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9 Shorthand

1L : One teleport left


1R : One teleport right
2L : Two teleports left
2R : Two teleports right
• Note, 3R = 2L, 4R = 1L, 5R = circle

1D : First door
2D : Second door
Y : Take the yellow teleport
B : Take the blue teleport
Mobs in sky

Flamingos can be found outside in


Ru'Aun Gardens. They do not aggro or
link with one another.

Magic pots can be found


throughout sky. They aggro magic
casting. They have an AoE gravity
(Mysterious Light) that also deals
damage as well as a move which
makes them immune to all magic
(Spectral Barrier.) They are
spellcasters so attempt to silence them early.

Dolls can be found throughout


sky as well. Non-NM dolls have
an ability called “Meltdown” which
is a suicidal bomb toss – it kills
the mob but inflicts massive
damage. Barfira must be kept
up and Meltdown must be
stunned! They aggro magic as well.
Detectors pose a large threat as well. They
aggro (they check as TWTBW but they will
aggro regardless) to sneak and magic. After
being engaged for a short period of time (5-10
seconds) it spawns a mob, typically a doll type.
When moving as a group to NM's the best way to
deal with Detectors is to have a Samurai, Ranger,
or Black Mage one shot them.

Enkidu's can be found throughout


sky, except in Ru'Aun Gardens.
They sight aggro (but are rather
blind) and magic aggro. They have
an AoE move (Crystal Rain) which
is particularly nasty. They also
have several moves which go
through shadows and they hit very
hard.
Notorious monster relationships

The picture above shows the relationship between notorious monsters in


sky. For instance, to pop Seiryu one would need to kill Steam Cleaner
(SC) and Mother Globe (MG) to get the pop items. To pop Kirin one
would need to kill Byakko, Seiryu, Suzaku and Genbu.
Tier zero
Ro'maeve Water

The picture above shows the path to get to mobs which drop Ro'Maeve
Water. Any pot mob on the yellow/blue teleporter level will drop
Ro'Maeve Water as well as any mob on the yellow level. Camp is
typically at the red circle and pots are pulled there. Shortcut directions
– up the middle, right, Y. The pots are DC-T and a group of 3-4
people can kill them, Ro'Maeve water can take a long time to drop.
Ro'Maeve Water is used to pop Olla which drops a pop item for Genbu.
Curtana

The picture above shows the path to get to the ??? which you can get
a Curtana from. The Curtana is used to spawn Brandishing Blade which
drops a pop item for Suzaku. The Curtana can be acquired solo – you
simply need Oils/Powders and some patience to track down the ???.
Tier one
Olla pequena, media, and grande

The picture above shows the path to get to the ??? where you trade a
Ro'Maeve Water in order to pop Olla. Olla Pequena spawns first, after he
is defeated Media spawns from him, and Grande spawns from Media. The
fight is rather easy just watch for pot spawns in the room while you are
fighting Olla.
Zipcana
Zipcana(Zippy) is a statue type mob, he has a
3-6 hour timed respawn. He drops a pop item for
Genbu as well as an Ushikishimaru (GKT.) Overall,
he is rather simple and can be beaten with less
than an alliance. Towards the end of the fight he
will start to spam Crystal Rain and like other
golems he hits rather hard. The best method to
detect Zippy is to widescan the upper and lower
level where he wanders. If a widescanner is not
available then someone with oils/powders can walk
his path looking for him. Sneak and Invis are
required since golems aggro sight and the detectors
down near him aggro sound.
The picture above shows the two paths to get to Zipcana. The black
and green paths are paths you can take to check on Zippy if you have
widescan. If the doors are open near Zippy, then he will wander the
complete red path in the diagram. It is possible for Zippy to get stuck
in the middle (between B and C in the middle map.) This is why
widescan is typically better than scouting with oils/powders.
Brandishing blade (BB)
Brandishing Blade is a weapon type mob that is
popped using a Curtana in Ve'Lugannon Palace. The
room where the ??? spawns is filled with weapons,
so they must be cleared out first. The respawn on
the ??? to pop BB is low, around 15 minutes. BB
can only be killed with a certain weapon, which you
have to steal off of him. THF main is preferred,
but a someone with /THF and high dagger skill will
also work.

