Two roads diverged in a wood, and I
I took the one less traveled by,
And that has made all the difference.

– Robert Frost

I’ve never been one to follow the standard XP route, if I can avoid it. Most of the time I prefer not to play on Easy Mode.  I often go for locations that are off the beaten path, and for prey that aren’t normal squishy, soft hitting wusses.

As such, I don’t expect every player to want to join my parties.  When they do, the expressions uttered are usually appreciative.  For being able to see some scenery creating by the artists at Square Enix while they were inspired.  For being able to listen some music that usually never gets heard because because players never travel to these areas.  For simply doing something that they’ve haven’t done a countless times before.

I also don’t expect a player to go out of their way to explain why they think my location and/or target is a bad idea.  My spots, while not wildly unconventional, usually don’t match the most popular spots for convenience.  But tonight, while assembling an XP party as a Bard, I had one player decide to that.  I sent a tell asking if he wanted to join my party in Sauromugue Champaign with the target being Evil Weapons.  This player responded with “ur joking or a noob.”  The rest of conversation doesn’t really matter.  It was semi-polite, but he explained at length that it’s impossible XP of Evil Weapons in S.Champaign because they’re too hard.  So I looked for another White Mage, and picked up a very nice Japanese player willing to level synch down a couple levels.

With a complete team, we went to work, and 2 hours later I had picked up 3 levels (28-31).  More importantly, we had no competition, we had a blast going after prey most people don’t, and gelled as a team going up against opponents that actually fought back.

In the end, I remember Beermepunk, Medea, Hina, Yurii, and Tyberius as my team members who blazed through chain six, and who all worked together to survive when a duo of Evil Weapons came back to camp hell bent on making us pay for our insolence.

…the more they stay the same.

Having a little time off between a handful of substantial updates seems to have renewed the game for me.

There’s a fair amount of discovery going on by me.  SE has moved around some of the NPCs so basic activities, like warping to outposts, meant hunting around the cites for the new locations.  Although I’m not a fan of the new locations, the hunt wasn’t a chore.  Having to wander through the cities again, like a newbie, a tiny bit like logging into Windurst the first time and discovering the joys of Windurst.

SE also introduced “Field Training.”  Essentially it’s the tired old MMO quest of “Go out and kill <n> beasts!”  The difference is that this isn’t delivered to the player as content — it’s simply a method of making the leveling process faster by allowing you hunt stuff that normally gives you XP and giving you an XP bonus at the end.  It’s funny that when delivered in such a honest method that this tired mechanism doesn’t seem so bad.  I’ve been level Red Mage (as a sub to my Paladin) to try out this system, and it works pretty nicely.  In 3 days I as able to go from level 1 to level 18.  I’m sure I could have done it faster, but I refuse to play this game in such a way that makes it a complete grind.

It’s not all without it’s bumps though.  First, many people now refuse to party until at least level 20.  It’s understandable why.  Solo’ing levels 1-20 is often faster than trying to party at such early levels.  Valkurm is reknowned for it’s ability to even make perfectly competent players teh suck, and one is often XP ahead going after “Easy Prey” and “Decent Challenge” monsters than getting stuck with a bad party.   There’s also fact that all my old Linkshells are defunct.  I’ve hooked up with an old LS mate from Paradigm, Marthamoonbeam, and her friend Mumble.  They’ve been great, but since we all play such skewed times, my time thus far has been a little secluded.

Finally SE cleaned up a few of things that bothered from earlier updates.  When “Treasure Chests” first showed up, they’d just spontaneously appear in random places.  That, and a few other new mechanics really ruined the game for me.  SE fixed a fair amount of these with easy modifications.  Chests now, for example, appear after you’ve killed a monster.  Simply by making the mechanic show up in a logic manner really changed the feeling of the game.

So with all those changes, it comes down to this;  I’ve been spending my early levels grinding solo on EP and DC prey while doing quests, and finding a party in Valkurm is hard.  Just like 2004.

So Square Enix announced that Final Fantasy XIV will be an MMO to follow FFXI.

