****************************************************************
Quite a few of our younger Paladin forum members have been asking about Maat lately, so here is a general guide I whipped up.
This is by no means a finished work, if you have comments or additions for consideration, please let me know and I will update the initial post.
****************************************************************
A Paladin's Guide To Maat
****************************************************************
1)Getting Started
2)Finding The Testimont
3)Preparation For Maat
4)Fighting Maat
****************************************************************
1) Getting Started
****************************************************************
As with the previous genkais, the quest is initiated by Maat (H-5, Jeuno - Ru' Lude Gardens), as early as level 66. He will remark on your progress to this point. Deeming that you are now ready for your final test, he will ask you to find and present to him a Paladin's Testimony.
****************************************************************
2) Finding The Testimony
****************************************************************
The testimony is a Rare/Exclusive paper item. You must have a single inventory slot empty to obtain it.
The testimony drops in - from:
- Quicksand Caves - Antican Antesignanus(Level: 62 - 69)
Antican Legatus (Level: 72 - 74)
- Beadeaux - Darksteel Quadav (Level: 69 - 71)
- Monastic Cavern - Orcish Protector (Level: 69 - 72)
You may, of course carry only one Paladin's Testimony at a time, whether used or unused, in your immediate inventory or in your Mog House Storage.
The easiest place, by far, to find your Testimony is in Beadeaux while you are farming your AF coffer key.
****************************************************************
3) Preparation For Maat
****************************************************************
The Maat fight for many is a big time / gil stealing period of their gaming career. It can also be very stressful if you are trying to adhere to a leveling / exp schedule and are constantly being defeated by Maat in the arena. The best advice is to take your time and prepare adequately. You do not want to loose and have to begin the process again because you decided to go cheap on a couple of items. With the new updates, fighting Maat has become even easier! That said, even the best equipped can still loose if they don't keep a cool head.
- Skills -
For best results during your Maat fight, do your best to cap all major skills. This means Healing and Divine Magic, also Sword, Shield, Evasion, and Parrying. Every little bit does help. If you are eager or pressed for time though, focus on Sword (to help you land as many hits as possible) and Shield (to help you block as much damage as possible and boost TP at the same time). For the most part, one or two good skill parties should cap you if you haven't been negligent in your exp parties.
- Medicines -
I have heard it claimed that some Paladins have bested Maat with only a few Hi-Potions and Yagudo Drinks. While it may be true, it leaves you with a very small allowable error margin, and nothing to fall back on. Here is a list of the most commonly used items:
Hi-Potion / +2 (carry x5-x10) - HP Recovery
Ether / +2 (carry x5-10) - MP Recovery
Vile Elixer / +1 (carry x1) - HP and MP Recovery
Yagudo Drink (carry x1-x3) - MP Recovery
Icarus Wing (carry x1) - 100% TP Gain
Sleeping Potions (carry x4) - When used with Opo-opo Necklace, 25% TP Gain each
- Foods -
The food you use for the Maat fight depends largely on your planned gear set-up. It is highly recommended by most, however, that you used either a +Accuracy or +Attack food. Paladins often loose a battle of time to Maat because they are not producing enough damage. This largely means either a type of meat or a type of sushi. There are many to choose from, and I have heard success stories with most any type. Choose one which will fit your budget and augment your equipment choices. For instance, if your gear is largely IT tanking or +Strength gear, sushi will be your best choice. If your gear is mostly +Accuracy, meat will be your best choice.
- Usual Food Options -
Carbonara : Effect Length – 30 min : Hp +14% (Cap175), Mp +10, Str +4, Vit +2, Int -3, Atk +17% (Cap 65), Store Tp +5
Tav. Tacos : Effect Length – 30 min : hHp +1, hMp +1, Hp +20, Mp +20, Dex +4, Vit +6, Agi +4, Chr +4, Def +25% (Cap 150)
Sole Sushi : Effect Length – 30 min : Hp +20, Str +5, Dex +6, Acc +15%, Rng Acc +15%, Resist Sleep
Dorado Sushi : Effect Length – 30 min : Dex +5, Acc +15%, Rng Accu +15%, Resist Sleep, Enm +3
Coeurl Subs : Effect Length – 30 min : hHp +1, Mp +10, Str +5, Agi +1, Int -2, Atk +20% (Cap 75), Rng Atk +20% (Cap 75), Resist Stun, Resist Sleep
- Equipment -
The majority of your equipment accumulation to this point is, of course, reliant completely on your gil income. Hopefully by now you at least have a full set of Paladin AF, which are the main components of most set-ups. If you haven't been much of a spender to this point, you may want to re-assess your gear and upgrade a few things. Don't worry though, much of what you can buy and use as upgrades will be relevant in your future exp parties. If you are still hesitant to purchase or unable to obtain big ticket items, consider asking a good friend or linkshell member, who has what item you want, for a loan. Gear you may wish to use will largely fall under 3 catergories - Neutral/Tanking Gear, +Attack, and +Accuracy. Any of these, really, may be mixed or matched to your preference. The best set-up will be one with Accuracy and plenty of Attack for TP gain - then for the actual weapon skill, Accuracy and usually Strength.
