Warning: currently work in progess. a lot of information not known yet. some of this is speculation, others from posts taken from other sites (links at bottom of page)
1. Have someone liberate any Al Zahbi serpent general(s) that been taken prisoner first. These prisoners will likely be located in that dungeon you must head to. Thief with Thief's Tools is strongly recommended.
2. Head to the base in region where it is currently at. You must walk there, as the runic portal is unavailable. This region should read "Defending" instead of "Invade Enemy Base". The effectiveness of Sneak/Invisible is reduced as well, in some cases by 75% to 100%. Because of this, plan on being in a party and be prepared to fight. Expect every beastmen in that region to have either "true sight" and/or "true hearing" depending on the type of beastmen.
3. Kill certain Undead/Trolls/Mammoks until you obtain 2 temporary key items that permits you to enter a special BCNM area within that zone (Red Bell/Blue Bell; muscial scores, etc.). Warp/Tractor/Escape/Teleport will cause you to lose those items, along with zoning and getting d/c. The mobs that drop the key items will also drop other keys used to liberate prisoners and to open certain locked doors. Different mobs drop each key item.
4. Head to that BCNM area (mobs guarding area will most likely be true sight or true hearing depending on mob type, so set your alliance up accordingly and expect a lot of brutal fights as mobs will con VT-IT at 75 even though they're going to seem like level 82-88 mobs)
Mammok: Map 2, I-5. (To reach this map, go through Mahongany door at G-6 of Map 1)
Halvung: Unknown
A. Reef: H-8, Map 5 (You will have to go through the mire to access this area. Mobs in this area drop key items to enter BCNM. All the mobs in this area are true sight or true hearing.)
True Sight mobs by area
Mammok: Mammol Ja (Miner, Lurker, Inflitrator, Philosopher, Pikeman, Stabler)
Halvung: Hilltrolls (inside Mt. Zhaloym)
A. Reef: Imps, certain Lamia
True Hearing mobs by area
Mammok: Mammol Ja Diver, Mammol Ja Frogmen (these 2 mobs are sahagain type mobs)
Halvung: Cerebus (3-headed hound-type NM in Mt. Zhaloym)
A. Reef: Nix (all), certain merrow, certain undead
5. BCNM is limited to 6 people, no level cap, 30 minute time limit, and only people with the 2 temporary key items may enter. Those key items are lost after party exits BCNM. TP and buffs transfer into the BCNM.
6. You will fight 3 NM. These mobs do not recover HP or MP except through use of spells or abilities. If your party wipes with one of the NM at 25%, that NM will remain at 25% when the next party enters. There is a chance you will see less than 3 NM.
Desired Order of the BCNM fight:
Mammok: BLM, ???, NIN
Undead (appear to be lamiae): #11 (BLM), #24 (WAR), #19 (COR)
Halvung: unknown
Known strengths/weaknesses:
Mammoks are weak to dark and ice, strong to light and wind. Will resist poison. Sahagain-type mammol jas are weak to thunder and strong to water.
Undead are weak to light and fire, strong to dark and ice. Lamia/Merrow/Nix also weak to thunder.
Trolls are strong to fire and ice, weak to water.
NMS will not sleep, and cannot be silenced.
Note: It might be wise to manaburn through the BCNM with several rounds of 6x BLM using highest tier -ga nukes corresponding to the weaknesses of the NM. If single target nukes and weaponskills are used, focus them on mage class mobs first. It is likely the first several runs through the BCNM will result in wipes, so the goal is to weaken them as much as possible for the next party. Defeated NMs do not repop. Once the mage-class serpent generals are gone, the melee should go quickly. When all the NM are dead, the party that finished them off will get a new title, 1000 IS points, and the AC will return to Al Zahbi. The beastmen stronghold will have its enemy force depleted to 0, and the next besieged will occur when the enemy is at 100 instead of 150.