I probably buzzed in excitement as I read about it, looked at the screen shots, and watched the movie.  The game looks beautiful and sounds exciting.  I’ll definitely jump into the Square Enix’s new game as soon as I possibly can.

However, with that excitement, I was awash with the desire to play my Paladin again.

Oh, I tried to fight it, but doing Campaign didn’t seem so bad anymore, and level synch parties didn’t seem such a chore — and the desire to hit 75PLD before the next game comes out over took my will, and I reactivated my character.

So I’ve been very silent on the blog as of late.  I’d like to blame it on the holidays.  Christmas and New Years were busy — I went out of town, and I didn’t have as much opportunity to log into FFXI.

However, I’ve been completely absent from the game.

I lack a desire to play FFXI currently.  Perhaps I’ll get out of this funk, but as I look at it, FFXI has turned into a game I’m no longer interested in.

I do have a purpose — a couple in fact.  Hitting 75 on Paladin, and to get that damnable Iron Ram armor from campaign.  The problem is, hitting 75 on Paladin, for the most part, means doing it via level synch since most people don’t want to fight things that require a tank at the upper levels.   Likewise, getting the Iron Ram armor means endless time in Campaign raising the next 100K Allied Notes for the remaing bits.

I have little desire to do either.

Level synch parties are wonderful sometimes, but I really want to be able to skill-up my sword and shield.  To do that, I need to go after things that (A) are close to my true level, and (B) going to try to hit me back.  Putting parties together or simply finding ones that are willing to be anything but TP burn have become just this side of impossible.  TP burns are difficult for Paladin’s to compete in against Dragoons, Samurai, Warriors in terms of DD, and they do nothing to advance ones shield skill since the objects is to not get hit at all.

Campaign is a nice diversion, but I’ve grown quite tired of it having gotten my first 100K allied notes (and two pieces of Iron Ram armor).  It offers nothing new, and frankly is more of a grind than standard XP.

Then there’s the latest updates.  On paper they’re good, but the implimentation has given FFXI a slightly different flavor that doesn’t sit well with me.  The game is longer allows me to enter a state of suspended disbelief.

Perhaps a break will let me get more excited about advancing, until then, I think I stay out and catch up on reading, programming, and generally doing all the things I suspended to play the game.

It’s astounding; Time is fleeting; Madness takes its toll. But listen closely…

<Not for very much longer.>

<I’ve got to keep control.>

I remember doing the time-warp; Drinking those moments when the Blackness would hit me

<And the void would be calling…>

Let’s do the time-warp again.

Let’s do the time-warp again.

– Let’s Do the Time Warp [Again] from The Rocky Horror Picture Show

Several members of my current linkshell, Paradigm, had expressed an interest in getting access to Chains of Promathia content, but had thus far been depending on pick-up-groups (PUGs) to get past the inital Promyvion battles.

The problem with PUGs is that you’ll never know what kind of player you’ll get, and in the the case of my linkshell mates, they seem to have only managed to come across the worst kind.  I listened to horror stories of groups giving up because they couldn’t make it to the spire, or of multiple attempts to kill the boss only to wipe.

So I suggested to my linkshell mates that we, as a linkshell, take on the Promyvion battles ourselves, and I’d lead them.  I wish I could say that was met with a resounding cheer, but alas this was not the case.  I think the most positive comment was “I know we’ll die, but I need them.”

I’ve been through the three initial Promyvion battles scores of times on Gentoo.  I enjoy them.  In my last round of getting past them with Suquamish, our group was led by Hripthe when he was part of the lolCats linkshell.  I previously mentioned how much Hripthe taught me about how to get through the Promyvions like a real team.

I organized our fights like I always have — Promyvion-Dem as the trainer, Promyvion-Holla to put the skills to test, and then Promyvion-Mea for the real fight.  It’s only the last one that I think requires a bit of luck, thus the one I leave to last.

