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"The Art of Dragoon Soloing Vol.2 : A wyvern loves compFollow

#1 Mar 20 2005 at 2:44 PM Rating: Excellent
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1,337 posts
The Art of Dragoon Soloing Vol.2: A Wyvern Loves Company[white]

Ok, so my first guide got a nice response so ive decided to revise and expand. You wanted to know about duoing/trioing, ill tweak the soloing guide and give everyone a mental rundown/checklist of DRG only partys. The guide is divided into 2 parts 1.Soloing 2. DRG only parties.




-------------------------Soloing: Play with yourself!---------------------------------


Sitting for hours in Jeuno got you down? Cant seem to keep those skills capped? Why not try soloing? Yes thats right for just a small investment you too can be a Dragoon Gangsta, from the streetz G!

Ok this is my semi comprehensive guide to: "The Art of Dragoon Soloing". I am only a lvl 65 drg, but have solo'd all of 5 lvls since obtaining my AF helm. In this guide I will cover the basic strategy, the strengths and weaknesses of each subjob, and your equipment and food choices.

[Red]-----DISCLAIMER--------

This is not as fast a way to lvl as parties by any means, but it beats sitting in Jeuno all day. Drgs are unique among melee in that we have the option to get by without parties. You can expect to average 1k exp an hour and make a decent chunk of change while your at it.

Ok so the basic concept here is to outlast your enemy. By using your small amount of MP to trigger healing breaths you essentially balloon your HP to a point that the enemy cannot deal enough damage to you before he dies. But first you must understand the workings of healing breaths.

1. by subbing whm,blm, or rdm your healing breath will be triggered when your HP is <33.3% upon casting *ANY* spell. When you equip the AF helm this point is moved up to <50% hp and gives the Healing Breath an extra bit of power. At lvl 60 your breath will do 190hp, but this will increase.

2. The power of the Healing Breath is directly tied to your wyverns HP. I have found that for every 4.5hp your wyvern has you will get 1hp of healing breath. So by equipping your Drachen Brais you will increase your wyverns healing breath by roughly 10%, and if you equip the new Wyvern Perch which adds 50hp to your wyvern you will add 11 hp to your healing breath.

3.Also if your wyvern has more than 100% tp and uses a healing breath you will notice an increase, which consequently uses your wyverns TP. At lvl 60 if your wyvern has 300% tp it will give you a healing breath of approximately 230 hp.

4. Since Healing Breath is tied to your wyverns HP as you gain Lvls your wyverns HP increases and Healing Breath increases in strength. You can expect a 2-3 HP added to healing breath for every lvl you gain. NOTE: your wyvern does not gain the strength of a new lvl unless he is Called during the new lvl, so if you want the extra healing power after you lvl up Dismiss and re Call Wyvern.




----- Subjobs-------

White Mage- Ok this is the most powerful and useful subjob for party situations hands down. You have a medium lvl of base MP and in emergencies Divine Seal + Curaga2+ Super Jump is a super combination. You also can quickly throw down Barelementras incase someone missed them. This is also the Subjob I recommend to use when soloing for exp. You have ProtectII Blink and Stoneskin, to lessen the damage you take and, CureIII and Regen to lower your downtime between fights. However you only have Dia to trigger Healing breaths which costs 2 more mp than Poison, and in emergencies you are stuck if you are not near a zone so youll need to carry warp scrolls.

Black Mage- This job lends a greater amount of base MP and you have less casting cost to trigger healing breath. And with Aspir at your disposal MP should never be a problem. Also in emergencies you have more options with Elemental Seal+ Sleep or Super Jump+ (Warp or Escape). You also have more desirable job traits sooner with Clear Mind II and Conserve MP. However you are missing out on the HP conserving Buffs and your downtime will be longer.

Red Mage- Also allows you to use Poison to trigger healing breaths at lower cost, and your melee related stats will be better than the other subjobs. You also get Fast Cast which will ease your mind a bit in HP emergencies. And at lvl 66 you will have access to Phalanx which really moves the job into thee subjob for soloing. However you don’t have access to
Divine Seal or Elemental seal, and you will be starting with the least MP of all 3 subjobs.

4. BRD/NIN/PLD/DRK- ummmm...hmmmmm.... ok heres the thing, as far as *SOLOING* these jobs really arent the greatest. All of these subs have quite low HB point triggers. Brd has uninterruptable spells but the recast time is quite long. NIN has utsu, but has very few other spells that will aid to your soloing ability and will eat up GIL. PLD has extra defense, but a very small exp pool to work with, similarly dark has extra offense but very small mp pool. But it can never hurt to try it out a bit, and if you like it more power to ya.




------ Food and Juices-------

Ok, here ya go Defense Bonus Foods. Now these are listed by which food you should use compared to your BASE defense. Granted i can the difference will be small between foods, so your prolly just gonna wanna use the most cost efficient you can.

0-260 Steamed Crab
260-280 Fish Mithkabob
280+ Shallops tropicale, Tavnazian Taco. Same effect, taco just lasts for 30 mins.

Now juices...... they take up a lot of inventory space and the better ones cost a decent bit of money. But since Drg/mage requires very lil mp to do its jobs an extra 45 mp per apple juice will allow you to chain Toughs, so I highly recommend either buying them or do what I do start lvling Cooking Skill the juices span the first 40 lvls of cooking quite nicely.


------ Equipment-------

If your RSE has a good MP+ bonus, it will help alot at lvls closer to the 30's, later the lack of Defense makes soloing a little more frenzied, youll have all the MP you need but your gonna be spamming HB's alot more often. If you can afford to get the RSEII, whooo wee you can approach godly lvls of healing.At lvl 60 just goin straight AF with a Grand Knights Lance is really the best setup, at 61 I would recommend picking up the Carapace Body and Hands. You would also want to opt out your rings for MP+ rings, Astral being the best but if you don’t feel like shelling out 440k (shiva AH) then two electrum rings will do just fine. I just stick with the Standard attack earrings Mermans and Assault but im sure any Evasion+ would do just as well if not better. Also use a Holy Phial for neck wear and swap it out after the MP is used for a Mermans Gorget.

Pre Lvl 60, most of your normal gear for parties should do pretty well for soloing. Just change that neckwear, and rings for
that much needed MP+. A very interesting piece of equipment was added in the 12/08/04 update, the "wyvern mail" wyvern hp+65 this piece of equipment should boost your HB (healing breath) by 15hp. It is a rare/ex piece of equipment that is obtained thru a quest given by Bridget in Bastok Markets, but it requires you to already have full AF of at least one Job. But this piece of equipment is a huge bonus for HB, even at lvl 63 i would use this when acting as a 1 man skill up party. Also if you are having trouble with your AF or just want to try soloing before then, theres a piece of leg equipment called "Falconers Hose" that has a wyvern hp+.

Wyvern HP+ Equipment

1. Lvl 50 Wyvern Mail
Falconers Hose
2. Lvl 52 Drachen Brais
3. Lvl 73 Wyvern Perch
4.Lvl 74 Ostreger Mitts Def: 24 Vit+4 Wyvern Hp+10 not on the items category yet. Note they are tied for highest defense of any AH hand equipment.


