Nyzul Isle Guide Part 1: EAE, ESE, EEL, ESEs

Dec 23, 2007 02:50



Look at the mob lists from Wiki. Mobs aggro in the way that do in the real world; Mousses are Sneak. Imps and Flayers are true sight. Tigers are sight. Magic Pots and bombs aggro magic. Knowing the mob types and how they aggro and avoiding it will be integral to your success. Important to note for some groups is that some mobs are unsleepable with RDM and BLM sleep spells, like Perytons and Thousand Eyes and Garms. If you have no BRD or WHM, you'll have to Gravity /Bind or kill them; costing you valuable time. Too many mobs on the sleepers and you may kill your teammates, so avoid aggro. You do not want to fight unless you have to.

Notorious Monsters are also the same. Don't walk in front of Ungur without Invis on unless you have to kill it to clear the floor. It is unlikely you will be able to Sleep and control most or possibly any of them.

Floor objectives
Ok, the nitty gritty to how to efficiently beat certain floor types. Keep in mind that you are fighting the clock -- so a few things hold for all floors:

1) Don't let people die if at all possible. This should be obvious.
2) Don't aggro unless it's necessary to save time.
3) Don't waste time on things that aren't part of the floor clearing objective.
4) Be quick but be careful!

Whenever you get to a new floor, have one or more persons (not a mage, probably), announce what the floor objective is. We use acronyms in our group to facilitate communication.

- Eliminate all enemies (EAE). Must clear every enemy on the floor. Archaic Gears are not counted.

This is an easy one. I don't recall ever seeing Gears included on this floor, but if they are, you don't have to kill them. Split into your two groups of 3, and mow everything down. Have one designated leader of each group pick a direction, and have their teams follow them. Kill quickly and rapidly - try to take no more than 6-7 minutes on these floors. There are some notes to being in split teams; though.

- Don't attack most NMs without all 6 of you. Amikiri, Serket, Capricious Cassie, Ungur, Vouivre all are examples of something better handled with 6. Dahaks also are better handled with a united 6. If you encounter one of these mobs, don't engage it, call the other team to help when they can, and find some other mobs to kill until the other group arrives. Coordination is key here. If you've never heard of an NM before, DON'T PULL IT. Pulling Cassie and getting EBBed in a group of 3 can end your run. Some NMs are ok. Stray Mary, Tom Tit Tat, and those annoying Gusgen Ghosts are certainly doable on 3s.

Eliminate specified enemy (ESE)/ Eliminate Enemy Leader (EEL)

These are very similar to each other. Sneak / Invis your group and find the mob you want. Spread out, don't aggro anything, and find the mob. The mob is NEVER an NM that you can find elsewhere in the world. (That is, even though Serket cons ITG, it is not the enemy you need to defeat.)

For ESE, have everyone spread out and find a non-NM mob that you can find in the world elsewhere, (like a Lesser Colibri, or a Mousse), that checks ITG and defeat it. These mobs are generally DC-EM, and can be soloed by most jobs. Engage it immediately on finding it if you're on a job capable of soloing a DC or EM -- or there are two of you in the same room. As soon as you've found it, tell the rest of the party so someone can stay at the rune and go up as it dies. These floors are a blessing and very quick. They take 2-3 minutes done well.

For EEL, it's easy to know what you need to find: the mob in question checks ITG and is of one of the follow families: Chariot, Flan, Imp, Poroggo, Soulflayer, or Qiqirn. Whoever finds the mob first should rally all 6 people to gather at them (give directions from the rune if you must) and kill it. Imps, Qiqirn, and Flan are very straightforward to kill. Black Mages are very useful for Flans, and Imps and Qiqirn bleed very easily and are not terribly threatening. These floors can take up to 5 minutes or can be as fast as 3.

Special tactics for the others:

Chariot: Mages should stay away to not get Paralyze by Inertia Stream. Otherwise, these aren't too too bad.

Poroggo: Mages must be standing out of AoE range. Water Bomb deals serious damage to those in AoE range and silences. Have Silenas and Echo drops ready. Barwater may or may not help the damage. A Frogged/charmed melee is dangerous and should be slept until the mob is dead or charm wears off.

Soulflayer: RDM Dispel won't work on the irritating Ice Spikes these often have up. BRD Finale will. The Bio these inflict is very dangerous and needs to be Erased promptly. Curse and Paralyna/Blindna are also important to have ready.

Eliminate specified enemies. (ESEs)

A certain monster family that all check as Impossible to Gauge needs to be defeated. Heraldic Imp, Psycheflayer, Poroggos Gent, Ebony Pudding, Racing Chariot, or Qiqirn Treasure Hunter and Qiqirn Archaeologist. Sometimes members of the same family will not be apart of the specified enemies. They will have different names and will not check as Impossible to Gauge.

Sneak and invis at the start if you don't see any in the room adjacent to rune, and stay together as a group. Psycheflayers are by far the slowest and worst set to fight, and the caveats are the same as the type with the leader-types above. Qiqirn and Imps are particularly easy, and Flans are fine provided you have a BLM, or an RDM, or a BLU. Psycheflayers are the worst by far, followed by Poroggo. Poroggo link. You want to beat these floors in 6-7 minutes, as with EAE floors, so push yourself as fast as you can without getting anyone killed. There are 2-6 of these ITG mob family you have to kill, and you want to be sending someone back to the rune just as the last one is dying to save valuable seconds. A BRD is excellent to do this, sing their songs and run back to the rune as soon as you think it's the last one.

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