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Topics - Areya

#126
Help Desk / Abyssea Blue Magic
August 04, 2010, 06:38:40 AM
Thought I'd throw this out there, even though next to nobody seems to care these days...

After dying twice trying to solo learn, I decided I'd give up and go back with help.  But it's hard to find help for Abyssea zones since a lot of people just flat out don't want to buy it.

But, if anyone wants to help me learn Acrid Stream and Blazing Bound, it would be appreciated.
#127
General Posts / Level 80 White Mage
June 29, 2010, 06:04:57 AM
Yep, it's true!



Not the first 80 in LS, tho.  (Think Morier's 80 DRG was the first.)
#128
News / Site Issues
June 23, 2010, 02:08:50 PM
The site experienced some technical difficulties for a week or two but everything seems to be back on track now.   Feel free to resume random banter!

Other note:  Lots of old faces showing up now that the level cap has been increased!
#129
General Posts / More Dialup Woes
June 05, 2010, 10:40:29 PM
As if it's bad enough that I'm stuck with dialup out here...

Today in Alabama a change went into effect that requires area codes to be dialed before every number.  Well, my PS2 didn't get the memo apparently, because now it's stuck and I can't change the way it dials in...  So until I fix it or install the game on my PC, I can't play...

Any advice?

(And please don't say "get high speed" because that's not an option.)
#130
News / Lv 80, Subjob Leveling, Bonanza Reminder
May 18, 2010, 09:03:31 AM
Well, in June, the level cap will increase from level 75 to level 80.  Which, of course, means there will be the need for a lot of people to level jobs.  Additionally, some people may need support job leveling from 37 to 40 (and eventually 49).

If you want help leveling subjobs, feel free to poke around the LS, you probably won't be the only person needing some work, and sync can help some of the others as well.

Also as a reminder, the Adventurer Appreciation is going on right now, Anniversary Rings and Dinner Jackets.  And Bonanza Marbles are now on sale, so grab those up if you feel like playing the odds!
#131
General Posts / Pixies in the Present Day
April 16, 2010, 02:57:37 PM
Yes, for those of you who haven't been on the game in a bit, it finally happened.  We rescued enough Bottled Pixies and now sprites are popping up in present zones!  Due in large part to the 10 Bottled Pixies required for the final upgrade of the Cure +15% Teiwaz Magian staff.  (Yours truly did as such as well.)


Here's one in Valkurm Dunes!

They seem to show up in the outside zones that don't require an expansion (i.e. not Zilart or CoP zones).
#132
News / Still Here After All These Years~
March 15, 2010, 07:51:30 AM
(Because the front page desperately needs a new post...)

It's true, despite it all, Lucky is still alive and kicking.  In fact, there has been a slight resurgence of activity recently, mostly due to some of the announced changes to the games.  Despite FF14 Beta stuff going on and the recent release of FF13, don't think that FF11 is done just yet.

Haven't been on the game in a while?  Here's some of the things coming up!


  • Probably the main one stirring up interest:  The future increase of the current level cap from 75 to 80 in June (tentative, of course) and then eventually to 99 in future updates.
  • New avatars:  Odin and Alexander, scheduled for release this month.  Although they can only be accessed during Astral Flow, they pack some powerful abilities.  Perfect Defense for Alexander is a defensive aura, and Zantetsuken from Odin slices/damages opponents in range.
  • Abyssea:  A new set of addons taking place in a parallel world from Vana'diel, offering a new style of powerful opponents and new items.

Been away from the game a while?  Perhaps you've missed some of the more recent changes:

  • Level Sync:  No need to worry about keeping a party's level close.  Choose a target and everyone's level, stats, and gear sync down to the target.  Paladin in AF2 tanking for a Qufim crab party?  Sure!
  • Fields of Valor:  Training regimes for exp boosts.  Choose a list of targets and defeat them.  Geared more for solo or lowman parties.
  • Campaign:  The Crystal War rages on!  No longer confined to the normal areas, assaults on the Northlands now occur.
  • Addons:  Three mini-expansions with some new battles and reward keys that can be exchanged for loot, including some truly unique looking equipment pieces for finishing.
  • Augments:  Augments can add new traits to existing gear.  The most famous of these are the reward of the three Addons, but there are also the "Fey Weapons".
  • Synergy and Evoliths:  Synergy is a unique type of group synthesis that can create new items, or etch slots into certain items to insert Evoliths, special stones rewarded from undertaking NM Hunts.
  • Job Adjustments:  Rangers, Ninjas, Beastmasters, and several other jobs have all gotten tweaks lately.  And there's more to come!

Now that I've sufficiently bored you to death...

Hopefully if you've been away from the LS/game a while and stopped by, you'll drop us a line!
#133
General Posts / Lv 99
March 01, 2010, 03:07:38 AM
So....

It was announced today that SE plans to increase the level cap from 75 to 99.  Not immediately, mind you.  The first increase is supposed to be in June.  New spells/JAs will be around too.

What are your feelings about this?

As someone who has quite a few 75s, having to level further, not to mention recap skills for the jobs, is going to be a bit of a chore, but some of the support job possibilities are intriguing.
#134
Lucky LS People / So how did you get here?
February 18, 2010, 09:41:15 PM
Since there hasn't bee much activity on the site lately, I thought I'd put up a topic for people to post on.  Basically, I was curious about the history of people joining Lucky...

I'll start off with my own just to kick things off:

*cue wavy flashback*

I started FFXI basically at NA PS2 release.  Phoenix, Bastok, same things I still am.  The first LS I joined was after I was around lv 10, and that LS was Onigiri, which was a mostly Bastok, mostly PS2 linkshell founded by Evan and supported by Kieran.  Later that LS broke and was mostly reformed as Legacy under Hawkhellfire.  That was pretty much my social for quite a while.

Of course, Legacy back then was mostly filled with low level folk and I needed some high level help and gear, so I looked into HNMLSes.  Assassin was the first I joined under Alexnader (wasn't too big back then) but didn't really do too much in it before I left.  After a two day stint in Genesis I was basically HNMLS again until the founding of Thirteen by Nando, who I had met in Assassin.

