Having lower-level characters in your party does not decrease EXP for the person highest in level. Square-ENIX even said so in public, to stop the rumour mill. You can check the guide section here on Allakhazam for the exact formula and numbers : based on the experiments of some japanese group, I think, and they've proven to be accurate for me.
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Here's an other myth some have believed: job/sbj 'passive abilities'(or 'job traits') stack. They don't
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I would immagine that a Summoner's Auto Refresh(all the time +mp regain) does stack with Clear Mind(sitting +mp regain) wich is great, and probably was considered into the balancing issue. But does Auto Refresh stack with regular Rdm Refresh? My guess is yes, but not sure.
Correct on all accounts. To put it simply - job traits that have the same name don't stack, but job traits with different names do, even if they do roughly the same thing. Spells always have different name than job traits, and thus spell effects always stack with job effects.
(As a second analogy, it's kinda like when you're a WHM/RDM : you get Cure from both jobs, but you don't get a double Cure : you do, however, get both Barpoison and Barpoisonra.)
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The Goblin reaches back with his left hand if I remember properly, tosses the bomb. If you line up properly, you see it bounce OFF you and back at him. He generally looks down at the bomb at his feet and then it goes off.
That's just the animation. Also, keep in mind that the movement isn't 100% accurate, so the server doesn't even know you're standing exactly in front of the bomb arm : when you move, your client only generally tells the server how you're moving, which is why people may appear in slightly different places to different players, and why you see people on your screen jump from place to place when you lag.
The Goblin Bomb toss is, for all purposes, a spell : and like any spell, it CAN be interrupted, simply by attacking it before it's done casting (like, within the first 70~80% of time it's standing still before tossing it). Note that attacking it DOES NOT MEAN YOU AUTOMATICALLY INTERRUPT : like any spell, it has an interruption CHANCE. Stun, like Agenorjj noted, does, as do other disabling spells like Sleep, or Paralyze, if you're lucky enough to have it kick in at just that moment.
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I don't like the idea of provoking every 30 seconds. If you have more than one tank in the party, you should split the damage, I may be a warrior, but I can die just like everyone else especially when I'm taking ALL the damage from a level 20 mob. I think it's good to cast provoke as soon as the monster takes it's attention off of you, because it generally goes running, if you Provoke after it starts running towards the mage, it will start running back to the warrior, giving the party a few extra seconds.
First off, like has been said, you should -always- provoke. Provoking "when it switches" is inefficient : if you provoke all the time, it never switches in the first place. Every time you provoke, your Hate/Enmity counter goes up a bunch : there is no limit to this, you gather Hate even if you already hold the most. White Mages, Black Mages and so on should never go over the Hate the tank holds : they have to hold back if this happens, basically making 'em work below optimal conditions. Not a good thing.
Second, about the splitting-damage thing : if you have significantly more DEF than the other tank (say, PAL/WAR versus a DRK/WAR : the Paladin will have a slur more DEF), you should ALWAYS hold hate. This will save your Healer from having to cast a slur of extra Cures because the weaker tank takes extra damage, and thus keeps down his hate, saves his MP, and altogether decreases downtime. Also, having only one tank means that only one tank has to be buffed : having to cast spells like Regen several times does drain a lot of MP. Don't worry about your health bar : it's your healer's task to keep you alive, and it's easier for him to spam-cure you than it is to switch between the two tanks all the time. A final thing : when monsters use skills, especially the high-damage skills from Sheep, Goblins, Quadavs, Pugils and Bats and such, the tank HAS to be very high in health : and healing two tanks enough to keep 'em very high in HP is more costly than doing that for one. If the healer is sure that the main tank holds more Hate than the secondary tank, he can slack off with the secondary tank a little bit.
However, that doesn't mean the other tank can just sit back idly. For one, a good idea is to have the second tank pull monsters, so the healer doesn't have to jump right to curing the puller (and thus gather hate even before the battle really starts) because it's "just" the secondary tank, and he won't get hit once the actual Tank provokes it off him. Also, the secondary tank can Provoke enough to stay close behind the actual Tank during the course of the combat : this way, if the Healer has problems keeping the Tank's HP up, the secondary tank can take over for a moment. Tricky, but useful.
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1. If you keep aggro all on you and it uses its special move then no one can provoke of of you to save your life.
