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Promyvion - The Emptiness - Get your game onFollow

#227 Jun 12 2005 at 6:45 AM Rating: Decent
We went to do Prom Holla last night and upon trying to turn in the PTs recollections (to make animas) I was the only one able to do so by talking to Hafir (I forget his exact name) I got all four CS's as did the others, have the quest qeued and everything but when they went to trade them all they got from Hafir was "Hmmm... animas (something or other, like he was lost in thought.)"

What're they missing in order to get Hafir to make their animas?
#228 Jun 30 2005 at 12:54 PM Rating: Decent
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302 posts
/bump

Great post! It deserves to be on the front page. =p

Quote:
What is kiting?


Basically, it's flying an NM-kite. One person has aggro and runs around while the NM is trying to attack them. This is particularly successful if the NM is slowed by gravity.
#229 Aug 22 2005 at 2:42 PM Rating: Good
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219 posts
I apologize if this has already been mentioned, but the Remnant's that drop from Notorious Monsters in the Mea, Dem, and Holla areas are used to spawn other Norotious Monsters in Promvyion - Vahzl that, again, drop Remnants which can be traded in to get equipment from the Empty Memories quest.

The entire process can be found on ffxi.cannotlinkto, although it does not detail which remnant from the Vahzl NMs grant which piece of equipment.

The rewards, briefly, are as follows:

Hamayumi
Lv 30, Rare/Ex
BST DRK NIN PLD RDM RNG SAM THF WAR
Additional Effect vs Empty: Ranged Accuracy +10
Additional Effect vs Empty: Ranged Attack +10%

Dia Wand
Lv 40, Rare/Ex
WHM
Enhances "Cure" effect
Enhances "Dia" effect

Stone Gorget
Lv 39, Rare/Ex
All Jobs
Enhances "Stoneskin" effect

Edit: Opps. I apolgoize for the bump, I was just browsing through the Interactive Promathia guide, wound up here, and noticed something that the OP had a question about. :3

Edited, Mon Aug 22 15:56:56 2005 by Iresire
#230 Nov 28 2005 at 2:44 PM Rating: Decent
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366 posts
if for whatever reason you are kicked into the spire again after your battle (be it a loss or that some of the party had done that promy already), it pays to be/have a blm or high level /blm.

Also, anywhere in the promy, it's handy to have a BLM with Escape...Tractor is helpful too but Escape is probably more so.

Last night, due to many factors, we wiped at Holla and sat out the timer and got kicked into the spire where I and the whm reraised (I was rdm/blm), used my limited MP pool and convert to help raise (the whm didn't have enough MP while weakened and I think only brought her level 30 gear -- while I had my AF and a hairpin ready to swap in) and used Escape to knock us back into La theine...where we took our frustration out on goblins and elementals.

Escape = lifesaver
Use it anywhere in a promyvion (they are considered dungeons by the programmers) and you can breathe the fresh air of the outside zone in which the crag resides when things get desperate.

There's no way you want to walk back again...and it's near impossible to get EVERYONE to bring instant warp in preparation for the event of a wipe and on the higher levels (3 and 4) you don't want to try to get back to the 'porter.

Edited, Mon Nov 28 14:49:06 2005 by ArtemisiaStarr
#231 Nov 28 2005 at 3:54 PM Rating: Good
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222 posts
Don't have enough time to read all the posts, but hoping these are not old news:


- You can piggie back a ride to upper floors if you make it to a memory receptacle after another party has killed it within a certain amount of time. It is not necessary for your party to kill the MR to make it up, just to make it onto the pad on time while it's active. Like most CoP mobs, MRs have a 5 minute repop.
(If you do piggie back, be polite and helpful to the party that helped you along, please).

-Speed is key. The faster you make it to the Spire on the 4th floor and into the boss room, the easier the boss will be. My party made it to the Holla boss in under 15 minutes (we piggie backed, 2 other parties were around and we all rushed together) and the boss was a total pushover. Ifrit's Inferno took off over 1/3 of it's life and 2 Mighty Strikes obliterated the rest of it. I waited in the Spire in Mea as a SMN to cool down the 2hr and try again, and the boss took three Astral Flow blood pacts and was down 2/5s of it's total life. Over 1200 HP barely nicked it. So...make it up FAST.
#232 Nov 28 2005 at 4:53 PM Rating: Good
shanishasha wrote:
-Speed is key. The faster you make it to the Spire on the 4th floor and into the boss room, the easier the boss will be. My party made it to the Holla boss in under 15 minutes (we piggie backed, 2 other parties were around and we all rushed together) and the boss was a total pushover. Ifrit's Inferno took off over 1/3 of it's life and 2 Mighty Strikes obliterated the rest of it. I waited in the Spire in Mea as a SMN to cool down the 2hr and try again, and the boss took three Astral Flow blood pacts and was down 2/5s of it's total life. Over 1200 HP barely nicked it. So...make it up FAST.

So what you're saying is that you're timed from the moment you enter Promyvion to the top of the spire.... and the boss is easier the quicker you do it?.....

......
#233 Nov 28 2005 at 6:13 PM Rating: Good
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222 posts
I do believe so


Not exactly sure how the time/boss hp relation goes. All I know is I did two Mea bosses in a row and the first one was almost dead after 3 bloodpacts one of which got resisted bad (bad luck we died) and the second one was barely 1/2 way down after 3 full bloodpacts (1000 damage on the first, over 1200 on the second + 3 animas). The only difference was we stayed in the spire for 2 hours.

I also know the Holla boss was a total pushover when we got him and we made it to the boss fight faster than on any other promy or attempt.

