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Consolidated thread with all V25 strategies
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 3777
By Carbuncle.Maletaru 2025-11-13 03:22:11
A friend recently mentioned that it's kind of a PITA to find strategies for Ody bosses since they're scattered on random pages throughout the Ody thread. It's a good point, so I thought it would be helpful to have a single thread with testimonials/strategy for all bosses in a single place.
I've posted all my strategies and writeups and some videos of each fight. If others want to share theirs I can edit them in the top post as well for ease of use.
Kalunga V25 (Maletaru):
PLD WAR BRD COR GEO WHM
Video:
https://www.youtube.com/watch?v=Z7B02Cb6OMw
Lobby bubbles: PLD Haste, WAR Frailty, BRD STR, COR Fend, WHM Refresh
Start with strong buffs (SV, nitro, Crooked, etc.) Use BoG/Ecliptic with Widened Compass from 100 -> 40%, Bolster 40% -> 0.
Hmarch, 2 Minuet, Dirge, Fire Carol II, Crooked Chaos, regular Samurai, Indi-Barrier, Geo-Fury. Entrust Indi-Haste on tank.
GEO: When adds are out attempt to sleep them. If Meva/Mdef auras, swap barrier to appropriate opposite bubble
WHM: Keep dia up, try to slow/paralyze if you have time. Haste the DDs, re-apply Auspice and other buffs as they come down. Lots of curagas, but if you have the opportunity, use single target cures for cureskins. When fetters are up, watch the PLD's HP as they may get hosed.
PLD: Spam enmity JA on cooldown, use Atonement/flash on cooldown. I keep Rampart available for fetter modes, and use everything else as often as possible. Reapply Crusade/Majesty after being dispelled. Help cure when possible
WAR: We found axe to do the most damage, alternating between Calamity/Mistral Axe. Use Warcry then call for RD. At around 40% use your 1hrs then call for WC. Don't use these if you're weakened
BRD: Savage spam, don't bother reapplying songs to tank when he gets dispelled, we need your DPS. Apply Elegy/Requiem during the nitro. Try to apply Elegy to the adds when they come out, if you have a Nitro. Help with blue procs as necessary
COR: Savage spam, enhance dia/slow/para with shots. Use RD/WC as called for. Get a free 6, you lazy ***
SC for axe is Raging Axe -> Savage Blade, back and forth until it blue procs.
SC for Gaxe is Steel Cyclone -> Savage Blade, back for forth until it blue procs. Kalunga V25 (Sterk): PLD RUN DRK BLU BRD COR.
Editor's note: possibly relevant video, but not precisely the same strategy:
https://youtu.be/PbzU5aX8yb8
Recommended Medicine: Panacea, Vile Elixir/+1 (Bazaar Elixirs for PLD and BLU; they'll be curing a lot if MEva Down aura occurs)
Don't knock off aura. He loses access to Incinerating Lahar while aura is up which is very helpful for the DDs. Coordinate WSs that won't 3-step or create Fusion/Light. We used Torcleaver/Resolution, Savage Blade, Expiacion. The only SC that can be made is a 2-step Distortion. No 3-steps or Fusions/Lights are possible. DDs can avoid Fetter damage by standing behind Kalunga near max attack range. Have fun with knockback spam.
Lobby bubbles: Fury (DRK), STR (COR), Refresh (BLU), Refresh (PLD), Focus (RUN)
PLD - Hold adds and cure the party. Prioritize the RUN since the BLU can heal the DDs if needed. It may be difficult to get the 40% add off the DRK. However, by that time Invincible should be safe to use as a tool of getting hate on the 2nd add. The RUN shouldn't lose hate, at least I didn't.
RUN - Kalunga tank. Find a spot to tank where you won't get knockbacked. Open with Armor Break. Entrust Focus/Flabra Rayke/Tropical Crepe/SV Wind Threnody allowed for a fair chance of Armor Break's Defense Down landing at the start of the fight. I didn't have AF+4 MAcc either. Keep Refresh up on PLD and BLU. Searing Serration can potentially 1-shot you if you don't have Vallation or Valiance up, so make sure you reapply at safe times. Try to ride your Valiance timer as your DDs will appreciate it. If MEva Down aura is up, consider walking close up to Kalunga to hit DDs with One For All when Valiance falls, then move back to your wall to keep Fetters from popping on them.
DRK - Ours used Caladbolg and alternated between Torcleaver and Resolution. Fimbulvetr can open the possibility of accidentally 3-stepping and removing Aura which we didn't want to happen. Blood Weapon when 2nd add pops since you'll likely have hate on the add for a while (I honestly don't even know if BW's HP absorption takes effect on V25s. This just came to mind as I was writing up, but if it works, it'd be handy to lower the threat of the 2nd add). Can Soul Enslavement at some point under 40% as well.
BLU - Expiacion. Assist healing the DDs with White Wind if needed. Unbridled Wisdom Carcharian Verve and Diffusion Mighty Guard at the start, or consider a max SIRD White Wind set. Fulltime AoE Mighty Guard the whole fight with the help of RD/WC.
BRD - Honor March, Minuet x3, Dirge on DDs. Minnes/Ballads on PLD. Wind Threnody/Requiem on Kalunga while SV T/N's up at the start. Can either help DD or focus on reapplying dispelled RUN songs (March/Ballad/Carol, whatever the RUN's request) or a mix of both depending on your group's needs. Our BRD didn't DD at all but we still managed to beat it.
COR - Savage Blade. Crooked Chaos/Samurai rolls. Use RD/WC for resetting Diffusion and Last Resort. Ngai V25 (Maletaru):
BRD COR GEO MNK PUP WHM
Videos:
https://www.youtube.com/watch?v=aeBtG9rYQ_s
https://www.youtube.com/watch?v=Uh7Yfa2674k
Lobby bubbles: Frailty MNK, STR PUP, Refresh WHM, Focus BRD
Indi-Barrier, Geo-Fury, Entrust Indi-Fend
HMarch, Minuet V, Minuet IV, Scherzo, Water Carol II
Crooked Chaos/Sam. After these are done, do Tacticians on BRD and yourself
All the usual buffs
MNK: When Footwork is up, use TK and Godhands. When Footwork is down, Vere and VS with Impetus. With RD/WC, at least one of these should always be available. Don't forget Mantra, Chi Blast, etc. Chakra/Inner Strength in case of emergency
PUP: Use Godhands and Howling Fist spam, mix in Stringing Pummel if you get walled. When first add pops, put your puppet on it. If you have hate, move out to range and Ventriloquy it onto the puppet. If someone else has hate, the puppet will have to take it manually. For second add, engage puppet on the add then use 1hr to make the puppet benediction for hate
WHM: Do WHM things. Barwatera, Barsleepra, Haste, Regen (when possible). Can land some debuffs on him (Slow, Para, Dia)
GEO: Do the buffs above, recast bubbles as they die. Use BH/Judgment. Make use of Dematerialize to keep bubble alive. Bolster sub-40%
BRD: Buffs above, try to get debuffs on boss during nitro. Save TP for fetters (second and third)
COR: Buffs above, save TP for fetters (second and third)
Someone (MNK? BRD?) should do Shell Crusher at the start of the fight with 3k TP. During fetters, 1 person starts the proc window then everyone else hits at once. Call out opening. For all fetters, make sure everyone is using unique WS, no repeats including/especially from the same person. For first fetter, MNK, PUP, GEO should be able to proc it (COR might as well throw in Leaden as well). For second, COR is necessary, maybe BRD as well. For third proc, if there is one, All 5 must participate. Ngai V25 (Meylee): WAR/MNK/BRD/GEO/WHM/RDM
Everyone eats defensive food
War - loxitic, spams judgment, do war things
MNK - Open fight with spiral, swap to howling fist, reapply spiral @3k every 4-5 ws. chi blast as often as you can.
BRD: honor, x2 atk, sentinel, water carol 2, DPS with staff, keep shell crusher on it.
geo: geo-fury, indi-barrier, entrust str when up. melee with club using idris ws.
WHM: Auspice, barwater, pro/shell, boost-str, barsleepra.
RDM: Black halo spam, keep dia 3, slow/para on ngai, bio3, slow/para on adds. This basically neuters them.
Everyone stays within 5 yalms and kills it. Shadow rings and warders charms help with the insta KO for the mnk/war. Dont stack, but stay inside the geo bubble. Xevioso V25 (Maletaru):
PLD DNC COR DRG WHM BRD
Videos:
https://www.youtube.com/watch?v=NsgJUs14B6Y
https://www.youtube.com/watch?v=FRsgsC0wS3Q
Lobby bubbles: Fury DRG, Fend COR, Frailty BRD, Barrier PLD, DEX DNC
WHM make sure to always keep up aquaveil (check set to make sure the +Aquaveil pieces are there) and make sure to have 50% DT in idle and cure midcast sets. Try to use Asylum early-ish in the fight to catch the first Droning Whirlwind and prevent it from dispelling the group. This is typically after ~15-45 seconds of engaging.
DRG keep up Stardiver debuff, spams Impulse Drive (with Shining One)
DNC keep up haste samba, box and feather steps, uses Rudras. May need to help with cures, ideally not. Might remove para from WHM if he's sacrificing zombie off people.
