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Friday, August 31, 2007

Final Fantasy XI Cheats


Cheats in FFXI is a broad category of activities, all of which are generally regarded as modifying the game experience in a way that gives a player an unfair advantage over the other players. Different activities constitute cheats, as it is often a matter of consensus opinion.



Cheats exists in not just FFXI but in all multiplayer online computer games. While there have always been cheat codes and other ways to make single player games easier, most developers attempt to prevent it in multiplayer games. With the release of the first popular Internet multiplayer games cheating took on new dimensions. Previously it was rather easy to see if the other players cheated, as most games were played on local networks or consoles. The Internet changed that by increasing the popularity of multiplayer games, giving the players anonymity, and giving people an avenue to communicate Final Fantasy XI cheats.


Types of FFXI Cheats:


User Settings (MODS) - Typically a player can change settings within a game to make it suit their play style and system. These alterations are not generally not cheats, except in extreme circumstances. Changing the keyboard layout to make it easier to use is for example usually accepted. But issues such as changing in-game player models and textures, or modifying the brightness or gamma in order to make it easier to see in dark areas are sometimes borderline cheats in FFXI.


Exploits - Usually included in this concept of cheats is the use of existing bugs or gameplay aspects unintended by the Final Fantasy XI developers known as exploits. Gamers are divided as to whether all exploitation is a cheat, though most consider exploits as cheats if they are particularly unfair. It is also difficult to classify some activities as exploits, because sometimes unintended features in the FFXI game can make them much more fun to play. However, most exploits are unbalancing to Final Fantasy, and are called cheats because they are based on mistakes by Square Enix .


External Software (BOTS) - The most unbalancing cheats in FFXI usually come from external software. Either the program that runs the game is modified to allow the player to cheat, or other software is run which produces the same results. Wallhacks, aimbots, and other cheats fall into this category.


Preventing Final Fantasy XI Cheats


It is not financially wise for Final Fantasy developers Square Enix to fight "cheaters" using cheats. These players using cheats bring in revenue just like normal players in the game. Players are often less concerned about these circumstances because it might be debatable if the actions in question are a form of a cheat. That said Square Enix has banned an untold number of players in FFXI that it considered were using cheats and breaking the Terms of Service for Final Fantasy XI.


The World Of Final Fantasy XI Explained


Final Fantasy XI is an impressive game in many respects. It has been especially successful at creating and establishing its own world. The game world of Vana'diel is a complex and convincing environment, and has been realized with great power and vitality. It is a terrific place to experience.


The world of Vana'diel is the setting for Final Fantasy XI. Vana'diel is a large and rich game world, and possesses its own culture and history. Players are able to align themselves with one of the three main nations, Bastok, San d'Oria or Windurst. Their character will become a citizen of that nation and it will essentially be their home. This allows players to feel that their characters have a proper background and identity. They can be proud of their nation and will represent them in the game.


The nations in Final Fantasy XI are all very different and distinct. Bastok is a mining civilization, a force in industry and technology, and home to the Hume and the Galka. San d'Oria is an aging kingdom, with a noble and remarkable past, and has a royal family as its rulers. The Elvaan race lives there. Windurst is a very old nation, with its own port and woods, and is inhabited by the Mithra and the Taru Taru. The nations all have their own cities and political systems, and are lively, interesting places.


Final Fantasy XI is appealing because it contains an alternative world in which players can immerse themselves. Vana'diel is a virtual world that simulates life as closely and as authentically as it can. Players have their own home, known as a Moogle house, which acts as their personal living space in the game. There are all kinds of activities that players can do, like fishing, gardening and other crafts. The game world runs on a proper clock and calendar, and portrays both day and night.


Final Fantasy XI contains some truly splendid landscapes and sights. Vana'diel is a charming environment and is a pleasure to behold. The cities in the game are busy and attractive places, and are full of activity and life. The countryside is visually stunning, featuring an assortment of forests, deserts, mountains and plains. The game captures the thrill of exploration, and lets you visit all manner of fantastic areas and locations. You will quickly discover an imaginative and sumptuous world.


Final Fantasy XI showcases a world with its own features and social structure. A particularly clever aspect is that Vana'diel has its own economy. This economy has been organized in extremely elaborate detail. The currency in Final Fantasy XI is known as Gil (or G) and can be used to buy items and weapons. There are merchants and stores situated throughout the game. Players can accumulate money by taking treasure from enemies and activities like selling fish and mining.


The Vana'diel economy has become a thriving and lifelike system. As the number of people playing Final Fantasy XI has risen, there has been inflation and so item prices have increased. There is competition among players who sell items for profit. It can be necessary to spend money on crafting items before they can actually be put on sale. You will need to assess whether there is a sufficient demand for what you want to make and try to dominate the market.


The economy in Final Fantasy XI also revolves around trade. Vana'diel includes a large number of auction houses that can be used for buying and trading goods. This auction system functions as a global market that is open to every player of the game. You are able to sell and exchange your own items through an auction house, or search through the available stock to look for a worthwhile bargain. Once you have bought an item, a special courier will collect it for you and deliver it to your home.


Final Fantasy XI is compelling because it allows players to join a community. A huge number of people play this game and have their own characters in Vana'diel. The interaction between players is polite and friendly and Vana'diel is a welcoming place. The fact that the game is a cross-platform title means that a great variety of players can mix with each other. People from a vast geographical range can meet with each other and become friends. There is a lot of teamwork and this is also very enjoyable.


The world of Vana'diel is a remarkable game environment and is essential to Final Fantasy XI's success. It is a highly realistic creation, and is perfect for exploration and social interaction. Vana'diel is truly the finest game world yet.


The Growth of FFXI


FFXI was launched in May 2002 and quickly became a popular and acclaimed title. It has expanded its world since its launch and much outstanding new content has been added. The fact that it is still successful today demonstrates that it is an excellent and significant game.



FFXI has prospered and has built up a substantial base of players and subscribers. Before its release, the game’s developers, Square Enix, hoped that it would achieve a figure of around 400,000 users by March 2004. The president of Square, Yoichi Wada, had high expectations for the game, commenting that Square hoped to “make the online game service another key profit generator besides our package game business”. It was an important title for the company.



FFXI’s performance pleased Square, and it soon became one of the most prominent online multi-player role-playing titles around. It reached the milestone figure of 500,000 users by January 2004 and saw the world of Vana’diel become a busy and well-populated community. It impressed Final Fantasy fans who were uncertain about the series’ move into online gaming, and drew in new players as well. It was essential in making Square a force in the online sector.



The world of FFXI has grown since 2002. Square Enix have added all manner of updates and new content to Vana’diel. The fact that there was over a year between its release dates in Japan and North America gave Square the chance to rework and improve the game before it was unveiled to the west. This meant that when it was launched in the United States it was an even better title than it had been originally. These enhancements helped the game to succeed in America and Europe.



In 2004 player versus player content was added to FFXI. Square released an update in April 2004 containing a sporting event called Ballista, which is similar to basketball. In Ballista, players have to throw a stone called a ‘petra’ into a receptacle called a ‘rook’. Further content came in February 2006 with the addition of Brenner, a game where players have to capture another team’s ‘flammen’ or flame. These games are very entertaining and made for strong additions overall.



Another interesting piece of new content was the feature of weddings, which were introduced to FFXI in October 2002. This feature allows two characters to ‘marry’ each other, and share the experience of the game together. It is enacted just like a real marriage, complete with a wedding ceremony between bride and groom. This option has become a fun and attractive feature of the game.



There have been two expansions to FFXI to date and they have broadened its world considerably. The first expansion is called Rise of the Zilart, and it was released in Japan on April 17 2003 on PlayStation 2. This expansion’s storyline focused on the Zilart, an ancient race who attempted to open a portal called the Gate of the Gods. This expansion added in new areas to Vana’diel such as desert and jungle settings, and included new careers like dragoons, ninjas, samurais and summoners.



The second expansion to FFXI is called Chains of Promathia. It was released in Japan, America and Europe on September 21 2004 for both PlayStation 2 and PC. Chains of Promathia continued the Zilart storyline and featured a narrative about ancient legends and settlements. It included new areas on the outskirts of Vana’diel, and new creatures such as the Moblin, a goblin that lives underground. Both expansions were very creative and featured appealing new game territory.



A third expansion is planned, entitled Treasures of Aht Urhgan was released early 2006. FFXI has also made it's debut on Microsoft Xbox 360. These moves will help the game to grow even further. Overall FFXI has developed beautifully since its launch. Vana’diel is a thriving community and will captivate players well into the future.

The Final Fantasy XI Job The Warrior Explored

Warriors excel in close combat fighting. They use the widest variety of weapons of any job (i.e. all of them), and gain the provocation ability at level five, which makes them the only job that can lure monsters to attack them instead of their more fragile party mates. This is also the reason that the warriors are the primary Tank Job (class) in final fantasy xi (Note: A tank is a combat role. The tank is the character in the party who is good at absorbing large amounts of punishment).



