- Joined
- Dec 14, 2004
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Friday night, I joined a full alliance attempting the Divine Might quest. For some this was not the first try and for many like myself, this was. We made two unsuccessful attempts and the second was far closer to winning than the first. However, during the quest I felt we went in not knowing enough about the battle and when we tried a second time, we had too many ideas that were not good enough or very risky in my opinion. I have created below a possible battle tactic that I believe is very viable. I have used a lot of ideas from the allakhazam website as well as few of my own to improve upon it, but I hope this is something people are willing to try as the rewards for this battle are, in my opinion, worth the effort.
Background:
As some of you might not know what Divine Might is I would like to explain a little about the quest is and it’s rewards before going further. Upon achieving rank 6 in any country, the option to begin Zilart Missions becomes open to you. Many of the missions are just cut scenes, but a few are BC or spawned NM which might take a party and some setting up to do and all require a lot of running. After having completed about 12 Zilart missions, you will finally gains a sky pass and have access to Ru’Ann Gardens. Ru’Ann Gardens is where you are able to fight the gods and get many end level armor pieces, abjurations and other such rare items. This is also a good place to experiencing post 72.
Once having gained access to the sky you should be able to activate this quest by running directly north upon entering sky. Do not deviate from this path, as I am told monsters will agro if you do and since everything agroes magic, you will not be getting a raise. After a little bit you should come to a door and enter that room. There are more dolls but they do not agro so do not worry. There should be a black spot along the north wall that you can check and this will activate the quest. Now, according to the storyline (not a spoiler) there are 5 NM crystal warriors. They are Ark Angels(AA) of each of the five races, granted with the powers of 2 jobs each. The mission requires you and a full alliance to defeat these AA. If you could check these NM as a level 75 they would be only tough and you might think this battle would is easy with 18 people; however, it is far from it. The battle itself is very chaotic and a single mistake can and will cost you. Once everyone in the alliance has the quest, someone will need to obtain a Arch Pentasphere to activate the BC which is done by trading illumink and a bast parchment to the fountain in Ro’Maeve on a full moon from 0:00 to 3:00.
The Quest:
The quest is to defeat the five crystal warriors with your full alliance in a 30 min BC fight. There have been many given tactics which work according to Allakhazam; however, I felt the details were extremely lacking and needed a little fine tuning. I also exclude the full alliance of black mages as it’s very hard to find 18 level 75 black mages and it also requires that I am a 75 black mage. The following is copied directly from the AK site:
1. Ark Angel TT (DRK/BLM)
Specials:
Amon-Drive - area damage + Paralyze + Petrify
Manafont
Bloodweapon
Note: attacks in this order Magic > WS > teleport
2. Ark Angel MR (BST/THF)
Specials:
Havoc-Spiral - area damage + Gravity + Sleep
Perfect Dodge
Charm
Resist-Gravity
Note: Does Perfect Dodge at low HP; can be gravitied, high evasion.
3. Ark Angel GK (SAM/DRG)
Specials: Jump - ranged damage + Bind + Blind
Call Wyvern
Meikyo Shisui
Note: Wyvern sleepable, 2hr blinkable.
4. Ark Angel EV (PLD/WHM)
Specials:
Dominion-Slash - area damage + Silence
Shield Strike - Stun + hate reset
Resist sleep
Invincible
Benediction
Note: Uses Spirits Within can be binded/gravitied, do not fight directly.
5. Ark Angel HM (WAR/NIN)
Specials: Cross-Reaver - area damage + Stun
Double attack
Resist Bind
Mighty Strikes
Mijin Gakure
Note: At 50% HP or less, tends to use Mijin Gakure.
Rewards:
Abyssal Earring
Beast Earring
Bushinomimi
Knight's Earring
Suppanomimi
Strategy:
Now this is the setup I believe would be most successful in defeating the AA’s:
PT1: RNG, RNG, RNG, RNG, BRD, RDM (OR BLM)
PT2: NIN, WHM, PLD, WHM, RDM (OR BLM), DD
PT3: NIN, NIN, WHM, PLD, RDM, DD
Note: I leave DD as an open space for Damage Dealers whose job, in my opinion, does
not highly affect the outcome of the battle.
