Post by Dubird on Feb 20, 2007 9:49:59 GMT -5
Ok, we're going to try this again and see if we can get the clear.
Please do farming beforehand and get some animas! It would be nice for everyone to have a full set if possible. Bring posion pots and holy water, as well as your preferred food. We still have no Tabbemart, so please grab some this week so we're not stuck without anything on the AH.
Please DON'T BE LATE! Some of us have other obligations, so we need to get this done in a timely manner. I really don't feel like waiting an hour and half just for a full party to show up!
The full info:
also
Recollections/Animas
3rd floor NM
Cerebrator - Thinker
You will need a Censer of Abandonment key item (obtained from talking to Venessa, Ru'lude Gardens [H-10]) to enter this ENM.
In this ENM, you will face a Thinker type mob, Cogitator, and it is possible that it will spawn up to 3 Weeper mob "baby's". Only the Cogitator's defeat is needed to win this ENM. This mob can Curse and Sleep, so Poison Pots and Holy Water is recommended. 6 People will gain a max EXP bonus of 3k, but up to 18 people can enter, with an EXP penalty. A victory will also drop 3 memory clusters (100%), and a "vision" (rare) that can be traded to Venessa for a Lv35 earring.
[/td] [td]10 People = 1800[/td][td]14 People =[/td] [td]18 People =[/td][/tr]
[tr][td]7 People = 2568[/td] [td]11 People =[/td] [td]15 People =[/td][/tr]
[tr][td]8 People = 2250[/td] [td]12 People = 1380[/td] [td]16 People =[/td][/tr]
[tr][td]9 People = 1998[/td] [td]13 People =[/td] [td]17 People =[/td][/tr][/table]
visions/earrings
Mobs In Promyvion-Holla[/center]
Wanderers
Weepers
Seethers (none on the 1st floor)
Memory Receptacle
Stray
see Wanderer...easy to kill. Popped by Memory Receptacle
Thinker/Cerebrator
[/quote]
Please do farming beforehand and get some animas! It would be nice for everyone to have a full set if possible. Bring posion pots and holy water, as well as your preferred food. We still have no Tabbemart, so please grab some this week so we're not stuck without anything on the AH.
Please DON'T BE LATE! Some of us have other obligations, so we need to get this done in a timely manner. I really don't feel like waiting an hour and half just for a full party to show up!
The full info:
Meet in Ru'lude Gardens around Venessa (H-10) at 5pm EST.
Mages will teleport the party's to the appropriate Crag.
We will generally try to accomplish these 3 things on a Promy run:
Most items will be provided by the LS, but some you will have to go to the AH or synth yourself, others will have to be farmed.
Again, "Tabbe-Mart" will carry most stackable meds; but you'll need to pick up the unstackables (and Echo Drops for casters) before each run.
Once everyone is in the designated Promyvion, final instructions will be given.
The Memory Receptacle will do 2 things. Spawn more strays (that will need to be defeated,) both while resting, and engaged; and will do Empty Seed (large radius AoE damage and knockback) while engaged. Empty Seed can be stunned with weapon skills. On a mages order (usually called out in time, ie. 04:45,) mêlée should engage. Casters should avoid using -ga spells on the Memory Receptacle to avoid gaining hate from any Strays that have spawned.
Once the Memory Receptacle and any left over Strays are defeated, everyone should gather into the glowy circle, and head up to the next floor...unless the Memory Receptacle proves to be fake; in which case, we will full heal and rest; then head out to the next Memory Receptacle.
The First and Second floor are handled the same way. Always full heal and rest before looking for another Memory Receptacle.
The Third floor is handled almost identically, with the exceptions that we may find/look for an NM, and should someone end up with a Memosphere, look for the to get map of the zone (not to be confused with the for the NPC Tactics pearl quest.) The Third floor has 2 sides, and requires a drop down to the Second floor to reach both sides. We will generally only drop down if we are looking for the for the map.
On the Forth floor, no more Memory Receptacles. After a full heal, re-buff, and rest; we will head out for the Spire (unless we are looking for a for the map.) The leader will try to get us as close to the Spire without agro (difficult), should we get agro, the leader, and any tanks will suicide run for the Spire. Do Not Fall Behind during this, GET TO THE SPIRE. Should anyone die during a suicide run, we will come back for the fallen after we get to the Spire.
To obtain a map of a Promyvion zone, you will need to trade a zone-specific-Memosphere (dropped off a zone-specific-mobs; 100% drop from NM) to a on the 3rd or 4th floor (3rd and 5th floor in Promyvion-Vahzl.) The 3rd floor has one spawn, and the 4th (5th) floor has three spawns (only 1 is ever up at a time, respawn time unknown.) The spawn locations for the are surrounded by mobs, and will need to be cleared out, 1 by 1, so the Memosphere can be traded without death.
