Veteran Survival Guide
Eureka BiS
Needless to say, BiS for Eureka would be the +2 Elemental Gear, with either Kirin's Osode, or Vermillion Cloak.
The fundamental difference between the Elemental Chest Armour and Kirin's Osode, would be the Secondary stats, as well as the haste on Kirin's Osode. Additionally, Kirin's Osode is at ilvl300, and as such Materia applied to it works in Eureka zones.
The same applies to the Vermillion Cloak, contrasted with the combination of the Elemental Chest Piece plus the Elemental Headgear. An additional difference is that by using the Vermillion Cloak, you will not be able to apply any headpiece glamours.
Balancing your additional magicite (alternative title, Elemental bonus details)
Elemental bonus is your most important stat in Eureka. It determines your base damage output as well as defensive capability.
Aside from leveling up, there are only three ways to increase your elemental bonus
Elemental Fairy
Magicite
Elemental Armor/Weapons (including the Kirin's Osode and Vermillion Cloak)
Elemental Fairy
The buff provided by the elemental fairy increases your total elemental bonus by 10% for an hour. This is multiplicative with your total elemental bonus from Magicite and Elemental Armor.
Magicite
Magicite only provides a bonus based on your "base" elemental bonus and is not influenced by your elemental armor.
Magicite provides a diminishing return in the increase for a single element as follows:
28% for the first magicite
52% (24% increase) for the second magicite
72% (20% increase) for the third magicite
88% (16% increase) for the fourth magicite
100% (12% bonus) for all five magicite in a slot
To simplify:
+100% elemental bonus from 5 offensive magia doubles your DPS (before factoring in buffs, armor, logos actions, etc)
+100% elemental bonus from 5 defensive magia halves your damage taken from all sources (before factoring in buffs, armor, logos actions, etc)
Typical recommendations:
Basic Solo/BA DPS/Healers/ST: 4-5 offensive magicite and 0 to 2 defensive magicite based on preference/risk tolerance
BA MT: 0 to 2 offensive magicite, 5 defensive magicite.
Advanced Solo (e.g. DEL Platebearer Reaper): 3-5 Offensive Magicite, 2 defensive Magicite
Elemental Armor
Elemental armor offers varying amounts of elemental bonus up to a total of +871 with physeos weapon and all +2 armor.
This is applied after the magicite bonus is calculated as an additive bonus. The actual benefit from +871 must be calculated as a fraction of the total elemental bonus. When using an offensive magicite configuration, it provides a +24.5% DPS increase with a 50% defensive increase (assuming no defensive magia).
When first gearing up, try to spend as many fragments as possible with the priority to buy being as follows:
Head*/Gloves/Feet
Legs
Weapon
Another set for each job you play
Chest piece**
*Casters and Healers do not need to buy the head piece as it comes with Vermillion Cloak
** If you've done BA enough to afford the Chest, you probably have enough for a Kirin/Vermillion which is BiS anyways
Elemental Bonus in Anemos/Pagos
As a consequence of each zone having a different level sync, the elemental bonus also syncs down. In addition, each zone has a different "Hard cap" for elemental bonus.
This provides some fun strategies for when you are farming Anemos and Pagos (such as when helping out newbies or farming relics):
In Anemos, full elemental +2 armor and weapon reach the elemental cap and Magicite will no longer provide a bonus. You can pull anything freely without worrying about spinning your magia board.
In Pagos, you can reach the hard cap for a given element with two magicite. This means that a perfect magia board will be 2 magia in offense and 2 magia in defense. (With six magicite, you can configure your magiaboard to have every other slot filled and maximize your elemental bonus.
Infographic Courtesy of the Eureka Addicts of Aether
Surviving Early Pulls in BA
Despite all best efforts, early pulls for bosses _do occur_ in BA for a variety of reason ranging from "Didn't realize they only had LB1" to "Auto-ran up to the boss". To avoid a trip to sprite island, you should always be prepared to react accordingly. To reduce the likelihood of an early end to your run, a few general rules are as follows:
Do not attack the boss unless you are going to start engaging.
Prior to an ET being called stay outside of the arena.
If an ET has not yet been called and you see the "[place name] will close in 15 seconds" message, check to see if the MT has picked up aggro.
If the MT has the boss, start the fight as planned.
If the MT is outside of the arena, follow them.
If an ET has been called, and you see the "[place name] will close in 15 seconds", just start the fight as normal. If you are a tank (MT/ST or otherwise), immediately provoke and tomahawk the boss and position as an MT to help keep the squishy DPS and healers alive.
If you are the one to early pull, try your best to leave the arena with everyone else to disengage or die near the entrance so that healers can consider giving you a sacrifice if your remembered doesn't proc.
Owain/Art Specific notes
If only one of the two twins has been pulled, they will hard enrage after 15 seconds.
As a result, if there has been no ET for Owain/Art when an early pull occurs, immediately leave the arena. Since you cannot know if the otherside is going in, it is safer to run away.
Bonus points if you can put the following in /shout:
/sh { Stop! } { Run away! } { Run away! } { Run away! }
Ozma
Unlike the other bosses in BA, once you hop down to the platforms, there's no retreating during an early pull.
Before you hop down
Do not hop down onto the platform until all platform assignments are ready.
If someone early pulls before the raid has hopped down, leave them to their fate.
After you hop down
Do not target Ozma until ET has been called
Do not target Ozma until ET-5
Do not press any buttons while targetting Ozma until ET (ET-1 for LB1 or ET-2 for LB2)
Do not run too close to Ozma as it will EP
If you are a healer, stand on the ring, not the platform to remain safe from autoattack aggro.
If you are a tank (ST, MT or otherwise), be prepared to use your highest aggro generating ability (shield lop, tomahawk, unmend, lightning shot), invuln, and provoke as soon as you see the "[room name] is closing in 15 seconds". Auto attacks come out very quick and will kill any non-tanks that are hit.
If all else fails, call retreat and survive until the first blackhole to escape without dying.
BA - Tank Responsibilities
See our Main Tank Guide for more information
Sub-Tank (Off Tank)
As an ST in BA, your main job is to deal damage by running Wisdom of the Martialist and some DPS or Utility logos actions.
Your second job is to be ready to peel mobs off of DPS and Healers when an MT dies, perceptor accidentally pulls a few mobs, etc. While mobs will likely kill an unprepared DPS/Healer, tanks still have access to the defensive cooldowns available (along with an inherent 20% damage reduction).
When you see a mob running to kill your healer, do the following:
Provoke the mob and turn on your stance.
Hit your big 30% damage reduction ability.
Hit the mob to hold enmity with your highest threat building skill available.
Turn your magia board to defensive (keeping this as a macro is very handy /magiadefensive).
Repeat 3 until MT grabs the mob or the mob is dead, rotate cooldowns as needed.
In addition, as a tank, it highly important that you be ready to become MT in an emergency situation.
The generally accepted "emergency tray" to have available as a tank is one that has "Wisdom Guardian" and"Cure L III". Wisdom of the Guardian will allow you to actually tank for the boss, while Cure L III serves as a way to self sustain the yourself and party (and generates very nice aggro)
BA - Tank Responsibilities (As not a Tank)
BA Veteran's Healer Guide
Bravery
Healing DEL
Sacrifice
Repose for Centaurs
BA - Healer Combat Sacrifice Timings
Ozma Combat Sacrifice
Teleport Sacrifice Cheese
One quirk of Doom is that if the effect expires during a loading screen it will not proc and kill you. To do this successfully you need to start the loading screen when doom reaches about 2 to 3 seconds.
There are two places that you can do this in BA:
The teleporter before AV.
After you have defeated Proto-Ozma you can jump into the void below and it will teleport you through a loading screen to the south platform alive and well.
BA - When to determine a "Tactical Retreat"
In BA, there are several points throughout the run where it is necessary to evaluate the feasibility of continuing.
General
General signs a run may need to disband include the following:
No MT
No Perceptors left prior to rooms
All healers dead
A majority of the raid dead after a boss (or boss attempt).
A large portion of the raid is KO'd.
Entrance
Fewer than 24 players is considered to be an undersized run. While BA has been cleared with as few as 8 players, to do so requires fully geared players with heavily optimized logos actions.
While only bosses 3 and 4 have a hard enrage, you do have to beat the duty timer that will kick you from BA when it expires. As such, it is highly advised that you pay attention to the number of players that have entered the instance (by navigating to the Adventurer menu and pressing the purple sword icon. Unfortunately, you have to count manually).
The go no go number for "normal PUG runs"
24+ is a normal run.
20-23 should be doable, but gear or logos actions will be needed to make up the loss in damage and rooms will require more coordination based on raid composition.
16-20 will probably not clear AV unless you have a lot of players with full elemental gear and good logos. Even then, it may become a frag run or end early.
Fewer than 16 is not advisable outside of a static.
Rooms
If you reach rooms and do not have enough tanks/platecense to handle rooms, you may have to disband the run.
Advanced: You can "Trigger support while returning" if you have 6 volunteers who will remain behind to trigger the support fate before returning. This can be accomplished by beginning your return cast as soon as the indicator in the center of the room makes the trigger sound effect.
AV/Ozma
For AV and Ozma, if the DPS has been severely lacking during the raid (such as seeing a large number of mechanics on Raiden), it may not be feasible to continue. AV and Ozma both have a hard enrage at 7:30 and 10:30 respectively. While it is perfectly acceptable to "give it your best shot" if you see many DPS players using Platebearer instead of a DPS wisdom, you will likely wipe to enrage on either of these.
In addition, Ozma has specific requirements per platform. If you cannot field a full party per platform, it will be very difficult to complete and may be worth retreating.
Ozma
While the platform requirements may make it inadvisable to continue, Ozma is the only boss with an "escape hatch" via it's blackhole ability.
As mentioned in the BA guide, blackhole returns you to Central Point in Hydatos (dead or alive) and if you were downed, you can be raised normally by anyone in the zone.
If you have enough players, but you are unsure about DPS, it is perfectly acceptable to "give Ozma a shot" and purposefully fail the blackhole mechanic if it looks like the run will hit enrage.
Typically, if Ozma's HP is more than 2-5% when the fifth blackhole is cast, you should call for a retreat and not stand on the blackhole buttons. Be sure to yell this multiple times (preparation of a macro is useful for this).
BA - Unlocking stone room solo, without fighting
Generally frowned upon in non-undersized PUG runs, this method allows you to utilise just 1 person for the Earth room, without the use of Reflect L. By forcing the room to not recognise that there is any player in the room, the door will unlock, allowing the player to exit and disengage, or for other players to enter and assist to kill the Earth mobs.
<insert infographic>
Disclaimer: This method for handling solo can result in you getting KO'd if you are not careful. It would be best to practice the climb prior to attempting the above
General Eureka Advanced Loadouts
Most of these loadouts can be used by anyone, at their own risk.
Important note When using these advanced loadouts and tactics, if you do not communicate their usage sufficiently, you may cause issues and it can garner a negative reputation among the community.
There are various advanced loadouts, but below are the more commonly seen. They are designed for those who know how Eureka and BA works, to make the overall run faster, or give extra breathing room for others to make mistakes.
Wisdom of the Indomitable (Tank)
Wisdom of the Indomitable is the high end tanking Wisdom. It can be useful for high end farming (such as farming obscure logograms), or pulling more mobs in BA.
In addition, to the improvement to Physical and Magical defense, Wisdom of the Indomitable grants you the stacking buff "Healthboost" which increases your Maximum HP and stacks up to 16 times.
Heathboost
Is granted whenever you take (or would have taken) damage equal to or greater than 50% of your current Maximum HP from a single source, such as a tank buster.
Damage to proc/refresh healthboost is calculated before mitigation is applied (e.g. If your max HP is 50k, and you would take a hit for exactly 25k, you will still gain the effect even if it is blocked or lowered by mitigation such as Rampart).
A full 16 stacks of health boost will give you about 300% extra HP.
Building and maintaining
For a comprehensive guide, Lolifox wrote the following guide on how to best build and maintain Indom both outside and inside BA.
Indom Changes with 6.4 Update
Patch 6.4 change indom from increasing your defense to becoming a 64% passive damage reduction. As health boost procs based on "raw unmitigated damage dealt", it is now significantly easier to proc healthboost.
This opens up a few new interesting possibilities for building stacks within BA
Can still easily (and safely) build off of Zebus/Crystal claws outside of BA.
Can refresh/build during Absolute Virtue by standing right next to any of the proximity markers (clones included).
Ozma orbs will refresh Indom.
Ozma sphere auto attacks will also refresh/build on low stacks.
Any level 65 mobs in BA (such as in the rooms) can be used like Zebus that multi-pull. Mobs will de-aggro if you run to either the end of Raiden's boss arena or just outside of AV's boss arena.
If wary about it, Remove armor and keep physeos weapons + accessories to reach 12 stacks (starting with 5 defensive magia -> moving to 2 or 0 once the stacks stop accumulating).
If confident (or have a shield healer), can be fully naked like with Zebu.
Any room mobs that aren't killed in the hallway before AV, do not despawn and can be used to refresh prior to Ozma (this does not work if you are party lead and need to call positions, talk to your party before attempting).
If you plan to refresh on mobs, please be sure to communicate your intentions otherwise you may surprise a newbie that heals/shields you could grab aggro and get bapped once you attempt to de-aggro the mobs. Whenever attempting this, it is best to say something such as the following macro:
/y { Wisdom of the Indomitable } { I'm getting ready now. } { Watch your aggro! } { Wait, please. }
Job Specific notes for Indom
All tanks behave similarly when using indom without healthboost stacks, if you expect to build and maintain healthboost with indom, this is information regarding which tanks are considered to be "the best" with indom.
Warrior
The most flexible Indom Tank.
Holmgang with a four minute cooldown has great flexibility when refreshing your Healthboost (either via traps or via Catastrophe L).
The easiest of the tanks to use when attempting to build stacks inside of BA from traps.
Thrill of battle is a 20% HP heal and will scale with Healthboost.
Advanced do not do without consulting your healers: Can use Double Edge L relatively safely while MTing.
Paladin
Great choice for Indom with lots of Group utility.
The only downside of PLD's indom is Hallowed Ground, which has a 7 minute cooldown. This only affects building stacks inside BA from traps unless you bring Rapid Recast and use it with Hallowed Ground.
Hallowed Ground is the safest way to refresh indom. As there are there are several mechanics in BA -- such as Ozma Orbs and Toy Hammer-- that bypass invulnerability. PLD is the only tank that can refresh healthboost at any time risk-free.
Divine Veil scales with PLD HP and is the equivalent to a crit Spreadlo. It is a fantastic mitigation ability.
Dark Knight
Has the strongest personal mitigation of any tank when using Indom. Is the most risky to refresh and/or build health-boost.
The Blackest Night allows you to ignore most mechanics and be nearly invulnerable for 7 seconds. On the flip side, you will almost never proc the "Dark Arts" effect as there are few things in Eureka that deal enough damage to break it (unless they are otherwise lethal like traps).
Living Dead has the second lowest cooldown, but, due to the "Will kill you unless you are healed for your maximum HP", every stack of health boost makes it more difficult to fully refill your HP. As a result, it requires one of the following or it will kill you when you attempt to refresh your healthboost.
White Mage holding Benediction for you.
Completely Naked with level 1 weapon and a healer ready to spam their heals at you
Completely Naked with level 1 weapon + eurekan potion + hyper potion + pray that the server ticks don't kill you.
Completely Naked with Cure L (can only be used for traps).
Gunbreaker
Solid, but has no abilities that interact with indom.
Superbollide has a relatively longer cooldown and still will require rapid recast to build stacks inside of BA from traps. As it sets your HP to 1, it can be risky to use in combat if a mechanic bypasses invulns (such as Ozma cube form Orbs).
Double-Edged L
When thinking about doing DEL, it's important to remember Rule 1, "If you die when you DEL, that's on you".
Double Edge L Courtesy
Ask your healer!
Use a macro.
Be prepared to click off DEL.
Don't even think about using DEL as MT unless you:
Have explicit permission from your healers.
Have prior experience as MT and are comfortable in the role.
Have Indom enabled and are running 16 stacks of Healthboost.
Rapid Recast - Catastrophe L
Platecense
One of the proper usages of Wisdom of the Platebearer in BA is referred to as the Platecense build. This is where Wisdom of the Platebearer is used in tandem with Incense L to allow a Healer or DPS job to act as a tank.
Recommended trays (config to the right)
Wisdom of the Platebearer + Incense L
Protect L + Shell L (Recommended, but no longer required as per patch 6.4)
How to play
Cast (or have someone else cast) Protect L and Shell L on yourself.
Crack Platecense tray and apply it.
Magicite set to 5 defensive .
When tanking mobs, be sure to continually use incense L to maintain your aggro generation lead. If mobs are about to die, you may wish to hold incense L so that you have it for the first 15 seconds of the next pull.
Use Protect L + Shell L tray first to pre-cast on yourself, then use platebearer.
Special Considerations
Aggro generation is considerably lower than tanks. Unlike current tank stances which use a 10x aggro generation multiplier, Incense L only provides 3x aggro. Typically this will only be an issue during the pull, so be sure to notify your party that:
{ DPS } { Wisdom of the Platebearer } { Incense L } { Watch your Aggro! }
Incense L only gives you a 1 point aggro lead. Unlike Provoke which provides a hefty amount of aggro in addition to placing you at the top of the enmity list. Incense L only places you at the top. It is possible if you do not immediately follow up with another attack that you will immediately lose aggro again.
Incense L duration is 15 seconds while cooldown is 20, it is important to be thoughtful about when you pull mobs so that you don't end up losing aggro and be unable to do anything about it for 5 seconds.
Lack of Personal Mitigation depending on your job, you will varying levels of personal mitigation. You will be more reliant on healers to keep you alive than you would otherwise.
Strict Trays while the trays are cheap, there is no option for additional logos actions, you must have Platebearer and Incense L. No exceptions.