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kansmofo
10-26-2006, 08:20 AM
We went into the Dem Crag last night but I dont have a map. Where do you get maps for inside the crags?

Rosalie
10-26-2006, 08:34 AM
It's a little complicated getting maps for the Promyvions, and you definitely won't have them the first time you run all the way to the top.

First, you need to acquire a Rare/Ex Memosphere for the area you are in. For Holla, it's the Teal Memosphere. For Dem, it's the Beryl Memosphere. For Mea, it's the Indigo Memosphere. Getting these memospheres can be the biggest pain in the ass ever, since you need to farm them from the unique monster from each of the crags. (Holla: Thinker, Dem: Gorger, Mea: Craver) OR, if you take on the NM from each of the crags (have fun with that, it's REALLY hard, I had to do it with 12 people... once again: Holla: Cerebrator, Dem: Satiator, Mea: Coveter) it's a 100% drop from those NM's, along with the appropriate remnant to spawn an NM in Promyvion-Vahzl.

After that large ordeal... You get to run up to either the 3rd or 4th floor, and trade the Memosphere to a ??? that can be on either of those floors (check Vana'diel Atlas (http://www.ffxi-atlas.com) for exact spawn locations,) and poof, you'll have your map! You need to be really careful or have a suicidal friend with you to provide a distraction while you make the trade, though, since each of the ???'s is surrounded by those nasty true-sight mobs.

As for Promyvion-Vahzl (which you won't be getting to until 5-1,) you need to get a White Memosphere, which, as far as I can tell (also according to Somepage's entry (http://ffxi.somepage.com/itemdb/5881),) ONLY drops off of the NM's there, which MUST be popped by one of the remnant items from any of the NM's from the original three crags.

And after THAT, you need to head for either the 3rd or the 5th floor to find the ??? to trade to.

Happy hunting!

Sabaron
10-26-2006, 09:40 AM
You really don't need Promy maps. Once you've been on a couple of runs, you get used to the layout and the areas are generally small, uncomplicated, and open. A RNG can see all of the things you need to see as well, and I've not been in a Promy party yet that didn't have at least one veteran of that promy (winner or not) along. You can also print up a map from www.ffxi-atlas.com and peruse it while you're ascending. Promy maps, IMO, are more of a pain than they're worth. If you plan to do ENM runs, you'll be up and down the crags so often that you'll eventually memorize the small maps anyway. The only reason I want one is for "collectors item" value. Of course, if you should happen to run upon a memosphere during an ENM run, lot it and if you're lucky you'll be able to get your map on your next ascent. I would not recommend trying to fight the NMs in the lower areas for the memosphere unless, as Rosalie says, you have an alliance with you.

As for suicidal friends to have along for the ride, try a nice THF/BLU on floor #4. Cocoon + Metallic Body + Flee and aggro everything. Sweet.

Macht
10-26-2006, 11:11 AM
Just to point out thought the ??? you trade the memosphere too changes along the 4 island like areas. On every island there is this small spherical light object cover'd my a sort of spherical structure (It almost resembles a globe in a stand, the light of course being the globe).

The frequency that the ??? shows up on each island varies. On the 1st island it only shows up there like 1 time every 24hrs - 5 days. On the 2nd island it shows up like every 8hrs - 2 days. One the 3rd island like every 4hrs, and the 4th island just about every 30 min.

kansmofo
10-26-2006, 11:19 AM
Just to point out thought the ??? you trade the memosphere too changes along the 4 island like areas. On every island there is this small spherical light object cover'd my a sort of spherical structure (It almost resembles a globe in a stand, the light of course being the globe).

The frequency that the ??? shows up on each island varies. On the 1st island it only shows up there like 1 time every 24hrs - 5 days. On the 2nd island it shows up like every 8hrs - 2 days. One the 3rd island like every 4hrs, and the 4th island just about every 30 min.

Is that hte thing that you use to warp up to the next level?

Macht
10-26-2006, 11:32 AM
Is that hte thing that you use to warp up to the next level?

No, that is the Memory Sphere's those warp you to the next level. It isn't that, the object with the ??? is much smaller in size could also say the structure design almost is similar to as if it was a console.

Here, easiest way to answer is to show an image. You'd be looking for this, one exists on all the islands. Just when they are active to trade the memosphere to varies on each island. The higher up the islands you go the harder the mobs are but the drops and pops for things become much higher.

http://www.playonline.com/ff11us/promathia/imgs/emptiness/e_photo_06.jpg

kansmofo
10-26-2006, 12:14 PM
No, that is the Memory Sphere's those warp you to the next level. It isn't that, the object with the ??? is much smaller in size could also say the structure design almost is similar to as if it was a console.

