What you need:



DDs:

Don't /NIN unless you dual weild. Einherjar is a 30 minute event. There isn't time for shadows, just damage.

Mages also, the more self sufficient from other mages you are, the better. Example, if you can sub SCH, it's probably a good idea.



Medications:

DDs -

Icarus Wings. Use only on the boss, this does grant a two hour medicated effect, so make sure you use it last of everything.

Echo Drops if you are /NIN.

Reraise, lots of it.

Food.

Holy Water.

Poison Potions.

The more meds you bring, the better. If you know your mages are going to be curing you and you absolutely have to have that evasion down removed, like, now, bring more meds.



Mages -

Food.

Reraise.

Echo Drops.

Poison Potions.

Hi-Ethers/Elixers or better. (Pro and Hyper both cause a Medicated effect)

Holy Water is also nice for mage use since Curse cripples MP so severely.



Tier 1:

Rossweisse's Chamber, Grimgerde's Chamber, Siegrune's Chamber



Tier 1 Einherjar chambers are very straight forward. One - Two different types of mobs and one boss. Typically, if you get one type of mobs, the boss will be a bit stronger. If you get two, then it will be weaker. It's not confirmed, just speculated. Not talking raged versions here, just a bit of an HP tweak and slightly stronger TP moves. If this is true, it's not much of anything to worry about.

All the T1 bosses have between 80,000 and 110,000 HP, depending on the boss.

Please note, all the bosses in the Tier 1 Chambers seem to have a period of random hate reset that isn't TP based.

Example, if you die and run off to /heal in a corner on a boss, or have only cast one small debuff when everyone else happens to be zerging, there is a chance it will come for you. It's essential to clump the boss lest it take off across the zone after you.



The Need-To-Knows:

Hakenmann (Orobon) -

When he uses a TP move, he will use it three times in a row. Seismic Tail is particularly harmful. ~800 HP AoE knockback.

Gnash is also nasty, doing 1/2 the targets HP. As are both Abominable Breath (Paraluze, Plague, Silence) and Hypnic Lamp (Sleep).



Hildesvini (Marid) -

Like all Marids, this one can spawn Chigoes as it's fought. The best way to take these out is with AoE nukes. Kill two birds with one stone. Uses all standard Marid moves including but not limited to Proboscis Shower (HP restoral) and Barrier Tusk, which is a nasty defence shield. Everything else hurts, but it's outlastable.



Himinrjot (Buffalo) -

Watch out for Lowing (Plague) and Rampant Gnaw (Paralyze). Otherwise, just clump him. Force him to face a wall. This is critical because of his snort moves.



Hraesvelg (Manticore) -

Uses all typical Manticore TP moves. He Mighty Strikes, which is managable with a stun order. Keep an eye out for Riddle. Very straightforward boss.



Morbol Emperor (Morbol) -

Does NOT use Extremely Bad Breath. Does use Bad Breath, Sweet Breath ("POISON POTS FOR SHEEPZ") and Vampiric Root, though. If he soaks up some powerful buffs (like phalanx, stoneskin… firestorm) it'll hurt, so spam dispel.



Nihhus (Wivre) -

Battlehorn is a complete hate reset. Will start to use Crippling Slam (AoE damage + paralyze) under 25% HP. Do not attack it from the back, as it will use Paralyga. Best way to do this boss is to… well… zerg him and make sure the stun rotation is used only at ~25% HP and lower. It should die fast enough that timers shouldn't be an issue.



Tier 2:

Helmwige's Chamber, Schwertleite's Chamber, Waltarude's Chamber

Tier 2 is much the same as Tier 1, except it contains one - two different mob families as the first 'wave'. After this wave is cleared, a few seconds later a second wave of mobs consisting of one mob family will spawn along with a boss.



Tier 3:

Ortlinde's Chamber, Gerhilde's Chamber, Brunhilde's Chamber

Tier 3s consist of three waves of mobs and a boss.

Each wave will be one mob family, except for the last wave, which will be one or two different family types plus a boss.



Valgrind:

Odin's Chamber

- Upon entering, all feathers are lost -



All above Einherjar rules/suggestions must still be applied.

Example, WHMs/BLMs, if you can /SCH or /WHM, wonderful.

Two-handed DDs, sub SAM.

Dual weilders either have a guarenteed Sekkanoki partner or Opo-opo necklaces/Sleep Potions.



Medications:

The medication list does not change for Odin.