----Dealing with the specific mobs surrounding the (as well as the rest of the Promyvion.)
All mobs in a Promyvion are true sight, and on the 4th floor, true sound; but are un-linking. All Empty mobs have a random elemental base, that can be assessed by the inner glow of each mob (ie, brown=earth, dark blue=water, light blue=ice, green=wind.) This is the element the mob is strong against, and the corresponding element it is weak to (ie, brown/earth=weak to wind, orange(red)/fire=weak to water.)
Once in the Spire, we will get ready for the ENM fight. The ENM fight will be like the Mission Boss, but generally easier. 6 people will gain 3k EXP, but up to 18 people can enter at one time, with an EXP penalty. No EXP is lost for a wipe. You must have your key item "Censer" to enter. If we have a large group, we may split up into more then 1 run, to maximize EXP and drops. All drops will be lotted by Upitupi, or some other delegate; and sold for the Linkshell fund.
Upon entering the ENM battlefield, we will full buff (WHM must have RR up) and rest before engaging the mob. The Holla ENM requires us to poison ourselves to stay awake.
Once we engage the mob, Tanks should follow their Provoke order, with an "extra" provoker watching for "baby" spawns. NO ANIMAS OR 2HRs SHOULD BE USED IN THE ENM. Once the mob is defeated, and everyone is alive, the delegated player will touch the "item" to gain EXP and drops. NOBODY IS TO TOUCH THE "item" UNTIL EVERYONE IS ALIVE.
After the ENM is over, return to the Spire Entrance.
The Mission Boss battle can only be entered by 6 players; and parties will be made accordingly. We try to make parties in this "formula":
--Entering the battle:
If this is the last Promyvion you need to beat, you will end up in Lufaise Meadows. In order to get to the Tavnazian Safehold, head west. If you are still "low" level, Sneak and Invis are your friends.
Once in the Tavnazian Safehold, you will want to talk to a # of NPCs.
--Mission NPCs to set up for Mission 2.3
Mages will teleport the party's to the appropriate Crag.
Our Goals in the Promyvion
We will generally try to accomplish these 3 things on a Promy run:
- Look for, and defeat the NM on the 3rd floor.
The 3rd floor is divided into 2 parts, and requires dropping back down to the 2nd floor to check both sides. We generally will not do this (unless we are looking for a "" for a map.) - ENM (see the individual Promy posts for additional information.)
- Defeat the Mission Boss
Should we find the NM, or somebody already has a Memosphere for the zone, we may also... - Look for the "" for the map on the 3rd and 4th floor.
Things for You to Bring
Most items will be provided by the LS, but some you will have to go to the AH or synth yourself, others will have to be farmed.
- Animas!! These are the key to are strategy, and will need to be farmed for, before each run.DropTurned intoEffect
Recollection of Fear Psychoanima Intimidates the mob (no normal attacks) Recollection of Pain Hysteroanima Stops the mob from using his TP move Recollection of Guilt Terroanima makes mob run around
The Recollections are turned into Harith (Ru'Lude Gardens H-5) 1 at a time, along with 2k Gil, and they will be made into the corresponding Anima. Recollections and Animas are Rare/EX, so only 1 set of each can be had at any time. See the individual Promy posts for additional information on what mob drops what Recollections.
NOTE FOR FIRST TIME PROMY GOERS: You will need have a "memory" of a Promyvion in order to make Animas, so after farming your set of Recollections, DO NOT erase your memory of the last Promyvion you entered before you have them made into Animas. - ENM "Censer" key items (Venessa H-10, Ru'lude Gardens.)
- all casters (mages, BRDs, /NINs) will need Echo Drops.
- mêlée should have 3-5 Hi-pots on them, and a Persikos au Lait is nice for all zones except Promyvion-Holla.
- mages should have 2-3 Yag drinks, and a few Ethers are always nice.
- Your preferred food
- Additional meds will be brought and available at "Tabbe-Mart"
- Reraise Earrings are nice to have, mandatory for WHM's.
- A means of Warp is always nice
Again, "Tabbe-Mart" will carry most stackable meds; but you'll need to pick up the unstackables (and Echo Drops for casters) before each run.
The Run to the Top
Once everyone is in the designated Promyvion, final instructions will be given.
- /linkshell is for general "chat", /party is for instructions.
- A leader will be designated. Nobody is to be in front of the leader.
- Someone will be designated the rear position (usually Tabbecat), to make sure everyone is moving.
- Provoke order. Not important on the first couple of floors, but will help tremendously on the higher floors.
- any planned battle (non agro) will be started on a mages order (usually Upitupi) to ensure we have enough MP, and are ready to do our jobs.
