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Group 2 update [May. 28th, 2008|02:46 pm]

So, what's everyone going to do with their four new upgrades to group 2?

I'm personally going to cap out Phalanx II and probably Slow II. Phalanx II because if I don't then it remains inferior to SCH Phalanxga, and Slow II because after Phalanx II I'll only have an unimpressive two upgrades left. >.> Not even worth getting another RDM spell.

How about you guys?

(Also, we need more update discussions in here or something! And maybe set up a group merit party sometime! And random sky runs! And other random things!)
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Flash mob [May. 13th, 2008|01:19 pm]
When: Thursday 8:00 P.M. Eastern
Where: Aht Urhgan Whitegate
What: A reenactment of the famous "I'm Captain Basch!" scene in FFXII. Put on your most ridiculous looking gear and tell the world that you are Captain Basch Von Ronsenburg of Dalmasca! Seriously, just run around and go crazy with it in /sh and /say.  Get as many people as you can

I've been doing this every now and then, and it's a blast. I'd love to see more people in on it.

Acceptable phrases:
- "I'm captain Basch von Ronsenburg of Dalmasca!"
- "I'm captain Basch!"
- "Don't believe Ondore's lies!"

If someone asks you about it, tell them that one day you'll be a sky pirate, or some equally asinine Vaan catchphrase.

Why: Just because.
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Notes on partying with a BLU from a P.O'd BLU [Apr. 9th, 2008|02:51 pm]

[Current Location |Wayne State University]
[mood |pissed offpissed off]
[music |Hip Hop is Dead (80s remix) - Nas]

I know there are some of you who have absolutely no idea what a skillchain is, and while some of you are simply new to the game, I know that some of you are just a bunch of TP-burning set of n00bs who only learn what a skillchain is for when you get your trial weapons.

Some of us, on the other hand, have been around for awhile and can still remember when a party was practically built around a DD who could open a desired skillchain, a DD who could effectively close it, and some spell caster to magic burst off that skillchain. Some of us decided to play BLU, and after having skillchain after skillchain after skillchain broken time and time again followed by an "LOL, did *I* do that?" from people who either have no idea how to use their TP effectively or are too ignorant to know what a BLU has to do to set up a self-skillchain, I've decided to write up this post.

In any case, this is for all of y'all: it might be news to some, a reminder to others, or the sort of post that you send to your n00b friends when trying to explain why some weapon skills are preferred over others.

Yes, I'm sure some of you out there are thinking "LOL standard PT setup," but remember this: there was a reason standard party set ups were the standard, and honestly, sometimes a standard party setup is the only way to go. "Old school" is called "school" for a reason: you learn something.

This was going to be a full-on rant, rife with vulgarity, screaming, insults, and malice, but then I remembered that there are probably kids reading this. They get enough vulgarity, screaming, insults, and malice just from playing FFXI, so no need to add more...yet.

WTF is a SC?Collapse )

In short, if you see the BLU use Chain Affinity or Burst Affinity, just watch the pretty colors go off, and burn your TP after the damned magic burst is finished. Thank you.


And is it just me, or is this LJ community totally dead?
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FFXI update! [Apr. 8th, 2008|10:22 am]

It seemed like forever, but I finally got my BLM to 75! It took about 9 months from start to finish, in the middle of it, I finished SAM (unlock to 75), and got DNC to 46. I just dinged last night, and that made my 4th 75 job ( PLD, RDM, SAM, BLM)... and what do I do? I went right back to RDM and got a bunch of Merits. ;) Yigit set proves to be well worth the effort, ~1 year since I got it and it is still rocking! My set makes most BLM look like pussies! ^-^

Still I love RDM the most. Altho I am entertaining the idea of doing some campaign on PLD. Rumor has it that PLD/DNC is really good for Campaign battles.

My plan for the next job, of course is Dancer and finally finishing the last .5 of cooking!
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Big stony punching bags [Mar. 19th, 2008|08:21 pm]

[mood |awakeawake]

Okay, I'm sure you all know that when you have Allied tags, you can't skill up on anything you hit; this is one of the things that separates it from Besieged. However, every mob has to have a level...even walls.

I'm sure this is yesterday's news to most of you, but the fortifications in campaign battles are around level 50; they have nearly infinite life, very high defense, and all the evasion of a grounded oil tanker. (My level 40 BLU was able to hit one with 90% accuracy with no sushi and standard accuracy gear.) Most importantly, fortifications are usually guarded by campaign mobs, which means that they will not aggro your Tag-less character while you're wailing away at a fortification or even while you're resting.

So long as you don't accept campaign tags, you can keep skilling on these things risk-free until you hit the cap for level 50; this is awesome for folks who've neglected a skill here and there (Scythe!), have leveled their character mostly through scrolls and ENMs (SMNs), solo excessively (BST), or just can't seem to keep their skill levels capped at a consistent level (ninjutsu). What I tend to do is run a campaign op that involves doing something to the ??? at a beastman stronghold, then once I finish that, start a skill up session: come for the AN, stay for the skillz, you might say.

(For more information on what a particular skill will cap at for your job at level 50, click here.)

Given how many areas are under beastman control this week, I would strongly suggest taking advantage of these freebies while you can. Campaign results are turned in every Monday, and with the players gaining footholds into valued areas like Jugner Forest, it's only a matter of time before the Allied forces are back in control of the world.