When the day for Promyvion-Dem rolled around, morale was low.  We had to fill-in absences.  Because no one had a map of Promyvion-Dem, the team was convinced we’d get lost and die.  When we made it to the Spire, without so much as hiccup, people started perking up.  Just like with Hripthe, I talked out the entire battle-plan before going in.  Also, just like with the lolCats, everyone listened and made sure they understood their role.  When we went in, we took things very slow before starting the battle.  When we finally engaged, we were prepared, and things went off like clockwork.  Even with our careful/slow start, we finished the battle within a hair of the server record.

So Paradigm handed itself it’s first Promyvion victory.  With that, all the negativity evaporated, and everyone was charged to go after the next ones.  Lessons learned by me: Blue Mages are simply awesome in these fights.  With their ability to stun and heal, they end up being the key utility player.

For Promyvion-Holla we had to go without our Blue Mage; which made the fight slightly fairer for the boss.  We also traded a Red Mage for a Black Mage.  However none of these changes much mattered as Paradigm handled itself with grace.  Promyvion-Holla fell with the same smoothness that Promyvion-Dem had.

I’ve always considered Promyvion-Mea the hardest of the three, and it didn’t disappoint.  To make things harder, we had more substitutions that left us low on damage dealing.  On our way through Promyvion-Mea, one of our team-members suffered a disconnect just as we made our way to the final level before the Spire of Mea, causing us to back track.  The boss didn’t disappoint me either — I opened the battle; upon connecting with my Great Axe it responded using Murk immediately.  Nothing like have a boss charged to 100%TP before the battle.

Things only got harder from there.  Our animas were partially resisted, and the Delver starting to spam other TP moves with only 25% of HP removed — which meant we had to start using our Hysterioanimas VERY early.  We pressed on sucessfully, but when we had wittled the Delver down to ~5% of it’s HP left, we were out of hysterio and psycho animas and the Delver decided it didn’t want to lose.  It pulled out a Carousel, and immediately follow that up with Promyvion Brume (does damage and resets all enmity levels).  This left our White Mage in a tough spot, with all our of team membes low on HP, and enmity in complete chaos.  Everyone affected by the TP moves started downing Hi Potions, and our cool headed White Mage (Marthamoonbeam) Curaga’d us and braced for the coming beat-down.

We got things temporarily under control again, only to have the Paladin get hit with Impalement. Another big cure an the Delver was stuck to our White Mage like glue.  It was at this point I was worried we wouldn’t beat this boss.  Evidently the Delver sensed this and decided to use Material Fend (evasion bonus) to remove the last shred of hope I had.

To counter, our White Mage was brilliant under pressure.  She stuck herself into a corner — the Delver followed — and just before getting KO’ed, hit us with Benediction.  With full HP, we wailed away taking the Delver down to 1% of it’s HP, and with it cornered and our remaining team surrounding it, I hit it with a Terroranima.  For the final 30 seconds of the fight the Delver quivered before us as a we flailed away.

It wasn’t a decisive victory, but we won.  Lupellus, Marthamoonbeam, and Baritan all managed to get access to the CoP areas.

More importantly, Paradigm did an excellent job of peforming under pressure.

…and the bartender says “What is this, a joke?”

Last night started off as a bad joke.  I put together a Valkurm Dunes party with some of my Paradigm linkshell mates, so my buddy Xai could get some levels on his Thief.  See my previous rant about Valkurm Dunes.

The party consisted of MNK/war (me), THF/sam (Xai), NIN/war, DNC/mnk, WHM/blm, and fellow LS mate Rukkia coming as BLM (no subjob).  No power leveler.

We were a little light on damage dealing, and I was the co-tank with our Tarutaru NIN/war, so our WHM had their work cut out.   The party started off with three near complete wipes.

The first one was a complete accident.

The second one was the leaders fault; the bone head was filling the role of “veteran player that forgot how low level parties work,” and tried overhunting.

