Bailey Grey Sackholders replied

722 weeks ago

About time we take a swing on at this limey whore, so i'm gonna post a few useful bits of info I've found, feel free to add to this if you've got something I don't!



A very useful guide from GLD perspective from our friends on Fabul!


last edited 719 weeks ago by Bailey Grey
Turn your face to the sun, and let the shadows fall behind you!

Arc Sackholders replied

722 weeks ago

Our friends on Fabul will be joining us on Balmung funny enough lol. On-topic though:

The most sacred of tenets held by the Monster Hunter community which, when applied correctly, will allow you to topple any challenging fight in any game.

1. Don't get hit.

2. Hit it until it dies.


last edited 722 weeks ago by Arc

Tipton Sackholders replied

722 weeks ago

Nice vid, thanks! Looking forward to actually trying him someday. We should do a Moogle NM event to get people keyed to try.
ARC/BRD (Main) / THM/BLM (Secondary)

Silvano Conri Admin replied

722 weeks ago

The moogle primal guide in the wiki is pretty nice as well; though I haven't seen it in action. Craeted by folks on Rabanastre

DELETED replied

722 weeks ago

The only issue I see with this is that it's a crazy DPS check fight for Archers. I've run it a few times and every party I've been in we have yet to really get rolling after the King was summoned.

But I've also done quite a few gear tweaks since I last ran it too.

Seraphine replied

722 weeks ago

:o looks like fun! Nice vid

Bailey Grey Sackholders replied

719 weeks ago

Edited my first post, but gonna say a thing or 2 here.

So after scouring the interwebs for all the info i could get it seems like the main thing to this is putting the dmg on hard in first part. This fight is a serious gear check for ARC and CON/THM. Anyways heres a guide i found.

First order of business;

You need to know the names and jobs of the 6 moogles.

BLM: Pomburner (AOE magic damage centered on himself)
WHM: Kipp (Cure)
ARC: Kogi (Moogle Eye Shot, 2,000 - 2,500 single target damage)
BRD: Shaggysong (Makes other moogles "larger" which removes their abilities and makes them move more slowly, but they melee for 1,000 regardless)
THF: Tailturner (AOE MP siphon)
MRD: Kapa (AOE whirlwind)
GLD: Koop (Lifesteal on melee hit)

Now that you have memorized their names and jobs, you are ready!

The setup we use is:

GLD (Tank ALL THE THINGS!)
ARC
ARC
ARC
ARC
THM
CON
CON


Phase 1: DPS Check

The fight starts with the GLD moogle front and center. Burn Him down. (Tip: Mages do more damage to the GLD and MRD moogles, take advantage of this)

Burn down every Moogle that spawns.

They all need to die before his 2hr.

This is your DPS check. If you can't kill all of the moogles (before 2hr) with the above setup, you are not geared enough or coordinated well enough to do this fight. (Come back later!)

If all moogles die before the king is summoned, the damage from his 2hr is GREATLY reduced. (You take 100 or so damage with sentinel if all moogles are dead @ 2hr)


Phase 2: King gets summoned

After the last (6th moogle) is killed, we gather at the south of the room for rebuffs and heals.

A lot of things need to go on at once here:

BEFORE he is summoned:

All Archers need to buff with Barrage, and use Sacred Prism but hold off on the cure. (Barrage buff lasts 60 seconds, its ok to use it early so that its up again quickly)
Con's Need to heal everyone to full.
Sentinel

Immediately AFTER King is summoned:

(This all happens at once)

GLD needs to Flash all of the mobs, Rampart, then begin kiting.
All Archers need to Sacred Prism a Cure to top everyone off from his AOE 2hr dmg. (if any moogles were left alive) if not, just second wind yourself.
Archers then need to burn the mobs in the following order:
BLM WHM ARC BRD THF MRD KING GLD

(WHY this order?: Because BLM will f your s#eet up, WHM heals, ARC will fuck your s#eet up, THF and BRD are interchangable imo, but the BRD is actually HELPING you by "buffing" moogles. When they are large, as long as you can stay the hell away from them, they are basically crowd controlled FOR you.) GLD last because he has a stupidly large HP regen and you DONT want him healed by king. It sucks) The MRD does nothing but spin and AOE, just stay away from him. The THF steals MP, he isn't much of an issue either.

The Archers should have buffed barrage before kings 2hr, it should burn the BLM down VERY fast, and should be up again very shortly to be used again for the BLM or the WHM.



Here is where all hell breaks loose:

Phase 3: GTFO

This phase is also called "Stay the f away from the MRD, King, "Large Buffed Moogles" and GLD
Everyone needs to know where each of these mobs are at all times! Getting hit by any of the above is going to f your s#^$ up. This is why you need to know the names and jobs of the moogles.

Archers need to shadowbind the MRD, Buffed Moogles GLD or King as often as possible. <- THIS IS IMPORTANT. Sleep and Repose do not work.

If you have aggro, run the fuck away. Everyone in this phase is kiting. Staying alive is more important than any DPS you can put out.

With some practice, and everyone paying attention to where the above "stay the fuck away from" list mobs are at, you will get the group down from 7 moogles to 4 or 5 pretty fast.

From here on out its cake:
http://www.youtube.com/watch?NR=1&v=dVouxZVjOvA&feature=endscreen

Burn down the last few moogles, leave the GLD alive till AFTER the king dies.

Shadowbind Moogles! No seriously. Freekin' do it. (hint, Keen Flurry)

Win.

Also its about the only time any of you Cons Might use those nifty Ifrit Canes.

That Being said 1.21 is right around the corner, and i got a feeling this is gonna turn into a BLM burn fight!


last edited 719 weeks ago by Bailey Grey
Turn your face to the sun, and let the shadows fall behind you!

Tipton Sackholders replied

719 weeks ago

Nice post. I have read this strat before. I'd still like to try that clean looking 2 GLD strat, but I also like a strat that includes a sexy THM.
ARC/BRD (Main) / THM/BLM (Secondary)

Tipton Sackholders replied

719 weeks ago

From the patch notes:

<Changes>
CC tactics have been made subject to shortened effect duration for each time they are successfully used on a target. This trend continues until that target gains complete resistance against the tactic.
* CC tactics regain their initial effectiveness after a certain period of time has elapsed.

Looks like we may have to employ a bit more of a run-n-gun strat when we give Moogle a go.


last edited 719 weeks ago by Tipton
ARC/BRD (Main) / THM/BLM (Secondary)

Tipton Sackholders replied

718 weeks ago

Yay for winning!

Our order was:

BLM - Pomburner
GLD - Koop
WHM - Kipp
ARC - Kogi
BRD - Shaggysong
THF - Tailturner
KING - !
MRD - Kapa


Parser stuff for our win, in case anyone was interested:


ARC/BRD (Main) / THM/BLM (Secondary)
Please log in to post a reply.