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Q: I want to learn a new weapon, what's the best way to raise my skills?
A: There are two strategies you can use; the first realies on facing enemies that are way above your skill level and getting .4 and .5 per hit, but not hitting often; the other relies on systematically visting zones where your skill will let you hit the enemy regularly and get .2 and .3 per hit.
For the first method, make sure the enemies are weak enough to not hurt you much unless you created a skill raising party (popular to raise skills above
100) as your damage output and accuracy will be pitiful. Use every accuracy enhancing thing you can get easily: Ranger sub (10), Bard's Sword Madrigal,
Battle gloves, Life Belt, Bard's Hunter's Prelude and Sharpshoot for Ranged, and a high enough job level difference to have high DEX compared to enemy AGI.
Likewise, try to find slow moving, low evasion/High defense mobs. You might also want to focus on monsters that give good cash/items when killed to make the experience more productive.
While this method works if you have the accuracy boosts (very cheap way to level bow and markmenship skill), I find the gradual method is more available to those without great accuracy or skill parties. The gradual method basically involves killing the enemies that your weapon skill would rate as tough for its level. Here's a helpful chart of skill ranges and areas.
0-20 Newbie zones, first 10 near town gates, last 10 away from gates
20-40 Crag (Dem, Holla, Mea) zones, remember how difficult the enemies were and fight accordingly, as enemies are scattered around.
40-60 Subjob zones, Start in Valkurm and move to Buburimu towards the end as enemies are stronger in Buburimu.
60-80 Qufim
80-100 Khazam
100+ getting more difficult to solo, Jeuno Border zones
As you notice, the chart reflects the common leveling path to level 33, any zone I recommeded can be replaced with whereever you leveled during those level ranges. A very simplified version of the cap formula per level is
5+3*level. So to raise your skill to 125, you'd need to go to a place where level 40 people level and fight there. You can do this process either with your main job or by using another job for the sole purpose of leveling a weapon you are behind on (not recommended though unless you like the other job)
The reverse of this process, say, leveling Spear before playing as a Dragoon, carries the benefit of making the pre-party levels easier (as no one solos more than Even Match much and tough enemies are the ones that raise you to your caps). The precapped skills is one of the big reasons why leveling a subjob seems a lot easier than when you first started (the other reasons are of course, your equipment, subjob, and experience).
Q: If I switch jobs, what happens to my Limit Breaks and Weapon Skill Levels?
A: The Short Answer is that nothing is lost forever; you can only improve over time.
The Long answer
Everything you have earned as one class will be remembered; by you may not be able to use it when you switch jobs. For Example, let's say a Level 20 warrior named Bob decides to build a Thief Subjob. Bob had trained in both swords and greatswords, so we'll say he has 50 weapon skill level each. As a Thief, he cannot equip Greatswords so he cannot use any of those skills. Thieves can use swords, however, Bob is now a Level 1 Thief (for simplicity, he hasn't actually done the subjob quest yet, so he will not be subbing warrior), thus his weapon skill level is capped below 10, which means until he levels up, he cannot use any sword skills yet. Instead at level 1 he will have a capped skill of around
5, as soon as he levels up, his skill will jump to the next cap till he reaches his original level of 50. So as soon as Bob reaches level 3 or 4, he will get
Fast Blade again. However, an important point to note is that some skills can only be used by specific jobs, even if other jobs can reach the level to learn them. Red Lotus Blade, the skill level 50 sword technique, is limited to
Warriors, Paladins, and Dark Knights. So even when Bob gets to sword level 50, he cannot use Red Lotus Blade. If at any point he wants to switch back to
Level 20 Warrior, his sword level will automatically return to its former glory. If as a Thief he was able to get sword skill above the original, to say
55, then the warrior will have a sword skill 55 as well. If Bob had subbed
Warrior, his sword level cap would have been determined by the highest cap offered by his two jobs. At Thief level 1, his Warrior sublevel 1(sublevel is no more than half of Job level rounded down, except for level 1) might have offered him a higher cap on sword skill. Once his sword skill cap got back to
50 he could use Red Lotus Blade as he has a warrior sub.
Q: I'm having problems doing Skillchains...
