Tonberry Sovereign (HENM): Difference between revisions
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{| class="horizon-table table-xs ffxi-table sortable center-col-1" | {| class="horizon-table table-xs ffxi-table sortable center-col-1" | ||
!Treasure | !Treasure | ||
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|[[Begrudging Ring]] | |||
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|[[Hangeki Ring]] | |[[Hangeki Ring]] | ||
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==Strategy== | ==Strategy== | ||
Updated 7/27. Some of my original notes were incorrect. | |||
Boss uses normal Tonberry TP moves and is otherwise not too dangerous. Spawns adds every 30 seconds randomly chosen from BLM, THF, NIN. Amount of adds increases for each phase completed. Adds can be cleared with aga spells. BLM adds can cast firaga and sleepga. | |||
At each 20% (79% > 59% > etc.) the boss becomes immune to damage (takes only 1 or 0 damage per hit). One random player is terrorized and teleported to a set location. The boss returns to the spawn point and walks slowly towards the chosen player. If he reaches the player, they die and cannot be raised, then the process repeats. At this point, you must skillchain the boss and land magic bursts to make his lantern flicker. 3 bursts = 1 flicker, and each phase requires more flickers to end the phase. First phase is 6 bursts, then | At each 20% (79% > 59% > etc.) the boss becomes immune to damage (takes only 1 or 0 damage per hit). One random player is terrorized and teleported to a set location. The boss returns to the spawn point and walks slowly towards the chosen player. If he reaches the player, they die and cannot be raised, then the process repeats. At this point, you must skillchain the boss and land magic bursts to make his lantern flicker. 3 bursts = 1 flicker, and each phase requires more flickers to end the phase. First phase is 6 bursts, then 9, 15, 21. Damage of the spell does not matter, just quantity of bursts. The counter is reset if a player is killed by the boss. | ||
Immediately after the bursts are satisfied, the boss will astral flow using the element of the last bursted spell | Immediately after the bursts are satisfied, the boss will astral flow using the element of the last bursted spell. We chose to use a different element for each phase and bar-spell that element to reduce astral flow damage. Using the same element across multiple phases seems to incur punishment mechanics (double astral-flow). | ||
Sometimes on phase transition, one or more players will be instantly murdered by the mechanic. | Sometimes on phase transition, one or more players will be instantly murdered by the mechanic. This happened if the player chosen for the mechanic was standing too close to the boss. | ||
Latest revision as of 23:41, 27 July 2024
Type: HENM Tier 2 |
|
Mobs
|
Treasure
Treasure |
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Begrudging Ring |
Hangeki Ring |
Maledictor's Shawl |
Obscured Ring |
Montiont Silverpiece |
One Hundred Byne Bill |
Sovereign Coat |
Notes
- To be included.
Strategy
Updated 7/27. Some of my original notes were incorrect. Boss uses normal Tonberry TP moves and is otherwise not too dangerous. Spawns adds every 30 seconds randomly chosen from BLM, THF, NIN. Amount of adds increases for each phase completed. Adds can be cleared with aga spells. BLM adds can cast firaga and sleepga.
At each 20% (79% > 59% > etc.) the boss becomes immune to damage (takes only 1 or 0 damage per hit). One random player is terrorized and teleported to a set location. The boss returns to the spawn point and walks slowly towards the chosen player. If he reaches the player, they die and cannot be raised, then the process repeats. At this point, you must skillchain the boss and land magic bursts to make his lantern flicker. 3 bursts = 1 flicker, and each phase requires more flickers to end the phase. First phase is 6 bursts, then 9, 15, 21. Damage of the spell does not matter, just quantity of bursts. The counter is reset if a player is killed by the boss.
Immediately after the bursts are satisfied, the boss will astral flow using the element of the last bursted spell. We chose to use a different element for each phase and bar-spell that element to reduce astral flow damage. Using the same element across multiple phases seems to incur punishment mechanics (double astral-flow).
Sometimes on phase transition, one or more players will be instantly murdered by the mechanic. This happened if the player chosen for the mechanic was standing too close to the boss.