ok . . no. kirin's pole is pretty worthless. elemental staves are hands down better but if you really want the int there are several clubs that give 8-10 INT and an astral aspis gives 3 int and a better MP boost.
lol uh...just cause theres something slightly better i dunno if id go as far as to say its worthless.....its a good staff and the "better" items your mentioning are only like +1 more mnd and int and +5 more mp and with this thing you get bragging rights :P
Actually, this is the hands down best weapon in the game for a monk's chi blast. The damage of chi blast is based on your MND, and the +10 from Kirin's Pole beats out anything else a monk can equip. When fighting HNMs, pretty much all monks do is chi blast, so this is very helpful.
There is no use for this piece besides the 60 DMG. Aquillos staff is much better then this along with the mythic wand and an astral aspis. Sells for about 2 mil in some people bazaars on Garuda or atleast 1 person. I would only spend about 1mil on this staff and thats for the dmg.
OK, just fought Shiva again, and got the ring this time since I already had the belt and avatar from prior times.
Swapped out the ring a few times to see the effect of Elemental Magic +15 skill compared to the normal INT +3 bonus I have (zircon ring)...
Now, this is based entirely off being in a skill-up party in Labyrinth of Onzozo off Toramas...
With Elemental Ring equipped vs. INT +3 ring OVERALL the Zircon ring added up to more damage. Though with the Elemental Ring equipped I had less resists from the coeurl (fought for exp by parties of 62-64), it was 1 less resist out of every 10-15 nukes or so. This was as a 65 blm mind you, so it was not yet at the point where I could sheerly blast it yet.
Average damage with Shiva Ring (Stone III): 322 Average damage with Zircon Ring (Stone III): 343
IMO, This pole is the best staff short of the relic staff for the new WS, better than Ice staff at least, though I would still have a Dark Staff for resting due to +10 MP regen.
As a 75 BLM, I have a Kirin's Pole, an Aquillo's Staff (Ice Staff +1), and a Dark Staff. In an experience party, I use the Aquillo's Staff when standing and switch to the Dark Staff when healing. The Kirin's Pole is fun to use, but usually not better then the two elemental staves. I use the Kirin's Pole when casting an aero seres spell due to aero spells being weakened by 15% when having an Aquillo's Staff equipped. (only weakened 10% with an ice staff) And it's fun to use the Kirin's Pole while farming due to the high damage. If I had to name the best weapon in the game for a BLM, it would be the Aquillo's Staff. The +10 elemental magic skill, +5 INT, +15% blizzard series damage and +15% to blizzard series not being resisted makes it the most godly BLM weapon. That in combo with a Dark Staff for healing, like what I use, is the best setup for a BLM.
As for killing Kirin, you do NOT need 5 alliances. That would be rediculous. My LS regularly kills Kirin with around 24 people.
***** all you naysayers, this staff beats the light and dark staves anyday. i know it's an old argument, but think about it. this is a reply i made to a post by someone who agrees with dopkick and thinks that the light and dark staves are better (for those who are too lazy to scroll down and look at my argument themselves):
Quote:
why the hell would you? i'm taking padawanjedi's side. all right, let's say you were a hume lvl 75 BLM / lvl 37 WHM with nothing but the full BLM AF1 armor and kirin's pole (a sight i have never seen, but nonetheless, we are being theoretical). without kirin's pole but with just the BLM AF1, your INT would be around 85 and your MND would be around 65. so, with this in mind, if you had kirin's pole equipped your INT would be boosted by roughly 12% and your MND would be boosted by roughly 15%!
now wouldn't you agree that a staff that, in quite a few cases, boosts your INT and MND by 10% (if not a bit more) is better than a staff that gives elemental magic +10 or a staff that gives cure potency +10%? with an INT boost, not only are you boosting elemental magic skill, you're boosting enfeebling, dark, and even divine and enhancing, which are, in the case i've provided, added by your WHM subjob. so right there, boosting INT enhances ALL your magic spells, except of course for the potency of your cure spells, which are increased by the MND boost.
and regarding the matter of the elemental resistance +15 boosts, so what if one specific bar spells is better than a boost? if you don't have the +15 boosts but you had barthunder, you'd have like a resistance of 40 against lightning but 0 against everything else. 15 against everything is like a slightly less potent but more abundant source of this kind of protection. plus you can add bar spells IN ADDITION TO the boosts, so you can have 55 in a certain area if you wanted!
i've never been much of a debater, but this is my argument and it's the best i can do to prove my point that kirin's pole is a crapload better than the dark and light staves.
and may i remind you that padawanjedi is a Sage, and dopkick isn't....
chew on that, and when your light/dark staff loving intestines have mustered the stength to crap out a response, let me know.