COR Sam/Chaos on the party. Use Last Stand for damage primarily, switch to Evisceration during fetters.
BRD Scherzo (most important), Wind Carol II, HMarch, 1 Minuet, 1 Minne. Minne/Ballads for WHM, Ballad for PLD. Use Mordant Rime except during fetters.
PLD mostly help cure everybody, but also try to get hate on the little adds (but not boss). Save Rampart for the fetter times as necessary.
Everyone stacks in a pile for aoe cures. During fetter proc window, BRD, DNC, and COR switch to Evisceration, it should proc VERY fast. Ongo V25 (Maletaru):
PLD NIN RDM SMN BST BLU
PUP DRG WAR WHM GEO DNC
BRD COR THF BLM RUN SCH
Video:
https://www.youtube.com/watch?v=Aqmj2Iivs1A
First KI:
Lobby: Malaise, Acumen, Focus, Languor, INT
PLD + NIN make Gravitation (Shun -> Requiescat)
Shun -> Primal Rend -> CDC makes 3-step Darkness
BLU can CA with Quad. to make 3-step Darkness
NIN bursts 2-3 ninjutsu on every SC
BLU bursts when possible, otherwise spams hard.
BST uses Fatso to remove TP the whole time
RDM use enspells to do damage, use Stymie Frazzle. Silence, Slow, Para.
SMN use Diabolos to do damage with Night Terror
Second:
Lobby: STR, Haste, Barrier, DEX
PUP tanks boss with magic-resistant (RUN) puppet.
DRG does most of the damage, Impulse spam with Shining
WAR tank and also do Impulse spam
DNC keep up Box/Feather, do damage, help cure sometimes.
GEO Geo-Fury, Indi-Frailty, Entrust Barrier. BoG/Ecliptic -> Bolter -> BoG/Ecliptic, nuke on Darkness SC
WHM keep people alive
It helps if the PUP can call out when fetters spawn since it wipes debuffs off the bird. There is a cheese strat involving the GEO popping the add with a nuke then dying, which makes Ongo go idle (if no one else has touched him). In this strat, you can add another DD in place of PUP
Third:
Lobby: Int, Acumen, Malaise (RUN), Focus, Barrier (BRD)
VMarch, 2 INT Etude, Ballad, Minne. Put Nitro songs up with ~12 minutes left, drop Threnody/Elegy during this
Crooked Tactician's/Wizards
SCH always makes Gravitation and keeps Helix up. Try to find time to keep all buffs up. This is not really a race.
BLM make sure to keep up -ja stacks and get as many nukes in the window as possible, including pre-casting, ideally long nukes.
RUN and COR SC as much as possible, THF and BRD fill in when possible.
Time Subtle Sorcery when lots of SC will be coming out.
Use RD/WC/RD as strats/Rayke/Gambit are on cooldown. Only WC after all 1hrs are used, ideally sub-40
BRD should get hate on the add (Caper if needed) and kite it rather than hanging with the group.
THF uses Larceny on the second Sforzo
Spam SC hard during TR. Ongo V25 (Unknown) Having spent considerable time doing Ongo v25 lately for alts and friends, I thought
I'd do a writeup to help struggling groups and clear up some misconceptions I've seen in
previous posts. The strategy uses a single KI, and has won with both MAB and MACC down
auras -- even in the same run, even below 40%. This fight is all about maximizing Gambit
and Rayke windows, so this strategy aims to do that.
Pre-pull:
RUN will be tanking this in 1h axe. After self-buffing, they can help to Shell 5 the party.
COR starts with wizards, then follows that up with crooked tacticians (you need to hit a 5,
9, 10, or 11 if COR/RUN are to extend every single skillchain.) Right after pull, you will
apply miser's roll to yourself and the RUN.
BRD pops Clarion Call and puts up 2 marches, an etude, and 2 ballads.
SCH needs to be conservative with strategems here. You should be pulling Ongo by 13 minutes on
the clock, meaning you have roughly 4 strategems at your disposal for buffing. Use those on
AOE Protect 5, AOE+Perp Regen 5, and to get into Addendum: Black. The other buffs to put up
are adloquium on the RUN and COR, Sandstorm 2 on the SCH and BLM, Klimaform, Animus Minuo
on the SCH, and Animus Augeo on the BRD.
Pull:
The goal is to hit 75% in 3 elongated skillchains (6 strategems.) This is roughly 10:30
on the encounter timer. If you're not hitting it there, more than likely gambit/rayke timings
aren't being maximized and/or earth shots aren't hitting the high value spells.
On pull, the BRD pops SV and Nitro, applies a strong Earth threnody to the boss, re-ups
previous buffs, then Tenuto's themself with 2x mambos and 3x minnes. Once buffs are good,
they can spam Lullabies/Tier 1 threnodies on the boss in an enmity set to try and build
enmity.
The RUN applies gambit exactly when Gravitation starts, then applies Rayke as soon as
possible afterwards while extending gravitations with Ruinator.
The COR applies Miser's roll to the COR+RUN while extending Ruinators with Wildfire, and
using Earth Shot on Stone 6's.
GEO runs Indi-INT + Blaze/EA Geo-Malaise + Entrust Acumen.
The SCH opens gravitation, applies a nice helix, and nukes liberally. During a typical
skillchain, you can land T5+T4+T3+T5+T2 off of the RUN's darkness and the COR's double darkness.
The BLM free-casts Stoneja to begin stacking the buff, bursts an Impact off of the first
Gravitation, then bursts as expected. Importantly, the BLM should free-nuke in between skillchains
and continue stacking the -ja buff.
75%:
BRD begins building enmity on the add.
SCH pops Tabula Rasa immediately and begins buffing:
Accession + Perpetuance Sandstorm 2
Perpetuance Adloquium RUN
Perpetuance Adloquium COR
Refresh Klimaform
Everyone runs into the RUN
Random deal
Accession + Perpetuance Embrava
Accession + Perpetuance Regen 5
Around this time the bird starts taking damage again, so it's time to Bolster, Rayke, Gambit, get
another nice Helix up, and start pushing to the lower 40%'s. Do not push it into its 2nd 2-hour yet.
Around the time Tabula Rasa is falling, Ongo should be in the mid-to-lower 40's. You will hold it there,
within a single skillchain of 40%, until Rayke is 45 seconds from coming back up.
The COR can use this waiting period as an opportunity to reapply the same 3 rolls.
With Rayke at 45s, use as few strategems as possible to push Ongo into its second Sforzo. A useful
strategem saver is True Strike - Immanence Noctohelix. Both the SCH and BLM should have TP due to
Tacticians.
40%:
Everyone except the RUN runs far enough away to SCH SP2 the adds onto the BRD. From that point foward,
the BRD will kite the adds away from the group. The BRD needs to find an oppotunity in the next ~1.5 minutes
to reapply a strong Earth Threnody II. If they got JA's back with the first random deal it can be done now.
If not, they need to do a drive-by during the upcoming Wild Card for JA's, and reapply it then.
After 30 seconds have elapsed and the group has reassembled 20+ yalms from Ongo, the BLM can pop SP2 and get
Burn up along with a new Impact. Be sure to reapply Burn with a couple seconds remaining on SP2.
With Gambit and Rayke off cooldown naturally, do 3 elongated skillchains, and be sure to apply a new Helix.
And the end of those skillchains, run in for Wild Card.
With Gambit and Rayke reset, do 3 more elongated skillchains.
And the end of those skillchains, run in for Random Deal.
With Gambit and/or Rayke reset, do 3 more elongated skillchains.
Ongo should be long dead at this point -- likely even before the last random deal. But if it's not and
Wild Card didn't reset any 2-hour abilities, you're likely out of gas. You can abuse True Strike into
Noctohelix to try and eek out a win, or come back and try to clean up execution. Any successful 2-hour
reset from the COR should be a free win, even under unfavorable auras, considering all of the things it
gives you back (more rayke/gambits, random deals, BLM SP2, Bolster, and Tabula Rasa.)
As far as auras go, we countered MAB down with Indi-Acumen, and MACC down can be ignored entirely. Your ability
to ignore MACC down depends entirely on the BRD sticking that buffed Threnody -- so keep an eye on that. Remember
to reapply Klimaform going into the final push if MACC down was your first aura, as it overwrites it. Mboze V25 (Maletaru):
RUN RDM SCH BST SMN DRK
BLU BRD COR WAR WHM PLD
Videos:
https://www.youtube.com/watch?v=yZEEE4Hi1OM
https://www.youtube.com/watch?v=WKfNfhbgbPs
First KI:
Lobby Bubbles:
Haste SMN, Barrier RUN, Frailty BST, STR SCH, Fury DRK
BST: Open with vermin KI, then Fatso TP Drainkiss every 30s for the rest of the fight. Can attempt another KI if JA permit
RUN: Stay disengaged and keep stoneskin up.
DRK: Open with Armor Break. Make sure TP and WS sets have capped SB in them. Alternate WS (Cross, Quietus, Insurgency) so you don't wall yourself. Use Soul Enslavement if we can afford to sacrifice second KI 1hr. Don't forget to drain STR, keep LR & Scarlet Delirium on cooldown.
SCH: Heal and buff people. Use TR at ~9 minutes and keep Embrava up on everyone. Asc Stoneskin to maintain it
RDM: Haste 2 everyone, enfeeble the ***out of Mboze (and the add once it spawns).
