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		<title>EXP Party Guide - Paladin</title>
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		<summary type="html">&lt;p&gt;Txtoast: /* Other Tips and Considerations */&lt;/p&gt;
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&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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Welcome to &amp;quot;HOW TO PLD IN AN EXP PT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Know your Role===&lt;br /&gt;
In a nutshell, the Paladin is a supportive healer tank-  They wear heavy armor/use a shield, hold the enemy, take the hits, protect/heal themselves and their party members, and skillchain as appropriate.  Do not expect to be topping the damage charts as a paladin...that&#039;s for the party&#039;s damage dealers.  &lt;br /&gt;
&lt;br /&gt;
Your main job is to stabilize the party, hold the enemy as best you can, mitigate your incoming damage, and cure/cover the DDs when they do take aggro.  &lt;br /&gt;
*The DD frontline shouldn&#039;t have to sub NIN for higher DPS when partying with a Paladin &lt;br /&gt;
**At later levels (50+) also having a THF or someone with /THF subjob (60+ for Trick attack with /THF subjob) for additional hate control in your party if DD aren&#039;t subbing /NIN is a good idea too.  &lt;br /&gt;
&lt;br /&gt;
Having a PLD in your party along with a main healer also lessens the need of a support-role job in your group (compared to parties where there is no main tank with all frontline subbing /nin, having a support + healer would be a good idea).  You can consider mixing the support for another DPS: i.e. PLD, 3 DPS, puller, healer party line up.&lt;br /&gt;
&lt;br /&gt;
===Party Preparation===&lt;br /&gt;
As a Paladin you want to gear for defense and vitality.  Some basic sets of armor to look out for in your leveling process are: &lt;br /&gt;
&lt;br /&gt;
*Scale set (lvl 10)  &lt;br /&gt;
*Lizard set (lvl 17)  &lt;br /&gt;
*Beetle set (lvl 21)&lt;br /&gt;
*Chain set (lvl 24)  &lt;br /&gt;
*Eisenplatte set (lvl 29)&lt;br /&gt;
*Centurion/Royal Squire set (lvl 30) &lt;br /&gt;
*Silver set (lvl 36)&lt;br /&gt;
*Plate armor set (lvl 40)&lt;br /&gt;
*Royal Squire/Iron Musketeer set (lvl40)&lt;br /&gt;
*Alumine set (lvl 45)&lt;br /&gt;
*Mythril set (lvl 49)&lt;br /&gt;
*Royal Knight/Iron Musketeer set (lvl 50)&lt;br /&gt;
*Gallant (artifact armor) set (lvl 52-60)&lt;br /&gt;
*Darksteel set (lvl 65)&lt;br /&gt;
*Adaman Set (lvl 73)&lt;br /&gt;
&lt;br /&gt;
Shields are VERY important too.  More defense!  Aim for the &amp;quot;Kite&amp;quot; type shields.&lt;br /&gt;
&lt;br /&gt;
Consider equipping accuracy/dex accessories (neck/belt/rings/earrings) outside of your defense building gear.  Being able to hit the enemy generates hate plus gives you more TP gain for opening skillchains (more on that later).&lt;br /&gt;
&lt;br /&gt;
From the early levels, the best subjob to use for PLD is WAR.  It gives you provoke along with some extra VIT/defense/HP.  At the later levels you could consider subbing NIN.  &lt;br /&gt;
&lt;br /&gt;
Consider carrying both a sword and club as well.&lt;br /&gt;
&lt;br /&gt;
Consider leveling cooking to level 30+ before embarking on your Paladin journey.  Bring a pineapple/melon juice or yagudo drink making kit with you to your lower level parties.  Refresh is great.  In some later level parties you may not have a reliable refresh.  So be your own refresher.  &lt;br /&gt;
&lt;br /&gt;
Bring seafood.  You want to eat food that increases your defense.  At the later levels you can eat &#039;&#039;&#039;Ikra Gunkan&#039;&#039;&#039; for both defense and accuracy so you can do more damage, and open chains more often.&lt;br /&gt;
&lt;br /&gt;
Load up an addon that will allow you to see your party member&#039;s TP (HXUI/tparty).&lt;br /&gt;
&lt;br /&gt;
===The Hateful Healer===&lt;br /&gt;
Mage/backline healers try to keep from getting too much hate from their heals.  The paladin wants to do the opposite.  Curing is one of your main tools in grabbing and holding the enemy&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
Between provokes, topping yourself off with cure gives yourself extra enmity and keeps you ahead on the hate list compared to the other DDs in your party.&lt;br /&gt;
&lt;br /&gt;
When a DD/melee grabs the enemy&#039;s attention, starts taking hits, and your abilities are on cooldown, cure them to get some hate back.  This also helps the healer out, saving them some MP.&lt;br /&gt;
&lt;br /&gt;
Consider topping off melee with a cure or 2 after a battle if you have MP to spare.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Management&#039;&#039;&#039;&lt;br /&gt;
Keep an eye on your main healer&#039;s MP and casting.  It may be more efficient to save your MP and let the main healer cure you instead.  Consider you and the main healer balancing/sharing the same MP pool for healing yourself and the party.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s always a good idea to bring drinks and/or ethers to your exp parties for MP management.  You aren&#039;t going to be resting as much as a mage.&lt;br /&gt;
&lt;br /&gt;
At 25, PLD gets &#039;&#039;&#039;auto refresh&#039;&#039;&#039;.  A permanent 1 mp/tic.  Very good!&lt;br /&gt;
&lt;br /&gt;
At 45 you get &#039;&#039;&#039;Chivalry&#039;&#039;&#039;.  A 15 minute cooldown ability that converts your TP to MP.  You can save up to 3000 TP for more return.  Great for when you don&#039;t have a refresh in your party.  And great for when you do!  &lt;br /&gt;
&lt;br /&gt;
Also White Mages get &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, which is another MP dump ability (10 minute cooldown).  Tell your WHM to please save it for you and rotate devotion and chivalry.  Rotating chivalry and devotion nearly makes up for not having a refresher in your party, if you don&#039;t have one.  (Don&#039;t forget your juice making kit either!)&lt;br /&gt;
&lt;br /&gt;
White mages get &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This trait will double the potency and length of the next regen spell.  Ask the WHM to please save Divine Seal Regen for you as well.  It will allow you to easily sustain yourself while the WHM can rest a bit longer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From levels 50+ PLD and WHM can weave Chivalry, Devotion, and Divine Seal + Regen for MP management tools in exp parties.  You can do fine without a refresh by working with a WHM in exp parties.  Get another DPS instead of an extra support to defeat mobs faster!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red Mages get Refresh at level 41.  If you have a RDM main healer ask them for refresh if they aren&#039;t casting it on you.  &lt;br /&gt;
&lt;br /&gt;
Summoners get AoE refresh at 48.  &lt;br /&gt;
&lt;br /&gt;
Bards get ballad at 25 and ballad II at 50 for MP refresh.  If you have a BRD, make sure you stand by the mages so Ballad will hit you.&lt;br /&gt;
&lt;br /&gt;
===The Protector===&lt;br /&gt;
The Paladin protects their party:  They do their best to hold the enemy, take the hits, mitigate their incoming damage, and cure the DDs/themselves to keep the enemy&#039;s attention and limit the party&#039;s downtime.  Melee DD should not have to sub NIN for shadows when partying with a Paladin.  Melee subbing /WAR, /THF, /SAM, /DRG, etc. instead of /NIN will substantially increase the party&#039;s overall DPS.  &lt;br /&gt;
&lt;br /&gt;
Paladins have many tools to keep the enemy&#039;s attention, to get it back if they lose it, and to cover anybody that does take aggro:  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cures (lvl 5/17/30/55)&#039;&#039;&#039; - &#039;&#039;&#039;Your bread and butter&#039;&#039;&#039;.  Cure yourself.  Cure your DD during the fight and top them off a bit after the fight.  Curing yourself and your party mates does 3 thing 1)Keeps you/them alive, 2) Gives you hate 3) Helps your party&#039;s healer save mp.   &lt;br /&gt;
* &#039;&#039;&#039;Provoke (lvl 10 subbing WAR)&#039;&#039;&#039; - 30 second cooldown.  First thing you should do when the enemy is lured to the camp.  Use on cooldown but be mindful of saving it for the next pulled mob.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bash (lvl 15)&#039;&#039;&#039; - Does some decent damage.  Stuns the enemy.  Gives the paladin a moderate amount of hate.  Good to use when a party member gets hate.  5 minute cooldown.  &lt;br /&gt;
* &#039;&#039;&#039;Sentinel (lvl 30)&#039;&#039;&#039; - Gives the paladin A LOT of hate.  Also mitigates A LOT of physical damage.  5 minute cooldown...Same as DRK souleater and RNG barrage/other hate spiking DD cooldowns.  Save for the hate/damage spikes to get hate back.  Also good to use when the healer is resting/low on mp.  You&#039;ll take a lot less damage for some time, giving time for the healer to recover some extra mp.&lt;br /&gt;
* &#039;&#039;&#039;Berserk (lvl 30 subbing WAR)&#039;&#039;&#039; - Increases your attack and decreases your defense.  You can use this right before using a weaponskill for increased damage/aggro.  Not recommended to keep up afterwards.  5 minute cooldown. &lt;br /&gt;
* &#039;&#039;&#039;Cover (lvl 35)&#039;&#039;&#039; - Get in front of the melee DD and use it if they have the enemy&#039;s attention.  You&#039;ll take their hits for 15 seconds.  &#039;&#039;&#039;You need to be in between your party/alliance member and the enemy for this to work&#039;&#039;&#039;.  3 minute cooldown...good to use on a melee after they close a skillchain you opened for them.  Also good for backup if you are out of other abilities.&lt;br /&gt;
* &#039;&#039;&#039;Flash (lvl 37)&#039;&#039;&#039; - Now we&#039;re talking.  VERY HATEFUL TOWARDS THE ENEMY.  Flash + Provoke at the beginning of fights and you should be holding the enemy pretty well...unless your melee DD are crazy...(which isn&#039;t uncommon). Consider maybe &amp;quot;rotating&amp;quot; or &amp;quot;Spreading out&amp;quot; Flash and Provoke to maintain your hate at the top of the list in your parties depending on how crazy the DDs are.  45 second cooldown.   &lt;br /&gt;
*&#039;&#039;&#039;Enlight (lvl 40)&#039;&#039;&#039; - This spell not only gives you an increase in damage and accuracy but also gives you an enmity +10 buff.  Super good but very rare/expensive.  &lt;br /&gt;
*&#039;&#039;&#039;Defender (lvl 50 subbing WAR)&#039;&#039;&#039; - Increases your defense and reduces enmity loss when you are hit.  You lose out on some attack, but the less damage you take and enmity loss may make up for it.  &#039;&#039;&#039;Defender has the added effect of reducing the amount of enmity you lose when taking damage from the enemy.  (The general formula for losing hate towards an enemy is being damaged by them.) Defender also adds extra enmity to provoke.&#039;&#039;&#039;  May not be necessary depending on your party/gear.  If you&#039;re taking a lot of damage, or losing hate pretty easily, use it.  &lt;br /&gt;
* &#039;&#039;&#039;Rampart (lvl 62)&#039;&#039;&#039; - Another hate generating and damage mitigation tool (aoe mitigation for party members) .  5 min cooldown.  Combo with Sentinel/shield bash/flash if your DDs are crazy.  &lt;br /&gt;
* &#039;&#039;&#039;Warcry (lvl 70 WAR sub)&#039;&#039;&#039; Gives a moderate amount of hate towards you while giving yourself and your nearby party members an attack bonus.  5 minute cool down.  Great for a fail safe and/or using with berserk before a weaponskill.   &lt;br /&gt;
* &#039;&#039;&#039;Holy Circle (lvl 5)&#039;&#039;&#039; - This actually does generate a bit of enmity.  10 minute cooldown...use as a fail safe?  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a bit of an art in using all your available tools.  Consider combining abilities and/or spreading them out depending on how hateful your DDs are.  It really depends on your party setup/how geared they are.  Use an addon like recast or timers to keep track of when your abilities/spells are available again.&lt;br /&gt;
Don&#039;t panic if you lose hate and don&#039;t have other abilities available yet/on cooldown...it will happen.  Just go back to the basics and cure the DD to keep them alive/get hate back.  Your role in your party again is A) hold the enemy, then B) support/cure the DD that pulls hate, then C) open those skillchains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider macroing in gear that gives +Enmity when using the above abilities/spells.  It will boost the amount of hate you get from curing/shield bashing/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Opener===&lt;br /&gt;
Paladin&#039;s don&#039;t do great damage on their own...  But what they can do is set up a melee/SMN with opening skillchains for them to close. This also makes mages happy for more chains to magic burst on.  &lt;br /&gt;
&lt;br /&gt;
Paladins can consider the skillchain damage that the melee/SMN closes as their own (maybe even consider any magic burst damage from that chain, their own as well.  Can&#039;t burst without a chain, right?).  &lt;br /&gt;
&lt;br /&gt;
You can also close chains instead of opening but the chain damage won&#039;t be as much compared to a melee or SMN closing.  A skillchain&#039;s damage depends on the closing WS.  But if you have a BLM it might not matter much because the magic burst will do lots of damage anyway.&lt;br /&gt;
&lt;br /&gt;
