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  • Astral Burn

    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.
    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 Everyone

    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.
    Last edited by Ayrlie; 10-15-2009, 10:54 AM. Reason: update guide - added Fei Yin
    Dig A10; Main: Bonecraft 100+3/subs: 60/Fishing 59.7
    Mules: Cooking 100+3/Alchemy 77.7


    http://www.youtube.com/Ayrlie


  • #2
    Re: Astral Burn

    Astral Burn Rulz!

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    • #3
      Re: Astral Burn

      Thanks for the videos. I've heard of Astral Burn before, but never seen it in action. If I thought I could tolerate SMN (and could fucking get Diabolos), I might give this a shot.

      Comment


      • #4
        Re: Astral Burn

        i no wot u mean. I love the smn, my fave job, and got it to 33 but i refuse to take it any further till i get diabolos & fenrir. I am doing CoP at present but untill i got the rest of my LS to 2-3 i wont b going any further

        Oh well just gotta find a gud rdm/nin and an hour and ill get the other 3 whispers to at least b ready for the fenrir battle. Cant wait to have a giant wolf to summon, god im sad, lol

        Comment


        • #5
          Re: Astral Burn

          I've always wanted to try this, but I'm worried about some jackass diaga'ing or -againg the mobs.
          ~~~BLM SAM RNG NIN PLD~~~

          Comment


          • #6
            Re: Astral Burn

            It's become not worth the effort on Hades anymore. Back when it was just our linkshell doing it, it wasn't a problem, but now that some people couldn't keep their fucking mouths shut (and basically told the whole server how to do it), people come down to grief others, screw up their pulls, or flat out just steal the mobs.

            Seriously, the more people spread this around the less it becomes worth it. It was good when only about 20 people knew about it, back then, no one would fuck your pulls. There is ONE good zone to do it in, and it's always taken. 99% of the time by some idiot group that can't even use it to the full potential (should get 40-50k easily, these groups do less than 20k and consider that "good enough") and when you go down there to do it, some asshole comes along and ruins it. And GMs do things about it, sometimes, but it's gotten way out of hand at this point and it's not even worth it anymore. I rode my SMN to 75 in a matter of about 3 days and I'm glad for it (fuck I hated leveling that shit) but I won't touch another Summoner burn party. Because now that everyone knows about it, people are ruining a good thing by griefing others. Most of us tried to keep it quiet, but a few people told their friends, who told everyone else, and now it's just fucking retarded.

            We've even had problems within the linkshell. Two groups worked out a deal, one group was going to just do one single run, and the other group's leader agreed, only to Thundaga the mobs right as the pull was ready.

            Seriously, Astral Burning destroys worlds. I used to enjoy it before everyone and their sister knew how to do it (and thus, how to fuck it up) but now I wish they would fucking nerf it.

            Seriously, save yourself the trouble. People in this game are complete fucking dicks and will fuck you over if you're getting something they want. And I want to thank all the idiots who couldn't keep it quiet for ruining it. (Not talking about the OP of this thread, mostly speaking of the three or so people from my server who told EVERYONE.)
            sigpic
            ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
            ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
            ~I has a blog~~http://aksannyi.livejournal.com/~
            ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




            Comment


            • #7
              Re: Astral Burn

              Give it another month or 2 and this fad will be over.

              It's a trick that has been done ever since summoner was released, it has never been a secret.
              The only reason it's done more now and people are catching wind of it is because of level sync.

              SE will not nerve this because the trick is years old and Astral flow is supposed to work this way and this way is mostly only viable for early levels.
              Aside from that, the number of people that can actually do this the right way is limited.

              Also, this was fun to do once or twice but takes too freaking long to set up correctly.

