Optical Hat

Reishu

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HopeReborn
What you need for a well-balanced, easy run:

---People needed for the fight---
4-5 RDM/WHM or WHM
Paralyna is a -must-. Put two people on point for the tanks' paralyna, and all the others spread out among the other parties.

3+ BLM, DRK, or RDM/DRK
You'll die without Stun. Stun only -ga spells, since anything else will be blinked away.

2 NIN, 1 decked out PLD75
You -can- do it with 1 NIN, but it's really not suggested. /NIN doesn't have the shadows to tank when paralyzed. a PLD75 takes each hit 120-170+, which means you might spend a lot of mp curing (not suggested, this isn't a slow fight).

1 BRD
Mambo x2 is a very handy thing for this fight. The NINs last much longer tanking with paralysis this way.

6+ all other jobs (the more the merrier :D)
/THF if possible. A good exception is /WHM for MNK, who can do better damage safer Chi Blast-ing, or /WHM for PLD, so they can help with paralyna and cures.

1 BST, PLD, NIN, or ???/NIN.
This person will either solo or tank the adds that pop. Kills need to be paced out so that you don't handle too many at once during a slow fight.

Additional people are helpful, but should focus on helping heal the main alliance and killing adds. This is a good place to put someone who comes along to help for a chance for a hakutaku eye from the Den of Rancor.

DDs need to bring good sushi if they have problems hitting (pretty likely, <3 high eva lol), and RDMs need to keep gravity on it.

---Travelling to the Hakutaku ??? pop "npc"---
Stay together as a group when going to the pop location. People who are alone may accidentally aggro will usually die, and raising someone can sometimes be irritating for everyone else.

Everyone needs their own sneak and invis. Mages cannot be depended on past the zone entrance, so one courtesy sneak/invis and then you use your own.

It takes about ~45-60 minutes to get to the pop location, depending on aggro and waiting for people without a paintbrush.

You need a Paintbrush of Souls to get to the right zone in Den of Rancor. If you don't have your own, you might consider getting one, even if a good friend has his or her own.

---Organizing the Alliance--- (notes)
Be aware that other people will most likely want to join for their own O-Hat if they don't already have one. Please plan accordingly. ~30 minutes per fight (15 for the fight, 15 for ??? repop), and ~45+ minutes to get to the pop location. Leaving time to spare is also a good policy, as well as backups if the run is going to last a while, because people may unexpectedly want to leave early (to sleep, etc.), which might mean the alliance being understaffed in a risky way.

Discrimination against mages (i.e. "Mages don't need a hat", "You won't get a chance, melees come first") will only get you an alliance without mages.

People who can Paralyna must be able to see the Hakutaku's special move Hex Eye. This is a directional AoE paralysis attack, and will help them know when to start spamming Paralyna.

Regarding Hex Eye also, it has been suggested in the past that NINs tank backwards, and for melee to avoid the front of HKTK. Melees without /THF should avoid the front and back entirely, and attack from the side.

The most commonly accepted level limit for this fight is 70+. Melee have a hard time hitting (HKTK has very high evasion). Mages can get by at 65, but it will usually be easier for them to get a chance at popping it at 70.

The best practice for clearing out the pops before popping HKTK is to take your time killing them; so you don't have to deal with 2-4 mobs aggroing during the middle of the fight.

People with Stun need a well-organized pattern. This includes such strategies as /tell notices to the next person in line, or keeping a clocked Stun cycle. People who Stun need to be watching the log carefully, not casting, so that they're ready to Stun a -ga spell. (-ga only because, anything else will be blinked away, or is an instant attack, and therefore not stunnable). People who can't stun -ga spells reliably should not be in the stun order, a single Firaga-3 causes major damage to everyone in the alliance.

to get to the HKTK pop area, I find it easiest to just go straight south from the middle of the first room in Den. Bring a map -please- in case someone gets lost.

---How to get the pop item: "Hakutaku Eye Cluster"---

Lv. 84 Alchemy synth : Light Crystal
Fiend blood x1 AH
Wooden hktk. eye x1 Den of rancor "Million eyes" 73-76 - at the Hakutaku "???".
Burning hktk. eye x1 KRT "Thousand eyes" 60-62 - Enter KRT and go to lower level (G-8).
Golden hktk. eye x1 Sea Serpent Grotto "Mindgazer" 66-69 - Enter SSG from yhoator, follow left wall and fall off several ledges until you reach "Ornamented door". you can pull him off the ledge without having to go through door, or go through the door with a Sahagin Key.
Damp hktk. eye x1 Ifrit's cauldron "Dodomeki" 63-69 - Best location is at the west entrance in Yhoator; head directly for the Cauldron, past goblins.
Earthen hktk. eye x1 Sea serpent grotto: "Blubber eyes" 55-58 - Go past mythril door, there is about 3 spawns scattered and 3 more spawns further in.


Note: A critical failure will result in the loss of -all- ingredients. Best for Highest level alchemy possible on Full Moon Lightsday, with Imagery
Common price on Quetzalcoatl: 1 million


That's about all i can think of. If you plan this out well, you'll get your hat. Good luck. ^^
 
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YALL LISTEN TO MY BABY ... she knows what shes sayin .. lol anyways anybody that plans any future Optical Hat run let me know i wanna get mines already .

WAR75/NIN37
 
You are exaggerating on what is really needed for this fight. The simple method:

2 nin/war (one can be a thf/war or war/nin)
2 whm
1 rdm
1 brd
1 blm or drk
assorted melee with thf as main or sub

Tanks stand at opposite side of the mob, melee stand on either side to avoid the directional paralyze.

Melee build TP, then SATA ws whichever tank doesn't have hate.

Rdm keeps silence on the mob.

Each whm picks a tank and keeps them hasted and paralyna'ed.

Bard keeps up barfira and double mambo for tanks, double ballad for mages, and elegy and finale as needed on HKTK.

Stunner stuns Firaga only.

Any blms in the group do not cast any form of firaga, as it screws up the stunner.

You fight in the area where there are no adds to worry about.



This method relies heavily on the rdm keeping silence up, 75 with wind staff is good enough.
 
I think Stouter was with me, but we beat Hktk with 12 or 13 people with no problems whatsoevear. I think it can be done with a single party with some hardcore people.
 
71blm

i'd like to get a O'hat for my upcoming drk @ 60 atm, iv been on 3 runs so far and whn my turn comes up or im 2nd to next to pop, ppl start leavin think kinda messed up but that's jst some ppl's kids 0.o. anyway most times work for me, and blm should be a lvl up ina cpl days or less
 
saying Monk does more/safer damage chi blasting is bullcrap as well, you'll be doing more damage meleeing. And don't cry about TP building, as mobs gain TP+1 from Subtle Blow at 65. It's a moot point now, but people still have Monks TPing up mobs in drilled their heads. Hakutaku isn't that physical damage resistant, Monk Meleeing is fine.

Not to say meleeing is the best solution to every mob, ofcourse, but this particular one it is.
 
Just tanked this bitch a couple of weeks ago and they made it even easier. They took out some of the aggro mobs and Hktk can easily be fought with no adds. I would love to take him down with just a single party.
~Foofighter
 
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