Bad Sortie Runs Are Bad, And So Can You!

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Bad Sortie Runs are Bad, and so can you!
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By Felgarr 2026-05-06 16:56:43
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I just wanted to share some feedback about elemental fetters from D/H boss that I've noticed many DDs simply shrug off, probably due to a fundamental misunderstanding. (Bear with me, I have a tendency to miscommunicate or invert explanations of a "this-or-that" nature, so please correct me if I'm wrong or have something flipped by accident).

Things I'm sure of:
  1. The ability of the D/H Boss, indicates his offensive-mode or sometimes called "Absorbs Dark" or "Absorbs Light" mode in a defensive context. So, Fulminous Smash is offensively Thunder/Light-aligned, and will enable Degei/Aita will Absorb Light-based Elemental skillchains and magic. The correct response is to Nuke with the ascending element, Earth, which is Dark-aligned to proc/prevent an increasing Damage Taken-Minus effect on the D/H boss. (Keep in mind, in a magic strat, you would still do an Earth/Darkness-aligned skillchain like Gravitation > Darkness to deal damage effectively, on either D/H boss).

  2. Here's the part where DDs get confused, and folks just expect to steam-roll over H boss and sometimes fail miserably: If you do a Weaponskill or Skillchain of an element that is a matching the element to his offensive mode, like Light/Thunder in the Fulminous Smash example, Degei/Aita will not only absorb the damage, but also spawn a fetter.

  3. This is the cherry on top: The fetter will also have an associated debuff, that is aligned with it's own element as well. This is explained/quantified below.


Things I'm not sure of or may have explained incorrectly here:
Things I'm now certain of, having collected feedback from this thread:
  1. [confirmed]: The spawned fetter is the same element of the ability the boss does, so Fulminous Smash is thunder-aligned, so you'll get a purple/Thunder fetter.

  2. The debuff associated with the fetter matches that of element/status effect attributes shown below, and is the same debuff in bold every time that color/element fetter spawns. For posterity, I list out all of the elemented-aligned debuffs on one line. For the purposes of Sortie fetters, the debuff that is applied by the fetter is in bold. For example, a red/fire fetter always gives you the Burn/MAB Down/INT Down effect. (Do subsequent red fetters give you a different Fire-based debuff? I have no idea.)

    Fire: Addle, Amnesia, Virus, Burn, MAB down, INT Down, Nocturne
    Ice: Paralyze, Bind, Frost, Eva Down, AGI Down
    Wind: Silence, Gravity, Choke, Def Down, VIT Down
    Earth: Slow, Petrify, Rasp, Acc Down, DEX Down
    Thunder:Stun, Shock, MND Down
    Water: Poison, Drown, STR Down, Atk Down, M. Def Down
    Light: Dia, Repose, Finale, Charm, Lullaby, Sheep Song, MACC Down
    Dark: Blind, Bio, Sleep, Dispel, Geist Wall, Drain, Curse, Doom, Zombie, M. Eva Down, HP Down, MP Down, CHR Down, Absorbs
    (Note: This element list is also in the order of the elemental wheel, Fire->Ice->Wind->Earth->Thunder->Water. Meanwhile, Light/Dark are opposites/opposing elements)

  3. Subsequent fetters apply a cumulative Stat Down effect. A few folks in this thread say say this effect is approximately -161 Stat Down is applied per fetter.


Elemental Wheel for visual learners:


My reason for posting is to convey that:
  1. Standing in place, while fighting against fetters and then dying, is not a "low DPS" or even "healing" problem.

  2. It appears to be a low DPS problem when the proper mitigating responses aren't taken by the party: i.e. proc element + move away from the fetter. (Be sure to move as a group, as spread-out fetters is very problematic for applying debuffs over a larger area and affects more members of the party).

  3. Another optimization for folks: If you're trying to calibrate your party's DPS and determine which bosses to do next, consider switching from DHABC(GEF) to (GFE) instead. You can save time by skipping Botulus from F>E, which is much riskier to skip Botolus if you do E>F, instead.

  4. Don't assume your party lacks DPS because a boss wasn't proc'ed properly. Be cognizant of the fetter's debuffs and your positional arrangement on the field.


This may be known to folks with 1 or more Stage 5 primes, and they may regularly plow through most fetters for D/H boss. However, it's not impossible to introduce enough TP feed, or produce a combination of fetters that renders even the strongest DDs into useless floor-mannequins. Anyway, thanks for coming to my Sortie TED Talk. :)

TLDR: Fetters have debuffs associated with them, not just damage. Move away as a group. Sometimes win, Sometimes lose. Pretty colors = Dead DD.

