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Some Tips for starting and succeeding in Nyzul Isle.Follow

#1 Dec 23 2007 at 11:33 PM Rating: Excellent
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I've decided to have a shot at writing about our group's experiences in Nyzul Isle, and talk about some things that may help new or returning groups to Nyzul in their runs; since there doesn't seem to be much specific written about this exciting, novel Assault mission.

Hope this helps you out, please feel free to comment or add more information below. Let's help everyone enjoy this challenging mission!

I talk about this kind of thing a lot in my LJ at priphea.livejournal.com, so feel free to drop by and comment on the guide or anything else.

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Nyzul Isle is a non-particularly time consuming end game activity. With a well oiled group, it takes at most 3.5-4 hours a week -- provided people show up on time and are prompt about having jobs geared, fooded, and equipped. It is not a huge time sink like Dynamis, and since there is a low number of people involved, your members will receive gear rather rapidly; especially since there are only 6 members; possibly more if you employ reserves or alternates.

Nyzul Isle Assaults are very rewarding, and do not require ridiculous end game gear to be successful. That being said, it is challenging, and your teamwork will be challenged greatly. You are fighting both the clock and difficult mobs, and while people say it is 'easy', they probably are talking about after they failed the first 4-6 times and got the hang of things. Hopefully writing this keeps people from re-inventing the wheel, as it were.

This 'guide' assumes that you have at least glanced at the following references and understand the basics. I will talk more about the how-to of this Assault:
http://wiki.ffxiclopedia.org/wiki/Assault_Mission_-_Nyzul_Isle_Investigation
http://wiki.bluegartrls.com/Nyzul_Isle_Investigation

Choosing a setup that works, and lotting privileges

It is important to have a balanced set up, and ultimately only you will know the people you attend with. You want to be ready to fight a large variety of opponents; from Sewer Syrup to Unut, to Cassie, to Ungur, to 6 overpowered Dispel and Sleep-resistant Psycheflayers. Our own set up does not have a regular tank. The first caveat is that TH3 or 4 makes a COLLOSSAL difference to boss drops -- one member should be a THF for the boss fights. It does not seem to help for ??? appraisal.

At least one job should have access to reliable sleep methods. BLM, RDM, BRD fit this position excellently. COR may also; THF and RNG can also sleep things. Sleeping is of prime importance in Nyzul Isle; you often are not trying to kill everything in sight.

At least one job should have access to a form of Refresh. More is better, obviously. It's good to have 2 healers capable of delivering a Cure equal to a Cure 4, and it's good to have two people who can do Erase.

If you're rich, everyone should carry oils and powders or Tonko. If not, all non mages should partner up with an S/I capable mage and ensure that their
partner is sneaked and invised whenever necessary.

Our particular group has gone with the following set ups:

Non Boss Floors:
RDM BRD BLU THF SAM DRG
RDM BRD BLM THF BLU SAM
BRD BLM WHM BLU THF DRG
RDM BRD BLM THF BLU DRG* most common set up for us


Boss Floors:
RDM WHM BLM BLU THF DRG** most common set up for us
RDM WHM BLM BLU THF SAM

It's important for each member to be as self sufficient as possible. There may be times when they get stuck with an aggroed DC mob and be by themselves
awhile. THFs can sleep mobs with Sleep Bolts. BLUs should have Sleep spells set. SAMs and DRGs should be able to hold their own as long as possible without additional mage support arriving.

In addition to being able to fight a variety of opponents, our party is also capable of splitting into two self sufficient groups. It's important to cover a lot of ground quickly, especially on floors where you have to elminate all the enemies. One group will go one direction, and the other will go in the opposite direction, leveling everything in our path. I'll go into more detail about this in describing how we do the floors.

Our split teams for our most common set ups:

RDM THF DRG and BLU BRD BLM

WHM THF DRG and BLU RDM BLM


One final tip for party set ups; if you have a BRD, try your best to get them a Storm Fife. It absolutely benefits your group when you don't always have the luxury of resting in between floors. When you get a set of floors that is ESEs, EAE, ESEs, EAE, EEL {I'll tell you what these mean later}, you'll understand why that Storm Fife BRD can be so helpful.

So the take home message for party set ups:

1. Get someone who has access to a TH3 THF at least for boss floors.
2. Have 3-4 strong melee-types in the front: These do not have to be tanks. DRG, SAM, MNK, DRK, BLU, NIN, PLD, WAR, RNG can all fit this bill.
3. Have at least 2 healers capable of Cure IVing. RDM, WHM, BLU, DNC can fit this role.
4. Have 2 people who can do something akin to Erasing. BLU, BLM/WHM, BRD/WHM.
5. Have one person who can refresh, at least. BRD, RDM, COR.
6. Have 2 sleepers. RDM, BLM, BRD, BLU, COR, THF, RNG.

Some set ups off the top of my head:

PLD DRK SAM RDM BRD WHM
NIN WAR WAR BRD WHM BLM
SAM RNG DRK DNC COR RDM
MNK MNK SAM SMN RDM WHM
WAR WAR WAR COR RDM BRD
DRG DRG THF RDM RDM BRD

Hopefully, you get the idea.

I think in terms of lotting, it is best to have every member select the set of gear they want most -- and only have lotting priority for that set. Unfortunately, this does set back people who have the ability to wear multiple sets of this gear, but if you're doing this Assault with people you don't want to see getting gear or who will only be jealous of you, you may want to find others. I can't stress how important it is for you to be able to work together and communicate easily in this Assault.

Ultimately, you'll have to find a lotting system that works with the people you're doing with. But I think that lotting to this priority is the best:

1. People who have declared set can lot.
2. People who can equip set can lot (if no one needs that have declared).
3. Free lot.

Disc holders

The bottom is no longer relevant --- since the update has made it so all members get the clear data provided they have data up to at least the starting floor. Since that is the case, everyone's going to have a disc if you all stick together as a unit of 6. This is also better in that it's in everyone's best interest to stay together since you will all develop your discs (and make it easier on your Nyzul weapon breaking).

You want at least 2 disc holders. Have one person climb as high as they can; (how high that will depend on how successful you are), and then switch to the other person. Our strategy was to get to 20 on my disc, farm a bunch (we struggled to get on person Denali Gamaches-- but were swimming in Askar Gambieras). We did the same thing when we got to 40; we farmed a bunch. Then we got to 60 and decided to climb me to 80 so that my disc could farm 80s, and we climbed our second disc to 60 to farm on her disc. By doing this we didn't run the risk of having one person leave and ******** the group over, and also never ran the risk of running out of tokens.

Ultimately, you will want both people at floor 100, switching off so neither runs out of tokens. Obviously, you want your disc holders to be the most dedicated ones who you don't believe will leave your group or will be unable to show regularly.



Edited, Dec 25th 2007 5:44am by Priphea

Edited, Dec 27th 2007 4:02am by Priphea

Edited, Nov 12th 2008 4:12pm by Priphea
____________________________
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***********
75 SMN RDM BRD BLM BLU SAM SCH
37 NIN/37 WAR/37 DRK/37 THF/37 PLD
37 RNG/37 DNC/43 WHM/59 NPC

Bastok, ZM,CoP, ToAU complete
--
Read my Nyzul Isle Guide at
http://priphea.livejournal.com/profile !






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