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User talk:ShadowKatze/Other

Einherjar

These are my notes on Einherjar. It is a work in progress of course. Main point is basic strats.

Basic notes

Getting ready

Characters must be level 60 or higher and be able to receive Sanction to enter. Sanction is obtainable after completing ToAU mission #2 so it's not a big deal if you are level 60+.
You must have at least 6 people to enter. If less than 6 are in the zone for 10 minutes everyone will be expelled. The maximum number allowed to enter is 36.
One Character must purchase a Smouldering Lamp from Kilusha in Nashmau (H-7). Cost is 180,000 gil. I would recommend all those entering split this cost, but that is of course up to the group. When you first talk to Kilusha you will get a CS. This is not required to enter, but is require to purchase either a lamp or the various rewards for Ichor.
Once you have the lamp and the people planning to enter, head to Hazhalm Testing Grounds outside of Nashmau. This is the west exit from town then the cave at D-9.

Getting in

There is a 30 minute nonextendable time limit. This means everyone must be ready when you start.
No one can enter once you engage an enemy. This means everyone must be ready when you start.
The person with the Smouldering Lamp must trade it to the Entry Gate. You will get to choose which zone to reserve at this point (see zone notes below). This will start the 30 minute timer and turn the smouldering lamp into a Glowing Lamp.
Once you have the glowing lamp, use it to duplicate itself. Anyone may do this once they have a copy of the lamp

Everyone entering must have a glowing lamp.
The fastest way to distribute these lamps is to have the initial person create one for each party leader (keeping one for himself). He himself should not be a party leader.
Party leaders should trade him to get the lamps.
As soon as each party leader has a lamp, the initial person should enter the zone.
Once a party leader has a lamp, he should duplicate enough lamps for his party.
His party should then trade him to get their lamps.
As soon as you have a lamp enter. DO NOT AGGRO or ENGAGE ANY MOB UNTIL EVERYONE HAS ENTERED
Leaders should enter last and say when all of their party is in so that fighting can start as soon as everyone is in.

The reason I suggest initial person not trading everyone is that no one can enter before the person who purchased the lamp.
The reason I suggest trading the leaders for the lamps instead of the leaders trading each party member is as follows. If anyone is not ready, not paying attention, eating, bathroom, dying, in a fire, etc. it wastes time while the leader tries to repeatedly trade them. If you are not ready, don't come. We can wait for you to be ready, but once the timer starts, if you aren't there, you aren't coming, and there is no reason to slow the rest of us down.
If people don't trade, 1 <call> in party then leave them. Sorry, but the hardest part of this event is the clock.

Jobs

This is just a quick job overview. I'll make more detailed notes later.
Tank - Main assist really. Need to have one melee calling mobs. I would have 1 tank for every 6 melees. This is based on level 90 DDs so if lower 1 per alliance is good.
DDs - These need to do as much damage as possibly as quickly as possible. Use food. /NIN because you will need shadows on most bosses. Save (and plan on using) 2hour on boss. Yes even at 90 I would suggest this. Strongly >.> Need at least 6 strong DDs This can include the "tank". Would be best if they did not all do the same type of damage, just in case damage resistant mobs screw things up. SAM, DRG, WAR, MNK are perfect. MNK and SAM probably my favorites, but any good DD player is good. SMN can work as DD if not the main source of damage. Some Bosses are easier as pet burn, but not worth it unless you have a lot of "extra" slots.
BRD - Need at least 1 for Lullabies. Most mobs resist dark sleep in this event. BRD should maybe /NIN for pulling/kiting depending on zone, but main job is to sleep mobs and soul voice Melees for boss. Ideally you have 2-3 BRDs and run a BRD rotation at least for the soul voice.
BLM - SCH and maybe BLU can be in this group also. This is a DD/Stun role (sleep also on mobs not immune to them). A group of BLMs 4-6 can tear thru mobs. Don't use Ga spells unless you have a BRD just for you AND everyone understands timing. It is much safer to single out enemies and mass T4/5 them. This lets each mage party and each melee party take out mobs by themselves. Rest MP as needed. In some zones it is worthwhile to stun TP moves of the mobs, but I'll discuss that below. On most bosses Stunning is key so a stun rotation should be worked out.
Healers - Each party should have a healer. To me, WHM is a superior healer for this. Having a RDM (or SCH) or 2 is great, but need at least 1 WHM for each melee Party.
Puller - THF, BLU, BRD, or NIN probably best for this. Main thing to know is that all mobs link with there own type of mob so large pulls are standard. Main key is to have a sleeper ready when mobs come in. I would let a NIN or THF pull simply because they do less damage (on average) in a typical setting. PLD also a consideration for the same reason, but they make a better tank if they come at all.