- Neutral/Tanking Gear -
Gallant Coronet
Gallant Surcoat
Gallant Gauntlets
Gallant Breeches
Gallent Leggings
Blink Band : Lvl 36 : Eva +4, Enchantment - Blink
Jelly Ring : Lvl 63 : Magic Damage Taken +5%, Physical Damage Taken -5%
Verve Ring/ +1 : Lvl 36 : Vit +3, Vs. Earth +6 / Def +2, Vit +3, Vs. Earth +7
Chrysoberyl Ring / Vigor / +1 : Lvl 54 : Vit +3, Vs. Earth +7 / Vit +4, Vs. Earth +8 / Def +3, Vit +4, Vs. Earth +9
Buckler Earring : Lvl 35 : Shield Skill +3
Drone Earring : Lvl 35 : Agi +3, Vs. Wind +6
Hospitaler's Earring : Lvl 54 : Def +3, Cure Potency +5%
Mercenaries Earring : Lvl 30 : Latent Effect – Vit +2
Titanis Earring : Lvl 61 : Vit +1, Agi +1, With Minuet – Enmity +4
Warriors Belt +1 : Lvl 15 : Def +2, Hp +4, Vit +3
Shield Torque : Lvl 65 : Hp +7, Shield Skill +7
Medieval Collar : Lvl 35 : Def +3, Vit +2
Opo-opo Necklace : Lvl 61 : Dex +1, Vs. Lightning +3, While Asleep – Raises TP
I.M. Gorget : Lvl 55 : Def +7, Hp +15, Vit +1
Gluttony Sword : Lvl 57 : Dmg – 44, Dly – 295, Str -1, Dex -1, Vit +7, Agi -1, Int -1, Mnd -1, Chr -1
Dragvandil : Lvl 59 : Dmg - 40, Dly - 264, MND +1, Additional Effect: Paralysis
Company Sword : Lvl 70 : Dmg - 46, Dly - 264
Hrotti : Lvl 70 : Dmg - 48, Dly - 277, Vs. Fire +15, Vs. Water -15, Enhances Dragon Killer Effect, Breath Damage Taken -10%
Dark Staff : Lvl 51 : Dmg – 30, Dly – 366, Str +1, Dex +1, Vit +1, Agi +1, Int +1, Mnd +1, Chr +1, Vs. Light +15, Additional Effect: Darkness Damage, MP Regeneration While Healing: +10
General's Shield : Lvl 69 : Def +15, Chr +3, Enm +2, Enhances Beast Killer Effect
Diamond Shield / +1 : Lvl 66 : Def +18, Vit +2, VS. Lightning +10 / Def +19, Vit +3, VS. Lightning +12
Spartan Hoplon : Lvl 55 : Def +11, Enchantment: Phalanx
- +Attack -
Sun Ring / Victory / +1 : Lvl 54 : Str +3, Vs. Fire +7 / Str +4, Vs. Fire +8 / Def +3, Str +4, Vs. Fire +9
Haubergon / +1 : Lvl 59 : Def +45, Str +5, Dex +5, Agi -5, Acc +10, Atk +10, Eva -20 / Def +46, Str +6, Dex +6, AGI -5, Eva -20, Atk +12, Acc +12
Byrnie / +1 : Lvl 60 : Def +46, Hp +25, Str +3, Dex -3, VIT 3, Agi -3, Int -3, Mnd -3, Chr -3, Atk +20 / Def +47, Hp +30, Str +5, Dex -3, Vit +5, Agi -3, Mnd -3, Chr -3, Atk +25
Sipahi Jawshan / Abtal Jawshan : Lvl 59 : Def +43, HP +16, STR +5, AGI +5, Increases Rate of Critical Hits / Def +44, Hp +18, Str +6, Agi +6, Increases Rate of Critical Hits
Espadon +1 : Dmg 44, Dly 257, Vit +3, Mnd +3, Atk +7
Macuahuitl +1 : Lvl 65 : Dmg - 37, Dly - 227, Enm +4, Atk +11, Acc -4
Joyeuse : Lvl 70 : Dmg - 35, Dly - 224, Vs. Dark +14, Occasionally Attacks Twice
- +Accuracy -
Scorpion Harness / +1 : Lvl 67 : Def +40, Hp +15, Vs. Ice -20, Vs. Water +15, Vs. Dark +15, Eva +10, Acc +10 / Def +41, Hp +20, Vs. Ice -20, Vs. Water +20, Vs. Dark +20, Acc +12, Eva +12
Jaridah Peti / Akinji Peti : Lvl 55 : Def +42, HP -25, Rng Acc +5, Atk +5, Acc +5 / Def +43, HP -25, Acc +6, Atk +6, Rng Acc +6
Snipers Rings / +1 : Lvl 40 : Def -10, Vs. Dark -20, Acc +5, Rng Acc +5 / Def -12, Vs. Dark -25, Rng Acc +7, Acc +7
Life Belt : Lvl 48 : Acc +10
Potent Belt : Lvl 60 : Def +5, Str +3, Acc +8
R.G. Collar : Lvl 55 : Def +6, Atk +4, Acc +4
Chivalrous Chain : Lvl 60 : Def +4, Str +3, Acc +5, Store TP +1
****************************************************************
4) Fighting Maat
****************************************************************
Before trading Maat your Testimony, consider carefully your tactics, you will have only 10 minutes to win once inside.
