Brief introduction
There are 5 item-spawned "Gods". Genbu, Suzaku, Seiryu, Byakko, and Kirin, (in that general order of difficulty)
Genbu is: a turtle (Invincible 2hr, water element)
Suzaku is: a big bird (Chainspell 2hr, fire element)
Seiryu is: a wyvern (Hundred Fist 2hr, wind element)
Byakko is: a tiger (Perfect Dodge 2hr, light element)
Kirin is: a manticore (Astral Flow, earth element)
Genbu, Suzaku, Seiryu, and Byakko each need two specific items to spawn them. In otherwords, once you get these two item, go to the corresponding (???) on the Ru'Ann Gardens map, trade to the (???) and the corresponding God pops. How you get these two items, and how you kill them (for each God) will be explained eventually. Once you beat the god, you'll get an assortment of items, and a seal. (Ex: Seal of Genbu). Get all 4 seals, and you can go fight Kirin in Ru'Avitu (another map up there).
So the basics...
Quick Navigation Tip and Dangers
Asides from the non-agro (but deadly) Flamingo birds, everything in Ru'ann Gardens agro to magic. Before extended trips here, it's probably a good idea to bring 12 Sneak oils and 6-12 Prism powders. Prism powders are not needed if you can Tonko: Ni.
Also. very important. Please stay away from the Doll (robot?) type monsters that inhabit blue alcoves. they agro by sight and if too close, will come out of it's little blue home and beat down on any unfortunate adventurer. To travel from peg to peg are Pincerstone. (They look like cermet tuning forks with a blue crystal between them). Click on them and a portal will open. Hop on the portal to jump to the next peg. These devices are not always near the portal, and you'll have to travel some distance upstairs/downstairs to activate them.
Getting the maps
Before a new linkshell organizes any kind of event up there, it's nice to have some maps. Usually, it's a good idea for rangers to acquire these maps first, because they have the benefit of widescan and shadowbind (duh). To get the Ru'Ann Garden maps, the linkshell can kill pots in the vincinity of (Ru'Ann Gardens H-10). Coffer keys will drop.
The maps of Ve'Lugannon and Shrine of Ru'Avitu are packaged together in the Ve'Lugannon Palace coffer. to get this key, kill Weapon type monsters, or detectors in Ve'Lugannon and a key will drop. Getting this coffer without dying requires some tricky footwork and a certain degree of skill/luck. here's a refrence on where the coffer pops

Here's a reference on where things are from Ru'Ann Gardens

And here's exactly how the wild and wacky teleports work in Ru'Avitu

Acceptable Jobs
This is always an uncomfortable topic, but needs to be addressed. Some jobs will be more useful than others for these Sky events. This can be a problem for some characters taking their first job to 75, and it leaves them feeling pretty useless in these events. My suggestion for a beginning god LS is to just take any help that you can get, and through time, have those players level up another "useful(?)" job to 75 while still participating in these events. Anyway, generally useful jobs in Sky are: PLD/WAR, MNK/WHM, RNG/NIN, SAM/RNG, THF/SAM, WHM/BLM(smn), BLM/WHM, RDM/BLM(whm), BRD/WHM(smn). Any other job is superfluous and aren't as "effective" per se. But regardless, the jobs listed are a must-have. The starting god linkshell should have at least 2-3 reliable Paladins, 3-4 reliable white mages, 3-4 reliable black mages, 4-5 reliable bards/red mages, 1-2 reliable rangers, 1 reliable thief. Paladins need to be Lv 75 with Earth/Terra Staff, and any -damage %gear. All other melee is recommended 73+, while mages 70+. Of course, it's ideal that everyone is Lv 75, but that might not always be possible. Moving on.
And the items...
i'm not going to waste time describing what each NM drops (asides from mission-critical items). You can find that information on mysterytour. But... please be careful when lotting on abjurations. You don't want to be put in a situation where you get an Abj. and don't have enough gil in your wallet to pay for the corresponding Cursed Armor.
Lotting System...
Another touchy subject. I suggest assigning points something like this:
1. giving points to players being in the alliance that kills a trigger NM
2. getting some points for killing a GOD if the GOD doesn't drop anything any players want
3. deducting some points for early departure/late arrival members
4. resetting points to zero once a player gets an item they want
5. for new god linkshells, have a smart-lot system (jobs that can use the armor/item can lot first)
6. no points for getting "Curtana".
7. for expensive items you can either split the loot, or have one person get it, and reset their LS points.