Parties - BLMx5+RDM(or BRD), Meleex4+WHM+BRD (repeat this party as many times as possible). I would have more melee parties instead of mage parties, but either can work.

Rewards

I'll come back and fill this in once I'm done with strats. Please check above links to Einherjar and Kilusha if you want to check now.

The fighting part

Basic design of the battle is as follow. 1 big room with 2 groups of mobs in it. In the lower Tiers, a boss NM will also be present. You win when you kill the boss. In the higher Tiers you must kill all the normal mobs to spawn the next wave. The second wave usually includes the boss, but sometimes is only more "normal" mobs.
It should be noted that while winning is based on boss only, the amount of ichor obtained, is based on the number of mobs killed.
In addition to the mobs and boss, a special NM will spawn sometime during the run. It should be killed immediately to make the run go smoother (see below for info).

General NMs

There are 4 NMs that randomly appear in all zones that will either help you if you kill them or hurt you if you don't. Upon sighting any of these mobs, the puller (or anyone close) should immediately grab them so they don't despawn. All can easily be defeated by the group that should be doing this event. Everyone should should focus on the NM until it dies. Just make any other mobs you were fighting are kept asleep.
Huginn - Bird. Weak to Piercing and Ice. Drops a crate of temp items that are really quite useful.
Muninn - Bird. Weak to Piercing and Ice. The mobs in the zone become weaker once this NM is defeated.
Heithrun - Sheep. Weak to Fire and Thunder. Boss drops are doubled if this NM defeated.
Saehrimnir - Tiger. Weak to Fire and Thunder. The mobs in the zone become stronger if this NM is not defeated.

Tier One

Rossweisse's Chamber, Grimgerde's Chamber, Siegrune's Chamber

Normal Mobs

In my experience you are most likely to get elementals + either bats, or bones, but the other mobs do occasionally show up.

Bugard-X - Bugards. Weak to Ice. This is a good draw. Melees tear thru them and no killer TP moves.
Chigoes - Chigoes. Weak to Ice & Fire. This is an OK draw. These can not be 1-shotted, but still are easy to kill. The disease added effect and fast attack rate can be annoying, but not deadly.
Craven Einherjar - Ghosts. Weak to Fire & Light. Strong to Ice and Dark. BLM mobs are annoying because they stop to cast when pulled, so typically link a lot of mobs. Sleepga, Curse, and Grave Reel are annoying. They need to be killed quickly and BRDs need to be on top of sleeps. Poison pots good.
Dark Elemental - Elementals. Weak to Light. Strong to Dark. These will almost always show up in Tier One Zones. I hate them. All Mages need to focus on these. Melee should assist if no other mobs to kill. Everyone having poison pots would help a lot on these.
Einherjar Eater - Worms. Weak to Light & Wind. Strong to Earth. These suck because you can't pull them making it very hard to kill before taking on boss. BLMs can nuke them from max casting range without aggroing boss typically, but if you melee them, it's better to pull boss away form them and kite him or just give up on the ichor and leave the worms. Silencing them is a good plan.
Hazhalm Bat - Giant Bats. Weak to Light, Wind, & Piercing. Strong to Dark. These are a good draw as melees tear thru them typically and the TP moves aren't a big deal.
Hazhalm Bats - Triple Bats. Weak to Light, Wind, & Piercing. Strong to Dark. These are a good draw as melees tear thru them typically and the TP moves aren't a big deal.
Hyndla - Hounds. Weak to Fire, Light, & Slashing. Strong to Ice & Dark. These are annoying. Lot of bad TP moves, but they can be killed fast if no TP moves affect the DDs to badly.
Infected Wamoura - Moths. Immune to Fire. Best not to enfeeble these as it can trigger Exuviation for large amounts. In general, these are a bad draw for the TP moves. They should be killed quickly if possible. Barfire will help.
Logi - Bombs. Weak to Fire. This draw means SE hates you. Barfire is a must. Self-destruct can wipe an alliance if not careful. Firaga3 and Self-destruct should be stunned if possible. They may resist stun if raged (they grow in size as they take damage indicating "rage").
Nickur - Doomed. Weak to Fire, Light, & Slashing. Strong to Dark. Try to keep mobs faced away from the group for the TP moves, but these typically a good draw.
Rotting Huskarl - Skeletons. Weak to Fire, Light, & Blunt. Strong to Dark, Ice, & Piercing. 2 types of bones. The BLM version can be a pain. The WAR version isn't a big deal. However Blood Saber sucks. If you don't have MNKs (or other blunt DDs) these mobs can become a very bad draw that is very common.
Sjokraken - Krakens. Weak to Ice & Thunder. Have some annoying TP moves, but over all DDs can take them down quickly.

