Published on Aug 6, 2013
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Tojil is one of three Delve Fracture bosses to be killed on the inception of Delve. He is a massive flaming Tyrannosaurus Rex that can nom your head off. This is a full run of the entire fight, meaning all five NMs are defeated as well as Tojil itself.
Our alliance setup is as follows:
DRG/SAM - Narbzilla
MNK/WAR - Matix
MNK/WAR - Pumpkinescobar
MNK/WAR - Terazuma
MNK/WAR - Treubaut
MNK/RUN - Insaneazn
BRD/WHM - Avey
BRD/WHM - Nep
COR/DNC - Ganukay
COR/DNC - Jukiro
GEO/RDM - Daryc
GEO/RDM - Tarusofo
SCH/BLM - Blacknights
SCH/BLM - Deathshift
RDM/BLM - Saywhat
PLD/DNC - Nekradarken
WHM/SCH - Linie
WHM/SCH - Ghishlain
And here are the times we begin the assault on each NM:
02:30 T1 - Volatile Matamata
00:35 T2 - Perdurable Raptor
01:45 T3 - Shimmering Tarichuk
04:47 T4 - Tutewehiwehi
06:19 T5 - Kurma
Most strategies that are used to handle these mobs outside of Fracture apply here. Just remember you're on a 45 minute clock for the whole run, so you'll need to dispatch these mobs much faster than your standard PUG. Generally speaking, you want MNKs to maintain a Mantra rotation and you want DDs positioned in such a way to minimize risk to your back line support jobs and other annoying effects like knock back. Make sure to keep the front line GEO alive, especially if they are Bolstered.
Volatile Matamata - This will cause the most trouble because if you mess up, you'll need to wait another 5-6 minutes before you'll get another chance to smash it.
Perdurable Raptor - Do not cause magic damage. Whirling Inferno can cause super curse, so be prepared. DDs should focus on using weaponskills that do not skill chain together to prevent any unintentional magic damage.
Shimmering Tarichuk - Keep this mob silenced while smashing its face. Nothing too serious here.
Tutewehiwehi - Keep it blinded at all times. SCHs should stun Calcifying Mist. Fighting this mob with DDs stacked against a wall to keep them from getting knocked back.
Kurma - SCH should stun Testudo Tremor. Healers should focus on erase spamming anyone hit with either Tortoise Stomp (Defense Down) or Head Butt (Accuracy Down). Hardened Shell should be dispelled. BRDs and CORs should be ready to reapply buffs instantly after Tortoise Song. Mages can stay far enough back where they won't be afflicted with Tortoise Song if DDs are positioned properly.
Tojil - The big boss himself. Stun all TP moves as he goes, especially Incinerating Lahar as it's an AoE weakness for 1 minute. If this moves goes off, WHMs should use Accession + Cure IV and Accession + DIvine Seal + Cure III to help extend their DDs HP bars until Weakness wears off. Tojil's Aura is a Burn + Attack Down debuff, so breaking the aura can help groups speed up their kill. However, when aura is down, Tojil can use Volcanic Stasis, a FULL DISPEL AoE. This can seriously hampers a run, so some groups choose to keep Tojil's aura intact. Batholithic Shell gives Tojil an impressive array of buffs that should be dispelled immediately. One non-TP move to note is when Tojil quad bites one of your DDs. This has a Defense Down effect, so removing this ASAP is highly encouraged. If Tojil's Aura is active, using Sacrifice over Erase is recommended as it may be difficult to hit Defense Down when it is "shielded" by a Burn and Attack Down effect.
Tojil takes decreased or increased damage depending on its HP%
100%-75% HP: Reduced physical damage (-50% - Non-physical damage sources like Formless Strikes is useful here)
74%-50% HP: Increased piercing damage (+100%)
49%-25% HP: Increased slashing damage (+100%)
25% HP: Increased blunt damage (+100%)
Good luck in your hunts!
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