Community Archive
User talk:ShadowKatze/SalvageII
If you are part of my salvage LS, could you please let me know if you have read this, by leaving a message on my main talk page or in game.
PET PEEVES
SHOW UP ON TIME OR DON'T COME AT ALL
I ask if the time is good for people. People say yes. People plan other events in game for the same time. I don't get that (the real life stuff I get). We run daily and since you can low man this time is more fluid, but I'd still appreciate once we are all on that we actually do run not randomly doing crafts or campaign or whatever.
NO AFK DURING
Ok, I get that if you house is on fire or the dog ate the cat or that last fish stick was a mistake, you need to go AFK and take care of that. Things happen in real life we don't expect. If it happens a lot, that is a problem and we can talk about a new schedule. Especially low man time is tight on some runs so need everyone to be ready to go for the full run.
Planned run overview
Currently doing BR run for Usukane drops and ZR run for Ares drops. Have been alternating back and forth. We will add other runs as people need and do the big bosses on days we have more people.
Salvage Info
Intro
I know that few bother to read this, but below is the information on Ventrillo and the runs that I plan. Personally, I feel that if everyone reads thru it and sees what we are doing, things will go smoother. If you want to read more about the areas (and I really encourage this), I would look at bgwiki for now until this site gets updated more. This plan is not set in stone. Ideally, everyone that reads thru it should have questions. It would be better to get these questions answered now than during a run. I know that the plan is not perfect and that each of you know more about your respective jobs than I do. Therefore thru the questioning process we can fine tune the plan.
One thing that would help me with communication would be if everyone had a wiki account (or some other nonrestricted way to message to me). I find the 300 character limit on the FFXI messaging to be a horrible way to communicate for me. That's optional of course, just something I would find useful. I realize a lot of people don't like to register for things like this (or read even more messages from myself). If you don't want people to know who you really are make an email account with a fake name. I'm more interested in communication than finding out personal information
THIS IS VERY IMPORTANT! IF YOU ARE NEW, SHUT UP AND FOLLOW ORDERS. I'm fine with answering questions after a run (or to certain extent after a wipe), but really, we do know what we are doing and if we ask you to do something we probably have a reason other than we all want you to die. This is especially true of pathos unlocks. I know you really want to help and show off your gear/abilities/ect. However, we give the unlocks in an order for a reason Requesting unlocks because you feel left out usually just delays the runs (and causes fights). Ask me in /tell (don't distract caller as I'm usaully calling on Ventrillo no matter who is actually typing) and I can tell you why you didn't get the cell or pass on to the caller you need it (although usually there is a very good reason you don't get it). Demanding a cell in party is the best way (or certainly one of them) to start a fight I've seen and will not get you the cell (it may in fact move you down the list even if you are right about needing it since human beings are like that some nights). Now after you have been running with us a while and see how it works, if you feel you were skipped accidently, feel free to ask, but do it nicely. My Main point is ALL QUESTIONS AFTER THE RUN. I'm willing to forgo a little sleep to answer them then, but hate forgoing drops because we have to stop and answer them during.
My personal opinon is that if we can make this an interactive process, we will find more success. This isn't like an old Dynamis group that has a major number of people and only a few leaders running the show. This activity only requires a few people and therefore is much better designed to involve everyone in the planning. My personal frustration has been over the fact that no one wants to be involved in planning, but then complains about the plans we use. The Ventrillo will help with this. Even is you prefer not to talk (and everyone talking at once is bad), if everyone can listen it will speed up overall run. Being able to talk more openly with messaging would help also in planning the runs and strats.
Shadow's Ventrillo Server
Ventrillo is a VOIP system in that it is designed for gaming. I currently have a server rented. Cost is pretty low ($6 a month for 15 users). I will let those interested know the settings/password. If you have no access to a PC, you can not use the vent system. This is fine, but the more people we can get on voice to talk the better the runs will go (with the exception for random chatter). You an use this system if you play on PC either full screen or window mode. It runs as a backgruond program. If you play on Xbox or PS then you would need a PC in the room with you to access it, but we have several doing that. ShadowKatze 17:22, 16 October 2008 (UTC)
Xbox users can chat also, but not to me. I would rather have you on vent directly, but that is also an option.
Gear Drop Overview
In salvage II only the boss mobs drop upgradable gear. All other NMs drop Plans used to upgrade pieces. There are 2 types of upgrades. If you have old level 75 salvage gear, you can make it +1 with 40-50 plans, the new upgradable piece (level45), and 15 Gold imperial coins. If you do not have the old gear you can make a new piece with the level 45 piece, 10-15 plans, and 15 mythril imperial coins. Both sets are good and have different bonuses. Currently we are each taking one set and lotting any drops for that. As we get more people we can revisit this, but the event is designed to be successful so it's just and issue of running a lot to get drops like the new dynamis is.
Gear List
Here is a list of the upgraded gear possible to acquire. Since this wiki has not update much for this event other than what I have and a few others have done, not all the links will work. Therefore in view of the fact I suck at making item pages, I'll list the stats for the items here as well and hope that at some point others will make the missing item pages. I've been doing the walkthru pages so that seems fair.