------Places---------

Ok so you wanna try this out, where do ya go? Well I recommend easing into it by starting on the beetles in the basement of Garliage Citadel at lvl 60 they will con DC. When you feel comfortable and ready to step it up, Helm Beetles in Crawlers Nest are the best for exp, but this is also the most dangerous place you will have to ever lvl in because you are so far from zone. And there is an irritating Rumble Crawler that spawns every 16 minutes, so pick up an egg timer if you don’t already have one (best 5$ I ever spent, cept for that one time in Tijuana).


For lvls 1-65, here is a guide supplied by NasciaKujata

Lvl             Prey                   Location 
         1-10           Everything               Obvious 
         11-20          Everything               2nd Tier Zones 
         17-            Maze Makers              Shakrami Maze  
         22-            Land Worms               Korroloka  
         25-            Land Worms               Qufim  
         27-            Clippers                 Qufim  
         30-            Clippers                 Korroloka  
         33-            Yagudo Drummers, etc.    Sauromugue  
         35-            Stream Sahagin, etc.     Yuhtunga  
         37-            Soldier Crawlers         Yuhtunga  
         42-            Worker Crawlers          Crawlers Nest  
         44-            Worker Crawlers          Yhoator  
         46-            Hell Bats                Gustav  
         49-            Desert Beetles           West Altepa  
         51-            Helm Beetles          QuicksandE.Altepa) 
         54-            Helm Beetles          Quicksand(W.altepa) 
         57-            Werebats               Bost. Oubliette  
         60-            Helm Beetles            C.Nest, Garliage Citadel 
         61-            Robber Crabs              Kuftal  
         63-            Dire Bats                King Ramg. Tomb 
         65-            Robber Crabs            Boyahda Tree  
         66-            Robber Crabs            Cape Terrigan 
         68-            Raptors                 Valley of Sorrows 
         70-            Falmingos               Sky 
         73-            Steelshells             Boyahda Tree 
 





Well thats as far as I’ve really thought about. You just want to avoid any mob that silences, petrifies, spams AOE, or has a WS that can one shot you. Specifically spiders, the bats that are groups of 3, beastmen, scorpions, rabbits. You get the idea. Single Bats, Crabs, Beetles, Birds, are prolly the safest to try out. A good formula is to lvl places that parties 8-9 lvls below you party at for exp, 11-12 lvls if you dont have the AF helm.


--------- How Good Are You?--------

So how do you stack up in your soloing ability, well this is my guide so ill set the lvls for you. No jumping lvls here, gotta go thru lvl 1 to get to 3. That Tough rarab you slayed as a lvl 2 DRG/MNK doesnt count.

Lvl 1. Get your Drg to level 42 and have the AF weapon
Lvl 2. Solo your First EM
Lvl 3. Solo Your first T
Lvl 4. Get your first "Cool i never knew Drgs could solo" /tell
Lvl 5. Solo for Exp Chain #1
Lvl 6. Solo for Exp Chain #2
Lvl 7. Solo an AF armor NM
Lvl 8. Solo for Exp Chain #3
Lvl 9. Solo a VT
Lvl 10. Heal someone for 360+Hp for 5 mp and Zero Hate!!! match that White Mages! ;p




------ Random Tips & Strategy-------


1. *ANY* lvl drg/mage is capable of soloing, not T's but you can chain EP's or take a DC or two if you are close to lvl up or die and delvl and you want your lvl back. Regardless of Race... thats right Taru can solo too. Every race has its own strengths and weaknesses so use your head and find out what works best for you.

A. I do reccommend trying out being a "One Man Skill Up Party", If your friend wants some skill up points, just equip all out MP gear and go find some High Defense mobs. Less People= More Swings for you= More Pts. Aint nothin to it but to do it.


3. Always Log Out with Full MP and HP and buffs, it may take an extra minute but this has saved me many times. You never know what surprises youll log on to find, or what parties in the area may need help.

F. If you are not subbing BLM carry a warp scroll on you at all times, theres nothing more frustrating than losing a lot of progress because you got a bad link or bad lag.

4. Be prepared to deal with ppl who have no idea Drgs can solo, You're gonna have to tell well intentioned mages not to heal you or else they can very easily get themselves killed. Its hard to hold hate without Provoke when you tank. Also be prepared for some animosity from ppl who think you are a high lvl bully taking all there mobs. Most of my experiences have been very good with parties I share mobs with, especially since you'll most likely end up helping with a link or two. But be prepared for the occasional idiot who isnt gonna think its nothing out of the ordinary; for some reason I’ve only had problems with RNGs and PLDs (which is really unexpected), even DRKs have been very supportive. You'll really enjoy making ppl take a harder look at DRG, they'll really see how versatile a job it is.

5. When you solo you also have to look at the non exp or gil related benefits. Your Skills will be constantly capped Polearm and Evasion will hit cap fast, and you will make a huge dent in that parrying deficit all non tanking melee have. Which will payoff big time when you go hand Maat his A$$.

6. Keep it Real, Don’t quit the Job just cause people are gonna say this and that about the job cant do dmg, once you get past the bottleneck of about 63 where a lot of melee give up you'll see an increase in the invites you get. I've personally shot down a lot of invites because I’d rather just solo (I know! im crazy!).

Ok well thats my guide! ill come back and update as I go any constructive comments are appreciated, save the hating for someone who cares. If you found the guide helpful or just interesting please Rate UP!


"<Dragoon>s, We smoke while we shoot the bird t(''t)"

Take That Subspace!

At first i thought my wyvern was a plumbot, but its a changetron

Quiet Maggie! I am transmitting rage! t(''t)






--------------------------- Multiples DRG Parties: Wyverns love company ----------------------------


Ok these are the setups for an *ALL DRG* situation. I very well understand that adding a RDM,BRD, or PLD can increase your exp/hr. But i cant go and create a list for every possible combination. Im gonna outline the basics at first then go into a few of the minor strategies. Please do not come in here and suggest that i add a bit about other jobs, you people arent stupid, how to use a RDM,BRD,and PLD should be fairly obvious.


For Solo/Duo/Trio stick with the mobs you solo on and just take them out faster than before. 4+ DRGs can step the difficulty of the mob up a bit.


Duo:
DRG/mage( Pick one)
DRG/BLM

Strategy: Soloing strategy but having /BLM for escape would be nice. This is just a prefered setup, 2 DRG/mage of any combination can get exp at the same rate really.

Trio:
DRG/WHM
DRG/RDM
DRG/BLM

Strategy: Once again general soloing strategy, WHM can take care of the Buffs and the downtime. RDM prolly the best at taking damage and keeping it with en-spells. BLM gets most MP and Aspir, has Escape for emergencies.

