Garrison Guide (FFXI)  

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Garrison Summary

The point of a garrison is to get good drops from a monster. When you do a garrison you are given a certain number of NPC's (based on how many PT members you have) and you have to keep at least one of these NPC's alive while the beast's are doing their "surprise" attack. You will have to go through Four waves of monsters so it can get hard. The number of monsters per wave depends on number of people participating in garrison, the smaller the alliance or pt the fewer mobs there will be. The NPC's fight too but can be easily damaged, so you need to cure them as well as your own members. During a Garrison you can have up to 18 people fighting with you (Through alliance's) but the more members you have the more NPC's you will have to keep alive and therefore the more monsters you have to fight!! Usually everyone in the pt gets at least 1 item. That one item may only be Mannequin Feet (if they were very unlucky) but at least they got something + the 1-2k you get after successful garrison run. During the garrison many Mannequin parts will drop of the mobs you kill, sometimes their is a whole lot of them and sometimes there is close to none. After a garrison is won 1-6 items will appear in the treasure pool along with some Dragon Chronicles (exp scrolls)

There are four waves of monsters no matter the size of the garrison alliance or pt. The first 3 waves are the normal mobs and the last is the normal mobs and a NM. The NM can be hard so again be careful.

Garrisons can be fun but should NOT be done without a battle plan as they can become very dangerous! Some disagree with his way of going about a garrison, they say that a garrison is unpredictable and a strategy is not helpful at all. But I form experience have noticed significant difference in the outcome of it. I usually first do a or two and ask everyone not to say a word. Then I explain the role of each job in the event. I announce who will be kiters, who will take end NM, and who the trigger holders are and what order they will be trading.

In order to start a Garrison one of your pt members or alliance members that is Rank 3 and also from the nation controlling the region the garrison is taking place in, has to trade a trigger (Rare/ex item) of some sort, depending on location of garrison, to the outpost guard of that region.

The ideal number of people to come with to a garrison is 12-14 in my opinion. This would add up to two pt's and an extra two that would take turns with others during the runs and eventually come in permantly (when others leave). I like 12 people garrisons because it keeps it simple and allows even balance between the job roles. 18 People can get hard because there are more people that could not do their job and it lags ALOT more no matter your connection speed. Six people garrisons can be very* hard and should only be attempted by experienced garrison runners or someone experienced in their job field.

NOTE: Conquest Points are not awarded for winning Garrisons.

NOTE: Remember game rules only allow you to use one garrison trigger a RL week (7 days), so use them wisely.


Garrison Strategies

There are many ways to go about winning a garrison and a few that will cause a loss.

    • Kiting- ...First Kiting is a very difficult skill and a lot harder then it seems. Some think that it looks easy only to try it and end up losing the garrisons and making many people mad over lost triggers and exp. Ok, Kiting is the process of claiming a garrison mob at moment of their spawn and luring it far away from the outpost in order to hold off beastmen re-enforcements. After the kiter kites they would kite it until all the other mobs are dead, the traders are fully cured, garrison members are fully cured, and mages are fully rested. Kiting can be done by a number of jobs but should not be taken lightly. A bad kiter will be the loss of a garrison run and a big waste of time so choose wisely. I prefer for a kiter a Redmage or Ninja main. If it is the Redmage main I want them to Sub warrior usually so they can claim the mobs easily. If a Redmage kites what they do is again claim and lure the mob away form the outpost, once far away they would then sleep it and wait till the other garrison members give the ok to come back. If their sleeps have a problem sticking then they should sub ninja for the shadows. Also blink comes in hand for a rdm when kiting. I don't prefer Bard as they have bad defense and can easily be killed by these high level mobs, but I have had great bard kiters in past. Kiting is a must in a garrison. Kiters should bring good food and lots of medicines such as high potions and ethers with them. Also make sure not to kite a mob until the NPC's have attacked one, this eliminates chance of NPC's following the mob. Make sure your party knows not to attack any mobs until you kite on too. KITE AS SOOON AS POSSIBLE at start of each wave and make sure not to kite more then one at a time (aka. link). Once you voke or claim the mob take and Keep the mob a long way away from the outpost but not too long . Do not bring the mob back until party says so. If you do the NPC will kill it and it will start a pre-mature wave and can result in loss of the garrison.
      • Note: Remember to Provoke or claim mob in any other way before any NPC or other participants attack that mob. If this is not done it is hard to get the mob on you and to stay on you or the traders will follow the mob which will cause a miss-kite and a premature wave also. And remember to take it far away form the outpost and not to come back until mages say so. It is also important to remember to do on each wave; I personally kite all the way through the garrison including the last wave. I do this because the last wave can be very difficult and it is best to have as little mobs as possible attacking your alliance or pt. Make sure to avoid agro from non-garrison mobs in the zone as they can pose a problem.
    • A common strategy: The buddy System!
This is a common strategy used today and is fairly easy as long as everyone does their job. The strategy consists of 2-3 healers per party and 3 in a pt and 2 DD or tanks and a kiter the other. Each healer will be assigned to one DD or tank to heal, and vice versa the DD will have to protect his healer also. Although if one DD or mage is having trouble a member that is not his buddy can still help. This eliminates wasted mp as 2 mages try to cure one person at a time. I call this the buddy system.


