Vana'diel Bestiary: Armed Gears  

Family:Archaic Machinery
Found in:Alzadaal Undersea Ruins
Found at Location:G - 11
Spawned using:Ferrite
Secondary Job:Red Mage
  • Notorious Monster
  • Aggro
  • Detects by Sight
  • Based on Lightning
Updated: Sat Feb 21 02:36:44 2009

Armed Gears Picture

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General Information

Armed Gears' ??? Location
Armed Gears' ??? Location

    • The ??? will respawn fifteen minutes after Armed Gears is defeated or despawns.

  • From 100% HP to 49% HP, Armed Gears will remain in a three-geared form, and possesses potent defense and magic defense. When its HP drops below 49%, it will lose a gear and its defense and magic defense will drop considerably. At 24% it will lose one more gear, dropping its defense and magic defense lower.

    • Even though it can regain a gear if its HP rises back over 49% or 24%, its defense and magic defense will remain at its lower level (i.e. if it returns to a three gear state once its HP drops to 48 or lower, its defense and magic defense will remain at its two gear state).

  • In its three-gear state, Armed Gears will only take magic damage that is strong to the element that the magic it is currently casting is aligned to (i.e. if it is casting Fire based magic spells, it will only take damage from Water based spells). It will absorb damage from spells of the same element it is aligned to, and will take no damage from any other element. At random intervals, it will change its elemental affinity.

    • If the En-spell that it casts is dispelled, it will grow resistant to the element it would otherwise be weak to. As such, little to no damage can be dealt to Armed Gears until it casts another En-spell.

    • Although it can cast spells of Light and Dark affinity (Bio, Diaga, etc), its elemental affinity will not change to those states. It will still take damage from the previous element it was weak to until it shifts elemental affinities.

  • In its two-gear state, Armed Gears will still have resistance to melee and magic damage, though it will not be as necessary to adhere to the elemental weaknesses as before.

  • In its single-gear state, Armed Gears will take normal damage from melee and magic damage.

  • Susceptible to Stun and Gravity, though it will build a resistance to the latter. Other enfeeble effects can only land on Armed Gears if the enfeeble is of an element strong to what Armed Gears' current element is (i.e. Slow can only land if Armed Gears' elemental affinity is Thunder).

Armed Gears' Special Attacks

  • Red Mage Spells: Armed Gears is capable of casting any spells available to a Red Mage short for the Tier II merit spells.

  • Antigravity: AoE physical damage with an additional Knockback effect (Circle of effect originates from mob).

  • Artificial Gravity: AoE magic damage with an additional Gravity effect (Circle of effect originates from mob).

  • Restoral: Self target HP recovery effect.

  • Rail Cannon: Effects can be as follows.

    • Single gear: Single target magical damage.

    • Two gears: Frontal cone AoE magical damage.

    • Three gears: AoE magical damage (Circle of effect originates from mob).

  • Heavy Armature: Self target Blink, Haste, and Protect effects (Effects can be dispelled).

  • Mighty Strikes: All melee attacks performed by Armed Gears will deal critical damage. Denoted by the characteristic mob two-hour animation.

Final Fantasy XI

Category: Final Fantasy XI
This page last modified 2009-09-06 17:58:52.

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Couple of things...
# Feb 15 2010 at 6:31 PM Rating: Excellent
12,735 posts
Did this fight last night. This guy can be low manned, but holy hell, will it take you a while. From what we noticed, even in two gear state and one gear state, the rule with EnSpells -still- apply. Also, if you make the mistake of hitting him with the same spell he has as an enspell, it will actually heal him.

We did this fight with RDM, SCH(me), BRD, and BLM. RDM had fast pants and was the main kiter. You -need- some kind of movement+ gear to kite this thing. He has movement+ of his own. This fight, no joke, lasted about 5~6 hours. We kited him around the 4 telepads until he reached 49%. After that, everyone except the kiter goes into a telepad to shed hate. Kiter eventually does the same. Reason we did this is because the mob rages and then takes little to no damage from anything; enspell or not.

Let him regain a little HP back then reengaged. He once again started taking normal damage. At this point, we kited him around just 1 telepad room instead of all 4. Worked him down and won. Like mentioned, if you dispel his enspell, you are boned till he casts a new one. He CAN run out of MP, in which he'll stop cycling enspells and casting. He got stuck taking Thunder damage only for us.

As far as helix went, highest I was able to ever get on him was about 60 initial damage. Best time to helix is when he's weak to water, since you don't have to waste time to cast a storm on yourself and you get double water benefit. Klimaform helps.

Only oracle hands dropped for us, though. =\

Good luck, guys!
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