You may need to save &#039;&#039;&#039;cover&#039;&#039;&#039; for the melee that closes the skillchain if it isn&#039;t a THF, /30THF+, or DRG.  Looking at you MNKs and DRKs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Lotus Blade&#039;&#039;&#039; opens Fusion.  Team up with a MNK WAR or SMN (Ifrit) for them to close it.  RLB also opens Gravitation.  Great for DRG (penta thrust) WAR, and SMN (Ifrit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Blade&#039;&#039;&#039; opens Reverberation, Liquefaction, and Detonation. MNKs WARs and DRKs will like it.  RNGs can close with slug/sidewinder but good luck getting hate after that... let&#039;s just say the enemy better be defeated soon after that happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seraph Blade&#039;&#039;&#039; opens &#039;&#039;&#039;Distortion&#039;&#039;&#039;!  Very good for THF, SAM, DRK, WAR(Rampage), BST, and SMN (Shiva).  Also opens detonation and reverberation.  &#039;&#039;&#039;Shining Strike&#039;&#039;&#039; with club also opens Distortion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorpal Blade&#039;&#039;&#039; is similar to shining blade but does a bit more damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Blade&#039;&#039;&#039; opens Fragmentation and Darkness.  THF DRK(Great sword) and MNK will love being able to close Frag.  SAM WAR and DRK can also close Darkness from Swift Blade.  Swift blade has also been era+ to do critical damage.  It would be a good idea to put together a &amp;quot;Swift Blade equipment set&amp;quot; to maximize your accuracy, attack, and STR when you use Swift Blade from level 66+ for high damage/enmity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Blade&#039;&#039;&#039; opens Light and Distortion!  Good for pretty much any other melee to close (except THF/dagger and MNK/H2H...sorry THF and MNK...)&lt;br /&gt;
&lt;br /&gt;
You can pretty much pick any melee and let them know you will open skillchains for them when you have TP.  The other 2 melee my pair up and chain with each other or solo DPS.  Sword is quite versatile in chains.  &#039;&#039;&#039;Do NOT however ask them to wait for your TP&#039;&#039;&#039;.  That will delay DPS/exp.  Save your TP and open for them when you have it.  More than likely you won&#039;t have TP to open for them everytime they have TP.  That&#039;s fine.&lt;br /&gt;
&lt;br /&gt;
MNK BST WAR(axe) and SMN are the jobs to look out for though for making Fusion (Holy MB!).  At the later levels THF WAR BST and DRK are good to work with too, opening Distortion and Fragmentation (using skull breaker with club).&lt;br /&gt;
*If partying with a BLM then there might be a need for your melee partner to save TP for a chain.  Especially if it&#039;s like a PLD, melee x3, BLM, Healer party setup (2 chains going on for the BLM to burst on). &lt;br /&gt;
*Some party line ups will have the more old-school/traditional setup with 2 melee and a BLM as the DDs, 1 healer (WHM RDM), 1 support (RDM BRD SMN), and a tank (you).  In that case the 2 melee are always going to chain with each other while the black mage bursts off of it.  See if you can 3 step with them when you have the TP.  Ideally you&#039;ll start the 3 step.  Or if the support is SMN, open fusion or distortion for them to close.  It&#039;s not the end of the world if you can&#039;t chain in that scenario though.  You can use WSs for hate.  &lt;br /&gt;
**Ideally though, you might want to suggest your group sway away from RDM+WHM backline unless your group can make fusion or light chains (WHM burst holy/banish, RDM bursting as well) or your group may suffer a bit in DPS/exp rate.&lt;br /&gt;
====The Closer (MB Holy)====&lt;br /&gt;
At level 55 you get [[Holy]].  It has been boosted on horizon to do extra damage.  If you really want to increase your DPS see if you can close [[Transfixion]] or [[Fusion]] with your sword.  Then you can [[Magic Burst]] Holy for a lot of damage.  Your friends are DRG for Penta Thrust, and SMN with Ifrit punch.&lt;br /&gt;
&lt;br /&gt;
You can also try and set up a party where your DPS can make Transfixion, Fusion, or Light chains for you to MB Holy off of.  Mnks using Raging Fists, and Drks using Vorpal Scythe or Power Slash are something to consider.&lt;br /&gt;
&lt;br /&gt;
Closing a skillchain outside of light element may be something to consider if your party has a BLM in it for magic bursting.&lt;br /&gt;
&lt;br /&gt;
===Dealing with the DPS&#039;s Enmity Management===&lt;br /&gt;
&#039;&#039;&#039;It is ultimately the DPS&#039;s responsibility to manage their own threat.  Just because a DPS can go all out does not mean that they should (Especially at the start of battle when the tank is establishing hate).  Timing is everything.  Or else a DPS is going to steal threat from the PLD, take damage, sap the healer&#039;s MP, and/or die.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some DPS have ways of managing their enmity.  If they pull hate, they can shed it without you having to do anything.  Other DPS have ways of managing other party members&#039; enmity levels.  &lt;br /&gt;
&lt;br /&gt;
Most DPS are encouraged to &amp;quot;go all out&amp;quot; when an exp mob is getting close to being defeated.  Usually the mob is defeated before they steal threat from the tank and/or start taking damage.  Some DPS can start to go all out when a mob has high HP if they can deal with the threat they take or defeat the mob before it becomes a problem (ex: DRK having stun, BLM having blink/stoneskin/stun, Melee DPS closing a skillchain.).&lt;br /&gt;
&lt;br /&gt;
Dragoons gain &#039;&#039;&#039;high jump&#039;&#039;&#039; and &#039;&#039;&#039;super jump&#039;&#039;&#039; at levels 35 and 55 respectively.  Both jumps shed hate.  Don&#039;t worry about them and waste a provoke or flash or something worse.&lt;br /&gt;
&lt;br /&gt;
Thieves are excellent party mates.  They gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039;, &#039;&#039;&#039;trick attack&#039;&#039;&#039;, and &#039;&#039;&#039;assassin&#039;&#039;&#039; at levels 15, 30, and 50 respectively.  Starting at 50 thieves will get behind you facing the mob and use &#039;&#039;&#039;trick attack&#039;&#039;&#039;.  The damage is guaranteed critical and the mob think you did it, tricking them into hating you more.  From levels 30 to 49 your group may set up a first voke so the thf can sata you.  At 45 thieves gain &#039;&#039;&#039;accomplice&#039;&#039;&#039; and &#039;&#039;&#039;collaborator&#039;&#039;&#039;.  These moves steal hate from their party mates and redirect it back to you.  They can help deal with 1 DPS while you focus on the others.  Having a thf makes it much easier on you to hold hate against the other DPS.  &lt;br /&gt;
&lt;br /&gt;
Starting at level 60 some jobs may sub /THF.  They will go behind you and TA WS so they give you their hate.&lt;br /&gt;
&lt;br /&gt;
Some jobs at 70+ may sub /DRG.  They can use high jump to shed hate.&lt;br /&gt;
&lt;br /&gt;
Although they don&#039;t really have to when partying with you, some jobs may sub /NIN at 24+ which gives them shadows.  If they pull threat let their shadows absorb some hits before trying to get hate back.  The absorbed damage saves the healer some mp and each shadow absorbed does reduce their enmity by a bit so it will be easier to try and grab hate from them after a few shadows are absorbed. &lt;br /&gt;
&lt;br /&gt;
Be on the lookout for WAR/SAMs, SAMs, RNGs, DRKs, and MNK/WARs.  These DPS can do tons of damage in quick succession and rarely have a way of shedding their hate for doing it.  Save your abilities to deal with them.  &lt;br /&gt;
&lt;br /&gt;
DRKs have &#039;&#039;&#039;drain&#039;&#039;&#039;, &#039;&#039;&#039;stun&#039;&#039;&#039;, and &#039;&#039;&#039;weapon bash&#039;&#039;&#039;.  Drain will fill up their hp so you may not need to cure them as much.  They typically stun after taking threat which may be good enough to delay the mob long enough before it&#039;s defeated.  DRKs may need your cures after using &#039;&#039;&#039;soul eater&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Club Vs Sword===&lt;br /&gt;
Clubs have been buffed on horizon.  And paladins have access to more clubs.  Also Starlight is now obtained at level 13 which is a WS that restores some mp.  Starlight is great for restoring mp in combat and not having to rest as much.&lt;br /&gt;
&lt;br /&gt;
Clubs aren&#039;t a bad choice to roll with instead of swords.  You get better mp management.  But they aren&#039;t as DPS as swords.  Clubs can also open a few skillchains though.  Notably Distortion with Shining Strike, and Fragmentation with Skull Breaker.  &lt;br /&gt;
&lt;br /&gt;
Clubs can&#039;t open Fusion though so there&#039;s that.  And using TP to restore mp instead of opening SCs may hinder your party&#039;s DPS.  Really it comes down to your preference and what race you are playing as for better mp management.  If you keep losing hate with club, try using a sword.  &lt;br /&gt;
&lt;br /&gt;
If your healer is RDM with refresh and/or you have a BRD, then MP management shouldn&#039;t be too bad with using a sword.  It might be better to use club with starlight if your main healer is WHM and there is no BRD or SMN in your party.  WHM can throw you devotion every 10 minutes.  It all really depends on the skill/gear/line up of the party.  And each party is different. Experiment to see what works better.&lt;br /&gt;
&lt;br /&gt;
===Other Tips and Considerations===&lt;br /&gt;
*[[Holy]] is your secret weapon for extra DPS.  It has been given a boost on Horizon to deal a lot more damage.&lt;br /&gt;
**Consider building a &amp;quot;Holy&amp;quot; armor set, MND+Magic Attack Bonus+Divine Skill&lt;br /&gt;
**When forming a party, try to get jobs that can create Transfixion, Fusion, or Light skillchains for you to MB Holy off of.  Drgs, Mnks, Drk&#039;s using Vorpal Scythe, SMNS using Ifrit are your friends.  At higher levels THFs SAMs RNGs, and Wars can work too for Light and Fusion. &lt;br /&gt;
*THFs can be great friends in exp parties.  They will pull, and they have the ability to give you extra hate towards mobs.  Especially from level 50+ when they get assassin.  &#039;&#039;&#039;PLD+THF can certainly allow the melee DPS in an exp party to sub something else other than /NIN to do even more DPS and be able to go all out without catching too much aggro.&#039;&#039;&#039;  &lt;br /&gt;
**Tip: If you already have a THF in your exp party, you don&#039;t really need a BRD.  Both are pullers.  PLD + THF or BRD + 3 DPS + Healer is a solid lineup.  You can even consider BLM as one of the 3 DPS that can also backup heal and crowd control (sleep/ga) in a pinch.&lt;br /&gt;
*In some parties you may not have a reliable refresh (BLM + WHM backline, no BRD, THF pulling).  Especially in the lower levels when jobs don&#039;t have mp restore abilities/spells yet.  Really consider leveling cooking to at least 30 to make drinks on the fly so you can keep up with mp.  Think of it as having tools as a Ninja. Refresh will give you less downtime, which means faster exp.  Pineapple, melon, and yagudo are all good drinks you can make with cooking 30/40/60.  Orange apple and grape juice aren&#039;t bad either (cooking 10/20/50 respectively).&lt;br /&gt;
*Consider building a DPS gear set (extra accuracy/strength/attack) and swapping it in via macros when using a weaponskill for increased damage and aggro towards you. (Ex: Haubergeon)  &lt;br /&gt;
*Time your aggro making.  If someone grabs aggro and the mob is almost dead it may not be worth it to spend a voke/flash/whatever on the mob.  Save it for the next mob.  Just cure instead as needed.&lt;br /&gt;
====Higher Levels/Merits====&lt;br /&gt;
*&#039;&#039;&#039;In the higher levels/merit parties you may want to consider subbing /NIN.  At higher levels/merit parties melee subbing /nin because of Utsu: Ni and Ichi shadows for damage mitigation is very common.&#039;&#039;&#039; However, pld/nin really only shines if all the other melee are subbing nin (except drgs). Look at the party list and/or talk to the party leader if you aren&#039;t sure what to sub.  &lt;br /&gt;
**Your main job will be to Flash the enemy for first aggro and then support/cure/cover the other DD when they do take aggro and start taking hits.  Don&#039;t expect to hold hate for too long.  But enemies should be going down fast enough before it&#039;s a problem (provided your DPS are bursting mobs down with skillchains/magic bursts).  Gear more towards accuracy/strength. Eat sushi or [[Ikra Gunkan]].  You lean more towards a support/healer/(light)DD and less as a tank. &#039;&#039;&#039;Swift Blade (lvl 65) has been boosted on Horizon to do critical damage for more DPS.  Consider building a Swift Blade WS gear set to macro in for even more DPS.  It can be strong.&#039;&#039;&#039;&lt;br /&gt;
**You can off hand shield or another sword for dual wield.  Either works.  You can&#039;t use shield bash without a shield though...so maybe macro one in at the cost of losing some TP.  But &#039;&#039;&#039;shields help with spell interruption as PLD (shield mastery).  Very helpful for recasting shadows.&#039;&#039;&#039;  &lt;br /&gt;
**&#039;&#039;&#039;Definitely consider having enlight at these higher levels to up your accuracy and DPS!&#039;&#039;&#039;  Don&#039;t forget to pick a melee and open chains for them, and make use of cover/sentinel/shield bash/rampart to grab aggro from time to time and support the other DD!&lt;br /&gt;
**&#039;&#039;&#039;In higher level/merit parties while subbing /nin, consider having at least 3 DPS (/nin if melees) + puller + healer + PLD/NIN.&#039;&#039;&#039;  Basically the healer and PLD are sharing their MP pools for keeping the party healthy.  The main healer should have an MP recovery ability/spell to give to the PLD/NIN.  Having too many supportive jobs in a party can reduce the speed at which your party is defeating enemies and cause more downtime.&lt;br /&gt;
*Pure DPS PLD/SAM armed with a high damage staff, [[Hasso]], and [[Holy]] is another strategy to consider for high level/merit parties.  Requires some endgame gear/gearsets and a tailored party set-up to be effective.  &lt;br /&gt;
*Alternatively, PLD/SAM using a staff and the WS [[Spirit Taker]] for MP can effectively be a high level party&#039;s main healer (taking the place of DRG/mage) provided they also have a refresh/ballad/drinks.   &lt;br /&gt;
-This guide was created by Grayson while leveling PLD and leveling with PLDs on Horizon.  It is considered a work-in-progress.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=118275</id>
		<title>EXP Party Guide - Paladin</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=118275"/>
		<updated>2026-02-23T22:47:59Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* The Closer (MB Holy) */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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Welcome to &amp;quot;HOW TO PLD IN AN EXP PT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Know your Role===&lt;br /&gt;
