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#27 Nov 17 2006 at 4:49 AM Rating: Decent
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Super Jump now has a 3 Minute timer, and Spirit Surge resets Jump, High Jump, and Super Jump timers.

Those were the only errors I could find. Great guide though. Nice work.
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#28 Nov 17 2006 at 8:27 AM Rating: Default
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Quote:
Heavily camped, dropping heavily desirable equipment for many jobs. DRG, however, doesn’t get too many useful things from them, Hecatomb cap and subligar coming from the same HNM (Fafnir/Nidhogg). Each HNM has 2 forms, a regular “NQ” form, and a king “HQ” form. The ground gods are Behemoth / King Behemoth, Fafnir / Nidhogg, and Adamantoise / Aspidochelone (and Cerberus in the new area, though it doesn’t have an HQ form). DRG has virtually no purpose on some of these HNMs, but there are a few where you would enter and TA (SA might not be a good idea) WS on the tank.


Though partialy true I belive you should rephrase this. We are a melee, we open the most popular Skillchains in the game. These skill chains are used to take them down by most. Since we can open we are just as good as any other melee on them. Drks and wars can put out better numbers but in reality the key to these fights are SC with MBs and we do that as well as anyone. Dmg of the WS itself is meaningless on fights like Fafhogg. The only one where just about all melees are useless is KB which you could (and should) just kite and nuke to death. We also do as well as other melee on the lolturtles because WT ignore def. We can also open with Fullswing for sic dmg.

Quote:
Only one Jailer drops things DRG can use, Jailer of Love (that’s right, we get the Tier 3 jailer... wooo). Love Halberd drops every fight, and occasionally drops Love Torque, which has some DEX on it, but the kicker is the Polearm Skill and Dagger Skill +7. I suppose I should be glad they didn't make the Staff the DRG item.


This isnt entirely true. We can make good use off of the torque with +7 staff skill too. Staff isnt manditory on drg but those who have it lvled know how good its ws can be. With the str gear drg has avaible and the power of Fullswing and Retribution just imagine slapping on another +7 skill especialy if you have merits in it. Dont get me wrong., the love torque is the best thing we get from jailors and its the hardest mob (AV aside)but we can use other drops.

Im not trying to be nit picky. You have done one **** of a job and its the best quide I have seen yet hands down. Just giving my opinion on two areas that could be reworded.

Keep up the good work.




#29 Nov 19 2006 at 12:41 PM Rating: Good
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Quote:
Though partialy true I belive you should rephrase this. We are a melee, we open the most popular Skillchains in the game. These skill chains are used to take them down by most. Since we can open we are just as good as any other melee on them. Drks and wars can put out better numbers but in reality the key to these fights are SC with MBs and we do that as well as anyone. Dmg of the WS itself is meaningless on fights like Fafhogg. The only one where just about all melees are useless is KB which you could (and should) just kite and nuke to death. We also do as well as other melee on the lolturtles because WT ignore def. We can also open with Fullswing for sic dmg.
The problem is, though, that other melee's can either do other things than just WS, or they can do them better.

SAM can do them faster and harder, with the possibility of additional enfeeblments.
DRK can stun and ABS-TP now.
THF can sub SAM or WAR and have TA-Assassin, and TH.
BST handles charmable adds.
WAR can tank.

DRG -can- assist in healing, but in the majority of cases AoE is a factor. So unless you have gargoyle boots (not sure what the recast on the SS is) this could be a problem.

I will mention that Full Swing is a suprisingly good opener, even though you can't use SA on a wyrm.
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#30 Nov 20 2006 at 4:46 AM Rating: Default
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Yes but your are speaking of HNMs. Drks cant land asorb on HNMs, stun dosent do jack most of the time and they are left doing the same thing as us, SC.

Sam only sc although slightly faster. Your right there but we are still doing the same thing and can open darkness, somthing they cant. Id go out of a limb and say we open drk better then anyone.

