
Here, I will discuss a strategy that involves a lowman strategy to take down Jailer of Justice. (Minimum of 4 players to execute)
This theory is based on my knowledge of game mechanics and I will go step by step to explain and prove the theory to be viable.
Abstract
Jailer of Justice is a Al'Tieu NM that is spawned by the Deed of Moderation(Ix'DRK) and Second Virtue(Jailer of Fortitude). Normally the strategy to down this NM requires an alliance of at least 8-12 players. This includes a tank party of 2 tanks, 2-3 support members, and a party of 6 BLM's. The idea behind this strategy is the fact that JoJ summons Qn'xzomits every 30 seconds. Tank jobs tank JoJ(and it sometimes Charms), and the BLM's kill the pets. When there is extra MP, BLM's will damage JoJ. If you are lucky to have several melees around, you can melee it down while the BLM's attends to the links.
However, there will be situations when this type of manpower is unavailable. In some cases, some players rather not join a large LS to gain a Justice Torque, waiting on long wait lists, and even abandoning a LS after a single piece of gear. Let's face it, many of the things that happen in FFXI are not very rewarding if done with a large number of people. Even more less amusing is boring kills of tedious NM's. In order to kill this NM, one important thing must be addressed: Pets. And we'll take advantage of the fact that they are a pack of 6, follow each other, and non-aggressive.
I will explain my method of pet lockdown in this article in several ways.
1. Mob AI
2. Charm
3. Shared Hate
4. Party Setup
5. Strategy
Topic 1: Mob AI: How do Mobs Link and Follow?
Before we venture into this theory, one important idea must be known. Jailer of Justice can only have 6 pets spawned at any one time. However, if one dies, a new one spawns. It is obvious that if Jailer of Justice does not charm or have pets, it would be easily soloed by a skilled RDM. So the first step: Keep JoJ pets at a stasis. But how will we do this? The only way we can do this is by holding all 6 pets based on the fact that the pets are on follow.
Mobs that “follow” each other have a very interesting AI and are distinctly different from mobs that simply link with each other. What do I mean? I’m saying that aggroing mobs that are on “follow” with each other are distinctly different than mobs that are simply in the same proximity that link. How can I prove this? Let me explain.
Let’s take a normal example of squid type mobs in sea. Your everyday Xzomits near the zone to Tavnazian Safehold has 3 baby Xzomits. This will be our initial model. One mommy Xzomit and 3 baby Xzomits.
Do they link?
Test #1: Aggro Mommy
If I happen to agro the Mommy Xzomit, I will get all three babies as well. Now the question is whether aggroing one of the babies will result in linking. It seems that the Xzomits link together in a “party”. However by the end of this article, you will realize that it’s not as simple as that.
Test #2: Aggro Last Baby
If you happen to agro the last baby Xzomit far enough from the pack, you will be able to “snipe” the baby and kill it. However, if Mom Xzomit wanders around and sees you killing her babies, she’ll come and try to kill you. Now you may think that this test is for naught now, but you see, we haven’t addressed all the babies yet.
Test#3: Aggroing Lead Baby only
If you tried to do this solo, this will be an extremely hard feat. Xzomits run at flee speed and it is very hard to claim the lead baby without claiming the mom as well. To do this effectively, you must have two players. To prevent Xzomits from depopping, I had to sacrifice my taru mule character Simozene. I casted Blind onto the Mom Xzomit on Simozene and let the pets and the mom kill him. I pulled the lead baby (on Keichan) from the pack during the 3 second period where the mob can not agro or choose a new target. I run far away from the pack.
This in itself proves nothing. However, the next step is critical. I reraise Simozene and he agros the Mommy Xzomit (with the remaining train). THE REST OF THE TRAIN DOES NOT ATTACK SIMOZENE DESPITE AGROING MOMMY XZOMIT! Meanwhile, Keichan is few squares away holding the lead Xzomit. This means that none of the Xzomits are actually aggressive. They are mearly mindless automations on /follow to the leader Baby Xzomit#1. If Baby Xzomit #1 does not agro the Mommy, the rest of the train does nothing.
Mommy<-Baby#1<-Baby#2<-Baby#3.
Baby#1 will always be an unrelenting follower to Mommy.
Baby#2 will link to ONLY Baby#1.
Baby#3 will link to ONLY Baby #2
Conclusion:
Baby#2 and Baby#3 will not attack players unless they link to Baby#1. They will also will not attack unless the babies. There is a possibility that dying and the “3 second agro reset” period may do something with the /follow mechanism of the mobs. However, it is irrefutable that this strategy works.
This type of strategy already exists. If you are not familiar with the 2 man Mother Globe strategy, the same concept holds true. If you use a RDM sacrifice to create that 3 second window where mobs can not link or agro, another RDM can easily pull the first slave to the south room. All the other slaves will be /following the main slave and Mother Globe will be all alone. The dead RDM will reraise and solo Mother Globe in the North room. I used to farm this NM daily with Terek when he was aiming to get Blood Cuisses.
If this strategy holds true, if JoJ has 6 pets out, the same thing would occur.
2. Charm
Originally, I developed this strategy for a duo. Unfortunately, even with a poison only strategy, this can not work because charm is particularly long lasting on this NM. Added on the fact that it is NOT a TP move (It has a dust storm animation so must be HP related) makes the minimum amount of players to do this to THREE.
3. Shared Hate
Shared Hate is a major concern to this NM. However, I speculate that shared hate is may be related to distance to mob. In Jailer of Fortitude, the Kh’Grahs are supposedly to have shared hate (or random hate?). However, even in this case, if the grahs are far enough, they will separate from the main mob.
This strategy will not work on mobs that are naturally aggressive. I do not expect this strategy to work on Xolotl since skeletons are naturally aggressive.
This strategy will not work on mobs that all follow the mommy mob. If they all follow the same mob, the mobs will appear that they “overlap” each other as in Vrtra or Experimental Lamia. They must make a very neat line such as Mother Globe or Jailer of Justice.
4. Party Setup
1. RDM/NIN
2. RDM/NIN
3. RDM/NIN
4. RDM/NIN
In the end, only 1 RDM will be tanking JoJ and 1 RDM will be tanking the baby. The other 2 RDM’s are used for Charm support as well as the initial blitz to 6 Babies.
5. The Strategy
The strategy involves one main RDM/NIN to tank JoJ. After each 30 second interval, a baby will pop and 1 RDM will claim and hold each individual. At around the 5th baby, it will be slightly hectic. Last 30 more seconds, and get the entire party to die. 6 Babies should be popped by the time the party dies.
One RDM will drop party and will hold JoJ to prevent a depop using Bio/Poison. Only 2 RR’s will be required.
After 3 of the RDM’s are unweakened, the holder RDM will attack JoJ one last time, leading to the “3 second agro delay”. 1 of the 3 RDM’s (solo party) will pull the #1 Baby and pull it far away so that the lead baby will not link to JoJ.
Finally, the remaining 2 RDM’s will tank and kill JoJ through Nuke/Tank. The sacing RDM can joy in the fray of tanking JoJ. The RDM holding the lead baby should remain in a solo party for the remainder of the battle (and tanking the baby). 3 RDM/NIN should easily kill JoJ through any sort of Charm incidents. The remaining 5 pets under theory, should not be aggressive.