My server been big on this Astral Burn craze all of a sudden, and as a result, the Gustaberg region has fallen under Sandy control - by a big margin cause most of them currently involved just happen to be San d'Orian.
The basic Astral Burn party is 3 SMN, 1 sync target, and 2 leeches. Sometimes you will see a setup of 4 SMN, 1 sync target, and 1 leech, but this depends on the level of the sync. One of the members of the party has /COR for Corsair's Roll, and another has /BLM for Escape. The leeches are usually extra accounts of the pullers, although some will actually pay to leech.
The "Tank" Mob is a CFH (Call for Help) mob that all the summoners target for the astral flow. The best summons to use so far is Ramuh and Shiva. Once Astral Flow wears off, Ramuh's Thunderspark is used. For best results, each summoner does an AF bloodpact order and the person second on the order uses their AF bloodpact 20 seconds after the bloodpact from the first person.
Under no circumstances do a -aga spell on the train. Most pullers will simply use escape leaving you with all the mobs that will give 0 XP for the summoners. If you do happen to eat dirt in the process, you will be lucky to even get a R1. Do everyone a favor and leave the train alone.
If a zone has multiple parties doing runs, each party must wait their turn.
The pullers are at least 2 or 3 level 75 RDM, WHM, or PLD that uses Stoneskin and Phanalax. WHM and PLD must sub RDM.
Special Notes for the Pullers
The mob that you intend on using Call for Help must be one of the first mobs pulled. You must build up so much hate on that mob that it will not turn to the summoner when they start casting the summon for the second AF bloodpact. Casting Summons while AF is active is EXTREME HATE boost, depending on how much damage the first AF bloodpact did to that mob (mobs rememeber damage output more than anything else). Good spells to cast on that mob include but not limited to Sleep, Blind, Gravity, and Bind. Not having proper hate built up prior to the run going off can lead to a botched pull with 3 DEAD summoners ALL with AF down and you will be forced to either kill your own train or escape/teleport out of the zone.
The confirmed zones where Astral Burn works.
Kor. Tunnel (level sync 11-14)
"Tank Mob": Gigas, preferably the MNK one (highest HP of all the gigas in here)
Prey: Combat, Seeker Bats, Huge Spider, Thread Leech, Greater Pugil, Jelly, Sea Monk
Camp: Just east of the river on main path
Notes: The first 4 mobs don't aggro but link like crazy. The last three mobs are aggressive and non-linking, so your puller has to aggro each and every one of them by resting. Due to the potential for extreme lag, the pugils and sea monks should be pulled very early. An average run should get 30k xp, a good run around 40k, and an amazing run (chain 150+) at 50k or higher. If the sync target is level 11, you will need a 4th summoner in the party. Make sure the Jelly that is nearest to the camp is DEAD or AGGROED by the pullers before you start syncing for the XP, or the run will result in a failure.
[ame="http://www.youtube.com/watch?v=5lXu7wkzaC8"]YouTube - FFXI Power Leveling gone mad - Kor. Tunnel Astral Burn, Chain 111[/ame]
[ame="http://www.youtube.com/watch?v=SeahMvtNg80"]YouTube - smn burn failure[/ame]
Maze of Shakhrami (level sync 11-13)
"Tank Mob": Goblin Smithy
Camp: L9 Map 1 just east of the Ledge
Prey: Bats, Crawlers, Leeches, Goblins
Notes: This run has to be timed just so or things can easily go wrong. The tank mobs do not have as much HP and resistance as the Gigas, and the pullers have to run a long distance. In addition, the train has to run from west to east across the entire zone. You can start level sync 10 or 11 and stick to the west end and do the lower level bats/crawlers/goblins, or at level sync 15 and stick to the east end with the crawlers, leeches and bats. Pullers must be certain they must have enough hate on the Goblin Smithy before calling for help or you will have 3 dead Summoners with no more AF to use.
From Ayrlie: This zone won't pull as much XP as Kor. Tunnel, even if every bat, crawler, and leech was pulled. The best run we got was a chain 35 for roughly 14k XP. Still, its an alternative if Kor. Tunnel is loaded with Burn Parties.
[ame="http://www.youtube.com/watch?v=_R0kjOA5TbQ"]YouTube - FFXI SMN Burn 01[/ame]
Valkurm Dunes (level sync 10-11)
"Tank Mob": Bogy
Prey: Lizards, Sheep, Flies, and Goblins
Notes: Make sure this zone is free from parties before attempting. Since this is a huge zone, you have a higher chance of losing trains. The Bogy makes the logical choice as a tank mob because of its huge resistance to ice, which is a must given that lizards and flies will get owned by Diamond Dust and the goblins will likely survive the first two rounds of it. The mobs only have 300 HP to 400 HP each.
