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How to beat promyvion.Follow

#1 Oct 12 2004 at 12:40 AM Rating: Excellent
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A lot of people seem to be annoyed by these areas. Honestly, square gave us all a huge break. There are some simple rules that can make these places easy as pie. If you choose to ignore them, you may get a headache. I'll lay down some of the basics.

Before setting out, make sure everyone will be able to enter the promyvion. A couple of conditions must be satisfied before this is allowed. They must have:
a. CoP installed and registered.
b. Viewed the cutscene in lower delkfutt's tower, then upper jeuno, then talked to the doctor in the infirmiry and received the pendant key item.
c. Wiped clear any previous memory.*

* - When you enter a promyvion, you create a memory of it. You will not be allowed to enter any other promyvion until you have either cleared the promyvion you entered, or wiped your memory. This is done by clicking on the large apparatus on the left hand side of the hall of transference, and selecting 'yes' to clearing the memory. If you have explored promyvion mea, and are now going holla... make sure you close your memory of mea first, or you will not be allowed into holla.

These are laid out in multi sectioned areas. The mobs will start at EP to everyone, and only get worse from there. You go through 3 areas, with the fourth being the final area where the bcnm is located.

On each area exist structures. These structures house memory receptacles (I will refer to these as MRs). The memory receptacles are large orbs with a lot of hitpoints. Around them spawn stray. These are small, generally easy mobs, but they respawn rather quickly.

Upon the MRs death, it will either a. spawn a portal to the next area or b. fade out to nothing. The "fake" ones do you no good, and you must seek and destroy another MR in order to find the portal to the next area. There are 3 levels that require the death of MRs total, each being more difficult than the last.

The bcnms at the end only allow one party to fight, not the alliance. Make sure every party is seperately balanced, and are all full of 6 members. No one may repeat the battle unless they die and are kicked out. When you actually win, you are spit back out to the crag, not the spire area.


[li]Form an alliance.
- People say that it may be easier to take these as parties, I don't agree. If you have a fully functioning alliance, these can go by exceptionally fast. You must make sure everyone knows the deal before you set out. Lay down rules, take charge. Have everyone listen to one person who can completely explain. Make SURE everyone listens, to avoid disaster.

[li]Item preparation.
- Don't count on anyone but yourself. If worse comes to worse, the mage may not be able to help you. Come armed with certain things. I recommend coming with Holy water, Antidotes, Poison potions (holla), ethers and/or potions, and echo drops. Bring all the hit point potions you can if you are melee. You may very well need these. If you get low on health, it's best to know you can heal yourself if the mage is busy. In addition, you might want to buy a scroll of instant reraise from the Guards. Use AFTER you enter the bcnm.

[li]Macros.
- It may be a good idea to set up macros before hand. Maybe a macro for if you get aggro, etc. Even use a macro for items. If you need to use a potion, set a simple macro to /item "Potion" <me>. The quick access could save your life.

[li]Edge travel.
- Stay at the edges of the areas. There is a much lower chance of a mob being in your way, or spawning near the edges. Have everyone travel along the edges.

[li]Designate a point man.
- Try to pick a ranger, or someone with a rng/bst sub for widescan. These people will scan the area for active MRs. Have them lead, and tell no one to surpass the lead at any point. Make everyone recognize the leader, and follow only behind him or her when they move.

[li]Aggro.
- Make sure everyone understands that getting aggro can mean disaster if it's in groups. Set down a rule. If anyone gets aggro, tell them they must stop and inform the party. No one move forward. Help kill the aggro if, and only if, moving to it will not get your alliance aggroed further. Around the 3rd level, the mobs can get very deadly. Getting links on your alliance is going to cause you far more problems than one or 2 people dying, then tractoring and raising. It sounds crass.. but you may end up getting your whole alliance killed if everyone runs around collecting aggro. Weigh the options.

