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 Proto-Ultima Ideas

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Xzerper
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Posts : 29
Join date : 2008-07-17
Age : 37

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PostSubject: Proto-Ultima Ideas   Proto-Ultima Ideas Icon_minitimeThu Jul 17, 2008 10:22 pm

Good Idea of how Proto-Ultima should go. I will update this further with information of how we will be doing Proto-Ultima now, and in the future.

Below I have listed a complete setup of Weaponskills and Magical Attacks Proto-Ultima will use throughout the duration of the fight. Copy/pasted from Wiki.

Proto-Ultima is a much tougher version of your friend from Promathia Mission 6-4. It is susceptible to Slow, Paralyze, Blind, Elegy, Gravity, Stun.

Unlike the mission, it does regenerate if you wipe and reraise.

If hate is pulled outside of the square Proto-Ultima originates, it will Draw In that target.

It has all the attacks from the mission, and a few new ones. They are all stunnable, but stunners have to be ready for this.


* Phase 1
o Antimatter: Single-target ranged Light damage (~700-1500), ignores Utsusemi.
o Wire Cutter: Single-target damage (~500-1000), absorbed by 2 Utsusemi shadows.
o Chemical Bomb: Single-target Cone Attack Slow II + Elegy, removable only by two Erases.

* Phase 2 (80% HP)
o All of the above, plus:
o Dissipation: 20' AoE Dispel all buffs (but not Food), additional effect: Terror and resets hate.
+ See note on Dissipation below under Suggestions

o Nuclear Waste: 15' AoE lower all resistances, followed by one of:
+ Smoke Discharger: Cone Attack Earth damage (~700) and Petrification.
+ Hydro Canon: Cone Attack Water damage (~700) and 40hp/tick Poison.
+ Cryo Jet: Cone Attack Ice damage (~700) and Paralyze.
+ Turbofan: Cone Attack Wind damage (~700) and Silence.
+ Flame Thrower: Cone Attack Fire damage (~700) and Plague.
+ High-Tension Discharger: Cone Attack Thunder damage (~700) and Stun.

* Phase 3 (60% HP)
o Antimatter, Dissipation, Nuclear Waste, plus:
o Equalizer: 10' AoE damage (~600-800), absorbed by Utsusemi.
o Holy II (spell): Single-target Light damage (~800) cast after each TP attack on a random target.

* Phase 4 (40% HP)
o Antimatter, Dissipation, Equalizer, Holy II, plus:
o Energy Screen: Invincible effect (lasts 1 minute.)
o Mana Screen: Magic Shield effect (lasts 1 minute.)
o Armor Buster: Targeted 20' AoE (Light) damage (~700) with additional effect: Gravity, ignores Utsusemi.

* Phase 5 (20% HP)
o Armor Buster, Energy Screen, Mana Screen, Holy II, plus:
o Citadel Buster: 30 second countdown, followed by a targetted AoE (30' from target) Light damage (averages around 2000), ignores Utsusemi and resets hate.

+ Magic Defense Bonus will lower the damage.

+ You can "/assist Proto-Ultima" to determine its current target.

+ Proto-Ultima will not attack during the countdown.

+ Proto-Ultima will Draw In whoever has hate throughout the countdown.

+ The target of Citadel Buster is set at the end of the countdown. If that person dies, then the target is switched to the next hated target. In this way, Citadel Buster cannot be prevented.

+ Countdown as follows, with each interval about 1 second apart: 30. 20. 15. 10. 5. 4. 3. 2. 1. 0.

+ BLMs can nuke at maximum range right up to the end as long as the target isn't between them and Proto-Ultima, but be wary of pulling hate from Proto-Ultima's current target.

+ When you run, run up onto one of the ledges where you entered the room.

# But also don't stop on the ramp; if Proto-Ultima is at the corner closest to you, Citadel Buster will still hit you.
# Immediately after Citadel Buster, if its current target has died, Proto-Ultima will Draw In the closest target and resume attacking. Healers should be ready to resume duties swiftly.
# WARNING: Sometimes, right after he uses Citadel Buster, it may reuse it immediately after. This is rare, but be prepared.
+ Citadel Buster can be stunned, but timing of stun cast is critical.

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