Stay Alert!!!
a reminder and suggestion before your new LS starts taking on trigger nms, gods, and finally kirin. it pays for every member in your LS to stay alert at all times. despite all the magic agro that goes on, there are safe places to take out trigger NMs. when the alliance establishes a safe camp, it's wise to stay on "heightened alert". this means white mages are hasting and regenning appropriate party members, bards are playing mp songs, monks are boosting, etc etc. always be ready for combat. if a member dies in a hostile area, stay calm and try to extricate them by pulling one monster at a time to the corpse. it's also important that party leaders know where their members are at all times. it's extremely easy to get lost in the winding and confusing cermet passages because not everyone will have maps. it's necessary for those in leadership positions to see their members make it safely.
Chatter...
sky runs (should) work much like Dynamis only on a smaller scale. no useless chatter on LS chat, turn off weaponskill party talk.
so now you should have the maps...
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Genbu...Beginner's Luck
Genbu's a nice start for a beginning god linkshell. He drops some nice stuff for mages, bards, and Venomous Claw, which can be crafted into Scorpion Harness, or sold for decent profit. Anyway, you'll need two items to spawn Genbu.
First item: Gem of North
NM Name: Zipanca (Golem) (from now on referred to as "Zip")
Pop Condition: 3-4 hours after ToD (Time of Death)
Location: Zip spawns in Ve'Lugannon Palace. The two entrances that lead to him are positions (I-5) and (G-6) on the Ru'Ann Gardens map. These two entrances are labeled at <a href="http://maps.all-manga.net/" target="_blank">http://maps.all-manga.net/</a> as (5) and (6). Once the party zones in, have the Linkshell ranger do widescan. If Zip is on the other side of Ve'Lugannon map, the entire team will have to walk a short distance via Ru'Ann Gardens to the other peg (and vice versa). Careful of Detectors (kill them fast) and watch out for Enkidus (they agro by magic and sight)
How to Kill: Minimum safe team is 9-12 players that know what they're doing, or you can be safe and throw the entire 18 person alliance against him. Pull Zip to the curvings stairs near the entrance and have one Paladin hold hate on Zip, and other jobs pound away at him. Rangers and mages stay a respectable distance, rangers take potshots, while controlling their hate. White mages use Cure 3 or 5 only. Black mages nuke occasionally, careful of hate, and throw cure 3's on other party members when necessary. Bards play Def song to main tank, refresh mages, and throw curagas. have the LS leader(s) lot on "Gem of North". Black mages cast escape, pop at Ru'Ann Gardens (H-10). White mages thereafter Escape lose Reraise II/III. Please recast this (RECOMMENDED AND SHOULD BE MANDATORY!!!)
Second item: Winterstone
Ok this is a two-part process. before getting the winterstone, you'll need to kill pots in Shrine of Ru'Avitu for an Rare item called "Flask of Ro'Maeve Water". You can spend hours on end fighting pots and getting nothing, or get it after your first pot. Treasure hunter doesn't seem to affect drop rate. To get to this area, go to point G marked at <a href="http://maps.all-manga.net/" target="_blank">http://maps.all-manga.net/</a> Ru'Ann Gardens map. then refer to Shrine of Ru'Avitu map... you'll enter in the second map (labeled "G"). Have everyone use their silent oils now. Go to teleport "h", and you'll pop at "h". Now go southwest to teleport at "g". you'll pop just north in an isolated chamber "g" and head on to teleport "k". At this point, the alliance will most likely get seperated. the "k" teleport spits players out on the third map (the 3 k's). Here's something the alliance should know: in Ru'Avitu and Ve'lugannon, there are two switches, yellow and blue. opening yellow will close blue, and vice versa. there will be switches in each circular chamber to eventually allow everyone through in a canal-gate system. now go to "n". "n" will pop you to the next map. The team will get seperated again, but head on to (J-6). there you will find a ???. this can be the linkshell's base of operations to kill pots until a Flask of Ro'Maeve Water drops. Once the water drops, have the LS ready to pop the NM...
NM Name: Olla Pequena, Olla Media, Olla Grade (small pot, medium pot, big pot)
Trade the Ro'Maeve water to the (???) there and immediately Olla Pequioa will pop.
Pop Condition: Trade "Ro'Maeve Water ®" to (???) at (J-6)
Location: Shrine of Ru'Avitu (J-6) (???)