Here, easiest way to answer is to show an image. You'd be looking for this, one exists on all the islands. Just when they are active to trade the memosphere to varies on each island. The higher up the islands you go the harder the mobs are but the drops and pops for things become much higher.

http://www.playonline.com/ff11us/promathia/imgs/emptiness/e_photo_06.jpg

Sorry for being dumb, but what do I trade to it :wtf:

Sabaron
10-26-2006, 12:17 PM
You trade the Memosphere you get from an ENM or NM monster in the crag to the ???. This is probably a macroable trade like other single-item trades, just use the following macro while targetting the ??? (WARNING: Untested):
/item "Beryl Memosphere" <t>
Beryl Memosphere - Promyvion-Dem (http://wiki.ffxiclopedia.org/index.php/Beryl_Memosphere)
Indigo Memosphere - Promyvion-Mea (http://wiki.ffxiclopedia.org/Indigo_Memosphere)
Teal Memosphere - Promyvion-Holla (http://wiki.ffxiclopedia.org/Teal_Memosphere)
White Memosphere - Promyvion-Vahzl (http://wiki.ffxiclopedia.org/White_Memosphere)
Each of those links provides a list of target monsters from which to obtain the Memosphere for the Promyvion.
And for good measure, a couple of guides for Promyvion Maps in general:
Promyvion Map Guide (http://wiki.ffxiclopedia.org/Promyvion_Map_Guide)
CotAM Promyvion Map Guide (http://ffxi.clanam.org/node/488)

kansmofo
10-27-2006, 07:05 AM
I went back in and I got a memory of pain i think... It was rare and exclusive. What is that used for?

Sabaron
10-27-2006, 07:15 AM
Recollections are for making animas.

Recollection of Pain (http://wiki.ffxiclopedia.org/Recollection_of_Pain)
Recollection of Guilt (http://wiki.ffxiclopedia.org/Recollection_of_Guilt)
Recollection of Fear (http://wiki.ffxiclopedia.org/Recollection_of_Fear)

Please look up the items you get here before posting in the forums.

wiki.ffxiclopedia.org (http://wiki.ffxiclopedia.org)

Clan of the Angry Monkey has very good in-depth Promyvion Guides. Refer to them as well

http://ffxi.clanam.org/search/node/Promyvion

Mog
10-27-2006, 07:22 AM
And if you do holla.....make sure you kill him if you get him down to 1% >_< We got him down to 1%, but he just kept restoring and restoring.....it got to the point of being impossible and he picked us off one by one.....and to top it all off, he restored himself to 23% health! x.x

Sabaron
10-27-2006, 07:28 AM
For Holla, most successful parties save their Astral Flows/Eagle Eye Shots/etc. until the boss starts spamming Uberdrain (Trinary Absorbtion) at around 33% or lower health. Once he eats all your buffs with Trinary Tap, this buff-eating ability becomes a giant drain spell as well (AFAIK). You can prevent it by casting throw-away buffs and keeping your Poison Potion on (he'll eat that too). I would recommend letting your Sushi/Attack foods wear off before entering. It's not pretty when he's got +27% Attack or +15% Accuracy... Protect/Shell/Stoneskin/etc, are also not recommended. In fact... you should probably go buffless except for some useless Barspell (Barsleepra/Barstonra), Poison (prevents sleep from his other ability), and your WHM's Reraise.

Tavnazian/Leremieu Tacos would probably be the worst thing you could feed him, and I don't think (though not sure) that he can steal Reraise--or at the very least, if he does steal it....he doesn't get it. Not tested, of course. Perhaps someone else has more insight into the specifics of Wreaker/Reraise and Trinary Tap. It would be absolutely terrible if he stole a Hi-Reraiser buff (multi-reraise) and actually raised multiple times; therefore, I doubt very highly if he can use Reraise, himself even if he can take it away from you.

Another note about the CotAM Promy Guide: Most people consider Holla the hardest promyvion while the guide writer considers Mea the hardest. IMO it's most definitely Holla.

You will also want to conserve at least a portion of your Hysteroanima (http://wiki.ffxiclopedia.org/Hysteroanima) for the end of the fight.

Did I mention you should bring animas? Watch out for pick-up promy parties... They're often a good way to waste your time/2hr/Animas (a lot of the pickups won't have any anima--you obviously don't right now either, so get some--you'll be much happier). Pick-up Promy members are often just looking to mooch a promy off of you without adequate preparation (i.e. Anima Farming).

