72-75 The Shrine of Ru'Avitau

Requirements/Notes:
* All party members need sky access.
* Supports up to 4 parties.
* Silent Oils required.

General commentarus:
Sky favours moving parties, and as such, is also highly populated with merit point parties (where one or more members are Level 75). It's also quite difficult to determine who's here for an xp party, and who's here with their sky linkshell to farm god trigger items, so as a common courtesy to everybody else, detail out the specifics of your party, including where you're camping, into your search comment.

Front Camp:




Front Camp Requirements/Notes:
* Moving party highly recommended.

Target mobs:
Primary: Decorative Weapon
* Weapon
* Aggro to Sound
* Aggro to Magic
* Not Linking
* Weak against Fire
* Slight resistance against all other elements (+12.5% Magic Def)

Commentarus:
Getting to this camp is easy- enter from the main entrance (just keep going north from the main teleporter in the Ru'Aun Gardens) and you're pretty much at camp.

Bear in mind that this is one of the best camps for merit parties (i.e: moving) in the game, and competition is very fierce. Be prepared to perform, or you may be pushed out by another merit party that feels they can outdo yours. If the place is empty, you can get away with a stationary party by just camping at either coloured gate (the blue markers) and just pulling from the fountain area just behind, although this isn't really recommended.



If things go well, Chain #10-15 is common. The hard part is trying to pull all the weapons that are tucked deep into the passageways that line the edge of the rooms (the weapons are usually deeper in than you think), so pull those very early.

Water camp:


Water camp Requirements/Notes:
* Pseudo-stationary camp.

Target mobs:
Primary: Decorative Weapon
* Weapon
* Aggro to Sound
* Aggro to Magic
* Not Linking
* Weak against Fire
* Slight resistance against all other elements (+12.5% Magic Def)

Commentarus:
This camp is for more stationary parties, hence lower level (~72) parties and parties with just one Refresher tend to camp here. You are camping between two closed gates, with a pair of coloured Monoliths in between. Simply alternate between the two sides. Each side has seven Weapons to kill.

The Celestial Nexus Camp:




Celestial Nexus Requirements/Notes:
* Moving party highly recommended.
* /WHM recommended for mages.

Target mobs:
Primary: Aura Statue
* Golem
* Aggro to Sight
* Aggro to Magic
* Not Linking

Commentarus:
This camp is fantastic for moving parties, but only so-so with stationary parties. If you're going as a stationary party, camp at the top of the stairs that will eventually lead you down to the Celestial Nexus.

Otherwise, moving parties tear through this place. Just start anywere along the loop and fight your way around and around. You have about fifteen minutes to complete the circuit, which really isn't too bad since there are a lot of Aura Statues to kill per loop.

Aura Statues have a TP attack called Ice Break, which is basically AoE damage and Bindga, so if you're in a moving party, be sure the mages are /WHM so they can Erase the binds off quickly so you can continue.

Ulli Camp:


Ulli camp Requirements/Notes:
* Either a stationary or moving party works here.
* Prism Powders required in addition to Silent Oils.
* /WHM recommended for mages.

Primary: Aura Statue
* Golem
* Aggro to Sight
* Aggro to Magic
* Not Linking

Commentarus:
Named after the NM Golem, Ullikummi, this camp will work with either a stationary party, or a moving party. Stationary parties would camp just where the teleporter deposits them in the circular room, while moving parties would actually enter the room with all the Aura Statues, and once the room has been cleared, keep pulling from pops. Hopefully, a pop order can be established to make things smooth, with the party running around in circles.

Getting here is a rather drawn-out process, but hopefully someone will know the way from hunting Ullikummi in their sky LS. ^^ Remember the Prism Powders to get past Faust.

Note that Ullikummi holds one of the pop items required for Byakko, so this camp is occasionally taken by sky linkshells trying to farm Ullikummi. You may be able to convince them to let your party have the Aura Statues, although don't always count on that happening.

4 comments:

Kirsteena said...

That front camp is particularly favourable to rampage spam parties - I did it with war war war war brd rdm. Bard, as usual pulls, sleeping the link next to the warriors. Considering we moved camps, and at one point were competing with another party (they didn't have a bard and as such were killing slower than us), I pulled in over 15k in 2 hours, chain 11 was regular before the pull was just too far for the poor bard who was running around like a mad thing.

Ayrlie said...

Aura Weapons

Camp 1

Enter from the zone by Genbu Island
Take Right turn after zoning
Take Right turn at thunder elemental room
A-Weapons should be ahead

Camp 2

This camp on the way to Ulli, you will find them right before you find the teleporter that leads you to Faust.

Aura Pots

Only camp is by Olla pop spot. Claimed camp at times. Main Ro'Maeve water farming area. Monks, Summoners, Bards, Paladins, and Puppetmasters have an advantage here. Aura Pots very weak to blunt attacks, strong to all forms of magic, strong to all other melee attacks. Only supports 1 party. Summoners use Titan (its attacks considered blunt). Paladins use Staff. Normally the PT goes PLD MNK MNK RDM SMN BRD. BRD is required for Finale, as pot will resist Dispel if Magic Barrier is used.

Ayrlie said...
This comment has been removed by the author.
Alshandra said...

At the Nexus camp you can also xp off the Aura Weapons in the entrance before the fountain - had a bard pulling and chaining well for nice xp. I camped at J-7 here.