The Price is Right/Strategies

Category:Strategies
Solo
Very easy solo as 99NIN/49DNC in full 119 gear. I'm sure this can be soloed by most jobs using 117 RoE gear. Redenius- Valefor 2-20-15
---------------------------------------------------------------------------------------------------------------------------------------------------
Strategy:
Easy win with 5!!! Setup of Rng/Nin Brd/Whm Sam/Nin Rdm/Whm Pld/Nin
We won with 5 using a very basic strategy. Make sure Pld has holy waters 6 or so should do it. Have Pld pull King back to start and kite with his back to the wall to avoid larger ranged AOE. Rng stays out of AOE and keeps attacking WITHOUT using a WS. Rdm and Brd simply keep the Pld at max hp as often as possible to avoid a potential disaster. Brd had storm fife which was a huge help and kept ballads up on rdm and Pianissamo Marchx2 on Pld to help with shadow recasts. Sam stayed at entrance to tunnel and kills any weapon that is summoned. This is when Rng can come and dump TP to kill weapons faster. Once all weapons dead Sam goes and helps kill King. Important to keep shadows up with King's casting time getting faster. Important that when Cackle is used both Rdm and Brd spam Erase to remove negitive effects. We won with 9 mins remaining and a couple deaths when Rng and Brd got too close. I suggest even if time isn't any issue that Sam Brd and Rng use 2hr around %15 or so as Thunderous Shriek followed by -ga3 can be deadly. Again very easy but all players were very well geared. Great communication is key here. I say done with 5 because we lost our other rdm 1 minute into fight and never got him back for longer then 5 secs. Remember if the Pld dies so will your party and you won't have time to recover. Good luck!! 
Stratagy 0: 
Very very easy victory, BUT (!!!) People were excelent players, great gear, great reactions, had medicine and could adapt to new situations on their own. Ended with 1 accidental death, mages at 70% MP each and all members above 75%HP aswell as 10 min left.
Hint: Only tank is withing AoE range of King, rest stays out untill all weapons down,, otherwise mages run out of MP with healing.
NIN/war* MNK/nin BLU/nin RDM/whm BRD/whm WHM/rdm
*NIN dies easily with curse + -gaIII (in fact he was supposed to tank, but dies 2 min into the fight due to curse + -gaIII, so the MNK took over the tanking job ON HIS OWN as this situation was not planned.)
MNK/nin tanked. Used high evasion (+ 53eva) and max haste (25% black belt, hadiate, turban fumas) for shadows casting, aswell as COUNTERSTANCE. DD food and Holy water made fight a piece of cake. -gaIII doesn't do much since MNK HP is very high, even after curse.
NIN and BLU killed weapons. BLU helped with keeping stoneskin up on MNK. IMPORTANT: these two don't come close to the King, they stay out of AoE Range and kill weapons only, this saves MP that is needed for healing and buffing tank.
BRD: Haste + evasion song on tank. ballad on mages. attack + haste on NIN and BLU.
RDM: Haste on Tank, enfeebling magic.
WHM: Must imediately heal any status debuffs and cures aswell.
Strategy 1:
Kite him throughout the whole fight, when he summons a weapon kill it off asap.
Strategy 2:
Everyone should bring Holy Water and preferably Remedy Ointment too.
Pull him to the tunnel near entrance, that way you will have easier too see when the weapons are coming. When they arrive let the melees pull them away from the king and kill them off. 2-3 Weapon skills should be enough.
If you have a SMN that can use Diabolos Dream Shroud that will help greatly. As long as you have that active Cackle's Magic Defense Down won't have any effect on you. It can also be used to overwrite existing Magic Defense Down effect. The SMN will be mostly be using Earthen Ward and Dream Shroud in the fight, depending on the need of the party.