Current links
http://inspy.livejournal.com/18232.html
http://ffxi.allakhazam.com/forum.htm...;num=25;page=1
1. Have someone liberate any Al Zahbi serpent general(s) that been taken prisoner first. These prisoners will likely be located in that dungeon you must head to. Thief with Thief's Tools is strongly recommended.
2. Head to the base in region where it is currently at. You must walk there, as the runic portal is unavailable. This region should read "Defending" instead of "Invade Enemy Base". The effectiveness of Sneak/Invisible is reduced as well, in some cases by 75% to 100%. Because of this, plan on being in a party and be prepared to fight. Expect every beastmen in that region to have either "true sight" and/or "true hearing" depending on the type of beastmen.
3. Kill certain Undead/Trolls/Mammoks until you obtain 2 temporary key items that permits you to enter a special BCNM area within that zone (Red Bell/Blue Bell; muscial scores, etc.). Warp/Tractor/Escape/Teleport will cause you to lose those items, along with zoning and getting d/c. The mobs that drop the key items will also drop other keys used to liberate prisoners and to open certain locked doors. Different mobs drop each key item.
4. Head to that BCNM area (mobs guarding area will most likely be true sight or true hearing depending on mob type, so set your alliance up accordingly and expect a lot of brutal fights as mobs will con VT-IT at 75 even though they're going to seem like level 82-88 mobs)
Mammok: Map 2, I-5. (To reach this map, go through Mahongany door at G-6 of Map 1)
Halvung: Unknown
A. Reef: H-8, Map 5 (You will have to go through the mire to access this area. Mobs in this area drop key items to enter BCNM. All the mobs in this area are true sight or true hearing.)
True Sight mobs by area
Mammok: Mammol Ja (Miner, Lurker, Inflitrator, Philosopher, Pikeman, Stabler)
Halvung: Hilltrolls (inside Mt. Zhaloym)
A. Reef: Imps, certain Lamia
True Hearing mobs by area
Mammok: Mammol Ja Diver, Mammol Ja Frogmen (these 2 mobs are sahagain type mobs)
Halvung: Cerebus (3-headed hound-type NM in Mt. Zhaloym)
A. Reef: Nix (all), certain merrow, certain undead
5. BCNM is limited to 6 people, no level cap, 30 minute time limit, and only people with the 2 temporary key items may enter. Those key items are lost after party exits BCNM. TP and buffs transfer into the BCNM.
6. You will fight 3 NM. These mobs do not recover HP or MP except through use of spells or abilities. If your party wipes with one of the NM at 25%, that NM will remain at 25% when the next party enters. There is a chance you will see less than 3 NM.
Desired Order of the BCNM fight:
Mammok: BLM, ???, NIN
Undead (appear to be lamiae): #11 (BLM), #24 (WAR), #19 (COR)
Halvung: unknown
Known strengths/weaknesses:
Mammoks are weak to dark and ice, strong to light and wind. Will resist poison. Sahagain-type mammol jas are weak to thunder and strong to water.
Undead are weak to light and fire, strong to dark and ice. Lamia/Merrow/Nix also weak to thunder.
Trolls are strong to fire and ice, weak to water.
NMS will not sleep, and cannot be silenced.
Note: It might be wise to manaburn through the BCNM with several rounds of 6x BLM using highest tier -ga nukes corresponding to the weaknesses of the NM. If single target nukes and weaponskills are used, focus them on mage class mobs first. It is likely the first several runs through the BCNM will result in wipes, so the goal is to weaken them as much as possible for the next party. Defeated NMs do not repop. Once the mage-class serpent generals are gone, the melee should go quickly. When all the NM are dead, the party that finished them off will get a new title, 1000 IS points, and the AC will return to Al Zahbi. The beastmen stronghold will have its enemy force depleted to 0, and the next besieged will occur when the enemy is at 100 instead of 150.
Current links
http://inspy.livejournal.com/18232.html
http://ffxi.allakhazam.com/forum.htm...;num=25;page=1
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