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

  1. #321
    Very Sexy Nerd
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    Quote Originally Posted by Cream Soda View Post
    When making a party, use AP radar and filter the names of potential pt members. Then run from the MH to the AH and you should probably see them at one point. This way you can check their gear out prior to inviting them.
    Personally I prefer checking their FFXIAH.

  2. #322
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    General:

    1) If you level sync a lot, do take the time to skill up.
    2) Every time conquest is tallied, look at who has what regions, then do outpost warp quests.
    3) Camping NMs for r/e equipment, although very time consuming, is a great way to save money. Diligence and commitment is required.
    4) For the love of Altana, don't join the first end game linkshell you see shouts for. Do your research, and consider your options. Find a shell that fits you, not a shell that's just convenient at the time.

    If you're new to dynamis:

    1) Turn autotarget off by typing /autotarget off. Your LS will thank you.
    2) Bring an RR item and eat it when you die. Stop pissing off your LS by making them wait until you get your precious R3.
    3) Come to dynamis with a decent buffer. 5k is not a decent buffer. If you delevel, deal with it.
    4) Don't AFK unless you really have to.
    4a) If you do really have to AFK, don't /heal while doing so.
    5) Mages, bring those echos.
    6) Bring Poison Potions when asked. No "oops I forgot."
    7) Do not melee statues.
    7a) Statues are also unsleepable.

  3. #323
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
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    3) Camping NMs for r/e equipment, although very time consuming, is a great way to save money. Diligence and commitment is required.


    Doesn't always work. In some cases, the drops are so rare you could have farmed the gil to just purchase the item and then some in the same amount of time it takes you to get the drop.

  4. #324
    Can you spare some gil?
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    Quote Originally Posted by Cream Soda View Post
    3) Camping NMs for r/e equipment, although very time consuming, is a great way to save money. Diligence and commitment is required.


    Doesn't always work. In some cases, the drops are so rare you could have farmed the gil to just purchase the item and then some in the same amount of time it takes you to get the drop.
    .-. PCA & Vali's Bow </3!

  5. #325
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    Quote Originally Posted by Bakthi View Post
    This goes for taking the boat to Einherjar, too. 30 minutes or less before start time? Dvucca Isle Staging point > hug left wall > Undersea Ruins (you'll need an Imperial silver piece, Salvage permit, or Captain) > Caedarva right next to Nashmau. It's fast and only has a tiny stretch of non-TS aggro. You can't get lost in the ruins either, even without a map; there's only one path.

    Nyzul > SSR > Blue porter > Blue porter, lets you out East of Nashmau, no coin required.

  6. #326
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    Quote Originally Posted by Pergo View Post
    -
    -Only 1 beastmen or kindred seal can drop per 1-6 people per 5min.
    I thought this too, until this happened

    http://i102.photobucket.com/albums/m...6_215727-1.png

  7. #327
    Chram
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    Quote Originally Posted by JustaWAR View Post
    I thought this too, until this happened

    [IMG]http://i102.photobucket.com/albums/m84/Kliaffxi/ffxi_20090526_215727-1.png[IMG]
    you've got more than 1-6 right there

  8. #328
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    The hell? This got un-stickied? /Sad

  9. #329
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    Quote Originally Posted by isladar View Post
    Nyzul > SSR > Blue porter > Blue porter, lets you out East of Nashmau, no coin required.
    Azouph Isle -> Nashmau is probably the fastest way to get to Einherjar.

  10. #330
    Hydra
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    Didn't read whole thread so this might already be given above BUT

    If you are dead or have another menu up, holding shift will allow you to still pan the camera.
    Took me a couple years to realize that so here you go. Very useful when dead and want to make sure you're safe to get up.

    Also if you switch targets right as you land your final blow on the mob you're fighting you will put your weapons away and immediately get them out again. That way you don't have to wait that annoying couple seconds before re-engaging.

    The best tip in the world is USE THE INTERNET.
    You will be far more self sufficient if you look up the maps you need, read strategies for what you're doing etc.

    Nobody likes helping people with things because it basically amounts to holding their hand through shit they would already know how to do if they just looked it up beforehand.

  11. #331
    Bagel
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    Quote Originally Posted by isladar View Post
    Nyzul > SSR > Blue porter > Blue porter, lets you out East of Nashmau, no coin required.
    Okay but since this is the general tips thread, I would suggest that people get a Remnants Permit (Salvage key item) and carry one at all times. You can take the faster route to Einherjar without a coin.

    If you do Salvage, get your new remnants permit immediately after finishing your run. That way, you always have one and never need a coin.

    (This fails if you are in a group that intentionally gets a permit in advance for the purpose of doing 2 runs back to back later. For everyone else, it's great.)

  12. #332
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    Quote Originally Posted by Crizto View Post
    Azouph Isle -> Nashmau is probably the fastest way to get to Einherjar.
    I doubt it. It definitely has the most aggro, including several imps, and doesn't look any shorter than the Dvucca run. I've found that exp parties like to not be in the mire whenever you actually want them to be. It should be noted that the Dvucca route spits you out on the correct side of Nashmau, very close to the Hazhalm entrance. It's also next to impossible for people to get lost.

    Some people also like to go to Ilrusi and escape, and I have no idea why. I'd rank them Dvucca > SSR > Ilrusi > Azouph when taking into account distance, time spent around aggro mobs, and quantity and type of aggro mobs. I can't actually decide which of those two I like least. The SSR route would win if for some reason you had trouble keeping a Salvage permit around, but that's so useful to do anyway.

    Of course, it's also handy if you have That One Guy Who Bought A Tidal Talisman in your LS, and he saves it to pick up stragglers in Whitegate 5-10 minutes before Einherjar.

  13. #333
    Ridill
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    Quote Originally Posted by Gergall View Post
    Okay but since this is the general tips thread, I would suggest that people get a Remnants Permit (Salvage key item) and carry one at all times. You can take the faster route to Einherjar without a coin.

    If you do Salvage, get your new remnants permit immediately after finishing your run. That way, you always have one and never need a coin.

    (This fails if you are in a group that intentionally gets a permit in advance for the purpose of doing 2 runs back to back later. For everyone else, it's great.)
    An even better tip is to get Captain. Then you don't even need a remnants permit (or a coin) to get past the NPCs, and porting is free.

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