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  • Nyzul Isle

    Recently I have gotten a group of my ls members together and we have started the Nyzul Isle Investigation. Our party is consisted of war/nin, sam/nin, cor/nin, nin/war, rdm/whm, and whm/smn. We started of really bad, aka lamps kicked our asses. We now have a vent server we use so those are no longer an issue even though we still take a good 10-15 for that floor alone. We have been running 4 tims a week for about a month now and cant seem to clear floor 5. Last night on the first run we cleared 4 and exited with about 1 min left and that was with 5 lamps on floor 2 and 2 "kill alls". Second run cleared floor 4 with about the same time left and had 2, count them 2, soulflyer floors.

    My point is that I know that Nyzul Isle is all luck but it is way to hard for a party of 6 to get some consistant progress out of it. Let alone 4 floors then a "Mega Boss" on floors 20, 40, 60, etc. Does anybody have any pointers or advise they can give to make this a little easyer or is it just gonna be a pat on the back and a GL.

    PS do the drops get better off the nm's as we go up in floors and out of the 30ish runs we have ran we havnt come across 1 free floor, is that uncommon?
    Originally posted by Raydeus

    Other than that the only thing I'd like to see is SE changing Homam so RDM can use it, but the chances of that happening are the same as those of me winning the Mog bonanza.

  • #2
    Re: Nyzul Isle

    Allakhazam.com: Final Fantasy XI: Forums
    Hope that helps.
    Bamboo shadows sweep the stars,
    yet not a mote of dust is stirred;
    Moonlight pierces the depths of the pond,
    leaving no trace in the water.

    - Mugaku

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    • #3
      Re: Nyzul Isle

      I've read most of the guides and such and believe i have a great party setup but I was looking for people that may have tips or tricks that have run these b4. In otherwords, that little bit extra to push us over the top.

      That link is blocked here at work but ill read it when I get home.


      Im really hopeing with the new relic weapons about to come out from nyzul isle that I can get a upper hand on it and get some floors on my rune disk so I can warp people to floor 100 and warp out b4 it erases back to 1. I really dont see much posted on this site about Nyzul Isle so im hopeing that this will start a new craze.
      Last edited by Amberly; 01-24-2008, 05:49 AM.
      Originally posted by Raydeus

      Other than that the only thing I'd like to see is SE changing Homam so RDM can use it, but the chances of that happening are the same as those of me winning the Mog bonanza.

      Comment


      • #4
        Re: Nyzul Isle

        I really like to have Stunners for Nyzul Isle. If you get Flayers, you'll really want quite a few Stuns. A single BLU can cover it, or you could go with a BLM and a DRK. We have been going with pick-up setups for a while, but they work quite well. There is a certain amount of luck involved in Nyzul Isle--The time limit is usually the issue. Ordered Lamps, Frogs, and Soul Flayers can create difficulties finishing 5 floors under 30 mins, but I suppose that's by design.

        Our non-Stun setups have resulted in bad runs. While we don't wipe completely, having 1-2 deaths usually means you can't finish; therefore, I would say that Stun is a requirement. If one of your front liners has BLU, switch them to BLU. Any of the stunners is fine though--if you don't have BLU try for DRK, BLM or RDM/DRK.

        Since you don't need a tank on non-boss floors, you might want to have multiple setups available to you if possible. For instance have your NIN/WAR change to a DD and use the WAR/NINs to tank on runs that you're not going to be fighting a boss.

        You have two healers, a RDM/WHM and a WHM/SMN. I would suggest changing the WHM/SMN to a SMN/WHM or BLM/WHM on non-boss runs to increase your damage output. BLM/WHM and SMN/WHM can still heal admirably but they can do considerably more damage than a WHM/SMN. This will speed up your ascent. Of course if your WHM has SCH75... try that. Remember, though, if you don't have a WHM you can't cast Stona which makes Ziz and Lizard floors slower. I think the speed increase is worth the risk of waiting for someone to unpetrify.
        Last edited by Sabaron; 01-24-2008, 09:03 AM.

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        • #5
          Re: Nyzul Isle

          It will definitely take a bit to get going, but once you're in the groove it gets easy. My static took several tries to clear 5 at a time, but now we rarely don't clear 5-6 floors per run.

