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    Giddeus BCNM40 Battle Guide by Saboruto

    Version: 1.00 | Updated: 07/02/04 | Search Guide | Bookmark Guide

    Final Fantasy XI
    Giddeus BCNM40 Battle Guide
    c. 2004 Tristan Baletori
    ver. 1.00
    Part One: The Basics
    BCNM40 is a unique type of boss fight that many players choose to participate
    in once they hit level 40+.  In this fight, you and your party face several
    enemies, and afterwards if you win you can get some VERY expensive loot.
    It's called BCNM40 for several reasons: It costs 40 Beastmen's Seals to buy
    an orb, and that orb will allow you and everyone in your party to participate
    in the fight; all but one of the enemies in the battle are level 40; and 40 is
    the level cap for the battle, so if you're higher than 40 you will be
    temporarily de-leveled to 40 for the duration of the battle.  The "BCNM" part
    stands for "Burning Circle Notorious Monster", because you fight these battles
    at one of the Burning Circles scattered around in different zones.  I strongly
    suggest you make sure you're AT 40 and no lower, since these battles aren't
    easy and you'll need every bit of those 40 levels.  For this document, I'll
    assume you're doing BCNM40 Giddeus (against mandragoras) since that's the
    easiest of the three to form a bard-centric party for.  BCNM40 is an excellent
    way to make money for level 40+ characters because the spoils are very rare and
    sell for great money.  Bards especially benefit from BCNM40 since our ability
    to farm for gil is the worst in the game.  Certain items that can be gotten
    from BCNM battles cannot be gotten anywhere else in the game, so the demand
    for BCNM parties is quite high.  It's a LOT of work to win the battle, but the
    payoff is extreme.
    Your opponents for this battle will be seven Domovois (mandragora-enemies, all
    level 40, with the standard array of mandragora abilities), and their master,
    the Dvorovoi (a larger, scary-looking black mandragora with some VERY nasty
    tools at his disposal, including Paralyga [huge AOE, casts a very strong
    version of Paralyze on everyone in the area] and the ancient magic Flood).
    The Dvorovoi is your true enemy, and he's a level 45 monster.
    A note:  Due to the introduction of new BCNM battles, there are now several
    choices for each type of orb.  The level 40 orb is called "Star Orb", and the
    battle this guide covers is officially called "Balga's Dais - Steamed Sprouts".
    This particular BCNM40 is probably the easiest for a standard party+bard
    formation.  If you're going to be doing an all-beastmaster party, I highly
    recommand Ghelsba BCNM40 "Horlais Peak - Tails of Woe".  You'll be fighting
    rarab-type enemies there instead of mandragoras.  Because rarabs have high
    offense, the battle will go much quicker since the rabbits will hit much harder
    than the onions would.  Charming the mandragoras takes too long because their
    attacks are so weak that they take too long to kill one another.
    Additional note:  This guide talks in detail about BCNM40 from a bard's point
    of view.  Not only am I a bard, but the bard has the most important role to
    play in BCNM40, so more will be discussed about that role than any other.
    However, don't think that the bard is the ONLY important member of the party:
    every class has a job to do and a role to serve in this fight.  The bard can't
    win without the support of the other members.  ONLY a cohesive, intelligent
    team can hope to win these grueling fights.  Everyone must know their job
    and do it quickly and efficiently. Anyway, back to Giddeus and Balga's Dais.
    Part Two: The Party
    Well, this is where it goes into a grey area.  There are a lot of possible
    party combinations, so I'll just outline what every party needs.  You'll need
    someone to fill each of these roles:
      Gatherer - someone to gather all the onions and herd them together at the
      start of the battle so the bard can hit them all with Horde Lullaby.
      Ideally this should be someone with very high evasion or very high defence
      (preferably defence) and good HP.  A paladin is great for this.
      Healer - someone to devote himself/herself to keeping the bard alive
      throughout the battle.  Either a WHM or RDM should be filling this role,
      and its best if they COMPLETELY focus on the bard at all times, and only
      throw out a Curaga if everyone gets put to sleep or throwing out heals only
      in emergencies.
