Talk:Gogmagog

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Veng 15

PLD, RDM, GEO, COR, MNK, WHM

GEO did Attunement and haste and stood on the MNK.

RDM did debuffs, didnt engage and stayed with WHM at 15+.

COR did Chaos and Samurai on mnk, then changed Chaos to Wizard and did Leaden Salute from range.

MNK did Victory Smites.

With the magic evasion we took almost no damage from any AOE damage. killed with about 8 minutes remaining.

--Invalid, Bismarck


RUN MNK SAM GEO BRD WHM

GEO: Bolster Fury, Frailty

BRD: SV March, Honor March, Scherzo, Minuet, Dirge (on DD), Sirvente (on RUN)

NM can use SP once, seems random which one it use (Mighty Strike, Blood Weapon, Hundred Fist, may be other). Can't use SP anymore after that. While SP is active, it has access to AOE TP move that can 1 shot everyone.

Plan: Fight till it use SP, everyone run away, Tank kite. Once SP off, can fight again.

https://www.youtube.com/watch?v=_BLvlX6VXoE


This NM is only dangerous for 30-45 seconds of the fight. Bring 1-3 forms of blunt damage. You can forgo a tank if you have a solid MNK and ~1 other blunt DD. Be sure whoever is tanking has their back to a wall to avoid knockback. At 75%, Bind/Gravity/Kite/Leave a taru Sacrifice when it SPs. As soon as the SP duration expires, resume damage as normal. There is nothing to threaten you after SP wears off. Minimal healing is required here, PLD or BST can solo heal this handily. There are no debuffs to -na or Erase.


Veng 20

Simple Melee Burn Tank DD COR BRD WHM RDM Bind/Grav/Sleep add. Can oneshot Run if unlucky. Bind/Grav Kite NM during 1hour duration.

Wota (talk) 09:30, 12 January 2022 (EST)


V25

Probably the most difficult V25, and that's not saying much. Bring blunt weapon users such as WAR and MNK. PLD is a solid consideration to prevent DDs from being blocked by the shield, and it can provide main healing as well as Holy Circle and Sepulcher. WAR MNK PLD BRD GEO (or COR) RDM works, or you can continue to forgo a tank and use WAR MNK GEO BRD COR RDM. It's recommended to save SP abilities such as Mighty Strikes, Hundred Fists, and Bolster for after 40% to offset Regen if not killing an add. Remember to Bind/Gravity/kite the main NM during *both* SP durations at 75% and 40%, as it now has two opportunities to end your run with Stygian Release, Noahionto, or Villainous Rebuke. One or both adds can be pulled away and killed, but be warned that they have access to, at the very least, Noahionto at any time and can use it to one-shot your party. Adds' access to Noahionto is *not* tied to the main NM's SP duration.

WAR: Use Club with Judgment/True Strike/Black Halo.

MNK: Do punching things, rotating Weapon Skills to avoid cumulative damage resistance.

PLD: Main heal with Majesty Cures, apply Holy Circle and Sepulcher on cooldown. Be sure to keep the mob faced away from the DDs to maximize their damage output.

BRD: Standard DD songs; Honor March, 3x Minuets, STR Etude. Apply Dirge/Sirvente only if your party experiences enmity issues. Dispel Infernal Bulwark as often as possible.

GEO: Geo-Fury (change to Frailty during Bolster) / Indi-STR / Entrust Indi-Fury or Frailty.

COR: Crooked Chaos Roll / Samurai Roll (If you intend to kill an add) or Rogue's Roll or Fighter's Roll depending on needs.

RDM: Apply buffs/debuffs. Dispel Infernal Bulwark as often as possible. Crowd control adds and main boss during SP phase. If the group does not bring a PLD, you are the main healer as well.


MNK WAR BRD COR RDM WHM Don't bother with a tank. MNK will have hate for most of the fight, so they'll get shield blocked a lot. WAR spams Judgement with Loxotic Mace +1 from behind. Fight took less than half the allotted time, was a total cakewalk. --Gibbles (talk) 09:29, 17 March 2023 (EDT)