Experiences with strategy 2:
We did this assault with a party of MNK/NIN, BLU/NIN, WHM/SMN, SMN/WHM, BRD/WHM, and RDM/BLM. As mentioned in strategy 2 the SMN used Diabolos Dream Shroud to cut down on the damage down by the kings spells. The MNK/NIN tanked the king and when he summoned a weapon they were killed off. This was primarily the job of the BLU/NIN, the SMN aided significantly with Titan and the RDM aided as well with nukes. Our success was greatly influenced by the order in which he summoned the weapons and the speed at which he did it. His shields take more time than the other weapons to kill and as a result if he summoned them early we had a chance of ending up with two weapons active at once. His daggers were best fought with the BLU tanking them using Cocoon and Plasma Charge while spamming stun spells in between multi-hit spells like Frenetic Rip. We found that Frenetic Rip worked particularly well on all his summoned weapons. The Cursed Staves and Club gave us little trouble as they went down relatively quick to damage. The cursed axe however can really mess a party up because of the constant mighty strikes consequently if shadows go down at the wrong time it can kill a person relatively quickly. The only way to really deal with the axe is do your best to keep shadows up and Blue mage used stun spells on it to slow its attacks. The cursed shield is not very dangerous in itself but it does take some time to kill. Both times we have won this assault the shield was summoned last. The shields high defense was counteracted some by the use of Frightful Roar. Once again Frenetic rip did a good amount of damage compared to other spells used. After weapons were killed we switched entirely to fighting the king. Healers have to be very alert as he can do a lot of damage fast and if the tank goes down he can wreck havoc on the party. Be prepared to be very frustrated near the end of the fight as he starts to intimidate almost all attacks. When he got down below 8% or so I was getting 1 spell off for every 20 tries or so.
Strategy 3:
Party setup: pld/nin, sam/thf, rng/nin, whm/smn, smn/whm, brd/whm
All melee bring stack of Holy Water. This way, mage can concentrate on healing. This can mean the difference of the tank dieing due to curse + ThundergaIII in quick succession.
pld/nin was able to survive a curse + ~gaIII where a nin/war would not. King attacks slow enough for /nin to work.
sam/thf, med at begining and TA ws on pld for initial hate. when TA is up again, TA+ws on pld again. Use Seigan + Third Eye when fighting weapons.
Brd used march on melees and ballads on mages.
Rng fights from afar, no melee. This will avoid any damage from spells and from intimidation later in the fight.
SMN used Diabolos Dream Shroud & Earthen Ward throughout the fight.
Whm curaga's and Cure V helps a lot.
Pulled king into the starting room and start fighting him.
When weapons are summoned, sam and rng fight weapon in tunnel away from tank. This will spare the tank from any AoE from the summoned weapons. Meanwhile, tank continues fighting king in the small room.
Once the weapon is dead, sam and rng fight king again. Repeat above when another weapon is summoned.
Once intimidation begins, sam fights using ranged attack. Rng continues attacking from afar.
MP was fine. 3/3 with this setup.
Strategy 4: No SMN (or SMN without Diabolos)
There are really two primary things to remember when fighting King Goldemar:
* If your tank dies, you're probably going to lose. Even if you distract Goldemar long enough for your tank to recover, the loss of time may cost you the run.
* If Goldemar lands Curse or Magic Defense Down on your tank, it is very easy for Goldemar to kill your tank.
If your party does not include a SMN to protect your party with Dream Shroud, removing Curse and M.Def Down from your tank is a very important priority.
Dealing with Curse: Be certain that your tank has plenty of Holy Water to remove her own Curse status. Don't rely on that, though - once Goldemar lands Curse, your healer should start casting a Cure, and if possible someone else should be casting Cursna on your tank just in case your tank is Paralyzed or Terrorized. If your tank and healers are on their toes, you can respond fast enough to save the day even if Goldemar starts casting Thundaga III immediately after Curse.
