Wola!
aquí tenéis una guía completa del las 3 primeras promyvion.
Esta en inglés si no entendéis alguna cosilla contactarme en el juego y os lo traduzco!
How do I get to Promyvion?
Short form of the Emptiness access quests:
* 0) You must have Chains of Promathia purchased and installed. Remember to register the Content ID.
* 1) Visit Lower Delkfutt Tower. Cutscene as you zone in.
* 2) Visit Upper Jeuno. Cutscene as you zone in.
* 3) Go to the Upper Jeuno infirmary (on the map), talk to Monberaux. It's his infirmary. Cutscene.
* 4) Go to Ru'Lude Gardens and head into the palace. Proceed left around the main stairwell, go through the door. You'll have entered the guard room. Talk to Pherimociel for the last cutscene you need.
* 5) Go visit a Shattered Telepoint. Each of the three main crags has one. If this is your first visit, or if your memory is erased, you'll be prompted twice before entry.
* 6) You'll spawn in the Hall of Transference. If this is your first time in, talk to the Large Apparatus. If you have been in this Promyvion before, you can walk up to the Cermet Door and talk to it for entry.
What should I know about this zone?
General details about the Emptiness:
* You're going through this stuff because it's the only way to access the Tavnazian Archipelago. If you ever want to get to that part of the world, this is the way. It's CoP's version of the Kazham Key quest.
* Promyvion is level capped at 30.
* Experience will be earned here. If you are at or below level 30, you will earn experience as you normally would. If you are above level 30, your experience is reduced. All XP earned is applied to your main class. All deaths received carry a Lv30 penalty (456 after returning to your Home Point). The EXP penalty does not apply while inside the BC.
* Experience earned in a level-capped zone is either...
Formula 1) You earn the xp you'd get if your class were at its full level.
Formula 2) You earn 1/2 the xp of your capped job.
... whichever is greater. If you're on a lv31 main capped down to 30, you'll get lots of xp and can do xp chains. If you're on a 60 main capped down to 30, you'll get 1/2 the xp a lv30 would earn, and you can't do xp chains.
* Promy zones are keyed upon entry; if you've gone into Dem you can skip the entry cutscenes by talking to the Cermet Door in Dem. Conversely you can't warp directly to Mea and enter the crystal there. You'll receive no message explaining your inability to enter. If you want to leave the Promy you're working on and go elsewhere, use the Large Apparatus on your way out. The Apparatus will erase your memory, allowing you to enter any Promy zone.
* After a Recent update, it is no longer necessary to erase the memory of a prior Promyvion at the specific crag. You will instead get a brief message when attempting to enter another Shattered Telepoint, asking if you wish to seal the memory of the other Promyvion. From there, you can enter as normal.
* After defeating a Promyvion area you can freely enter that area through the Cermet Door at any time, whether or not you have erased your memories from another Promyvion area.
* Erasing your memory does not remove drops acquired, experience earned, or key items obtained. It is only there to untie you from a given Promy zone.
* Enemies in Promyvion are called `the Empty`. There are several classes, detailed below.
* Each Promyvion has four floors of enemies.
1st: Easy Prey to Decent Challenge
2nd: Even Match to Tough
3rd: Very Tough to Incredibly Tough
4th: Incredibly Tough++
* To go up a floor, you must find and defeat a Memory Receptacle. MRs show up on Wide Scan. MRs always appear on platforms and the platform locations are fixed (thus memorizable/mappable). When you beat an MR, if you're fortunate, a portal to the next level will appear. Some MRs will not generate portals. More MR details are found below.
* MR Portals last for three minutes. Do not panic and rush the Portal, lest you leave someone behind. Make sure you take the time needed to clear any residual Strays before ascending to the next level.
* If you need to go down a level, search for a platform that has a live portal, but no MR sitting on it. That will be the portal down. Try not to get separated from your group!
* The fourth floor has no MR; instead, you must find and enter the Spire. The Spire is a tower-like structure and has an archway that you zone through. Reaching it can be highly entertaining.
* The Spire is an empty room with a door at the end. The level-cap is removed inside the Spire. The door acts like a Burning Circle; talking to it lets your party enter for a BCNM battle against the Spire's boss. The level-cap is re-applied when the battle begins and all non-food buffs will be removed.
* Enemies drop several types of items, but the most important are the Recollections. These Rare/EX items can be synthed into special animas by Harith (found in Ru'Lude in the building past Maat). Farm recollections and make the special animas before the boss fight. Farming these should be mandatory! See the appropriate section below for more information.
