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Promathia questsFollow

#1 Sep 29 2004 at 9:59 PM Rating: Decent
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200 posts
so if anyone's been to promyvvion (sp?) you know that 1) Dear GOD it's rough if you get screwed (damn strays...>_< ), and 2) this place could be a most excellent place to level from 30+.

think about it. you get capped at 30, but you still get experience from the battles. this allows anyone to party together free of exp penalties! personally i can't wait, and am gonna try to form a static party with my linkshell (unitedknights! woot!) since the variations in our levels don't mean quite so much anymore.

i realize there are probably some drawbacks, getting to the third area where the exp can be gained takes some time, and there's really no way to zone in case a fight goes sour, and it's a bit hard to leave unless you die or beat the bcnm. But i'm looking forward to giving it a shot, and thought some of you guys might have the same thoughts running through your heads as well. lemme know what you guys think!

#2 Oct 06 2004 at 11:03 AM Rating: Decent
<hmmm.>
howd you find out about this? im not really sure what the promyvios-whatever is anyway? i figured it was like the dynasis of the cities, just the emptiness... but not sure how to get there, what it is, how it works, well, yah, please tell.
#3 Oct 06 2004 at 1:17 PM Rating: Decent
before the update on 6th of october (read something about what they are gonna do) you do lose exp if you die in promyvyon. just equivalent of that what you lose as a level 30. so yes you can get exp, yes you do lose exp. Ive already been saying about this place being an alternative leveling location to valkurm dunes. believe me anything is better than dunes. yeesh.
#4 Oct 06 2004 at 4:31 PM Rating: Decent
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978 posts
Did my first Expanse run last night and was killed in the battle with the final boss.
First off we did it with 12 people of which 8 made it to the final level. Had we had 16 I think all would have made it. I say this becouse one of the problems we had on the 3rd level was clearing away the memory recepticle before the zone disappered. Had we had more Melees to do this it would have worked and all could have probably teleported to final level. Here are a few of the things I noticed while doing the one for Holla.
(1) RNG/NIN with Utsusumi are the key to survival. This is what I was and these are what are going to take care of the memory recepticals for you and they will take little damage from the recepticle while doing it.
(2) SMN/WHM are the key to victory. These guys are great becouse they can attack the Memory recepticle with magical avataar while functioning as a backup healer (and they will)
(3) The holla boss uses an AOE sleep attack and that is what gets you really. We were slowly wittleing away at his hp when both people with cure where sleeped and then he took us down one by one. If you can keep the people with cure awake you should have a chance to get to the point where 2hrs can take care of him.
(4) Some players will be screwed. This will make you feel bad but like I said 8 people made it and you can only enter 6 at a time so 2 players, very good one's too, where screwed over. WHM, SMN, and Rangers win out in the party reshuffles at the expense of the melees that survive.
(5) Get ready to lose experience. You will die when doing this, and you while lose experience. At one point 11 people where killed leaving only one of the WHM alive to raise everyone. In the end everyone died at least once (I died twice myself)
(6) If you can't spend 4hrs at least doing this don't try. In theory you could do this rather quickly but dealing with agros, deaths, AFKs, and everything else that comes up really streaches the time spent doing this. On the last two levels do your best not to get aggrod.
(7) Auto follow is an inventation to a fight. I noticed many using autofollow this is a problem becouse as the autofollow of other players bump into each other it streaches out the line and as a result makes it much more likely to get attacked.
(8) All those with Utsusumi bring lots of Shehei and all those shooting arrows bring lots of arrows.
(9) Rangers, if you have STR+ Rings bring them the orbs have no real evasion and you don't miss them so you don't need the added accuracy of rings the added attack of STR does help. So switch them out when orb killing.
(10) Remember to have fun
#5 Oct 08 2004 at 12:59 PM Rating: Decent
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805 posts
Just a note to everyone that it is possible to get all the way to the NM boss with only a single party. You don't need a 2 or 3 party alliance. I've done this twice in Dem (dying both times at the NM fight though - sigh).

The third memory receptacle is, of course, the hardest. The key is to have your rng/nin solo the memory receptacle (with cures when required) while ALL of the others concentrate on clearing one side of the structure of strays. You need a safe passage to dash onto the warp pad. Pick one side for the rng to fight on, group the rest close by and pick one stray at a time. If the receptacle goes down and you cannot clear the strays, wait and try again.

Note that the best position for rng is one where you cannot be blown back too far. That just adds delay. If you can, stand on a side where your back is to the edge of the area. You can't be blown back into space.

You can also delay when the receptacle dies to allow the group to get the right clearance of strays. As rng/nin, the last time we did this, I switched from bow to cross bow + bloody bolts to just keep the receptacle occupied until we were ready. It will regenerate HP but a low level bolt will hold it steady. When ready, just pick up the pace again (barrage, etc).

If the going gets tough on the strays, the ranger drops his attention from the memory receptacle and assists before someone dies. Just pick it up again when you're ready. It might regenerate some HP but all that means is more arrows. Patience is key.

Another option I've thought about but not tried is to use a thf to clear the way at the end. When the memory receptacle goes down, thf runs in, takes agro, hits perfect dodge, hits flee, herds the strays away, turns and runs back to warp himself. Everyone else has a free ride.

Once through the last warp, you need to be patient to get past the rest of the mobs to the zone line for the NM. Having a single party actually makes this easier as you avoid the chaos.

Edited, Fri Oct 8 14:05:01 2004 by Lokithor
#6 Oct 08 2004 at 5:00 PM Rating: Decent
26 posts
wow it does take a lot of skill to get to the boss with only 1 pt. Next time, bring poison potions and make sure to poison yourself before and during the fight, this stop the sleep effect. Also, if you bring a bard, you can easily sleep all the strays, BCNM40 style, and then all can jump in the tele. Make sure to have the smn blink the party before u try to get in, so if a stray does attack, he wont interupt the teleport process.

My favorite pt for doing the promyvions was war/nin war/nin rng/nin whm/blm blm/whm smn/whm
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