Thirteen treated me alright, giving me a few shinies here and there, but after it started filling up with people that kind of grated on my nerves, along with its switching from sky camping to ground kings, I felt I needed a new home.

Now, when I was a Bard in the 50s, I had partied a few times with Caecus.  At some point (I don't remember when exactly) he had asked me if I wanted to help "a friend" get a Jelly Ring from Sewer Syrup.  I said ok, so the two of us went down to Bostaineaux to help the two people that were there already, Selan and Jstjnxy.

Later on, Caecus and Selan had asked me about possibly joining a HNMLS that they were trying to form.  That LS was named..  you guessed it, Lucky.

The HNMLS idea was scrapped pretty quickly (maybe two or three weeks?) and it basically became another social LS.  Back in those early days there weren't too many people on...  Elexa, Negotiator, sometimes Jnxy.  But over time more people started filtering in..  I left Legacy after a while and now Lucky is my home.

It's been several years since then.  Selan has all but retired from the game and I've become something of a surrogate leader for the few remaining souls that still inhabit the LS.  It's still one of the oldest surviving LS's on the server.

So, what's your story?
#135
News / Newbie Race?
August 25, 2009, 12:00:14 AM
Since we're in need of doing some sort of LS event, and this idea was put forth, we might be organizing a newbie race soon.

If you don't know what that is, it's where a bunch of super low levels (lv 5 or less, usually) with no gear or movement enhance run through an aggro-filled zone to their destination.

Still need to decide on a route (town -> Jeuno is the normal) and a good day/time for it, tho.

(Edit:  Changed the wording to see if that stops the annoying spam.)
#136
General Posts / Face Changing
May 25, 2009, 03:56:22 AM
So, this is just one of those random little feedback topics.

Don't you think it would be interesting if you could temporarily change which face model your character is using?  Like maybe for a RL day, or even a RL week...  I think it would be an interesting little addition.

On a side note, if I could, I think I'd use the blonde short-haired or Cornelia models, if I could do that.  Variety is the spice of life.

Maybe we should admit the idea to SE.
#137
General Posts / Areya Brand Maze
April 14, 2009, 03:11:10 PM
I registered my current maze, so anyone can now order copies to run.  The maze is of type Sanitization Team Gamma, featuring a series of maze-like cave chambers with a random number of monsters all of one type.  These will check Decent Challenge to the lowest member of the party.  You have 30 minutes to get as far as you can.  Whenever you finish all the mobs in a section, ladders will spawn and you can either keep going or leave and collect a reward.

You can order a maze once/day.  And getting a copy (five uses) is only 500 gil, so feel free to give it a try!

(Yes, it's a shameless plug to up my listed popularity...)
#138
News / It's March~
March 25, 2009, 09:40:06 AM
Hey, Lucky peoples!  Just thought I'd put an update up since the last news item was from December.

As you may or may not know, Selan is taking an extended break from the game due to real life progressions (like moving to Japan) so I've been appointed leader pro tempe, so to speak.  We've had a lot of newcomers last few months and the shell has grown into quite the lively place.  (Unlike the site, which seems to be slightly quiet as of late.)

There's been talk about events such as Ballista, Brenner, naked races, Pankration matches, Maze Monger Day, and such, so look for fun stuff in the future.
#139
General Posts / Even More Ramblings: Chemist
February 04, 2009, 05:28:06 AM
Chemist

Background:  Chemist was one of the last jobs available in Final Fantasy V, and also made a very strong showing in Final Fantasy Tactics.  It also shows up in other places, like Final Fantasy X's Rikku's Mix Overdrive, or the item upgrades in Final Fantasy XII.

Overview:  Spending items (and thus gil) to do mage-type effects is hardly anything new; Rangers, Ninjas, and Corsairs already do it.

However, potions/ethers have always been fairly weak in practicality in FFXI.  They tend to be fairly weak and can only hit the user.  Newer items are better and can hit others but these tend to be special event temporary items like Besieged.

The Chemist remedies both of these (bad pun, I know) at the price of sacrificing money.

Stats
-----
HP - C
MP - None


STR - D
DEX - C
AGI - B
VIT - C
MND - C
INT - B
CHR - C


Combat Skills
Marksmanship - B-
Throwing - C+
Club - C+
Dagger - C+
Evasion - C-
Parrying - E

Equipment Types
Marksmanship - Elemental Guns, Standard Guns, Hexaguns, Light Crossbows
Throwing - Grenades, Tathlums
Clubs - Maces, Wands, Cudgels
Daggers - Krises, Knives, Daggers, Dirks
Armor - Cloth, Leather, Mystic, Bone

Job Traits
----------
Lv  5 - Throw Potion I
Lv 10 - Medicine I
Lv 15 - Resist Paralyze
Lv 25 - Medicine II
Lv 40 - Throw Potion II
Lv 45 - Resist Paralyze II
Lv 55 - Medicine III
Lv 65 - Resist Paralyze III

Throw Potion: Allows item use on a party member.  I allows 10' usage, II allows 20'.

Medicine - Increases the HP/MP recovery for Potions, Ethers, and similar items.  I increases the amount by 10%, II by 25%, III by 50%.


Basics of Mix
-------------
Here's the basics:

1) Learn the formula for an item.  These are like scrolls, and have a level requirement to use.

2) Select "Mix" from the JA list and select the item you wish you synthesize.  A window on the side shows the required reagents and the amount remaining of each.

3) Confirm and you will start mixing the item.  This is treated much like casting a spell, except you have a 100% interruption rate if you get hit in any way.  Mixes tend to have lengthy time requirements depending on the item.  However...

4) When the animation is completed, the item is added to a special category of temporary items, shown in Blue.  Thus they do not get used immediately.

5) Select a previously mixed item and use it on the appropriate target.

Another note about these mixed items:  They do not disappear on zone, but will disappear if you Job Change, or after enough time passes.  (Like 1 RL day.)

