When the leader gives the signal, buff Raging Strike and Barrage before entering the instance.
Gladiators do an initial Provoke/Flash on each new moogle as they pop. Proceed to use Combos and Shield Bash to build up as much hate on each moogle as you can. This hate carries over to Phase 2. Put extra focus on building hate on Kapa (MRD). Avoid building hate on Tailturner (THF). This makes it easier to keep hate on Kapa in Phase 2 but not get petrified by Tailturner in Phase 2.
Archers, Thm, and Con focus fire the current moogle. Make sure to heal the Thm when fighting the first moogle since he will most likely be tanking. It is important to kill each moogle by the time the next one pops. Do not switch targets until the current moogle is dead unless it becomes Blimped. If so, switch targets until he returns to normal. Repeat until all moogles are dead. If pacing is good, try to build 3k TP on the last moogle and save Barrage. Note: The cutoff point to stop using Barrage is 25:30. If you prebuff barrage before entering and use barrage whenever it is up, you will be able to use it again at exactly 25:30. After 25:30, do not use Barrage, and save it.
King Moggle Mog will show up when the timer is showing around 24:00 left, or about 5 seconds after the last moogle is dead. Everyone should gather together on top of the mages. Mages need to top HP off, and rebuff with Protect and Stoneskin. Assign one CON to Sacred Prism + Stoneskin before the blast and another to do it after. THM should Sacred Prism + Sanguine Rite for the defense boost. GLA uses Rampart. ARCs prebuff Barrage.
Once the King fully comes out of the ground, it will do Memento Moogle which hits everyone for big damage. Pop Sentinel at this point.
When the Moogles are summoning the King, all the archers and gladiators use Sacred Prism. Right before the blast, use Sentinel, and all must use Cure right after. This way, everyone will be topped off right away with 5x Sacred Prism + Cure. Note: This step will not be necessary if all the moggles are dead before they summon the King. Memento will only hit for about 400 dmg with all the defensive buffs. Performing well on Phase 1 (killing all moogles, having full MP, 3k TP, and Barrage ready) makes the start of Phase 2 much easier.
Phase 2 (After Memento Moogle)
Kill Order
( 1 ) BLM - Pukia Puki Pomburner - Wizard Hat ( 2 ) BRD - Puski Piko the Shaggysong - Harp ( 3 ) ARC - Woolywart Kupqu Kogi - Bow ( 4 ) THF - Pukna Pako the Tailturner - Bandana and Dagger ( 5 ) WHM - Furryfoot Kupli Kipp - Staff ( 6 ) MRD - Ruffletuft Kupta Kapa - Axe ( 7 ) King - Good King Moogle Mog - Crown and Scepter ( 8 ) GLA - Whiskerwall Kupdi Koop - Helmet, Sword, and Shield
Explanation: Killing the BLM first is a no-brainer. He does the most AoE damage and needs to be taken care of immediately. Killing the BRD next does two things: 1) It prevents him from buffing the moogle we are currently killing. 2) It causes the King to blimp himself often, making him very easy to kite. It is not necessary to kill the WHM right away since his Cure IV is weaker than the King's Cure IV. MRD and GLA have high HP and can be bound so they are killed later.
Tank (GLA)
Focus on keeping hate on the King, but grab what others you can (especially Kapa) using Flash, Cure, and Rampart to gradually build hate on all of them.
Kite them along the edges of the arena using Flash, Provoke, Second Wind, and Cure mainly. Try not to kite them directly into the mages and archers. If necessary, go back and kite in the opposite direction.
The King will reset hate occasionally. immediately try to get him back using Provoke and Flash. Saving Rampart for this or using TP on Riot Blade or Shield Bash can be very helpful at this point.
Try to save Sentinel for emergencies like if you know you're going to get hit by Pom Flare or Break.
Use Decoy when the archer locks on for Eagle Eye Shot (EES).
Aegis Boon can be used as a useful healing tool. To do so, turn around and let the King or MRD auto attack you until it procs.
Featherfoot and Sanguine Rite are helpful to restore MP, but make sure that you have a healer nearby or Sentinel up before using this method.