Tips And Hints!

  • It is important to remember to turn your chat filters on during garrisons to create as little distractions as possible..
  • Change your Macros!! The party log needs to be reserved for emergency messages such as kiter needing cure or mage trader dieing and ECT. No one wants to see, "(Casting Spell) (Cure IV) Trader ", hogging the party log. Many people disagree with this saying that macros fail a lot in garrisons; I however believe they are still faster and more reliable.
  • It is not smart to go to or start a garrison with inexperienced players or complete strangers as they can just be a waste of time and EXP when you are being raised with 12 other people.
  • Macros can help a lot for melee's and mages as long as you don't flood logs, so making macros before start will make your job and job of those around you much easier.
  • Make sure everyone is clear with the rule and has no objections before you start garrison and make sure you understand them to if you are guest.
  • If you die don't get mad and start whining. Again No one wants to hear it and people will get annoyed with it fast, just suck it up and get your raise. Remember you only lose EXP based on your level cap, so if you are level 75 and doing a 20 cap garrison and die you will only lose a few hundred EP. Sometimes it is nice to bring a scroll of re-raise with you just in case.
  • Don't even try bringing high level Mage to come and PL your garrison PT as it WILL not work.
  • Effects And Filters: -- Do the amount of activity in a garrison lagging will happen for most everyone. Do what you can to make it easier to help your pt and play your role. Most all effect should be turned off. Also all Chat filters that do not pertain to garrisons should be turned off, such as /s, /sh, /em, and everyone's WP and ECT. I again recommend using /l for the garrison to talk to echo her other then /p unless everyone turned off their /p macros.
  • You can only use a trigger to start a garrison Once every RL week so choose wisely when using one.
  • Triggers can only be traded to outpost once every 30 minutes so you have roughly 20 minutes after completion of a garrison before you can start another.

Things To Do Before a Garrison!

There are many things that are necessary to do before a garrison starts. Below is a list of what I do before every garrison, whether they are experts I am doing it with or beginners.

  • Discuss - Explain to everyone (whether they want to hear it or not) what their job and role in the garrison is. Also explain how garrison works and what it is if there is a newcomer or strangers
  • Find - Find out who are the trigger holders.
  • Decide - Decide what kind of treasure system you are going by. MAKE SURE EVERYONE UNDERSTANDS THIS!
  • Plan - Explain your strategy for the garrison if there is one.
  • /Random - Have the Trigger holders /Random to see which ones go first.
  • Do a " Type / If you are here!" or whatever to make sure everyone is present.
  • Ask - Ask everyone if they know their role, understand the garrison, and understands the treasure system.
  • Buffs - Have the white mages or other such jobs in each party to "Buff" everyone up (ex. Protectra, shellra, ECT.
  • - One last time make sure everyone is present.
  • Announce - do a and announce that you are trading trigger or trigger is being traded.
  • Have Fun - Pay attention and do your best!! GL
Doing all of the above before the garrisons ensures that people can't pull the "I didn't know" or the "You should have told me".

