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A feast for FoolsFollow

#1 Dec 16 2011 at 2:11 AM Rating: Good
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Post your tips and strategies here! (updated to include strategies from other posters in this thread- Thanks Guys! I'll see about putting this in the wiki)

The Feast for Fools Quest

- You accept the quest from the same NPC in Gridania for the Ifrit Bleeds, We Can Kill It ( )
- The Quest Log details the next part - 5 Key Items from 5 NMS in the Black Shroud

Obtaining these items will take time. After accepting the quest you'll want to port to Crimson Bark and (if applicable) take the node to Turning Leaf. That's the hub of the NMs and where you'll eventually enter the primal battle.

The first thing you know is that 4 of the 5 NMs have a set spawn point points and the 5th roams. All surrounded by treants that aggro if you are running. There is nothing on the HUD that let's you know if you are in walking or running mode so you'll have to be mindful. I've found knowing this has helped:

If you are in walking mode and are KO'd you will be revived and remain in walking mode.
If you draw your weapon you will be in running mode and when you return to passive mode you will be in the mode you were in before (so if you were walking you are back to walking)
All equip a cure, self heal and raise. No more chain spell so there will be a lot of downtime with wipes.
When you proceed from camp to camp after each set of treants there are mobs that aggro on site. Let tank go first- Mage behind all curing if the tank if the tank can't keep their own HP upThe spirrigan type mobs will aggro you- it seems to be only if you are right in front of them. They will link nearby treants which one shot you. It's best to kill them whenever possible. They are solo able by most jobs.
Need conformation: Magic Aggro or "Mario Ghost Aggro" [Seems if you aren't facing them they won't aggro]

The NMs

One of the spirrigans is "Spiteful" - a NM that gives you a key item. This is the ONE NM that isn't in a set location. It's best to kill him when you can because he cycles through all camps and since it can take time moving from camp to camp you may want to kill him when you can. I've found that hanging out directly West of the Malboro type mob on the path to the node while he cycles if you don't want worry about fighting two NMs at once (and worry about those treants!)

The rest of the mobs are straightforward, but here are tips:

Big Treant- keep HP up and have lots of conjurers around with Cura as he hits the hardest. He is also the most isolated and no worries on extra links unless spiteful visits. It is also recommended to fight the mob from the sides and stay away from the back. Has a nasty AOE move that takes a good chunk of HP.

The queen monkey(monkies)- There are two bridges on the map and the mob is at both. So take your pick! As long as you stay in the middle of the bridge you are good. This mob losses hate and likes to return to the treants so keep wacking away as fast as you can an unleash combos so the fight isn't dragged along any more than it needs to be.

The boar- let the tank be bounced around. If the tank is too far from boar disengage and walk back. Flash is AOE and there are TONS of treants ready to aggro. Disengage and walk back to mob. You will be in walk mode from before but while weapon is drawn you will run. CONs should be walking around keeping up HP

Malboro is last. Tank in front because Bad Breath does decent DoT to PCs in front. Also heavy traffic area for treants and spirrigans which are link happy.

Once you have all items you will need to return to Turning Leaf and speak to the moogle NPCs. A party of 8 is required to enter the battle.

I'm still waiting on tips/strategies from posters in here- It would seem the kill order is

Blm : Pomburner
Arc : Woolywart
Whm : Furryfoot
Thf : Tailturner
Brd : Shaggysong
Mrd : Ruffletuff
King
Gladiator

GusMorgan wrote:
pt setup: 2 GLA, 2 CNJ, 4 DD (doesn't really matter but ARC is preferred for their range)

Make sure to cycle Rampart between the two Gla's.
for first stage (up until song) One gla runs in and provokes, flash and wardrums the gladiator moogle. Everyone else builds up TP on it. Once the next moogle spawns you burn it down as fast as possible, main tank should still be holding hate on gla moogle but help kill the others. Once you got this phase down you will be able to kill each mog before the next one pops.

at 22:23 all the moogles will raise and gather for the song. Everyone should stack on tank. mages should use protect, stoneskin, tanks should pop rampart and everyone uses Sentinel as soon as moogle king starts casting. After the song hits all the DD casts sacred prism + cure while mages reapply stoneskin and one tank vokes the MRD moogle and the other tank vokes the moogle king. Both these mobs need to be pulled into separate corners and be tanked there for the duration of this stage. One conj should focus on keeping tanks alive while the other buffs and heals everyone else. EVERYONE should cure themselves as much as possible. All the DD should focus on killing the rest of the mogs.

