Hit 10 CONJ with solo play placing stats like this...
All VIT until 40VIT >> All PIE until 40PIE >> now stacking MND
Can kill anything not red pretty consistently and a couple of reds if I'm feeling daring. As others have mentioned, with high VIT and Cure, you can pretty much outlast a lot of high lvl mobs if you use spikes. The spikes seem to have its own resist formula but the damage can be pretty strong (but never exceed the damage dealt by the mob).
I personally would like to see CONJ not 'tank' stuff brute force but Shock Spikes is so good. The cure recast is also low enough such that you can get a cure off between almost every melee attack.
When you target the mob and his HP bar appears, there's an icon next to the name with different colors.
I don't see this ability anywhere on my character -
● Tranquility (Rank 1 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 30m )
◦ Suppress your senses and reflect inward, recovering MP.
Also, I'm stacking INT/MND/PIE with a little bit of VIT as well. A little VIT never hurt nobody! Also, I just loaded the game and ran all the patches last night but *none* of the mobs have a "con" to me. I tested this against leve mobs and random mobs. I could click on them/target them and see their health pools but I could not see any sort of "con".
Oh ok, i see what you mean now, is there a colour chart to mob level anywhere? ._. (until now i was just testing what was a good level mob by hitting it lol, resulting in lots of deaths)
And Meko, there is no "con" thing, next to the mobs name on the left there is a different colour, blue circle/red face thing, that reflects the mobs level. (confusing I know) Also to gain the Tranquility skill you must progress through the first quest a little bit.
You get that ability from the mission NPC during your first mission (after returning to the adv guild from the camp I think).
@Nayia http://lodestone.finalfantasyxiv.com.../battle01.html
Ahh, I do have some "Quicksand ..." quest that I have in my journal. Couldn't figure out where to go or what to do with it. Thanks for the info.
Current way I have my stats setup:
Currently 10 Conj 8 Carp
http://img.photobucket.com/albums/v6...rastats924.jpg
What was with blue and green funguars, marmots, and fireflies resisting (partially and fully) my spells like crazy? IIRC (can't check the Lodestone at the moment), I'm CON 6 / Physical 7. My INT, MND, and PIE are in the mid-20s and my elemental affinity is fairly even across the board, with slight leaning toward Fire and Earth. Funguars were resisting Blizzard so much so I stuck to Fire and Stone. Do certain enemies have a tendency to resist certain elements? (But why would funguars and marmots be resistant to fire...) I had no problem like this in any beta phase, but then again I really only leveled in La Noscea and Thanalan during beta.
This could be placebo for me but I started focusing my elemental points to "Thunder" and it seems that my Thunder spell was stronger/more accurate.
I'm doing ice mostly due to imps in the level 20 leves being ass holes.
Mages may not be "intended", but they do. They always do. I pump vit because I need it as a conj, especially with my cure-bombing-for-skillups style of play, and because regardless of what job I pick next, it'll have a nice, fat life pool as a result.
I find that damage is overrated compared to health in this game because you can't gain skillups when you're dead, and mobs will frequently and randomly target you, especially at the beginning of their spawns (during leves), and through crazy repops and aggro situations.
Meko: Its not placebo. I have all my points into fire and wind, and go figure that they're my strongest and most accurate spells. I'm going to switch it up soon, though, and max thunder to see if I get more thunder shards/crystals as a result.
I wonder how the tiers will work with spells. Will Thunder be the strongest again? That was my thinking so I stacked Thunder lol.
You always get the 6 spells at the same level, so it shouldn't.
EDIT: Ironically, stacking thunder over other spells might give you greater benefits because of Levinbolt (thunder based) depending on how much TP mages get later on, and if it's even worth using over Radiance.
Wand + Shield are amazing for leveling. It reduced the damage by about 25-30% for normal melee moves. Makes life SO much easier. I can easily kill orange mobs and not worry about dieing. Cure, Spirit Dart, Guard, Spikes make life easy.
Cure can now give you skill up on yourself
I got 100 Conjurer skill today by curing myself
I've never seen that... but if it's true, then cure spamming with shock spikes became a legit solo strategy.