Emet-Selch (
unsundered) wrote2023-02-02 02:25 am
Ability Data from Ktisis Hyperboreia
General Notes
• All numbers are estimations and may be tweaked over time. Nothing should be wildly off though.
• Unless otherwise noted, all AOE damage is split evenly amongst targets (i.e., an AOE ability that does 30000 to one target, will do 15000 to two, etc.).
• "Equivalent" refers to the animation and not necessarily to the effect- though they're largely the same, just renamed. Anything that would have a dot attached in the player version (i.e., Aero, Thunder) does not in the Amaurotine edition (Circle of Clarity the exception). Defensive abilities seem to be the same in function, duration (and possibly cooldown). Unique abilities also seem to have some manner of cooldown/requirement for use, as you might expect (Venat can't spam Renew even if everyone's low on health if she just used it).
• Unlike every other trust/duty support combination, the Amaurotine trio are completely self-sufficient! They do not need you to heal. They do not need you to tank (no group needs you as a DPS). This is because they ALL have a battle revive, and both Venat and Hythlodaeus have powerful heals (even when Venat's not in the healing role). They will reliably complete the dungeon without you.
(Caveat: this is when doing minimal pulls. It is technically still possible to do the largest pulls and succeed but it will take many, many tries, and is largely a matter of luck and them managing to kill something before wiping, and winning eventually through attrition. But for normal pulls/bosses? They have a very high success rate.)
• Unless otherwise noted, all AOE damage is split evenly amongst targets (i.e., an AOE ability that does 30000 to one target, will do 15000 to two, etc.).
• "Equivalent" refers to the animation and not necessarily to the effect- though they're largely the same, just renamed. Anything that would have a dot attached in the player version (i.e., Aero, Thunder) does not in the Amaurotine edition (Circle of Clarity the exception). Defensive abilities seem to be the same in function, duration (and possibly cooldown). Unique abilities also seem to have some manner of cooldown/requirement for use, as you might expect (Venat can't spam Renew even if everyone's low on health if she just used it).
• Unlike every other trust/duty support combination, the Amaurotine trio are completely self-sufficient! They do not need you to heal. They do not need you to tank (no group needs you as a DPS). This is because they ALL have a battle revive, and both Venat and Hythlodaeus have powerful heals (even when Venat's not in the healing role). They will reliably complete the dungeon without you.
(Caveat: this is when doing minimal pulls. It is technically still possible to do the largest pulls and succeed but it will take many, many tries, and is largely a matter of luck and them managing to kill something before wiping, and winning eventually through attrition. But for normal pulls/bosses? They have a very high success rate.)
Emet-Selch • Tank
Offensive Abilities
Skill Name
Type / Target
Equivalent
Damage
Note
Ravenous Assault
Slashing / ST
Plunge
2400
Nether Blast Magic / ST Unmend 2400
Shadow Spread Magic / AOE Unleash 2400
Unlike most AOEs, does not split damage, but does this amount always no matter the number of targets
Shadow Stream Magic / AOE Stalwart Soul 2400
Unlike most AOEs, does not split damage, but does this amount always no matter the number of targets
Polydegmon's Price Slashing / ST Hard Slash 2400
Polydegmon's Purgation Slashing / ST Syphon Strike 2400
Aether-eater Slashing / ST Souleater 5000
Heals for half damage inflicted
Hades's Gates Magic / AOE Abyssal Drain 7500
Heals for 1200 per target hit
Hellborn Yawp Slashing / ST Carve and Spit 9600
Cthonic Flood Magic / AOE Flood of Shadow 12000
Cthonic Edge Magic / ST Edge of Shadow 12000
Dark Eruption Magic / AOE Unique 12000
Instant
Ancient Darkness Magic / AOE Unique 30000
Instant
Bad Faith Magic / AOE Unique 40000
Instant
Defensive Abilities, Effects, & Heals
Skill Name
Type / Target
Equivalent
Healed
Note
Klymenos
N/A / Self
Grit
N/A
Always on
Putrid Breath N/A / ST Provoke N/A
why is it called this
Interject N/A / ST Interject N/A
True Reprisal N/A / AOE Reprisal N/A
True Rampart N/A / Self Rampart N/A
Ploutonos N/A / Self Shadow Wall N/A
Katabasis N/A / Self Living Dead N/A
The status icon for it is the same as Walking Dead, but in functionality it's identical to Hallowed Ground
Eubuleus N/A / Party Dark Missionary N/A
Anabasis N/A / ST Unique N/A
Revive, Instant
Comments: • Ancient Darkness/Bad Faith are used as a combo, and uncommonly. Sometimes used against bosses, but it's easier to get them to trigger when you do specific larger pulls. The first two groups of mobs (the one with the lions + the collection of panthers) will trigger it. Combining the last two groups before Ladon Lord is the other point. I've never seen him use it on the other mobs, even when collected together after like 60+ runs.