Edit: Thanks Velner for some confirmations. I applied your updates. However, I will leave the question open as to whether subsequent fetters produce additional debuffs from that same element. I currently don't know if say, 3 red/fire fetters produce 3 debuffs from the Fire category above. Of course, I'll keep monitoring, as well. Feel free to share your experiences.

Edit #2: The Stat Down effect applied by the elemental fetters have been updated to be correct. I showed below that there is supporting data to say that Aita prefers some sequences over others, compared to the statistical average. Some players advocate for an appropriate defensive action to counteract the fetters (like Geo-Fend or using panaceas and moving out of the fetter). Unfortunately others still seem to double-down and say, 'well a good WHM can just remove debuffs anyway', this doesn't mitigate the need to move out of the fetter or use panaceas, or ensure ensure that magic procs are still land (when Aita isn't doing a TP move), etc. etc.

Edit #3: This post has been updated to reflect all of the findings in this thread, as of 2026/05/07.
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 Fenrir.Velner
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By Fenrir.Velner 2026-05-06 18:02:04
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Some things that aren't correct. The fetters DO have a debuff and a rather nasty one (STR Down is particularly damaging) but they aren't the debuffs you're describing.

The Slow debuff, for example, comes directly from the move Eroding Flesh and not the Fetter. We know this because Degei will give Slow when he does Eroding Flesh but he doesn't place Fetters.

The Fetters will give you a stat reduction that is brutal. But if I'm not mistaken, you can only have one Fetter debuff at a time and it will be from the first Fetter to come out. The rest will not take effect. All Fetters will also apply a DoT effect but I'd have to double check if you can have more than one at a time.

And yes, the Fetter color will always correspond with the Element of the last move he used. Flaming Kick = Red. Eroding Flesh = Yellow. etc etc
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 Fenrir.Velner
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By Fenrir.Velner 2026-05-06 20:18:26
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Update: The Fetter basically does the "Stat Down + HP Down" effect of the element of the Fetter.

Fire: Burn - INT Down + Gradually reduces HP
Water: Drown - STR Down + Gradually reduces HP
Ice: Frost - AGI Down + Gradually reduces HP
Earth: Rasp - DEX Down + Gradually reduces HP
Thunder: Shock - MND Down + Gradually reduces HP
Wind: Choke - VIT Down + Gradually reduces HP

You will only get one of these effects, it will be the first Fetter that pops out, and the stat down is severe. My run his 2nd move was Flash Flood, which gave me a Water Fetter, which gave me Drown which was -164 STR for the entirety of the fight. Absolutely brutal.
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By Felgarr 2026-05-06 20:43:18
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Thanks Vel! Appreciate the corrections.

Trying to discern what status effects originate from an ability vs persist from a fetter can be a little tricky, so I appreciate your pointing the Stat Down effects. I'll go back and bold the effects that you say are persistently applied by the fetter.

Today on H-boss, I recall seeing persistent, blinking Stun/Terror/Paralyze. Wouldn't this come from a fetter and not a specific ability? It's possible that the stun/terror/paralyze was applied by one of his TP moves and I just lumped it together with the fetter, while in a hurry to get out of the way.
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By Bismarck.Sterk 2026-05-06 20:51:23
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One of his auto attacks has Enstun as well as Fulminous Smash. Those are the only sources of Stun from him.
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 Carbuncle.Maletaru
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By Carbuncle.Maletaru 2026-05-06 21:05:34
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Regarding the blinking thing, maybe this is common knowledge but you know how that goes...

Blinking can either mean it's an aura or that it has <5 seconds left. In the case of these stuns, it's the latter. Idk if you were thinking/implying that the stun/terror was from the fetter (like an aura?) but it was just "about to wear off".

Side note but related: the fetters are just "an area where standing here will apply damage and an elemental debuff". There isn't anything particularly special about them, other than that. You can think about them as being essentially the same as the odyssey fetters.
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By Genoxd 2026-05-06 22:01:32
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Even if you proc and move away, if your DPS is low you will die to him. He is, imo, the hardest of the bosses and way more of a DPS check than C/G.
What has helped for me, is if the fight is going slightly long (like 30-40 second+) then I run in on WHM and benediction. Full heal + status cures helps give some extra time for DDs to move and not die since there are usually a lot of fetters out by that point.
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By Felgarr 2026-05-06 22:06:18
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Carbuncle.Maletaru said: »
Regarding the blinking thing, maybe this is common knowledge but you know how that goes...

Blinking can either mean it's an aura or that it has <5 seconds left. In the case of these stuns, it's the latter. Idk if you were thinking/implying that the stun/terror was from the fetter (like an aura?) but it was just "about to wear off".

