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Garrison Guide (Updated)Follow

#1 Sep 20 2004 at 6:09 PM Rating: Excellent
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Garrison Guide for FFXI (Version 2.0)

I see a lot of people on different forums asking questions about Garrison. In order to help, I will post as much as I know and hopefully that will answer any questions you may have. This is actually my second Garrison Guide. The first received good reviews, but was deemed to be missing some information. Hopefully, this version will be more complete.

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Garrison: (noun) the troops who maintain and guard a fortified place.

The basic Garrison event involves some number of players (from 1 individual to a full alliance of 18) defending an outpost from an attacking force. The attacking force comes in 4 distinct waves, each of which involves high tier mobs with a variety of jobs. Each wave will usually include melee mobs (ex. Orcish Fighters and Serjeants), casters (ex. Orcish Cursemakers), and archers (ex. Orcish Chasseurs). The fourth and final wave will also include some form of boss mob or mobs that must be taken down quickly.

Now, though an individual is able to participate on their own, I would not recommend doing so. As a matter of fact, I do not recommend attempting this with less than 15 people (and for any real chance at success, a full alliance should be used). To get an idea of this, try taking an Orcish Fighter in Ghelsba at level 20. Though not impossible, your chances of success are fairly low.

In order to begin any Garrison, you must first find a specific item for the Garrison you intend to do. When the item is traded to an outpost guard, the guard will inform you of an impending attack. The items required for Garrison are:

Level 20 Garrisons

-West Ronfaure
-requires a Red Cryptex obtained from Orcish Fighters in
Yughott Grotto

-West Sarutabaruta
-requires a 7 Knot Quipis obtained from Yagudo Votarys
in Giddeus

-North Gustaberg
-requires a Darksteel Engraving obtained from Copper
Quadav in Pal. Mines

Level 30 Garrisons

-Jugner Forest
-requires a Jade Cryptex obtained from Orcish Impalers,
Bowshooters, Brawlers, and Beastriders in Davoi

-Meriphataud Mountains
-requires a 13 Knot Quipis obtained from Yagudo
Interrogators, Drummers, and Heralds in Castle Oztroja

-Pashhow Marshlands
-requires a Silver Engraving obtained from Bronze and
Zircon Quadavs in Beadeux

-Valkurm Dunes
-requires a Galka Fang Sack obtained from Goblin
Furriers and Smithys in Ordelles Caves

-Buburimu Peninsula
-requires a Mithra Fang Sack obtained from Goblin
Smithys and Shamans in Maze of Shakrami

-Qufim Island
-requires a Ram Leather Missive obtained from Giants in
Qufim Island (including Delkfutt’s Tower)

Level 40 Garrisons

-Beaucidine Glacier
-requires a Tiger Leather Missive obtained from Rime and
Cold Gigas in Beaucidine Glacier

-Sanctuary of ZiTah
-requires a Hound Fang Sack obtained from Goblin
Traders, Poachers, and Robbers in the Sanctuary of ZiTah

-Yuhtunga Jungle
-requires a Sheep Leather Missive obtained from Brook
and Riparian Sahagins in Sea Serpent Grotto

Level 50 Garrisons

-Xarcabard
-requires a Behemoth Leather Missive obtained from Demon
Knights and Pawns in Xarcabard and Castle Zvahl

-Eastern Altepa Desert
-requires a Dhalmel Leather Missive obtained from
Antican Princeps, Hastatus, Veles, and Secutors in
Quicksand Caves and Eastern and Western Altepa Deserts

-Yhoator Jungle
-requires a Coeurl Leather Missive obtained from
Tonberry Stalkers and Cutters in the Temple of Uggalepih

Level 75 Garrison

-Cape Terrigan
-requires a Bunny Fang Sack obtained from Goblin Tamers
in Kuftal Tunnel

Note: This information can be found at

mysterytour.web.infoseek.co.jp/ffxi/us/tips/garrison/garrison.htm

along with specific listings of the types of mobs faced in each Garrison.