Salvage +1 gear:
ARES: Set bonus is Double Attack 3% for two pieces the +2% for each additional piece.
Ares's Mask +1 - DEF51, HP+4%, MP+4%, ACC+15, ATT+40, Haste+6%
Ares's Cuirass +1 - DEF81, HP+5%, MP+5%, STR+16, VIT+16, ATT+6%, Refresh 2, Regen 2
Ares's Gauntlets +1 - DEF35, HP+3%, MP+3%, STR+9, VIT+9, ACC+8, ATT+8, Haste+4%
Ares's Flanchard +1 - DEF53, HP+4%, MP+4%, STR+8, DEX+8, Haste+6%, Triple Attack+2%
Ares's Sollerets +1 - DEF33, HP+3%, MP+3%, VIT+8, AGI+8, ACC+11, ATT+17
USUKANE: Set Bonus is Haste 3% for two pieces the +2% for each additional piece.
Usukane Somen +1 - DEF41, STR+9, AGI+9, ACC+10, Evasion+10, Haste+5%, Double Attack+4%
Usukane Haramaki +1 - DEF73, STR+12, DEX+12, INT+12, ACC+15, Evasion+15, Store TP 7, Critical Rate +4%
Usukane Gote +1 - DEF32, ACC+13, Evasion+13, Subtle Blow 7, Counter+4, Double Attack+3%
Usukane Hizayoroi +1 - DEF50, STR+7, DEX+7, ATT+20, Haste+6%
Usukane Sune-Ate +1 - DEF27, ACC+15, ATT+15, Store TP 9, Haste+3%, Enmity+7
SKADI: Set Bonus is Critical Hit Rate 3% for two pieces the +2% for each additional piece.
Skadi's Visor +1 - DEF37, DEX+13, AGI+13, ATT+10, Range ATT+10, Store TP 4, Haste+7%
Skadi's Cuirie +1 - DEF65, DEX+12, AGI+12, CHR+12, ACC+14, ATT+14, Range ACC+14, Range ATT+14, Dual Wield +1, True Shot +1
Skadi's Bazubands +1 - DEF32, STR+8, AGI+8, ATT+12, Range ATT+12, Haste+4%, Pet Haste+3%
Skadi's Chausses +1 - DEF52, ACC+7, ATT+17, Range ACC+7, Range ATT+17, Store TP 8
Skadi's Jambeaux +1 - DEF30, STR+5, VIT+5, ACC+7, Range ACC+7, Movement+18%
MORRIGAN: Set Bonus is Magic Attack Bonus 3 for two pieces the +2 for each additional piece.
Morrigan's Coronal +1 - DEF33, MP+50, STR+10, INT+10, MND+10, ACC+12, Magic ACC+12
Morrigan's Robe +1 - DEF55, STR+12, INT+12, MND+12, ACC+13, Magic ATT+13, Refresh 2
Morrigan's Cuffs +1 - DEF31, MP+55, ACC+12, ATT+12, Magic ACC+11, Magic ATT+11
Morrigan's Slops +1 - DEF44, MP+50, STR+9, INT+10, MND+10, Magic ACC+8, Enmity-6
Morrigan's Pigaches +1 - DEF26, MP+50, STR+9, INT+9, MND+9, Magic ATT+9, Enmity-7
MARDUK: Set Bonus is Fast Cast 3% for two pieces the +2% for each additional piece.
Marduk's Tiara +1 - DEF31, MND+13, CHR+13, Divine+13, Singing+12, Summoning+12, Regen Potency Bonus, Cure Potency+11%
Marduk's Jubbah +1 - DEF56, MND+15, CHR+15, Fast Cast 11%, Refresh 2, Summoning Interrupt Protection Bonus
Marduk's Dastanas +1 - DEF30, MND+14, CHR+14, Wind+11, Regen, Song Cast Time -7%
Marduk's Shalwar +1 - DEF42, CHR+15, Healing+11, Wind+11, Summoning+11, Song Duration+10%
Marduk's Crackows +1 - DEF30, MND+12, Enfeebling+11, Summoning+11, String+11, Avatar ATT+2%, Avatar Haste+2%
New Salavge gear:
KER:
Ker's Mask - DEF49, STR+8, VIT+8, Shield+11, Double Attack+3%, Haste+5%
Ker's Cuirass - DEF75, STR+13, DEX+13, ACC+15, ATT+15, Subtle Blow+5, Haste+4%
Ker's Gauntlets - DEF32, STR+9, ATT+9, Magic ATT+8, Enmity+5, Haste+4%
Ker's Flanchard - DEF52, HP+45, ATT+15, Double Attack+2%, Store TP 8
Ker's Sollerets - DEF31, VIT+7, INT+7, ATT+15, Double Attack+2%, Wyvern Attack+13
OMODAKA:
Omodaka Somen - DEF37, DEX+7, AGI+7, ATT+9, Store TP 6, Counter+4
Omodaka Haramaki - DEF70, STR+11, DEX+11, VIT+11, ATT+20, Subtle Blow 6, Zanshin Bonus
Omodaka Gote - DEF31, DEX+6, AGI+6, ACC+13, Range ACC+13, Evasion+8, Haste+4%
Omodaka Hizayoroi - DEF47, STR+6, DEX+6, AGI+6, Haste+6%, Puppet Haste+4%, Puppet STR+6, Puppet DEX+6, Puppet AGI+6
Omodaka Sune-Ate - DEF26, STR+8, ATT+10, EVasion+5, Double Attack+3%
SIGYN:
Sigyn's Visor - DEF35, ATT+14, Subtle Blow 4, Triple Attack+2%, Haste+6%
Sigyn's Cuirie - DEF63, ACC+15, Range ACC+15, Subtle Blow 5, Triple Attack+3%, Haste+4%
Sigyn's Bazubands - DEF31, STR+8, AGI+8, Range ACC+12, Range ATT+12, Marksmanship+6, Enmity-5
Sigyn's Chausses - DEF51, DEX+8, CHR+8, ACC+10, Store TP 5, Haste+5%