Hence, a Chemist would be wise to pre-synth some useful items and then stop and replenish his stock after some battles.

Reagents
--------
These are comparable to ninja tools.  They stack to 99 and are synthed using various crafts.  Here's an example formula:

Healing Balm: 1x Lizard Oil + 1x Purified Water - Restores 30 HP

And the crafts:
Lizard Oil x33 - Water Crystal + 4x Lizard Tail
Purified Water x33 - Light Crystal + 8x Distilled Water

As you can guess, Healing Balm is basically the Chemist equivalent of Cure 1.  And if you look at the ingredients, it's pretty reasonable priced.

Also, instead of having to lug around a bunch of different stacks of reagents, there is a Reagent Case that you can fill with up to 32 different stacks of reagents while in your Mog House, and thus only need one inventory slot.

Reagents are synthed with more than just Alchemy too.  Merrow Scale Powder, Iron Filings, Silver Dust, Spidersilk, Carp Oil...  Nearly every craft can make some reagent.

Certain reagents are not crafted, but are instead only found from certain BCNMs/NMs.  These tend to be used in very powerful formulae.  Dark Matter is a good example of this.


Restorative Formulae
--------------------
Lv 1: Antidote
Remedies Poison.

Lv 3: Healing Balm
Restores 30 HP.

Lv 8: Eye Drops
Remedies Blindness.

Lv 12: Potion
Restores 50 HP.

Lv 15: Echo Drops
Remedies Silence.

Lv 20: Surging Balm
Adds 2 HP/Tick Regen.

Lv 22: Holy Water
Remedies Curse.

Lv 25: Ether
Restores 25 MP.

Lv 28: Phoenix Down
Revives target. (Raise 1)

Lv 30: Hi-Potion
Restores 100 HP.

Lv 38: Hi-Ether
Restores 50 MP.

Lv 39: Gold Needle
Remedies Petrify.

Lv 40: Healing Mist
Restores 100 HP to all allies.

Lv 42: X-Potion
Restores 150 HP.

Lv 45: Cleric's Drink
Removes two status ailments.

Lv 50: Remedy
Removes all the -na status ailments.

Lv 58: Elixir
Restores HP and MP.

Lv 61: Catholicon
Removes all status ailments.

Lv 64: Vitalizing Balm
Restores 250 HP.

Lv 68: Soothing Mist
Removes one status ailment from all allies.

Lv 69: Mana Drop
Restores 100 MP.

Lv 70: Phoenix Pinion
Revives target.  (Raise 2)

Lv 71: Restore Powder
Restores 300 HP to all allies.

Lv 72: Vile Elixir
Restores HP and MP.

Lv 73: Surging Mist
Adds 10 HP/Tick Regen to all allies.


Enhancing Formulae
------------------
Lv 34: Lunar Curtain
Reduces physical damage dealt to target by 10%.

Lv 37: Astral Curtain
Reduces magical damage dealt to target by 10%.

Lv 44: Hermes Drink
Increases movement speed of target.

Lv 55: Warding Drink
Increases resistance to status changes.

Lv 56: Wizard's Drink
Increases Magic Attack for target.

Lv 57: Gnostic's Drink
Decreases Enmity for target.

Lv 58: Assassin's Drink
Increases Magic Accuracy for target.

Lv 59: Fighter's Drink
Increases Accuracy of target.

Lv 61: Mighty Drink
Increases Max HP of target by 500.

Lv 62: Wise Drink
Increases Max MP of target by 500.

Lv 66: Bacchus's Wine
Adds 5% Haste and 5% Double Attack to target.

Lv 71: Dragon Power
Target ignores level penalties.

Lv 75: Revitalizer
Resets job ability and spell timers for target.

Offensive Formuale
------------------
Lv 12: Combustion
Deals fire elemental damage to target.

Lv 18: Arctic Force
Deals ice elemental damage to target.

Lv 19: Venom Blast
Deals water elemental damage.  Additional effect: poison.

Lv 20: Webbing
Deals earth elemental damage.  Additional effect: slow.

Lv 24: Charger
Deals lightning elemental damage to target.

Lv 28: Dark Blast
Deals dark elemental damage. Additional effect: Blind.

Lv 32: Lamia's Kiss
Drains HP from the target.

Lv 34: Lilith's Kiss
Drains MP from the target.

Lv 39: Bio Blast
Deals dark elemental damage. Additional effect: Bio.

Lv 44: Wildfire
Deals fire elemental damage to target.

Lv 45: Boreal Force
Deals ice elemental damage to target.

Lv 46: Electrovolt
Deals lightning elemental damage to target.

Lv 52: Echidna's Kiss
Drains TP from the target.

Lv 66: Atomic Blast
Deals fire elemental damage to all targets in range.  Additonal effect: plague.

Lv 67: Cryonic Surge
Deals ice elemental damage to all targets in range.  Additional effect: paraylsis.

Lv 68: Thunderclap
Deals thunder elemental damage to all targets in range.  Additional effect: stun.

Lv 69: Hurricane
Deals wind elemental damage to all targets in range.  Additional effect: Defense down.

Lv 71: Disaster
Deals (minor) dark elemental damage to all targets in range. Additional effect: Blind, Poison, Silence, Bind, Paralyze, Gravity, Plague, Petrify.

Lv 74: Dark Energy
Deals 999 points of damage to target.

Lv 75: Shockwave Pulsar
Deals 999 points of damage to all targets within area of effect.

As you can imagine, some of the nicer effects require rarer and more expensive ingredients.

Chem Grenades
-------------
These are synthed special throwing weapons for Chemists. They use throwing skill but cannot "miss" so much as being resisted in both damage and status effect.

Lv 15 - Flash Grenade
Deals damage and inflicts Blind and Flash.

Lv 25 - Silence Grenade
Deals damage and inflicts Silence.

Lv 30 - Frag Grenade
Deals damage divided evenly among targets in range.

Lv 35 - Ooze Grenade
Deals water elemental damage and inflicts Bind and Gravity.

