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User talk:ShadowKatze/Delve
Overview
Delve is a blanket description of the current endgame for SoA expansion. It is designed to be done by full 18 person alliance. There are 2 types of combat people mean when they say Delve. There is Field Combat and Fracture Combat. I'll discuss Field combat first since it's a lot like Voidwatch which people are already familiar with. Please note that all NMs are the same for both Field and Fracture Combat. This means the largest amount of this talk will be about Field since killing them is the long part. In the Fracture combat section I will mostly talk strats for completing a fracture run and simply refer you to the Field section when I say Kill NM.
Because people felt gathering 17 of their closest friends was too hard SE decided to scale the Fracture combat based on how many actually enter. This was supposed to be helpful in that it makes the content available to more people, but in practice makes the content available to fewer because only "properly geared" characters can get into most groups. If you've read some of my other tips, you'll know I don't think much of the "properly geared" theory of playing the game. Also not a big fan of windower or other cheats. I'll discuss gear more below, but if you can only beat content while using drops from that content or cheating, well that seems rather pointless.
Jobs & Gear
This is an elitist event. Can't see a way around that. If you come as a DD you will need a really strong set up. Ideally you would already have a delve weapon to do this event, but obviously you have to do the event to get one so here are my recommendations for non-delve gear. Keep in mind that if anyone with Delve weapons wants to help you out, you should be excited to accept their assistance. Back up jobs can make up for lesser gear by actually being good players. Here is quick list of suggestions.
PLD - most of these NMs you need a PLD. Some as noted can be easily tanked by other jobs, but typically it's a needed job. PLD will need aegis or [[ochain] to be most effective. It is possible to use lesser sheild, but it can get you killed on some of the NMs. Which of the 2 power shields is better varies with the NM, but typically Ochain is preferred. The rest of the PLD's gear should be dmgTaken- and once you have all of that you own on fill in rest with enmity+. Using some sort of MDEF food would be good also. For the Tier 1 Delves you should be more than fine using Skirmish, JSE, or Coalition shields. The Tier 2 ones need top notch gear.
HeavyPhysicalDDs - MNK, WAR, DRK, DRG, SAM, and RNG are you normal heavy DDs. They should have some type of "super weapon" Relic, Mythic, and Empyrean are the 3 obvious choices. The SoA areas also introduce Wildskeeper Rieves Skirmish. Both of these events drop weapons suitable for this event and the JSE weapons Oboro makes are great too. If you simply don't have any of these, you can go as a DD using sparks weapons and be fine, but more "elite" weapons you have the better. In addition to having a full damage and a TP set, these DDs need to make sure they have damage mitigation set. A lot of these fights you spend at least part of the fight trying to trigger a weakness in the NM and you need to be able to accept the fact you will be taking a lot of damage during that time. Yes you do less damage in DT- gear, but it's still more than you do if your dead.
OtherPhysicalDDs - BST, PUP, RUN, DNC, NIN and THF are jobs that have trouble getting into these parties. BST and PUP can both be heavy DDs if set up right but it's hard to convince people to try new stuff. A few of these NMs are easier to pet burn though so BST and PUP can get those fights in easier. RUN will be a really good job for these fight once more gear for them come out. I'm not sure enough has been released for them at this point. If you do come RUN, you will need a weapon from the SoA areas since they can't use the old "super" weapons. RUN can tank well for these, but most people won't be interested in trying that. DNC and NIN are just hard to gear up as a heavy DD. They can work in certain sets, but it's just hard. THF's only real bonus is TH, but that's important for some things.
MagicDDs - BLM, BLU, and SMN are your main ones. RDM and especially SCH can help in this section also but I'll talk about them more in the healer section. Depending on the NM nukes can be the way you beat him or possible pet burn for SMN. These jobs also have to get over the fact they think they are DDs and freaking heal too. BLU can be a legit heavy DD with good gear and weapons. BLM should focus on MATT Bonus. SMN should have free avatars and pet dmg bonuses. All that said, help heal too please especially status removal on fracture runs where they are most useful to DD 1-2 mobs then are support on others during run.
MainHealer - WHM only real option. Curaga6 and Cure6 will be needed in most of these fights. Barelement will be needed also with element depending on mob. Lots of refresh and conserve MP gear is recommended. /RDM or /SCH depending on which you are more comfortable with.
