PotD 171-180

Welcome to Behemoth’s Domain! Lots of easy mobs in the first half, but the last few floors can get rough. Try to conserve poms as much as possible, but don’t be afraid to blow a flight if you’re short on time, or a raging if you get a floor with a lot of Anzus and Sasquatches, bad debuffs, etc.

Make sure to pop raising immediately, assuming you either have 3 or are not confident in your ability to clear the set. This is the last set where they drop too.

Be aware of the wall traps on these floors.

Enemies

Deep Palace Bandersnatch

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • Catching Claws: instant cleave attack

Notes

  • Hits pretty hard
  • Doesn't stop to use any abilities, so the damage is constant

Deep Palace Snowclops (Cyclops)

Vulnerabilities:
Immune to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • Glower: untelegraphed wide line AoE - DO NOT stand in front
  • 100-tonze Swing: untelegraphed pointblank AoE - get away

Deep Palace Bear

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • Savage Swipe: telegraphed conal attack

Deep Palace Dhalmel

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • Whiplash: telegraphed conal AoE
  • Whistle: grants attack bonus

Deep Palace Wolf

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • Sanguine Bite: instant attack that drains HP and applies a strong frostbite (DoT)

Notes

  • Hits pretty hard
  • Doesn't stop to use any abilities, so the damage is constant

Deep Palace Wisent

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun Not weak to resolution

Abilities

  • Khoomii: draws players in and applies an extreme heavy debuff; used 30 seconds after pull; can use knockback immunity. Draw-in will not work under the Knockback Penalty enchantment
  • Horroisonous Blast: telegraphed pointblank AoE that causes damage and paralyze; used immediately after Khoomii, making it difficult to escape

Deep Palace Lion

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • Mark of the Beast: instant cleave attack
  • Cry: telegraphed pointblank AoE

Deep Palace Sasquatch

Vulnerabilities:
Immune to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • Ripe Banana: used out of combat only. Grants a strong attack boost. After using this, it will use Chest Thump every few seconds until the buff expires
  • Chest Thump: huge 1.5 room instant AoE that applies stacking vulnerability up. Only used out of combat during Ripe Banana
  • Browbeat: tankbuster

Notes

  • Hits VERY hard
  • DO NOT pull while it has the attack bonus
  • Be very careful fighting other enemies nearby

Deep Palace Anzu

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • ?: applies windburn (DoT)
  • Flying Frenzy: instant big damage gap-closer circle AoE that applies stun

Notes

  • If in a party, spread out to minimize damage from Flying Frenzy

Bird of the Deep Palace

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Immune to stun Not weak to resolution

Abilities

  • Filoplumes: tankbuster
  • Revelation: telegraphed circle AoE
  • Tropical Wind: grants an attack boost and haste, and causes it to spam Revelation. Can be interrupted, but not recommended as its casting will give you lots of breathing room

Deep Palace Coeurl

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution

Abilities

  • Megablaster: telegraphed conal AoE. Doesn't use this while you're paralyzed
  • ?: applies paralyze

Notes

  • If there are several, you may want to pull them in quick succession to take advantage of diminishing returns on paralyze

Mimic

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun Not weak to resolution

Abilities

  • Infatuation: inflicts pox; can be interrupted
  • Deathtrap: telegraphed pointblank AoE

Notes

  • Sometimes found in gold chests
  • Pomander of Alteration transforms all enemies in a random room on the next floor into either mimics or mandragoras

Job-Specific Notes:

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  • Stun 100-tonze Swing for uptime

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  • Stun 100-tonze Swing for uptime

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  • Avoid if possible
  • Sprint and Leg Graze if you have to fight them

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  • Annoying/slow to fight because of the HP drain and high DPS

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  • Steel required

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  • Very dangerous with amnesia enchantment as you can't prevent draw-in, interrupt the AoE, or burst it down quickly

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  • Make sure to interrupt Horroisonous Blast. Avoid if you have amnesia enchantment

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  • Strength or steel recommended
  • You can use Displacement to get out of the Horroisonous Blast AoE

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  • Make sure to interrupt Horroisonous Blast. Avoid if you have amnesia enchantment

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  • Can be painful. Sprint and Leg Graze recommended

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  • Stun Cry for uptime

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  • Stun Cry for uptime

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  • Can be VERY painful. Only pull with Sprint and burst unless you have steel active

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  • Steel recommended

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Difficulty: Extreme

  • Avoid if possible
  • Possible to kill with strength, steel, and burst, but still scary
  • Recommended to use witching if you need to kill one. Can do a couple GCDs and then use before it dives on you
  • Consider raging if you're going to have to kill a few to get off the floor

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  • Annoying and slow to fight due to the stuns. Try to avoid.