Boss Mobs

All bosses have the standard TP moves of their type and also Draw-in.
Hakenmann - Orobon. Weak to Lighting. Immune to Water. Does Triple TP moves. These should be stunned. All Orobon TP moves suck. These include AoE sleep, silence, plague, slow, drain, paralyze. They also have throat stab like move. WHMs must be busy. Everyone should have poison pots and echo drops. Melee damage is used to hold hate, but the knockback moves can make it unreliable. PLD tank not bad. BLMs can typically nuke unresisted. Try to max hate then enmity douse if enough BLMs.
Hildesvini - Marid. Weak to Water. Melee focus on killing mob. Every TP move he will spawn chigoes. BLMs need to be ready to Thunderga3 to kill these. (using ga hits boss also so bonus. He is more likely to self heal when chigoes are alive. Tank should keep NM facing away from other people if possible. PLD nice. Keep DoTs on as much as possible.
Himinrjot - Buffalo. Weak to Water. Stand against wall to negate knock back. This however means he has higher DEF, since it's weaker when attacked from behind. Hate will bonce a lot though so hard to avoid knockback any other way. BLMs will be primary DDs likely since mob tends to be weak to magic. Again using a lot for MP then douse is recommended.
Hraesvelg - Manticore. One of my preferred fights for T1 boss. Weak to Water. Use Paralyze and DoTs. Manticores have annoying TP moves, but Melees can take him down. He will also use Might Strikes.
Morbol Emperor - Morbol. Weak to Fire. Strong to Water. This is another sign SE hates you. Paralyze and DoTs NM should use 3 vine attacks (impale, vampiric root/lash) then a breath (sweet or bad). Poison pots a must. Shadows a must on DDs. PLD a liability since buffs can be stolen.
Nihhus - Wivre. This mob can do a lot of damage. Attacks from the sides are more effective. Magic is resisted. Below 30% gains massive AoE Damage TP move. Stuns help.

Tier Two

Helmwige's Chamber, Schwertleite's Chamber, Waltraute's Chamber
The person opening these chambers must have all 3 wins from the tier 1 Chambers.

Normal Mobs

In my experience you are most likely to bats either triple or single and then random mix of others.
Tier 2 brings a new twist in that you can get 2 waves of mobs. This is based on which chamber you pick or which mobs you get (not sure which), but puller should alert party if the boss is present or not at the start.
IF there is no boss mob present it means you get a second wave. This will spawn a few seconds after the first wave is killed. This means EVERYONE needs to stay at the spawn in point and let the puller bring mobs to them (see worm strat below). If you have to fight 2 waves, you will fight 3 types of mobs.
IF boss is present initially, it's just like a Tier 1 and you fight 2 types plus boss.
Again, it is random so you could get "2" types that are the same mob so it looks like you have fewer types of mobs.