Warriors have all of the skills and characteristics necessary to make them the primary defensive fighters of Vana d'iel - high hp (hit points), high defense (both innate and because of the variety of armors they can wear), good evasion and solid damage with their weapons.



The best race to be a warrior would unquestionably be the large galka who start with 36 hp and 9 str. Elvaan also do good as warriors with a starting hp of 33 and a STR of 9. Taru are definitely not recommended as they are small and nimble with a starting hp of only 27 and 7 STR. Warriors have strong defensive skills: they get both Shield (allowing them to block attacks with their shield) and parry (allowing them to parry attacks with their weapon).



The warrior's initial active skill is the might strike which lasts for 45 seconds and makes attacks do critical damage. It can only be used every 2 hours so use it sparingly. At level 5 they attain provoke which will allow them to taunt an enemy into attacking the warrior. This is useful when you want to redirect all damage away from your team mates, or to steal enemies away from other players.



You can use the provoke ability every 30 seconds. Level 15 lets them receive the Berserk ability which allows them to power up and increase their attack power while decreasing their defense. Level 25 sees the warrior with a defender ability which is the opposite of berserker, in which it increases defense while decreasing attack.



The war cry skill is acquired at level 35 and enabled the warrior to increase the attack power of all nearby party members for duration of 30 seconds. Level 45 sees the Warrior with the aggressor skill which increases attack accuracy while decreasing the evasion stat.



For the warrior's passive skills, they have at level 10 a defense bonus which increases his physical defense. At level 15, the warrior acquires a passive resist virus ability which gives them better defense against disease. They also receive a double attack bonus at level 25 which gives them a change to attack twice with a single attack. Reaching level 30 gives the warrior an attack bonus which increases their physical attack power.

The Fanbase Of Final Fantasy XI


Final Fantasy XI has become a huge hit with gamers and the general public. It is a very appealing title and has caught the attention of a major cross-section of society. It now enjoys a passionate following and has built up a substantial community of fans.


The success of Final Fantasy XI is interesting because it appeals to a great variety of players. The game has appealed to fans of the series, to fans of online games, and to new players as well. The Final Fantasy series obviously had many fans to begin with but this didn't guarantee that they would take to the new title. The series' move into online gaming was different and initially the fans weren't sure if it would work. The excellence of the game removed any concerns or fears that they might have had.


A wide range of people play Final Fantasy XI. The game naturally appeals to the young, with many teenagers playing it. Adults enjoy it too, with the opportunity to be in a simulated world proving to be a major draw. The world of Vana'diel is a family experience for some - people will play it with their parents, while brothers and sisters will compete against one another in the game. The feature that allows two characters to ‘marry' each other encourages couples to play together as well.


The fanbase of Final Fantasy XI is global, reflecting the international make-up of the Vana'diel player base itself. The game was released in phases, first of all in Japan, followed by America, and then finally in Europe, and it developed a following everywhere it was launched. The fact that everyone plays together on the same servers helps the fan community to thrive, as the fans all directly interact with each other in the game. Players can meet people from other countries and bond with them.


The world of Vana'diel acts as a home for the Final Fantasy XI fanbase. You can become acquainted with other fans and then see their characters in the game world itself. There are special in-game events that help Vana'diel to feel like a proper community. Celebrations and festivals are common and are open to every player. There are also tournaments and sporting events where teams can compete at activities like Ballista, in a kind of virtual championship.


Final Fantasy XI has an extensive presence on the Internet. There is an official site that provides news and information for the game's fans. The game's developers Enix have established a good relationship with the fanbase and the official site is well run and full of interesting material. It serves as a focal point for anyone who is interested in the game. In general, the attention and warmth that Square show towards players is impressive.


Final Fantasy XI has a large number of unofficial fan sites as well. Players set up web sites containing guides for the game and forums where they can discuss every aspect of it. The fan sites are often beautifully made and feature lavish artwork and images. They convey the love and affection that people have for this title. The fans are very creative and like to write ‘fan fiction' stories that have been directly inspired by the game. They also make fan ‘movies' based upon their own personal game footage.


There have been special fan events held for Final Fantasy XI. In October 2004 there was the Anniversary Masquerade event in the San Francisco Metreon. This was a celebration to mark the game's first year of release in America. Fans wore special costumes modelled upon characters from the game, and took part in contests and challenges. There were prizes to win and gifts for all of the attendees. It was a party with music and dancing and it proved to be very popular.


There is a special Final Fantasy XI Fan Festival taking place in Los Angeles in March 2006. This event has much to offer to enthusiasts of the game. It features the premiere of the Treasures of Aht Urhgan expansion and includes the opportunity to speak with the game's developers. It is set to be the largest fan event to date.


Overall, the fanbase of Final Fantasy XI is going from strength to strength and faces a bright future. It is a community of players from many different backgrounds and age groups. Its presence is pleasing and enriches the whole experience of the game.


History of Final Fantasy XI


Final Fantasy series is a superb set of games that have become an important part of video game history. Final Fantasy XI is an especially strong title. It is a terrific modern update on the series, advancing it and taking it into exciting new territory.


Final Fantasy XI is an outstanding entry in a series that is nearly twenty years old. The Final Fantasy series was created by the Japanese company Square Co. in 1987. At the time Square were in a difficult position, as they had focused on making games for the Nintendo Famicom Disk System and this format had become unpopular. The company were eager for success and saw great potential in the role-playing genre. Final Fantasy was their attempt to make a new kind of role-playing title.


Final Fantasy came out in Japan at the end of 1987. It was excellent, offering a fresh and original role-playing experience. Final Fantasy’s strength was that it had a strong narrative that ran throughout the game. This made it very compelling and helped it to capture people’s interest. It was an enormous success and launched what would become a hugely popular franchise. It would lead to Final Fantasy XI and beyond.


When Square made Final Fantasy, they looked at the role-playing genre and explored the possibilities of what it could do. Final Fantasy was innovative, and this sense of invention would become a major element of the series, continuing all the way through to Final Fantasy XI. The first sequel, Final Fantasy II, was equally creative, surprising people by coming up with a completely new plot and characters.


The Final Fantasy series flourished and a number of dazzling games followed. Final Fantasy IV was a gripping, brilliant game and became the second title in the series to be released in North America. Final Fantasy VI had an enthralling story that gave it serious emotion and depth. Final Fantasy X used voice acting and beautiful three-dimensional visuals to create its own game world. These were all strong titles and laid the way beautifully for Final Fantasy XI.


Final Fantasy XI has continued the sense of innovation that is expected of this series. A highly ambitious game, it saw the franchise move into the world of online gaming. Final Fantasy XI is a massively multi-player online role-playing game. It is also unique as it is playable on both consoles and PCs, all of which connect to the same game servers. This has made it the first cross-platform title of its kind.


There was great curiosity about Final Fantasy XI before its release in 2002. Images and previews of the game captured people’s attention. A special bonus disk was included with the release of Final Fantasy X, containing a trailer for the game. Its creator Square Enix also held beta tests for the game to gather players’ feedback and improve it. This allowed them to handle any concerns that people had and fine-tune it.


Final Fantasy XI was launched in Japan on May 16 2002 for the Sony PlayStation 2. The PC release came on November 5th. It had its PC release in North America on October 28 2003, with the European release following in September 2004. The initial Japanese launch was a complicated affair, as the game required a hard drive for the PlayStation 2 console and stocks of these were limited at first. Square Enix responded well to any issues that developed, and also released a game patch to enhance it.


Square Enix adopted an interesting approach to the game, developing it and reworking it even after it had been released. The company has revised it since its launch and made it even better, adding in new areas and new content. This has enriched the Final Fantasy XI experience. There have been two expansions, Rise of the Zilart and Chains of Promathia, to complement the game. A third expansion, Treasures of Aht Urhgan, is planned for spring 2006.


Final Fantasy XI has established itself as a major presence in online gaming. It sold well, building up more than 500,000 subscribers by January 7 2004. There were almost a million game characters active within this time period. It was well received, enjoying many positive reviews from the game press. It was crucial in building up Square Enix’s PlayOnline service and more than fulfilled their hopes for the title.


Final Fantasy XI is a truly great game. It has combined the creativity and innovation that is the hallmark of Final Fantasy with a state of the art online gaming format. It is an amazing experience and has taken the series in a new direction. It will continue entertaining people for a long time to come.


A Look At FFXI Job The Black Mage

Black Mages are the specialists of the Black Magic and all other spells that are used for dealing damage. Black Mages are said to be the damage artist, though this is a thought which should be carefully understood. Black Mages have the broadest sorts of damaging spells available to them, some of which can hit for astonishing sums of damage. However, not all players see Black Mages as being the most overall damaging job, despite their enormous powers. This is because in longer fights, the Black Mage can run out of MP (Magic Points), entailing that eventually other jobs can out damage the Black Mage. With this fat already known, a good Black Mage would know how to quickly deal enough damage to finish the fight.