SMN: Hastega II, Crimson Howl, Crystal Blessing, Wind's Blessing. Mew on cooldown. Reapply buffs with Apogee mid-fight. Alternate Mewing & Predator Claws
Second KI:
Lobby Bubbles:
Fury WAR Refresh BLU STR BRD Frailty COR Attunement PLD
WAR: Open with Armor Break, keep hate on the boss the whole time. Use Axe with Calamity/Mistral. Alternate WS so you don't wall yourself
BLU: feather tickle/Reaving Mboze on CD, heal as necessary (White Wind). Expiacion on Mboze. Use Diffusion for Mighty Guard
PLD: Open with Savage Blade to proc Invincible. Cure people, tank both of the adds. Try not to get hate on Mboze
BRD: HM, 3 minuet, 1 Minne. PLD & WHM get Ballads. Elegy adds, Wind Threnody on Mboze. TP adds, WS boss (savage)
COR: Chaos/Sam, TP adds WS boss.
WHM: Heal, remove debuffs. Barpara/stone. Caress the Paralyze away Arebati V25 (Maletaru):
SMN BST DRG RDM WHM DNC
BRD COR RNG GEO PLD RUN
Video:
https://www.youtube.com/watch?v=vF7bwWFha-c
First KI:
Lobby bubbles: DEX WHM, Haste SMN, STR BST, Frailty DRG, Fury DNC
BST: Start with Killer Instinct, then switch to Fatso and rotate TP Drainkiss with the SMN. Re-apply KI when it wears off, assuming you have JA for it.
SMN: Alternate Mewing Lullaby with BST, do Hysteric Assault between. Get as many buffs up as you can at the start, then use Apogee to reapply them as they're coming off. AFAC for some extra damage if you can afford the 1hrs for second KI.
DRG: Prime polearm is the best, but barring that use Shining one. Don't forget Angon, etc. (note: this spot can also be taken by a WAR doing similar things)
RDM: Apply debuffs to Arebati, once add pops, get it bound/gravitied/slept out of range
WHM: Cure people
DNC: Box/Feather steps, Haste Samba, DD
Second KI:
Lobby Bubbles: Refresh BRD, Frailty RUN, STR COR, DEX RNG, Barrier PLD
PLD: Main heals and tanking both pigs. Prioritize taking 0 or close-to-0, then get the best healing set you can
RUN: Tanking main boss. Focus on enmity as hard as you can, spam spells and JA on CD. Don't change gear at all, encumbrance can get you killed.
RNG: Do shitloads of damage. Probably starting with Annihilator to avoid pulling hate. Use Gandiva/Armageddon only if necessary. Get Hover Shot capped out for damage. Mostly Coronach, but if you need can use Detonator (Slug Shot if COR doesn't have prime), or just shoot for white damage
COR: Crooked Chaos/Sam rolls, do as much damage as you can with Terminus/Last Stand. If no prime, Last Stand/Detonator
BRD: Minuetx3, HMarch, Dirge (COR) AGI Etude (RNG). 2 Minne 2 Ballad VMarch for PLD, Ice carols, Minne, March, Ballad on RUN
GEO: Geo-Fury, Indi-AGI. Open with BoG/Ecliptic, use Bolster for 40%. Use Entrust to re-apply Frailty to RUN Bumba V25 (Maletaru):
WAR MNK DRG BST BRD WHM
RUN SCH BLU COR GEO RDM
Video:
https://www.youtube.com/watch?v=I2H68O_KkvM
First KI bubbles: WAR Fury, MNK Frailty, DRG STR, BRD Fend, BST Barrier
Goal is to get Bumba to 75%, lower is better. Some TP moves are getting off here and we're just healing through it. Denounce/fetters can/will kill you.
WAR: Figure out which weapon works best. We're trying to avoid SC, so keep that in mind. Guide says Savage. Use MS/BR as applicable
BRD: HMarch, 4 Minuets. Savage Blade spam. Use SV/CC
DRG: Use Camlann's. Ancient Circle/Angon, use FH/SS as applicable
BST: First use HP down Ooze, then Unleash TP Drainkiss. Use Calamity.
WHM: Debuff Bumba, keep everyone alive
MNK: Chi Blast, use Dragon Kick. Can use HF
Second KI bubbles: RUN Malaise, SCH Haste, BLU Fend, COR Precision, RDM Focus
This fight is all about hitting big Kaustras and Helices, so pretty much all focus is on that. COR can do some Darkness with Leaden (others need to help break up WS wall) at the end after the last Kaustra hits.
RUN: Gambit/Rayke for Kaustra, Hold the adds but not the boss.
SCH: Caper on BLU after add is out & RUN has Gambit'd (optional). Stone - Aero - Stone - Aero - Noctohelix SC, BLU close with CA Barbed Crescent. Land Kaustra at the end of it. Also try to get a good helix up. If Kaustra resists, try it again. Should be 80k+. May need to make Distortion for the COR at the end.
RDM: Frazzle, Silence, Paralyze, Slow, Distract on Bumba. Impact before SC. Grav/Bind/Sleep the adds. Slow/Para as possible.
BLU: Tanking Bumba, keep Magic Barrier up at all times. Use Reaving Wind to keep his TP down. For Kaustra you should have: Tearing Gust & Searing Tempest up. Plenilune for SCH before he casts Kaustra. Keep Saline Coat up and use Fantod/Jettatura for hate.
COR: Crooked Wizard's Roll, regular Monks. RD for BLU JA, Rayke, Gambit. WC once TR/Bolster go down. Fire shot after tempest. Get TP from adds and then close Darkness with Leaden at the end
GEO: Bolster for first Kaustra, need 2nd Bolster. Geo-INT, Indi-Acumen
Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 394
By Bismarck.Sterk 2025-11-13 05:59:08
I'll contribute one I suppose.
Kalunga V25: PLD RUN DRK BLU BRD COR.
Recommended Medicine: Panacea, Vile Elixir/+1 (Bazaar Elixirs for PLD and BLU; they'll be curing a lot if MEva Down aura occurs)
Don't knock off aura. He loses access to Incinerating Lahar while aura is up which is very helpful for the DDs. Coordinate WSs that won't 3-step or create Fusion/Light. We used Torcleaver/Resolution, Savage Blade, Expiacion. The only SC that can be made is a 2-step Distortion. No 3-steps or Fusions/Lights are possible. DDs can avoid Fetter damage by standing behind Kalunga near max attack range. Have fun with knockback spam.
Lobby bubbles: Fury (DRK), STR (COR), Refresh (BLU), Refresh (PLD), Focus (RUN)
PLD - Hold adds and cure the party. Prioritize the RUN since the BLU can heal the DDs if needed. It may be difficult to get the 40% add off the DRK. However, by that time Invincible should be safe to use as a tool of getting hate on the 2nd add. The RUN shouldn't lose hate, at least I didn't.
RUN - Kalunga tank. Find a spot to tank where you won't get knockbacked. Open with Armor Break. Entrust Focus/Flabra Rayke/Tropical Crepe/SV Wind Threnody allowed for a fair chance of Armor Break's Defense Down landing at the start of the fight. I didn't have AF+4 MAcc either. Keep Refresh up on PLD and BLU. Searing Serration can potentially 1-shot you if you don't have Vallation or Valiance up, so make sure you reapply at safe times. Try to ride your Valiance timer as your DDs will appreciate it. If MEva Down aura is up, consider walking close up to Kalunga to hit DDs with One For All when Valiance falls, then move back to your wall to keep Fetters from popping on them.
DRK - Ours used Caladbolg and alternated between Torcleaver and Resolution. Fimbulvetr can open the possibility of accidentally 3-stepping and removing Aura which we didn't want to happen. Blood Weapon when 2nd add pops since you'll likely have hate on the add for a while (I honestly don't even know if BW's HP absorption takes effect on V25s. This just came to mind as I was writing up, but if it works, it'd be handy to lower the threat of the 2nd add). Can Soul Enslavement at some point under 40% as well.
BLU - Expiacion. Assist healing the DDs with White Wind if needed. Unbridled Wisdom Carcharian Verve and Diffusion Mighty Guard at the start, or consider a max SIRD White Wind set. Fulltime AoE Mighty Guard the whole fight with the help of RD/WC.
BRD - Honor March, Minuet x3, Dirge on DDs. Minnes/Ballads on PLD. Wind Threnody/Requiem on Kalunga while SV T/N's up at the start. Can either help DD or focus on reapplying dispelled RUN songs (March/Ballad/Carol, whatever the RUN's request) or a mix of both depending on your group's needs. Our BRD didn't DD at all but we still managed to beat it.
COR - Savage Blade. Crooked Chaos/Samurai rolls. Use RD/WC for resetting Diffusion and Last Resort.
[+]
By K123 2025-11-13 07:07:23
Winnable without pre-GEO buffs?
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 3777
By Carbuncle.Maletaru 2025-11-13 07:18:26
Winnable without pre-GEO buffs?
No idea, probably, but there's no reason not to do it. If you're on v25s you should have at least 1 GEO in the group and they're free.
The mechanic (bug?) Has existed so long as to make it pretty clear SE doesn't consider it an exploit.