Noone can stop the Quad-Wyvern:

DRG/WHM
DRG/BLM
DRG/RDM
DRG/WAR

Strategy: the strategy from above, except now you have someone to tank. the other DRGS will use jump then high jump, while the tank should go high jump,jump,provoke for hate reasons. At this point it becomes over kill to have anything more than 3 /mages to heal.
You can also tailor your gear more to your role at this point. Mages can concentrate on MP+, Tank can concentrate on DEF and enmity.

The real Penta-Thrusting:

DRG/WHM
DRG/BLM
DRG/RDM
DRG/WAR
DRG/WAR

Strategy: Same as 4 man, just now you have an extra voke to keep the hate on the members with the highest def. As you tailor your gear to your role, you also should be tailoring your Race. Tarutarus should be your mages if possible, Galkas your Tank, Elvaan backup tanks/DD. Humes and Mithra fills the holes, since you have better MP than elvaan and galka, but less damage taking abilities.

Six and Six, the un-alliance:

DRG/WHM
DRG/RDM
DRG/BLM
DRG/WAR
DRG/WAR
DRG/THF,DRK,BRD,WAR,MNK,NIN

Strategy: Now we are talking a serious amount of wyverns flying around. Thank god Healing Breath takes care of the targeting for you; our lil buddies are so smart! The sixth member of your party adds the 4th element of tailoring. Jobs that lost their luster long ago might be a lil more attractive now.

/THF: SATA jumps and WS onto one of your /WARs to help cement the hate. this subjob should be as easy to find on a DRG as warrior

/WAR: a 3rd /WAR will be able to concentrate on damage, and has the 3rd provoke for some sort of hellish emergency i dont wanna think of......(3 way link, 3 /wars tanking, 3 /mages healing and pounding juices. *shudder*)

/DRK: At higher lvls this can be very useful with ABS-AGI,ABS-VIT,STUN,ASPIR and all the lvl1 Elemental spells if you wanna try your hand at MB. At lower lvls you still have access to the Weapon Bash,Last Resort, and SoulEater.

/BRD: Only can give your party one spell each but they can be greatly helpful. Knights Minne can boost that DEF, Mages Ballad will give you a MP regen, and can do some enfeebling on the mob if need be. This will require a pretty skilled player to get
the most out of to keep your wyvern dealing DMG and getting around to the appropriate players for the right songs.

/NIN: Utsusemi will help minimize damage on pulls, and also has the ability to weaken the mob to elemental damage, and other enfeebles without wasting precious MP.

/MNK: Thats right ppl MNK! Boost, Dodge, Chakra, and Focus. They also have a huge HP pool which will up the Healing Breath trigger and make for an impressive Spirits Within if you want




----------------------------------- Equipment------------------------------------------

Tanks:

Armor:

61-Carapace Helm
61-Carapace Breastplate
61-Carapace Gauntlets
70-Barone Carozza
70-Barone Zuchetto
70-Barone Manopolas
70-Barone Gambieras
70-Barone Cosciales
71-Warwolf Belt
72-Gavial Greaves
72-Gavial Mail
72-Gavial Cuisses
72-Dusk Gloves


Rings

43-Mermaid Ring
50-Phalanx Rings
63-Jelly Ring
70-Defender Ring - ok chances of you getting this are miniscule but it would be awesome.

Weapons:
68 tonbo-giri
69 barcha
70 Collosal Lance

Mages:
This is pretty easy, just go for all out MP gear and Wyvern HP gear.

------------------------WeaponSkills and SkillChains----------------------------

OK your standby Weaponskills are Penta Thrust and Skewer. With some tailoring you can pull off some SCs worth your while.

1. Penta Thrust> Skewer > Transfixion
2. Penta Thrust> Skewer> Penta Thrust> Compression

High Lvl Polearm SC
1. Impulse Drive> Vorpal Thrust> Wheeling Thrust> Light

Polearm+ Staff SC
1. Spirit Taker> Skewer> Fusion
2.Skewer> Full Swing> Skewer> Gravitation
3.Skewer> Full Swing> Penta Thrust> Gravitation
4.Skewer> Spirit Taker> Skewer> Fusion

High Lvl Polearm+Staff SC
1.Impulse Drive> Retribution> Wheeling Thrust> Light


-------------------------------Strategy------------------------


Ok when you battle with this many wyverns you need to take careful note of positions. Alot of the mobs you are able to exp on will have directional attacks that you want to keep off the wyverns and mages. This is one party where the tank will want to pull.

To keep the mages and all the wyverns out of danger you must choose your point of engaging carefully. When the tank gets to camp they will engage and then spin it 180 degrees. Then everyone else will engage from behind and move to battle stations. Tank in front, mages in the rear, and backup tank and support flanking. So that you get something that looks like the diagram below. (Yeah it might be a lil confusing but thats the best i could do with text)

 
  w=wyvern 
  M= mage subjob 
  D= Damage Dealer 
  T= Tank 
 
                        w w w w  
                       w M M M  w 
                            
                           m     
                           o 
                        D  b  D 
                            
                           T 
                         



Its actually quite easy to pull off. This will keep your wyverns and mages from getting hit with slow/disease/poison breaths and directional AoE. Very important to utilize on crawlers,raptors,and greater birds.

Just use the SCs from above. My group was able to just freestyle them pretty well but im thinking of incorporating a buddy system with /tell macros for TP. Freestyle worked fine but /tell TP macros would just allow for a more streamlined party.


----------------Locations and Prey-------------

Ok so basically take the soloing list and for each party member additional add a lvl to the avg lvl of the party and go from there. i.e. a party of 3 lvl 60 drgs will party where a lvl 63 drg would solo, or a full party of 60's will party where one lvl 65-66 would solo. This isnt an exact formula so you will have to figure out whats best for you.

When you have a designated tank you will be able to add crawlers and raptors to your list of prey. Both have very weak defense so they go down fast.





---------------------------------------Points of Interest------------------------------------------


1. I dont believe that Duoing or any higher should really be attempted till lvl 60 for exp reasons.But when you hit 6 ppl you
are almost morphing from an endurance party to a DMG party. If you can find something weak to polearms a pack of DRGs and Wyverns will be quite a force to be reckoned with.

2. At lvl 68 DRG/WHM gains two very important things. Spirit Taker, and Viruna. Spirit Taker can recharge your MP to full most likely. Viruna will allow you to lvl on Raptors with their disease breath.

3. At lvl 70 you can really hit stride with the Barone gear, the body might be a lil unrealistic, but with an investment you can get the Boots/hands/helm crafted for you and pick up the pants on AH. This will really help the tanking. Even if the helmet does make you look like some sorta medieval biker.

4. At higher lvls a party of DRGs equipped with Bourdonasses could blaze their way through Sky. You dont get a polearm penalty at all just a Blunt bonus on regular swings and your wyverns will be packing a punch. You will however need a /DRK for the Stun and someone to back it up by holding TP for Legsweep.

5. Escort quests and NM hunts are a great way to adapt to the all drg style of play. My squad of DRGs are going to be doing regular escort runs, its fun and yields a small amount of EXP. Seeing a crawler get hit with 12 jumps in 5 secs is pretty hilarious.