In a nutshell, the Paladin is a supportive healer tank-  They wear heavy armor/use a shield, hold the enemy, take the hits, protect/heal themselves and their party members, and skillchain as appropriate.  Do not expect to be topping the damage charts as a paladin...that&#039;s for the party&#039;s damage dealers.  &lt;br /&gt;
&lt;br /&gt;
Your main job is to stabilize the party, hold the enemy as best you can, mitigate your incoming damage, and cure/cover the DDs when they do take aggro.  &lt;br /&gt;
*The DD frontline shouldn&#039;t have to sub NIN for higher DPS when partying with a Paladin &lt;br /&gt;
**At later levels (50+) also having a THF or someone with /THF subjob (60+ for Trick attack with /THF subjob) for additional hate control in your party if DD aren&#039;t subbing /NIN is a good idea too.  &lt;br /&gt;
&lt;br /&gt;
Having a PLD in your party along with a main healer also lessens the need of a support-role job in your group (compared to parties where there is no main tank with all frontline subbing /nin, having a support + healer would be a good idea).  You can consider mixing the support for another DPS: i.e. PLD, 3 DPS, puller, healer party line up.&lt;br /&gt;
&lt;br /&gt;
===Party Preparation===&lt;br /&gt;
As a Paladin you want to gear for defense and vitality.  Some basic sets of armor to look out for in your leveling process are: &lt;br /&gt;
&lt;br /&gt;
*Scale set (lvl 10)  &lt;br /&gt;
*Lizard set (lvl 17)  &lt;br /&gt;
*Beetle set (lvl 21)&lt;br /&gt;
*Chain set (lvl 24)  &lt;br /&gt;
*Eisenplatte set (lvl 29)&lt;br /&gt;
*Centurion/Royal Squire set (lvl 30) &lt;br /&gt;
*Silver set (lvl 36)&lt;br /&gt;
*Plate armor set (lvl 40)&lt;br /&gt;
*Royal Squire/Iron Musketeer set (lvl40)&lt;br /&gt;
*Alumine set (lvl 45)&lt;br /&gt;
*Mythril set (lvl 49)&lt;br /&gt;
*Royal Knight/Iron Musketeer set (lvl 50)&lt;br /&gt;
*Gallant (artifact armor) set (lvl 52-60)&lt;br /&gt;
*Darksteel set (lvl 65)&lt;br /&gt;
*Adaman Set (lvl 73)&lt;br /&gt;
&lt;br /&gt;
Shields are VERY important too.  More defense!  Aim for the &amp;quot;Kite&amp;quot; type shields.&lt;br /&gt;
&lt;br /&gt;
Consider equipping accuracy/dex accessories (neck/belt/rings/earrings) outside of your defense building gear.  Being able to hit the enemy generates hate plus gives you more TP gain for opening skillchains (more on that later).&lt;br /&gt;
&lt;br /&gt;
From the early levels, the best subjob to use for PLD is WAR.  It gives you provoke along with some extra VIT/defense/HP.  At the later levels you could consider subbing NIN.  &lt;br /&gt;
&lt;br /&gt;
Consider carrying both a sword and club as well.&lt;br /&gt;
&lt;br /&gt;
Consider leveling cooking to level 30+ before embarking on your Paladin journey.  Bring a pineapple/melon juice or yagudo drink making kit with you to your lower level parties.  Refresh is great.  In some later level parties you may not have a reliable refresh.  So be your own refresher.  &lt;br /&gt;
&lt;br /&gt;
Bring seafood.  You want to eat food that increases your defense.  At the later levels you can eat &#039;&#039;&#039;Ikra Gunkan&#039;&#039;&#039; for both defense and accuracy so you can do more damage, and open chains more often.&lt;br /&gt;
&lt;br /&gt;
Load up an addon that will allow you to see your party member&#039;s TP (HXUI/tparty).&lt;br /&gt;
&lt;br /&gt;
===The Hateful Healer===&lt;br /&gt;
Mage/backline healers try to keep from getting too much hate from their heals.  The paladin wants to do the opposite.  Curing is one of your main tools in grabbing and holding the enemy&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
Between provokes, topping yourself off with cure gives yourself extra enmity and keeps you ahead on the hate list compared to the other DDs in your party.&lt;br /&gt;
&lt;br /&gt;
When a DD/melee grabs the enemy&#039;s attention, starts taking hits, and your abilities are on cooldown, cure them to get some hate back.  This also helps the healer out, saving them some MP.&lt;br /&gt;
&lt;br /&gt;
Consider topping off melee with a cure or 2 after a battle if you have MP to spare.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Management&#039;&#039;&#039;&lt;br /&gt;
Keep an eye on your main healer&#039;s MP and casting.  It may be more efficient to save your MP and let the main healer cure you instead.  Consider you and the main healer balancing/sharing the same MP pool for healing yourself and the party.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s always a good idea to bring drinks and/or ethers to your exp parties for MP management.  You aren&#039;t going to be resting as much as a mage.&lt;br /&gt;
&lt;br /&gt;
At 25, PLD gets &#039;&#039;&#039;auto refresh&#039;&#039;&#039;.  A permanent 1 mp/tic.  Very good!&lt;br /&gt;
&lt;br /&gt;
At 45 you get &#039;&#039;&#039;Chivalry&#039;&#039;&#039;.  A 15 minute cooldown ability that converts your TP to MP.  You can save up to 3000 TP for more return.  Great for when you don&#039;t have a refresh in your party.  And great for when you do!  &lt;br /&gt;
&lt;br /&gt;
Also White Mages get &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, which is another MP dump ability (10 minute cooldown).  Tell your WHM to please save it for you and rotate devotion and chivalry.  Rotating chivalry and devotion nearly makes up for not having a refresher in your party, if you don&#039;t have one.  (Don&#039;t forget your juice making kit either!)&lt;br /&gt;
&lt;br /&gt;
White mages get &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This trait will double the potency and length of the next regen spell.  Ask the WHM to please save Divine Seal Regen for you as well.  It will allow you to easily sustain yourself while the WHM can rest a bit longer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From levels 50+ PLD and WHM can weave Chivalry, Devotion, and Divine Seal + Regen for MP management tools in exp parties.  You can do fine without a refresh by working with a WHM in exp parties.  Get another DPS instead of an extra support to defeat mobs faster!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red Mages get Refresh at level 41.  If you have a RDM main healer ask them for refresh if they aren&#039;t casting it on you.  &lt;br /&gt;
&lt;br /&gt;
Summoners get AoE refresh at 48.  &lt;br /&gt;
&lt;br /&gt;
Bards get ballad at 25 and ballad II at 50 for MP refresh.  If you have a BRD, make sure you stand by the mages so Ballad will hit you.&lt;br /&gt;
&lt;br /&gt;
===The Protector===&lt;br /&gt;
The Paladin protects their party:  They do their best to hold the enemy, take the hits, mitigate their incoming damage, and cure the DDs/themselves to keep the enemy&#039;s attention and limit the party&#039;s downtime.  Melee DD should not have to sub NIN for shadows when partying with a Paladin.  Melee subbing /WAR, /THF, /SAM, /DRG, etc. instead of /NIN will substantially increase the party&#039;s overall DPS.  &lt;br /&gt;
&lt;br /&gt;
Paladins have many tools to keep the enemy&#039;s attention, to get it back if they lose it, and to cover anybody that does take aggro:  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cures (lvl 5/17/30/55)&#039;&#039;&#039; - &#039;&#039;&#039;Your bread and butter&#039;&#039;&#039;.  Cure yourself.  Cure your DD during the fight and top them off a bit after the fight.  Curing yourself and your party mates does 3 thing 1)Keeps you/them alive, 2) Gives you hate 3) Helps your party&#039;s healer save mp.   &lt;br /&gt;
* &#039;&#039;&#039;Provoke (lvl 10 subbing WAR)&#039;&#039;&#039; - 30 second cooldown.  First thing you should do when the enemy is lured to the camp.  Use on cooldown but be mindful of saving it for the next pulled mob.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bash (lvl 15)&#039;&#039;&#039; - Does some decent damage.  Stuns the enemy.  Gives the paladin a moderate amount of hate.  Good to use when a party member gets hate.  5 minute cooldown.  &lt;br /&gt;
* &#039;&#039;&#039;Sentinel (lvl 30)&#039;&#039;&#039; - Gives the paladin A LOT of hate.  Also mitigates A LOT of physical damage.  5 minute cooldown...Same as DRK souleater and RNG barrage/other hate spiking DD cooldowns.  Save for the hate/damage spikes to get hate back.  Also good to use when the healer is resting/low on mp.  You&#039;ll take a lot less damage for some time, giving time for the healer to recover some extra mp.&lt;br /&gt;
* &#039;&#039;&#039;Berserk (lvl 30 subbing WAR)&#039;&#039;&#039; - Increases your attack and decreases your defense.  You can use this right before using a weaponskill for increased damage/aggro.  Not recommended to keep up afterwards.  5 minute cooldown. &lt;br /&gt;
* &#039;&#039;&#039;Cover (lvl 35)&#039;&#039;&#039; - Get in front of the melee DD and use it if they have the enemy&#039;s attention.  You&#039;ll take their hits for 15 seconds.  &#039;&#039;&#039;You need to be in between your party/alliance member and the enemy for this to work&#039;&#039;&#039;.  3 minute cooldown...good to use on a melee after they close a skillchain you opened for them.  Also good for backup if you are out of other abilities.&lt;br /&gt;
* &#039;&#039;&#039;Flash (lvl 37)&#039;&#039;&#039; - Now we&#039;re talking.  VERY HATEFUL TOWARDS THE ENEMY.  Flash + Provoke at the beginning of fights and you should be holding the enemy pretty well...unless your melee DD are crazy...(which isn&#039;t uncommon). Consider maybe &amp;quot;rotating&amp;quot; or &amp;quot;Spreading out&amp;quot; Flash and Provoke to maintain your hate at the top of the list in your parties depending on how crazy the DDs are.  45 second cooldown.   &lt;br /&gt;
*&#039;&#039;&#039;Enlight (lvl 40)&#039;&#039;&#039; - This spell not only gives you an increase in damage and accuracy but also gives you an enmity +10 buff.  Super good but very rare/expensive.  &lt;br /&gt;
*&#039;&#039;&#039;Defender (lvl 50 subbing WAR)&#039;&#039;&#039; - Increases your defense and reduces enmity loss when you are hit.  You lose out on some attack, but the less damage you take and enmity loss may make up for it.  &#039;&#039;&#039;Defender has the added effect of reducing the amount of enmity you lose when taking damage from the enemy.  (The general formula for losing hate towards an enemy is being damaged by them.) Defender also adds extra enmity to provoke.&#039;&#039;&#039;  May not be necessary depending on your party/gear.  If you&#039;re taking a lot of damage, or losing hate pretty easily, use it.  &lt;br /&gt;
* &#039;&#039;&#039;Rampart (lvl 62)&#039;&#039;&#039; - Another hate generating and damage mitigation tool (aoe mitigation for party members) .  5 min cooldown.  Combo with Sentinel/shield bash/flash if your DDs are crazy.  &lt;br /&gt;
* &#039;&#039;&#039;Warcry (lvl 70 WAR sub)&#039;&#039;&#039; Gives a moderate amount of hate towards you while giving yourself and your nearby party members an attack bonus.  5 minute cool down.  Great for a fail safe and/or using with berserk before a weaponskill.   &lt;br /&gt;
* &#039;&#039;&#039;Holy Circle (lvl 5)&#039;&#039;&#039; - This actually does generate a bit of enmity.  10 minute cooldown...use as a fail safe?  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a bit of an art in using all your available tools.  Consider combining abilities and/or spreading them out depending on how hateful your DDs are.  It really depends on your party setup/how geared they are.  Use an addon like recast or timers to keep track of when your abilities/spells are available again.&lt;br /&gt;
Don&#039;t panic if you lose hate and don&#039;t have other abilities available yet/on cooldown...it will happen.  Just go back to the basics and cure the DD to keep them alive/get hate back.  Your role in your party again is A) hold the enemy, then B) support/cure the DD that pulls hate, then C) open those skillchains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider macroing in gear that gives +Enmity when using the above abilities/spells.  It will boost the amount of hate you get from curing/shield bashing/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Opener===&lt;br /&gt;
Paladin&#039;s don&#039;t do great damage on their own...  But what they can do is set up a melee/SMN with opening skillchains for them to close. This also makes mages happy for more chains to magic burst on.  &lt;br /&gt;
&lt;br /&gt;
Paladins can consider the skillchain damage that the melee/SMN closes as their own (maybe even consider any magic burst damage from that chain, their own as well.  Can&#039;t burst without a chain, right?).  &lt;br /&gt;
&lt;br /&gt;
You can also close chains instead of opening but the chain damage won&#039;t be as much compared to a melee or SMN closing.  A skillchain&#039;s damage depends on the closing WS.  But if you have a BLM it might not matter much because the magic burst will do lots of damage anyway.&lt;br /&gt;
&lt;br /&gt;
You may need to save &#039;&#039;&#039;cover&#039;&#039;&#039; for the melee that closes the skillchain if it isn&#039;t a THF, /30THF+, or DRG.  Looking at you MNKs and DRKs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Lotus Blade&#039;&#039;&#039; opens Fusion.  Team up with a MNK WAR or SMN (Ifrit) for them to close it.  RLB also opens Gravitation.  Great for DRG (penta thrust) WAR, and SMN (Ifrit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Blade&#039;&#039;&#039; opens Reverberation, Liquefaction, and Detonation. MNKs WARs and DRKs will like it.  RNGs can close with slug/sidewinder but good luck getting hate after that... let&#039;s just say the enemy better be defeated soon after that happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seraph Blade&#039;&#039;&#039; opens &#039;&#039;&#039;Distortion&#039;&#039;&#039;!  Very good for THF, SAM, DRK, WAR(Rampage), BST, and SMN (Shiva).  Also opens detonation and reverberation.  &#039;&#039;&#039;Shining Strike&#039;&#039;&#039; with club also opens Distortion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorpal Blade&#039;&#039;&#039; is similar to shining blade but does a bit more damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Blade&#039;&#039;&#039; opens Fragmentation and Darkness.  THF DRK(Great sword) and MNK will love being able to close Frag.  SAM WAR and DRK can also close Darkness from Swift Blade.  Swift blade has also been era+ to do critical damage.  It would be a good idea to put together a &amp;quot;Swift Blade equipment set&amp;quot; to maximize your accuracy, attack, and STR when you use Swift Blade from level 66+ for high damage/enmity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Blade&#039;&#039;&#039; opens Light and Distortion!  Good for pretty much any other melee to close (except THF/dagger and MNK/H2H...sorry THF and MNK...)&lt;br /&gt;