Yuhtunga Jungle (level sync 20-24)
"Tank Mob": Overgrown Rose or Goblin Robber
Prey: Crawler, Bee, Opo-Opo, Lizard, Goblin, Makara, Sahagin, Coeurls
Camp: F-9 lower level where Overgrown Rose is located and zero goblins roam (due east of a field manual)
Notes: A potential 60k XP can be gained here. There is a field manual nearby, make sure to use Page 5. A NM opo-opo can pop near camp so your pullers should be aware of that mob. The nearby Goblin Robber (that hangs near the Field Manual) can be used as a backup tank. To ensure every mob gets pulled, you will need at least 3 pullers. Pullers need to note that stoneskin will rarely last the full 5 minutes here.
Unconfirmed zones
Pashhow Marshlands (level sync 12-14)
"Tank Mob": Goobbue or Bogy
Prey: Goblins, Quadav, Flies, Crawlers, Bats, Bees
Notes: Another huge zone with a lot of water, making training very hard to pull off. Set up a camp near the outpost and away from the Water Elemental. Ramuh will make short work of the Quadav, Shiva for the rest. Everyone will need echo drops if the Goobbue is the tank mob.
Ordelle's Caves (level sync 11 or 12)
"Tank Mob": Stropher
Prey: Goblins, Leeches, Bats, Saplings, Rabbits, Beetles
Notes: Must have several god pullers that can escort the trains to the designated camp (eastern Ordelles zone is perfect), as there is water in the zone and certain mobs will deaggro if they run into water. There is over 100 bats in the zone alone, not to mention a healthy dose of Saplings, Goblins, and Leeches. The weaker bats, rabbits, beetles, and goblins will be the first mobs to go, then the leeches, and finally the stronger bats, rabbits, goblins, and beetles. Make sure to face the Stropher away from the party before unloading, as it has a lot of conal TP moves that can and will wipe any summoner once sync is in effect.
Ranguemont Pass (level sync 14-16)
"Tank Mob": Goblin Smithy or Bat Eye.
Prey: Seeker Bats, Stirge, Cave Scorpion
Camp: North zoneline.
Notes: There are just 70-80 bats in this zone. You can also add goblins to the train but some of them are BLM and RNG goblins that simply will not stay in the Astral Flow bloodpact range. Bat Eye must remained Silenced during the actual kill. The puller should aggro a Blade Bat or Wind Bats to start the train off. This zone has double ice weather effect, making Shiva the prime avatar of choice. After a pull, escape back to East Ronfaure for the short walk back to Sandy for Wild Card. It is possible to pull off a 20k run in this zone.
Lower Delkfult's Tower (level sync 15 - 17)
"Tank Mob": Bogy
Prey: Gigas, Goblins, Bats
Since all the mobs aggro and linking, all the pullers have to do is to rest next to one. It might be best not to pull any BLM gobs or RNG gigas as they don't melee until a certain amount of health is taken away.
Fei'Yin (level sync 28-30)
"Tank Mob": any mob in the basement will do, preferably an Underworld Bat
Prey: Vampire Bat, Undead Bats
Note: 64 Bats to Diamond Dust with potential double ice weather is just too good to pass up. The bad news is that the walk to Fei'Yin is long, so make sure the only person that needs the sneak/invis is the sync person (if at all possible). Make sure noone in the zone has a certain part of the RDM AF3 quest flagged.
Garliage Citadel (level sync 32-33)
"Tank Mob": Chamber Beetle
Prey: Siege Bat, Wingrats, Borer Beetle, Citadel Bats
Camp: Gate 1
They call this zone the home of the infamous bat trains. Multiple pullers is required, including one to handle the C-Beetle and the rest of his beetle friends. You can only get up to a Chain 60 if everything is pulled, and this zone requires a much higher level sync than Kor. Tunnel.
Fei'Yin (level sync 41-42)
"Tank Mob": Specter or Colossus
Prey: Underworld Bats, Camazotz
Camp: Stairway between the two maps
Notes: Only 60 bats to unload.
Western Altepa Desert (level sync 41-43)
"Tank Mob": Big birdie
Prey: Desert Beetle, Cactaur
Camp: Revelation Rock
Notes: most if not all these mobs are concentrated around the rock. One of the pullers will have to make a trip to the Oasis to reel in the rest. Make sure everyone has signed up for a certain field manual that involves these two prey. Due to the Cactaurs dangerous moves, only pull in enough for the field manual to be fullfilled.
The basic Astral Burn party is 3 SMN, 1 sync target, and 2 leeches. Sometimes you will see a setup of 4 SMN, 1 sync target, and 1 leech, but this depends on the level of the sync. One of the members of the party has /COR for Corsair's Roll, and another has /BLM for Escape. The leeches are usually extra accounts of the pullers, although some will actually pay to leech.