Wrong. Monsters don't generate hate by dealing damage, monsters generate hate by how much damage players do, and the skills/spells they use.
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2. Using one tank method cause white mage to spend whole battle using cure 2 instead of being able to use any cure 1's.
Wrong. The total damage/second a monster does doesn't decrease when you have it switch between different tanks, so a WHM will still have to heal the same amount of damage/second to keep the tank - probably more, because the secondary tank takes more damage than the first one. So since the heals/second remains the same, the cure-to-cureII ration stays the same, too.
And, like I said - when monsters use high-damage skills, the tank HAS to be very high in health, so if it's not sure which tank 'll be the one to receive the damage, the healer can't have one tank "slack off", forcing him to keep them both cured to the maximum.
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3. Cure 2 casts close to the same amount of hate as a provoke will so it kind of nullifys the whole provoke aspect.
If CureII generated as much hate as Provoke, White Mages would die quite a lot more than they do now (and PAL/WHM would become by far the ultimate tank, for that matter). CureII generates a lot of hate, but if you were to fire off a CureII and Provoke side-by-side, the Warrior will be the one the monster goes for.
Either way, I don't see how what you said would be a point IN FAVOUR of not spam-Provoking - if CureII generated so freaking much hate, why would you want the Warrior to provoke less and thus generate less Hate? Unless the Warrior provokes all the time, the WHM can't get off his CureIIs without drawing the most hate.
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4. With using chains of cure 2 and then using Benediction the white mage will always get more hate cause the mob lost all the damage it did to whatever character and will decide to get rid of the mage to make it's work easier.
Nonsense. Monsters don't "lose hate" for a player when you cure them - it's that Cure itself generates hate, and by Cure2'ing a lot, you'll gather more Hate than the other players did. And since Benediction is equal to casting a dozen Cure II's, it's freaking IMPOSSIBLE for the others to gather enough hate to save his life.
And again, I fail to see how this would be in favour of having the Warrior NOT draw as much hate as possible. If the Warrior was to provoke for ten minutes before the WHM used his Bene, it wouldn't switch because the WAR generated an even more insanely high amount of hate.
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5. GM's have the ability to control mobs if they want to for some added fun and if they are in control they won't use the hate system no matter how bad you want them to.
Again, total and utter nonsense. The GMs don't mess with your playing experience, and especially not in such a petty way. Yeah, sure they could warp you to Bahamut, or warp Bahamut to you, or just have you drop dead where you stand, but they have a job to do, and Square-ENIX 'd just fire 'em if they pulled stuff like that instead of doing it.
(Geez, where the hell did you get this rediculous crap from? Is your Linkshell feeding you these lies just to ******** you, or something?)
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Warriors should not always provoke, I'm sorry.
Warriors aren't the tanks when you get to mid-game. That job belongs almost exclusively to Paladins.
First off, that's like saying "Red Mages shouldn't heal, because White Mages have more MND". You need to look at the situation.
There isn't a one-to-one ratio between parties and Paladins, and parties with "merely" a WAR tank can't go without Provoke. Sure, if there's a PAL/WAR present, then they would probably be the tank, and thus should ALWAYS provoke. But there's plenty of exceptions to this - if there isn't a Paladin available but another tank job is, or it has sub-optimal equipment compared to another party member, or there's a NIN/WAR that wants to blow money on those uber-tanking Ninjutsu, then those would be the tank, and thus should ALWAYS provoke. It's not "oh, you're not a Paladin, you can't tank" - you need to distribute the tasks based on your party members.
And like I said in this post, Provoke won't instantly cause a monster to switch, so any secondary Tank should keep track of how much hate he gathered, and provoke whenever it falls too far behind the main Tank.
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Shiit, this post is too big for it's own good. ><
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And yes, a BLM is support, RNG and SAM both do more damage, and what's more they don't die after two hits.
Never seen a good BLM in action, I gather. A BLM with a good grasp of elemental strengths/weaknesses and skill at Magic Bursts can deal roughly as much damage as a RNG or SAM : but it has spells that extend the usefulness of a BLM beyond just nuking the monster. The disadvantage of a BLM, however, is that it has to sit to regen, potentially causing a bit extra downtime.
Edited, Mon Jan 19 17:37:38 2004 by Urakh