[li]Memory receptacles.
- The MR has an AOE attack. When you get near it, have any rangers, summoners, or blackmages attack the MR from a distance. Do not melee it, it will cause more problems than it is worth. While the rangers/blms/smns are killing the MR, keep them healed if they get hit with the AOE. The AOE is possible to avoid... stay just inside it's range, where you can attack. When you see it ready the skill, move back. You may do this, but I never found it terribly necessary.

- While the rng/blm/smns are killing the MR, have everyone else attack the strays. Don't let them get in close and kill the strays, stay outside the MRs AOE and pull them to you. Try to keep the strays down. If there are more rngs/smns/blms than you need, have some of them work on the strays while the others are on the MRs. It is crucial keep the strays at bay.

- Make sure everyone understands how the memory receptacles work. A couple people making mistakes may cause your whole alliance a problem. When the memory receptacles die, if it is a 'real' one, it will open a portal. Keep in mind that if someone has aggro from anything or are getting hit when they try to go through the portal, they will not be allowed. They will instead get the favorite message "event skipped."

- It is essential that all strays are slept or dead when you enter the stream. After a certain amount of time, the stream will close. Have everyone focus on killing the remaining strays before anyone enters, and you will avoid a problem. If one person is left behind, it could ***** a whole party out of the bcnm fight. Your whole alliance will be forced to replay the area you just finished. Think about it before you enter. Make sure all of them are dead. If one is left behind, all must suffer. Work as a team.

[li]Final area.
- After 3 MR areas, you will come to the final area. Here, everything is exceedingly difficult. Avoid aggro at all costs. Remember, all these mobs aggro no matter what. Sneak and invis will not help you here. They will aggro on proximity, so stay clear.

- In this final area is a looming tower, called the spire. The spire is easy to spot from a distance. Here, there is a zone. If you get close to the area and you get aggro, it may be a good idea to simply zone if the situation allows. Keep this in mind, it may save your life.

-You will enter the preparation area when you zone into the spire. Here you are uncapped. Use this to your advantage. Do not worry about healing to full, as you will be capped again as soon as you get into the bcnm (web of recollections). If people need to be teleported/warped out, make sure you take care of it here.

- Do not buff. All buffs are removed when you enter the BCNM. Save all buffing for inside the bcnm itself. Prepare everyone for the fight inside. If you need to trade members to make a balanced party, do so.

[li]The fight...
- Each bcnm fight is different, the mobs act differently. In the holla fight, for instance, the mob will use an AOE curse/sleep. Be prepared. Bring poison potions for this, and holy water. Use the poison right at the beginning of the fight to keep yourself awake. Do some research on the mob before you begin.

- Around 50% of the mobs life, I recommed spamming 2 hours. When it gets low on health, it will start using its strongest attacks. This is when you need it to die fast. Use all the 2 hours you can.

[li]Anima.
- For the love of god, GET THEM. You don't realize how helpful these really are until you fight without, then with. Spend some time before you go in preparation for the fight. Take one or 2 people with you and farm the first level of the promyvion. Your target on this level are the one unique mob (Holla: Thinker, Dem: Gorger, Mea: Craver) and weepers. The unique mob will spawn at one point every so often, generally only one spawn on that level. This mob has the highest chance to drop a recollection, and even the memospheres. The memospheres are used for maps... not entirely important, but get if you want. Weepers and these mobs drop recollections. Guilt, pain, and fear. If you get any, take them to a man in ru'lude gardens, on top of jeuno. Go to maat, and then go past him into the room at the very back of the area. On your immediate left is a man staring at a painting. Talke to him, accept everything he says. Then trade him one recollection and 2k gil. Wait until the next game day, and talk again. He will give you an anima.

-The anima are incredibly important to making the battle easy. Why would you waste all the time of going there just to chance it and lose? Prepare. Get yourself at least one anima. Psychoanima (comes from recollection of fear), for instance, will paralyze the mob for 30 seconds. He will be continually intimidated by your presence, making him vulnerable to all attacks. Use a couple of these in the fight, and there was no challenge.