A: That's a statement, but I'll answer it anyway. Once you have a chained planned out (you should have your party plan a chain in advance) the rest is timing (to ensure the chain is planned smoothly, set a macro like "/p " that will let the others know when you are ready. Also, have the start guy confirm that you want to chain on a given enemy, nothing is worse than wasting a chain on an easy enemy and then narrowly losing to strong one that aggressively attacked you). While Master LL's FAQ recommends reading the log for the "preparing" statement, I found I had an easier time using another method. Don't start counting until the technique is actually done (it's easier to see for one), then press your Limit Break Macro (you have macroed your limit breaks right?) between the count of 3 and 4. I say this because the second is a lot slower that it normally feels when timing matters; not only that but the system is much kinder to late entry than those who come in too soon. This may be because of the server's clock slowing down due to the pyrotechnics of the weaponskills, but I can't say for sure. Anyone, once you get the timing down you'll probably never miss a chaining again. For Magic Burst timing, refer to
Master LL, he's a Red Mage, I'm a Thief, he knows more about Magic.
Q: How do I Macro Limit Breaks?
A: Go to your "Macros" menu under the second page of your Main menu. Choose to either overwrite the Macros in the Macro Set 1 or switch to another Macro Set by pressing up and down (from 1 to 10). The Macro sets are divided into little cells labeled Ctrl or Alt + a number. Select one then select the Name field to give it a name, then the lines below it and input the following: /ws "Your Ability Name with Proper Capitalization"
Here's a breakdown /ws- the shorthand command for do a weapon skill
"Your Ability Name etc"- pretty self explanatory, it HAS to be in quotes if there is a space in the skill name i.e. "Fast Blade" in contrast to
Shadowstitch
- tag that stands for current target, for non weapon skills, things like for yourself or - for your party members are also useful.
If you forget the then you will either get an error or the Blue Targeting
Cursor and must press enter for the ability to happen, similarly to what happens when you use the menus. allows you to target something beside current target, and you can make cycling easier with or .
Q: How do I combine abilities with Limit Breaks to do maximum damage?
A: Many jobs have abilities that give attack up or multiply damage for attacks, and they are very effective when combined with Limit Breaks in Chains. This is because most Limit Breaks multiply your attack damage and Renkei's base damage (before elemental strengths and weakness) is 50-300+% of the damage of the technique that caused it. Some abilities like Berserk or Last Resort can be activated well in advance of your limit break. Others like Sneak Attack and
Boosts have to be carefully timed so that they aren't wasted on a regular attack. The general consensus is a 1 to 2 second wait time between the activation of each ability and Limit Break is enough to ensure that all of them process and the effects are properly stacked. Thus it is easiest to create a
Macro that has all the commands entered in separated by "/wait 1" or "/wait 2" lines. If you do this remember to add the wait times to your count for the chain. Take my favorite macro: /ja "Sneak Attack" (ja stand for Job Ability) /wait 2 /ws "Fast Blade" /p Cool Phrase to go along with my special attack (talks to party for the purpose of showing off and preparing them for chain)
I only count to 1 after seeing a technique before pressing this macro. If I had two abilities with a /wait 2 separation, I would need to press it one second before my friend's technique occurred. In this case, you should put wait 1 between your lines to keep the waiting under 3 seconds. If you are first in the chain, the timing is not important, just make sure everyone else is ready. One more thing, being last ensures more damage % in your Renkei, so the strongest attack should go last if possible.
Q: When should my group do a Skill Chain/use their Limit Breaks?
A: Skillchains are both cool looking and effective for doing extra damage. You generally want to save them for the beginning of a harder battle as you come to the end or your Exp chain. Yet at the same time, you don't want people waiting with over 100TP for too long, as two 100TP limit breaks are usually stronger than 1 200TP limit break. When there are major differences between TP gain amoung members, you need to decide who to include in the chain or whether to chain at all. Earlier in the game, the average renkeis will be doing very small damage by itself, the power of Skillchains really comes from the magic bursts at that time. If your party doesn't have someone to burst, and members like the tank or samurai are getting 200 TP in the time it takes the others to get 100, it's actually better to let them just use the techniques as they get them, occationally chaining when convieniant. Often magical melees like
Red Mage and Paladin are left out of chains entirely as they need to heal for
MP (if you have Mages' Ballad/Refresh going this is not as big a deal). One last task is to coordinate the skillchain: does everyone contribute to one big chain or is it divided into smaller chains. The answer to this question depends one what is the major damage dealer. If magic bursts are your primary damage, then more small chains are better, especially if they produce an element the enemy is weak against. On the other hand, if you have a member with very damaging limit breaks such that the renkei's themselves do lots of damage (ie.Thieves, Monks, Darks, Rangers) you should take advantage of longer chains to increase the percentage of renkei damage dealt. Granted, limit break incompatibility and impatient/inattentive party members can prevent long chains from being done, and thus its easier at times to just coordinate small ones.
