I am looking for members who want to complete ZM14 Divine Might. Anyone who is interested please post here and include your job.
I am very familiar with the winning strategy and I am prepared to go either manaburn style or traditional, depending upon how many people reply to this thread. Manaburn is of course preferred but that depends on the availability of BLMs, I am confident that we can win either way, however.
I will leave this thread up here and if you need Divine Might completed respond to it. Once enough people have responded here or in /tell to me in game to make a good alliance, I will invite 18 people to a new linkshell that I will make for this purpose and we will set a time that everyone can attend to complete the run. The linkshell will be created and people will be assembled once a good alliance can be formed and I will be patient so that we can go with the best possible chance of winning, this will not be rushed as I want to minimize everyone's xp and time loss as much as possible on this difficult battle.
Requirements: at least level 73. Level 75 will be of course preferred. Medicines including a couple stacks of poison potions, echo drops(if you cast spells this is not optional very important), hi potions for tanks, hp or mp regen food depending on your job. Reraise items(spell, hairpin or gorget) <- NOT OPTIONAL, whms do not have time/mp to raise you this is a timed BC. Vastly helpful if you have/can soon get an Ark pentasphere, more pentaspheres the better. In order to acquire an AP, you get a piece of parchment (woodworking item, AH available or if you cannot find on the AH you can use a lightning crystal on a flute bought in bastok music store until you get a parchment as a result. No craft skill is required to do this) and a bottle of illuminink dropped from the doll type enemies in Ro'Meave. Trade the illuminink and the parchment to the pool of water in Ro'Maeve during the late night hours(Vanadiel Time) during a full moon, you will know it is the right time because the pool will fill. The AP is the orb used to enter Divine Might, more orbs in the alliance = more attempts should we encounter bad luck. Helpful but not required if every melee DD can sub nin to help avoid AOE weaponskills and for survivabilty when they pull hate, as speed in killing is more important than worrying about hate control for the most part. Sleep Potions and opo necklace for sleeping TP before entering the circle. Icarus wings also for quickly taking out EV who is the hardest battle.
I am going to set out the strategies that I plan to use, and if any participants want to correct/add to it I am open to suggestions, however I am sure that these are solid strategies and I know of several wins that have occurred using them.
1. Manaburn, if enough blms (10+) respond to this, then we can do it this way, this way requires little explanation and is easy to perform, I will call a time for thundaga 3 then 2nd round of blizzaga3 will finish off the stragglers. If the EV or GK manage to survive this round of spells then simply zerg the survivors using all 2hrs and finish them off quickly.
2. More than likely, we will be doing this the traditional way, in which case we will form an alliance that looks like:
Kiting pt
NIN
NIN
NIN
RDM
RDM
RDM
2nd pt
Backup kiter(thf/nin/pld)
healer
refresher/sleeper for AA's pets(rdm or brd)
DD
DD
Tank
3rd pt
healer
Tank(backup)
DD
DD
DD
DD
I just put that setup down from memory so if I forgot something let me know.
Each nin in the kiting party will have a rdm partner. Each RDM, NIN pair will choose an AA from EV, HM, and GK, and kite that AA up and down the entry hallway. We will enter the BC at nightfall and each nin will wear their nighttime speed boots and any nighttime evasion gear they possess to make kiting as easy as possible, and these nins will not draw their weapons or hit the mob during kiting so as to not risk giving them any TP whatsoever until we are ready for the battle with that particular enemy.
Whereas most strategies will say to zerg the TT first, I am 90 percent certain that this is not necessary as the TT does not leave the circular arena area. He will simply warp around the arena, as long as we fight on the stairs then the TT is no threat and can be left alive until last. The TT is the easiest one to kill last, as killing the TT first is where 80 percent of messups happen in a traditional battle(he bindgas kiters as they are pulling their mobs, sleepgas everyone or petrifies mages, and screws up the whole strategy). Therefore a puller will target the MR from max range and pull it with ranged. Each RDM, NIN pair will have their mob targetted and voke it on approach, pulling it back up the stairs and kiting it using ninja speed boots and gravity up and down the hallway. Do not use bind as a bound AA will take swings at your fellow kiters as they pass it in the hallway which will ***** up their day badly. Kiters will stick to the right wall and hug it while making their circles so that their fellow kiters will be able to run past them without being significantly obstructed. The main tank that is in the 2nd party will then voke the MR and it will be fought on the upper half of the stairs, out of range of the TT's spells, rendering the TT harmless as long as noone ventures close to the arena area. All DD zerg the MR.