Theoreticly wars can tank HNMS but none do and they dont do it as well as plds and nins. Wars are usualy subbing sam with GA. They are generaly a DD save for the few who invest millions of gil in gear and have gotten some Koneig drops.

Thf can ta, your right but so can anyother /thf. They do it for better dmg of cource but thats not enough to claim they are better endgame. TH2 might be though lol

LOLbst. Ok, im jokeing, bst rock. However, aside from jorm and tiamat and aspi you tell me how often your fighting an HNM that you have an add problem with? No speakable adds at Faf/Nid, KB, Sky HNMs, Hydra etc. Add at anyother lesser NMs **** I could solo on drg for the most part :p

I understand completely where your coming from and your info is right the minds of most but I think you should be alittle more upbeat to what we can do endgame. Angon alone kinda puts us over most of those job your mentioned save for sam.

Just my opinion though. Inculded or not your FAQ is hands down the best written that I have seen. Keep up the good work! ^^
#31 Nov 20 2006 at 8:48 AM Rating: Good
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Quote:
Your right there but we are still doing the same thing and can open darkness, somthing they cant.
Tachi:Gekko

Quote:
Theoreticly wars can tank HNMS but none do and they dont do it as well as plds and nins. Wars are usualy subbing sam with GA. They are generaly a DD save for the few who invest millions of gil in gear and have gotten some Koneig drops.
lolkoenig, like people straight tank anything anymore that doesn't have hundred fists. Even MNK's can tank, and have tanked, Fafnir with ease because of the ridiculous amount of haste they can pile up.

Quote:
Thf can ta, your right but so can anyother /thf. They do it for better dmg of cource but thats not enough to claim they are better endgame.
Assassin: THF Lv60 Job Trait: Gauranteed critical when performing a sucessful Trick Attack. Yeah, I guess you could say that's "better." Then throw in meditate, berserk, or Stoneskin for lack of healers and it's a lot better.

Quote:
However, aside from jorm and tiamat and aspi you tell me how often your fighting an HNM that you have an add problem with?
Nothing is charmable at jorm. Just elementals and bombs. Hey I'm not touting BST as a key part of any camp, just saying in some situations it can be useful. DRG can kill an (singular, at a time) add at apsi, would probably get raped at tiamat, and everywhere else adds aren't an issue. So, everwhere there are adds, either a BST can deal with them better or neither BST or DRG can.

Quote:
Angon alone kinda puts us over most of those job your mentioned save for sam.
When you kill an HNM with primarily melee damage, then Angon will put you above the other melees. Behemoth doesn't count, I've killed harder exp mobs. The only example I can think of is the five minute kirin.

I'm not trying to rip on DRG at all, I'm just trying to be realistic. I said in my previous post "can" not "will." As in, those jobs can do things better, but if you're geared and playing at maximum then you'll probably do a better job. So by no means am I saying don't bother trying or anything of the sort, I'm just not trying to spread *********
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#32 Nov 21 2006 at 2:05 PM Rating: Good
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I see two rings not mentioned in this that would be highly beneficial for all melee jobs in general: mighty ring and vision ring. You will not have anything better then those two rings at lv14. Att+5 and accu+2 from a couple rings that have 50 enchantments that last 30 minutes each charge and is very cheap to make.

Both are wonderful to use until you get better accu rings and the charges will typically last until around lv33 or so if you exp at a decent rate (that is 14->33 on one set of rings)... that is with having only a few "failed" pts.

~Ori
#34 Dec 04 2006 at 6:37 PM Rating: Decent
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shameless bump of an excellent thread that's drifted to the 2nd page. Should be stickied I think.

Question on the drg AF1 hands. How much is the wyrven acc improvement anyway?
Is it worth using over say RSE1 that has 3 str on it?
#35 Dec 06 2006 at 9:57 AM Rating: Excellent
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Thank you for the time and effort you put into creating this highly informative and well organized guide. Rate up.
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#36 Dec 11 2006 at 10:49 AM Rating: Decent
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Ty! I'm only a baby DRG, got lvl 43 last night, so I found this very helpful.


