MysticDhalmelHerder

Strategies: MMM Manaburn Merits

This is a maze we made for manaburning merits. Once you get the hang of it, there should be very few deaths. You should finish in 16-18 minutes from the time you enter the well, depending on which family you get 2 waves of. The first half of each wave will take you to chain 3, and the second half will have made it to the center with enough time for you to chain 7. Total exps is 9.5k without Corsair's Roll, or 11k+ with a COR depending on their luck with rolls.

Exps from the chest with Corsair's Roll and no ring charge:  9167

If you aren't careful, it is very easy to get people killed. You can't come in here with average gear, only half pay attention like a lot of people do at the pudding camp, and expect to be able to clear it in a reasonable amount of time. The listed jobs are not a suggestion: it is the best combination for clearing the maze quickly, efficiently, and with the most EXPs. You can take BLM/RDM x5 + any refresher, but it will significantly increase the amount of time it takes to clear the maze due to the extra time required for resting (losing out on Parsimony) and self buffing (SCH can buff you while you rest).

Maze Setup (7 marbles)
Voucher 02 (Sanitization Team Beta)
Tabula 02
001 Aquan
014 Tiny Warrior (resonating)
017 Supreme Might
018 Might
102 Trial by Numbers
108 Conditioning Contract
Note: Mysticism (037) does not give Pugils or Sea Monks MP to aspir
Rune placement diagram
Party
BLM/SCH
BLM/SCH
BLM/SCH
BLM/SCH
SCH/RDM
COR/BRD (can be replaced with any refresher, but you lose out on Corsair's Roll)
Gear/Merits
BLM: HQ Staves, Rairin Obi (Thunder), Hyorin Obi (Ice), and 5/5 Thunder and Ice Potency merits
SCH: max Stoneskin build (97 MND), 300 Enhancing Magic is a bonus
A good enfeebling set, full and partial resists are common for BLMs
A physical damage reduction set to idle in is highly recommended (Sea Monks hit hard)
Using a Sorcerer's Ring is risky, resists will happen

Notes

Preparations

  1. Designate one BLM to call the times for nuking
  2. RR in Jeuno (if syncing, RR must be done inside)
  3. Enter the maze
  4. Sneak in the lobby (make sure one of the mages sneaks the COR)
  5. Talk to the moblin NPC to go down
  6. Head to northeast corner, behind 3 wooden posts (you must rest behind the posts!)
Map of where we camp within the maze

Note that the posts block sight. The western (right) gap is buggy and sometimes you won't be able to see mobs standing right in front of you, so use eastern (left) gap.

Here's where we camp.  We just completed this maze

Strategy for each Pull

  1. Buff
    • BLM: Shock Spikes
    • SCH: Accession Stoneskin and Phalanx; Accession+Thunderstorm for Pugils
  2. Pull using sound agro
  3. All BLM stagger their Sleepgas about a second apart to catch mobs that were farther away; do NOT Sleepga II unless all mobs are already slept and you need extra time to setup your timed volley
  4. Debuffs for Sea Monks
    • One BLM: Elemental Seal+Sleepga II
    • SCH: Manifestation+Gravity if it is Sea Monks
  5. The designated caller says a time and all BLMs cast Thundaga III when the clock changes to that time
  6. If the mobs didn't die, all BLM Sleepga again
  7. Smaller targets might only need a few drains to finish off, Sea Monks will require a second volley of Thundaga II

If it is Iceday or Earthsday, replace Thundagas with Blizzagas and Thunderstorm with Hailstorm.

Thundaga III at :05!

BLM/SCH

SCH/RDM

Support

Waves

There are specific tactics for handling each type of mob.

Crabs

Pugils

Sea Monks

One set of Pugils, this is easy to handle

Dealing with Doubles

Sometimes the maze is bugged and a second set of 4 will advance, making 8 at the center. This happens when the second half of the current wave and the first half of the next wave advance together. If they are different families, make sure the puller is careful (preferrably using the Distance plugin) to pull only one family. If one of the sets are Sea Monks, it is safest to pull the other set first, regardless of which wave they belong to.

Two sets of mobs up at the same time

Sometimes the next wave is the same as the current wave and you will end up with 8 of the same type. In this case, handle them the same way as the Sea Monks (Gravity, cast at max distance, etc.)

Two sets of Sea Monks are the most dangerous to handle.  Look, no one died!

Credits