How to Kill:
9-12 players or more for the 3-NM sequence is fine. Kill the first pot Olla Pequena and Olla Media will immediately pop after, and finally, Olla grande. Black mages set up a stun cycle and eliminate any ancient or Aga-III spells the pots may be casting. Careful of pot repops. Have the LS leader(s) lot on Winterstone.
Now let's go visit Genbu...
God Name: Genbu
Location: Ru'Ann Gardens (J-5)
Take the yellow teleport to a floating area. head northwest to find a (???). This will be the combat area. Oh... before you go, have all melee (including bard) get up to 300 TP. If you're a non-essential job, it's good to have a sword equipped for Lv 175 WS Spirits Within (for most melee this will be the ONLY way they can contribute to these God fights)
Pop Condition: Trade "Gem of North" and "Winterstone" to (???) at (J-5)
How to Kill: Genbu's widely agreed to be the easiest of the 5 gods, and a nice stepping stone for the new aspiring god Linkshell. However, he's got a thick shell and is still pretty dangerous if people don't know what they're doing. Anyway...things to do before fight:
1. set up stun cycle.
2. let all members know when to disengage promptly when Genbu uses his 2-hr (from now on referred to as "SP" 'special power')
3. assign primary tank, secondary tank, tertiary tank
Now trade "Gem of North" and "Winterstone" to the (???) Genbu will pop and say something obnoxious. the battle begins...
Ok, about winds. If you happen to have Antarctic Wind (dropped from Suzaku), give it to whoever has the highest throwing skill. Best is have an LS ranger with capped throwing chuck the wind at Genbu before the fight. Even better is if the ranger uses "Unlimited Shot" before throwing. If it strikes Genbu, it kills his Enwater damage and lessens his melee damage.
If you're engaging Genbu for the first time, primary setup for party#1 should be something like PLD, PLD WHM, WHM, BRD, RDM. Keep Barwatera up. Genbu does an annoying "Tortoise Song" that dispels all Bard songs. Bummer. Red mage is pretty handy in this fight, primarily for Refresh, but not required. Have white mages focus (Cure 3 and 5 only) on main tank. if he goes down, immediately focus on secondary tank. black mages stun ancient, IV, and Aga-3 spells. Bards play songs for mages and def songs for tanks, accuracy songs for others, play them again and again while Genbu continually dispels them, don't give up. for first-timers, if PLD gets to dangerous health, don't be afraid to invincible and spend time to recover. practice makes perfect. if any other job gets hate, train genbu around. he's not especially fast. When Genbu SP's , have the ranger make an alliance <call> and shadowbind Genbu. Before shadowbind, everyone must disengage and stop attack. everyone scatter. make the most out of 30 seconds, patch up the tanks, rest mp, and it's back into the battle. if all else fails, just train him around and pick on him like the kindergarden playgrounds. eventually he goes down and you can get some goodies. LS leaders lot the "Seal of Genbu" and "Arctic Wind".
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Suzaku...Bring it on
This bird isn't too hard to take down in terms of defense. However, he is fast, and when his 2 hr goes (hard to notice sometimes until you realize ppl are dropping like flies), there should be considerable reason to be alarmed. Asides from that, the hardest part of Suzaku is probably only killing the trigger NM Faust. Once Suzaku is downed there's about a 1/100 chance of getting Shining Cloth. your LS white mages should probably know this as the 10 million item that is needed to craft a Nobles Tunic. Anyway, let's move on.
First Item: Summerstone
To get to Faust, take exit (E) on Ru'Ann Gardens map. Now refer to Ru'Avitu map. You'll be at point (E). Pop silent oils and head on to point where the map changes to...second map. Take teleport (i), then teleport (j). The LS will be scattered on the third map at (j). Regroup and head to (o). For those unlucky LS members that pop at (o) and see Faust i recommend quickly popping a prism powder and evasive action. head on to (m) and set base camp there.
NM Name: Faust (Doll) (very very fast Doll, agroes by SIGHT)
Pop Condition: 2-4 hour repop after ToD (mysterytour gives a conservative 3-6hr)
How to Kill: At first, minimum Alliance of 10-12 is recommended, though you can be safe and bring all 18. Killing Faust is precise and tricky. Faust spawns at F-11 on the 4th map of Shrine of Ru'Avitu http://maps.all-manga.net/ . He agroes by sight, so there is a danger of being seen as soon as you zone into this map. Once you zone in this map, do a quick visual sweep for Faust. If your LS sees Faust, pop a Prism powder fast, and head on to "m". Make sure you activate the yellow door and have your LS establish camp at "m". Do NOT zone to next map.