- should we agro, try to pull the mob to a "safe" place to fight. Should things go bad, we don't want the mages dieing trying to raise someone.
The Memory Receptacle will do 2 things. Spawn more strays (that will need to be defeated,) both while resting, and engaged; and will do Empty Seed (large radius AoE damage and knockback) while engaged. Empty Seed can be stunned with weapon skills. On a mages order (usually called out in time, ie. 04:45,) mêlée should engage. Casters should avoid using -ga spells on the Memory Receptacle to avoid gaining hate from any Strays that have spawned.
Once the Memory Receptacle and any left over Strays are defeated, everyone should gather into the glowy circle, and head up to the next floor...unless the Memory Receptacle proves to be fake; in which case, we will full heal and rest; then head out to the next Memory Receptacle.
The First and Second floor are handled the same way. Always full heal and rest before looking for another Memory Receptacle.
The Third floor is handled almost identically, with the exceptions that we may find/look for an NM, and should someone end up with a Memosphere, look for the to get map of the zone (not to be confused with the for the NPC Tactics pearl quest.) The Third floor has 2 sides, and requires a drop down to the Second floor to reach both sides. We will generally only drop down if we are looking for the for the map.
On the Forth floor, no more Memory Receptacles. After a full heal, re-buff, and rest; we will head out for the Spire (unless we are looking for a for the map.) The leader will try to get us as close to the Spire without agro (difficult), should we get agro, the leader, and any tanks will suicide run for the Spire. Do Not Fall Behind during this, GET TO THE SPIRE. Should anyone die during a suicide run, we will come back for the fallen after we get to the Spire.
Looking for the for a Map
To obtain a map of a Promyvion zone, you will need to trade a zone-specific-Memosphere (dropped off a zone-specific-mobs; 100% drop from NM) to a on the 3rd or 4th floor (3rd and 5th floor in Promyvion-Vahzl.) The 3rd floor has one spawn, and the 4th (5th) floor has three spawns (only 1 is ever up at a time, respawn time unknown.) The spawn locations for the are surrounded by mobs, and will need to be cleared out, 1 by 1, so the Memosphere can be traded without death.
----Dealing with the specific mobs surrounding the (as well as the rest of the Promyvion.)
All mobs in a Promyvion are true sight, and on the 4th floor, true sound; but are un-linking. All Empty mobs have a random elemental base, that can be assessed by the inner glow of each mob (ie, brown=earth, dark blue=water, light blue=ice, green=wind.) This is the element the mob is strong against, and the corresponding element it is weak to (ie, brown/earth=weak to wind, orange(red)/fire=weak to water.)
- Wanderers--easiest to kill, mages stay out of there small AoE radius.
- Weepers--can AoE silence&blind (Auroral Drape,) and poison (Vacuous Osculation, single target,) and does an AoE TP move (Memory of [Element]) appropriate to their elemental strength. Mages should cast the appropriate Bar spells.
- Seethers--Nastiest of the bunch, but there main move of note is Occultation. This gives the mob 25 shadows!!!! If the area that we are fighting in permits it, a quick -ga spell can knock them all down.
The ENM
Once in the Spire, we will get ready for the ENM fight. The ENM fight will be like the Mission Boss, but generally easier. 6 people will gain 3k EXP, but up to 18 people can enter at one time, with an EXP penalty. No EXP is lost for a wipe. You must have your key item "Censer" to enter. If we have a large group, we may split up into more then 1 run, to maximize EXP and drops. All drops will be lotted by Upitupi, or some other delegate; and sold for the Linkshell fund.
Upon entering the ENM battlefield, we will full buff (WHM must have RR up) and rest before engaging the mob. The Holla ENM requires us to poison ourselves to stay awake.
Once we engage the mob, Tanks should follow their Provoke order, with an "extra" provoker watching for "baby" spawns. NO ANIMAS OR 2HRs SHOULD BE USED IN THE ENM. Once the mob is defeated, and everyone is alive, the delegated player will touch the "item" to gain EXP and drops. NOBODY IS TO TOUCH THE "item" UNTIL EVERYONE IS ALIVE.
After the ENM is over, return to the Spire Entrance.
The Mission Boss
The Mission Boss battle can only be entered by 6 players; and parties will be made accordingly. We try to make parties in this "formula":
- Provoker x3; preferably WAR/NIN. This maximizes damage output and damage negation.
- WHM
- other x2. Preferably with DD capabilities.
--Entering the battle:
- eat food.
- enter battlefield
- full buff and rest. In the case of Holla, most important buffs first>>least important/"dummy buffs"
- Holla only: Poison pots...keep poison on at all times
- Engage the mob
- mages start with full Enfeeble (BLM elemental, WHM/RDM status.)
