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Early Bird Catches the Wyrm/Strategies

Working Job Combinations

This section is not meant to discourage people from trying different combinations, but to illustrate combinations that have been tried and tested. Please feel free to try this BCNM with any combination you think might work, and above all, have fun!

  • 2 NIN/DRK (Tank Party)
  • 2WHM (Tank Party)
  • 1RDM/DRK (Tank Party)
  • 1BRD/WHM (Tank Party)
  • BLM x5 (BLM Party)
  • Healer WHM/RDM/SMN (BLM Party)
  • 3rd party a melee setup

Other Strategies

Spike Flail is not an automatic loss. You can reraise, regroup, and still win this fight after a Spike Flail. However keep in mind that if you begin to wipe the entire alliance may be drawn into the middle of the BC right under the Wyrm. Since the Wyrm aggros true sight, it would be impossible to re-raise if draw in occurs.

Standard Strategy (No 2 Hours)

Strategy Submitted by Artanis of Fenrir 11/3/2008

This section is dedicated to an additional strategy that could potentially be used for this KSNM without the aid of 2 hours (including chainspell stun). The ultimate goal is to do this KSNM periodically within a short given amount of time. Although setups will vary due to job availability, this strategy section will hopefully set the standards for success. It is highly recommended that the leader or the group as a whole have endgame experience, such as fighting against sky gods and/or Proto-Ultima before attempting this strategy. In addition, it is highly recommended that certain jobs are fully merited in order to better enhance damage dealing and survival. Please note that during flight, we will treat the TP move Flame Blast similar to how Citadel Buster is handled for Proto-Ultima.

Level 90 Strategies

Trio:
Jobs: RDM/SCH, BLM/RDM, PLD/NIN.

Strategy:

Phase One:

  • Buff outside. Time is your main enemy here, as there is limited damage output.
    • RDM: Healer and debuffer. Will be busy keeping the other two jobs' buffs on and the tank healthy. Should nuke occasionally, when MP, enmity and tank's HP permits.
    • BLM: The main damager, of course. Will be busy casting Elemental DoT and nuking when enmity permits.
    • PLD: The tank. Everything depends on their survival, as the wyrm cannot be slept and kiting risks a spike flail.
  • PLD should engage the wyrm as soon as possible; the longer you wait, the more TP it will have.
  • RDM should debuff the wyrm with Slow and Blind ASAP. Paralyze does not stick. Also DoT with Bio and Poison II. AoE buffs should be Stoneskin and Baraero. This will reduce hurricane wing damage. Phalanx II helps a ton as well.
  • BLM should start off with Elemental Debuffs, as nuking at this point will pull unnecessary hate. Wait until tank has gained some enmity to start nukes.
  • Straight-forward tanking strategy until it is about to take flight.

Flight:

  • RDM should buff the tank with Barfire, Stoneskin, and Rainstorm. Keep Slow and Bio/Poison on wyrm as much as possible. If you need to cure, Cure III is best for hate management.
  • PLD should equip all fire resist gear they have, otherwise Flame Blast will decimate them. Run to the far South of the arena since Flame Blast is centered around its target rather than around the wyrm. Because its attacks are magic based, the PLD may spam sentinel for hate rather than emergency. Also remember that Rampart can absorb its damage during this phase.
  • BLM should only nuke after it uses a TP move to avoid getting damaged by it. Try to keep elemental DoTs on at all times. Make use of Mana Wall and Enmity Douse during this stage of flight.
  • At this point, the PLD's main way of hate is Cure IV. Thus it is required to keep Refresh II on them and avoid casting high-hate cures on them. Combined nukes from the RDM and BLM are recommended; time has probably passed 15 minute mark by 50% of its health.
  • The BLM will die at some point. A forced death is recommended when hate is unsteady and Enmity Douse is not available. After death the BLM should get far enough (often to the soil and not the BC stone) to avoid AoE.
  • After landing, repeat the first phase strategy, but with more emphasis on damage. Your time may be low.

Strategy Pros:

  • Lowman strategy means you can do this more freely as opposed to waiting on linkshell or pickup group shouts.
  • No 2-hrs required if done properly.

Strategy Cons:

  • Requires more teamwork than other strats, as one screwup can be a wasted orb.

Making this Strategy Better:

  • Everyone should have reraise and a few ethers.
  • Upon entry, you should note the time and keep yourself informed in case 2hrs are needed.
  • RDM should have a lot of -enmity gear (~30) to avoid being the target of the wyrm.
  • PLD should have above 1600 HP, and at least +60 fire resistance gear for flight phase.
  • BLM should have a decent amount of -enmity gear (~15) to avoid pulling too much hate.
  • Waiting to fight till watersday will reduce its damage in flight.

The above strategy was thought up and the battle won by Zatias (RDM and tactician :P), Zakat(PLD) and Vivos(BLM). Victory only left 4 minutes to spare ; ;

Level 95 Trio

MNK/WAR, BLM, WHM

This is pretty easily done now with good gear. MNK can survive easily with Barfire and take the Wyrm's HP to 68 or so, then Smite before it flies. BLM then begins to nuke from a distance until it lands, Douse at some point, and be kept alive. Use Mana Wall and then Convert if need be. Although BLM kept hate, MNK can just run to the front when Wyrm lands and punch and Provoke until getting hate back. BLM can then assist with the kill, standing on feet. Quick wins, no deaths.

Level 99 BST Tank

Went in with 99 BST using Slug pet and a physical damage reduction Set ([1]), BLM/Rdm x2, and Rdm/Whm. Was really overkill. Bst sent pet into tank until about 85%~ then Blm's would start doing some light nukes until it went into the air. After that Blm's move in and start nuking it down. Used Thunder V for about 2k~2.5k. 3.9k with Blm AF3+2 set proc. Spam thunder spells until it lands again then gravity it and kite around a little until Bst pet gets hate back. Can also Enmity Douse to get hate back on pet faster. Bst needs to watch where its pet is standing once it lands and gets hate back. Almost wiped one run when pet got hate back and was standing behind and triggered Spike Flail. Pet was getting hit for 50~80 and 200~ on tp moves, and was hitting for 250~400 with crits of 450~500. Really easy and would finish in about 10~15 mins.

Level 99 Pet Job Trio

Just did this fight three times with friends and an unconventional setup. Setup was 99 BST/DNC, 99 SMN/WHM, 99 PUP/WHM. Used slug pet, sent him in first to tank. SMN and PUP helped DD until it went into the air, then SMN and PUP took over to nuke it back to the ground. BST pet took back over from there. Three runs took roughly 15-20 minutes each. Wyrm beard dropped on the third run. Ateres 02:49, March 21, 2012 (UTC)

Source entry: Early Bird Catches the Wyrm/Strategies. Cached on this server on 3 November 2026.

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