The Black Mage is the ultimate offensive spell caster bringing death and devastation to the battle field from a distance. They are not so good at taking damage or physical attacks but their strong spells make up for that.



In some ways, Black Mages are best compared to Monks. Both jobs are good at dealing large amounts of quick damage, but do not do as well absorbing damage themselves.



Black Mage magic is mainly damaging magic, with some disabling spells as well. Black Mages can not cast healing magic. Note that all mages need to learn a spell before they can cast it. Learning a spell involves buying the spell scrolls (similar to how warriors must buy weapons) and then learning (using) it to put it into their spell book.



As with the White Mage, the Taru Taru is the best race for the Black Mage because of their high MP. Casting a lot of spells will take up MP fast so you will need a lot to make sure you don't run out in the middle of battle.



The Black Mage has the active abilities of Magicfont which gives the mage unlimited mana for 30 seconds and Elemental Seal which increases the accuracy of the next spell cast. Take note that Magicfont can only be used every 2 hours so it is best used when in great need of mana only.



The passive abilities of the Black Mage consist of Magic Attack Up at levels 10, 30 and 50 which increase the magic attack skill. Clear Mind at level 15 which inreases the mana regeneration rate of the mage. Conserve MP at level 20 which decreases the amount of mana used by spells. HP Boost at level 55 which increases the maximum HP of your character and Martial Arts at level 60 which increases the Black Mage's hand to hand combat abilities.



The Black Mage spells are all different elementals like Earth, Water, Fire, Ice, Wind, Thunder and Darkness. Each type of element does different amounts of damage depending on the enemy, so it is best to know the weakness of the enemy before casting. Some spells may even heal an enemy if that is their element.

Primary Healer Efficiency


Macros

Been over this several times but this wouldn’t be complete without stressing the importance of macros once again. Your brain and the time restrictions on casting, lag, recasting and healing back MP and avoiding agro are the ONLY things that should come into play. If you are loosing ANY time at all maneuvering thru the interface to execute an action odds are you need better macros. I’m not going into specifics because by now that should be a dead horse if you have read any of the other guides myself and others have written on the subject.


Managing rest time

At low levels resting during combat is not much of a concern but as you go up in levels it becomes the difference between a good party and a bad party, if not a dead party. In a sticky situation the time it takes to stand from a resting position and begin casting can seem like an eternity. By the time you stand it may be too late to save the person you were going to heal. Standing around waiting for someone to get damaged enough to warrant a heal when you could have been resting means potentially not having enough MP to finish the fight or needing too much time to rest between fights preventing exp chains. Balancing these two extremes takes a lot of practice. Regardless of the reality of group synergy if you don’t do this job, up to the standards of your group, you will be blamed for any and all failures. Learn to shrug this off or learn to be perfect.


If a single person is tanking and there aren’t any or few AE effects you are better off doing your highest efficient cure spell in most cases. Sometimes you are better off doing the higher spell even if it’s not as efficient. I know this sounds strange but if you can sit and rest a tick or two of healing time and recover more than you lost by using a “less efficient” cure…you just came out ahead of the game. Proper use of resting up whenever possible can give you a lot of extra room for error in other methods of being an optimal healer.


Healing (resting) to recover MP is more effective the longer you can do it. From the point you hit the button to sit down until you get your first “tick” of MP is approximately 15 seconds and gives 15 MP. Subsequent ticks come every 10 seconds and give 1 + the previous tick in MP. At 15 seconds you have 15, at 25 seconds you have 31 (15+16), at 35 seconds you have 48 (15+16=17) and so on.


Here are five examples of resting and healing combinations to use Cure 7 times. None are either right or wrong methods. The situation may demand any combination of resting and curing. This just demonstrates the speed at which you can do each method and the MP you go thru in the process.


1.) You are at 0 MP, rest for one tick (15 MP), stand, cast Cure (7 MP), rest for one tick (22 MP), cast Cure twice (6 MP), rest for one tick (21 MP) cast Cure two times (5 MP), rest for one tick (20 MP), stand and cast Cure two times (4 MP).

It took around 100 seconds.

2.) If you are at 0 MP and rest for 2 ticks (31 MP), stand cast Cure three times (7 MP), rest for one tick (22 MP), stand, Cure two times (6 MP), rest for one tick (21 MP), stand, Cure two times (5 MP).

It took around 96 seconds.

3.) If you are at 0 MP and rest for two ticks (31 MP), stand cast Cure three times (7 MP), rest for two tick (38 MP), stand, Cure four times (6 MP)

It took around 93 seconds.

4.) If you are at 0 MP and rest for three ticks (48 MP), stand cast Cure six times (0 MP), rest for one tick (15 MP), stand, Cure one time (7 MP)

It took around 93 seconds.

5.) If you are at 0 MP and rest for four ticks (66 MP), stand cast Cure seven times (10 MP)

It took around 86 seconds.


With the exception of #3 and #4 you can see there is defiantly a time savings the longer you can rest between casting cures. Even in this demonstration #4 is better than #3 it’s just harder to see results in such a small time frame. Determining when you must stand and when you can wait 10 more seconds for an additional tick of MP is a very important skill for any primary healer in a party.


Now this example used only Cure 1 and had to wait for the recast timer before casting the spell again. If you mix and match different level Cure spells you can negate or minimize the impact of the recast timer and heal someone even faster. More on this later.


MP conservation and threat assessment

There will be times when you can’t sit and rest at all or need to switch targets often. It’s times like these that being efficient you’re your heals should be your primary consideration. You also need to learn threat assessment tactics. Do you really NEED to heal that party member who just got hit by a fluke attack or can you save that MP for the main tank? Are they in danger of getting killed right away or can they afford another hit or two before you have to take action? Are the odds good that the tank will keep it off them for the remainder of the fight? This is where the true art of being a primary healer comes into play. Mashing cure buttons and calculating up time, down time, MP : HP healed ratios is nice and all but tactics is what it’s all about. Knowing the capabilities of your team and your enemy can matter a lot more than your max MP.


If you are getting low on MP this skill becomes even more critical. You may not want to use the remainder of your MP healing the main tank to full just incase someone else gets hurt. Perhaps a lower heal may be enough to keep them safe and still hold some MP in reserve. These situations have way too many variables to give any cookie cutter answers or guides but hopefully some of this information will help you make an educated decision.


Managing casting time

Casting time and recast time of a spell are both very important, and very separate, things to learn. When you understand how these two things work you can save players lives with more reliability in bad situations, allow yourself to rest enough to win fights where a full MP bar is not enough and even allow your group to get chain exp on the next target because you didn’t need any (or as much) time to rest. At first glance this seems like an exaggeration but in a hard fight(s) every second counts.


My testing showed the following results and I based a lot of my tactics off of them. WARNING annoying math ahead.


*Any Cure spell takes approximately 4 seconds to heal your target from the time you press the button to start casting.

*It takes approximately 6.5 seconds from the time you hit the button to start casting a Cure spell until the refresh time is up and you can hit it again to begin casting the same spell.

*It takes approximately 5.75 seconds from the time you hit the button to start casting a Cure spell until you can hit the button to cast a different Cure spell.


*C1 (Cure I) costs 8 MP and caps at 30HP +/- modifiers. (1 MP : 3.75 HP ratio)

*C2 (Cure II) costs 24 MP and caps at 90HP +/- modifiers. (1 MP : 3.75 HP ratio)

*C3 (Cure III) costs 46 MP and caps at 176 HP +/- modifiers. (1 MP : 3.826 HP ratio)

Can someone verify max healing?

*First tick of MP recovered by /heal takes 15 seconds and gives 15 MP.

*Subsequent ticks come every 10 seconds and give 1 + the previous tick in MP.


For our example we will use a short period of time outside of combat. A fight has just ended and using the information above our goal is to cure at least 300 HP of damage to one target using any combination of C1, C2 and C3 then rest having as much MP as possible at the end of 90 seconds. We will not use divine seal or regen for this example. Here are some of our options.


a.) C1 + C1 + C1 + C1 + C1 + C1 + C1 + C1 + C1 + C1 = 65 seconds 80 MP and healed 300 HP.

Allowing for 25 seconds of resting to gain 31 MP. This leaves us at -49 MP from the start of healing.

b.) C2 + C2 + C1 + C1 + C1 + C1 = 39 seconds 80 MP and healed 300 HP.

Allowing for 51 seconds of resting to gain 66 MP. This leaves us at -14 MPfrom the start of healing.

c.) C2 + C1 + C2 + C1 + C2 = 27 seconds 88 MP and healed 330 HP.

Allowing for 63 seconds of resting to gain 85 MP. This leaves us at -3 MP from the start of healing.

d.) C1 + C2 + C1 + C2 + C1 + C1 = 35 seconds 80 MP and healed 300 HP.