Side note but related: the fettes are just "an area where standing here will apply damage and an elemental debuff". There isn't anything particularly special about them, other than that. You can think about them as being essentially the same as the odyssey fetters.

Thanks, yeah. That's an important distinction.

I wish I had better success compelling DDs who want to plow through H-boss to just use Panaceas. It lets the healer focus on strictly HP recovery.
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By Asura.Vyre 2026-05-07 01:37:05
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Felgarr said: »
Thanks Vel! Appreciate the corrections.

Trying to discern what status effects originate from an ability vs persist from a fetter can be a little tricky, so I appreciate your pointing the Stat Down effects. I'll go back and bold the effects that you say are persistently applied by the fetter.

Today on H-boss, I recall seeing persistent, blinking Stun/Terror/Paralyze. Wouldn't this come from a fetter and not a specific ability? It's possible that the stun/terror/paralyze was applied by one of his TP moves and I just lumped it together with the fetter, while in a hurry to get out of the way.
He has no terror move. Just stun. One of his auto attacks is an overhead closed fist hit with the edge of his hand. It applies a short duration stun.

Any buff or debuff that goes below 10 seconds will start to blink. Server latency can cause you on your end to never see it go away as the boss reapplies it. I've had days where I've gotten unlucky, and Aita has stunned me 6 or 7 times in a row.

Paralysis comes from Icy Grasp, and shouldn't ever be of such a lower duration, so you're likely misremembering being chain-stunned by his auto attack.

Something else to note, is that the Drown/Rasp/Burn/Frost/Shock aeffects that his fetters put out either increase in potency as the fight goes on, or they have resist states. Often, in my experience, they inflict a stat reduction that sets the stat to 1, effectively looking like -161 STR for Drown (but in actuality since you have like +300 STR from gear, it's actually -461 STR, so it's actually just -99% to the associated attribute).

All in all he deals rapid AOE damage to the whole party, but any seasoned WHM should be able to overcome it easily, EXCEPT for when he uses Flashflood, which applies Mdef down on top of the large HP DOT tick from its Drown fetter. Not uncommon to see Zisurru dealing upwards of 300~400 damage with its pulse on people who refuse to panacea Mdef down. Followed by quadruple digit damage from his next actual TP move.

Outside of that, Aita is very predictable. As long as your group is procing blue !! and killing him within the enrage timer, you're golden (ideally kill him in 1 minute to 90 seconds, enrage timer gives you 3).
 Asura.Ayahuasca
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By Asura.Ayahuasca 2026-05-07 01:48:58
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Dude.. did you really felt the need to post this after yesterday's run? Wow dude..sometimes you're a very smart individual, but in these cases it's just easier to let you ramble and just say "yes.. ok" cause u go in full smartass mode and it becomes very hard to argument anything.
Btw the group i run with starts everyday on the same hour, yesterday's run was a mess cause we also had to make ppl come on jobs they didn't have finished cause u and ur yagless whm (which mind you, i got sympathy for and i'm sure will get better one day with yagrush) wanted to join us at all costs after u've seen we were shouting at the same time and started dming and /tell me proposing to merge even at the cost of kickin ppl to accomodate ur request (i'd joke by sayin this is a pretty "american" thing to propose and do lol XD).
You said u will run Sortie from X hour to X hour, we always run at the same hour, so pls next time don't do like yesterday, pressing us not to yell at same time or bs like that.
No offense man, we're both grown *** men, but we literally MELT H everyday when things are properly set, and it's not 1 fetter or 2 or a missed proc that will stop ua, WHM has aoe cureskins (not really without yagrush), removes 2 debuffs per erase aoe, benediction, sacro etc, it's usually when we invite external ppl that ***happens. You can't tell me yesterday dmg was normal on Aita, cause right from the start at 2nd ws it simply wasn't. Also yag-less whm H has objectively a much harder time, H without yag can be a nightmare when the fight lasts that long. Me saying dps was low didn't mean ur dps was low, i was just sharing infos i was reading compared to our average runs.. and regarding botuluts + E when not much time was left, was a choice we made to guarantee 10k from E rather than risking to wipe in there as well. You can disagree and say that you wanted to risk both E and F, but at that point we wanted to save some points after H wipe and the general messy run.
I'm a very open kind of guy when it comes to discussing strats, arguing and becomin friend because of it etc, but my interlocutor also needa to be able to sustain conversations without subtle attacks n smartass attitudes, and here's where you can improve a thing or two imo.
Second time u join one of the run i'm in and end up writing a post on FFXI the day after... If you're this dense, nobody forces you to join us.
Also one last note about:
"This may be known to folks with 1 or more Stage 5 primes"...
Wtf are u talkin about? Somethin about H boss only known by ppl with st5 primes?? Absolutely moronic ztatement.

