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A New Linkshell's Guide to Killing Gods (please sticky)

#41
User is offline   Banigaru 

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I agree Nyvar. Winds are quite usefull. My LS uses PLD tanks for Byakko and without the dispell the fight can be a pain. Also elegy is a really big help for byakko, but again is very hard to land. For any new group, I think fighting without winds could prove to be difficult.
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#42
User is offline   Kewtie 

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Genbu can be killed with 6.

Ninja tanked all the way.



I dont think Byakko is the hardest god. The hardest god is probably Seiryu due to his dispelling wind and radiant breath.

So when you tank Seiryu, dont let Seiryu fact the mages. the breath can knock mages out cold in one hit.
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#43
User is offline   Tamashii 

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working on Divine Might 5AA fight walkthrough for everyone to try out. be out soon.
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#44
User is offline   potato 

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nice write up.
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#45
User is offline   Aola 

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Yesterday we tried Seiryu and got him to 50% and we failed....I guess the problems were:

A) only 1 stunner
cool.gif couldn't dispel his enfire(?)
C) party formation wasnt good (mages got paralyed [really bad])

My question is... if byakko is hardest of all and he drops the wind to dispel seiryus additional effect... how are we supposed to win sleep.gif

He hits PLD for 200 and then there is add effect for another 200


Edit: Also everyone says only PLD are supposed to tank this... but actually when we popped it, he took out our Hume PLD in 4 hits... our Galka PLD actually survived a while till the mages got paralyzed, then I started tanking and I tanked him for a while and I did better than PLD.... didn't even have haste or any songs on me, so isn't it better if 2-3 nin tank this? take turns provoking maybe...?
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#46
User is offline   Tamashii 

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seiryu the dragon right? his roar paralyzega and he does wind damage.

problem with nin is, one lucky hit will cripple a nin. and for seiryu, there's Radiant breath that will go through your shadows and silence you.

PLD is sitll best for it. need mages spamming cure 3 on your primary tank. depending on how many rangers you have, you can do an early shadowbind to recover. paladin can use invincible if necessary.
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#47
User is offline   Khalea 

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Our shell goes about it a little differently. We have 2-3 PLDs, but we can't dispel yet either... mostly my fault. I have all 4 winds from my former LS but I never had to throw them for the old shell so I never skilled up throwing. I'm working on it now, but... back to the point.

We use 2x ninjas, 2x thieves, and rest of the melee comes from rangers. Everyone gets 300% tps before the fight on pots and dolls outside. PLD pops Seiryu and NIN #1 vokes. The NINs line up so Seiryu is facing north and south and the mages all sit off to the side (east or west, I forget which way the Island itself faces). Unless you get caught with horrible timing, lining him up like this should keep the mages out of harm's way. Now, for the intricacies:

1) After the first NIN vokes, I immediately move behind him while my THF partner moves behind the other NIN. I use Arching Arrow, the THF tricks Shark Bite onto the other NIN. (we tried using Sidewinder > Dancing Edge to burst Ice [his weakness] but it didn't seem to have much better results, and Arching Arrow is still more reliable than Sidewinder, even if you're at 300% with a ton of +racc and sushi.)

2) As soon as Shark Bite turns Seiryu, the NIN who got tricked onto uses voke and 300% Spirits. (Spirits is non-elemental so it doesn't break chains/bursts) This makes fairly certain that Seiryu stays stuck on him through the bursts - which usually suck, but you can burst debuffs to help them stick and Thunder4/Thundaga3 are still nice if he doesn't resist.

3) As soon as that's done, we have a second RNG and THF duo repeat the same thing on him, with the other NIN repeating the spirits/voke combo as well.

4) Once these initial chains are done, the bards and PLD who have 300% tps saved up come in and Spirits also for a little extra damage.

5) After this, it's pretty much just a normal fight. When he uses his 2 hr, we have a Shadowbind rotation set up just like on Suzaku. We have a stun rotation also, but with NINs it's not quite as important to cycle them as with PLDs. Instead, while melee is going along as planned, just try to stun any -ga spells that might strip shadows... otherwise save the stuns for when he uses one of his paralyze or silence moves to help keep the NINs alive while they get shadows back up.

6) Have 2 mages be responsible for status cures on each NIN, with a 3rd for each in reserve. Even if you have 2 people casting paralyna at the same time, it's better than the NIN getting reamed because s/he got paralyzed while the mage assigned to him was in the middle of casting another spell. The odds of both mages being in the middle of something are much less, and a 3rd string mage is there in case the first 2 get caught in an aoe due to bad timing/luck.

