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Ffxi cor guide
Ffxi cor guide







Sharpshot -> Slug Shot -> Barrage -> Slug Shot. Level 60 gives you Barrage which can deal up to 500 dmg.Īs COR/RNG, every 5 minutes you have the possibility to make a nice combo: If you have a party member building TP, with your speed you can participate in Skillchains as well. Keep in mind that you remove any Bust if you simply zone!!Ī well equipped Corsair can deal 50-100 dmg per shot, 80-160 dmg with a weapon skill (55+ gives you Slug Shot that deals 400-500 dmg on normal Mobs and up to 800 dmg on Mobs weak to piercing), and every minute 140+ dmg with Quick Draw (60+ you have AF hat that increases dmg to 180+). In some cases a ACC boost is better than a dmg boost! Keep in mind the fact that melee that can do much dmg per hit or can hit multiple times, but missing very often is inefficient. WAR makes it stronger.Īt least this area is good for experimentation. The Fighter's Roll not only effects WAR!! Everybody gets effect. With a SAM in PT and an XI total on rolls, you get 12.5% instead of 10%. A Store TP + 20 means you get 12% TP instead of 10%. so everyone that has the effects of this roll gets more TP per hit.

  • Fighter's Roll - Improves "Double Attack" rate for party members within area of effect.
  • Samurai Roll - Enhances "Store TP" effect for party members within area of effect.
  • There are some Rolls that have increased effects on their optimal job! Two of these are: refresh roll for a job with no mp or pet acc roll for a job with no pet.
  • When the first roll wears off, start with step 1 again.Įveryone hit by a roll gets the effects of the roll even if those effects aren't useful for that player, i.e.
  • Dealing damage on mob with Gun+Bullets or boost up enfeebling magic with Quick Draw until Phanrom Roll is ready again - ~3:45-5:00.
  • Fourth roll to melee (Important: Don't hit the mages!) - 3:00.
  • ffxi cor guide ffxi cor guide

    Dealing damage on mob with Gun+Bullets or boost up enfeebling magic with Quick Draw until Phanrom Roll is ready again - ~2:45-3:00.Third roll on melee (Important: Don't hit the mages!) - 2:00.Dealing damage on mob with Gun+Bullets or boost up enfeebling magic with Quick Draw until Phanrom Roll is ready again - ~1:45-2:00.Dealing damage on mob with Gun+Bullets or boost up enfeebling magic with Quick Draw until Phantom Roll is ready again - ~0:45-1:00.

    ffxi cor guide

    The rolls a COR uses depends on the party setup, mobs and level. Normally, a Corsair starts with the mages, to keep the the melee buffs on himself. Normally you can split the party in two parts: This results in a ~5 minute window to give 4 buffs to 2 different parts of the party. So he has to wait until the effect wears off or he has to "overwrite" the effect with a different roll. Additionally, the Corsair can't reroll a die if the same effect has not worn off.

    ffxi cor guide

    Phantom Roll has a 1 minute recast and every roll stays for 5 minutes.









    Ffxi cor guide