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Returning Cor Q'sFollow

#1 Jul 01 2011 at 12:02 PM Rating: Good
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I returned to the game earlier in the year after a long, long break, and I've slowly been working on regearing and levelling my old 75s up to the new 90 cap. COR is next on my todo list and now my current project.

Things have changed quite a bit since I last donned my trusty Tricorn and I have a few questions.

Sub Jobs:
I'm currently in the process of recapping my SJ's. Back when I played at 75 I generally subbed /rng the majority of the time, with /nin /rdm /whm used situationally on rare occasions or for certain events.

Over the past week or so, I've been doing random '/Sea all Cor' and I havent seen a single cor/rng yet! Has the SJ outlived its usefulness or somthing? I'd have thought Velocity Shot would have made it highly desirable. Or is it just because Atma has made meleeing much more feasable? I'm confused.

Commadore's Tricorn:
Finally unlocked all the new rolls. Is it worth macroing my Commadore's Tricorn into the new buffs? Does it even have an effect on them? The Tricorn occasionally gives your rolls the 'Job Bonus' without having that job in your party, so I assume that because the new rolls dont seem to have any 'job bonus' like the old rolls, the tricorn would have no effect on them? Or will it still occasionally enhance them in some way?

XP:
I managed to hit 90 in a couple of long parties. And boy was it a big hectic mess! In the old days, it was easy enough to isolate your DD's from your mages and give suitable rolls to the right people.

However I find it very hard to maintain correct rolls in Abyssea. Between your party splitting up and fighting multiple mobs, and your mages mingling inbetween all the DDs, I find that generally I always have some mages with DD buffs and some DDs with mage buffs. Is this just to be expected in this day and age of xp'ing?

Atma:
I've done very little inside abyssea since returning to the game, and my Atma list is lacking. Is there anything specific I should go out of my way to unlock as Cor? Any Cor essentials I should prioritise?

Edited, Jul 1st 2011 6:41pm by GenryuOfBahamut
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#2 Jul 01 2011 at 10:08 PM Rating: Good
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GenryuOfBahamut wrote:
I returned to the game earlier in the year after a long, long break, and I've slowly been working on regearing and levelling my old 75s up to the new 90 cap. COR is next on my todo list and now my current project.

Things have changed quite a bit since I last donned my trusty Tricorn and I have a few questions.

Sub Jobs:
I'm currently in the process of recapping my SJ's. Back when I played at 75 I generally subbed /rng the majority of the time, with /nin /rdm /whm used situationally on rare occasions or for certain events.

Over the past week or so, I've been doing random '/Sea all Cor' and I havent seen a single cor/rng yet! Has the SJ outlived its usefulness or somthing? I'd have thought Velocity Shot would have made it highly desirable. Or is it just because Atma has made meleeing much more feasable? I'm confused.

Commadore's Tricorn:
Finally unlocked all the new rolls. Is it worth macroing my Commadore's Tricorn into the new buffs? Does it even have an effect on them? The Tricorn occasionally gives your rolls the 'Job Bonus' without having that job in your party, so I assume that because the new rolls dont seem to have any 'job bonus' like the old rolls, the tricorn would have no effect on them? Or will it still occasionally enhance them in some way?

XP:
I managed to hit 90 in a couple of long parties. And boy was it a big hectic mess! In the old days, it was easy enough to isolate your DD's from your mages and give suitable rolls to the right people.

However I find it very hard to maintain correct rolls in Abyssea. Between your party splitting up and fighting multiple mobs, and your mages mingling inbetween all the DDs, I find that generally I always have some mages with DD buffs and some DDs with mage buffs. Is this just to be expected in this day and age of xp'ing?

Atma:
I've done very little inside abyssea since returning to the game, and my Atma list is lacking. Is there anything specific I should go out of my way to unlock as Cor? Any Cor essentials I should prioritise?

