When SE designed Beastmaster, they put their brightest on it.  Beastmaster in FFXI is an exquisitely crafted job.  Everyone considers it a solo’ing job, but as I’ve been finding out, duo’ing and trio’ing with Beastmaster is as complex as it is fun.  When things go right, you’re elated as the XP rolls in.  When things go wrong, and you’re barely able to escape with your life, it’s a rip-roaring good time.  When you don’t escape, it’s still an entertaining trip.

Case in point.  The other night Ardra and I were in Tahrongi Canyon, both as Beastmaster/White Mage.  We were there too early, and barely scraping out XP, but having a pretty good time playing the job, and making ourself laugh as we named our pets (Mandorius, DJ Hoppy, etc.).  At one point I got ambushed by a — well, Goblin Ambusher.  I told my pet to attack which the Goblin ripped through in just a couple of seconds.  Ardra did the same thing, and we took off running.

Cue the Yakety Sax music.

Since Ardra’s pet didn’t last long either, we were both veering left and right as we saw flora and fauna we could charm and throw at the Goblin to slow him down.  It looked like something from the “running gag” skit that closed each Benny Hill show.

We made our escape, laughing the whole time.

Truth be told, I’m not all that into lolcats proper, but this one did make me lol, and this is the lolCats LS, so it seems appropriate to share.

quantum lolCat

Everyone says “the Dunes suck,” in reference to the n00bery that you have to put up with in experience point parties that can be found in Valkurm Dunes zone.

Too often in these parties, you get veteran players who have forgotten how lower level parties function, and blame everyone else around them when their actions cause an unfortunate outcome.  Likewise, you’ll often find new players, without so much as a single clue, who seem to think they know everything about the game.  It’s not an entirely rare circumstance to find a party with a majority of both kinds of players.

So, I managed to get into a Valkurm Dunes party this afternoon.  Ninja, Warrior, Dancer, Samurai, Black mage, White mage (me), all within a level of one another (11-12).  A balanced party, and no power leveler.

I like balanced parties, with players that know their ass from their elbow.  I like them even better without a power leveler.  These parties are rare, which is why I savor them.  Often I’ve found balanced parties with sensible players can outperform a party with a PL.  Most parties with a PLer, even with sensible players, devolve into a careless mob, often taking on monsters that are far too powerful for them.

Unfortunately, this was not one of those rare parties i delight in. Although it was balanced in terms of jobs, it was also balanced in that it had equal parts of sensible players,  and members deficient in the knowing-thine-ass-from-thine-elbow department.

Our Samurai, who was a VERY decent person, insisted on pulling with Provoke — from very nearly melee position.  This person would often come back with 50% of their HP gone.  For as good a personality as they were, I had to speak up and let them know (via /tell) that pulling with provoke isn’t ideal, and to please stop.

So I suggested the Warrior should pull using his bow and arrow, which he did — from melee range. He would not change his habits despite my [multiple] polite /tells saying things like “try you’re ranged attack from further away… So you don’t get hit.”

Between the Warrior and the Samurai, there where links galore, full party wipes because of said links, and plenty of down time as we had to stop to wait for MP.

The Black mage was a real piece of work.  This particular player is one of those folks you *know* has succeeded on the backs of others.  Rank 7, with much higher level jobs, yet playing like someone with a weeks worth of experience.  Each battle he fought was a chain nuke fest from full MP to zero MP.  Time and time again, he’d take hate, get beaten within an inch of his life, only to get his ass pulled out of the fire by some teamwork from myself and the Dancer.  All the while he was pointing out the weak way we all played our jobs.

This leaves myself, the Ninja, and the Dancer.  I won’t lump myself entirely in the sensible player pile.  While I did okay walking the hate line, I did save some players from getting KO’ed, and I did a as good a job of conserving MP as I could — I don’t believe I brought my A-game.

The Ninja was skilled player.  After a few wipes, the ninja took over took over pulling and did so without a single link, or other misstep.  In an excellent show of experienced play, they’d often put up shadows before heading out to pull, bring the prey back without losing a single shadow, and then be able to recast shadows once his 3 initial ones had gone.