- around 10-20% dead, first Anima will be used. I usually try to call out who's up, and which Anima to use.
- around 40-50% dead start using 2hrs
- use Icarus Wings if you got them, (MNKs can use wings just before 2hr if TP is low.)
- Congratulate everyone on a job well done.
If You End up in Lufaise Meadows...
If this is the last Promyvion you need to beat, you will end up in Lufaise Meadows. In order to get to the Tavnazian Safehold, head west. If you are still "low" level, Sneak and Invis are your friends.
Once in the Tavnazian Safehold, you will want to talk to a # of NPCs.
--Mission NPCs to set up for Mission 2.3
- Despachiaire (K-10, Upper map, threw Walnut Door.)
- Justinius (J-7, also Upper map.)
- Sewer Enterance (I-7, Lower Map.)
- Elysia (G-10, Main floor map.)
- (K-9, Upper map.)
- Elysia (G-10, Main floor map...again.)
- Pradiulot (H-10, Main floor map.)
also
Recollections/Animas
Mob | Drop | Turned into | Effect |
Wanderer | Recollection of Fear | Psychoanima | Intimidates the mob (no normal attacks) |
Weeper | Recollection of Pain | Hysteroanima | Stops the mob from using his TP move |
Seethers | Recollection of Guilt | Terroanima | makes mob run around |
3rd floor NM
Cerebrator - Thinker
- Remnant of a Cerebrator-- pops NM (Deviator--Wanderer) in Promyvion-Vahzl (3rd floor, L-10) that drops White Memosphere, and Recollection of Suffering for Lv30 bow (Hamayumi).
- Teal Memosphere(100% )-- trade to on 3rd or 4th floor for map (these also have a chance of dropping of other Thinker mobs in the zone)
- 3rd floor “” location: J-5
- 4th floor “” locations: M-8, I-11, K/L-11
- 3rd floor “” location: J-5
ENM-Simulant
You will need a Censer of Abandonment key item (obtained from talking to Venessa, Ru'lude Gardens [H-10]) to enter this ENM.
In this ENM, you will face a Thinker type mob, Cogitator, and it is possible that it will spawn up to 3 Weeper mob "baby's". Only the Cogitator's defeat is needed to win this ENM. This mob can Curse and Sleep, so Poison Pots and Holy Water is recommended. 6 People will gain a max EXP bonus of 3k, but up to 18 people can enter, with an EXP penalty. A victory will also drop 3 memory clusters (100%), and a "vision" (rare) that can be traded to Venessa for a Lv35 earring.
EXP gained
6 People = 3k EXP |
[tr][td]7 People = 2568[/td] [td]11 People =[/td] [td]15 People =[/td][/tr]
[tr][td]8 People = 2250[/td] [td]12 People = 1380[/td] [td]16 People =[/td][/tr]
[tr][td]9 People = 1998[/td] [td]13 People =[/td] [td]17 People =[/td][/tr][/table]
visions/earrings
Vernal Vision | Evasion earring |
Punctilious Vision | Parrying earring |
Avdacious Vision | Divine earring |
Vivid Vision | Healing earring |
Endearing Vision | Singing earring |
Mobs In Promyvion-Holla[/center]
Wanderers
- Aura of Persistence: Defense_Boost
- Mirage: Evasion_Boost
- Vanity Dive: Single target damage, absorbed by Utsusemi
- Empty Beleaguer: AoE damage, absorbed by Utsusemi
Weepers
- Auroral Drape: Distance AoE Blind and Silence
- Memory of Element: Distance AoE Element damage
- Hexagon Belt: Defense_Boost
- Empty Cutter: Single target damage
- Vacuous Osculation: Single target damage and Poison
Seethers (none on the 1st floor)
- Occultation: Blink_Status_Effect effect with 25(!) shadows
- Lamentation: AoE damage, wipes Utsusemi
Memory Receptacle
- Empty Seed: AoE damage and Knockback, damage absorbed by Utsusemi
Stray
see Wanderer...easy to kill. Popped by Memory Receptacle
Thinker/Cerebrator
- Negative Whirl: AoE damage, strips Utsusemi
- Winds of Promyvion: Erase
- Empty Cutter: Single target damage, absorbed by Utsusemi
- Spirit/Binary/Trinary Tap: Single target drain (up to) one, two or three status effects (including food and Utsusemi)
- Spirit/Binary/Trinary Absorption: Single target HP drain (100, 200, 300 HP?), absorbed by Utsusemi
- Stygian Vapor: AoE Plague
NMs only: Cogitator(ENM)/Wreaker(Mission) - Shadow Spread: AoE Curse and Sleep Effect
[/quote]