Edited, Jul 1st 2011 6:41pm by GenryuOfBahamut



1. /RNG doesn't give you velocity shot, and COR doesn't really need acc/racc nowadays if you're in abyssea or doing lv 75 game content. Even if you're fighting really high lv new NMs(such as VWNM), COR still capable of getting TP without physically TP on the mob via Regain roll, QD STP gear, WoTG earring and roller's ring, making /RNG not that competitive compare with /SAM, /RDM or /WHM. Compare with /SAM, /RNG also gives zero defensive ability, makes this SJ kinda hard to use. All you're getting is just barrage and racc bonus that's all. Maybe higher base AGI for WS but it's not gonna make a huge difference.

Also, unless you have empyrean WS, melee COR with right atma will beat /ra COR easily in terms of dmg output if you're in abyssea. Making /DNC or /NIN more powerful SJ in Abyssea for ppl without empyrean WS.

Basically /SAM /RDM /WHM /WAR(for old lv 75 content where slug deals more WS dmg than WF and hard to get TP with /ra) /DNC and /NIN is what you really need nowadays, get /SCH ready for next update if you planning to get empyrean WS. /RNG you can really live without it IMO.

2. New buffs are enhanced by AF3+2(+2s enhance the new rolls 100% btw, unlike AF2 head). But old rolls are still useful, so yes you still need AF2 head, and AF3 set for new rolls.

3. Because atmas are very powerful, ppl generally dont' care about rolls nowadays in Abyssea, and they make very little difference in terms of EXP/hr. So if you're in Abyssea, it's perfectly fine to not be a perfectist and buff ppl perfectly in Abyssea EXP unless your DD or mage lack proper atma or skill. As long as your DD or mage is using proper atma and have proper skill, the amount of time you spend to do perfect roll you're probably losing more DPS....but it still depends though, just watch carefully see if they're dmg need to be buffed. A pimp DD or mage with right atma generally don't need buffs and still able to do very well.

4. RR/GH/SS/apoc/A&O:Those are good melee atmas

Ultimate/smoldering sky/lonewolf/sea daughter:Those are good atma for empyrean WS if you want to get it.

Gales:Good for aeolian edge, a good brewing or amber farming/cleave buring WS

Cosmos:Good for Leaden Salute build.

Can also get other MAB atma such as Hells guardian/Baying Moon and Beyond.

Edited, Jul 2nd 2011 12:09am by Afania
#3 Jul 02 2011 at 11:23 AM Rating: Good
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So much has changed ><

Well at least I dont need to recap /rng. All my other SJ are sat at 45 or above so thats now a job for another day. On another note, /Sam is somthing I have ever seen on Cor before either, at least not back when I last played, it was always somthing I more associated with 2 hander DD's. I assume we are using it for Store TP, Meditate and Seigan/Hasso when we are not engaged in melee?

Edited, Jul 2nd 2011 5:24pm by GenryuOfBahamut
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#4 Jul 02 2011 at 6:16 PM Rating: Good
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GenryuOfBahamut wrote:
So much has changed ><

Well at least I dont need to recap /rng. All my other SJ are sat at 45 or above so thats now a job for another day. On another note, /Sam is somthing I have ever seen on Cor before either, at least not back when I last played, it was always somthing I more associated with 2 hander DD's. I assume we are using it for Store TP, Meditate and Seigan/Hasso when we are not engaged in melee?

Edited, Jul 2nd 2011 5:24pm by GenryuOfBahamut



It's pretty useful if you're using a vulcan's staff and /ra. If your main WS is slug, hasso gives you extra STR. If your main WS is wildfire, you can full time seigan+third eye and still won't lose any DPS. The survive ability of this SJ is higher than other DD SJ such as /RNG /WAR or /RDM, and probably close to /NIN.