Enfeebling - SCH and RDM. RDM is border line to be honest. They need to help heal and keep the other jobs buffed, but mainly they dispel and enfeeble like old school days. SCH can be here to stun but can also give their unique buffs to the parties. RDM should /whm and help with statuses. SCH should /BLM and focus on stun recast timer. Using abilities, gear, and buffs you can get it under 5 seconds. I'll go over the NM moves and what needs to be stunned in the NM section. Both these jobs need as much MACC as they can find.
Buffers - BRD, COR, and GEO are the best. SCH and RDM also slip into this group in a lot of the fights and maybe even SMN. Buffers should have capped skills. BRD should have Gjallarhorn and Durandal. Having one of these is enough, but both is so much better. The JSE instrument is good enough also, but need to make sure you have the +3 on all songs. COR should have gear to enhance rolls. They should also have a DD set and lots of cards. GEO like RUN suffers a lack of gear at present, but if they have capped skills they are quite powerful in most of these fights. Typically they can increase MACC in enfeeblers and lower either MEVA or DEF on mob.
Food - ALL DDs should be using ACC food. COR, BRD, and GEO should also buff for ACC if in DD party. All mobs in these fights have enhanced evasion. With some of the new gear DDs may ask for BRDs to do march or minuet. This is fine as long as everyone is still hitting, but ACC is more important than max dmg if you have to choose.
Field Combat
The main reason to do field combat is to get KIs. These are 100% if you win.
Currently there are 6 Delve zones. Referred to as Tier 1 and Tier 2. Each has 3 zones.
There are 5 NMs in each delve zone.
They are popped by the appropriate shard item.
All NMs in a zone use the same color shard. Shards are numbered 1-5 showing which NM they will pop.
Each NM has a ??? in a different location within the zone that you trade the shard to pop it.
People call the NMs T# based on the number of the shard that pops them.
Once you trade the shard, you have only 20 minutes to defeat the NM or it will despawn. This is why gear is important.
T1-3 NMs in a zone share a KI. T4-5 NMs in a zone share another KI.
This means presently there are 12 KIs you may obtain. These 12 are permanent KIs.
Since NMs share KIs it makes sense to pick the one most easily defeated of the choices for each KI if KI farming is your only goal. There are other reasons to kill these NMs, but I will discuss that in the Fracture section. For this section I will simply listed each NM and you can choose which you want to fight for the KI based on your alliance. You may also get these same KIs by killing these NMs in fracture combat and I'll review that briefly in that section as well.
Tier 1 Areas
Ceizak Battlegrounds NMs
Celadon Shards. These are the Green ones for the people that can't read or are just lazy.
T1: Unfettered Twitherym
Pop site is J7.
NM uses all normal Twitherym moves. These are: Slice 'n' Dice is damage and choke. Blackout is AoE silence, paralysis, and blind. Tempestuous Upheaval is AoE wind damage and knockback. Below 50% it also uses Smoldering Swarm which is AoE high damage and burn. Stunning Smoldering Swarm and Blackout is recommended. It also cast AoE Enfeebles and Aeroga4.
It will gain high damage resistance at 75%, 50% and 25%. The "trick" is that to remove this you must successfully complete either a light or dark skillchain. Typically you have SAMs or BLUs each assigned to do light or dark at each 25%. Be careful to not get silenced and/or paralyzed in the middle of your skillchain.
T2: Supernal Chapuli
I think this would be my pick for KI T1-3, but scorpion is viable as well.
Pop site is J9.
NM uses all normal Chapuli moves. These are: Sanguinary Slash is damage and MaxHP down. Tegmina Buffet is AoE damage and choke. Sensilla Blades is conal damage and knockback. Nature's Meditation is brief damage immunity and stance switch. It also uses Orthopterror which is conal damage, knockback, and Terror. Healers need to be aware of the terror effect preventing the tank from healing himself. Stance one is all the normal TP moves. In stance two NM will only use orthopterror. It will cast aero and aeroga nukes in both stances. It will also cast silencega and graviga.
The "trick" to this NM is that it gains very high EVA after weapon skills. This effect cannot be dispelled but does fade over time. There are several ways to get around this. The obvious way is to do enough damage without weapon skills to kill the NM. This is very hard to do in the time limit. Method two is to have all the DDs come /THF and use Sneak Attack and Trick Attack to bypass EVA. This method will require building TP on surrounding mobs once the EVA bonus kicks in, but does lessen TP build on the NM. The best method is to WS as the NM is casting. If you do this the EVA bonus will not activate. Obviously this is easier to pull off while it is casting larger spells.