Sigyn's Jambeaux - DEF29 STR+7, DEX+7, VIT+7, AGI+7, Evasion+8, Haste+4%, Pet Evasion+5
FEA:
Fea's Coronal - DEF30, INT+7, MND+7, Magic ACC+8, Enfeebling+10
Fea's Robe - DEF51, MAgic ACC+8, Magic ATT+8, Enfeebling+7, Elemental+7, Refresh 2
Fea's Cuffs - DEF28, STR+7, DEX+7, Magic ATT+6, Blue+6, Haste+3%
Fea's Slops - DEF40, HP+40, MP+40, MND+7, Enhancing+13, Enfeebling+13, Fast Cast+5%
Fea's Pigaches - DEF24, STR+7, INT+7, MND+7, ACC+9, ATT+9, Enhancing+7, Dark+7
NABU:
Nabu's Tiara - DEF30, MP+50, Enhancing+10, Avatar Magic ACC+5, Avatar Magic ATT+5
Nabu's Jubbah - DEF54, HP+5%, MP+5%, STR+10, INT+10, MND+10, CHR+10, Double Attack+3%, Haste+4%
Nabu's Dastanas - DEF28, STR+7, AGI+7, ACC+8, ATT+8, Magic ACC+5, Healing+12
Nabu's Shalwar - DEF39, MP+38, Healing+15, Cure Cast Time -15%, Enfeebling+15
Nabu's Crackows - DEF28, CHR+10, Singing+3, String+7, Fast Cast+4%
Current listing of sets
Currently Brido is lotting Usukane.
Punishr is lotting Usukane.
Psycosmic is lotting Morrigan.
Shadowkatze is lotting whatever isn't wanted. I would like morrigan or skadi the most, but I'm flexible.
As we add people we can assign sets.
Lotting System
General Idea: Currently no system is needed as we all get a long. However here is the idea I have in mind as we add more people that want to come if any.
Each person should pick 1 set to lot.
Level 45 gear: If it is in your set you can lot it. If no one has it in their set it is free lot.
Plans This is the main drops. If only one person has that set as their priority they get the drop. If no one does, it is free lot to anyone that already has the old salvage piece to upgrade or the level 45 piece if they plan to skip the salavage +1 option. After that it is free to anyone planning to upgrade a piece from that set. If 2 people both want that set, whoever has more time in group gets the drop. This "time" is reset on completion of a piece. Completion defined as getting enough plans to upgrade the piece they want most (for now assume this number is 50).
Alexandrite: Alex is not a common drop unless we kill the big boss, but all alex will be split evenly regardless of other drops. This split is by player not by character as I'm not a fan of 2boxing anyway. Any extras would go to people that did not get drops first.
Basic Role of Jobs in Salvage II
We will welcome any job in our group, but obviously some are more useful on certain runs. Here is my personal take on each job and how it relates to salvage II. If you feel you know how to play your job better than this, please talk to me when I'm free (not right as we start the run). You may be right. My way may work better with our particular group. I'm not an expert on all jobs by any means. Main thing is that everyone is doing what the group expects, so any changes to strat are best done outside of event.
MNK - This is your Main Tank/DD. They should /nin for most runs. One big advantage to MNK is Subtle Blow as the NM TP moves can get nasty. Bringing some extra HP potions doesn't hurt either. The more MNKs the better mostly.
WAR - Another acceptable Tank/DD. Again /NIN (weapon up to you) is better and HP potions nice. Personally, I like having the Provoke available on the earlier floors.
BLM - Main Magic DD. Stunning the Main TP moves of NMs is an equally important role. Some runs BLM has little value as a DD, but the stun is always appreciated. Back up healing is also useful as is Sleepga 2.
RDM - Main Healer of the group. Refresh at the start is a must and a WHM has trouble keeping up without it. Once more things are unlocked the RDM can become a buffer/enfeebler and even a nuker in certain spots, but healing is main priority. As main healer /whm is best for most runs, but /BLM is good for certain runs. I like to pull as RDM once group is safe on healing. This lets DD stay on mobs.