-Make it your own responsibility to have these items. Don't assume anyone else will. If you have them, you are essentially guaranteeing a win. Take the time before you go to get these items, please please... you will make it easier on yourself and everyone else.

Good luck everyone, have fun with promyvion. Enjoy the atmosphere, and don't count it as an impossible task.


Tips::
- When it comes to healing, make sure you heal everyone to full after each MR battle. The area it teleports you to will be mob free. Heal up entirely here before setting out. If you need to heal on the field, choose a sectioned off area surrounded by the clip border. Near holes, or near the edge no mobs will spawn. Carefully pinpoint where these areas are, in order to stay safe.

- When healing, cluster as close together as possible to reduce chance of aggro. While 'personal space' may be requested, it's certainly not required. The closer you are together, the less chance for an accident.



Edited, Tue Oct 12 02:12:08 2004 by AmanoJ
#2 Oct 12 2004 at 12:53 AM Rating: Decent
Bump ^^
#3 Oct 12 2004 at 1:02 AM Rating: Decent
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98 posts
Great stuff, Amano! I lifted it and posted it on my LS message board (full credit to you, of course). Rate up, thanks a lot.

Maybe this will help convince my LS that the Anima ARE important. ><
#4 Oct 12 2004 at 1:11 AM Rating: Excellent
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5,431 posts

And it got rated down, lol.
Do you have a problem with me helping people with this? If someone seriously has an issue here... please speak it.
Maybe someone is a hater of reading in general. Hmmm...

Thanks for the compliments, feel free to mention anything I left out.


Edited, Tue Oct 12 02:14:59 2004 by AmanoJ
#5 Oct 12 2004 at 1:34 AM Rating: Decent
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1,481 posts
Hey Amano, thanks for the info. Maybe I can now beat those f'in things now. I have a small q':

What are the effects of the other animae?


#6 Oct 12 2004 at 1:38 AM Rating: Decent
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3,640 posts
Quote:
Memory receptacles.
- The MR has an AOE attack. When you get near it, have any rangers, summoners, or blackmages attack the MR from a distance. Do not melee it, it will cause more problems than it is worth. While the rangers/blms/smns are killing the MR, keep them healed if they get hit with the AOE. The AOE is possible to avoid... stay just inside it's range, where you can attack. When you see it ready the skill, move back. You may do this, but I never found it terribly necessary.


i did this as my war, we found it helpful for me to run up and provoke it every time i got voke, with utsusemi up noone took a single point of damage a lot of the time.

Edited, Tue Oct 12 02:39:45 2004 by melbolt
#7 Oct 12 2004 at 1:39 AM Rating: Decent
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386 posts
Great guide Amano, Rate up ^^
#8 Oct 12 2004 at 1:44 AM Rating: Excellent
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5,431 posts

Cigarman, I honestly have not found out.

When I used the psychoanima (r.o. fear), the effect was apparent. The mob is intimidated and paralyzed for 30 seconds.

The hysteroanima (r.o.pain), seemed to weaken the mob's defense to attacks, or maybe curse it. Either way, it was easier to take down.

I noticed nothing with the Terroanima (r.o.guilt) except what may be a coincidence. When I used it, the thing ran away from me to the other side of the arena. When I got near, it kept moving away. It may have just been coincidence, however.

I thought that the clues to what they did may be in the recollection names themselves.

Fear, for instance, makes it fear you.
Pain, could make it suffer more damage overall, or curse it.
Guilt, may just make it not attack you.

I'm only sure on the first one... but I did notice a change when I used my hysteroanima, whatever it was, the boss was easier.

Also, great tip melbolt.

