
Mission Name
|
5-2 - Desires of Emptiness
|
Locations
|
Pso'Xja, Promyvion-Vazhl
|
Level Cap
|
uncapped NM in Pso'Xja, 50 cap
for Vazhl
|
Estimated Time
|
4-6 hours.
Long long long. |
Special Items:
|
Anima still
works on the bosses
|
Difficulty:
|
Medium.
|
Medicines Needed:
|
Normal BC
meds. Mages should bring echo drops for the climb.
NINs and RNGs bring more tools and arrows than they think they should
need.
|
Recomended Jobs:
|
Any party
that could beat an early promyvion will be fine.
|
Brief synopsis:
|
Defeat a
regening NM to gain access to Promyvion
– Vazhl.
Once inside, defeat Memory Receptacles to progress up and check Memory
Fluxs for minibosses.
At the top fight all three Promyvion bosses, one after
another. |
I’m not well in the head somewhere, and Promyvion
– Vazhl
sort of proves it. While everyone else hated the first three
Promyvions, I got
used to taking people through with my BLM and SMN and got pretty good
at them.
So when Vazhl rolled around I took it as the ultimate challenge, where
everyone
else in my static probably took it as the ultimate annoyance.
It’s an endurance mission, but thankfully if you
do need to
stop it has built-in save points of sorts.
If you want to use anima (I recommend at least
two) buy them off the auction house or farm
them in Dem, Holla, or Mea beforehand.
Farming:



- Obtained: various empty inside of Promyvion. Can be bought off
the auction house or farmed. I recomend going back to the original
three promies for these.
- Number recomended: at least two
- Optional or mandatory: optional, but makes things so much easier
- Use: used to obtain anima in the Jeuno quest Empty Memories
- Notes: yeah, more anima. Stock up on as much as you have the
endurance to farm.
Pso’Xja Tower #3

Technically this is a part of mission 5-1, but since you need your
party I am including it in this section. Prom Vazhl is accessed by yet
another tower
of Pso’Xja.
This time it’s the tower in the far northwest. The tower is uncapped.
If you
follow the path forward for a short distance you will find a stone
door.
Checking it spawns a NM golem with 100/tic regen. Any party capable of
completing Promyvion-Vazhl will totally destroy this thing, even more
so
because you are not level capped at this point.

Once you beat the golem sneak up and head down the
elevator. Check the gate for two lengthy cutscenes, and then you will
be tossed
into Promyvion – Vazhl.
Cutscene:
Zone
|
NPC name
|
Location
|
Other
|
Pso'Xja
|
Avatar Gate
|
(G-7)
|
|
Promyvion-Vazhl
|
|
(zone in) |
Immediately after first cutscene
|
The Fourth Promyvion

Vazhl is brown. Very brown. The others were nice teal
colors, but this one is all faded and brown. Yeah, okay, you get it.
But you’ll
be here for a while so you’ll notice the browness too.
If you remember your experiences with the other three
Promyvions, that knowledge will be useful here time and time again.
Vazhl is
like all the other Proms rolled into one. This time it is five levels
high
instead of four. All of the monsters here are tougher so you really
don’t want
to be fighting more than one. In the previous proms, empty could be any
of the 6 elemental elements. In Vazhl they can be light or dark too.
The Memory Receptacle fights are also harder. Also, on
levels three, four, and five, you have to search out Memory Fluxs for
mandatory
minibosses before proceeding.

The MR fight on floor one isn’t too bad, but they get harder
quickly. You may notice that this Stray is actually a Seether-type
enemy!. In the previous
Proms all Strays were Wanderer-type enemies. MRs can infrequently spawn
Weeper-type strays on floor 3 and Seether-type on floor 4. They’re
slightly harder then normal
Strays, but not by much.
The MR fight can wear you down quickly as it has a lot of HP
and spawns Strays MUCH faster than in previons promyvions.. Our party
had the ranger attack Strays since he
could kill them in one or two hits while everyone else focused totally
on the
MR. Or you could have the one player focus entirely on the MR while the
rest mow down strays. Whatever you need to do to survive. The MR won't
regenerate hit points when unclaimed. And yes, there is the possibility
of getting a fake
here, even on floor one.

On floor two there is something nicknamed “the gauntlet.” It is a
narrow
section of path covered with arches and choke full of enemies,
including
Seethers and the unique hard mobs from the previous Promyvions (all
three of
them are here). I’ve heard strategies that involve Stoneskin, Blink,
and
running full tilt through, but it’s really not necessary. Our party
hugged the
right side and fought anything that aggroed one at a time, and made it
through
with no deaths and only two fights. Or you could get very lucky and
have all the enemies be on one side, and make it through unharmed.
All of the MRs on floor 2 are past the gauntlet. Defeat the second MR
and get up to floor three.
Memory Fluxes and Previous Promyvion
Bosses

Observant adventurers may have seen these Memory Flux things
in the previous Promyvions, but they didn’t do anything there. Here,
however,
they spawn nasty NMs that you need to beat. Buff up and kill any empty
that are
too close for comfort, then have your tank hit it.