/SAM also gives you sekknoki, with new empyrean WS you can self darkness, and zerg Abyssea NM down very quickly with a series of WS spam as long as they take full WF dmg.
It's certainly one of the best SJ for zerging after your pt member got proc. Just wait for 300 TP--> Sekknoki--->WF--->Fire shot---->WF+darkness SC--->Meditate---->fire shot--->WF--->Random deal--->Fire shot x2--->WF---->2hr and repeat everything from step 1. You can WS 7~8 times this way in one min, each WS dealing 5~7k+ dmg and 1~3k+ fire shot, dealing over 60k dmg in Abyssea with empyrean WS in 1~2 min, on the same time able tank NM with Seigan+ third eye and won't get pwned badly. It's by far one of my favorite DD SJ, just because able to do so many WS and able to tank with seigan+third eye is very fun in Abyssea ;P

The reason why you don't see it too much is probably because it's not "one sub rules them all" The use of this SJ is limited to /ra and zerging only. And most of the situations you don't really need /ra these days. Even for /ra friendly NMs such as VWNM, I still prefer /WHM for extra -na/erase and magic def bonus(I haven't done a WHOLE lot of VWNM, but everytime when I don't /WHM for it I either go back and change or feel guilty for not helping the pt enough)

But then again, this job always have wide variety of SJ to choose from. So just go ahead and play with them and experiment which one is the most useful one in certain situation.
#5 Jul 03 2011 at 5:20 AM Rating: Good
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Ah thanks for all the help, and sorry for all the nooby questions.

I had totally forgotten all about Sekkanoki, that JA was added long after I stopped playing SAM. Wildfire seems pretty amazing, I was checking it out on wiki and came across this:

Quote:
Damage is unaffected by weapon or bullet base damage.


So does that mean Bedlam will put out the same kind of WS numbers as Armageddon? I know the weapon is inferior in every other aspect, but that looks quite interesting.

Most of my friends have quit whilst I was away, and I now belong to a small social ls with a large percentage of the population being lowbies and new players. If I'm being realistic Armageddon is probabally beyond my reach at this moment in time. However Bedlam looks a feasable option for me, and somthing I can work on in my free time.
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#6 Jul 03 2011 at 5:54 AM Rating: Decent
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GenryuOfBahamut wrote:
Ah thanks for all the help, and sorry for all the nooby questions.

I had totally forgotten all about Sekkanoki, that JA was added long after I stopped playing SAM. Wildfire seems pretty amazing, I was checking it out on wiki and came across this:

Quote:
Damage is unaffected by weapon or bullet base damage.


So does that mean Bedlam will put out the same kind of WS numbers as Armageddon? I know the weapon is inferior in every other aspect, but that looks quite interesting.

Most of my friends have quit whilst I was away, and I now belong to a small social ls with a large percentage of the population being lowbies and new players. If I'm being realistic Armageddon is probabally beyond my reach at this moment in time. However Bedlam looks a feasable option for me, and somthing I can work on in my free time.



WF is pretty fun in Abyssea as long as the mob you fight don't resist magic or fire dmg. However what's really good about this WS is strategic value. Low enmity ranged magical WS is pretty unique, makes it good when you need some kind of magical dmg. RNG is good for strong ranged physical dmg, and COR good for low enmity ranged magical dmg, this WS makes COR a unique DD and no longer just RNG -1, or ranger-bard or something IMO.

Armgeddon has AGI+, so it's still going to do higher ws dmg than Bedlam. But if you're brewing, then both weapon will do the same since your AGI is capped at 999.

Depending on what other jobs you have, Armageddon can be soloed or duoed all the way to 90. Ppl nowadays rarely rely on LS to get stuff anyways, they mostly rely on small group of friends or mule ._.

So all you really need is 1~2 friend and right job, or a mule to dualbox if you plan to get it. If you only plan to get the WS for brewing then WoE weapon is enough, but I thought it's common consensus in FFXI community that WoE weapons are harder to get than La Theine path weapons ._.

#7 Jul 15 2011 at 6:19 PM Rating: Decent
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After a 1.5 year depature from corsair (dropped in when it seemed less useful in abyssea than other jobs), the potential for 3 rolls running at one time has peaked my interest in getting back into COR. Anyways, I have a few questions.

1) What is the current "Ideal" set for quickdraw and leaden salute (I dont plan on getting wildfire atm)?

2) In abyssea, is it worthwhile to melee for TP, or do most use SeaDaughter,QD and cheap bullets to build TP for LS or WF?