Nice job on the theory Mr. 30ish MNK. I know this is an old post, but I better make sure nobody here is misinformed.
Quote:
why the hell would you? i'm taking padawanjedi's side. all right, let's say you were a hume lvl 75 BLM / lvl 37 WHM with nothing but the full BLM AF1 armor and kirin's pole (a sight i have never seen, but nonetheless, we are being theoretical). without kirin's pole but with just the BLM AF1, your INT would be around 85 and your MND would be around 65. so, with this in mind, if you had kirin's pole equipped your INT would be boosted by roughly 12% and your MND would be boosted by roughly 15%!
What the hell has this got to do with anything? No BLM will have that equip at 75. They'll have weskit, diamond/snow rings, rainbow cape and more.
Quote:
now wouldn't you agree that a staff that, in quite a few cases, boosts your INT and MND by 10% (if not a bit more) is better than a staff that gives elemental magic +10 or a staff that gives cure potency +10%? with an INT boost, not only are you boosting elemental magic skill, you're boosting enfeebling, dark, and even divine and enhancing, which are, in the case i've provided, added by your WHM subjob. so right there, boosting INT enhances ALL your magic spells, except of course for the potency of your cure spells, which are increased by the MND boost.
No. Using the corresponding elemental staff gives +10% to potency and -10% to resistance. That is always, always, far, far better than a worthless +10 INT. +10 INT gives roughly 20-30 extra damage per nuke and some minor resistance decreases. +10% to a tier IV nuke would be double that, as well as a much greater resistance bonus. And MND barely effects cure spells cept for Cure V. You seem to have no concept of equip swapping. A BLM with elemental staff set gets +10% potency -10% resistance to every spell he casts. +10 INT/MND doesn't even come close.
Quote:
and regarding the matter of the elemental resistance +15 boosts, so what if one specific bar spells is better than a boost? if you don't have the +15 boosts but you had barthunder, you'd have like a resistance of 40 against lightning but 0 against everything else. 15 against everything is like a slightly less potent but more abundant source of this kind of protection. plus you can add bar spells IN ADDITION TO the boosts, so you can have 55 in a certain area if you wanted!
Or you can macro in a *gasp* elemental staff when you see something readying an elemental attack/spell.
Quote:
i've never been much of a debater, but this is my argument and it's the best i can do to prove my point that kirin's pole is a crapload better than the dark and light staves.
So far the only point you got right.
Quote:
and may i remind you that padawanjedi is a Sage, and dopkick isn't....
Theres people that are sages on this forum who don't actually even play FFXI, so nobody cares.
You have no idea what you're talking about, go away.
Even if you were right about +Intelligence being better than an Aquillo's staff, there is a wand with +10 INT, which would leave your second slot open for an astral shield or something.
Dark and light saves reduce avatar perpetuation costs of fenrir and carbuncle respectively.
Not only that, but dark staff cuts downtime massively, with +10 MP gain while resting. It makes a huge difference for downtime, trust me, and shorter downtime is higher chains, more exp and less chance of death.
While kirins pole is fine, and all in all a very good staff, dark staff is better for white mage, black mage, and summoner. Light staff is better for white mage and summoner. Thats all there is to it. Kirins pole is more of a 'self' protector with all of those resistances, its really a very selfish weapon to use. +10 mind will not boost yor cures anywhere NEAR as significantly as cure potency +10%, sorry, but im a whm myself.. i have about +25 mnd and it honestly doesnt do close to as much as i would expect it to.
Lastly, +10 int is not comparable to +10% elemental magic.
Just like kirins osode argument, the numbers look big, but when you think about it most of those +10 stats you dont even need, and say if youre warrior - the only ones you care about are str dex and vit really. +10 str is equal to +5 attack, +10 dex is equal to +5 accuracy and a tiny % (really tiny) extra critical hit chance, and vit? wont do a huge amount but it will help.
I'd much rather take a hauberk+1 for a warrior, which costs significantly less than kirins osode: Str+6 Dex+6 Attack +12 Accuracy +12 evasion -10. So thats equal to something like +30 strength and +30 dex (minus the miniscule amount of critical hit boost, probably about 2%).