So to conclude, if u can't join a Sortie run without feeling the need to rant about every single little thing u think went wrong etc. Pls don't join our runs. But you're welcome to join anytime you can avoid all these bs <3
I wanna remind everyone that Asura is closed, we NEED to try and work together and avoid stupid beefs cause we ain't going nowhere.

P.s. yesterday to accomodate ur 2 jobs, we ended up losing the WAR or DNC slot.. tomahawk + def down in is huge on H, lower dps meant also compared to a run with more def/sdt debuffs.
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By Felgarr 2026-05-07 08:34:27
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Bismarck.Sterk said: »
One of his auto attacks has Enstun as well as Fulminous Smash. Those are the only sources of Stun from him.
Asura.Vyre said: »
He has no terror move. Just stun. One of his auto attacks is an overhead closed fist hit with the edge of his hand. It applies a short duration stun.

Yes, correct. I have a years-long habit of referencing Stun/Terror a single effect, merely because they use the same icon. (Is there a faster way to differentiate between Stun/Terror, other than pressing the F-key and checking the description?)

Asura.Vyre said: »
Any buff or debuff that goes below 10 seconds will start to blink. Server latency can cause you on your end to never see it go away as the boss reapplies it. I've had days where I've gotten unlucky, and Aita has stunned me 6 or 7 times in a row.
Carbuncle.Maletaru said: »
Blinking can either mean it's an aura or that it has <5 seconds left. In the case of these stuns, it's the latter. Idk if you were thinking/implying that the stun/terror was from the fetter (like an aura?) but it was just "about to wear off".

Yes, I was being terse in my initial post. I was merely trying to convey: "The status effect is blinking for > 5 seconds, so it must be an aura right?" (I wish SE would make the status effects of Auras easier on the eyes).

Asura.Vyre said: »
Side note but related: the fetters are just "an area where standing here will apply damage and an elemental debuff". There isn't anything particularly special about them, other than that. You can think about them as being essentially the same as the odyssey fetters.

Amusing, you used fetters to describe fetters. :)

Asura.Vyre said: »
Paralysis comes from Icy Grasp, and shouldn't ever be of such a lower duration, so you're likely misremembering being chain-stunned by his auto attack.
Yes! chain-stunned is exactly was taking place.

Asura.Vyre said: »
Something else to note, is that the Drown/Rasp/Burn/Frost/Shock aeffects that his fetters put out either increase in potency as the fight goes on, or they have resist states. Often, in my experience, they inflict a stat reduction that sets the stat to 1, effectively looking like -161 STR for Drown (but in actuality since you have like +300 STR from gear, it's actually -461 STR, so it's actually just -99% to the associated attribute).

All in all he deals rapid AOE damage to the whole party, but any seasoned WHM should be able to overcome it easily, EXCEPT for when he uses Flashflood, which applies Mdef down on top of the large HP DOT tick from its Drown fetter. Not uncommon to see Zisurru dealing upwards of 300~400 damage with its pulse on people who refuse to panacea Mdef down. Followed by quadruple digit damage from his next actual TP move.

This is exactly the level of detail / justification I was looking for to explain to other DDs, why they should use Panaceas more often!

Asura.Vyre said: »
Outside of that, Aita is very predictable. As long as your group is procing blue !! and killing him within the enrage timer, you're golden (ideally kill him in 1 minute to 90 seconds, enrage timer gives you 3).

In the past 1-2 months, I was surprised to experience a high failure rate in melee setups. My anecdotal experience is about ~30% of Melee PUGs, doing 1-3 sortie melee runs per day, so almost 40 runs and 12 H-boss failures). Now, granted, yes, there are a lot of external factors that cause this a melee H-Boss failure, but I won't go into that stuff, because I can't quantify different RDMs missing procs and other random failure modes. So anyway, I started to think about how might SE try to discourage (but not eliminate) a melee setup from trying to plow through Aita's mechanics. How could I prove that? What would the data show? Luckily, I have years of logs to parse through.
Code
=== Overall Ability Usage ===
Eroding Flesh            total=268  battles_seen=200 avg_when_seen=1.34
Flaming Kick             total=265  battles_seen=205 avg_when_seen=1.29
Flashflood               total=260  battles_seen=200 avg_when_seen=1.30
Icy Grasp                total=259  battles_seen=196 avg_when_seen=1.32
Fulminous Smash          total=242  battles_seen=190 avg_when_seen=1.27

Total battles found: 428

So, I went ahead and parsed ~428 Aita battles. Of course, to no one's suprise, Aita's first ability has an approximately even probablility distribution. On average, each ability is seen 1.33 times per H-boss battle.

