Divine Might Strategy

Lavi

Genkai Conqueror
Adventurer
Joined
Dec 14, 2004
Messages
1,968
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.
 
If mithra gets a mandra pet, its sudgested to run away and start over. Nasty AoE, tiger is better. Pet and dragoon dose not go away after owner dies, only smn elemental/avitar dose.

RDM + nin can tank elven all day long running back and forth from ampatheatur and burning circle, I'v had bind last long enoph to recast when it wears off.

Have everyone use poison potions too, good rdm should not need someone to help sleep pet. Maybe if thay get distracted and do not see it wake up till its on them and stoneskin/blink is down.

maybe 2 rdms can nuke and sleep the pets
 
Any bard worth his weight in pamamas should be able to sleep both pets indefinatly till your DDs are ready to take care of them. Just dont bind MR next to said bard ;p
 
Sparky said:
Any bard worth his weight in pamamas should be able to sleep both pets indefinatly till your DDs are ready to take care of them. Just dont bind MR next to said bard ;p

hehe i like that^^


yeah that divine might was horrible. When i found out we only had 2 runs worth i was about ready to leave. When people asked what the reward was i was about ready to leave. When people asked how to get to la'loff amphitheatre i was about ready to leave.

1st round -
TT uses amon drive. Then sleepga.... twice. Need i really say more?

2nd round -
i nuke the hell outta TT and pull hate like i always do with TT (sorta fun, BLM war). TT dies. All hell breaks loose. I don't even remember who killed me. After laying around dead i spot a wee lil black mandy in the distance, big no no.


The group did manage to kill TT both rounds though. Maybe needs more BLMs to take him out ASAP though. We only had 2. Rangers will need to barrage it if anything.


current record on Divine Might - 0/9
 
Comments

1. I'm actually not sure 4xEES would kill the TT. EES is not that powerful at all wrt a good sidewinder or slug shot, which has more chance to damage (Rangers agree?). The problem being accuracy, I would have to agree.

Questions to rangers: Did you have accuracy issues in this fight? If not, I would think sleeping to 100% TP + icarus > Sidewinder/Slug Shot is a better deal than EES.

2. If TT is not killed instantly, there is a GOOD chance it will petrify-ga, which means that the main pty is pretty much screwed and we're all dead.

>>> I still think it's worth disabling TT (RDM/DRK chainspell stun) while killing it <<<

3. If TT is not killed instantly, all other AA will aggro, and start doing their specials before the rangers have a chance to pull back, this includes: gravity and bind !!! Let us assume TT is disabled with Stun, the 3xRNG pty can still finish the TT but they do face a quick death from the other AA since they cannot run away.

4. Pets: a "good" bard can sleep both of them indefinitely. The issue is at the start of the fight. People kite the things, therefore they are far apart, it takes time to sleep one, THEN the other (just to run there takes time). I did manage to sleep both as long as I lived and as soon as I was able to know where the heck those pets were (it's a big mess in the area). I suggest: the RDM or BLM in the MR and GK parties stick the initial sleep, and the BRD does the rest.

I still prefer initial aggro on PLD, run, RDM/DRK stuns TT while RNG/everyone kill the TT.

My 2 cents
 
"dissorder, chaos, anarchy. NOW THATS FUN!!!!!!!"

i havent come close to doing these fight but when i do is sounds like i'm gonna be in for a night full of excitement and headaches.
 
I saw a video of Divine might so I'll just put in a few ideas from it and my own.

To start everyhting you're gonna buff and get tp up etc etc. Get the Pld's ready to kite HM and EV and/or GK have the Rdm's ready to gravity them. If there's a Bard you might wanna try to get them to get Carnage Elegy on all the Ark Angels being kited. Like Sparky said, the Bard can sleep the Pets easily.

For the TT, I'm 99% sure 4 Eagle Eye Shots will not kill it. I'd suggest probably TP to 200-ish with Sleeping pot, Run in, and Barrage the fucker. Since Barrage has a chance of completely missing, or not getting the full 5 shot (or 6 if the Ranger is 75), then let the Sidewinders and Slug shots fly. Blms should also start nuking him as well, and any other DD's. Everyone should have Poison potions on them. Replacing Blms for Rngs should'nt be a problem, mainly because every Paladin or Ninja or Warrior should get hate on whomever their kiting/tanking

The MT (it's MR btw) setup is good, and it's imperitave that no one but the Tank should get hate, or else you get charmed. MR's pet does NOT die once MR is defeated.

