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