Battlemite - Diremites. Weak to Water. This is a good draw. Melees tear thru them and TP moves are managable.
Corrupt Einherjar - Tauri. Weak to Light. This is a good draw if the melees pay attention. Mortal Ray is a gaze death TP move and people MUST be ready to face away from it Pets great for these.
Einherjar Brei - Slime. Weak to Fire. Strong to Water. Piercing damage and mages best for these. Slimes suck for most melees and AoE damage TP moves can cause problems. Barwater will help on TP moves.
Flames of Muspelheim - Bomb Clusters. Weak to Fire. These are another sign SE hates you. Barfire a must. I would even use fire carol over whatever your second song is on BRD. BLMs can sleep them, but they resist dark sleep enough to annoy. The huge threat is self-destruct, which can easily decimate an alliance. They can self-destruct 3 times too. Fight one at a time and have a stun order. Pet jobs good if can keep away from main party.
Einherjar Eater - Worms. Weak to Light & Wind. Strong to Earth. These suck because you can't pull them making it very hard to kill before taking on boss. However, on the Tier 2 areas they are actually a good draw IF you get them in the first wave with no boss. They are quick to kill if you don't have to snipe them and keep them silenced/slept. If you do have to snipe, BLMs can nuke them from max casting range without aggroing boss or pet jobs is typically, but if you melee them, it's better to pull boss away form them and kite him or just give up on the ichor and leave the worms if you can avoid draw-in.
Hazhalm Bat - Giant Bats. Weak to Light, Wind, & Piercing. Strong to Dark. These are a good draw as melees tear thru them typically and the TP moves aren't a big deal.
Hazhalm Bats - Triple Bats. Weak to Light, Wind, & Piercing. Strong to Dark. These are a good draw as melees tear thru them typically and the TP moves aren't a big deal.
Gardsvor - Spiders. Weak to Ice. These are annoying with slowga and sickle slash, but they are easy to kill.
Hazhalm Leech - Leech. Weak to Light. Strong to Water & Blunt. These are a good draw as melees tear thru them typically and the TP moves aren't a big deal.
Odin's Fool - Imps. Weak to Fire, Light, & Piercing. Strong to Dark. Imps are a fast kill, but the High damage Ga spells and AoE amnesia and silence really suck. They must be slept (light sleep mainly) and kill one at a time.
Ormr - Dragons. These come in smaller numbers, but the AoE damage they can deal can wreck and alliance. Again sleeping and fighting 1 at a time is key.
Rotting Huskarl - Skeletons. Weak to Fire, Light, & Blunt. Strong to Dark, Ice, & Piercing. 2 types of bones. The BLM version can be a pain. The WAR version isn't a big deal. However Blood Saber sucks. If you don't have MNKs (or other blunt DDs) these mobs can become a very bad draw that is fairly common.
Sjokraken - Krakens. Weak to Ice & Thunder. Have some annoying TP moves, but over all DDs can take them down quickly.
Utgarth Bat - Giant Bats. Weak to Light, Wind, & Piercing. Strong to Dark. These are red bats and an upgrade to the black one. They resist all forms of sleep to greater degree than normal bats and also have AoE damage TP moves. Sleepers have to be aware that kiting may be needed if large group pulled. Puller should try to limit pull size.
Utgarth Bats - Triple Bats. Weak to Light, Wind, & Piercing. Strong to Dark. These are red bats and an upgrade to the black one. They resist all forms of sleep to greater degree than normal bats and also have AoE damage TP moves. Sleepers have to be aware that kiting may be needed if large group pulled. Puller should try to limit pull size.
Utgarth Leech - Leech. Weak to Light. Strong to Water & Blunt. These are blue leeches and an upgrade of the normal red leeches. They are still a decent draw, but puller should be a little more careful on numbers.
Waldgeist - Hecteyes. Strong to Blunt. BLM mobs are always a bad draw. Hecteyes with AoE Paralyze make it worse. They will resist dark sleep even with Elemental Seal so light sleep a must.
Winebibber - Clots. Strong to Water & ALL melee. Clots are the upgrade of slimes. Barwater will help with TP moves. Mages take these down OK, but care must be taken since Melees don't do much against these compared to other mobs.