Ok.... two strength Gives You +1 attack. It is not equal to one attack. What you would rather have is a matter of debate. Strength raises overall damage curve, so theoretically strength would be a mostly better choice if you are using a weapon with a relitaively low variance between min and max damage. Still wondering how str figures into sa damage. I'm guessing that the bonus gained from attack/ strength is given a seperate, much smaller multiplier and that the base weapon damage is what is highly amplified in conjunction with dex score.. oh well rambling on waaay off subject..
That is incorrect. The +1 staves have an Avatar Perpetuation -3, whereas the regular staves only have a -2 Avatar Perpetuation. With a V Cloak, Light Staff, and Carby's mitts, Carby is free. None of the other avatars are ever 'free' in the sense like Carby is free.
This is sorta old, but I tottally agree with Pada, he's right. Maybe you should slowly, closley read the message, it is a really high quality answer, he knows what he is talking about, or she for that matter.
this is kinda kirin's crappy drop, its not really good for much except maybe mnk for chi blast
any mage would be better off using light, healing, dark, or ice staff. if you want it for +int, you'd be better off with astral aspis and a +8 int club. pld is much better off with an earth staff for defense or sword/greatsword for damage
either way, this is not a very good item for any job except mnk (+mnd affects chi blast), still a cool toy ^^
Kirin's Pole isnt really anything special, and it is especially not worth the several million you see it being sold for unless you want to show off.
Your reply added nothing, and only showed your ignorance... yes monk, MND stat affects Chi blast, and can be subbed in when needed for an extra umph in your blast (of course make sure you have little/no TP when you do, or you'll waste it). The Staff's saving grace is its pure melee damage, unless there are hidden stats (like the elemental staffs).
As for the debate as to which is better, Ice and Dark staffs, or Kirin's pole for a mage. I can speak only from a BLM's POV since that is my only job able to equip my elemental staffs, but i would take the elemental staffs over Kirin's Pole anyday. +10 elemental skill, +10% ice spell damage, +15 wind resistance, -1 shiva perpetuation cost, +4 int, +10 mp regeneration, +15 light resistance, and -1 fenrir perpetuation cost... or +10 int, +10 mnd, +15 to all resistances (useless in a exp party situation in most cases because of bar-spells), +20 hp, +20 mp.
Honestly I cant even see how someone could think twice about which is better for a BLM, and i can only speculate that the circumstances would be similar with RDM, and WHM.
***** the people who suggest giving this to a mage (well, maybe a summoner, but when the hell does a summoner melee, other than against Maat?). Give this to a Paladin.
Now, the +int portion of the staff is wasted, as far as I can tell, on the Paladin (though Paladins can always use a little extra, if it helps in any defensive way), but between the other stat bonuses and the damage on this, it's almost as good as carrying a 2h sword (which... yeah, I know, Paladins are supposed to go 1h sword and a shield. Meh. :->).
Plus, as a Paladin, you actually have a reason to go in and throw Spirit Taker more often with this...
Still, if you're a staff-wielding Paladin, I'd suggest going to a four-staff setup: this (for general usage), a Light Staff (to help cement hate through curing yourself near the beginning), and Wind and Earth Staves (to reduce hate loss).
____________________________
SUPER BANNED FOR FAILING TO POST 20K IN A TIMELY MANNER
#REDACTED,
Posted:Jun 03 2004 at 10:10 AM, Rating: Sub-Default, (Expand Post) This staff is garbage. I can't believe anyone would think it's that good. Here are some real good staves:
You're not looking at it from a mage's perspective.
Additional light damage or dark damage is pretty useless to a mage, especially in comparison to a flat out MP and HP boost, coupled with INT and MND boosts. That means, that in addition to the base +10 Kirin's Pole gives you, a BLM or WHM will get an additional MP boost based on the stat bonuses. Also, the big +INT means BLM spells will hit harder and the +MND meand WHM will heal for more.
The melee damage is also higher for Kirin's Pole, and the vast array of elemental defenses means that any attack that does hit you at lvl. 75 will be weaker and more likely to be resisted in the first place.
The biggest nice thing about the Dark and Light staves are that more people will have one of those than will get Kirin's Pole. But honestly, when you go to break the theoretical level 75 skillcap, which weapon would you rather be wielding? Remember, you will never need that +10% "Cure" potency or +10 MP when healing if a) nothing hurts you that much in the first place and b) your spells do so much damage that you don't need to recover MP... like you would have that kind of time.