As long as everyone knows their role and doesn't panic when he spams shriek or breath it's not an especially difficult right. Played properly, Suzaku should be the most dangerous just because one person not paying attention can cause a shadowbind to be wasted and firaga3 spam chaos. The strategy above might be a little more complex than some shells use, but 75-80% of our current shell had virtually 0 HNM/God experience prior to running Genbu/Suzaku/Seiryu on our first real night in sky and we did 2x turtle, 2x bird, and 1x dragon without a death... so yeah, a shell that's been together a while should have no problems at all.
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#48
User is offline   Nevil 

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Tamashii :
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, 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.


No offense to the poster, I think your guide is great. This is mostly directed to SE. They should serously have a disclaimer on certain jobs that read: "WARNING: Choosing this job as your main may not allow to experience this game to it's fullest. Choose at your own risk."

I'm being serious BTW. It's really irritating when you spend so much time lvling a job, only to realize 60 lvls in that you're pretty much useless outside of XP parties. sad.gif(
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#49
User is offline   Killerme 

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We are a somewhat new LS, but the LS leader is 75 nin + 75 rng, so he knows quite a bit. Our LS is like 75% taru, a few others. We have an insane amount of rangers in our Linkshell, many being taru. Also lots of BLMs. 3 PPL also are roomates together IRL, and they all picked to jobs to play. One if BLM+RNG, one is DRK+RNG, and one is RDM+RNG.

A thing I would like to add:during Genbu and Byakko's 2hr don't shadowbind and run. More likely something to go wrong here. BLMs can rest during 2hr(Genbu's), rngs just stop shooting for 30 seconds. Kiting or shadowbinding just makes more room for errors.

We have killed Kirin once, took us about 50-55 minutes. We've only been a shell for about 1.5 months, so this number is pretty impressive to me. I managed to not die once to him.

Our fastest time for Genbu is 3:15, could've gotten below 3 if all blms opened up with ES+Thundaga3 then Thunder 4, but we decided we should let the tank feel like they are doing something.

Also: Twice we've had both the tanks in the alliance go down. If this is the case, chances are a RNG will have the hate. Have them kite the god around for a little while, while everyone else unloads on the god. We've had this happen with Byakko and Seriyu (i think).
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#50

Killerme :


A thing I would like to add:during Genbu and Byakko's 2hr don't shadowbind and run. More likely something to go wrong here. BLMs can rest during 2hr(Genbu's), rngs just stop shooting for 30 seconds. Kiting or shadowbinding just makes more room for errors.


Are you getting Sieryu and Suzuka mixed up with Genbu and Byakko? Invincible and Perfect Dodge. If you are talking about Sieryu and Suzuka, I think its safe to Shadowbind and move away. If by chance someone hits him, the next ranger inline binds him. One more bind after that and both 2 hours should be gone.
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#51
User is offline   fumoffuuuuu 

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Your guide is very useful. Someone care to explain your LS's tactic to go about Kirin and explain its attacks? Im gonna get my LS to do it this weekend.
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#52
User is offline   Tamashii 

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fumoffuuuuu :
Your guide is very useful. Someone care to explain your LS's tactic to go about Kirin and explain its attacks? Im gonna get my LS to do it this weekend.


yeah i've been neglecting this guide for a while. i'll do a major update on it tonight that includes kirin and 5AA


Update:

Sky Guide Complete. See first post. Enjoy.
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#53
User is offline   Grumpy 

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Tamashii :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. Deadly Hold - Bind effect, not too bad damage

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. Once you beat Kirin, you're SHNM-certified. Now it's time to take on the 3-kings (behemoth, fafnir, adamantoise) and SHNMs.


Congratulations!



===========================================
Final Trial
JP test of LS skill and coordination: beat Kirin with 18 members only.

You're now qualified for Tiamat, Jormugand, and Vrtra.
===========================================


A correction and also a few notes from my experiences on Kirin (40-ish times) about his moves. First is Deadly Hold does not do Bind, what it does is actually Choke. You probably want to Erase this off, as well as the odd Rasp that Kirin casts. That's because Kirin's Tail Smash does Bind, which he can and often spams, and you need to Erase that off immediately. Having Choke and Rasp on may interfere with getting Bind off, and you know Erase's recast time is horrible.