Boss Mobs

All bosses have the standard TP moves of their type and also Draw-in.
Andhrimnir - Corse. Weak to Light & Fire. Strong to Dark. Melee this mob. It resists a lot on magic damage. It is a BLM so stunning Ga spells should be main priority. Poison pots can definitely help. Corse do a single target charm and charmed person should be slept. It also will randomly teleport and attack people on it's hate list. This will break targeting so melees must be looking to reengage fast and keep the damage on him. Pet jobs are perfect for this boss because pets track the teleporting. If you can keep the Ga spells under control with stun, this isn't a horrible draw.
Ariri Samariri - Poroggo. Weak to Ice & Lightning. Strong to Water. Immune to Light. Another BLM mob. Stunning Ga spells is a good plan until he build resistance. Poison pots useful. It resists magic damage, but still worth doing. It resist all damage at a rate the increases as it's HP drops. Poroggos have sucky TP moves. The main 3 are: Water bomb - heavy AoE Damage plus silence, so echo drops a must. This move also is hate reset for this NM. Frog Song - Single target charm, so sleep victim. Frog Chorus - AoE Charm so sleepga immediately. Ifine this boss annoying, but we usually win when he is there.
Balrahn - Soulflayer. Weak to Light & Lightning. Immune to Dark. Soulflayers just suck. BLM of course to try to stun the Ga spells, but expect resists. BLU can tear him up if you have a few. Make sure to watch for Immortal Shield that make him immune to all magic damage. Icespikes are tough to dispel so healers should try to keep on the paralyna. Also pay careful attention to cursna and erase (for bio). Flayers dispelga also so buffs don't last long. Pets not bad here.
Mokkuralfi - Flan. Weak to magic. BLM (yeah I see a pattern too), so stun big Ga spells if you can. Dispel key on this mobs since Flan boost MDEF and MATT a lot and both are bad. BLMs take this mobs down well (if MDEF dispelled). When he gets under 20% he can use Xenoglossia and then instacast tier4ga. WHMs should be ready for major healing at this point. Barthunder is what I would suggest.
Tanngrisnir - Dahak. This is a bad draw. Dahak TP moves really suck for meleeing it. Here are the main issues. Chaos Blade is frontal cone curse. Tank should try to keep NM facing away from group as much as possible. Mages should stay behind or to sides. Cursna immediately. Body Slam is AoE heavy damage. It is stunnable and BLMs should focus on this for a rotation. If body slam gets off right after chaos blade it can easily wipe the alliance. Null Song is AoE dispel AND DOES DAMAGE BASED ON # OF BUFFS DISPELLED. This means Melees should be ready to fight without a lot of buffs. My suggestion is shadows and haste, but up to healers really. Soulvoiced songs may be worth it also.
Hrungnir - Golem. I have never fought this mobs so just a few notes. I feel this is worst draw for this zone unless you have a well disciplined group. It does normal golem moves with Crystal weapon adding Petrify and Crystal Rain or Ice Break having hate reset added. The main not on this mob is you have to fight 2 of them. It starts as one and summons a second. If one is killed the remaining one will summon another version after short time. This will repeat infinitely until you time out. The only way to defeat the mobs is to kill both within a short window. BLMs are good for this with Ga/Ja spells. The main thing is EVERYONE must be aware that you must kill them together.

Tier Three

Gerhilde's Chamber, Ortlinde's Chamber, Brunhilde's Chamber
The person opening these chambers must have wins in all Tier 1 and 2 Chambers.

Normal Mobs

Tier 3 adds to the number of waves you can get. This is based on which chamber you pick or which mobs you get (not sure which), but puller should alert party when the boss is present. You will always have at least 2 waves and sometimes 3.
IF there is no boss mob present it means you get a another wave. This will spawn a few seconds after the first wave is killed. This means EVERYONE needs to stay at the spawn in point and let the puller bring mobs to them (see worm strat below). If you have to fight 3 waves, you will fight 3-4 types of mobs.
IF appears with wave 2, it's just like a Tier 2 and you fight 2-3 types plus boss.
Again, it is random so you could get "2" types that are the same mob so it looks like you have fewer types of mobs.

