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You've heard of Manaburn: Have you heard of Speedkill?Follow

#27 Feb 12 2005 at 12:42 PM Rating: Good
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Hmmm. Have you ever seen a monk who gets hate? If we are decked out in all DD gear, our def is pretty low. Stuff like Sniper's Rings and TM Hooks actually have -DEF on them. Add in berserk and our def is about 1/5 that of a buffed PLD.

It seems as if you simply don't want a tank. This works for lower levels, but simply won't work at higher levels. It's a cool idea, but it doesn't work like manaburn/gilburn/bones parties do.

A tank is what ALLOWS a DD to go all out and unleash all he's got. As a monk, the damage I do is basically limited to how much hate the tank can hold. When I start taking hits, even with equip swapping, dodge, defender, and chakra, I am still an mp sink.

Manaburn/gilburn only works because of blink/stoneskin/utsusemi, and typically no healing is needed. Boouncing hate from DD-equipped MNKs, WARs, and DRKs will still require a LOT of healing, and thus downtime.

Monk bones parties are amazing because monks have a bonus against the mob type. They typically still have a PLD tank who holds hate. T-VT chaining can help things, but still will not be much (if any) faster than a regular exp party, and also be a lot more dangerous. Like you said, gear is everything, and fully decked-out DDs tend to have very low defense, so I'm not really seeing this as a viable thing past say, 40 or so.
#28 Feb 12 2005 at 12:57 PM Rating: Good
I definitely like this setup. I mean, moving while fighting, and not camping?! Beautiful!

Now I just need to convince people it's plausible. That's really the hardest part.

The beauty of SAM, MNK, and WAR in this setup is that they are all DD, and yet they are all designed as tanks to begin with. So you do achieve that uber balance of offense and defense.

DRG/WHM is definitely another great pick, as it can provide great damage and support while fighting.

Hell, take one of each (SAM, MNK, WAR, DRG/WHM) and add a RDM/NIN or /WAR for En-Elemental damage and support, as well as a Bard and you are in business!
#29 Feb 12 2005 at 1:12 PM Rating: Decent
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The best way IMO to do this would be instead of replacing the tank with another DD, replace the whm and make the rdm *gasp* main heal.

The best parties I've been in have had a rdm as the main healer, debuffer, dispeller and refresher all in one. This has been with PLD's as tanks, so not just nin's taking zero damage.

Replacing the whm with a DD effectively adds that extra amount of damage to your party while losing an amount of security. This doesn't get you fighting those IT+ mobs, but honestly, chain #5 on VT IT- stuff and killing it in half the time it takes to get chain #3 on IT+ stuff is much better and efficient, with a less likely chance to die. Keep the xp over 100 per kill and your doing great.
#30 Feb 12 2005 at 1:25 PM Rating: Default
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Quote:
ninja/rng/rng/rng/rng/brd~ that's all i gotta say static pt from 25-30 in one day


Yup^^; 18k~ exp in 2 1/2 hours
#31 Feb 12 2005 at 1:34 PM Rating: Good
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And I keep thinking this is about Magic the Gathering....
#32 Feb 12 2005 at 1:49 PM Rating: Decent
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Heh, these are common with multiple rangers, typically known as Arrowburns or my favorite: "gilchuckers".

Cool things I've seen include a trio of Rangers taking out high Toughs by very strategic use of Sleep Bolts, and a party with 3 Samurai that utilized Meditate on rotation to create powerful multi-link Skillchains that ended in a level 2.
#33 Feb 12 2005 at 2:00 PM Rating: Decent
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Phinal wrote:
And I keep thinking this is about Magic the Gathering....


Hahah, I was thinking the same thing. Manaburn is a bad thing, people!
#34 Feb 12 2005 at 3:16 PM Rating: Default
RDM and WHM should absolutely never melee.
Their damage output is inconsequential when compared to the damage the ws of certain mobs can produce.
USELESS MELEE DMG = FREE MOB TP

This "speedkill" party isn't something new or revolutionary, people've been doing it forever. 4xrng brd blm at level 74+

BTW, unless you've actually tried this on high level mobs, your theory will really not have any great application, as almost any job can tank prior to the 60s.