The Job Roles

White Mage - This is the one of the main members of garrisons. A White is almost a requirement in a garrison and there should be AT LEAST one per party. As a White Mage you will be mainly curing all NPCs and all members of your alliance. Also a White Mage is used to cast buffs which is another reason why there should be at least one in each party. Remember a White Mage has a lot of control over outcome of garrison. Red Mage - On 50 cap garrisons RDM can be Great advantage as they get refresh at 41. Other then that they can be a substitute for a whitemage or just healer but can also kite pretty well too.

Ranger - This job is great for kiting and also is GREAT DD. If kiting with this job you should bring sleep bolts and definitely sub ninja for 30 cap garrisons and up.

Paladin - This is a great addition to a garrison as PLD is great for taking hits. A ninja is great too but with all the garrison mobs his shadows run out fast and it goes downhill from there. Pld should definitely be tank but as a pld make sure you do your job as best as you can.

Warrior, Thief, Samurai, and all other DD - The DD.. they are an important part of a garrison and should do everything they can to do as much damage as possible. if you are a war or sub war make sure you do your job as back up voke even if your defense is low.. better a dead DD then a dead tank or mage.

Blue Mage - BLU can also be a pretty good kiter with sheep song. Also Blu can be a great addition to party with wild carrot and ect. Blu can be considered a DD in a garrison too.

Ninja - This is a good tank for garrisons but not best. If you do tank as a nin you better be good because your shadows will run out fast. As tank make sure to bring all the necessary items needed for successful garrisons such as hi potions and great armor.

Black Mage - Sleep can be useful for mobs not being attacked by NPC and also BLM can be backup healer and can do some pretty good dmg in garrisons.

Summoner - Smn can be great addition to party for many reasons. They can do good DD, Backup heal, and cast great buffs.

Tanks - Tanks have one of the most important roles in garrisons and must take it seriously. Make sure to have good armor, weapons, food, and lots of medicine. Also make sure not to let any mobs hit the mages. You will often times be tanking more then one mob at a time and this is where lots of inventory space comes in handy for potions. Try your best and remember you can make or break a garrison.

Kiters - You have also one of the most important roles in a garrison and do not attempt to kite unless you know what you are doing. Make sure to bring food and medicine and again try your hardest.

Garrison Leaders

As the leader of a garrison you have many responsibilities and many people are entrusting you with their hard earned triggers and exp, saying this you must be at the top of your game.

Do not set bad examples as a leader; this meaning don't go afk in the middle of a fight and don't get mad and start cussing people out. Cussing people out or shouting at them is something I am very guilty of. When I get caught up in garrison or use my trigger I hate to see people just not listening or not caring or making careless mistakes, when I do see this I tend to get a little mad ><. As doing this I make a bad reputation for myself and people might not want to do garrison with me. On the other hand I sort out the players meaning the bad players wont come to garrison as a result of not wanting to get yelled at and embarrassed. Really I don't recommend treating the bad players like this even if they are terrible; I try my best to hold my temper.

These aren't the only responsibilities you have as a garrison leader.

  • You must remember to make sure everyone knows rules.
  • You must make sure that rules are followed completely, don't play favorites, and make sure rules are followed by everyone equally including you.
  • Do your job better then others.
  • Do as many jobs as possible; this meaning if you notice a tank is having trouble and no one is vokeing you need to run over and get hate from the tank, and don't die. Many times I have had to quickly* run over to the outpost guard and buy more potions to tank even if I was a job such as Ranger or Drk.
  • You do what you have to win garrison for your alliance.
  • Bring your best armor, weapons, food, and medicine.
  • Don't trust other people with an important job such as kiting when you know you can do it better.
  • One last time set a good example and try your best to make sure everyone gets one item at least, even if it means giving up yours.