Allowing for 55 seconds of resting to gain 85 MP. This leaves us at +5 MP from the start of healing.

e.) C3 + C2 + C2 = 17 seconds 94 MP and healed 356 HP.

Allowing for 73 seconds of resting to gain 105 MP. This leaves us at +9 MP from the start of healing.

f.) C2 + C3 + C2 = 16 seconds 94 MP and healed 356 HP.

Allowing for 74 seconds of resting to gain 105 MP. This leaves us at +9 MP from the start of healing.

g.) C3 + C2 + C1 + C1 = 22 seconds 86 MP and healed 326 HP.

Allowing for 68 seconds of resting to gain 105 MP. This leaves us at +19 MP from the start of healing.

h.) C1 + C3 + C2 + C1 = 21 seconds 86 MP and healed 326 HP.

Allowing for 69 seconds of resting to gain 105 MP. This leaves us at +19 MP from the start of healing.

i.) C2 + C2 + C2 + C1 = 24 seconds 80 MP and healed 300 HP.

Allowing for 66 seconds of resting to gain 105 MP. This leaves us at +25 MP from the start of healing.

j.) C2 + C1 + C2 + C2 = 22 seconds 80 MP and healed 300 HP.

Allowing for 68 seconds of resting to gain 105 MP. This leaves us at +25 MP from the start of healing.

k.) C3 + C3 = 11 seconds 92 MP and healed 352 HP.

Allowing for 79 seconds of resting to gain 126 MP. This leaves us at +34 MP from the start of healing.


If you can sift thru all the information here a few key points become apparent. With few exceptions it is best to cure using the least amount of spells possible. The sooner you are done casting the sooner you can start resting. Over-healing can sometimes be more efficient than casting more lesser heals to come closer to the target number. Rotating between different levels of Cure spells is faster than casting the same level repeatedly giving you more time to rest.


In a perfect situation we would always use the most efficient combination but much like our casting and resting exercise there is no single correct answer. Often times the most efficient method is also the least flexible. An AE effect, a crit or a random party member (or even yourself) gaining agro can all throw a wrench into your well oiled machine. At first glance a.) looks like a horrible choice compared to the others but if the entire party is getting hit for smaller amounts of damage instead of one person getting hit a lot it can be the correct choice.


Secondary healers

Now we need to step away from the math a bit. Working with another healer defiantly makes things more, shall we say, interesting for the primary healer. Sometimes it is necessary to communicate carefully with the other healer and develop strategies and define roles. Other times nothing needs to be said and things go off without a hitch. More often than not I rarely need to nothing but what debuffs if any they are casting and what if any that I need to cast. After that I normally just adapt to them.


One of the first thing to determine is what is the role of the secondary healer. Are they roughly equal to you and you will be sharing healing duty? Are they just there for backup if you need a break or for emergencies? After a little experimenting you also need to find out how much you can trust them to cover for you. What you could do with that 200 MP the other healer has doesn’t mean squat while you sit and rest. It’s what THEY can do with that 200 MP until you need to stand up.


Avoiding doubling up on heals shouldn’t be an issue but it can happen. It should not happen often though and some better planning may be necessary to avoid it. The only time this is really acceptable is when the enemy has someone in enough danger that they will die in a matter of 1 or 2 hits. Both healers casting a Cure II on the mage who just got agro doing 90 HP then 20 HP is wasteful. If they had however both cast Cure 1 and done 30 and 30 HP only to see the poor mage die to a 80 HP attack then the healers have failed. The phrase better safe than sorry is an important mantra to the healer. Now having one healer use Cure II and the other doing Cure I would be best in this situation but planning like that is difficult to say the least. Don’t let an obsession with perfection conflict with doing your job properly.


Aside from situations like the one outlined above a simple method to prevent overlapping heals is to wait until 2 heals would not put the target over their max. If a tank has enough HP to safely wait until they are down 180 or more HP then don’t cast your Cure II when he is just under 90. If you do you risk the other healer casting at the same time and partially or totally wasting one of the spells. If you can hold off until 180 or so neither of the spells will be wasted even if you both cast at the same time. The only risk is if the other healer is not paying attention and doesn’t heal when you do. Then the target is still down 90 and you must cast again. Maybe you can wait till they are down 180 again or maybe you needed the time to rest. Use your best judgment when employing this strategy.


Most healers past 20 or so require little prodding when working with other healers. If you notice them sitting with full or near full MP and you are starting to get low sit and rest. Sometimes you need to notify them you are doing so but most will take the hint they need to cover the heals while you rest up as soon as they see you sit down. I strongly suggest against running one healer dry of MP then switching to the backup while the first rests. Whenever possible try to hold some MP in reserves for emergencies and rest up before empty.


You never know when you will spend all your MP only to notice the secondary healer is AFK, their connection just dropped, the enemy may hit with a surprisingly large AE or critical hit or maybe they just aren’t up to the task. For these reasons and many more it’s nice to have a reserve of MP. Other times you may in fact need both healers casting Cures at the same time to out pace the damage the enemy is doing. If you are fighting at the very edge of the parties limits (and that’s where everyone wants to be) the random element is ever present and it can often surprise you with dangerous results. It’s best to have at least one ace up your sleeve.


Conclusion

Now hopefully we understand a little better when we can rest, who we need to cure, when we need to cure them and what combination of spells to cast. Tiny little net gains in MP is what keeps exp chains going longer or lets you avoid those nasty “We would have won if only I could have healed one more time…” These are all tough decisions to make, in the heat of battle, and you need to remember you are gambling with everyone’s exp and time, not just your own.


Regen spell, the Curaga line of spells, proper use of Divine Seal and how much you can heal without gaining agro can all complicate matters even more but a lot of this is difficult to present in a guide format. Coordinating these with a second healer is even more difficult. As they say practice makes perfect. And your group is counting on just that.


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Final Fantasy XI Gil.


Buying Final Fantasy XI Gil


How can you really trust buying FFXI gil from someone? FFXI gil is a virtual currency used in the popular game called Final Fantasy XI. When the prices are that cheap, it usually is a scam. There are many possible options a player can take to avoid being the next victim of a mmorpg scam. Reviewing over the sellers reputation would be the most easy choice, it would only take a minute or 2 to put in the sellers name into google and find many results on that seller. What if the seller shows no results and he's offering really really and I mean ridiculously cheap prices? Well how would it be possible that one seller can offer prices that much cheaper than anothers? All the sellers get their FFXI gil the same way. Either from a farmer or another seller.


What to look out for when shopping at a fishy FFXI gil store. Usually many stores will ask for you to create an account with them which is normal. However, I would advise to never use the password you have for your game account or for password. Many of those passwords are viewable by employees or higher level staffs. At anytime if that information is stolen or used for the wrong purpose they can easily try to match your password with your paypal account or even your game account and there goes your important belongings. This can even happen at a promising trustworthy seller. If their database gets hacked or leaked out somehow you will be in for a big surprise.


Somtimes the sellers may ask for your account & password in order to process your order. You should never ever give out your password to your account for any reason regardless of any reason they can possibly make up. Many sellers will state reasons such as they need your account & password for verification or they will deliver it directly to your account to save you trouble and for faster delivery time. Another popular thing they would say is, "your gil is currently out of stock, if you provide us the password to your account we will delivery it immediately after we stock up". If you have ever heard that then you'll know what I mean. Your account will be empty by the next time you log in.


If you have already sent payment to them and they are not delivering, then you should file a dispute with paypal and they will force the seller to return your money. The seller then may decide to just deliver your goods or will have to provide you with a refund. If enough disputes has been filed against the seller, their account will be frozen and a paypal representative will have a review of the seller. You may also file a complaint to cyber crime. Good luck and enjoy Final Fantasy XI.




I am a prominent FFXI gil buyer. She spends alot of time looking for Cheap FFXI gil and reliable Final Fantasy XI gil sellers.





Beginner’s Final Fantasy XI Gil Guide


Having enough FFXI Gil is the most essential aspects of the game. Gil the major currency used when purchasing or trading items. To be a good player you will need all the Gils you can get. No matter how great your game skills are you will need the Gils to get your equipments, armors, weapons and other items. Having the gears early in the game will help you advance to higher levels at a faster pace than others can. Here are some good tips to start your career in Final Fantasy XI.


Warp Quest

This method can get you about 10k gil within an hour. You need to start with 1k to purchase a slime oil. After you’ve purchased the slime oil, bring it to an NPC named “Unlucky Rat” in the Metal district of Bastok in exchange for a warp scroll. The scroll sells for about a good 7-10K. Seems easy? Well slight problem with this method is that you will need to have enough fame built up before the NPC will take your slime oil. You will be required to run around town doing low level missions to get your fame up. This is where it gets a little time consuming but 10k gil an hour for a lowbie is really good. You can also redo this quest by creating a mule account and transferring 1k gil to that character.


