Sylph



Sylph



Lore:

We have been lead to believe that Ramuh is why there are Tempered Sylphs. Little do we know that there has been a hate building in the hearts of some of the Sylphs. So much that it has spawned a destructive force deep in the twelveswood. Deep in The East Shroud, the secret fields of Moonspore Grove is housing the real threat that the Tempered Sylphs have been summoning, the creator of all Sylphs, Great Mother Sylph. She was summoned by the fear and destruction brought on by the calamity, five years ago. The tension, hate, fear, death and destruction that followed the Garlean invasion of the Black Shroud changed the hearts of the sylphs, causing them to become tempered sylphs.

As the tempered sylphs began to increase in number the motherâ€™s presence became more apparent and more sylphs crossed over into the darkness. Once the hate and destructive nature of the other primals were released and summoned by the other beast tribes, the tempered sylphs summoned the mother crystal for protection, deep in Moonspore Grove. The crystal gave them strength and hope, also summoning more sylphs to the darkness. However, this was only a summoning to become tempered sylphs. The actual embodiment of The Great Mother Sylph was actually materialized when Garuda was summoned into the world. The Mother felt the hate, darkness and destruction that Garuda brought forth and materialized to protect her children.

Although the Mother poses no immediate threat to the twelveswood, or Gridania, the fact that she was created to help protect her children and her home, creates a huge risk to the safety of not only Gridania but its way of life. All traveling adventurers, merchants, untempered sylphs, and the twelveswood itself could fall victim to the destructive nature of the Great Mother Sylphâ€™s desire to protect her children.





Battlefield: Moonspore Grove

You Gain Access to the Primal Fight by obtaining two rare drops from the following FATEs (one drop from each FATE. The FATEs are: Breaking Dawn (Located in East Shroud, Coordinates 32-14, recommended level is 47. The item dropped is a Large Tempered Sylphic Jewel) and Collecting Keepsakes (Located in East Shroud, Coordinates 26-24, recommended level is 40. The item dropped is a Small Untempered Sylphic Jewel).

Not everyone has to have the two key items but each member has to have completed the corresponding FATEs. However, to enter the fight at least one person needs to have the two items to initiate the fight sequence.

The Large Sylphic Jewel is a piece of the Primalâ€™s Heart. Having it proves that there is something more sinister going on in the twelveswood and that there is a very large tempered sylph in the area. The Small Untempered Sylphic Jewel is an untempered sylphâ€™s heart. This sylph was killed for not wanting to join the cause and threatening to expose the dark secret that the tempered sylphs are hiding. The actual FATE claims that it was because the sylph refused to join in the effort to summon Ramuh, but that is the misconception.

To initiate the fight the Adventurer has to trade the two key items to the sylph elder, Frixio. She becomes suspicious of her fellow sylphs and begins to realize why some have become tempered. She begins to suspect something going on in the Moonspore Grove and sends you there telling you to examine a mysterious sound and light coming from the hidden valley of Moonspore Grove. She gives you the key item, Small Untempered Sylphic Jewel back, which draws you into the battle field when you are close to the area.





Boss abilities:

HP Drain, Tornado, mini-tornado, stun via electric shock or mini-tornado, bind, normal attacks, Silence. There are ads which all have normal attacks and the ability to heal the Boss (This occurs in the later stages of the fight).





Phases of the Fight:

At 70% HP the boss will target a party member that is outside of its immediate vicinity. This means the mages or bard need to be ready to run. The boss will target one of these individuals and send a mini tornado after them. This essentially takes the member out of the fight for 7 seconds. The tornado cannot be destroyed or pulled from the targeted person. This happens three times. If you are hit with the tornado you are spun around in a small circle and stunned for 15 seconds. It also has a Silence effect for 20 seconds (5 seconds more than the stun)



At 50% HP Sylph will attempt a series of HP drains on the Party. The boss will perform a wind attack that draws the whole battle area closer and then an AoE HP Drain is initiated. This attack can be stunned but it needs to be timed right. You can also move outside of its AoE however, itâ€™s unlikely that everyone will make it out. The Sylph does this five times. The HP Drain only heals the Boss for 0.5% HP, per person that is hit. That can give the Sylph a total of 20% HP if everyone is hit each time, with full HP, and didnâ€™t die. Anyway, there are five attempts which can kill a few members if they are in the AoE range and hit with an attack. Not a huge threat but bad timing, status ailment, or low HP can cause some issues.



