Strategy

Party Setup

4 ARC
1 GLA
2 CON
1 THM



    Phase 1 (Before Memento Moogle)
  • 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.

    Main: Morbid Mogblade / Ifrit's Blade / Cobalt Winglet (+Enmity)
    Sub: Canopus Shield / Vintage Kite Shield / Kite Shield (+HP)
    Head: Cobalt/Sentinel's Celata (+Magic Evasion)
    Body: Cobalt/Sentinel's Cuirass (+HP)
    Hand: Cobalt/Sentinel's Gauntlets (+HP)
    Legs: Felt Trousers (+HP)
    Feet: Cobalt/Sentinel's Sabatons (+HP)
    Waist: Cobalt Plate Belt (+HP / +Enmity)

    Dated Mythril Wristlet x2 / Dated Red Coral Wristband x2
    Dated Heliodor Ring

    Food: Dark Pretzel / Knight's Bread

    Sub Abilities

    Provoke
    Second Wind
    Cure
    Raise
    Sacred Prism
    Featherfoot
    Decoy
    Sanguine Rite
    Keen Flurry
    Invigorate

    Combos


    Fast Blade Combo route


    Starting skill:

    Fast Blade: TP: 1000 / Recast Time: 10sec. (Must be in front of the target)

    Fast Blade → Flat Blade = Increased Enmity
    Fast Blade → Savage Blade → Goring Blade (From behind) = Increases bleed damage*

    Riot Blade Combo route

    Starting skill:

    Riot Blade: TP: 2000 / Recast Time: 80sec. (Must be behind target, Inflicts DEF down)

    Riot Blade → Rage of Halone = Increased Accuracy*

    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.

    Main: Maleficent Mogstaff / Ifrit's Cudgel / Lightning Brand (+MACC / +INT)
    Sub: Gridanian Square Shield (Grid only) / Warlock's Buckler / Square Ash Shield (+HP / +HP/MP)
    Head: Felt Hat of Intelligence / Felt Cavalier's Hat (+MACC / +INT)
    Body: Felt Bliaud (+HP / +MP)
    Hand: Boarskin Ringband of Storms (M.Crit / +HP / +MP)
    Legs: Felt Gaskins (+INT/MND / +INT/PIE)
    Feet: Warlock's Pattens / Mahogany Pattens (+MPot / +Lightning Pot / +HP)
    Waist: Raptorskin Satchel Belt (+HP / +MP)

    Dated Black Pearl Ring x4 / Dated Pearl Ring x4 / Dated Goshenite Ring x3

    Food: Pumpkin Cookie

    Sub Abilities

    Second Wind
    Sentinel
    Cure
    Raise
    Sacred Prism
    Stoneskin
    Chameleon
    Featherfoot
    Decoy
    Invigorate

    Combos

    Thunder → Thundara = Increased Damage and Reduced Recast Time*
    Thunder → Thundara → Thundaga = Increased Crit Damage

    Fire → Fira → Firaga = Reduced Cast Time

    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)

    Piercing Arrow → Gloom Arrow = Chance to inflict blind
    Piercing Arrow → Gloom Arrow → Bloodletter = Inflicts additional damage when bleed fades *
    Piercing Arrow → Shadowbind = Increased bind duration *


    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.