Do you even have the slightest clue what you are talking about? I don't think so.
Elemental magic skill +10 vs. 10 INT? I think anyone would rather take the elemental magic skill +10.
10% Cure potentcy vs. 10 MND? 10 MND does not even come anywhere close to increasing the effectiveness of healing spells by 10%. The clear winner is 10% cure potentcy.
Melee damage? These are for mages who shouldn't be meleeing... I can't believe someone would even mention it.
Elemental defenses +15 are NOT that much. Bar___ spells will give significantly more and you definately WON'T be resisting spells cast on you to the point where you take no damage.
1) BLM need +INT over all. (INT effects both spell dmg and help raise your Elemental Magic lvl. And most BLM want their spells to do hella dmg.) 2) Cure potency +10% is SO much better than 10 mnd. As a whm, I focus on mp (slightly because Im elvaan and have weak mp anyways) I havent had +MND equip since lvl 40 (electrum rings) or only if it has MP on it (holy phial/holy ampula) 3) When ur lvl 75 and can equip this, Im sure your staff skill is high enough to have Spirit Taker WS(215) which converts dmg to mp (more dmg, higher mp gained) and hence higher dmg lvl on the staff would not be a hinderance at all. 4) Why is having +15 elemental protection a problem >.> 5) On my WHM I can start to melee if I really want to. Im a better WHM in Lab. Onzozo while meleeing. I pay more attention to the mob, and can tell when its paralyzing/silencing the PLD. (One pt told me not to melee and the tank died, so I started to melee and became one of the better pts at that lvl) 6) You are dumb.
You changed the parameters of the question. I was comparing Kirin's Pole to the Light and Dark staves originally. You are correct, against the Ice Staff, it is a tougher call. And since we are both being theoretical here (neither of us have the Kirin's Pole, and I don't have any of the mentioned staves) it is all pretty much guesswork and extrapolation. But I will ask you - have you played a mage? Are you any good at it? Or have you forgotten that there is more to it than healing and nuking?
I take issue with both of your arguments in favor of the Elemental Magic and Cure potency bonus. There is more to saving your party than curing and elemental magic. A straight bonus to MND and INT will impact every type of spell cast by a WHM or BLM. That comes out to more powerful healing and more powerful elemental attacks, as well as more powerful Dark, Divine, Enfeebling and Ennhancing. So you're advocating, for example, a weaker Bio just to get a more powerful Stone IV? Or having Silence fail just so you can Cure 110 hp instead of 100?
For that matter, the +15 elemental defenses are not that much, but it has no elemental weaknesses. There is no other weapon (yet, as far as I know) that has that high of an elemental defense with no corresponding elemental weakness. Since you seem to understand the usefulness of Bar_ spells, I'm sure you will admit that having Bar_ spells and +15 to all elemental defenses would be a good thing? I don't think it would help you resist spells to the point where they would do no damage, but it should bring it down to levels you could manage. Since you can only have one Bar-element and one Bar-status on a time, wouldn't you appreciate the extra defense, no matter how small? A resisted spell is often the difference between life and death in this game. You may have noticed that at some point in your vast gaming experience.
Even if mages shouldn't be meleeing, that doesn't mean that they don't melee. If you're going to be carrying around a stick, it might as well be a good one. At level 75, the available staff weaponskills are very useful. Not as good as a WHM's club skills, but we are discussing staves here.
My last paragraph, which you seem to have dismissed in its entirety, is purely theoretical. But let's say you are level 75, and are going to go fight and defeat that new level cap. So why exactly would you instead of bringing a weapon that will boost the primary stats for your job, thus indirectly enhancing everything you do, as well as giving you more HP and MP and a full set of elemental defenses, why would you bring a weapon that will: enhance one skill and all your stats a miniscule amount; a different weapon that will enhance your MP resting rate and all your stats a miniscule amount; or a different weapon that will enhance one stat a small amount and one skill?
You do realize that WHM do more than just Cure all the time, right? And that BLM do more than just cast Stone/Aero/Water/Thunder/Fire/Blizzard?
I know that I am long winded and wordy (too much education). But if you are going to say something is garbage or that I don't know what I'm talking about, at least take the time to say what makes it garbage or what it is that I am missing.