20 Cap Garrison

I only ever lost this garrison once I believe. It is very easy and hard to lose but at same time a waste of time in my opinion. Although it is easy, it is very very hard when doing it with a 6 person party. It is wise not to attempt this.

The drops include:

These drops don't even compare to the other garrisons (besides 40).. They just aren't good. But it is easy so if you come with a Trigger (depending on rules of your garrison) you should make at least 150k. I recommend this to anyone who is inexperienced in garrisons and needs to learn the basics. Also another plus of this garrison is you don't have to worry about non-garrison mobs killing you. Note: This is a nice garrison to for a party of 6.

West Sarutabaruta Garrison

Trigger Info

Seven-Knot Quipus Trigger item drops from the following mobs in Giddeus . Jobs Below level 35 may have difficulties defeating these trigger holders.

  • Garrison Mobs
  • Yagudo Priest- Whm

  • Trigger Holders-
      • Yagudo Votary- Mnk
      • Yagudo Theologist- Blm
      • Yagudo Follower- Sam
      • Yagudo Condottiere- NM Nin

North Gustaberg Garrison

  • Trigger Info.-Darksteel Engraving -
      • Trigger drops from the following mobs in Palborough Mines . Jobs Below level 35 may have diffuclties defeating these trigger holders.
  • Trigger Holders-
      • Copper Quadav

  • Garrison Mobs
      • Helidor Quadav- Blm
      • Brass Quadav- Drk
      • Old Quadav- War
      • Sapphirine Quadav- Whm
      • Lead Quadav- Pld

West Ronfaure

  • Trigger Info.-Red Cryptex
      • Trigger drops from the following mobs in Yughott Grotto . Jobs Below level 35 may have diffuclties defeating these trigger holders.
  • Trigger Holders
      • Orcish Fighter
    • NOTE: IT is rumored to drop from all the kazham key mobs and I am sure it does)
  • Garrison Mobs
      • Orcish Cursemaker- Blm
      • Orcish Fighter- War
      • Orcish Serjeant- Pld
      • Orcish Chasseur- Rng
      • Orcish Fighterchief- Mnk

30 Cap Garrisons

  • All in all I love 30 cap garrisons, they are right up there with 50 caps in my favorite activities in the game!! They are very easy and at same time have good drops. On my server the main drop sells for 500k with a couple others selling in 100-300k. Also another plus in this garrison is the drop rate of triggers (it seems). From what I have noticed it takes a lot less time to farm this trigger then for instance a level 50 cap. Has anyone else noticed this?
I recommend these garrisons to anyone who is semi-experienced and looking for easy gil!

Buburimu Peninsula

  • Trigger Info.-Mithra Fang Sack - Kolshushu Region
      • Trigger drops from the following mobs in Maze of Shakhrami . Below level 40 may have diffuclties defeating these trigger holders.
  • Trigger Holders
        • Goblin Smithy
      • Goblin Shaman
      • Goblin Furrier

  • Garrison Mobs
      • Goblin Furrier- Rng
      • Goblin Swordmaker- War
      • Goblin Thespian- Rdm
      • Goblin Shaman- Blm
      • Goblin Guide- NM DRK
  • I love this garrison. ^^ It is so simple and easy that I personally have never failed or been in a pt that has ever failed it. I recommend this to those who are inexperienced or experienced and all the people who want great gil for not too much work. The only downfall of this garrison is the bad drop rate of the trigger :(.
      • Tips: When kiting this garrison it is beter to kite from the east side of the traders and to be at least 20 or 30 feet in front of traders. Wait till they attack one as they spawn quick in this garrison.

