Fight in Vana'diel

I'm one of Japanese FF11 players. This document shows our common knowledges to fight monsters. IMHO, I regret that many Japanese are poor at English (me too), so we are afraid to join English players. We cannot tell you these knowledges quickly in Vana'diel. If you know them, you can get more XP (2500-3500 XP/h) and we want to join you.

Basic Knowledge --- HATE system

Every mob has a "HATE list". Mobs attacks (targets) the PC who has the highest HATE in it. Mobs add you to it when you do HATE-add actions or when aggro-mobs find you. Your HATE ups when the PC do HATE-up actions and goes down or is reset to 0 when mob attacks and gives you damages. Summary:

HATE-add actions attack to the mob, cast to the mob, Provoke, Steal, etc.
HATE-up actions HATE-add actions, cure/help PCs in the mob's HATE list, med, etc
HATE-down when... time progress (HATE is down), PC damaged, PC use some HATE-down abilities, zone, dead.

For example:

group:WAR, WHM, *:mob's HATE list and HATE value
HATE value is only for example.

1. WAR Provokes a mob
  * WAR:100
2. after 15sec
  * WAR:50
3. damage 20 mob->WAR
  * WAR:30
4. damage 10 WAR->mob 
  * WAR:40
5. WHM casts Protect to WAR
  * WAR:40
  * WHM:10
6. after 5sec
  * WAR:35
  * WHM:8
7. damage 20 mob->WAR
  * WAR:30
  * WHM:7
8. damage 10 WAR->mob
  * WAR:40
  * WHM:6
9. WHM heals to WAR's HP90
  * WAR:25
  * WHM:96
  at this term, mob's target changes to WHM because WHM's HATE > WAR's HATE
10. damage 30 mob->WHM
  * WAR:15
  * WHM:66
11. WAR Provokes the mob
  * WAR:115
  * WHM:66
  at this term, mob's target changes to WAR because WHM's HATE < WAR's HATE
12. WHM heals himself HP90
  * WAR:105
  * WHM:189
  at this term, mob's target changes to WHM because WHM's HATE > WAR's HATE
...

Basicaly, "total-damage HATE" and "total-heal HATE" is stored long time, and "ability HATE" is reduced immediately. For example, the HATE of Provoke is very high but reduce to 0 while about 30sec. Heavy damages and big Cure raise HATE value largely.

Strategies

To win Incredibly Tough mobs (150-200 XP) constantly, it is very important for each PCs to do their job's role. A table below shows the typical subjob and role of each job especially over Lv30. Under Lv30, there is almost no difference of Attackers and Tanks.