WHM - Healer. RDM gets magic first, but once WHM get's magic, they should take over the main healing. Especially on the upper floors where they will draw less hate than a RDM. The 1 healer per DD stategy (below) works great with a rdm and whm. /RDM, /SMN, /SCH, or /BLM is personal preference, but some runs favor /SMN (Ask first if not sure).
THF - Treasure Hunter / Puller. TH is less valuable on in Salvage II, but does have large impact on alex drops. Bringing THF is a bonus and better if they are a good DD.
COR - Buffer/Puller. Dancer's Roll is amazing on the lower floors and the Monk's Roll for the NM fight makes things much smoother. I would suggest Regain Roll as the other melee roll and then Evoker's and Scholar's roll on the mages. A wild card after the Melees "2hour" is great. Random Deal is also quite nice with merits. It's a shame you don't see more people requesting CORs for stuff like this. Pulling is a secondary job, but COR should also know our route and how to pull if need arises. Always bring Cards for Quick Draw as well. Dark, Light, Earth, & Ice are the most useful to us for enfeebling in case you don't have Trump cards.
BLU - They start out weak since other jobs get priority over them, but once unlocked they are quick powerful in salvage II if they have the right spells. My recommendations would Sudden Lunge, Winds of Promyvion, Quadrastrike, Amorphic Spikes, and Magic Barrier for basic spells. Nothing wrong with having them all and ask before a run if you haven't done it before.
BRD - Buffer/Puller. Marches for the melees and ballads for the mages are the usual preference. This of course can vary in some situations. The true strength of a BRD, in my opinion, is Lullaby. It can sleep a lot of things that are immune/resistant to dark sleep and is great for crowd control in most runs. Runs in undead heavy areas and when you reach mech mobs greatly benefit from this. As Puller, you may prefer /nin, but honestly, /whm benefits the group much more. BRD, like THF, should be well versed in our runs and how to pull for speed and safety.
PUP - Another under appreciated job. PUP makes for a great DD in salvage. One thing to note, is that their automaton will have all the same weaknesses they have, so you if you want them to be effective you have to unlock more things. However, PUP serves well in most runs. They can DD on most floors and swap to WHM pet on boss if you are short healing.
DRG - Great DD for salvage and Agnon is always helpful on boss/NMs. Unlike PUP they get to keep there Pet out on entry. They would make another back up DD for the main NMs. Sub job would be up to player, but /NIN is almost required for melees on megaboss runs (note that /SAM is also fine for meditate WS mode on boss). /blu (or other mage) might work as well though for healing breath and the more traditional DD subs would be fine for most runs.
PLD - Not the best job for salvage. It has uses on certain runs, but overall takes a lot of cells and doesn't do enough damage. You can use a PLD as your tank if needed though and no job is useless. WE have one Aegis PLD in LS that should be good if needed for bosses, but normally wouldn't take.
SCH - This job is great for certain runs. However on a boss run, I would recommend a different mage as healer. The SCH's true strength is in -ga spells on the lower levels (invis/sneakga, En-ga, stoneskinga, etc.). They make a good magic DD or healer on the lower levels as well. The best uses for SCH I have seen have been as a subjob however. That said, we haven't had a SCH in our main group yet. And even with the recent nerf, their "2hour" is quite strong.
DNC - DNC suffers like PLD from a lack of damage. Their buffs can be very useful, but undead are uneffected by some and the fact that they need to engage (and hit) the target to have an effect means they feed a lot of TP on NMs. If they can store TP leading up to the NMs, a support healing role would be useful, they could replace another DD if they went down. DNC does make an ok subjob though for back up DDs.
SMN - This is a high maintenance job. The AoE buffs and carby pulls are helpful in places, but as a DD it is usually lacking in salvage, due to resistance of mobs and shortage of MP. They can back up heal well with /whm, but should only be brought for specific runs . /SMN is just as good for carby pulls and that is where I see the most use for SMN in salvage. Although the addition of Favors has increased their flexibility, my opinion that they are good for certain runs only, remains.
DRK - Great salvage DD. Should bring some HP potions for when they get a lot of hate. In a pinch DRK can tank for salvage. Their only issue is the lack of defense. Another Stun is always helpful too. /NIN is my preference since they may have to tank at some point. /SAM for a megaboss is good for meditate. /THF is chosen a lot I see when I don't order a different subjob. I get the damage reasons for this, but on most runs I hate seeing this, simply for healing reasons. Make sure you Trick Attack someone if you want to /THF.
SAM - Another great DD and acceptable tank for salvage. Should also bring HP potions. The Status effects on their weapon skills are very helpful, but some mobs react violently to certain status effects, so this should be watched.
NIN - A strict DD build is best for a NIN in salvage. Tanking is handled by the other jobs, and really NIN would tank only if the others went down (which happens, but don't plan on it). Personally, I would prefer a different job, but as with PLD it has certain uses on some runs. As with all melees, HP potions are useful. Plan to use Innin Stance.