Edited, Sat Feb 12 15:21:28 2005 by bedouit
#35 Feb 12 2005 at 3:48 PM Rating: Default
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Quote:
RDM and WHM should absolutely never melee.
Their damage output is inconsequential when compared to the damage the ws of certain mobs can produce.
USELESS MELEE DMG = FREE MOB TP


Most enfeebles and DOTs should never be used either. Spells give the mob 10 tp and this is absolutely not worth it for the slight difference they make.

Jobs like THF and MNK should be avoided if possible, they just feed the mob TP like crazy.

Edited, Sat Feb 12 15:48:51 2005 by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#36 Feb 12 2005 at 5:02 PM Rating: Default
damn so theres no way to speed up thief seek party time
#37 Feb 12 2005 at 5:18 PM Rating: Good
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Lithiani wrote:
but at level 50ish MNKs break the 1k HP mark (I've seen one survive Ancient Magic)


My Galka MNK broke 1000 at 41 or 42 :P

Minaku wrote:
Hmmm. Have you ever seen a monk who gets hate? If we are decked out in all DD gear, our def is pretty low. Stuff like Sniper's Rings and TM Hooks actually have -DEF on them. Add in berserk and our def is about 1/5 that of a buffed PLD.

It seems as if you simply don't want a tank. This works for lower levels, but simply won't work at higher levels. It's a cool idea, but it doesn't work like manaburn/gilburn/bones parties do


True. My galka monk takes damage like a little school girl. BUT, I think the whole point of the speedkill thing is for the hate to bounce around so much that everybody WILL get hit, but not very much.
#38 Feb 12 2005 at 5:30 PM Rating: Decent
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Shototsu wrote:
True. My galka monk takes damage like a little school girl. BUT, I think the whole point of the speedkill thing is for the hate to bounce around so much that everybody WILL get hit, but not very much.



Yup ^^ And you're not that fragile, compared to say a RNG or a BLM (barring shadows). If you do this a lot you'll get to having your Guard skill capped as well (which most people can't, because they don't take the hate in conventional PTs), the same as SAM will get their Parrying towards cap, and so on. These are very useful skills if they get towards cap.
#39 Feb 12 2005 at 6:46 PM Rating: Decent
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Quote:
This does work, but it still falls far short of a manaburn or, especially, an all-RNG party.


I believe this is true, but I have never seen it so don't really know. Also, from accounts I have read/heard, the only thing an all RNG PT has more of compared to an all BLM, BST or MNK PT is expenses, not XP ^^.

However all the "same job + minor support" boasting going on in the thread is kind of killing discussion and evaluation of the original post. As Silento said- his/her comment about a MNK haevy PT was kinda OT. Sure, these PTs work fantastically, I am not saying they don't and I highly endorse them. But these PTs are kind of a cousin to the speedkill PT tactics that Lithiani is trying to describe.

By the way, I have never heard of any of these being done, but I imagine that an all SAM PT (ridiculous weapon skill madness), an all THF/RNG (non-stop Ranged WS > Sneak + Viperbite/Fast Blade = Distortion, or even Fusion Ranged WS > Sneak + Combo = Fusion at some levels), or an all NIN/BLM PT (Constant Elemental Wheels + Ninjutsu weakened Ninjutsu bursting on any skillchains that occur) could play this kind of "one job" PT game as well. I was glad to hear some mention of all "all THF" version above.

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What you end up with is simply a normal party setup with one more DD in place of the tank, or two if you cut out one of the support mages as well.


Sorta. As Lithiani mentions, PT tactics and, ideally, equipment choices will change drastically from the standard PT. Also, sub-jobs can go wild a little more in this set-up RDM/WAR is great for this, NIN/BLM is fa-freakin-tastic, THF/RNG or /SAM works great, SAM/MNK or PLD/MNK would probably work swimmingly (Counter when hate bounces? Yes, please.) Lest anyone say it, I am not claiming that the standard PT doesn't work, I am simply claiming that it is not the only thing that works.

Quote:
most normal DDs don't really have to moderate their damage all that much to avoid pulling hate from the tank...[so this] equates to more or less the exact same thing they normally do in an exp party.


In some cases maybe, but you'll certainly admit that DRK generally don't get to toss Souleater, Last Resort and Berserk in any and every combination, and as often as humanly possible. Also, as Lithiani mentions, DDs will change their operation significantly in this kind of PT set-up bwecause they will also be co-tanking. As he/she mentioned this means that (for instance) SAM and MNK's lesser-used tanking abilites (Dodge, Counter/Counterstance, Parry, etc.) get optimized. A MNK can unleash a #!@_*#$& of a lot more fury if allowed to actually tank the mob.

