If
there is an order of cast that which weapon is the cutest one, the weapons
dropped in Thornmarch must be at the top. All of the weapons are decorated with
Moogles, they are quite popular among FFXIV
players. Compared with other pretty weapons, the Thornmatch is easier to get. Mmogah is sharing the strategy of
Thornmarch (Hard) now.
Thornmarch
is a level 50 trial that requires the player to defeat Good King Moggle Mog XII
and his Mogglesguards. The trial requires a full party of 8 players with
average item level (iLevel) of 54 or above. To unlock the trial, players must
be on the quest You Have Selected Regicide and have completed the quest Hail to
the King, Kupo. Now the upper limit of level is 60, it is easy for players to
match the requirement, just need to complete the unlock questline.
Some
other tips for Thornmarch are as following:
l Players can start the
questline by talking to Vorsaile Heuloix at New Gridania (x9, y11).
l The difficulty of
Thornmarch is between that of Garuda (Hard) and Titan (Hard)
l Players will receive 9
Allagan Tomestone of Soldiery and 5 Allagan Tomestone of Poetics for the
completion of the battle.
With
the knowledge all above, let’s go into Thornmarch together with Mmogah.
There
are 2 phases and a kill priority for all of the Moogles which is the same in
both phases. The priority is BLM > WHM > BRD > ROG > ARC > PLD
> WAR > King. (This is simply the way I've always done it. I'm not sure
if you can kill the King before any of the other ones, or what happens if you
do. If you can, and nothing bad happens, kill King before WAR). You want to put
King towards the end because the King spell Momento Moogle/Mori will do party
wide damage based on how many of the minions are alive at the time.
If
you mark Moogles in phase 1, the marks will stay on them in phase 2. So have
someone mark them BLM(1), WHM(2), BRD(3), ROG(4), ARC(5), PLD(X1), WAR(X2).
Phase
1
Moogles
will pop up as a function of time. At the start, only the PLD is on the
Battlefield. 20 seconds after engaging, the ARC and BLM enter. 30 seconds more,
the WHM, ROG and WAR join. And 40 seconds after the BRD pops in. Once the seven
have popped, you have roughly 60 seconds before all seven respawn and group
together to summon the King.
l Pukla Puki the Pomburner
(BLM): Casts Flare which has a large range and needs to be stunned or silenced.
Ring is a big orange ring on the ground. King gets meteor when she dies.
Avoidable. Somewhat responsive to hate.
l Furryfoot Kupli Kipp
(WHM): Casts holy and cures Moogles. King gets holy when he dies. I think holy
does less damage the further you are away from it, but not sure. Doesn't
respond to hate.
l Puksi Piko the
Shaggysong (BRD): Has an attack bonus song to other Moogles and a damage song
that does AoE around her. Somewhat responsive to hate.
l Pukna Pako the
Tailturner (ROG): Randomly targets a player, then running up and stabbing them.
She also spreads a large circle that does heavy poison damage around her feet,
lasts a good while.
l WoolyWart Kupu Kogi
(ARC): Sits in a corner of the battlefield randomly targeting a player. The
targeted player will be identified by a large floating Crosshair above them.
After a short delay he will use Eagle Eye Shot, a five hit ranged attack that
may deal considerable damage.
l Whiskerwall Kupdi Koop
(PLD): Uses Spinning Mogshield, a circular AoE attack around him. Also charms
players.
l Ruffletuft Kupta Kapa
(WAR): AoE cone that does some damage. Decent hitting auto attack. Large AoE
Steel Cyclone as the fight goes on and some Moogles die. Simply get out of the
large circle if you're not a tank. Circle is black with a green outline. King
gets this when he dies. Responds to hate.
For
the fight, have everyone try to kill PLD before the other Moogles pop. Avoid
the circle stun that it does. If the other Moogles pop, go for the BLM while MT
finishes the PLD off solo. ARC and BLM pop next. MT will finish PLD and start
to work on ARC who will go to the outside and sit there. The rest of the party
proceeds on the kill order with the OT trying to tank as many of the other Moogles
as possible and keeping them off of healers. MT will pick up the WAR and keep
soloing the ARC while positioning the WAR so that his overpower is oriented
outside of the circle. Ignore the WAR for this entire phase. Just keep him
overpowering the outside and solo the ARC. The group will continue killing Moogles
and finish the ARC off just in time for them to summon the King.
Only
the WAR should be alive when King is summoned meaning that Momento Moogle will
do very little damage. If more than the WAR is alive by the time they summon,
you will take more damage, with 3 Moogles up being a wipe.
Phase
2
MT
gets hate on King as soon as he comes up (you can attack him while he's
charming momento Moogle) and pulls him to the very edge. MT will also provoke
the WAR and keep shield lobbing/tomahawking/flashing both while kiting in a
semi-circle fashion around the edge. This is all the main tank does the entire
fight. Keep the WAR and the king out of the BRD songs and keep running back and
forth along the edge of the circle path.
The
rest of the party proceeds along the kill order with the OT saving his stun for
BLM flare.
The
whole fight is a damage check. The king will do momento Moogle in phase 2 to
check how many Moogles are alive and if too many are alive, you will all die
because your damage was too slow.
As
long as the king's line attack and the war's AOE are as far from the rest of
the party as possible and facing the outside, you should have no trouble
winning.
After
you defeating the King like Ifrit (HM), Garuda (HM), and Titan (HM), you will
get a weapon as rewarding. Yes, it is the “Moogle Weapon”. Here is a video, it
shows the two phases more directly.
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