The "Tank" Mob is a CFH (Call for Help) mob that all the summoners target for the astral flow. The best summons to use so far is Ramuh and Shiva. Once Astral Flow wears off, Ramuh's Thunderspark is used. For best results, each summoner does an AF bloodpact order and the person second on the order uses their AF bloodpact 20 seconds after the bloodpact from the first person.
Good Example is:
Summoner A AF Blood Pact > 20 seconds > Summoner B AF Bloodpact > 20 seconds > Summoner C AF Bloodpact > 20 seconds > Summoner A AF Bloodpact, etc.
Since Avatars take 7 seconds to cast, a /wait 13 macro should be created telling you when to cast your summon for the bloodpact. Use this macro after the summoner before you in the order goes off with his AF bloodpact.
Special Note for EveryoneSummoner A AF Blood Pact > 20 seconds > Summoner B AF Bloodpact > 20 seconds > Summoner C AF Bloodpact > 20 seconds > Summoner A AF Bloodpact, etc.
Since Avatars take 7 seconds to cast, a /wait 13 macro should be created telling you when to cast your summon for the bloodpact. Use this macro after the summoner before you in the order goes off with his AF bloodpact.
Under no circumstances do a -aga spell on the train. Most pullers will simply use escape leaving you with all the mobs that will give 0 XP for the summoners. If you do happen to eat dirt in the process, you will be lucky to even get a R1. Do everyone a favor and leave the train alone.
If a zone has multiple parties doing runs, each party must wait their turn.
The pullers are at least 2 or 3 level 75 RDM, WHM, or PLD that uses Stoneskin and Phanalax. WHM and PLD must sub RDM.
Special Notes for the Pullers
The mob that you intend on using Call for Help must be one of the first mobs pulled. You must build up so much hate on that mob that it will not turn to the summoner when they start casting the summon for the second AF bloodpact. Casting Summons while AF is active is EXTREME HATE boost, depending on how much damage the first AF bloodpact did to that mob (mobs rememeber damage output more than anything else). Good spells to cast on that mob include but not limited to Sleep, Blind, Gravity, and Bind. Not having proper hate built up prior to the run going off can lead to a botched pull with 3 DEAD summoners ALL with AF down and you will be forced to either kill your own train or escape/teleport out of the zone.
The confirmed zones where Astral Burn works.
Kor. Tunnel (level sync 11-14)
"Tank Mob": Gigas, preferably the MNK one (highest HP of all the gigas in here)
Prey: Combat, Seeker Bats, Huge Spider, Thread Leech, Greater Pugil, Jelly, Sea Monk
Camp: Just east of the river on main path
Notes: The first 4 mobs don't aggro but link like crazy. The last three mobs are aggressive and non-linking, so your puller has to aggro each and every one of them by resting. Due to the potential for extreme lag, the pugils and sea monks should be pulled very early. An average run should get 30k xp, a good run around 40k, and an amazing run (chain 150+) at 50k or higher. If the sync target is level 11, you will need a 4th summoner in the party. Make sure the Jelly that is nearest to the camp is DEAD or AGGROED by the pullers before you start syncing for the XP, or the run will result in a failure.
[ame="http://www.youtube.com/watch?v=5lXu7wkzaC8"]YouTube - FFXI Power Leveling gone mad - Kor. Tunnel Astral Burn, Chain 111[/ame]
[ame="http://www.youtube.com/watch?v=SeahMvtNg80"]YouTube - smn burn failure[/ame]
Maze of Shakhrami (level sync 11-13)
"Tank Mob": Goblin Smithy
Camp: L9 Map 1 just east of the Ledge
Prey: Bats, Crawlers, Leeches, Goblins
Notes: This run has to be timed just so or things can easily go wrong. The tank mobs do not have as much HP and resistance as the Gigas, and the pullers have to run a long distance. In addition, the train has to run from west to east across the entire zone. You can start level sync 10 or 11 and stick to the west end and do the lower level bats/crawlers/goblins, or at level sync 15 and stick to the east end with the crawlers, leeches and bats. Pullers must be certain they must have enough hate on the Goblin Smithy before calling for help or you will have 3 dead Summoners with no more AF to use.
From Ayrlie: This zone won't pull as much XP as Kor. Tunnel, even if every bat, crawler, and leech was pulled. The best run we got was a chain 35 for roughly 14k XP. Still, its an alternative if Kor. Tunnel is loaded with Burn Parties.
[ame="http://www.youtube.com/watch?v=_R0kjOA5TbQ"]YouTube - FFXI SMN Burn 01[/ame]
Valkurm Dunes (level sync 10-11)
"Tank Mob": Bogy
Prey: Lizards, Sheep, Flies, and Goblins
Notes: Make sure this zone is free from parties before attempting. Since this is a huge zone, you have a higher chance of losing trains. The Bogy makes the logical choice as a tank mob because of its huge resistance to ice, which is a must given that lizards and flies will get owned by Diamond Dust and the goblins will likely survive the first two rounds of it. The mobs only have 300 HP to 400 HP each.