Whenever I got my shadows blown off (The AOE takes 2-3), I would go outside it's range and recast. Seemed to lessen the load on mages, and let then focus on the strays.
#9 Oct 12 2004 at 1:48 AM Rating: Decent
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1,481 posts
Oh, i see, thanks for the answer, I'll try and look up for the effects
#10 Oct 12 2004 at 1:56 AM Rating: Excellent
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5,431 posts

I've tried too... but it seems that no one really knows.

The only thing left to do would be to go and repeatedly experiment... though I'm not sure if that's a wise idea. I have friends who still need to do it, so I may tag along to try.

Please let me know if you find anything out, as I will you. I will inform the board if I can surely discover what they are doing to the mob, exactly.

As for now, I only recommend getting one of each. Since you can only hold one of each anyway, might as well just burn down the boss with them. They are doing SOMEthing, might as well put them to use.
#11 Oct 12 2004 at 2:14 AM Rating: Decent
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1,481 posts
I just asked some random guy in-game and it seems Terroanima makes the mob just flee uncontrollably for 15 seconds, your post and the ign boards state about the same, so I guess this is the effect.

The only difference I'm seeing is the exact duration.

Looking for hystero---> OMW


Edited, Tue Oct 12 03:16:35 2004 by Cigarman
#12 Oct 12 2004 at 2:14 AM Rating: Decent
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935 posts
Quote:
noticed nothing with the Terroanima (r.o.guilt) except what may be a coincidence. When I used it, the thing ran away from me to the other side of the arena. When I got near, it kept moving away. It may have just been coincidence, however.


I actually had a very humorous situation come up with Terroanima my first time in Dem. We were getting ready to use the Terroanima, and the other WAR/NIN and I (WAR/NIN as well)both readied our two hours. So our BLM tosses the Terroanima, and suddenly the thing is just running away from us. Of course the other Warrior and myself are just desperate to hit this thing, but it continues to just run out of our range for a period of about 30-45 seconds.

Anyways, I can confirm that the Terroanima seems to make the mob stay out of range, and stop attacking for approximately 30 seconds.
#13 Oct 12 2004 at 8:31 AM Rating: Decent
17 posts
You can win mea as follow:

Tank voking the boss and running in circels.

Distant attackers attacking without getting agro (no overnuke)

Healer heals.

Edit: no 2 hours needed in this battle ;)

Edited, Tue Oct 12 09:34:15 2004 by ScorpionRDM
#14 Oct 12 2004 at 8:37 AM Rating: Decent
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85 posts
Good guide!

Since the Terroanima makes the mob flee and stop attacking for 30 seconds, wouldn't it be good to use when the pt is close to dying and in desperate need of meding back up?
#15 Oct 12 2004 at 9:52 AM Rating: Decent
Ive noticed alot of job bias on trying to do these things.

Rangers and ninjas are good, rangers and ninjas are great, waiting for hours to get enough rangers and ninjas WILL COST YOU THE ALLIANCE.
Dont get hung up on one job.

Each party should have:
2 healers. one whm of 36+ makes for easy alliance movement.
2 tanks. nin/war, war/mnk, war/nin, pld/war, you get the idea.
2 damage dealers. Ranged attackers are best but theres no reason a drk, drg, or other melee dd wont work too.

HAVE A TRACTOR
HAVE A RAISE
HAVE ENOUGH TIME
90% CHANCE YOU WILL DIE, GET OVER IT

It only takes 2 parties to safely kill mobs on the top level if you move smartly. Walk in single file, have your pointman selects the mobs that must be killed.

Its alot easier to plan your fights than have aggro dumped on you.

Anima make the fights alot easier, but arnt manditory.
Farm the reccolections on lower levels in advance of the alliance.

The spheres, btw, tend to drop from the toughest mobs on the top level.
#16 Oct 12 2004 at 11:24 AM Rating: Decent
Hysteroanima stops all special attacks for 30 seconds.

If you want to confirm, turn all filters off. For 30 secs you'll notice the boss readies specials, but never uses them.
#17 Oct 12 2004 at 11:58 AM Rating: Decent
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545 posts
Just a thought- terroanima might be nearly useless on the boss(assuming that psychoanima has already been used to nullify the bosses attacks).

