FFXIV: Heaven-on-High - Lone Hero Guide (6.x SMN)

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With the release of Eureka Orthos on the horizon,  I finally began to make my push to complete Heaven   on High solo. And I did it. So here I am to  give you my experience and tips. As a result   of being a recent Lone Hero, I'm far from an  expert. But more guides are better than less,   giving people more options and more points  of view. There are some amazing resources   from people like Finh and Angelus Demonus  to watch and see how they handle things.   That's what I used to learn how to solo. But those are less structured, less guide-like.   They are mostly PoVs with live explinations  of their actions. This is extremely good info,   but not what a person might first want when  looking for how to solo. There's a lot of   extra things to take into account when trying  to solo a Deep Dungeon, things that tend to   get mentioned less than they should. So here's my go at giving you a guide to   follow to become a Lone Hero. Better  late than never? And maybe Eureka   Orthos got you wanting a clear yourself. Let's start off with the basics. Heaven on High is   the second Deep Dungeon, unlocked in Isari after  the Ruby Sea story quests and having done Palace   of the Dead to floor 50. Heaven on High is 100  floors high, getting progressively harder for each   set of 10 floors. It has its own unique elements  that the other two dungeons do not have.   Too basic? Well, you'll learn the specifics  of Heaven on High from the tutorial of it,   and doing the casual floors. I also made a  Palace of the Dead guide that should cover   everything of the basics. The main thing  to worry about is the Magecite from Silver   chests. Those are extremely important for the  final floors of soloing, hoarding them as best   you can. You can only hold three, so they  better be made to count. They completely and   instantly clear an entire floor of enemies. For Deep Runs, you must meet one requirement:   Have 0 party wipes. If at any point in a save  file you fail a duty, the save is dead. Even if   you were on floor 100 and run out of time on the  way to the reward point, you have to start back   at floor 1 or 21. For Lone Hero, you MUST start  from floor 1. Floors 1 to 100 all in a single   solo save file, no wipes. You can die at least, so  long as you have a Pomander of Raising active.   Before you even attempt to do a solo run, you  may want to do a run to 100 with a few friends   to scout things out. But even then, your group  will want to prepare for a journey to floor 100.   You will want to farm floors 21-30 over and over  until your Aetherpool Gear levels are near capped   out. I would say at least 80s before starting  a Deep run. Because even with maximum gear,   things at the top floors are very dangerous. Every clear of floor 30 will grant you +1 to both   armor and your weapon, as well as give you an  Empyrean Potsherd. These Potsherds can be traded   to an NPC outside for a bunch of rewards,  including 20 Empyrean Potions each. You are   going to want a large stack of these before you  begin. I would say at least 400 for the purposes   of having a buffer and leeway to be wasteful. These potions give you a strong regen for their   duration, 30 seconds. They have a 15 second  cooldown too, so you can have these up 100%   of the time. Deep floors while solo, you will  never fight a battle without a potion active   unless you are a tank. You will also want a  stack of food that gives +10% vitality for   a notable HP buff. In the deepest floors,  every extra point matters quite a lot.   Also, all those Super-Potions you are picking up?  Do not throw those away. Those are on their own,   different timer than the Deep Dungeon  potions. That means you have multiple   potions available for healing. The regen ones,  and your massive stock of cooldown potions.   This guide will be done from a Summoner point  of view. Because Summoner is a god tier pick for   Heaven on High. Level 70 and getting Bahamut  turns Summoner into the biggest nuke on a 60   second cooldown. Even Machinist isn't THIS  good, making it the ideal job to do this on.   The other choice would be Warrior, because,  well... Warrior. But also Inner Release is at   70. But that's neither here nor there. Summoner has extremely high movement for   kiting enemies running away from them in circles  - which massively reduces the damage you take.   Pair it with sprint, and for 10 seconds you could  potentially just be immune to damage. You also   have a shield on a short 60 second cooldown. And  then again... Bahamut is just such high damage.   