By K123 2025-11-13 07:43:33
Lobby bubbles: Fury (DRK), STR (COR), Refresh (BLU), Refresh (PLD), Focus (RUN)
The buffs imply the BRD is doing them. Not every BRD is also GEO with duration set, etc.
Seems pretty antithetical to your normal position, too, but I don't want this thread to go to ***so don't go there.
Asura.Eiryl
By Asura.Eiryl 2025-11-13 07:46:17
Every player basically without exception should have cor and geo mastered (or, at least "functional" +5 roll ring, +5 dunna, geo+ doesn't work on entrust)
Duration gear is just JSE. nothing special, bare minimums.
Shiva.Thorny
Server: Shiva
Game: FFXI
Posts: 3613
By Shiva.Thorny 2025-11-13 07:48:27
Not every BRD is also GEO with duration set
Not every BRD is trying V25 either. Doesn't seem like a very tall ask compared to everything else everyone needs for these fights.
By Taint 2025-11-13 07:49:35
WAR should be in every strategy that uses melee damage. Tomahawk and Warcry are huge party DPS buffs on all v25s.
Not to mention other advantages like Full/Armor break, fencer and access all damage types with solid WS options.
SE Forums have a solid list of strats:
https://forum.square-enix.com/ffxi/threads/59053-Odyssey-Community-Guide
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 3777
By Carbuncle.Maletaru 2025-11-13 07:58:46
Lobby bubbles: Fury (DRK), STR (COR), Refresh (BLU), Refresh (PLD), Focus (RUN)
The buffs imply the BRD is doing them. Not every BRD is also GEO with duration set, etc.
Seems pretty antithetical to your normal position, too, but I don't want this thread to go to ***so don't go there.
I don't want to turn this into that kind of conversation, genuinely.
What I would suggest in a situation where the person without a lobby bubble doesn't have GEO is either:
1.) Skip the least important bubble or
2.) Put the bubble on another character who will be standing at the appropriate range.
They aren't make or break, so it won't make a huge difference either way, on any fight. You should apply as many as you can, to as appropriate of characters as possible.
These are all templates, feel free to change whatever you want/can.
Server: Asura
Game: FFXI
Posts: 820
By Asura.Lunafreya 2025-11-13 10:35:54
1 KI Ongo because 3 KI makes me wanna puke. I’m not sure who the original author of this write up is but we used it and cleared Ongo multiple times using this approach.
Having spent considerable time doing Ongo v25 lately for alts and friends, I thought
I'd do a writeup to help struggling groups and clear up some misconceptions I've seen in
previous posts. The strategy uses a single KI, and has won with both MAB and MACC down
auras -- even in the same run, even below 40%. This fight is all about maximizing Gambit
and Rayke windows, so this strategy aims to do that.
Pre-pull:
RUN will be tanking this in 1h axe. After self-buffing, they can help to Shell 5 the party.
COR starts with wizards, then follows that up with crooked tacticians (you need to hit a 5,
9, 10, or 11 if COR/RUN are to extend every single skillchain.) Right after pull, you will
apply miser's roll to yourself and the RUN.
BRD pops Clarion Call and puts up 2 marches, an etude, and 2 ballads.
SCH needs to be conservative with strategems here. You should be pulling Ongo by 13 minutes on
the clock, meaning you have roughly 4 strategems at your disposal for buffing. Use those on
AOE Protect 5, AOE+Perp Regen 5, and to get into Addendum: Black. The other buffs to put up
are adloquium on the RUN and COR, Sandstorm 2 on the SCH and BLM, Klimaform, Animus Minuo
on the SCH, and Animus Augeo on the BRD.
Pull:
The goal is to hit 75% in 3 elongated skillchains (6 strategems.) This is roughly 10:30
on the encounter timer. If you're not hitting it there, more than likely gambit/rayke timings
aren't being maximized and/or earth shots aren't hitting the high value spells.
On pull, the BRD pops SV and Nitro, applies a strong Earth threnody to the boss, re-ups
previous buffs, then Tenuto's themself with 2x mambos and 3x minnes. Once buffs are good,
they can spam Lullabies/Tier 1 threnodies on the boss in an enmity set to try and build
enmity.
The RUN applies gambit exactly when Gravitation starts, then applies Rayke as soon as
possible afterwards while extending gravitations with Ruinator.
The COR applies Miser's roll to the COR+RUN while extending Ruinators with Wildfire, and
using Earth Shot on Stone 6's.
GEO runs Indi-INT + Blaze/EA Geo-Malaise + Entrust Acumen.
The SCH opens gravitation, applies a nice helix, and nukes liberally. During a typical
skillchain, you can land T5+T4+T3+T5+T2 off of the RUN's darkness and the COR's double darkness.
The BLM free-casts Stoneja to begin stacking the buff, bursts an Impact off of the first
Gravitation, then bursts as expected. Importantly, the BLM should free-nuke in between skillchains
and continue stacking the -ja buff.
75%:
BRD begins building enmity on the add.
SCH pops Tabula Rasa immediately and begins buffing:
Accession + Perpetuance Sandstorm 2
Perpetuance Adloquium RUN
Perpetuance Adloquium COR
Refresh Klimaform
Everyone runs into the RUN
Random deal
Accession + Perpetuance Embrava
Accession + Perpetuance Regen 5
Around this time the bird starts taking damage again, so it's time to Bolster, Rayke, Gambit, get
another nice Helix up, and start pushing to the lower 40%'s. Do not push it into its 2nd 2-hour yet.
Around the time Tabula Rasa is falling, Ongo should be in the mid-to-lower 40's. You will hold it there,
within a single skillchain of 40%, until Rayke is 45 seconds from coming back up.
The COR can use this waiting period as an opportunity to reapply the same 3 rolls.
With Rayke at 45s, use as few strategems as possible to push Ongo into its second Sforzo. A useful
strategem saver is True Strike - Immanence Noctohelix. Both the SCH and BLM should have TP due to
Tacticians.
40%:
Everyone except the RUN runs far enough away to SCH SP2 the adds onto the BRD. From that point foward,
the BRD will kite the adds away from the group. The BRD needs to find an oppotunity in the next ~1.5 minutes
to reapply a strong Earth Threnody II. If they got JA's back with the first random deal it can be done now.
If not, they need to do a drive-by during the upcoming Wild Card for JA's, and reapply it then.
After 30 seconds have elapsed and the group has reassembled 20+ yalms from Ongo, the BLM can pop SP2 and get
Burn up along with a new Impact. Be sure to reapply Burn with a couple seconds remaining on SP2.
With Gambit and Rayke off cooldown naturally, do 3 elongated skillchains, and be sure to apply a new Helix.
And the end of those skillchains, run in for Wild Card.
With Gambit and Rayke reset, do 3 more elongated skillchains.
And the end of those skillchains, run in for Random Deal.
With Gambit and/or Rayke reset, do 3 more elongated skillchains.
Ongo should be long dead at this point -- likely even before the last random deal. But if it's not and
Wild Card didn't reset any 2-hour abilities, you're likely out of gas. You can abuse True Strike into
Noctohelix to try and eek out a win, or come back and try to clean up execution. Any successful 2-hour
reset from the COR should be a free win, even under unfavorable auras, considering all of the things it
gives you back (more rayke/gambits, random deals, BLM SP2, Bolster, and Tabula Rasa.)
As far as auras go, we countered MAB down with Indi-Acumen, and MACC down can be ignored entirely. Your ability
to ignore MACC down depends entirely on the BRD sticking that buffed Threnody -- so keep an eye on that. Remember
to reapply Klimaform going into the final push if MACC down was your first aura, as it overwrites it.
Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 394
By Bismarck.Sterk 2025-11-13 12:45:21
Lobby bubbles: Fury (DRK), STR (COR), Refresh (BLU), Refresh (PLD), Focus (RUN)
The buffs imply the BRD is doing them. Not every BRD is also GEO with duration set, etc.
Seems pretty antithetical to your normal position, too, but I don't want this thread to go to ***so don't go there. The Refreshes aren't incredibly important. It's just something else to throw on. WAR should be in every strategy that uses melee damage. Tomahawk and Warcry are huge party DPS buffs on all v25s.
Not to mention other advantages like Full/Armor break, fencer and access all damage types with solid WS options. We used WAR initially but damage wasn't quite there. The WAR we brought wasn't exactly a career WAR. After a few attempts we put them on COR and brought a DRK and won on our first try with the DRK in party. We didn't consider Warcry too significant of a loss since the COR and BLU were both already rocking 1250 TP bonus. It may also become more challenging to find WSs with a WAR that wouldn't accidentally 3-step or cause Fusion/Light.
[+]
Asura.Vyre
Forum Moderator
Server: Asura
Game: FFXI
Posts: 16526
By Asura.Vyre 2025-11-13 12:56:08
Lobby bubbles: Fury (DRK), STR (COR), Refresh (BLU), Refresh (PLD), Focus (RUN)
The buffs imply the BRD is doing them. Not every BRD is also GEO with duration set, etc.
Seems pretty antithetical to your normal position, too, but I don't want this thread to go to ***so don't go there. The Refreshes aren't incredibly important. It's just something else to throw on. WAR should be in every strategy that uses melee damage. Tomahawk and Warcry are huge party DPS buffs on all v25s.