              And oh yeah, people thinking they can level a job to 75 this way, I wish good luck on getting their skills on par :D
              Quetzalcoatl Server | WHM 80 | SMN 76 | NIN 75

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              • #8
                Re: Astral Burn

                The only peeps that really do Astral Burn on my server consistently is part of an HNM linkshell that look for any given level 12 character to level sync to. Those peeps in the static are all level 75 characters, all with level 75 summoners (all of them in merit mode). Given it takes about 20 minutes for a pull to be executed, 5 minutes to kill the train, and another 16 minutes for all to repop, they make about one run per hour. If they get wild card to work in their favor, sometimes they do two runs per hour.

                If I see two parties down there, they usually take turns doing the pulls.

                Everyone else does it from time to time, given that static is only out there during the overnight hours. If you do a /sea of Kor. Tunnel on my server, most of those peeps are all Rank 10 with at least 1 other level 75 job. These peeps just get the XP in just 5 minutes compared to those e-peens BRD X 2 DD X 4 bird parties do in 2 hours.
                Dig A10; Main: Bonecraft 100+3/subs: 60/Fishing 59.7
                Mules: Cooking 100+3/Alchemy 77.7


                http://www.youtube.com/Ayrlie

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                • #9
                  Re: Astral Burn

                  Originally posted by Mog View Post
                  I've always wanted to try this, but I'm worried about some jackass diaga'ing or -againg the mobs.
                  {Team up?} Astral Burn Static {Yes, please}
                  Adventures of Akashimo Hakubi & Nekoai Nanashi


                  Comment


                  • #10
                    Re: Astral Burn

                    Originally posted by Akashimo View Post
                    {Team up?} Astral Burn Static {Yes, please}
                    You gather the mobs and I will!
                    ~~~BLM SAM RNG NIN PLD~~~

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                    • #11
                      Re: Astral Burn

                      Just went through 3 runs tonight, and 2 of them got botched bad. First run, nobody takes out the jelly prior to syncing (it was hidden in the horde of mobs) and the jellies wiped our party before we had a chance to go. We then went to the Maze and had a successful 10k XP run just using the mobs on the east end (with just 1 puller). The next run we had 2 pullers and had a much bigger train (one pulled from the west end) but failed to build enough hate on the goblin smithy and that gob killed each summoner while they were casting Shiva for the second blood pact (just to prove that casting a summon while Astral Flow active is MAJOR hate boost). That run did get 6k xp just on the first 2 rounds of AF bloodpacts, however.
                      Dig A10; Main: Bonecraft 100+3/subs: 60/Fishing 59.7
                      Mules: Cooking 100+3/Alchemy 77.7


                      http://www.youtube.com/Ayrlie

                      Comment


                      • #12
                        Re: Astral Burn

                        without the pugils, the highest chain I have seen in Kor. Tunnel is 139

                        with the pugils and some of the jellies, that static I been in has seen a chain 146.
                        Dig A10; Main: Bonecraft 100+3/subs: 60/Fishing 59.7
                        Mules: Cooking 100+3/Alchemy 77.7


                        http://www.youtube.com/Ayrlie

                        Comment


                        • #13
                          Re: Astral Burn

                          Slightly OT but doesn't your avatar remain if you use an AF BP but have a refresh effect on?

                          At level 11ish I could keep Shiva out after using Diamond Dust in East Ronfaure[S] with Sigil refresh, so couldn't you just use a juice to avoid the hate of summoning with an avatar out?

                          Comment


                          • #14
                            Re: Astral Burn

                            There won't be much avatar left to keep up after you flow.
                            Every surviving mob will turn to Shiva and rip her into tiny pieces.

                            One trick to not having hate go wacky is to all target the same mob for astral flow, preferably one that can live through 9 rounds of it like a gigas.
                            (Pending you use 3 summoners)

                            I never had any hate issues during Astral burn, and I always stay right besides the mobs and even use Hi-Ethers right next to them in between flows.
                            Last edited by Shirai; 05-28-2009, 02:48 AM.
                            Quetzalcoatl Server | WHM 80 | SMN 76 | NIN 75

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                            • #15
                              Re: Astral Burn

                              Originally posted by Vevau View Post
                              Slightly OT but doesn't your avatar remain if you use an AF BP but have a refresh effect on?
                              Yes

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