Dealing with Magic Defense Down: This one is tricky. Since Cackle bestows three status ailments (Magic Defense Down, Magic Attack Down, and Magic Accuracy Down), chances are that an Erase is going to remove the wrong target. It'll take three to guarantee that M.Def Down is removed, and if you only have one caster with Erase, that's going to give Goldemar a WIDE opening to drop some 1-shot nastiness on your hapless defender. If you don't have SMN's Dream Shroud to defend against M.Def down, it's a good idea to bring at least two, but preferably three people with Erase. As soon as a Cackle occurs, all your Erasers should cast Erase as soon as possible. Keep an eye out for Gravity, which may suck up one of your Erases - still, even with Gravity, the odds are in your favor of nailing M.Def Down with three Erases. An alternative to bringing so many Erasers is to bring a tank with an amazing amount of HP. You can expect Thundaga III to do around 1500-1700 damage if the tank has Magic Defense Down, so if your tank has 1900 HP, you won't have to worry so much about it. Just keep your tank capped on HP at all times if they have M.Def Down on them!
My party consisted of PLD/NIN WHM/RDM BRD/WHM RDM/WHM RNG/NIN THF/NIN. We found that the PLD/NIN had no difficulty holding hate - especially since the melees would regularly move away to fight the floating weapons, giving the PLD/NIN plenty of time to build hate alone. Because of this, we found that the fights were smooth and uneventful as long as our tank was alive. Having a RNG around for when Goldemar's intimidation became strong was a very good thing - with a couple of Soul Voiced songs from the BRD, the RNG was able to eliminate 25%-30% of Goldemar's health in one string of heavy attacks.
Strategy 5:
We had setup of PLD/NIN RDM/WHM SMN/WHM WHM/BLM RNG/NIN RNG/NIN(me).
With this setup, our PLD wiped, and our whm disconnected twice and we won. 
It was really helpful to have rangers as DD as, as ranged attack cannot be intimidated, and we can do damage out of all AoE range. We had PLD kite it around the room while the rangers shot at it and mainly focused on killing the weapons first when he called upon them. SMN used Titan as Mountain Buster was very effective. Titan even took hate and tanked himself once in a while which helped. SMN also gave everyone magic def boost. Once all weapons were dead and the pld unweak, he just straight tanked it. Us rangers saved eagle eye shot and a barrage for the end(about 15-20%) when the battle gets tougher. We finished it off pretty quickly. 
When our PLD went down it was helpful to have rangers who can take hate with ranged attack and kite, shadowbindx2 helped a lot. SMN took hate with avatar once in a while as well. Basically everyone worked together to get through it. Remember to never give up even if your tank goes does, its still possible to win.
Strategy 6:
WAR/NIN, MNK/NIN, WHM/BLM, SCH/RDM, BRD/WHM, RDM/WHM.
With this set up, we got really unlucky at 5% and wiped and still manged to kill Goldemar without 2 hours in 7 mins.
The mnk tanked goldy while the war did some DD and took out the weapons when he called them, all the people with erase would spam on the mnk after cackle. 
We got unlucky at 5% and our mnk got cursed then thundaga3 as the war was dealing with the last weapon and was unable to get hate back while goldy kileld the backline. This resulted in a full wipe.
After raising up and unweaken we had 7 mins left, the sch took the club while the war and mnk went all out on goldy. We won with about 15 seconds left. Sixo 14:54, 4 July 2008 (UTC)
Strategy 7:
"Zerg" setup - 4 DD with heavy 2hrs (WAR, MNK, DRK, SAM), 1 SAM, 1 SMN
This setup is risky and is an "all or nothing" fight. You have to treat this fight as if you're fighting Tenzen or the Snowball from Chains of Promathia. All melee need to bring poison pots, food, remedies, reraisers, icarus wings and vile elixirs. While you can replace the SMN with another DD it's not recommended. It's better to have Dream Shroud on everyone so as if Goldemar casts -aga spells on you, the party won't completely wipe. It also helps to have curing even though everyone should have potions on hand.
*Have everyone buff up, cast reraise, Dream Shroud the party and have all melee except the SAM pop icarus wings. Fight in the beginning room to give you time for weapons to come out, and pop poison pots as puller brings in King Goldemar (he likes to use Sleep/Sleepga).
*Once Goldemar is in main room have all DD tight on him and blast him away with weaponskills, 2hrs and all abilities. SMN will focus on keeping HP up and paralyna when needed. Melees are expected to bring remedy to help out. Shortly after a minute Goldemar's HP should be around the 40% range. 