Lv 40 - Patho Grenade
Deals dark elemental damage and inflicts Poison and Plague.

Lv 55 - Riot Grenade
Deals dark elemental damage and inflicts Terror.

Lv 70 - Rebel Grenade
Deals damage that ignores defense to target.

Elemental Guns
--------------
Similar to the special shots of the Corsair, Chemists have access to special guns that take elemental cartridges.  These cartridges are synthed.  These guns do not use normal ammo.

Job Abilities
-------------
Lv 20 - Battlesynth
Recast: 5 minutes

Your next Mix cannot be interrupted by attacks or damage.  Stun/sleep will still interrupt however.

Two Hour
--------
Lv 1 - Brilliance
Duration: 2 minutes

Effect of Battlesynth on every Mix.  Mixes finish nearly instantly.  Item activation time is halved.

Artifact Gear
-------------
Prototype Elemgun - lv 41
DMG2 Delay450
Uses elemental cartridges
INT+2

Researcher's Cap - lv 58
DEF18 HP+12 MND+3
Healing Formulae Potency +10%
Ranged Accuracy +5

Researcher's Tunic - lv 56
DEF42 HP+20 INT+3
Enhancing Formula Duration +10%

Researcher's Gloves - lv 60
DEF15 HP+10 DEX+5
Throwing Skill +20
Enhances "Throw Potion" (+5')

Researcher's Slacks - lv 54
DEF28 HP+15 STR+4
Offensive Formulae Potency +10%
Ranged Accuracy +5

Researcher's Shoes
DEF20 HP+13 AGI+3
Enmity -5


Analysis
--------
Pros:
No need for MP
Powerful effects
No real need to rest

Cons:
VERY very spendy to use the best items
Low accuracy

Subjob options:  If using normal guns or crossbows, /RNG.
Any mage subjob works well too.


If I get really bored I might go in and write in all the actual formulas...  Maybe add some more stuff too.  Feedback welcome!
#140
General Posts / Zombies Ahead!
January 31, 2009, 07:49:21 AM
In the spirit of absolute randomness, I added a funny pic to the gallery...

But for the life me I can't figure out how to insert it in the post...

http://www.luckyls.com/index.php?action=mgallery;sa=viewitem;id=141

If that doesn't work just look in the Gallery...
#141
General Posts / More Ramblings: Time Mage
January 14, 2009, 08:35:22 AM
Time Mage

Background:  Time Mage first appeared in FFV, and also in FFT.

Overview:  Time Mages are built to do a variety of effects dealing with time and space.  These unique abilities allow them to function as an interesting support mage.

In addition to traditional Time Magic effects, they have access to almost necromatic skills along with some bizarre other effects.

Stats
---------
HP - E
MP - A

STR - E
DEX - D
AGI - E
VIT - E
MND - B
INT - A
CHR - C

Combat SKills
Club - C+
Staff - C
Dagger - D
Evasion - E

Magic Skills
Elemental - B-
Enfeebling - A-
Enhancing - B+
Dark - A-

Equipment Types
Club - Wands, Rods
Staff - Mage Staves
Dagger - Krises, Dirks, Daggers

Armor - Mystic

Job Traits
----------
Lv 10 - Fast Cast I
Lv 15 - Resist Slow
Lv 15 - Clear Mind
Lv 20 - Magic Accuracy Bonus
LV 25 - Clear Mind II
Lv 30 - Fast Cast II
Lv 30 - Resist Slow II
Lv 35 - Resist Stun
LV 40 - Clear Mind III
LV 50 - Fast Cast III
LV 55 - Resist Slow III
LV 60 - Clear Mind IV
LV 70 - Fast Cast IV
LV 75 - Resist Slow IV

Vortex Spells
Vortex spells are special DoT spells.  NM are generally immune.  Uses Dark magic skill.
------
Lv 5 - Vortex
MP - 10
Duration - 60 sec
Recast - 10 sec

DoT = Target's Max HP / 300, doing minimum 1 HP/tick.

Lv 35 - Vortex II
MP - 40
Duration - 45 sec
Recast - 30 sec

DoT = Target's Max HP / 150, doing minimum 1 HP/tick.

Lv 65 - Vortex III
MP - 120
Duration - 30 sec
Recast - 60 sec

DoT = Target's Max HP / 100, doing minimum 1 HP/tick.

Siphon Spells
Siphon spells inflict a steady hp or mp drain/tick on the target.  These are targetable both on opponents and party members.  If the inital effect is resisted, nothing happens.  If the target runs out of mp to drain, the Time Mage's MP does not increase.  Only one Siphon can be active at a time.
Uses Enfeebling Magic skill.
-----------
Lv 10 - Siphon Life
MP - 15
Duration - 5 minutes
Recast - 1 minute

Drains 1 hp/tick from the target.

LV 25 - Siphon Magic
MP - 15
Duration - 5 minutes
Recast - 1 minute

Drains 1 mp/tick from the target.

LV 40 - Siphon Life II
MP - 30
Duration - 3 minutes
Recast - 90 seconds

Drains 5 hp/tick from the target.

LV 60 - Siphon Magic II
MP - 30
Duration - 3 minutes
Recast - 90 seconds

Drains 3 mp/tick from the target.

LV 70 - Siphon Life III
MP - 60
Duration - 2 minutes
Recast - 2 minutes

Drains 10 hp/tick from the target.

Well Spells
-----------
These function the opposite of Siphon spells, donating HP or MP to party members.  Only one Well spell can be active at a time, however you can have both a Well and a Siphon active at once.
Wells are considered Enhancing White Magic.

LV 30 - Life Well
MP - 10
Duration - 5 minutes
Recast - 1 minute

Donates 1 hp/tick to target party member.

LV 50 - Magic Well
MP - 20
Duration - 5 minutes
Recast - 1 minute

Donates 1 mp/tick to target party member.

LV 65 - Life Well II
MP - 25
Duration - 3 minutes
Recast - 2 minutes

Donates 5 hp/tick to target party member.

