I've been asked by several people to post my guide on ffxiah, until now it has been Linkshell exclusive. I hope you enjoy and find it as a good read.
~.^
Page 1 Line 1 "Every time you shoot a steel bullet, God kills a kitten." -Hapa
Table of Content:
1.Quickdraw
2.Guns
3.Melee
4.Relic
5.Sub Jobs
6.Legion
7a.Dynamis I
7b.Dynamis II
8.Salvage
9.Abyssea
10.Phantom Rolls How to
11.Phantom Rolls Effects
12.Gear Sets
Corsair :o
I'm going to take the time here to make a quick walk through for COR. I take the job very serious and would like to think that other corsairs take their job very seriously too. So If you are a cor please take the time to read through this, if corsair is your main I will assume you already know all of this and judge you harshly. -.o
1.Quickdraw
Well, first off I want to go over Quick Draw. One of the most powerful things corsair has to offer. Most people just look at quick draw as a short dmg spike and tp gain ja... Each element of QD can enhance spells of the same element on the mob also enhances the damage of the next elemental magic of that type. Bellow are some specifics and some uses for each.
Quick Draw bonus effects don't give a *** about the cap of a spell effect.
Quick Draw can be used from a max of 22 yalms.
Quick Draw can be used when facing away from the enemy. (pull some wanted ***)
Quick Draw ignores shadows.
Quick Draw ignores MDT.
MDB will nerf Quick Draw
Quick Draw gives the enemy 0 tp.
Quick Draw acc. Is modified by AGI and Magic acc.
Corsair's Tricorne / +1
Increases base dmg of QD and acc by 10.
Navarch's Bottes +1
Increases the elemental damage of the same element as the shot used by 10% for 15 seconds.
Navarch's Bottes +2
Increases the elemental damage of the same element as the shot used by 20% for 15 seconds.
Light Shot – Light based sleep. Sleep duration based upon QD acc.
Increases the potency of Dia (Defense Down Effect +5% and DoT + 1 ) Upgrades Dia 1 rank. Dia > Dia2 > Dia3 > Dia4
*Common uses: Legion, Dynamis, VW. If you notice a rdm casts Dia 3 in vw you can throw a light shot on after, adds a bit more squishyness to the enemy for your DD's to rape it.
Dark Shot – Dark based dispel. Chance to dispel is based upon QD acc. (YES IT CAN MISS)
Increases the potency of Bio (Attack Down Effect +5% and DoT + 3 ) Upgrades Bio rank. Bio > Bio2 > Bio3 > Bio4
*Common uses: Legion, Dynamis, VW. If you notice a rdm or even a drk cast bio 2 or 3. throw a dark shot on instantly. The upgrade this gives it quite {pew}, +3/tick also lowering the attack further another 5%
Fire Shot – Fire based magic damage. Dmg based upon MAB
If used with the emp+2 boots, increases the damage of the next fire based magic WS or spell by 20% for the next 15 seconds. Increases the effect of Addle and Burn.
*Common uses: Legion, Dynamis, VW, Anywhere. Not only is it a near must to use this before Wildfire for more power, however if you are fighting a BotRex type enemy, or an enemy that is very strong with magic spells and you notice a whm cast addle follow it up with a quick fire shot.
Water Shot – Water based magic damage. Dmg based upon MAB
If used with the emp+2 boots, increases the damage of the next water based magic WS or spell by 20% for the next 15 seconds. Increases the effect of Poison, Poison II, Poisonga, Drown, Tidal Roar. Increases the duration of poison magics. Increases Tidal Roar by an additional 5%.
*Common uses: Legion. Smns use Tidal roar, follow up with this for an extra gimp enemy.
Thunder Shot – Lightning based magic damage. Dmg based upon MAB
If used with the emp+2 boots, increases the damage of the next thunder based magic WS or spell by 20% for the next 15 seconds. Increases the effects of Stun and Shock. Use this immediately after stun to increase the time stunned by 10%. Increases the duration of the Shock spell.
*Common uses: Dynamis, Legion. When my cor is allowed to be in alliance when killing ADL I will watch Jack and thunder shot the one she stuns instantly, for a tad longer on the stun.