Only one item is required for each round of Garrison (ie. Only the trader must have the item) and the items are Rare/Ex meaning they cannot be traded between players. The trader must be allied with the nation that currently controls the outpost you are using for Garrison. Otherwise, the item will not be accepted. Once, a specific Garrison related item is traded to the proper outpost (each player can only trade once per RL week, but only one person needs to trade for the whole group), all players are capped at a specific level and a number of friendly NPCs will spawn. These are NPCs that will fight along side you, but must be kept alive. At least one NPC must survive for Garrison to be successful, though the more you keep alive, the more items will drop at the end. Mobs will then spawn in waves and will automatically attack the NPCs. There is about 30 seconds between waves during which time you can rest.

Explaining each Garrison would prove difficult, so I will use the West Ronfaure Garrison as an example. When you trade a Red Cryptex to the outpost guard in W Ronfaure, he will explain that the color of the rock and the number of nails in it is actually a coded message explaining that an attack is impending on the outpost. He will then ask that you help defend the outpost against the onslaught. At this point, all members of your group will be automatically capped at a specific level and a group of friendly NPCs will spawn. This is followed shortly by a wave of Orcs. This continues for three more waves of orcs until all, including an Orc MNK boss, are defeated.

If all mobs are defeated and at least one NPC remains standing, a number of items will drop into the collective treasure pool. These items are usually some mix of Exp Scrolls (Page from the Dragon Chronicles) and Garrison Armor (Garrison Sallet, Tunica, Gloves, Hose, and Boots). A good group can get 5 items per successful Garrison, but this directly relates to the number of NPCs that survive. A great group that saves 16 of 18 NPCs (one spawns for each player involved) can get six items per successful round (two scrolls and four pieces of armor). The armor, itself, is among the best for level 20 players as each has defense similar to other armor of that level, but also includes specific stat boosts. It is important to remember that even the most successful Garrison will only result in winning six items. That is six items for the entire Garrison.

Note: Mannequin legs and feet will also drop from the mobs killed in Garrison.

Because only 5-6 items drop per successful round, I suggest setting up strict lotting rules before the event even begins. As well, since there will usually be 18 players involved, it may be a good idea to run several rounds in a row so that each person may receive an item.

As a note, I find it always polite to shout a warning to the entire area before beginning any Garrison. Something along the lines of “Warning! Garrison at outpost! Stay clear for safety.” This warning has a three-pronged effect:

1) people who are either unaware or unprepared can stay clear of the immediate area and keep themselves safe from AoE attacks

2) people who are aware, prepared, and of sufficient level can come by and spectate

3) several bad players who are not prepared will run to the outpost and will be killed by random AoE attacks. We call this Darwinism.

Okay, the third was a joke, but you get my point. You will find that when doing Garrison, many people will show up to watch. You will see random shouts of panic and even see people walk right into the middle of the battle. Most of these mobs have some form of AoE attack and you will see many people outside your alliance die. In general, it is always good to shout a warning for everyone’s sake.

Garrison is one of the most fun events to participate in IF you have a good group. This makes a great LS event as a large group can work together and reap rewards. Personally, I would recommend avoiding pick up groups for two very simple reasons:

1) there is a good chance of dying and you want to know that the people with you can do their jobs properly.

2) though a successful Garrison rewards each player with gil, the limited number of reward items can cause stress between players.

As for strategy, there are a few simple concepts that can greatly increase your chances of success.

-> 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.

Note: This is a level cap battle meaning that any and all players who do not have the cap are unable to interact with either players or mobs. Therefore, it is impossible to get help curing from people outside your alliance.

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This should provide a good basis for a Garrison event. Given time, a good group should be able to finish this event successfully everytime. My LS and I take part in several Garrisons every week. All strategies provided have been worked out over multiple attempts and with the input of many players (basically the entire ShirtNinja LS).

There are general rules that our LS uses for every Garrison and having every participant read them ahead of time helps us stay organized and efficient. I suggest that any group agree to specific lotting rules well in advance as well as basic strategies.

As well, if you have any other questions, feel free to post them here and I shall answer them as best I can or contact other LS members for the proper answer.

