Hi, I have been leveling several lower level jobs lately and have noticed many beginners do not even realize whether they are in a good party or not (understatement). Likewise more experienced players can often get frustrated at the behavior of some newer players (again understatement). So, I thought
I'd put this guide out here to give tips to everyone on how to improve the amount of xp you are getting from levels 1-30 for both newer and more experienced players alike.
To give a little background on myself, these are my current levels for the jobs I have played: Rng 48, Pld 32, Whm 30, War 24, Nin 21, Thf 17, Rdm 15. I have not reached the highest levels of the game, but I know the basics of how just about every job is played.
Also while everyone has their opinion this is how I think of xp in terms of good/bad: 0-1500/hr bad, 1500-3000 good, 3000-4500 great, 4500+ fantastic. While most of us have personally experienced the bad xp range in these early levels, I want to assure everyone that it is very possible to get into the fantastic xp range at this level as well. I have done it several times and I know why I got this kind of xp. I will explain below to each of you how you can get there, or at least get to a higher xp category more consistently.
I. Where do I start?
You start with yourself. Every person in the party affects how much xp the party gets. I admit some roles have a slightly larger affect on this than others (which I will explain below), but each person has an affect on the party's xp.
Most of the things you can do to improve yourself have been put on these forums tons of times. Have your subjob fully leveled. Have a compatible job/subjob (i.e. melee with melee and mage with mage). Have up-to-date gear or even better have exceptional gear. Use food. Go to the job forums here and research your job, so you can be the best you possible.
II. Ok, I'm UBER. Now what?
The next thing to do is choose a place to level. Most people will tell you that "the spot" to level is Valkurm Dunes 11-20, Qufim 19-25, Kahzam 24+. These are in fact the worst spots to gain a lot of xp. I would avoid these spots if possible and take your group somewhere else. Be sure to have 3+ hours set aside if you are going to do this though. Putting together a good group outside of "the spot" will easily take an hour or more. Also I believe it will be easier to put a group together if you are a Whm or know a Whm, but it can still be done if you are not. Finding the Whm is usually the hardest part though.
If you don't have 3+ hours set aside, then you are better off going to "the spot" and having to deal with what you get there. The xp won't be as good, but there are still some things you can look for in order to make the trip less painful.
For alternate locations I can suggest (because I have leveled in these places) the following. Maze of Shakrami is good for levels 11-15, and if your party is lvl 11-12 be sure to bring plenty of healing and Blms or Rngs (Whm + backup and also at least 2 blm and/or Rng). Groups are usually formed in Tahrongi Canyon. From about lvl 14-19 Korroloka Tunnel is extremely good xp. Groups are formed in Bastok. Again a nuke heavy group is nice if you have some 14's. Buburimu Peninsula is good from lvl 12-21. It's basically the dunes with hardly any people. After lvl 20 Jeuno is the best place to form a group. I've leveled in Battalia Downs off goblins and tigers from 25-27, and leveled off leeches in Sea Serpent Grotto from levels 29-31. There are other good spots but I haven't been to them: Sauromuge Champaign 19-21 (hang a right and go into a little alcove where only beetles spawn), Korroloka Tunnel 23-27 (spiders, crabs and eventually pugils), Sahagin in Yuhtunga Jungle near Sea Serpent grotto around lvl 28ish (not sure exact lvl), Sahagin inside Sea Serpent Grotto once you hit 31+. I am sure there are others.
III. How do I know if I have a good party?
Good question! Quite simply, good party is one that is composed of good players. Now finding those good players can be difficult. I can tell you what to look for if you are trying to put a party together. The same guidelines apply if you are invited. Just find out what is in the party and you will know if you are invited to a good one or not.
Here is what I use to find good players (or a good group) in order of importance:
1. Rank
Oh no I said rank was #1! (gasp) I'll have to break this to you: play experience is the most important factor in making a player become a good player. I can tell how experienced a player is by looking at their rank. Most rank 3 players I find are decent or better. Almost all rank 5+ players are really good players. Not only do these people know what they are doing, but they have more money to spend on eqiupment and food. If you are not rank 3+, then try to get into a group where most of the people are, and follow the lead of the the most experienced person. Ask them questions if you are not sure about your role in their group. Many (not all though) will be happy to give tips on how to be a better tank, puller, healer, etc..., because it will help them get more xp.