I'm fortunate to have a couple of 75 DRG friends to bug online: they thank you for giving them a break. Oh and was I sad about that Double Thrust thing: it's getting old seeing the same animations, but it's nice to be the curee instead of the curer when I do a big damage one and steal all the hate. :)
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#37 Dec 17 2006 at 6:13 AM Rating: Good
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Quote:
Question on the drg AF1 hands. How much is the wyrven acc improvement anyway?
Is it worth using over say RSE1 that has 3 str on it?
That would be a tough one. Of course, you'd want your RSE hands for WS at very least, but beyond that I think you'd have to parse one against the other on a few different mobs to see what they need to check to make one better than the other. Also keeping in mind that some mobs aren't wyvern friendly and thusly you won't be gaining the benefit of having them on. Being mithra, I didn't have to make that choice. I also leveled in the age when there were about 2 SFG per server, because the strats to defeat 50 caps weren't around yet.
Quote:
Oh and was I sad about that Double Thrust thing: it's getting old seeing the same animations
Preeching to the choir. I'm leveling RNG right now. They get no ranged WS from 75 skill to 175, and the ones they get other than Flaming Arrow/Hot Shot aren't terribly impressive. So, they go from their 10 skill WS to Slug Shot/Sidewinder (Slugwinder). From rags to riches in terms of WS.

I'll take a look at those rings ori, thanks. I think I have two new polearms to add too.
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#38 Dec 17 2006 at 1:13 PM Rating: Decent
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Iam coming back to the game after a year break and your guide is a god send. it covers basically everything I needed to get me back in the game. Great job and many thanks.

Only suggestion I might add and it may be a small one:
Maybe a section about macros, for example how to show and when to show your TP to the pt, how you should macro your WS's for skill chains ect. If the guide is geared towards new players then this is a small part that could help out.

Great guide though and many thanks!
#39 Dec 18 2006 at 6:11 AM Rating: Good
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Quote:
Maybe a section about macros, for example how to show and when to show your TP to the pt, how you should macro your WS's for skill chains ect. If the guide is geared towards new players then this is a small part that could help out.
While that is related to being a DRG, I don't see it as being specific enough to it. However, I will show you a few of mine right now just for sh*ts.

/ja "Jump" <t>
/recast "Jump"

This is how all my jump macros work. Notice that there are NO /P AND NO /EM LINES. Your jump macro is -not- funny after the 100th time. You have enough jumps as to be blowing them every minute so sweet christ that can get annoying. With this macro, I can get a double reminder about how long until jump is ready if it's not, and I can spam said macro to my hearts content with no one seeing the text but me.

I have too much gear to switch on DRG to add this line to my WS (it takes two macros as it is) but this is one I really like that I use on PLD.

/equip lines
/ws "Penta Thrust" <stnpc>

The STPC command brings up the blue sub-target arrow, but will not commence the action until you press enter again. So, this is very nice to make your little eqipment change blink, and then to make sure: 1) the mob hasn't moved 2) you're still on time for the SC 3) The mob wasn't nearly killed by some other action and your ws would be a waste 4) the mob hasn't buffed/ you've been debuffed. You'll probably want a /p line in there too.

/p {Spirit Link} Faffy ~> Muffin in 2
/wait 2
/ja "Spirit Link"

This gives a warning to your healer, and is generally appreciated. Remember not to overuse.

/echo || <me>: <hpp> || TP:<tp> || <pet>: <pethpp> ||

Good for soloing when you have to hit those 33% marks for healing breaths.

Note about calls:

The first four or five calls, the "whistle" calls, should ONLY be used if you have something **** important to tell your party. Your WS is not that important. Your TP is not that important. No general use macro is that important. For the love of Altana, remember that the volume of calls can not be adjusted, and some people may have their speakers/headphones up a bit. Honestly, there are few things that require a <call0-4>.

