
I love quests. In fact, I have soloed many quests on BST, and it is a personal goal of mine to finish every single one in this neverending game. However, I still have many unfinished quests, for reasons such as:
a) Khaki failed to solo the quest or could not think of a strategy that would work.
b) Khaki did not have multiple persons, another job, and/or items that were difficult to obtain.
c) Khaki was too lazy to start the quest.
Usually b) is what gets me most of the time, but I have decided to leap back into the ring and call my friends for help. As such, this post (along with any continuations) will be looking at some of the more difficult quests that keep me down.
The Art of War

I mentioned this quest briefly in my last post, but I am sure no one has heard of it. This quest is the sequel to "Finding Faults," a quest where one must battle an NM to determine its weakness. Similar to its predecessor, all weaknesses are quite difficult to distinguish from one another, and you must determine which actions trigger the monster's real weakness. For this quest, you are given the option of heading to Halvung, Mamook, or the Arrapago Reef, and of the three, Halvung seemed the quickest to get to.

Meet the Wheel Wamouracampa, an annoying monster that is invulnerable until you can determine its weakness. After a brief moment of vulnerability, the NM becomes invulnerable again, so one has to exploit its weakness repeatedly. By "Charming" one of the local Eruca on site, I managed to tank this NM while my PT hacked away at it. It took around twenty minutes to put this NM out of its misery, and as you can tell, my Crawler pet did not fare well against it.

Originally, our group believed the weakness to be "shining light" on the NM, but upon arriving in town, the NPC decided to tell me it was either "melee attacks" or "casting enfeebling spells." Since I picked the wrong answer, I did not get a reward, and I think I was even penalized towards my next Mercenary Rank. Thankfully, this quest is now complete, so I will never, EVER, have to try this silly quest again -- and neither should you!
Return to the Depths

Okay, so I have not exactly completed this quest yet, but here is the story behind this bugger. After finishing two other CoP (read: long, grueling) quests and flagging this one, you get to square off against seven Moblins in a small BCNM. There is a DRK boss along with three RDMs and WHMs, who support the DRK but do not attack unless attacked. Instead, the mages will cast spells such as "Cure IV" on the DRK or "Paralyze" on your tank, making them large nuisances if left unchecked. To make matters worse, the DRK will use "Draw In" on the PT if its current target is out of range, but the good news is that only the DRK needs to be defeated in order to clear this fight.

To low-man this event, we had Ariane (PLD) load up on Hi-Potions while Kearick (DRG) and I (BST) assaulted the Moblin mages. Even with Masani's (WHM) healing efforts, we only dropped the DRK to around 50% before Ariane died, so in the event of a rematch, I think I will switch to SAM/DNC to help keep the tank alive.
Seriously, a level 40 cap quest with a NM that hits for 100s on a 700 HP PLD? What was SE thinking?! Anyhow, I will post more details if and when we manage to clear this fight; a big thanks to everyone who tried to make it happen.

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