We even did the Holla boss sans animas.

The thing where bosses increase in level if you kite them for too long? I think something like that could be happening to Promy bosses, but instead of kiting, it's your ability to get up to the spire fast (which is dependant on team dynamics, for the most part, and good communication)
#234 Dec 01 2005 at 3:14 PM Rating: Excellent
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1,863 posts
I hate to say it, but this last theory is completely and utterly wrong. The reason the Holla boss falls so easily in comparison to Mea is because the Holla boss has a much lower defense rating.

The Mea boss is high defense and high offense.

The Dem boss is high defense and high HP, making him the slowest of the kills with a melee team.

The Holla boss is a big creampuff with a couple fairly wicked skills tacked on (ex, Shadow Spread). He's easy to defeat if he either doesn't use skills or if you lock him down with Hysteroanima.
#235 Dec 01 2005 at 5:49 PM Rating: Decent
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366 posts
A few things I've noticed....to add my experience on Holla.

The boss is really annoying...it took damage quick enough, it just responded by using its nasty specials. I attempted this three times before I completed it. Hint for Holla: use terro (and elemental seal gravity or bind) and hystero animas...psycho isn't really going to matter. The time we won, we had NO psychoanimas...and not enough poison potions and not many holy waters (we'd just lost but wanted to go in and 2hr on it anyway...). When we won and we didn't even get to 2hr. It went down...it cursed and slept us until the poison wore off every last one of us and it stuck...and it sat around with about 1% HP merrily spamming sleep and curse and trying to knock our blink tanks and ranger silly...until I woke up, hit the bugger with my Hysteroanima to keep it busy, and started belting out cures in case people were slept...and to get the ranger above 20 or 30 HP (he got a lot of hate)...Hysteroanimas are your best friend here.
#236 Dec 05 2005 at 12:05 PM Rating: Decent
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366 posts
Just a recommendation for something you should add to the anima section.
You mention that you don't find Terro useful -- for Holla my group found it very useful. In fact, as the group entered, I threw mine at the boss, it kited harmlessly while my group took positions (the mages on two staircases, the melee between the staircases), debuffed the boss, and ate our food. Compare this to the times we didn't use Terro upon entry and it immediately started maiming our tanks while the mages were still trying to set up/debuff/eat.
#237 Dec 06 2005 at 8:47 AM Rating: Good
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222 posts
I have found that if you do not move after zoning into the battlefield at all, the mages can set up buffs, use items and even rest before the boss will move. We had to get all the way to the stairs, away from the door, for the boss to move towards us (which meant the main tank voking it and running to the center while the mages positioned themselves).

As for time having nothing to do...well, if you have proof it's all good. From personal experience, 1000 damage on the Mea boss (from bloodpacts, no animas and no other 2-hours almost killed it. Had the last one not been resisted, we would have won. 1200 damage on the Mea boss, 2 hours later, barely dented it, EES barely dented and I blew through 3 animas. He was at least 60% by the time he ate us all. The only difference between them was that we'd been at the spire for 2 hours before we went into the second fight.
#238 Feb 12 2006 at 3:18 AM Rating: Good
Bump
#239 Feb 25 2006 at 10:06 PM Rating: Default
If you want to farm animas, farm in Holla. Wanderers and Weepers there, drop teh best 2 animas. You can solo these EP on floor 1.
#240 Sep 28 2004 at 10:13 AM Rating: Good
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97 posts
Did the Promyvion Dem last night - rumored to be the easiest of the three. Standard 18 person alliance to get there with very little trouble. We broke off into parties and went into the BCNM with the following group:

NIN
NIN
BLM
BLM
RNG
WHM

We were all experienced players and thought we had a decent strategy with the two ninjas trading vokes to keep the mob busy. A few problems arose with the strategy and caused us to lose with 5% boss health left. Hope you can learn from our mistakes.

1. DO NOT buff the tanks! You should have 2 vokers for tanking/kiting the mob. Do not buff them. The mob does a "steal status effects" and will steal 3 random status effects. Don't give your boss protect and shell.

2. Do not use the anima's until the mob is under 20% health. I can't stress this enough. The bosses go NUTS when they get under 20% life. Use your anima's - especially Psychoanima at this point. Your DD's should also save up barrage, sharpshot, berserk etc for this point. The Promyvion boss also has a nasty regen that kicks in at that point so you want to really crush him at the end.

3. Choose your party configuration CAREFULLY! One party in our group did this with 5 people but don't be foolish and assume you can wint with a bad setup. The optimal party I would recommend for Dem is:

NIN/WAR
NIN/WAR
RNG/NIN
RNG/NIN
RDM/BLM
WHM/BLM

The reason for this is BLM's do terrible damage to the Dem boss. Our BLM's found that their spells were resisted a TON. For that reason I would suggest using a RDM for ES + Gravity and kiting the mob with the two NIN's. If you can't find 2 RNG's I would also suggest a good SMN to use their 2 hour twice during the last 20%. Ramuh supposedly deals very good damage to the bcnm boss in Dem.

4. Finally the boss in Dem lets out "cubs" the run around and attack everyone. The second NIN in our group made the mistake of voking one of these. As a result when my shadows went down he couldn't voke and I got massacred. Have the other tank use a ranged attack on the cubs if they go for the mages. Otherwise IGNORE THEM!

5. Finally its been suggested that using weapon skills causes the boss to counterattack. I didn't find this to be the case. However, you may want to watch your weapon skills and see if he does his nasty 200+ drain after you use them.





Edited, Tue Sep 28 14:02:31 2004 by agentvasz
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