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Corsair (FFXI)  

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Job Description

Hume Corsair
Hume Corsair
Descendants of the dauntless pirates that once scourged the seas of the Near East, corsairs rely on the “Hexagun,” a multi-barreled revolver, and elaborate luck-based abilities to alter the stakes of battle.

Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Name Level Recast Duration Description
Wild Card 1 02:00:00 Instant Has a random effect on all party members within AoE.
Phantom Roll 5 00:01:00 00:05:00 Grants a beneficial effect to party members within AoE.
Double-Up 5 00:00:05 00:00:45 Enhances an active Phantom Roll effect that is eligible for Double-Up.
Quick Draw 40 00:01:00 Instant Shoot a bullet charged with the magical energy of an elemental card. Special items required.
Random Deal 50 00:20:00 Instant Has the possibility of resetting the recast time of a random ability for party members within AoE.
Snake Eye Merit 00:15:00 Instant Your next roll will automatically be a 1.
Fold Merit 00:15:00 Instant Erases one roll or bust effect. Targets self-cast effect with the longest remaining duration.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

Name Level Description
Resist Paralyze 5 Gives you a slight resistance against paralysis.
Rapid Shot 15 Occasionally quickens ranged attacks.
Resist Paralyze II 25 Gives you a slight resistance against paralysis.
Resist Paralyze III 45 Gives you a slight resistance against paralysis.
Rapid Shot II 45 Occasionally quickens ranged attacks.
Resist Paralyze IV 65 Gives you a slight resistance against paralysis.
Rapid Shot III 75 Occasionally quickens ranged attacks.
Winning Streak Merit Extends the duration of phantom Roll effects.
Loaded Deck Merit Focuses effect of Random Deal on abilities waiting on recast. Has a chance to fail if only one ability is waiting on recast.

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player. The Two-Hour Ability for Corsair is called Wild Card. This ability has various effects depending on the number rolled. For more information see the chart bellow:

Number Rolled Effect
I Restores some Job Abilities (does not restore Two Hour Abilities).
II Restores all Job Abilities (does not restore Two Hour Abilities).
III Restores some Job Abilities (does not restore Two Hour Abilities), 100% TP Bonus.
IV Restores all Job Abilities (does not restore Two Hour Abilities), 300% TP Bonus.
V Restores some Job Abilities and some Two Hour Abilities, 50% MP Restore.
VI Restores all Job Abilities and Two Hour Abilities, 100% MP Restore.

Spells

Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results.

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.

Sub-job Combinations

There have been great debates on what support jobs Corsair should use. There is no true support job for Corsair as everything is situational. So with out further ado...

EXP Support Jobs

Ranger: Considered to be the best sub by most along with /nin. This sub-job really brings out the use of your gun. So if you prefer shooting this is the sub-job for you.

Pros ~ Access to RACC traits, sub-job specific armor such as the Gun Belt, barrage, and sharp shot.

Cons ~ No real defensive capabilities with this support job.

Ninja: As mentioned above, this is considered to be one of the best sub-jobs for Corsair. This sub-job offers a great defensive ability with useing shadows, and is prime for meleeing at later levels.

Pros ~ Access to Dual Wield, and shadows.

Cons ~ No real offensive capabilities with this support job, and lack of RACC.

White Mage: This support job is used sparingly. Most Corsairs tend to sub NIN or RNG, but on occasion you will run into one subbing WHM. /whm is mainly used for HNM and gods since our ranged damage is on the weaker side in endgame.

Pros ~ Access to WHM spells.

Cons ~ No real defensive or offensive abilities with this. The practice of shooting is usually tossed out the window when subbing this, as you will want to focus on mp+ gear.

Red Mage: Also like WHM this support job is used but rarely. This is the support job of choice when you want to focus on Quick Draw and having the ability to cure. Works great in a Mana Burn.

Pros ~ Access to Magic Attack Bonus traits, cures, and stoneskin and phalanx.

Cons ~ Lack of RACC, lack of advanced healing spells.

The Other Support Job

Samurai: This is big sub-job in PVP.

Pros: Access to Seigan, Third Eye, Hasso, and Meditate.

Cons: ???

Other Info

Category: FFXI Job Classes
This page last modified 2007-09-23 07:15:25.