2. Party formation
Ideally all the people in your party will be the same level. Usually this is not the case. If not then it is best to have the tank and other melees be the highest levels. Mages can be 1 or 2 levels lower and it won't affect the parties xp too much. (It will affect their personal xp somewhat though.) The reason is that heals and nukes do not change much in effectiveness regardless of how strong the mob is. Melees however have their accuracy and damage lowered the higher level the mob is above them. Tanks also get hit harder and more often. Nukes get resisted sometimes, but at these levels it is usually not as bad as what a tank or melee has to go through against an IT mob.
Other than that what you really need is 1 Tank, 1 Healer, 2 Damage and 2 other. The 2 other can be damage or (at most one of these) support, back-up tank, or back-up healer. Also, having a class geared toward pulling like Rng or Thf is a good idea, but not necessary. In case you don't know the roles for each job, here they are (as I see them).
Tank: Paladin or Ninja, War if you can't find the first 2. (War/Nin can actually be as good a tank as the first 2, but they have to be at least lvl 24 and use Utsusemi.) If you invite a Nin/War to tank then make sure he uses Utsusemi.
Healer: White Mage or Red Mage. White Mage is preferable, since they are more suited to the job, and many Red Mages do not want to be healer.
Damage: Blm, Rng, Drk, Drg, Thf, Mnk, Sam, Bst, War. (War is actually a good damage job too, but most low lvl Wars do not know how to play it as such.)
Support/Back-up healer: Brd, Smn, Rdm, or another Whm.
Back-up tank: War or any damage job with War sub except Blm or Rng.
The main reason to get a Paladin and a White Mage, over say a Warrior and a Red Mage, is that the Paladin player will always want to tank, and the White Mage will always want to heal. With a Warrior and a Red Mage you don't always know what you are going to get. In fact from levels 21-30 any melee with a War sub can tank about as well as a War. Most willl not want to though.
3. Friends
If you have played with someone that you know is a good player, then why not invite them back again. Check your friends list for anyone of the right level, that fits into the group.
4. Subjob
Sometimes a person with an underleveled sub is a good player (or at least an ok player), but usually this is not the case. They didn't take the time to level their subjob, so will they take the time to get good gear, use food, and learn how to play their job? Usually the answer is no.
A person with a mage/melee mix can be a problem too, but usually I have more problem with people with underleveled subs. Often at low levels you can get weird combos to work in ways that will never work at higher levels. A person that has an underleveled subjob and a melee/mage combo is someone you should definitely avoid.
5. Equipment
Actually equipment is usually more important than subjob, but you often do not have the luxury of seeing someones equipment. If the person has good gear then invite them (if you are the leader). If you see a person that you have already invited has really bad equipment then you can keep that in mind for the future (or ask the leader to boot them if its really bad).
6. Race
I put this here, because I wanted race to be at the bottom. In reality race doesn't matter. The above 5 things are so much more important that if you are judging on race then you need to go back to the first 5 points. Race does give small stat bonuses, but equipment makes so much more difference than these small bonuses especially at these low levels.
Aside: Actually there is one stat where race makes a difference. It's mp and it really only matters if your main healer is a Galka. Even this stat (mp) is still not as significant as the above 5 points though.
IV. Ok, we're assembled let's rock and roll!
Unless you are hunting worms you need to set up camp somewhere. Most importantly find a place where aggroing mobs will not spawn on you, but you also want a spot that is close to the mobs you are hunting.
Before you start you pulling mobs get your strategies worked out. Mages should work out healing and debuffing duties. Provokers should work out a provoke strategy (main and back-up, when to provoke, etc...). Someone should be designated puller; a melee who is experienced at the game (i.e. high rank) and has a ranged weapon works best.
Melees must set up a skillchain. This is very important, so don't skip on the skillchain especially if your party has a Thief. This is the skillchain chart I use, because it is easy to print out. http://ffvault.ign.com/skillchains/skillchainrenkei.pdf
Explaining skillchaining can be a guide itself, but here are some quick tips. The most common chains are Distortion and Fusion. Usually the mob you are fighting will be weak to one of these 2. If you are prepared look up the mob here at allakhazam and see it's weaknesses. Distortion elements are Wind and Ice. Fusion elements are Fire and Light. To make a Distortion chain start with a weapon skill on the light chart (the white one at the bottom), and follow with a weapon skill on the stone chart (the one in yellow) about 3 seconds later. For Fusion start with a fire weaponskill and follow with a thunder weapon skill. Even if no one in your group is sure what the mob is weak to, you should use one of these chains. The damage does help quite a bit, especially if you follow with a Magic burst (a blm spell of the right element cast a few seconds after the chain).