Q: I've reached the required skill level to get a new Limit Break, and it said
I learned it, but it does not show in my ability menu. Why can't I use it?
A: Some jobs are better at certain weapons then others, to emphasize this, some limit breaks are "Sealed" so that only some jobs can use them, regardless of skill level. There are two seals, EX and SP. EX seals are usually given to upgrades of previous techniques, such as Red Lotus being an upgrade of Burning
Blade, but they can also be given to completely unique techniques like One Inch
Punch. EX seals are bypassed by having a certain job as EITHER main or sub when trying to use that technique, say a Red Mage or Thief Subbing Warrior to use Red lotus. The SP seal usually only shows up on high level techniques that are very powerful (usually level 200+); this seal makes it so ONLY characters with the proper MAIN job can use that technique. The EX and SP seals should be taken into account when choosing what weapon to use and with what sub. In the
Skill lists, EX seals are marked by * while SP seals are marked by +, with the proper jobs mentioned in footnotes before the detailed descriptions.
Q: Can you give more detail on how monsters are strong against/weak to certain weapons?
A: Well I have discovered a way to test the strength of a weapon on a variety of enemies that surpasses small differences in Defense. Using an unnerfed
"Sneak Attack" with my thief main has the interesting property of doing the same damage to really weak enemies (like tunnel worms) as it does to stronger enemies (like Acrophies). It is also true then if you try a Sneak Viper Bite, it will cause no more damage than the regular Sneak attack. This is because
Sneak attack's per hit damage is limited by a cap which is controlled by
Weapon Damage, ATK, and DEX. However, slight differences can emerge between certain monster types (i.e. I may do 280 most of the time but when I hit a fly or bat I do 330). Using these numbers, I can approximate the effect of monster family on weapons by using percentages.
My Data so far
Dagger vs.
Flies +20%
Bats +20%
Bones -50%
Claw (H2h) vs.
Bones +20%
Magic Pots +20%
Will post more family data after repeated testing. Note this test can't work for weapons Thieves cannot equip. However, if it is found that my "group" theory of weapons (Piercing, Blunt, Slicing) is true, then it should be enough data to cover all of them.
-------------------------------------------------------------------------------
VII: Introduction to Skillchains - Renkei
By performing two different limit breaks on the same target spaced 3 seconds apart they can combine to create a Renkei (known as Skillchains, I prefer
Renkei cause it sounds cooler and there is no confusion between the special effect and the whole combo chain). The Renkei adds elemental damage equal to a fraction of the damage dealt by the technique that caused it (plus or minus elemental weakness/resistance of the target) and allows mages to perform Magic bursts with spells of the Renkei's element. The Renkei performed depends on the techniques used and the order.
To see a popular chart that covers the 1st level Renkeis and how to create 2nd level Renkeis go here: http://ffvault.ign.com/skillchains/skillchain.jpg
Be warned there were some errors in this chart that do not exist in this FAQ.
More in depth charts which I used as a source for Chaining Level 2 Renkeis and performing Level 3 Renkeis are here: http://home.comcast.net/~hartwickc/renkei2.gif http://files.liquid-x.net/scrap/wse.pdf
Thank you Penny Arcade Forum and a More updated Japanese version of the middle chart with the latest Weapon skills to 250. I'll be trying to flesh out this FAQ with data from there. http://www5.plala.or.jp/SQR/ff11/ability-weaponskill.html
Some official info on chaining has been posted on Playonline: http://www.playonline.com/ff11us/vt/extra/index.html
Dragoon- Spear
Q: I want to learn a new weapon, what's the best way to raise my skills?
