For those who showed appreciation for my roughly written guide to Putraxia, here is another one for Rancibus.
Party Setup - The zone is far easier with DD mages, so the more BLMs and GEOs the better, however it may be difficult to find six black mages and support to fill two parties. I had this problem, so I decided to take a similar alliance to Putraxia.
Tank Party (PLD PLD WHM GEO BRD SMN)
DD Party (SAM RNG RNG BRD WHM COR)
Mage Party (BLN BLM BLM GEO SMN COR)
Two Paladins are used to pull mobs quickly and help with hate control. SMN in the mage party can be replaced by a SCH, however, at least one good SMN is required for the strategy we used.
Brash Gate - Camp in the area west of the pillars. Save any buffs until everyone has gathered (Also do an AFK check before entry so you don't have AFK players in the spawn area). Don't take too long to begin as time is very important.
The zone has three sets of pillars (six each per NM). In each set, one pillar out of six will spawn a NM with a group of mobs; the other five will spawn mobs only. You will be hoping to find NM early, but there is no way of knowing so it's a matter of luck. You should always be prepared for the worst luck (going through six pillars of mobs before finding NM) and destroy waves quickly with minimal deaths.
Pulling - Each pillar will spawn several waves of mobs containing different forms of Acuex, Leeches and Slimes. Early pillars will have fewer waves, and they usually spawn one type of mob at a time. Later pillars can spawn different mobs together.
When mobs spawn, they will be idle and unable to aggro right away. One PLD can train mobs to the alliance, however this can take time so two PLD pulling will speed things up.
Each mob has a weakness, and it's important for everyone to know as dealing the wrong type of elemental damage will force mobs into performing TP moves together. (eg. Slimes can do multiple fluid spreads) The weaknesses are as follows:
(My job on the run) On each pull, the leader will recognize the mob type and tell everyone the weakness. To keep deaths and MP cost to a minimum, it's safer to gather each wave and use timed nukes.
The leader will call out a time, and the BLM/GEO will cast high tier AGA/RA spells (of the right element) at the wave of mobs at the time stated.
Example: PLD gathers Ravaging Acuex at 0:07. They bring mobs to camp at 0:12. Leader calls for Fire @ 0:18.
(Don't rush waves unless you are confident/running our of time)
Bards should be using Lullaby so mobs don't hit the mages. They have strong attacks so keep stoneskin up.
Summoner plays a useful role by using Shock Squall. The move stuns a group of enemies for a short time (depending on their gear/skill). The Summoner should be using Shock Squall on each pull if possible. They should time Shock Squall to go off just before the nukes. In the above example, the SMN could do Shock Squall at 0:18, just as the mages start casting their nukes. This will minimize hate bouncing and deaths.
Hate in the zone works differently. Mobs will turn and attack you for any action you perform, therefore you should not do anything during pulls. This includes kneeling down, phantom roll, avatars and other abilities.
Melee DD and Rangers are useless on nq mobs as they have strong attack and should be nuked. DD can weaponskill as the BLM nuke, but they can't get TP from melee/ranged attacks. I was on Corsair, and Quick Draw worked well for me. I also used Tactician's so I could Wildfire/Leaden (only the DD party COR can do this, the mage party COR should be using MAB + MACC rolls all the time).
Final note on pulling NQ mobs:- If you have two different types of mobs, use the most damaging element for the timed nukes. E.G. Acuex and Mush are pulled to camp, use Ice instead of Fire.
Notorious Monsters
NMs will spawn randomly amongst waves of mobs if the correct pillar is clicked. The PLD should pull any NM right away before the NQ mobs stop being idle.
The PLD can pull the NM to the left or right side of the camp, however they should be wary of possible aggro from NQ mobs. If NQ mobs aggro, the alliance should kill them ASAP before turning back to the NM. You will need to kill the waves NQ mobs after killing the NM.
Murkcrawler - The easiest of the three. A combination of Darkness skillchains and Ice magic works well here. Like any other acuex, it can do AoE moves with status effects, so stay out of range if possible.
Brimboil - Easy or impossible depending on whether players can follow direction. Brimboil has a unique mechanic where it will split and create new forms of itself if it takes
3k damage or more in one move. Therefore everyone is required to do the following:
-
No Weaponskills. Even low WS can accidentally create skillchains + Magic Burst. Melee/Range attack it down and stay away from WS macros.
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T1 Nukes only. Originally I stated T1/T2 nukes, but some of the stronger mages found T2 nukes came too close to 3k, so we switched to T1 Nukes only. Thunder is the best. Spam Thunder.
- Quick Draw can come close to breaking 3k HP with a good set, so I would avoid. Avatars should not BP either.
- With melee/ranged attacks and T1 nukes, the fight will be slow, but safe. If Brimbolt splits, DO NOT attack the new spawns, focus on the original while the second PLD grabs the new spawns and moves them away.
Rancibus Easy fight. Focus on Light Skillchains and Thunder magic and just kill it down. Have one GEO bolster early on (65-85%) and the other GEO later (20-35%) Honestly can't say much more, except you will need (roughly) 5-6 minutes to kill it.
And that's about it really. The hardest thing is getting Murkcrawler and Brimboil to spawn early. Timing out is the easiest thing to do here. Good luck.