LV 72 - Magic Well II
MP - 40
Duration - 3 minutes
Recast - 2 minutes

Donates 3 mp/tick to target party member.

Astral spells
-------------
These are special damage spells that don't obey elemental rules.  Previously enemy only.

LV 40 - Comet

Deals magic damage to target.

LV 75 - Meteor

Deals magic damage to all targets within area of effect.

Misc. Magic
----------
LV 5 - Bind
LV 8 - Slow
Lv 15 - Gravity
LV 20 - Warp
LV 35 - Escape
LV 37 - Haste
LV 39 - Stop (Terror)
LV 42 - Slowga
LV 47 - Bindga
LV 48 - Dispel
LV 50 - Retrace
LV 52 - Graviga
LV 55 - Stun
LV 56 - Slow II
Lv 62 - Hastega
LV 67 - Warp II
Lv 73 - Stopga

Level Magic
-----------
These two spells adjust the target's level temporarily.  You can not stack the effect.  Anything that checks "impossible to gauge" is immune.  The amount of exp given by the target may change.  As long as the target's HP is >75%, these spells will always hit on nonNM.

LV 20 - Level UP
MP - 10
Recast - 10 sec
Raises target's level by 3.

Lv 20 - Level Down
MP - 10
Recast - 10 sec
Lowers target's level by 3.

Job Abilities

LV 25 - Extend
Doubles the duration of all effects for target.*
Recast - 10 min
(Can target both opponents and party members.)

LV 35 - Divide
Halves the duration of effects on target.*
Recast - 10 min
(Can target both opponents and party members.)

*Two Hour Effects and Weakness are not affected.

Example: A Party member has Haste that would expire in 24 seconds, poison that would expire in 81 seconds, Protect that would expire in 23 minutes, and Chainspell that will expire in 4 seconds.  If Extend is used, the Haste would now expire in 48 seconds, the poison in 162 seconds, and the Protect in 46 minutes, while the Chainspell still expires in 4 seconds.  If Divide is used instead, the Haste expires in 12 seconds, the poison in 40 seconds, the Protect in 11 minutes 30 seconds, and the Chainspell in 4 seconds.

Two Hour
--------
LV 1 - Quarter
All opponents within area of effect lose 75% of their current HP.  Can be resisted by NMs and HNMs.  (For example, something like Mammets might only lose 25%, while Tiamat might lose 5%.)


Artifact Gear
-------------
Scroll of Comet - lv 40

Chronomancer's Steeple - lv 60
DEF11 MP+20 MND+3 Enhances "Fast Cast" effect.

Chronomancer's Robe - lv 58
DEF38 MP+18 VIT+3 Enhances Level effects.  (+2/-2)

Chronomancer's Cuffs - lv 54
DEF8 MP+12 DEX+3 Vortex Accuracy +10.

Chronomancer's Slacks - lv 56
DEF22 MP+16 INT+3 Siphon Accuracy +10.

Chronomancer's Sandals - lv 52
DEF14 MP+14 AGI+2 Spell Interruption Rate -20%.


Thoughts:
Support Jobs:  Most mage jobs plug in well here.  /WHM for heal support, /RDM for more enfeebles, /BLM for some effects, etc.

Magic Well can be used as a pseudo-Refresh effect, and Siphoning the mp of a party member with extra mp is useful.  (Bard, for example.)

Comet and Meteor pack a punch, but they're not really well suited for raw damage, and they cannot burst.

Looking at combat skills and physical stats, it's apparent that TIM are definitely not meant for combat, ever.

Level Down is useful for forcing an overhunting camp into a more managable area.

Level Up and Level Down are both very useful for BSTs, allowing them to tinker with their pets before charming.

Extend + Berserk = Win.

Extend + Reprisal = Handy.

Can't cure that annoying petrify?  Divide and reduce its duration!

/TIM:  Obviously Haste is a big draw here, but not really as broken as other sj out there.  Mana Siphon can be useful, esp. on jobs like PLD or DRK.  Level changing is great for BST/TIM.  Jobs without natural enfeebling skill may struggle to hit with Siphon tho.
#142
General Posts / Ramblings: Enchanter Job
January 10, 2009, 08:59:07 PM
The product of more random boredom!  I spent a decent amount of time on this write-up, see what ya think.

Enchanter
---------

Description:  A blade-wielding class that can imbue powerful spell enchantments on weaponry.  Also possesses antimage skills including the powerful Runic moves.

Background:  Enchanter was previously known as either Mystic Knight or Sorcerer in FFV.  It was part of the second set of jobs acquired.

Runic is the famous ability of General Celes of FFVI, where she would negate the next spell cast and gain mp.

The Saber type spells also show up in the Secret of Mana series.

Overview:  One of the largest problems in FFXI is magic-slinging opponents.  In this regard, both PLD and NIN can struggle as tanks.

PLD: While they have high HP and some tools like Fealty and Rampart,
Paladins without /NIN are still easy fodder for single target enfeebles
or Ancient magic.  Shield Bash can interrupt casting but has a 5 min timer.  Paladin cannot reliably enfeeble an opponent at all, and few good magic damage options other than Atonement and Spirits Within.

NIN: Nearly all dangerous magic from opponents comes in area form, making shadows worthless.  Ninjas can do ninjitsu for many ailments, and stun katanas to interrupt, but lack of self-healing (minus subjob) is a real problem.

So what jobs do make good antimages?

RDM: Multiple Magic Def Bonus traits, Stoneskin/Phalanx/Shell, Bar- spells, En- spells to exploit weaknesses, powerful enfeebles, and mp recovery.  Red Mages are well suited for mage warfare.  Without subjob they can't remedy statuses, however, and cannot stun without sj.

WHM: Anyone that pays attention to spell damages will see that WHM's Magic Defense Bonus traits are incredibly awesome...  High powered Cures, status removal, Bar- spells, a decent shield rating..  The real problem is lack of magic damage.  Also cannot stun without sj tho.

There are others, but I think you see the point.  Mage types are better suited for taking on other mages.

