I was in a skillup party tonight, and after analyzing the different players and what they were doing, I suddenly realized that some people have no idea how a skill party works or how it differs from a EXP party. I want to share some of this knowledge with you.
I have skilled up several weapons. I have nine weapons over 200 skill currently, and I have completed five WSNM quests. I won't consider myself an authority on skilling, but since my DRK had a real hard time getting invites, I had alot of skill parties double as mediocre EXP parties, so I kinda have enough experience to know what works and what doesn't.
I'm not going to tell you WHERE to skill up. That's for another post. I'm simply going to explain concepts of what to do in skill parties to get the most skill with the least hassle.
Assembling your group
One of the biggest and most common mistakes I see is a group that is ill-made. You can't just throw a bunch of random jobs together and skill effectively. Skill parties need certain jobs to function at their best, and subjobs tend to be a little different than normal.
Proper Skill: The #1 thing to remember is that not everyone knows what skill levels Steelshells are good for. If you get a RDM and they have a weapon with 100 skill they want to use on Steelshells, they will get discouraged when they get no skill in 5 fights and they will leave. That's bad. Make sure your party understands the approximate skill levels that you are going for. 100-150, 150-200, 200+, whatever. Make sure you understand what skill levels certain mobs cap at, and what levels are too low. Shouting for "boyahda tree" is vague since there's a wide range of skill levels there. Make sure your shout includes the approximate skill range.
Location: Make sure your planned spot isn't too busy. Steelshell camps at the waterfall and tree can support two parties comfortably, a third can sorta squeeze in, but not more. Be aware of alternate camps you can find the mobs you want to skill on (drop down the waterfall when you first enter the tree room, there's usually Steelshells down there all over the place!) and don't be afraid to send /tells to people at the zones you want to go to and find out what the situation is.
Numbers: One problem I see alot is skill parties that are too big or too small. 14 people do not make a good skill group. The rule of thumb is to keep the party small but functional. If the mobs last 30 seconds, it's no good. If they are almost killing people every fight because there's no healing, that's no good either.
DD's: The root of a skill party, you're bound to have any number of WAR's, DRK's, MNK's, whatever. Warriors can skill up many different weapons to WSNM levels, and Dark Knights can level a surprising number as well. In most cases, DD's should be subbing /NIN, unless there's some special case why they can't. The key to quick skilling is to reduce downtime from not taking damage and with /NIN you can wield two weapons for increased skill potential! Some people may like DD's to sub /WHM, which can be ok if you are skilling a 2-handed weapon or otherwise feel the curing potential is better than what you'd get with /NIN.
Mages: One overlooked skill party faux pas is expecting mages to be..well.. mages. In EXP parties the WHM hides in the back and cures and dias and paralyzes and all that good stuff. In skill parties they are in fact DD's and they are up close and personal right alongside the Warriors and Monks. Mages are in skill parties *usually* to level up weapons like staves and clubs, so they don't want to spend 90% of every fight healing. Ironically it's best to overload skill parties with mages, so you can reduce their individual healing responsibilities so they can use their weapons more.
Tanks: Tanks are.. tanks. They still need to tank, so they still need to be ready to flash or cure or provoke or whatever. While the mobs may not be particularly deadly to anyone in the short term, keeping hate on the person with highest DEF will reduce downtime. Skill parties need tanks, please don't try to make the DRK be the tank cuz they will look at you like this: o.O and then I will leave.. er.. *they* will leave.
Levels: Skill parties are often fighting stuff that is lower than Incredibly Tough to a L75. Still, you don't want to go in underlevelled. A L52 Warrior won't be able to contribute much against say, Steelshells. They also become a big liability since they will take more damage from AoE that would otherwise barely dent a L75. Make sure you understand the mobs your skill party will be facing, and only take people who have the job and skill levels to be fighting those mobs.
Gear: Skilling is one place where pride in your gear has to go out the window. I've been in many skill parties where L75's are sporting all their regular EXP gear, and the DD's just plow through mobs in 30 seconds because they are wearing +40 STR and +60 attack gear. You don't want to do this! The entire idea of skilling is for the mob to last AS LONG AS POSSIBLE. The longer the mob lasts, the less mobs you need to find, and the more skill you can get in crowded areas. Mages should concentrate on mild amounts of attack bonuses, so they can get more than 0 points on a hit (can't get skill on 0 damage attacks anymore) and DD's should keep their attack even lower. One place to invest heavily is accuracy. You WANT accuracy, tons of it. You simply can't have enough. Every swing should hit and count so you can get skillups. Weapons are another point here. You want moderate weapons with low delay and low damage, with any accuracy bonuses possible.
My DRK profile in my sig is a fairly good setup for skilling. I really should replace the hauberk with a scorpion harness, I just haven't made that investment yet.
One point here is if you have the inventory space, bring a couple of pieces of your better gear "just incase".. There are times when you get a link or something you can't really handle in gimpy skilling gear, and it's good to be able to bust out some better firepower if needed.
ETC: Oils, powders, warp item, shihei, juices, whatever. Skill party downtime is usually minimal if done right, but it's good to be able to keep it moving and to not overburden the mages. Remember: if someone feels they are not getting skill, they will leave. You don't want this to be a crucial member of the group.
At the battlefield
One key point when fighting is to understand every player's needs. Some people are skilling, some are doing trial weapons or those "unlockable latent" weapons like Destroyers. These people will have skillchain needs, and you should try to accomodate them as best as possible.
One good thing to do is to find a low-damage skillchain. If you can get away with L2 chains like Fusion or Gravitation, you can usually find a chain that looks crappy on the surface but that's exactly what you want. Burning Blade > Flat Blade sounds horrible in EXP parties, but it makes Fusion and does little damage. If the mob is alive long enough to do this 2-3 times in a fight, you get very good value from each monster. A L2 chain is a L2 chain whether it does 30 damage or 900. You want the 30. If your group is doing L3 chains, it may do alot more damage, but the points may be worth it to you. If possible, arrange the L3 chain so it does the least damage possible.
For skilling or solo WS's, find a balance. If your attack is low enough, use a good multi-hit WS to get the most potential skill. If your skill is going up and you're doing more damage, try WS's that do the least amount of damage, like stunning skills (flat blade, smash axe) and non-DoT type status effect ones (Shield Break, Nightmare Scythe). These WS's generally do little damage, but can hinder the mob in a way that will help your group.
Spellcasters should use magic that simply enfeebles without DoT. Blind, Slow, Paralyze, Absorb-AGI.. reducing he mob to a harmless punching bag is a great way to keep the party moving smoothly. Bards should focus on HP/MP regen and madrigal. Minuet - {no thanks}.
Don't use Berserk, Last Resort, Souleater, Warcry (only for hate control, disable the effect ASAP), Boost, or any of that nonsense. They have no place in skill parties. Only abilities that boost accuracy or survivability should be used.
That's all I can really think of. Believe it or not, I ran into just about everything that goes against my guide over the past couple of weeks, and that's why I felt I had to post. I enjoy skilling parties and I want everyone else to as well. They are time-consuming and a bit annoying but as long as they move smoothly the skill will come and it will be beneficial.