GARRISON INFORMATION
Roninn recommends
-HP Regen or MP regen food. Mages remember you wont have time to heal, except for about 5 seconds between waves. Mages please bring Juices, and have enough to do this event twice. Drinks and food can be used at the same time(for anyone that didn't know ^^) Here is a good food effect guide Food Guide
Proper gear for your level/job You don't have to have the best gear for your level, but please make sure your gear is at least B+ rated gear for your job. By this I mean no level 7 armour for a level 20 Garrison
**Also please note that the NPC's fighting alongside us are not human shields to tank damage for us. The number of drops depends on the number of NPC's alive after each wave.
If you would like to add anything to this guide please let me know IG or @ again_webmaster@yahoo.com
How to win a level 20 cap garrison
Ok. Here is how to win a lvl 20 cap garrison, with virtually no deaths either in the alliance or with the NPCs. Here's what you need. An alliance - full. It can be done with probably as few as 12, but if you are new, take a full alliance until you get the kinks worked out. This alliance should contain: 1 WHM in each party and 1 extra WHM in one of the parties - 4 total. The extra WHM should focus solely on curing the NPC fighters. 1 Nin/war - his job is to, at the beginning of each wave, grab the spellcasting type mob with voke, and run away. You need to grab a spellcaster (like an orcish cursemaker) that is not engaged, right from the beginning, and run out of sight of the rest of the mobs. That ninja will blinktank the mob, and not fight it. Keep it alive while the rest of the alliance kills the rest of the mobs in the wave. Continue to blinktank it while the mages cure the alliance and all the NPCs to full, and then rest MP to full. -Then- he can bring the mob back to camp, finish it off and start the next wave. This way you are fighting with full HP/MP for each wave. Make sure your meleers all have provoke, to keep the mobs off the NPCs, but otherwise you should win easily. Using this strategy in West Ronfaure allowed us to be victorious all 3 times, with at least 15 NPCs remaining each time. This strategy was discovered by Joemidnight, and he is excellent at being the blinktank. ---Courtesy of Msyterytour.comBelow is some info on Garrison stratergy from a forum post at Allakhazam.com. The Original post Has more info.
Strategy
Melee Characters
All melee characters should at the very least sub WAR to provide multiple provokes. The mobs will instantly aggro the NPCs and must be voked off in order for them to survive. This is also very important as your mages will be doing a great deal of healing which will cause them to draw aggro. It is the job of any melee character to pull as much hate as possible. At least one melee character per round will have to be assigned as tank to the boss mob. I suggest either a Paladin (to use Invincible) or a THF (to use Perfect Dodge) for this role. The boss mob will use their two hour which will kill most capped players.
Mages
The WHM is the backbone of a successful Garrison. With 18 players, 18 NPCs and multiple target mobs, things get hectic quickly and a WHM has to keep up with healing. Most people will tell you to have three WHM, one per party, to be safe, but to get the best possible reward, I recommend having four WHMs. Three to heal the individual parties and a fourth dedicated to healing the NPCs. As mp permits, it is often wise to heal as many NPCs between waves as possible. BLMs should not rely on nuking. Instead, these mages should stick with enfeebling the mobs to make the role of the melee characters easier. You do not want to draw aggro in this situation and nuking will most likely lead to your death. You make a much more effective member of the team by sticking with weakening the enemies. RDMs should find a good midpoint between these two strategies, though healing should be foremost. Mages also play a very important role between Garrison rounds. In order to give your group enough time to recuperate, many groups will employ the ?Sleep Trick.? This involves taking a single mob out of range of the battle and sleeping it. The next wave will not spawn until this mob is killed, giving your group ample time to rest to full. It is, however, very important that the mob be kept well clear of the battle as the friendly NPCs will attack and kill it if you don?t.
Fighting Waves/ Target Priority
Though it is the melee mobs that will do the most damage in a strict sense, the caster mobs are more dangerous. They attack from a distance and often bind players, which is very bad. Caster mobs should be high priority for attack. Players should voke as often as is possible. There will be lots of damage and hate flying, so each player should do their utmost to help the group. The boss mob(s) should be killed as quickly as possible, but must be tanked very carefully.
Other tips
Have all members of your group stand near the outpost guard, but facing in the other direction. This is the direction from which the mob waves will spawn. The waves will spawn in lines just beyond the outpost. Avoid using macros. It is quite easy for macros to fail given the amount of action. Turn off all effects. Even some of the better systems will experience lag with the sheer amount of models involved. It is even recommended that you turn on all chat filters to cut down on lag. Don't be angry if you die. It happens. If you are raised, you can still receive gil and lot for items. Once the round is done, the person who traded the item should NOT speak with the outpost guard until everyone is ready. All defeated players should be raised and all discussion should cease as there is limited time for 18 players to lot on five items fairly. Making strategies and plans is often a mistake. Garrison is exceedingly hectic and laggy which makes even the simplest organization difficult. Your best bet is to simply target the nearest character and handle them as the situation requires. Melee should voke and attack any mob they target, mages should heal any friendly NPCs they come across.
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