However, terroanima would be awesome to use against an unfortunate link on level 3(kill one mob while the other runs around) or any aggro on 4(use the 30 second break in aggro to run to the zone)!

I know most people don't want to "waste" animas on regular empty, but I have a feeling that terroanima was never intended to be very useful against the boss. It's designed for aggro control.
#18 Oct 12 2004 at 12:07 PM Rating: Decent
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2,711 posts
If you have a party of four rangers plus two support jobs, terroanima is very useful. It's just when you have your WARs, DRKs, and MNKs trying to run after it and wail on the thing, you will have a hard time using that anima.

Also, does anyone else have a problem with typing anime instead of anima? ^^;;
#19 Oct 12 2004 at 12:13 PM Rating: Good
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792 posts
Fantastic post - you're one of the few people on this forum that have quickly earned my respect Amano, which is saying a lot. :)

#20 Oct 16 2004 at 4:39 PM Rating: Excellent
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5,431 posts

Way-back bump, for the sake of information. Smiley: yippee

I never saw your message, Ravidrath, thank you for the compliment. Smiley: bowdown
#21 Oct 16 2004 at 7:22 PM Rating: Decent
Question...can you stack the anime?
#22 Oct 16 2004 at 8:45 PM Rating: Excellent
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5,431 posts

Anime? Smiley: jester

The anima are rare/ex, so, no, you can only have one of each kind at a time.
#23 Oct 16 2004 at 9:06 PM Rating: Decent
Promyvion in general *IS* much easier as a single group

I have yet to be in a Promyvion alliance that was super organized enough to be able to go these quests without getting massive agro


As for PT setup.. Yes anything will work, but if your out to do this as fast as possible, 1 NIN/WAR, 2 RNG/NIN, 2 SMN/WHM, 1 WHM/BLM or RDM/WHM will work.

My group broke the record on Promyvion-Dem with 4mins 32secs (previous was 4min 47secs).

Ive lead multiple groups through all the dems now, to get LS members and friends caught up so we can continue with the rest of the missions.

HERES THE BASIC STRAT FOR *ALL* PROMYVIONs

Enter BCNM and buff up
Nin/war runs in and provokes.
Both RNGs run as far away from the mages and the boss as possible
SMNs summon Shiva and unleash Astral Flow on it repeatedly
>> 3 Astral flows per summoner is possible <<
After that, the ninja remains tanking, with the whm/blm/smns providing the healing

In the case of DEM, when the offsprings spawn, the SMN summon carbie and sic them on the offsprings.

At about 10% or so, Sharpshot + Barrage + WS + EES for teh win!
#24 Oct 16 2004 at 9:30 PM Rating: Decent
good stuff. i must try and get psychoanima for a few members and make it much easier. I REALLY wanna go to tavnazia >.>

and Habbaruk I understand its harder to get an alliance organized, but wouldnt it be hard to do the 3rd floors MR with just 1 pt? what with the IT strays and everything

Edited, Sat Oct 16 22:30:55 2004 by LeonXGriever
#25 Oct 16 2004 at 9:34 PM Rating: Decent
not at all.

Since the patch, the portals stay open for 3mins (timed)

3 mins is plenty of time to destroy all of the strays

In the event that you dont think you can kill all of the strays in time, just kill the Dark elemental strays

Why you ask? Dark Strays are immune to sleep

Kill the dark strays and have the rangers/blms/rdms sleep the others. (Rangers get sleep bolts at lvl 25). Sleep bolts will sleep the mob for about 10-30 secs, which definately is enough time to hit the portal and zone
#26 Oct 16 2004 at 9:40 PM Rating: Decent
Hmm, that makes sense. I might try it, because I really hate creating alliances. Takes too much effort to bring the group under control >_< Thanks for the advice
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