Not to mention other advantages like Full/Armor break, fencer and access all damage types with solid WS options. We used WAR initially but damage wasn't quite there. The WAR we brought wasn't exactly a career WAR. After a few attempts we put them on COR and brought a DRK and won on our first try with the DRK in party. We didn't consider Warcry too significant of a loss since the COR and BLU were both already rocking 1250 TP bonus. It may also become more challenging to find WSs with a WAR that wouldn't accidentally 3-step or cause Fusion/Light. WAR's options for Kalunga no aura removal are pretty simple:
Farsha or Ikenga's Axe -> Calamity.
It's a Scission/Impaction WS so it won't SC with any of the options you listed in your strat. Farsha is preferable for its white damage component (Cloudsplitter tax will be poo poo, but the AM3 + Calamity will be quite nice)
Glad you found a baller DRK though. We need more of those :) <3
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-11-13 13:16:31
DRK on Kalunga is good because of Soul Enslavement's ability to completely deplete the first Matamata's TP, so you don't get hit with an errant Debilitating Spout. It also has Last Resort which will give it JA haste and allow it to DPS much faster than WAR. Warcry and Tomahawk are big, but IMO, Kalunga isn't really a DPS race so you're not completely in need of those buffs. WAR also can't cap attack speed without Samba, so it is inherently slower, but in my experience, is a fascinating DD regardless, and riding Warcry for the party is lovely. Tomahawk is big, especially with two conflicting Savage Blades impacting the WS Wall.
There's a case to be made for either job in Kalunga comp (our clear we used both, no BLU), the issue with DRK I have seen is hitting the hate ceiling too fast and basically ending the run. I haven't seen that to be an issue with BLU+WAR comp.
BST also has a very unique and useful role in Kalunga clears, as it can instantly shave 10% off, can zero out TP with Drainkiss on adds, Killer Instinct is pretty huge as a buff, and smacks pretty hard with Axe in general. The problem is finding a career BST who is geared and familiar enough with mechanics to swap between pets to maximize ability use and Killer Instinct proc (you need to pop a random plant for it, which adds nothing else to the fight, then presumably switch back to slug lynx or leech). BST will never hit the hate ceiling either due to Snarl, so you don't need to give it Dirge and can buff its attack even further with a Minuet, Aria, or an Etude.
By Shiva.Myamoto 2025-11-13 14:07:13
DRK on Kalunga is good because of Soul Enslavement's ability to completely deplete the first Matamata's TP, so you don't get hit with an errant Debilitating Spout. It also has Last Resort which will give it JA haste and allow it to DPS much faster than WAR. Warcry and Tomahawk are big, but IMO, Kalunga isn't really a DPS race so you're not completely in need of those buffs. WAR also can't cap attack speed without Samba, so it is inherently slower, but in my experience, is a fascinating DD regardless, and riding Warcry for the party is lovely. Tomahawk is big, especially with two conflicting Savage Blades impacting the WS Wall.
There's a case to be made for either job in Kalunga comp (our clear we used both, no BLU), the issue with DRK I have seen is hitting the hate ceiling too fast and basically ending the run. I haven't seen that to be an issue with BLU+WAR comp.
WAR hitting the hate ceiling was an issue for our group and ended a couple attempts before we resolved it. It's definitely possible and I witnessed it first hand as the WAR.
By Dodik 2025-11-13 14:25:05
WAR hitting the hate ceiling
If it is possible to drop Warder's Charm +1 for Yngvi Choker, it really helps with enmity reduction over long fights.
[+]
By meylee 2025-11-13 14:25:46
I'll contribute one I suppose.
Kalunga V25: PLD RUN DRK BLU BRD COR.
Recommended Medicine: Panacea, Vile Elixir/+1 (Bazaar Elixirs for PLD and BLU; they'll be curing a lot if MEva Down aura occurs)
Don't knock off aura. He loses access to Incinerating Lahar while aura is up which is very helpful for the DDs. Coordinate WSs that won't 3-step or create Fusion/Light. We used Torcleaver/Resolution, Savage Blade, Expiacion. The only SC that can be made is a 2-step Distortion. No 3-steps or Fusions/Lights are possible. DDs can avoid Fetter damage by standing behind Kalunga near max attack range. Have fun with knockback spam.
Lobby bubbles: Fury (DRK), STR (COR), Refresh (BLU), Refresh (PLD), Focus (RUN)
PLD - Hold adds and cure the party. Prioritize the RUN since the BLU can heal the DDs if needed. It may be difficult to get the 40% add off the DRK. However, by that time Invincible should be safe to use as a tool of getting hate on the 2nd add. The RUN shouldn't lose hate, at least I didn't.
RUN - Kalunga tank. Find a spot to tank where you won't get knockbacked. Open with Armor Break. Entrust Focus/Flabra Rayke/Tropical Crepe/SV Wind Threnody allowed for a fair chance of Armor Break's Defense Down landing at the start of the fight. I didn't have AF+4 MAcc either. Keep Refresh up on PLD and BLU. Searing Serration can potentially 1-shot you if you don't have Vallation or Valiance up, so make sure you reapply at safe times. Try to ride your Valiance timer as your DDs will appreciate it. If MEva Down aura is up, consider walking close up to Kalunga to hit DDs with One For All when Valiance falls, then move back to your wall to keep Fetters from popping on them.
DRK - Ours used Caladbolg and alternated between Torcleaver and Resolution. Fimbulvetr can open the possibility of accidentally 3-stepping and removing Aura which we didn't want to happen. Blood Weapon when 2nd add pops since you'll likely have hate on the add for a while (I honestly don't even know if BW's HP absorption takes effect on V25s. This just came to mind as I was writing up, but if it works, it'd be handy to lower the threat of the 2nd add). Can Soul Enslavement at some point under 40% as well.
BLU - Expiacion. Assist healing the DDs with White Wind if needed. Unbridled Wisdom Carcharian Verve and Diffusion Mighty Guard at the start, or consider a max SIRD White Wind set. Fulltime AoE Mighty Guard the whole fight with the help of RD/WC.
BRD - Honor March, Minuet x3, Dirge on DDs. Minnes/Ballads on PLD. Wind Threnody/Requiem on Kalunga while SV T/N's up at the start. Can either help DD or focus on reapplying dispelled RUN songs (March/Ballad/Carol, whatever the RUN's request) or a mix of both depending on your group's needs. Our BRD didn't DD at all but we still managed to beat it.
COR - Savage Blade. Crooked Chaos/Samurai rolls. Use RD/WC for resetting Diffusion and Last Resort.
Used similar strat but whm instead of pld, war instead of drk (using axe, not GA). Brd put elegy on the adds, but other wise we just ignored them. Miso ramen and curaga. blu Diffusion MG @ start, hope to get it back on first random, if not get it up @40% after War MS and cor wild cards. never needed blu to help cure. Brd did dps and spammed savage, no reason not to.
By Taint 2025-11-13 14:26:47
WAR doesn't need to berserk which really helps defensively. DRK has to use LR.
[+]
Server: Asura
Game: FFXI
Posts: 1141
By Asura.Iamaman 2025-11-13 14:28:46
the issue with DRK I have seen is hitting the hate ceiling too fast and basically ending the run
Is this really an issue with Schere and using Entropy to refill MP?
I usually end up tanking this one, but I've gone DRK a few times. In either case, I don't recall the hate cap being an issue if they were using Schere, but maybe that was for other reasons. I've tanked with a few other DRKs (maybe you once IIRC?) doing it and they were using Schere, refilling with Entropy, then swapping back to Calad for Torcleaver. Didn't seem to be an issue capping hate when this was being done.
My issue with BST in most of these fights is keeping the pet and myself alive combined with keeping TP gain up. I'm sure someone more in tune with the job could do it, but it seemed like it was hard to balance. I always wanted to put more effort into figuring this out but never had the chance.
By Shiva.Myamoto 2025-11-13 14:37:41
WAR hitting the hate ceiling
If it is possible to drop Warder's Charm +1 for Yngvi Choker, it really helps with enmity reduction over long fights.
We dropped carol on war for SV ballad and entrust refresh in lobby. Used Schere full time and didn't have an issue, won next entry iirc.
I'll post my write ups as well when I have a moment but mine are not nearly as detailed lol. I find it redundant to post some stuff that should simply be understood at this point when people are doing v25.
By meylee 2025-11-13 14:38:12
Ngai V25
WAR/MNK/BRD/GEO/WHM/RDM
Everyone eats defensive food
War - loxitic, spams judgment, do war things
MNK - Open fight with spiral, swap to howling fist, reapply spiral @3k every 4-5 ws. chi blast as often as you can.
BRD: honor, x2 atk, sentinel, water carol 2, DPS with staff, keep shell crusher on it.
geo: geo-fury, indi-barrier, entrust str when up. melee with club using idris ws.
WHM: Auspice, barwater, pro/shell, boost-str, barsleepra.
RDM: Black halo spam, keep dia 3, slow/para on ngai, bio3, slow/para on adds. This basically neuters them.
Everyone stays within 5 yalms and kills it. Shadow rings and warders charms help with the insta KO for the mnk/war. Dont stack, but stay inside the geo bubble.
[+]
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-11-13 14:41:03
WAR hitting the hate ceiling
If it is possible to drop Warder's Charm +1 for Yngvi Choker, it really helps with enmity reduction over long fights.