With this in mind, Enchanter is a strange hybrid of melee and mage, geared more for taking out mages.

STAT RATINGS
HP: B
MP: C

STR: D
DEX: C
AGI: C
VIT: B
INT: B
MND: B
CHR: B

COMBAT SKILLS
sword: A-
Great Sword: B
Club: C+
Dagger: C+
Archery: E
Shield: C
Parry: C-
Evasion: C+

MAGIC SKILLS
Saber: A+
Healing: D
Enhancing: D

EQUIPMENT TYPES
Swords: Prefered Style Short Swords, Scimitars, Broadswords, Rapiers
Great Swords: Claymore types
Clubs: Wands, Maces, and Cudgels
Dagger: Knives, Daggers, and Krises
Bows: Shortbows
Shields: Kite Shields, Round Shields, Bucklers
Armor: Leather, Cloth, Mystic, Chain, Light Plate

JOB TRAITS
Lv 10: Magic Def. Bonus I
LV 10: Resist Paralyze
LV 15: Barrier (*)
Lv 20: Resist Silence
LV 30: Magic Def. Bonus II
LV 30: Resist Sleep
LV 40: Resist Petrify
LV 50: Magic Def. Bonus III
LV 50: Resist Curse
LV 60: Resist Charm
LV 70: Magic Def. Bonus IV
LV 70: Resist Doom

* Barrier = Works as Latent Effect: Magic Damage -50%, when at <33% hp.

To better combat magetypes I gave them several Resist traits, including those normally not obtainable from Job Traits.

SABER MAGIC
Saber Magic is similar to En- effects, most notably from RDM, but also from various enchanted items in the game.  Whether they inflict damage or a status ailment, the effectiveness of these spells is based on the current Saber Magic skill level.  Thus, while a saber might do 5 added damage at low level, at high level it could do 30-40 per hit!

Elemental Sabers:
MP Cost: 10 for first set, 20 for second set
Duration: 3 minutes
Damage Formula:
(Saber)/8 + INT / 5 - Saber I
(Saber)/12 + INT / 10 - Saber II

LV 5: Stone Saber
Grants the effect of Enstone.

LV 10: Aqua Saber
Grants the effect of Enwater.

LV 14: Wind Saber
Grants the effect of Enaero.

LV 19: Flame Saber
Grants the effect of Enfire.

LV 23: Ice Saber
Grants the effect of Enblizzard.

LV 27: Thunder Saber
Grants the effect of Enthunder.

LV 32: Dark Saber
Grants the effect of Endark.

LV 37: Saint Saber
Grants the effect of Enlight.

LV 60: Stone Saber II
Grants target party member the effect of Enstone.

LV 62: Aqua Saber II
Grants target party member the effect of Enwater.

LV 64: Wind Saber II
Grants target party member the effect of Enaero.

LV 66: Flame Saber II
Grants target party member the effect of Enfire.

LV 68: Ice Saber II
Grants target party member the effect of Enblizzard.

LV 70: Thunder Saber II
Grants target party member the effect of Enthunder.

LV 72: Dark Saber II
Grants target party member the effect of Endark.

LV 74: Saint Saber II
Grants target party member the effect of Enlight.
------
Enfeeble Sabers:
These put various status ailments on your normal attack.  These have a high % chance of landing but are not guaranteed.  The durations are low and the recasts are fair.  Obviously, one must trade off between added damage sabers, or status additions.

LV 8: Dia Saber
Imbues Additional Effect: Dia
MP: 10
Duration: 30 sec
Recast: 45 sec

LV 16: Bio Saber
Imbues Additional Effect: Bio
MP: 12
Duration: 30 sec
Recast: 45 sec

LV 24: Para Saber
Imbues Additional Effect: Paralyze
MP: 19
Duration: 30 sec
Recast: 60 sec

LV 29: Blind Saber
Imbues Additional Effect: Blind
MP: 17
Duration: 30 sec
Recast: 45 sec

LV 35: Mute Saber
Imbues Additional Effect: Silence
MP: 24
Duration: 30 sec
Recast: 60 sec

LV 40: Venom Saber
Imbues Additional Effect: Poison (10 hp/tick)
MP: 26
Duration: 30 sec
Recast: 60 sec

LV 50: Stun Saber
Imbues Additional Effect: Stun
MP: 33
Duration: 30 sec
Recast: 90 sec

LV 60: Break Saber
Imbues Additional Effect: Petrify
MP: 42
Duration: 30 sec
Recast: 90 sec

LV 70: Stop Saber
Imbues Additional Effect: Terror
MP: 50
Duration: 30 sec
Recast: 120 sec

As you can see, some of the high level sabers are very sick.

Misc Sabers:

LV 22: Drain Saber
Drains HP with each strike.
MP: 25
Duration: 30 sec
Recast: 60 sec

LV 38: Aspir Saber
Drains MP with each strike.
MP: 20
Duration: 30 sec
Recast: 60 sec

LV 55: Blessed Saber
Imbues Additional Effect: Restore HP
(Doesn't actually drain, so works on undead, see Dominion Mace)
MP: 40
Duration: 30 sec
Recast: 60 sec

OTHER MAGIC

LV 12: Cure
LV 30: Cure II
LV 50: Cure III
LV 75: Cure IV

LV 10: Shell
LV 20: Protect
LV 30: Shell II
LV 40: Protect II
LV 50: Shell III
LV 60: Protect III
LV 70: Shell IV

RUNICS

The other nifty ability Enchanters possess are Runics.  These require either a sword to be equipped, or a Runic Symbol to be in the ammo slot.  Similar to Stratagems, max Runic Charges and restoration speed of the charges varies with level.

LV 20: One Runic Charge, restores every 3 min
LV 40: Two Runic Charges, restores every 1:30
LV 60: Three Runic Charges, restores every 1:00

Once used, these abilities have a duration of 1 minute, or until the conditions are met.  Also, the target must be within 20' of you for the Runic to respond.