Have fun, folks. I have a feeling SE is going to wise up to it and nerf it, though in all honestly, there really isn't any reason that they should.
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PLD/DNC [Mar. 12th, 2008|06:57 pm]

[Current Location |Caribou Coffee @ Royal Oak]
[mood |busybusy]

These are my impressions of the PLD/DNC thus far. My opinions may change over time, but at the moment, WYSIWYG.

Whenever I participate in Campaign battles or Besieged, this is my preferred combination. PLD/DNC is an extremely cost-effective, self-curing, hate-building beast in these instances: she depends on flash for the initial hate spike instead of provoke, using waltzes alongside cures to lower the amount of MP burnt off per second (this is actually pretty important, as the PLD usually has no support in Campaign, and can using Healing Waltz to get rid of most annoying status effects), and using steps to build up for animated flourishes for a secondary hate spike. Given how accurate a PLD can be with a sword and how much TP is gained per shield block, TP gain will not be a problem for a PLD/DNC.

Given how ridiculous the survivability of PLD/DNC is, it's hardly a bad combination; it's much more versatile than /WAR for pure tanking, except that it takes a fight or two (or one Icarus Wing) to get her started. When she's going up against a mob that she can afford to melee, and she's going up against that mob for the long haul, there really is no better combination to use.

With this in mind, I decided to take PLD/DNC to Dynamis to main tank: it didn't work out. Looking back, the problems were readily apparent, but I guess I was so eager to try something new that I had ignored the problems.

First of all, because of the nature of the job, DNC itself is slow to get started, so I should have expected the same of any job that would use it as a subjob (except SAM). For a DNC to get a decent start, she needs to pump out enough TP for a samba, then enough TP for waltzes, use up 10 TP every ten seconds for steps, then quickly burn the resultant finishing moves for flourishes. And that's if she's merely playing support. If she's tanking, it gets a little harder because then she needs to quickly gain 10 TP for a step, burn the finishing move on Animated Flourish, then hold hate somehow, using by way of cures, flash, waltzes, or what-have-you. The problem for the PLD/DNC is that the first few mobs are going to be loose on hate because your PLD will be trying to build up TP for her sub. The obvious solution would be an icarus wing or a samurai with Shikikoyo, but then there's another problem.

The second problem a PLD will have with /DNC is accuracy. Yes, I know PLD has A+ in sword and they're one of the few jobs that can achieve over 300 in a combat skill, but in order to gain TP and maintain hate, they need to make every hit count. Every piece of accuracy gear you have means that it's a piece of enmity gear that you're not using; you're more likely to find yourself using a DD setup rather than a tanking setup...not smart when going up against a MNK mob. The reason they need every swing connect is not only for TP gain but steps. Steps have a recast time of ten seconds, which isn't long...until you miss while you're out of Finishing Moves. In Campaign, I could get away with a DD setup because I had a lot of time to build up hate; not so in Dynamis.

Which brings us to problem #3: Dynamis mobs simply don't last that long. They might have the same amount of HP as a campaign mob, but campaign battles hardly have the methodical killing patterns that are the part of any successful Dynamis run. In other words, Campaign mobs rarely have 18~20 pimped-out DDs on them at any given time. Thus, a campaign mob may last up to two minutes, with NMs lasting anywhere from five to twenty minutes. A Dynamis mob would be lucky to live 30 seconds; THF and PLD are the exceptions, but you can hardly build up TP on those (though you can build up finishing steps on PLDs). That means a DNC has, at most, three step attempts to use on a Dynamis mob. On a campaign mob, a DNC can build up to 200 TP while keeping sambas maintained, and build up to six or seven charges (give or take a flourish here and there).

The fourth issue isn't really a problem, but in Dynamis, a PLD gets much more support than in campaign, where she is pretty much alone or given a cure here and there. The refresh, ballads, cures, haste, and backup tank that are present in Dynamis immediately nullify the advantages that /DNC offer the PLD because that subjob was designed for a PLD who lacked any support what so ever.

In short, PLD/DNC is awesome for campaign and soloing certain mobs, but unless someone perfects this particular job combination for Dynamis, I'd have to give it a thumbs-down as a main tank.

On a somewhat off-topic note, these "no relic drop" Dynamis runs have to come to an end. Four runs with no relic at all is just too much.
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(no subject) [Mar. 8th, 2008|02:36 pm]

Oh, I'm so sorry that I don't want to join your merit party as a level 72 red mage who is in desperate need of a gear update. Now please stop insulting me.



Incidentally, this community needs moar discussion.
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HAIDATE!!!!!!!!!!!!!!!!!!!!!!!! [Jan. 5th, 2008|09:00 pm]

[mood |jubilantjubilant]

After a late night and early morning run through Sky to get a single diorite drop, my HNMLS ran some of the gods of Sky today, and I finally obtained a piece of equipment that I've been wanting for nearly three years (ever since I dinged NIN to 75).

Yeah, I still can't believe Kabbie has these.

(Much thanks to Eminence of Lakshmi.)
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NIN Relic 5/5 [Dec. 11th, 2007|02:59 am]

After a so-so run through Dynamis-Xarcabard, yesterday marked the completion of my second set of relic gear, and it was one of the harder pieces to obtain, too. Like the last time, I picked up an Angelwing and took a screenie before quietly putting it into storage.

And now, back to finals...
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where is everyone?! [Dec. 9th, 2007|07:56 pm]

soooo, who is leveling dancer? ;)

/ 14DNC/7MNK
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