Just Badge Quest

The Justice Badge quest is located in Winhurt and will require 1 rabab tail and 4 onions to complete. you can buy the stack of rabab tail in the auction house for 50-100gil. Easy to do at low level. In the docks of Winhurst you will find an NPC that you can give the rabab tail to. He will give you the Justice Badge which sells for 500-2000 gil in the auction house. After receiving the bad, give him 4 wild ionions and you’ll receive a scroll that sells up to 5000 gil. You can repeat this quest by using a mule.


Fire Crystals

A stack of first crystals can sell for 2000 gil easily over at the auction house. There are 2 good methods to collect fire crystals. The more commonly used method would be the usual beat the mob down and loot method. To start you need to be around level 7-10. You will need signet cast on you at your town gates. Head out North to Gusterburg where you will be able to find many vultures. You’ll only want to kill the vultures and nothing else to conserve time. To the Northwest of San D’oria there is an area full of Orcs. The orcs drop a nice amount of fire crystals as well. You can probably average about 3 stacks in an hour. 6000 gil in an hour for a level 7-10 is not too bad.


The other method of farming fire crystals is by gardening. You start by buying a brass flower pot in the auction house, several vegetable seeds and some water crystals. You then plant the flower plot in your Mog house and put in the vegetable seeds. Feed it some water crystals, after 1-3 days you will have 17 fire crystals come out of it. You can have up to 6-8 flower pots per house, you can easily make 20-30,000 gils every 2-3 days. It only takes a few minutes to purchase the accessories and to plant them. It’s a wealthy short term investment. Money growing on trees is the way I think of it.

Healer v3.1 Bot (Final Fantasy porn)


Healer v3.1 Bot


Features:





—WHATS NEW—



****** Fighting system added '@fight', will fight whatever you are fighting (healing will stop until target is dead.) while in fight mode it will target EVERYHING you have claimed (you have to be in same party as the bot) this goes on until you use '@resume'





***** trade system added, you can give the bot money for chocobos etc (i will be implementing a item storage system into the bot sometime)







**** Changed the commands for status removing to the spells proper name (eg poisona, blindna etc)







*** spells added protect (1-3) shell (1-2) and erase, cure (1-4) have been added to ucmd command. (for ucmd help try the help command eg @help ucmd)







** Help System, type your set key and then help after loging into the bot eg @help







and you will be given a list of help topics, accessing the topics is simple…



*any queries with the help please ask.







- Event Logging, Will tell you what happened and when. This will also tell you how many cures were cast in a fight.



- Money logging, in the log will tell you how much Gil was used… (transport)



- Login and pass system.



- Automatically stops following if you are fighting allowing for Sneak Attack.



- Smart Location telling, tells you the zone you are in as well as



- Auto-Raising.



- Auto Re-Targeting after you zone.



- Can be run in any Resolution.



- Heals when you heal. (get up when you do too)



- MP/HP warnings if bot HP or MP get too low.



- Auto-Status curing, will detect and cure status effects automatically.



- Manual commands also implemented.



- New commands to let bot heal or raise other players.







Instructions:



1. Open the Healer.mac with ACTools and edit line 17 to match where you have place the bot.



2. Set up the bot path in Editor > Preferences > Macro Paths, make it the first



3. Edit the constants to how you need it. (ComSign is the @ infront of commands, you can set this to anything, just make sure you remember what it was, i will be using @ in this readme.)



4. Run the macro







How To Use Bot:



1. Send it a tell with @login after it has initialised, you now have 30 seconds to enter your password.







2. Enter your password, you will then need to get close to the bot and do the @target command. (if the bot is well away from you, you can tell it to teleport closer with @tele command. eg @tele dem)







3. Once the bot has targeted you, you can just run around and fight anything, as the bot will do everything for you.









*Note: you need to enter these commands with the targetname



eg @ucmd poisona nameofguypoisoned







**Note: when using chocobo, airship or leavedock, make sure you have the bot facing or next to the npc.



The bot will detect if it has enough mone yand tell you according to what he can do.


If that doesn't work and you need FFXI Gil fast I recommend The MMORPG Exchange Final Fantasy XI Gil providers. They've been in business since the game started, delivers directly to your mog house even when you're away, and are fairly priced. Check your ffxi server here .


Have Fun!


FFXI Mrargus Guide

MrArgus

MrArgus.exe --- A bot to auto-warp you to NM pop's.

This program is very easy to use, and actually exists of two programs. The first program is called NPC.exe, and the second one, the real bot, is called MrArgus.

Here is explainations with pictures of the programs:

NPC



This program is to see which "NPC" you can/want to warp to.

You simply press the Start button, and everything targetable except players will appear in a list. This picture shows me using it on an airship. On the left side are the ID numbers of the NPC's. You can also warp to door's and so on. Also, dead mob's will also appear in the list! If you get near a NM area, and it's dead, it will appear with 0% in the list! Same for Garrison mob's, etc. etc. Also something I noticed, is that some Cutscene NPC's such as Eshant'Arl, the Archduke in the Audience Chamber in Ru'Lude Gardens appear as well! Anyway, you note down or copy the ID, and put it into the next program..



MrArgusGUI.exe



This program is what allows you to actually warp to it!



Instructions:

When you have the ID number of a NPC you want to warp to, you put it in the program, click on the "Add" button and it appears in the list which you can see in the second picture. Then you make sure the "Freq", "Rise" and "Wait" are set to the numbers as in the picture. Why? I don't know to be honest. But it's probably good. Then you Enable the "Warp On" option, and click on "Start". Make sure you're not getting blocked by any high walls and stuff. Now just wait till it pops. ^^ If you haven't turned NPC.exe off, it will appear on there with 100% at the bottom when it(the NPC/NM) does pop.



Button's List:

Start - Starts the program.

Stop - Stop's it. Can simply press the X button or Alt+F4 as well.

Add - Add's new NPC in the list after a new ID + Name have been entered.

Del - Delete the currently selected NPC from the list.

Repeat On - I'm not sure, I think it pop's you on top of the NPC over and over once it pops, probably good against wall's, sometimes you automatically jump over the wall when you warp multiple times.

Warp On - If enabled, warps you to on top of the NPC once it pops, when the program is Started.

To Mob - Instantly warps you to the selected NPC when near, no matter if it's dead or not. When it's dead, it warps you to the spot where it last died.

Draw Near - This function is a bit weird, but if the selected NPC is alive/popped, then it draws it near you, you can even target it, but not attack. So it looks like as if it's standing infront of you. Funny but weird.

Macro, Alt, Ctrl and 0-9 numbers list This allows you to set the program to automatically use one of your macro's when being warped to the NPC. Note: Sometimes, the popped NPC does not appear in your Target, so any macros like /ma "Dia" <t> won't have any effect. Also notice that if you attack the NPC too fast, you won't be able to do anything at all for a certain amount of time. This is done by Square-Enix do prevend botting. Usually you're not that fast though.



Note 1: If you're not invisible when being warped to a NPC, other players will see, and nothing more, that you suddenly appear in the air on top of the NPC.

Note 2: Don't get confused by when I say NPC/NM, i basically mean any kind of NPC, character, mob or NM etc.



Things you can do with this program

- Auto-warping on top of NM's as soon as they pop. Mainly.

- Find Treasure Chest's and other things in NPC.exe, and instantly warp to it.

- When searching for any NPC, you can easily find them with NPC.exe and use it with MrArgus.exe, such as warping to quest-NPC and stuff.

- Get free airship rides :P. Simply warp to the NPC behind the door at the docks, the one that tells you how long to wait before airship arrives.

- Get into area's you normally can't go and walk freely in.



Here's a picture of me in the Audience Chamber. I found Door: Audience Chamber in NPC.exe, while standing infront of the door i used it and popped on top of the door, then i simply could walk through the wall over the door and fall into the audience chamber.




FFXI Weapons Guide


I: Version History




Current Version

0.85 4/22/2004 Another Nice Update, took longer than I wanted

Confimation and correction on lots of techs, G Sword, Scythe, Sword, Spear

More thanks and special thanks

More experimenting with Starlight/Moonlight

"Elemental Limit Breaks can be resisted?"

Some reorganization was in order

New site with hosting permission

Beginning Weapon/monster Affinity Chart

Even Newer Limit Breaks have been implemented, accepting any new information


0.80 4/21/2004 Huge Update

Spirits Within, Star Light, and other TP based techs updated

lots of work on Katana, G Katana, Axe, Spear, Ranged updates/corrections

TP Gain chart/assumptions changed.

Comments added for each Weapon family

Removed bad info on "critical=extra hit" from some weaponskills

New Newb question

Lots of "thank you"s added.


0.75 4/4/2004

Got a lot of nice info from people at Killing Ifrit on GAxe and Scythe WS

Cleaned up TP chart some

Admitted my guesses on G Katana WS are way off, will seek help correcting them

New newb Question


0.71 4/1/2004

Lots of little things, corrected some mistakes in past update.