Edited, Thu Apr 14 20:27:28 2005 by Awwwsnap
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nyzul weapons: 18/20
#2 Mar 20 2005 at 3:39 PM Rating: Decent
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472 posts
Great job awwwsnap I really like soloing and this helps me out alot ^^
____________________________
..::Reinheart::..
..::75Drg/37War::55Smn/27Whm::..
..::Titan::..
Homam 1/5
Wyrm 1/5
----------------------------
#3 Mar 20 2005 at 6:02 PM Rating: Decent
15 posts
Hi...I'm relatively new to the DRG job.

I have a question about the following comment:

"NOTE: your wyvern does not gain the strength of a new lvl unless he is Called during the new lvl, so if you want the extra healing power after you lvl up Dismiss and re Call Wyvern."

Does this mean that if I level while my wyvern is dismissed or dead, he will not gain strength, hp, etc. from that new level? Such as, if I level from 19 to 20 while he is gone, and then call him at 20, he will essentially be one level behind me?

Thanks
____________________________
Fenrir Server
Sykine (DRG/WAR):
http://ffxi.allakhazam.com/profile.xml?157971
Sykine (DRG/WHM):
http://ffxi.allakhazam.com/profile.xml?169127

Vaelin the Irrelevant wrote:
Quote:
Well.. looks like they semi-unnerfed the nerf of the un-nerf.
#4 Mar 20 2005 at 6:07 PM Rating: Excellent
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330 posts
bonosk wrote:
Hi...I'm relatively new to the DRG job.

I have a question about the following comment:

"NOTE: your wyvern does not gain the strength of a new lvl unless he is Called during the new lvl, so if you want the extra healing power after you lvl up Dismiss and re Call Wyvern."

Does this mean that if I level while my wyvern is dismissed or dead, he will not gain strength, hp, etc. from that new level? Such as, if I level from 19 to 20 while he is gone, and then call him at 20, he will essentially be one level behind me?

Thanks


It means that when you level up and your wyvern is out at the time you level up, the wyvern is still at the level you were at because it did not level up. However, when you dismiss it and call it again, it will be at the level you are at.
#5 Mar 20 2005 at 6:26 PM Rating: Decent
15 posts
OK...thanks for reply.

Just a follow-up: If my wyvern is called at lvl 21 and I gain 4 levels, from 21 to 25, during that time (let's just say I have a really good Qufim pt), the next time I call him, he will automatically jump to lvl 25 to match me. Correct?
I just want to make sure my wyvern isn't getting gimpled...

Thanks again!
____________________________
Fenrir Server
Sykine (DRG/WAR):
http://ffxi.allakhazam.com/profile.xml?157971
Sykine (DRG/WHM):
http://ffxi.allakhazam.com/profile.xml?169127

Vaelin the Irrelevant wrote:
Quote:
Well.. looks like they semi-unnerfed the nerf of the un-nerf.
#6 Mar 20 2005 at 6:54 PM Rating: Excellent
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330 posts
You are correct.

As we level up, our ability "Call Wyvern" levels up, too. The stregnth of our Wyvern is directly linked to the stregnth of that ability.

When you use it, you are using that ability of the level you are at.

For example, you are using it at lvl41, and you level up to 42. However, the call effect is still under lvl41 because you have not used it at lvl42.
#7 Mar 20 2005 at 7:10 PM Rating: Good
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258 posts
Fantastic updates and additions to an already fantastic guide! I am levelling my whm sub at the moment, I've always wanted to have it there to use! I look forward to trying it out! I'm also very interested by the idea of the weaponskills and skillchains...I've actually never done skillchains with other Dragoons before!
____________________________
~Alyn
Garuda
lv71 DRG/WAR
http://ffxi.allakhazam.com/profile.xml?86959
#8 Mar 20 2005 at 7:48 PM Rating: Default
What A Great Post, Im Leveling My Monk To 30 (I know I Should Have Gone WAR/ For The Pole Arm Skill Ups, But I Started Out As A Galka Wanting To Be A Paladin) So Im Using My Elvaan Instead.
What Server Are You On, And Do You Need A Linkshell Buddy ;) Lol

Stifern
____________________________
-Riathor-
[Paladin 69]
[Rng 35]-[War 37]-[Mnk 18]-[Thf 16]-[Nin 18]

[-Smithing 20-]

(>")> World <("<)

Need Any Help?

..."Strife"...
#9 Mar 21 2005 at 10:42 AM Rating: Decent
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179 posts
Thank you for further compiling this info for the DRG community. One suggestion though, I would suggest adding in the DRG/THF on the 5 DRG party; Having SATA would probably more helpful than a second tank. Of course, i have no experience to base this upon, just a thought.
____________________________
Homercles (Retired)
Elvaan, San d'Oria Rank 7
66DRG/34WAR/32WHM/27THF/38RNG
Kujata

Hootie
Night Elf Druid 36
Llane
#10 Mar 21 2005 at 12:03 PM Rating: Decent
Scholar
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215 posts
Awesome guide even better then the first ^^
however 1 thing with your lvling locations at 50-53 i i solo'd at Revelation Rock in Western Altep desert theres a ton of beetles there and from 50-52 you will have no problem finding EM's to try and chain with. at 53 everything drops to DC and EP but still no shortage of mobs to pull from and its quite safe.
____________________________
Name: Drizzit
Server: Fenrir
Linkshell: DFAcrew
75 Drg/75 Sam/75 Pld/69 rdm/64 War/46 Drk/37 Whm/37 Thf/37 Blm/29 mnk/11 rng
#11 Mar 21 2005 at 12:45 PM Rating: Decent
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731 posts
You deliver as always. I'm dieing to try out duoing, trioing and so on.

Barone Corazza unrealistic? Not for me, luckily I got my hand on this beauty from the AH, lucky me ^^

lv 66 atm, soon 67... then 3 more lvls ^^d

Peace
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"You're so stupid that when they were passing out brains you thought they said "trains" and then you got on one.. and went for a ride.. shut up!" Chris Farley, you were the man.
#12 Mar 21 2005 at 1:56 PM Rating: Decent
Scholar
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375 posts
Awwwsnap, you are my hero. If my name weren't all over an Elvaan PLD (and we were on the same server) I'd be your willing slave. :p

Now to convince my DRG friends to catch to my lvls so we can Duo/Trio. Whahahahahaha.

Rate up!!!
____________________________
Vrrynn Moonbreeze (Mi'qote / Gridania / Besaid )
LNC 13 - WVR - 9
Vrrllyrr (Mithra / San d'Oria / Seraph)
Drg 75 (OMG! finally!) - Rdm 52 - Thf 32 - Whm 37 - Mnk 20 - Nin 24 - War 45 - Pld 24 - Drk 37 - Bst 28 - Sam 37

"The problem with black and white, is that is turns grey at all the points of contact."

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#13 Mar 21 2005 at 2:15 PM Rating: Decent
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When I solo as Drg/Rdm, I prefer "Barstone" to trigger Healing Breath. It has a damn near "instant" cast time and cost 6mp. I have Barstone and barwater on my alt+1, alt+2 keys and can pump out healing breaths quite literally, one after another.