The Dancer was a model of flexible play.  Able to back up heal, use TP for both well timed Weaspon Skills as well as Dancer abilities, and keep the party living through creative uses of hate management.  When he told me he had five jobs at level 75, I wasn’t terribly surprised.  The Dancer also ended up accepting the consequences of other party members mistakes.

In the end, the Dancer gave up, and brought one of his level 75 jobs to power level us.  Why he did this is beyond me, but his actions allowed me to take my White mage to level 14, and get a few levels of skill-ups for Divine Magic (which will be helpful with my Paladin).  I genuinely feel bad this player didn’t get to level his Dancer job.

The moral of this story?  The Dunes suck.

15Mar

Back when I first started playing FFXI, the game was hard.  Not just a little, but really hard.  Old school, grind you into mush, hard.  SE softened it up a bit, and the game suddenly turned into a fun challenge.  Combat was interesting because monsters were hard, and the skill-chain & magic burst system provided a deeper interactive feel.

Then World of Warcraft (WoW) came along.

Don’t get me wrong, I played WoW and enjoyed it.  What WoW did was provide players a MMO didn’t need to be a grindfest, or a LFP time suck.  Every day Joes could play WoW and make it to level cap solo, or in group.  People flocked to it as a game and social point — every other MMO suffered with a population dip because of WoW.

SE reacted, in part, by engineering to the Treasures of Aht Urghan (ToAU) expansion so that FFXI could offer some of the same softer gameplay features that WoW offered it’s audience.  That was shame, because FFXI’s strength was in the deep, more complex game play.   Beyond that,  ToAU completely unbalance the game.

While reading the Dream’s in Vana’diel forums I came a thread which starts:

I’ve been playing for almost 2 months and in my entire time I’ve only seen one skillchain, and I often hear posts saying things like “I haven’t seen a skillchain in months.”

I’m curious why? It seems like it’d be a fun and tactical part of battle, but I don’t see them used, are they only used at higher levels, or is there a reason why people aren’t doing them? Maybe it’s because I usually play backline jobs?


Here are some of the best replies:

Y’see, before that expansion was released, Skillchain/Magic Burst parties were common at all levels of play, while the “TP Burn” play style and mentality were limited to King Ranperre’s Tomb, behind the Moongates in Ro’Maeve, or in the deepest reaches of Tu’Lia. Everyone built parties around finding the proper jobs that wielded the correct weapons that made the right Skillchains that the Black Mages in the parties (yes, BLMs got parties back then) could properly Magic Burst off of, for maximum damage on pre-determined camps.

Then ToAU came along, and more specifically, Colibri and Imps.


Today’s generation of DD, a lot of the old school stuff is lost, like back-up tanking, link handling, line up of SATA, Skillchain, several capped weapon skill for SC, alternative tanking gear, pulling without killing the party, etc.

For a DD, the first step of SC is report TP consistently:

/p TP @ <tp>

Sigh… it used to be very fun when exp. as DD, instead seeing those who draw the weapon out and then watch TV.

I really wish S.E. would step back, look at ToAU and see it for the mistake it was.  I feel badly for all the new players that I see in FFXI, they’ll never know the deeper aspects of the game that make it so much better than many other MMO’s.

Fortunately, I have my static.  We Skill chain still, and it’s a valuable asset.  If we had a Black Mage, we’d certainly Magic Burst too.  But we’re a mutant group of players;  we actually fight things that are hard, use subjobs that compliment our main job, and gear ourselves for our role.

So I just came a cross sort-kinda-recent’ish set of experiments done on enmity generation.

It would seem that my notion of enhancing my damage as a Paladin is both on target, and not as critical as I originally thought.  I’ve come to this decision based on the simplification that curing myself allows for constant hate, and provoke is an ablative hate.

The above discussions also explain why it’s so bloody hard for me to control hate — particularly with Ardra and Darrian.  The act of pulling grants the puller constant hate advantage — roughly one-half the amount Provoke provides.  Since Ardra or Darrian are often the pullers in our parties (because they’re highly competent), they’ve started out with a huge amount of constant enmity, and just build it up with their spike damage.

Now that I have access to Cure III, if I can convince Red magi, Scholars, and Dancers to not heal me until after I’ve used Cure III, things should get a little easier. It would seem my pre-Flash opening strategy to keep hate off the big DD’ers is Banish, Provoke, Attack, Cure III.