* Boss fights are single-party only. If you went up with a partial alliance someone is going to sit out during the fight. This can be good or bad...
* If you are defeated by the boss, you are ejected back to the Spire after three minutes is up. If someone's there, they can Raise you. If you win, your party is teleported back outside the Shattered Telepoint (or to Lufaise Meadows after you've completed your third Promyvion). If someone is left behind in the Spire, the only way to retrieve them is to go UP. (It pays to bring an Instant Warp scroll.)
* The Memory Flux gates are not used during the original Promyvion runs. I am told they come into play while doing Promyvion-Vahzl, a later CoP mission, which is outside the scope of this document. Don't worry about them.
What enemies will I encounter?
* Each Promyvion zone has three regular enemies, plus an additional crag-specific beast. Do not bother with Sneak or Invisible, as all of the mobs are active on True Sight. It is possible, therefore, to walk behind them on the lower levels. The mobs on the higher levels are also active on True Sound. The best bet is to give them their right of way.
* Empty monsters do link when pulled, but only with other members of the same type. For example, if your puller shoots into a crowd of two Wanderers and two Weepers, and hits one of the Wanderers, only the other Wanderer will link in. It is unclear whether sound or some other Empty-specific detection mode causes the link, but it does have a fairly small radius.
* The crag-specific enemies are important, as the NM in each crag is based off that class, as is the boss waiting in the Spire. If you want to learn how to fight the boss, spend some time fighting the crag-specific enemy - the boss typically gets one extra special attack. Not that it matters; you should be slamming it with Hysteroanima instead of eating its special attacks.
Normal Enemies:
* Wanderer: Floating wisps of memory; these are the most common creature and are sometimes found in packs.
Special Attacks
Aura of Persistance - Defense boost.
Mirage - Evasion boost.
Vanity Drive - Single target damage attack.
Empty Beleaguer - AOE damage attack.
* Weeper: These look like dinosaurs; specifically, like a tiny stegosaurus. Quite common and often found near Wanderers.
Special Attacks
Hexagon Belt - Defense boost.
Empty Cutter - Single target damage attack.
Vacuous Oscillation - Damage attack + poison, one target.
Auroral Drape - AOE Silence + Blind.
Empty Kiss - Damage (target unknown), Poison + Disease.
Memory of <Element> - AOE Elemental damage based on the Weeper's core; be careful fighting a green Weeper on Windsday, etc. I've seen this spammed fairly hard before.
* Seether: Walking eyeballs. Less common but still appear from time to time. Most parties refuse to fight these.
Special Attacks
Occultation - Utsusemi-like skill, unsure of total # of shadows.
Vanity Strike - Single target damage attack.
Empty Crush - Single target high damage attack.
Lamentation - AOE damage attack.
Wanion - AOE Transferrance; any debuffs stacked on the Seether are pushed to your party.
Crag-specific enemies:
* Gorger (Dem): Large ticks, fat and lumbering. Possibly badly made copies of Konschat's sheep.
Special Attacks
Stygian Flatus - AOE Paralyze.
Quadratic Continuum - Single target damage attack.
Promyvion Barrier - Defense boost.
* Craver (Mea): Sort of an obscene Daddy Longlegs, looks kind of like a skull-less, rib-less dhamel skeleton. They stand straight and tall; the central leg is a whip-like tail. These can be a pain to fight.
Special Attacks
Material Fend - Evasion boost.
Brain Spike - Single target damage attack.
Empty Thrash - Single target high damage attack.
Murk - AOE Slow + Gravity.
Promyvion Brume - AOE damage + poison + hate reset.
* Thinker (Holla): Sort of reminds me of the living trees in Jugner, but more squat in appearance. Two clearly defined eyes.
Special Attacks
Winds of Promyvion - Erase.
Stygian Vapor - AOE Plague (sets TP to 0, stops TP growth).
Trinary Absorption - Drain, one target.
Uses Binary tap - It can absorb 2 of your buffs, like protect II and shell.
Notorious Monsters:
* On 12/9/2004 NMs were added to the Promyvion zones. The NMs always appear on the third floor of the zone. The NMs can range and have no predefined area or movement pattern.
* The NMs drop a rare/ex Remnant keyed to their type, and may also drop Memospheres for that crag. See the relevant sections below.