Quote:
As long as you don't go into it with the expectation that you're going to match a RNG party, you won't be disappointed, and in fact you'll probably have a fantastic time. Not really anything to complain about there. ^^


Again I'll reiterate that this is true as far as I can tell. An all RNG PT going all out will outdamage all other melee DDs. However... if a PT like this used the same amount of gil in medicines, drinks, ranged attacks (grenades anyone?), etc. that an all RNG PT did in ammo and shihei- I'd lay good money that you wouldn't be able to stand on your high horse so easily RNG-boy.

As a final note about the "one job" PT, I have ask some questions:

It seems like the PT doing this long term would accelerate their short-term gain (mad XP!), while gimping their long term gain (skillups and player skills outside of the tactic). Can anyone comment on the long-term effects of addiction to the one job PT? Is the time saved by mad XP simply used in later skill-up PTs?

Has anyone ever considered an all RNG PT doing SCs? everyoen mentions how RNG can't SC together... but unless I miss my guess at high levels they really could: Blast Arrow/Blast Shot (Induration) -> Sidewinder/Slugshot (Reverberation) = Fragmentation, which could then be channeled into Arching Arrow/Heavy Shot (Fusion) = Light. Has anyone ever seen or done this? Would simply having everyone stick to Side/Slug be superior?

Edited, Sat Feb 12 21:35:37 2005 by Kiyokatsu
#40 Feb 12 2005 at 7:43 PM Rating: Good
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I definitely like this setup. I mean, moving while fighting, and not camping?! Beautiful!

Now I just need to convince people it's plausible. That's really the hardest part.


Greyhaven gets it. Everything he said shows an understanding of Lithiani's original post.

As for the Galka MNK discussion- a GLK MNK/WAR w/o any HP+ does indeed break 1K HP @ 42 (1018 HP) and might be able to do it sooner (969 @ 40, 991 @ 41). Sure you take DMG, but you can really take some DMG! Also, a MNK will take much less DMG if they can get their Guard skill up reasonably well, and equip choices for this kind of PT might help out a lot as well. Plus, big DMG can be good b/c it sheds hate, allowing others to pick it up, and large cures allow the WHM or RDM to take hate to do their fair share of tanking.

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Quote:
This quote is generalized from several: This is useless at high levels (60+)


When most people say things like this, it is bundled with a large dose of "I'm over 60 and Rank 9 and therefore know what I'm talking about; listen to me you idiotic ****-ant of a level 40" (Yes I'm exaggerating the condescending tone and no I am not necessarily accusing anyone of that in this thread, but it seems to be a general rule from my experience).

I have two responses to that. One is that it is could be a symptom of "IT obsession" combined with the higher level range of ITs at those levels. It is also likely a symptom of equipment choices based on IT obsession (Snipers are a classic example- they add ACC needed to hit mobs way over your level, but kill your DEF, and thus the versatility that a speedkill PT thrives on).

Also, even if we assume that these tactics complete fall apart and become utterly useless post X level, why does that mean that people shouldn't utilize them before X level?

The other tone that us usually wrapped up in that kind of comment is "High levels are better, in fact, since high levels are obviously the only goal of this game, you should act like a PT does post [insert number slightly lower than the posters current level]" Again, I am exaggerating, if only slightly ^^. It is almost as if people who believe that high levels are the point of the game seem to forget that the other levels even exist, and treat them as a simple hurdle on the way to the "real" levels. They say "Yeah, but that won't work post-50" and don't do it at lower levels where it can work because all they are thinking about is higher and higher levels. I should mention- if "being uber" is what makes the game fun to you, then by all means do what let's you have fun and satisfaction. I am not going to tell you how you need to have fun... just return the favor, okay?

Quote:
RDM and WHM should absolutely never melee.


Bedouit- Do you also feel (as most with this opinion do) that WHMs or RDMs hit hard enough that their DMG generates hate problems for them? I am also interested in hearing your opinion on PLD DMG output- do you think their DMG is worth it for the TP it gives the mob?

