By Shiva.Lirmont 2018-08-24 23:35:03
I can't speak to anything higher than Normal.
In normal, the main boss can spawn up to 3 Blazing Effigy enemies (seemingly indefinitely). In easy, that number is 2. When Turgmam is killed, they despawn. It may say 2 times the number of max spawns are said to be defeated when Turgman is killed (easy: 4 messages, normal: 6 messages, etc).
Of note, the Turgmam is healed by fire damage, Skillchain: Light, etc. Sometimes Arciella II's auto-attack heals it (Ascension?). Killing a Blazing Effigy in easy results in up to 99MP restored to players.
Turgmam starts with Protect and Shell, which are dispelable. Turgmam has permanent(?) Blaze Spikes, which is not dispelable. Paralyze works for me after several immunobreaks, but I'm not well-geared.
Turgmam is probably a RUN (re: Dimidiation) and seems relatively easily tanked with shadows. -ga spells (Firaga II/III) from the Turgmam will wipe shadows. Turgmam's Great Sword weaponskills only seem dangerous to me when it skillchains.
Turgmam also does Fire IV in easy. Blazing Effigy enemies do Fire II and Fire III in easy. Crowd controlling the spawns (re: sleeping in my case) seems beneficial.
Turgmam does Fire V and Firaga III in normal. Blazing Effigy enemies do Fire IV (and probably Fire III).
Trusts that don't close light skillchains and do close dark skillchains are probably good choices. I've been using: AAEV (will very occasionally AoE wake things and die), Zeid II, Tenzen II, Koru-Moru, and Apururu. Other tank options spam AoE moves, which makes them less than ideal for this purpose.