Lots of experimenting with Star Light

Introduction of "Too much TP" theory

Revised some opinions.

Information on Weapons vs. Monster families

New Newbie question

Better link to Skill cap charts.

TP info for wands, hammers, katanas

New Host, finally learned how to submit to Killing Ifrit


0.7 3/19/2004 Huge update

Found quest info for ALL final weapon skills, gave them their own section

Corrected lots of weaponskills, thanks to StarvingArtist videos

More sites with hosting permission

Miscellanious rewriting/rephrasing


0.611 3/13/2004

More corrections to TP gain chart

New site with hosting permission

Updated Hexastrike


0.61 3/11/2004

Corrected/added to TP gain chart

Added mention of Double/Triple Attack on Weaponskills

Changed opinions on White mages weapon recommendation

Small adjustments to WS effect descriptions

Added a new site with hosting permissions



0.6 (First published) 3/9/2004

Complete Skillchain information up to Lvl 250 techniques

Complete list of skills up to lvl 250, but not complete effect descriptions.



-------------------------------------------------------------------------------






II: Purpose




Information on Weapon skills and skill chains is either scattered or not present. My mission is to bring all the knowledge I can find into one place then fill in the gaps to make a definitive FFXI resource.


-------------------------------------------------------------------------------




III: Disclaimer




I am no expert on this game. 90% of the information I know about Weapon Skills and Skill Chaining originally came from other people, either through message boards, charts, sites, or FAQs. This FAQ will never reach a complete state without the participation of some dedicated people who have reached the higher levels and are willing to test out the information that has come to my attention. Either that or someone with inside knowledge of the game dynamics would help (/emote winks). Furthermore, this is my first FAQ, so bear with me and give helpful suggestion on formatting and content.


-------------------------------------------------------------------------------




IV: Copyright Information



Even Editors of Anthologies get copyrights.

1: I promise to credit information derived from the work of others, in return I ask that no one derive a work from this without giving me credit.

2: This is intended as a Free Resource to the FFXI community, it should never be bought, sold, traded, or given as an incentive for a business transaction.

3: I wrote this for GameFAQs.com, I am willing to let other sites use it, but they must get my written permission first. Furthermore, I plan to update this guide on GameFAQs first are foremost.

4: Any posting of this work in a public medium must not be changed in any way. It's my name on this work and only I determine what is written under my name.


I can be contacted at Kletian999@hotmail.com. As this account has an aggressive spam filter, Please write Renkei FAQ in the subject. If you don't here any response from me in two weeks, assume I missed your message and send it again.


This FAQ is Copyright 2003-2004 Tom Dubeck- Kletian999


All trademarks and copyrights mentioned in this document are owned by their respective trademark and copyright holders.


Current Sites with posting permission:

1: www.GameFAQs.com

2: DLH.net

3: www.Neoseeker.com

4: faqs.ign.com

5: www.order-of-judgement.com

6: ffxi.killvoid.com aka www.KillingIfrit.com

7: www.rpgdreamers.com


-------------------------------------------------------------------------------




V: Introduction to Weapon Skills - Limit Breaks



As SquareEnix is not your typical MMORPG maker, they decided to give melee classes something to do besides autoattack and mash on Ability macros during battles. This game features special attacks officially called Weapon Skills, but I prefer to call them Limit Breaks as Weapon Skills resemble Limit Breaks from FF6-10 greatly, and it prevents confusion with the term Weapon Skill Level, which is how proficient your character is with a certain "type" of weapon. Limit Breaks can be used whenever a Character's TP level reaches 100% or more (up to 300%). TP goes up 2% every time you get hit and you get a varying amount of TP directly dependant upon weapon delay. Higher delay=more TP gain per hit. TP gain can be in fractions, thus causing a weapon like Scythe to get 12, 13, 12 etc. Since the TP gain method wasn't as set as I thought it was, take these figures as ballparks.


TP Gain chart

Hand to Hand 4-7 (depends on weapon and whether you have Martial Arts)

Katana 5

Dagger: 5, 5.5

Sword: 6

Club (Wand) 6.5

Club (Hammer) 8.5

Axe: 6.5, 7

Boomerang 8 TP

Staff 9.5

Great Katana 10, 12

Spear 10, 12

Bow 12

Crossbow 12

Gun 12?

Great Sword 12?

Great Axe 12

Scythe 12, 12.5


TP goes down 10% for every 10 seconds of being in healing posture (what I call a "hit" of healing). The best metaphor for TP is anger, however if you leave the area or change your equipped weapon, you TP goes down to zero (I trust this is to prevent abuses like charging up your weapon on fodder to fight difficult monsters in a different zone). Using a Limit Break will consume all your TP unless you are a Samurai using Meikyo Shisui. Samurai'sTP store passive trait seems to give 10% more TP for all actions (even get 3 TPonce every 10 hits).



-------------------------------------------------------------------------------






VI: Newb Q & A:



Note: Newb- Newbie, someone who doesn't know better but will learn in time.

Noob(n00b)- Moron, deliberately annoying, confrontational, never learns.


Q: If I buy/use a new weapon, does my Weapon Skill Level go back to zero?

A: No, Weapon Skill Level is based on the "type" of the weapon used (i.e. 1 handed sword, scythe, club), not the actual weapon itself. One should get their weapon upgraded often so that you are keeping up with the enemies, I recommend you keep the Minimum Level Requirement of your weapon no further than 5 levels under your current level, at least until you get the hang of purchasing weapons.


Q: Are Rapiers, Scimitars, and Long Swords different types of weapons?

A: No, they all count as 1 handed swords; if you are a sword user, feel free to switch between those sub-categories to find your favorite balance of Damage vs. Delay (higher numbers=slower attack), Equip-ability (Scimitars are equipped by fewer classes than the other two) and appearance. This is also true for Daggers, Knives, and Kukris (all Dagger type weapons); Knuckles and Claws (Hand to Hand type); Hammers, Clubs, and Wands (all Clubs), and other subtle variations in weapons.


Q: What are the types of weapons?

A: The types of weapons are 1 Handed Axe/Picks (Axe), Bow, Clubs (includes 1 handed blunt weapons), Dagger, 2 Handed Axe (Great Axe), 2Handed Katana (Great Katana), 2 Handed Sword (Great Sword), Guns and Crossbows (Marksmen), Claws and Knuckles (Hand to Hand), 1 Handed Katana (Katana), Scythe, Spears and Lances (Polearm), Staff, and 1 Handed Sword (Sword). Boomerangs and other throwing weapons also have skill levels but no limit breaks.



Q: What weapon type should I use? I am a <insert job here>

A: Well, it depends on your current job, subjob, planned future job, job level, and personal style. The most general advice is to use a weapon type you can equip and that your job is compatible with and meets your desire for damage/delay (do you like hitting hard or often?). Feel free to experiment, as learning a new weapon is easy, and is explained in the next question.

For a chart on Class-Weapon Compatibility and per level skill caps check :


http://www.ausystem.org/~aushacho/gbox/ff/skill-e.html


It will also tell you what Job level you can expect to learn your next Limit Break. A rule of thumb is that caps start around 5 and rise about 3 skill levels per job level, (Thus, level 10 technique at level 3, 100 techniques at 33, 200 techniques at 66) provided you are using a weapon of some proficency. The difference widens greatly later in the game, but for the first 20 levels or so there is not much difference between A to C Weapon proficency.


One last thing, some types of Monsters (Skeletons for instance) are resistantto attacks by Piercing Weapons (Daggers, Spears, Bow/Marksmen), but weak toBlunt Weapons (Clubs, Hand to Hand). Also Flying enemies are weak toPiercing, but I'm still measuring if Blunt does less. Likewise, I'm unsure ifSlicing weapons like Swords and Axes are enemy neutral, or have their own setof weaknesses. Check a later question for more info. Having the same weapon asa lot of other people can make shopping easier, but you might be a moreinteresting character with cool skillchain potential if you choose a varietyof weapons.


Quick recommendations:

Warrior- almost anything, but Axe and Great Axe are your best bet

Monk- Hand to Hand, might try Poles for fun

Thief- Swords or Hand to Hand (with monk subjob) to start, then Dagger 30+

White Mage- Hammers (Club) for melee damage, wands/staves give MP and stats.

Black Mage- Wand or Staff, but focus on stat bonuses over actual fighting

Red Mage- Swords, maybe a debuff dagger

Paladin- Swords, Clubs, Greatswords

Dark Knight- Scythe, Greatsword

Beastmaster- Axe

Bard- Sword or Dagger for Melee, Monster Signa (Staff) for Charisma boost

Ranger- Dagger, Axes, or anything that boosts ranged pow/acc

Summoner- Club or Staff, but focus on stat bonuses over actual fighting

Ninja- 1 handed Katana, stat boosting weapons

Samurai- Great Katana and/or Spear

Dragoon- Spear


Q: I what to learn a new weapon, what's the best way to raise my skills?

