See? Weren't those Promies easy? Next up we have PM 2-3 in the Phomiuna Aqueducts. We'll be fighting a Minotaur with an anger management issue. Again, many of you have already done this mission so I won't go into every little detail.

First things first: Prep work. A couple more CS's to get before being able to do this mission.

  1. Zone into the Tavnazian Safehold from Lufaise Meadows via either (F-10) or (E-8).
  2. Head Upstairs in the Safehold to (K-10) and talk with Despachiaire behind the Walnut Door there.
  3. Head back downstairs and then down another flight of stairs to the bottom level of the safehold. Head to the Sewer Entrance and examine the door there.

That is all for CS's. Not too hard eh?



**The level cap is 40. Please be prepared with proper armor and weapons.**

Now for the run details:

Like I said before we'll be fighting an NM Minotaur in the Phomiuna Aqueducts. This minotaur has the standard set of attacks for it's mob family. They include:

Those are the main attacks to expect. He also has an attack that grants him Shell but with all that other stuff who cares about that lol.

As for jobs in our party: I'd like to see two parties set up like this:

Party 1: Party 2:

The other slots in the parties are wildcard but should include Mostly Melee and DD's.



Items:

There is really only 1 Item that is required for this mission and that is Holy Water!

I can't say it enough: Bring Holy Water. If you get Doomed, you will die without holy water. Cursna works about 10% of the time and the WHM only has enough time to get 2 or 3 off before you die, so the odds that it works are NOT that good.

That being said the Mages shouldn't need Holy Water because they should be fighting this entire battle with their backs to the mob. Melee should bring at least a stack of Holy Waters each. They don't always work in clearing the Doom status so keep spamming them until it is gone.

Other items mages may want to invest in are Yag Drinks and Hi-Ethers. They aren't required but are always helpful. The BLM should bring a RR earring. It is to their benefit to have it with them but is not required.

Melee's should bring Silent Oils. You don't have too but it will make running around formor's and the like easier. 1 or 2 each should suffice.

The THF MUST bring some form of Thief's Tools, Skeleton Key, Living Key, anything that can open a lock. If you bring Tool's, bring more than one in case you fail the first time.



That about covers the mob stats, the party setup and items. Now onto what we'll be doing in the mission.

When we zone into the Phomiuna Aqueducts we will start off in a room that has no mobs. EVERYONE except for the WHM from party 1 and the BLM from party 2 will stay in this room until the boss fight begins. This dungeon is full of TS mobs and traversing with it 12 people can be somewhat cumbersome. Running to the boss with 2 party members is much easier and the boss will DRAW-IN the rest of the party once the mages aggro it.

Once the Mages reach the boss they will notify the rest of the party. The WHM who is still at the starting area will buff everyone up and heal their MP. Once everyone is ready the mages will aggro the boss and everyone will be drawn into the fight.

As soon as you get drawn in TURN AROUND. 9 times out of 10, immediately after Drawing in, the boss will Mortal Ray. You will be facing the mob when you get drawn in. After that happens mages should move to the only exit from the room and stand with their backs to the boss for the remainder of the boss fight.

The tanks should be on the other side of the room keeping the Minotaur facing away from the rest of the party for the whole fight. At no point should anyone other than the tanks be in front of the boss.

After the boss fight is over everyone should run down the hallway and around the corner. The Minotaur respawns rather quickly, and if we're anywhere in his line of sight he'll draw us in and we'll have to fight him again.

After everyone is rested up we'll head for the locked door and the THF will go to work. Once the door is open we'll head up an extremely long ladder and have to fight two more Taurus type mobs. The same rules apply for these as they did for the boss. Mages fight with their backs to the mob and tanks keep the mob facing away from the rest of the party.

Once we finish that we'll pass through a room with Formor's. (If anyone has high formor hate I ask that you let everyone know beforehand. Last thing we want is for someone to take an aggro through Sneak and wipe the whole party.) We'll get into the Candle Room where we'll have to match two candles to open the door. We'll go through the door get the CS and that will end this mission.


Based on what we did in the promies I'd say this mission will be a breeze for us. See you all on Wednesday!




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