T3: Transcendent Scorpion
Pop site is I10.
NM uses all normal Scorpion moves. These are: Sharp Strike is Attack Boost and should be dispelled. Death Scissors is damage. Mandible Bite is damage. Wild Rage is AoE damage, but casters can easily stay out of range while still being able to cast. Below 50% NM also gains Hell Scissors which severe damage. Stasis which is damage, paralysis, and hate reset. Earthbreaker which AoE severe earth damage and long duration stun. The AoE on this move is far greater than maximum casting range.
The "trick" to this NM is to keep debuffs on it continually. This will negate all damage from earthbreaker. The stun effect will remain. To complicate this all TP moves performed by the NM will remove all debuffs from it. Therefore it is imperative to reapply them quickly. Dia or bio is the best for fast application because they cannot be resisted, but you need multiple buffs to fully negate earthbreaker.
T4: Mastop
Pop site is G8.
NM uses all normal Gnat moves. These are: Bombilation is TP reset. Cimicine Discharge is AoE Slow and gives NM haste, which should be dispelled. Pandemic Nip is is damage and transfer all debuffs to the target. Insipid Nip is damage and drain random stat from target. Emetic Discharge is AoE Transfer of all debuffs to alliance. Booming Bombilation is large AoE Damage, Plague, DEF-, MDEF- and increases damage resistance for NM. NM will also cast most AoE Enfeebles and all stone nukes. This includes Breakga which should be stunned.
The "trick" for this NM is that it starts with very high damage resistance. This is lowered every time it uses Emetic Discharge. Continually applying debuffs will trigger this TP move. Dia alone will not consistently trigger it, but if you apply multiple debuffs it should use that TP the most. This means that healers need to be ready remove these effects from the DDs. Shadows will block this moves, but for damage output people prefer other subjobs. This mob has naturally high EVA so using /THF is possible for this fight as well. Of this zones NMs this is the one I have fought the least and never seen consistent success. Pet burns seems to work best.
T5: Tax'et
This is my choice for T4-5 KI since the Gnat really sucks.
Pop site is G10.
NM uses all normal moth moves. These are: Exuviation is full erase for NM. Erosion Dust is AoE damage and strong dia. Erratic Flutter is AoE damage and NM gains haste effect which must be dispelled. Proboscis is conal damage, AoE Mp Drain, and single target buff steal. Dispel should be cast after this move as well. Magma Fan is conal fire damage. Fire Break is conal high fire damage. Barfire is a must and healers should be casting strong cures immediately upon seeing this move ready. If target is not at full HP they can easily be killed. Stunning this move would not be a bad plan if enough stunners are available. Below 50% NM also uses Benumbing Blaze which is AoE very high fire damage and Paralysis. This move must be stunned. NM also casts all fire spells. Stunning ga5 and ja is recommended.
The "trick" is that NM starts with 99% damage resistance. It loses 5% of this each time it uses Exuviation. To Trigger this you will want DDs feeding the NM TP. Have a BRD using enfeebling songs on the NM. Nocturne, Elegy, and Requiem. These will trigger Exuviation but the NM will not recover any HP, which it would when removing enfeebling spells. Have one person count the uses of Exuviation. Once the count is at 20 the NM should have no damage resistance. If the NM is using other TP moves you should pull off a couple DD until the count reaches 20. NO ONE should cast ANY enfeebles other than the BRD. NO ONE should be using added effects weapons or weapon skills. Exuviation can easily heal the NM for 60k+ if triggered by a nonsong enfeeble. Having a healer focusing on each DD is useful as well. Having a few of the DDs /THF to trick attack the tank can help also in the field. Barfire is a must at all times and BRDs should consider using Fire Carol 2 and Blade Madrigal for the normal buffs after 50%.
Morimar Basalt Fields NMs
Alizarin Shards. These are the Red ones for the people that can't read or are just lazy.
T1: Volatile Matamata
This is the easiest NM in the Delve list if people will just listen.
Pop site is J8.
NM will use all the normal Matamata moves. These are: Tail Thwack is damage, knockback, and a strong Defense Down which should be erased. Cranial Thrust is damage and Max HP Down. Scalding Breath is Conal fire damage and Burn. Embalming Earth is AoE earth damage and Slow. Debilitating Spout is Conal damage, knockback, and brief Zombie effect. Matamata uses "normal" attacks that can be AoE but are not considered TP moves.
