Call to Arms

Type: ISNM
Zone: Talacca Cove
Restrictions: 
          Level:60
          Members: 6
          Time: 30 minutes
Required Credits: 2000	
__TOC__
==Mobs==
Name	
Level	
Job	
Family
Imp Bandsman x 5			
Imp
==Treasure==
There are 6-7 slots for drops for this ISNM. I'll go over what drops in sections below:
1 Stat potion will drop
*Agility Potion 
*Vitality Potion
*Strength Potion
*Dexterity Potion 
1 Scroll will drop for either BLM, SMN, or BRD; or repair kit for PUP
*Scroll of Aero IV 
*Scroll of Carnage Elegy 
*Scroll of Maiden's Virelai
*Scroll of Flare 
*Scroll of Flood 
*Scroll of Tornado 
*Dark Spirit Pact 
*Light Spirit Pact 
*Auto-Repair Kit II 
1 Synthesis Materials will, drop used in Alchemy
*Glass Sheet 
*Homunculus Nerves 
*Polyflan
1 Egg always drops.
*Chocobo Egg (Little Warm) 100% drop
1 Imp Wing 
*Imp Wing 
1 Ore will drop
*Platinum Ore 
*Darksteel Ore 
*Adaman Ore 
*Orichalcum Ore
THERE IS A CHANCE 1 OF THE FOLLOWING WILL LOAD AS A 7TH DROP.
*Templar Sabatons 
*Busker's Cape 
*Dominion Ring 
*Immortal's Earring
==Notes==
To win this fight, you must defeat every monster that appears during the ISNM.
You begin this fight against a single Imp Bandsman. He performs the standard Imp abilities
*Abrasive Tantra: AoE Amnesia
*Deafening Tantra: AoE Silence
*Tier II -ga Black Magic
*Blaze Spikes, which can kill a monk using Hundred Fists.
In addition, he will occasionally use the special move, Bugle Call. The effect is that one of 5 imps will appear in the back of the arena and begin to attack whoever is closest. 
The called imps have the same name, but are significantly weaker and will not call imps themselves. They can be slept and lullabied, but will wake up shortly afterward. 
It is recommended that when a new Imp is called, everyone switch to the new imp and defeat it quickly. A good strategy is to save TP when fighting the primary Imp, and then use it on the newly spawned Imp with less HP. Since imps move quickly, make sure you get it away from your healers with Provoke, so you don't waste time chasing multiple imps across the battlefield. Control the spawned imps quickly. They will coordinate their attacks, casting Tier II -ga spells and various sleep spells all at once.
Take care, because since all the names are the same, it can be confusing as to which imp was the first one. Once another imp spawns, you don't want to give the first Imp more TP to call additional imps.
For a safe setup, it is recommended to have 1 tank, and preferable to have 2. Paladin or Ninja makes little difference. Have 2 healers and fill the rest of the party with damage-dealing classes. A WHM is not necessary, 2 SMNs or RDMs can fill the need of the party quite well. 
Participants may consider bringing Poison Potions to counteract sleepga, but it is not critical to success.
category:ISNM