Without juice, I can chain 2-3 on EM-VT bats in KRT by buffing Prot II > rest MP > Buff Blaze Spikes(it deals ~9dmg every hit I take > this adds up very quickly) > pull with Dia > swap out Electrums and RSE for Str gear as I poke the bat to death(sometimes I forget >.>) > after the Bat dies, I cast regen and hit my macro to swap all my MP gear back and equip my Dark staff > I rest my "l337", 131 MP > cast blaze spikes > start the killing process all over again.

In KRT, remember to pull back to the Zone! Should a bat pop while you are pulling, you can choose to fight the bat in the tunnel and hope no other bats pop, or make a run for the zone.

O... and when you pull and notice that your protect has worn, run it to the zone, hit it once, Super Jump, Unlock, and turn. Cast protect on yourself while your Wyvern chews on it, engage, SL, and fire off a healing breath.
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#14 Mar 21 2005 at 3:12 PM Rating: Good
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Looking for some clarification:

Quote:
2. The power of the Healing Breath is directly tied to your wyverns HP.


So if your wyvern is injured, she'll heal for less? Ya? At 45, My wyvern heals for 138hp fairly consistently. I couldn't swear that she's been injured though.

I think you missed one of the most important things about soloing, have your gobbie bags done! It's a good idea to bring extra equipment out for swapping in certain circumstances.

All levels of solo play, I recommend keeping your Justice Badge/Holy Phial for casting Cures. You're going to be healing yourself and the -6 MND of the Spike Necklace vs +MND on a necklace makes a difference. I "Divine Seal + Cure II" for 160 with my spike Necklace on. I do a full 180 with the Holy Phial and a Saintly Ring. If you have a Holy Phial, great, but don't buy one just for this. I wouldn't consider it mandatory when the Justice Badge is a free (and fun!) quest in Windy. Add the equip swaps to your Cure macros to put the necklace on. If you don't want to carry any more equipment, at least take the spike necklace off.


Bring a hairpin appropriate for level if for nothing else, every 30 min is a free cast of "Protect". Equip the mp hairpin, cast your buffs. Put your good headgear back on and fight. Of course, this does not apply to users of the Valk's Mask. No need to swap with that.

I have a non-mp headpiece so here's my pattern:
(post lvl 42) I've got an electrum ring and a hairpin I bring out, +9mp from the Holy Phial for a total of +54mp before the fight even starts.

Every 30 min, I put the hairpin on, cast Protect on myself, and Blink. Usually not Shell as I'm not fighting casters. Put my fighting headger back on, I'm full mana.

Cast Regen.

Find my victim (fast, Regen is a 1 min thing)...pull with Paralyze, still wearing all the MND gear, and the electrum ring.

NOTE: Many months ago Sey said my obesession with MND gear and debuffs would lose its effectiveness. She was right. I'm at about 50% success paralyzing DC's at lvl 45. As I have MP to spare, but not HP, I think the 50/50 shot at it landing is worth it. If it gets much below 50% success, I won't do it anymore.

By this time, I've exausted the MP so I hot swap in my battle equipment and proceed with the fight, with nearly full mana.

After the fight, I put my MND stuff on, Cure. Put the MP stuff on, sit. At level 45, pineapple juice keeps up with my average mp outake to a DC, but I'm cheap. I bring a couple out for Even Matches and emergencies, but don't use them all the time.

In lvl 43-45, I've had good luck in Yutunga on crawler's (though slow REALLY sucks), some goblin robbers. In Yhoat, I did very well on bees. In Crawler's Nest (45), I did the four worker crawler pops right at the front. I would prefer to avoid places where a lot of parties go, but there was no one up there. I don't have good luck with the bees in Crawler's Nest. Pollen ruins what would otherwise be a decisive victory.
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#15 Mar 21 2005 at 4:07 PM Rating: Good
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Nice job... You may want to link the couple of DRG duoing threads that brought it onto the boards (as far as I can see). Namely mine and someone else's.

Duoing is extremely beneficial pre-60, as it's safer and you can acquire a good chunk of exp.

My thread is here: http://ffxi.allakhazam.com/db/jobs.html?fjob=14&mid=1104820473380641844&num=7

It's not organized, but it provides an actual duoing experience in a little more detail. Someone else made a thread about duoing some time after mine, but I believe it's an experience above 60, so anyone who wants to see it can scout it out. But it's all basically the same stuff.

If you want an experience on trioing, I have my BCNM trials which is practically the same as conventional trioing as well.

And Manza, healing breath is tied to your wyvern's max HP, not its current. So if my Venty has 5% HP (and this has happened XD), she still heals me for 190 HP.
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#16 Mar 24 2005 at 9:08 AM Rating: Good
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I have to say, that soloing a Tough Beetle in the desert REALLY gets your mind racing and blood pumping. It's a rush.
It's also a rush when you accidently get a link on a DC and a T, and hit a warp scroll, to appear at your homepoint with a meer 7 HP. Then look back at the log and realise that the only way you made it was because in the last attacks both beetles made, they missed a the same time. Yeah. Soloing ROCKS as a DRG/WHM.

BTW, in your list of things to camp for solo, can you give approx <pos> on good camps of mobs? I had to wander around the desert semi-aimlessly before I found a good place to camp beetles. (Revelation Rock I think?)
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#17 Mar 25 2005 at 1:31 PM Rating: Decent
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Ok. Awwwsnap! You are just like the Drg. god or something! I wish I were on your server...

But, anyway. Just to let you know. I am lvl 57 and sub rdm. I love soloing and have been soloing in easter atlepa for lesser manicores - getting ok xps and AWESOME drops - anywhere from 8k - 40k of gil in a span of two hours. But, this area is very dangerous for lvl 57 because everything in the area will aggro.

I solo'ed one T robber crab in Kuftal and won - a whooping 200xps. But tried a VT and was tasting dirt - but the R2 helped on xp penelty.

I haven't solo'ed lately in the last week because I was near lvling to 58 and died from a Disconnect death. Grrrr. Now i'm back to 7k tnl =(

I have been enterested in dou'ing. If any of you are on Laksmhi and wanna give it a try - give me a holla

I must say, when you solo in areas that are popular for xp parties - you will get heated tells about stealing xp mobs. Others do not understand that xps are for everyone - it doesn't matter if you are in a party or not. BUT, i'm not going to get started on that rant.

Also Awwwwsnap - thanks for the equip list. Your post always gets me hyped about my drg. thanks for the shot in the arm!

Lata Gata

'Goons 4ever!
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#18 Mar 25 2005 at 1:47 PM Rating: Decent
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one more thing. I have a question. Can we solo any bcnm's with our /mage sub?
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#19 Mar 25 2005 at 8:07 PM Rating: Good
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Quote:
I have a question. Can we solo any bcnm's with our /mage sub?


No job can really solo any BCNM except, perhaps, if you had a plethora of items to keep yourself alive. You could always do the Trials and Tribulations BCNM but... That's not really the same thing.

