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ACP - Final Mission - Japanese Style

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Uploaded by on Apr 14, 2009

The final mission for the FFXI mini-expansion: A Crystalline Prophecy. I call this the "Japanese Strategy" because americans refuse to use anything other than PLD, RNG, RNG, SMN, RDM, WHM.

This is the result of a pick-up Japanese party I found. They use one DD to fight the seed (preferably a MNK, or someone wearing +HP gear), and two other DDs to fight the clones (preferably ones with ranged attacks, to help damage the seed as well). You need a stunner to stop -ga spells, but only one is needed. The fight ends up being safer than usual, because having a melee instead of a PLD allows them to use three healers.

It seems to be more effective than the american strategy, and could be adapted for any 3xDD 3xhealer party.

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Uploader Comments (NateypooShiva)

  • Seeing as the Seed Thrall copies your weapon, does that mean the RDM thrall using the staff will like, never be able to do damage?

    Also, what's all that text at the top left of the screen?

  • I'm pretty sure that's the way it works. When using the ranged method, you can have the PLD unequip his sword and have the rangers use fire staves. If you're using phalanx, they'll do zero damage with all but ranged attacks.

  • What accessory gears was the MNK using? HP build? how about food?

  • Pescatora or carbonara are good. He definitely has +HP gear, and probably some degree of defense. I don't think he has any protection against magic. MDB doesn't help at all for the normal attack, and I'm not sure nihility or judgement are magical either. The real thing keeping him alive is the huge MP battery between three healers.

    I can't recommend this until people figure out how to run from charm though. The radius is small, but it's fairly fast, and the hate reset is very bad.

  • This isn't a big deal really. One of the other three dmg dealers can also go MNK and take over tanking the crystal if charm hits the first MNK. Since MNK #2 is standing out of aoe he can open with hundred fists.

  • It's not that simple really. DD #2 will be starting the fight with zero hate, whereas the healers will have accumulated a ton of cumulative enmity. Until the second DD can pull hate, your healers will repeatedly get drawn-in, and multiple people will get bombarded with AoEs. It gets ugly pretty quick, especially if both DD #2 and a healer get hit with judgement. It's not like he can run in, pop a 2-hour, and suddenly everyone is safe. Plus charm can happen multiple times, so it's unreliable.

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  • @Zyxxs Good point. The party I beat it with(see setup below lol), WAR fought the seeds, but we never had problems with too many clones. The WAR would actually use the thralls to build TP, then would wait until the boss used a skill, THEN would run in and WS and run back up. Nice little damage bonus to help speed up the fight a little. I think as long as you engage the clones immediately it shouldn't be much problem, unless you get unlucky and he spawns like 3 in a row, doesn't happen often.

  • Very good video for those that do not wish, or cannot get a Zerg party going. Thank you for sharing this.

  • BLMs are better Seed Thrall killers in my experience.

    It sometimes takes a melee job a while to kill a Thrall, especially if they have no TP when the Thrall shows up...and by the time the melee has taken down the Thrall, the Seed Crystal might have already created more of them. Things get kinda hairy if you have too many Thralls running around.

    A BLM, on the other hand, will one-shot the Thralls every time.

  • @Lubis5 Adding to what I said earlier.

    Not that this isn't a winnable strategy, it's just a little more risky in my opinion. You just have to have a monk that is very aware, which unfortunately my groups weren't able to pull off.

    There is no perfect setup for this fight though, all you need is a smart party, for whichever strategy you try.

    The group I beat it with was PLD, WAR, RNG, BLU, BLM, WHM. 2 DDs (RNG and BLU in my case) is really all you need to win the fight.

  • 0/2 with a monk tank. This is definitely a winnable strategy, as we easily got it to under 50% both times. Got it down to around 20% on one try.

    The only problem is that monk has to continuously attack to keep hate, so they are susceptible to being charmed. If the monk gets charmed, it's pretty much over. Paladin is still a safer choice because they have the luxury of holding hate from a distance, makes the fight much more winnable.

  • BOJ!!!!!!!!!!!

  • lmao

  • lol k

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