Lv 20: Runic Charge
The next time target casts a spell, gain MP equal to that spell's casting cost.
For ENH, 100% of cost, for /ENH, 50%.

Lv 35: Runic Cancel
Interrupt target's casting if it is casting a spell that targets you.

LV 50: Runic Absorb
The next time target casts a spell, interrupt target's casting and gain MP equal to that spell's casting cost.

LV 65: Runic Reflect
The next time target casts a spell on you, instacast the same spell on target.  (think Colibri reflect!)

OTHER JOB ABILITIES

LV 30: Mana Shield
Drastically reduce magic damage dealt to you.
Duration: 45 sec
Recast: 5 min

Basically Sentinel for magic damage.

LV 60: Mana Denial
Bestows the effect of Magic Shield.
Duration: 30 sec
Recast: 5 min

Works like a Fool's Drink.

TWO HOUR
LV 1 - Mana Flare
All magic damage is converted to mp damage.  Also grants enfeeble immunity.

Think Invincible for magic damage.  However, it basically destroys your mp.  Great counter to Manafont or Chainspell, though!

ARTIFACT EQUIPMENT

Enhancer - lv 40 Short Sword
DMG 21 Delay 240 MP+15 INT+1 MND+1

Infuser's Circlet - lv 60
DEF: 17 MP+20 MND+5 Increases Saber duration
(Adds 15 sec)

Infuser's Mail - lv 58
Def: 45 HP+24 VIT+4
Enhances "Barrier" effect.
(Increases threshold to <50% hp)

Infuser's Gauntlets - lv 54
DEF: 14 MP+10 DEX+2 Saber Skill + 5

Infuser's Leggings - lv 56
DEF: 25 HP+15 AGI+3
Increases MP Absorption of Runic
(+20% gained from Runic Charge and Runic Absorb)

Infuser's Boots - lv 52
DEF: 14 HP+12 MP+12 Shield Skill + 10

JOB ANALYSIS:

PROs:
With so many tools at its disposal, fighting mages is much easier for Enhancers.  With decent HP growth, it can last a while too. Access to all 8 elemental damage types means you can exploit any weakness.  Ability to cure itself.  Access to exotic status ailments like Terror.

CONs:
Low STR, and not many hate tools, so actual tanking is a problem.  HNMs build immunity or are largely immune to statuses.
#143
General Posts / Ramblings: Accessory System
December 15, 2008, 03:37:34 PM
The result of insomniac boredom and thinking, realize something like this will never make it into the game, since it could definitely be broken, but hey it's a fun idea.

As you can tell, I was inspired by the Relics of FFVI, but also got ideas from FFX-2.

Accessory System
----------------

- What are Accessories?

Accessories are special artifacts that can be used to augment a character.

- How do I find them?

Due to the very special nature of these items, they are rewards from NMs, BCNM fights, or crafted from difficult-to-acquire magical materials.

- Do they take up inventory?

No.  Much like puppetmaster attachments, you trade the accessory to an accessorizer NPC, which unlocks the ability to assign that accesory.

- How many accessories can you use at once?

Two at once.

- How do I equip them?

Unfortunately you can't swap accessories in the field, due to some of the natures of the special abilities granted.  Instead, you use the Change Jobs menu, which will be expanded to be Main Job, Support Job, and Accessories.

- Do they have level requirements?

They have varying level requirements.  Moreover, to unlock certain abilities on them, you may require to have leveled a certain job to a required level.


Types of Accessories

1) Job Trait Accessories - Artifacts

These tend to add different Job Traits to your current job.  They only add the first level of a particular trait, and have no effect if your Main/Sub combination already has the trait.

Examples:

Star Pendant - lv 10
Adds "Resist Poison"
Adds "Resist Blind"

Purity Amulet - lv 30
Adds "Resist Charm"
Adds "Resist Curse"

Sniper Sight - lv 20
Adds "Rapid Shot"
Adds "Accuracy Bonus"

Paladin's Seal - lv 15
Adds "Defense Bonus"
Adds "Undead Killer"

Genji Glove - lv 50
Adds "Dual Wield"

Brawler Soul - lv 10
Adds "Martial Arts"

2) Equip Allow Accessories - Cards and Charms

These nifty treats allow you to equip certain gears that your job would not normally be able to use.  In addition, if you have no natural skill in the weapon, it endows you with an F rating (189 cap at 75).  It does not allow exclusive WS, however.

On equip lists, any equipment that is equippable because of these accessories will be shown in Green.

Weapons relating to myth WS, AF, and some very powerful r/e weapons are exempts.

Examples:

Lance Card - lv 1
Equip Spear

Knuckle Card - lv 1
Equip Cesti
Equip Knuckles

Katana Card - lv 1
Equip Katana

Light Shield Card - lv 1
Equip Bucklers
Equip Round Shields

Scimitar Card - lv 10
Equip Scimitars

Mystic Armor Charm - lv 10
Equip Mage Armor

Leather Armor Charm - lv 10
Equip Leather Armor


3) Job Ability Accessories - Stones

These allow the use of certain job abilities without the necessary main or subjob.  However, you must have reached a certain level in the job associated with the ability, or you still won't be able to access the JA.

Berserker Stone - lv 40, lv 15 WAR
"Berserk"

Focusing Stone - lv 45, lv 25 MNK
"Focus"

Sharpshooter's Stone - lv 25, lv 5 RNG
"Sharpshot"

Covetous Stone - lv 25, lv 5 THF
"Steal"

Guardian's Stone - lv 70, lv 35 PLD
"Cover"

Assaulter's STone - lv 75, lv 35 WAR
"Warcry"

Reveler's Stone - lv 30, lv 5 DNC
"Drain Samba"

4) Magic Enabling Accessories - Baubles

Similar to the job ability ones, these allow the casting of certain spells without the necessary main or subjob.  You must've learned the spell first and satisfy the job requirements.  Also note that you get F ratings if you do not possess the magic skill category naturally.  They also don't add MP.

Also, many enable multiple spells, each with different level requirements.