          Some tips I can offer just by looking at your party lineup:

          You need another non-White Magic form of healing. White Magic Pathos happens more often than I'd like it to(happened to us 2 times on normal floors and 2 times on bosses so far), and it'd absolutely wreck your setup. My static consists of:

          SAM/WAR (tank)
          SAM/DNC (w/ Soboro, fantastic backup healer)
          DRG/BLU (DD + backup healer, sometimes comes as BLU/THF)
          WAR/NIN
          RDM/??? (me, I change subs sometimes, usually /BLM though)
          WHM/??? (whatever they feel like subbing)

          If your SAM has/can have /DNC, and a Soboro, that should set you healing-wise in case of a bad pathos. Otherwise, on bosses utilize skillchains + MBs, they work very well there, we always do a 3-step Light or Darkness, with me MBing on both SCs(except for Hydra, he just sucks. The RDM should keep DoT on him and save MP for cures otherwise).

          I highly recommend that you have your non-disc holders get items at the start, mages having Mana Boosts, and melees having Dusty Wings and Fighter's/Spy's Drinks. Once you hit the 60/80/100 bosses, everyone should have a Body Boost. Remember not to pop your Mana/Body boosts earlier, as they only last for 10-15 minutes, we always do ours on the floor before the boss.

          The important things are that 1) no particular pathos will destroy any one of our runs, 2) every member of our group can either sleep or solo anything they get in contact with, and 3) we have at least 3 JA-claim abilities for floors where you cannot aggro gears(claiming them with JAs like Provoke or ranged attacks does not coun't as aggro, but claiming with spells will cause magic aggro).

          Adds:
          Originally posted by Amberly View Post
          Recently I have gotten a group of my ls members together and we have started the Nyzul Isle Investigation. Our party is consisted of war/nin, sam/nin, cor/nin, nin/war, rdm/whm, and whm/smn. We started of really bad, aka lamps kicked our asses. We now have a vent server we use so those are no longer an issue even though we still take a good 10-15 for that floor alone. We have been running 4 tims a week for about a month now and cant seem to clear floor 5. Last night on the first run we cleared 4 and exited with about 1 min left and that was with 5 lamps on floor 2 and 2 "kill alls". Second run cleared floor 4 with about the same time left and had 2, count them 2, soulflyer floors.
          Get used to that. Last night we got a floor with a Dahak and 11 other mobs, including an NM(this is something that has happened to us twice, both times when Astral Candescence was gone). That's just dumb luck.

          Originally posted by Amberly View Post
          PS do the drops get better off the nm's as we go up in floors and out of the 30ish runs we have ran we havnt come across 1 free floor, is that uncommon?
          1) The drop rates will make you tear your hair out with or without TH, be ready for it.

          2) We've done 7 runs per week for 4 months now, and seen 1 free floor.

          Other little things here and there: I'd honestly have your COR come /RNG and possibly your SAM as /WAR for greater killspeed, there's not much in there that is Blinkable that will kill them(our SAMs easily tank anything we come across just useing Seigan/TE). Especially for Kill All floors, being able to mow down mobs in 1-2 WS's makes a huge difference, you guys are playing it a tad conservative with all those shadows.

          For lamps, the only one that can really kill you is sequence lamps. One person should be designated to call out orders/times and keep track. If there is a sight aggro mob near one of your lamps, just kill it. You'll waste more time trying to dance around it or getting an aggro as you're trying to hit lamps(this can ruin the same time lamps!)

          Try to have everyone in your group familiarize themselves with what each temporary item is, so that they know which is which when chests drop, and they can be given to the member who will make the most use out if it, i.e. if a Revitalizer drops, give it to the SAM, as Meikyo Sushi will do more to a boss than your other members could, if Elixir drops give it to the WHM or the RDM, etc.
          Last edited by Callisto; 01-24-2008, 09:12 AM.
          Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

          Formerly Callisto of Ramuh. | Retired 5.28.10

          Callisto Broadwurst of Palamecia

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          • #6
            Re: Nyzul Isle

            The most important thing is understanding how every floor works.

