FATE Farming
Blue Mage has excellent tools for farming FATEs quickly. Use
Aetheric Mimicry on a DPS, and summon your Chocobo companion so
Choco Meteor is available.
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#124There are two types of FATEs to think about. For group FATEs, the basic
flow is to gather enemies with
Hydro Pull, freeze them with
The Ram's Voice, then finish them with death spells,
Choco Meteor, and AoE primal spells. For boss FATEs, use a
Moon Flute opener. See the Moon Flute Opener
page for details.
Key Spells
Hydro Pull: Wide-range AoE that deals 200 potency and pulls
enemies toward you. Use this to round up enemies as they spawn before killing
them with Choco Meteor or death effects.
The Ram's Voice: 220-potency point-blank AoE that applies Deep
Freeze, preventing enemies from acting. Even players outside your party
benefit from having enemies frozen.
Choco Meteor: 300-potency spell requiring your Chocobo
companion to be summoned. This is your strongest spammable filler and will
melt groups of enemies quickly.
Breath of Magic: Extremely strong AoE DoT for clearing groups
when the Vibe Check is on cooldown.
Death Spells
Death spells deal percentage-based damage or kill enemies outright. Not all
enemies are vulnerable, and many A Realm Reborn bosses are now immune due to
past misuse. You can test vulnerability with
Launcher: if it
fully resists, the enemy is not vulnerable to death effects.
Warning
Missile to soften a
boss with a large health pool is helpful, but denying others credit just to
clear faster is not.
Missile: Deals damage equal to 50% of the target’s current HP.
Single target, can be resisted. Good for softening up bosses or large enemies.
Launcher: Deals 10%, 20%, 30%, or 50% of maximum HP (chosen at
random) to all enemies in a 15y radius. Cannot be resisted unless the target
is entirely immune.
Dimensional Shift: An alternative to Launcher for weakening
groups of enemies. Unlike Launcher it can be resisted, its damage scales with
the target’s current HP (making it weaker as enemies are worn down), and its
slow cast time limits how often you can use it.
Level 5 Death: Instantly kills enemies within a 6y radius whose
level is divisible by 5. Can be resisted.
Ultravibration: Instantly kills any enemy affected by Deep
Freeze or Petrification, even those immune to other death effects. Pairs
naturally with
The Ram's Voice.
1000 Needles: Deals 1,000 damage split among enemies in a 4y
radius. Not technically a death effect, but useful in low-level FATEs where
it will one-shot most enemies.
Tail Screw and
Doom also count as death effects but
have too low a hit chance to be reliable.
Enmity
FATE participation credit is based on enmity generated. If FATEs are dying too
quickly for you to get full credit, activate
Mighty Guard and
cast
White Wind to generate a massive amount of threat. White
Wind is especially effective in a party. As a bonus, Mighty Guard slows your
damage output, giving other players a better chance to earn credit as well.