&lt;br /&gt;
You can pretty much pick any melee and let them know you will open skillchains for them when you have TP.  The other 2 melee my pair up and chain with each other or solo DPS.  Sword is quite versatile in chains.  &#039;&#039;&#039;Do NOT however ask them to wait for your TP&#039;&#039;&#039;.  That will delay DPS/exp.  Save your TP and open for them when you have it.  More than likely you won&#039;t have TP to open for them everytime they have TP.  That&#039;s fine.&lt;br /&gt;
&lt;br /&gt;
MNK BST WAR(axe) and SMN are the jobs to look out for though for making Fusion (Holy MB!).  At the later levels THF WAR BST and DRK are good to work with too, opening Distortion and Fragmentation (using skull breaker with club).&lt;br /&gt;
*If partying with a BLM then there might be a need for your melee partner to save TP for a chain.  Especially if it&#039;s like a PLD, melee x3, BLM, Healer party setup (2 chains going on for the BLM to burst on). &lt;br /&gt;
*Some party line ups will have the more old-school/traditional setup with 2 melee and a BLM as the DDs, 1 healer (WHM RDM), 1 support (RDM BRD SMN), and a tank (you).  In that case the 2 melee are always going to chain with each other while the black mage bursts off of it.  See if you can 3 step with them when you have the TP.  Ideally you&#039;ll start the 3 step.  Or if the support is SMN, open fusion or distortion for them to close.  It&#039;s not the end of the world if you can&#039;t chain in that scenario though.  You can use WSs for hate.  &lt;br /&gt;
**Ideally though, you might want to suggest your group sway away from RDM+WHM backline unless your group can make fusion or light chains (WHM burst holy/banish, RDM bursting as well) or your group may suffer a bit in DPS/exp rate.&lt;br /&gt;
====The Closer (MB Holy)====&lt;br /&gt;
At level 55 you get [[Holy]].  It has been boosted on horizon to do extra damage.  If you really want to increase your DPS see if you can close [[Transfixion]] or [[Fusion]] with your sword.  Then you can [[Magic Burst]] Holy for a lot of damage.  Your friends are DRG for Penta Thrust, and SMN with Ifrit punch.&lt;br /&gt;
&lt;br /&gt;
You can also try and set up a party where your DPS can make Transfixion, Fusion, or Light chains for you to MB Holy off of.  Mnks using Raging Fists, and Drks using Vorpal Scythe or Power Slash are something to consider.&lt;br /&gt;
&lt;br /&gt;
Closing a skillchain outside of light element may be something to consider if your party has a BLM in it for magic bursting.&lt;br /&gt;
&lt;br /&gt;
===Dealing with the DPS&#039;s Enmity Management===&lt;br /&gt;
&#039;&#039;&#039;It is ultimately the DPS&#039;s responsibility to manage their own threat.  Just because a DPS can go all out does not mean that they should (Especially at the start of battle when the tank is establishing hate).  Timing is everything.  Or else a DPS is going to steal threat from the PLD, take damage, sap the healer&#039;s MP, and/or die.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some DPS have ways of managing their enmity.  If they pull hate, they can shed it without you having to do anything.  Other DPS have ways of managing other party members&#039; enmity levels.  &lt;br /&gt;
&lt;br /&gt;
Most DPS are encouraged to &amp;quot;go all out&amp;quot; when an exp mob is getting close to being defeated.  Usually the mob is defeated before they steal threat from the tank and/or start taking damage.  Some DPS can start to go all out when a mob has high HP if they can deal with the threat they take or defeat the mob before it becomes a problem (ex: DRK having stun, BLM having blink/stoneskin/stun, Melee DPS closing a skillchain.).&lt;br /&gt;
&lt;br /&gt;
Dragoons gain &#039;&#039;&#039;high jump&#039;&#039;&#039; and &#039;&#039;&#039;super jump&#039;&#039;&#039; at levels 35 and 55 respectively.  Both jumps shed hate.  Don&#039;t worry about them and waste a provoke or flash or something worse.&lt;br /&gt;
&lt;br /&gt;
Thieves are excellent party mates.  They gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039;, &#039;&#039;&#039;trick attack&#039;&#039;&#039;, and &#039;&#039;&#039;assassin&#039;&#039;&#039; at levels 15, 30, and 50 respectively.  Starting at 50 thieves will get behind you facing the mob and use &#039;&#039;&#039;trick attack&#039;&#039;&#039;.  The damage is guaranteed critical and the mob think you did it, tricking them into hating you more.  From levels 30 to 49 your group may set up a first voke so the thf can sata you.  At 45 thieves gain &#039;&#039;&#039;accomplice&#039;&#039;&#039; and &#039;&#039;&#039;collaborator&#039;&#039;&#039;.  These moves steal hate from their party mates and redirect it back to you.  They can help deal with 1 DPS while you focus on the others.  Having a thf makes it much easier on you to hold hate against the other DPS.  &lt;br /&gt;
&lt;br /&gt;
Starting at level 60 some jobs may sub /THF.  They will go behind you and TA WS so they give you their hate.&lt;br /&gt;
&lt;br /&gt;
Some jobs at 70+ may sub /DRG.  They can use high jump to shed hate.&lt;br /&gt;
&lt;br /&gt;
Although they don&#039;t really have to when partying with you, some jobs may sub /NIN at 24+ which gives them shadows.  If they pull threat let their shadows absorb some hits before trying to get hate back.  The absorbed damage saves the healer some mp and each shadow absorbed does reduce their enmity by a bit so it will be easier to try and grab hate from them after a few shadows are absorbed. &lt;br /&gt;
&lt;br /&gt;
Be on the lookout for WAR/SAMs, SAMs, RNGs, DRKs, and MNK/WARs.  These DPS can do tons of damage in quick succession and rarely have a way of shedding their hate for doing it.  Save your abilities to deal with them.  &lt;br /&gt;
&lt;br /&gt;
DRKs have &#039;&#039;&#039;drain&#039;&#039;&#039;, &#039;&#039;&#039;stun&#039;&#039;&#039;, and &#039;&#039;&#039;weapon bash&#039;&#039;&#039;.  Drain will fill up their hp so you may not need to cure them as much.  They typically stun after taking threat which may be good enough to delay the mob long enough before it&#039;s defeated.  DRKs may need your cures after using &#039;&#039;&#039;soul eater&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Club Vs Sword===&lt;br /&gt;
Clubs have been buffed on horizon.  And paladins have access to more clubs.  Also Starlight is now obtained at level 13 which is a WS that restores some mp.  Starlight is great for restoring mp in combat and not having to rest as much.&lt;br /&gt;
&lt;br /&gt;
Clubs aren&#039;t a bad choice to roll with instead of swords.  You get better mp management.  But they aren&#039;t as DPS as swords.  Clubs can also open a few skillchains though.  Notably Distortion with Shining Strike, and Fragmentation with Skull Breaker.  &lt;br /&gt;
&lt;br /&gt;
Clubs can&#039;t open Fusion though so there&#039;s that.  And using TP to restore mp instead of opening SCs may hinder your party&#039;s DPS.  Really it comes down to your preference and what race you are playing as for better mp management.  If you keep losing hate with club, try using a sword.  &lt;br /&gt;
&lt;br /&gt;
If your healer is RDM with refresh and/or you have a BRD, then MP management shouldn&#039;t be too bad with using a sword.  It might be better to use club with starlight if your main healer is WHM and there is no BRD or SMN in your party.  WHM can throw you devotion every 10 minutes.  It all really depends on the skill/gear/line up of the party.  And each party is different. Experiment to see what works better.&lt;br /&gt;
&lt;br /&gt;
===Other Tips and Considerations===&lt;br /&gt;
*[[Holy]] is your secret weapon for extra DPS.  It has been given a boost on Horizon to deal a lot more damage.&lt;br /&gt;
**Consider building a &amp;quot;Holy&amp;quot; armor set, MND+Magic Attack Bonus+Divine Skill&lt;br /&gt;
**When forming a party, try to get jobs that can create Transfixion, Fusion, or Light skillchains for you to MB Holy off of.  Drgs, Mnks, Drk&#039;s using Vorpal Scythe, SMNS using Ifrit are your friends.  At higher levels THFs SAMs RNGs, and Wars can work too for Light and Fusion. &lt;br /&gt;
*THFs can be great friends in exp parties.  They will pull, and they have the ability to give you extra hate towards mobs.  Especially from level 50+ when they get assassin.  &#039;&#039;&#039;PLD+THF can certainly allow the melee DPS in an exp party to sub something else other than /NIN to do even more DPS and be able to go all out without catching too much aggro.&#039;&#039;&#039;  &lt;br /&gt;
**Tip: If you already have a THF in your exp party, you don&#039;t really need a BRD.  Both are pullers.  PLD + THF or BRD + 3 DPS + Healer is a solid lineup.  You can even consider BLM as one of the 3 DPS that can also backup heal and crowd control (sleep/ga) in a pinch.&lt;br /&gt;
*In some parties you may not have a reliable refresh (BLM + WHM backline, no BRD, THF pulling).  Especially in the lower levels when jobs don&#039;t have mp restore abilities/spells yet.  Really consider leveling cooking to at least 30 to make drinks on the fly so you can keep up with mp.  Think of it as having tools as a Ninja. Refresh will give you less downtime, which means faster exp.  Pineapple, melon, and yagudo are all good drinks you can make with cooking 30/40/60.  Orange apple and grape juice aren&#039;t bad either (cooking 10/20/50 respectively).&lt;br /&gt;
*Consider building a DPS gear set (extra accuracy/strength/attack) and swapping it in via macros when using a weaponskill for increased damage and aggro towards you. (Ex: Haubergeon)  &lt;br /&gt;
*Time your aggro making.  If someone grabs aggro and the mob is almost dead it may not be worth it to spend a voke/flash/whatever on the mob.  Save it for the next mob.  Just cure instead as needed.&lt;br /&gt;
*&#039;&#039;&#039;In the higher levels/merit parties you may want to consider subbing /NIN.  At higher levels/merit parties most all melee subs /nin because of Utsu: Ni and Ichi shadows for damage mitigation.&#039;&#039;&#039; However, pld/nin really only shines if all the other melee are subbing nin, except drgs. Look at the party list and/or talk to the party leader if you aren&#039;t sure what to sub.  Your main job will be to Flash the enemy for first aggro and then support/cure/cover the other DD when they do take aggro and start taking hits.  Don&#039;t expect to hold hate for too long.  But enemies should be going down fast enough before it&#039;s a problem.  Gear more towards accuracy/strength. Eat sushi or ikra.  You lean more towards a support/healer/(light)DD and less as a tank. &#039;&#039;&#039;Swift Blade (lvl 65) has been boosted on Horizon to do critical damage for more DPS.  Consider building a Swift Blade WS gear set to macro in for even more DPS.  It can be strong.&#039;&#039;&#039;&lt;br /&gt;
**You can off hand shield or another sword for dual wield.  Either works.  You can&#039;t use shield bash without a shield though...so maybe macro one in at the cost of losing some TP.  But &#039;&#039;&#039;shields help with spell interruption as PLD (shield mastery).  Very helpful for recasting shadows.&#039;&#039;&#039;  &lt;br /&gt;
**&#039;&#039;&#039;Definitely consider having enlight at these higher levels to up your accuracy and DPS!&#039;&#039;&#039;  Don&#039;t forget to pick a melee and open chains for them, and make use of cover/sentinel/shield bash/rampart to grab aggro from time to time and support the other DD!&lt;br /&gt;
**&#039;&#039;&#039;In higher level/merit parties while subbing /nin, consider having at least 3 DPS (/nin if melees) + puller + healer + PLD/NIN.&#039;&#039;&#039;  Basically the healer and PLD are sharing their MP pools for keeping the party healthy.  The main healer should have an MP recovery ability/spell to give to the PLD/NIN.  Having too many supportive jobs in a party can reduce the speed at which your party is defeating enemies and cause more downtime.&lt;br /&gt;
&lt;br /&gt;
*Pure DPS PLD/SAM using a high damage staff with [[Hasso]], and [[Holy]] for MB on Light Skillchains is another strategy to consider for high level/merit parties.  Requires some gear/gearsets and a tailored party set-up to be effective.  &lt;br /&gt;
&lt;br /&gt;
-This guide was created by Grayson while leveling PLD and leveling with PLDs on Horizon.  It is considered a work-in-progress.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118271</id>
		<title>EXP Camps</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118271"/>
		<updated>2026-02-23T17:06:58Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Level 60-75 */ update on b tree camps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;New Horizon specific camps are marked with {{Changes }}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
*These camps are all aimed at standard 6 member [[Party|parties]]. &lt;br /&gt;
*Consider targeting lower level mobs (no higher than 8 levels above your party) with a non-standard party setup.&lt;br /&gt;
*If your party has a strong line-up, eats food, and is coordinated with [[Skillchains]]/[[Magic Burst]]s, you can target a higher level camp. &lt;br /&gt;
*Monsters on Horizon may have levels that differ from that of retail, be wary when using exp camp guides outside of this wiki as they may not be the same level. &lt;br /&gt;
*Starting at level 50 adventures will gain an experience point bonus by simply having the [[Signet]] buff, up to a total of 10%, in conquest (Vanilla/RoZ/CoP) areas {{Changes }}. &lt;br /&gt;
*Starting at level 50, adventurers will gain a 5% experience point bonus for defeating foes in conquest regions that their nation does not control while having [[Signet]]{{Changes }}. Consider camping in regions that your nation doesn&#039;t control for maximum experience point gains!&lt;br /&gt;
&lt;br /&gt;
== Camps - Verify if viable ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 &lt;br /&gt;
| [[Lufaise Meadows]]&lt;br /&gt;
| &lt;br /&gt;