RNG - Great DD for salvage, but better on run where they can get most stuff unlocked. /NIN would be my strong suggestion for RNG. Widescan is also a bonus in some runs. This is also a good subjob for COR (I prefer WHM if possible though).
BST - Seems to be an acceptable DD when short of Melee jobs. Requires JA and range unlocks to be truly effective, but other than that no issues. Apparently, they are not allowed to charm mobs in salvage, which I find annoying, but overall they are good for a number of runs. With new HQ pets, they are even better.
Basic NM strategy
Most of the NM mobs in salvage and especially the Megaboss mobs can be defeated by a simple 6 person strategy of Dedicated Healers. If you have 2 melee DDs (shared tanking) and 2 healers (rdm or whm) then each healer selects a DD and heals only him/her. Buffs should be done before the fight and the one that really matters during the fight is haste (for /nin). Healer should focus on Cure, Paralyna, and Haste during the fight with only a few exceptions. It's not that the other spells are not needed, it's that the damage spikes are severe at times and if you are casting another spell when they come it can be very easy to have someone die. The issue of enfeebling the NMs is tricky if they resist a lot don't bother it's a waste of MP. With a good set of buffs, RDM should not have to rely on convert (although it's incredibly nice if things get ugly). If you really want to enfeeble it, I would suggest waiting until you see your DD reapply shadows (successfully). The other 2 spots should be a THF (for TH) and a buffer of some sort (BRD or COR). If you have 7 the best set up is MNK, MNK, RDM, WHM, COR, BRD with THF in solo party. You can replace a buffer with a BLM for more damage in some runs or add BLM (for big nukes and stun) as an 8th. Honestly we've only run with 3 most nights. DD, DD, Healer. Mostly been THF, PUP, RDM. But we have shifted the THF to BLU and had great success lately.
Basics of Poles
Unlocks
Each run is a little different for unlock order, so I'll note that in the individual runs as I go, but this is a simple list of what each does. Also please note that since the update, they now say what they do on them.
There is a pole in the first room of each level. Click on it and it will list the unlocks available. On F1 it will show how many of each type is left so make sure you know who is supposed to take what. On all other floors it will list unlock types available with a number at the top of the list showing how many times the pole can be used. Depending on run you may or may not need to talk about who gets to use these unlocks, but if you use the pole you can choose any of the unlocks and it will reduce the overall number available by 1.
Weapons/Shield
Range/Ammo
Head/neck
Body
Hands
Rings/Earrings
Back/Belt
Legs/Feet
SubJob
JobAbilities/WeaponSkills
Magic
HP
MP
STR
VIT
DEX
AGI
MND
INT
CHR
Zhayolm Remnants II
This is current run we do for Ares Plans. Skadi plans will also drop.
F1: Full Clear of SE wing. Each room has 5 toads. 2 of the connecting halls have Mammools. NM frog pops in last room once you have full clear of wing. Kill and go up.
F2: Full Clear of starting room. Will be 9 crawlers and 2 Mamools. NM gear will pop once room cleared AND door opened.
F3: West. Skip room one (sneak) and attack Rampart in Room 2. DO NOT KILL DOOR until it calls NM Gears. Kill NM and door. Continue to Exit (sneak/invis). NM Gear will spawn in middle of Mammools when door is opened to exit. Must kill several Mamools (mage type) for unlocks in addition to NM.
F4: Skip for now.
F5: First room is Gears + Chariot. If time an issue, skip chariot. Pull only gears as needed to be able to slide thru room and go the dead end room to the north. Attack Rampart there and kill whatever pops out of it until NM Mamool pops. Kill NM and door, then head to exit. There will be another room of Gears + Chariot. Again skip if time is an issue. Third Chariot is in last room. Killing it (if you killed the other 2 already) will spawn the Battleclad Chariot, but we skip unless we have more people (or good stuns) as it does Discoid.
F6: Skip lowman or farm for alex until timer at 20 minutes then go up. If we have numbers however full clear will pop boss here. Clear room south to north starting with the ramparts on the south. These are best for alex farming also. Kill any mobs they summon, as they appear. If Rampart on north is last mob in room it will summon hyrda. The safest way to pop hydra is to engage the rampart and take it to low hp while there is still one other mob still alive. Then kill that other mob so rampart calls Hydra and you can easily kill the door. The Rampart will ALWAYS call hyrda with it's first TP move after it is the only mob left in room. Tail tank and keep shadows up. Tail tanking will not prevent Nerve Gas, but will keep the Hydra from having as many attacks. Nerve Gas should be followed immediately with Cursna and large Cure. Hyrda does use Immunity Bulwarks a lot so having both melee and magic DDs is useful. Kill and warp up.
F7: If you didn't pop hydra on F6 he will be here. If you did, his angry older brother will be here. Kill and exit. In our experience the HQ version of this mob is much harder than the NQ version seeming to attack both faster and stronger. Again tail tanking and shadows are recommended and Cursna is a must.