The one on floor three is called a Propagator, on four a
Solicitor (yes, he calls you on the phone and
interrupts your dinner trying to sell dictionaries!) and the fifth one
is a Ponderer. Hmm. But don’t let
the
names fool you. They fight just like the bosses of the previous
Promyvions. Propagator
is Dem. It won't do that normal "spawn some strays" thing Dem does
unless you're really unlucky. It is possible he can spawn one stray
(probably more if the battle goes on long enough). Even so, he’ll go
down easy, and any spawned strays will be defeated when he does.

Solicitor is Mea, and it has Impalement, that really nasty one-target
massive
damage move that Mea has, as well as the damage AoE and the poison AoE.
Mages should keep their distance.

Ponderer is Holla, and he’ll
drain your buffs and sleep you and drain your health and all that nasty
stuff, so be prepared for a hard fight on floor 5.
They’re not nearly as hard as they were in the Dem Holla Mea BCs, but
they DO
put up a decent fight so treat them like any normal NMs. Obviously you
want to
save your 2-hours for the BC fight ahead. Keep your mages away from
them but
not close to the other empty. If you wipe, it will heal to full health
then
despawn.
When you kill each one of them, check the Memory Flux again
for a cutscene. Then heal up and search out the next Memory Receptacle.
The
good thing about Promyvion – Vazhl is that each time you get the
cutscene,
you’re given the option to warp to that Memory Flux from the gate in
Pso’Xja.
So if you beat a Flux and need to quit, you can resume there later
without
mucking around fighting MRs to go up.
The Spire of Vazhl

If you don’t defeat all three Memory Flux NMs and get the
cutscenes at those areas, if you find the Spire there will not be a
bridge that
leads to the Web of Recollections. Don’t ask how I know that. I just
do. So be
sure to fight those Fluxes.

Apparently SE couldn’t be bothered to add any new enemies to
Promyvion – Vazhl, so they just stole the previous Promyvion bosses and
gave
them new names. You don’t have to fight them all at once like the
Mammets. You pick which you want to fight first, and an additional mobs
aggro when the
previous is at about 20% health. None of
them are as strong as they were before, or even the minibosses outside,
but the
problem is that at 20% health all of these mobs get mean. So you have
to deal
with a berserking NM and
another fresh one at the same time.
My party
designed someone to handle the linking
mobs. Our RDM used bind and an anima to slow down Dem, and our RNG used
shadowbind and another anima to stop Holla. This tactic bought us
enough time
to kill the wounded NM so we could focus on the next one.
None of the NMs aggro at the beginning of the fight so you actually
choose the order of this battle. If you attack Mea (Cumulator) first, than
Dem (Procreator) will
aggro second, and Holla (Agonizer) last. If you attack Holla
first, Mea
aggros second, then Dem. Attacking Dem first gets you Holla
second and Mea last. I recomend the Mea -> Dem -> Holla order.
Mea is the most likely to kill someone outright with Impalement so if
you see you're losing you can escape without using too many resources,
and Holla is always the hardest so knowing you can go all-out with
whatever you have left is a good thing.
Some of their more deadly moves, in case you forgot
Move
|
Enemy
|
i.e.
|
Effect |
| Carousal |
Cumulator
|
Mea
|
AoE damage (center of AoE is
the Boss itself) |
| Impalement |
Cumulator |
Mea
|
Does tremendous damage to one
target but does not kill. Hate reset.
Similar to a tonberry's Throat Stab. |
| Promyvion Brume |
Cumulator |
Mea
|
AoE 12 damage/tic poison |
Fission
|
Procreator
|
Dem
|
Spawns 1 or 2 Stray-type enemies |
| Trinary Tap |
Agonizer
|
Holla
|
Drains 3 buffs off of one
target |
| Shadow Spread |
Agonizer |
Holla
|
AoE Curse and Sleep status
effects |
Trinary Absobsion
|
Agonizer |
Holla
|
Drains life from one target.
Used at low HP |
Strategy tips:
- As with all empty, their elements are random. Make sure to not
the
element of the bosses as so not to cast spells that will be ineffective.
- The order of the mobs is fixed once you attack one of them, so
wait
for the other two mobs to aggro automatically.
- When at 20%, the next mob in the line will attack you. Delay this
mob
with anima and/or bind/shadowbind until you finish off the weakened mob.
- Any additional anima you have can be used to slow down a mob
that's
doing a lot of damage, or make it defenseless if you want to launch a
powerful strike.
- Watch out of Mea's Impalement early. If Mea kills the tank, it's
probably easier to run away and try again.
- Any strays Dem spawns will die when Dem dies, so just finish off
Dem
to get rid of the strays.
- Holla is still the strongest. Save resouces (2-hours, MP, etc)
for
finishing it quicky. Cast "dummy" buffs and use poison potions if you
brought any.
BCNM-Specific Items



- Use them as you did in the previous promyvions
Really, by now
you should be used to how these guys fight. Save a SMN AoE 2-hour for
Holla but
feel free to use the others on either of the first two mobs to finish
them off
quickly. When you beat them, you'll get a cutscene and be returned to
the glacier.
Exp reward for completion: 1500
(next mission)
(back to the main page)