* Lake&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Brawler]], [[Orcish Beastrider]], [[Orcish Nightraider]], [[Orcish Impaler]] (35-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Thunder Elemental]] danger.&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Beaucedine Glacier]] &lt;br /&gt;
| &lt;br /&gt;
* Via [[Ranguemont Pass]]: ({{Location Tooltip|area=Beaucedine Glacier|pos=G-9|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas&#039;s Tiger]] (33-35)&lt;br /&gt;
* [[Goblin Furrier]], [[Goblin Pathfinder]], [[Goblin Smithy]], [[Goblin Shaman]] (35-38)&lt;br /&gt;
* [[Tundra Tiger]] (34-37)&lt;br /&gt;
| &lt;br /&gt;
* Mages must sub [[WHM]].&lt;br /&gt;
* Mobs in area that detect magic.&lt;br /&gt;
* The ({{Location Tooltip|area=Beaucedine Glacier|pos=H-9}}) camp is a mostly a roaming camp loaded with [[:Category:Tigers|tigers]]&lt;br /&gt;
* Bring someone to kill all other mobs except for the [[BST]] Gigas (will load a pet that is the same level as the [[Tundra Tiger]] but with a fourth of the HP).&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Castle Oztroja]] &lt;br /&gt;
| &lt;br /&gt;
* Behind Trap Door.&lt;br /&gt;
|&lt;br /&gt;
* [[Yagudo Drummer]] (33-37)&lt;br /&gt;
* [[Yagudo Oracle]] (34-38)&lt;br /&gt;
* [[Yagudo Interrogator]] (35-39)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Layout of zone favors a moving party.&lt;br /&gt;
|-&lt;br /&gt;
|41-44 &lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=L-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ogrefly]]&lt;br /&gt;
* [[Master Coeurl]]&lt;br /&gt;
|&lt;br /&gt;
* Supports one party.&lt;br /&gt;
* [[WHM]] is required.&lt;br /&gt;
* Mages must sub [[WHM]]. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 10-20 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|10-15&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Beetle&#039;s Burrow (Through Lily Tower) ({{Location Tooltip|area=Inner Horutoto Ruins|map=Beetle&#039;s Burrow|pos=F-10|pos 2=F-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beady Beetle]] (12-16)&lt;br /&gt;
* [[Bat Battalion]] (12-15)&lt;br /&gt;
* [[Goblin Ambusher]]&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (14-18)&lt;br /&gt;
|&lt;br /&gt;
* Enter via [[East Sarutabaruta]] ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}), Lily Tower. Access Beetle&#039;s Burrow through hidden doors at either ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-8}}) or ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-9}})&lt;br /&gt;
* Be aware of mobs aggroing by sight and sound on the way to camp.&lt;br /&gt;
* [[Beady Beetle|Beetles]] and [[Bat Battalion|Bats]] don&#039;t aggro but do link via sight and sound respectively.  &lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|[[Carpenters&#039; Landing]] via [[Northern San d&#039;Oria]] Wooden Shutter entrance   &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Digger Wasp]] (14-17)&lt;br /&gt;
* [[Beady Beetle]] (15-17)&lt;br /&gt;
* [[Orcish Grunt]]&lt;br /&gt;
* [[Orcish Neckchopper]]&lt;br /&gt;
* [[Orcish Stonechucker]] (16-18)&lt;br /&gt;
* [[Poison Funguar]] (17-19)&lt;br /&gt;
* [[Flytrap]] (20-22)&lt;br /&gt;
| &lt;br /&gt;
* Wooden Shutter is at [[Northern San d&#039;Oria]] ({{Location Tooltip|area=Northern San d&#039;Oria|pos=F-5}})&lt;br /&gt;
* [[Poison Funguar|Funguars]] can [[Poison]], [[Blind]], [[Paralysis|Paralyze]], and [[Silence]].&lt;br /&gt;
* [[Flytrap]] uses [[Soporific]], a small range [[Area of Effect|AoE]] [[Sleep (Status Effect)|Sleep]] and potent [[Paralyze (Status Effect)|Paralyze]] ability.&lt;br /&gt;
* Can support multiple parties and different level ranges. &lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=D-7|pos 2=E-6|pos 3=E-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=K-9|pos 2=L-9|pos 3=L-10}})&lt;br /&gt;
| &lt;br /&gt;
* [[Hill Lizard]] (15-19)&lt;br /&gt;
|&lt;br /&gt;
* Welcome to the dunes.&lt;br /&gt;
* [[Baleful Gaze]] [[Petrification|Petrifies]] the target it&#039;s looking at. Turn to avoid!&lt;br /&gt;
* Level 11 parties take care when pulling level 18-19 [[Hill Lizard|Lizards]].&lt;br /&gt;
* Multiple camps, can support multiple parties.&lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Buburimu Peninsula]]                 &lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Buburimu Peninsula|pos=E-7}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sylvestre]] (15-18),&lt;br /&gt;
* [[Mighty Rarab]] (15-18)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Try to avoid pulling mobs that are 7+ levels above your party.&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=F-3|map=Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Blood Bunny|Blood Bunnies]] (17-19)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Can either sit in place or run up and down the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=I-8}})&lt;br /&gt;
| &lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Canyon Wasp]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Cactus Grub]] (19-20)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Added mobs with higher level range}} [[Killer Bee]] (15-20) &lt;br /&gt;
* [[Goblin Tinkerer]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Not too far from [[Kolshushu]] [[Outpost Teleportation|Outpost]] or [[Teleport-Mea]].&lt;br /&gt;
* [[Killer Bee]]s seem to use Pollen more often than other [[Bee]]s.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Konschtat Highlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=I-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) &lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Yellow Jacket]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}}) Camp has a [[Goblin Digger]] that can extend chains. &lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) Camp has [[Poltergeist]]s (18-20) that can extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=La Theine Plateau|pos=H-11|pos 2=I-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-18) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Plateau Hare]] (19-20) &lt;br /&gt;
|&lt;br /&gt;
* [[Plateau Hare|Hares]] link.&lt;br /&gt;
* [[Plateau Hare|Hares]] should not be fought until at least level 13.&lt;br /&gt;
* 1 Orc spawn can also be used to fill chains. &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* Pond ({{Location Tooltip|area=La Theine Plateau|pos=K-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Snapper]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=G-3|map= Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stink Bats]] (15-18)&lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* [[Stink Bats|Bats]] link via sound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Maze Maker]] (18-21)&lt;br /&gt;
* [[Stink Bats]] (15-17)&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (16-17)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* West Forest ({{Location Tooltip|area=Valkurm Dunes|pos=F-7}})&lt;br /&gt;
* Whitebone Sands ({{Location Tooltip|area=Valkurm Dunes|pos=F-9}})&lt;br /&gt;
* Oasis ({{Location Tooltip|area=Valkurm Dunes|pos=I-7}})&lt;br /&gt;
* Siren Sands ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
* North Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-6}})&lt;br /&gt;
* South Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-8}})&lt;br /&gt;
*(H-7) NW of OP corner&lt;br /&gt;
|&lt;br /&gt;
* [[Night Bats]] (12-15)&lt;br /&gt;
* [[Star Bat]] (17-20)&lt;br /&gt;
* [[Snipper]] (18-22)&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Damselfly|Flies]] &amp;amp; [[Snipper]]s are primary targets. &lt;br /&gt;
* Can throw in [[Brutal Sheep|Sheep]] and [[Star Bat|Bats]] at night to keep chains going.&lt;br /&gt;
* [[Damselfly]] can [[Poison]], and use [[Cursed Sphere]], a damaging [[Area of Effect|AoE]] TP move. &lt;br /&gt;
* [[Brutal Sheep]] can use [[Sheep Song]], which is an [[Area of Effect|AoE]] [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cape Coney]] (20-21)&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cactus Bee]] (20-22)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Supports up to 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Magic Gate of Horutoto ({{Location Tooltip|area=Inner Horutoto Ruins|pos=E-10|map=Beetle&#039;s Burrow}})&lt;br /&gt;
|&lt;br /&gt;
* [[Battle Bat]] (17-19)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (20-23)&lt;br /&gt;
| &lt;br /&gt;
* Enter via {{Location|East Sarutabaruta|J-7}}.&lt;br /&gt;
* Mobs near camp aggro sight/sound.&lt;br /&gt;
* [[Goblin Leecher]]s are casters. &lt;br /&gt;
* Careful of links - [[Battle Bat|Bats]] link by sound, and [[:Category:Goblins|Goblins]] link by sight. &lt;br /&gt;
* All of the mobs are aggressive.&lt;br /&gt;
* Could support 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=H-7|map=Map 1}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hognosed Bat]] (17-19)&lt;br /&gt;
* [[Fly Agaric]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sound and Sight aggro near camp.&lt;br /&gt;
* [[Hognosed Bat|Bats]] link via sound.&lt;br /&gt;
* [[Fly Agaric]]s have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Cliff Side ({{Location Tooltip|area=Valkurm Dunes|pos=G-8}})&lt;br /&gt;
* Signpost ({{Location Tooltip|area=Valkurm Dunes|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
* [[Brutal Sheep|Sheep]] use [[Sheep Song]], an AoE sleep TP attack. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=J-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Norvallen]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* 6 spawns, 1 [[Stag Beetle|Beetle]] is around the corner, a little Southwest.&lt;br /&gt;
* [[Stag Beetle|Beetle]]s have defense and evasion boosting TP abilities.&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=H-11|pos 2=H-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] &lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
* [[Forest Tiger]] (22-24)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* [[Forest Tiger|Tigers]] have a strong [[Paralyze]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Dangruf Wadi]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=G-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=H-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leeecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]]s are casters.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|pos 2=F-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=G-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=I-8}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-6|pos 2=J-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bull Dhalmel]] (20-23)&lt;br /&gt;
* [[Zu]] (20-23)&lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-25)&lt;br /&gt;
| &lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets in front of them.&lt;br /&gt;
* Be wary of linking.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gadfly]] (18-21)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Derfland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Marsh Funguar|Funguars]] link by sound.&lt;br /&gt;
* [[Marsh Funguar]] have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21),&lt;br /&gt;
* [[Hill Lizard]] (19-22)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Aragoneu]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* 2 [[:Category:Goblins|Goblins]] around which may prove too much for a level 15/16 group.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=F-8|pos 2=F-9|pos 3=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-24)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}). &lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* [[Marsh Funguar|Funguars]] use [[Paralyze (Status Effect)|Paralyze]], [[Blind (Status Effect)|Blind]], [[Poison (Status Effect)|Poison]] and [[Silence (Status Effect)|Silence]] TP abilities.&lt;br /&gt;
* [[Marsh Funguar|Funguar]] aggro and link via sound. &lt;br /&gt;
* [[Stag Beetle|Beetles]] link via sight. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=K-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]]&lt;br /&gt;
* [[Snipper]] (17-20)&lt;br /&gt;
* [[Gadfly]] (18-21) &lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Camp right at the outpost.&lt;br /&gt;
* [[Defland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets infront of them.&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=F-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawlers]]&lt;br /&gt;
* [[Leeches]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Water Elemental]] can sometimes spawn in the back.&lt;br /&gt;
* [[Marsh Funguar]]s spawn in the road leading to the area, possibly extending this camp to Level 19 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|[[Korroloka Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Western Tunnel ({{Location Tooltip|area=Korroloka Tunnel|map=Map 2|pos=D-8|pos 2=D-9|pos 3=E-9}})&lt;br /&gt;
* Eastern Tunnel({{Location Tooltip|area=Korroloka Tunnel|map=Map 1|pos=L-6|pos 2=L-7|pos 3=M-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Worm]] (20-25)&lt;br /&gt;
* [[Seeker Bats]] (22-26)&lt;br /&gt;
|&lt;br /&gt;
* Worms cast lots of spells, including [[Area of Effect|AoE]] spells.&lt;br /&gt;
* Ideal for a ranged attack burn style party. &lt;br /&gt;
* [[Seeker Bats|Bats]] take extra damage from piercing weapons.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Goblin Camp ({{Location Tooltip|area=Valkurm Dunes|pos=E-7|pos 2=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]]&lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* Watch out for sight-based links.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
| &lt;br /&gt;
* By Spine at ({{Location Tooltip|area=Meriphataud Mountains|pos=D-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-25)&lt;br /&gt;
* [[Couerl]] (22-26)&lt;br /&gt;
* [[Boggart]] (25-27)&lt;br /&gt;
|&lt;br /&gt;
* Close to [[Aragoneu]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* [[Paralyna]] and [[Silena]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hill Lizard]] (23-25)&lt;br /&gt;
* [[Moon Bat]] (23-26)&lt;br /&gt;
* [[Midnight Wings]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from Aragoneu OP. &lt;br /&gt;