      Multipurpose Healer - someone to serve as the healer for the melee group,
      preferably someone with damage potential as well.  A BLM/WHM is ideal for
      this because they can both deliver damage AND keep the melees healed.
      Puller - someone who can hit hard enough and use Provoke so that they
      can peel the onions off the bard one at a time.  A RNG/WAR or a DRK/WAR
      are both pretty good for this, or even a DRG/WAR or MNK/WAR.
      Flood Control - Someone who can either Elemental Seal + Silence the black
      onion, or who can cast Stun or in some other way stop the onion from
      casting Flood.  Flood is Ancient Magic and it will kill pretty much anyone
      but a galka PLD/MNK at full life with Shell II up.  ><
      Damage Dealers - You know them, there are a lot to choose from.  As long
      as they hit hard, they work fine.  A skillchain isn't overly necessary,
      Bard - the most important job in GBCNM 40.  The bard's job is to keep
      Ballad up on himself and the healer, and to tank all the onions.  Literally,
      the bard tanks.  I know that sounds odd, but it's true.  He waits til the
      gatherer pulls all the onions together, then he hits them with Horde Lullaby.
      If any resist, he hits them with Foe Lullaby.  When they *all* wake up, he
      reapplies Horde Lullaby.  In the meantime while they're asleep, he casts
    -  Cures on himself and rebuffs with Ballad (and either Paeon or Minne).
      While he's keeping the onions asleep, it frees the damage dealers to take
      them down one by one instead of all at once.
    Part Three: Strategies
    At one time, an effective strategy was to bring a very high-level WHM to cast
    their highest Protectras/Shellras/etc. on you.  However, one of the patches
    has made it so that any magical buffs you carry on you will be erased once
    you enter the battle grounds.  On the other hand, food effects still stay
    with you, so it's a good idea to use your food outside the battle.  You're on
    a time limit, remember.
    And food and drinks ARE important.  Anyone with MP should bring a few juices
    with them, and the bard should eat Steamed Crab for the VIT and defence boosts.
    Mithkabobs all around for the melees, as well.  You have the time limit of 30
    minutes to kill all the onions, or else you're ejected from the battlefield.
    Your healers' MP will have to outlast the onions, or your bard is dead, and
    thus the entire group dies with him.
    As for gear for the bard, Mary's Horn is a big help but not critical.  It adds
    to the duration of the lullaby songs by a bit. One thing, the bard SHOULD wear
    as much CHR+ gear as possible to make sure the Lullaby songs stick.  The
    Monster Signa should *NOT* be used in this battle since it gives -5 VIT to
    the bard (and -5 VIT to a tank isn't a good idea when he has crap armour and
    has half a dozen even-match enemies whamming into him).  If your RSE gives VIT
    or HP, wear that if you like, otherwise wear the highest DEF gear you can get.
    As for races, it doesn't really matter much.  A taru bard can do just as well
    as an elvaan.  My first BCNM 40 win, our party consisted of a taru bard, an
    elvaan white mage, a taru black mage, a hume paladin, a hume dragoon (who was
    naked other than his weapon because he forgot to switch his 40+ gear out) and
    an elvaan dark knight.  Certainly not the optimal group, but we did great
    regardless because we all played well.
    Part Four: The Fight
    The best arrangement I've found is to have everyone enter the battlefield and
    stop before they get to the bridge linking the entry area to the arena.  Have
    the bard cast both Minnes for DEF while the white mage casts the various buffs
    such as Protectra/Shellra, Reraise, etc.  Then have the gatherer run in first,
    straight toward the onions with the bard hot on his trail. The bard will
    already have targeted one of the Domovois and will hit his Horde Lullaby
    as soon as they're all gathered close enough together to hit them all.
    Then, one of the melees will Provoke the Dvorovoi and drag it to the far
    side of the arena.  The melee group's healer should stand back out of range
    of Lullaby, then past him will be the bard and the bard's healer.  That way,
    if the bard and his healer get put to sleep, the melee group's healer can
    wake them up with a Cure.  The bard's healer should be resting EVERY TIME
    THE ONIONS GET PUT TO SLEEP, as long as the bard doesn't need attention.
