------------------------------------------------------ Name: Druk Element: Thunder Job: SCH/MNK (lv 133) mobskills: Thunder Breath (grounded), Stunning Blast (flying), Storm Wing, Touchdown (when landing), Spike Flail (attacked from behind while grounded) Spells: Thunder 3, Thunder 4, Burst, Burst 2, shock spikes, Ionohelix, Thunderstorm Status Immunity: Terror, Gravity, Sleep, Silence, Stun, Poison AI stuffs: Near fully immune to thunder and water element. Takes extra damage from earth. Has very high magic defense. Melee damage recommended. Will use Tabula Rasa and Hundred Fists multiple times. Will Land for Hundred Fists if flying. Will begin flying for Tabula Rasa if on the ground. During Tabula Rasa all it spells become stronger, will cast faster, and are AoE. Tabula Rasa and Hundred Fists are neither triggered by specific HP levels nor timed, they are simply random. Shock spikes has a very high potency and should be dispelled immediately to keep DD's going. If Bind is not used to handle Hundred Fists the tanks are unlikely to survive. ------------------------------------------------------ Name: Zomok Element: Wind Job: RDM/WAR (lv 133) mobskills: Hurricane Breath (below 20% hp and grounded), Wind Breath (grounded), Hurricane Wing, Touchdown (when landing), Spike Flail (attacked from behind while grounded) Spells: Aero 4, Aero 5, Aeroga 3, Aeroga 4, Tornado, Tornado 2, Graviga, Haste, Blink, Choke, Enaero, Anemohelix, Windstorm Status Immunity: Terror, Gravity, Sleep, Silence, Slow, Elegy AI stuffs: Near fully immune to wind and earth element. Takes extra damage from ice. Has very high evasion. Magic damage recommended. Will use Chainspell and Mighty Strikes multiple times. Will Land for Mighty Strikes if flying. Will begin flying for Chainspell if on the ground. Chainspell and Mighty Strikes are neither triggered by specific HP levels nor timed, they are simply random. Unlike most Flying Wyrms, Zomok spends most of its time in the air, making this a difficult fight for melee heavy groups. Has perma wind element spikes when grounded. Spikes may also proc defense down. Defense down should be erased immediately to prevent a 1 shot kill during Mighty Strikes. Zomok will not waste its time casting spell that will not have any effect (self already has haste, target is already afflicted by gravity). ------------------------------------------------------ Name: Abzu Element: Water Job: BLM/SMN (lv 133) mobskills: Auqa Breath (grounded), Hydro Blast (flying), Tempest Wing, Touchdown (when landing), Spike Flail (attacked from behind while grounded) Spells: Water 4, Water 5, Waterga 3, Waterga 4, Flood, Flood2, Drown, Hydrohelix, Rainstorm, Poisonga3, Aquaveil Status Immunity: Terror, Gravity, Sleep, Silence, Poison, Addle AI stuffs: Near fully immune to water and fire element. Takes extra damage from thunder. Will use Astral Flow with avatar matching days element (iceday = shiva) multiple times. Will also use Manafont multiple times. Astral Flow and Manafont are neither triggered by specific HP levels nor timed, they are simply random. Will not take flight nor long while either 2hr is active - it will delay its phase change until the 2hr ends. Periodically summons multiple water elementals and a Gyrfrsys (water+ice element). Elementals should be immediately mopped up by mages while DD focus on Abzu or AoE nukes may wipe the alliance. Has perma Enwater when grounded. Melee may also proc attack down during Enwater. Some of its mobskills may grant it a temporary water element spike effect. This CAN be dispelled. Will spam Hydro Blast when flying. ------------------------------------------------------