* Mobs located on both N and S sides of the fort.  &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=F-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Dung Beetle]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Further down, past the [[Fly Agaric]]s. &lt;br /&gt;
* Sight and Sound aggro on the way to camp. &lt;br /&gt;
* [[Dung Beetle|Beetles]] link via sight.   &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=H-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Vorpal Bunny]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* Spore Hollow ({{Location Tooltip|area=Jugner Forest|pos=K-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Jugner Funguar]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}}) camp is reached from the South. &lt;br /&gt;
* [[Jugner Funguar|Funguars]] link by sound. &lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach/Gustav Zone ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=E-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (20-23)&lt;br /&gt;
* [[Beach Pugil]] (23-26)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro near camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=G-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Clipper]] (24-26)&lt;br /&gt;
* [[Poison Leech]] (24-27)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Buburimu Peninsula]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]], [[Goblin Leecher]], [[Goblin Mugger]]  (21-25)&lt;br /&gt;
*{{changes|Horizon custom mob}} [[Cape Dhalmel]]s (24-26) &lt;br /&gt;
|&lt;br /&gt;
* [[Cape Dhalmel]]s and [[Bull Dhalmels]] (20-23) will link, [[Bind]] or [[Sleep]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Maze of Shakhrami|map= Map 2|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Carnivorous Crawler]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Tahrongi Canyon]] ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 8 [[Carnivorous Crawler|Crawlers]], 10 if you roam into the Eastern tunnel. &lt;br /&gt;
|-&lt;br /&gt;
|17-20 &lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=H-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (18-23)&lt;br /&gt;
* [[Poison Leech]] (21-25)&lt;br /&gt;
* [[Shoal Pugil]] (24-28)&lt;br /&gt;
|&lt;br /&gt;
* Watch for [[Bogy]] spawns at night. Both beaches have safe places to camp outside of blood aggro range.  &lt;br /&gt;
* Start on [[Snipper]]s at Level 17. Can start mixing [[Shoal Pugil|Pugils]] in at 18.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18-20&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
| &lt;br /&gt;
* Rose Tower, [[Three Mage Gate]] ({{Location Tooltip|area=Inner Horutoto Ruins|map= Rose Tower 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Boggart]] (23-26)&lt;br /&gt;
| &lt;br /&gt;
* Enter via ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}) in [[East Sarutabaruta]], Lily Tower.&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Castle Oztroja]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Castle Oztroja|map=Map 1|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bastion Bats]] (18-21)&lt;br /&gt;
* [[Yagudo Persecutor]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Beadeaux]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Beadeaux|map=Map 1|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] (20-23)&lt;br /&gt;
* [[Old Quadav]] (22-26)&lt;br /&gt;
* [[Copper Quadav]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
| &lt;br /&gt;
* Circle around Ice Pond for ({{Location Tooltip|area=Qufim Island|pos=H-7}}) camp.&lt;br /&gt;
* At night, [[Banshee]]s spawn at Ice Pond so you will need to camp in a tunnel and pull [[Clippers]] to you. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=I-7|pos 3=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6|pos 2=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Dark Bats]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
* [[Glow Bat]] (28-29)&lt;br /&gt;
|&lt;br /&gt;
* Potentially supports 2 parties at opposite ends of the cliff. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-4}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon custom mob}} [[Migrant Hawker]] (24-27) &lt;br /&gt;
* {{changes|Horizon custom mob}}  [[Dust Lizard]] (26-28)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Aragoneu]] [[Outpost Teleportation|Outpost]].  &lt;br /&gt;
* 3 camps/supports 3 parties. &lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Center Landing Docks ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-25)&lt;br /&gt;
* [[Fosse Pugil]] (22-24)&lt;br /&gt;
* [[Forest Tiger]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Davoi]]&lt;br /&gt;
|&lt;br /&gt;
* Main Entrance ({{Location Tooltip|area=Davoi|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (22-28)&lt;br /&gt;
|&lt;br /&gt;
* [[Bats]] that pop at night aggro via sound.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Yughott Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-6}})&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* All orcs link by sight, be careful.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 20-30 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|20-22&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* Between Fences at ({{Location Tooltip|area=Rolanberry Fields|pos=F-7}})&lt;br /&gt;
* Shack at ({{Location Tooltip|area=Rolanberry Fields|pos=F-11}}) &lt;br /&gt;
* Stone Wall/Signpost at ({{Location Tooltip|area=Rolanberry Fields|pos=H-12}}) &lt;br /&gt;
* Crates at ({{Location Tooltip|area=Rolanberry Fields|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Berry Grub]] (25-28)&lt;br /&gt;
|  &lt;br /&gt;
* [[Quadav]] and [[Ochu]] aggro sound. &lt;br /&gt;
* Can fill in with [[Bats]] at night.&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Waterfall/PLD ??? ({{Location Tooltip|area=Ordelle&#039;s Caves|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Shrieker]] (25-27)&lt;br /&gt;
* [[Clipper]] (26-29)&lt;br /&gt;
* [[Goliath Beetle]] (29-31)&lt;br /&gt;
|&lt;br /&gt;
* Enter through [[La Theine Plateau]] at ({{Location Tooltip|area=La Theine Plateau|pos=H-7}}).&lt;br /&gt;
* Sight and sound aggro near camp.&lt;br /&gt;
* [[Clipper]]s link by sound. &lt;br /&gt;
* [[Will-o&#039;-the-Wisp|Bomb]] nearby.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|21-23&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* Zone to [[Meriphataud Mountains|Meriphataud]], ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]] (26-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Mugger]] (26-29)&lt;br /&gt;
|&lt;br /&gt;
* Southwest part of the zone is littered with [[:Category:Goblins|Goblins]] and [[Bats]]. &lt;br /&gt;
* Beware of links. &lt;br /&gt;
* Beware of [[Rock Golem]] (magic sensitive and will destroy your party).&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|21-24&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* Beyond the door ({{Location Tooltip|area=Ranguemont Pass|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (26-30)&lt;br /&gt;
|&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* Be careful of [[Ooze]].&lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Camp at either end of the caves ({{Location Tooltip|area=Carpenters&#039; Landing|pos=I-11|pos 2=I-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (27-30)&lt;br /&gt;
* [[Shreiker]] (28-31)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] zone entrance, ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Quick walk from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro en route to camp.&lt;br /&gt;
* [[Shrieker]]s are sound aggro/[[Diving Beetle|Beetles]] link by sight.   &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Lower Delkfutt&#039;s Tower]]&lt;br /&gt;
| &lt;br /&gt;
* Northwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-7}})&lt;br /&gt;
* Southwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-10}})&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=H-10}}) &lt;br /&gt;
* Northeast Area ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-27)&lt;br /&gt;
* [[Ancient Bat]]s (27-29)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (27-30)&lt;br /&gt;
* [[Giant Gatekeeper]]&lt;br /&gt;
* [[Giant Guard]]&lt;br /&gt;
* [[Giant Lobber]]&lt;br /&gt;
* [[Giant Sentry]] (28-30)&lt;br /&gt;
|&lt;br /&gt;
* Be careful of aggro if not using entrance camp.&lt;br /&gt;
* [[Giant Lobber]]s hurt. Pull with caution.&lt;br /&gt;
|-&lt;br /&gt;
| 22-26 &lt;br /&gt;
|| [[Maze of Shakhrami]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Maze of Shakhrami|pos=L-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]]s (26-29)&lt;br /&gt;
* [[Caterchipillar]] (30-31)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (31-34) &lt;br /&gt;
|&lt;br /&gt;
* [[Buburimu Peninsula|Buburimu]] Side/[[Outpost Teleportation|Outpost]].  Enter at ({{Location Tooltip|area=Buburimu Peninsula|pos=F-6}}). &lt;br /&gt;
* Lower level parties focus on [[Ancient Bat|Bats]] and  [[Caterchipillar|Crawlers]].  &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Pugil]] (28-30)&lt;br /&gt;
* [[Giant Ascetic]]&lt;br /&gt;
* [[Giant Hunter]]&lt;br /&gt;
* [[Giant Ranger]]&lt;br /&gt;
* [[Giant Trapper]] (28-31)&lt;br /&gt;
* [[Acrophies]] (32-33)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Popular exp zone,&#039;&#039;&#039; area can get overcrowded and you may need to find alternative camps.&lt;br /&gt;
* Take care with [[Thunder Elemental]] spawn at ({{Location Tooltip|area=Qufim Island|pos=F-8}}) during thunder weather.&lt;br /&gt;
* Supports 3 parties.   &lt;br /&gt;
* Be careful with Gigas (Giants), they hit quite hard, especially Gigas Hunter (the RNG-type that throws rocks).&lt;br /&gt;
|-&lt;br /&gt;
|23-27&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ridge Lizard]] {{Changes }} (29-31)&lt;br /&gt;
* [[Puma]] {{Changes }} (29-33)&lt;br /&gt;
* [[Drooling Hound]] {{Changes }} (31-35)&lt;br /&gt;
| &lt;br /&gt;
* Not a a bad walk from [[Outpost Teleportation|Outpost]] or [[Crag of Mea]].&lt;br /&gt;
* Can be done at level 23 if going slow between pulls, at level 25, [[Drooling Hound]]s can enter rotation. EXP tapers during level 26 but can still produce 8-10k exp/hr &#039;&#039;without&#039;&#039; rings because kills go quickly. Easy chain 5&#039;s with a solid party. &lt;br /&gt;
* [[Puma]] inflicts [[Paralysis]] (Blaster) and [[Silence]] (Chaotic Eye.) Chaotic Eye is a very quick cast, so be careful.&lt;br /&gt;
* [[Ridge Lizard|Lizard&#039;s]] Blockhead TP move can hit non-tanks for very high numbers (200+ dmg.) Be careful about pulling too much enmity!&lt;br /&gt;
* Beware [[Drooling Hound]] (31-33) at night, it has [[Area of Effect|AoE]] [[Disease]].&lt;br /&gt;
* Supports 2 parties, 1 at each coordinate.&lt;br /&gt;
|-&lt;br /&gt;
|24-26&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Hecteyes]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* ~12 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sight and Sound aggro en route to camp.&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}}) has about 8 [[Stirge]] spawns along the tunnel.  May need to roam a bit. &lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sauromugue Skink]] (28-32)&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Yagudo Interrogator]]&lt;br /&gt;
* [[Yagudo Oracle]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (26-36)&lt;br /&gt;
|&lt;br /&gt;
* Camp at fallen pillar/crumbling wall or outside of fort.&lt;br /&gt;
* Mob density a bit scarce. [[Yagudo]] have a large level range.&lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Logs near Dock ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Spinous Pugil]] (29-31)&lt;br /&gt;
* [[Sabretooth Tiger]] (29-32)&lt;br /&gt;
* [[Birdtrap]] (29-33)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] entrance at ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] aggro/link by sight, [[Birdtrap]]s don&#039;t aggro or link. [[Spinous Pugil|Pugils]] aggro by sound. &lt;br /&gt;
* [[Birdtrap|Traps]] [[Area of Effect|AoE]] [[Sleep]], Single-Target [[Paralysis|paralyze]].&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] [[Area of Effect|AoE]] [[Paralysis|paralyze]]. &lt;br /&gt;
* Be mindful of big [[Sabretooth Tiger|Tiger]] crits. &lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6|pos 2=G-6|pos 3=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yuhtunga Mandragora]] (30-33)&lt;br /&gt;
|&lt;br /&gt;
* Beware patrolling [[Goblin Smithy]].&lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=F-8|pos 2=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Tabar Beak]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* Supports maybe 2 parties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Camp on hill by bonfire [[:Category:Yagudo|Yagudo]] camp.  &lt;br /&gt;
* Beware of links.&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] have large level range.&lt;br /&gt;
|-&lt;br /&gt;
|26-28&lt;br /&gt;
|[[Ranguemont Pass]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=E-6|pos 2=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Smithy]] {{Changes }} (32-36)&lt;br /&gt;
|&lt;br /&gt;
* ~11.5 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]]&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 4 [[:Category:Goblins|Goblin]] spawns (Era+) with 3-4 [[Stirge]] spawns in the same open area and connecting caves.&lt;br /&gt;
* May be able to extend camp to level 28 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=J-7|pos 2=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ivory Lizard]] (32-35)&lt;br /&gt;
* [[Jungle Coeurl]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Take Chocobo from [[Kazham]] to ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6}}) and drop down. Then after emerging from the tunnel after the drop, go down ramp when you see the [[Overgrown Rose]] ([[Morbol]]), into another tunnel. Camp at the edge of the cliff overlooking the Volcano.&lt;br /&gt;
* Start with [[Ivory Lizard|Lizards]] at level 26.  Mix in [[Jungle Couerl|Coeurls]] at level 28+.&lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* Docks ({{Location Tooltip|area=Bibiki Bay|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Start on [[Eft]]s.  &lt;br /&gt;
* [[Eft]]s link via sound.  &lt;br /&gt;
* Move to [[Raven]]s around level 29.&lt;br /&gt;