3) Wouldnt /BLU be the best for max LS/WF since you get +20 MAB and 10 agi vs the +24 MAB from /rdm?

Thank you for your time.
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#8 Jul 16 2011 at 4:27 AM Rating: Decent
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doctorugh wrote:
After a 1.5 year depature from corsair (dropped in when it seemed less useful in abyssea than other jobs), the potential for 3 rolls running at one time has peaked my interest in getting back into COR. Anyways, I have a few questions.

1) What is the current "Ideal" set for quickdraw and leaden salute (I dont plan on getting wildfire atm)?

2) In abyssea, is it worthwhile to melee for TP, or do most use SeaDaughter,QD and cheap bullets to build TP for LS or WF?

3) Wouldnt /BLU be the best for max LS/WF since you get +20 MAB and 10 agi vs the +24 MAB from /rdm?

Thank you for your time.


1) Depends on if you want highest dmg or want to add some TP when you do QD. I just make 3 sets, and only use high dmg set when I have 90% or even 100%+ TP. Usually I add some STP gears or Schutzen Mittens if I'm doing QD with TP lower than 100%.

This set is probably the best if you just want highest QD dmg output:

HQ staff/Reaver grip+1
Oberon's bullet
Corsair's tricorne +1
Uggalepih pendant or Artemis medal(on right time)
Novio/Hecates
Mirke with QD recast time- and MAB augment
AF3+2 hands
MAB demon's ring or Zodiac ring(on right day/weather)
Forban cape
Elemental Obi(on right day/weather) or Aquiline belt
Desultor Tassets or Nimue's Tight


This way you get all spot filled with every MAB gear you can get and still have 2 +2 for set bonus.

If you're focusing on WS dmg you can change AF3+2 hands to Schutzen Mittens, Reaver grip+1 to Rose strap(you don't really need macc for QD nowadays, so reaver grip+1 isn't all that necessary for QD in all situation) and legs to AF3+2 legs, for extra 2.5 TP per QD and 8 STP from +2 legs, but still keep +2 set bonus. You're only losing 4 MAB for dmg this way but getting TP a bit faster.

2) Melee for TP is good if you're using Evi setup with melee atma. But if you're doing LS or WF spam then I'm not sure if it's better or worse than using a staff...personally I use a staff in abyssea most of the time for magical WS since it's fairly easy to gain TP in abyssea, and dmg boost from QD and WS is pretty big, makes staff more worthwhile. Outside of abyssea unless it's NM with AoE I just use melee weapon for faster TP gain, the dmg lose from staff really isn't that big outside of abyssea. But that's just personal preference.

3) What spell you've set that gives 10 AGI? Cuz last time when I tested /BLU it only gives +9 AGI after setting all AGI spells and MAB job trait.....do I miss something ._.?

Anyways for WF: Mathematically /BLU seems to win(or be a good choice at least), but last time when I tested(again, when I tested only had AGI+9) /RDM seems to win, plus higher QD dmg. Since RDM also gives more useful spells and free sneak/invis I'd say /BLU is completely not worth the effort.

For LS: LS has even lower AGI mod than WF, making MAB way more important than AGI when gearing for LS. So if /BLU can't win for WF I don't see how it can win for LS.





Edited, Jul 16th 2011 6:36am by Afania
#9 Jul 16 2011 at 7:37 AM Rating: Decent
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3) What spell you've set that gives 10 AGI? Cuz last time when I tested /BLU it only gives +9 AGI after setting all AGI spells and MAB job trait.....do I miss something ._.?



You are right, my mistake I was looking forward to lvl 99 and adding refueling which would put it at 11 (so I was off on both counts).

As far as MAB and AGI on LS. I worked through the formula for LS and it looks like with Cosmos+Ultimate, 222 AGI, +121 MAB (a.tonic), dark staff and +10% WS damage weapon:
Each 1 Agi = 11.8 damage
Each 1 MAB = 15.8 damage

I guess had the ability to anser my own question, but was hoping someone else ....... basically I was just being lazy.

Edited, Jul 16th 2011 8:44am by doctorugh
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