Audhumbla - Buffalo. Weak to Water. This is a good draw. Melees tear thru them and TP moves are managable. Also Mages can aspir them and they tend to be weak to magic.
Corrupt Einherjar - Tauri. Weak to Light. This is a good draw if the melees pay attention. Mortal Ray is a gaze death TP move and people MUST be ready to face away from it Pets great for these.
Berserkr - Demon. Weak to Light. Strong to Water. Can Be DRK (scythe), WAR (scimatar), or BLM (rod). As normal BLMs are the most annoying, but really this isn't a bad draw. IF you see demons, make sure they are Berserkr mobs and NOT named. See boss info for named Demons.
Flames of Muspelheim - Bomb Clusters. Weak to Fire. These are another sign SE hates you. Barfire a must. I would even use fire carol over whatever your second song is on BRD. BLMs can sleep them, but they resist dark sleep enough to annoy. The huge threat is self-destruct, which can easily decimate an alliance. They can self-destruct 3 times too. Fight one at a time and have a stun order. Pet jobs good if can keep away from main party.
Djigga - Chigoes. Weak to Fire & Ice. These can not be one-shotted, but still die fairly fast. They have a very high attack rate and inflict disease so WHMs need to be alert.
Experimental Poroggo - Poroggos. Weak to Lightning & Ice. Strong to Water. Immune to Light. Die fast, but as BLMs you have to make sure to sleep and stun. Poison pots always help with sleepga mobs.
Hafgygr - Scorpions. Weak to ICe & Light. These are an ok draw as long as you fight one at a time and watch the AoE Damage. WHMs need to watch for bind and paralyze.
Idun - Bhoots. Weak to Fire & Light. Strong to Dark and Ice. As BLMs that resist dark sleep these are dangerous. Also WHMs need to watch for Cursna.
Utgarth Bat - Giant Bats. Weak to Light, Wind, & Piercing. Strong to Dark. These are red bats and an upgrade to the black one. They resist all forms of sleep to greater degree than normal bats and also have AoE damage TP moves. Sleepers have to be aware that kiting may be needed if large group pulled. Puller should try to limit pull size.
Utgarth Bats - Triple Bats. Weak to Light, Wind, & Piercing. Strong to Dark. These are red bats and an upgrade to the black one. They resist all forms of sleep to greater degree than normal bats and also have AoE damage TP moves. Sleepers have to be aware that kiting may be needed if large group pulled. Puller should try to limit pull size.
Utgarth Leech - Leech. Weak to Light. Strong to Water & Blunt. These are blue leeches and an upgrade of the normal red leeches. They are still a decent draw, but puller should be a little more careful on numbers.
Infected Wamoura - Moths. Immune to Fire. Best not to enfeeble these as it can trigger Exuviation for large amounts. In general, these are a bad draw for the TP moves. They should be killed quickly if possible. Barfire will help.
Logi - Bombs. Weak to Fire. This draw means SE hates you. Barfire is a must. Self-destruct can wipe an alliance if not careful. Firaga3 and Self-destruct should be stunned if possible. They may resist stun if raged (they grow in size as they take damage indicating "rage").
Odin's Jester - Imps. Weak to Fire, Light, & Piercing. Strong to Dark. Imps are a fast kill, but the High damage Ga spells and AoE amnesia and silence really suck. They must be slept (light sleep mainly) and kill one at a time.
Liquified Einherjar - Flans. Weak to Magic. Not a bad Draw if you have lots of BLMs. They are also BLMs so stun helps a lot. Amplification(MDEF/MATT) should be dispelled.
Vanquished Einherjar - Skeletons. Weak to Fire, Light, & Blunt. Strong to Dark, Ice, & Piercing. Can be BLM, WAR, or DRK. The BLM version can be a pain. The WAR & DRK versions aren't a big deal. However Blood Saber sucks. If you don't have MNKs (or other blunt DDs) these mobs can become a bad draw.
Margygr - Ahrimans. These tend to resist magic, but melee does well. They do AoE Bind and the annoying Level 5 Pertify (can't wait for 99). They are also BLMs and can resist dark sleep so care should be taken.
Soulflayer - Soulflayers. Weak to Light & Lightning. Immune to Dark. BLM mobs are always a bad draw and Flayers have really bad TP moves. Mages need to watch healing and hurry on erase (bio), paralyna, and cursna. BLU and SAM do really well on these, but they are a bad draw.
Wivre-X - Wivre. Weak to Wind & Ice. Strong to Earth. Good draw. Melee should attack from the front and sides. They use berserk, which makes them easier to kill.
Manticore-X - Manticores. Weak to Water. Strong to Wind & Fire. These are bad for Mages because of Riddle. Melees kill them fast, but Mages should stay back if they want to have MP ready for the next wave &/or boss.
Marid-X - Marids. Weak to Water. These are an OK draw, but can burn time if they summon too many chigoes (spawn when they TP). Nuking works well.