Now...preparations. Your LS will need your strongest (most durable) Paladin meat shield to tank Faust ALONE. Mages cure and nuke on platform (d) (behind the yellow door). again, DO NOT ZONE. Have paladin stand north or south of platform (d), with back to wall (very important). all the melee stand on opposite side of platform (d). get your ranger ready to shadowbind Faust... Faust spams AoE Typhoon. this is extremely deadly, because this is the only safe place on the map and there's really no place to maneuver. if melee or mages get agro for even a brief moment, it could be the end of the entire alliance. Two rapid succession Typhoon moves will effectively eliminate the mages on the platform. White mages cure 2, 3 only. all other mages help cure 2,3. Pretty much anyone that can cure, do so. It's good to spread hate evently so Faust doesn't get mad and wipe out the mages on the platform. Black mages nuke conservatively, one paladin keep hate only, and gets +def songs. As for the rest of the alliance, have Ranger take potshot, while watching hate. Players with ranged attack are free to pick on Faust at a distance. Players with utsu can run in and get a few hits, but have to run back out of AoE range to recast Utsusemi. If you're killing Faust for the first time without veteran player help, chances are you'll die on your first try. Just reraise and give it a go again. Have LS leaders lot on Summerstone. At this point, you can take a teleport to your next NM Ullikumi (he's not too far ahead) at (p). See Ullikummi details under Byakko.
Second Item: Gem of South
This is another two-part objective. You'll first have to get a "Curtana". Lv 75 Sword see Mysterytour. Curtana drops are shown in this picture:
[img]http://web.njit.edu/~kzx2/velugannonmap.png[img] [u]NM Name[/u]: Brigandish Blade (Weapon type). Well, it's not really considered an NM. [u]Pop Condition[/u]: trade Curtana to (???) at H-12 9-12 players minimum though you can throw more at it. Nothing tricky, once he goes down grab the Gem of South. Steal from this monster to get Buccaneer's Knife (ra/ex). Lv 75 Thf highly recommended here. [u]How to Kill[/u]: You need to have a level 71+ THF steal the Buccaneer's Knife from Bringandish Blade, or anyone with Steal can get it and pass it to the THF. Then they will need to equip it to deal the finishing blow. You can actually get BB's HP down to zero without it dying. Once he is at 0 HP all other kinds of attacks will do no damage whether they come from a Great Katana, Scythe, Ninjutsu, or Magic... only the Buccaneer's Knife can finish it. [i]Suzaku is waiting for you....[/i] [u]God Name[/u]: Suzaku [u]Location[/u]: Ru'Ann Gardens (E-9) Get 300 TP, and take the yellow portal. [u]Pop Condition[/u]: Trade "Summerstone" and "Gem of South" to (???) at (E-9) [u]How to Kill[/u]: Keep Barfira up. Have 2-3 Paladins ready. If this is your first time, chances are 1 or 2 paladins are going to get whacked. Have a white mage in reserve to raise the dead and nurse them back to health. At start, unleash Spirits Within on Suzaku. This will take a good chunk of its health. At this point, you can throw an Arctic Wind (dropped from Genbu) at Suzaku to remove it's enfire damage. Then Have Paladin switch to Terra/Earth Staff and tank away. Mages use Cure 3 and 5, Suzaku hits harder than Genbu. The same primary PT setup used in Genbu can be applied here as well. In the event someone does get agro, try to ES Bind or Gravity. Anyone with Elemental Seal (mages) should work up a ES-Paralyze sequence to keep Suzaku locked down, somewhat. Black mages have a stun sequence to eleminate Aga-3, IV, and ancients. When Suzaku activates SP Chainspell, have the Ranger initiate an LS <call> and everyone should disperse out of magic range. Black mages stun Suzaku for a moment enough for PLD to run away and RNG to initiate Shadowbind. Paladin with hate must run away from everyone else. When you disperse, run away from the PLD holding hate, and from Suzaku. Shadowbind. Take 30 seconds to rest and nurse tanks back to health. Finally it's just a matter of slowly finish Suzaku off. Enjoy the item drops. ============================================= [b]Seiryu...Here there be Dragons[/b] Things get a little more complicated now. If you've fought the Ladons in Kuftal or the Hurricane Wyverns in Ifrits, Seiryu's essentially the same thing - squared. Seiryu poses a decent threat. From what I've heard, on rare occasions, even well-seasoned God Linkshells can fall prey to him. By now your LS should be comfortable with killing Genbu and Suzaku. If your LS is ready to kick it up a notch, here we go. [u]First Item[/u]: Gem of East [u]NM Name[/u]: Steamcleaner (now on referred to as "Steam") [u]Location[/u]: steam pops here [img]http://web.njit.edu/~kzx2/velugannonmap.png[/img]
Pop Condition: Random Summon from Detector in 2nd map of Ve'Lugannon Palace
How to Kill: Pull Detector (spheres) from the lower map of Ve'Lugannon Palace. Bring Detector to camp, and it will summon either 1. Caretaker (doll), or 2. Steamcleaner NM. The trick is to keep the detector alive and have it summon monsters over and over until the NM pops. Once the NM pops, kill it and collect the "Gem of East". Don't forget to kill the generous Detector. If the Detector doesn't pop Steam after 3 spawns, kill the detector and go down to the second map to pull another one. Recommended PT of 6-12.