I find that whenever Kirin does cast Sleepga, you want to run away from the tank-kiter to avoid getting slept especially as a whm.

As for Stonega IV, it *should* be on the paladin and he should have plenty of time to run away. The only exception is if the Paladin got Tail Smashed, and you were unable to Erase Bind off right away. In that case, you actually don't want to just run away from Kirin. You want to run away from the target of the spell. In fact, usually the safest spot to stay when Kirin casts Stonega IV is right next to him.

Finally, I know Spiritin Within is nice because of the guaranteed dmg, etc. It's actually what everyone is taugh and so ppl tend to not diverge from using it. But actaully normal weaponskill, I've seen done as well or better damage. Even if it's low, you can make some Light or Frag chains, and do some insanely nice Aero MB's off it. Really tho, it's whatever floats your boats ^^
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#54
User is offline   fumoffuuuuu 

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Some more info on pets please

Do Astral Flow makes the weak gods do stuff like hundred fist etc? Or does he summon Avatars as well?

Can the pets be slept etc?

Does Astral Flow hit pet alliance as well?
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#55
User is offline   Tamashii 

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the pets are genbu suzaku seiryu and byakko. they act and behave independently of kirin.

chances are kirin won't use astral flow until after the other 4 gods are dead (because hopefully the linkshell won't be attacking kirin and the spawns at the same time.)

oh yeah.

thanks for correction.
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#56
User is offline   fumoffuuuuu 

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LoL unfortuneately we wasted 1 set of seals to find out last night. So yeah, kite kirin and don't till he summons all 4 gods and killed them (only appears once). Then full attack, when he astral flows he summons a avatar and booooom!!, no way to stop like you said. I suppose shadowbind to give that 1-2 min for regrouping is good idea.

We didn't get as far as Astral Flow though, does it only hit the main alliance or those it get the pet group and PT seekers as well?
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#57
User is offline   Stanislaw 

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fumoffuuuuu :
We didn't get as far as Astral Flow though, does it only hit the main alliance or those it get the pet group and PT seekers as well?


Hits everyone. Make sure the PT seekers stay far far away from Kirin after all the pets are dead. I've seen Kirin's Astral Flow go off with 80% of his health left once, that was a nice surprise. Also, Astral Flow is really dangerous against people with low HP, such as Tarutaru - other than that, I find it not that difficult to not die. As a Red Mage, I've fought Kirin at least two dozen times, but I've yet to get killed by his Astral Flow. Gotta love Stoneskin.
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#58
User is offline   Samskeyti 

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Stanislaw :
Hits everyone. Make sure the PT seekers stay far far away from Kirin after all the pets are dead. I've seen Kirin's Astral Flow go off with 80% of his health left once, that was a nice surprise. Also, Astral Flow is really dangerous against people with low HP, such as Tarutaru - other than that, I find it not that difficult to not die. As a Red Mage, I've fought Kirin at least two dozen times, but I've yet to get killed by his Astral Flow. Gotta love Stoneskin.


Yea.. Astral Flow isn't all that bad usually. I'm taru WHM and after the initial attacks I set up with about 800hp/stoneskin/shell IV and I survive about 80-90% of Kirin's Astral Flows. Oddly enough the only avatar that usually kills me is Carbuncle. >.> It's imperative to keep Shell IV on all members that are going to be in range though.
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#59
User is offline   Squalleonheart 

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/em Thumbs up smile.gif

Thanks so much for this guide Tamashii. Its very accurate and helped me understand how to work things out in sky. I use it all the time I go up there to learn more about sky. ^^ Very educational and easy to read~

Ayways im planning on translating this guide into french , lots of french players on Gilgamesh w. ( I asked if I could do so ^^)

Thanks for all the hard work , I appreciate.
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#60
User is offline   nekoj 

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taruninja :
no offense but the origional poster seems a bit inexperienced to be making a guide. also sam/thf and drk/thf are very useful jobs on the 3 gods. excluding genbu and kirin. sam/thf sata tachi: kasha is about 600-1000+ depending on the sams equip and they can use it every time med is up. 2. drk/thf sata spinning slash from what ive seen is about 900-1800 a drk can do this about 2-3 times over the course of the fight. Also DRK stun is nice because BLM can be caught off gaurd mid cast . One more thing. Ninja is as effective tanking gods as PLD. They all have horrid accuracy excluding Genbu. That being said Genbu can be tanked naked.


A War/thf with Steel Cyclone and put up very large numbers too on these gods.
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