Valkurm Dune

  • Trigger Info.-Galka Fang Sack-
      • Trigger drops from the following mobs in Ordelle's Caves. Below level 40 may have diffuclties defeating these trigger holders.
  • Trigger Holders
      • Goblin Smithy
      • Goblin Furrier
      • Goblin Pathfinder

  • Garrison Mobs
      • Goblin Swordmaker- War
      • Goblin Gaoler- Drk
      • Goblin Gambler- Blm
      • Goblin Leecher- Whm
      • Goblin Swindler- NM Thf
  • This is a lvl 30 Cap garrison and is pretty easy. Remember if you have a trigger it means you probably will get some gooood* gil since the main item that drops from it is atm selling for 500k (march 14th 07) and up. You are fighting Gobs in this garrison and they include, Goblin Swordmaker, Goblin Gambler, Goblin Leecher, Goblin Gaoler, and the NM
Goblin Swindler. I usually get a rdm/nin to kite this and this is because the kiter needs to have shadows and be able to cure or bind/sleep the enemy if necessary. I also kite all the way through garrison including the last wave. I do this because the last wave can be very difficult and it is best to have as little mobs as possible attacking your alliance or pt. Make sure to avoid agro from non-garrison mobs in the zone as they can pose a problem.

Meriphataud Mountains

  • Trigger Info.-Thirteen-Knot Quipus
      • Trigger drops from the following mobs in Castle Oztroja. Below level 45 may have diffuclties defeating these trigger holders.
  • Trigger Holders
      • Yagudo Herald
      • Yagudo Interrogator
      • Yagudo Drummer
  • Garrison Mobs
      • Yagudo Priest- Whm
      • Yagudo Votary- Mnk
      • Yagudo Theologist- Blm
      • Yagudo Follower- Sam
      • Yagudo Missionary- NM Nin

Pashhow Marshlands

  • Trigger Info.-Silver Engraving
      • Trigger drops from the following mobs in Beadeaux . Jobs Below level 45 may have diffuclties defeating these trigger holders.
  • Trigger Holders
      • Bronze Quadav
      • Silver Quadav
      • Zircon Quadav
  • Garrison Mobs
      • Brass Quadav- Pld
      • Helidor Quadav- Blm
      • Old Quadav- War
      • Sapphirine Quadav- Whm
      • Cobalt Quadav- NM Pld

Jugner Forest

~Trigger Info.-Jade Cryptex -

    • Trigger drops from the following mobs in Davoi . Jobs Below level 45 may have diffuclties defeating these trigger holders.
  • Trigger Holders
      • Orcish Impaler
      • Orcish Beastrider
      • Orcish Brawler
      • Orcish Bowshooter
  • Garrison Mobs
      • Orcish Serjean- Pld
      • Orcish Cursemaker- Blm
      • Orcish Fighter- War
      • Orcish Chasseur- Rng
      • Orcish Colonel- NM Mnk

Qufim Island Garrison

  • Trigger Info.-Ram Leather Missive
      • Trigger drops from the following mobs in Middle Delkfutt's Tower, Qufim Island, and Lower Delkfutt's Tower. Jobs Below level 45 may have diffuclties defeating these trigger holders.
  • Trigger Holders
      • Giant Gatekeeper 28-30 Lower Delkfutt's Tower/ 30-32 Middle Delkfutt's Tower.
      • Giant Trapper lvl 28-31 in Qufim Island
      • Giant Sentry lvl 28-30 in Lower Delkfutt's Tower
      • Giant Ascetic lvl 28-30 in ower Delkfutt's Tower
      • Giant Guard lvl 30-32 in Middle Delkfutt's Tower
      • This trigger is easy to get as you can get drop in EXP PT or while you are doing missions/quests. The garrison it's self is semi difficult. Undead can pose a HUGE problem as well as agro from other nearby monsters.. It would be wise to clear area before starting garrison.
  • Garrison Mobs
      • Gigas Ranger- War
      • Gigas Hunter- Rng
      • Hunting Chief- Mnk