Second Item: Springstone
NM Name: Mother Globe (& Slave Globes x6) (now on referred to as "Mother")
Location: Head the same direction as you would for Genbu's Ro'Maeve Water, and then take the portal at (p)
Pop Condition: 3-6 hrs
How to Kill: The Alliance should be 12-18 to kill Mother, with at least 3 black mages (very important). If you don't want anyone dying needlessly, it's better to have Thief or Paladin pull this NM with SP. Have Thief (or Paladin) work with Ranger to clear a way to Mother by eliminating Detectors in the way. Once a rough path is carved, have Thief ranged attack Mother, and Perfect-Dodge it back to base camp (or have Paladin Invincible, and provoke Mother back to camp). Once at base camp, have two or more Black Mages Aga-III to remove the Slave Globes, then Paladin provokes, flashes, and proceeds to tank Mother. When Mother decides to spawn more globes, Black mages just Aga-III again to remove the slaves from the picture. Keep the Springstone in safe hands.
WARNING: There is an issue with this NM where it's possible for a rival LS to steal Mother from you. Mother doesn't like it when her slaves are attacked and may become "unclaimed" briefly for another LS to claim if you leave Slaves out long enough for the other LS to harrass. Caution is advised.
I see the dragon, but where's the damsel in distress?
God Name: Seiryu
Location: Ru'Ann Gardens (K-9)
Pop Condition: Trade "Springstone" and "Gem of East" to (???)
How to Kill: Unlike the previous two Gods, Seiryu will give players negative status effects to hell. He has Dispelling wind, which will remove a "layer" of buffs. In addition, Radiant breath will deal massive conic damage and induce Silence. Finally, there's Deadly Shriek in which players in the immediate area will receive Paralyze effect. To top it all off, he hits hard and his SP is Hundred-fists. Now that the linkshell has a rough idea of what they're getting themselves into, let's work things from the bottom-up. Have one paladin tank this at a time. In the event one dies, another can immediately assume the duty of the fallen. Main party should have a PLD, PLD, WHM, WHM, BRD, RDM setup. Needless to say, the success of this fight falls heavily onto the mages. Mages will expend an exorbitant amount of MP keeping Paladins fit and healthy, while spending time removing status effects, so posting a bard and red mage per PT is recommended. Additionally, you can also have bard run up play songs and with Summoner subjob, do Aerial armor. (I dont like this option because it's time-consuming). It's probably a good idea to keep Barbizzard up over Baraera for white mages because it does tend to block AoE paralyze somewhat. Black mages nuke and do the usual stun-cycle. Again, it's important mages don't get hate, because 1-2 hits is enough to put the supporting players 6-feet under. Paladins really can't afford to lose hate in this fight. When there are status effects, white mages will often be too busy curing to throw a silena or paralyna so bards and blm (or rdm/whm) please do this. When Seiryu SPs, it's time to high-tail it. Even the toughest Paladin can't survive Seiryu's Hundredfist. Black mage throw an emergency stun, LS <call> Shadowbind and let Seiryu cool off. While Seiryu is taking a chill pill, rest up, refresh mages, and be ready to finish the fight. There's a good chance your LS might fail on first attempt. Just try again. Good luck. To lessen it's melee hit damage, throw a Zephyr (dropped by Byakko) at Seiryu before the start of combat engagement.