Earth Shot – Earth based magic damage. Dmg based upon MAB
If used with the emp+2 boots, increases the damage of the next earth based magic WS or spell by 20% for the next 15 seconds. Increases the effect of Slow, Slow II, Hojo: Ichi, Hojo: Ni, Rasp. Increases the duration of Rasp. Increases the slow effect on Slow, Slow II, Hojo: Ichi, & Hojo: Ni by 10%.
*Common uses: Legion, VW. I personally only use this after a RDM throws Slow II on an enemy, however I should be watching for Hojo: Ni also. Slow 2 with full merits and full potency can give 27.35% slow. +10% from the earth shot. Remember QD bonuses don't give a *** about spell caps!! And now you have successfully made your enemy a useless slow pickle.
Wind Shot – Wind based magic damage. Dmg based upon MAB
If used with the emp+2 boots, increases the damage of the next wind based magic WS or spell by 20% for the next 15 seconds. Increases the effect of Acid Bolts, Silence, Gravity, Choke. Increases the duration of Choke. Increases the effect of Acid Bolts Defense Down by 5%. Increases the duration of Silence and Gravity by 10%.
*Common uses: Legion, VW, Dynamis. If you notice a THF or RNG use Acid bolts (seem to be dead @ 99 cap) throw this on after. I used to use it in dynamis back @ 75 cap if I was not pulling and came as corsair. Gives a nice bonus. Was also thinking a THF or RNG could sub COR now and get access to quick draw and Acid Bolt > Wind Shot self buff themselves? Not sure how effective that would be.
Ice Shot – Ice based magic damage. Dmg based upon MAB
If used with the emp+2 boots, increases the damage of the next ice based magic WS or spell by 20% for the next 15 seconds. Increases the effect of Paralyze, Paralyze II, Bind, Frost. Increases duration of Bind and Frost by 10%. Increases potency of Paralyze and Paralyze II by 10%.
*Common uses: Legion, VW, Anywhere. If you notice a RDM cast and land Paralyze II for the love of god throw an ice shot and watch as the enemy twitches in retardation as it is now useless.
Now that you know what the shots all can do, lets look at the use of Elemental Obi's and the Chatoyant Staff.
Korin Obi -- Lightsday/Light
Anrin Obi -- Darksday/Dark
Karin Obi-- Firesday/Fire
Hyorin Obi -- Iceday/Ice
Furin Obi -- Windsday/Wind
Dorin Obi -- Earthsday/Earth
Rairin Obi -- Lightningday/Lightning
Suirin Obi -- Watersday/Water
Gain Full Effect of Day/Weather Bonuses:
10% for magic of the day
10% for magic matching single weather
20% for magic matching single weather and day
25% for magic matching double weather
35% for magic matching double weather and day
Chatoyant Staff.-- All Days/Weather
Increases all elemental magic damage dealt by 15%.
Increases Magic Accuracy by 30.
Zodiac Ring-- Corresponding Day
Increases damage by 3% if the element matches the day's element.
As you can see these tools if use together under the correct condition can give your QD up to +50% damage. Also they add +30 acc to you light and dark shots. These do hog up inventory space yes, however if you are serious about corsair they are a must have, and just thank the great donut in the sky SE make the chatoyant staff.
2.Guns
Here is a part most people most look for... The guns!! :D If you don't have one. you suck and I hate you.
Armageddon
Great gun, Wildfire can do amazing damage because it is fire base, so basically it follows most the rules your quick shots will follow expect the fact, A. you have to be facing the enemy, and B MDT does effect damage.
Mollfrith
WoE wildfire gun. lvl 99.... If you get this I hate you so much. just go get armageddon, its easier to make and better in every way.
Aithon
has 3 final forms.
occ. atk. twice - can't see a huge use for this, A. you have triple shot and B. it has very low damage so your Last stands won't be very impressive. Overall it can be a good partner with requiscant if you have a nice sword.
occ. atk. 2-4 - Its a fun gun lots of tp quick, along with triple shot and quick draws. Again only real use I can think of is for getting TP so you can requiscant.
occ. double dmg. - Useless... This effect can't proc with your WS otherwise it would be great for Last Stand. no real point to this.
Erra
Your thinking the *** is an Erra.. It is the 99 form of an elemental trial gun. BAM
thats right I own a few and you should also! :D
STR11 Ratk22 - As you can probably imagine, great for Last Stand, however I found 1 gun that offers me more kick for my Last Stands, we will get to that in a bit. The str is nice, also is the ranged att.