The "trick" to this NM is to only deal one type of damage at a time. For this NM there ar only 2 types of damage. Physical and Magical. If only one type of damage is dealt then the next TP move will make NM take 1/2 damage from that type and 2x from the other type. This effect is cumulative up to 7 times. So after 7 TP moves of melee beating on NM he will take 1/128 physical damage (0 per hit pretty much), but will take 128x magical damage. That's not a typo. After 7 moves however this effect resets. It also resets after any TP move where both types of damage was dealt. The best way to win is to have one person count TP moves. Use MNKs for DDs. MNK engage and beat on NM while person counts. DO NOT WS since it can cause skill chains which are magic damage. When count is at 6, everyone should have macro ready to attack. When the 7th TP move is readied, MNKs should activate Formless Strikes and mages can also nuke. NM should die before next TP move. If not, you will have time to repeat this process again although without formless strikes. The one thing to know about this strat is that NM TP moves are not based on actual TP build, but rather are timed to trigger every 45-60 seconds. That is you window to deal damage. Don't miss it.
If you don't have the MNK or nukers or just like to smash things melee style, have a PLD hold the NM without drawing his weapon. Flash and provoke are plenty to hold hate off a healer on this NM. Have any mage (PLD could with holy) nuke the NM once or twice between it's TP moves. Have everyone draw weapons on 6th and engage on 7th as above. COR and SCH for regain are nice or you can build TP on surrounding mobs (I'd prefer regain). NM should die fast.
The only issue with killing this mob is a failure to be able to count TP moves so make sure filters are set correctly.
T2: Perdurable Raptor
If you have people that just like to whack things and can't grasp the matamata strat, this is the NM to get KI from.
Pop site is H11. You will need to have Bivouac #3 access, Climbing KI, or clear a Rieve to reach this site.
NM will use all the normal Raptor moves. These are: Ripper Fang is Damage and slow. Foul Breath is conal damage and disease. Chomp Rush is damage and slow. Scythe Tail is damage, stun, and knockback. Below 50% NM will use Whirling Inferno which is conal damage and Zombie. WHM should immediately use sacrifice on whoever is hit by this move so that they can be healed.
The "trick" to this NM is that it receives a spike in both attack and attack speed any time it take any type of magic damage. As is this spike wasn't enough of a threat this type of damage also triggers Whirling Inferno. This includes Spikes, DoTs, En~, elemental weapon skills, skill chains, and obviously nukes. Just melee him down and you should win without ever seeing inferno.
T3: Shimmering Tarichuk
Pop site is J11.
NM will use all the normal Eft moves. These are: Cyclotail is AoE damage. Geist Wall is AoE dispel. Numbing noise is conal stun. Tarichutoxin is conal damage and poison(15/tick). Below 40% this NM has a severe poison aura (100/tick). NM will also cast all ice and water spells. Below 25% NM has instacast on on all spells.
The "trick" to this NM is unclear to me, but we just kill him so that works. One suggestion would be to drink poison potions of some type before fight so as to block his aura. Not sure if this is his "trick", but it does help.
T4: Tutewehiwehi
Pop site is E7/8. You will need to have Bivouac #4 access, Climbing KI, or clear 2 Rieves to reach this site. Bivouac #3 access and clear 1 Rieve also works.
NM will use all normal Peiste moves. These are: Aqua Fortis is damage, poison, and knockback. Calcifying Mist is AoE petrification which is on a timer like doom. It cannot be removed until the timer reaches 0 and petrification takes effect. Healers need to stay out of range of this move. Delta Thrust is damage and plague. Regurgitation is damage, knockback, and bind. Torpefying Charge is damage and paralysis. Grim Glower is gaze petrification. This is active whenever the eyes are glowing yellow. At Lower HP Grim Glower is replaced by Oppressive Gaze which is gaze terror and zombie while the eyes are glowing blue. NM will also cast all Thunder and light nukes. Stunning the larger thunder spells if possible would be helpful, but Mist is the number one priority of any stunner.
The "trick" to this NM is to keep blind on it the entire fight. This will block both gaze attacks and also reduce the NM's EVA noticeably. If one of the gaze attacks does activate, turning the NM away from the targets can allow them to be healed. All mages should stand facing away form the NM just in case.
