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  1. #61
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    Re: FINAL FANTASY XI Update (Jun. 18)


  2. #62
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Minimums are now sitting at:

    Tier 1 - 2100
    Tier 2 - 4200
    Tier 3 - 6300

    I'd guess Tier 4 is 8400...

    So they are going down.

  3. #63
    Cerberus
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Toth
    Well, here's hoping Campaign is 'fixed'.
    If by "fixed" you mean "allied forces cannot make a dent in any beastmen zone" then you'd be right.

  4. #64
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Melios
    Quote Originally Posted by Toth
    Well, here's hoping Campaign is 'fixed'.
    If by "fixed" you mean "allied forces cannot make a dent in any beastmen zone" then you'd be right.
    sandy here is denting 2 zones pretty well max bar(+jugner still undercontrol) and forts at under 10 hp but I checked windy and bastok they still doing badly

  5. #65
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    Re: FINAL FANTASY XI Update (Jun. 18)

    lol if it means getting to do slaughterhouse III more i dont mind...
    free 2400 exp on my lv10 job each week...

    also doesnt this mean people can spam fortifications too?

  6. #66
    Member of Nikkei's Harem
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by pendragoon
    Minimums are now sitting at:

    Tier 1 - 2100
    Tier 2 - 4200
    Tier 3 - 6300

    I'd guess Tier 4 is 8400...

    So they are going down.
    Those aren't "minimums"- those are "current". minimum would be the price it won't go lower than.

  7. #67
    Cerberus
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Wolfknight
    Quote Originally Posted by Melios
    Quote Originally Posted by Toth
    Well, here's hoping Campaign is 'fixed'.
    If by "fixed" you mean "allied forces cannot make a dent in any beastmen zone" then you'd be right.
    sandy here is denting 2 zones pretty well max bar(+jugner still undercontrol) and forts at under 10 hp but I checked windy and bastok they still doing badly
    Seems like it's impossible to take down the beastmen fortifications; no how much people whack the forts at West Sarutabaruta or Meriphataud Mountains, it unerringly is right back to maximum strength in a matter of hours.....and the influence bars do not move.

  8. #68
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Melios
    Quote Originally Posted by Wolfknight
    Quote Originally Posted by Melios
    Quote Originally Posted by Toth
    Well, here's hoping Campaign is 'fixed'.
    If by "fixed" you mean "allied forces cannot make a dent in any beastmen zone" then you'd be right.
    sandy here is denting 2 zones pretty well max bar(+jugner still undercontrol) and forts at under 10 hp but I checked windy and bastok they still doing badly
    Seems like it's impossible to take down the beastmen fortifications; no how much people whack the forts at West Sarutabaruta or Meriphataud Mountains, it unerringly is right back to maximum strength in a matter of hours.....and the influence bars do not move.
    idk we seem to making progress:
    http://i65.photobucket.com/albums/h2...3-31-29-70.jpg

  9. #69
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Sorry if its old news, but for the first time last night (after the patch) we saw one of these in West Saru...

    http://serenityeu.files.wordpress.co...-85_resize.jpg

    Popped right on top of me, but went down fairly quick once everyone saw it. I didn't get a chance to run out and take a better pic, I was so busy hitting it.

  10. #70
    Gunitsoldier
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Never seen it before, it looks cool.

  11. #71
    Nidhogg
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    Re: FINAL FANTASY XI Update (Jun. 18)

    have people figured out what the red bars are above the country you select in campaign are for? Been wondering for a while. No i'm not talkign about the influence one the one right above the circle thingy.

  12. #72
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    Re: FINAL FANTASY XI Update (Jun. 18)

    I always assumed it was the area's threat level, in regards to how high the chance was that the current owners of the area were going to lose it.

  13. #73
    Sea Torques
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Is anyone else having POL crash a lot after this update?

  14. #74
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Halion
    Is anyone else having POL crash a lot after this update?
    viewtopic.php?f=2&t=31077
    See new posts at the end.

  15. #75
    Bagel
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Septimus
    What the fuck is the point of Field Woundtenders if all they do is cast Cure 1 twice in 15 minutes?
    Fixed.

    Plus they do it while wearing a Holy Breastplate.... and they don't seem to have Erase... gave me flashbacks to 2005.

  16. #76
    Sea Torques
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by spooky
    Quote Originally Posted by Halion
    Is anyone else having POL crash a lot after this update?
    viewtopic.php?f=2&t=31077
    See new posts at the end.
    No error here just crash to desktop, I guess it's just me then but thanks for trying to help^^

  17. #77
    Ridill
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Midnightjade
    Quote Originally Posted by Septimus
    What the fuck is the point of Field Woundtenders if all they do is cast Cure 1 twice in 15 minutes?
    Fixed.

    Plus they do it while wearing a Holy Breastplate.... and they don't seem to have Erase... gave me flashbacks to 2005.
    Doing campaign in Rolanberry Fields [S] they cast Protect and Shell IV and Cure V, but as soon as the mobs show up, they all die pretty much instantly.

  18. #78
    CoP Dynamis
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Third chocobo Monster Race finished today -- was called "Death Race" or something like that. Still in Passhow Marshlands, and mobs included a Ram with speed boost, Tiger with Roar effect (AoE speed down?), and Raptor with what looked like an Evasion Up move. As previously, it appears we are allowed one official race per day, with the first race being some sort of exception.

    Entry cost was 35 chocobucks, prize for winning was 8k -- so far these races have not offered a good return on gil per chocobucks, but at least more than enough to offset the cost of earning them if you don't lose too many times.

  19. #79
    Ridill
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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Guppy
    Third chocobo Monster Race finished today -- was called "Death Race" or something like that. Still in Passhow Marshlands, and mobs included a Ram with speed boost, Tiger with Roar effect (AoE speed down?), and Raptor with what looked like an Evasion Up move. As previously, it appears we are allowed one official race per day, with the first race being some sort of exception.

    Entry cost was 35 chocobucks, prize for winning was 8k -- so far these races have not offered a good return on gil per chocobucks, but at least more than enough to offset the cost of earning them if you don't lose too many times.
    I wish my chocobos didn't suck so I could actually win these races.

  20. #80
    ٩๏̯͡๏)۶

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    Re: FINAL FANTASY XI Update (Jun. 18)

    Quote Originally Posted by Septimus
    Quote Originally Posted by Midnightjade
    Quote Originally Posted by Septimus
    What the fuck is the point of Field Woundtenders if all they do is cast Cure 1 twice in 15 minutes?
    Fixed.

    Plus they do it while wearing a Holy Breastplate.... and they don't seem to have Erase... gave me flashbacks to 2005.
    Doing campaign in Rolanberry Fields [S] they cast Protect and Shell IV and Cure V, but as soon as the mobs show up, they all die pretty much instantly.
    Mine were too busy meleeing mobs with their wands to cast anything !

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