Silver Sea Remnants II
This is a Morrigan/Marduk plans area. Dvergr boss. All Mobs in this zones spawn from ramparts once the ramparts are aggroed or linked. It is somewhat possible to pull the doors without linking the adds, which can be aid greatly in certain spots. Pull the with PUP automaton has worked well for us using Deus Ex Automata or just let Pet solo door while other melee kill adds depending on the adds.
MORRIGAN RUN
F1: Sneak everyone and head west. Skip room 1. Pull and kill the ramparts and adds (front door is THF rats, Back door is BLM rats). Head east and kill Door and adds (imps) in both eastern rooms. This will spawn a rampart in the second room to call the NM (doomed). Kill door and NM then backtrack and head south. Clear last large room. This will be 4 ramparts with 3 adds each. East (farthest from entrance) is imps, west (side by entrance) is doomed. Exit to the small central room. There should be a rampart here to call NM (THF rat). Kill door and NM. The Rat has very high EVA especially since you will not have much gear. ACC food should be used to speed this along. Mages need to be careful in this fight not to draw hate if the DDs can't hit the rat consistantly, especially during Perfect Dodge. Once it's dead head north and warp up.
F2: Head south to central circular area. There will be ramparts patrolling the halls in both directions. For this run we head east. The goal is to pull the second door to the east and link the first door. Sneak/Invisible then pet pulling is perfect since you get both doors and 6 mobs but this could be done by any job with ranged attack (bard or ninja magic would also work) as long as you time the pull so as to link the 1st rampart instead of aggroing it. If done correctly Door 2 will summon 3 DRKs (fomor) and Door 1 will summon 3 MNKS (fomor). If you get different jobs you screwed up. Kill the Doors and adds. Killing the door and the 3 MNKs will spawn a door in the south part of this central area. IF you screw up the pull you can try for MNKs again. They only spawn from linked ramparts. There are 4 ramparts east and 4 west at start. The farthest north and the farthest south will spawn MNKs if linked. The ones in the middle will spawn BLMs if linked. Once you manage to spawn and kill any 3 MNKs sneak and head to south area. Kill rampart and NM (Fomor MNK). NM will use Hundred Fists, but over all is not that dangerous. Sneak and head east. Kill the first rampart and its 3 fomor adds (BLM, MNK, PLD). This should spawn a second rampart in the same room. Kill this door and the NM it calls (Fomor THF). Again this NM is highly evasive and ACC food will help a lot since no gear unlocks until floor 3. Head south and warp up. It may be necessary to kite the rampart in the next room while another person goes to exit. Rampart appears to be true aggro and is in the actual entrance to the room so is unavoidable. Move plus gear would help to get to exit, but the fact you must open 2 doors then confirm you want ot warp means the fomor from the door will usually catch you before you can get to warp when attempting this solo. Again Pet kite on it works well.
F3: Head to first large room and pull doors as needed for Body, Range/ammo, HP, MP. Each door will call 3 Orobon. Once you have unlocks attack the nonmoving door to the north. This will spawn NM (orobon). Kill NM and Door and head north. NM can use charm, but does not seem to use it often. Can got east or west at this point with no difference. Lets say east. Enter large room and move along wall to pillar. Move forward to line on floor and pull the rampart from there. Ramparts call 1 gears mob and 3 gear mobs. Kill the Gear mobs for weapon, hands, head/neck, body as needed. Kill Gears mob for range/ammo, back, rings/earrings, legs/feet as needed. Killing a Gears mob will spawn a door to call the last NM of the run. Which Gears mob is this trigger is random. If the first one doesn't trigger it use the same method of pulling to pull next door and try again. Once Door Spawns (and you have unlocks) attack it and kill NM. NM is Longarm Charriot. This is the old SSR boss and uses BrainJack. The good news is it can't spam the move so will only charm one person per cycle and does not seem to use often. Kill NM (and door) and warp up.
F4: The clock starts when you hit the floor. Sneak and head south skipping all ramparts. The goal is to open the door to the central area in under a certain (unknown) time, but can easily get there after checking the pole and casting sneak/invis without any movement enhancing gear or abilities. This should spawn a rampart in this central room. At this point check the clock. If time allows can farm this floor for alex. If time is issue attack door to trigger NQ boss. DO NOT KILL THE DOOR UNTIL BOSS SPAWNS. Key points to fight are shadows, subtle blow, and quick erases and heals. Dvergr pretty much suck to fight, but are weak to blunt damage. He likes fire spells so barfira and barparalyzra are helpful. Once he's dead or if the door isn't there for whatever reason check the clock again and decide if you want to farm some alex or warp up. The following is how to farm alex.
F4 Alex Farm: Head to room 3. Kill Door and adds (triple gears x3). Room 4 Pull doors one at a time. Center door spawns 3 chariots. Left and right doors spawn 3 triple gears. Kill all the adds, but leave the last rampart alive. Let whoever has hate (and mov+) kite it. Sneak the kiter and use this door to link the ones in room 5. Best if you can link one at a time and kill the adds then kite again to get next door. These door will spawn 4 Triple gears if aggroed but if linked will spawn 3 Triple gears plus and Arcolith. Once Room 5 is cleared repeat this process with Room 6. Again it has 3 doors. Each door spawns 1 chariot if aggroed but will spawn 1 acrolith instead if linked. If you have THF it's worth spawning the arcoliths since they can drop cotton alex pouches. If you don't it may be better to skip the extra work of linking things and just kill rooms 5 & 6 straight up. Each Gears mob and chariot mob will drop 1-2 alex. This means level gives 20-40 alex plus a chance at 5 pouches. Trying for the pouches reduces the guaranteed drops by 5-10 so up to you and your trust of TH.
