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  1. #1

    Kirin Zerg setup? feedback

    Hello all,

    In response to the previous kirin post i made, much has passed since two months ago. Our kirins come and go fairly smoothly with minimal issues.

    Now from observing a lot of Kirin Zergs out there.. I was planning to eventually speed up the usual Kirin killing process into this.

    What does it take for the average LS to attempt a Kirin Zerg? Under say 5 minutes? I am taking a good guess at the fact that you want to kill him under 3 minutes before the first summon comes out.

    Let's say relic users and KC DRK zerg is out of the factor here, is a kirin burn still possible?
    How many BRD/SAM/DRK/etc jobs (or which specifically) do we need if so?
    Are specific gear required to do this?

    Would it be safe to assume that you want over 18 members for the initial zerg, so people can get swapped?


    Any inputs from people that constantly burn kirin on a frequent basis are welcomed, as well as anyone else willing to contribute.


    Thanks in advance

  2. #2
    Hydra
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    Re: Kirin Zerg setup

    full alliance, 5 DDs / 1 mage slot per party

    3 bards w/ troubador/nightingale

    bard#1 double madrigal
    bard#2 double march
    bard#3 double minuet

    rotate bards to each party for 6 songs of awesomness (absolutely need fast partydrops/invites) once bards done singing, pop it and get a WHM in their spot. rdms/etc cure from out of alliance

    pwn kirin in ~3min

    w/ killing time + ??? repop, recasts on JA should be up w/ no need for 2hr

  3. #3
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    Re: Kirin Zerg setup? feedback

    In addition to what kitha said, you're going to want outside healers. If you have the numbers, assign 1 mage per 2-3 DD, and have them watch over their assigned DDs. (Kind of like assigning sleepers to DD when you burn Vrtra.) The point of putting the whms into party is so they can high-level curaga or benediction when kirin Astral Flows.

    If it's your first attempt at burning Kirin, you might want to have your BRDs (as kitha outlined above) soulvoice to speed up the process. Melee 2hrs shouldn't really be needed, but like I said, if you want to secure the win, and you're worried about popping him off before the 3 min mark, just have everyone go nuts.

    Time your kill with 2hrs, and see if you think you can do it without them on your next try. (If you cut it close to 3mins even with 2hrs, you might want to just do a kirin every 2 hours.) Assuming this is a basic sky ls (sorry, didn't read your other post) people don't have ridills and ebodies so 2hrs may be necessary. Kirin burn can be done in under a minute with 6-8 pimp as hell DDs, so 15 decent DDs shouldn't be a problem.

    Just keep your bard rotation quick (practice beforehand at dropping/inviting if needed) and have your DDs go ape shit, and silly kirin will take a nice manticore-nap in no time.

    Good luck!

  4. #4

    Re: Kirin Zerg setup? feedback

    My Ls does Kirin from pop to death in 40s - 1min. No KC DRKs.

    Usual setups are:

    3 WHM for Benediction after Astral Flow.
    3 BRD for SV Minx2, Madx2, Marx2 in all 3 pts.
    1 THF for Feint (Indispensable).
    3 DRK usually (2 Ridills and 1 FA).
    11 assorted melees: From about 4 WAR/SAM, 4 SAM/WAR, 2 MNK/WAR, 1 DRG or 1 COR (COR or DRG aren't always available, but there are always 11 DDs excluding the 3 DRK.

    Quick strategy is:

    -WHMs buffs
    -BRDs SV songs, switch between the 3 pts and then drop out.
    -THF, DRG and COR get invited.
    -Kirin is popped.
    -DDs 2hr
    -Kirin 2hr
    -WHMs 2hr
    -4 Wind Crystals drop.

    Fight times varies depending on people surviving Astral Flow. I.e: if any of the DRKs die then fight extends for a little longer.


    For first time zergers I recommend kiting Kirin until it pops all summons, then when the 4 minigods are dead, get ready, buff up, and attempt zerg. If there are issues with Astral Flow have an outside party with kiters + support ready to hold while everyone else regroups and stuff.

    That's pretty much how our first attempt went (I wasn't that time) AF wiped half of alliance at around 30%, so had to be kited for a few minutes and finished soon after.


    Note: We don't do sky very often so sometime pop items accumulate and we get say 2 Kirin sets, well besides that we usually have other pop items that our members solo/duo/buy etc.

    So what we do is, go to Kirin as first thing in Sky, zerg it, then leave do the Byakkos and other gods etc. While some people go change jobs from DD to PLDs, RDMs, etc, while getting to Byakko, running around to other gods, waiting for other LS to finish or w/e, and getting back into Kirin room, because that's probably the most annoying part from sky, well maybe after Despot, then all 2hrs are back and ready for our second Kirin fight.

