Difference between revisions of "The Warrior's Path"

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:*The time limit for this fight is 30 minutes.
 
:*The time limit for this fight is 30 minutes.
 
:*There is no EXP loss upon death.
 
:*There is no EXP loss upon death.
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:*You '''cannot''' enter and assist in this fight if you are not currently on or have completed this mission before.
 
*Make sure your whole party is ready (you cannot exit from this battlefield event, unlike in [[One to be Feared|6-4]]).
 
*Make sure your whole party is ready (you cannot exit from this battlefield event, unlike in [[One to be Feared|6-4]]).
 
[[Image:Chebukki siblings.jpg|thumb|Chebukki siblings]]
 
[[Image:Chebukki siblings.jpg|thumb|Chebukki siblings]]

Revision as of 18:18, 26 June 2010

de:Promathia-Mission 7-5

Number PM7-5
Title Granted The Chebukkis' Worst Nightmare
Unquenchable Light
Reward 1000 Exp (Once per day, upon completing the BC)
Access to Al'Taieu
← Previous Mission Next Mission →
Calm Before the Storm Garden of Antiquity
Replay Cutscenes
The Warrior's Path (pt.1) Goblin Footprint Al'Taieu (H-12)
The Warrior's Path (pt.2) Goblin Footprint Al'Taieu (H-12)

Walkthrough

  • Head to Sealion's Den and click on the "Iron Gate" for an airship fight.
  • Since the March 2007 update, this battle is capped at 75, so TP and all buffs are wiped upon entering the battlefield. Sleep TP inside the battle if necessary.
  • The time limit for this fight is 30 minutes.
  • There is no EXP loss upon death.
  • You cannot enter and assist in this fight if you are not currently on or have completed this mission before.
  • Make sure your whole party is ready (you cannot exit from this battlefield event, unlike in 6-4).
Chebukki siblings
  • You will enter the Battlefield facing Tenzen (SAM) and the three Tarutaru Chebukki siblings: Makki-Chebukki (RNG), Kukki-Chebukki (BLM) and Cherukiki (WHM). You only need to defeat Tenzen to win the battle; the Chebukkis are invulnerable, evading all attacks and resisting all spells. They will attack and enfeeble you, and buff and cure Tenzen as they do so. They all act about once every 20 seconds though, but will taunt and jeer you throughout the battle.
  • A Beastmaster jug pet is ideal for this; if the pet is the first thing to attack Tenzen, the Tarutaru will all focus on attacking the pet, and the pet will run over to them to fight back so that your party isn't hit by the -ga spells.
  • His weapon skills are different from the ones players use:
  • He also never "readies" weapon skills, he just uses them, which makes them hard to stun.
Tenzen of the Far East
  • Tenzen will use Meikyo Shisui at some point, and then begin to to self-Skillchain whoever has hate. After an initial 3 WS, Tenzen may or may not use Amatsu: Tsukikage, an unavoidable ranged Great Katana WS that bypasses shadows, triggering the Cosmic Elucidation Skillchain which deals over 1000 damage to all players in range and triggers ejection from the BC, much like the Snoll Tzar encounter.
  • Whether he uses Amatsu: Tsukikage does NOT depend on whether his 3rd Meikyo Shisui WS lands. Even if 3rd WS misses, or original target is dead, he may still use WS Amatsu: Tsukikage and it will STILL trigger Cosmic Elucidation.
  • He can use Meikyo Shisui multiple times at will.
  • Utsusemi blocks most of his Weapon Skills, and it is possible to recast Utsusemi: Ni between his WS.
  • His second Weapon Skill often takes 2 shadows.
  • Tenzen's weapon skills can be anticipated with Third Eye, including Amatsu: Tsukigage.
  • Tenzen's Weapon Skills can be delayed by using stun spells or abilities, but since he doesn't "ready" them, it can be hard to detect.
  • A Level 75 RDM/DRK Chainspell+Stun strategy is not recommended. When executed by a merited 75 RDM/DRK with cap dark magic skill, Tenzen still continued to weapon skill. RDM/WHM is a more efficient use as a backup healer.
  • One or more Blue Mages spamming Head Butt has a very good chance at killing the skillchain alltogether.
  • Tenzen will give up when he's close to being defeated, at which point you will win. It is estimated you will need to do between 12,000 and 14,000 damage. He will give up at roughly 15% HP remaining.
  • Parsed to have around 17300 hp. Which means you have to do around 13k damage for Tenzen to give in.
  • As of the June 2007 update, you will receive 1000 experience points upon winning (but only once per day).
Strategy tips
  • It seems to be impossible to prevent him from using Meikyo Shisui by hitting him fast and hard. You need to find a way of defeating him after he uses it by continuing to damage him without letting him land his weapon skills.
  • For maximum effect, try to do as much damage as you can before Tenzen eats his Shogun Rice Ball, using your own Skillchains and offensive two-hour abilities (Astral Flow, Manafont, Chainspell, Eagle Eye Shot, etc.).
    • On the other hand, it's also good to save some burst damage for when he uses Meikyo Shisui so that you can finish him before he is able to use all 4 Weapon Skills.
  • Dispel any buffs cast on Tenzen.
  • You don't have a time limit like you did with Snoll Tzar, so you don't need to rush. But still try to do as much damage as you can while keeping everyone alive.
  • If Tenzen uses Meikyo Shisui, Bind/Shadowbind him and run out of range to delay his Skillchain for as long as possible.
  • Ignore the Chebukkis; they can't be harmed.
  • Spread out to avoid possible AOE damage.
  • This BC, similar to other maximum spike damage BCs like Maat and Snoll Tzar, is very well suited for WAR since a well-equipped WAR will do 3,000-5,000 damage, depending on duration of fight, even while taking most hits into shadows. A party with 3+ WARs will win this BC near instantly (same for a full SMN party).
  • A Samurai, using the standard 5 WS 2HR combo, has been recorded to do 7.1k damage to Tenzen with Soul Voice and double Minuet. Tachi: Yukikaze > Tachi: Gekko (Fragmentation) > Tachi: Kasha (Light) > Tachi: Yukikaze > Tachi: Gekko (Fragmentation) took Tenzen to roughly 40-45% HP left.
  • Samurai/Ranger is a very useful set up for this battle, Tenzen's Evasion seems to be rather low, making it easy to land Sidewinder on him consistently for 900-1,500 damage per hit.
  • Tenzen is zergable. A party of DRG DRG DRG MNK MNK RDM defeated him very swiftly using two-hour abilities and sufficient preliminary buffing / use of Meditate. With a BRD or a COR in the place of one of the DDs, defeating Tenzen becomes even easier.

Game Description

Mission Orders
Board the newly repaired airship and head for the fifth mothercrystal. Will your path be intercepted by Nag'molada? The dreadful wyrms? Or a completely unexpected opponent...?


Game Script and cutscene video

COP 7-5 Video hosted on Filefront