Yes, I have played a mage and made it MUCH higher than you with RDM, BLM, and WHM. I usually play with RDMs and they handle the enfeebling so 99% of the time I am just nukeing or healing. The game changes quite a bit when you actually get out of complete newb zones. Your experiences in Valkurm Dunes where party leaders invite anyone with a cool name who's looking regardless of job do not even offer the slightest hint as to what's to come.
RDMs cast bio and dia for me. The only time I cast it is if I need skill and I cast it on top of their cast (only the same type of spell, however). Cure potentcy +10% is almost the same as having MP +10%. You get more bang for your buck. Since I usually use regen too it's more like MP +8%, but still very good.
The elemental resists don't really always bring it down to a level you can manage. The damage will be reduced but it's NOTHING like what you are imagining. Spells/bombs still hurt, and can hurt A LOT. And no, resisted spells are usually not the difference. More often it's whether or not the goblin drops the bomb. You really have very, very little idea what you are talking about here (to be expected from someone of low level wearing pointless elemental defense earrings and a +int ring as a WHM).
Mages don't melee. I have not seen a WHM or BLM melee other than when we were beating down worthless monsters for the rank 5 quest in a few months. Maybe in Valkurm Dunes they melee but once you actaully start playing the game and start fighting mobs that might actually pose a challenge the mages definately stop meleeing.
Your last paragraph was purely theoretical all right. You do understand the concept that your HP and MP increase with level because you start takeing more and more damage as the levels go on, right? You do realize that as monster level increases they have access to more powerful attack?
What the hell level cap are you talking about? Do you even play this game? If you are talking about the level 70 cap then guess what? You CAN'T use this pole and your subjob is disabled. If you're talking about something else then I don't know what to tell you other than the maximum level is 75.
Of course WHMs and BLMs do more than that. However, that is a vast majority of what they do. What else do you think a WHM should do? Cast black magic? Of course they can enfeeble but that's usually handled by a RDM and I'm still resting at the beginning of the fight because everyone has near full HP (a tactic you should learn, but probably don't know) and getting up to enfeeble would DRASTICALLY lower the amount of MP I have. When you get out of Valkurm Noobs, we'll talk then. Until then it's safe to say you don't know jack about your job.
+10 MP while resting is invaluable no matter how you look at it. If you rest for 10 tics you get an additional 100 MP. If you can't see how this is awesome you probably don't know very much about your job.
+10 elemental skill is like 3 levels worth of skill. Like most things in this game, skill is much more important than stats. This holds true with accuracy, enfeebling, etc.
+10% cure potentcy is like MP +8% - +10%. While these numbers might not seem remarkable at level 18, they will really begin to shine at later levels when it's MP +80 - +100.
Also, most people just don't get one elemental staff and call it quits. They buy two, one for their specific job and the dark staff.
And I melee, and before you scoff here are some stats. Last night I took my linkshell through to Rank 5, there were 3 people of sufficent level to be doing it safely the others were just hangers on, Me, Hume Ninja 53 and 50 Galka Paladin.
I do about 20% more damage per monster than the Paladin. And with the Ninja if we are the onlys one fighting a monster just the two of us that is, I will do ~30-35% of the damage with my Stick alone.
I am wearing all of my Exp gear, ie +int, etc.
Both Paladin and Ninja have great and uptodate gear . . .
And thats not even talking about a 500point Earth Crusher to 2 Priors and a Zealot.
Oh and lastly my staff is about 39 points below cap ^^
Well, since you insist on being flat out rude and dismissive of my comments, I will stop arguing with you now. The fun is gone. It is still funny how you always choose to selectively answer my comments, and continue to misread even the simplest of statements.
My vote goes with pada on this one. First let me throw this out there: 1. I have a Dark and an Ice Staff 2. I have a Fey Wand (Int+8, 59 to equip)
The Dark staff I use ONLY for resting, Bio2, and Aspir.
The Ice staff I use for blizz nukes primarily, and ONLY for other nukes when the mob has not been shocked/burned/threnodied etc, and NEVER when casting Aero3 or Aeroga2 (ice staff nerfs aero spells...)
The Fey wand I use for aero spells and when the mob's resistance is compromised.