A deep dungeon run not even just solo runs - have  a number of extra things you need to deal with   that normal content does not have. Kill Count   Patrollers Exploration   Traps Time   Economy Treasure Rooms   Risk Vs. Reward Floor Modifiers   Kill Count is simply the number of kills you  need to open the way to the next floor. In normal   content, you kill everything. Deep Dungeons, you  are avoiding specific enemies entirely, and only   killing the minimum number if possible. Typically,  to get to the next floor you need 6 kills. But   sometimes you need even 7 kills. Or 8 kills.  That's a lot of kills, especially when solo.   Using a Pomander of Flight will typically  reduce your kill count requirement in half,   rounding up to 4. This also reduces  enemy density for the floor.   Patrollers are enemies that patrol the floor.  They will always keep moving forward until   they hit a dead end. When given a split  path, it will randomly choose one of the   two. In lower floors, you might not even  notice that they patrol. In high floors,   watching for and keeping track of patrolling  enemies is extremely key to success.   In the middle of a fight with an enemy  with big AoEs, you often need to duck into   hallways. But there is now an enemy there,  walking into the room you're fighting. You   are now in combat with two enemies. That's a  bad idea given how hard even one hits for.   Some floors, you might get five patrolling  enemies. Which means either you are dodging   like crazy, or killing a lot of enemies. Which,  at the least ups your kill count to get out. But   some patrolling enemies are an "avoid at all  costs" situation in the final floors. So you   need to get used to hiding in corners, keeping  track mentally of where a patroller might be,   and generally constantly checking  hallways as you progress.   Sometimes a patroller can get stuck in a pair  of dead ends for an entire floor's duration,   even though there's two other paths it could  be taking. Start in room one, move to room two,   pick room three, hit a dead end, backtrack to  room 1, and back and forth until you eventually   get there. This weird and specific situation can  put you in huge danger if you aren't expecting   it. Even when all patrols are dead... assume you  missed one. It might just be stuck at the exit.   Exploration is obvious. Dungeons are linear as  hell, because people don't like variety. Heaven   on High and other Deep Dungeons, exploration  is required. You start in a random room with a   random layout though there are consistent patterns  to what a floor's layout can be with the exit in   a random room. You need to find the exit, while  getting kills, without killing a lot of time.   Traps are an ever dangerous thing as you explore.  You've probably hit a ton of these in the casual   floors. In a deep dungeon run, hitting one  of these is practically fatal. Landmine   traps can be used to great personal gain if  you have a good plan or are a tank. Otter,   Summoning, Pacification... the rest of  the traps are just huge penalties.   The spawn room will never have a trap, making  it super safe to fight enemies in by dragging   them back. All other rooms, stick to the walls  as much as you can. With very little exception,   walls are safe to rub your face  against. The middle floors, 41-79,   there is one or two weird trap placements  that are next to certain walls. Its this   specific room on screen. Try to stick to the  flat wall rather than the corner stones. Tip   of the stones is where traps usually are. A room can have up to one trap, but it might   have none. Also, hallways never have traps.  Those are another safe spot to fight in.   Time. Time is your biggest threat in Deep  Dungeons. Well, arguably. But Time is always   an issue. Sixty minutes seems fine, you only  need six minutes a floor... but a bad floor   can take up to ten minutes. Which means you need  to somehow make up some time from another floor,   or you'll fall behind and run out. You also want to reach the boss floors with   a bit more than six minutes, especially if you  don't have buffs running. It is a doable time,   you want to have some leeway. So more like,  you need an average of five minutes a floor,   and ten minutes for the boss. Killing enemies, takes time. Exploring,   takes time. And clearing a full run takes a lot  of time. An Angelus clear video from 1 to 100,   is over six hours long. And he's an expert  at this. You will likely not be doing a run   in a single play session. Nor will you need to,  since every 10 floors is still a save point.   But look back to even patrollers. Patrollers  mean you are not exploring. Not exploring means   you're not cutting a path through to other  rooms. Not cutting a path means you're not   finding the exit. Which is all a complex web of  priorities with time. Time remains an enemy to   all. Even with the insane firepower of Summoner,  time will be an issue. Less so than something   like a tank or healer, but still an issue. Economy means resource economy. Your Pomanders   and Magicite. These are your way to fight back  against time. Simple Strength ups, floor clears,   or other effects. If you fall behind in  time on a floor or two, you can just use   a Magecite to instantly skip a floor. You don't want to just be haphazardly using   things. Some pomanders are so strong, using  one is absolute worst case scenario. Again,   a magecite is a floor clear. Nothing can  survive it except for bosses unless it is   an Odin Magecitie. And with how hard floors get,  wasting a resource on an easy win is a huge loss.   Not only was it a safe win, but now you are down  a resource. A resource that might be super useful   later... Like say for floor 99 which guaranteed  has three negative floor effects every run.   You have to budget essentially. Try and use  your time wisely, then use Pomanders to gain   back time as you go. Make sure to open  coffers as you pass them for hopefully   gaining more resources. This is something  you will see is what lead to my victory.   Beyond even just using wisely though, you need  to use the timer wisely too. Let's say you have   a Strength running at the start of floor 95. There  is 30 seconds left on it. You have a room with a   hard to kill enemy in it, but is a decent pick  for getting kill count to open the exit. It is   also blocking the door. There's also a very easy  to kill enemy. Rather than killing the easy enemy,   kill the hard one first. Not only does  this make moving into that door safer,   but gets you kill count, and makes maximum  use of that 30 seconds of Strength.   Or perhaps you are deep into a floor. You  just cleared the exit room but didn't open   the way forward. The chest has a Pomander of  Strength but you're full on them. Do you use   it now? No. You will go find your next target  then use it. But maybe your next target is an   easy one. Kill the target, open the exit, return  to the chest, and then use the Strength. Then the   next floor one that may be worse than your  current floor has an advantage running.   Small optimizations like this,  can be HUGE in Deep Dungeons.   Treasure Rooms are special rooms that you might  also have heard called Monster Houses or Monster   Closets. They are rooms filled with like, 20  enemies at once. Packed in so tightly that there's   no space between them. They also always contain a  bunch of chests to plunder in return. But this...   isn't exactly a fair trade unless you're  willing to dip into your economy and the   next topic risk versus reward. A treasure room can be tempting,   but that means killing enemies. Killing enemies  takes time. It might also be in the way of the   exit, meaning you have to fight through it to  get to the exit. But to fight through after   the exit opens means you're wasting precious  time. Or you have to use a Petrification one   of your strongest pomanders to kill it all. Or you can use a Concealment, stealth through the   room, and avoid anything that ins't a safe bet.  Sometimes the treasure room is even the exit,   so you have no choice but to use  something. There really is just no   time to clear it out in the deepest floors. But I mention skipping things that aren't a safe   bet. This leads right into Risk vs. Reward. This  is one of the biggest factors for a winning run,   mostly when done poorly. One of the unique aspects  of Deep Dungeons is the chests that appear. Bronze   Chests will have potions, phoenix downs, and a  chance for a Potsherd. This chance increases the   deeper you go. Silvers upgrade your gear, can have  Magecite those super good nukes and can explode,   doing 80% of your max HP in damage.  If you aren't at max HP, don't open a   Silver. And then Golds have Pomanders in them. In the first 30 or so floors, Bronze chests have   a chance to become Mimics instead. The next  set, Silvers can become mimic instead. Then   finally Gold chests can become mimics in the last  40 floors, while Bronze and Silvers are safe.   Magecite is a super low chance to obtain,  especially in the higher floors. And you   can only hold three. Which means you will  be relying on your much larger pool of   Pomanders usually. But then that means you are  either permanently down a resource... or have   to risk spawning a mimic with every Gold Chest  check. Every chest can be a mimic. A Gold chest   dropped from a mimic, can also be a mimic. And mimics... can cast Pox on you. A long 10   minute debuff that reduces your damage, turns  off auto regen of HP even outside of combat,   and applies a nasty Damage over Time effect.  This is so bad that there's a Pomander just   for clearing Pox. On top of all this, mimics are  often one of the strongest enemies on any set of   floors. They can kill you and have high HP. So  unless you are a job with an interrupt, you're   guaranteed to get Pox in the final floors. Or spend another resource like a Witching   to cancel the Malice cast. Risk  versus reward. You risk losing more,   for gaining some random pomander. You might  not even get something good. Capped out on   3 Raisings and already have one used? Well  that risk was completely worthless unless   you coincidentally die on the same floor. And this goes back to time and treasure rooms.   If the exit is open and you go for an extra chest,  you might lose time for that extra Mimic kill.   When going through a treasure room while under  Concealment, a mimic will break the concealment.   So will a Silver that explodes. Concealment  and going for the chests in a room full of   enemies... huge risk without plans to also just  Magecite or Petrify when the mimic appears.   If you got spare Purity Pomanders to remove Pox,  an early floor mimic can just add to your kill   count at a Purity cost. Or you can eat the time  loss from the Pox and just deal with it.   Finally, there are floor modifiers. There's  a large list of them, including positive ones   like Hatse and Sprint. But mostly, we need to  worry about the bad ones, which is more risk   and reward. Max HP down is a minor one, there's  Gloom which ups enemy attack and defense, but most   worrying of all we have No Items. No items locks  both your Pomanders and your Potions. That shuts   down all of your options for the floor except  for Magecite. And in the deep floors, you want   a potion running for basically every enemy. A no items modifier is essentially a forced   Serenity usage. They clean up the effects a  floor has on it and are usable even under a   no items effect. It's that, or a Magecite  usage which is arguably even worse.   Either way, you're going to be taxed. You  need to make sure you are saving your Serenity   pomanders for only the floors that matter, that  force you to use one. Floor has Gloom? Well,   you're fighting through it, too bad. Floor has  no Abilities? Huge time loss, pick your targets   right and nothing that can enrage. Floor 85 and  it's a No Items floor? That's a tax, or become   a god tier player that doesn't need potions.  And I'm pretty sure that's not an option.   These are things you need to account for,  plan for, and execute on for maximizing   your chances of success. The less you try to  account for the content being different, the   less you will succeed. Even some insane luck can  be squandered if you do not take advantage.   Which leads us into actually doing a run.  And I'll sum up the first 70 floors as this:   If you care about the first 70 floors, you  probably are not ready to clear. If you insist   on seeing a bit of what I do not cover in this  video, I will have a video of all the bosses and   my full run from floor 51 onward. That is in the  description and should be a card in the corner.   I didn't even need that many runs to  clear, and by the time I did clear I   already thought the first 70 floors were  completely free. They might take time,   still need you to actually fight stuff for a bit,  not be reckless, but those are the basics.   You don't want to be running through the middle of  a room lest you run into a trap. Sticking to walls   minimizes trap activations, with one or two spots  still possible to trip you up. You don't want to   be multi pulling. Summoner is squishy, but can  easily survive most enemies just by kiting a bit   in a cleared out room. The regen potion will be  more than enough even for the "scary" enemies.   The only enemy that you will specifically want to  care about up to floor 70 is the Onryos in 61-70.   They can do a nasty dot and some nasty damage and  are also Proximity based aggro. Everything else,   basic kiting and potions running is more than  enough to survive. At most you will also want to   know that the Wakakusa Morbol Seedlings are Sound  based aggro. RP walk to skip them if you want.   That isn't to say they are literally  free wins. Mentally and experience wise,   by the time of my clear, they were. Enemies have  AoEs that will one shot you if you don't dodge,   but the vast majority are slow casting. Just  don't try to be 20 miles away at max casting   range when there's enemies that can do donut  shaped AoEs. Like the plant ladies of 61-70.   Again, the difference is feel versus reality.  You can still very much die to anything,   you still need to use your potions and play  carefully. But if you do that, Onryos are   essentially the only major threat of these  floors. That and mimics. It isn't a free win,   but with even a little bit of experience, you'll  feel like it is. Summoner is just that strong.   Treat the first 70 like 71+, and you are  pretty golden. The exception is exploring.   Full clear every floor of chests on your way up to  70 where you can. You want to max out the Pomander   stash before we hit the difficult floors. On my  winning run, I did this and still only found like,   two Raising Pomanders in the entire thing. I  went into floor 71 with two Raising Pomanders,   and got no more afterwards. So while  things are easy, loot the place.   Otherwise, the only things I'll go over  for the first 70 floors are the bosses.   Just to show you how to deal with them. Floor 10: Its literally just the Sirensong   Sea boss. Avoid the targeted AoE. Run behind it   after it does the knockback. That's  it. You don't even need potions.   Floor 20: Very little to this. Does a conal AoE in  your direction. Will summon small butterflies that   dot the outside edge of the arena while it casts  a Gaze. Stand middle, dodge the occasional AoE,   and avoid the gaze by looking away. Floor 30: To even get to this point you probably   fought this thing 30 times or more. Stand far away  when it casts the proximity based AoE, and stand   under one of the clouds. Being knocked up removes  a cloud, where otherwise everywhere would be hit   by one. Dodge the AoEs that come. Supercell is  the "scariest" one since it covers the entire   arena in the front of the boss. So don't be overly  far away. Likely still don't need a potion.   Floor 40: Basically free. Will do a targeted  AoE, line AoEs, and a knockback like floor   20. Get knocked back to one of the sides  where there is no wind currents on the   edge. These safe spots are perpendicular to  the wind currents. You may need a potion or   two if you don't also try some kiting. Floor 50: Basically just the Sunken City of   Skalla boss. Has a gaze attack, frontal cone  and line AoEs based on the pose it makes,   with no cast bars. Seems to always go Conal,  Line, Gaze, and then the only real dangerous   part. It will do a Proximity AoE with a buinch of  orbs dotting the arena randomly. These explode a   few times before they vanish, into the next  Conal AoE. Stand far and away from the orbs.   Circle strafe around the boss or arena  and you are safe. May need potions.   A special note here. Starting from floor 51,  I would recommend having +10% Vitality food   running at all times. 10% extra Vitality is  worth a ton, whether you realize it or not.   Floor 60: Bosses finally starting to hit  hard. Boss herself does very basic AoEs.   Targeted Circle, frontal cleaves, and boss  centered circle. The real danger is the   spawning staves. Staves will always do the same  things. First they will do a thin donut AoE around   themselves, then a line AoE in your direction. The first set of staves will appear in two groups   of three and four, randomly placed around the  edge of the arena and then four toward the middle.   Three spawn, four spawn, three do donuts, four do  donuts, three line AoEs at you, four line AoEs at   you. Circle around the edge of the arena where one  of the first staves is not, and you are safe.   The second set of staves will cover nearly the  entire outer arena. Don't rush, but start heading   toward the middle as you bait a targeted AoE.  Or head to one of the small safe spots that are   "behind" the staves, toward the edges but inside  the donut. I prefer the large middle zone since   it is always safe. Then head back toward the edge,  slightly outside of the staves and between two of   them. From here, all the line AoEs will converge  in a very small square that is easy to dodge.   Staying in the middle, its less clean. Oh and the boss is doing an AoE here I   guess? It doesn't hurt really at all  as long as you keep potions running.   Starting from Floor 61, Golden chests can be  mimics. Grab every Silver chest you can find   for the chance to get a Magecite floor clear. Even  if you are at 3, passing up on a silver is passing   up on the chance to freely skip a floor. Floor 70: A boss with a real mechanic here,   but otherwise is entirely rendered  non-threatening by basic circle strafing   around the edge. Predator Claws is a basic  frontal AoE. You've dealt with this before.   Slabber is a large AoE on your location. Innerspace is a small bit of damage that   makes a small puddle, into Ululation raidwide  damage. Do not stand in where the puddle appears,   and ignore the targeting icon over you. That  only applies in a party, as this is indicating   who gets targeted by Hound out of Hell. This  will stun you on hit, and instantly kill you   with the Devour follow up. Stand inside the  puddle to turn mini and avoid the Devour.   You can use self sheilds like Radiant Aegis to  entirely negate the damage of Hound out of Hell,   and also the stun. Be careful of this if you do  it. You MUST wait for Devour before you leave   the puddle. The stun would normally last until  after Devour, so may even be a safety measure   to intentionally be stunned while in the puddle.  Once Devour goes off, walk out of the puddle for   Ululation again. The rotation then repeats until  it dies. Keep your potions running when you're   taking damage and you will survive handily. From here, a Solo run finally begins. I say again,   1-70 will become routine and easy if you need  more than even just one run to clear. Any mistake   you make in 1-70 would be twice as lethal, if  not more so, from 71 and beyond. From here,   you will want a potion running for almost  any and every enemy you fight. Maybe after   taking a hit or two, but it does have the  real chance of killing you by itself.   This is also where the biggest rewards are. The  Platinum sacks from Accursed Hoard findings have   the rarest loot. But we don't want to go  deep exploring when an Intuition procs. If   we pass by where an Intuition shows you  a Hoard location, grab it. But the time   loss from exploring just for the hoard... not  worth it since we're aiming for a solo clear.   Try not to ever use an intuition on  the 7th floor or higher as there is   a good chance you just waste the pomander. The following info also becomes very relevant:   What is Sight, Sound, and Proximity aggro. Some  enemies you can just run right behind without them   knowing. Others you can turn on RP walk and just  pass right by them from any direction. Others,   if you are anywhere near them at any point,  they will aggro to you. Assume a mob is Sight   based unless otherwise noted. You may have also noticed that mobs   tend to be grouped by floors. At the very  least, mentally assume two groupings. Set   1 on the first half of the floors, Set 2  on the back half. But some enemies appear   more in the middle of these two sets. The first half of 71-80 is relatively safe.   A number of very easy pick offs with  some dangerous mobs here or there.   Patrolling Tigers are pretty dangerous in their  damage is high. They do a huge frontal cone AoE   that is slow to cast and easy enough to avoid  just by kiting in circles. Eyeshine is a gaze,   just don't look at them during. The frozen golem patrolling mobs   have basic AoEs that you'll avoid  just by basic kiting. Easy kills.   The final patrol mob is lions. They are similar to  the tigers and another mob you will target a lot,   wraiths. They do very high damage like the  tigers, and have a large AoE around itself   that necesitates you have a good amount of  room to dodge. Like a hallway available.   Wraiths are Proximity aggro and like to  attack with large AoEs outside of combat,   but have a seemingly pretty small range of  influence. Be careful when approaching any   new room for these to just cast AoEs as you  approach. In combat, they have a massive AoE   of Scream. Make sure you have a hallway or  other escape route as you begin the fight,   as it is a huge AoE. It will follow up with the  same AoE as out of combat. A good kill choice.   The deer I believe cannot do anything but auto  attack in a solo run. Very easy kill choice.   Bombs are also a good kill choice. All they  do is a small explosion around themselves   every now and then. Kite them and  they can't get near you at all.   The Elbst fishy enemy can do cleaves  and targeted AoEs. These are kind of   dangerous outside of combat, as they have  a good distance that they can just decide   to shoot a targeted AoE at you. Be sure to watch  under your feet at all times with these around,   and are a good target for killing. Mammoths like to spam Prehistoric Trumpet   outside of combat. It doesn't hurt overly much  but it is damage better avoided. In combat,   it does a fronal cone AoE into a second conal  AoE with a much wider range. Get to the sides   and more behind a mammoth when it uses Wooly  Inspiration. Good to kill just due to Trumpet.   Yetis are pretty safe to kill. They do a giant  conal AoE but as long as you kite near the enemy,   you can quick get out of it. The main issue is  Northerlies. If you let it live long enough,   it will cast the skill and kill anyone hit.  Line of Sight it with a wall to survive.   Yaks are very non-threatening on the surface. They  only auto attack and not even that hard. However,   they have a 30 second or so enrage. They  will draw in everyone nearby and do a stomp,   killing you. Focus it down and you should  be fine. Here you see me barely avoid   the enrage because I did not have any  burst and the floor was under Gloom.   Okami, avoid at all costs. These guys hurt harder  than anything on these floors. They also have a   drain. The only times I have fought these, I felt  like I was in a losing battle, even when I won.   Be sure you have a steel or strength running, and  your Bahamut ready if you decide to fight one.   Puddings, avoid as well unless you are good  at using line of sight. Ducking in and out of   corners can cancel the spammed casts. These  hurt, and get even more painful shortly into   the fight when it will buff itself. Similar to  Okami, kill it fast if you fight it at all.   Here we can see in my winning run, I actually made  the mistake of fighting one. It... didn't end well   because I am not good at Line of Sight. Griffins are Proximity Aggro. If you get   anywhere near them, they will attack. But  you also absolutely want to avoid them if   you can. These hit harder than anything else on  this floor set and have an enrage. On pull they   will cast Freefall, targeting your position with  an AoE. A bit later, it will cast it a second   time. This about marks the 30 second enrage. Words of Winter will cast, killing anyone within   line of sight so hide behind a wall when it  starts to cast. This also buffs the griffin   even if you survive. If you must fight a  griffin, go all in on destroying it.   As you can see, a number of these enemies become  very deadly. Even considering fighting them,   you probably want to have a burst phase ready,  abuse Line of Sight, and kite because your life   depends on it. Maximize your Bahamut uses as best  you can to take out the biggest threats first.   I'll reiterate, on these floors and beyond, you  need to prioritize cutting a path straight to   the exit, minimal exploring. Open chests as  you pass them, and find the exit as soon as   possible. Ideally before you start these  floors and when you finish them you will   be maxed out on pomanders. You do not want to be  missing anything for 81+. 71 was notable enough   to finally be worth talking about in depth. 81  and beyond is a step harder than even that.   Here's some highlights that show my  process for doing these floors.   I immediately Serenity Floor 73 due to  getting an extra. I got very lucky here,   since it was an awful floor modifier. No  Abilities and Gloom? My DPS was basically zero.   I have to Serenity floor 75. Was very bad luck  there, but what can you do? Get yet another   Serenity is what. That, that is pure luck. A common theme for this set of floors is hunting   down patrolling enemies instead of leaving them  go. If an enemy is killable, I like taking it out   of the equation where possible. Just remember  that this can take time you do not have.   Floor 77 I make a stupid move and use an  AoE. This gets two Griffins into a fight   and forces me to Witching, or die. Be very  careful of your AoE moves as a Summoner. Pull   with single target and let things get close  before you AoE. Which is Egis and Ruin IV.   Getting out of 78 was a huge risk.  Two enemies right next to the exit,   one being a deadly griffin and the other an even  deadlier for me at least - pudding. But if you   watch the timings and positionings of enemies,  sneaking through most rooms is very doable.   Run almost ended on 79 since I forgot Yaks have an  enrage. And this floor had Gloom, making it take   far less damage. On a normal floor I would  have been fine. Here it was a huge risk.   Also here on 79 I realized these hallways with  railings, the rails count as walls. So if you   Line of Sight behind it after pulling an enemy,  they will be forced to run toward you. This makes   Griffin hunting way safer since they seemingly  can't auto attack until after the Freefall.
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Keywords: ff14, beginner, learning, guide, endwalker, stormblood, deep dungeon, potd, HoH, palace of the dead, eureka, orthos, EO, clear, summoner
Id: DArGO2vSKNw
Channel Id: undefined
Length: 63min 1sec (3781 seconds)
Published: Mon Apr 17 2023
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