At 33% HP The boss becomes invulnerable to attacks and a pack of five purple sylphs come to help. There are two healers and three DPS. Two healing types pick up the boss and move her to a designated area that overlooks the battle field but is still accessible by the adventurers. (Perhaps in the middle of two ramps) The two healer types will begin to heal the Boss. **Leaving summons or items up gives more healing power or speed to the assisting sylphs**

*They cast a healing barrio with 4 pegs that grant additional healing power.

*The pegs must be destroyed before the healing sylphs can be attacked.*

Then the remaining three sylphs begin to attack the adventurers. The three sylphs are: 1) A BLM type that stands closer to the healing ones and AoE/DoT attacks and assists the other two DPS who use cone attacks. They are not particularly powerful but the BLM one has a powerful poison and binding ability that draws vines from the ground. The BLM likes to Bind and then AoE Poison.



Scenario 1: Boss is healed to 50% HP and begins to assist the remaining sylphs (If this is the case the healing ones are still alive and will act as WHMs as the boss attacks, this is BAD news for the party.

Scenario 2: Boss is healed for 40% HP but healing sylphs are killed before boss gets to 50% HP. In this situation the boss will immediately pick up where she left off an attack the party. **If there are any sylphs left, no healers, there will be a RAGE or BERZERK AoE Buff for the ones remaining**

***At 40% HP the boss will stand and prepare herself to fight however she will not attach unless the healing sylphs are killed **OR all sylphs are killed.**

Scenario 3: Healing sylphs are killed before boss HP reaches 40%. In this situation the boss will remain on the platform for a short period of time. This will allow the party time to kill the remaining sylphs or rebuff before the boss rejoins the fight. Once the boss regains her wits and courage she will jump down. She will then Perform an unavoidable push back AoE that also stuns all members to allow the boss to perform a RAGE or BERZERK AoE Buff for the sylphs remaining. Hate will be directed to whoever had it before the AoE Pushback.

Scenario 4: All sylphs are killed before HP reaches 40% - If the boss does not reach 40% HP and all the sylphs die, you will have a few seconds to zerg the boss and get the HP down. **A goal is to get it down to 30-33% so you donâ€™t have the illusion of wasted time.** After a set time or the boss reaches 30% HP there will be an unavoidable, low damage AoE pushback and stun. Hate will be directed to the person with hate before the pushback AoE.



At 15% HP five ads will come and assist the boss. These are all DPS enemy. This should be very easy to handle if the party is not dead.



At 5% HP the boss will try for one last effort to wipe the party. Purple sylphs will enter and surround the battlefield but not attack the party. They will instead lend the boss their power and energy, goku spirit bomb style, if the boss is not killed within 60seconds of this happening, there will be an unavoidable energy blast that moves extremely slow from the middle of the battle field to the end, this gives the BLM or BRD one last shot at a kill. If you are hit with this energy, you instantly die. This blast is avoidable until the last second, everyone can range attack the boss as a last ditch effort. In all honesty, unless two or three people died before this phase, you should be able to kill the boss. If you have LB and MP it shouldnâ€™t be an issue at all. You will however feel the pressure and a mistake or fumble in attack pattern will cause this to be a last second win.



Completion:

At the end of the fight the energy that was building will explode and force outward. A light will overwhelm the field and cover all members and purple sylph. The screen will go white and slowly fade back to the original screen. As that happens you will notice the sylphs that were there are now normal color and surprised almost as if they didnâ€™t know how they got there.

Upon completing the fight you will go back and speak with the sylph elder, Frixio who will thank you for destroying the evil sylph and returning her people back to their former selves. This is when she will give you the Rare/Exclusive Sylph mask. Put it on and have the face of a Sylph in addition to hearing (reading) exclusive conversations between other Sylphs and the mask wearer.





Of course there will be a few other possible rewards like an earring, necklace, rings. No major weapons but the supporting items will be very good.





Edited, Nov 22nd 2013 4:52pm by WFOAssassin