I don't know if Schere earring stacks with Dirge as a unique enmity reduction trait, but you can bring Vile Elixirs and try to dump your enmity after it's built up for a while. Ygnvi Choker swap sounds like a very good idea too after a certain point.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-11-13 14:45:03
the issue with DRK I have seen is hitting the hate ceiling too fast and basically ending the run
Is this really an issue with Schere and using Entropy to refill MP?
I usually end up tanking this one, but I've gone DRK a few times. In either case, I don't recall the hate cap being an issue if they were using Schere, but maybe that was for other reasons. I've tanked with a few other DRKs (maybe you once IIRC?) doing it and they were using Schere, refilling with Entropy, then swapping back to Calad for Torcleaver. Didn't seem to be an issue capping hate when this was being done.
My issue with BST in most of these fights is keeping the pet and myself alive combined with keeping TP gain up. I'm sure someone more in tune with the job could do it, but it seemed like it was hard to balance. I always wanted to put more effort into figuring this out but never had the chance.
We had Geriond back when we did it, a very good DRK. He used Schere Earring and would refill MP just as you say, and still capped hate on it. So its absolutely possible. Had Dirge also.
As far as BST pet survivability is concerned, you can choose where you want your pet to stand and place it away with Heel, especially if it's going to die. Then just wait on Reward timer. If its away from Adds or Kalunga's area attacks, it won't take much damage. If its the slug, he's pretty tanky as-is, and you can use a few items with Pet DT on it if you want (Ankusa Axe/Su5 if you care that much). Even if the pet dies, it's really only there for a few moves (Snarl, Killer Instinct, Lynx+Attack Bonus, Corrosive/Purulent Ooze, TP Drainkiss/Unleash spam). Besides that, the pet is not necessary to maintain, because you don't really need any of the Tandem bonuses.
[+]
By Dodik 2025-11-13 14:52:37
All of schere earring, yngvi choker and dirge are separate calculations IME.
For yngvi choker my preference was to use it at the start of the fight, which then gives you the option to swap to a more defensive/offensive set under 25%.
[+]
Asura.Vyre
Forum Moderator
Server: Asura
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Posts: 16526
By Asura.Vyre 2025-11-13 15:07:51
WAR doesn't need to berserk which really helps defensively. DRK has to use LR. Nowadays WAR can Berserk + Defender and get net +10% to both Atk and Defense. :)
[+]
By Shiva.Myamoto 2025-11-13 15:26:23
WAR hitting the hate ceiling
If it is possible to drop Warder's Charm +1 for Yngvi Choker, it really helps with enmity reduction over long fights.
I don't know if Schere earring stacks with Dirge as a unique enmity reduction trait, but you can bring Vile Elixirs and try to dump your enmity after it's built up for a while. Ygnvi Choker swap sounds like a very good idea too after a certain point.
All great options to consider, I was just mentioning what worked for us in that specific scenario.
Vile elixirs didn't help that much tbh, its a brief semi fill of a low mp pool and is empty again after 3-4 attack rounds. I get what your saying but the constant mp refresh from SV ballad and entrust refresh in lobby was invaluable for constant long term enmity reduction.
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 3777
By Carbuncle.Maletaru 2025-11-13 17:45:42
All good info, keep the comments coming guys.
My strategies don't have minutia like using remedy, panacea, how to use your JA, or all the nitty-gritty. Some of them (especially due to the comment limit on Discord, where I have saved them...) are quite brief and assume a good amount of knowledge of your jobs.
Unfortunately, I think if you list out every thing every job is supposed to be doing all the time and the tiny details that improve performance, it will turn each strategy into a textbook so I'll probably continue to leave those details out.
I'm gonna keep editing in new strats as people post them, so keep 'em coming if you've got something different to what others have already posted.
A friend recently mentioned that it's kind of a PITA to find strategies for Ody bosses since they're scattered on random pages throughout the Ody thread. It's a good point, so I thought it would be helpful to have a single thread with testimonials/strategy for all bosses in a single place.
I've posted all my strategies and writeups and some videos of each fight. If others want to share theirs I can edit them in the top post as well for ease of use.
Kalunga V25 (Maletaru):
PLD WAR BRD COR GEO WHM
Video:
https://www.youtube.com/watch?v=Z7B02Cb6OMw
Lobby bubbles: PLD Haste, WAR Frailty, BRD STR, COR Fend, WHM Refresh
Start with strong buffs (SV, nitro, Crooked, etc.) Use BoG/Ecliptic with Widened Compass from 100 -> 40%, Bolster 40% -> 0.
Hmarch, 2 Minuet, Dirge, Fire Carol II, Crooked Chaos, regular Samurai, Indi-Barrier, Geo-Fury. Entrust Indi-Haste on tank.
GEO: When adds are out attempt to sleep them. If Meva/Mdef auras, swap barrier to appropriate opposite bubble
WHM: Keep dia up, try to slow/paralyze if you have time. Haste the DDs, re-apply Auspice and other buffs as they come down. Lots of curagas, but if you have the opportunity, use single target cures for cureskins. When fetters are up, watch the PLD's HP as they may get hosed.
PLD: Spam enmity JA on cooldown, use Atonement/flash on cooldown. I keep Rampart available for fetter modes, and use everything else as often as possible. Reapply Crusade/Majesty after being dispelled. Help cure when possible
WAR: We found axe to do the most damage, alternating between Calamity/Mistral Axe. Use Warcry then call for RD. At around 40% use your 1hrs then call for WC. Don't use these if you're weakened
BRD: Savage spam, don't bother reapplying songs to tank when he gets dispelled, we need your DPS. Apply Elegy/Requiem during the nitro. Try to apply Elegy to the adds when they come out, if you have a Nitro. Help with blue procs as necessary
COR: Savage spam, enhance dia/slow/para with shots. Use RD/WC as called for. Get a free 6, you lazy fuck
SC for axe is Raging Axe -> Savage Blade, back and forth until it blue procs.
SC for Gaxe is Steel Cyclone -> Savage Blade, back for forth until it blue procs. Kalunga V25 (Sterk): PLD RUN DRK BLU BRD COR.
Editor's note: possibly relevant video, but not precisely the same strategy:
https://youtu.be/PbzU5aX8yb8
Recommended Medicine: Panacea, Vile Elixir/+1 (Bazaar Elixirs for PLD and BLU; they'll be curing a lot if MEva Down aura occurs)
Don't knock off aura. He loses access to Incinerating Lahar while aura is up which is very helpful for the DDs. Coordinate WSs that won't 3-step or create Fusion/Light. We used Torcleaver/Resolution, Savage Blade, Expiacion. The only SC that can be made is a 2-step Distortion. No 3-steps or Fusions/Lights are possible. DDs can avoid Fetter damage by standing behind Kalunga near max attack range. Have fun with knockback spam.
Lobby bubbles: Fury (DRK), STR (COR), Refresh (BLU), Refresh (PLD), Focus (RUN)
PLD - Hold adds and cure the party. Prioritize the RUN since the BLU can heal the DDs if needed. It may be difficult to get the 40% add off the DRK. However, by that time Invincible should be safe to use as a tool of getting hate on the 2nd add. The RUN shouldn't lose hate, at least I didn't.
RUN - Kalunga tank. Find a spot to tank where you won't get knockbacked. Open with Armor Break. Entrust Focus/Flabra Rayke/Tropical Crepe/SV Wind Threnody allowed for a fair chance of Armor Break's Defense Down landing at the start of the fight. I didn't have AF+4 MAcc either. Keep Refresh up on PLD and BLU. Searing Serration can potentially 1-shot you if you don't have Vallation or Valiance up, so make sure you reapply at safe times. Try to ride your Valiance timer as your DDs will appreciate it. If MEva Down aura is up, consider walking close up to Kalunga to hit DDs with One For All when Valiance falls, then move back to your wall to keep Fetters from popping on them.
DRK - Ours used Caladbolg and alternated between Torcleaver and Resolution. Fimbulvetr can open the possibility of accidentally 3-stepping and removing Aura which we didn't want to happen. Blood Weapon when 2nd add pops since you'll likely have hate on the add for a while (I honestly don't even know if BW's HP absorption takes effect on V25s. This just came to mind as I was writing up, but if it works, it'd be handy to lower the threat of the 2nd add). Can Soul Enslavement at some point under 40% as well.
BLU - Expiacion. Assist healing the DDs with White Wind if needed. Unbridled Wisdom Carcharian Verve and Diffusion Mighty Guard at the start, or consider a max SIRD White Wind set. Fulltime AoE Mighty Guard the whole fight with the help of RD/WC.
BRD - Honor March, Minuet x3, Dirge on DDs. Minnes/Ballads on PLD. Wind Threnody/Requiem on Kalunga while SV T/N's up at the start. Can either help DD or focus on reapplying dispelled RUN songs (March/Ballad/Carol, whatever the RUN's request) or a mix of both depending on your group's needs. Our BRD didn't DD at all but we still managed to beat it.