Upon entering the BC cast buffs (mages should all cast the highest reraise spell they have and melee might consider getting a reraise scroll) and all melee should invest in a Opo Opo Necklace and sleep potions. Once you have all been buffed up and have 300 TP you should precede further. The arena is a long hallway from the Shimmering Circle (BC) to a set of stairs leading to the amphitheater with the 5 AA’s in the center. Now in my experience and from all the comments I have seen the TT needs to die first and fast. Once killing him and if he is unable to cast anything I believe your chances of survival increase drastically. The TT casts all sorts of debuffs instantly in an AoE effect. On our first try, the main party was set to kill the TT and most of us were paralyzed and petrified unable to do anything. Then came a sleepga and I watched helpless as everyone else died. In my setup, there is four rangers in party 1. These 4 rangers are responsible for killing the AA TT immediately. All 4 should gather at the end of the steps converging into the amphitheater ready to use their two hour ability Eagle Eye Shot (EES). The BRD should cast Minuet (I believe that is the correct song) to increase the damage potential of EES to its maximum and then let them fire away. I know this might be excessive and the rangers should now have 300 TP at their disposal, however, EES does the most damage and as far as I know its 100% accuracy, so I would not risk the miss. If the EES is not sufficient to kill the TT then the RNG must use their weapon skills quickly. Also it is also acceptable to replace all RNG with BLM or a mix of both, but doing so requires timing spells and EES which could create a problem. Now the four rangers and bard must run back to the Shimmering Circle before the four remaining AA’s have a chance to tear threw them, but don’t run too far, the alliance should all be ready to provoke and tank their respective AA long before EES has even fired.
Now the four AA’s need to be separated and tanked in different sections. The AA Hume (HM) should be taken back to the Shimmering Circle by the PLD, WHM and the DD from party 2 The PLD should keep hate as best as possible and if necessary the DD should provoke if the PLD is close to death or the WHM takes hate. In my experience, the PLD tank should not be exchanged by a blink tank. The AA HM is a ninja and therefore has dual wield which takes down the shadows very fast as well as the PLD can keep hate better than a NIN could especially when the WHM will be doing a lot of curing. It might be necessary to exchange the WHM for a RDM and gravity/kite this AA, I am not entirely sure which the best strategy is.
The AA Galka (GK) should be straight up blink tanked. The two NIN and WHM from party 3 are responsible for tanking this one and each NIN should share the tanking when shadows are down. The WHM keep them cured and hasted. The AA GK also calls a wyvern pet but this pet will be taken care of by someone else.
The AA Elvaan will be kited by the PLD and RDM from party 3. They are responsible for running around the amphitheater and keeping the AA EV busy while everyone else kills their AA. This is also the longest job since this is the last AA to be killed so the kiters need to be very skilled at this and smart about it.
Of the four remaining AA’s, the Mithra (MT) is the next target to kill. The NIN tank from party 2 should be ready to tank the AA MT and the WHM ready to cure. The WHM should also have Elemental Seal + Sleep macros ready to cast on the NIN in the chance that he is charmed and in this case the DD from party 2 should be ready to tank immediately. Do not worry about the MT’s pet (a random BST pet is called) someone else will take care of him as well. The four RNG from party 1 should be ready to start killing this by the time the NIN begins tanking and the AA should be killed fairly easily with four RNG and a NIN tank. The RNG should not attack too fast though and ever get hate. If they do, they could get charmed and once charmed may attack allies. A tank being charmed is preferable in this scenario due to their weaker attack. The MT also uses perfect dodge but this should not be a huge problem.
Next on the list is to kill the AA GK. The Two blink tanks should still be tanking this guy and is not a huge worry. Repeat killing him much like the MT and do not worry about getting hate as long as you can keep shadows up.
The AA HM is a little harder to kill. As a ninja job he has the ability to use Mijin Gakure which will kill anyone within range and can use Mighty Strikes as well. In the case the HM uses Mighty Strikes the PLD tank should use Invincible immediately. The WHM in each party is responsible for keeping barfira up; however, everyone should be as far away as possible to avoid this, as it will most likely kill you regardless of barfira. Once dead proceed to killing the AA EV. At this point if most of you alliance is alive, there should be no trouble killing the EV.
Now I excluded mentioning two members, the RDM (or BLM) from party 1 and 2. These two have the jobs of sleeping the pets and keeping them slept throughout the fight. It was my understanding that if the owner of a pet dies so does the pet, but from the website this does not seem to be the case so it may be necessary to kill the pets sometime after the TT and before the EV as I assume they will eventually build up a resistance to sleep. The two sleepers should also exchange mobs to sleep and keep cure macros ready for their sleeping partner as they are going to work together. Now I assume the pets will wake up at separate times since sleep time is usually random. The person who slept the wyvern first should now stand somewhere between the wyvern and the MT’s pet, a little bit closer to the pet. The other RDM should stand in between the first RDM and the wyvern. This is so that once the pet the RDM1 slept wakes, it has to walk by RDM2 the whole time as it goes to attack RDM1. In that time RDM2 should be already casting Sleep. RDM1 should do the same thing once the wyvern wakes.
All alliance members should carry some potions, ether and/or juices as this will be a very long fight and most likely a spells like regen and refresh may be neglected.