    MP is so critical in this battle so the healer should rest at every chance.
    It's critical that the bard hold hate through the entire battle, else the
    onions scatter and he can't recast Horde Lullaby on all of them.  WAIT UNTIL
    THEY ARE ALL AWAKE TO CAST HORDE AGAIN.  The last thing you want is to hit the
    two onions that are awake with Horde, only to have the other five wake up and
    start hammering you.  You CAN take a couple of onions hitting you, but you CAN'T
    take all of them at once.  Wait til the sleep cycle wears off on all the onions
    before you recast Horde, I cannot emphasise that enough.  Just as it's important
    for a paladin to use self-healing to secure hate in a normal experience-gaining
    party, in BCNM the bard must self-heal to keep the Domovois' attention.  The
    trouble lies in building up TOO much hate, it will be hard to peel the white
    mandragoras off the bard one by one with all the hate he'll be getting.
    However, that's why you'll need someone with Provoke and some strong attacks to
    pull them off.
    Meanwhile, the melees will be hitting the Dvorovoi with all they've got.
    If it starts casting Flood, one of two things should happen: either Flood's
    target should start running away from the black onion (Flood has a huge
    cast time) to get out of range so the spell fails, or someone needs to 
    Elemental Seal + Silence Dvorovoi or stun it in some way to cancel the spell.
    Once the black onion is dead, the person designated puller will choose a white
    onion and hit it hard, then Provoke it so it chases after that person.  Get it
    out of range of Horde Lullaby as fast as possible so it doesn't get hit by it
    the next time the bard sings it.  Try to avoid doing BCNM on Darkday, since
    Dream Flower (Sleep) is dark elemental and will have a better success rate on
    you.  Dream Flower is what will end up killing you if anything does, so it 
    might even be worthwhile to have the healers drink Poison Potions (though it
    isn't necessary and I'd prefer not to since it prevents the healers from
    resting for MP).
    Again, your biggest threats are a badly timed Dream Flower and Paralyga. The
    bard MUST be out of range of Paralyga, since it kicks in extremely often and
    interferes with Horde Lullaby.  Dead bard = dead group.  It's best to ensure
    that both the bard and the bard's healer are well out of range of the black
    onion since it's the only one that can cast Paralyga.  Paralyna should be
    a priority when Paralyga goes off, since if your melees are paralysed it will
    cost time that you may not have to spend.  When I'm doing BCNM, I always
    instruct my party members to do a /p <call> PARALYZED!! or ASLEEP!! whenever
    they need help, because those statuses need to be taken care of as soon as
    Part Five: Macros
    Everyone's going to have to rely pretty heavily on their macros in this fight
    since that timer is always ticking and you won't have time to go fishing in
    your menus.  For the bard, I keep the following spells and abilities macroed
    and on the same row:
    Cure (for waking sleepers after Dream Flower)
    Cure II (self-healing to hold hate)
    Divine Seal (see next line)
    Curaga (see previous line, good for the melee group after Dream Flower)
    Paralyna (VERY important, the black mandragora casts Paralyga, huge radius)
    Horde Lullaby (obviously, the most important one)
    Foe Lullaby (to sleep pesky stragglers and early wakers, AS NEEDED!)
    Ballad (keep this on yourself and your healer at all times)
    Minne II (also keep this on yoursef at all times)
    Soul Voice (best in an emergency to buy time)
    I put a harp on all the song macros except for Lullaby, since I'll want as
    much range as I can get to keep the other mages under Ballad and Minne.
    Additionally, it's very good to keep some fruit juice on you and have them
    macroed as well.  The format for macroing an item is like this:
    /item "Pineapple Juice" <me>
    Between self-healing, Lullabys, status cures, and buffs, you won't have time
    to go into your item menu.  This insures an instant fruit juice without having
    to take that extra time.
