS are insanely powerful. The reason we are able to win with 4x BSTs in Delve is Cloudsplitter. Admittedly, you pretty much need a Geo to make that work really well.

It's easily the best way to take Tojil out of his magic phase. One Cloudsplitter dropped him to 79%, the second one took him to 69%. Leaden Salute, Sanguine Blade, Flash Nova and maybe even Aeolian Edge are other good candidates for this.
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By Siren.Sieha 2015-03-11 11:01:49  
Quetzalcoatl.Trulusia said: »
I don't see this being mentioned, but magical WS are insanely powerful. The reason we are able to win with 4x BSTs in Delve is Cloudsplitter. Admittedly, you pretty much need a Geo to make that work really well.

It's easily the best way to take Tojil out of his magic phase. One Cloudsplitter dropped him to 79%, the second one took him to 69%. Leaden Salute, Sanguine Blade, Flash Nova and maybe even Aeolian Edge are other good candidates for this.

Other weapon skills have elements that conflict with that phase. AE just doesnt have the power backing it to be effective. Cloudsplitter is special because during the first 25% its weak to thunder and wind (iirc). Even tho it becomes weaker to light and dark later on, its generally resistant to light, dark, ice, fire and earth. Thunder starts to be less effective at 50% and almost useless at 25% where it gains weakness-ish to water.
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By Siren.Sieha 2015-03-11 11:04:23  
Verda said: »
Ragnarok.Ejiin said: »
Guys, if you keep this toxic behavior up they are just going to delete it like they did on BG.

Toxic behavior = correcting blatantly wrong information and trying to improve the guide in any way, apparently.

Reading the link it seems it was the tone of the criticisms rather than criticism that was perceived as attack, which can be perfectly valid. There is a world of difference between "Lol ur guide sucks and is riddled with errors" and "Thanks for the info here's some more" or "This part seems incorrect, thanks though". Even just only focusing on negative aspects of things can even in political arenas be considered attacks. In fact that's usually how political ads operate.

Do I really have to remind people how you say something can be almost as important as what you say because it expresses intent? It will surely have a big impact on how your words are received. I thought this was common sense.

ha double post, um...

There are people who just flat out make fun of someone trying to compile info like this, while others are simply trying to help. It also depends heavily on the person receiving it. Even if you are nice about it they can still table flip and rage quit. Rule of thumb, if you are on the internet, you better have thick skin.
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By Ragnarok.Ejiin 2015-03-11 11:09:04  
Verda said: »
Reading the link it seems it was the tone of the criticisms rather than criticism that was perceived as attack, which can be perfectly valid. There is a world of difference between "Lol ur guide sucks and is riddled with errors" and "Thanks for the info here's some more" or "This part seems incorrect, thanks though".

Everyone was civil and posted constructive, nice feedback correcting some of the numerous, obvious errors.

Instead of adjusting the guide and making it better, he posted:

Quote:
I don't know why you people are getting soo bent out of shape over my strategy. There's no wrong or right way to do Delve as long as you're winning. There's no exact way that everyone does it anyways so instead of trying to criticize how I win why don't you post a strategy of your own instead? I can win these zones in multiple ways you know. And I have won with every job and way possible.

You can call me a *** for saying it was riddled with errors all you want after this point, but the thing was an undeniable mess. He started acting like a douche when everyone had been trying to help; It became clear he wasn't posting to help anyone and was just trying show off how leet, amazing he thinks he is.
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