Also here is some links to what the items that 30 cap garrisons drop and what they are currently selling for (constantly updating prices) on our Great Server!(LEVIATHAN).
  • Military Pole: http://www.ffxiah.com/item.php?id=17580&sid=11
  • Military Axe: http://www.ffxiah.com/item.php?id=18212&sid=11
  • Military Spear: http://www.ffxiah.com/item.php?id=18090&sid=11
  • Military Gun: http://www.ffxiah.com/item.php?id=17272&sid=11
  • Military Pick: http://www.ffxiah.com/item.php?id=17940&sid=11
  • Military Harp: http://www.ffxiah.com/item.php?id=17839&sid=11
  • Here are Items that are not AH sellable
  • Dragon Chronicles: http://wiki.ffxiclopedia.org/Dragon_Chronicles
  • Mannequin Legs: http://wiki.ffxiclopedia.org/Mannequin_Legs
  • Mannequin Feet: http://wiki.ffxiclopedia.org/Mannequin_Feet

40 Cap Garrisons

  • I usually don't mess around with these garrisons. They are difficult and all and all not worth it in my opinion. I have spent hours and hours looking for triggers for these and all of them seem to have terrible drop rate. Not only that but the drops are horrible.. The highest selling item on my server atm is selling for 50k and all the rest are either non-ah sellable or rare/ex.
  • I recommend this garrison to people that are well experienced.
  • Drops-Linked To FFXAH for Most recent prices on leviathan server..

The Sanctuary of Zi'Tah Garrison

  • Trigger Info.-Hound Fang Sack
    • Trigger drops from the following mobs in The Sanctuary of Zi'Tah . Jobs Below level 55 may have diffuclties defeating these trigger holders.
  • Trigger Holders
      • Goblin Trader
8***Goblin Robber
      • Goblin Poacher
  • I am trying to get image to this
      • Description: A fang-filled bag used by Goblin thieves to relay messages. It is believed that the type of fang (hell hound) represents the place of meeting (Li'Telor).
  • Garrison Mobs
      • Goblin Poacher- Rng
      • Goblin Reaper- Drk
      • Goblin Bouncer- War
      • Goblin Enchanter- Rdm
      • Goblin Doyen- Blm

Yuhtunga Jungle Garrison

  • Trigger Info.-Sheep Leather Missive
  • Trigger drops from the following mobs in Sea Serpent Grotto. Jobs Below level 55 may have diffuclties defeating these trigger holders.
  • Trigger Holders
      • Riparian Sahagin
      • Brook Sahagin
  • I am Trying to find image for this.
  • Description: These secret communications were widely used by the beastmen during the Great War to signal attacks. The pictographs drawn upon this missive represent the region of Elshimo Lowlands.
  • Garrison Mobs
  • Brook Sahagin- Drg
  • Lake Sahagin- Brd
  • Rivulet Sahagin- Whm
  • Sahagin Patriarch- Mnk

Beaucedine Glacier Garrison

  • Trigger Info.-Tiger Leather Missive
      • Trigger drops from the following mobs in Beaucedine Glacier. Jobs Below level 55 may have difficulties defeating these trigger holders.
  • Trigger Holders
      • Rime Gigas
      • Cold Gigas
  • I am Trying to find image for this.

  • Garrison Mobs
      • Gigas Hillrazer- Mnk
      • Gigas Clearcutter- Rng
      • Gigas Overseer- War

50 Cap Garrisons

  • As I said earlier 30 and 50 cap garrisons are my favorite in the game!! They have great drops and trigger farming seems to be easy for each of their garrisons. The garrisons themselves are actually easy and simple to do. I recommend 50 cap garrisons to those who are experienced and looking for easy gil!

  • 50 Cap Garrison Drops:
      • Refresh Earring
  • Accurate Earring
      • http://www.ffxiah.com/item.php?id=14756&sid=11
  • Undead Earring
      • http://www.ffxiah.com/item.php?id=14744&sid=11
  • Arcana Earring
      • http://www.ffxiah.com/item.php?id=14745&sid=11
  • Bird Earring
      • http://www.ffxiah.com/item.php?id=14747&sid=11
  • Amorph Earring
      • http://www.ffxiah.com/item.php?id=14748&sid=11
  • Lizard Earring
      • http://www.ffxiah.com/item.php?id=14749&sid=11
  • Aquan Earring
      • http://www.ffxiah.com/item.php?id=14750&sid=11
  • Beast Earring
      • http://www.ffxiah.com/item.php?id=14752&sid=11
  • Demon Earring
      • http://www.ffxiah.com/item.php?id=14753&sid=11
  • Dragon Earring
      • http://www.ffxiah.com/item.php?id=14754&sid=11
  • Vermin Earring
      • http://www.ffxiah.com/item.php?id=14746&sid=11
  • Plantoid Earring
      • http://www.ffxiah.com/item.php?id=14751&sid=11

