Astral Burn

Astral Burn is a summoner party that uses Astral Flow and Wild Card to gain massive amounts of Experience Points in a short amount of time.

Setup

1 Pulling Party of 2 or 3 members
 * Level 68 or higher RDM, PLD/RDM, WHM/RDM, BLM/RDM, or SCH/RDM with enhancing magic skill of 200 or higher
 * Phalanx and Stoneskin is required
 * Typically a member of the pulling party has a second account that is a Summoner or a Leech in the Summoner Party, but sometimes they may be linkshell members taking part in a linkshell run.
 * Do not cast Spikes and/or equip gear that gives Spikes effect

1 Summoner Party of 6 members
 * 3 or 4 SMN with Ramuh and Shiva
 * 1 member that is the appropriate level sync target
 * 1 or 2 leeches (typically these are the pulling characters other accounts)

One of the party members use /COR for Corsair's Roll, a second member goes /BLM for Escape (where applicable), and a third should consider /BST.

Summoners should bring 2-3 Hi-Ethers per run.

How to pull

The pulling party uses Phalanx and Stoneskin and pulls mobs that are known to aggro and/or link. This party scouts the entire zone ahead of time to see how to maximize the number of mobs that are linked up in this manner.

One member of the pulling party will make their way to camp first, usually with a mob with the highest amount of HP. This mob is claimed by the pulling party and that puller will keep that mob under target. Once at camp, that puller will build hate on that mob (which they will Call for Help on eventually) using spells such as Sleep, Blind, and Gravity. It is important to have proper hate built up, as Astral Flow Bloodpacts causes major hate on the Summoner (NOT Shiva, but the Summoner)

Eventually the other pullers will come to camp. Sometimes the pullers will "bank mobs" with the one sitting at camp. The one at camp will refresh buffs, and type "/heal". After a few seconds they will type "/heal" a second time, hoping that the resting causes the mobs to turn attention. This is the most dangerous part of the pull, as the lag will be extreme, and the other pullers need to stick at camp with Cure IV ready if the buffs do drop. Once the person at camp is able to cast spells again, the other pullers can check other pulling paths.

Before starting the sync

The summoner party need to ask two questions before syncing?

1. Is the dangerous mobs accounted for? 2. Is everyone ready?

Determine a Astral Floor "Diamond Dust" order. A preferred timing to use after the sync is in effect:

Summoner A casts Shiva Summoner A uses Astral Flow as soon as Shiva is Cast Summoner A's Shiva readies Diamond Dust (about 2 seconds after using Astral Flow) As soon as Summoner's A MP is 0, Summoner B casts Shiva Summoner A uses Hi-Ether as soon as Shiva uses Diamond Dust Summoner B uses Astral Flow as soon Shiva is Cast Summoner B's Shiva readies Diamond Dust As soon as Summoner's B MP is 0, Summoner C casts Shiva Summoner B uses Hi-Ether Summoner C uses Astral Flow Summoner C's Shiva readies Diamond Dust As soon Summoner's C MP is 0, Summoner A casts Shiva Summoner C uses Hi-Ether as soon as Shiva uses Diamond Dust

this pattern will repeat until 9 Diamond Dusts have been performed.

Once Astral Flow wears, the Summoners should be at level 19 or higher for the use of Ramuh's Thunderspark. The summoners will repeat the patten when they hit 60 or more mp, except they will rest between rounds in lieu of using Hi-Ethers (which don't stack and costs about 2000 gil a pop).

Once you are ready, have the pulling party to use "Call for Help" on their claimed mob by typing "/help". Any dangerous mobs being held by the Summoner party should be killed at this point.

The Summoner party will sync, use Corsair's Roll, then start the order.

Common zones to see Astral Burn Korroloka Tunnel, Yuhtunga Jungle, Ordelle's Caves, Maze of Shakhrami, Ranguemont Pass