Remember: Elem. Mag. Skill = Unresisted full-on damage. INT = maximum possible damage that nukes will do. So if the mob's resistance is down, go with INT every time. If the mob has resisted shock, burn and threnody. . .you might not get a full nuke anyway. Try with the ice staff, Try with the INT boosting gear. My vote is INT, but ice staff has a definite place. (like 51-59 ^^)
#REDACTED,
Posted:Jun 04 2004 at 4:22 PM, Rating: Sub-Default, (Expand Post) Please elaborate as to what I missed. I do believe I covered all of you inaccuracies.
I'm gonna have to fully agree with Dopkick on this arguement. Except for the +10% cure potency = +8-10% mp. In that case, you also have to take into account the time that's saved by doing more healing with one spell, as opposed to having to cast again.
But, that really only furthers the point that you're making ^^
Dark, light, ice staves > Kirin's pole all day long. Unless you're going for bragging rights :P
why the hell would you? i'm taking pada's side. all right, let's say you were a hume lvl 75 BLM / lvl 37 WHM with nothing but the full BLM AF1 armor and kirin's pole (a sight i have never seen, but nonetheless, we are being theoretical). without kirin's pole but with just the BLM AF1, your INT would be around 85 and your MND would be around 65. so, with this in mind, if you had kirin's pole equipped your INT would be boosted by roughly 12% and your MND would be boosted by roughly 15%!
now wouldn't you agree that a staff that, in quite a few cases, boosts your INT and MND by 10% (if not a bit more) is better than a staff that gives elemental magic +10 or a staff that gives cure potency +10%? with an INT boost, not only are you boosting elemental magic skill, you're boosting enfeebling, dark, and even divine and enhancing, which are, in the case i've provided, added by your WHM subjob. so right there, boosting INT enhances ALL your magic spells, except of course for the potency of your cure spells, which are increased by the MND boost.
and regarding the matter of the elemental resistance +15 boosts, so what if one specific bar spells is better than a boost? if you don't have the +15 boosts but you had barthunder, you'd have like a resistance of 40 against lightning but 0 against everything else. 15 against everything is like a slightly less potent but more abundant source of this kind of protection. plus you can add bar spells IN ADDITION TO the boosts, so you can have 55 in a certain area if you wanted!
i've never been much of a debater, but this is my argument and it's the best i can do to prove my point that kirin's pole is a crapload better than the dark and light staves.
and may i remind you that pada is a Sage, and dopkick isn't....
and may i remind you that pada is a Sage, and dopkick isn't....
That has nothing to do with anything. Ranking in a forum means nothing in the game.
WHM36/BLM18 here. I'm still consider myself a novice when it comes to how everything interacts, in terms of elemental resistances. However, I know sleep and silence are connected to Dark, so I keep trying to raise my Dark Resistance via Ribbons, accessories, and other items. At my level, and so far through most of this game, I have found the resistance to the other elements weren't much use since most things I've fought have attacked with them to any significant degree. The Light Staff, with it's +15 Dark suits my needs perfectly, as well as the +10% potency. And, bragging rights aside, I think the light staff would serve as a more useful tool in the battlefield.
#Anonymous,
Posted:May 25 2004 at 12:39 PM, Rating: Sub-Default, (Expand Post) you can quit with the orgasmic descriptions...nice weapon. now let it rest.
I have a picture of it cuz it was in some SMN's bazaar on my server (kujata) for 10,000,000 gil , a fair price i would say if i was a rich JP , i bet ill see this one mage with it in a few days... she/he so damn rich @@. oh yeah i cant post it cuz outlook express wont work for me, and when i tried to send to allakhazam@allakhazam.com (the email adress given on [submit information] section of site.) it says that is not a valid email adress. i have the picture, just give me a working email to send it to
guys, its lvl 75, what are you gonnna fight at 75? why would you want to melee as a blm? im guessing the stat buffs are what make this thing so good but its useless the non-mage classes
Well it IS dropped from a god so its ok for it to be godlike. He can easily drop an alliance of 75s. He is the HNM of all HNMs. When you fight him you also fight all the other gods at the same time, which are tough in thmselves.
Yeah actually, you will need atleast 5 alliances to switch in and out dead players and alive players. Im not high enough personally to go, I was invited by a whm friend of mine to go in. For kicks I took my lvl 1 job so if I died I wouldnt lose any exp. I did die though because I was too close to the fight, but I was still able to see the battle.
Talk about precision.. Im glad I made friends with this guy when we fought together in Qufim... otherwise I never would have been able to see this.