Seiryu

Bio:

Spawned using a Gem of the East and a Springstone
Spawns with added effect of wind damage on attacks. Throwing a Zephyr and making contact with Seiryu dispels the added effect.
Job: Monk/Black Mage
Will use 2 hour ability Hundred Fists.
Has regain effect.
Strong against: Wind, Fire
Weak to: Ice

♦ Job Abilities

  • Hundred Fists - Allows user to attack continuously for 45 seconds.
  • Wind Wall - Evasion boost effect. Dispel-able.
  • Dispelling Wind - AoE that will dispel 3 buffs. Ignores shadows.
  • Radiant Breath - Light-based cone breath attack, inflicts slow and silence.

♦ Spells

  • Aero IV - Single target wind damage. Takes 1 shadow.
  • Aeroga III - AoE wind damage. Wipes shadows and does damage.
  • Choke - Single target wind based damage over time, vitality down. Takes 1 shadow.
  • Tornado - Single target wind damage. Takes 1 shadow.

♦ Drops

♦ Strategy

All melee should use Thief as their subjob if possible. Black Mages, please allow melee to SATA a few weapon skills onto our Paladins at the start before nuking Seiryu, start slow. Black Mages should turn off filters and be mindful to stun the Aeroga III castings. It is not necessary to stun single target spells as our Paladins will be sub Ninja. Paladins will be traded pop sets to pop Seiryu, and will do so after being given buffs. A Paladin will stand on the front and back side of Seiryu in order to allow the melee to SATA back and forth between the tanks. This will not only allow the melee more spike damage, but it will also allow us to keep hate on the tanks and prevent as many deaths as possible. The reason a Ninja subjob will be rendered pretty much useless here is due to the fact that weapon skills will be SATA'ed onto the tanks to prevent hate on the melee, but also because Seiryu's moves that may possibly hit a melee are AoE and will wipe shadows and do damage. While engaged, melee should position themselves on the sides of Seiryu instead of the front or back, so they are not hit by breath attacks. He will turn back and forth with hate changing on the tanks, so the sides are the safest places for melee to be. When we have extra melee that will not fit in the main alliance, Samurai will initiate the fight, SATA weapon skill onto the tanks, then drop party to meditate TP again. If you are a party leader of a melee party, please be aware of who is flagged up around you, and rotate melee in and out when they have TP. After the Samurai have used TP and dropped from their respective parties, the Thieves should be invited to Feint and SATA weapon skills onto the tanks, then drop PT again for heavy melee to re-enter the parties. As well at this point if we have Rangers, we should be inviting them to use Unlimited Shot and throw a Zephyr at Seiryu to dispel his added effect of wind damage first, then use their TP, then drop party again for other spare melee with TP or Samurai who have meditated TP. After that, any melee with TP can be invited in. Thieves can be re-invited for added SATA damage if TP is down. Seiryu will use Hundred Fists as a 2 hour job ability, which will allow him to continuously attack with incredible speed for 45 seconds. At this point all of our melee should back off and stop attacking immediately. RNGs will Shadowbind and mages should cast bind/gravity as well. Melee should not re-engage Seiryu until Hundred Fists has worn off. After Hundred Fists wears off, all melee can move back into range to finish Seiryu. Thief/Thieves should be in main alliance past 10% to ensure Treasure Hunter on the enemy.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License