T5: Kurma
Pop site is F10. You will need to have Bivouac #3 access, Climbing KI, or clear a Rieve to reach this site.
NM will use all normal Adamantoise moves. These are: Aqua Breath & Earth Breath are conal magic damage of the expected type. Harden Shell is DEF+(and MDEF+?). Headbutt is damage and ACC-. Tortoise Stomp is damage and DEF-. Tortoise Song is AoE dispel of ALL songs and rolls. Under 50% NM will use Testudo Tremor which is Aoe Severe earth dmg, Stun, and Gravity. This Adamatoise does not appear to cast spells.
The "trick" to this NM is to attack when he uses a TP move. This can be weapon skills or spells. Dispelling hardened shell will greatly help physical DDs. BRDs and CORs need to continual reapply buffs and healers need to be ready to curaga after tremor.
Foret de Hennetiel NMs
Zaffre Shards. These are the Blue ones for the people that can't read or are just lazy.
Also anyone doing these fights need to have the Watercraft and Watercrafting KI from the quest I'm on a Boat.
T1: Faded Craklaw
Pop site is H6. Bivouac #1 is the closest.
This is easiest fight if people listen.
NM will use all the normal Craklaw moves. These are: Sundering Snip is AoE Damage, DEF-, and MDEF-. Rending Deluge is Water damage and dispel. Viscid Spindrift is Damage, ATT-, MATT-, and Gravity. Impenetrable Carapace is brief magic immunity. The normal attacks on Craklaws can be AoE damage and stun or conal damage and DEF-. Riptide Eupnea is AoE water damage.
The "trick" for this NM is to use only one type of damage, either magic or physical, until it use Riptide, then switch damage types to kill it. This is similar to the Matamata in Morimar, but the window to kill is much shorter. The best method is to have your MNKs use formless strikes to start the fight and just punch the crab until it uses Riptide. As soon as Riptide is used, everyone weapon skill and it should die. Mages can nuke while monks use formless as long as they don't take hate. Deluge must be stunned for this strat to work since it can dispel formless. Any monk losing formless should turn immediately so as not to reset resistance. The window to do damage is only a few seconds so you have to be fast with the WSs after Riptide. NonMonk DDs should be TPing on the normal mobs so they can WS immediately after Riptide as well. Like the matamata, this is a very easy mob if people understand the way it works and almost impossible if they won't listen.
T2: Aberrant Uragnite
Pop site is J7/8. Base Station is closest.
NM will use all the normal Uragnite moves. These are: Gas Shell and Venom Shell are AoE heavy poison which is triggered by NM taking melee damage while in shell. Virulent Haze is AoE Addle and Burn. Painful Whip is conal damage, addle, and burn. Palsynyxis is Damage and paralysis. Suctorial Tentacle is damage and bind. NM Regens while in shell and takes less damage. Additionally this NM has Doom Aura while in shell. It will cast all Water and Ice nukes as well as most AoE enfeebles.
The "trick" for this NM, if you want to call it that, is to have the melee DDs run out of range once the doom aura count reaches 6. Healers need to make sure they remove gravity quickly and DDs should run sooner if gravitied. This mob is also fairly easy as long as everyone knows to run out of aura instead of just yelling for cursna.
T3: Divagating Jagil
This is pretty much the only NM people are fighting for this KI since it's easy to understand the strat for it.
Pop site is J10. Bivouac #2 is the closest.
NM will only use 2 TP moves. These are: Aqua Ball is AoE Water damage and STR-. Recoil Dive is high damage. The main threat from this NM is its spells. It can only cast 3 spells from each element. These are: Light - Embrava, Holy, Diaga3. Dark - Kaustra, Meteor, Dispelga. Fire - Firaja, Firaga4, Addlega. Ice - Blizzaja, Blizzaga4, Paralyga. Wind - Aeroja, Aeroga4, Silencega. Earth - Stoneja, Stonega4, Breakga. Lightning - Thundaja, Thundaga4, Stunga. Water - Waterja, Waterga4, Poisonga3. All spells can be stunned and/or silenced and this is highly recommended. Starting element when popped is random, but it will cast 2 spells from each element in the elemental order listed above starting with that element. While it is in that element's phase it will be healed by any damage of that elemental type and resist strongly any damage of the elemental type both before and after. In addition it has a endamage on all melee attacks of the same type of elemental damage. This endamage increases over time from under 100 to enough to one shot almost anyone. While this damage does increase over time, healing the mob with elemental damage will cause a sharp spike.