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Byakko...Beware of Vicious Kittykat
Depending on how well the LS fights Seiryu, maybe now you'd like to get the last seal. Byakko has high evasion and hits fast. While Seiryu is a mage's nightmare, Byakko is the melee's headache. The most prominent reason your LS would want to kill this God repeatedly is "Byakko's Haidate" (nice pants). On to Trigger NMs.
First Item: Gem of West
NM Name: Despot (doll) (sight/magic agro)
Location: Ru'Ann Gardens (H-9, H-10) (in the "Gauntlet")
Pop Condition: Lottery pop
How to Kill: On the map of Ru'Ann (H-9) and (H-10) there is a row of Sight-Agro Groundskeepers lining the walls (from now on this sector referred to as "Gauntlet"). Park the party at (H-9) near zone "A" in first map. <a href="http://maps.all-manga.net/" target="_blank">http://maps.all-manga.net/</a> Though you can kill this NM with 6, it's nice to have around 12 members to speed up the killing. Have one player pull Groundskeepers from the blue alcoves in the Gauntlet and bring it back to camp at "A". Barfira, and kill until Despot pops. This may take a while, but when Despot pops, pull him to the same location, kill him, and pick up his drop. Stun the Meltdown maneuvers.
Second Item: Autumnstone
NM Name: Ullikumi (golem sight/magic agro)
Location: Shrine of Ru'Avitu. See directions to Faust, then take portal at (m). Ulli will be in this zone. He will pop at center of the room. Camp either north or south of the room is fine.
Pop Condition: Spawned by trading a Diorite to the ???.
How to Kill: Not so rough, an XP PT of 6 can down him, but to expedite matters, bring in more players to kill him faster. After teleporting to Golem area, head north and establish camp near the teleport terminal. Pull Ulli there and train him around the teleport, with mages standing in the center and curing. Easy way to do this is train him around and slowly wittle his health down with cheapshots and ranged attacks. One ofhis weaponskills reset hate so need to be careful. Take his Autumstone and head on to Byakko.
it doesn't take a Mensa member to get to Byakko...
God Name: Byakko
Location: Ru'Ann Gardens (F-5). So how you get to him? The direct Ru'Ann passage is blocked so your Alliance will need to go on a little detour. The map is a good reference right now. http://maps.all-manga.net
1. Take (E) at Ru'Ann Gardens (I-6)
2. Now you're in Ru'Avitu. Head to (K-7)
3. Take (i), (j) on the second map.
4. Take (o) on the third map. (J-5) (Beware of Faust. you're in his territory now!)
5. Pass the Yellow door of 4th map and take portal (m) (J-9)
6. on 5th map, tiptoe north and take portal (e) (G-6)
7. Now you're back on the first map. Open the blue door, and head north to (D).
8. You're back in Ru'Ann gardens. The yellow Teleport to Byakko is up ahead. Load up on TP first.
Note: There is a much faster and shorter way to get to Byakko but more dangerous because of multiple switch-lock door system that may trap uncoordinated alliances moving through the area. If you find it, take it at your own risk.
Pop Condition: Trade "Autumstone" and "Gem of West" to (???)
How to Kill: By now your LS should have considerable experience. Seiryu was tough, but Byakko's a bit easier if your LS is abundant on Bards. Primary PT setup can be PLD, PLD, BRD, BRD, WHM, SMN (or another WHM). If you have Aerial Armor, use it frequently on the tanks. Have one bard play evasion song while the other defense song. Light Carol is needed. White mages Barblizzard to counter (somewhat) Byakko's "Roar" effect. All mages that can should be on Paralyna duty. Start the battle with Spirits Within. When Byakko SPs, there's no point in swinging at him. Shadowbind and run far away. After 30 seconds, just finish him off. Note if you don't have an abundant amount of bards, this fight could be pretty painful. Remember not to attack Byakko after he's shadowbound, or he's liable to rip the alliance to shreds in a matter of seconds. Chuck an East Wind (dropped by Seiryu) at him before the fight to lower his en-light melee damage.
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Regarding Winds...
From experience, my GOD LS never bother to use winds (hassle). But if you're interested, Samskeyti has some good pointers. Read his quote below.
"Maybe want to explain the Winds in more detail. Don't know why'd you would save them for Kirin, especially for shells new to sky gods. Kinda nitpicky I know, but LS's could put them to far better use if they don't save them.
Winds are good for dispelling a God's additional effect. All God's additional effects are pretty bad, somewhere around 150-200 damage. Byakko's is especially painful due to her low delay and Triple Attack.