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  • Witching recommended

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  • Delay getting paralyzed by maintaining distance with Sprint and Leg Graze

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  • Annoying and slow to fight due to the paralyze
  • Mitigate and get hit by Megablaster intentionally. Yes, really! The damage isn't bad and this will result in a shorter paralysis

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  • Annoying and slow to fight due to the paralyze
  • Mitigate and get hit by Megablaster intentionally. Yes, really! The damage isn't bad and this will result in a shorter paralysis

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Enemies by Agro Type

Proximity: DhalmelSasquatchBird (patrol)
Sight: BandersnatchSnowclops (patrol)BearWolfWisent (patrol)LionAnzuCoeurl
Sound: (None)

Enemies by Floor

171: BandersnatchSnowclops (patrol)BearDhalmel
172: BandersnatchSnowclops (patrol)BearDhalmel
173: BandersnatchSnowclops (patrol)BearDhalmelWolf
174: BearDhalmelWolfWisent (patrol)Lion
175: BearDhalmelWolfWisent (patrol)LionSasquatch
176: WolfWisent (patrol)LionSasquatchAnzuBird (patrol)Coeurl
177: LionSasquatchAnzuBird (patrol)Coeurl
178: LionSasquatchAnzuBird (patrol)Coeurl
179: SasquatchAnzuBird (patrol)Coeurl

Special Enemies

Mimic

Boss: Dendainsonne

Notes:

  • Thunderbolt: telegraphed conal AoE
  • Charybdis: telegraphed circle AoE that leaves behind a tornado. Tornado periodically expands to double its orignal size, drawing in and damaging anyone it catches
  • Trounce: large telegraphed conal AoE. Alternates running to the north or south end of the arena to use this
  • Rotation: Thunderbolt > Charybdis x2 > Thunderbolt > Trounce from south end > Charybdis x2 > Thunderbolt > Charybdis > Trounce from north end > Repeat until 15%
  • Enters enrage mode at 15% - stands up and casts Ecliptic Meteor dealing 80% max HP damage to everyone in the party. Continues to cast this over and over until the fight ends
  • If you are standing in front of him during meteors, he can also autoattack you (so don't do that!)
  • Most jobs require a very strict strategy to get through this final push. See the job-specific notes below
  • Useful macros:
    • Cancel Lust: /statusoff "Transfiguration"
      • Useful if you have trouble clicking it off quickly
    • Cancel food: /statusoff "Well Fed"
      • Again useful if you have trouble cancelling it quickly otherwise
      • Cancelling food is useful during enrage if you're healing through it because Meteors do damage based on your max HP. Lower max HP means less damage taken, which means less damage to heal
      • Cancelling your food AFTER the first meteor also acts like a pseudo heal since it lowers your max HP, which actually raises your current HP%
    • Check boss HP% with decimal place: /echo <thpp>
      • useful so you can get him as close to 15.0% as possible without accidentally starting the burst phase

Job-Specific Notes:

  • No notes written

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  • Steel required
  • Strength required for the final push, so you may as well have it up the entire fight!
  • Lust also required for the final push
  • Keep sustaining pots up 100% and you shouldn't need to use Second Wind or max/super pots until the final push. If you use them, make sure the cooldown is over before starting the push
  • There are two main strategies used for the burst phase. These will be detailed below. The first 85% of the fight is the same for both:
    • Slowly drag him clockwise around the arena, moving a bit each time he uses an ability so you're at the end he's going to Trounce from. This makes Trounce easy to avoid, and tornados are gone before you complete a lap
    • Start holding gauges at 30% so they can be full for the burst phase
    • Stop damage at 21%. Wait until after Trounce from the south end, then whenever your Sustaining Potion wears, pop a fresh one, use Tactician, and Lust. Get 5 stacks on the boss, then drop Transfiguration immediately
    • Damage him slowly down to 16% and then autoattack only until around 15.2%. Be careful not to hit 15% until you're ready for the burst phase
    • If your HP is in good shape, you're now ready to start the burst phase. Choose either the heal or tincture strat below
  • Heal strat involves healing after the first meteor so you can survive a second one. You must kill the boss before the third meteor hits
    • Make sure sustaining doesn't drop until the second meteor hits. If it does, use another RIGHT AWAY. You can afford to clip Heat Blast. You cannot afford to miss regen ticks
      • If you are full HP, wait until the first meteor cast is at 50% before popping another sustaining. This way, you won't need to use another
    • Wait for a double Charybdis cast
    • During the first Charybdis:
      • Deploy turret
      • Use Reassemble
    • As soon as the second Charybdis cast starts, begin your burst. Do not forget to refresh sustaining.
      • There are many variations of this rotation. You have a couple seconds to spare, so it doesn't have to be perfect. This is what I (Daleven) do, and there is plenty of time to spare
      • Burst 1: Drill > Gauss Round > Ricochet > Hot Shot > Wildfire Hypercharge combo > Split Shot
      • Heal: HQ Super Potion > Second Wind. As of Endwalker, cancelling food is no longer necessary
      • Burst 2: Hypercharge combo > Drill
  • Tincture strat involves using a HQ Tincture of Dexterity (Grade 4 or higher) instead in order to kill it before the second meteor hits. Note that tinctures share recast timer with health potions, so you cannot use both
    • Before you start:
      • Make sure you are almost full HP. Use Second Wind if needed
      • Make sure sustaining is running and fresh enough to take you to full HP
      • Use Tincture (just before Charybdis)
    • During first Charybdis:
      • Deploy turret
      • Use Reassemble
    • As soon as the second Charybdis cast starts, begin your burst. Rotation:
      • Drill > Wildfire Hypercharge combo > Hot Shot > Ricochet > Hypercharge combo > Drill

