Tonberry Sovereign (HENM): Difference between revisions

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==Strategy==
==Strategy==
=== 06/16/2024 ===
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 by 1 for each phase completed. Adds have low HP (200-250?) and can be cleared with a single aga2 spell. BLM adds can firaga and sleepga.
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 (need confirmation? 9>12>15). Damage of the spell does not matter, just quantity of bursts. We are unsure if killing a player resets the burst counter.
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.
*Reading my parses it is 3 Bursts for 80%, 6 Bursts for 60%, the majority of element would proc that elemental avatar to astral flow, so @ 80 2 fire MB and 1 ice would summon Ifrit


Immediately after the bursts are satisfied, the boss will astral flow using the element of the last bursted spell. We are unsure if the bursts all have to be the same element to count, or if the element chosen is relevant to future phases. We chose to use a different element for each phase and bar-spell that element to reduce astral flow damage.
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. Frank said this is "avoidable" but it looks like a bug. Possibly related to adds being alive, or adds spawning at the same time as the transition."
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
Zone: Yhoator Jungle (F-10), (H-10), (I-11)
Members: 18
Requirements: Faded Gem (100,000 gil), 1 x Tier 1 clear

Tonberry Soverign.png
Yhoatorhenm.png

Mobs

Name Level Type

Tonberry Sovereign

Unknown

Tonberries

Tonberry Shinobi

Unknown

Tonberries

Tonberry Sorcerer

Unknown

Tonberries

Tonberry Raider

Unknown

Tonberries

Treasure

Treasure
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.