Basically, you will use a wind that drops from a God to dispel the cardinal opposite one. Arctic Wind drops from Genbu and is used to dispel Suzaku's add effect: Fire damage. Antarctic Wind drops from Suzaku and is used to dispel Genbu's add effect: Water Damage. Byakko drops Zephyr which you use on Seiryu, East Wind is dropped by Seiryu and used on Byakko.
Best use of winds is made by your rangers. Get them to level up their Throwing skill, it's very important.
A good strategy for Wind throwing is to have a Bard give double R.Acc Preludes to a Ranger right before the NM is spawned, if throwing skill isn't that high I recommend using Soul Voice. Bard 2hr isn't gonna be as useful to you if things go to hell as it would at the start to get rid of the add effect. The Ranger will then use Unlimited Shot and throw the Wind at the NM. Using Unlimited Shot will give the ranger 2 tries to land it... with a high throwing skill and dual preludes they shouldn't have any trouble at all. If the first try lands you'll be able to keep your wind. ^^
I think the winds are VERY important for any shell attempting a God for the first time, especially Byakko. -Samskeyti
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Divine Might...Pentacide Perpetrators
This is an interesting BC battle that involve a maximum of 18 players. As you know you fight the 5 ArkAngels all at once. Unless you're veterans at this (you wouldn't be reading this guide) expect to die. A lot. Like... at least 1 complete Alliance wipeout.
What you'll need
Besides a miracle? Well first you need to go to Ro'Maeve and trade Illuminink and Parchment to the pond (near Hall of Gods zone) at Full Moon at night. That gets you an Ark Pentasphere (Ra/Ex). This earns you the right to fight the 5AA once. If you want to go again, another person needs to do the same for another Ark Pentasphere. Trade the Pentasphere to the Burning Circle in La'Loff Amphitheatre (Galka AA).
Where to Fight
Same place where you fight ArkAngel Galka. see http://ffxi-atlas.com for directions.
What Jobs You'll Need
When it comes to jobs, you'll need about:
3-4 White mages
3-4 Red mages / Bards (refreshers)
3-4 Paladins
3-4 Rangers (or more)
fill in the rest of the alliance with damage dealers, blm etc.
1-2 Summoners are nice to keep the AA pets busy.
How to Win
You would like to know wouldn't you?
You have 30 minutes to complete this (important deadline!)
The Primary Battlezone will (can be, you can choose at your will) be the start of the Amphitheatre circle. A thief can move run down the curving calustrophobic passage and finally see the 5 AA in a pit below acting out Hamlet. Thief can pull with Perfect Dodge and lure 4 out of the 5 AA back to the start of the BC.
Note: The Taru AA is confined to the pit
2-3 Paladins need to train Elvaan, Hume, and Galka while rest of the alliance kills the Mithra first. You'll need to assign 1-2 healers to follow the PLD trainers around to keep up cure and status cures (bind, sleep, etc). Train the AAs up and down the narrow corridors. The Mithra must be assaulted Asap and taken down within 30 seconds - without using any job's 2hour. If not, there's a good chance the battle's already lost.
Second engagement is to kill the Galka. Have the whole alliance rape it while still kiting the Hume and Elvaan. (note: you migh have trouble training the AA. whoever has hate must assume the role of training the Elvaan and Hume at this point. It's easier said than done, I know how you'll feel)
Third engagement is to kill the Hume. The Hume will Mijin Gakure and wipe most of the Alliance out. Reraise, Raise everyone, rest full, and finish him off.
Fourth engagement is to kill the Elvaan. This will take a long time due to her Invincible and Benediction.
Finally, all go to the center of the pit and 2hr the Taru to win the battle.
What's written above is merely one approach to the fight. If you have other strategies that work, feel free to use them. Note that you can only afford one entire alliance wipe. Bringing Reraise items is a must. The time limit's 30 minutes, and after you beat this, simply go back to Ru'Avitu and get your earring. Enjoy.
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Kirin...Clash of Titans
Your Sky LS has made it this far. There's just one last little hurdle to jump across. For first time, you'll need to bring about 30+ players to be safe. Jobs are the same as any of the other 4 gods, same proportion, just on a larger scale. Don't be intimidated, Kirin ain't that bad. I'll walk you through it.
NM Name: Kirin (and his five summons, Genbu, Suzaku, Seiryu, Byakko, and a random summoner avatar)
Location: Kirin is kinda easy but tricky to get to. Start off from Ru'Ann Garduens and work your way north past the gauntlet. Take the zone at B <a href="http://ffxi-atlas.com/" target="_blank">http://ffxi-atlas.com/</a>.