Sleeper will keep the MR's pet asleep, while the RDM from the NIN, RDM pair that is kiting the GK will keep his wyvern asleep. When the MR charms the tank, tank must be slept immediately and then backup tank will take hate ASAP(using all his abilities asap, pld is preferred for this).
MR should die quickly, then the pet should be killed immediately, as both of these have relatively low hp. Then kiters will bring in their mobs to die 1 at a time, GK > pet > HM > EV. The GK will be killed via straight tanking by the ninja while we will kite the HM and EV, stopping occasionally to perform weaponskills. Depending on the current hp/mp/deaths situation, we will burn our 2hrs on the EV if it looks like we are going to win as the EV is by far the most difficult battle. This will leave the TT alone and easy to kill.
Backup kiter in 2nd party will keep an eye on kiter's hp, and if a kiter messes up and dies he will move in and take over. This position can be taken by a pld, nin, or thf, this will probably be my responsibility. By fighting on the stairs, this will ensure that if there is a screwup and a wipe, we will all die in reraisable positions(since tractor does not work inside the BC), and in case of a wipe we can still win if we have killed at least MR and GK and their pets. Each AA's weaponskill inflicts various status ailments, this is why it is most important to bring echo drops if you are any form of spellcaster, including if you use a /nin subjob, as well as ample hipotions. The less reliant you are on the whms the better as they will have their hands full.
Beforehand it would also be helpful(we may get time to do this while waiting for nightfall) for each kiting team to enter the solo BC's and kite their assigned mob for a while to get a feel for that mob's behavior. This is more helpful at keeping kiters alive than most people realize. As long as the kiting teams can sustain themselves this BC is a win, losses occur when a kiter dies unexpectedly and the extra AA attacks the main alliance.
I know that was a long post but I wanted to let people know that I have put thought into this and that I am serious about getting it accomplished. If anyone sees anything wrong with my strategy or pt setup then please let me know and ill see what I think. I know of many people that have used the TT last strategy before and it has succeeded, that is the main difference between how I want to do it and how many others reccomend, however if we try that and it does not work out well then we can go back to traditional TT first strategy. I just find that most early wipes happen because everyone zerg's the TT and gets bindga'd ga-IV spell, which is devastating when the other AA's are still running around alive. Since the TT doesnt give chase in the traditional sense and just warps around the arena he can be ignored as long as everyone stays out of range of that area.
If you want to get the earrings from Divine Might then please post here or /tell Halcyonryu in game and you will be added to the list. Once I can form a working alliance using the list, I will then announce here who will be in the alliance and make the linkshell, and we will have a LS meeting to discuss the best day/time to run the event so that everyone can attend. Thank you for reading and I hope to hear from many people.
It will be noted that only 18 people will be in the final LS roster, and this will not be an all day event that will encompass many many runs. If we can get 10 blms then we will have 8 melee ride alongs and no more. I do not want this to be a situation where people who have already succeeded have to go again multiple times to get everyone through and lose their entire day. If for some reason one of the 18 cannot attend then he will be replaced by someone else who has shown interest but that there was no room for, that person will be given a pearl and added to the roster. However we will not be doing more than 1 successful run so as to not cheat the people who win out of even more xp and frustration attempting to win again and again all day long. People who have ark pentaspheres, level 75, and the most optimal jobs will get first priority but please post if you are interested regardless of this as we do not know the interest level as of yet.
Sorry again for the long post ^^;
CURRENTLY INTERESTED
PLD > Phildo Draygorn
BLM > Daishi, Damyen, Frobro, Cadant, Gambitx, Szion, Bryantr
WHM > Noreen, Meshe, Jerome
WAR > Eyrhika, Bruknar, Vinny
SMN > Jabberwocky, Arkanna
SAM > Braveheartxx, Sparthos
RDM > Legault Fynlar Thar Roflmywaffle Crimsan
DRK > Shrub
NIN > Lyca, Boondox, Phane
THF > Halcyonryu, Bootylicious, Lucrezia
MNK > Brusa, Etho
BRD > Ranzz, Shakes
DRG > Optimuz
Halcyonryu
75thf
Lakshmi
Edited, Mon Nov 14 02:57:26 2005 by halcyonryu
Edited, Mon Nov 14 13:03:24 2005 by halcyonryu