Final Fantasy 14: A Realm Reborn – Brayflox’s Longstop (HM) and Halatali (HM) Speed Run Tips

If you need Myth and Soldiery Tomes as quickly as possible, these two speed runs are your best bet!

Following the Leviathan patch and the introduction of Soldiery Tomes that can be traded in for level 100 gear, Final Fantasy 14 players have been dissecting the game to figure out the fastest way to obtain these tomes. At the moment, the fastest and easiest way to do this is via speed runs of the Hard Mode variants of Brayflox’s Longstop and Halatali. Both dungeons award 50 Myth Tomes and 45 Soldiery Tomes when completed (Myth for the first two bosses, Soldiery for the last boss).

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There are two ways you can do speed runs of these dungeons. If you have reached the Soldiery Tome cap of 450 per week, many people run these dungeons up to the second boss, defeat the boss, then leave. Alternately, if you have yet to cap your Soldiery Tomes, you can run through the entirety of each dungeon. Either way, there are a few important tips that will help you get through both dungeons safely and swiftly.

First and foremost, if you’re looking to do a speed run of only the first two bosses, do not use the Duty Finder tool. This sets you up with random players across the servers, some of which may not want to end the run after the second boss. Even if you leave the run (or get kicked), the other players have to wait for a replacement before they can continue. If you’re looking to stop after the second boss, use the Party Finder to create your own party, noting that you will be stopping after the second boss so everyone involved is aware of the strategy.

With both dungeons, the healer and tank are key. No matter how good or bad the damage dealers (DPS) in the party are, if the tank and healer are not up to the task of a speed run, things will not go well. The tank needs to make huge pulls. What this means is that the tank should run through each section of the dungeons, using ranged attacks to attack each enemy (mob) as they pass. The tank should not stop until they have at least 6 mobs, but with a good healer, some tanks can handle as many as 10 or 12 mobs. Where the tank stops to fight should be determined how good the healer is, and how well-geared the tank is.

When tanking a large number of mobs, it’s important that the tank is skilled enough to hold hate on every enemy. In this situation, marking the mobs won’t be overly effective. Most DPS jobs will use area of effect (AoE) attacks to maximize damage when fighting large groups of enemies. It would actually slow you down, marking mobs for the DPS jobs to attack one at a time. Warriors have a much easier job handling a group of enemies. They have a number of AoE attacks that generate enmity. This is much more difficult for Paladins who are basically forced to rely on Flash, and switching mobs as they complete their enmity combos. Luckily Paladin’s have more defense to withstand the attacks of all these enemies, plus they have a few abilities to help out if they lose hate (Provoke, Cover, etc.).

For the healer, there’s one very important thing to remember. Do not touch the tank until they have stopped and are ready to fight. This is especially important for White Mages with Regen and Medica II. Both of these spells place a lasting effect on the tank. However, until the tank stops to fight all of the enemies, there’s a good chance they haven’t established hate control. Using one of these spells can easily cause one or more enemies to attack the healer instead of the tank.

Once the tank stops to fight the mobs, as a White Mage it’s very helpful to use Regen and Medica II to provide a double regen effect on the tank. With so many mobs, the tank will be taking huge damage that will need to be healed quickly. Cure II is effective, but it makes things much easier to have that double regen effect active on the tank during these battles. Eye for an Eye is also effective because it reduces damage on the tank, and you should make sure the tank has Stoneskin and/or Adloquium before the fight begins. This gives you time to setup your healing spells before the tank takes too much damage. If you have time, feel free to use damage of time (DoT) spells to speed up the battles, but healing if your priority.

There isn’t much a DPS job has to worry about during these speed runs. Just focus on your AoE attacks and do not stop to attack any mobs until the tank has completed a pull. Bards can make things a little easier by using Swiftsong just before a pull so the entire party runs faster (aside from the tank who will lose the effect upon pulling).


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Author
Bryan Dawson
Bryan Dawson has an extensive background in the gaming industry, having worked as a journalist for various publications for nearly 20 years and participating in a multitude of competitive fighting game events. He has authored over a dozen strategy guides for Prima Games, worked as a consultant on numerous gaming-related TV and web shows and was the Operations Manager for the fighting game division of the IGN Pro League.