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 Post subject: Limbus Strategies
PostPosted: Sat Sep 12, 2009 2:44 pm 
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Ok, in order to familiarize ourselves with the runs more, I'm going to be the information for each run up as well as the strategy for it. Today I'll start with Central Temenos - 2nd Floor, since this is today's run.

Also: can we get this topic stickied?

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Last edited by Reizon on Tue Sep 15, 2009 4:42 pm, edited 1 time in total.

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 Post subject: Re: Limbus Strategies
PostPosted: Sat Sep 12, 2009 3:19 pm 
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Central Temenos - 2nd Floor

Teleport: Holla (standard with all temenos runs)
Entrance: Cosmo-Cleanse, White Card and Scarlet Chip
Time Limit: 45min, no extensions
Materials Dropped: DRK, BLM, RNG, PLD, BST, PUP, DNC
Typical ABC Yield: ~40
Chip Dropped: Cerulean Chip

Quote:
Enemies
Fire Elemental
    • Additional Effect: Plague
Water Elemental
    • Additional Effect: Poison
Thunder Elemental
    • Additional Effect: Stun
Earth Elemental
    • Additional Effect: Petrify
Air Elemental
    • Additional Effect: Silence
Ice Elemental
    • Additional Effect: Paralyze
Light Elemental x2
    • Additional Effect: Flash
    • Susceptible to Sleep, though they often wake up early without Elemental Seal
Mystic Avatar (Carbuncle)
    • Susceptible to Magic Finale and Requiem even though it's light-elemental.
    • High Evasion, sushi or Madrigal recommended.

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Last edited by Reizon on Sat Sep 12, 2009 6:48 pm, edited 1 time in total.

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 Post subject: Re: Limbus Strategies
PostPosted: Sat Sep 12, 2009 3:43 pm 
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Notes/Information
• Elementals located on raised platforms can be pulled by ranged attack from max distance. Also possible with spells if you're hugging the wall
• Elementals have 25% physical and magical resistance, Avatars have high physical resistance. Carbuncle has neither, just high evasion.
• Carbuncle has ~20,000hp. All other avatars/elementals ~7,000
•Light elementals can be slept or pet pulled

Strategy
Kill order is: Water>Thunder>Earth>Wind>Ice>Ifrit
Elementals should pose no problems, kill as normal. Ifrit is tanked on the ramp(mages at top, melee/tanks at bottom) as standard with astral flow mobs(which means shell/barspells/magus roll, etc as well).

Following Ifrit, kill order is: Light x2 > Carbuncle
Light elementals are the same as all the others. Being as they stand with Carbuncle, a pet pull or sac pull is necessary. Read the above posts for info on Carby's hp/resistance and such, simply we treat it like Ifrit; once elementals are dead and mp/hp are safe, Carby will be pulled to a nearby ramp and tanked like a standard avatar. Standard buffs(shell,magus roll, etc) and positioning(again mages on top of the ramp, melees on the lower section).

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Last edited by Reizon on Sat Sep 12, 2009 6:48 pm, edited 1 time in total.

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 Post subject: Re: Limbus Strategies
PostPosted: Sat Sep 12, 2009 3:48 pm 
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Map:
Image

More info: http://wiki.ffxiclopedia.org/wiki/Centr ... _2nd_Floor

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 Post subject: Re: Limbus Strategies
PostPosted: Tue Sep 15, 2009 3:51 pm 
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Alright then, onto today's run.

Temenos-Western Tower aka. Enhanced Mobs

Teleport: Holla (standard with all temenos runs)
Entrance: Cosmo-Cleanse and White Card
Time Limit: 30min, 4 possible extensions
Materials Dropped: BLU, BRD, BST, DRK, MNK, NIN, PUP, RDM, SAM, SCH, SMN, WAR, WHM
Typical ABC Yield: 45~66
Chip Dropped: Emerald Chip

Quote:
Floors
First Floor
• Enhanced Tiger x9
    •~5/9 drop ABCs
    •~10,000hp
    •Linking(sight and sound)
    •Barblizzara/Barparalyzra for roar
•Item chests drop 4-7 ABCs and 1 AF material
Second Floor
• Enhanced Mandragora x9
    •~4/9 drop ABCs
    •~10,000hp
    •Linking(sound)
    •Dream Flower
      •Range:15"
      •use poison potions or keep range to avoid(mages)
    •Mandies in larger northern room wander and can be picked off individually, while mandies in southern room march in a line making it difficult to pull separately
•Item chests drop 5-6 ABCs and 1-2 AF materials
Third Floor
• Enhanced Beetles x6
    •~4/6 drop ABCs
    •~10,000hp
    •Linking(sight)
•Item chests drop 4-7 ABCs and 1-2 AF materials
Fourth Floor
• Enhanced Lizard x9
    •~7/9 drop ABCs
    •~10,000hp
    •Linking(sound)
    •Barfira for Fireball
•Item chests drop 4-6 ABCs and 1-2 AF materials
Fifth Floor
• Enhanced Slimes x6
    •~2/6 drop ABCs
    •~10,000hp
    •Linking(sound)
•Item chests drop 6-8 ABCs and 1-2 AF materials
Sixth Floor
• Enhanced Pugil x6
    •~3/6 drop ABCs
    •~10,000hp
    •Linking(sound)
    •Barwatera for Waterball
•Item chests drop 6-7 ABCs and 1-2 AF materials
Seventh Floor
• Enhanced Vulture(bird) x6
    •~4/6 drop ABCs
    •~10,000hp
    •All 6 link when pulled
•Final chest drops Emerald Chip, sometimes Metal Chip, 6-7 ABCs and 1 AF material