Mages will be especially busy, so stock up.

Opo-opo necklaces + Sleep Potions for non /SAMing DDs to TP up on before entering. All DDs should be at 300% TP when we enter.

If you happen to die, use the Sleep Potions and Opo-opo necklaces! Every minute is precious.

RR for DD is a must.

BLMs and RDMs, consider picking up Int. Potions for the final 10%.

Valkyrie kiters, pick up Powder Boots. The Valkyrie's run fast.

DO NOT USE ICARUS WINGS BEFORE ZANTETSUKEN!

HAVE A BUFFER!



Odin's spells:

Blizzard IV, Blizzaga III, Sleepga II, Blindga, Bindga, Breakga, Slowga, Paralyga and Dread Spikes.

Note: Dread Spikes is only dispelable with Magic Finale. Necessary to remove this ASAP.



TP move rundown:

Gagnrath - Damage + Terror. AoE Frontal Damage.

Valfodr - Damage + Curse + Silence. AoE.

Ofnir - Damage. AoE.

Yggr - Ability to Intimidate us.

Geirrothr - 10,000 Needles + Bind. AoE.

Sangetall - Damage and Dispel. AoE.

Zantetsuken - Astral Flow; Death. AoE.

The Valkyries - Summoned three at a time in intervals.



TP move notes:

Geirrothr - Use meds and erase to remove this bind ASAP.



Zantetsuken - Will warn five seconds before using. Everyone must disengage and /heal when they see the warning diologue appear. Will prevent instant Death, but not damage. The AoE radius is massive. Do not try to outrun this!



The Valkyries - Two people will kite these until they despawn. They will despawn when Odin loses 10% HP from when he summoned them.



Timeline:



90% Sanngetall

80% Sanngetall

75% Geirrothr Somewhere between 90% and 60% Odin will summon his first three Valkyries.

70% Sanngetall

60% Sanngetall



50% Sanngetall, Geirrothr

40% Sanngetall

30% Sanngetall Somewhere between 50% and 20% Odin will summon his second three Valkyries.

25% Geirrothr

20% Sanngetall



10% Zantetsuken Odin will summon his final three Valkyries after Zantetsuken.



Stragegy:

Buff up before entry. Everyone MUST be ontop of Lamp trading. Every minute we lose is dire.

If you are asked to make party and end up holding leader and are uncomfortable/unsure, let a Sack know immediately.



As soon as everyone has entered, Soul Voice BRD rotation. No two hours.

We're not looking to knock it to 0% with this, just as far as we can go. This is the only time we can safely use a BRD rotation. The main problem with this is losing focus. It's not a zerg to the death fight, we do still have to outlast Odin. Don't stop healing or buffing, etc.



Everyone MUST be in AoE range for Geirrothr.

Don't bother trying to outrun every single one of his TP moves, mages can probably avoid most by standing as far away as casting distance will allow.

Other than that, they just need to be dealt with. Meds, meds, meds.



Everybody except the PLDs must stand conal behind Odin.





To deal with the Valkyries, a combonation of THF/NINs, NIN/WARs and/or RDM/NINs will be assigned to kite. When they spawn, each kiter must claim one and kite the Valkyries in a wide circle around the room. They will despawn after 10% of Odin's life has been depleated from when he summoned them. Kiters stay at least 20 - 30 yalms away from Odin. You cannot risk getting hit with a TP move while kiting. Absolutely nobody else is to touch the kiters unless told to. If the Valkyries start beating on the main alliance, things get messy.

Everybody must be EXTREMELY careful with targeting! Use <stnpc> macros as much as absolutely possible! If a Valkyrie is accidently claimed by somebody other than the kiters, don't panic, kite it. Even if they get it off you, kite with them. The only exception to this would be a PLD or tank party mage. If either of the previously mentioned happens to claim one, kill it.

Note: If Kiters pop Flee or a Hermes Quencher, please be careful to not outrun your Valkyrie.



If you die:

Go run into a very far away corner and rest. DDs, use meditate and/or Opo-opo necklaces and Sleep Potions.

When it's called that the Valkyries have popped though, DO NOT /HEAL! Stay in your corner, but don't /heal! Think of the Dynamis - Beaucedine Dragon pull!


Radix
Administrator
Posts: 38

If you need to get familiar with decent strat look at the belkinator link. This link offers a pretty straight foward approach to beating t3



`http://belkinator.livejournal.com/4558.html`