Personally I prefer the short, quiet calls on most of my macros. I think 21 is the one I generally use but I don't have the game on right now.

I'm not trying to tell anyone how to play the game, make your **** macros however you want, but I ask that you try not to annoy the sh*t out of your party in the process. I ask that you don't be contributing more battle spam than hundred fists. I ask that you don't make my speakers sound like there's a high school band in my speakers, and the kid with the whistle is having a seizure.

Hand to god, I partied with a DRG that had a two line TP macro, with calls on BOTH of them. He ignored me when I asked if that was a little excessive, so I blisted him for the duration of the exp party. He was a fine drg, but I've avoided partying with him since because just about every one of his macros has a whistle call in it, and I'm sure I'm not the only one.

edit: <stpc> -> <stNpc>

Edited, Dec 18th 2006 2:19pm by FaffyOfDiabolos
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#40 Dec 29 2006 at 3:19 AM Rating: Decent
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Bump >.>
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#41 Dec 29 2006 at 12:55 PM Rating: Decent
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Faffy wrote:
The first four or five calls, the "whistle" calls, should ONLY be used if you have something **** important to tell your party. Your WS is not that important. Your TP is not that important. No general use macro is that important. For the love of Altana, remember that the volume of calls can not be adjusted, and some people may have their speakers/headphones up a bit. Honestly, there are few things that require a <call0-4>.


First: I totally agree with you about the appropriate use of <call>s. In fact, I deleted those **** noob whistles a loooooong time ago. You can safely replace them with empty files or even delete them entirely and FFXI won't even bat an eyelash about it. If you're really ambitious, you can replace them with amplitude-reduced (quieter) versions, or even new sounds altogether (Navi's "Hey!" and "Listen!" would be appropriate for <call> and <call1>, no?).

I do have a very few macros where I feel some of the quieter <call>s are appropriate:

targ
/ta <bt>
/c <t>
/p <me>'s TP: <tp> (Target): [<t>] <call21>

This gets used once per battle most of the time: at the very beginning to acquire a target from the pull. I also use it as needed on those rare occasions where I am skillchaining with a partner who isn't using Windower with TParty.

ANGON
/equip "Ammo" "Angon"
/ja Angon <stnpc>
/wait 3
/p (Angon) ~~====<> [<lastst>] BURN IT IF YA GOT IT! <call13>
/wait 2
/equip "Ammo" "Tiphia Sting"

I feel it's important to alert the other melee in the party that I've just nailed the target with a severe dose of defense down for the next 30 seconds. The call used is the oh-so-familiar "GRONK!" because I just felt that was an appropriate (and non-annoying) sound effect for the job ability. ^_^

SL
/p <pet> HP: <pethpp> ... (Spirit Link) >> <pet> <call20>
/ja "Spirit Link" <me>

Faffy said pretty much all there is to say about this one. I'm about to damage myself, so it's a good idea to let the healer know what's going on.

As for /p lines, really the only macros that should rate a /p line that don't fall into the above categories are your weaponskills. Weaponskills need a /p line to alert your skillchain partner and the magic bursters to what's going on. Most of the time my weaponskills get a simple /p [weaponskill] >> <t>. No calls. Usually no editorials, either. Oh, I add randomness to my Penta Thrust macro just to mess with my static, but that's about it.

Other macros that rate a /p line (that aren't weaponskills):

ZERK
/ja "Berserk" <me>
/p (Berserk)...I'm gonna beat you like a bad Dobby!

Just because it's funny. Berserk doesn't need a /p line for any reason, but I like this one and it usually cracks my parties up.

WC
/ja "Warcry" <me>
/p (Warcry) LEEEERRRRROOOOYYYYY JENKIIINNNNNSSSS!!!!

Oh come on, when have you ever heard a more appropriate war cry?

AC
/equip "Legs" "Drachen Brais"
/ja "Ancient Circle" <me>
/p ...do you smell bacon?