COR - Savage Blade. Crooked Chaos/Samurai rolls. Use RD/WC for resetting Diffusion and Last Resort. Ngai V25 (Maletaru):
BRD COR GEO MNK PUP WHM
Videos:
https://www.youtube.com/watch?v=aeBtG9rYQ_s
https://www.youtube.com/watch?v=Uh7Yfa2674k
Lobby bubbles: Frailty MNK, STR PUP, Refresh WHM, Focus BRD
Indi-Barrier, Geo-Fury, Entrust Indi-Fend
HMarch, Minuet V, Minuet IV, Scherzo, Water Carol II
Crooked Chaos/Sam. After these are done, do Tacticians on BRD and yourself
All the usual buffs
MNK: When Footwork is up, use TK and Godhands. When Footwork is down, Vere and VS with Impetus. With RD/WC, at least one of these should always be available. Don't forget Mantra, Chi Blast, etc. Chakra/Inner Strength in case of emergency
PUP: Use Godhands and Howling Fist spam, mix in Stringing Pummel if you get walled. When first add pops, put your puppet on it. If you have hate, move out to range and Ventriloquy it onto the puppet. If someone else has hate, the puppet will have to take it manually. For second add, engage puppet on the add then use 1hr to make the puppet benediction for hate
WHM: Do WHM things. Barwatera, Barsleepra, Haste, Regen (when possible). Can land some debuffs on him (Slow, Para, Dia)
GEO: Do the buffs above, recast bubbles as they die. Use BH/Judgment. Make use of Dematerialize to keep bubble alive. Bolster sub-40%
BRD: Buffs above, try to get debuffs on boss during nitro. Save TP for fetters (second and third)
COR: Buffs above, save TP for fetters (second and third)
Someone (MNK? BRD?) should do Shell Crusher at the start of the fight with 3k TP. During fetters, 1 person starts the proc window then everyone else hits at once. Call out opening. For all fetters, make sure everyone is using unique WS, no repeats including/especially from the same person. For first fetter, MNK, PUP, GEO should be able to proc it (COR might as well throw in Leaden as well). For second, COR is necessary, maybe BRD as well. For third proc, if there is one, All 5 must participate. Ngai V25 (Meylee): WAR/MNK/BRD/GEO/WHM/RDM
Everyone eats defensive food
War - loxitic, spams judgment, do war things
MNK - Open fight with spiral, swap to howling fist, reapply spiral @3k every 4-5 ws. chi blast as often as you can.
BRD: honor, x2 atk, sentinel, water carol 2, DPS with staff, keep shell crusher on it.
geo: geo-fury, indi-barrier, entrust str when up. melee with club using idris ws.
WHM: Auspice, barwater, pro/shell, boost-str, barsleepra.
RDM: Black halo spam, keep dia 3, slow/para on ngai, bio3, slow/para on adds. This basically neuters them.
Everyone stays within 5 yalms and kills it. Shadow rings and warders charms help with the insta KO for the mnk/war. Dont stack, but stay inside the geo bubble. Xevioso V25 (Maletaru):
PLD DNC COR DRG WHM BRD
Videos:
https://www.youtube.com/watch?v=NsgJUs14B6Y
https://www.youtube.com/watch?v=FRsgsC0wS3Q
Lobby bubbles: Fury DRG, Fend COR, Frailty BRD, Barrier PLD, DEX DNC
WHM make sure to always keep up aquaveil (check set to make sure the +Aquaveil pieces are there) and make sure to have 50% DT in idle and cure midcast sets. Try to use Asylum early-ish in the fight to catch the first Droning Whirlwind and prevent it from dispelling the group. This is typically after ~15-45 seconds of engaging.
DRG keep up Stardiver debuff, spams Impulse Drive (with Shining One)
DNC keep up haste samba, box and feather steps, uses Rudras. May need to help with cures, ideally not. Might remove para from WHM if he's sacrificing zombie off people.
COR Sam/Chaos on the party. Use Last Stand for damage primarily, switch to Evisceration during fetters.
BRD Scherzo (most important), Wind Carol II, HMarch, 1 Minuet, 1 Minne. Minne/Ballads for WHM, Ballad for PLD. Use Mordant Rime except during fetters.
PLD mostly help cure everybody, but also try to get hate on the little adds (but not boss). Save Rampart for the fetter times as necessary.
Everyone stacks in a pile for aoe cures. During fetter proc window, BRD, DNC, and COR switch to Evisceration, it should proc VERY fast. Ongo V25 (Maletaru):
PLD NIN RDM SMN BST BLU
PUP DRG WAR WHM GEO DNC
BRD COR THF BLM RUN SCH
Video:
https://www.youtube.com/watch?v=Aqmj2Iivs1A
First KI:
Lobby: Malaise, Acumen, Focus, Languor, INT
PLD + NIN make Gravitation (Shun -> Requiescat)
Shun -> Primal Rend -> CDC makes 3-step Darkness
BLU can CA with Quad. to make 3-step Darkness
NIN bursts 2-3 ninjutsu on every SC
BLU bursts when possible, otherwise spams hard.
BST uses Fatso to remove TP the whole time
RDM use enspells to do damage, use Stymie Frazzle. Silence, Slow, Para.
SMN use Diabolos to do damage with Night Terror
Second:
Lobby: STR, Haste, Barrier, DEX
PUP tanks boss with magic-resistant (RUN) puppet.
DRG does most of the damage, Impulse spam with Shining
WAR tank and also do Impulse spam
DNC keep up Box/Feather, do damage, help cure sometimes.
GEO Geo-Fury, Indi-Frailty, Entrust Barrier. BoG/Ecliptic -> Bolter -> BoG/Ecliptic, nuke on Darkness SC
WHM keep people alive
It helps if the PUP can call out when fetters spawn since it wipes debuffs off the bird. There is a cheese strat involving the GEO popping the add with a nuke then dying, which makes Ongo go idle (if no one else has touched him). In this strat, you can add another DD in place of PUP
Third:
Lobby: Int, Acumen, Malaise (RUN), Focus, Barrier (BRD)
VMarch, 2 INT Etude, Ballad, Minne. Put Nitro songs up with ~12 minutes left, drop Threnody/Elegy during this
Crooked Tactician's/Wizards
SCH always makes Gravitation and keeps Helix up. Try to find time to keep all buffs up. This is not really a race.
BLM make sure to keep up -ja stacks and get as many nukes in the window as possible, including pre-casting, ideally long nukes.
RUN and COR SC as much as possible, THF and BRD fill in when possible.
Time Subtle Sorcery when lots of SC will be coming out.
Use RD/WC/RD as strats/Rayke/Gambit are on cooldown. Only WC after all 1hrs are used, ideally sub-40
BRD should get hate on the add (Caper if needed) and kite it rather than hanging with the group.
THF uses Larceny on the second Sforzo
Spam SC hard during TR. Ongo V25 (Unknown) Having spent considerable time doing Ongo v25 lately for alts and friends, I thought
I'd do a writeup to help struggling groups and clear up some misconceptions I've seen in
previous posts. The strategy uses a single KI, and has won with both MAB and MACC down
auras -- even in the same run, even below 40%. This fight is all about maximizing Gambit
and Rayke windows, so this strategy aims to do that.
Pre-pull:
RUN will be tanking this in 1h axe. After self-buffing, they can help to Shell 5 the party.
COR starts with wizards, then follows that up with crooked tacticians (you need to hit a 5,
9, 10, or 11 if COR/RUN are to extend every single skillchain.) Right after pull, you will
apply miser's roll to yourself and the RUN.
BRD pops Clarion Call and puts up 2 marches, an etude, and 2 ballads.
SCH needs to be conservative with strategems here. You should be pulling Ongo by 13 minutes on
the clock, meaning you have roughly 4 strategems at your disposal for buffing. Use those on
AOE Protect 5, AOE+Perp Regen 5, and to get into Addendum: Black. The other buffs to put up
are adloquium on the RUN and COR, Sandstorm 2 on the SCH and BLM, Klimaform, Animus Minuo
on the SCH, and Animus Augeo on the BRD.
Pull:
The goal is to hit 75% in 3 elongated skillchains (6 strategems.) This is roughly 10:30
on the encounter timer. If you're not hitting it there, more than likely gambit/rayke timings
aren't being maximized and/or earth shots aren't hitting the high value spells.
On pull, the BRD pops SV and Nitro, applies a strong Earth threnody to the boss, re-ups
previous buffs, then Tenuto's themself with 2x mambos and 3x minnes. Once buffs are good,
they can spam Lullabies/Tier 1 threnodies on the boss in an enmity set to try and build
enmity.
The RUN applies gambit exactly when Gravitation starts, then applies Rayke as soon as
possible afterwards while extending gravitations with Ruinator.
The COR applies Miser's roll to the COR+RUN while extending Ruinators with Wildfire, and
using Earth Shot on Stone 6's.
GEO runs Indi-INT + Blaze/EA Geo-Malaise + Entrust Acumen.
The SCH opens gravitation, applies a nice helix, and nukes liberally. During a typical
skillchain, you can land T5+T4+T3+T5+T2 off of the RUN's darkness and the COR's double darkness.
The BLM free-casts Stoneja to begin stacking the buff, bursts an Impact off of the first
Gravitation, then bursts as expected. Importantly, the BLM should free-nuke in between skillchains
and continue stacking the -ja buff.
75%:
BRD begins building enmity on the add.