Boss Mobs

All bosses have the standard TP moves of their type and also Draw-in.
Dendainsonne - Behemoth. I would say this was not a great draw. Meteor sucks. He can cast it a lot if you aren't careful. He resists stun at a very high rate. Tier 3+ spells (single or Ga) and WSs fuel meteor. He will emote his rage as these occur. They will say he is angry, then enraged, then mocking (when he casts). His recast on Meteor is 30 seconds so if you provoke another cast before then, his emote will say he is out of control until the timer is up. It is best to straight melee this mob without large nukes and no WS (yeah I know that sucks) until he is low enough to burn in under 30 seconds. In case you don't know, Meteor does huge AoE damage.
Freke - Cerberus. OK draw if you can stun Gates of Hades. Barfire for the fight helps with most of his moves. Melees can take him down fast, but he can stoneskin to slow you down. WHMs need to paralyna promptly.
Gorgimera - Khimera. Can go bad fast. Mob should be attacked from the front to avoid Plague Swipe if hate gained from behind him. Barthunder helps the most. He will likely resist stun. Fulmination is the major danger if he uses it. WHMs should paralyna themselves first then heal (benediction). Move does heavy damage, stun, and para in large AoE.
Stoorworm - Hydra. Best draw for this tier. It can use magic immunity and physical immunity so take care which is active before WS or nuke. Healers need to be watching for status effects, but fight is usually smooth enough.
Vampyr Jarl - Vampyr. This is not a good draw. He has fewer HP than most of the NMs here, but Vampyr TP moves are bad. Watch for charm. Main issue is every 2 minutes he will transfore into either bats or hounds and you must kill these before he comes back to fight. Damage done to the bats/hounds will count partial to the boss, but you must kill the right bats/hounds. As long as you kill fast though this might be a better draw I guess. The transformation move can be stunned, but he builds resistance.
Motsognir - Dvergr. This is the worst draw for the tier in my opinion. First the boss spawns with 12 demons mobs so you have to make sure the puller is aware of this and doesn't just pull one thinking it's a normal mob. Typically if this is the boss there are no other mobs except his pets. The demons are all named and it's important now which jobs each is (at least the BLMs). The 4 BLMs must die first or they will mess you up fast. Sleep works but wears fast and they build resistance. Here are the lists of names by job.
BLMs - Bui, Hadding the Elder, Hjorvarth, Reifnir
DRKs - Brami, Hadding the Younger, Hrani, Tind
WARs - Angantyr, Barri, Hervarth, Tyrfing
The order inside of the job is not important, but BLMs first for sure. Then DRK if possible.
When pulled, ALL mobs will come including the boss. THE BOSS CANNOT BE HARMED BY ANY METHOD! You must kill all 12 demons to win. Every demon you kill takes HP from boss. Once all the Demons are dead, the Dvergr will warp out and you win. Dvergr mobs suck to fight in general. Cackle is MDEF down (and a few other things) which makes any nuke you take unreal. NM is BLM of course. Also anytime he does a TP move or spell, it will wake up any sleeping demons near him. With all this in mind it should be obvious that you will be better off if you kite him while you kill the demons. You would also be better off if you ran a multimillon dollar company, but that's not easy either. Anyway, he has drawin making kiting hard. I would say mov+ is a must to kite him. PLD/NIN probably the best kite. Followed by RDM/NIN then BRD/NIN. /NIN not helpful with ga and TP, but at least helps on normal attacks which can hit fairly hard. however is kiting should pull the boss and let the group sleep them before kiting. With this in mind PLD is the best simply because they get enough hate to keep boss when the demons are Sleepgaed. If you have the magic, it would be worth single sleeping the demons to make it easier on the kiter initially. Main assist should target a BLM before pull to be ready to kill fast. if you have multiple Parties, it would be worth killing 1 BLM per party. Demons don't have a ton of HP so if you can kill the BLMs before things go bad you have a good chance of winning. Remember to wipe safe, because any demons you kill stay dead (any left alive will regen to full).