The picture above shows the two paths to get to BB. BB is spawned
by trading a Curtana to the ??? in red.
Faust
Generally considered a nuisance, Faust guards
the yellow monolith on the floor before yellow. He
drops the other item to pop Suzaku. He has a
very long sight aggro. The pull is very difficult, you
must pull him to the yellow teleporter and fight him
in that room. Ranger is the best puller, since they
can shadowbind to buy some time. A ranger will
go, hit the yellow monolith and then shadowbind
Faust. If a ranger is not available the pull can be
done, its just way more dangerous. A ninja, thief
or warrior/ninja can pull him well by using sight
aggro method. Once Faust is pulled a tank drags
him to the corner. Mages nuke and anyone with RA
does so. You cannot melee Faust. He has a
strong knockback AoE move called “Typhoon” which
he spams. Paladin tank is best, but a ninja can do
well.
The picture above shows the route to Faust. Be very careful when you
teleport to the green border map, as you can be put in any of the small
green rooms there. If you are put next to Faust he will aggro you if
you are not careful. Edge out slowly and run when he is turned away.
The purple dot is the yellow monolith which must be open before to
setup to fight Faust. The blue path is path the puller must take in
order to pull him, its long so shadows and/or flee is necessary.
Mother Globe (MG)
Mother Globe is a detector type mob and
proves to be a rather difficult fight and pull.
Typically a paladin is needed for the pull, a ranger
(or another person) goes out and claims MG
(shadowbind is best, again.) After MG has been
claimed, 6-10 slave globes will come after the
puller. They hit very hard. The paladin uses
invincible and runs into the room, where everyone
uses their best -ga spell. The slaves should all die
and then MG will come. MG has an almost
constant shock spikes so meleeing is usually not a
good idea. Ninja is best to actually tank MG since
the enthunder will stun paladins and MG hits hard.
MG will randomly spawn new slave globes during the
fight which the melee's and paladin will take down.
Black Mage and Ranger nuke MG.
The picture above shows the route to MG. Since detectors are all
around where MG spawns, you must pull MG down to where you are
teleported at.
Steam Cleaner (sc)
Steam Cleaner is popped by a detector in The
Shrine of Ru'Avitau. There are specific detectors
which have a chance of spawning SC. Generally, SC
is pulled and then either a RDM or BLM has sleep
duty. It is their job to ensure that the detector is
always asleep. The detector will then spawn mobs,
either the normal dolls or SC. Once SC is spawned
or 6 normal dolls have been killed then the detector
will spawn no more mobs and you have to pull a
new one. The fight with SC is simple, it is a pot
type mob so watch out for Mysterious Light.
The picture above shows the route to detectors which spawn SC. The
red path is the detector route, you can wait for them to come around
and then pull one.
Despot
Despot is spawned by killing dolls that are in
the blue wall in Ru'Aun Gardens. He will only pop if
you kill the mobs in the blue wall. Once he is
popped he will aggro, gravity and kiting are a
necessity for the fight. He can be killed with a
skilled group of 3.

The picture above shows the where to fight Despot. You must
pull/aggro dolls from the blue wall. Once Despot is popped the best
place to fight him as at the white ball. There is a tree which aids in
kiting at that location.
Ullikimi
Ullikimi resides up in the highest part of The
Shrine of Ru'Avitau. He is a golem type mob with
the same nasty moves. Included in his moves are
Banishga as well as Heavy Strike (hate reset move.)
If no one else is camping Ulli (unlikely) then you
can pull the placeholders. If people are camping
him then you must sit out in the middle at his
spawn point. Golems will aggro from all directions,
so be very careful if you are camping Ullikimi in the
middle.
The picture above shows the path to get to Ullikimi. Be very careful on
Faust floor and make sure that someone has powders to get behind
Faust in order to open the door to get up to Ullikimi. Once Ullikimi is
claimed, run to the north room where you can kite him around the
teleporter.
Tier Two
General Info
• 4 “lesser” gods – Byakko, Suzaku, Seiru and Genbu
• Each god has an additional effect, which can be
dispelled by using the winds that the gods drop.
Rangers are best suited to throw these winds
(using Unlimited Shot) since the winds are lost
once they are used. If a ranger is unavailable
then a Ninja with full ranged accuracy gear is the
next option.
• Seiryu => Zephyr (dropped from Byakko)

• Byakko => East Wind (dropped from Seiryu)

• Genbu => Antartic Wind (dropped from

Suzaku)
• Suzaku => Arctic Wind (dropped from Genbu)

• Each god drops a seal, the 4 seals together are


used to pop the last god, Kirin.
Genbu
Genbu is considered the easiest of all the gods
he is popped by trading a Winterstone(Zipcana) and
Gem of the North (Olla) to the ???. He hits very
slowly but very hard. Ninja tanks are preferred.
Genbu is weak versus ice and not very resistant to
magic. He is very resistant to melee attacks, so it
is best to setup 2-3 ice/darkness skillchains to
drop him quickly. Genbu resides at the island 2R.
Generally people build TP off the mobs before they
teleport up so that the fight can start off with 2-3
strong skillchains. When he 2 hours continue
fighting as normal.