SCH pops Tabula Rasa immediately and begins buffing:
Accession + Perpetuance Sandstorm 2
Perpetuance Adloquium RUN
Perpetuance Adloquium COR
Refresh Klimaform
Everyone runs into the RUN
Random deal
Accession + Perpetuance Embrava
Accession + Perpetuance Regen 5
Around this time the bird starts taking damage again, so it's time to Bolster, Rayke, Gambit, get
another nice Helix up, and start pushing to the lower 40%'s. Do not push it into its 2nd 2-hour yet.
Around the time Tabula Rasa is falling, Ongo should be in the mid-to-lower 40's. You will hold it there,
within a single skillchain of 40%, until Rayke is 45 seconds from coming back up.
The COR can use this waiting period as an opportunity to reapply the same 3 rolls.
With Rayke at 45s, use as few strategems as possible to push Ongo into its second Sforzo. A useful
strategem saver is True Strike - Immanence Noctohelix. Both the SCH and BLM should have TP due to
Tacticians.
40%:
Everyone except the RUN runs far enough away to SCH SP2 the adds onto the BRD. From that point foward,
the BRD will kite the adds away from the group. The BRD needs to find an oppotunity in the next ~1.5 minutes
to reapply a strong Earth Threnody II. If they got JA's back with the first random deal it can be done now.
If not, they need to do a drive-by during the upcoming Wild Card for JA's, and reapply it then.
After 30 seconds have elapsed and the group has reassembled 20+ yalms from Ongo, the BLM can pop SP2 and get
Burn up along with a new Impact. Be sure to reapply Burn with a couple seconds remaining on SP2.
With Gambit and Rayke off cooldown naturally, do 3 elongated skillchains, and be sure to apply a new Helix.
And the end of those skillchains, run in for Wild Card.
With Gambit and Rayke reset, do 3 more elongated skillchains.
And the end of those skillchains, run in for Random Deal.
With Gambit and/or Rayke reset, do 3 more elongated skillchains.
Ongo should be long dead at this point -- likely even before the last random deal. But if it's not and
Wild Card didn't reset any 2-hour abilities, you're likely out of gas. You can abuse True Strike into
Noctohelix to try and eek out a win, or come back and try to clean up execution. Any successful 2-hour
reset from the COR should be a free win, even under unfavorable auras, considering all of the things it
gives you back (more rayke/gambits, random deals, BLM SP2, Bolster, and Tabula Rasa.)
As far as auras go, we countered MAB down with Indi-Acumen, and MACC down can be ignored entirely. Your ability
to ignore MACC down depends entirely on the BRD sticking that buffed Threnody -- so keep an eye on that. Remember
to reapply Klimaform going into the final push if MACC down was your first aura, as it overwrites it. Mboze V25 (Maletaru):
RUN RDM SCH BST SMN DRK
BLU BRD COR WAR WHM PLD
Videos:
https://www.youtube.com/watch?v=yZEEE4Hi1OM
https://www.youtube.com/watch?v=WKfNfhbgbPs
First KI:
Lobby Bubbles:
Haste SMN, Barrier RUN, Frailty BST, STR SCH, Fury DRK
BST: Open with vermin KI, then Fatso TP Drainkiss every 30s for the rest of the fight. Can attempt another KI if JA permit
RUN: Stay disengaged and keep stoneskin up.
DRK: Open with Armor Break. Make sure TP and WS sets have capped SB in them. Alternate WS (Cross, Quietus, Insurgency) so you don't wall yourself. Use Soul Enslavement if we can afford to sacrifice second KI 1hr. Don't forget to drain STR, keep LR & Scarlet Delirium on cooldown.
SCH: Heal and buff people. Use TR at ~9 minutes and keep Embrava up on everyone. Asc Stoneskin to maintain it
RDM: Haste 2 everyone, enfeeble the shit out of Mboze (and the add once it spawns).
SMN: Hastega II, Crimson Howl, Crystal Blessing, Wind's Blessing. Mew on cooldown. Reapply buffs with Apogee mid-fight. Alternate Mewing & Predator Claws
Second KI:
Lobby Bubbles:
Fury WAR Refresh BLU STR BRD Frailty COR Attunement PLD
WAR: Open with Armor Break, keep hate on the boss the whole time. Use Axe with Calamity/Mistral. Alternate WS so you don't wall yourself
BLU: feather tickle/Reaving Mboze on CD, heal as necessary (White Wind). Expiacion on Mboze. Use Diffusion for Mighty Guard
PLD: Open with Savage Blade to proc Invincible. Cure people, tank both of the adds. Try not to get hate on Mboze
BRD: HM, 3 minuet, 1 Minne. PLD & WHM get Ballads. Elegy adds, Wind Threnody on Mboze. TP adds, WS boss (savage)
COR: Chaos/Sam, TP adds WS boss.
WHM: Heal, remove debuffs. Barpara/stone. Caress the Paralyze away Arebati V25 (Maletaru):
SMN BST DRG RDM WHM DNC
BRD COR RNG GEO PLD RUN
Video:
https://www.youtube.com/watch?v=vF7bwWFha-c
First KI:
Lobby bubbles: DEX WHM, Haste SMN, STR BST, Frailty DRG, Fury DNC
BST: Start with Killer Instinct, then switch to Fatso and rotate TP Drainkiss with the SMN. Re-apply KI when it wears off, assuming you have JA for it.
SMN: Alternate Mewing Lullaby with BST, do Hysteric Assault between. Get as many buffs up as you can at the start, then use Apogee to reapply them as they're coming off. AFAC for some extra damage if you can afford the 1hrs for second KI.
DRG: Prime polearm is the best, but barring that use Shining one. Don't forget Angon, etc. (note: this spot can also be taken by a WAR doing similar things)
RDM: Apply debuffs to Arebati, once add pops, get it bound/gravitied/slept out of range
WHM: Cure people
DNC: Box/Feather steps, Haste Samba, DD
Second KI:
Lobby Bubbles: Refresh BRD, Frailty RUN, STR COR, DEX RNG, Barrier PLD
PLD: Main heals and tanking both pigs. Prioritize taking 0 or close-to-0, then get the best healing set you can
RUN: Tanking main boss. Focus on enmity as hard as you can, spam spells and JA on CD. Don't change gear at all, encumbrance can get you killed.
RNG: Do shitloads of damage. Probably starting with Annihilator to avoid pulling hate. Use Gandiva/Armageddon only if necessary. Get Hover Shot capped out for damage. Mostly Coronach, but if you need can use Detonator (Slug Shot if COR doesn't have prime), or just shoot for white damage
COR: Crooked Chaos/Sam rolls, do as much damage as you can with Terminus/Last Stand. If no prime, Last Stand/Detonator
BRD: Minuetx3, HMarch, Dirge (COR) AGI Etude (RNG). 2 Minne 2 Ballad VMarch for PLD, Ice carols, Minne, March, Ballad on RUN
GEO: Geo-Fury, Indi-AGI. Open with BoG/Ecliptic, use Bolster for 40%. Use Entrust to re-apply Frailty to RUN Bumba V25 (Maletaru):
WAR MNK DRG BST BRD WHM
RUN SCH BLU COR GEO RDM
Video:
https://www.youtube.com/watch?v=I2H68O_KkvM
First KI bubbles: WAR Fury, MNK Frailty, DRG STR, BRD Fend, BST Barrier
Goal is to get Bumba to 75%, lower is better. Some TP moves are getting off here and we're just healing through it. Denounce/fetters can/will kill you.
WAR: Figure out which weapon works best. We're trying to avoid SC, so keep that in mind. Guide says Savage. Use MS/BR as applicable
BRD: HMarch, 4 Minuets. Savage Blade spam. Use SV/CC
DRG: Use Camlann's. Ancient Circle/Angon, use FH/SS as applicable
BST: First use HP down Ooze, then Unleash TP Drainkiss. Use Calamity.
WHM: Debuff Bumba, keep everyone alive
MNK: Chi Blast, use Dragon Kick. Can use HF
Second KI bubbles: RUN Malaise, SCH Haste, BLU Fend, COR Precision, RDM Focus
This fight is all about hitting big Kaustras and Helices, so pretty much all focus is on that. COR can do some Darkness with Leaden (others need to help break up WS wall) at the end after the last Kaustra hits.
RUN: Gambit/Rayke for Kaustra, Hold the adds but not the boss.
SCH: Caper on BLU after add is out & RUN has Gambit'd (optional). Stone - Aero - Stone - Aero - Noctohelix SC, BLU close with CA Barbed Crescent. Land Kaustra at the end of it. Also try to get a good helix up. If Kaustra resists, try it again. Should be 80k+. May need to make Distortion for the COR at the end.
RDM: Frazzle, Silence, Paralyze, Slow, Distract on Bumba. Impact before SC. Grav/Bind/Sleep the adds. Slow/Para as possible.
BLU: Tanking Bumba, keep Magic Barrier up at all times. Use Reaving Wind to keep his TP down. For Kaustra you should have: Tearing Gust & Searing Tempest up. Plenilune for SCH before he casts Kaustra. Keep Saline Coat up and use Fantod/Jettatura for hate.
COR: Crooked Wizard's Roll, regular Monks. RD for BLU JA, Rayke, Gambit. WC once TR/Bolster go down. Fire shot after tempest. Get TP from adds and then close Darkness with Leaden at the end
GEO: Bolster for first Kaustra, need 2nd Bolster. Geo-INT, Indi-Acumen
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