• Pulls with Ravenous Assault, and if it's a group, uses Shadow Spread/Stream. Everything that follows is used in the listed order (apart from Ancient Darkness/Bad Faith as noted above). His basic combo can be used multiple times in a row, before moving on through the rest of the rotation. When there's multiple targets, he sometimes skips the basic combo and moves directly into Hades's Gates and the rest.
• In a no healing situation he dies much more than Venat, presumably due to not having a Clemency equivalent.
Emet-Selch • DPS
Offensive Abilities
Skill Name
Type / Target
Equivalent
Damage
Note
Ancient Blizzard
Magic (Ice) / ST
Blizzard
3800
Ancient Blizzard III Magic (Ice) / AOE Freeze 8000
Ancient Fire Magic (Fire) / ST Fire 3800
Ancient Fire III Magic (Fire) / AOE Flare 8000
Ancient Thunder Magic (Lightning) / ST Thunder 3800
Ancient Spark Magic (Lightning) / ST Thunder III 8000
Ancient Tornado Magic (Air) / AOE Unique 20000
Dark Orb Magic / ST Unique 3800
Dark Eruption Magic / AOE Unique 20000
Instant
Unholy Darkness Magic / AOE Unique 32000
Instant
Ancient Darkness Magic / AOE Unique 46000
Instant
Bad Faith Magic / AOE Unique 60000
Instant
Defensive Abilities, Effects, and Heals
Skill Name
Type / Target
Equivalent
Healed
Note
Anabasis
N/A / ST
Unique
N/A
Revive, Instant
Comments: • Dark Eruption/Unholy Darkness comprise most of his damage, and are used as a combo action.
• Ancient Darkness/Bad Faith are also only used as a combo, and while extremely powerful, are only used 0-2 times a dungeon. As noted in the tanking section, he still only uses them at specific points.
• Apart from rotating his other abilities, there doesn't seem to be any real pattern to them, apart from needing to space out his 'finishing' dark combo with the other elemental spells.
• Lower DPS than both Hythlodaeus and Venat.
Hythlodaeus • DPS
Offensive Abilities
Skill Name
Type / Target
Equivalent
Damage
Note
Blood Draw
Piercing / ST
Bloodletter
3800
Hail of Fire Piercing / ST Burst Shot 3800
Luminous Bolt Piercing / ST Refulgent Arrow 7600
Storm of Arrows Piercing / AOE Rain of Death 7600
Veiled Arrow Piercing / AOE Shadowbite 11000
Peak Shot Piercing / AOE Apex Arrow 15000
Lashing Shot Piercing / AOE Unique 18000
Looks a bit like Ladonsbite but is different
Megiddo Flame Magic / AOE Unique 30000
Serpent Shot Piercing / AOE Unique 30000
Annihilation Magic / AOE Unique 70000
Defensive Abilities, Effects, & Heals
Skill Name
Type / Target
Equivalent
Healed
Note
True Benediction
N/A / ST
Unique
All
True Raise N/A / ST Unique N/A
Revive, Instant
Comments: • Serpent Shot/Annihilation are used as a combo action and are extremely rare, and almost always used against bosses (specifically Ladon Lord or Hermes).
• Annihilation is the strongest ability any of the Amaurotine use, though in terms of combo, Emet-Selch's Ancient Darkness/Bad Faith roughly equal Serpent Shot/Annihilation.
• Still, though, wtf Hythlodaeus.
• Hythlodaeus does seem to have a rotation he follows, which is essentially the list of attacks above, in that order (minus Serpent Shot/Annihilation). His ST abilities are used as a combo 2-3 times, before moving onto the others. Megiddo Flame is something of a 'finisher' but not always used. But he never seems to deviate from this order. Serpent Shot/Annihilation occur after Luminous Bolt (from my meager sample size).
• Sometimes out-DPSs Venat, sometimes doesn't. Always out-DPSs Emet-Selch.