Yuhtunga Jungle (level sync 20-24)
"Tank Mob": Overgrown Rose or Goblin Robber
Prey: Crawler, Bee, Opo-Opo, Lizard, Goblin, Makara, Sahagin, Coeurls
Camp: F-9 lower level where Overgrown Rose is located and zero goblins roam (due east of a field manual)
Notes: A potential 60k XP can be gained here. There is a field manual nearby, make sure to use Page 5. A NM opo-opo can pop near camp so your pullers should be aware of that mob. The nearby Goblin Robber (that hangs near the Field Manual) can be used as a backup tank. To ensure every mob gets pulled, you will need at least 3 pullers. Pullers need to note that stoneskin will rarely last the full 5 minutes here.
high chains possible
Unconfirmed zones
Pashhow Marshlands (level sync 12-14)
"Tank Mob": Goobbue or Bogy
Prey: Goblins, Quadav, Flies, Crawlers, Bats, Bees
Notes: Another huge zone with a lot of water, making training very hard to pull off. Set up a camp near the outpost and away from the Water Elemental. Ramuh will make short work of the Quadav, Shiva for the rest. Everyone will need echo drops if the Goobbue is the tank mob.
Ordelle's Caves (level sync 11 or 12)
"Tank Mob": Stropher
Prey: Goblins, Leeches, Bats, Saplings, Rabbits, Beetles
Notes: Must have several god pullers that can escort the trains to the designated camp (eastern Ordelles zone is perfect), as there is water in the zone and certain mobs will deaggro if they run into water. There is over 100 bats in the zone alone, not to mention a healthy dose of Saplings, Goblins, and Leeches. The weaker bats, rabbits, beetles, and goblins will be the first mobs to go, then the leeches, and finally the stronger bats, rabbits, goblins, and beetles. Make sure to face the Stropher away from the party before unloading, as it has a lot of conal TP moves that can and will wipe any summoner once sync is in effect.
Ranguemont Pass (level sync 14-16)
"Tank Mob": Goblin Smithy or Bat Eye.
Prey: Seeker Bats, Stirge, Cave Scorpion
Camp: North zoneline.
Notes: There are just 70-80 bats in this zone. You can also add goblins to the train but some of them are BLM and RNG goblins that simply will not stay in the Astral Flow bloodpact range. Bat Eye must remained Silenced during the actual kill. The puller should aggro a Blade Bat or Wind Bats to start the train off. This zone has double ice weather effect, making Shiva the prime avatar of choice. After a pull, escape back to East Ronfaure for the short walk back to Sandy for Wild Card. It is possible to pull off a 20k run in this zone.
Lower Delkfult's Tower (level sync 15 - 17)
"Tank Mob": Bogy
Prey: Gigas, Goblins, Bats
Since all the mobs aggro and linking, all the pullers have to do is to rest next to one. It might be best not to pull any BLM gobs or RNG gigas as they don't melee until a certain amount of health is taken away.
Fei'Yin (level sync 28-30)
"Tank Mob": any mob in the basement will do, preferably an Underworld Bat
Prey: Vampire Bat, Undead Bats
Note: 64 Bats to Diamond Dust with potential double ice weather is just too good to pass up. The bad news is that the walk to Fei'Yin is long, so make sure the only person that needs the sneak/invis is the sync person (if at all possible). Make sure noone in the zone has a certain part of the RDM AF3 quest flagged.
Garliage Citadel (level sync 32-33)
"Tank Mob": Chamber Beetle
Prey: Siege Bat, Wingrats, Borer Beetle, Citadel Bats
Camp: Gate 1
They call this zone the home of the infamous bat trains. Multiple pullers is required, including one to handle the C-Beetle and the rest of his beetle friends. You can only get up to a Chain 60 if everything is pulled, and this zone requires a much higher level sync than Kor. Tunnel.
Fei'Yin (level sync 41-42)
"Tank Mob": Specter or Colossus
Prey: Underworld Bats, Camazotz
Camp: Stairway between the two maps
Notes: Only 60 bats to unload.
Western Altepa Desert (level sync 41-43)
"Tank Mob": Big birdie
Prey: Desert Beetle, Cactaur
Camp: Revelation Rock
Notes: most if not all these mobs are concentrated around the rock. One of the pullers will have to make a trip to the Oasis to reel in the rest. Make sure everyone has signed up for a certain field manual that involves these two prey. Due to the Cactaurs dangerous moves, only pull in enough for the field manual to be fullfilled.
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