Kill MR's Pet.

Gk... who cares, All those that were on the MR's pet go to GK, and kill him. GK's pet does NOT die once GK is defeated as well.

Kill GK's rat bird thing aka Wyvern.

Get everyone from GK's pet to HM. Watch out for the Mighty Strikes and the Ninjitsu.

EV is pretty much a stroll in the park except for Dominion Slash. Dominion Slash will not hurt you if you are behind EV. Get whomever is alive to nail her and that should be it.

Most of this is from the video I saw and just some stuff I thoguht would work. I'll get the link to the video in another post.
 
Where is that video?

Neo, u got a link for the video so we can all go see how they do it?
 
Prep: everyone sleeps to a decent amount of tp and has a tp wing ready except the pld and nin players (2-3 pld, 1-2 nin). they carry hyper potions.
everyone brings yagudos and echos.

1) THF or PLD runs in to aggro with invincible or pdodge on. A predetermined PLD grabs EV and kites it. A predetermined nin grabs GK and pulls it back behind everyone in the hallway to the entrance of the BC and duos it with an RDM to haste/cure. mages stand on the steps at the bottom. HM is kited by another PLD, and MR is straight tanked by the initial THF or PLD. Both kited mobs need ES gravity asap into the fight once kiters have hate. Every kiter should have an RDM buddy supporting them for gravity, cures, etc. a bard can sleep pets the entire bc.

2: make an sc on tt and have all blms nuke the crap out of it during burst, it dies.

3: fight MR. go all out being VERY careful to not waste ws on pdodge. when mr starts pdodge blm go apeshit on it and non-tanking melee switch to HM, kiting PLD stops kiting and becomes its tank.

4) kill HM, keep barfira up and tank it in the center of the arena portion away from mages. kill it fast and use invi during ms if you must.

5) have nin pull gk down to the bc and everyone fight it. it dies. watch out for 2h spam.

6) kill EV as normal.

Hooray, you win.
 
A little off topic, but does anyone know the minimum amount of BLM needed to do it the 'Cheap' way? Do you need 17? Can you get by with less?
 
blm...

I have seen a pty of 15 BLM on a video with Thundaga III kill everything but the GK which needed an extra nuke.

Less (12ish) is probably okay, as long as you're prepared to finish them off the usual way.
 
Re: Where is that video?

Kalendor said:
Neo, u got a link for the video so we can all go see how they do it?

Here's 1, http://www.iluvitar.com/files/video/ffxi/divine_might_02final.avi

I wasn't able to find the one where they fought all the AA's in the middle but I'm pretty sure you can find it here.

http://ffxi.allakhazam.com/forum.html?forum=10&mid=1106935216277073915&num=2

The Famous FFXI video library. Beware, most of those links do not work unfortunately. If anything I'll just host the other video I have.
 
/angry

_Neosquall_ said:
Kalendor said:
Neo, u got a link for the video so we can all go see how they do it?

Here's 1, http://www.iluvitar.com/files/video/ffxi/divine_might_02final.avi

I wasn't able to find the one where they fought all the AA's in the middle but I'm pretty sure you can find it here.

http://ffxi.allakhazam.com/forum.html?forum=10&mid=1106935216277073915&num=2

The Famous FFXI video library. Beware, most of those links do not work unfortunately. If anything I'll just host the other video I have.

/angry

The guy who did the video accelerated at the BEST part > When TT did Amon Dive... analyzing frame by frame, it looks like a bunch of them got petrified and paralyzed. They finished TT by nuking it, melee (and even rangers who were too close) were unable to do anything. Notice TT did Amon Dive realllllllllllllly late.

I HONESTLY THINK THEY GOT LUCKY !!! TT didnt start with Amon Dive or sleepga II or whatever (which happened for us). Notice that taru RDM didn't even have a poison potion on? Probably noone did. People were able to start kiting the other AAs w/o trouble.

We could have been in their shoes on our first try if we had better luck with TT, I'm sure. If we want failsafe (or more probability of winning) we need to be smarter imho.
 
on a completely off topic note that vid is badass.
 
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