* [[Raven]]s link via sight.  &lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Jacket]] (33-37)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;BEE LOG&#039;&#039;&#039;.  Camp inside the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
| 27-30 &lt;br /&gt;
|| [[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=H-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Flesh Eater]] (35-37)&lt;br /&gt;
* [[Hecteyes]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Both mobs are casters.&lt;br /&gt;
* [[Hecteyes]] are weak to all elemental damage except for dark. They are also resistant to blunt.&lt;br /&gt;
|-&lt;br /&gt;
| 27-29 &lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-13}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Servingman]]&lt;br /&gt;
* [[Goblin Craftsman]]&lt;br /&gt;
* [[Goblin Gutterman]]&lt;br /&gt;
* [[Goblin Hammerman]]&lt;br /&gt;
* [[Goblin Leadman]]&lt;br /&gt;
* [[Moblin Chapman]]&lt;br /&gt;
* [[Moblin Pickman]]&lt;br /&gt;
* [[Moblin Ragman]]&lt;br /&gt;
* [[Moblin Witchman]]&lt;br /&gt;
* [[Stirge]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from [[Crag of Dem]].  &lt;br /&gt;
* Careful of sight aggro en route to camp. &lt;br /&gt;
* Take care not to link - especially with ranged mobs. Can get very dangerous very quickly.&lt;br /&gt;
* [[Earth Elemental]] danger at ({{Location Tooltip|area=Oldton Movalpolos|pos=E-4}}) camp. &lt;br /&gt;
* &lt;br /&gt;
* Drops gil and craft materials.&lt;br /&gt;
|-&lt;br /&gt;
|27-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Yuhtunga Jungle|pos=G-11}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Young Opo-Opo]] (34-36)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Smithy]] (32-37)&lt;br /&gt;
|&lt;br /&gt;
* Beware of holes when pulling. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=J-11}}), ({{Location Tooltip|area=Misareaux Coast|pos=K-11}}) coast&lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=L-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Champaign Coeurl]] (35-37)&lt;br /&gt;
* [[Diving Beetle]] (35-37)&lt;br /&gt;
* [[Midnight Wings]] (35-37)&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] (36-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Champaign Coeurl|Coeurls]] [[Silence]] and [[Paralysis|Paralyze]] using TP moves.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-7|pos 2=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Mandragora]] (35-37)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28-32&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
* [[Orcs]] (35-39)&lt;br /&gt;
|&lt;br /&gt;
* Lower level parties beware of orcs. &lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=F-11|pos 2=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Creek Sahagin]]&lt;br /&gt;
* [[River Sahagin]] &lt;br /&gt;
* [[Stream Sahagin]] (34-38)&lt;br /&gt;
* [[Makara]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Close to the zone exit for [[Sea Serpent Grotto]].&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]]s (34-38) {{changes|adjusted level range 34-38 instead of 36-38}}&lt;br /&gt;
|&lt;br /&gt;
* The weapons on Horizon here spawn as low as 34 (retail was 36). &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Batallia Downs|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (31-36)&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 5 spawns.  Pull [[:Category:Goblins|Goblins]] by the coast to fill in. &lt;br /&gt;
* Not a bad alternate camp if Sauromugue is taken and party members don&#039;t have [[Outpost Teleportation|Outpost Warps]], [[Kazham Airship Pass]], or [[Telepoint]]s.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 4 spawns. If you sit at the end of the spine, you can pull weapons from both sides.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay|pos=H-6|pos 2=H-7|pos 3=I-6|pos 4=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]] &lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Marine Dhalmel]] (34-37)&lt;br /&gt;
* [[Island Rarab]] (34-38)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Dhalmels can [[Silence]]. &lt;br /&gt;
* The whole area supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 30-40 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Bibiki Bay - Purgonorgo Isle]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(Everywhere)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Jagil]] (35-38) &lt;br /&gt;
* [[Coastal Opo-opo]] (36-39)&lt;br /&gt;
* [[Toucan]] (38-40)&lt;br /&gt;
* [[Kraken]] (37-40)&lt;br /&gt;
* [[Alraune]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Take the [[Manaclipper]] (need [[Manaclipper Ticket]] or [[Manaclipper multi-ticket]]: 80gil for 1 ride, 500gil for 10, sold on pier).&lt;br /&gt;
* Possible [[Notorious Monster|NM]] on [[Manaclipper]]. Careful. &lt;br /&gt;
* [[Clot]]s are infrequent but can be taken care of. &lt;br /&gt;
* Don&#039;t touch the [[Urganite]]. &lt;br /&gt;
* Island can support probably 8 parties.&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos= I-9|pos 2=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gallinipper]] (36-39)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (37-39)&lt;br /&gt;
* [[Tracer Antlion]] (38-40)&lt;br /&gt;
|&lt;br /&gt;
* Be aware of Sound aggro on the way to camp.&lt;br /&gt;
* Cross the first bridge. Camp against the wall.  Beware of doom scorpions.&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Sea Serpent Grotto]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Hallway, First Map: ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lake Sahagin]]&lt;br /&gt;
* [[Pond Sahagin]]&lt;br /&gt;
* [[Spring Sahagin]] &lt;br /&gt;
* [[Undead Bats]] (36-39)&lt;br /&gt;
* [[Ironshell]] (37-40)&lt;br /&gt;
| &lt;br /&gt;
* Be aware of sound aggro.    &lt;br /&gt;
* Camp in hallway in front of the ornamental door. &lt;br /&gt;
* Sahagin link via sound.  &lt;br /&gt;
* Beware [[Undead Bats|Bats]] that pop in back of the hallway (don&#039;t aggro but will link with other bats).&lt;br /&gt;
* Supports 1 party.  Lots of mobs but long repop timer.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Eastern Altepa Desert]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert|pos=H-6}}) &lt;br /&gt;
* ({{Location Tooltip| area=Eastern Altepa Desert| pos=I-6&lt;br /&gt;
}}) &lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert| pos=J-7&lt;br /&gt;
}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sand Beetle]] (36-40){{changes}}&lt;br /&gt;
* [[Desert Dhalmel]] (38-41){{changes}}&lt;br /&gt;
|&lt;br /&gt;
* Several sight/sound aggro mobs near camp.&lt;br /&gt;
* Supports 3 parties, 1 at each location.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=E-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|32-34&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Wasp]] (37-40)&lt;br /&gt;
* [[Goblin Pathfinder]] (35-39)&lt;br /&gt;
* [[Goblin Reaper]] (41-45)&lt;br /&gt;
* [[Young Opo-Opo]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Camp on top of bridge or in top tunnel ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). &lt;br /&gt;
* Watch out for links.&lt;br /&gt;
* Supports 1 party at ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). 2 parties at ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}}), camp up top, either side.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|34-36&lt;br /&gt;
|[[The Eldieme Necropolis]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance 4: ({{Location Tooltip|area=The Eldieme Necropolis|map=Map 2|pos=F-8|pos 2=F-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Gazer]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Batallia Downs]] ({{Location Tooltip|area=Batallia Downs|pos=G-8}})&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=G-7|pos 2=G-8}})&lt;br /&gt;
* Front of Banishing Gate 1: ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=I-7|pos 2=I-8|pos 3=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Siege Bat]] (40-43)&lt;br /&gt;
* [[Borer Beetle]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* [[Borer Beetles|Beetles]] sight aggro, bats link, beetles will be difficult at 34. &lt;br /&gt;
* [[Borer Beetles|Beetles]] can inflict Strength Down and Evasion Down.&lt;br /&gt;
* Sufficient mobs for at least 3 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigantobugard]] (40-43)&lt;br /&gt;
* [[Orcs]] (41-44)&lt;br /&gt;
* [[Gigas]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
* Need to have CoP Promies cleared to access.&lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}})&lt;br /&gt;
* Outpost ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=H-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=I-9}})&lt;br /&gt;
* Hidden path ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lesser Gaylas]] (39-42)&lt;br /&gt;
* [[Goobbue Gardener]] (40-43)&lt;br /&gt;
* [[Ogrefly]] (41-44) &lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (42-46)&lt;br /&gt;
|&lt;br /&gt;
* Level 36+ parties recommended at Outpost and ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}}) camp for Goblins.&lt;br /&gt;
* [[Goobbue Gardener|Goobbue]]s have an [[Area of Effect|AoE]] [[Silence]] TP move. Be careful fighting them.  &lt;br /&gt;
* Supports many parties. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=I-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=K-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (40-44)&lt;br /&gt;
* [[Death Jacket]] (40-42)&lt;br /&gt;
* [[Maze Lizard]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler|Crawlers]] can use a Defense Up TP move.&lt;br /&gt;
* Many total spawns, easily supports 2+ parties. &lt;br /&gt;
|-&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=L-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=M-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Spider]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Spiders use AoE slow frequently. Bring a WHM for erase or a party composition that doesn&#039;t care about slow (ranger burn?)&lt;br /&gt;
* Also a popular spot for solo farmers to farm spider webs&lt;br /&gt;
|-&lt;br /&gt;
| 35-38&lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=J-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Bondman]] &lt;br /&gt;
* [[Goblin Doorman]]&lt;br /&gt;
* [[Goblin Oilman]]&lt;br /&gt;
* [[Goblin Tollman]]&lt;br /&gt;
* [[Goblin Shovelman]]&lt;br /&gt;
* [[Moblin Repairman]]&lt;br /&gt;
* [[Moblin Pikeman]] &lt;br /&gt;
* [[Moblin Coalman]]&lt;br /&gt;
* [[Moblin Gasman]]  (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from Dem.&lt;br /&gt;
* Sight aggro en route to camps.&lt;br /&gt;
* Beware [[Moblin Gourneyman]] and [[Goblin Freelance]] as they are a much higher level (~47).&lt;br /&gt;
* If the [[:Category:Moblins|Moblins]] are allowed to use Crispy Candle and damage themselves, they will not give EXP. Can be stunned.&lt;br /&gt;
|-&lt;br /&gt;
|36-39&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (44-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl|Couerls]] have a gaze TP move that silences. They can also paralyze.&lt;br /&gt;
* 2 Hellhounds (47-50) pop at night in the area.&lt;br /&gt;
* Forewarning, area is often farmed for Coeurl drops.&lt;br /&gt;
|-&lt;br /&gt;
|36-43&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Bloodlet Spring ({{Location Tooltip|area=Yhoator Jungle|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-45)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (45-47)&lt;br /&gt;
* [[Master Coeurl]] (48-49)&lt;br /&gt;
|&lt;br /&gt;
* Beware of [[Notorious Monster|NM]] at camp.&lt;br /&gt;
|-&lt;br /&gt;
|37-39&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (43-46)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Temple of Uggalepih Entrance ({{Location Tooltip|area=Yhoator Jungle|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-47)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Elshimo Uplands]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* [[Big Jaw]] can gain evasion and defense up TP moves.&lt;br /&gt;
|-&lt;br /&gt;
|38-40&lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Silver Beastcoin Door ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 2|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brook Sahagin]]&lt;br /&gt;
* [[Grotto Pugil]]&lt;br /&gt;
* [[Rivulet Sahagin]] (42-46)&lt;br /&gt;
* [[Bigclaw]]&lt;br /&gt;
* [[Riparin Sahagin]] (42-48)&lt;br /&gt;
|&lt;br /&gt;
* Enter through door by trading it a [[Silver Beastcoin]] at ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=N-14}})&lt;br /&gt;
* Lots of sound aggro en route.&lt;br /&gt;
* Sahagin link via sound, area is quite crowded.&lt;br /&gt;
* Party may need to roam a bit.  &lt;br /&gt;
* Lots of spawns but high respawn time (~16min). &lt;br /&gt;
* Beware NM spawn at (J-10) area.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle]] (45-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle|Beetles]] gain evasion from TP move.&lt;br /&gt;
* Supports 1 good party, 2 parties is questionable.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Fei&#039;Yin]]&lt;br /&gt;
| &lt;br /&gt;
* Hallway ({{Location Tooltip|area=Fei&#039;Yin|map=Map 1|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ore Golem]] (43-45)&lt;br /&gt;
* [[Shadow]] (44-46)&lt;br /&gt;
|&lt;br /&gt;
* Lots of sound aggro, magic aggro in area. Some sight aggro as well.&lt;br /&gt;
* 2 parties. Beware of farmers in area. &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
| &lt;br /&gt;
*  ({{Location Tooltip|area=Misareaux Coast|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Claw]] (45-48)&lt;br /&gt;
* [[Makara]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* 2 parties &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel]] (44-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel|Dhalmels]] found on all sides of the fork, watch out for Antican aggro. &lt;br /&gt;
* Could also pull nearby [[Sand Beetle]] to help extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Valkurm Side ({{Location Tooltip|area=Gustav Tunnel|map=Map 1|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hell Bats]](44-48)&lt;br /&gt;
* [[Hawker]](45-48)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Sufficient mobs for 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