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 Post subject: Re: Limbus Strategies
PostPosted: Tue Sep 15, 2009 4:36 pm 
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Notes/Information
•Chests can be opened at any time, however if one is opened before others appear, no more will spawn.
•Only 1 kill necessary to open gate
•Typically 4 of each chest drop, at least 2 Time chests will most likely be necessary

Strategy
Before I break this down, let me say that this is a DD and mage heavy floor; whoever is doing the most damage is the tank, so cures and sleeps will be necessary for most of this run. How many mobs we kill and what chests we take will depend on how many people we have attending.

The general strategy for almost all of these floors is extremely simple; try to pull single mobs if possible, and in the case of a link the mobs will be slept and killed one by one. Kill until all chests have been popped, unless time constraints do not allow for it.
First Floor
General Strategy, keep an eye on hp and status effects since tigers can be nasty with their tp moves.
Second Floor
Again, general strategy. Only move to be wary of is Dream Flower, see 2nd floor in post above for notes.
Third Floor
Getting the picture yet?
Fourth Floor
See above
Fifth Floor
This is slimes floor..and we all know how fun fluid spread is...because of that reason, we will be killing the 1 necessary for opening the portal and then possibly a few more depending on time.
Sixth Floor
Pugils can hurt a bit, again keep an eye out for hp.
Seventh Floor
All 6 birds are in V formation and all link when one is pulled, AoE sleep will be necessary. After they're pulled and slept, kill as usual.

All in all, not too difficult, though mildly annoying.

More info: http://wiki.ffxiclopedia.org/wiki/Temen ... tern_Tower

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 Post subject: Re: Limbus Strategies
PostPosted: Sat Sep 19, 2009 1:48 pm 
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Joined: Sun Nov 16, 2008 3:46 pm
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Guess who? :o anyhow,

Central Temenos - 1st Floor

Teleport: Holla (standard with all temenos runs)
Entrance: Cosmo-Cleanse, White Card and Emerald Chip
Time Limit: 45min, no extensions
Materials Dropped: BLU, BRD, RDM, SAM, SMN, WAR
Typical ABC Yield: ~48
Chip Dropped: Orchid Chip

Quote:
Enemies
Airi(Ghost)
Iruci(Skeleton)
    • Black Mage
Enhanced Ahriman
    • Level 5 Petrify
      •Range: 15'
Enhanced Dragon
    • Uses all standard dragon abilities
    • Body Slam is blocked by height difference
    • Voidsong dispels all buffs and food except for reraise
Temenos Weapon
    • Red Mage
Temenos Cleaner(Magic Pot)


Notes/Info
■ Enemies are paired as:
    •Airi and Temenos Cleaner
    •Iruci and Temenos Weapon
    •Enhanced Dragon and Ahriman
■Defeating one of the pair strengthens the other
    •Increase in defense,attack, accuracy and evasion
    •gain hp,mp and tp regen

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 Post subject: Re: Limbus Strategies
PostPosted: Sat Sep 19, 2009 2:01 pm 
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Strategy
■ Kill order is:
    •Airi>Iruci>Enhanced Dragon>Temenos Weapon>Temenos Cleaner>Enhanced Ahriman

This is not a very difficult floor, just have to keep an eye on hp and some mob tp moves, also we will not be using the weaken,sleep and kill method.

Map
Image
more information at: http://wiki.ffxiclopedia.org/wiki/Central_Temenos_-_1st_Floor

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 Post subject: Re: Limbus Strategies
PostPosted: Tue Sep 22, 2009 3:52 pm 
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Joined: Sun Nov 16, 2008 3:46 pm
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Temenos-Eastern

Teleport: Holla (standard with all temenos runs)
Entrance: Cosmo-Cleanse and White Card
Time Limit: 30~120min(taking only time chests)
Materials Dropped: BLM, BRD, BST, COR, DNC, DRG, DRK, PLD, PUP, RDM, RNG, SAM, THF.
Typical ABC Yield: ~50+
Chip Dropped: Scarlet Chip