A: There are two strategies you can use; the first realies on facing enemies that are way above your skill level and getting .4 and .5 per hit, but not hitting often; the other relies on systematically visting zones where your skill will let you hit the enemy regularly and get .2 and .3 per hit.
For the first method, make sure the enemies are weak enough to not hurt you much unless you created a skill raising party (popular to raise skills above
100) as your damage output and accuracy will be pitiful. Use every accuracy enhancing thing you can get easily: Ranger sub (10), Bard's Sword Madrigal,
Battle gloves, Life Belt, Bard's Hunter's Prelude and Sharpshoot for Ranged, and a high enough job level difference to have high DEX compared to enemy AGI.
Likewise, try to find slow moving, low evasion/High defense mobs. You might also want to focus on monsters that give good cash/items when killed to make the experience more productive.
While this method works if you have the accuracy boosts (very cheap way to level bow and markmenship skill), I find the gradual method is more available to those without great accuracy or skill parties. The gradual method basically involves killing the enemies that your weapon skill would rate as tough for its level. Here's a helpful chart of skill ranges and areas.
0-20 Newbie zones, first 10 near town gates, last 10 away from gates
20-40 Crag (Dem, Holla, Mea) zones, remember how difficult the enemies were and fight accordingly, as enemies are scattered around.
40-60 Subjob zones, Start in Valkurm and move to Buburimu towards the end as enemies are stronger in Buburimu.
60-80 Qufim
80-100 Khazam
100+ getting more difficult to solo, Jeuno Border zones
As you notice, the chart reflects the common leveling path to level 33, any zone I recommeded can be replaced with whereever you leveled during those level ranges. A very simplified version of the cap formula per level is
5+3*level. So to raise your skill to 125, you'd need to go to a place where level 40 people level and fight there. You can do this process either with your main job or by using another job for the sole purpose of leveling a weapon you are behind on (not recommended though unless you like the other job)
The reverse of this process, say, leveling Spear before playing as a Dragoon, carries the benefit of making the pre-party levels easier (as no one solos more than Even Match much and tough enemies are the ones that raise you to your caps). The precapped skills is one of the big reasons why leveling a subjob seems a lot easier than when you first started (the other reasons are of course, your equipment, subjob, and experience).
Q: If I switch jobs, what happens to my Limit Breaks and Weapon Skill Levels?
A: The Short Answer is that nothing is lost forever; you can only improve over time.
The Long answer
Everything you have earned as one class will be remembered; by you may not be able to use it when you switch jobs. For Example, let's say a Level 20 warrior named Bob decides to build a Thief Subjob. Bob had trained in both swords and greatswords, so we'll say he has 50 weapon skill level each. As a Thief, he cannot equip Greatswords so he cannot use any of those skills. Thieves can use swords, however, Bob is now a Level 1 Thief (for simplicity, he hasn't actually done the subjob quest yet, so he will not be subbing warrior), thus his weapon skill level is capped below 10, which means until he levels up, he cannot use any sword skills yet. Instead at level 1 he will have a capped skill of around
5, as soon as he levels up, his skill will jump to the next cap till he reaches his original level of 50. So as soon as Bob reaches level 3 or 4, he will get
Fast Blade again. However, an important point to note is that some skills can only be used by specific jobs, even if other jobs can reach the level to learn them. Red Lotus Blade, the skill level 50 sword technique, is limited to
Warriors, Paladins, and Dark Knights. So even when Bob gets to sword level 50, he cannot use Red Lotus Blade. If at any point he wants to switch back to
Level 20 Warrior, his sword level will automatically return to its former glory. If as a Thief he was able to get sword skill above the original, to say
55, then the warrior will have a sword skill 55 as well. If Bob had subbed
Warrior, his sword level cap would have been determined by the highest cap offered by his two jobs. At Thief level 1, his Warrior sublevel 1(sublevel is no more than half of Job level rounded down, except for level 1) might have offered him a higher cap on sword skill. Once his sword skill cap got back to
50 he could use Red Lotus Blade as he has a warrior sub.
Q: I'm having problems doing Skillchains...
