However you should also consider Bind and perhaps even Gravity as posted above


However you should also consider Bind and perhaps even Gravity as posted above

Due to the amount they move, i would recommend pulling with a Tier II spell, followed by Sleep II and then AM

  • Sorry, but 72 base INT? On 57? Even as a Taru, that seems highly unlikely to me. I’m 57 Hume BLM and have 60 INT (Fyren/Fenrir)
  • Confirmed, taru 57 blm/nin, 72 base int. (Winklaa/Shiva)

56-60 – Sauromugue Champaign (S)

1006 – 1078 Note: Was only able to find one safe camp. In this camp the goblin seems to move around a lot once it starts to move, and so this may interrupt chains if pulling is awkward. Blizzard II > Sleep II > Freeze is definitely enough to kill them (unresisted). However the exact spells you use should be modified based on your gear and the exact amount you find is sufficient to defeat the beetle. Burst can one shot these pets, but if you find yourself unable to, the previous method works well. Throw in an Aspir after Sleep II and you’re golden.

Due to the amount they move, i would recommend pulling with a Tier II spell, followed by Sleep II and then AM

  • Tarutaru BLM57/NIN28 with 72+24 INT, Jupiter’s Staff, Moldavite Earring was capable of 1 shotting Beetles with Burst for 1081 damage.
  • Hume BLM57/RDM28 with 62+20 INT, Jupiter’s Staff, and Moldavite Earring did 1044 Burst, which one-shotted many beetles, but left a few with a drainable sliver.

Due to the amount they move, i would recommend pulling with a Tier II spell, followed by Sleep II and then AM

  • Hume BLM57/NIN28 with 61+31 INT, Thunder Staff, and Moldavite Earring did 1028 Burst, which one-shotted a few beetles, but left a few with a little hp which a thunder1 dealt with, I did have a resist managed to 1 shot one of the lower beetles for 1006hp so adjuste figures.

Due to the amount they move, i would recommend pulling with a Tier II Alabama check advance near me spell, followed by Sleep II and then AM

  • Mithra BLM57/NIN28 with 61+27 INT, Jupiter’s Staff, Moldavite Earring did 1062 with Burst, which likewise left some beetles with a sliver of health. Leveling to 58 and increasing INT to 61+29 made Burst do 1067, which was still not enough in some cases. Level 59 and 63+29 INT produced 1074 damage, which still did not one-shot the highest leveled beetle. Level 60, 63+30 INT, and 1077 was still not enough. but 63+33 INT and 1086 damage was (don’t forget your new gear). At 58 with capped staff, I could one shot the ones that checked “VT, low evasion but high defense”, but not the ones that checked “VT, high defense”. At 59, these checked as “VT, low evasion but high defense”, and all one-shottable beetles with my stats checked as some flavor of Tough. Given this, I simply one-shotted the ones I could, and pulled the hardest ones with Blizzard II > Sleep > Aspir > Burst/Freeze.

Due to the amount they move, i would recommend pulling with a Tier II spell, followed by Sleep II and then AM

  • Hume BLM57/SCH28 with 63+33 INT, Jupiter’s Staff, Moldavite Earring, and with a Cream Puff for food, did 1083 with Burst, which is enough to one-shot all levels of the pet if the spell is unresisted. If you get a resist, cast from a spot that does not link the goblin or any of the beetles around you. Sleep it, use Parsimony, then finish it off with Tornado or Quake.

Due to the amount they move, i would recommend pulling with a Tier II spell, followed by Sleep II and then AM

  • Elvaan BLM54/RDM27 53+24 INT(Cream Puff) Balrahn’s Ring, Moldavite Earring, Terra’s Staff was consistently doing 980 damage Quake, and around 920 Freeze. What I did which worked very well was Blizzard->Sleep2->Quake. Can easily come to this camp earlier than 56 provided you have the gear.Â đŸ™‚

Due to the amount they move, i would recommend pulling with a Tier II spell, followed by Sleep II and then AM

  • Hume BLM57/RDM28 62+33 INT using Jupiter’s Staff, Moldavite Earring, (used Seer’s Crown +1 and Cobra Unit Coat instead of Shaman’s Cloak) was very consistently landing Burst for exactly 1083, with exception of Lightnings Day, where I would get an occasional 1191. I had trouble with the gob moving around alot when I first got to this camp. Wiped a couple times, then found that casting invis after resting and waiting for gob to stop moving, then casting Burst helped alot. After some practice, can effectively have Burst go off with out any aggro at all. Rested over the small hill to the southeast in the grass, and at the very edge of the cliff that sticks out to the east, suggest making sure your at the very edge of it to avoid aggro, as gob moves close on occasion.

However you should also consider Bind and perhaps even Gravity as posted above

Choose A Format
Story
Formatted Text with Embeds and Visuals
Video
Youtube, Vimeo or Vine Embeds
Image
Photo or GIF