Though, you can easily trio the level 30 BCNM with Bitoso with three DRG/WHMs. I'm not sure about others, though.
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#20 Mar 25 2005 at 8:40 PM Rating: Excellent
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SoulsWind wrote:
Quote:
I have a question. Can we solo any bcnm's with our /mage sub?


No job can really solo any BCNM except, perhaps, if you had a plethora of items to keep yourself alive. You could always do the Trials and Tribulations BCNM but... That's not really the same thing.

Though, you can easily trio the level 30 BCNM with Bitoso with three DRG/WHMs. I'm not sure about others, though.


Eh? Summoner can solo BCNM20 Wings of Fury pretty easily... Every 2Hours.
#21 Mar 25 2005 at 9:10 PM Rating: Decent
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I was under the impression that HB triggered at 50% on WHM sub only. Question is, does BLM and RDM subs trigger HB at 50% as well?
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#22 Mar 26 2005 at 11:16 AM Rating: Good
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Awesome post and a great help as I approach 60 I am looking forward to soloing even more. I need to make up some XP for my static so this thread really helps. This thread inspires me so much that I may try to get the whole 22k xp in the next week or so from soloing.



Edited, Sat Mar 26 11:33:16 2005 by sblackeyspelling.

Edited, Sat Mar 26 11:34:39 2005 by sblackey
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#23 Mar 26 2005 at 2:14 PM Rating: Decent
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You know, something hit me when you mentioned the Mermaid ring. That would be the perfect thing to use to skill-up staff huh?

I'm lvl 52 drg/whm and my staff is at 91.....when I fight a mob, the wyvern always takes my aggro away so quickly. Two mermaid rings would really help keep the aggro huh? I would have less MP.....about 173 MP to 128 MP but it would prolly be worth it huh?

Rate up on the guide btw, very good stuff. Ever since I saw the Sey vs Sea Horror video I have lvl'd up my WHM from 0 to 30. Now I have a killer time soloing. Very dangerous but fun. Yesterday I solo'd my first T like it was nothing.
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#24 Mar 26 2005 at 9:40 PM Rating: Good
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Awesome guide! Thanks for putting the time into this. :)
#25 Mar 27 2005 at 3:34 PM Rating: Decent
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Anyone have an alternative to Bost. Oubliette at 59?

Ruklor
#26 Apr 03 2005 at 3:46 PM Rating: Excellent
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Updated: Added SCs and rearranged somethings. Ill get back with more information after i play around with the all drg setup. So far its been some of the most fun ive had playing FFXI.
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#27 Apr 04 2005 at 6:34 AM Rating: Decent
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I'm really interested in some GOOD suggestions to solo spots at lv 68. I tried Gustav crabs, they now con mostly DC to me and they are too few + tons of gobs... I've been searching through the different mobs that are 7-8 lvls below me, and none are easy to get to at all + massive link problems... It looks as I would be losing more than I'd be able to gain.

At 68 I'd like to try mobs that are 60-62. Any other mob-types other than single bats, crabs, birds and beetles?

Peace
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#28 Apr 04 2005 at 12:35 PM Rating: Decent
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Quote:
Brd has uninterruptable spells but the recast time is quite long.


Might want to add that it doesn't cost MP, so it's perfect for farming weak things.
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#29 Apr 04 2005 at 5:49 PM Rating: Decent
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I found a couple possible mobs and spots to solo/duo exp at lv 67-75:

Lv 60-68 Robber Crabs in Cape Terrigan
Lv 60-66 Dire Bats in Ifrit's Cauldron (also in Sea Serpents grotto and Newton Movalpolos)

I've yet to try it out, but I'm going to do it soon.

Peace
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#30 Apr 05 2005 at 10:40 AM Rating: Decent
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For those of us who go /rdm, I was eyeing the Warlocks Mantle. Pricey as hell on Seraph, but the 'Enhances Fast Cast ability' effect seems quite nifty.

I believe its a latent effect, so I'm not exactly sure what triggers it, but if its low HP, then this thing would be quite nice for us.

Anywho, if anyone has a chance to test it out, I would like to hear if it helps. I've had Poison interrupted before, and as much as I like the Bar-spells, I'm stingy with my MP :p. 5 Bar spells is 6 Poisons.

Sweet taru, I love soloing!!! Thanks again to Awwwsnap :D
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Vrrllyrr (Mithra / San d'Oria / Seraph)
Drg 75 (OMG! finally!) - Rdm 52 - Thf 32 - Whm 37 - Mnk 20 - Nin 24 - War 45 - Pld 24 - Drk 37 - Bst 28 - Sam 37

"The problem with black and white, is that is turns grey at all the points of contact."

"I feel its an insult to Mithra everywhere that rabbits can /check as 'Tough' instead of 'Lunch'"
#31 Apr 05 2005 at 11:24 AM Rating: Decent
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684 posts
I think the level 30 Latent Effect mantles work the same way as the level 30 Latent belts/earrings - they require the correct subjob and the Effect becomes active as long as that SJ is equipped (ie. I have +4 Agi for as long as my Nin is subbed with a Genin Earring).

I'd assume you'd just need to have Rdm subbed to get that Fast Cast Latent to activate.
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#32 Apr 08 2005 at 6:22 AM Rating: Good
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Loved the OP, thought it was great. As a RDM though, I've got a correction I'd like to make...

Quote:
And at lvl 66 you will have access to Phalanx which really moves the job into thee subjob for soloing.


At level 66DRG/33RDM phalanx will only negate 2 damage per hit you take. At level 75DRG/37RDM, phalanx will negate a whopping 4 damage per hit. The reason being is that phalanx is based entirely on your enhancing magic skill, which Dragoons don't have naturally, so they have to rely on their subjob's halved skill. Considering how much hp you can get back from healing breath by casting poison 4 times for 20 mp, the 21 mp cost on phalanx ends up being a complete waste.

Phalanx for a RDM main is godly at higher levels (24 damage negated per hit at level 75) but when RDM is subbed it's never worthwhile in terms of the damage prevented/mp used ratio.

Another thing I wanted to mention was this...

Quote:
/DRK: At higher lvls this can be very useful with ABS-AGI,ABS-VIT,STUN,ASPIR and all the lvl1 Elemental spells if you wanna try your hand at MB.


Again there is a problem with skill caps, since you'd be working with a half level DRK's Dark Magic skill. Imagine a level 35 Dark Knight trying to cast an absorb spell on a level 70 monster- there's no way it would ever land. And that's what would happen when a 70DRG/35DRK tried the same thing on an EM.

Other than those issues, fantastic guide, and rate up even though you're already at 5.00 ^^

EDIT: Couple of typos

Edited, Sun Apr 10 14:26:08 2005 by Zebraplant
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#33 Apr 14 2005 at 7:44 PM Rating: Excellent
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Quote:
Quote:And at lvl 66 you will have access to Phalanx which really moves the job into thee subjob for soloing.