Job-Specific Kill Times

  • 7m with strength and 1 lust (6.0)
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  • Steel recommended for the later half of the fight to make burst setup easier
  • Start the fight by the gate (where he spawns), making sure to spread out the tornados. Follow him across when he goes for Trounce and repeat the pattern there. This part of the fight is easy without steel
  • Bring him to 19% and hold him there until he's heading north for Trounce. As he does Trounce, use sustaining potion, some mitigation, and Lust. Hit him with lust at least 5 times and more if necessary to get him to around 16.0% HP, then drop Transfiguration immediately
  • Damage him slowly to 15.2% and then stop damage. You'll start the burst as soon as he starts the second Charybdis cast from the south end
  • Burst:
    • The goal is to survive 5 meteors and kill him before the 6th
    • Make sure to use potions and OGCDs (including Hallowed Ground) between GCDs - don't clip
    • Make sure to keep sustaining pots up until after the 5th meteor
    • Save your second Spirits Within for after you cast Clemency so you don't overcap MP
    • DPS rotation will be pretty straight-forward. Fight or Flight as you start the burst. You may need to break a combo for Clemency, but that's ok
    • After meteor #1, cast Clemency ASAP to get MP ticking
    • Use Hallowed Ground to survive meteor #2
    • Sustaining potion will bring your HP up enough to survive meteor #3. After it hits, cast Clemency twice ASAP
    • After meteor #4, heal up with HQ super potion and a Clemency. Also remove food if necessary (not sure)

Job-Specific Kill Times

  • < 11m with 1 strength and 1 lust
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Job-Specific Kill Times

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Job-Specific Kill Times

  • 7m30s with strength (6.0)
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Job-Specific Kill Times

  • 8m15s with strength and 1 lust (6.0)
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Job-Specific Kill Times

  • 7m15s with strength and 1 lust (6.0)
  • Steel recommended for the later half of the fight to make burst setup easier
  • Start the fight by the gate (where he spawns), making sure to spread out the tornados. Follow him across when he goes for Trounce and repeat the pattern there. This part of the fight is easy without steel
  • Start holding gauge at 28%
  • Bring him to 20% and hold him there until he's running across for Trounce. As he does Trounce, use sustaining potion, some mitigation, and Lust. Hit him with lust 5 times, then drop Transfiguration immediately
  • Damage him slowly to 15.4%, getting Surging Tempest up, and then stop damage. You'll start the burst as soon as he starts the second Charybdis cast on the opposite side
  • Burst (super pot strat):
    • Make sure to keep Sustainings going until after the third meteor
    • Berserk and unload your gauge immediately when the second Charybdis cast starts
    • After meteor #1, use Raw Instinct and Thrill of Battle, and cancel Thrill of Battle (you want the heal, but not the increased max HP). Macro: /statusoff "Thrill of Battle"
    • After meteor #2, use Equilibrium and HQ Super Pot
    • Use Holmgang to survive meteor #4
    • Kill before meteor #5!
  • Another option is to use a strength tincture instead of super potion. This involves relying on Raw Instinct and Sustaining Potion alone to heal after one meteor, and then Thrill and Equilibrium for another.

Job-Specific Kill Times

  • < 11m with 1 strength and 1 lust
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Job-Specific Kill Times

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