A: There are two strategies you can use; the first realies on facing enemies that are way above your skill level and getting .4 and .5 per hit, but not hitting often; the other relies on systematically visting zones where your skill will let you hit the enemy regularly and get .2 and .3 per hit. For the first method, make sure the enemies are weak enough to not hurt you much unless you created a skill raising party (popular to raise skills above 100) as your damage output and accuracy will be pitiful. Use every accuracy enhancing thing you can get easily: Ranger sub (10), Bard's Sword Madrigal, Battle gloves, Life Belt, Bard's Hunter's Prelude and Sharpshoot for Ranged, and a high enough job level difference to have high DEX compared to enemy AGI. Likewise, try to find slow moving, low evasion/High defense mobs. You might also want to focus on monsters that give good cash/items when killed to make the experience more productive.

While this method works if you have the accuracy boosts (very cheap way to level bow and markmenship skill), I find the gradual method is more available to those without great accuracy or skill parties. The gradual method basically involves killing the enemies that your weapon skill would rate as tough for its level. Here's a helpful chart of skill ranges and areas.


0-20 Newbie zones, first 10 near town gates, last 10 away from gates

20-40 Crag (Dem, Holla, Mea) zones, remember how difficult the enemies were and fight accordingly, as enemies are scattered around.

40-60 Subjob zones, Start in Valkurm and move to Buburimu towards the end as enemies are stronger in Buburimu.

60-80 Qufim

80-100 Khazam

100+ getting more difficult to solo, Jeuno Border zones


After this point, I recommend either being a level 45 thief or having a 25thief sub for solo training. By either hiding from sight base enemies or fleezoning from non-aggressive enemies, you can train against enemies that wouldkill you normally and live to tell the tale. Fighting one-on-one also raisesyour defensive skills like parry and evade- which are helpful when goingfarming. The disadvantage to this method is that you must full rest after eachbattle and wait for whatever escape ability you use to recharge beforeengaging. Fortunately, at level 45+ a full rest takes about 5 minutes so thewaiting overlaps. The other disadvantage is that you might die if you areunlucky/uncareful; so setting a "quitting point" and paying attention toMonster’s limit breaks and spells are important.


As you notice, the chart reflects the common leveling path to level 33, any zone I recommeded can be replaced with whereever you leveled during those level ranges. A very simplified version of the cap formula per level is 5+3*level. So to raise your skill to 125, you'd need to go to a place where level 40 people level and fight there. You can do this process either with your main job or by using another job for the sole purpose of leveling a weapon you are behind on (not recommended though unless you like the other job) The reverse of this process, say, leveling Spear before playing as a Dragoon, carries the benefit of making the pre-party levels easier (as no one solos more than Even Match much and tough enemies are the ones that raise you to your caps). The precapped skills is one of the big reasons why leveling a subjob seems a lot easier than when you first started (the other reasons are of course, your equipment, subjob, and experience).



Q: If I switch jobs, what happens to my Limit Breaks and Weapon Skill Levels?

A: The Short Answer is that nothing is lost forever; you can only improve overtime.


The Long answer Everything you have earned as one class will be remembered; by you may not be able to use it when you switch jobs. For Example, let’s say a Level 20 warrior named Bob decides to build a Thief Subjob. Bob had trained in both swords and greatswords, so we'll say he has 50 weapon skill level each. As a Thief, he cannot equip Greatswords so he cannot use any of those skills. Thieves can use swords, however, Bob is now a Level 1 Thief (for simplicity, he hasn't actually done the subjob quest yet, so he will not be subbing warrior), thus his weapon skill level is capped below 10, which means until he levels


Thursday, August 30, 2007

White Mage Guide


A brief intro on what it mean to play a White Mage, your role in a aprty, and what abilities you posess.




White Mage Guide:



I) What is a White Mage? -The general Facts of White Mages.


The White Mage is a character class that delves in the art of White Magic. White Magic is primarily used for curing ailments of all kinds, be it a physical wound or some other ailment. White magic serves a secondary purpose, however it is not as important. The White Mage is usually the one to use enhancing spells on the part, making it eaier to fight in yet another way; No party is not complete without this class most valuable, for what party could survive without this masterful healing?







II) Average fight as a White Mage - General Strategical requirements of a White Mage.


The fight sequence of a White Mage is, generally, as follows:

  1. Directly before the fight cast Protectra, if it has wore off.

  2. Cast Dia on the Monster if there is no Red Mage.

  3. Serve as the primary healer, healing whenever necessary.

  4. If ever the enemy doe a good area of effect spell, use a Curaga.

  5. The fight having been completed Raise any fallen comrades.


Note: Which Cure you should use is based off MP efficency, To calculate which should be used:

  1. Use all of your Cure spells.

  2. See how much they heal for.

  3. Divide how much they healed for by the ammount of MP it costs.

  4. This number is the HP healed per MP used.

  5. Compare the results, also take into consideration the speed, for it takes longer to cast two Cure I's then it does to do a Cure II, so if your party needs life desperately use your highest heal.




III) The White Mage and you - White Mages interaction with other classes.


Inter-class relations is relatively simple with a White Mage.

Class - Relation a White mage has with them.

Red Mage - The Red Mage eases up your healing duty.

Black Mage - Your top priority for curing.

Tanks - Take hits for the White Mage, the White Mage providing healing in exchange.



Others - Heal them while when they take hate occassionally, also most classes in this category benefit greatly from Haste.







IV) The White Mage and the Rest - Getting blamed for every death.


In the beta in many partys I played in, I was blamed for most deaths, unless it was truly some one else's fault and they were then verbaly repremanded. Usually it is nobody's fault that somebody has died, but if there is fault to be had it usually lies with the person tha was killed, assumming you did your job as a White Mage. This blame for every death eventually ceases itself as you gain levels and play with more educated people, however even having to suffer with this for an hour of playing would be too much for my liking. The only other problem you'll hav with other players is getting invited and recieving /tells constantly, which is a mixed blessing. When you are looking for a party this will be very benificial, yet when you are not it will get quite annoying. The solution, Go Annon. If you type /annon you will become anonymous, thusly your job and level wont show, eliminaating most of the /tells.







V) Weapons for a White Mage - Choosing a weapon for a White Mage.




Now, time to look into equipment for a White Mage, more specifically a weapon. Most White mages will choose a Club or Staff, yet there are other weapon choices for a White Mage. Here I wil present these choices.



Staff:

  • Pros - Moderate damage, some great high level staves.

  • Cons - Slow Attack speed.


Club

  • :Pros - Bonuses that help casting, moderately fast speed.

  • Cons - Weak damage.


My preference is a Club, since White Mages wont attack once they start partying, since the bonuses are quite good.







VI) White Mage spells - A more in-depth view of spells.






Now a chance to look at some of the White Mages basic sets of spells, the primary use and objective having already being discussed here I will detail some of thee basic spells.



Enfeebling:

  • Dia - Lowers defense and does damage over time, use this every fight.

  • Paralize - Occassionaly loses ability to act, good but blind is better. Flash-Lowers of hate.


Enhancing:

  • Protect - Raises defense by an ammount varying on spell level, Protect I is 10 defense while II is 25, etc, lasts a while, keep it on constantly.

  • Protectra - Same as protect but affects all allies in range, buy this.

  • Shell - Raises resistance to magic, also good but not as good as protect.

  • Regen-Constantly regenerates life, very good but doesn't last long.

  • Sneak, Deodor, and Invisible - Allows you to go undetected by enemies.

  • Bar spells - Raises party's resistance to one element or status effect.

  • Stoneskin - Absorbs damage, no max per hit, just a max total.

  • Blink - Absorbs an ammount the ammount per hit and total ammount are affected by you enhancing skill and Mind.

  • Haste - Reduces between attacks, great for high damamge melee units!


Healing:

  • Cure - A necessity, allows you to heal yourself or your party.

  • Curaga - Heals yourself and your party at once.


Divine:

  • Banish - Does Divine damage to a target, not enough damage.

  • Holy - Does Divine damage to a target, quite nice.

  • Teleport - Teleports you to the crag of the spells name.




VII) Balancing a White Mages Budget - What you should buy.




As a White Mage one should always consider their role in a party when making any transaction. As a White Mage you should spend very little on armor, and even less on a weapon.



What not to buy:

Armor in excess, no need to get new armor whenever you can afford better, only buy new armor every once in a while, Holy and divine armor are two nice White Mage only pieces of armor.

New weapons in excess, same as armor, also you should buy your weapon based on what bonuses to stats they give rather than damage.



What to buy:

Cure Spells, buy these with top priority.

All other spells.







VIII) Questing for a White Mage - Highly rewarding quests for White Mages.




Windurst:

Teleport-Mea quest, Gantineux, Hostelry Room, Windurst Waters.

Do these for the Teleport-Mea scroll.



Shantotto quests,Shantotto's Manor, Windurst Walls.