I would like to thank my LS, the ShirtNinjas, for helping me develop this guide. I’d also like to thank everyone who posted in my first Garrison Guide thread as I used their suggestions to update information.

And if you found this post at all helpful, please rate me up. :)

Good luck to you all.


Edited, Wed Sep 22 16:32:17 2004 by Taodyn
#2 Sep 21 2004 at 10:20 AM Rating: Excellent
Nice guide!
#3 Sep 21 2004 at 10:21 AM Rating: Good
Bah! Nothing to see here. Move along. Smiley: jester

Edited, Tue Sep 21 11:25:38 2004 by popsi
#4 Sep 21 2004 at 11:45 AM Rating: Excellent
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387 posts
nice guide ^^

any tips for W sarutabaruta garrison?
#5 Sep 21 2004 at 12:16 PM Rating: Good
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947 posts
Nicely done.

Some of the "tricks" you mentioned can be more easily done with Bard and/or Ninja, but the players who would employ such strategies have probably already thought of them while reading. ^^

(On another note, I think it would be absolutely hilarious, if not all that effective, to take an alliance of 1 NIN/WAR, 1 PLD/WAR, and 16 BLM/WHM on one of these and try to clump all the mobs but one (the NIN's rest-monster) together in range for a mass Waterga. )
#6 Sep 21 2004 at 1:35 PM Rating: Good
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441 posts
does anyone have experience with using sleep bolts (available at lv20) or the spell "sleep" (available at lv20 for BLM only!) during garrison?

it would seem to me that, with so many mobs, if each party in the alliance had 1 ranger using sleep bolts, you could pump these into the "caster" class mobs and let the parties focus on the melees. the less organized alternative would be just to shoot arrows into as many of the incoming mobs as possible and let the parties kill the ones that get through first.

since there is no need to engage/disengage in "attack" mode to use a ranged attack, you can switch targets quickly enough to spam another attack as soon as your crossbow's delay is over. once most of the mobs are gone, a simple /equip ammo command would turn you back into a good damage dealer.

any thoughts?

edit: i do NOT mean the 'sleep trick' mentioned, which is to take the last mob from a wave and sleep it to give players ample time to heal before killing it and initiating the next wave. though that's a very good idea as well =)

Edited, Tue Sep 21 14:43:14 2004 by xcathode
#7 Sep 21 2004 at 1:43 PM Rating: Good
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1,985 posts
One good strategy is to not kill off the last mob at the end of each wave. Have someone kite it around for awhile, while the mages rest/heal everyone, then kill it. This way you will be full for the next wave, instead of only having half your mp/hp and rushing into another fight you are not ready for.
#8REDACTED, Posted: Sep 21 2004 at 1:44 PM, Rating: Sub-Default, (Expand Post) there are alot of things you left out about garrison but i'm not gonna give away any secrets O_O
#9 Sep 21 2004 at 1:52 PM Rating: Good
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441 posts
Quote:
there are alot of things you left out about garrison but i'm not gonna give away any secrets O_O


why not?

(a) this is a guide intended to help other players with garrison
(b) how would other people knowing your 'secrets' have any sort of negative effect on you?
#10 Sep 21 2004 at 3:07 PM Rating: Good
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700 posts
I've never tried the sleep bolt method. Seems very interesting. I'd say give it a shot and see how it works. I'm thinking that the sheer number of targets will make things a little difficult, but it could work.

The major part with this strategy is actually the friendly NPCs. They will swarm the nearest mob and attack away. Therefore, using sleep bolts will have a lesser effect as the NPCs will probably attack and wake that mob. It could, however, provide valuable seconds and trust me, seconds count. Try it.

Also, when I mentioned the "sleep trick" as I've heard it called, I actually meant any form of delaying the spawn of the next wave either by sleeping or kiting a mob. I also used the word mages, but intended that to mean any magic user capable of subduing a mob. I'll make this more clear next time.

As for my not telling every secret, I never said this guide was perfect. Far from it actually. This is still a work in progress. Some time in the future, I will write a third version and include any suggestions posted in this thread. I do not know everything about Garrison. I simply collected as much information as I had and brought it together for everyone to share.