The third one was some combination of n00bery, overhunting — though we had moved to lower level prey, and plain bad luck (the crab used it’s version of Stoneskin EVERY time),

Experience for those the first hour was slow if it wasn’t negative.  The poor performance of our party was compounded by mistakes and people AFK’ing.  I swear that Valkurm Dunes drains experience from the minds of players. Xai, whose pulling expertise I’ve witnessed first-hand ran into links (which left me agog) - though he handled them with aplomb, they still slowed things down.  Our rank 10 WHM wouldn’t rest during battle.  Besides continuously overhunting, I contributed most significantly by not using Provoke fast enough allowing our Tarutaru Ninja to take too much damage (which caused more MP issues).

The beginning was so rough, and dis-satisfaction with our party was so high,  I could taste failure in the air.  With dissention was setting in via /tells, and I had pretty well resigned myself to the party falling apart.

Miraculously everyone was stuck it out long enough for us to move all the way back to the lowest area in Valkurm Dunes and we went after tier one Goblins. This was the one solid thing I did as party leader, and I managed to pull this move off because of my Linkshell mates (I’ll discuss that later).

From here we started making chains.  Once this happened, we settled in a bit of a groove, and you could feel the regret of being in “one of those d00nz parties” lift and get replaced by confidence.

Once all the frontline jobs had managed to get to level 14, we starting to opperate like a team, and we moved back to crabs.

With just a little dose of confidence and a dallop of experience, this too went smoother — which only increased our confidence as a unit.  Soon we were able to take on fights at the very edge of our abilites.  Once party chat went from uncomfortable silence to joking and bravado I knew we had fully turned the corner.

When the party finally ended, the result was everyone making at least 2 levels — if not three.  Not stellar, but not craptastic.

The coolest part, however, was being with Linkshell mates.  Had it not been for them this party would surely have fallen apart, but Rukkia and Xai hung with me.  As a result, I found my footing as the party leader.  Likewise, their staying put enough peer pressure on the other three players to stick with the party.  As a result we managed to make progress not by quitting and finding a better group, but by forging ourself into a better group out of determination.

Well, two looming problems have started casting a shadow on my game play.

  1. My nest egg is starting to run out.
  2. I don’t have the level, time, or skill to really farm effectively.

I’ve camped the AH a couple of times to no avail.  Usually this grants me some pocket cash, but it seems my secret strategy of buying things for 1g to 50% of market price has been discoverd by wiley sellers.

To boot buying Ninja tools, and food, and equipment is starting to be a serious drain.  Even doing quests for “free” stuff often requires that I buy something to get to the goal.

It seems time for me to figure out a new way to come up with funds.  My first thought was to start crafting.

It takes money to make money.

Crafting consumables is a decent way to make scratch, and at first blush it seems like I’m killing two birds with one stone by making stuff to sell to raise funds, and saving gil by making stuff I often buy. The flaw in this ointment is that crafting usually takes some gil to get it to the point where it can save/make you gil

The crafting system in FFXI is brilliant. Low level synths aren’t useless like in other MMO’s.  Often these low level synthesis recipes are making materials one would use for higher level synths.  Sound great, right?

The problem making money in early crafting is low level synths are usually covered by the higher level crafter in volume.  That is FFXI’s High-Quality system in crafting allows high level crafters to synthesize 2-6 times as many widgets as your low level attempts can yield.

Not only do you have to compete with higher level crafters, but you also have to farm up material (time == money) or buy them (money == money).  Since I’ve alread admitted to not having much time, and a dwindling supply of money — this particular hurdle is a bit high…

Damn the materials! Full synthesis ahead!

So whatever, I could make a million excuses why not to start.  Instead, I made the decision to just dive in with what funds I have available.  I like having plans to I decided to figure out what levels take each craft so I could start making/saving money on consumables.

Cooking to 85… Ugh.  That’ll be a lot of craft grinding, but it’s do-able, and I can procrastinate…err…this isn’t a priority craft right now.

Woodworking, Alchemy, and Clothcraft to 60.  Yikes!  All three of those are hard to break even on, but whatever.

Smithing to 40.  Well, at least the start up costs aren’t bad if I spend the rest of my time farming up materials…

There must be an easier way.

Now that I’ve spent some time thinking this through.  I think I’ve got a better solution.  SE needs to create an 18 years or older server so my Mithra can sell herself.

