Grouping Level Final Fantasy XI Ranges
Posted November 18th, 2009 by herryIt can also be disconcerting to have one character in your party ding to the next level, and everyone else suddenly sees their exp per kill dropping by a huge amount. Also, in other MMOGs, the higher level mobs tend to give larger and larger amounts of experience points, but in FFXI it seems like you're always getting the same low exp no matter what types of mobs you are fighting. This guide explains everything you ever wanted to know about how exp works in the game.
Warning, this is a loooooonnnnng guide, because the subject matter is complex and there is a lot to cover. If you are reading-challenged, I apologize in advance, but remember that knowledge = power in MMOGs.
Exp Basics
There are five different situations that each yeild different exp rates for players:
Guide To Putting Together A Good XP Party
Posted November 11th, 2009 by herryHowever, if you find yourself in a poorly configured group, you may gain xp at a very slow rate, or worse, end up with negative xp.
XP / Hour Ratio:
Below 1000: Bad
1000-2000: Average
2000-4000: Good
4000-6000: Excellent
Above 6000 : Phenomenal, yes this is possible
So what is the secret to getting a good xp / hr
ratio?
I. Party Configuration
II. Party Level Range
III. XPing in the right area
IV. Working together as a TEAM
I. Party Configuration:
Making a PT is more than just grabbing first 6 people you see. It takes some time to fill out a well rounded PT, but it will pay off in the end. A basic
party requires two elements, a tank, and a source of healing. As long as you have these two elements, you have a functional party. A successful party will have those 2 elements covered, then squeeze in as much damage dealing jobs as possible. Finally, there are the catalyst jobs, they act as multipliers for your damage and healing source, and help reduce downtime.
Tanks:
A tank has two roles: one is to absorb damage, two is generate Hate, as in keeping the monster' attention on you. A person that can absorb damage well, but can not hold agro does not make a good tank. A tank should always have up to date Armor, less Defense = more damage taken = less Hate. See Section III for more details in Hate management. If you don't have a good primary tank, then you'll need a "secondary tank" so you can take some heat off your primary tank.
Having a "secondary tank" is not a requirement, and is redundant in most cases. For the early levels(pre 40), anyone with high Defense and Provoke will work as Tank, at the later stages of the game it's usually PLD/WAR, NIN/WAR, WAR/NIN.
Guide to Promyvion in Final Fantasy XI
Posted November 5th, 2009 by herryGet the Mission
Short form of the Emptiness access quests:
0) No known requirements, other than starting the Mission, as described:
1) Hit Lower Delkfutt's Tower. Cutscene.
2) Hit Upper Jeuno. Cutscene.
3) Go to the Upper Jeuno infirmary (on the map), talk to Monberauxe. It's his infirmary.
4) Go to Ru'Lude Gardens, head into the palace, hang a left at the main stairwell and go through the door -- the guard room -- talk to the tall elf, named Pherimociel.
5) Go visit a shattered crystal. It'll ask you twice if you're ready.
6) You'll spawn the Hall of Transference. To use one of the Large Apparatus machines there. Short cutscene. Afterwards stroll up to the Cermet Gate and get your game on.
Fighting in Promyvion
General details about the Emptiness:
* Level cap is 30.
* Experience will be earned here. Any XP you earn is at a reduced rate (see the update notes for the pre-CoP patch, they detailed this change). Any XP earned at the reduced rate will be applied to your main class. Handy! If you die, you'll take a penalty at Level 30 rates, not at your main's level.
* Once you've entered an Emptiness realm, you cannot enter another until you either finish it entirely, or have your memory erased by the Large Apparatus at the front of the zone.
* There are ~4 floors in the Emptiness. The last area is the Spire, where a BCNM fight awaits.
- Fighting the Emptiness -
Pay attention to the core of the Empties; by noting the color, you can tell what it's elemental properties are -- and from that, you'll know what weakness it has.
Leveling Locations 12-50
Posted November 1st, 2009 by herry11-15: Maze Makers
Valkurm Dunes: 12-18:
12-13: Bunnies [L6], Hill Lizards [M11]
13-15: Goblins (Ambusher, Tinkerer, Butcher) [L6, M11, J6]
14-16: Snippers [J8, I9, F9, I7, F7]
15-17: Damselfly [F7, G9, many more]
17-18: Goblins (Leecher (WHM), Mugger, Gambler (BLM)) [F7, G9, D6-7, many more]
Buburimu Peninsula: 12-18
12-14: Mighty Rarab and Sylvestre [E7, outpost]
13-15: Goblins (Ambusher, Tinkerer, Butcher) [E7, outpost)
14-16: Snippers, Zu [H9, camp at hill near beach].
16-18: Dhalmel [J9]
17-18: Goblins (Leechers (WHM), Mugger, Gambler (BLM)) [J9]
Korroloka Tunnel: 15-17
15-17: Land Worms [Entrance]
Qufim: 18-24
18-20: Land Worms [I8, H7 (lake)]
20-22: Clippers [H7, SW H8, F6 (tower)]
23-24: Giants [F6, or zone into tower]
Sauromugue Champaign: 19-22
19-22: Diving Beetle [H8, H9 location questionable]
Korroloka Tunnel: 22-26
22-25: Clippers [at zone to WestAltepa Desert, difficult to find]
23-26: Huge Spider [Everywhere]
Yuhtunga Jungle: 24-29
24-26: Yuhtunga Mandragoras [G5]
26-29: Sahagin [F11]
28-29: Goblin Smithy [G5, I8 (zone to Yhoator)]
Battalia Downs: 25-30
Tigers, Goblins Orcs [Camp Bunkers]
Eastern Altepa Desert: 26-40
26-30: Giant Spider
30-34: Sand Beetle [NW J8, I6], Antican (Auxiliarus, Funditor)[NW J8, I6]
34-36: Desert Dhalmel [I6]
37-40: Goblin (Robber, Trader, Reaper, Poacher) [E9 (zone to West)]
Yhoator Jungle: 28-33
28-31: Yhoator Mandragora [F7]
31-33: Goblin Smithy [F7]
Davoi: 30-33
30-33: Orc (Brawler, Nightraider, Beastrider) [I7 Camp East Bridge. J8/K8]
Sea Serpent Grotto: 33-35
33-35: Ironshell, Skeleton [Near zone to Norg]