If you have any tips or secrets, feel free to post them. Take the credit you deserve.
#11 Sep 22 2004 at 8:13 AM Rating: Good
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700 posts
To the poster who requested information for the West Sarutabaruta Garrison, I personally am not overly familiar with this Garrison, but my LS has run this one a few times. I asked for information and an LS mate (Thank you Trynn) wrote this.

Quote:
The W. Saruta garrison has you defending a bunch of Taru mages and Mithra thieves against Yagudo. I've only participated in it once (non-LS, and almost everyone was wiped out due to lack of any strategy whatsoever), but I'd say that making sure all the yagudo are provoked asap is necessary for this garrison, as well as stunning attacks to stop spells. Both the NPCs and the yagudo make use of -ga spells, which makes things tricky as well.

The NPCs you defend also seem to depend on who controls the region you're doing the garrison at. We did the Bubu one a little bit ago when Windurst had control, and had to defend Tarus and Mithra against the goblins instead of the usual Elvaan merchants. That one was especially difficult, since the tarus really couldn't stand up to all the gobbie bombs that went off. Stun attacks to stop the bombs is a requirement when doing the Windurst garrison here.


As I understand it, this Garrison is somewhat more difficult than the W Ronfaure one.

Hope this helps.
#12 Sep 22 2004 at 9:09 AM Rating: Good
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231 posts
Quote:
3) several bad players who are not prepared will run to the outpost and will be killed by random AoE attacks. We call this Darwinism.



ahaha ! (laughing out loud - office mate looking at me funny)





Edited, Wed Sep 22 10:12:12 2004 by Maurizio
#13 Sep 22 2004 at 9:30 AM Rating: Excellent
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700 posts
I felt so bad one night.

A low level player came by and we warned him repeatedly to stay back. He would definitely die.

Despite our advice (the constant tells of 18 people) he ran into the middle of the third wave of Garrison and was subsequently killed. He lay there for a wave and then hped.

Sadly his hp was set to the outpost.

He spawned and died again.
#14 Sep 22 2004 at 9:54 AM Rating: Good
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177 posts
I have heard that garrison can be done with only a party since the number of NPC's and mobs are proportionnal to the number of players...

Do you have any info on this?
#15 Sep 22 2004 at 10:07 AM Rating: Excellent
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700 posts
Counting mobs in this context is difficult, but I have done this with a six man pt a few times.

There are fewers mobs, but the proportion is not a direct one. I have never seen a successful 6 person Garrison since we started doing them. With an alliance of 18, we have not failed in months.

It is possible with six. I've heard from people who've gotten close, but lost in the last second. It is simply safer and more efficient to try this with more people.

Remember that your rewards are also proportionate to the number of NPCs that survive. You may win a 6 person Garrison, but it will be close and few NPCs will survive.

Try it though. You never know.
#16 Sep 23 2004 at 1:59 PM Rating: Good
Just an idea for the next revision... Pies and Juices for mages would help recuperate MP should be required (if not already a given).. A nice Rolanberry pie ~900-1000gil will increase MP +50, and juice recovers MP
#17 Sep 23 2004 at 2:22 PM Rating: Good
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651 posts
A pick-up group I was doing Garrison with did about 6-7 runs, the last 3 were all with 2 groups. It's quite possible to win with 2 groups, and due to the makeup of the 2 grps that stayed, we seemed to have an easier time of it (they were a touch mage-heavy). Distribution was easier as there were proportionally more drops to go around.
#18 Sep 23 2004 at 6:34 PM Rating: Decent
I have gotten 100tp and it stayed with me when garrison started so then i used my ws and kicked ***. so maybe an alliance of 18 gettin 100 tp then just unleashing them and using SC and magic burst on them all would make things a little bit easier lol
#19 Sep 23 2004 at 6:49 PM Rating: Excellent
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700 posts
Food section. Nice idea. Mithkabobs for the melee, juices and pie for mages, etc. Thank you.