Kill order: BLM, WHM, BRD,(the rest), MRD, King, GLA

The BLM mog needs to die really fast or he will kill your whole party in a minute or less.
If one of the moogles inflates, whoever it goes for will need to kite it until it reduces in size again or they will be dead in 2-3 hits. This applies to the tanks as well. Both King mog and the MRD mog have huge aoe range so everyone should try to stay away from these (this is why ARC is preferred).

Good luck!




Edited, Dec 19th 2011 11:06am by GusMorgan



[

Edited, Dec 21st 2011 9:13am by deronguerra
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#2 Dec 16 2011 at 4:15 AM Rating: Good
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the big Treant has a Nasty counter-AOE if he is hit from behind(2500-3000 dmg). It is best to hit him from the sides if you want to stay alive as a DD.

The monkey queen will constantly drop hate. Just bunch up at the middle of the bridge to avoid aggro from the sides and take him down while he bounces around punching everyone in the face.

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#3 Dec 16 2011 at 1:04 PM Rating: Decent
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Well, the Flash AoE was a new one for me... I didn't realize it, and it cost us the kill on the boar. That area is nasty to say the least. Did a run last night and we were dead every 30 seconds or so trying to get used to the whole sound aggro bit. I love the fact that you have birds with sight aggro, spriggans with magic aggro, and treants with sound aggro, making it universally painful all around (I am assuming the spriggans were magic aggro since they always seemed to go past people to attack people who were raising and curing).
#4 Dec 16 2011 at 1:21 PM Rating: Excellent
I fought the Moogle on THM a few times. Seems really useless. Run out of MP way too fast, meanwhile melees can just combo off weaponskills for free. Guess I won't be doing Moogle either...wonder when SE is gonna realize that some people actually want to play endgame with THM?

Any who best setup I have heard of so far is GLD MRD ARC ARC ARC ARC CNJ CNJ. Making usre to take out CNJ moogle as top priority then BLM Moogle then BRD Moogle I think. Only fought it like 6 or 7 times though. Will give more info if I come across anything.
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#5 Dec 16 2011 at 1:21 PM Rating: Decent
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rfolkker wrote:
Well, the Flash AoE was a new one for me... I didn't realize it, and it cost us the kill on the boar. That area is nasty to say the least. Did a run last night and we were dead every 30 seconds or so trying to get used to the whole sound aggro bit. I love the fact that you have birds with sight aggro, spriggans with magic aggro, and treants with sound aggro, making it universally painful all around (I am assuming the spriggans were magic aggro since they always seemed to go past people to attack people who were raising and curing).


Considering you need to kill the 5NM's every time after Moog win.. i may simply skip this guy all together.. Far to much of an *** pain. I have done Ifrit ~100 times for 2 weapons, if moog drop % is the same i may just focus on Ifrit and becoming familiar with my classes then bother with that flying rat.
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#6 Dec 16 2011 at 4:30 PM Rating: Decent
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StateAlchemist of Amestris wrote:
I fought the Moogle on THM a few times. Seems really useless. Run out of MP way too fast, meanwhile melees can just combo off weaponskills for free. Guess I won't be doing Moogle either...wonder when SE is gonna realize that some people actually want to play endgame with THM?

Any who best setup I have heard of so far is GLD MRD ARC ARC ARC ARC CNJ CNJ. Making usre to take out CNJ moogle as top priority then BLM Moogle then BRD Moogle I think. Only fought it like 6 or 7 times though. Will give more info if I come across anything.