Remember, the main thing is to kite, avoid damage, and prevent others from taking damage. Sometimes, this means stopping occasionally to let the moogles catch up to you and not cut across the arena.
Always be aware of your surroundings.
Healers
Mages focus primarily on keeping the tank alive, but will need to heal archers in the yellow as well. Assign one healer to the tank, but be ready to heal anyone low on health.
The highest damage dealing archer will be kiting so heals are high priority on that Archer as well. Assign one healer to the kiter, but be ready to heal anyone low on health. Kite if you manage to pull hate.
Remember to use the MP regen and enmity reduction abilities often. Communicate with the other healer when you need to rest.
Once the THF is killed, the King will be very scary. Pay extra attention to the tank at this point.
Archers
Archers kill the moogles in the correct order.
At the start, nuke down the BLM fast with pre-buffed Barrage and Combos.
Whenever you get the chance, use Shadowbind to protect yourself from moogles that are chasing you. If none are chasing you, use it to bind any moogles you see on the loose - usually GLA and MRD. The rest aren't as big of a threat as long as we focus BLM and ARC quickly enough.
If necessary, assign 2 archers to be the main and backup Shadowbind for Koop (GLA). Assign the other 2 to be the main and backup Shadowbind for Kapa (MRD). Kapa is more resistant to Bind than Koop. Hopefully the tank has hate on it in between binds.
The Archer who deals the most damage in Phase 1 will need to do some kiting in order to stay alive. Help kill the initial moogles with Barrage, but only focus on comboing if none of the heavy damage dealing moogles are on you. Try to be self-sufficient on heals with Second Wind, Cure, and Bloodbath.
Thaumaturge
Like Archers, your main role is to kill Moogles in the correct order.
Use Thunder > Thundara mainly. Remember to use Necrogenesis and Parsimony regularly.
Only use Thundaga as part of the combo if it is needed to finish off a moogle and pair it with Dark Seal, Parsimony, and Excruciate.
THM can bind multiple targets at once utilizing Blizzara (AoE on self). Make sure you do not hit bound targets with this ability. This is most useful at the start of phase 2. Take any opportunity you can to rest MP, but be sure to deal high burst damage especially when Moogles are low on HP. Heal, Raise, or Bind in a pinch.
NOTES:
Keep your distance from AoE moogles, example: Ruffletuft Kupta Kapa uses AoE lots of times in the fight and the King will be able to use Pomflare for most of the fight.
All Moogles have the ability to Call for Help in Phase 2. When they do so, the King will come regardless of who has hate on him to heal or cast Pom Flare. Always be aware of where the King is and avoid standing near him. All of his AoE abilties are centered on him so as long as you are never near him, he shouldn't be able to hurt you.
Moogles will go into Blimp Mode at times. It will become bigger in size, move really slow, and take 0 damage. If you have hate on it, make sure you kite because it hits very hard. All Archers need to stop attacking it and focus on shadowbinding the GLA or MRD. Hand out cures and raises if necessary. Go back to killing that moogle once he is out of blimp mode. Only the leaders will make the call whether to switch target or not.
Moogle abilities
*Moogles listed in order of damage dealt to the party on parser. *Every moogle has Attack and Mogdive (basic TP attack)
King
Memento Moogle - the blast as he enters; deals 2500ish to all with 6 moogles killed
Every Moogle ability when that moogle dies
*He is able to reset hate very easily. One tank needs to be in charge of him. *Even if a tank has hate, he will occasionally go to the center and use an ability such as Pomflare and Cure IV, avoid the center if you see him coming.
GLA
Whiskerbash - Weak TP Attack that induces Pacification status (unable to use WS)
*He is able to reset hate very easily. *This is the primary target of Shadowbind. *His attacks drain HP on hit
MRD
Moogle-Go-Round - AoE centered on him ~500 dmg
*Tends to spam it, try to avoid running past him when kiting *This is the secondary target of Shadowbind.
BLM
Pomflare - AoE ~1500 dmg centered on him
*This can be avoided if you run out of casting range; Do not bunch up when fighting the BLM
ARC
Moogle Eye Shot - single target; hits for 2k+
*If you see a pink crosshair icon appear on you, it means you will get EESed approximately 30 seconds later; Decoy can avoid it or use Sentinel with good timing
THF (deals low damage)
Mognesia (AoE drains MP ~300-700 centered on him)
Break - Petrifies for ~15 seconds
*Decoy can avoid Break.