  5. #5
    Hydra
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    Re: Kirin Zerg setup? feedback

    With enough strong melee, you really don't even need to use SV; troubadour'd 6x songs is the key. (and of course fast curagas from whms inside & outside healing)

  6. #6
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    Re: Kirin Zerg setup? feedback

    We zerg Kirin, normally right about the 1min mark, give or take a few seconds, with 18-20 people in the zone. When we first started we had about 5-6 outside healers, it took close to 2 mins, but we no longer need that many up there and we've halved our kill speed, even at the loss of Rune DRK update and losing a MKris DRK.

    We always have 3 BRDs, 1 THF, and use either WHM or RDM for PT lead.
    The healers normally keep up just fine, although sometimes we have 1-2 outside healers, sometimes we have 0.

    We don't have any relics or Ridills or anything like that, we do have one Ebody/Homam DRK, but he doesn't have any zerg weapons, uses GS and still sits around 14-15% of overall damage. The rest of the damage is mostly 3-4 MNK/WARs (one who did over 9000! ), 3-4 WAR/SAMs (or /NIN), another DRK, and then whoever showed up on any other job. SAM is good to dump all their WSs out fast, but the DRKs MNKs and WARs do the vast majority of the damage.

    Practice your BRD rotation, make sure the mages are hasting every DD, bring Poison Pots so everyone doesn't get slept, and keep a close eye on the DRKs, their damage is based on their HP, keep them full.

    THF for Feint, if you got a DRG have them Angon, and have a RDM Dia 3 if they have it, every little bit helps.

    It's not hard if your healers can not AFK for 2 minutes, your melee have good gear, even good AH gear, use proper food, and your BRDs have merits and use HQ instruments. These are all thing that any LS should have, but I've seen everything so I thought to mention it.

  7. #7
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    Re: Kirin Zerg setup? feedback

    We do 6 bards and 12 melee dd (whatever shows, war, sams, monks, rng, doesn't matter, but we usually have at least 1 thief for feint), and 3-4 outside whm and some random assorted rdm. Each party gets 4 buffs, no 2 hours, and each fight takes roughly 2 minutes.

    Before we start though, we make sure to have a whm give all the parties shell V so astral flow isn't too bad. Between the bards and outside melee, if anyone dies, its usually something like a monk who eats a deadly hold in 2-3 seconds after AF. We've done up to 4 kirins in a row like this, saving 2 hours until the last one so we can kill it in less than a minute.

  8. #8
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    Re: Kirin Zerg setup? feedback

    6 songs rotation is what you need to TP Burn a Kirin. Need atleast 1 mage in each party for curaga. Before you pop, make sure you pop poison potions, don't wanna get hit with sleepga II. I suggest atleast 2 warriors for provoke. As soon as someone dies, invite the next DD. The key to winning is the 6 songs. "/pcmd add <r>" is your friend!

  9. #9
    Relic Shield
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    Re: Kirin Zerg setup? feedback

    Quote Originally Posted by Asdra
    We do 6 bards and 12 melee dd (whatever shows, war, sams, monks, rng, doesn't matter, but we usually have at least 1 thief for feint), and 3-4 outside whm and some random assorted rdm. Each party gets 4 buffs, no 2 hours, and each fight takes roughly 2 minutes.

    Before we start though, we make sure to have a whm give all the parties shell V so astral flow isn't too bad. Between the bards and outside melee, if anyone dies, its usually something like a monk who eats a deadly hold in 2-3 seconds after AF. We've done up to 4 kirins in a row like this, saving 2 hours until the last one so we can kill it in less than a minute.
    How well geared are your melee? Just curious because I'd like to just zerg him without 2 hours but not sure that we're quite there yet. With 2 hours we're consistently at right at 1 minute kills, give or take a few seconds.

  10. #10

    Re: Kirin Zerg setup? feedback

    When we do Kirin we usually do about 5-6 at a time so we don't use our 2hrs unless we want to try to set a time record.

    Setup is 1 BRD per party, 1 RDM/WHM per party, and 4 melee.

    6 song rotation (2x minuet, 2x march, 2x madrigal) - The most important part of zerging Kirin is keeping the BRD rotation and BRDs alive. If your BRDs go down or your rotation gets screwed up, it becomes a much harder fight.

    Priority is BRD rotation > healing BRDs > healing melee. Healers outside of the alliance should be doing /assist on Kirin and curing the person with hate, even if they have full HP.

    Without 2hrs and depending on how strong Astral Flow is, it usually takes about 3 min without 2hrs.