*SAM will save TP from attacks and Meditate around 30% health to build up to 200 TP. Once Goldemar hits 25-30%, 90% of all attacks/magic will be intimidated by him, slowing down the zerg process. SAM will shine during the last phase as weaponskills and ranged attacks aren't affected by his intimidation. This phase is the most dangerous; the intimidation will stop SMN from curing and stop melee from attacking. SAM will be the only job to hurry and finish off the rest of his HP as you will probably have 1-3 weapons beating on your party. 
*At 20% health SAM will Sekkanoki and WS/Skillchain(1) with 200 TP. Pop Icarus Wing, WS then unload 2hr. Hurry and pop 1st WS from 2hr to Skillchain(2) with last WS. Finally finish off Goldemar with another Skillchain(3). 
*Because it's a zerg method, you won't bother with the weapons he calls; just focus on Goldemar. You'll more than likely have 1-3 weapons on you while you take him down, and if you're unlucky enough, his Demonic Rod will be out curing whatever hard work you've put into the fight. Goldemar also likes to use Cackle right before using an -aga spell. If Dream Shroud isn't up the party will most likely wipe. Since you'll be taking down his HP really fast, the interval at which he calls his weapons will be very fast and you'll have to suffer a few Hellclaps stunning you and possibly stopping your precious seconds on your 2hrs.
*This setup isn't a 100% win, but might be something else to consider if regular party setups aren't working. It all depends on how much magic he'll be using and what weapons he calls out first.
Strategy 8:
"Meikyo Shisui Meltdown!" - SAM/WAR, SAM/WAR, SAM/WAR, WAR/SAM, BLU/THF, BRD/WHM, all using 2 Hour abilities.
Requirements: Poison Pots, Holy Water, Reraise Item, Icarus Wing (optional), Food for DD, The A-Team Theme Song.
Setup and Strategy (or lack thereof): 
*Have BRD Prot/Shell, and everyone use RR item or spell. 
*Samurai Meditate to at least 200 TP after Shikikoyo remaining DD who can't mediate their own TP. 
*Make sure Meditate recast is up. 
*Have everyone ready up at the edge of agro range. 
*Bard casts Barblizzara, Barparalyzra, then Soul Voice and Double Minuet. 
*BLU should cast Diamondhide and Diffusion Zephyr Mantle. 
*DD all pop poison pot, War and /War Berserk. 
*1st Samurai should use Warding Circle as Goldemar can be intimidated by Demon Killer.
*SAM and /SAM should Hasso
*Once buffs are active, press play on the A-Team Theme song, and the fight should go roughly like this:
The Fight:
*WAR 2 hours, Warcry, agros, and opens Darkness with Steel Cyclone, BLU closes with a SA > Vertical Cleave. (Bard should MB Carnage Elegy at this time)
*WAR and BLU can optionally pop icarus wings at this time (to have reserve TP to use during the Intimidation part of the fight.)
*BLU should spam DD spells from here out.
*1st Samurai 2x Self light chain (Sekkanoki > Yukki > Gekko > 2HR > Kasha > Meditate > Yukki > Gekko > Kasha)
*2nd and 3rd Samurai 2x Self light chain following the 1st Samurai, or as they see fit. (Skillchains will likely get interrupted but 12(18) back to back weapon skills should finish him off, and not get intimidated.)
*Samurai may have to Seigan/Third eye if SS/Blink wear off too quickly.
*If he is still standing at this point, WAR and BLU should have no problem firing off 1 or 2 more weapon skills.
Gekko may invoke silence on Goldemar (we didn't notice if it did or not, he died too quickly). War and /war can take turns doing Warcry when they see the buff wear off.
His weapons will likely still come down, bard should diaga and kite them away as best as possible (which lead to the death of our bard).
Cons: 1 bite at the apple, if you wipe, you very likely won't be able to recover. Effectively, you will have no healing. Someone's going to die during this one. 
