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Thread: Ye Olde Garrison     submit to reddit submit to twitter

  1. #21
    A. Body
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    My LS has done the 50 cap for earrings as well as the uncapped, both with full alliances.

    Uncapped with 18 people is a hoot. Not challenging at all, but it's just nuts with a small army of NPCs running around bashing the crap out of the goblins. Doesn't really take much planning, just make sure mages are healing the NPCs, since your loot at the end for any garrison depends on how many NPCs you have left alive.

    For the 50 cap, what we found to help basically was having multiple tanks (preferably NINs) able to keep several of the demons busy. It's very hard to actually sleep the mobs because the NPCs will just come wake them up.

    To get some rest time between waves though, have a tank pull a demon far from the outpost while you're still fighting other demons. What you need to do basically it pull it out of linking/"aggro" range of the NPCs so they don't kill it before you're ready to end that round. Once people are set to go, bring it back in range to kill it.

    Things can still go wrong, but in general it's not too bad to do with a full alliance as long as you don't just try to zerg it (leave that to the NPCs).

  2. #22
    Dice and rum
    Not necessarily in that order

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    Quote Originally Posted by TB
    From what I heard, you get better drops when more NPC stay alive.
    Yes. What we did was have one person snag one mob each wave and run far away with it. The rest of the people would kill the other mobs, cure the NPCs to full, rest, then the kiter would bring that one mob back. Kill it, and the next wave starts with everyone fresh and ready.

    Sometimes the entire pack of NPCs would go chasing off after the one kited mob, which must have made for such a sight: A goblin chasing one PC being chased by 20 newbie NPCs all in crafting aprons.

  3. #23
    RIDE ARMOR
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    The garrison guide:

    http://shirtninjas.deadgamers.org/Taodyn/garrison.pdf

    Might even still be a work in progress but there is alot of useful information in there.

    edit: definitely a work in progress still ... only 3 job specific sections hehe. Bard Beastmaster and Dragoon. But there is still alot of great overall information for garrisons in there.

  4. #24
    Ridill
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    I tried lv75 Garrison a long time ago, and all I remember was extreme lagfest

    I couldn't do anything except trying to cure those npcs.

  5. #25
    Ridill
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    Sath Fenrir
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    Some great info guys, especially regarding to which sleepers are good for what area, much appreciated

    Putting up a compilation of all this info on my LS website and gonna organize a better set of runs for next week.

    Regarding 75 caps, anyone done the 75 cap AND the 50 caps? Wondering which is easier with 18 people.

  6. #26
    Relic Weapons
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    I never understood why people dont do garrison, I can't be the only one that regularyly browses the earring section on the AH hoping someone is selling those killer effect earrings.
    You could probably get few million for one easy even with the deflated economy. I'd love to have a demon killer one for the mini xarca runs I go to.

  7. #27
    Sci
    Sci is offline
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    Quote Originally Posted by SathFenrir
    Regarding 75 caps, anyone done the 75 cap AND the 50 caps? Wondering which is easier with 18 people.
    75 cap is probably the easiest garrison there is. I did a bunch of 75 cap garrisons about 2 years ago with a group of people who weren't even all 75 and it was still really easy. Just as long as you have barfira and shell up, and enough curing, no one should come close to dying. The goblins that are normally around the outpost are harder to kill than the ones that pop during the garrison.

    50 cap is actually somewhat challenging, and you usually want someone helping from the outside clearing pops. I remember holding a demon far off waiting for people to get MP and the shadow dragon popped on top of me heh.

    You also get a larger amount of gil from the 75 cap (not talking items, just straight gil). Not that it really matters as much these days, but it was a beefy amount back then, like 15k a run or something like that. I just remember it being pretty good for the time I did it, but then again so was the 10k for prime avatars.

  8. #28
    I'll change yer fuckin rate you derivative piece of shit
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    Quote Originally Posted by Shuemue
    Mystery Tour has some info...
    ...from ME SON!

    Anyway, yeah, super fun. The more people you bring, the more NPCs pop at the beginning. The more NPCs that live at the end, the more gear you get. Cape Teriggan is really easy - the lower ones are harder, more agro mobs around, people in worse gear, etc. But seriously, it's one of the most fun things in the game as far as I'm concerned.

  9. #29
    Relic Weapons
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    Quote Originally Posted by omnifarius
    The garrison guide:

    http://shirtninjas.deadgamers.org/Taodyn/garrison.pdf

    Might even still be a work in progress but there is alot of useful information in there.

    edit: definitely a work in progress still ... only 3 job specific sections hehe. Bard Beastmaster and Dragoon. But there is still alot of great overall information for garrisons in there.
    I feel the need to note that the writer of that guide is the author of the [GM]Dave blog.

    Edit: Is the posting script working really screwy for anyone else tonight?

  10. #30
    RIDE ARMOR
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    Quote Originally Posted by Epincus
    Quote Originally Posted by omnifarius
    The garrison guide:

    http://shirtninjas.deadgamers.org/Taodyn/garrison.pdf

    Might even still be a work in progress but there is alot of useful information in there.

    edit: definitely a work in progress still ... only 3 job specific sections hehe. Bard Beastmaster and Dragoon. But there is still alot of great overall information for garrisons in there.
    I feel the need to note that the writer of that guide is the author of the [GM]Dave blog.

    Edit: Is the posting script working really screwy for anyone else tonight?
    Follow our guide and you too can become dragon fodder ^^

    /cheer Taodyn

  11. #31
    Nidhogg
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    I got inspired by this thread yesterday and suggested to my LS that we do the uncapped...so we got like 15 peeps and got 3 bunny fang sacks and did 3 runs.

    We got like 8 mighty weapons (a few bows, talwar, lance, staff) and a Rai, and about 10 mannequin pieces. People said they had a really good time, mostly because it was easy, different, and profitable. Their only complaint was the lag.

  12. #32
    Ridill
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    Glad I could be some inspiration

  13. #33
    Cerberus
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    Garrison noob question: Do you get aggro from the surrounding mobs?

  14. #34
    Bagel
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    Quote Originally Posted by dietvanillapepsi
    Garrison noob question: Do you get aggro from the surrounding mobs?
    Yes

  15. #35
    CoP Dynamis
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    I just noticed this thread. I'm the shellholder for the linkshell that Evermar linked to on the first page.

    We don't do the uncapped Garrisons very often, but yes, we did just do our first.

    I have nothing useful to contribute to this thread except that San d'Orian NPC's come to the Vollbow outpost wearing Bastokan aketons.

    Yes, you read that properly.

    Other than that, they do seem to get much easier with larger alliances. One NPC spawns for each member in the alliance, whereas the number of mobs that spawn is determined by the number of parties in the alliance.

    For a one-party alliance, mobs will spawn in a 2-4-6-7 pattern; 4-6-8-9 for a two-party alliance; 6-8-10-11 for a three-party alliance. It doesn't take a mathematician to see that the odds are definitely in your favor in large groups.

    Also, more people means more NPC's. For each NPC that dies, you lose an equal share of the gil that drops. In Vollbow's case, the maximum gil reward is 10000 gil. If you have 10 people in the alliance and one NPC dies, you'll lose 1000 gil.

    After you lose a certain fraction of the NPC's, the amount of rewards that appear in your treasure pool decreases. The rewards are also proportional to the size of the alliance, so if you're after more drops, add another party to the alliance.

    Finally, yes, the mobs do link severely with others in the area. It was actually a lot of fun before the MPK patch where innocent bystanders would walk up and stare at the mayhem, shortly before eating a Sweep from a Yagudo and falling to the ground.

    Those were the good ol' days...

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