Do these for a Hypno Staff and Black Mage spells to sell, or use with subjob.



Hypno Staff Quest, Paku-Nakku, Aurastery Roof, Windurst Waters.

Only if you wish to use a staff.



Bastok:

Teleport-Dem quest, Virnage, Bat's Lair Inn, Bastok Mines.

Do these for the Teleport-dem scroll.



Sandoria:

Teleport-Holla quest, Eperdur, Cathedral, Northern Sandoria.

Do these for the Teleport-Holla Scroll.







IX) Epilogue - A reflection to White Mages.




White Mage, a class that is revered for it's ability to heal better than any other class can. Every party has a White Mage unless it cannot find one, in which case one would usually wait around searching for one. So what does this mean for a White Mage? Never having to long search for a party, never having to sit idle for extended periods of time for want of a healer. The ability to cure is a highly sought one that is not over-rated, for with every functional higher level party there is a White Mage. This FAQ may have glorified the White Mage yet this was not the purpose; the purpose of this FAQ was to inform the populous of White Mages and help new White Mages make informed decisions, in this most of all I hope I was successful. I hope everybody enjoyed reading this as much as I enjoyed making it.

-Hope This Helped,

Adamwsat(AKA Gumberculese)


Red Mage Guide


I) A Red Mage in perspective - The general Facts of Red Mages.




The Red Mage is a character class that delves in the art of Black and White magic. This may seem a unbalanced class, especially once you consider that he can fight with weapons much better than Specialty Mages, yet he isn't, the reason for this is that he gets most of his spells at a higher level then Specialty Mages, and some spells he never gets. Of every spell in the game that is casted by Specialty and by Red Mages that a Red Mage can cast first are the Dia spells. This may seem to nullify the power of the Red Mage for he gets most enfeebling spells at only a slightly higher level than White or Black Mage. Most he gets only 2-3 levels after a specialty mage, and he gets near all enfeebling spells. Their other strong point is Enhancing. Most enhancing spells Red mages get at nearly the same level as their specialty counterparts, however there is an exception, single target enhancing skills that do so much better for a Red Mage, examples include Blink, Blaze, Ice, and shock spikes, and similar spells. The reason these are at a later level for a RDM is because they are significantly better for a Red Mage, why does a White mage really need blink, their goal is to never attract hate anyway, however a Red Mage occasionally tries to draw hate, and here are worthful. A Red Mage in summary specializes in Enhancing and Enfeebling.



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II) Your objective as a Red Mage in a party - General Strategical requirements of a Red Mage.




The fight sequence of a Red Mage is, generally, as follows:

  1. Use enfeebling magic on them, before lvl 20 this is usually Dia and blind.

  2. At low level attack, at higher level just sit back with the other mages.

  3. Serve as a back-up healer.

  4. If a specialty mage ever gets hit heal them,so they dont get hate from healing more.

  5. Occasionaly Re-enfeeble them if its a long fight, usually not necessary.

  6. Keep refresh on the other mages, if you are high enough to cast it.


Note: Steps 4-6 are not chronological, and are situation based.



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III) The Red Mage and you - Red Mages interaction with other classes.






Inter-class relations is relatively simple with a Red Mage.



Class-Relation a Red mage has with them.



White Mage, Black Mage - Red Mages jobs are to lessen the casting for both other mages, and to keep them refreshed at high level.



Others- Provide cures for them, can also take a hit for them occasionaly.



As one can see a Red Mage mostly interacts with the mages in his party.



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IV) The Red Mage and the Rest - The claim that Red Mages are Jack of all trades, master of none.






In the beta, and in those following the game slightly in locales where this game hasn't been released yet, it's popular belief that Red Mages are near worthless, this was soon not the case near the end of the beta for people realized that Red Mages were a valuable member to a party. This misconception feeds on ignorance, so if you start out the game like I did you may have trouble finding a party, people looking for a healer and shunning you because "Red Mages suck at healing". This is a common misconception. Many new players of FF XI believe that Red mages master nothing, however they are the masters of enhancing and enfeebling. Don't let this discourage you from being a Red Mage because soon enough after release people will realize that they have misjudged Red Mages.



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V) A Red Mage and his sword - Choosing a weapon for a Red Mage.






Now, time to look into equipment for a Red Mage, more specifically a weapon. Most Red mages will choose a sword, such as me for example, yet it is not as easy a decision as one may think it an easy choice, yet it is not so, here I will present pros and cons of the three good weapon choices for a Red Mage, then order them in my own personal opinion.

  1. One-Handed Sword

    Pros: Best damage for a Red Mage weapon, moderately fast attack.

    Cons:Lack of swords with bonuses to casting stats, Red

  2. Club

    Pros: Nice bonuses to help casting.

    Cons: Rather bad damage.

  3. Dagger

    Pros: Fast attack speed, makes the best of En- spells.

    Cons: Weak damage.


My preference, in order: One-handed sword, Club, Dagger.



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VI) A Red Mage and his spells - A more in-depth view of spells.






Now a chance to look at some of the Red Mages basic sets of spells, the primary use and objective having already being discussed here I will detail some of thee basic spells.



Enfeebling:

  • Dia - Lowers defense and does damage over time, use this every fight.

  • Blind - Decreases attack accuracy, quite useful considering its MP cost.

  • Paralize - Occassionaly loses ability to act, good but blind is better.

  • Poison - Does damage over time, good but I prefer dia.

  • Bind - Prevents Enemy from moving, good for casting other spells.

  • Dispel - Removes beneficial status effects from enemy, Red Mage only.

  • Gravity - Slows the enemy's movement, Red Mage only.


Enhancing:

  • Protect - Raises defense by 10, lasts a while, keep it on constantly.

  • Shell - Raises resistance to magic, also good but not as good as protect.

  • Regen - Constantly regenerates life, very good but doesn't last long.

  • Sneak, Deodor, and Invisible - Allows you to go undetected by enemies.

  • En spells - Add elemental damage to your weapon, adds 5 usually; ok.

  • Bar spells - Raises resistance to one element or status effect.

  • Stoneskin - Makes attacks do less damage, great for the occasional solo.

  • Phalanx - Makes all attacks do less damage, great for solo fights.

  • Refresh - Constantly regenerates MP, excellent; Best RDM only spell.

  • Elemental Spikes - Does Elemental Damage to enemies whenever they hit.


Healing:

  • Cure - A necessity, allows you to heal yourself or your party.


Dark:

  • Bio - Lowers attack and does damage over time, high MP cost.


Elemental:

  • All elemental - Good for a bit of extra damage, usually a waste.


Divine:

  • Red Mages get a divine skill, but no divine spells!






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VII) Balancing a Red Mages Budget - What you should buy.






The Red Mage is one of the most expensive classes, since they have more spells than any other class to buy. I would suggest skipping the following spells, unless you find them particular useful for what you hunt. All of the Bar-Element spells.



All but one or two En- spells, eventually you'll want them, at level 20 having 3 is a waste.



Swords between levels 1-9, quest for a Sapara in Port Bastok, then buy a Royal Archer Sword.



Don't buy any items with Conquest Points until you can get level 30 gear, as anything lower is only slightly better their normal equivalent, with the exception of Legionnaire's gauntlets and Royal Footman's Gloves, which I recommend buying with gil.



Hats, Quest for A compound eye circlet, lvl 9 head slot, it is a very good Helmet, decent DEF and +5 evasion.



What you should definitely buy:



All other spells.

Armor, usually warrior type armor.



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VIII) Questing as a Red Mage - Highly rewarding quests for Red Mages.






Windurst:

Star Onion Brigade quest series, Behind the Warehouse in port Windurst.

Do these for the Justice Badge and Blaze spikes;Note:Do they first quest ASAP.



Manustary quest series, Manustary in Windurst Woods.

Do these for the Scentless Armlets.



Compound Eye Circlet Quest, Koru-Moru's Manor in Windurst Walls.

Do this quest for the Compound Eye Circlet.



Bastok:

Powhatan quests, Steaming sheep Restaurant Port Bastok.

Equip A shell shield and talk to him, easy quest. You are rewarded with a Sapara.



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IX) Epilogue - A reflection to Red Mages.






Red Mages, a class considering interesting by many, yet not many take up the calling, the call to be a Red Mage. Many see this as almost a novelty class, yet after playing they will soon realize it is not a novelty, rather a useful and viable class. This class, however, should not be the profession of anybody that isn't looking for a challenge. This FAQ may have glorified the Red Mage yet this was not the purpose; the purpose of this FAQ was to inform the populous of Red Mages and help new Red Mages make informed decisions, in this most of all I hope I was successful. I hope everybody enjoyed reading this as much as I enjoyed making it. -Hope This Helped,

Adamwsat(AKA Gumberculese)



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X) Acknowledgements - Special thanks.






The Gamefaqs community for the years of my entertainment, Square-Enix for creating such a magnificent game. ASCII Art made with ASCII Gen, http://go.to/ascgen/