Pros: Relies heavily on weapon skill/skillchain damage, so Intimidation will not prevent weapon skills from going off. Demon Killer has a chance to proc against Goldemar (we saw it proc at least once), and everyone will have it active. Fight is over before it has a chance to begin. Probably the most fun you've had doing assault. Good luck! --Webjester 22:40, 31 October 2008 (UTC) 
---------------------
Strategy 9: 
4 decent-to-well geared SAMs, 1 BRD, 1 SMN with Alexander. SAMs meditate 300% TP while SMN gives blink/stoneskin and rests MP. BRD uses Soul Voice (we chose double minuet), and gives songs to the SAMs. Everyone lines up in front of Goldemar ready to attack, and the SMN calls Alexander and uses perfect defense. One SAM vokes King Goldemar and pulls him into the tunnel. All SAMs Meikyo Shisui and go crazy on Goldemar. With luck, Goldemar will be dead before Perfect Defense wears off (it wore off a few seconds before his death for us, but it didn't matter). Took us approximately 30 seconds after Goldemar was engaged. 
 
---------------------
Destroyed by: NIN/WAR, SAM/THF, BLU/NIN, WHM/SCH, RDM/WHM, SCH/WHM
Bring Holy water and Poison pots. He will spam his curse move after 50%, I used 5 of the 6 Holy water during this time. NIN voked and pull King Goldemar (aka "Bob Barker") to the hall back enough so we could see weapons coming. SAM TA'd NIN for initial hate control then continued to fight until weapon comes. SAM and BLU switch to weapons as they come in killing them as fast as possible w/ BLU multi hit attacks and weapon skills from both. Fight was rather simple compaired to other 4 FL fights and went very smooth. During end of fight "Bob" will intimidate you alot, don't panic and it is an easy win. 
-----------------------
After reading up on this and being told nightmare stories about this particular assault by friends, I have to say: this assault was a joke.
Did this the other night w/the following setup: NIN/war (galka), SAM/thf (elvaan), BLU/nin (elvaan), SMN/whm (hume), RDM/whm (elvaan), WHM/sch (taru - myself). This setup completely owned the King G.
Strategy was as follows:
All melee + SMN bring their own holy water, 1 stack should be plenty depending on how often King G uses his curse moves.
Enter, buff up, NIN pulls King G back to start area, SAM Trick Attacks a WS onto NIN for initial hate (NIN never lost hate from King G the entire fight).
Positioning is: [BLU, SAM], [WHM, RDM, SMN], [NIN, SAM, King G]
BLU sits in the tunnel behind the mages to wait for weapons as they are called down. When a weapon is called down, BLU intercepts and SAM joins to help kill.
SMN keeps Dream Shroud/Earthen Ward/Shinning Ruby up on NIN.
WHM and RDM do their standard job w/RDM focusing on keeping slow on King G.
NIN holds King G and both tanks/DDs the entire fight. With a basic evasion setup NIN got hit no more than 3-4 times total. NIN made sure to hold King G perpendicular to the mages to prevent us from being hit by frontal AoEs.
SAM is a floater, concentrating on DDing King G and then switching over to assist the BLU in taking down weapons that are called down.
When King G's para/curse move goes off, have the mages concentrate on removing para first so that they can cure as soon as those hit use their holy waters.
With this setup we managed to drop King G shortly after he called his second weapon down. Our poor BLU was bored out of his mind most of the fight. Total time was roughly 10-15 minutes and we had 0 deaths. Only "trouble" we ran into was on the first weapon called down (dagger). RDM and I managed to get hit w/2 Dire Whorls from the dagger and I pulled hate curing the BLU/SAM (It hit me for about 70-80 HP/hit). Otherwise fight went very smooth. SAM two houred at the end just because we were bored and wanted to finish the fight already. So long as the SMN keeps Dream Shroud up on the NIN, King G's spells won't do much more than 300 damage each.
Good Luck!
__________________________________________________________________________________________
* Setup 1/1 Nin/war/drk/rdm/whm/whm
* Setup 1/1 Pld/war/sam/sam/rdm/whm.