I borrowed a lot of these ideas from Allakhazam and only added a few things and clarified a few points in detail. I did this mostly so that on our next attempt at this everyone has a good idea of what needs to be done and also a good solution to defeating the AA’s successfully as most of this is proven methods already in use. If anyone would like to add or offer any opinions to this I more than welcome it as it would only be beneficial. Constructive criticism only please.
Background:
As some of you might not know what Divine Might is I would like to explain a little about the quest is and it’s rewards before going further. Upon achieving rank 6 in any country, the option to begin Zilart Missions becomes open to you. Many of the missions are just cut scenes, but a few are BC or spawned NM which might take a party and some setting up to do and all require a lot of running. After having completed about 12 Zilart missions, you will finally gains a sky pass and have access to Ru’Ann Gardens. Ru’Ann Gardens is where you are able to fight the gods and get many end level armor pieces, abjurations and other such rare items. This is also a good place to experiencing post 72.
Once having gained access to the sky you should be able to activate this quest by running directly north upon entering sky. Do not deviate from this path, as I am told monsters will agro if you do and since everything agroes magic, you will not be getting a raise. After a little bit you should come to a door and enter that room. There are more dolls but they do not agro so do not worry. There should be a black spot along the north wall that you can check and this will activate the quest. Now, according to the storyline (not a spoiler) there are 5 NM crystal warriors. They are Ark Angels(AA) of each of the five races, granted with the powers of 2 jobs each. The mission requires you and a full alliance to defeat these AA. If you could check these NM as a level 75 they would be only tough and you might think this battle would is easy with 18 people; however, it is far from it. The battle itself is very chaotic and a single mistake can and will cost you. Once everyone in the alliance has the quest, someone will need to obtain a Arch Pentasphere to activate the BC which is done by trading illumink and a bast parchment to the fountain in Ro’Maeve on a full moon from 0:00 to 3:00.
The Quest:
The quest is to defeat the five crystal warriors with your full alliance in a 30 min BC fight. There have been many given tactics which work according to Allakhazam; however, I felt the details were extremely lacking and needed a little fine tuning. I also exclude the full alliance of black mages as it’s very hard to find 18 level 75 black mages and it also requires that I am a 75 black mage. The following is copied directly from the AK site:
1. Ark Angel TT (DRK/BLM)
Specials:
Amon-Drive - area damage + Paralyze + Petrify
Manafont
Bloodweapon
Note: attacks in this order Magic > WS > teleport
2. Ark Angel MR (BST/THF)
Specials:
Havoc-Spiral - area damage + Gravity + Sleep
Perfect Dodge
Charm
Resist-Gravity
Note: Does Perfect Dodge at low HP; can be gravitied, high evasion.
3. Ark Angel GK (SAM/DRG)
Specials: Jump - ranged damage + Bind + Blind
Call Wyvern
Meikyo Shisui
Note: Wyvern sleepable, 2hr blinkable.
4. Ark Angel EV (PLD/WHM)
Specials:
Dominion-Slash - area damage + Silence
Shield Strike - Stun + hate reset
Resist sleep
Invincible
Benediction
Note: Uses Spirits Within can be binded/gravitied, do not fight directly.
5. Ark Angel HM (WAR/NIN)
Specials: Cross-Reaver - area damage + Stun
Double attack
Resist Bind
Mighty Strikes
Mijin Gakure
Note: At 50% HP or less, tends to use Mijin Gakure.
Rewards:
Abyssal Earring
Beast Earring
Bushinomimi
Knight's Earring
Suppanomimi
Strategy:
Now this is the setup I believe would be most successful in defeating the AA’s:
PT1: RNG, RNG, RNG, RNG, BRD, RDM (OR BLM)
PT2: NIN, WHM, PLD, WHM, RDM (OR BLM), DD
PT3: NIN, NIN, WHM, PLD, RDM, DD
Note: I leave DD as an open space for Damage Dealers whose job, in my opinion, does
not highly affect the outcome of the battle.
Upon entering the BC cast buffs (mages should all cast the highest reraise spell they have and melee might consider getting a reraise scroll) and all melee should invest in a Opo Opo Necklace and sleep potions. Once you have all been buffed up and have 300 TP you should precede further. The arena is a long hallway from the Shimmering Circle (BC) to a set of stairs leading to the amphitheater with the 5 AA’s in the center. Now in my experience and from all the comments I have seen the TT needs to die first and fast. Once killing him and if he is unable to cast anything I believe your chances of survival increase drastically. The TT casts all sorts of debuffs instantly in an AoE effect. On our first try, the main party was set to kill the TT and most of us were paralyzed and petrified unable to do anything. Then came a sleepga and I watched helpless as everyone else died. In my setup, there is four rangers in party 1. These 4 rangers are responsible for killing the AA TT immediately. All 4 should gather at the end of the steps converging into the amphitheater ready to use their two hour ability Eagle Eye Shot (EES). The BRD should cast Minuet (I believe that is the correct song) to increase the damage potential of EES to its maximum and then let them fire away. I know this might be excessive and the rangers should now have 300 TP at their disposal, however, EES does the most damage and as far as I know its 100% accuracy, so I would not risk the miss. If the EES is not sufficient to kill the TT then the RNG must use their weapon skills quickly. Also it is also acceptable to replace all RNG with BLM or a mix of both, but doing so requires timing spells and EES which could create a problem. Now the four rangers and bard must run back to the Shimmering Circle before the four remaining AA’s have a chance to tear threw them, but don’t run too far, the alliance should all be ready to provoke and tank their respective AA long before EES has even fired.