I just need to work on my timing with Banish, and up my Divine skill.  I’ll also need to keep my swords at minimum delay to offset the big damage spikes Samurai and Thief players can cause.

It is with some small twinge that I’ve come to find that my previous character, Gentoo, is officially gone.

I decided, in a moment of weakness that I would take advantage of Square-Enix’s Return to Vana’diel campaign.  Bringing back Gentoo would have given me access to a character that had moderate crafting skills in Alchemy and Cooking, as well as a few bits-and-ends of gear that would be helpful to my static mates, or to myself as auctionable goods.

Alas, after going through the restoration process, SE has no record Gentoo.  Or of my other characters that matter (Redhat and Xubuntu also appear to be gone without record).

I’m not really upset about it.  I am disappointed, of course, that SE thwarted me getting access to a source gil.  But the there’s a darker undertone, that’s hard to put word to.

I don’t have the desire to play Gentoo any longer.  But knowing that a character that serves as a touchstone to various friends is gone for good is something of a somber note.

Update:

After a fair number of calls to SE technical support, Gentoo was retreived — although in a very odd state; equipment an gil that I know I had given away when I quit was back, equipment I know was not given way had disappeared, and equipment that I had tossed in early levels was back in my Mog House Safe.

01Mar

mas·och·ism /ˈmæsəˌkɪzəm, ˈmæz-/

[mas-uh-kiz-uhm, maz-]

–noun

1. gratification gained from pain, deprivation, degradation, etc., inflicted or imposed on oneself, either as a result of one’s own actions or the actions of others, esp. the tendency to seek this form of gratification.

2. the act of turning one’s destructive tendencies inward or upon oneself.

3. the tendency to find pleasure in self-denial, submissiveness, etc.

I’ve bloggeded about my progress leveling mage jobs recently’ish.  Just a couple nights ago I took the time to get my Ninja job from level 1 to 5.

The experience left me a bit sour.

Leveling a mage job, is about as close to the definition of masochism as one could get.  You are, for the most part, stuck to fighitng Easy Prey monsters (the lowest level of monster strength that still yields experience points in FFXI), denying yourself of rapid gains through early levels.  Even doing so, you will die, and probably often enough for it to become something of a raw nerve.  Yet you head out again and again, to gather up those precious experience points.

Every level tastes sweet because of what you endure to get it.

In contrast, the process of leveling Ninja took me less than a hour. I attacked mostly Decent Challenge through Tough monsters, and I didn’t have to bend a knee to heal once. I very nearly did the same thing with my Warrior when I originally leveled it. Likewise for Monk.  My memory fails as to how Thief went, but I don’t remember it being particularly difficult.

Excepting Red Mage, who is expected to fill the role of Healer, Enfeebler, and Nuker at later levels, most MMO’s punish you in the beginning for choosing the job, and later punish you again for having stuck to the job.

I understand why fewer people like MP based jobs.  The early levels are a test of will to get through.  Why on earth would you spent 2-3 hours getting a mage through level 1-5 when the same can be done in under an hour with a melee job?   The later levels, if you don’t have a static, are another test of will, as FFXI players shun any MP based job in favor of melee for killing off the wimps in the Aht Urghan zones in rapid sucession.

Don’t get me wrong.  I still enjoy MP based jobs over straight melee jobs, and my favorite among those is still White mage.  Many of my good memories of FFXI are as a White Mage.  I loved being able to anticipate the status ailments and toss out the curative before the melees could even lay a finger on the keyboard to tell me about it.  And and keeping an eye on the monster so I knew who had hate, so I could throw out a Cure <n> right before an attack that would have taken out a player.  And keeping up Protect, Shell, and an elemental buff, all the while counting the Ninja’s shadows, or the Paladins use of Sentinel so I could get a couple ticks of MP rest to magically keep the chain going.

However, the coins have been lifted from my eyes so to speak.  I consider myself a mutant among fantasy MMO players.  I no longer consider people who say they don’t enjoy mage jobs as lazy or lacking the will to do hard work.  The simple fact is that mage jobs punish you in the begining for choosing them.”