A: That's a statement, but I'll answer it anyway. Once you have a chained planned out (you should have your party plan a chain in advance) the rest is timing (to ensure the chain is planned smoothly, set a macro like "/p " that will let the others know when you are ready. Also, have the start guy confirm that you want to chain on a given enemy, nothing is worse than wasting a chain on an easy enemy and then narrowly losing to strong one that aggressively attacked you). While Master LL's FAQ recommends reading the log for the "preparing" statement, I found I had an easier time using another method. Don't start counting until the technique is actually done (it's easier to see for one), then press your Limit Break Macro (you have macroed your limit breaks right?) between the count of 3 and 4. I say this because the second is a lot slower that it normally feels when timing matters; not only that but the system is much kinder to late entry than those who come in too soon. This may be because of the server's clock slowing down due to the pyrotechnics of the weaponskills, but I can't say for sure. Anyone, once you get the timing down you'll probably never miss a chaining again. For Magic Burst timing, refer to
Master LL, he's a Red Mage, I'm a Thief, he knows more about Magic.
Q: How do I Macro Limit Breaks?
A: Go to your "Macros" menu under the second page of your Main menu. Choose to either overwrite the Macros in the Macro Set 1 or switch to another Macro Set by pressing up and down (from 1 to 10). The Macro sets are divided into little cells labeled Ctrl or Alt + a number. Select one then select the Name field to give it a name, then the lines below it and input the following: /ws "Your Ability Name with Proper Capitalization"
Here's a breakdown /ws- the shorthand command for do a weapon skill
"Your Ability Name etc"- pretty self explanatory, it HAS to be in quotes if there is a space in the skill name i.e. "Fast Blade" in contrast to
Shadowstitch
- tag that stands for current target, for non weapon skills, things like for yourself or - for your party members are also useful.
If you forget the then you will either get an error or the Blue Targeting
Cursor and must press enter for the ability to happen, similarly to what happens when you use the menus. allows you to target something beside current target, and you can make cycling easier with or .
Q: How do I combine abilities with Limit Breaks to do maximum damage?
A: Many jobs have abilities that give attack up or multiply damage for attacks, and they are very effective when combined with Limit Breaks in Chains. This is because most Limit Breaks multiply your attack damage and Renkei's base damage (before elemental strengths and weakness) is 50-300+% of the damage of the technique that caused it. Some abilities like Berserk or Last Resort can be activated well in advance of your limit break. Others like Sneak Attack and
Boosts have to be carefully timed so that they aren't wasted on a regular attack. The general consensus is a 1 to 2 second wait time between the activation of each ability and Limit Break is enough to ensure that all of them process and the effects are properly stacked. Thus it is easiest to create a
Macro that has all the commands entered in separated by "/wait 1" or "/wait 2" lines. If you do this remember to add the wait times to your count for the chain. Take my favorite macro: /ja "Sneak Attack" (ja stand for Job Ability) /wait 2 /ws "Fast Blade" /p Cool Phrase to go along with my special attack (talks to party for the purpose of showing off and preparing them for chain)
I only count to 1 after seeing a technique before pressing this macro. If I had two abilities with a /wait 2 separation, I would need to press it one second before my friend's technique occurred. In this case, you should put wait 1 between your lines to keep the waiting under 3 seconds. If you are first in the chain, the timing is not important, just make sure everyone else is ready. One more thing, being last ensures more damage % in your Renkei, so the strongest attack should go last if possible.
Q: When should my group do a Skill Chain/use their Limit Breaks?
A: Skillchains are both cool looking and effective for doing extra damage. You generally want to save them for the beginning of a harder battle as you come to the end or your Exp chain. Yet at the same time, you don't want people waiting with over 100TP for too long, as two 100TP limit breaks are usually stronger than 1 200TP limit break. When there are major differences between TP gain amoung members, you need to decide who to include in the chain or whether to chain at all. Earlier in the game, the average renkeis will be doing very small damage by itself, the power of Skillchains really comes from the magic bursts at that time. If your party doesn't have someone to burst, and members like the tank or samurai are getting 200 TP in the time it takes the others to get 100, it's actually better to let them just use the techniques as they get them, occationally chaining when convieniant. Often magical melees like
Red Mage and Paladin are left out of chains entirely as they need to heal for
MP (if you have Mages' Ballad/Refresh going this is not as big a deal). One last task is to coordinate the skillchain: does everyone contribute to one big chain or is it divided into smaller chains. The answer to this question depends one what is the major damage dealer. If magic bursts are your primary damage, then more small chains are better, especially if they produce an element the enemy is weak against. On the other hand, if you have a member with very damaging limit breaks such that the renkei's themselves do lots of damage (ie.Thieves, Monks, Darks, Rangers) you should take advantage of longer chains to increase the percentage of renkei damage dealt. Granted, limit break incompatibility and impatient/inattentive party members can prevent long chains from being done, and thus its easier at times to just coordinate small ones.