The "trick" to this NM is to keep is silenced so that it cannot access it's spells and to avoid elemental damage including skill chains as much as possible. WHMs should also keep barelement up for the current element.
T4: Nerrivik
This is preferred NM for this KI.
Pop site is H10. Bivouac #3 is the closest.
NM will use all normal Orobon moves. These are: Hypnotic Lamp is AoE Gaze sleep. Mayhem Lantern is AoE Gaze charm. Both of these are avoided by facing away from the NM and Mages should never be facing NM. Deathgnash is 90% damage to single target. BRD Schzero will block this. Vile Belch is AoE Plague and Silence. Plague needs to be removed quickly. Abominable Belch is AoE Plague, Silence, and Paralysis. Stun if possible. Remove para and plague quickly if not. Leaching Current is AoE Drain. Seismic Tail is AoE high damage. Seaspray is conal damage and slow. Slow should be removed. NM will also cast AoE enfeebles and all water nukes. NM also has hidden HP bar.
The "trick" to this NM is that if you break the lanterns on it's head it will lose access to Lamp and Lantern attacks as well as losing it's HP screen. These are broken by critical hits, so having everyone 1hr to start the fight (especially WARs) is the typical strat in the Field. CORs using Rogues' Roll helps and having a THF would be good if you already have enough damage. Once lanterns are broken, the key is for debuffs to be removed quickly by everyone that can. If you break the lanterns before Mayhem is used the fight should be smooth.
T5: Krabakarpo
Pop site is F9. Bivouac #4 is the closest.
NM will use all the normal Giant Crab moves. These are: Metallic Body is stoneskin (nondispelable?). Bubble Curtain is strong MDEF. Bubble Shower is AoE Water damage and STR-. Scissor Guard is DEFx2. Mega Scissors is severe damage and hate reset. Venom Shower is AoE damage, Poison, DEF-, and give Plague aura. Not sure if this NM will cast spells. Will update later.
The "trick" for this NM is again to alternate damage types. It will never be completely weak to one type but if you alternate it will not build up a super resistance to either type. MNKs should use Formless Strikes, while other DDs attack normally. Most of it's buffs cannot be dispelled and WHM must be ready to heal in large amounts. Of the mobs in this zone, this is the one I have fought the least.
Fracture Combat
There are 3 reasons to do fracture combat. These are KI acquisition, Plasm Farming, and Zone clear. I will discuss them both separately but here is general information.
You enter Fracture Combat through Veils. There is one veil in each zone. They are at Morimar Basalt Fields - Alizarin(red) I5 by Bivouac #2. Foret de Hennetiel - Zaffre(blue) E7 nearest to Bivouac #4 but must cross Reive. Ceizak Battlegrounds -Celadon(green) H8 nearest to Bivouac #1.
Leader of Alliance enters and all members in zone are drawn in.
Leader must have KI from one of the 3 Wildskeeper Reive wins in those same zones. These KIs are permanent.
Leader must have KI from the Anomaly Expert in Eastern Adoulin (G-10). This is a temporary KI and lost on enter. To obtain trade a Yggrete Rock of the appropriate color for the zone you want to enter to the Expert. You must be in possession of one Wildskeeper win KI.
Leader can choose to remove up to 3 NMs from a zone upon entry. This is done by talking to the Expert with the appropriate bead(s) in your inventory after you have entrance KI. Beads will be lost and KIs attached to the existing KI to remove desired NMs.
No one other than leader needs either KI, but they are not lost on enter except for leader.
Time limit is 45 minutes.
You will enter at one end of zone and fight your way to the other end.
Walls will separate the zone in to 3 sections.
All mobs aggro and link true sound.
Section 1 contains all 3 T1-3 NMs and various normal mobs based on zone.
Section 2 contains both T4-5 NMs and various normal mobs based on zone. This section opens when all NMs in section one are killed or 15 minutes have past.
Every 3 minutes all mobs in the zone, including NMs, get a 30 second bonus. Bonus depending on the zone. Ceizak mobs gain EVA. Morimar mobs gain ATT. Foret mobs gain ice spikes. All of these bonuses are significant. Bonuses cease once the boss section is opened.