At level 66DRG/33RDM phalanx will only negate 2 damage per hit you take. At level 75DRG/37RDM, phalanx will negate a whopping 4 damage per hit.


That 4dmg a hit plus all the other spells still makes it the best job for soloing. I didnt say it made DRG indestructible, but at that point in the game you have everything /whm does and then some. if i was going for a big fight say soloing an avatar ;) i would go with /rdm and put up phalanx even if it only took 1 dmg off per hit. Every bit counts.

Also spells are not merely governed by skill lvls, they are affected by your stats. So it isnt as if a lvl 35 drk is casting a spell, its as if a high lvl character with high INT and a low skill lvl was casting the spell. It isnt as effective as someone with a higher lvl skill but it isnt completely useless. As /whm with a very low enfeebling skill i will still stick dia on mobs occasionally. You arent gonna be abs-vit for 90 or anything, but really the abs spells wont be too useful for your typical battles due to the concentration on quick killing and chaining.
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#34 Apr 14 2005 at 7:46 PM Rating: Excellent
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Updated:

Added strategy and a few corrections, also added a few locations for 65+. But i am still looking to fill out the list and make it solid so please any personal observations are appreciated.
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#35 Apr 14 2005 at 10:53 PM Rating: Good
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One observation about your soloing spots. I know most don't advise soloing before 60, but I tend to like to do a little soloing to make up xp I lose doing random stuff. Anyways, the level 46 spot.. hell bats.. it's kinda lacking. There are 4 total spawns for Hell bats in all of Gustav. 3 of them near the entrance and normally dominated by a xp party, and 1 near the middle/end of Gustav tunnel, and it is normally surrounded by bat triplets that will link. At 46 if you can fight the 3 initial hell bats without competition, you will do ok, but at 47 they pretty much all turn DC to EM and you can chain through them much faster than they spawn, so that leads to a lot of downtime. The other mobs nearby are bomb spamming gobs and Cursed Sphere spamming Flies.. Unfortunately I wasn't able to experiment to find better mobs, but I thought I'd bring it up to see if anyone else has found a better spot. If not, you might just want to stick with Worker Crawlers in Yhoater till 49 or so. At 47 and 48 most will be EP to low DC, but there will be minimum downtime at least.

Another idea is to try Soldier Crawlers in Crawler's nest. Same level as Hell bats, but that slow attack is going to be a pain. Same with their Defense up skill. So probably not the way to go here either.

Edited, Thu Apr 14 23:56:01 2005 by ChaosRook
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#36 Apr 14 2005 at 11:30 PM Rating: Excellent
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aye, alot of these i never tested so if you can find a better place than one on the list just tell me mob name and location and ill change it.
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#37 Apr 21 2005 at 10:38 PM Rating: Decent
10 posts
lol, wrong spot. Mod, pls remove.

Edited, Thu Apr 21 23:40:47 2005 by Fatededge
#38 Apr 21 2005 at 10:47 PM Rating: Decent
10 posts
Here's the breakdown on /thf
-SA from a subjob is gimped, it only guarantees a critical
-TA would at some point require the mob to face the mages in
the formation suggested above, which could be a bad thing.
Some definite upsides though could be Flee if you're not pulling with the tank, and TH is always a plus. I'm not sure what stat bonuses /thf gives though, anyone care to comment on that?
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#39 Apr 21 2005 at 11:34 PM Rating: Excellent
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Chances are there will be a moment where the Tank will lose aggro anyway so /THF well have its chance to shine. With everyone whacking away at the mob its very hard to hold aggro abosultely solid. You can hold it on the tank for about 75% of the time but it will bounce around from SC's and jumps. Mobs go down fast though so its less of a problem.

Thf gives a much higher DEX and has Evasion Bonus and TH as desirable job traits. SA maybe weak compared to a THFs but it is still a critical hit you can throw on your WS and jumps.
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#40 Apr 26 2005 at 3:32 PM Rating: Decent
15 posts
Hey there ^^

Ok I was wondering what kind of chains (if any) i could get when soloing at level 37. Im not to keen on crawlers nest and would like to solo for a while.

Below is my gear which you can feel free to tell me to replace although my gil funds arn't all that great.

Gear
- Full set of rse
- Windurstian headgear
- Fang necklace/Justice bade
- 2 Beetle rings (one of which is +1)
- 2 Balance rings
- Travelers mantle
- Warriors belt
- Nomads mantle

Weapon
- Lance

Any information that can be given will really help

Thanks alot

Elegost Hume 37/18 Drg/Whm (Hades)
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#41 Apr 27 2005 at 10:02 AM Rating: Excellent
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Hoping you might be able to help me.

I'm planning on trying a bit of soloing to see how I like it. At level 52 and an elvaan, what would be my optimum soloing gear?

Would the Brigandine work, or would the extra DEF and VIT on the Earth Doublet make it worth while?

Thank you in advance for any help you can offer.
#42 Apr 27 2005 at 2:03 PM Rating: Decent
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63 posts
After seeing that whole sea horror soloing video, makes me want to give it a try, most be awesome to make 1/5 or so of the next level during one of thoses 3 or 4 hours waits for melees.
#43 Apr 27 2005 at 2:46 PM Rating: Decent
11 posts
hey^^

Unfortunately found out soloing in a funny way but now i <3 it this guide will now help me alot. When i was /blm to warp home and my rdm friend Jesso took me to Davoi. Well we found the jug for the quest while he ran off to get the quest. I stood there making sure no one got it. Didn't notice it was near some Ep-Dc mobs. So one pops and im like O.o;... "Hey Jesso you coming back soon i say". Check the screen he walking through the dunes. So the Orc aggros me and im like...we'll here goes nothing.(Had just gotten my helm a week b4 and hadn't tried it yet.)

So i begin to fight it and im doing we'll....all of a sudden another one pops. So intially thought and comment is..." Jesso.... um i'm dead. In a few at least just got link." So not thinking about HB i drain it and get a few hp back then the HB kicks in. /cheer i kill the first one. Turn around and start on the next. Remember poison has a short cast time and there comes a 5mp Cure III. I defeat the second one and /dance. As i tell Jesso i won't need a raise after all. What a rush. Now i spend my time smacking on anything for some xp...alot better than the endless hours of wait in jeuno. Thanks for the guide Awwwsnap^^
/wave just saw u yesterday and now saw this post^^

#44 May 11 2005 at 2:15 PM Rating: Decent
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251 posts
This fell off the first page so.....
*Bump*!
People just visisiting need to see this. :)
#45 May 11 2005 at 3:28 PM Rating: Decent
15 posts
This is a great guide...I'm glad it was bumped back to first page!
#46 May 14 2005 at 10:00 PM Rating: Decent
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I find it easy to LVL of the lizzy's in the dunes from Lvl 18, 19, and 20. most of them are t's but i have not been killed one time while soloing them. Oh my sub was RDM if it helps.
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#47 May 17 2005 at 10:54 PM Rating: Decent
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hey, I recently started up soloing using this guide (very awsome ^^b), but i sometimes have some trouble, and can never find any advice on it...