Sounds like the Ifrit party make up, just sub lnc for arc.
#7 Dec 16 2011 at 5:16 PM Rating: Decent
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In our experience last night it appears as though the spriggans aggro if you are looking directly at them. Try it out - turn away when they approach and they'll walk right by.

Edited, Dec 16th 2011 6:31pm by Wyyote
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#8 Dec 16 2011 at 10:40 PM Rating: Excellent
Any more information on this yet? Been fighting a few times and we cant seem to get past the sumoon/song move.
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#9 Dec 19 2011 at 10:01 AM Rating: Good
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pt setup: 2 GLA, 2 CNJ, 4 DD (doesn't really matter but ARC is preferred for their range)

Make sure to cycle Rampart between the two Gla's.
for first stage (up until song) One gla runs in and provokes, flash and wardrums the gladiator moogle. Everyone else builds up TP on it. Once the next moogle spawns you burn it down as fast as possible, main tank should still be holding hate on gla moogle but help kill the others. Once you got this phase down you will be able to kill each mog before the next one pops.

at 22:23 all the moogles will raise and gather for the song. Everyone should stack on tank. mages should use protect, stoneskin, tanks should pop rampart and everyone uses Sentinel as soon as moogle king starts casting. After the song hits all the DD casts sacred prism + cure while mages reapply stoneskin and one tank vokes the MRD moogle and the other tank vokes the moogle king. Both these mobs need to be pulled into separate corners and be tanked there for the duration of this stage. One conj should focus on keeping tanks alive while the other buffs and heals everyone else. EVERYONE should cure themselves as much as possible. All the DD should focus on killing the rest of the mogs.

Kill order: BLM, WHM, BRD,(the rest), MRD, King, GLA

The BLM mog needs to die really fast or he will kill your whole party in a minute or less.
If one of the moogles inflates, whoever it goes for will need to kite it until it reduces in size again or they will be dead in 2-3 hits. This applies to the tanks as well. Both King mog and the MRD mog have huge aoe range so everyone should try to stay away from these (this is why ARC is preferred).

Good luck!




Edited, Dec 19th 2011 11:06am by GusMorgan
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#10 Dec 20 2011 at 4:43 PM Rating: Excellent
Hi got a little further than I had on this fight since my last post and wanted to share:

I haven't beaten this fight yet but got very close and the strat we have seems to be working although we need a few more attempts. I have only been in PUG groups so its hard to get consistency.

Party setup:
GladX21, ConX2, ArcX5

Upon entering all DD buff and tank gets Glad mog. We kill the mob quite quickly - usually before next mob spawns>

Arc moves are all combo's and I think the con's were nuking as well as curing too.

If another mog spawns we still finish off glad, then move on to each one in turn. Out of several fights we were waiting for mobs to spawn after we killed the last... my advice if this isn't happening then party DD isn't quick enough so change ppl around or get new players. Useful for DD and mages to have chameleon and ARC Quelling Strike. Once moogles start to gather for 2hr all party members head north - glad rampart - all sentinel - mage stoneskin + sacred prism, mage protect and we even used decoy. After hit if everyone survive (or not) sacred prism Cura and heal yourself as much as possible. Glad tanks king and gladiator mog and is healed by at least one con. The DD go as quickly as possible in this order:

Blm : Pomburner
Arc : Woolywart
Whm : Furryfoot
Thf : Tailturner
Brd : Shaggysong
Mrd : Ruffletuff

Then King and finally Glad.

As I said I haven't won with this strat yet... but it was a pick up group and we did very very well on only a few runs getting to the mog king to 40% before unlucky aoe's etc
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#11 Dec 21 2011 at 9:55 AM Rating: Decent
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EdyNOTB, pet mage of Jabober wrote:
Hi got a little further than I had on this fight since my last post and wanted to share:

I haven't beaten this fight yet but got very close and the strat we have seems to be working although we need a few more attempts. I have only been in PUG groups so its hard to get consistency.

Party setup:
GladX21, ConX2, ArcX5

Upon entering all DD buff and tank gets Glad mog. We kill the mob quite quickly - usually before next mob spawns>

Arc moves are all combo's and I think the con's were nuking as well as curing too.

