Grove Guardians/Strategies

2x RDM/NIN 1x WHM/BLM 3x Damage Dealers (preferably 2x MNK/NIN and another DD with provoke (we did this with a DRK/WAR but anything that can deal good damage should work))

These are strong to magic, so SMN and BLM are useless. One RDM/NIN takes the big one, the other takes the right one, a small one. The RDM/NINs keep them bound and gravitied, while the others provoke the left one and kill it further down the hall. When they're done, they come get the other small sapling, so the 2 RDMs can keep the big one busy.

After killing the second small one, HP and MP will be a problem, so wiping with RR on might be the best option. Wipe at the entrance and let the big sapling go back all the way. Get up, buff fully and kill the last one, all can be done w/o 2hrs. Meds needed: Poison Potions to stay awake, RR earring to get back up again, and MP drinks for the mages (WHM and RDMs) so they can do what they have to do for as long as possible.

If you can deal enough damage in a small amount of time, chances are you won't have to wipe at all and the mages should have enough MP to keep going till the end. These saplings are weak to blunt damage, so MNKs are your best option (/NIN for shadows). The ideal setup using this strategy is 2x RDM/NIN, 1x WHM/BLM, 2x MNK/NIN and 1x MNK/WAR.

The WHM can assist the RDMs by healing them, as long as the DDs are fine.

This is a very hard BCNM, but this strategy works every time if everyone follows instructions, uses Poison Potions and RR earring and knows how to play their job well.