Examples:

Pyromaniac Bauble -
Fire - lv 25 , lv 25 BLM/RDM/SCH
Fire II - lv 50 , lv 50 BLM/RDM/SCH
Fire III - lv 75 , lv 75 BLM/RDM/SCH

Healing Bauble -
Cure - lv 1, lv 5 WHM/RDM/SCH
Cure II - lv 20, lv 20 WHM/RDM/SCH
Cure III - lv 50, lv 30 WHM/RDM/SCH

Hexer's Bauble -
Blind - lv 10, lv 10 RDM/BLM
Paralyze - lv 15, lv 15 WHM/RDM
Slow - lv 20, lv 20 WHM/RDM

Koga Bauble -
Katon: Ichi - lv 20, lv 15 NIN
Hyoton: Ichi - lv 20, lv 15 NIN
Huton: Ichi - lv 20, lv 15 NIN
Doton: Ichi - lv 20, lv 15 NIN
Raiton: Ichi - lv 20, lv 15 NIN
Suiton: Ichi - lv 20, lv 15 NIN

Vampire Bauble -
Drain - lv 30, lv 25 DRK/BLM/SCH
Aspir - lv 55, lv 40 DRK/BLM/SCH

-------------------------

Well, it's an interesting concept, at least!
#144
Announcements / Secret Santa Signup Thread
November 30, 2008, 10:39:45 PM
Post here if you want to participate.

/

#145
News / Secret Santa
November 10, 2008, 08:33:08 AM
There was some idle talk about this topic, so I thought I'd see what some of the other people think.  Do you all want to do a Secret Santa this year?  That's where we randomly draw other LS member names and get them a little (in-game) gift.  Mind you, there will be a general gil max limit on what you buy.  It's the thought that counts, remember!  Anyways, feel free to leave feedback.

Updated December 7
Signups close on Wednesday, so if you haven't signed up yet, you still have a little time.  Saturday the 13th seemed to be the most popular day in the poll...  I'd do it the weekend after but my family's having Xmas that weekend.

I'll /t you your target after signups close.
#146
Application / General Application Tips
October 23, 2008, 11:30:11 PM
General Lucky Application Tips

Since we don't really have a real good system for application, I'd like to put up some general tips and info about the process.

1)  Admittedly, most of the process is formality.  We generally accept most people that come across as friendly but not aggravating.

2)  Despite what Selan says on the official linkshell listings, we're not "The Best Social LS on Phoenix".  We're a good group of people, but you can probably find LSes with more people.  However from experience, LSes that get that large tend to have drama, so we strive hard to keep that kind of element out.

3)  It's your responsibility to contact someone for a pearl, not ours.  Several of the application posts have partial lists of sackholders.  Bear in mind some of them go afk for long periods of time, however.

4)  A question I get asked is "How long should I wait after applying to ask for a pearl?"  I'd say generally, 2-3 days.  The boards here aren't checked incredibly often, so you need to give people time to look.

5)  Exceptions to having to apply generally include:
            Real life friends/relatives/etc. to a current LS member
            People approved ingame by Selan, or me, or another veteran member
            Giant mechamoogles or mechachocobos (okay not really)

Hope this helps.
#147
General Posts / Myth WSs
September 13, 2008, 10:16:19 AM
So, all these pretty new WSes..  Too bad if you don't have high level Nyzul access it takes FOREVER to unlock them...

Been working on Tachi: Rana at the moment, and after that I'll start Death Blossom, but right now it takes me about 2500 latent points to unlock them so...

(Is there a point to this post?  Not really.)
#148
News / Account Protection
June 06, 2008, 04:28:13 AM
As you may or may not know, there have been several thefts of accounts of members during the past couple of weeks.  This is just a general caution to be very careful.  I'd recommend checking your computer for keyloggers or other sneaky tools that might have been placed by insidious characters.

If for some reason your account is stolen, let one of us know and we'll put in GM Calls to get the accounts frozen and hopefully rolled back.
#149
News / Soboro Sukehiro and Optical Hat Runs
May 25, 2008, 04:58:13 AM
While I'm taking a break from organizing "fun" events, there are other things that need done.  So...

Soboro Run

I think Thursday the 29th is a good night to schedule this one, after my Assault group is finished.  The more that can help the better but remember you must have beaten Diabolos to have Riverne-B01 clearance.

Optical Hat Run

Seeing as my SAM is nearing 70, I'll be needing one of these too.  I don't know when would be a good time for this one but maybe next Saturday or Sunday (1st or 2nd).  They would most likely be noon-early afternoon times.

Please, please, please, help us out on these two things if you can.
#150
General Posts / Campaign Exp Calculations
May 21, 2008, 08:38:04 PM
I know many of you have been curious about exp in Campaign and how the values are calculated.  Here's some information to help you out.

This info is taken from this link, but thought I'd post some of this info here in case you were curious.  http://wiki.ffxiclopedia.org/wiki/Campaign_XP_Point_Calculations

ActionExp EarnedExp Cap
Connecting Attack5200
Physical Damage10% of DamageUnknown
Magical Damage10% of DamageUnknown
Curing10% of Cured500
Damage Received10% of Value400
Enhancing (Self)20150
Enhancing (Others)10 / Person150
Songs and Rolls20 / Person300
Enfeebling (Magic)15300
Enfeebling (Songs)15200
Critical Hits1050
Ending Skillchain20300
Physically Damaging Fortifications10% of Damage750
Magically Damaging Fortifications10% of Damage750
Raise20Unknown
Enemy Defeat100Unknown
Death-30Unknown

There's some restrictions and catches which I won't list here.  One important one is that ranged attacks don't give any exp for hitting but you get exp for the damage.

But, there's more!  There's apparently an exp cap per minute based on what Medal you have.  The base value is 60 exp/minute.  For each new medal your max exp / minute goes up 2, up to 82 exp/minute at Holyknight Emblem.

Finally, there's another exp adjustment based on your level.

Level RangeExperience Multiplier
1-1520%
16-3040%
31-4560%
46-6080%
61-75100%