Then, I analyzed all of the overlapping sequences to his TP moves for each individual battle. I wanted to see if there was any A->B sequences for Aita's TP moves, that are either more frequent or less frequent than what random probability would predict. If there is any outlier in the data, then it means Aita is not behaving randomly when choosing a sequence of TP moves, and actually has a preference for a subsequent TP move. The results here are not necessarily ground-breaking if you are a risk-averse player like me, or if you just simply hate losing. However, in my humble opinion, it does reveal something interesting.

Aita has a tendency to prefer Flashflood > Flaming Kick whose fetters are Water (Drown, STR Down/Magic Defense Down) and Fire (Burn/INT Down) respectively. The conclusion being that Aita is not behaving randomly when choosing subsequent TP moves. In this most frequent example, which occurs more frequently than randomness suggests, actually makes you even more susceptible to Aita's attacks (which are magical) and their negative status effects (when Flashflood is chosen first).

If Aita does Fulminous Smash, his next TP move is most likely to be Flashflood, so you'll find yourself afflicted with a Thunder fetter (Stun/MND Down) followed by a Water fetter (Drown, STR Down/Magic Defense Down), similarly deadly to the first combination.

I also find it amusing that that we've chosen to call "chain stuns" unlucky, which is accurate! ...Fulminous Smash > Fulminous Smash occurs with equal precision to what a random probability would suggestion (Ratio of 1.00). This means that Aita doesn't prefer or regard this combination of TP moves with any specialty, so we truly get to call it "unlucky"! :)

Code
=== 2-Ability Non-Randomness Analysis (Sorted by Ratio) ===
Chain                                                   Observed  Expected    Ratio  P(next|current)
---------------------------------------------------------------------------------------------------------
Flashflood -> Flaming Kick                                    43     34.15     1.26          23.76%
Fulminous Smash -> Flashflood                                 37     31.61     1.17          23.12%
Flaming Kick -> Icy Grasp                                     40     36.25     1.10          20.94%
Icy Grasp -> Eroding Flesh                                    39     35.53     1.10          22.41%
Icy Grasp -> Icy Grasp                                        35     33.02     1.06          20.11%
Eroding Flesh -> Flashflood                                   37     35.17     1.05          20.79%
Flaming Kick -> Eroding Flesh                                 41     39.01     1.05          21.47%
Eroding Flesh -> Eroding Flesh                                38     36.35     1.05          21.35%
Fulminous Smash -> Eroding Flesh                              34     32.67     1.04          21.25%
Eroding Flesh -> Fulminous Smash                              33     32.20     1.02          18.54%
Flaming Kick -> Fulminous Smash                               35     34.55     1.01          18.32%
Eroding Flesh -> Flaming Kick                                 34     33.58     1.01          19.10%
Fulminous Smash -> Fulminous Smash (chain stuns)              29     28.95     1.00          18.12%
Flashflood -> Icy Grasp                                       34     34.35     0.99          18.78%
Icy Grasp -> Flashflood                                       34     34.38     0.99          19.54%
Flashflood -> Flashflood                                      35     35.76     0.98          19.34%
Flaming Kick -> Flaming Kick                                  35     36.04     0.97          18.32%
Icy Grasp -> Fulminous Smash                                  30     31.48     0.95          17.24%
Eroding Flesh -> Icy Grasp                                    32     33.78     0.95          17.98%
Flashflood -> Fulminous Smash                                 31     32.74     0.95          17.13%
Fulminous Smash -> Flaming Kick                               28     30.19     0.93          17.50%
Fulminous Smash -> Icy Grasp                                  28     30.37     0.92          17.50%
Icy Grasp -> Flaming Kick                                     29     32.83     0.88          16.67%
Flaming Kick -> Flashflood                                    32     37.73     0.85          16.75%
Flashflood -> Eroding Flesh                                   30     36.96     0.81          16.57%
If anyone is interested, I re-arranged the above data again alphabetically by first TP move and then sorted by Ratio, so we can see which subsequent TP moves occur more frequently in practice than what randomness would suggest. Obviously, these probabilities only vary by a few percentage points, but I wouldn't put it past SE to give subsequent TP moves a plus-or-minus 2/3/4% chance of occurring, instead of every TP move being equally random on ever use by Aita.