F5: If you didn't spawn the Dvergr on F4 then he will be waiting here. If you did, his pissed off old brother is here. Either way the strat is the same. Magic Defense is your friend. Erase, cure, shadows, etc. Barfire helps noticeably. The main key is to cursna immediately after Necrobane (50%HP) and then immediately cure since he usually is casting a bug nuke to follow the curse. WE have been fighting this MNK+PUP with RDM healing assisted by whm pet. On NQ boss it's not an issue as long as all buffs are up, but on the HQ boss we've had better luck taking the PUP off about 50% and just focus on cursna>cure6(pet) on the main tank. Kill and exit for the win. Honestly this is probably the easiest of the runs we have done.
Arrapago Remnants II
This is another Ares/Skadi Run, but favors Skadi and the Boss drops different gear.
F1: Main group should start killing first room of the SW wing. Scout (sneak/Invis) should begin looking for a Chigoe. Chigoe will not be targetable and will always be in the second hallway in whichever wing it randomly spawns in. Clear whichever wing the Chigoe is in. Main group should the first room then the Merrow in the first hallway east, then head south. It he Chigoe is in Wings 1 or 4 then kills one room of leeches before clearing the chigoe wing. The will not aggro until after the entire wing it is in is cleared. While kill the last mob in that wing someone(mage) should run back and be ready to aggro it and bring to party. As soon as the DDs have hate mage can run to warp. Kill Chigoe and warp up.
F2: Clearing the wing on F1 will have unlocked everyone on either Vulture cells (SJ, Head, Back) or Leech cells (RA, Rings). Whichever you cleared the room you start in on F2 will hold the opposite. Kill only enough to get the unlocks you need (should be 0 if you did well on F1) then kill the 2 lamia/merrow. Once the 2 Merrow/Lamia are dead 4 Gear mobs will spawn in Hallways. Exit starting room and kill all 4 Gear mobs and a NM gear should spawn. The mage can help with this by pulling the gears to the DDs one by one. They are each on the stairs directly out of the central room with the NM spawning in the room. Kill NM and warp up.
F3: Sneak/Invis head east. Acrolith NM should be in one of the first 3 rooms with Qutrub. Kill Qutrub with NM if you still need JA unlocks. Otherwise pull NM and kill. Proceed to large northern room. There should be a single Gear mob mixed with the Lamia/Merrow. Pull and kill gear. Kill any Lamia/Merrow you may need for unlocks then head to warp. NM gear should be in warp up room. Kill and warp.
F4: Head west and kill 2 Arcolith in first room to pop NM version. Kill NM. Main group should wait here while puller heads to western large room to get the Fatedealers and Dartists (2 of each). Spoliator(RNG) should spawn in western room at this point. Pull and kill. Head north and pull a few Flytraps from that room to unlock DEX/AGI/MND as needed. Send mage to warp while DDs kill Flytraps. Warp up as soon as you have unlocks you want.
F5: Skip this floor except for any remaining unlocks. Gear - Weapon, RA, Body. Gears(from ramparts) - STR, DEX. I would forgo STR/DEX since you can get them on the next level and when the Gears pop from ramparts they do it groups meaning you need a larger party to deal with them. I would skip all the small rooms except for aggro and kill the gear mobs you need for unlocks in the final large room.
F6: Kill Armoured Chariot in under 3 Minutes from the time it is pulled. Note if you link it and are able to loss aggro on it (such as pet pull) then the timer will be reset and you can pull it again later with a fresh 3 minutes. This means you can kill the chariots in whichever order is most convenient. Kill other 3 chariots for unlocks (mainly STR at this point) makes sense to do first if possible. Rampart on south wall will summon Khimaira if you kill the Armoured chariot fast enough. Kill Khimaira and warp up. If you were too slow it will call another archaic chariot. Kill that and warp up or just warp up.