Section 3 contains the zone boss as well as more normal mobs. This section will only open if all other NMs are killed.
Normal mobs will respawn every few minutes when killed. Killing them grants plasm and they can also drop a single normal airlixir.
NMs will wander the zone randomly, but will remain in their section. If killed they stay dead. They will drop KI same as Field Combat, but are also guaranteed to drop one of their item drops along with various airlixirs.
Boss NMs drop several of their item drops, several high quality airlixirs (+1&+2), and a KI that allows people to purchase their drops for plasm just like the normal NMs.
KI Acquisition
All the NMs are named the same as for Field Combat.
They have the same move, HP, and "trick".
They do not despawn or rage so if you are having issues of not killing NMs fast enough you may try this method for getting KIs. If you are farming KIs in fracture you will have to be aware of links. Sac pulling NM to alliance is the best way to do most of them. It is possible to pull and hold NM while you kill inks for plasm though and I would do this unless you link a second NM.
each zone has fairly safe places to pull NMs to fight. In section one the start is safe. The area between sections 1 and 2 is typically safe as well.
Once you have killed the NMs you are targeting, you can spend the rest of the time farming plasm.
The NMs will drop one of there real item drops also, but it may be more efficient as a group to farm plasm than to farm direct drops.
Plasm Farm
Alliance set up for farming should be Party 1&2: BRD, WHM, DDx4 (COR also is optional), Party 3 PLD(anyone in Twilight gear), THFx2(pullers), healer(?), sleeperx2(can be replaced by DDs).
The PLD or whoever is the sac player must have twilight gear.
Idea is for tank to take all the NMs and hold them by dying repeatedly away from the rest of the group. Tank can pull the first couple NMs directly and have pullers take any links off of them to kill. Once Tank has established a spot to hold NMs, the pullers should find the remaining NMs and bring them to the tank. Note that the section 2 NMs are not available until after 15 minutes.
NO ONE can heal the tank.
NO ONE should heal the pullers while they are getting NMs.
NO ONE can touch the NMs other than tanks or pullers.
If people are having trouble identifying NMs it's easy. If it doesn't have Fugacious in front of the name, it's a NM.
Parties one and 2 should simply kill as many of the normal mobs as they can. For the first 15 minutes they will be in the same section, but once section 2 opens one party should go there.
After all NMs are accounted for, THFs should pull as quickly as possible. One for each party.
One sleeper should go to each party as well, but if BRD are covering sleep then these slots can be DDs
March and Madrigal are the best songs.
Each mob killed give 50 plasm to everyone in zone.
NMs do give plasm, but not enough to be worth farming solely for plasm based on the time it takes to kill them.
Average run should get 4-5k Plasm for everyone plus random airlixirs. 3k runs for beginners or if something happens to turn the NMs on main parties happen. If most of the people are experienced with farming and DDs already have delve weapons 7-10+k are possible.
An alternate to having a sac holder is to have a couple SMNs(bst or pup would work) pet pull the NMs to the farthest part of the zone and let them slowly walk back. This is a lot easier on the XP, but requires the pet pullers to be watching for the NMs returning.
Zone Win
If you are going for the zone win, you need to have all your DDs with upgraded Delve weapons and preferably some upgraded gear. SE designed it that way.
To get boss section open you must kill ALL NMs in the zone.
To do this you should use beads to remove the 3 most annoying ones when you enter. Beads are dropped from the Field Combat versions of those same NMs. To do that, you will likely need to kill the NM several times with TH so your upgraded Delve weapons will help there also.
When deciding which NMs to remove, keep in mind that once T1-3 are gone, the wall to section 2 will open even if the 15 minutes have not elapsed. This allows the flexibility to remove the 3 most annoying and not worry about waiting around for the wall to drop.
Remember that you must still kill 2NMs and the boss in under 45 minutes. This mean killing the regular NMs in under 10 minute each so as to leave 25 minutes on the boss.
Boss NMs are the same as the Wildskeeper for that area. It can be assumed they have fewer HP and take more damage in delve, but they are still very tough fights. Not having fought one, I can't speak to if they are actually easier than the Wildskeepers that I have fought.
When you kill the boss you get 1-2 unique drops, 2-3 Airlixir +2s, 30k Plasm, and a KI that will allow the purchase of one unique drop of your choice.
Source entry: User talk:ShadowKatze/Delve. Cached on this server on 5 November 2026.