Macht
10-27-2006, 08:08 AM
Lol, I usually only do the boss fights in 1 condition. If the party has at least 1 of each anima. Always 66%-100% use Psychoanima, 33%-66% use Terroanima, 0%-33% use Hysteroanima.

So far it's been very effective for me, often the WHMs reporting they hardly did much work at all. Really though however many phychoanimas or terroanimas you have is fine to use just about whenever. It's the Hysteroanima though you really want to activate when the mobs low on health, otherwise those flurry of special attacks can be a pain to get through.

Because of when Hysteroanima is used I personally have never experienced the Trinary Tap. Killed that boss probably over 30 times, and not once experienced that.

Also if you are wondering why the Phsyco, Terro, then Hystero order it's because of how the boss' fight. Between 66%-100% the boss hardly uses specials you might see 1 during that range so phsyco works best since it paralyzes normal attacks. Between 33%-66% the boss starts using specials more frequently so using a pshyco here is ok but only half effective, terro works best since it'll prevent the mob from attacking all together since it's running from you (Ranged attacks needed here for best results), 0%-33% is when Hystero is used because then the mob will be spamming special attacks so much that it'll hinder it's normal attack (So having hystero to prevent it's special has a double edged effect).

Sabaron
10-27-2006, 08:23 AM
Trinary Tap (Buff Eating) or Trinary Absorbtion (Mega Drain)?

We had Wreaker start eating buffs near the beginning of the fight (not spamming, just leisurely).

Macht
10-27-2006, 08:25 AM
Trinary Tap (Buff Eating) or Trinary Absorbtion (Mega Drain)?
We had Wreaker start eating buffs near the beginning of the fight (not spamming, just leisurely).

Yeah, some reason it never starts off with that when I've fought it. I see it try activating it more around the 0%-50% range.

Sabaron
10-27-2006, 08:27 AM
We started with Terroanima, so he was locked down for a while--it may have been 50% or so before he actually got to do something but I feel like it was probably 66%-75%, don't recall exactly.

Macht
10-27-2006, 08:30 AM
We started with Terroanima, so he was locked down for a while--it may have been 50% or so before he actually got to do something but I feel like it was probably 66%-75%, don't recall exactly.

Well that would make sense then as to why it seems he started with those, like I said between 33%-66% it starts using specials more frequently. It's why I like Terroanima in that range because just short of being spammed of specials having it hitting you and triggering specials leisurly can be a pain and terro handles that perfectly.

If you want to get more specific though then actually between 75%-100% the mob usually will use 0 specials. It's between that 50% - 75% were you'll like see it start but specials are still so rare it isn't kind of a judgment part there depending on the mob and how bad it's special is. 25%-50% it starts using special and normal hits with a good trade off you want to be sure that something to stop the special is used here. 0%-25% it gets heavy into spamming specials, so hystero has most effectivness between here.

If you got a good party and plan these fights good then the one suggested there is more specific and they are on the ball then you can go with 75%-100% Pshyco, 50%-75% Psycho/Terro (Depending on it's special and if you want to eat that), 25%-50% Terro, 0%-25% Hystero. In any case the best result I've found is always starting with Pshyco moving to Terro and then finish with Hystero.

Murphie
10-27-2006, 08:31 AM
I got a Teal Memosphere last night while farming anima. I'm not sure if I'm interested in going through the work to get the Holla map with it though.

But I guess I'll keep it around just in case.

Mog
10-27-2006, 08:39 AM
Well, I could tell you that my party was as prepared as we could ever be. This was just a huge string of bad luck.

1. The Summoner started off with 2 houring.
2. We brought poison potions and put them on before the fight.
3. Melees brought hi-pots and mages brought ethers and yag drinks
4. The white mage cast barstonra off the get go to give the tank a dummy buff for the bastard to eat
5. Since we had a plethora of anima, We ended up stacking 2(hystero and psycho) of them at 70% health, another 2 of them 30 seconds later, and kept stacking them
6. When the boss was down to 10% health, we used our 2 hours. After everyone was finished with their 2 hours, we used a terroanima, and I manafonted and chain nuked him.

And it all came down to the fact that we didn't have enough poison pots. We brought 4 for each person, and he was constantly absorbing my poison pots, so when the big time for me to nuke comes. Guess what? I'm asleep and I can't pull it off.

Really, it couldn't get anymore organized than it was with this party. Everyone did everything right, but the only thing I would change is for everyone to 2 hour when you can hardly see his health.