Venat • Tank
Offensive Abilities
Skill Name
Type / Target
Equivalent
Damage
Note
Intervene
Blunt / ST
Intervene
2500
Solar Eclipse Slashing / AOE Total Eclipse 2500
Unlike most AOEs, does not split damage, but does this amount always no matter the number of targets
True Prominence Slashing / AOE Prominence 2500
Unlike most AOEs, does not split damage, but does this amount always no matter the number of targets
Fast Blade Slashing / ST Fast Blade 2500
Riot Blade Slashing / ST Riot Blade 2500
Rage of Azem Slashing / ST Rage of Halone 5000
Circle of Clarity Slashing / AOE Circle of Scorn 24000
Heros's Blade Slashing / AOE Expiacion 42000
Shield Lob Slashing / ST Shield Lob 2500
Shield Swipe Slashing / ST Shield Swipe 7600
Not that Paladin has it anymore; don't think it pacifies
Poliouchos Magic / ST Requiescat 10000
Enomotos Magic / AOE Confiteor 13000
Defensive Abilities, Effects, & Heals
Skill Name
Type / Target
Equivalent
Healed
Note
Adamantinon Thelema
N/A / Self
Iron Will
N/A
Always on
Provoke N/A / ST Provoke N/A
Interject N/A / ST Interject N/A
True Reprisal N/A / AOE Reprisal N/A
True Rampart N/A / Self Rampart N/A
True Sentinel N/A / Self Sentinel N/A
True Hallowed Ground N/A / Self Hallowed Ground N/A
True Clemency N/A / ST Clemency 4300
True Renew N/A / Party Unique All
Also restores player MP
True Arise N/A / ST Unique N/A
Revive, Instant
Comments: • Need to figure out her rotation.
• Seems to survive easier than Emet-Selch when not being healed, likely due to being able to spam Clemency.
Venat • Healer
Offensive Abilities
Skill Name
Type / Target
Equivalent
Damage
Note
True Stone
Magic (Earth) / ST
Stone
1800
True Water Magic (Water) / ST Fluid Aura 1800
Not that White Mage has it anymore (also it does damage now, so the similarity is only in animation)
True Aero Magic (Air) / ST Aero 1800
True Stone IV Magic (Earth) / ST Stone IV 15000
True Water IV Magic (Water) / AOE Unique 15000
True Aero IV Magic (Air) / AOE Aero III 15000
Not that White Mage has it anymore.
Afflatus Azem Magic / AOE Afflatus Misery 46000
Doesn't appear to have the same requirements as Afflatus Misery
Defensive Abilities, Effects, & Heals
Skill Name
Type / Target
Equivalent
Healed
Note
True Cure II
N/A / ST
Cure II
16000
True Medica N/A / Party Medica 7800
True Medica II N/A / Party Medica II 4800
Tetragrammaton N/A / ST Tetragrammaton 13000
True Benediction N/A / ST Benediction All
Afflatus Venat N/A / ST Afflatus Solace 15000
Uncommonly used, maybe once per run
True Renew N/A / Party Unique All
Also restores player MP
True Benison N/A / ST Divine Benison N/A
Extremely uncommonly used
True Stoneskin II N/A / Party Stoneskin II N/A
Not that White Mage has it anymore. Can be cast during battle, unlike the player's (defunct) version. Seems like it can be cast roughly every minute.
True Arise N/A / ST Unique N/A
Revive, Instant
Comments: • If there's a pattern to her offensive abilities I'm not seeing it.
• Afflatus Azem seems to have some connection to healing as she uses it more often in a no-tanking situation (as she is also healing vastly more), while her other offensive abilities don't show the same relative increase in cast number (due to the dungeon taking far longer). Whatever system she's using isn't the same as the Lilies though, as she can use Afflatus Azem twice in a row.
• True Cure II/True Medica/True Medica II comprise the vast majority of her healing.
Venat • DPS
Offensive Abilities
Skill Name
Type / Target
Equivalent
Damage
Note
Cascade
Piercing / ST
Cascade
4200
Fountain Piercing / ST Fountain 4200
Reverse Cascade Piercing / ST Reverse Cascade 8400
Fountainfall Piercing / ST Fountainfall 8400
True Finish Piercing / AOE Technical Finish 11000
Sun Dance Piercing / ST Fan Dance 20000
Sun Dance II Piercing / AOE Fan Dance II 20000
Sun Dance III Piercing / AOE Fan Dance III 32000
Brightsaber Dance Piercing / AOE Saber Dance 54000
Used twice in a row
Defensive Abilities, Effects, & Heals
Skill Name
Type / Target
Equivalent
Healed
Note
True Step
N/A / Self
Technical Step
N/A
Crimson Heart N/A / Self Emboite N/A
Azure Heart N/A / Self Entrechat N/A
Golden Heart N/A / Self Pirouette N/A
Verdant Heart N/A / Self Jete N/A
True Bravery N/A / ST Unique N/A
Always targets player; damage buff
True Renew N/A / Party Unique All
Also restores player MP
Curing Choreia N/A / Self Curing Waltz 11000
True Arise N/A / ST Unique N/A
Revive, Instant
Comments: • Rotation is Cascade through Fountainfall, repeated, with the occasional True Finish as a finisher (On a 2ish minute cooldown? Probably the same as Technical Step.). Sun Dances also occur after Fountainfall, but only occasionally, in ascending order (sometimes skipping II). Sun Dances + True Finish do not seem to ever occur together. Priority I think goes to True Finish, while on successive combos, Sun Dance(s) are used instead, until True Finish can be used again.
• Has a unique LB2!