Eastern Altepa Desert Garrison

(my favorite garrison)

  • Trigger Info.-Dhalmel Leather Missive -Kuzotz Region
      • Trigger drops from the following mobs in Quicksand Caves, Eastern Altepa Desert and Western Altepa Desert. Jobs Below level 55 may have difficulties defeating these trigger holders.
  • Trigger Holders
      • Antican Secutor 54-58 Western Altepa Desert
      • Antican Veles 50-52 Eastern Altepa Desert
      • Antican Princeps 52-59 Quicksand Caves
      • Antican Hastatus 52-59 Quicksand Caves
  • Garrison Mobs
      • Hastatus XIII-XCVI- War
      • Hastatus XIII-LXXV- War
      • Hastatus XIII-CXXVIII- War
      • Hastatus XIII-XXV- War
      • Princeps XIII-LXXXIX- Rng
      • Sagittarius XIII-XXVI- Rng
      • Triarius XIII-LIX- Blm
      • Decurio XIII-LV- Blm
      • Centurio XIII-V- Pld
  • This too is a great garrison. The drop rate is ok, the garrison is simple, and the drops are good. The only problem really is the undead and surrounding mobs. This problem can easily be resolved by taking two high levels with you whom are not in garrison. Having one follow kiter and one stay with pt at outpost killing the agro and surrounding mobs will work wonders.

Xarcabard Garrison

  • Trigger Info.-Behemoth Leather Missive
      • Trigger drops from the following mobs in Castle Zvahl Baileys. Jobs Below level 55 may have difficulties defeating these trigger holders.
  • Trigger Holders
      • Demon Knight
      • Demon Wizard

  • Garrison Mobs
      • Demon Knight- Drk
      • Demon Wizard- Blm
      • Demon Aristocrat- NM War