Quote:
This "speedkill" party isn't something new or revolutionary, people've been doing it forever. 4xrng brd blm at level 74+


(Emphasis added) I think you are confusing Lithiani's speedkill concept with the "mono-job plus minimal support" concept. In my mind they are separate and distinct PT set-ups that happen to share some core tactics (massive DMG output). Perhaps we can say that the mono-job PT is an exaggerated version of the "speedkill." As a question- did you read the post thoroughly?

Quote:
Most enfeebles and DOTs should never be used either. Spells give the mob 10 tp and this is absolutely not worth it for the slight difference they make.


Do you have proof/links for this? By this reasoning which enfeebles do you believe are "worth it"?

Quote:
Jobs like THF and MNK should be avoided if possible, they just feed the mob TP like crazy.


Subtle Blow? For both THF/NIN and MNK... also THF should be avoided whenever possible? Fine for you I guess, but I'd kick someone for that kind of thinking in my PTs.
#41 Feb 12 2005 at 9:09 PM Rating: Decent
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13,000 exp/hour (Do you need it?)

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#42 Feb 12 2005 at 9:39 PM Rating: Decent
A friend of mine made this pt awhile back in KRT (taimur)

http://gradient.info/mnks_pwn.jpg

mnk,mnk,mnk,brd,rdm,whm
#43 Feb 12 2005 at 10:55 PM Rating: Decent
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For only 105 limit points?

There's no such thing as a speed kill pt really, it's just a good party, though often times a bit excentric.

The OP has opbviously been in several bad pt's if he believes this:
"The standard XP PT setup is a heavily defensive setup: one single character (the Tank) is massively optimised to take hold and survive the hate from the target, and other Party members keep the Tank in the fight and with the hate. XP PTs prioritise hate control and survival over raw damage output."

That's completely wrong, hate control is only emphasized to allow more daaage output, what's the point of holding more hate if no one's going to draw hate from damage?

Maybe in you Whm Whm Rdm Pld Nin Drk pt's you heavily defensive, but standard pts are meant to be lean on defense and heavy on attack. More specialized pt's (whereas the OP falsely believed they were built around being balanced) tend to have no true tank.
#44 Feb 13 2005 at 2:56 AM Rating: Decent
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For only 105 exp? Yeh that's pretty bad.. except when you kill 40 of those in the time it takes a 'normal' party to kill 15 mobs for 200. Exp from bones parties in KRT range from 70-195 a kill, it truely is the best place for merit points at 75.

I dare you to find another party that can pull 13k an hour other than a monk pt in KRT.
#45 Feb 13 2005 at 4:08 AM Rating: Default
spells do not give 10tp, period
#46 Feb 13 2005 at 4:25 AM Rating: Decent
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Quote:
I dare you to find another party that can pull 13k an hour other than a monk pt in KRT.


My manaburn semi static is getting about 300-400 per kill, yes it's low chains for now, but there are several reasons for that.

I don't doubt the exp of chains t's and vt's quickly is good, but people seem to think you're a moron if you do low chains for high exp. My manaburn semi static is pulling 6k an hour, yes that doesn't sound like much compared to your 13k but we are using hyper inefficient AM (have to until we get higher), competing with other parties, and fighting highly resistant mobs.

When we get near your level (probably lower since if you're 75 theres very few things that con IT++) we'll be able to fight mobs very weak to magic, with little competition, and use much more efficient spells.

Grats to you on your 13k an hour, it's really good exp, but you need to lose the attitude, you're not the only person or the only group setup that can do it.

Edited, Sun Feb 13 04:40:33 2005 by Allegory
#47 Feb 13 2005 at 4:26 AM Rating: Default
RDM and WHM melee issues are not about HATE, they are about MOB TP. As I said before, had you been reading.

as for a pld, meleeing gives a pld tp and hate, although minor.

The reason people who are 60+ have this attitude is for one reason only: Mobs get harder after 60, and the random hack crap parties that you can get away with prior to 60 won't fly after it. If you've ever actually played post-60, you would understand this.
#48 Feb 13 2005 at 5:14 AM Rating: Good
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bedouit wrote:
RDM and WHM melee issues are not about HATE, they are about MOB TP. As I said before, had you been reading.


(emphasis added) Not only are you being caustic for no apparent reason, youwere perhaps not reading carefully. Here is what I said:

Kiyokatsu wrote:
Do you also feel (as most with this opinion do) that WHMs or RDMs hit hard enough that their DMG generates hate problems for them?