Now the four AA’s need to be separated and tanked in different sections. The AA Hume (HM) should be taken back to the Shimmering Circle by the PLD, WHM and the DD from party 2 The PLD should keep hate as best as possible and if necessary the DD should provoke if the PLD is close to death or the WHM takes hate. In my experience, the PLD tank should not be exchanged by a blink tank. The AA HM is a ninja and therefore has dual wield which takes down the shadows very fast as well as the PLD can keep hate better than a NIN could especially when the WHM will be doing a lot of curing. It might be necessary to exchange the WHM for a RDM and gravity/kite this AA, I am not entirely sure which the best strategy is.
The AA Galka (GK) should be straight up blink tanked. The two NIN and WHM from party 3 are responsible for tanking this one and each NIN should share the tanking when shadows are down. The WHM keep them cured and hasted. The AA GK also calls a wyvern pet but this pet will be taken care of by someone else.
The AA Elvaan will be kited by the PLD and RDM from party 3. They are responsible for running around the amphitheater and keeping the AA EV busy while everyone else kills their AA. This is also the longest job since this is the last AA to be killed so the kiters need to be very skilled at this and smart about it.
Of the four remaining AA’s, the Mithra (MT) is the next target to kill. The NIN tank from party 2 should be ready to tank the AA MT and the WHM ready to cure. The WHM should also have Elemental Seal + Sleep macros ready to cast on the NIN in the chance that he is charmed and in this case the DD from party 2 should be ready to tank immediately. Do not worry about the MT’s pet (a random BST pet is called) someone else will take care of him as well. The four RNG from party 1 should be ready to start killing this by the time the NIN begins tanking and the AA should be killed fairly easily with four RNG and a NIN tank. The RNG should not attack too fast though and ever get hate. If they do, they could get charmed and once charmed may attack allies. A tank being charmed is preferable in this scenario due to their weaker attack. The MT also uses perfect dodge but this should not be a huge problem.
Next on the list is to kill the AA GK. The Two blink tanks should still be tanking this guy and is not a huge worry. Repeat killing him much like the MT and do not worry about getting hate as long as you can keep shadows up.
The AA HM is a little harder to kill. As a ninja job he has the ability to use Mijin Gakure which will kill anyone within range and can use Mighty Strikes as well. In the case the HM uses Mighty Strikes the PLD tank should use Invincible immediately. The WHM in each party is responsible for keeping barfira up; however, everyone should be as far away as possible to avoid this, as it will most likely kill you regardless of barfira. Once dead proceed to killing the AA EV. At this point if most of you alliance is alive, there should be no trouble killing the EV.
Now I excluded mentioning two members, the RDM (or BLM) from party 1 and 2. These two have the jobs of sleeping the pets and keeping them slept throughout the fight. It was my understanding that if the owner of a pet dies so does the pet, but from the website this does not seem to be the case so it may be necessary to kill the pets sometime after the TT and before the EV as I assume they will eventually build up a resistance to sleep. The two sleepers should also exchange mobs to sleep and keep cure macros ready for their sleeping partner as they are going to work together. Now I assume the pets will wake up at separate times since sleep time is usually random. The person who slept the wyvern first should now stand somewhere between the wyvern and the MT’s pet, a little bit closer to the pet. The other RDM should stand in between the first RDM and the wyvern. This is so that once the pet the RDM1 slept wakes, it has to walk by RDM2 the whole time as it goes to attack RDM1. In that time RDM2 should be already casting Sleep. RDM1 should do the same thing once the wyvern wakes.
All alliance members should carry some potions, ether and/or juices as this will be a very long fight and most likely a spells like regen and refresh may be neglected.
I borrowed a lot of these ideas from Allakhazam and only added a few things and clarified a few points in detail. I did this mostly so that on our next attempt at this everyone has a good idea of what needs to be done and also a good solution to defeating the AA’s successfully as most of this is proven methods already in use. If anyone would like to add or offer any opinions to this I more than welcome it as it would only be beneficial. Constructive criticism only please.