:: Pld(Soulessknight). Excalibur/Aegis.
:: Blm(Odomspa/Dece). AF2.
:: Sam(Yukisan/Tyrese) AF2. Osode/Hauby+1/Askar/hagan.
:: RDM(Odomsmom) AF2.
:: Whm(odomitria) Noble's set. @1300MP.
:: Drk (Ruiko) Stunner.
* Started fight with Pld flash. 
* Bio 3. Slow 2. Paralyze 2. Refresh. Phalanx 2. Barfira.
* Holy Potion x12. Antidote x12. remedy x12. Yag x5. Hi-potion 1~3 x10. Hi-ether 1~3 x 10.
* Carbonara/Pescora. Marrion Glace. Reraise item x 3.
* War voked the weapons and just stayed in the tunnel.
* Sam's/Drk took turns running back and forth.
* Dedicated healer was either Rdm or Whm for weapons.
* Pld/nin and Nin/drk(Our ninja always came /drk for all 1st lt) took king to start rock.
* 2 rocks are positioned perfect. one to fight at and one to heal at.
:: This is the perfect distance to not get intimidated.
* Very uneventful till weapons are dead. 
* Curse + Thundaga 3 dropped our pld/sam/sam setup combo 2 @30%. 
* Rdm tried to kite for 30sec. 
* Whm kited for 5min till unweakened then melee resumed.
* Slow and Steady. Kill off weapons first. Fragmentation + Rdm/blm MB.
----------------------
Won with WAR/NIN, SMN/WHM, WHM/SCH, RDM/WHM, DRG/WHM, MNK/NIN. No Deaths, 5 minutes to spare.
WAR held Goldemar in entrance room with SMN and WHM support. DRG and MNK duoed weapons as they were called down with DRG doing emergency healing. RDM passed between two groups as needed. Mages supporting the WAR stayed out of AoE range and everyone tried to face away from Goldemar to avoid gaze attacks. When weapons were done, DRG joined in on melee periodically while MNK stood by to avoid feeding TP, remaining ready as backup tank if needed. Spinning Dive and Dream Shroud were very effective BP's, the Avatar could share hate with the tank and avoid being terrorized.
Holy Waters, HP and MP meds used as needed. Mighty Strikes used to hold hate on WAR and Benediction used at the end of fight to counter AoE damage from Goldemar.
--------------------------------------
Best Strategy yet!! Nothing on here worked for us.
So we did it this way and won in 45sec.-1 min.
Party set up:MNK/WAR x2, SAM/WAR x2, DRG/WAR, and RDM/WHM. All excellent players with great gear.
Used food, meds, and poison pots only.
Fight was strait forward all go in and buff. All melee 2hr. and run buffs as you run in to boss and zerg dont hold back at all! Don't worry about skillchains. Boss wont live long enough. If weapon is summoned then have RDM kite it till u can kill boss. That's all there was to the fight. Everyone makes it out to be way harder then it really is. So Good Luck!
--------------------------------------
Soloable as RDM99/WHM49
* Full buffs, Temper, Blaze Spikes (or Ice Spikes since King Goldemar is not immune to Paralyze). I started casting on him and my nukes were doing pitiful damage, so I decided to melee (try to use something blunt, if possible). I used my Baqil staff which hit for around 250-300 with crits around 500 and used Heavy Swing when I had TP. I cast Slow II, Poison II, Bio III (Dia III may have been better since I was meleeing), Addle, Blind II, and Paralyze II. Completely resisted Silence. Hits for around 100. I subbed WHM thinking I would need Cursna or Paralyna, but neither of those were needed (I had cast Barparalyze just in case). Whenever he calls a weapon, face away and spam nukes until the weapon is dead (took about 5 casts for me), then go back to King Goldemar. I needed to cast Erase once to get rid of Magic Attack Down, but it wasn't necessary since I had stopped nuking by this point. Thundrous Shriek got annoying towards the end of the fight, but it wasn't too much of a concern. Good luck!