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Thread: General Tips for FFXI     submit to reddit submit to twitter

  1. #201
    E. Body
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    close enough, tsu. ganked from otherwiki:
    Fire melts Ice
    Ice compacts Wind
    Wind erodes Earth
    Earth grounds Thunder
    Thunder electrolyzes Water
    Water douses Fire
    Light illuminates Dark
    Dark eclipses Light

    iirc, that comes also from the elemental taru in windy.

  2. #202
    Relic Weapons
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    Kujata

    oh thanks lol, i knew i was off a little >.<;

  3. #203
    Old Merits
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    Kujata

    I actually wish I had sold my Sleepga II scroll, because by the time I finally leveled BLM, it cost 1/3 as much as it did years earlier. The economy probably isn't going to shift quite that much at this point, however.

  4. #204
    Starkiller
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    Diabolos

    After you die and are Raised start /healing as soon as you can and keep /healing. Even if your HP/MP is full the hHP/hMP ticks continue to gain potency so that when weakness wears off you will be getting back large chunks of HP and MP per resting tick.

  5. #205
    Atma Weapon
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    Zadora Madruk
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    Gilgamesh
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    Fenrir

    Quote Originally Posted by Spekkio View Post
    close enough, tsu. ganked from otherwiki:
    Fire melts Ice
    Ice compacts Wind
    Wind erodes Earth
    Earth grounds Thunder
    Thunder electrolyzes Water
    Water douses Fire
    Light illuminates Dark
    Dark eclipses Light

    iirc, that comes also from the elemental taru in windy.
    Neat trick I learned a little while ago:
    Elemental staves are in the above order, i.e. Fire Staff is above Ice Staff, Ice Staff is above Wind staff. Comes in handy when on the spot equipping and using magic on BLM.

  6. #206
    Sea Torques
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    Quote Originally Posted by Bendak View Post
    After you die and are Raised start /healing as soon as you can and keep /healing. Even if your HP/MP is full the hHP/hMP ticks continue to gain potency so that when weakness wears off you will be getting back large chunks of HP and MP per resting tick.
    To elaborate on this, and for anyone who might not know, but for each rest you get an additional 1 hhp/hmp. So like, first tick you get 10 back, second you get 11, third you get 12, so on and so forth.

  7. #207
    perplexing perpetrator of in perpetuity
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    Valefor

    "control r" will /t the last person you received a tell from, hit it again to go to the 2nd to last person and so on. It took me over a year playing the game to learn that one.(guess I should have read the cheater card that came with the game)

  8. #208
    As I beavered away...
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    Also, you can use /ta <r> and such to target the last person to send you a tell.

  9. #209
    Relic Horn
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    Asura

    Quote Originally Posted by Enedin View Post
    Empty monsters (ya know, all the weird things in Promyvion) are True Sight, AND they have a small True Sound aggro range as well.

    I was like HUH? This doesn't aggro sound! So I killed that and tried going around the back of another, aggroed me as well.
    Imps too

  10. #210
    New Merits
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    Bismarck

    /ignorepet on disables your ability to target other people's pets which is awesome for things that have lots of targets like dynamis.

    Also for the hmp, mage jobs at higher levels start to get increments of 2 mp per tick, and SMN and BLM get 3 mp increments when they get Clear Mind V.

  11. #211
    Cerberus
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    Quote Originally Posted by Drex View Post
    Imps too
    I haven't found a single true sight mob that doesn't have a small radius of true sound around it, such as Mamool Ja Lurkers, Hundredfaced Hapool Ja, and some of the La Vaule box NM's.

  12. #212
    assburgers
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    Quote Originally Posted by Aihree View Post
    I haven't found a single true sight mob that doesn't have a small radius of true sound around it, such as Mamool Ja Lurkers, Hundredfaced Hapool Ja, and some of the La Vaule box NM's.
    I've walked behind many a true sight mob, never noticed a true sound or even regular sound spot behind them... are you sure you didn't just fail at Metal Gear FFXI?

  13. #213
    IT ONLY TOOK 11 YEARS.
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    Devia Danoma
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    Sylph

    At lower levels, goblins can be particularly nasty with their bomb tosses which hit the entire group for big damage.

    If you're tanking a goblin, you can prevent the damage to your party. Make sure that you are unlocked from the goblin by pressing * on your number pad. Watch the goblin closely, and as soon as you see it begin to glow, immediately turn tail and run away from your group. The bomb will only hit you, saving your group from a possible wipe.

    It takes some practice to get the timing right, but your party will love you for it.

  14. #214
    Yoshi P
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    Proudmoore

    Could be lag, exceptionally wide sight aggro range or w/ever but I also try to stay away from Imps' radius.
    ...and I generally finish Metal Gear games w/Big Boss rank.

  15. #215
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    Leviathan

    Imps have a small true sound aggro range, died to prove it. You must be close to it though, and I mean batshit close.

    Edit: Might be just sound and not true sound though sorry.

  16. #216
    assburgers
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    Just to be sure, Imp's may have their camera further back in their model than you would expect.

    Their wings/tails extend a bit back, and if they have the camera set back some for whatever reason, it would appear true sound/sound aggro if you clipped their sight radius.

  17. #217
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    Leviathan

    Well, if they have eyes all around then yes you can still call it true sight but, in the end, it's the same thing no?

  18. #218
    assburgers
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    I don't mean eyes all directions.

    I mean like this little shitty diagram I'm about to make.


    \___/ <= what you think is the sight cone
    ~[]~Imp model
    =>. <= where the sight cone might actually start if they placed the camera point too far back.

  19. #219
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    Lakshmi

    Quote Originally Posted by Devia View Post
    At lower levels, goblins can be particularly nasty with their bomb tosses which hit the entire group for big damage.

    If you're tanking a goblin, you can prevent the damage to your party. Make sure that you are unlocked from the goblin by pressing * on your number pad. Watch the goblin closely, and as soon as you see it begin to glow, immediately turn tail and run away from your group. The bomb will only hit you, saving your group from a possible wipe.

    It takes some practice to get the timing right, but your party will love you for it.
    At some point while reading your post, I thought you were gonna say something like "You have to run forward to the Gob to make him drop his bomb and kill itself" >< Hehe nvm good advice

  20. #220
    Relic Shield
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    Don't level multiple melee jobs with overlapping roles, like finishing DRG to start SAM and MNK. You will be more taxed to maintain prime gear for two jobs, you won't be able to max combat merits, and all of your shitty melee jobs will be equally useless when your event group needs a bigger backline. Level jobs that fill new roles instead of ones you already have covered.

    Actually if you're doing a melee job at all as a new player, seriously reconsider. It's a very common theme in FFXI to have too many melee and not enough backline. As soon as you step out of your exp and merit party melees get devalued in a big way.

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