Macht
10-27-2006, 08:49 AM
Well, I could tell you that my party was as prepared as we could ever be. This was just a huge string of bad luck.
1. The Summoner started off with 2 houring.
2. We brought poison potions and put them on before the fight.
3. Melees brought hi-pots and mages brought ethers and yag drinks
4. The white mage cast barstonra off the get go to give the tank a dummy buff for the bastard to eat
5. Since we had a plethora of anima, We ended up stacking 2(hystero and psycho) of them at 70% health, another 2 of them 30 seconds later, and kept stacking them
6. When the boss was down to 10% health, we used our 2 hours. After everyone was finished with their 2 hours, we used a terroanima, and I manafonted and chain nuked him.
And it all came down to the fact that we didn't have enough poison pots. We brought 4 for each person, and he was constantly absorbing my poison pots, so when the big time for me to nuke comes. Guess what? I'm asleep and I can't pull it off.
Really, it couldn't get anymore organized than it was with this party. Everyone did everything right, but the only thing I would change is for everyone to 2 hour when you can hardly see his health.

Yeah, I would of never used Hystero on a mob at 70% health maybe a BIG maybe at 50% but Hystero are just so good for that last bit of it's health I'd want to be sure they are used at that point. Why I put up the 3 range instead of the 4, if you are really good at it the 4 range is almost no damage.

I'm not as keen on wanting terroanima at the end of the fight, yeah the mob won't be attacking at all but for ending a fight if your tanks and other damage dealers have trouble hitting it because it's running away it takes away effectiveness and for ending the fight you want it to be as effective as possible. Besides that with how many specials the boss tend to do near the end there Hystero would pretty much give you a boss that just sits there like a punching bag.

Mog
10-27-2006, 08:53 AM
I'm not as keen on wanting terroanima at the end of the fight, yeah the mob won't be attacking at all but for ending a fight if your tanks and other damage dealers have trouble hitting it because it's running away it takes away effectiveness and for ending the fight you want it to be as effective as possible.

yeah, that's true. Maybe I should chain nuke it at the beginning of the fight and let the melees finish him off at the end. I don't know what kind of hate issues there will be if I do that with the terro anima though. /worried

Macht
10-27-2006, 08:58 AM
yeah, that's true. Maybe I should chain nuke it at the beginning of the fight and let the melees finish him off at the end. I don't know what kind of hate issues there will be if I do that with the terro anima though. /worried

The pattern is intended so that who has hate shouldn't matter as much. The better you use the Physco, Terro, and Hystero the less likely the mob will hit anyone anyways.

Have you payed attention to how many specials the boss' end a fight with? They spam specials so badly that the normal hit is almost non-existant, so if done right they become pretty insainly easy to kill.

Mog
10-27-2006, 09:00 AM
Have you payed attention to how many specials the boss' end a fight with? They spam specials so badly that the normal hit is non-existant, so if done right they become pretty insainly easy to kill.

Oh yes, I learned this from first hand experience. >.>; Come 10% health, the boss becomes really pissed off and spams every special move imaginable. That's pretty much the reason we lost the fight :|

Macht
10-27-2006, 09:02 AM
Oh yes, I learned this from first hand experience. >.>; Come 10% health, the boss becomes really pissed off and spams every special move imaginable. That's pretty much the reason we lost the fight :|

That's why you should of conserved the Hysteroanime for that point. With the hysteroanima the mob would just end up sitting there doing no damage, you see your screen flooded with him trying but he does nothing. He's just an overstuffed punching bag at that point.

Ziero
10-27-2006, 09:07 AM
I've done countless promy runs for my LS and for the most part always try to follow the same set of guidelines. Usually we win, but sometimes things just go bad. As for the boss fights, I always use a similar strategy that seems to work great when done right.

We go in and buff up, in the case of Holla we load our tank with useless buffs just in case of Tri-Tap while all popping Po pots. We attack the mob and start tossing Psycos out first. Usually the bosses don't use many specials in the beginning so having them Psyco'd helps save some MP. Though there are those times where their first move is a special, like when we went to fight the mea boss and his first attack was impalment T_T. At about 50-60% we start using Hystos and then 2-hours. There have been many times we'd start the 2 hours at lower HP only to kill it before they wore off and I always felt like it was a waste. As long as the mob is hysto'd at less then 10% health, we usually win the fight. But both Mea and Holla bosses can easily turn a fight around in a few second. In all my Promy fights, I never onced used Terro anima in a win. Most times I don't even bother getting it as unless you have lots of Blm it's all but useless.