Q: I've reached the required skill level to get a new Limit Break, and it said
I learned it, but it does not show in my ability menu. Why can't I use it?
A: Some jobs are better at certain weapons then others, to emphasize this, some limit breaks are "Sealed" so that only some jobs can use them, regardless of skill level. There are two seals, EX and SP. EX seals are usually given to upgrades of previous techniques, such as Red Lotus being an upgrade of Burning
Blade, but they can also be given to completely unique techniques like One Inch
Punch. EX seals are bypassed by having a certain job as EITHER main or sub when trying to use that technique, say a Red Mage or Thief Subbing Warrior to use Red lotus. The SP seal usually only shows up on high level techniques that are very powerful (usually level 200+); this seal makes it so ONLY characters with the proper MAIN job can use that technique. The EX and SP seals should be taken into account when choosing what weapon to use and with what sub. In the
Skill lists, EX seals are marked by * while SP seals are marked by +, with the proper jobs mentioned in footnotes before the detailed descriptions.
Q: Can you give more detail on how monsters are strong against/weak to certain weapons?
A: Well I have discovered a way to test the strength of a weapon on a variety of enemies that surpasses small differences in Defense. Using an unnerfed
"Sneak Attack" with my thief main has the interesting property of doing the same damage to really weak enemies (like tunnel worms) as it does to stronger enemies (like Acrophies). It is also true then if you try a Sneak Viper Bite, it will cause no more damage than the regular Sneak attack. This is because
Sneak attack's per hit damage is limited by a cap which is controlled by
Weapon Damage, ATK, and DEX. However, slight differences can emerge between certain monster types (i.e. I may do 280 most of the time but when I hit a fly or bat I do 330). Using these numbers, I can approximate the effect of monster family on weapons by using percentages.
My Data so far
Dagger vs.
Flies +20%
Bats +20%
Bones -50%
Claw (H2h) vs.
Bones +20%
Magic Pots +20%
Will post more family data after repeated testing. Note this test can't work for weapons Thieves cannot equip. However, if it is found that my "group" theory of weapons (Piercing, Blunt, Slicing) is true, then it should be enough data to cover all of them.
-------------------------------------------------------------------------------
VII: Introduction to Skillchains - Renkei
By performing two different limit breaks on the same target spaced 3 seconds apart they can combine to create a Renkei (known as Skillchains, I prefer
Renkei cause it sounds cooler and there is no confusion between the special effect and the whole combo chain). The Renkei adds elemental damage equal to a fraction of the damage dealt by the technique that caused it (plus or minus elemental weakness/resistance of the target) and allows mages to perform Magic bursts with spells of the Renkei's element. The Renkei performed depends on the techniques used and the order.
To see a popular chart that covers the 1st level Renkeis and how to create 2nd level Renkeis go here: http://ffvault.ign.com/skillchains/skillchain.jpg
Be warned there were some errors in this chart that do not exist in this FAQ.
More in depth charts which I used as a source for Chaining Level 2 Renkeis and performing Level 3 Renkeis are here: http://home.comcast.net/~hartwickc/renkei2.gif http://files.liquid-x.net/scrap/wse.pdf
Thank you Penny Arcade Forum and a More updated Japanese version of the middle chart with the latest Weapon skills to 250. I'll be trying to flesh out this FAQ with data from there. http://www5.plala.or.jp/SQR/ff11/ability-weaponskill.html
Some official info on chaining has been posted on Playonline: http://www.playonline.com/ff11us/vt/extra/index.html
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