If another mog spawns we still finish off glad, then move on to each one in turn. Out of several fights we were waiting for mobs to spawn after we killed the last... my advice if this isn't happening then party DD isn't quick enough so change ppl around or get new players. Useful for DD and mages to have chameleon and ARC Quelling Strike. Once moogles start to gather for 2hr all party members head north - glad rampart - all sentinel - mage stoneskin + sacred prism, mage protect and we even used decoy. After hit if everyone survive (or not) sacred prism Cura and heal yourself as much as possible. Glad tanks king and gladiator mog and is healed by at least one con. The DD go as quickly as possible in this order:

Blm : Pomburner
Arc : Woolywart
Whm : Furryfoot
Thf : Tailturner
Brd : Shaggysong
Mrd : Ruffletuff

Then King and finally Glad.

As I said I haven't won with this strat yet... but it was a pick up group and we did very very well on only a few runs getting to the mog king to 40% before unlucky aoe's etc


Fight sounds similar to the old FFXI Cardian fight.

On a side note: you have your party make-up kinda confusing:) 21 Gladiators?
I would assume you meant 2, or 1, then either 4, 5 archers?

Thanx for the information. I am hoping to give that Moogle a piece of my mind (as well as arms, legs, and whatever else the cute fuzz-ball rips off) soon.
#12 Dec 21 2011 at 2:42 PM Rating: Decent
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Pretty sure its 2 Tanks, one for King and one for Glad. I haven't tried it either; I think it does sound like a pretty good idea though.
#13 Dec 22 2011 at 8:28 AM Rating: Excellent
lol my mistake. Was a mistype. It was meant to be Gld x 1!

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#14 Dec 25 2011 at 6:14 AM Rating: Good
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StateAlchemist of Amestris wrote:
I fought the Moogle on THM a few times. Seems really useless. Run out of MP way too fast, meanwhile melees can just combo off weaponskills for free. Guess I won't be doing Moogle either...wonder when SE is gonna realize that some people actually want to play endgame with THM?

Any who best setup I have heard of so far is GLD MRD ARC ARC ARC ARC CNJ CNJ. Making usre to take out CNJ moogle as top priority then BLM Moogle then BRD Moogle I think. Only fought it like 6 or 7 times though. Will give more info if I come across anything.

THM's AoE Bind is very useful, and their damage is useful on the GLA. Went 1 GLA 1 THM 2 CNJ 4 ARC tonight, no deaths and killed in ~15 minutes. And that time can be improved on a lot.
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#15 Dec 25 2011 at 4:35 PM Rating: Good
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I have to disagree on THM being useless on the fight. I always do moogle on THM, and like it a lot.

It's true that MP runs out incredibly fast, but during the first stage of the fight, having a THM on the team really helps kiling the moogles faster and safer (IE - reduce memento moogle's damage), and even if there are a few ***** ups, Sacred Prism => Sanguine Rite reduces damage by a noticeable margin.

Yes, you will probably be a bit less useful after you've already wasted up your MP and have to recharge, but every time you do a thundaga combo, you sometimes take away 20-30% of your target's life in seconds. Heck, if I start up spamming the combo on the first moogle, no one can take away the hate from me lol.

Not to mention that, when they make the moogle weapon effect proc off spells, you should have extra MP to work with.

TL;DR: THM is very useful on this fight.
#16 Dec 27 2011 at 12:21 AM Rating: Excellent
AdvancedWind wrote:
Not to mention that, when they make the moogle weapon effect proc off spells, you should have extra MP to work with.

They are doing that? I really hope so. o.o
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#17 Dec 27 2011 at 5:03 AM Rating: Good
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StateAlchemist of Amestris wrote:
AdvancedWind wrote:
Not to mention that, when they make the moogle weapon effect proc off spells, you should have extra MP to work with.

They are doing that? I really hope so. o.o


Yep, they are. There's a dev post stating they will make both Ifrit and Moogle weapon effects proc off DoM attack spells. Not sure if on 1.20a or just 1.21 tho
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