Tanks
Your role is a party guradian. You should keep the highest position in mob's HATE list. Then Healers can Cure safely and Attackers can give large damages to the mob without degradation of their attacking power. You are not Attacker.
PLD/WAREat FishMithcabob or BoiledCrab. Always use Defender and Sentinel. Provoke every 30sec. Cure largely yourself and others. Cast Flash. It is better that always you have juices for emergencies. Medding for every battle is very important. For PLDs, MP is more useful than TP as a Tank.
NIN/WARAlways use Utsusemi and Provoke while other self remains. Over Lv37, you can use Utsusemi-I and Utsusemi-II alternatively. The best way to keep substitutes, (1) Cast Utsusemi-I (2) see disappering 2 substitutes - 1 substitute remains (3) Cast Utsusemi-II and disapper 1 substitute by yourself (4) ... In this way, the mob cannot damage you.
WAR/MNKUse Defender always. Provoke every 30sec and Boost every 15sec. But WAR is not tuned for Tank than PLD and NIN. So when your HP is very lower, other member should get mob's target by Provoke.
Attackers
Your role is to decrease mob's HP constantly. Eat MeatMithkabob always. It strengthens you about 120%. While Tank job keeps mob's target, you can use attack ability like as Berserk. When mob targets you, you had better cut Berserk (or use Defender) because Berserk makes your defence power very lower remarkably. Provoke when Tank is dying or mob targets Healers.
MNK/WAR
DRK/WAR
WAR/*
You had better to have 2 sets of equipments. One for attack, one for temporary defence. If mob targets you, change into the latter.
SAM/WAR You are skillchain expert. Use Meditate and ThirdEye effectively. For example, (0) TP is over 100%, (1) mob stands ready for WS (2) stun-WS (3) Meditate (4) skillchain. If your party has Tank, SAM, Attacker1 and Attacker2, (1) SAM-Attacker1 skillchain + MB, (2) Meditate (3) SAM-Attacker2 skillchain + MB. You may be a Tank with SalmonRiceBall/TonosamaR.Ball
DRG/WAR Don't kill your partner. Your attacking power is 0.8, the partner is 0.4. DRG without partner seems weak a little.
BST/WAR Even Match pet is very strong Attacker. Over Lv35, you'll be active in party play.
THF/WAR
THF/NIN
Use Sneak-Attack and Trick-Attack effectively. Sneak&Trick-Attack adds the large damage-HATE to a member. If you add S&T-Attack to an Attacker, his HATE will be very high. It means the Attacker cannot attack so hardly. It is the best way to use S&T-Attack: (1)THF tells to party, "I can (or remains * sec) S&T-Attack!" (2) sub-Tank Provokes -- the mob targets sub-Tank (3) you attack the mob behind a Tank (espacially PLD, NIN, WAR)
Nukers
You can decrease mob's HP greatly in short-term. It means that your hard attacks may make you 1st place in mob's HATE list. You must keep your HATE under 2nd in mob's HATE list. Your armoring is very thin. You have to take out earnest, only when required. If you are targeted by mob, you are damaged greatly, so Healers should Cure you largely. It means the HATE of Healers will be very high, that is Healer cannot Cure members safely = your party is unsafe.
BLM/WHM Don't attack too much at the beginning of a battle, because HATES of Tanks/Attackers are still low. Aim at MB every skillchain. When required, cast Cure to members. If only main Healer Cure always (espacially WHM), he will be targeted very easily. MPs for Cure is the most important resource for your party.
RNG/WAR
RNG/NIN
The more money you spent, the stronger you are.... You can use the strongest arrows only when skillchain WS. Don't get mob's target.
Healers
Cure all members efficiently. MP for Cure is very very important for all members. When you use big Cures in short-term, you may be targeted by the mob. Your defeat means total destraction of your party. Regen is very useful. It cures HP125/75sec/MP15 and its HATE is low, But it is so slow...
WHM/BLM Use DivineSeal-Cure/Curaga efficiently. Don't bollock Peaon/Regen. Take distance from mobs with nasty sphere-WS as possible; Mandoras, Anticas, Tigers, Goblins, etc.
RDM/WHM
RDM/BLM
Over Lv32, Dispell is useful. Over Lv40, Refresh and Convert is very important, because MPs are the most important resource for your party.
*/WHMSub-Healers. If only main Healer Cure always, he will be targeted very easily. PLD/WHM and DRK/WHM can be a main-Healer.
others
BRD/WHMYour songs increase ability of party members highly. Paeon, Madrigal, Minuet for Attackers. Ballad for Casters and PLD. Finale is useful for mobs with defencive WS/Magics. Lullaby is useful when another mob adds. Help Healers to cast Cure, Poisona, Blindna, etc.
SMN/WHM

IMPORTANT THINGS:

Useful Macros

WAR/*, */WAR
 /ja Provoke <t>
 /wait 15
 /p 15sec to {Provoke} (TP:<tp>)
 /wait 15
 /p I can {Provoke} again. (TP:<tp>)

WAR/*, */WAR for Fight plural mobs
 /ja Provoke <stnpc>
 /p {Provoke} to linked <lastst> (TP:<tp>)

WHM/*, */WHM; You can Cure while you are attacking
 /ma Cure <stpc>
 /p {Cure} to <lastst> (MP:<mp>)

DRK, BLM, BRD; for Fight plural mobs
 /ma Sleep <stnpc> (or /so Lullaby <stnpc>)
 /p {Sleep} to linked <lastst>! Don't attack <lastst>!

THF (over Lv30)
 /p {SneakAttack}&{TrickAttack} ready! (TP:<tp>)
        or
 /p after 10sec, {SneakAttack}&{TrickAttack} ready! (TP:<tp>)
        or
 /p {SneakAttack}&{TrickAttack} is not ready! (TP:<tp>)

Skill-chain starters
 /p ########## Let's start skillchain!########## <ncall3>

NOTE: {...} is Auto-translated word. See Talk to Anyone with the Auto-translate Function!

Target-Shift Strategy

This strategy is efficient under Lv30 or party has no Tank-job. Under Lv30, any Tanks cannot keep their target, and Attackers is not so soft.

