Example 18-man Setup:

MNK/r   MNK/r   PLD/d
MNK/r   DRK/s   GEO/r
DRG/r   DRG/r   GEO/r
WHM/s   WHM/s   SCH/b
BRD     BRD     SCH/b
COR     COR     SCH/b

Why /RUN?: You will use Sulpor and Vallation when appropriate. No Lunge unless it's to remove runes.

Suggested food for this fight is Marinara Pizza or Red Curry Buns for most DD. INT food for SCH and GEO if you're awesome.

Everyone should bring Remedies (to self-cure Paralyze) and Reraise items. DDs should bring Panaceas for Defense Down, and mages must make sure to bring Echo Drops.

Individual Roles:
  • MNK: Must have /run; Formless Strikes (with augmented AF2 body) on various NMs when appropriate
  • SAM: Must have /run; Murasamemaru is almost necessary
  • DRK: Must have a sword (Halachuinic Sword) and Requiescat (1 merit is fine) with proper build
  • DRG: Should have augmented AF2+2 for Angon and Spirit Surge
  • WHM: Will be using Barwatera and Boost-STR for majority of the run
  • BRD: Will be doing usual DD songs and coordinating with each other (Marchx2, Madx2, Minx4)
  • COR: Do usual rolls [Chaos > Fighter's >> drop >> Tactician's > Rogue's ( > Evoker's)]; Haste the DDs; Light Shot Dia II
  • PLD: Look for NMs to pull to the group while holding smaller mobs
  • GEO: Normal buffs/debuffs (Frailty, Torpor, Focus, Languor - see NM details for anything specific); Can do Thunder nukes on some NMs if MP allows
  • SCH: Stuns and Impact (should have Twilight Cloak)



Foret NMs

Faded Cracklaw (big-armed crab):


  • If you're not one of the designated MNKs, do not touch this NM until you're told to!
  • 1-2 MNKs will use formless strikes (no WS) at the start of the fight, with no other people engaging
  • After it uses Riptide Epunea the two MNKs will simply weapon skill without clicking off Formless. Victory Smite + Victory Smite = Light, and should bring it down to less than 10%.
  • After Light procs, physical DDs may engage for whatever health is remaining.
  • Rending Deluge dispels buffs. Make sure you call out what you're missing and let the mages rebuff you before you run off!

Aberrant Uragnite:


  • This NM has a doom aura when it is in its shell, which will display a counter in your chatlog down to 0, at which point you will instantly die.
  • To avoid dying from doom, you need to run out of range of the aura and wait until you see the 'Player is no longer doomed.' message.
  • Don't be a hero - start running when you see the counter hit 5!
  • SCH use Impact
  • BRD/SCH/WHM debuff the NM as much as possible - songs, choke/burn, para, blind, silence, etc
  • BRD should try to keep Scherzo up on DDs to avoid Painful Whip pains.

Divagating Jagil:


  • Do not deal any elemental damage to this NM! No spells, no runes, no -en spells, no spikes! Try to avoid Light skillchains.
  • Mages can Silence (no Dia, though)
  • BRD use Pining Nocturne

Nerrivik (orobon):


  • This NM has lanterns hanging from it which can charm/sleep people. The lanterns can be "broken" with critical hits from the front to prevent this.
  • DDs start fight with everyone at the front of the NM to break the lanterns! After the lanterns are off, DDs should spread around the NM
  • Mages turn from the NM so you are not slept
  • Melees hit with Deathgnash (removes 90% of your HP) should turn away if the area's Ice Spikes effect are active until you get cured.

Krabakarpo (clipper crab):


  • Different kinds of damage must be dealt to this NM in order for it to go down
  • MNKs use Formless Strikes from the start (WS ok)
  • SCH can embrava, also cast Impact
  • DRK and COR use sword and spam Requiescat if they have it
  • Watch out for Venom Shower (potent, irremovable poison).


Mega Boss

Dakuwaqa:


The PLD will pull the shark to the second camp as the rest of the alliance is buffing and getting ready. Please note that this NM moves somewhat slowly, so it is better to have the PLD start pull before the bards start songs

Buffs before start:
  • WHM: Protectra V, Shellra V, Barwatera, Boost-STR
  • COR: Same rolls as rest of run
  • BRD: Soul Voice and do same songs as rest of run
  • SCH: First SCH will use Tabula Rasa and cast Embrava on all parties, including the mages, and do Manifestation Klimaform for their party; Make sure you have Thunderstorm on yourself

TP Moves (Important):
  • Carcharian Verve is used at 75/50/25% then randomly under 25%; Put on MDT and check range. Get ready for boosted attacks and Marine Mayhem
  • Carcharian Verve gives Dakuwaqa both Attack and Magic Attack Boosts. These should be immediately Dispelled!
  • Marine Mayhem is heavy water damage within 5', and instant KO if you are over 5' away, but under 20'!. DDs/GEO put on MDT (M.Eva gear works well!). Mages make sure you're over 20' away!
  • After using Carcharian Verve, the NM will gain a "shield" or "spear" glow on its face (pictured). This needs to be removed with Thunder damage! MNK/RUNs should have Sulpor up; CORs save Thunder Shot for this; GEO help use thunder nukes but try to conserve your MP for when it spams this move under 25%. SCH can help nuke but never ever do it unless you are not up for stun
  • Be aware that Dakuwaqa's regular bite attacks can cause defense down

Fighting Dakuwaqa:
  • All DDs: use MDT set after Carcharian Verve to prepare for Marine Mayhem and do not switch back until its glow is off; Panacea off defense down if available
  • DDs /RUN: keep Sulpor up. Use Valliation after Carcharian Verve for extra defense from boosted water attacks
  • MNK: Use Hundred Fists and Formless Strikes at the start (since it resists blunt 100%-75%). Be sure to click off Formless at 75% (susceptible to blunt 75%-50%). Use Formless again under 25% (susceptible to magic)
  • DRK: Use job abilities the same was as other NMs; Souleater at 74%, Blood Weapon and Souleater at 49%
  • DRG: Use Call Wyvern + Spirit Surge from the start and Angon afterwards, 2hr again if it is reset
  • COR: Must Thunder Shot when the shark's aura shield is up; Wild Card at 74%; Random Deal sometime around 49%; Do not use Dia under 50%, in case it needs to be slept. Keep up Hastes and maybe try to help WHM erase Defense Down
  • Mages: Never go within 20' of Dakuwaqa! If a DD is outside of cure range, yell at them to move! If they don't, let them die!
  • GEO: Bolster Frailty/Torpor from the start; second GEO save bolster for around 50%
  • WHM: Help erase Defense Down if necessary, but always prioritize Cure first! Pelagic Cleaver is AoE Max HP Down. Tidal Guillotine instantly kills anyone below 50% HP - keep people topped off.