Quote:
Floors
First Floor
Fire Elemental x4
    •Additional effect: plague
    •~8,000hp
•Item chests drop 5-7 ABCs and 1 AF material
Second Floor
Ice Elemental x4
    •Additional effect: paralyze
    •~8,000hp
•Item chests drop 5-8 ABCs and 1-2 AF materials
Third Floor
Air Elemental x4
    •Additional effect: silence
    •~8,000hp
•Item chests drop 5-8 ABCs and 1-2 AF materials
Fourth Floor
Earth Elemental x4
    •Additional effect: petrification
    •~8,000hp
    •Immune to stun
•Item chests drop 6-8 ABCs and 1-2 AF materials
Fifth Floor
Thunder Elemental x4
    •Additional effect: stun
    •~8,00hp
    •Immune to stun
•Item chests drop 6-7 ABCs and 1-2 AF materials
Sixth Floor
Water Elemental x4
    •Additional effect: poison
    •~8,000hp
•Item chests drop 6-7 ABCs and 1-2 AF materials
Seventh Floor
Dark Elemtental x2
    •Additional effect: curse
    •Immune to sleep
    •Can be carby pulled
•Final chest drops Scarlet Chip, sometimes Metal Chip, 7 ABCs and 1 AF material


Notes/Information
• All Elementals seem to be immune to Silence
• Elementals do not have the same physical damage reduction as normal elementals. They do reduce physical damage to a degree, but it is not enough to make melee virtually useless.
• All Elementals have a Fast cast estimated to be about Fast Cast III equivalent.
•Elementals have roughly 50% magic damage resistance, whereas the Avatars take full damage.
• Each floor drops one time (15min), one restore, and two item chests
    •Taking one chest depops all remaining elementals and chests, but opens gate to next floor unless item chests are taken on that floor.
    •One of the two item chests pops a Mystic Avatar and the other contains ABCs and materials.
      •The Mystic Avatar corresponds to the elementals of the floor
      •Avatars use 2hr abilities and all other standard blood pacts
      •Avatars are immune to sleep, but not stun
      •~5,000hp

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 Post subject: Re: Limbus Strategies
PostPosted: Tue Sep 29, 2009 5:08 pm 
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Apollyon Northeast

Teleport: Mea
Entrance: Cosmo-Cleanse and Black Card
Time Limit: 30~90min
Materials Dropped: All Jobs
Typical ABC Yield: ~60+
Chip Dropped: Smoky Chip

Quote:
Floors
First Floor
• Barometz x6, Borametz x6 (Mandragora)
    • ~6/12 drop an ABC
    •Sleepable
    •Linking(sound), shares alliance hate
    •Dream flower: 15' range
•Boss: Goobbue Harvester
    •Additional effect: Paralysis
    •High defense
    •Standard Goobbue abilities
•There are two large mandragoras, one white and the other black. Along with the boss, one opens the portal, one drops the item chest and one does nothing
•The chest has ~4 ABCs and 1-2 AF materials
Second Floor
• Cornu x4, Sirin x4 (Birds)
    •4/4 Sirin drop an ABC, ~2/4 Cornu drop an ABC
    •Sleepable
    •Linking
    •Evasive
•Bosses: Thiazi x2, Bialozar x2 (Rocs)
    •Aggro if you get near chest
    •Bard, casts massacre elegy, horde lullaby
    •Difficult to silence and immune to sleep
    •Standard Greater Bird abilities
    •One will be significantly stronger than the others and is considered the boss
•One greater bird will open the vortex, another will drop the item chest. The other two do nothing
•The chest has ~4 ABCs and 1-2 AF materials
Third Floor
• Apollyon Cleaner x12 (Magic Pots)
    •~4/8 drop an ABC
    •Aggressive
    •Linking
    •Mysterious light has 10' range
•Bosses: Apollyon Sweeper x3 (Dolls)
    •Typhoon has 10' range
    •High defense
•Number of mobs appears to be tied with size of alliance
    •4 Pots per pt, 1 Doll
•One doll will open vortex, another will drop item chest
•The chest has ~4 ABCs and 0-2 AF materials and 0-2 crafting materials
Fourth Floor
•Enemies: Kerkopes x8 (Opo-opos)
    •Always drop an ABC
    •aggro and link
    •Spinning Claw can do over 1000 damage to everyone in the 15' range.
•Boss: Hyperion, Okeanos, Cronos (Gigas)
    •Hyperion is immune to magic damage (DoT works); Cronos is immune to melee damage; Okeanos is immune to ranged damage.
    •Link to both sight and sound, alliance hate.
    •One of the Gigas opens the vortex, a large Opo-opo drops the chest.
•The chest has 6-7 ABCs and 1-2 AF materials
First Floor
•Troglodyte Dhalmel x8 (Dhalmel)
    •Always drop 2 ABCs
    •Killing all eight will pop the final chest.
    •Aggro and linking
•Boss: Criosphinx, Hieracosphinx (Manticore)
    •Always drop 2 ABCs
    •Immune to Slow and Elegy *Not immune to slow.
    •HIghly Resistant, if not immune to Gravity, Bind, and Sleep
    •Mages stay back to avoid Riddle (Max MP Down 15' AoE WS).
    •The Criosphinx can be pulled without linking.
    •True Sight/Sound.
•The final chest has 7 Ancient Beastcoins and the Smoky Chip.
•The final chest also has a chance to drop a Metal Chip.

Notes/Information
•The first four floors have 3 Time chests (5 minutes each), 1 Items chest and 1 Restore chest.
    •You can open all chests as soon as you find them (so you can use your 2-hours on each floor).
    •The Time and Restore chests are always out. The Items chest is dropped by a monster.
•All mobs in this area are immune to Lullaby and Repose.

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