V. Which party members determine how much xp I get?
They all do. Each ok player adds a little to the xp total. Each good player adds a lot to the xp total. Each bad player makes getting xp harder and even gets people killed sometimes.
Bad players are really what you want to avoid. They have many forms: The tank that never Provokes, the Blm who casts all his nukes as fast as he can, the Whm who insists you pull a tougher mob that the party can't handle, the guy who decides to pull even though he is not puller (and he doesn't tell anyone that he's pulling either), the tank that runs in circles around the mob making sneak attack useless, the tank without good armor, etc....
Notice I mentioned tank a lot in that last part. I said before that there are couple of jobs that have a larger impact on the xp you get. The first one is tank. The quality of your tank can mean the difference between 5K xp/hour and negative xp/hour. This is because a good tank needs to do several things. 1) Keep the mob on him. 2) Stay in place so the thief can sneak attack. 3) Take as little damage as possible. A bad tank will mess up on at least one of these things. A good tank will be exceptional at all three. Doing #1 and #2 makes the mob die quicker and doing #3 saves mp for the Whm.
The other job that has a really big impact on xp is puller. A puller can be too quick or too slow. He can pull mobs that are too weak or too strong. He can pull a train of mobs if not careful.
Now the puller is not always fully responsible if he pulls something too difficult or too quickly, because other party members will often tell the puller what to do even if they don't really have a clue what goes into pulling. Usually mages are the worst about insisting that mobs which are too tough be pulled, and damage jobs insist you pull faster. Really though it's the tank that is going to be taking hits, so IMO the tank and puller should agree on what is pulled (also input from any players with a much higher rank is good).
Now someone may ask, "Isn't healer an a really important job too?" All jobs are really important, including healer. Healers are rare, but that doesn't mean they are a more important part of the group, only that they are in high demand. The sad fact is that a healer with no gear and half a spell list can still get by. (Noticed I said get by, this is still not a good healer.) If you have such a healer and the other 5 are giving their all you can still get great xp. A lousy tank or a lousy puller can really mess things up. My advice to mages is this: Shut up about pulling. It seems harsh, but my first job was whm (took it to 30), and I can honestly say I had no clue what was going on. I did my job excellently, but I didn't understand why sometimes I got 2k xp/hour and sometimes I got 5k xp/hour.
VI. Is there anything else I should do?
Yes. I need you to work this math problem:
Group A kills 2 mobs every 3 minutes for 70 xp each with negligible downtime. Group B takes 4 minutes to kill a mob for 200 xp and has 2 minutes downtime. Which group has the most xp at the end of 6 minutes?
Answer: Group A killed 4 mobs for 70 xp each, so that is 280 xp. Group B has 200 xp. Therefore group A got more xp.
Now this problem is not entirely true to what happens in the game. In reality group A is getting xp chains so at the end of 6 minutes they have closer to 350 xp. Notice how we are getting almost twice as much xp this way?
The conclusion is simple, "If you are not getting xp chains, then what you are fighting is too tough. Fight something weaker." Sometimes I realize that is not possible, because the place is overcamped. This is why going to "the spot" is not a good idea. Anytime you have the option of pulling mobs that you can xp chain, then do so. Some groups are good enough that they can chain 200xp mobs. Most are not. Realize what type of group you have and pull accordingly.
One last thing, now that you know how to get good xp, and whether or not you have a good group, don't bail on the group if the first pull is a bad one. If something is going to go wrong it's going to happen on the first pull. The group is not used to each other's playstyles yet, and may not be used to the mobs either. There are plenty of reasons why you should bail: levels don't match, group has no healer, tank has level 1 armor, etc.... If it is one bad pull don't leave, simply ask the puller to pull something else or get someone else to pull. Also if someone is doing something stupid like a Blm who chain nukes then ask them to stop, if they persist then tell them you are leaving because of them and then leave. Patience with a group has caused me to get great xp plenty of times even if things started rocky. Other times people persist in their stupidity and then its time to leave. At least now you have a better idea whether or not your group is a bad one and why.