    You might also wish to keep Poisona macroed, but only to cast on yourself or
    perhaps your healer.  If anyone else gets poisoned, let them stay poisoned as
    it will cancel Dream Flower should that come out (and it will, a LOT).
    For other jobs, I recommend you use common sense.  The DRK should have Stun
    macroed, and Provoke and Soul Eater since later in the fight it'll take a hard
    hit to get the Domovois off the bard.  The healer should have Cures, Regen (for
    the bard, KEEP REGEN ON THE BARD!), Curaga, Divine Seal, fruit juice,
    Benediction (just in case), Paralyna and Stoneskin macroed.  Melees should have
    Provoke and their best weaponskills on macro.  Black mages should keep Curaga,
    fruit juice and Divine Seal up along with their standard nukes.  Paladins will
    want Shield Bash for Flood, as well as Provoke and their cures and Invincible.
    Some fruit juice for them won't go astray either, they'll be casting Cure a lot.
    Rangers will put their hardest-hitting weaponskills up, along with their
    Eagle-Eye Shot (and hopefully Provoke, since RNGs will pull onions off the bard
    the fastest).  
    Just remember your priorities:
    1) Stop Flood and be able to recover from Dream Flower and Paralyga.
    2) Kill the black mandragora as quickly as possible.
    3) Be able to keep the bard alive while he's tanking.
    4) Keep your MP up so you have enough to see the battle through.
    5) Be able to pull mandragoras off the bard quickly and keep them from bouncing.
    6) Keep yourselves spaced out so AOE effects go where they're supposed to.
    Focus your gear, macros and tasks to those goals and you'll do fine.  Even if
    someone dies (other than the bard or healer), it's not the end of the world.
    In my most recent BCNM, I died with three onions left but the party managed to
    finish the battle without me.  So even if the bard dies, use your best judgment
    before you go running for the exit.  ^^
    Part Six: Loot
    The reason people go to all this trouble is because of the loot you can get.
    The following is a fairly complete list of the possible drops you can get in 
    BCNM40.  Please email any corrections or additions to me at the address below,
    and I will credit you.  Credit for the items I haven't personally seen goes to
    The symbol  signifies items I have personally seen.  The symbol  signifies
    items listed as drops, but which I have not seen or gotten from BCNM40.
     Balance Buckler
     Enhancing Earring
     Gold Beastcoin
     Guarding Gorget
     Maple Log
     Mythril Beastcoin
     Rosewood Log
     Scroll: Absorb-STR
     Scroll: Erase
     Scroll: Fire Spirit Pact
     Scroll: Ice Spikes
     Scroll: Phalanx
     Scroll: Refresh
     Scroll: Utsusemi-Ni
     Survival Belt
     Translucent Rock
    If you trust everyone in your party not to rip you off (and you SHOULD, because
    this requires a LOT of teamwork), have everyone lot on one particular item and
    put it up for sale.  When the item sells, divide the money six ways and send 
    it off to each member.  That's the most fair way of doing it so that each
    person gets an equal share of everything that drops.  There are no guarantees
    in drops, so you could end up with Erase and Phalanx in one go, and end up 
    with relatively worthless gear in another.
    If you don't feel comfortable dividing up the loot in that manner, you can
    always keep the loot for whoever uses the orb.  If you're going to go with
    this method, it's best to use the /random command before the first battle.
    Whoever has the highest roll goes first.  After you've done their orb, do
    /random again excluding that person.  Unfortunately, the drop rate is dodgy
    so one person may get three high-value scrolls while another might just get
    low-end gems.
    Anyway, I hope that this little mini-guide helps you guys.  Good luck!
    If you wish to contact me, please send an email to:  
         sabocactuar * at * hotmail * dot * com
    Or you may also send me a /tell if you are on Fairy Server.  My charname is
    Saboruto, and my POL email address is:
         baletori * at * POL * dot * com
    Thanks for reading my Guide, I hope it's been of help to you!
    c. 2004, Jason Dyals (aka Tristan Baletori / SaboCactuar).
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.

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