this happened a lot when i faught the beetles in CN, and has happened a few times against the crabs in Kuftal Tunnel (only just started there, been 61 for a day now). what happens is, i end up losing hate about halfway into the fight (or even sooner). i can get it back with a quick penta thrust, but it's not too long before poor Khocha is taking heavy hits again. even after a sprit link he sometimes dies, leaving me to {Run away!} or use my warp scroll (sometimes i can win, but just barely).

this is really annoying, especially after my wyvern dies 10 minutes after i call him ><; have any advice on keeping hate?

oh, btw, this usually only happens when fighting toughs, EMs and DCs i can usually kill without Khocha taking any damage.

thanks in advance for your help ^^
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#48 May 22 2005 at 3:55 AM Rating: Good
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449 posts
Quote:
That 4dmg a hit plus all the other spells still makes it the best job for soloing. I didnt say it made DRG indestructible, but at that point in the game you have everything /whm does and then some. if i was going for a big fight say soloing an avatar ;) i would go with /rdm and put up phalanx even if it only took 1 dmg off per hit. Every bit counts.


My point was MP efficiency- 21 mp spent on phalanx even at 4 damage negated per hit isn't going to give you an MP:HP ratio anywhere near what healing breath can give you. Essentially it's a waste of mp- say a mob hits you once every second (If anything actually attacks that fast I've never seen it and I wouldn't want to solo it, but whatever). At level 75 phalanx will be taking off 4 damage per hit, and it lasts for 3 minutes. So that's 720 hp saved, great. But is that as much as life as you'd get back from 4 healing breaths at level 75? Or if you're using Dia from whm, 3 healing breaths? (again keeping in mind that nothing is actually going to hit that fast so 720 is an exaggerated number).

Maybe it can be helpful, after all you could trigger a healing breath by casting phalanx in the first place. My point is that it's efficiency when subbed with no main job enhancing skill is questionable.


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Also spells are not merely governed by skill lvls, they are affected by your stats. So it isnt as if a lvl 35 drk is casting a spell, its as if a high lvl character with high INT and a low skill lvl was casting the spell. It isnt as effective as someone with a higher lvl skill but it isnt completely useless. As /whm with a very low enfeebling skill i will still stick dia on mobs occasionally. You arent gonna be abs-vit for 90 or anything, but really the abs spells wont be too useful for your typical battles due to the concentration on quick killing and chaining.


Phalanx is one of the spells that is governed entirely by skill level. Stoneskin on the other hand is governed both by enhancing skill and MND stat, so that's something of a different story. Also the nature of how the damage is reduced makes Stoneskin more useful than Phalanx when subbed, but I guess that's a different argument.

Dia is a special case (like Bio, Dispel, and Magic Finale) of a spell that will almost always stick (with exceptions in certain cases, like gods and certain NMs and things like dolls and pots). Goblin Weavers in the lowest level zones can stick Dia on a level 60+ character pretty regularly. If you're sticking Paralyze or Slow with any frequency past level 50 or so I'd be very surprised.

Magic accuracy is very similar to weapon accuracy. If you're trying to land an attack with a half leveled skill, it doesn't matter that your dexterity is providing you with some extra accuracy, you're still going to miss a lot. Same with magic skills, your extra intelligence will never be enough to bridge the gap. Landing an Absorb Spell from DRK sub just isn't going to happen. You'll have a full resist rate upwards of 90% and those that do land will be insignificant and will wear off quickly. And they cost 33 mp a pop. The highest I've ever heard of a DRK absorbing a stat from a Too Weak target was 17 points. Against exp mobs DRKs tend to get somewhere around 10-12 with an unresisted absorb.

It looks like the guide was edited after my first post, so I guess the whole ABS spell argument is kind of moot. I still don't like subbed phalanx though, doesn't matter what the main job is unless it has enhancing magic skill ^^

And btw, I've soloed my DRG/WHM up to 20 because of this guide. I managed to get a 'lol ur gonna die, stupid drg' tell at lvl 19 when soloing an EM. After I polished it off easily with plenty of HP and MP to spare, I gave the moron a /bow and went on my way. Man did I ever feel cool doing that :P
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#49 May 22 2005 at 10:55 AM Rating: Excellent
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1,337 posts
wow this argument was dug out of the past. anyway please direct Gear or situational questions to me via PM. No need to flood this thread with Responses.


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I still don't like subbed phalanx though, doesn't matter what the main job is unless it has enhancing magic skill ^^


I think thats the problem is that your looking at it from the Mage perspective. Dont. Say someone told a DRG that he could lower the dmg he was taking by 2-4 per hit. I think everyone would say <Yes, please>. The spells of stoneskin, blink, and phalanx shouldnt be used in battle like RDMs do when they solo. Drgs use them before a fight or before resting for MP, you dont use them to trigger healing breaths you use them to give you an edge on tougher mobs and allow you to build up more Hate to save your wyvern when it comes time to spam HB. Anyone soloing for exp will not be using blink stoneskin or phalanx every fight its a waste of time, but if you need to ramp it up for a big one these are very useful.


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Dia is a special case (like Bio, Dispel, and Magic Finale)


Dia and Dispel are really the most important spells, that is why RDM is the king at high lvls. The rest of the spells a DRG can access by subbing is just icing on the cake. Noone is arguing that DRG/anything subbed is gonna out stick spells compared to a mage. An all drg party doesnt rely on any spells besides being able to cast them to trigger HB. Enfeebling is a waste of MP the battle doesnt last long enough to make it worth while being that you could be attacking while your trying to cast spells. But if a /DRK is sitting on a full mp gauge he might as well sling a spell at the beginning of a battle before he can engage.


Well anyway hope you enjoyed lvling DRG.



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#50 May 23 2005 at 5:45 AM Rating: Decent
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Well, If you wish to answer go ahead but I am currently a lvl 26 DRG/WHM Tarutaru. I've got no equip and am looking to buy some. Could you inform me what would be good soloable..I'm not rich so Leaping boots and Emperor hairpin crap is out of the pic.
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#51 May 23 2005 at 9:23 AM Rating: Default
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hi i just turned 75 dragoon
finally..

anyhow last lv.. i helped some random ppl doing
dark spark fight with my sub whm and my Lumiere le courageux wyvern.
ranger 75 sub war.. died at hands of dark spark (half life)
i stepped up no buffs wiped floor with himm..
then raised the ranger..
then rested up .. told him to pop it
monster fighting right now.. (jp rng)
he poped and everything was going great
until...
rng warcry, sharpshot, berserk, barrage......
almost died until wyvern healed him 2 times
then bomb did bio3 on him as I stuck him
with my colossal lance for last hit...
he got the item as he dropped dead again..
i raised him.. and he kneeled
I think I showed him how my job can shine...

he said in auto translate
dragoon good job thats interesting...
made me feel good...

well just a lil story about the mage sub..
loving it fyi

Jeanfrancois
now lv 75 dragoon with whm,thf,rng,war,sam,blm subs
friend, idol, mentor = Nemisis
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