            - Eliminate Enemy Leader:
            Imp, Flan, Qiqirn, Soulflayer, Poroggo or Chariot NM

            - Eliminate Specified Enemies:
            Imp, Flan, Qiqirn, Soulflayer, Poroggo or Chariot family

            - Eliminate Specified Enemy:
            'normal' mob that checks Impossible to Gauge

            - Eliminate All Enemies:
            clear the floor

            - Light All Lamps
            one of three possibilities
            1) One lamp: everyone must click the single lamp on the floor
            2) All at once: all lamps must be lit at the same time (3-5 lamps)
            3) In order: lamps must be lit in the right order (3-5 lamps)

            one of my static members made a long post about how to work out 'order' floors

            There are three to five lamps (usually five). When you touch it (even before activating it), it gives you a message that the lamps must be activated in a specific order. You get the clear when the lamps are activated in a pre-determined order. When you activate a lamp, it WILL NOT light until ALL the lamps have been hit. When they all have been hit, ALL the lamps will light up briefly. Then the ones that were not hit in order will turn off. Ones that were hit in order will stay on, but you have to keep trying until you get them all in the right order to clear.

            Proper strategy to find the right order:
            This is only important for one person to be able to do, since they can instruct others. Let's say your PT members are A B C D and E. Pick an arbitrary order first, I usually do alphabetical cuz it's easy to remember:

            A > B > C > D > E

            Now suppose that B is correct, but no others are. Fix B in the order, and rotate all the others by one position (left or right doesn't matter):

            C > B > D > E > A

            Now maybe this time both B and C are correct. Once again, fix those in place and rotate the three remaining (must be the same direction as first time tho):

            C > B > E > A > D

            Now say B, C, and D correct. Rotate the last two one more time:

            C > B > A > E > D

            This MUST be correct. Basically keep anyone who is still lit in the same spot, and move the rest by one each time. This method is the fastest and most sure way to pass order lamp floors.
            It seems repetitive but the best thing you can do is learn the objectives on each floor and focus on meeting them as quickly as possible. When we first started out a couple months back we fought to finish five floors. Now everything is much cleaner and efficient. We've only had one failure in the last few weeks (the most hilarious thing to happen to me in game in a long time) and even that, was a learning experience.

            Our party is NIN, THF, DRG, BRD, BLM and WHM. On 'All' floors we choose on side while the Bard chooses the other side and pulls everything from that side. By the time the mobs catch up, we're usually ready for them. When you split up, always call out directions from the Rune to make it easier to meet back up. ie: 'I went NNE from the Rune' etc.

            Also, don't get starstruck by the NMs as you go. Normally, you do not have time to kill Leaping Lizzy or Taisaijin, as much as you may want to. They're usually not worth it either. We have had 2 drops total from all the NMs we have killed along the way.


            Wii code: 6851 9579 6989 9039

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            • #7
              Re: Nyzul Isle

              So far so good. Keep them coming guys and thank you
              Originally posted by Raydeus

              Other than that the only thing I'd like to see is SE changing Homam so RDM can use it, but the chances of that happening are the same as those of me winning the Mog bonanza.

              Comment


              • #8
                Re: Nyzul Isle

                Originally posted by eticket109 View Post
                Also, don't get starstruck by the NMs as you go. Normally, you do not have time to kill Leaping Lizzy or Taisaijin, as much as you may want to. They're usually not worth it either. We have had 2 drops total from all the NMs we have killed along the way.
                Yeah, the temptation is hard to fight sometimes, lol. We usually only do on Clear All, or if it's Single I go pull and if there's a NM right next to the Rune the rest of the group takes them. So far we've gotten Bounding Boots, Bloodbead Earring, Mushroom Helm(I hope SCH hat sucks so I can use this lol), and Vali's Bow(r/e O.bow). The only ones I might force the group to kill if we find them are Argus or Serket, lol.
                Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

                Formerly Callisto of Ramuh. | Retired 5.28.10

                Callisto Broadwurst of Palamecia

                Comment


                • #9
                  Re: Nyzul Isle

                  Originally posted by Callisto View Post
                  Yeah, the temptation is hard to fight sometimes, lol. We usually only do on Clear All, or if it's Single I go pull and if there's a NM right next to the Rune the rest of the group takes them. So far we've gotten Bounding Boots, Bloodbead Earring, Mushroom Helm(I hope SCH hat sucks so I can use this lol), and Vali's Bow(r/e O.bow). The only ones I might force the group to kill if we find them are Argus or Serket, lol.
                  We've had Bounding Boots and Magic Slacks (whatever Intulo drops). lol

                  I keep making casual comments about killing Aiatar, but he never shows up on 'all' floors.


                  Your Dahak comment was dead on. We had a Dahak on an 'all' floor then proceeded to get a family of Soulflayers or Chariots on the next one. That just didn't end well.

