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The Paladin's playbook: A reference guide to party dynamicsFollow

#1 Jan 18 2005 at 12:44 AM Rating: Excellent
Hello. This may be my first post on allakhazam but I am the kind of person that likes to lurk a bit before posting into a given community. I usually don’t post unless I find something that piques my interest and there is one thing that has. I have seen many guides written on this forum and the authors of these guides have helped me immensely in the leveling process. As a thank you to those authors I have decided to post a guide of my own. Many guides exist on various topics such as crafting and missions but one that has been over looked is some of what I believe are the more subtle aspects of party dynamics. I am talking about formations. While most people are familiar with the standard SATA formation there are also many other ways to arrange members. As 65 PLD I know that party formation is an essential tactic on par with Skill chains. Maintaining a formation allows for easier management of hate and therefore a smoother more efficient leveling process. This is still a work in progress and I will add more formations as I come up with them, perhaps even distribute a template as soon as I find hosting so that others can send in their formations as well. But in the meantime let me use this time to introduce a few basic intermediate and advanced level party formations.

====Legend====
I've come up with a system by which all the images in this post can be read. Because this forum does not allow for direct image linking you will have to click each link to view the images. The first you should click is this one http://img.photobucket.com/albums/v357/FFXIfortunato/playbook-legend.jpg
This image will explain how the system works use it as you read the following charts.

====Basic Formation====
http://img.photobucket.com/albums/v357/FFXIfortunato/basic.jpg

This is your basic no frills party formation nothing special, but to beginning players this is an introduction to party dynamics. Before level 30 most party formations will factor in this way and while there is nothing wrong with that there are few things for beginning players to note. First note the position of the mages. True to their role they take the back ranks and are away from AOE distance. The tank stands opposite the mages so as to more quickly determine when hate is lost and the DD stands before the mages to act as a kind of last line of defense. The other 2 players are variable making this one of the most open and versatile positions. What it lacks in style it makes up for in rock solid reliability.

====A Note on Variations====

Because groups are their very nature dynamic, formations themselves can also be varied according to the content of the group. For instance, have a bard that is picky on placement? There are multiple ways to adapt the basic position. Have a paladin in the party? Try moving him closer to the mages so he can receive a ballad. Got a warrior? Put him near the other damage dealers so that he can get an accuracy or damage boost. Getting a nasty cone AOE from your pulls? Have the tank simply turn the creature towards a wall or away from all other party members. Please keep this in mind as you read the following strategies and apply as needed.

====Intermediate Formations====

These formations require some amount of teamwork and concentration on the part of your party members. It's best to discuss these formations beforehand. This is doubly important if there is a bard in the party who needs party member to remain in a certain location. These positions primarily consist of the Basic SATA (known to Japanese players as fuidama) and its variants. These will be a staple of the post 30 party. Some such as the ninja formation can be used as early as level 12.

====Ninja====
http://img.photobucket.com/albums/v357/FFXIfortunato/ninja.jpg

This is the basic method by which ninja tanks operate. Up until level 37 most ninja tanks will operate in this manner at which time Utsusemi: Ni becomes available and ninjas become a full tank in their own right. The diagram says Nin and war in the second position but this is not meant to imply that a nin/war only can do this. The diagram covers both standard and dual ninja variations. The jobs listed are just recommended main jobs and not subjobs. More to the point, the way a ninja tank works is through utsusemi. The two tanks work in tandem alternating aggro between themselves while at the same time constantly casting and recasting Utsusemi: ichi. This formation requires precise timing but the reward is a leveling session with little or no downtime.

====Basic Sata & variations====
http://img.photobucket.com/albums/v357/FFXIfortunato/Satabasic.jpg

This is your basic fuidama. For parties post 30 this will become the staple of many parties. S.A.T.A. stands for Sneak Attack Trick Attack, and as the name implies a thief is required. In addition to a thief there needs to be a SATA provoker. This must be either a warrior or sub warrior in order to work effectively. The SATA provoker must also be able and willing to withstand a few hits. The process begins with these steps.

1. Puller initiates the fight

2. SATA provoker provokes the enemy first to begin formation.

3. The main tank stands opposite the SATA provoker placing himself exactly behind the target (position is Very important and there is a time limit depending on the health of your SATA provoker)

4. The thief initiates Sneak attack and trick attack and occasionally a weapon skill. This is an important time in the party as the thief has just shifted a large portion of hate onto the tank. For warriors and ninjas this means a reduced chance of aggro loss and for paladins this means an even tighter grip on the enemy’s attention.

