Batosi -> RE: [FGC] Farming Guide Submissions (9/11/2012 17:41:22)
Directions: Travel Map > Lolosia > Talk to Capt. Frolgar > What happened to your hand? > Sea Fiend Quest
For EXP/Gold/Both/Z-Tokens: Both, but more of an EXP lean
Pros: Exceptionally quick runs, can currently obtain a ton of EXP per battle, and a substantial amount of Gold. The stronger you are (higher the level, more developed build, etc.), the faster the quest will be.
Cons: Currently under investigation for balancing, so the quest difficulty is subject to change, or the current rate of EXP/Gold may change, especially for lower levels. Might be less clear cut of a fight for warriors than mages due to the monster's high HP. This fight has become substantially harder for lower levels
General Strategy: The first initial fight is Cloudzard(s), simply blast them with everything you have, they're only ~245HP a piece, and you'll receive a full heal after the fight. Afterward's you'll have the fight between a Sea Fiend variant, currently likely a very higher level than you. Depending on your build, you have quite a few things to consider.
- No-drop water armor (ideally), defensive armor w/ or offensive armor w/ or w/o optimal water defense (depends on your survivability)
- Eye of Naab (healing)/ Water defensive shield/ IronThorn or Chieftain's IronThorn (depends on your survivability)
- Best energy weapon/ Best 100% special energy weapon (if ranger build and have a defensive water armor/ shield combo)
- Best healing spell; additional potions if needed
- Power Shard: Hogg series (offensive; best available or an equivalent miscellaneous trinket)/ Everfrozen Shard (defensive; only if you have it or an equivalent miscellaneous trinket)
- Any relevant guest (can obtain various energy damaging guests at the war section of the quest)
- Fairy Godmother G series if the survivability is need; Nerfkitten series if not
Mages: Equip the recommended gear and begin casting with your Lightning Rod's spell to conserve mana, or use your best available energy spell. Currently, imbuing with lore is not recommended because it will eat up your mana. This has become a sustainability fight as opposed to a hit-and-run. If you find it necessary and are taking a lot of damage, save mana for your best healing spell which you should cast whenever you get below around 30-50%, if not debuffed; otherwise use any available healing potions. Poelala will increase your spell/magic weapon/pet damage every turn, helping you dish out more damage and possibly heal more. If you have a Nerfkitten out, it will be able to increase the Sea Fiend's energy modifier, helping you do more damage regardless of if it can get past its chi shield. Should you run out of mana, switch to your best energy weapon and an armor that can either deal defensively with the Sea Fiend's attacks or an offensive armor that you can survive in while dishing out better damage vs. the Sea Fiend. You can attempt to use an IronThorn variant if you're able to survive the Sea Fiend's attacks to speed up the process, but this isn't recommended. Keep healing yourself with your Fairy Godmother G, it will greatly help in your effort to sustain your HP. In theory, this fight is a bit faster to complete as a mage build compared to a warrior/ranger build.
Warriors/rangers: Equip the recommend gear and begin spam attacking. Having a guest is recommended to deal additional damage. Depending on your level, sustaining HP may be more important than dishing out extra damage, so taking a defensive approach is recommended over using the IronThorn variants, especially because of the various buffs and stat increases the Sea Fiend has received. If you can survive sufficiently, you can seriously consider going a more offensive approach with an IronThorn variant to speed up the encounter. Whenever you get around 30-50% HP, cast your best healing spell if you're not debuffed; otherwise use any available healing potions. If you have a Nerfkitten out, it will be able to increase the Sea Fiend's energy modifier, helping you do more damage regardless of if it can get past its chi shield. Keep healing yourself with your Fairy Godmother G, it will greatly help in your effort to sustain your HP. In theory, this fight is a bit more dragged out for a warrior/ranger build compared to a mage build.
For all builds to consider: No matter what, the Sea Fiend has the ability to resist burns, and will always have its chi shield active at the start of its turn until it is broken through by excess damage based on its SP, which it regens every turn. Should the Sea Fiend be allowed to build up more and more SP, you will have to inflict an increasing amount of damage to break through the shield. The remaining damage that exceeds the chi shield is converted into harm damage, and is inflicted to the Sea Fiend. Having a Nerfkitten present is highly recommended if you can survive the onslaught of damage, because even though the Sea Fiend may not sustain damage from a Nerfkitten's attack, it will sustain a much desired nerf; otherwise, use a Fairy Godmother G to sustain yourself. The Sea Fiend also has a debuff he can cast on you to disable you from using spells, even spells including in 100% special staves like the Lightning Rod, which can put your fight's success in jeopardy if you are low on health. It's important to have potions handy if you run into a bind at this point, otherwise you may face defeat. That being said, a defensive approach is almost always recommended over offensive unless you can take a serious amount of damage from the newly buffed Sea Fiend.
Recommended Levels/Builds: Level 100+ may be successful, but it is likely possible that they can't farm here anymore. Level 120+ is recommended. Anything below that is no longer suitable to farm this location. Any build can utilize this farming spot as long as you have the recommend equipment and can inflict a significant amount of damage on the Sea Fiend. The Sea Fiend has also been buffed since the last time we've been farming him so even in a defensive armor, you will likely sustain a lot of damage.
Data: At the level ~120+ range, each run will grant you ~1.21m experience and ~267k gold. Depending on how fast you can complete the fight, which can range anywhere from two to eight minutes, you can gain about 8.47m experience to as much as 36m experience per hour, and as much as 1.87m gold to 8m gold per hour. At the level ~100+ range, if you survive, each run will grant you ~210k experience and ~47k gold, but will likely take longer, closer to the eight to ten minute mark. This can amount to about 1m to 1.4m experience per hour, and about 282k to 329k gold. These are rough estimates for both time and EXP & Gold per hour, and the fight may last longer than my quoted times because of the increasing difficulty of the Sea Fiend, so some values may be a stretch.
Notes: Remember, this fight has become more about survivability than anything else. If you can't sustain damage much when you run out of mana, using Imbue w/ Lore is not an option. Even if you can, you will likely deal more damage by not using Imbue w/ Lore as a mage. Make sure to keep your HP up to a reasonable amount that the Sea Fiend can't one shot/OHKO you and you should be golden. Keeping enough MP as well as some healing potions is also a good idea just incase. The fight has has been made more difficult, and more like a boss fight, but for higher levels it isn't that much harder, just a bit challenging because it involves a little strategy. For lower levels, it has become substantially harder to fight the Sea Fiend because of its chi shield, and may be an unachievable feat. Essentially, the AQ staff has disabled this spot from being an abusable farming spot for lower levels to cap fast and even over-cap.