                  The best one ever happened on Saturday though. We were farming floor 40 and got to 37 on our third one. We got a 'leader' floor and tracked down Stealth Bomber Gagaroon. I will never say 'good, just a qiqirn' again. Little bastard drops mines then runs away. That's alright, we'll follow and kill him. He ran around the corner and led us into Bloodtear. lol I turned the corner and the hall was just full. Next thing I know, we have Bloodtear and two Puks tearing into us while the qiqirn keeps dropping mines on us and running away. We managed to pull it together and kill everything but we ended up having to exit after that floor.


                  Wii code: 6851 9579 6989 9039

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                  • #10
                    Re: Nyzul Isle

                    Originally posted by eticket109 View Post
                    The best one ever happened on Saturday though. We were farming floor 40 and got to 37 on our third one. We got a 'leader' floor and tracked down Stealth Bomber Gagaroon. I will never say 'good, just a qiqirn' again. Little bastard drops mines then runs away. That's alright, we'll follow and kill him. He ran around the corner and led us into Bloodtear. lol I turned the corner and the hall was just full. Next thing I know, we have Bloodtear and two Puks tearing into us while the qiqirn keeps dropping mines on us and running away. We managed to pull it together and kill everything but we ended up having to exit after that floor.
                    I want to say there's actually 2 QQ's that do that, I know I've gotten it twice and I could've sworn they were different names. The best advice I can offer is to try and camp in a room next to his spawn point, the hate reset from when he starts running only lasts for about 5-10 seconds, and he usually heads back to where he spawns, we just sat outside the door to his room and kept repulling him with Dia/ranged so we didn't have to deal with the mobs in his room. Otherwise I'm pretty sure Gravity lands, but Bind doesn't. We've gone as far as to have one of the SAMs 2-hour it just so we didn't waste 10 minutes fighting it.
                    Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

                    Formerly Callisto of Ramuh. | Retired 5.28.10

                    Callisto Broadwurst of Palamecia

                    Comment


                    • #11
                      Re: Nyzul Isle

                      Originally posted by Callisto View Post
                      I want to say there's actually 2 QQ's that do that, I know I've gotten it twice and I could've sworn they were different names. The best advice I can offer is to try and camp in a room next to his spawn point, the hate reset from when he starts running only lasts for about 5-10 seconds, and he usually heads back to where he spawns, we just sat outside the door to his room and kept repulling him with Dia/ranged so we didn't have to deal with the mobs in his room. Otherwise I'm pretty sure Gravity lands, but Bind doesn't. We've gone as far as to have one of the SAMs 2-hour it just so we didn't waste 10 minutes fighting it.
                      Quick Draw Sasaroon does the same thing. We got him figured out pretty well by the end of it, I just loved the fact that we linked Bloodtear. I'd be pissed off too if I was a bigass ram stuck in a tiny hallway like that.


                      Wii code: 6851 9579 6989 9039

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                      • #12
                        Re: Nyzul Isle

                        Haha, actually we had one of those maps where BB was put into a miniscule hallway as well, it's pretty funny. He can't turn without being halfway into one of the walls.
                        Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

                        Formerly Callisto of Ramuh. | Retired 5.28.10

                        Callisto Broadwurst of Palamecia

                        Comment


                        • #13
                          Re: Nyzul Isle

                          Originally posted by Callisto View Post
                          Haha, actually we had one of those maps where BB was put into a miniscule hallway as well, it's pretty funny. He can't turn without being halfway into one of the walls.

                          But you know that mobs can haXorz.
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                          ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
                          ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
                          ~I has a blog~~http://aksannyi.livejournal.com/~
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                          • #14
                            Re: Nyzul Isle

                            Ok, so we tryed a new setup today. 71 rdm/whm, nin/war, cor/nin, sam/war, drg/whm, and war/dnc and we cleared 1-5 AND 6-10. WTH? Anyways, thanks for the input guys.
                            Originally posted by Raydeus

                            Other than that the only thing I'd like to see is SE changing Homam so RDM can use it, but the chances of that happening are the same as those of me winning the Mog bonanza.

                            Comment


                            • #15
                              Re: Nyzul Isle

                              Had an unlucky run yesterday. Doing 85-90, in 5 floors we had 3 were we needed to get the lamps in the correct order

                              We ran out of time on the final one with about 2 or 3 possible combinations left to try.

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