AGI11 Racc22 - Also very nice for Last Stand, AGI is the mod and acc is always nice, don't want to miss that second shot, especially nice for legion if you are trying to hit a flying wyrm.
DEX11 Crit Rate 7 - If you prefer daggers > swords & guns. sure why not, evisceration can still do nice dmg if geared correctly.
CHR11 Mag Eva16 - PVP vs a BRD is the only real use I can think for this gun, however having it and being able to idle in it and be like... I have it cause... my cor > your cor. is always fun.
INT11 MAB11 - mmmmm INT is like yummy, also INT and MAB both will boost up your quick draws. If you are thinking why is INT yummy... go read something about a DRG or something.
VIT11 PDT-11 - PDT is nice, COR's don't get a whole lot of nice PDT gear options, this gun is nice. Also a very nice piece for Legion if you are running in towards your DD's and don't want to explode before your rolls go off.
MND11 MDB11 - MBD is nice, also is MND if you are super support in High profile events.
MP+100 Mag acc16 - Mp is nice if you are being just a support for events. Mag acc is also very nice.
Atatos
also 3 forms.
WS DMG + 10% - This is the gun I was talking about. As of this point, I can find no other gun corsair can use that will do better Last Stands. Very Very anoying to make, but 10% is just pffff yeap.
TP Bonus100 - I can only think of 1 use for this gun... Numbing Shot. Helps with the paralyze, follow up with ice shot to enhance it. possibly useful in pvp.
STP15 - stupid, kind of a waste of a gun, I can see the use possibly on a rng, but i'm not a rng so I don't want it. I hate you SE.
Death Penalty
This gun I have mixed feeling on. I want it just for Shiney factor +1, but I know getting this gun for anyone not just myself, will be a huge disappointment. The added dmg on quickdraws is very nice, but not worth the cost of 600M~ or so. I can see this gun doing HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE numbers in PVP yes. but if you are looking for a gun good vs cost this isn't it. You need to be very serious about corsair to get this.
Stoertebeker
Useless gun, drop it after you get it please. You arn't a corsair.
3.Melee
Mk so melee weapons. Basically you have 2 options here. Dagger (b+) or Sword (b-) both b's. I prefer using swords > daggers just for the fact that there are better options since SE hates corsairs and didn't put us on sword OR dagger trials, or i'd have near all of them.
Joyeuse is a very nice off hand sword because of its acc atk twice. lovely bit of extra tp.
Twilight Dagger is also very nice for off hand because of the add effects and also the Quad att +.
Main hand you will probably be looking at Sanus if you want to use swords or Lux/Coru if you like daggers.
9/10 times you will be using a ranged WS over a melee one anyhow so it is really just a matter of preference I would say. If you are fighting something that has a lot of PDT, Wildfire wins. Something with MDT Laststand wins. Req. is a nice ws vs PDT mobs if you arn't using armageddon.
4.Relic
Next I would like to go over the Relic gear and the Augs they all can offer.
Item
Item effect
Aug effect *
Commodore Tricorne
Occasionally supercharges rolls with bonuses usually only received if a specific job is in party, without the need for that job to be present.
Does not need to be worn during Double-up. Supercharged Phantom Roll effect will persist throughout the duration of the roll, unless you bust.
Does not increase the extra bonus received if the associated job is present in the party.
Does not apply to any rolls which lack a specific party bonus job (rolls learned after level 75).
*Adds 6 sec. per merit.
Commodore Frac
Increases success rate with one job ability waiting on recast.
Small chance to restore 3 job abilities with more than one job ability waiting on recast.
*Reduces the failure chance by 10% per merit.
Commodore Gants
-2% delay. ~
Has a random chance to erase 2 Phantom Rolls or Busts instead of 1.
This will occur 20% per merit.
Commodore Culottes
*Has a random chance to leave recast of Snake Eye at 0 sec.
*This will occur 4% per merit.
Commodore Bottes
*Gives one (invisible) re-roll if the initial roll is a 1 or 2.
*There is no animation for the re-roll.
*Has a 5.5% chance each for a 1 or 2 and a 22.2% chance each for a 3-6.