* The NMs are hard, but can be beaten by a party of six; alliances should worry only about the AOE skills. Animas cannot be used against the NMs. My Promy strike-team was able to take the Coveter and the Cerebrator in the same evening. The fights are hard; there isn't much difference between the NM and the boss, save for a single skill and the boss having a few more HP. NMs are significantly harder than their crag-specific counterparts.
* Satiator (Dem) (Gorger type)
* Drops: Remnant of a Satiator, Beryl Memosphere
Special Attacks
Promyvion Barrier - Defense boost.
Vanity Drive - Single target damage attack.
Quadratic Continuum - Single target damage attack.
* Coveter (Mea) (Craver type)
* HP: ~3,600 (thanks, Prim)
* Drops: Remnant of a Coveter, Indigo Memosphere
Special Attacks
Material Fend - Evasion boost.
Brain Spike - Single target damage attack.
Empty Thrash - Single target high damage attack.
Murk - AOE Slow + Gravity.
Promyvion Brume - AOE damage + poison + hate reset.
Impalement - Single target huge damage attack. Damage can vary. I've seen it hit for 100, I've also seen 500. Throat-stab type?
* Cerebrator (Holla) (Thinker type)
* Drops: Remnant of a Cerebrator, Teal Memosphere
Special Attacks
Spirit Tap - Steals 1 status effect from one target.
Binary Tap - Steals 2 status effects from one target.
Trinary Tap - Steals 3 status effects from one target.
Spirit Absorption - Single target Drain.
Binary Absorption - Single target Drain.
Empty Cutter - Single target damage attack.
Negative Whirl - AOE damage attack.
Stygian Vapor - AOE Plague + hate reset.
Winds of Promyvion - Erase.
* Utsusemi doesn't do a thing versus these attacks, as the enemy steals your shadows for itself.
Enemy core-types:
* Pay attention to the core of the Empty; by noting the color, you can tell what its elemental properties are—and from that, you'll know what weakness it has. The excellent photos below are from Prim:
How do I reach the Spire?
* To reach the Spire you must locate and fight Memory Receptacles (or "MRs"). MRs are large glowing balls that sit on the various platforms found in Promyvion. An MR will have a number of Strays surrounding it. Strays look like Wanderers and appear as a clustered group.
* When you arrive at an MR it will not attack, though its Strays will aggro. The MR remains inactive until engaged. Clear the Strays first, then set a camp to do battle from.
* MRs fight using two techniques. First, they'll spawn Strays throughout the fight. You can see this happen when the MR goes up into the air. Second, the MR has an attack called Empty Seed. This is a high range AOE damage skill with an incredible knockback effect. It's lots of fun to get slapped by.
Best practices:
* If you are a damage dealer, get on the platform with the MR. Set your back to one of the four pillars on the platform. This will keep you in melee range and prevent the knockback effect from sending you flying. It will also keep you conveniently close to one another for Curaga spells. Empty Seed can also be blocked with Utsusemi.
* My recommendation is to have one attacker stand back with the healer. Let this attacker pull Strays as they're born and engage them solo. A Red Mage is completely capable of soloing every Stray created during the battle.
* Keep up the damage and the MR will fall. As soon as it dies, the main combat team must engage and defeat any remaining Strays. Once the platform area is clear, pray that a portal spawns to take you upstairs.
* If you are in an overstrength alliance, it pays to know that you don't have to call for help on a Receptacle fight. All available players may engage and kill the MR together.
* If you use a Reraise item, the effects will be wiped as soon as you zone from the 4th Floor. Furthermore, if you use Reraise again, once inside the BC, the effects will be wiped when you leave after the fight - so plan accordingly.
`Fake` Receptacles
* Sometimes you'll kill an MR and it won't give you a portal. You will have to kill a new MR to go upstairs. Sometimes they spawn on other platforms; sometimes one will respawn on the same platform you just fought. The rate of portal spawns is unknown, but is keyed only to beating the MR - not to a particular platform.
What kinds of drops can I expect, and what do they do?
* There are four types of drops that occur in Promyvion. Note that Rangers cannot Scavenge here.
Remnant of a Memory
* There are eight types, one for each element in the game. Alchemists are able to synth these into Elemental Animas, which are used in a variety of other tasks. The recipes for Elemental Anima are Alchemy Lv75~ and require the guild Key Item Anima Synthesis. Here's the breakdown for which types synth to which elements: