Brayflox’s Longstop is a level 32 dungeon with level sync maximum at 34. The dungeon is quickly reached from Wineport which is right near the zoneline to Middle La Noscea. This dungeon features a number of “fast response” events which trigger as you approach them. Handling these events properly can greatly increase your treasure yield.
There are a number of obscured nooks throughout this dungeon. Many of these nooks have either a goblin to save or a goblin encampment overrun by creatures. Clearing these areas can result in extra treasure. Indeed, a thorough clearing of Brayflox results in far more chests than any prior dungeon!
Trash Mobs
The non-boss encounters in Brayflox’s Longstop typically feature three monsters and generally include one creature with either AOE or cone attacks. These fights can be quite painful and its a good idea to break out your Sleep spell during this dungeon. Either have a THM pre-sleep a specific target, or use the CNJ ability to knockback (with Water) and then Sleep. In either case, it is important that the party not break the slept creature until they are ready to engage him.
While I generally mark targets in FFXIV, I strongly recommend the use of marks in this instance.
Additionally, you will encounter roaming patrols of Swamp Pugil when you reach the river portion of the dungeon. These pugil have long patrols and it is quite possible you will experience them roaming into your party. Keep an eye out for these pugil and take care of them before engaging larger packs.
In the back part of the dungeon you will find packs of mobs which include one drake. We recommend sleeping the drake and finishing off the easier Chasers. The drake features a nasty cone fire attack and its just best to leave this aside until the other targets are removed. For groups featuring Marauder tanks, using the CNJ knockback/sleep is ideal as it allows the MRD to dish out aoe enmity without breaking mez.
Bosses of Brayflox’s Longstop
The Great Yellow Pelican
Almost immediately after arriving in BL you face the first boss, the Great Yellow Pelican. You encounter this monster behind a door after defeating your first two packs of trash mobs. The pelican is a damage intense, but mechanically simple fight.
He just hits bloody hard.
Throughout the fight, packs of Violet Back join in. Your party damage dealers need to switch immediately and dispatch these Backs. They do not do significant damage to the dps, but can be overwhelming if left unattended. Once dispatched, the damage dealers should return to the Great Yellow Pelican.
The Pelican himself drops a nasty poison on the tank. He also has one long wind-up move that needs to be avoided. Other than that, this is an attrition fight. Who lasts longer, the Pelican or your CNJ mana pool? The tank should make use of potions and defensive cooldown abilities to take some stress off the CNJ during this fight.
Saving Goblins
After defeating the Pelican, Brayflox joins you and asks you to save some of his kinsmen. This moves the party into a goblin village where every goblin is empireled. As you approach goblin huts, a goblin will spawn with a host of creatures attacking him (her? it?). You only have a short few moments to acquire enmity and save the goblin from demise.
Succeed in saving the goblin and you win a chest which almost always has magical items. Be warned, the goblins spawn when the first party member approaches. Players who run ahead willy-nilly are likely to spawn, and cause the death of, numerous goblins. Be certain to move as a team in this area. However, once a goblin is spawned, rush to its aid. You can heal goblins, though, which helps greatly in keeping them alive!
Inferno Drake
After saving, or attempting to save, the goblin village you find the second zone mini-boss, the Inferno Drake. The battle arena for the drake is a large circle, with the players entering from the southern side.
The Inferno Drake is a standard drake fight. He has a breath attack that should be avoided or interrupted. Because of this cone attack he should be faced away from the rest of the party. About midway through the fight, Brayflox comes running into the battle arena chased by a small drake. Pickup enmity to save Brayflox, kill the smaller drake and resume fighting the Inferno Drake.
At this point, Brayflox joins you fighting the Inferno Drake. Brayflox will periodically acquire enmity on the target, forcing the tank to either use a Provoke or other move to acquire enmity. Remember, the drake breathes fire, so get him turned quickly.
Hellbender
After traversing the water area of Brayflox’s Longstop, the party encounters Hellbender. Hellbender is an eth mob with a trick or two up his sleeve. In general, Hellbender fights like other Eth, he has a breath cone attack which should be avoided.
About halfway through the Hellbender fight he unveils his first trick. Hellbender encases a random party member in bubbles. This bubble places a number of serious debuffs on the target party member, including deadly poisons & paralyze–other members of the team need to quickly shift and attack the bubble to aid in freeing their teammate. Depending on the speed of your damage dealing, you may encounter this feature more than once.
Keep clearing bubbles and working on Hellbender and you will quickly find him defeated. But the fight isn’t yet complete!
Note: Some discussion at Reddit regarding the bubbles. There’s some disagreement on what exactly the bubble does (e.g. full impair or paralyze style occasional impair). Additionally you can target the bubble while inside it and damage it (which implies a paralyze impair effect). Targeting the bubble from the outside can be irritating, you may want to consider “target next enemy” as a keybind to help in this fight.
Suprise, Dragon!
Hellbender’s second trick happens on his death. The dragon Aiatar makes his first appearance. This happens after a long mini-boss engagement and Aiatar comes in fast and furious. The tank needs to quickly acquire enmity and position Aiatar so he can not breathe poison on the party.
Aiatar flees at about 50% health, leaving the party with Hellbender’s treasure.
Deep Jungle Coeurl
The final mini-boss of the Brayflox’s Longstop is the Deep Jungle Coeurl. This creature is off to the left from the area leading to Aiatar’s chamber. As such you might miss this creature, but you really should engage him. He has a chance of leaving a chest with magical jewelry, a rare find in Eorzean dungeons!
The Coeurl fight is fairly straight forwards. He has one radius AOE attack which should be evaded by running out of the target circle. Other than that he’s a fairly quick kill and a quick treasure chest.
Aiatar
Bosses in FFXIV:ARR really know how to make an entrance and Aiatar is no exception. The big green dragon swoops down on you as you enter his lair. As a green dragon, Aiatar plays out much as you would expect.
Aiatar’s primary attacks do not hit terribly hard. However, your healer is going to stay fairly busy in this fight taking care of cleansing poison. Make use of Esuna as quickly as negative effects are placed.
Aiatar also has a nasty poison breath attack. The tank should strafe around the dragon as soon as the dragon’s breath casting bar begins. While I have blocked this ability using shield slam, it is easier to simply strafe away from it while continuing enmity rotations.
About midway through this fight, Aiatar adds a new attack. He will periodically target a party member other than the tank and spit acid at them. This attack leaves a green poison field on the ground as you can see in the right of the above screenshot. This poison causes a healing effect to trigger upon Aiatar. It is currently unclear if the heal triggers off Aiatar standing in the poison circle, or if the poison works as a health tap healing Aiatar whenever a player is damaged. In either case, keeping everyone (including the dragon) out of the goo is a good idea.
The acid spit field remains persistent on the ground for several seconds. It is important for party members to quickly get out of the green goo. Additionally, your CNJ should use Esuna to cleanse any poison if needed.