BRD (deals low damage)
Maximoogle a.k.a. Blimp (makes one moogle big, move slow, take no damage, and hit HARD)
WHM (deals low damage)
Cure IV (heals ~2000)
Videos
To get an idea of what the fight is like from an archer PoV check these videos:
Gladiator Guide
Point Allotment
Max out VIT. Then max out either STR or MND.
Gear
The major stats for GLA include defense, HP, VIt, and +Enmity. Pumping DEX or +Block does not make a significant difference in block rate. Pumping MND barely affects your heals.
Notes: The Fast Blade combo must be started in front of the target in order to combo. Goring Blade must be done behind the target to inflict bleed status. Riot Blade is your most useful WS. It is ranged, does decent damage, and most importantly adds a DEF down effect. Use Keen Flurry with this. Comboing is not your job in Phase 2 of the Moogle fight. Try to save your TP gained from getting hit for Riot Blade since it is a ranged WS. If the opportunity arises, try and inflict the DEF down effect on whatever the Archers are killing. It is also useful for damaging the King to regain hate after a hate reset.
Thaumaturge Guide
Point Allotment
Max out INT. Then max out either MND or PIE.
Gear
Magic Accuracy is the primary stat since avoiding partial resists is necessary to land combos. However, after a certain point it is worthwhile to boost damage. Preliminary testing shows that +INT is generally better than +Mpot gear. Aim for around 450 Magic Accuracy as a level 50 THM. At that point, either continue investing into MACC or start going for INT to increase damage.
Notes: Use * as your primary combo. It is the most MP efficient way to deal damage and casts quickly. Using the full Thunder combo is MP inefficient, but if it will finish off a pesky moogle try to combine it with Dark Seal and Excruciate to gbold textet the full effect. Fire is not worth using in this fight at all. It costs too much MP and will break binds. Blizzard by itself can cause Heavy effect. This is useful to have on the current target. Blizzara alone will cast an AoE damage + bind centered on you. Use this to help kiters, but make sure it doesn't break current binds.
Archer Guide
Mostly is Dex/Pie based, those 2 attributes boost archer damage:
Paragon's Crown (achievement reward for all DoM and DoW level 50, get it at golden bazaar near drybone) Raptorskin Harness Fingerless Raptorskin Gloves of Slaying Raptorskin Subligar Flame Sergeant's Sash (Uldah onry!!! T.T) / whatever you're using on Ifrit Cobalt-plated Caligae / Cobalt-plated Jackboots
Amethyst Ring Amethyst Ring Amethyst Ring
Meat Jerky Cobalt Arrows
Sub Skills to equip Sentinel (GLA) Rampart(GLA) Raise(CON) Cure(CON) Second Wind(PUG) Keen Flurry(LNC) Invigorate(LNC) Sacred Prism(CNJ) Resonance(THM) Blood for Blood(LNC) Combos
Heavy Shot Combo route
Starting skill: Heavy Shot: TP: 1000 / Recast Time: 10sec. (Must be at least 8yalms for the target)
Heavy Shot → Leaden Arrow = Increased heavy duration Heavy Shot → Leaden Arrow → Wide Volley = Increased accuracy * Heavy Shot → Quick Nock = Fivefold attack and coversion to single target *
Piercing Arrow Combo route
Starting skill: Piercing Arrow: TP: 1000 / Recast Time: 20sec. (Must be at least 8yalms for the target)
Things to note : To kill quickly, DD has to use combos as soon as your tp reach 1000 Make sure you do bind on your assigned target before doing combos Order of combos to maximize damage: Barrage, Heavy Shot->keen flurry->quick knock, and then the combos marked as * Try to keep enough TP to do *. You can use Piercing Arrow on the original target and switch targets to use Shadowbind on whatever's chasing you! If nothing is chasing you, Shadowbind the GLA or MRD. Don't waste it on the current moogle. If you don't have enough TP to do the combo, a direct Shadowbind for 250 TP is still useful.