Now go to teleport "l".
Traveling Note: this teleport either takes you to Kirin area, or an area with pots. its a 50/50 chance. If you see pots you'll need to walk north, take the teleport, walk east then south to exit Ru'Avitu and go back in again. It may take several tries for everyone to get to Kirin - Heads or Tails. See Ru'Avitu map for details http://ffxi-atlas.com
Pop Condition
Seal of Genbu, Seal of Suzaku, Seal of Seiryu, Seal of Byakko, trade these four to the ??? in the center of the area.
How to Kill
For first time, it's best to make two alliances. One is the Kirin Alliance, and the other takes care of its God minions that Kirin summons. Make sure the Kirin alliance trades the 4 seals to the ???.
The battle should work in this way: One or Two parties of the Kirin Alliance will train Kirin around while he gradually spawns the various 4 Gods so the second Alliance can kill them as they pop. The second alliance should call for help on the popped Gods so damage dealers of the Kirin Alliance can help kill the spawns faster. Please keep this in mind before we continue. Also make sure players that can use Reraise items please do so. First timers will die a LOT.
In the Kirin Alliance, you'll need the most competent players in the LS. While training Kirin, he'll Bind and Sleepga members, so tanks (Paladins) should weave in and around the pillars to delay Kirin somewhat. White mages (or anyone with erase) should run a smaller circle corresponding to the main tanks so they can keep up cures and erase. Also note since the battlefied's pretty big, it's important that the summoned gods are taken to a corner and quickly subdued (same strategy applies to each God as written way up above), and that Kirin is not trained close to the second alliance. You'll want to kill Kirin's summons quickly as he doesn't wait for one to die before summoning another. Summon sequence is random. You can save the Genbu summon for last by training him around (Genbu's got stubby legs). You can afford at most two of Kirin's summons out at one time. if there's 3 gods running around (Kirin not included), then the battle's probably lost and you might have to throw in the towel.
After all the summons are dead, it's time to concentrate on Kirin. You may have to reform the alliance during the midst of the fight. Break parties into individual units and swap them in and out like interchangeable parts. Damage, healing, etc. Also, if mages are out of MP, you can swap them out with those that have full MP.
Kirin has wicked Regen. If you stop attacking him, you can literally see his health meter rise. After you wipe his 4 summons, you have two choices on fighting Mr. K.
1. train him around and ranged attack him (newbie way)
2. stand your ground and kick his ass (preferred way)
In either situation you'll have to be aware of a few things Kirin might do to attempt mass-genocide. Auster/Wind Staff is great to have for this prolonged fight. When Kirin starts casting Stone spells, it might be helpful for mages and paladins to do a equip macro swap to -earth element gear, then switch back after the devastation.
1. Astral Flow - used at one random point in the battle. Unavoidable. Just pick up the severed limbs and torsos and do your best to regroup after he uses it.
2. Stonega IV - this spell is usually cast on the Paladin (assuming he's done a good job of holding hate). Once people see this, they should scatter from Kirin - and away from the paladin holding hate. Hopefully the Paladin will be too far and Kirin's casting will be interrupted. You can try to stun this move but Kirin's earth element and it beats thunder element (stun). Success rate of stun is roughly 10%.
3. Stone V - this spell will destroy any normal player and severely cripple a full-HP paladin. have Paladin run back a little, receive the full effect of the blast, and WHM recover him with Cure V.
Other things to be concerned about...
1. Tail Smash - Bind effect, not too bad damage. The bind effect needs to be removed asap by supporting mages in the party.
2. Sleepga - can be annoying. Don't bother with poison potions. Have the WHM curaga.
To damage Kirin...
1. BLM nuke him with high-level Aero spells.
2. Summoners can Spinning Dive.
3. Rangers barrage.
4. Monks chi-blast.
5. All other damage jobs need to get TP with either SAM sub or with opo necklace and sleep potions. Spirits Within.
Depending on how many ppl you take, and what jobs, the battle last between 30 min to well over an hour. (30 min is the current record on Gilgamesh done with 22 players). Once you beat Kirin, you're SHNM-certified. Now it's time to take on the 3-kings (behemoth, fafnir, adamantoise) and SHNMs.
Congratulations!
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Final Trial
JP test of LS skill and coordination: beat Kirin with 18 members only.
You're now qualified for Tiamat, Jormugand, and Vrtra.
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