  11. #11
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    Re: Kirin Zerg setup? feedback

    Quote Originally Posted by Furionstormrage
    Quote Originally Posted by Asdra
    We do 6 bards and 12 melee dd (whatever shows, war, sams, monks, rng, doesn't matter, but we usually have at least 1 thief for feint), and 3-4 outside whm and some random assorted rdm. Each party gets 4 buffs, no 2 hours, and each fight takes roughly 2 minutes.

    Before we start though, we make sure to have a whm give all the parties shell V so astral flow isn't too bad. Between the bards and outside melee, if anyone dies, its usually something like a monk who eats a deadly hold in 2-3 seconds after AF. We've done up to 4 kirins in a row like this, saving 2 hours until the last one so we can kill it in less than a minute.
    How well geared are your melee? Just curious because I'd like to just zerg him without 2 hours but not sure that we're quite there yet. With 2 hours we're consistently at right at 1 minute kills, give or take a few seconds.

    Typical melee with full merits and assorted endgame gear. 2-3 ebodys, a mandau thief, and an apoc drk. We also have a relic bow but I think the owner comes sam and just spams Gekko on Kirin. Well-Meritted melee are equally or more important than exceptionally well-geared melee. Kirin is really more of a pushover than he seems. If you're really nervous, have people 2 hour and bring 1 paladin to grab the 1 summon that will get off. When Kirin dies, his summons die too.

  12. #12
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    Re: Kirin Zerg setup? feedback

    Done it with like 10 less than top tier melees 2hring + a couple random Blm's tossed in there.

    15 Decked Melee's and 6 Troubadour'D songs should do it fine without 2hrs, don't forget that Sch can be a handy ass outside healer with the whole DS-Cure IV-ga from outside the party trick.

  13. #13
    Hydra
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    Re: Kirin Zerg setup? feedback

    6 bards?! thats dumb, there is no reason to use more than 3, tell them to merit troub and do a party jump.


    As stated before my LS usually does these 4-5 at a whack, without 40 CORs we obviously just burn them without 2hour. Job of choice for a NON-2hr burn would definetly be WAR. If you have ridill/ebody /nin. If not /SAM with GA. The Rampage interupts pretty much all the BS kirin can really hurt you with. We do 5melee and 1 whm per party for Curaga4 after Astral. Usually the melee who has hate gets dropped during the 2hr. We have outside mages usuing /assist to heal. As people die we rotate in more melee. 3-6~ min without 2hr. <1 min with 2hr.

  14. #14
    Relic Shield
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    Re: Kirin Zerg setup? feedback

    Quote Originally Posted by Asdra
    Quote Originally Posted by Furionstormrage
    Quote Originally Posted by Asdra
    We do 6 bards and 12 melee dd (whatever shows, war, sams, monks, rng, doesn't matter, but we usually have at least 1 thief for feint), and 3-4 outside whm and some random assorted rdm. Each party gets 4 buffs, no 2 hours, and each fight takes roughly 2 minutes.

    Before we start though, we make sure to have a whm give all the parties shell V so astral flow isn't too bad. Between the bards and outside melee, if anyone dies, its usually something like a monk who eats a deadly hold in 2-3 seconds after AF. We've done up to 4 kirins in a row like this, saving 2 hours until the last one so we can kill it in less than a minute.
    How well geared are your melee? Just curious because I'd like to just zerg him without 2 hours but not sure that we're quite there yet. With 2 hours we're consistently at right at 1 minute kills, give or take a few seconds.

    Typical melee with full merits and assorted endgame gear. 2-3 ebodys, a mandau thief, and an apoc drk. We also have a relic bow but I think the owner comes sam and just spams Gekko on Kirin. Well-Meritted melee are equally or more important than exceptionally well-geared melee. Kirin is really more of a pushover than he seems. If you're really nervous, have people 2 hour and bring 1 paladin to grab the 1 summon that will get off. When Kirin dies, his summons die too.
    Yeah he's already joke-status with 2 hours, just curious of the difference in our melee and yours to gauge if no 2 hours would be needed, thanks. ^^

  15. #15
    Hydra
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    Re: Kirin Zerg setup? feedback

    all of our melee that are in the alliance have capped merits. probably 4-5 ebody/ridill 1-2 non ebody/ridill and then some ridiculously geared SAMs to fill in the rest. zero relics.

  16. #16
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    Re: Kirin Zerg setup? feedback

    We use 6 bards because thats how many we have show up in general, and its simpler than setting up some complicated invite chain. It also free's up the bards to buff their partys, then focus on curing their partys so we can get by with less outside healing (we did a couple kirins with 1 whm and 1 rdm for outside healing before).

    Different strokes and all. Nothing says you HAVE to have 6 bards and 12 melee, and nothing says you HAVE to have 3 bards and 15 melee. Either one works and it just depends on what your ls is used to doing.

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