If you have 2 thieves in your party there is also a Double SATA formation as well.
http://img.photobucket.com/albums/v357/FFXIfortunato/doublesata.jpg
this formation allows for constant damage output and therefore reduced downtime. This works especially well with ninjas when coordinated correctly.
In addition to the standard double SATA cross formation there is a line formation which mages can use to further affect aggro.
http://img.photobucket.com/albums/v357/FFXIfortunato/linesata.jpg

====Advanced Formations====

These formations require a great deal of coordination but the reward in turn can make for spectacular leveling, or added security. Because my high level experiences are primarily based on paladin centered parties these formations will require a paladin to tank. The pressure play formation requires cover and a blm to initiate ancient magic, and the ranger blitz is recommended for paladins level 62 and above.

====Pressure Play====
http://img.photobucket.com/albums/v357/FFXIfortunato/pressure.jpg

Typically at the start of the party I ask to see the blm's freeze macro (or tornado or break or whatever). Usually if they are smart they include a statement in their freeze macro that tells melees when to start the skillchain. If not I ask that they include this. Afterward I set up the party for the fight. if there is a theif I take that into consideration for sata. However assuming there is no thief here is the typical setup from an overhead perspective. from this formation the hate is channeled much like rocket fuel from a rocket heading in a single direction. This helps immensely with emergencies since it allows the pld to quickly restore order also in addition to this, there is also where the cover aspect comes into play.

1. all participants in the skillchain announce when they are ready cover is announced as ready.

2. blm begins macro

3. blm announces start of Skillchain in macro. Melees start Skillchain

4. pld uses cover while Skillchain is in motion. Making sure it is ready the moment a Magic burst successfully goes off.

5. make sure the blm is behind the pld at all times while enmity is being restored.

6. Resume fighting as usual. Cover has a 3 minute recast timer. Should be enough to last until the next fight but be sure to remind the mages.

I managed to use this idea rather effectively in the instance of a 2 ranger/blm party and kept hate rather well given the circumstances. Next time you have a friend that claims cover is useless you can prove them wrong.

Also this is a sata variation I designed to add up even further damage.
http://img.photobucket.com/albums/v357/FFXIfortunato/pressuresata.jpg
This setup is nearly identical except for the addition of a SATA. This works great for openers, or for working dancing edge into a skillchain.

====Ranger Blitz====
http://img.photobucket.com/albums/v357/FFXIfortunato/rangerblitz.jpg

This formation’s strength is in its simplicity. Its challenge lies however in execution. Also because this formation lacks a white mage it may take some convincing to persuade skeptics. What is the reward for a perfect execution? There will be overflowing damage and almost no downtime. The chains created will amaze even the most jaded skeptic. This party lacks a white mage is because there needs to be two refreshers at the ready: One red mage and one bard. The bard’s job will be to constantly reinforce the ranger’s accuracy and to provide you with as much MP as humanly possible the red mage will serve as primary healer and will refresh the paladin as well. The trick is your rangers better have ninja subs and you better be ready as a tank to pull every hate building trick in the book. This is an exercise in controlled chaos so unless you are not the gambling type or are not confident in your ability to control the massive hate spikes that come with a Slug Shot>>Sidewinder skillchain then it is best to avoid this tactic. However a well organized party can make a killing off this. As the name implies this party hits hard, fast and often. Stay alert.

====Special Teams====

These plays are for conditional use such as particular missions or BCNM’s.

====MR Standard====
http://img.photobucket.com/albums/v357/FFXIfortunato/MRstandard.jpg

This is the standard by which most fights against memory receptacles are made. There are 6 positions in this diagram but you are not limited to 6 people. Many times these are fought as an alliance and are fairly easy. However there are a few good things to know.

1. The Memory Receptacle carries with it an AOE which causes a massive knockback thus melees will need to draw the strays to them.

2. Rangers and mages should focus their attacks onto the Memory receptacle. All members should stay out of AOE range as much as possible.

3. After a fight one of two things will happen: a portal will open, or nothing will happen.
If there is a portal make sure everyone enters immediately the portal leads to your next destination and it will close after a set amount of time. If nothing happens simply move on to the next, or if you have the time, simply wait for a new one to appear and try again.

====MR Inverse====
http://img.photobucket.com/albums/v357/FFXIfortunato/MRinverse.jpg

This is the inverse of the basic Memory Receptacle Strategy. In this strategy it is melees that concentrate on the MR and rangers which take on the strays. Before the fight take 4 party members with ninja main or sub and place them with their backs against the columns which surround the MR. using utsusemi, the AOE will not damage them and with their backs against the column they won’t be blown back by the AOE either. Meanwhile, a ranger can pick off the strays one at a time. This works well for single party trips to promyvion when manpower is limited. Two war/nin’s can take the columns and hack away while mages and rangers handle the strays with ease.

====Promyvion Formation====
http://img.photobucket.com/albums/v357/FFXIfortunato/promyvion.jpg

I’ve had many people ask how to defeat the promyvion bosses and while I recommend many different guides on this site I’ll use this formation to demonstrate a few basic things to know.

