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I'm at a loss for exp spots...Follow

#1 Oct 05 2005 at 1:15 PM Rating: Decent
Over the weekend I was quite disturbed I had lost 1200 exp from a lvl 6-8 orc in Ghelsba Outpost... maybe perhaps it was a multitude of orc's that linked over time. Either way, I decided there were enough people LFG to start a decent party rather than heading off to Ifrit's Cauldron to solo exp. Mainly cause the Cauldron is some what over camped at times by SMN's and BST's all with the same general idea. So my party and I head off to Gustav Tunnel to fight gobs and robber crabs. While on the way, 4 of 6 members are wiped out by some NM (maybe HNM) scorpion. Finally, after we get the PT rolling, we're having problems lasting past chain #1 and our tank is having a hard time with hate. Soo bad, infact, that I got hate once for casting Titan. There was more healing than damaging going on in this pt, so I'm guessing the mobs were still a lil too tough for us, but the exp they were dropping was "meh" at best.

Last night I got a PT offer and accepted. They were in Cape Terrigan with about three other PT's just infront of the SE zone to Valley of Sorrows. After a few battles, we decide "Enough with these crabs, let's go into Valley of Sorrows" as our puller was having difficulty finding mobs and exp was minimal. We get into Valley of Sorrows and things are OK at best. There's one other PT there and it is a very small space with few mobs to pull from. After a couple of kills, the other pt accidentally agro's or engages a Greater Bird and zones... so does my PT. At this point our puller leaves without prior notice... finally after 10 min, we have a replacement and I go back to jeuno to get him/her. I'm told by our blm he's only got 20 min left. I wouldn't be surprised if it took us 30 min to just get back to Valley of Sorrows with the rest of the PT. Couple fights later, the blm leaves... I have to go in 20 min now and someone else also has to go soon so we disband.

Both pt's have not been wide ranged levels just 2 levels... 56-58 for the first party and 58-60 for last night's pt. Chains have been slow, and frankly I feel I could have gotten more exp per time invested if I had solo'd bombs in Ifrit's Cauldron. Are there any good places to exp? any unorthadox exp zones that might have fewer pt's? Kinda like Behemoth's Dominion for lvl 32-36?
#2 Oct 05 2005 at 1:24 PM Rating: Decent
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See if this helps man

http://mysterytour.web.infoseek.co.jp/ffxi/us/tips/hunt.htm
#3 Oct 05 2005 at 1:29 PM Rating: Decent
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Attowa Chasm... is awesome.

Camp in the center tunnel from east to west or the tunnel to the BC. Pull lizards and antalions (if closer to 60).

Also Upper Def. Tower is good too. 58 is mainly bats and giants.
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#4 Oct 05 2005 at 3:21 PM Rating: Decent
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Upper Delk's is good around ~58. If your party is ~58-60, you can also try Monastic Cavern, where you zone in when doing G3. Just camp at the zone. ^_^ Good til ~63ish.

(Boo Toramas.)
#5 Oct 05 2005 at 10:29 PM Rating: Decent
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It might have just been your party set-up and/or skill level your party mates. I find that if u dont have a good SC with a good MB also that XP isnt that great at those levels. Especially against Crabs.

yeah i hate Onzozo...those cats suck and if u get a /whm that doesnt pay attention the tnank could go the whole fight being paralzyed and/or silenced. Seen happen and the tank usually isnt happy about it.
#6 Oct 06 2005 at 5:39 AM Rating: Decent
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ElvaanKrem wrote:
I head off to Gustav Tunnel to fight gobs and robber crabs. While on the way, 4 of 6 members are wiped out by some NM (maybe HNM) scorpion.


Sorry about that btw, i think one of ur pt members were my friend and he died ; ;

Next time you see people fighting that thing stay the hell back! i've certainly learnt my lesson from that
#7 Oct 06 2005 at 7:50 AM Rating: Decent
Untried by me, but looks like a good list anyway. Perhaps a starting point.

ffxi.allakhazam.com/forum.html?forum=10&mid=1096838303937842675&num=40]
#8 Oct 06 2005 at 1:34 PM Rating: Decent
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Antlions take entirely too long to kill, but Attowa is remote and not a lot of people try to xp there, so it's a better option if no where else to go.
#9 Oct 06 2005 at 2:03 PM Rating: Decent
Yeah, we tried going to Attohwa Chasm with a decent party of 61-62's, and it took like at least 6 minutes (2 uses of Defender) to kill one antillon. I'm not sure what our problem was, maybe it was just too resistant to the damage we were doing.
#10 Oct 10 2005 at 4:14 AM Rating: Decent
I feel your pain Nebz man. You are in what i liked to call the "hump" when i went through about the same thing at those levels. I still struggle with it now sometimes... Bibiki Bay has been added to my list of least favorite places to go exp. All i can offer is that it wont always feel like a chore to pull those good chains and rake in exp, but it definately becomes harder. Keep your chin up, grit your teeth, and take it with a grain of salt. It will get better. :)
#11 Oct 10 2005 at 7:14 AM Rating: Decent
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just a random thought that came to mind:

some people mentioned difficulty in killing mobs. also, comments that one party takes remarkably longer to kill one mob that others of the same lvl profess to not having enough mobs to chain 6-7-8.

maybe i should share a little experience on what goes through my head while forming a pt. this is by no means the only algorithm, and i know that there are limiting factors on this that is beyond anyone's control, like players' equipment, availability of classes, etc, but i have found that this algorithm works for me--at least to form a theoretically functional party.

1) consider possible mobs for lvl range

this is perhaps the hardest to do if one is not well-versed with the possible mobs that you can XP off of at any one level. but if a good XP party is a priority, then some background work is necessary. forums and other data sites are good sources of information to start, and asking people for some suggestions at anytime is always a good deal. this data then forms the foudation of possible sites that you could camp at in order to get the ball rolling on XP.