Yhoator Jungle Garrison

  • Trigger Info.-Coeurl Leather Missive
      • Trigger drops from the following mobs Temple of Uggalepih . Jobs Below level 55 may have difficulties defeating these trigger holders.
  • Trigger Holders
      • Tonberry Stalker
      • Tonberry Cutter

~~~Garrison Mobs- Tonberry Creeper- Thf Tonberry Hexer- Blm Tonberry Decimator- Nin


THE 75 CAP GARRISON

  • Drops:
  • Mighty Patas
      • http://www.ffxiah.com/item.php?id=18352&sid=11
  • Mighty Pick
      • http://www.ffxiah.com/item.php?id=17941&sid=11
  • Mighty Pole
      • http://www.ffxiah.com/item.php?id=17581&sid=11
  • Mighty Axe
      • http://www.ffxiah.com/item.php?id=18213&sid=11
  • Mighty Bow
      • http://www.ffxiah.com/item.php?id=17204&sid=11
  • Mighty Cudgel
      • http://www.ffxiah.com/item.php?id=17465&sid=11
  • Mighty Knife
      • http://www.ffxiah.com/item.php?id=18000&sid=11
  • Mighty Lance
      • http://www.ffxiah.com/item.php?id=18091&sid=11
  • Mighty Sword
      • http://www.ffxiah.com/item.php?id=18374&sid=11
  • Mighty Talwar
      • http://www.ffxiah.com/item.php?id=17697&sid=11
  • Mighty Zaghnal
      • http://www.ffxiah.com/item.php?id=18049&sid=11
  • Rai Kunimitsu
      • http://www.ffxiah.com/item.php?id=17791&sid=11
  • Nukemar
      • http://www.ffxiah.com/item.php?id=17824&sid=11

Cape Teriggan Garrison (75 CAP)

  • Trigger Info.-Bunny Fang Sack
      • Trigger drops from the following mobs in Kuftal Tunnel. Many 75 jobs cannot even get close to solo'ing these monsters so it is recommended to come with 3 or more level 75's.
  • Trigger Holders
      • Goblin Tamer
  • I am Trying to find image for this.

  • Garrison Mobs
      • Goblin Doctor- Whm
      • Goblin Duelist- Rdm
      • Goblin Pirate- Thf
      • Goblin Professor- Blm
      • Goblin Boss- War

Rumors and Opinions

  • Below I have listed some Rumors and opinions about garrisons that are different from my guides.
      • Macros- Many strongly disagree with the use of macros in garrisons. Their support for this theory is that when you are in the garrison and all the mobs and players are there the macros easily fail. I however rarely experience macro fails and if I do I just wait a second and press again. At the worst it will be just as slow as casting it manually. But under certain circumstances I would not using macros; these would include people with slow connections or people who experience bad lags.
  • Size- Many Many people disagree with how big the alliance or party should be. Remember it can only be between 1-18 people and they all have to be joined as a party or alliance. Some people strongly suggest doing a garrison with no more or no less then 6 people. They support this by saying there are less mobs and mobs are weaker.
    • Alot say that a garrison should not be started with fewer then 15 people. I strongly disagree with this. My reasons are with 15 people you only have 2 and 1/2 parties and you still get same amount of mobs as would 3 full pt's. Also there is more room for people to make mistakes when there are more mobs and more players involved. I personally recommend a party of 6 up to alliance of 12, NO where in between as a portion of a portion of a pt will result in a big decrease in chance of winning.
  • Strategies - Many people say that strategies will ruin a garrison. They say, such as in Taodyn of allakhazam's guide, "Garrison is exceedingly hectic and laggy which makes even the simplest organization difficult.". This may be true, such as in garrisons from which you are playing with people who are inexperienced or that you do not know, but for the most part strategies in my opinion are a must. Also if you don't want to explain a whole strategy at least make sure everyone understands their role in it and so forth.

  • Glossary:
      • Garrison (Event)- A Beastmen attack at a outpost of a region. You participate with other players while alongside with NPC's to defeat the beastmen and get the items they drop.
      • Trigger (Item) - A Rare/exclusive item that is obtained by killed certain "Key" monsters. This is item is used to start or "Trigger" a garrison. A Trigger can be traded to a certain outpost once every 30 minutes. A player who used his trigger to start a garrison can not do so again for One RL Week.
      • Trigger Holder (player) - a participant in a garrison who has possession of a trigger for that garrison.
      • NPC (Term) - Non Playable Character-
      • Mobs (Term)- The beastmen or "monsters" that are carrying out the garrison "surprise attack". Also any and all other monsters.
      • Cap(Term)- The level requirement, if you are higher level then cap you will be dropped temporarily down to cap level. Also you do not have to be as high as the cap in a garrison *(example: you can be a level 27 and still participate in a 30 cap garrison.).
      • Drops (Items): The items that the attacking Beastmen drop once killed and also once all of them are killed and garrison is won.
      • Rare/Ex(Term)- Rare/ Exclusive- A rare/ex item is a rare item and also is non-tradable, non-AH sellable, and cannot be sold in bazaar.
      • Kite (Term)- Kiting is the process of claiming a garrison mob at moment of their spawn and luring it far away from the outpost in order to hold off beastmen re-enforcements.
      • Garrison Leader- A garrison Leader is the person who organized the garrison, sets the rules, and tells people what to do.

  • The following sites and players contributed information or corrections on this guide. Thank You for your help and support.
  • FFXI AH - prices on garrison items.
  • Allakhazam.com - Most my images came from here as well as some information I didnt know
Final Fantasy XI
Wikibase™

This page last modified 2009-01-18 18:03:01.