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The dunesFollow

#1 Sep 07 2005 at 5:22 PM Rating: Decent
/rant on
At first it seems OK, but after the first five minutes you want to rip off your big toenail. I've been farming and crafting for awhile, then I leveled Pld to 30. I then say
"Hmmm, time to level sub." I've been in the dunes for two weeks
and I've gained TWO LEVELS. Party after party it's been "DRK/WHM can healzorz", or "Uh MNKs are SUPPOSED to use staves,", and this precious bit of info: "The guide told me WAR/PLD was a great tankzorz!!11one!1eleven". I'm about to rip my friggin head off.

/rant off

EDIT: Any suggestion of where to level? I've heard korraloka and shrakrami aren't good after 16.

EDIT: Proofreading? Whatever.
Edited, Wed Sep 7 18:35:05 2005 by umiryu

Edited, Wed Sep 7 18:35:50 2005 by umiryu
#2 Sep 07 2005 at 6:37 PM Rating: Decent
lol umi what i did at 17 was went to kor tunnel as war/rng or any melee can /rng and soloed worms easy xp just cost a bit of gil
#3 Sep 07 2005 at 7:21 PM Rating: Decent
k thx for the advice
#4 Sep 07 2005 at 8:00 PM Rating: Good
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1,892 posts
I solo'd my BLM in the Maze at Lv10 ^^ sure fights did take about 15 mins each for 200exp but it was fun. (This was before SE nuked the forever claimed feature).

But you should be able to party in Kor.Tunnel til about 19-20... Who cares about crap exp, it's exp, it's coming in fast, they are safe kills, horrah for fast easy levels on squishy worms.

Same goes for the Maze, but I think the worms drop off around 16-17
#5 Sep 08 2005 at 7:52 PM Rating: Decent
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212 posts
Woot! Wormy leveling ^^
#6 Sep 08 2005 at 8:18 PM Rating: Decent
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823 posts
Dunes can be ok if you know what to do. I, thankfully, was able to get from 17-20 in one night and in one party. The key is to make you own parties and try to find people that are rank 3 or higher for atleast 3 of the other 5 members.That way you have an overwhelming base of experience, and you are only mentoring (or rather you should only be mentoring) 2 people on the basics.

If you're the party leader it helps too. After 11k exp and i think 3 hours of partying, I was the only member of the original party, having switched out every other person atleast once. Just keep an eye out on whose avaiable and ask people to give you alot of lead time before leading. It also helps to have to alternative healers/tanks (like WHM and SMN/WHM and WAR and MNK) so that if one leaves you can still continue to party.

If you're the leader, you're in control and you can make your parties great and last as long as you need. I'm just glad I escaped dunes in one night. Now onto Quifim!!!
#7 Sep 08 2005 at 8:31 PM Rating: Good
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1,892 posts
Wait til 2nd Jungle where you can spend a few hours at a time dodging the Gob trains to zone. I wish people could learn to pull properly. I think from my experience there as a puller, I've maybe got one gob aggro, and even then I killed myself rather than start the whole gob dodging thing that every party there has to do.

But I do agree with the last post about the dunes. If your party is stable you can get through there fairly easy. But all you need is one idiot and it can ruin it for everyone ; ;
#8 Sep 08 2005 at 8:43 PM Rating: Good
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Quote:
Party after party it's been "DRK/WHM can healzorz",


To be completely fair, before level 30, /WHM is definitely a contender for the best sub for DRK. Before you go biting my head off let me explain.

DRK gets an innate MP pool; small perhaps, but it is there, meaning that with a mage sub they would have considerably more MP than, say, a WAR/WHM would. However, at that early level, there's very little they can do with it with only DRK spells. In the dunes, even on magic bursts, you'd be lucky to do 2-digit damage most of the time.

/WHM gives them something to do with that MP, it allows them to act at least as a backup healer. They don't HAVE to use it, they can still DD just fine at that early level and not Cure, but when an emergency comes up it is something you can fall back on.

On the other hand, the typical sub for DRK early on, /WAR, does not offer DRK a single ability/trait that helps their damage until 30/15, when /WAR gains Berserk. About the only thing you get from subbing /WAR early is a point or two more STR than you'd get from /WHM.

All in all, it's probably folly to count on a DRK/WHM to main heal for a party, but their potential to at least help with the healing is definitely there at early levels.
#9 Sep 09 2005 at 10:40 AM Rating: Default
anyone remember long time ago when the 75blm was pulling a bunch of anenomes and gobs from ifrits cauldron to xp area?
that little taru mpk like 50+ people
#10 Sep 09 2005 at 1:07 PM Rating: Decent
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823 posts
Quote:
On the other hand, the typical sub for DRK early on, /WAR, does not offer DRK a single ability/trait that helps their damage until 30/15, when /WAR gains Berserk. About the only thing you get from subbing /WAR early is a point or two more STR than you'd get from /WHM.


Funny you should mention that cause I had the same experience with tanks. The best tank (in terms of damage taking ability) I had in the dunes that night was a rank 1 WAR/MNK who didn't know Red Lotus Blade was a Weapon Skill.

All the WAR/NIN weren't nearly as good, and I was thinking pre 20 what does /NIN get you anyway? I think alot of people are lazy about subs in the early levels and it should be mentioned that some combination can work in early levels but not in later levels and visa versa.
#11 Sep 09 2005 at 7:32 PM Rating: Good
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Actually, from what I'm being told, /WAR does not offer any more STR than /WHM does at that point, so I was actually wrong; there pretty much are zero benefits for /WAR at that point besides slightly more HP and being able to Provoke.

And I was wrong about the level too; at 20-29 there is a useful thing DRK can sub for damage, and that is /RNG for an Accuracy Bonus trait. Optimal sub will, as it does in lots of cases, vary upon situation.
#12 Sep 09 2005 at 7:47 PM Rating: Decent
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811 posts
In all honesty you can get away with some pretty odd job combinations in the dunes. At this point in the game, your subjob offers you so little that it makes almost no difference.

I did DRK/WHM through the dunes because MP for cures always seems to run thin.
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