Code
=== 2-Ability Non-Randomness Analysis (Alphabetical) ===
Chain                                                   Observed  Expected    Ratio  P(next|current)
---------------------------------------------------------------------------------------------------------
Eroding Flesh -> Eroding Flesh                                38     36.35     1.05          21.35%
Eroding Flesh -> Flashflood                                   37     35.17     1.05          20.79%
Eroding Flesh -> Fulminous Smash                              33     32.20     1.02          18.54%
Eroding Flesh -> Flaming Kick                                 34     33.58     1.01          19.10%
Eroding Flesh -> Icy Grasp                                    32     33.78     0.95          17.98%

Flaming Kick -> Icy Grasp                                     40     36.25     1.10          20.94%
Flaming Kick -> Eroding Flesh                                 41     39.01     1.05          21.47%
Flaming Kick -> Fulminous Smash                               35     34.55     1.01          18.32%
Flaming Kick -> Flaming Kick                                  35     36.04     0.97          18.32%
Flaming Kick -> Flashflood                                    32     37.73     0.85          16.75%

Flashflood -> Flaming Kick                                    43     34.15     1.26          23.76%
Flashflood -> Icy Grasp                                       34     34.35     0.99          18.78%
Flashflood -> Flashflood                                      35     35.76     0.98          19.34%
Flashflood -> Fulminous Smash                                 31     32.74     0.95          17.13%
Flashflood -> Eroding Flesh                                   30     36.96     0.81          16.57%

Fulminous Smash -> Flashflood                                 37     31.61     1.17          23.12%
Fulminous Smash -> Eroding Flesh                              34     32.67     1.04          21.25%
Fulminous Smash -> Fulminous Smash                            29     28.95     1.00          18.12%
Fulminous Smash -> Flaming Kick                               28     30.19     0.93          17.50%
Fulminous Smash -> Icy Grasp                                  28     30.37     0.92          17.50%

Icy Grasp -> Eroding Flesh                                    39     35.53     1.10          22.41%
Icy Grasp -> Icy Grasp                                        35     33.02     1.06          20.11%
Icy Grasp -> Flashflood                                       34     34.38     0.99          19.54%
Icy Grasp -> Fulminous Smash                                  30     31.48     0.95          17.24%
Icy Grasp -> Flaming Kick                                     29     32.83     0.88          16.67%
TLDR: Move out of fetters and use panaceas or just be "lucky", I guess.
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By Dodik 2026-05-07 08:43:03
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Not something Pugs can manage, or even most statics, but subtle blow sets for tp and WS help a lot with Aita.

Failing that, why aren't you kiting.

Face tank and smash and hope for the best works only if your dps is super high and everyone is experienced with procs and how that fight goes. You cannot rely on that with a pug.
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 Asura.Devilcrow
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By Asura.Devilcrow 2026-05-07 08:56:59
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"It's embarrassing how some people notice others' mistakes but not their own, how they turn their own perspective into the only truth...

From my point of view (RDM), I saw a RUN that I usually do with 8 bosses + NAKs + mini turned into a 6 BOSS RUN... which, to be fair, can happen, and as the adult I consider myself to be, I'm okay with that too...

But like I said yesterday, nobody is perfect and mistakes can happen, but that doesn't necessarily mean the fight has to be wiped... which unfortunately happened yesterday. Other times, even if rarely, I've missed 1 or 2 procs because of knockbacks or other stuff, but the fight still ended successfully. It also happened that others made mistakes... yet the fight still ended successfully...

So I wonder if maybe some self-analysis and a bit of self-criticism could sometimes be constructive... instead, I see someone acting like a protagonist... someone who thinks they're above everyone else.

I fully agree with and confirm what Ayahuasca said, which you don't mention at all in your post...

So I join the request not to join our group... even though, honestly, it saddens me, because especially now that the server is closed, we should be more united among ourselves...

So, like I said yesterday: peace and love to everyone."
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By Taint 2026-05-07 09:12:56
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2 ways to Melee Aita super safely:

1. Throw a MNK at it, you may not even see a TP move. The only catch here is to make sure the MNK has good hate before anyone else acts.

2. Melee kite him. One DD opens and goes HAM. The second main DD is /DRG and once you get fetters you super jump and the opening DD kites. You'll need gravity2 and indi Grav on H. This also works great on F. A big opening SC can help here for the hate, just have the kiting DD close.
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By fractalvoid 2026-05-07 09:33:24
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Felgarr said: »
(Is there a faster way to differentiate between Stun/Terror, other than pressing the F-key and checking the description?)

does XiView not work for this? I'm pretty sure the icons for stun and terror are different - stun has a red background and terror has a blue background?
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 Asura.Reidden
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By Asura.Reidden 2026-05-07 09:59:53
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I don't have any issues with my yagless whm on H just dd wacking it down. What party setup are you running tho? We do war/sam/drg or war/sam/drk or war/war/sam, sometimes for fun we do war/sam/any dd.
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By Lakshmi.Buukki 2026-05-07 10:32:49
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fractalvoid said: »
stun has a red background and terror has a blue background?