F7: Khimaira will be here if you didn't pop on F6. If you did pop Khimaira on F6 then his pissed off older brother will be waiting here. Kill and exit. For both Khimera I would recommend Tail tanking. It's not that big a deal on the smaller one, but the HQ version has a nasty breath move that is forward facing cone only. Biggest issue is Fulmination. High dmg (50% or more to almost anyone), huge range (mages cannot be out of range and still cast on the melee), high rate para (seemed to proc at least 50% of the time usually more), and last but not least long stun (lasts 5-10 seconds at least). Strat is to pull all the melee off except one starting at 40-50% range (fulmination only available below 1/3HP). If you have 2 mages, one should retreat to out of range (/whm works for this on any job) while the main healer (whm preferably) stays to heal the tank. As soon as Fulmination goes off, second healer should cast Paralyna on the main healer then run into range and cast their largest cure spell on the tank then get back out of range as soon as main heal starts casting. Tank should immediately swap to full EVA gear to avoid as much dmg as possible and hit the shadows macro repeatedly so as to cast as soon as Stun wears off. Main heal should be attempting to cast their largest cure spell on the tank as soon as Stun wears. We have successful used this strat with 4 people. If the tank dies the other melee would take over (should have enough hate from the first 50% of the fight). With 3 People I would suggest the same strat but with the only healer backing off out of range after 40 and only running in to heal the tank as needed. This is obviously a riskier strat, but should be workable the majority of the time with practice. If the second DD is a PUP using the WHM frame to main heal and having the "real" healer out of range of fulmination has worked very well for us in 3-man runs.
Bhaflau Remnants II
USUKANE RUN
This is run we have been doing for Usukane Plans. It also drops a few Marduk Plans.
F1: East. Skip First Fly. Kill Second. Either east or west and kill Flan. Back to where you killed Fly and head north. Kill Moblin in next room. Kill Moblin in large room. NM Moblin pops when both dead. Kill NM. West then south to large central room. Kill Dahak. DO NOT HAVE ANY BUFFS except haste and Refresh or voidsong will kill people. NM Dahak will pop once normal Dahak is dead AND the door to warp is opened. Kill NM and warp.
F2: Circular room has 4 Trolls. You must kill the one at the same compass direction of the NM you want to fight on this floor. The job of NM will be the same as the corresponding troll. Kill all 4 if time allows, but only the 2 west if you have enough JA, SJ, MA unlocks to be effective and time an issue. NM(DRK) will pop in north room of this circle once either door is opened. Open door on West and kill NM. Head west then north. Skip the Troll PUPs (invis) and Kill NM(PLD) in NW large room. Warp up.
F3: Skip for now. Exit west.
F4: Should have 2 Gear mobs in first room. Kill them as fast as possible and at same time and NM gear should pop. Kill NM. In large center room, kill Chariot if time allows. Only an alex drop and not 100%. Next 2 rooms should have 1 Arcolith mob each. Kill both and NM version will pop in second room. Kill NM. Door will be closed to middle room. Once you open the door you have 2 minutes to kill the 3 Gears Mobs inside. If you do it fast enough a rampart will appear and summmon Cerberus. Kill. DDs stay to sides. Stun Gates of Hades if possible. Cerberus gains significant damage reduction as the fight goes on. Magic is less effected than melee so a BLU is really good DD for this fight. Barfire, Shell, Magic Barrier all help. Once it's dead or if rampart does not appear, warp up.
F5: Cerberus will be here if you did not pop him on F4. If you did pop him on F4, his angry older brother is waiting here. Kill and exit. In our experience the HQ cerberus was actually less annoying than the smaller one. we have easily done this with BLU, PUP, RDM
MARDUK RUN
This is run we have been doing for Marduk Plans. It also drops a few Usukane Plans.
F1: West. Skip First Grasshopper. Kill Second. Either east or west and kill Moth. Back to where you killed Hopper and head north. Kill Moblin in next room. Kill Moblin in large room. NM Moblin pops when both dead. Kill NM. East then South to large central room. Kill Dahak. DO NOT HAVE ANY BUFFS except haste and Refresh or voidsong will kill people. NM Dahak will pop once normal Dahak is dead AND the door to warp is opened. Kill NM and warp.
F2: Circular room has 4 Trolls. You must kill the one at the same compass direction of the NM you want to fight on this floor. The job of NM will be the same as the corresponding troll. Kill all 4 if time allows, but only the 2 on east if you have enough JA, SJ, MA unlocks to be effective and time an issue. NM(DRK) will pop in north room of this circle once either door is opened. Open door on East and kill NM(MNK). Head west then north. Kill one of the Troll DRKs and Kill NM in SE large room. Warp up.
F3: Skip for now. Exit east.
F4: Should have 2 Gears mobs in first room. Kill them as fast as possible and at same time and NM gears should pop. Kill NM. In large center room, kill Chariot if time allows. Only an alex drop and not 100%. Next 2 rooms should have 1 Arcolith mob each. Kill both and NM version will pop in second room. Kill NM. Door will be closed to middle room. Once you open the door you have 2 minutes to kill the 3 Gears Mobs inside. If you do it fast enough a rampart will appear and summmon Cerberus. Kill. DDs stay to sides. Stun Gates of Hades if possible. Cerberus gains significant damage reduction as the fight goes on. Magic is less effected than melee so a BLU is really good DD for this fight. Barfire, Shell, Magic Barrier all help. Once it's dead or if rampart does not appear, warp up.
F5: Cerberus will be here if you did not pop him on F4. If you did pop him on F4, his angry older brother is waiting here. Kill and exit. In our experience the HQ cerberus was actually less annoying than the smaller one. we have easily done this with BLU, PUP, RDM
Source entry: User talk:ShadowKatze/SalvageII. Cached on this server on 4 November 2026.