Valgrind

Odin's Chamber
This fight is just Odin. You kill him in 30 minutes you win. He can summon his Valkryies so I'll discuss them a little as well, but main focus is Odin. To access this you must have one person with all 9 chamber wins (they must open) and everyone else with at least 1 win per tier. ALL wins are erased for EVERYONE upon entry, so you must reacquire the wins before fighting Odin again. You can circumvent this by having mules get all the wins as you go and then skip the odin fight. This lets each mule open one odin, as long as main group gets one win from each tier between Odins.

Odin

First, let me say I think Odin looks really cool. However, given the work you need to do to get to him, don't just stand there and lose.
In addition to having a giant horse and weapon, Odin knows a lot of big spells. Be ready for Sleepga1&2, Breakga, Bindga, Paralyga, Blindga, Slowga, Dread Spikes, Blizzga3&4, & Blizzard4. Of these, Sleepga (poison pots), Dread Spikes (finale), and Breakga (stona) need to be treated immediately. Odin will resist most dark spells.
When not meleeing or casting, Odin knows the following TP moves, all of which have a range of at least 20:
Gagnrath: Front Cone damage & terror. Healers should never be in front of him.
Valfodr: AoE damage, curse, silence. Remove curse immediately. Everyone should have echo drops.
Ofnir: AoE damage (magic?).
Yggr: Gives Odin the ability to Intimidate players.
Geirrothr: 10,000(or more?) Needles plus bind. Used every time 25% of his HP has been lost. This means EVERYONE must stay within range do split this damage. The best plan is to hold off on damage right after this move to allow the healers to get everyone back up to full. If MP is low near a 25% point, it may be best to call everyone off except tank to allow MP to recover.
Sanngetall: AoE damage and dispells all buffs. Used every time 10% of his HP has been lost. Note that at 50% Geirrothr(above) will be used instead and at 10 he will us Zantetsuken (below). Mages should reapply Barblizzard immediately and then shell and maybe protect if MP allows. Haste would be next priority, but it will be hard to keep buffs up for this fight.
Zantetsuken: This is Odin's 2hr and he will use it about 10% (can wait). This move will deal death to all members within a 30' yalms. Before using this ability, Odin will speak in say. Five seconds later he will initiate his move. There are 2 methods for not dying. First (and most obvious) is to run out of range. If you can't/won't get out of range you may avoid death by kneeling to Odin. You can do this by using either /kneel or /heal. If you kneel, you will still take damage (which may kill you), but you will avoid the instant death.
Over all this fight is fairly easy with an alliance as long as they avoid the death move and the 10,000 needles. Pet burn is highly effective for this reason. Healers should /SMN for this fight at the very least.

Valkryie

Odin will summon his Valkryie during the fight. He will do this 3 times and call 3 each time. They are named for the 9 chambers needed to reach Odin. The first summon will occur between 90%-60% HP. The second between 50%-20%. And the final 3 will be summoned after Odin uses his 2-hour.
Not a lot of info on them, but they are casters and will spawn targeting Odin's current target. The best way to deal with them is to kite the. A BRD or RDM with mov+ is perfect for this because of their ability to cast an AoE spell to get hate on all 3 Valkryie quickly. They can be fought, but it is a waste of time because they will despawn once Odin takes 10% damage (from the time they were called).
I've only fought Odin once, and they were not a factor. However we made sure to kite them away from the fight also. I'll make more notes as I fight them more.

Source entry: User talk:ShadowKatze/Other. Cached on this server on 5 November 2026.

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