Ancient Circle gets used so rarely that you could stick a <call> in there and probably not offend anyone. But, I hate the noob whistles, so I don't. Besides, the TANK is the only one who needs to know that you've used it, and how can he fail to notice the animation for this? Besides, the effect is totally passive, so you don't have to alert the party about it.

I just keep that line in there because it cracks my wife up every time she sees it. I'm sort of picking on her with it. XD

Second: Faffy, the one thing I don't see in your guide is Shattering Stars information and strategies. It's always kind of bothered me that you've titled your guide "Unlocked to Uncapped," but haven't actually covered uncapping the job.

Other than that, I think it should be stickied.

Edit: Ok, I went and did it. I made some Navi replacement sounds for the <call>-<call4> sound effects.

You may download them from FileFront:

http://files.filefront.com/6441440

Edited, Dec 29th 2006 10:49pm by ecator
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#42 Jan 01 2007 at 12:01 AM Rating: Good
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My .dats are all virgin, but I might pick them up since I am tempted to do some other things after seeing what an LS mate did to his taru WHM.

Btw, you don't need to quote the equipment slot you want to switch.

As for beating maat... well I guess I'm a little bitter than you Spirit Surgers have it so much easier than me.

You punks want a guide? Fine. Here's how to do it without Spirit Surge and a 2 hour Call Wyvern timer. Toss in Spirit Surge at any juncture to make it easier.

[P-12] Blah Blah Maat Blah

Items Needed:
0) Dragoon's Testimony, duh. Eeasiest to farm off Sahagins behind the Gold Door.
1) ~500 HP worth of healing items. Five hi-potions, a vile elixir, something like that should be enough. Can take more, can take less. Little mithra me used 2 Hi-pots.
2) Opo-Opo Necklace and at least 4 sleeping potions (will give 25 TP each).
3) Icarus Wing. This will give you 100 TP, and add medicated status.
4) Blink Band. Will save you three hits so you can spend your time doing damage instead of healing.
5) Best damned attack food you can get.
Optional 6) Twice as much of everything minus the wing, and a scroll of Instant Reraise. Your fight wont last more than five minutes, and you don't lose EXP, so you might as well get the most for your scroll.

If you are an avid solist, this will be eaiser for you. A soloist will have better parrying skills and better battle awareness. You need to be watching several things at once: Your HP, his HP, your wyvern's HP, your TP, your JA timers. It's a juggling act. Drop one of those balls and the others will fall.

Most importantly, and I think the Hitchhikers Guide to the Galaxy will back me up on this one, DON'T PANIC. Fear is the mind killer. Kill the head and the body will die.

You may want to make macros to use Hi-Potions or your Icarus Wing.

Battle Sequence:
1) Enter BC, put on Opo-Opo necklace and Blink band, use four Sleeping Potions in sucession to build 100 TP.
2) Use Blink band and switch to your normal headpiece.
3) Eat yer food!
4) Engauge Maat and use Skewer.
5) Icarus wing and use Penta Thrust (Compression).
6) Jump, High Jump on Maat.
7) Maat's wyvern should be out by now, switch target and Super Jump.
8) Ancient Circle up and kill the wyvern for TP while your wyvern tanks Maat. Try to avoid using potions during this period or Maat will get hate on you again prematurely.
[Now would probably be a good time to let that wyvern die, call a new one, and use Spirit Surge]
9) Engauge Maat, use whatever restorative items necessary, and if you don't have 100% TP yet then you should soon; Penta to finish him. Watch your HP.

Thats it. Just hope he doesn't use Asuran Fists. And no, there is no way to prevent this, he will use it if you go before 70. Don't forget to talk to him again or you won't be uncapped!

Edited, May 15th 2009 5:09pm by FaffyOfDiabolos
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#43 Jan 01 2007 at 6:36 AM Rating: Decent
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As far as Eca's /p calls, I agree that they arebest for only certain JAs and WS.