It is indeed possible to do it with two groups. I realize that I make it sound fairly impossible, but that is only because the majority of times going with less people can create havoc. I have never seen Garrison run as smoothly with less than 18 people. My LS and I have run 4-6 Garrisons a week since they created them (this, however, does not make me any sort of expert as is no doubt evident from the basic nature of this guide). We have tried a variety of configurations and find that a full alliance provides optimal results. It is, however, very possible to succeed in Garrison with fewer people. I just personally recommend 18 people you trust (this also cuts down on the quartermaster problems people seem to be having). I will adjust the next version to include a more "Fewer Friendly" theme. Thank you.

Saving up tp is one of our most basic strategies and I feel rather stupid for having left it out. Melee should spend any organization time building to full tp before beginning. You can then unleash this on the first wave which will greatly improve your chances. Thank you.
#20 Sep 23 2004 at 7:08 PM Rating: Good
No problem man
#21 Sep 23 2004 at 7:08 PM Rating: Decent
oops double post

Edited, Thu Sep 23 20:10:06 2004 by bringerofdeath
#22 Sep 25 2004 at 3:07 AM Rating: Good

I would like to add a little to your party make-up selection.

If you let the NPC fighters tank for the mages, and have them stand behind the line, close to the outpost, and then have all the Melee go out a little ways AWAY from where the Agro Mobs are going to spawn.

A picture speaks a thousand words.

http://img52.exs.cx/img52/4931/Garrison.jpg

You'll have to excuse my super MS Paint Skills.

Party One and Party Three have the primary jobs of killing the enemy casters as they spawn, and pulling away one or two Melee Mobs. The Rangers should save up their TP for the end boss.

Party Two's primary Job is to keep the NPC's alive. The two WHM's should alternate between healing their Melee, and NPC's

Either Party One or Party Two, should Sleep Juggle one Agro Mob until all Melee and NPC's are healed to full health and at least 50% mana for mages.

As soon as the Boss Mob Spawns, the Rangers should immediately unload on the Boss with the strongest WeaponSkills they can muster. This will chisel off a big chunk of HP thus limiting his ability to maul the hell out of everyone else.

Edited, Sat Sep 25 04:13:08 2004 by Felstorm
#23 Sep 25 2004 at 6:50 AM Rating: Excellent
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700 posts
We've actually tried a similar strategy to this one. The only problem was that the NPCs do not stay in one place. They will instantly dash towards the nearest still living mob. The mages have to stay back but the NPCs will quickly run out of range.

As well, the NPCs don't take hits well. At all. When this was attempted, several NPCs died. We did succeed, but did not get six item drops.

All in all, it is a good strategy, but takes practice and persistance to work out. Each group, however, plays differently so this may be a viable option for some groups.

Also, make sure you take the nature of the NPCs into account. Windy based Garrisons have mostly mage type NPCs which will affect their tanking ability. Remember, the point is to keep as many NPCs alive as possible.
#24 Sep 25 2004 at 6:54 AM Rating: Good

I still find that it works alot better than having one giant *********** right around the Outpost. It does make it alot easier to do if you can pull some of the mobs off... divide and conquer techniques. Plus your FPS won't be as bad as if everyone is huddled right around the main building.

The tactic I described is rather dependant upon having at least 4 Rangers who will cap the casters, ranged attackers, and boss right away.

And yes, keeping the NPC Defenders alive is quite the challenge.

Edited, Sat Sep 25 08:00:28 2004 by Felstorm
#25 Sep 25 2004 at 7:20 AM Rating: Excellent
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700 posts
You are right aout it being hectic (cluster*$#@ I believe was the word you used). Get used to not seeing your character.

This is one of the main reasons I suggest going with an LS group or at least friends. There is no time to watch your own back. You have to do your job and know that everyone is doing theirs. WHMs and tanks can't hesistate because they think they need to heal or tank for someone else, too.
#26 Sep 25 2004 at 7:32 AM Rating: Good


See, I'd like to do this kind of stuf on a regular basis, it's just that all the LS's I've been in have been completely disorderly, have no discipline, and most people generally don't know how to function in an Alliance anyway...

*sulk*

Nobody wants to play with me... *whine*
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