Until that happens, I’ll be creating about a bazillion (give or take 3) Echo Drop potions.

Will Dance 4 Gil

Will Dance 4 Gil

I am very fortunate to be acquainted with some skilled players that also happen to be lolCats.

I really enjoy the Promyvion boss fights, and I’ve volunteered to help with them a lot when I played Gentoo.  However they’ve always been skin-of-the teeth, adrenaline rush inducing victories.

Last night some lolCats made a run at another Promyvion; Holla to be exact.  Our Promyvion-Dem run seemed almost too smooth.  None-the-less, Promyvion-Holla was just as smooth and ended, in victory, even faster than Promyvion-Dem — and we even had 2 pick-up members

So what’s the difference?

Primarily coordination.

First and foremost, everyone knows Hripthe and Briseia are the leads on these events, and act accordingly.  Without them I’m sure these fights would be far more chaotic.  Hripthe has an understanding of Promyvion boss fights that really should be labeled as uncanny, and organizes our fights with swiss clock accuracy.  Briseia, a seasoned player and is able to fill us in on any gaps of knowledge.

Second, we take the time to prepare.  My previous linkshell, TheBanished, elevated the art of winning Promyvion fights without the use of medicines (poison, holywaters, animas, etc) into an art form — however, the balance of the fight was ever so precarious.   So while it is completely doable, we take a different path.  We make sure every member gathers up medicines (Hi Potions/Ethers, etc), Food (Au’Laits, Yagudo Drink, MP/Accuracy food), and chemicals (Animas).  The preparation allows us to enter the fights so that it’s harder for it to get out of hand.

Third, and finally communication.  On each level enroute to the Spire, we talk about what’s going to happen, and what to do if something unexpected happen (e.g. Aggro).  Before entering the Spire, we talk about the role that everyone will peform, what order we will use our animas (and when) and what.   Finally, inside the spire, Hripthe times our use of animas, and we report back that we what we are using, and when used it.

In short, leadership, preparation, and communication allow us to function like a well oiled machine.

The other night my static (which now includes the awesome personalities of Kooki (RDM) and Flick (SCH)) were making the push to 50 the other night.  Our sixth member was a Thief**, so of course we wanted to allow for Sneak Attack + Trick Attack (SATA).

Setting up SATA proved to be a tricky situation.  With Ardra as Samurai/Thief, we had no secondary provoke.  Ardra, being a very well geared Elvaan, has no problem stealing hate from me.  Initially we tried having the Thief pull monsters back to our camp and allowing Ardra to take the monster attention through sheer damage (I would avoid provoking).

That strategy proved far too dicey and we quickly abandoned it.  If Ardra didn’t connect on the very first swing, the Thief was left taking a beating.  This leads to Darrian needing to toss out a medium to large Cure to the Thief and thus stealing Enmity.  With this scenario, fights got to be far too chancy in the beginning.

What ended up working fairly well is having Ardra pull.  This technique needs some fine tuning, but it works well because of the enmity bonus the player with the first action gets.  The person who does the first action gets an extra 200 Cumulative Enmity (CE - only decreases by taking damage) and 900 Volatile Enmity (VE - decreases at a rate of 60 units per sec.)

(for reference, please see this thread on the Dreams in Vana’diel forums.)

This allows Ardra to maintain hate even if her first swing misses and I happen to connect.  It also allows some room for a small Cure if needed.  Likewise, by the time the SATA is performed, Ardra’s CE has most likely evaporated, and my Provoke (1800 units of VE) plus the SATA should easily over come any enmity that Ardra has built up.

This particular technique really only works because Ardra is Elvaan and Samurai.  Without that nice racial VIT bonus and Third Eye this really wouldn’t work very well.

(**)  Actually we had two players come as Thief that evening.  The first Thief wanted to SATA, but couldn’t set it up quickly (requiring me to take enmity before the SATA).  His solution was to SATA off Ardra.  Despite numerous requests to stop that, he wouldn’t.  Eventually we kicked him.

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.

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