(emphasis added) The word "also" in the above sentence indicates that I am asking you about a separate issue (that of hate) from the one you originally mentioned (Mob TP).

bedouit wrote:
as for a pld, meleeing gives a pld tp and hate, although minor.


This is not a complete answer to the question I asked you, here it is again:

Kiyokatsu wrote:
do you think [PLD's] DMG is worth it for the TP it gives the mob?


I was interested (and still am) in hearing why you think PLDs melee is valuable, so thank you for answering that, if somewhat tersely. But the main question above is still untouched: do you think that a PLDs melee DMG is "worth it" (for its value as DMG alone, not as a hate generation technique) despite the TP it gives the mob? Why do you feel this way?

bedouit wrote:
If you've ever actually played post-60, you would understand this.


This is a perfect example of the "I'm 60+ and therefore have every right to belittle your opinions and call you a n00b" attitude I mentioned above. No, I have never PTed at high levels (Have you? What's your character's name, and on which server?). However I have seen such PTs in action, read widely about them and the issues they face and am informed of the "scaling up" that occurs in mob lvl ranges (It is 6+ from 1-55, 7+ from 56-60, 8+ from 60-75). I have not fought as a level 61+, but I have fought mobs that are 8-15 levels higher than my PT/Alliance lvl. range on many occassions and thus I feel I have a reasonable (if imperfect) grasp of what such situations are like.

PS- /rate down, you will find that your courtesy (or lack thereof) is directly proportional to your karma rating. If you'd ever actually posted above default, you'd understand this.

Please forgive the flame at the end (I edited out all the rest) but that one was just too good to pass up. I really am trying to promote intelligent and informed discussion, not juvenile name calling.

Edited, Sun Feb 13 05:16:43 2005 by Kiyokatsu
#49 Feb 13 2005 at 7:17 AM Rating: Good
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Kiyokatsu wrote:
do you think [PLD's] DMG is worth it for the TP it gives the mob?


after see'ing "Spirits Within" beat my sata... yes
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#50 Feb 13 2005 at 8:39 AM Rating: Decent
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We did this same exact thing when we were in the canyon. Low levels at about 12 or 13 i think. We all just ran across the canyon killing everything in the way. Scored 1000 exp in 15 mins, so very good for a lowbie lvl party. I can see this working.
#51 Feb 13 2005 at 9:20 AM Rating: Good
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this is a good idea. many people dont see the power in this idea, but it becomes much more common higher up to use a style of partying similar to this (altho without the same emphasis on group hate-sharing for instance). a common mistake people make is believing that the only kind of mob worth fighting is the highest IT possible for your level. the same effect can be reached by chaining a number of T, VT, and low IT together using a maximum DD approach over the traditional defensive, out-tank approach.

give me two war/nins, a war/sam, a brd/whm, a rdm/blm and a sam/thf and i can accomplish just as much, if not more, xp gain as the typical tri-mage with pld tank+2 melee DD's will. and ill do it on VT and low IT mobs.

not to say theres anything wrong with the defensive style of partying. one of its bonuses tends to be safety; youre not balanced on a razors edge with death on either side of you. but it does get rather predictable, and that can be boring for some people.

so if you want some excitement, i suggest trying this out one day. its highly unorthodox, and youll have to do some heavy education to get people to understand how to best use it, but once you get into the groove, theres nothing like it.

and yes, we all know its not like a 5 rng+brd pt. nothing is like a 5 rng+brd pt except for a 5 blm+brg pt, so dont even compare the two. speedkill parties differ from mana/arrowburn parties in that they require a great deal of "by ear" playing, as opposed to a fairly rote set of actions.

edit: just saw this;

Quote:
If you've ever actually played post-60, you would understand this.


i have played post-60, and this does work. chaining undead, lizards, raptors, pugils, crabs, bunnies....pretty much anything between the outpost and the tunnel in cape T was our prey. war/nin, war/nin, drg/war, rng/nin, brd/whm, whm/blm was the pt setup, and we destroyed everything in our path with little-to-no resistance. clever choice of targets made using a double SC once every other battle possible, which allowed us to use a T or low VT for TP gain, then drop two distortion chains on the nearest IT. sure, it required a bit more thinking and presence of mind than youre average pt, but it worked, and it worked well (about 4800 xp/hr according to the parser the whm was running).

Edited, Sun Feb 13 09:24:48 2005 by Quor
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