Even if no one says anything about your:
/ja "Jump" <t>
/p From the heavens I fall!

/ja "High Jump" <t>
/p Heaven brings death twice!

Macros, doesn't mean they aren't laughing at you in /linkshell chat.

I've only got 4 lines
/p {White Mage}{Help me out!}{I'm sorry.} ;; {Spirit Link}
/p loldrg <.< {Penta Thrust}
/p loldrghate <.< {Super Jump}
/p {Dragoon} <tp>TP <call14>
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#44 May 23 2007 at 1:48 PM Rating: Decent
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I would just like to point out a few things
Monk 25 : Focus (5 minute recast, 2 minute duration) Increase accuracy by 20.

It just so happens that Dragoon 50 just recently got penta thrust. Depending on party setup, songs (or lack of), food used, gear, mobs... Focus is very good to reliably land 5/5 penta thrust while using meat.

I wonder if Sushi + Berserk (3 minute duration) is better than Meat + Focus, but when tried it recently, I was satisfied with the result, but I didn't parse, or didn't have an equally geared Drg/War with sushi with me to compare. Even if Sushi + Berserk pushes higher parse, Meat + Focus doesn't drop defense, so technically, there's a "plus". With a proper tank, and thanks to hate-shedding powers, it's negligible, however.

Also, in a dragoon duo, one dragoon could use /monk (Boost is like a mini-voke), higher HP (Both from job and the Trait)--good to trigger Healing Breath at a "safer" point-- Dodge and counter to "tank" when the other dragoon acts as healer. After all, in a dragoon duo, there's no need for provoke, since both dragoons are able to completely shed hate past 50 as needed.

Anyway, just wanted to say that /MNK can be used on DRG. And with the vitality modifier on Jump, Chakra at 70... I wouldn't recommend any DRG to level MNK specifically for subbing, but if you have it, you could fool around with it.
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#45 May 23 2007 at 11:11 PM Rating: Decent
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I dunno if Sushi + Berserk > Meat + Focus, but I know Meat + Berser is prolly > Meat + Focus. The DoT makes up for the lack of not getting 5/5 Pentas *all* the time at those levels.
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#46 May 24 2007 at 2:52 AM Rating: Good
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Boost Focus MIGHT balance your set-up with Berserk, but I don't think any trait can make up for Double Attack.

Just recently I've been on a /WAR addiction, and luckily I'm getting parties that aren't so bad as to require Seigan for safety sake (well, one was, but I made up an excuse to leave).

I like sushi+ATT/STR setups during the level grind just because it's so easy to pull off. Sushi pretty much always gives you enough ACC for just about anything, and ATT/STR is usually the cheaper route to go down. It gives you very respectable results and makes you ready for almost any camp.

If you consider that a starting point, you would move on to buying about +20 ACC or more and then bringing some meat with you as well, and when you find the +20 ACC to be sufficient then go with that. Then you buy a little more ACC and it will be sufficient more frequently. And so on.
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#47 May 24 2007 at 2:56 AM Rating: Decent
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After the past couple of weeks or so, this guide is much more appreciated. I'm going to contact an admin to get it stickied since it hasnt been done yet.
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#48 May 24 2007 at 12:31 PM Rating: Decent
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It's about **** time this became a sticky. /cheer!
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#49 May 24 2007 at 2:22 PM Rating: Decent
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Yeah....all I did was email ImperialNinja and it was done within 30 minutes. Gotta love having an admin on your server^^
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#50 May 24 2007 at 4:00 PM Rating: Good
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Awww ****, now I actually have to stay on top of my updates.

Two to do currently, I believe. And Askar if I ever get around to it. But I think for a long while that's going to be one of those "if you don't know about it, you can't get it" sort of things.
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"I've got more hot than a cow has moo"
FaffyOfDiabolos is now OfPandy.
From Unlocked to Uncapped - Faffy's Complete DRG Guide
#51 May 25 2007 at 10:47 AM Rating: Good
congratulations Faffy!
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