Though there is one thing that can make any Promy, or any big fight, much easier. Communication. Let your PT know what's going on, who did what and who has what left. There's nothing I hate more then losing a long fought Promy and then finding out 1-2 people still have their anima because they didn't know when to use it.

Mog
10-27-2006, 09:08 AM
That's why you should of conserved the Hysteroanime for that point. With the hysteroanima the mob would just end up sitting there doing no damage, you see your screen flooded with him trying but he does nothing. He's just an overstuffed punching bag at that point.

Thanks Macht. We'll probably do that next fight then. Probably the main problem was just running out of the damn anima for when it became really important, so probably the best bet is to wait until 50% or so, then stack 2 of them, wait another 30 second stack 2 of them, rinse and repeat. Probably another good idea is to have a back-up hysteroanima holder, incase something goes wrong.

Such a level 30 cap boss is so technical. I hope I get it done on the 3rd try. ><;

Macht
10-27-2006, 09:36 AM
Thanks Macht. We'll probably do that next fight then. Probably the main problem was just running out of the damn anima for when it became really important, so probably the best bet is to wait until 50% or so, then stack 2 of them, wait another 30 second stack 2 of them, rinse and repeat. Probably another good idea is to have a back-up hysteroanima holder, incase something goes wrong.
Such a level 30 cap boss is so technical. I hope I get it done on the 3rd try. ><;

Well like I said I won't do boss fights unless the party at least has 1 of each anima. Haven't lost a fight with the boss with just using 3 animas in total (one must be a hystero), if done at the right time it's just very helpful. Yes of course making sure everyone knows when they should use theirs is key too.

The most important is definatly Hystero you want to be sure that boss has hystero for the last 25%. If he doesn't it can be a gamble on if you win or not.

Ziero
10-27-2006, 10:09 AM
Also, fyi, the best place to farm Hysto and Psyco anima parts is in Promy Holla.

All three Recollections drop in each promy, but each one drops from a different mob type of either a Wanderer, Weeper or Seether. In Holla, Wanderers and Weepers drop Pain and Fear Recollections, which make Hysto and Psyco anima. The ones on the first floor can easily be soloed by most jobs making it easier to farm. Seethers only appear on the second floor or higher and are significantly stronger then wanderers or weepers, the weakest ones con T to a lvl 30 cap player. In holla Seethers drop Guilt, which is used to make Terro, which imo is the most useless of the anima meaning.

Macht
10-27-2006, 10:17 AM
Also, fyi, the best place to farm Hysto and Psyco anima parts is in Promy Holla.
All three Recollections drop in each promy, but each one drops from a different mob type of either a Wanderer, Weeper or Seether. In Holla, Wanderers and Weepers drop Pain and Fear Recollections, which make Hysto and Psyco anima. The ones on the first floor can easily be soloed by most jobs making it easier to farm. Seethers only appear on the second floor or higher and are significantly stronger then wanderers or weepers, the weakest ones con T to a lvl 30 cap player. In holla Seethers drop Guilt, which is used to make Terro, which imo is the most useless of the anima meaning.


Terro isn't that useless as far as what benefit you are getting from the animas it's:

Pshyco = negates normal attacks
Terro = negates all attack, but mob runs from you
Hystero = negates special attacks

In the mid range of the fight Terro is quite effective when the boss is wailing on you with normal attacks and specials. Just like it says the downside is it runs from you, if you have it surrounded it doesn't go very far, still enough that it reduces damage a tank or other melee would do but the trade off at the mid range of the fight is good enough to be worth it.

Not only that but your are reducing the potential time you could have a boss under an effect. Mid range is perfect for the Terro because you give a chance for the melees, especially the tank to get a break and recover themselves before the real trouble. I mean if everyone has a Hystero and Physco and use 1 every 30 seconds, depending on how they do it they'd have 3-6 min. to kill the boss while it's abilities are hindered. With Terro added they now got 5-9 min. along with the tank getting breaks to recover after whatever wailing he's taken.

Sabaron
10-27-2006, 01:29 PM
Summon 2-hour is particularly vulnerable to Terroanima. It inhibits melees as well. Ranger and Black Mage have no problems with it. Two hours should be arranged so that they coincide with an appropriate time frame. If you're using Terro, you should do so before you want to bust out Astral Flow/Mighty Strikes/Hundred Fists, etc. Setting /follow on the mob helps melees.

I've also found it good measure to alert melees when activating an Astral Flow Blood pact to make sure they try to keep the mob in place--Rangers have a habit of drawing hate at the wrong time and messing up a flow pact.