Balga's Dais BCNM 40 - Steamed Sprouts
Restrictions
Level 40, 30 minutes, 6 members
Orb
Star Orb (40 Beastmen's Seal)
Mob
Dvorovoi x 1 - Mandragora
Domovoi x 7 - Mandragora
All have Mandragora special attacks; Dvorovoi casts Paralyzega, Blindga and Flood.
Strategy
from Kraig of Odin
Jobs NEEDED for 100% Probability of Success?
Bard- To Sleep All of the Extra Mandies while the Melees take on the Black one first and each other thereafter, one by one. Essential.
Dark Knight- The Black Mandragora has a VERY deadly spell called Flood. If it starts casting this on the designated tank in the party, the DRK is there to cast Stun on it as quickly as possible. This prevents it from dealing 800+ damage to the tank. Believe me, I was killed by this once when the Dark Knight ran out of MP, and it hurt. Flood has a very long casting time, but is very unlikely to be interrupted. Stun is key to winning BCNM40.
White Mage x2- One to heal the Melee that fights each Mandragora, and the other to keep the Bard alive when the group of those little buggers wake up and start whacking that poor Bard.
Melee- We had a Beastmaster and a Warrior (me) one time, which worked very well because the called pet could pull the mandies with ease, and at no risk to any party member. Seuca's pet saved me from Flood TWO TIMES as well.... Thank you Funguar. The other time, we had a Ranger instead of the Beastmaster. The Ranger did some awesome damage on those little guys... 100+ damage each ranged attack.
Battle Strategy:
The actual battlefield has a bunch on Mandragora as your enemies. One black one in the center, and multiple white ones surrounding it. Before doing anything, make sure your party casts as many buffs as they can. Now, designate one brave soul to run in and get aggro from the group of Mandragora. Whoever takes this role, make sure you have the black one targeted. The goal is to DEFEAT THE BLACK ONE FIRST, as it is MUCH stronger than the others, and can use the ability Flood, as explained above.
Lure the group back, away from the center battlefield circle, and into the straight pathway. A beastmaster can do this part well, because they can call a beast and send it at the black mandragora. The other white ones will link and follow the beastmaster, who will be running to the pathway. In the pathway, the Bard and a White Mage should be ready for the enemies. As soon as all of the white mandragoras are in range, the Bard must play Lullaby to send them all into a sleep. At this time, the White Mage near them should throw in a couple cures to the beastmaster (or whoever pulled them back) cause they will have taken some damage.
At this point, the Dark Knight and other two melee rush to beat on the black mandragora. Have one person tank, and the other two deal damage. The other White Mage should stand near them and cure the melee, making sure none of them die. At one point or another, the black mandragora will start to cast Flood. The Dark Knight must be alert for this, and cast Stun, thus preventing the "pwn" of the tank, and possible failure of the BCNM. I say possible, because if you remain organized and calm, you can still succeed. I was killed by Flood and we still managed to win. The White Mage raised me and I was back fighting again. If this occurs, keep bashing on the black one until it's finished. A melee who can support Provoke is always a good thing.
During this battle taking place IN THE BATTLEFIELD ARENA, the Bard and White Mage #1 must keep those other mandragoras busy in the pathway. Every time the mandragoras wake, the Bard will take a BUNCH of damage. When one wakes, the white mage must take this as a precaution and throw in some Cures. The Bard must ready another Lullaby and throw them all into slumber again. During this short "downtime" while the mandragoras are inactive, the White Mage can heal up the Bard and even rest for MP. The mandies awake, and repeat the process.
After the black one is defeated, the tank must run down and Provoke a white mandragora. Make sure to bring it back to the battlefield, and fight it there; it limits confusion during the fight. On a side note, it's easier to grab the one who's name is in red and engaged by the Bard for the Lullaby. Fight one at a time.
Repeat this until all of them are gone. For the last 2-3, you can stay in the pathway all together, but just make sure that if you're a melee, don't attack a single mandragora if it auto-engages by accident. At this point, the Bard has generated a bunch of hate, and a smack to the head will only wake it up, causing it to attack the Bard.
Maintain a calm battle, and don't panic. Wait... what am I saying? Have a blast! Just don't get so excited that you mess something up or use a wrong macro by accident. This is something that is definatly perfected through practice, and if you get a group together (say, a linkshell?) so you have the same people everytime, you will be more comfortable and the BCNM will be {Too Weak}.
Drop Items
Balance Buckler - Lv.40 DEF:9 WAR/RDM/PLD/BST/SAM Accuracy+3
Guarding Gorget - Lv.39 Def:4 WAR/PLD/DRK/BST/DRG VIT+1 AGI-1 Evasion-5 Converts 15 MP to HP
Enhancing Earring - Lv.40 WHM/BLM/RDM/BRD/RNG/NIN/SMN HP+5 MP+5
Survival Belt - Lv.38 DEF:3 MNK/WHM/RDM/THF/BST/BRD/RNG/SAM/NIN HP+17 Evasion+5
Fire Spirit - Lv.1 SMN
Ice Spikes - Lv.20 BLM, Lv.40 RDM
Absorb-STR - Lv.43 DRK
Phalanx - Lv.33 RDM
Refresh - Lv.41 RDM
Erase - Lv.32 WHM
Utsusemi: Ni - Lv.37 NIN
Green Rock - Green gems are embedded in this rock.
Rosewood Log - A rough-cut log of rosewood timber.
Red Rock - Red gems are embedded in this rock.
Ametrine - A purple jewel.
Black Pearl - A black jewel.
Sapphire - A blue jewel.
Gold Beastcoin - The Quadav mint this gold currency. Widely used among beastmen.
Mythril Beastcoin - The Quadav mint this mythril currency. Widely used among beastmen.
Pearl - A white jewel.
Translucent Rock - Translucent gems are embedded in this rock.
Vile Elixir - This potion instantly restores some HP and MP.
Painite - A black jewel.
Peridot - A green jewel.

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