2 Hour Invincible
Elemental Ice
Weakness
Difficulty Low
Physical Defense High
Evasion Low
Attack High
Accuracy Low
Magic Medium
The picture above shows the path to Genbu.
Seiryu
The dragon god of sky – Seiryu is spawned by
trading a Gem of the East (SC) and a Springstone
(MG) to the ???. He is medium difficulty and his 2
hour (Hundred Fists) can wipe an alliance. There
are several methods to deal with his two hour.
Paladins can invincible when Seiryu does – everyone
else needs to be careful not to take hate. If a
ranger is available then shadowbind also works.
Everyone must turn around or disengage when they
see Seiryu 2 hour in order for shadowbind to work.
The best groups can still wipe to Hundred Fists if
they are not careful. One person can be the cause
for a complete wipe. Seiryu does typical wyvern
moves such as Radiant Breath (Silence and
Paralyze) and an AoE paralyze. Mages must quickly
take all status effects off of the tanks. Seiryu also
does Dispelling Wind, an AOE dispel. Be prepared to
rebuff when this move goes off. He has medium
evasion and defense, melee can do quite well
against him. Usually Ice is used versus Seiryu as
well, but that may not be his elemental weakness.
2 Hour Hundred Fists
Elemental Ice (??)
Weakness
Difficulty Medium
Physical Defense Medium
Evasion Medium
Attack Medium
Accuracy Medium
Magic Low
The picture above shows the path to Seiryu.
Suzaku
The bird god of sky – Suzaku is popped by
trading a Summerstone(Faust) and Gem of the
South(BB) to the ???. Suzaku is another god
which has a 2 hour which can wipe an entire
alliance. He cast high tier fire spells (Flare,
Firaga3, etc) and his 2 hour is chainspell. Instant
cast on flare and any -ga spells is very dangerous.
The most often used method to deal with his 2
hour is Shadowbind. A RDM/DRK to stunlock also
works, as well as landing silence (very difficult to
do.) He has high evasion and medium defense,
melee will do well versus him but a skillchain is still
suggested. Again, Ice is typically used but I am not
completely sure of his elemental weakness.

2 Hour Chainspell
Elemental Ice (??)
Weakness
Difficulty Medium
Physical Defense Medium
Evasion High
Attack Medium
Accuracy Medium
Magic High
The picture above shows the path to Suzaku.
Byakko
The cat god of sky – Byakko is the toughest of
the lesser gods. He is spawned by trading a
Autumnstone (Ulli) and Gem of the South (Despot)
to the ???. Byakko has high evasion, high magic
defense but very low magical defense. He attacks
very quickly and strong. Do not stand behind the
tanks unless you are SATAing them. Byakko has a
move which does high directional damage and it can
one shot DD's or mages that it is facing. Byakko
also has AoE paralyze. His 2 hour is Perfect
Dodge, he can be bound while everyone moves away
or it can be ignored. Byakko is fire/light based
and will do moves such as Diaga II and Banishga III.
With double and triple attacks followed by a WS, it
is very easy for a tank to get one shotted.

2 Hour Perfect Dodge


Elemental ???
Weakness
Difficulty High
Physical Defense Low
Evasion High
Attack High
Accuracy High
Magic Medium
The picture above shows the easy path to Byakko. If the yellow door is
closed, then it is easiest to wait for someone to open it or take the
long path.
The picture above shows the long path to Byakko.
Tier Three
Kirin
Kirin is the final god in sky, the summoner
Manticore. Kirin will summon the four “lesser” gods
during the fight, which are slightly weaker than the
normal versions. Expect the first Kirin fight to take
near 2 hours. After a few fights, the Kirin fight will
go faster – a well organized and experienced shell
can take him down in under an hour. Typically, at
the start there is a Kiting party or alliance and an
add party or alliance. The kiting party will run Kirin
around and when a lesser god is summoned by Kirin
the add party/alliance will pull it to the side. Quick
work must be made of the lesser gods, because
Kirin will summon the next one regardless of if the
first is dead or not. After the four lesser gods
have been dealt with people are generally switched
into the Kiting party and a main alliance is formed.
The optimal PT setups are as follows...
Kiting PT SC PT DD PT
NIN (PLD) Melee DD BLM (SMN)
NIN (PLD) Melee DD BLM (SMN)
NIN (PLD) Melee DD BLM (SMN)
WHM Melee DD MNK
WHM WHM WHM
RDM RDM (BRD) BRD (RDM)

The kiting party is responsible for holding aggro on


Kirin and kiting him around. The SC party is
responsible for making a wind burstable SC for the
DD PT, as well as DoT. The DD PT is responsible
for keeping Bio II on Kirin at all times, as well as
magic bursting. The MNK is Chi-Blasting and
rotating all MNK's into this PT spot.

Kirin has a very high resist rate, so magic outside


of the MB is ill-advised since it will likely be
resisted. Kirin is also highly resistant against stun.

Kirin has the following spells :


• Stonega4

• Stone V

• Quake

• Choke

Kirin also does :


• Heat Breat (Fire based damage)

• Deadly Hold (Bind)


The picture above shows the long path to Kirin. Teleporter “I” can put
you in three different locations, indicated by the green dashed line. If
you up in the map surrounded by yellow then you must exit outside to
Ru'Aun Gardens and try again.

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