Most recommend unequipping all gear and wearing off all buffs before speaking to Maat. Some also recommend wearing any major -stat gear before starting as well. It is strongly believed, but unconfirmed, that Maat will be given identical stats to those which you have upon entering the arena.
Once you have obtained your Testimony, gear, medicines, and food, you can now return to Maat and trade him the Testimony to enter the Shattering The Stars (PLD) BCNM arena.
There are many different strategies to use based on your choices in gear, medicines, and food. The main goal though in most cases is to get off around 4 adiquate damage weapons skills as quickly as possible. It is generally accepted that you only use Vorpal Blade (if you have a adequate set of Strength gear) or Swift Blade, anything else usually provides too little damage. "Good" damage is 250+ per weapon skill.
Remember that you will not have the benefit of whatever sub-job you entered with. Meaning Job Abilites, Job Attributes, or Spells. For Paladins that normally means no: Double Attack (unless you have Joyeuse), Berserk, Defender, Warcry, Resist Virus, Attack Bonus, and most especially......no Provoke (I know you are all bummed out about that).
For even better timing it may help to set up Macros for any equipment swapping your strategy calls for, and especially ones for Hi-Potion and Ether spams you may do.
Code for Equipment swap (can a make swap for each line of a macro): /equip insert_slot_name_here (ie - Head, Body, Main) "insert_equipment_piece_name_here (ie - Dark Staff, Hospitaler's Earring)"
Code for Item spam (Macro must be continually hit as it only uses one item per use): /item "insert_item_name_here (ie - Hi-Potion, Ether) " <me>
I will relate a general strategy, based on my own Maat fight.
- Maat Fight -
- Unequip all gear, wear all buffs
- Equip all negative stat gear
- Trade Testimony to Maat
- Trade Testimony to Burning Circle
~ 10 Minute Timer Begins ~
- Equip Blink Band
- Equip gear according to planned set-up
- Consume food
- Buff and cure HP
- Consume MP-over-time drink
- Use Blink Band
- Equip Opo-opo Necklace
- Be absolutely sure correct weapon and shield are equipped
- Consume Sleep Potion (x4)
- Equip planned neck-piece
- Head into center Arena
- Target Maat when in range
- Flash at maximum distance
- Engage Maat - immediate WS once in range, if I am not Flashed or stunned
- Immediately consume Icarus Wing
- Immediate WS, if I am not Flashed or stunned
- Fight Maat as if EM exp mob
= Well-timed Cures
= MP Restores as needed - keep Yagudo Drinks on full-time
= Constant use of Flash unless under the effects of Invincible or Sentinel
= Defensive JAs Especially Sentinel since update, the sooner you use it when engaged the better chance you may be able to use it a second time!
= Keep health above 50%
= If in red health Invincible & spam HP Restores (Hi-potions)
= At 100% TP immediate WS once in range, if I am not Flashed or stunned
= When Maat 2 hours (Invincible), Flash, kite, and re-engage when wears
= Do not break lock / run away otherwise
= Do not keep Parade Gorget on if used, your HP will not be consistently adequate to keep the latent active
The fight is over only when:
1) You die
2) BCNM Timer runs out (10 min)
3) Maat Timer runs out *NOTE: If you have not dealt Maat a significant amount of damage within a certain period of time, even if the BCNM timer is not up yet, Maat is known to spam weapon skills, especially Asuran Fists, until you die*
4) You win
If you lose by death, your body will be removed to outside the Arena and you must Home Point.
If you lose by BCNM Timer, you will be removed to the outside of the Arena and you must use a Warp / Scroll / Cudgel, Teleport, or walk to get back.
If you win, you will be removed out of the Arena and given a Warp Scroll (if you do not already have one).
****************************************************************
5) Finishing Up
****************************************************************
*NOTE: Until the first time you beat Maat, you may fight him an infinite number of times and lose without loss of experience points*
You will notice that the used Testimony (whether you win or lose) is still in your inventory. It is now nothing more than a memento and can not be used again. It must be thrown away to obtain another.
If you lose you must throw away the used Testimony in your inventory and begin the process again. Find Testimony -> Gather Equipment and Items -> Fight.
If you win you will be given the title "Maat Masher". You must go and speak with Maat one last time to finish the quest and obtain the final GK title.
****************************************************************
I hope this little guide helped give you some idea and guidance on what to expect for your final Genkai.
If you have any questions, comments, or additions - please post them here and I will try to answer the question or reformat the guide to fit the new information and keep our forums clean of "What do I do for Maat" posts.
Good Luck! :)
Edited, May 7th 2007 1:41pm by cometrider