For me, Terror is green icon, Bind is blue, and Stun is Red.
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 Fenrir.Velner
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By Fenrir.Velner 2026-05-07 11:54:49
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For what it's worth, I used to struggle mightily with Aita running DRK, WAR, BRD, COR, RDM, WHM. What flipped the switch for me was dropping a DD and adding a GEO. That Indi-Fend does heavy lifting on Aita. Plus you can use Entrust-Haste to counter Eroding Flesh removing Haste II without wasting a song on Victory March. And if Aria is in the mix, the GEO really boosts the damage output of everybody, especially the Savage Blade users.

Indi-Fend, Geo-Frailty, Entrust-Haste (Bolstered)
Honor March, Blade Madrigal, Aria of Passion, 2x Valor Minuet (Soul Voiced)
Chaos / SAM rolls
Phalanx II everybody
Stymie + Saboteur Distract III, Dia III - I don't bother with other debuffs because I want RDM getting those fat Black Halos in asap.
Have one person /DNC so you can Haste Samba and do at least one Box Step (every litter bit helps).

I pull him to the side on one of the little wall protrusions so I can ignore knockback and just get at her. Another little trick I use is that I name my proc macros after Aita's TP moves so I can proc without even processing it (I know, I'm old and have a slow brain).

Before Fend winning was a crapshoot. With Fend it became virtually guaranteed. I hope this is helpful!
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By Asura.Vyre 2026-05-07 12:11:53
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Felgarr said: »
How to know Terror?
When you get inflicted with Terror, your character will freeze mid animation. If they just jumped for Savage Blade or Stardiver or something, they'll be frozen in mid air.

Stun, you'll finish your current animation (unless it was a casting action, then it's interrupted), and return to the idle breathing animation until the stun wears off.
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By Dodik 2026-05-07 12:11:58
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On a similar note, armor high on mdb makes a big difference on all sortie bosses, H in particular.
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By Lakshmi.Buukki 2026-05-07 13:19:21
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Dodik said: »
On a similar note, armor high on mdb makes a big difference on all sortie bosses, H in particular.

It absolutely does. On DRK in PUGs with shaky success rates, I run a few pieces extra to give me more survival. Adamantite Armor MDB+20), Raetic Bangles +1 (Absorb chance), Lunette Ring +1 (MDB+7), Shadow Ring, Tuilha Cape (MDB+4) or Engulfer's Mantle +1 if not using Warder's Charm for Absorb chance, Vanir Battery (MDB+4) if not using Hoxne Ampulla. Sakpata's in the other 3 slots. Origin does the heavy lifting with self heals and MP replenish from Raetic procs. It's a super handy set for a lot of things. Adamantite Armor has no haste on it, so I backfill that gap with Cornelia Belt.

If you're a job that can wear it, Inquisitor Bead Necklace is +8 MDB. And the entire Gleti's/Mpaca's line is heavy in MDB.
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By Fenrir.Richybear 2026-05-07 13:42:11
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Fenrir.Velner said: »
(every litter bit helps).

You gotta be kitten me
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 Asura.Mims
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By Asura.Mims 2026-05-07 14:03:05
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Aita is often the final hump for melee Sortie groups to get down strategy-wise. Gartell is another story, being a boss where getting win can feel like RNG until you are truly dialed-in.
There is a degree to which Aita is a damage check; DDs must be at least this strong to win. But people tend to overfocus on the damage side of things and lose track of basic techniques to make the fight easier.