1. Ninjas or war/ninjas should tank this. Sad but true these have been the most successful tanks for these encounters simple reason: the paladin doesn’t come into his own until around 40 when he acquires flash. Sad but true. Until that time a pld will have a hard time controlling the massive amount of hate that will center on him; So therefore the need for a 2 tank strategy.

2. Secondly, do your homework. And prepare for the fight. An unprepared party is a dead party. With the exception of Holla, you will want to be ready with plenty of potent food, potions and most importantly, animas. Stock up on as many of these goodies as you can. Get with your LS and even farm them they cost about 2k each to prepare but can save lives in your promyvion fight. If nothing else have plenty of these.

3. Have all your 2 hours ready you will need them. The summoner will need to do astral flow towards the end of the battle and the ranger will need to trigger his 2 hour as well.

4. Strategize, strategize, and strategize. Come up with a plan and an order for using items and performing moves.

This setup is very similar to a dual ninja setup but with one important difference: kiting.
For those unaware kiting is the process of leading an enemy along as a means of diverting attention away from the damage dealers. Because this is a 2 ninja/war or war/ninja setup you’ll need to alternate provokes as well alternate them in time with your utsusemi casting time. Be sure to bring an x potion as well. You’ll want it.

====Conclusion====

The Alakhazam forums have provided me with a wealth of information and I am glad to add onto this with this guide. I’ll post more tactics as I come across them and will even add a template you can use to make your own and post them, should I find the hosting for it. If you have any more tactics you can find me on the Asura server. Or feel free to Post some ideas of your own. FFXI is all about group dynamics. It was built from the ground up with this in mind. Be sure and make the most out of it and try new things. And most of all have fun.


Edited, Mon Jan 31 18:56:35 2005 by Fortunato

Edited, Mon Jan 31 18:58:37 2005 by Fortunato
#2 Jan 18 2005 at 9:48 AM Rating: Decent
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101 posts
Great post Fortunato! I think this is information a lot of parties need. Especially post 30.

/cry I already miss College Football season.
#3 Jan 18 2005 at 10:21 AM Rating: Decent
23 posts
This is most certainly one to bookmark. Very well thought out and well written. I am almost to level 30 with my Paladin and there is a lot of information in here I was unaware of. My future parties thank you!
#4 Jan 18 2005 at 10:40 AM Rating: Default
Sticky this somewhere
#5 Jan 18 2005 at 10:46 AM Rating: Good
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1,674 posts
Okay, I respect your attempt at trying to show new and unique formations. It was a good effort. But as someone who is currently levelling Bard, I just have to say a lot of those made me cry.

When I am trying to hit people with Mage's Ballad, I want to be able to hit both the Paladin and the mages. In all of those scenarios, I would never be able to hit both Paladin/Tank and mages at the same time. Hell, in some of those examples, I'd probably have to cast Ballad 2-3 times in just one battle, all for different people, because of the way that the mages or MP-using players are located all over the place.

I'm sorry, but that just won't do. Most uncool. For simplicity's sake, I still feel it is best for the tank to be closest to the mages. Not right up against them, mind you, but with his back to them and on their side of the battle. So I can cast Mage's Ballad between both Paladin and mages, and hit them all at once.

Thank you.
#6 Jan 18 2005 at 10:50 AM Rating: Good
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268 posts
That's an awsome post. Just last night we used the Ranger Blitz formation in Valley of Sorrows. Two RDMs, PLD(me), and 3 RNGs. Since we didn't have a whm, we also had no viruna so it was important to keep the raptors pointed away from the mages. To fix this I backed up against a wall, and the 3 RNGs lined up opposite of me with their backs to the open end of the cave. Worked perfectly. Rate up ^^.
#7 Jan 18 2005 at 11:59 AM Rating: Good
a good point was made by ResidentLune and reinforced by Ironbastion. Fact is while these formations are general outlines they are also not entirely set in stone. the nature of party dynamics is that it is a constantly evolving process. As the battle progresses adaptations will need to be made to compensate. I forgot to mention this and was a little hasty in my proofreading so this fact didn't make the final draft. It will be added in my next update. The good news for ResidentLune however is because mages themselves dont limit themselves to the front lines they gain an added amount of versatility. for example in the basic formation, if the mages want to stand behind the tank rather than opposite the are free to do so. in the case of a pld fight this is even prefered so that the pld gets a ballad as well. as for Ironbastion he's entirely right in his idea to pivot the play a bit. creatures that have a cone area of effect attack should be positioned. in a way that will primarily only affect the tank. this may mean repositioning mages to the side rather than the rear. in fact my first experience with the ranger blitz formation was very similar when I fought processionaries in the boyhada tree. their cone AOE slow and poison was hitting mages behind me and we adapted the play much like you did.

Edited, Tue Jan 18 12:00:36 2005 by Fortunato
#8 Jan 31 2005 at 6:57 PM Rating: Decent
Update for 1/31/05:

added 2 more formations, MR standard and MR Inverse

added new section: A note on Variations
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