So, we've accomplished this a bit more, so I thought I would write an article on how we are doing it. Our situation is a little unique, not everyone will be able to do this, but this is how it's working for us. Last night we got 21k in less than an hour, which is pretty good EXP for any SMN.
Areas to Burn - Level Range:
Maze of Shakrami - 10-16
Valkurm Dunes - 15-20
Party Makeup:
External Support
1 36+ WHM/BLM for teleports
1 75 SMN/BLM w/ lvl 1 cor - for trains
Burn Party
3 10+SMN/ANY - For burning
2 ANY/ANY - For leeching
1 level sync target (see above)
* Note: One of the jobs should have a corsair that is level 5+ that is either main or subjob for Corsair Roll
In our case, the 2 leeches are the same 2 characters over and over again, bring warp items, and have level 1 Corsair.
Level 10 Sync:
Starting with the lower level sync, the 75 SMN should pull carby out and go to the far end of the big room near the zone line of Tahrongi Canyon. To prevent mobs that don't give the burn party exp, I will elaborate on this. The SMN should 'Attack' a mob, then 'Retreat'. Take it to a nearby mob that will *link* to the original mob. Now re-'Attack' the original mob, and let carby kill it, should be only 2 hits or less. This will keep the link agro, but not cost the burn party exp. Grabbing a majority of the mobs in the big room, and the little room heading back to zone line, should net you a good amount of EXP. Taking your sync from 10 to 12-13
Types of Mobs
Bats
Goblins
Crawlers - Do not go down the ramp to the scorpion room yet, this is later levels.
Level 13 Sync:
You are still in the Maze at this point, but you have a much longer pull ahead of you this round. From the big room of the last start point, go north. Stay on the east side of the map and follow the tunnel down to the room at the bottom with the crawlers and the scorpions. The SMN should 'Attack' a mob, then 'Retreat'. Take it to a nearby mob that will *link* to the original mob. Now re-'Attack' the original mob, and let carby kill it, should be only 2 hits or less. This will keep the link agro, but not cost the burn party exp. Grabbing a majority of the mobs in the big room, and the little room heading back to zone line, should net you a good amount of EXP. Taking your sync from 12-13 to 15-16. At this point, you've pretty much capped the Maze party, and it's time to move on, or find a different sync target.
Types of Mobs
Leeches
Crawlers
Bats
Goblins
Use of Support Party
I know most are asking why the WHM/BLM is needed at this point. In our specific party, the 3 non-burning members of the party all have corsair unlocked, but not leveled. Usually with a scroll of warp or another item. The SMN/BLM Also has a cor, but should be used last, since he should be starting the next pull while the job change/warp/teleport takes place.
The lower level person will warp to their nation of choice (We used whitegate), change to Corsair, and get the WHM/BLM to take them back to mea.
In our case, the 3xSMN would meet the corsair at mea, and try to reset the 2hr. Regardless of If it worked, the corsair would then die, and change back to their original job, and get the WHM/BLM to tele them back out. If it didn't work, the next lower level job should try. The catch, is the 2nd character should wait for the 1st character to be on their original job at mea, with the burned SMN's. Since Corsair 2hr won't reset another Corsair's 2hr, the first character will need to be on a job *other* than corsair for the 2hr reset to work on them as well. This will allow more over-all chances to reset the 2hr.
MISC info
The average pull took about 15-20 minutes from start to finish. My 75 SMN was able to keep carby alive for 23 minutes after all the mobs were pulled with proper gear and using healing ruby II when he got below 50% HP. This should allow plenty of time for the corsairs to reset the 2hr of the SMNs, and time to run back to the zone line for the next pull. All mobs in big + Small room will give EXP at 15-16, so it is wise to pull them all.
This method is not recommended for people with slow computers, the puller (and smns) will get R2500-2900 on the bigger pulls.
We were able to get as high as chain 41, but it still took us 2-3 pulls in Maze to get the 21k. One of my characters had an anniversary band + Emporer band, both of which were used by 1 pull each, totaling 26k for them.
Tips for the summoner party: * Thanks Shourin
- Wait for the trainer to settle the mobs. Let mobs collect to a dense group.
- Risk vs. reward. Targeting the toughest mob in the group will make it more likely that your astral flow will go off. Also increases the likelihood that the mob will live and beat you after.
- Don't release your avatars in presence of the train. The mobs will aggro you and kill you before you begin.
More Notes:
Mobs that link by sight seem to despawn *much* easier than those by sound. And those that track by smell (ie. orcs) will despawn if you run through water, which makes Ghelsba a bad choice to do this. To keep the mobs from despawning, making round-about circles every now and then seems to help tremendously.
Edited, Oct 9th 2008 9:44am by Toioiz
Edited, Oct 9th 2008 3:03pm by Toioiz
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