First off, between AoE melee attacks, AoE TP moves, and fetters, Aita does a ton of AoE damage. Each individual source isn't that high, but if you are careless about MDEF down or let fetters stack up, it is entirely possible for people to drop from 100% to 0% in a single server tic.
Simple answer to this is Curagas. Whm should be using curagas over single target cures.
The more complicated answer is that fetters will stack up, and eventually people will need to move, and without discussing ahead of time, will move in different directions. Inevitably this means Curaga only hits one or two people, and people die.
The best solution to this, I've found, is to pick someone, generally your most reliable DD, for everyone else to run to. This way, fetters pop, guy moves, everyone moves to guy, curagas land and everyone lives.
Secondly, is the debuff issue.
Most DD players leave thinking about debuffs up to someone else, and that bites them in the *** on Aita. Accuracy and Attack down debuffs are strong enough to meaningfully cut a DD's output, becoming crippling when stacked together. Paralyze and Slow are just as bad as they are every where else. Magic Defense Down will kill your ***. And if you wait for a particularly bad debuff before you start removing them, you may have 'dummy' debuffs blocking removal like defense down and magic attack down. You gotta get those debuffs off, or they will kill you by either dragging the fight too long and stacking DT, or just melting your face outright through increased AoE damage.
Felgarr said: »
I wish I had better success compelling DDs who want to plow through H-boss to just use Panaceas. It lets the healer focus on strictly HP recovery.
This is an interesting one for me, because I get it from both the DD and Whm side. Most players are mediocre, and by extension most Whms are mediocre. This means that most Whms can only handle cures on Aita (If they can even manage that) and everyone meleeing needs to be in charge of their own meds. Remedies and Panaceas, use liberally on every erasable debuff to keep them from stacking up.
IF YOU HAVE AN ACTUALLY GOOD WHITE MAGE
They will be able to handle curagas and keep status debuffs off everyone, and using a panacea is just adding a 2 second penalty to TP rate. I know it can be done, I do it myself.
This split in Whms often leads to both players trusting a Whm they shouldnt, and players spamming panaceas when they actually can trust their whm. You gotta know who you are playing with.

As for playing Whm, normally I'm a "You don't need Yag, people are exaggerating this stuff" guy, but Aita is a fight where it really stands out. You don't have the /sch strats to deal the amount of debuffs coming out, and if you try to single target you will be too slow. Esuna seems like a good idea until you get paralyzed by Icy Grasp, and then everything falls apart. DDs need endgame gear to meet their "You must be at least this tall to ride the boss" threshold, and Yagrush (plus reaction time) is the difference between your group having to lose time spamming panacea, and being able to just trust you and smash it before things go bad.

Finally, if things get too bad, run in and benediction. Especially important if, due to moving around, you get caught in an icy grasp and get paralyzed.
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By Lakshmi.Buukki 2026-05-07 14:08:07
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People who don't bring their own meds and rely on the WHM to erase/-na their debuffs are the same as people who pour the milk before the cereal.
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By LightningHelix 2026-05-07 14:19:21
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Dodik said: »
On a similar note, armor high on mdb makes a big difference on all sortie bosses, H in particular.
Is it substantially better than stacking meva? By which I mean, "is the consistent percentage damage reduction better than the chance of a resist on any given hit"
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By Lakshmi.Buukki 2026-05-07 15:11:51
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That's a very subjective/"it depends" kind of question and would be hard to answer without having a specific example in mind. You could test it though: Bolster Attunement, compared to Bolster Fend. Ask the WHM which was more manageable to heal through.

I personally prefer MDB+ pieces/sets for straight damage cut over higher magic evasion aon a per-slot basis, especially when taking fetter damage or a heavy spike magical damage move (like Xevioso's Incisive moves, or Ngai's Puncture/Guillotine). High MDB significantly, making healing through heavy magic damage much more manageable. During V15~25s, I would often prefer Carol IIs over Carol Is, because with SV, I value that high chance of just blocking damage entirely, vs the higher chance of resisting damage. Many groups did the standard Carol anyways, but I always felt the bang for your buck was stronger with Carol IIs. However, I have a set for both Meva and MDB on all my jobs.

Anyways, it's not necessarily an either/or type of scenario. You can both resist damage AND reduce it with both stats. So it's merely a matter of what you value more in terms of how you are gearing. If you want blanket resistance chance across enfeebles and damage, Magic Evasion is the way to go (i.e. 5/5 Sakpata's set is just godly and safe for everything). If you want the opportunity to straight reduce damage, MDB. That's kind of the downfall of MDB, though: you are more vulnerable to enfeebles if you stack more of that vs meva. So that's a consideration in the overall decision.
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By Dodik 2026-05-07 15:19:33
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LightningHelix said: »
Is it substantially better than stacking meva? By which I mean, "is the consistent percentage damage reduction better than the chance of a resist on any given hit"

Ime, yes. It's like saying is it better to stack evasion or defence if you want to reduce physical dmg. Unless your meva is high enough that you evade most things, mdb will reduce dmg more consistently and more on average. You also need some elemental resist to really make meva worth it, mdb always reduces dmg otoh.

Practical example, on Sam I would use 2/5 mpaca and 3/5 empy, with a couple accessories swapped to mdb too similar to Buukki.

Using 2 mpaca reduces dmg a lot more that switching those pieces to su3 armor which has higher meva but a lot less mdb.

On a job that can wear sakpata otoh I'd just 5/5 that, it's that good.

Meanwhile every other Sam I would take would try to use su3, or worse, and take 400+ dmg a hit.
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