Tanks/Attackers get mob's target by shift. For example:

group: WAR/MNK MNK/WAR DRK/WAR BLM/WHM WHM/BLM RDM/WHM
skillchain : NightmareScyth(DRK) -> RedRotus(WAR) -> Combo(MNK)

1. WAR pulls a mob
   Casters are medding
   - about 15-30sec for pull it to camp -
2. DRK starts attack and does Provoke to the mob (for Healers/Casters to cast safely)
   MNK starts attack
   WHM casts Regen to WAR, Dia to the mob
   RDM casts Parais, Slow to the mob
   BLM casts Blind, Poison to the mob
3. after 15sec
   WAR do Provoke to get the target
   WHM,RDM casts Cure to DRK and WAR
4. after 15sec
   DRK do Provoke to get the target
   WHM,RDM casts Cure to WAR and DRK
   BLM casts Thunder to the mob
   :
5. WAR, MNK, DRK must tell their TP sometimes
   When their TPs are over 100%, DRK starts 1st WS
   BLM, WHM, RDM must avoid large HATE actions to succeed in skillchain
   WAR starts 2nd WS. -> Liquefaction (MB Fire)
   MNK srarts 3rd WS. -> Fusion (MB Fire, Banish)
   BLM and RDM casts Fire, WHM casts Banish -> MB
6. Now, BLM can cast strong spells safely
    because the HATE of MNK probably is very high by skillcain
   :

Target-Fix Strategy

This strategy is efficient especially over Lv40-. High level Attackers are soft especially when he is earnest and Tanks can keep target.

Main Tank keeps mob's target as possible. for example

group: PLD/WAR MNK/WAR DRK/WAR THF/WAR RDM/WHM WHM/BLM
skillchain : OneInchPunch(MNK) -> PowerSlash(DRK) -> S&T-Attack + ViperBite(THF)

1. THF pulls a mob
   PLD and Casters are medding
   THF starts Sneak&Trick Attack
   - about 15-30sec for pull it to camp -
2. DRK starts attack and does Provoke to the mob (for THF's S&T-Attack)
   PLD do Sentinel and Defender
   PLD starts attack behind the mob
   THF starts attack behind PLD (S&T-Attack)
   PLD does Provoke
   WHM casts Dia, Parais, Slow to the mob
   RDM casts Blind Poison to the mob
    :
   PLD casts Cure3 himself often
   WHM casts Cure to PLD sometimes
   RDM casts Regen to THF
3. after 30sec
   PLD does Provoke and self Cure(keep target)
            :
4. MNK, DRK, THF must tell their TP sometimes
   THF tells recast time of S&T-Attack
   When their TPs are over 100%, and THF can S&T-Attack, MNK starts 1st WS
   WHM, RDM must avoid large HATE actions to succeed in skillchain
   DRK do Berserk and LastResort to get target (for S&T-Attack)
   DRK starts 2nd WS -> Transfixion (MB Banish)
   DRK do Provoke and cast Stun to get target (for S&T-Attack)
   THF starts S&T-Attack ViperBite -> Distortion (MB Water, Blizard)
   RDM casts Blizard
             :

XP Chain

If you want more XP, you can get by XP Chain. For example:

Chain 0: vs tough mob. Don't use any WS to store TP. Save MP of Casters.
| Med MPs to full
|
|Chain 1: vs Incredibly tough mob. Skill-chain and MB.
+------ 1st period (200sec at Lv30-39) - XP * 1.2
| Med MPs to 80%
|
|Chain 2: vs very tough mob. Save MP of Casters(especially BLM)
+------ 2nd period (160sec at Lv30-39) - XP * 1.25
| Med MPs to 60%
|
|Chain 3: vs very tough mob. Skill-chain and MB and rush cast
|------ 3rd period (120sec at Lv30-39) - XP * 1.3
| Med MPs to 50%
|
|Chain 4: vs Incredibly tough mob. Skill-chain and MB and rush cast
+------ 4th period (80sec at Lv30-39) - XP * 1.35

Pullers must calucurate each limit time, determin which mob you pull the next and see how much MP remains. Attackers must determin when consume your TP. Casters must determin when save/consume/heal your MP.

Elements

Each mob has weak elements and torelant elements. For example, Beetles are weak to light and ice, so skillchain "Induration" + MB Blizard, skillchain "Distortion" + MB Blizard(Water), skillcahin "Fusion" + MB Banish(Fire), "Transfixion" + MB Banish are very effective.

See The Art of War and FFXI WeaponSkills&Chains.

Fight on plural mobs

Sometimes, another mob adds/links while your party is fighting a mob.

Pullers should know which kind of mob are aggro/linkable. For example, all Goblins are aggro and linkable, Lizards/Sheeps are linkable. Some Lizards/Sheeps are aggro, others not aggro.

When another mob adds/links, the Tank or sub-Tank should Provoke (or use HATE-add/up abilities) it, and DRK, BLM casts Sleep or BRD songs Lullaby to it. HATE of Sleep and Lullaby is high, so Tanks/sub-Tanks should Provoke just before the mob will wake up.

If MPs of Healers are very low to fight 2nd mob when 1st mob is dead, members attack off (your attack will wake it). After med, start to attack.


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