2) see what jobs are available

no point starting a pt with only 2 potential members in any one lvl range. i'd gamble with 5 confirmed members, and hope to find the last 1, but it's generally better to only start a pt you have confidence to complete recruitment in 15 mins tops.

3) pt set-up

there are exceptions to this rule, the infamous blm pt being one of them. however, before one considers these other more extreme set-ups, it's sometimes beneficial to fall back on the basic pattern that would help (at least theoretically) bring in XP.

1: Tank
2: Main Heal
3: Support
4: Melee DD
5: Melee DD
6: Magic DD

this template generally gives 3 melee and 3 magic. the well-balanced approach serves as a good starting point for forming pts.

4) skillchains (SC) -> Magic bursts (MB)

SCs are the heart of extra dmg. there will be times when forcing a SC is not beneficial. however, when there are magic DDs present, SC allows spin-offs for MBs, which in themselves means extra dmg. hence when forming a pt, it is not unlikely to invite only melee that can perform certain SCs, and likewise get magic DDs that can do certain MBs. i have spent many awhile getting used to SCs and MBs. the knowledge has helped me tremendously in forming pts with possible SC and MB potential. as highlighted before, fighting a mob without any SCs and MBs would sometimes mean discounting the pt's total dmg output potential. how people get those C4s and C5s is usually because of SCs with good MBs.

i will add more later, but i believe i have shared the less intricate details of the algorithm many people adopt. this is by no means the be-all and end-all of pt dynamics. a lot of it is learnt through patience and experience. so just grit your teeth and try. =)
#12 Oct 10 2005 at 8:35 PM Rating: Decent
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433 posts
(cont. from previous post, an elaboration)

about mobs to XP on:

when we talk about mobs to XP on, there are certain details I pay close attention to. i'll list them here with elaboration with no order of merit.

1) mob weakness/strengths

it pains me to admit that while i give this much consideration when forming a party, i am sometimes forced by circumstance to XP off a mob that does not have an apparent weakness that the PT formed can exploit or strengths the PT will have contingencies to. however, these situations aside, knowing weaknesses and strengths of mobs plays a critical role in procuring XP.

to illustrate, let's take an example. let's say for some god-forsaken reason i want to fight skeleton warrior (king ranperre's tomb, 68+ party). some traits come to mind:

weaknesses: fire, light, HTH (x2 dmg), Blunt weapons (normal)
strengths: dark, ice, edged weapons (.5 dmg), blood saber (AoE drain), black cloud (AoE blind)

based on this, my preferred SC would be liquefaction, fusion, light. my preferred MB would be fire or light based (to reduce risk of resist). at the ready i should have someone who could curaga (to counter blood saber), and blindna (to counter black cloud). i should also be searching for appropriate dds, both melee and magic.

with these thoughts in mind, and using the basic template, i would be having the following basic framework:

1. Tank
2. WHM or RDM/WHM or SMN/WHM (Main Heal)
3. RDM/WHM or BRD/WHM or SMN/WHM (Support)
4. MNK -HTH-, THF -HTH- (Melee dd)
5. Melee dd
6. BLM/WHM or SMN -Titan, lvl 70- (Magic dd)

having the basic framework would then allow you to mix and match jobs available to assess the possibility of fighting a mob.

assuming i have all 4 available, and i feel hopeful, then i'd source for the remaining two spots.

-Tank-

PLD or NIN or WAR or MNK... SAM? hmm... tough choices. PLD can intimidate undead, has holy circle, can heal himself, and is by virtue of the job the ideal undead tank-er. NIN has shadows, with some other useful resistance-lowering jutsus. WAR... errr... maybe with a club? 2 clubs? kraken! hmm... MNKs are known to be skellie killers. good mnks might eat through a skellie, but that's something i have not much experience with. yet. SAM? erm. i really don't know. never tried. and sincerely, not many SAMs would want to try. =)

verdict? PLD or NIN or MNK (have to play it well, else. >.>)

-Melee dd-

SC should be Light if possible. take out the trusty renkei chart and think. most jobs have a weapon of choice, like scythe or GS for drk, plm for drg, axe and/or sword for war, hth for mnk, GK for sam, katana for nin, dagger or hth for thf, bow/gun for rng; hence forming the renkei in your mind prior to inviting is always possible. if you are looking toward a good MB from the magic dd, then SCs would be rather impt.

note: the pt-maker is not responsible for coming up for SCs. however, it is the onus on the pt-maker to make sure that where permitting, there is an optimum chance for SCs to happen. this usually involves remembering which ws each weapon has at any one lvl, and whether it is a SC opener or closer.

(time to get back to work. :p haven't typed this much in awhile. getting back into the groove of it. apologies if the material is redundant to the reader. i just like to type. hehe. :p oh, and apologies to krem. i am effectively hijacking the thread. >.>)
#13 Oct 11 2005 at 12:17 AM Rating: Decent
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(cont from previous post)

on mobs to XP off:

2) Pre-departure preparation

no one likes to reach an area and not find a suitable camp. scouting to ascertain possible camp spots go a long way in preparation for the XP party, but getting there to find the spot taken would be a sad deal. i do >> /sea "Area name" lvlstart-lvlend << and count the number of leaders to get an approximate feel of how crowded any one potential area is. there is usually a set number of parties that any one area can support, so pre-departure checks are important to find a good place to lvl. realization of the camp and subsequent XP is of course a different issue. *sigh*

... i think i'll stop posting about this for now. need to rethink what i just posted. realized it's not the best way to classify my algo. hmm... >.>
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