* Behind Banishing Gate #1 ({{Location Tooltip|area=Garlaige Citadel|map= Map 2|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Citadel Bats]] (46-48)&lt;br /&gt;
|&lt;br /&gt;
* Banishing Gate requires 4 players to stand on floor switches to open door. Switches are located on the walls to the side of the gate. You&#039;ll know you&#039;re standing on one as the switch will depress.&lt;br /&gt;
* Careful of potential sound links.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|39-44&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] (46-48)&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
* [[Makara]] (47-49)&lt;br /&gt;
* [[Diatryma]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on at least on Chapter 2  of [[:Category:Chains of Promathia Missions|CoP]]&lt;br /&gt;
* Target [[Bigclaw]]s, [[Makara]], and [[Mantraps]] for while in the 39-42 range. &lt;br /&gt;
* Start targeting Diatryma around 42-44.  &lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
* Diatryma resists melee damage except for piercing.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 40-50==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|40-42&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*Map 2 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-9}})&lt;br /&gt;
*Map 3 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (47-49)&lt;br /&gt;
|At least 2 camps.  Dispel and/or BLM recommended for cocoon. Camp at rocks/boulders on map 3.&lt;br /&gt;
|-&lt;br /&gt;
|40-43&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-8|pos 2=J-9}}) Lower level, by the coast.&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon Drop Rate change}} [[Stone Golem]] (47-49)&lt;br /&gt;
* {{changes|Horizon added mob}} [[Diremite]] (49-50)&lt;br /&gt;
|Supports 1 party.  Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=F-9}}), Yhoat Telepoint&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (48-50)&lt;br /&gt;
|Popular BST camp&lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Eastern Altepa Desert|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Digger]] (45-52)&lt;br /&gt;
|[[:Category:Goblins|Goblins]] Bomb Toss can be an issue, stuns recommended. Lower level parties should beware of the diggers as they are higher in level. Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Yhoator Jungle]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Opotrap]] (47-51)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Snap Jaw]] (48-51) &lt;br /&gt;
|Mobs do not raise defense (Confirmed by Charsi)&lt;br /&gt;
|-&lt;br /&gt;
|42-44&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=G-6|pos 2=H-6|pos 3=G-7|pos 4=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Beetle]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
Beetles all around Revelation Rock, supports many parties, Beetles link. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|43-45 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&lt;br /&gt;
* Baileys Zone, ({{Location Tooltip|area=Xarcabard|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Demon Knight]]&lt;br /&gt;
* [[Demon Pawn]] &lt;br /&gt;
* [[Demon Wizard]] (48-52)&lt;br /&gt;
|&lt;br /&gt;
* Supports 1 party&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
* Ifrit Cauldron zones ({{Location Tooltip|area=Yhoator Jungle|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Hunter]] (52-54)&lt;br /&gt;
|2 parties. RNG and WAR [[:Category:Goblins|Goblins]]. 6 Spawns at west entrance. 8 at east entrance. Barfira for bombs.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 1|pos=F-9}}) 1st map, by Full Moon Fountain&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] &lt;br /&gt;
* [[Makara]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Dispel and/or BLM recommended. Need either Portal Charm for Three Mage Gate or Rhinostery Certificate to access.  Will need sneak/oils to access without aggro. &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-7}}) 2nd Map&lt;br /&gt;
|&lt;br /&gt;
* [[Labyrinth Lizard]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Lizards aggro sound and link! Reliable Sleep, Bind, or Lullaby recommended.&#039;&#039;&#039;About a 7.5 minute walk from Derfland OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|43-46 &lt;br /&gt;
|[[Lufaise Meadows]] (Req. [[:Category:Chains of Promathia Missions|CoP]] Crag completion)&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Lufaise Meadows|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Leshachikha]] (49-51)&lt;br /&gt;
* [[Leshy]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Beware of [[Thunder Elemental]] that spawns by Leshys. All members must complete [[:Category:Chains of Promathia Missions|CoP]] Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Labyrinth of Onzozo]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Labyrinth of Onzozo|pos=I-9}}), 2 tunnels&lt;br /&gt;
|&lt;br /&gt;
* [[Cockatrice]] (50-53)&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Enchanter]] &lt;br /&gt;
* [[Goblin Miner]] (51-58)&lt;br /&gt;
* [[Goblin Hunter]] (52-58)&lt;br /&gt;
|Supports 2 parties. Know when Cockatrice in tunnels will repop (Reliable sleep/bind/lullaby recommended). &#039;&#039;&#039;WHM required for Stona&#039;&#039;&#039;. Cockatrice do not link but are aggressive via sound. Echo Drops strongly recommended. Avoid [[:Category:Goblins|Goblins]] Miners if possible (THF [[:Category:Goblins|Goblins]])&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Beaucedine Glacier]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-5}}) By Fei&#039;Yin&lt;br /&gt;
|&lt;br /&gt;
* [[Rime Lynx]] (51-53) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Does NOT raise defenses. Bring silena and paralnya. Supports 1 party. 2 parties doubtful. &#039;&#039;&#039;~8.5 minute walk from Fauregandi OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=J-8}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hornfly]] (50-53)&lt;br /&gt;
* [[Exoray]] (51-54)&lt;br /&gt;
* [[Blazer Beetle]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Can also mix in Exorays(51-54) or other mobs in the area. Typically enough spawns for 2 parties, can camp at other entrances to room as well. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|45-47&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=J-5}}&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=E-5}}&lt;br /&gt;
Titan entrance from Eastern Desert ({{Location Tooltip|area=Eastern Altepa Desert|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-54)&lt;br /&gt;
* [[Sand Spider]] (52-54)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
Beetles and spiders don&#039;t aggro but link. BLM or Dispel recommended for beetles. Bring WHM for Erase if you fight spiders. Anticas have AoE silence. Supports 2 parties. Drops coffer keys.&lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|&lt;br /&gt;
[[Bostaunieux Oubliette]](Must progress through certain rank missions to enter Chateau, have rank 3 Bastok and Windurst to enter)&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=I-7}}&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-10}}&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-55)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;[[Sneak]] up before dropping down, slimes below.&#039;&#039;&#039; Watch out for pops. Lots of link potential.  Bring a Bard and/or Carby pull. Don&#039;t go past the hounds.  Supports at least 2 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rumble Crawler]] (53-55)&lt;br /&gt;
|&lt;br /&gt;
Dispel/Finale or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 3|pos=H-9}}&lt;br /&gt;
Entry at Western Desert ({{Location Tooltip|area=Western Altepa Desert|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-58)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
High level range of mobs. Bring echo drops and/or mages /whm for silena. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Misareaux Coast]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Migrant Dobsonfly]] (55-57) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
1 camp by the Qufim warp. Other camp is by waterfall near Sacrarium. Need to be at least on [[:Category:Chains of Promathia Missions|CoP]] Chapter 2 to access.&lt;br /&gt;
|-&lt;br /&gt;
|48-51&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-54)&lt;br /&gt;
* [[Chamber Beetles]] (56-58)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties. BLM or Dispel recommended for beetles. While you can kill the bats and beetles as low as 45, camping here at 45 will result in ~3k exp/hour.&lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dragonfly]] (55-58)&lt;br /&gt;
* [[Den Beetle]] (56-58) &lt;br /&gt;
| Will need sneak/oils to reach camp. Take the NW tunnel at the sack room (H-8) to the 2nd map. Supports 1 party. Flies link. BLM or Dispel recommended for beetles. &#039;&#039;&#039;About a 10.5 minute walk from Derfland OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|49-51&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Antican Hoplomachus]]&lt;br /&gt;
* [[Antican Lanista]] (54-58)&lt;br /&gt;
|&lt;br /&gt;
Pull Antica from below. They do not link. Bring RDM/Silencer - Lanista are BLM. Silena/echo drops recommended. Could also fight manticore and beetles in the area.    &lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 3|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (56-58) &lt;br /&gt;
| &lt;br /&gt;
Supports 2 parties in the basement. Another 2 behind banishing gate 2. BLM or Dispel recommended.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 50-60==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 50-52 &lt;br /&gt;
|[[Bostaunieux Oubliette]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-9}})&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hecatomb Hound]] (56-58)&lt;br /&gt;
* [[Werebat]] (57-59) &lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Need sneak/oils to reach camp, before you drop down.  &#039;&#039;&#039;~8 minute walk from Ronfaure OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 50-54 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=F-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Canal Pugil]] (57-59)&lt;br /&gt;
* [[Scavenger Crab]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
Very close to Windurst Walls entrance (Head west, in tunnel.  Keep going south to 2nd camp with crabs).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm) &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 52-54 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|pos=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Variable Hare]] (58-61) &lt;br /&gt;
* [[Uleguerand Tiger]] (60-62)&lt;br /&gt;
|&lt;br /&gt;
Having a support highly recommended for AOEs/paralyze.  Hares link.  &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|52-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (55-58)&lt;br /&gt;
* [[Over Weapon]]&lt;br /&gt;
* [[Vault Weapon]] (59-62)&lt;br /&gt;
* [[Tainted Flesh]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Typically a &amp;quot;bridge&amp;quot; camp after leveling to 51 from beetles.  Not too many higher mobs present.  Drops coffer keys.  BLM/Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
| 53-55 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=F-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
BLM and/or Dispel recommended. Drops coffer keys.  Supports 1 party &lt;br /&gt;
|-&lt;br /&gt;
| 53-56 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawler Hunter]] (60-62)&lt;br /&gt;
* [[Knight Crawler]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Take the NW tunnel at the sack room (H-8) to the 2nd map. Dispel or BLM needed for cocoon. Drops coffer keys. Supports 1 party.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56&lt;br /&gt;
|[[The Boyahda Tree]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=L-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bark Spider]]&lt;br /&gt;
* [[Death Cap]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Drops coffer keys.  Lots of links!  Bring a BRD and/or BLM and a WHM.  Spiders have a nasty aoe slow and critical attack ability.  Death Caps have a gross breath attack with silence and paralyze.  Can be a challenging camp but will make you some money with web drops.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56 &lt;br /&gt;
|[[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=J-7}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (60-63) &lt;br /&gt;
* [[Sand Lizard]] (60-64)&lt;br /&gt;
|&lt;br /&gt;
Plenty of crabs to go around, supports at least 3 parties, just be cautious for Guivre (sight aggro) when getting to your camp. [[Sneak]] will be required to travel through this area.  Drops coffer keys.  Dispel or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57&lt;br /&gt;
|[[Ro&#039;Maeve]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-11}})&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Killing Weapon]] (61-63)&lt;br /&gt;
* [[Ominous Weapon]] (62-64)&lt;br /&gt;
| &lt;br /&gt;
Can camp right at zone entrance. But beware of pop at zone. Can also camp in hallway at (H-9). Supports maybe 2 parties. /NIN recommended for melee for Whirl of Rage spam.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Tomb Worm]] (60-61)&lt;br /&gt;
* [[Thousand Eyes]] (60-62)&lt;br /&gt;
* [[Dire Bats]] (62-64)&lt;br /&gt;
* [[Armet Beetle]] (64-66)&lt;br /&gt;
|&lt;br /&gt;
Worm&#039;s dont aggro but link.  Bats aggro by sound.  Eyes good alternative when bats or worms are full. One Dire Bats sits on camp, but theres a small room full of Thousand Eyes that do not link next to it.  There are only 4 beetles so not enough to make a camp for a full higher level party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Thousand Eyes are farmed for Eyes for high level item. You might find max levels farming these enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[Ifrit&#039;s Cauldron]] {{Changes }} &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=J-7|pos 2=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Cauldron Eruca]] (62-64) {{Changes }} &lt;br /&gt;
| &lt;br /&gt;
West entrance.  Supports 2 parties.  Yes aggro.  Yes link.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-8}}) Outpost&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beach Bunny]] (62-65)&lt;br /&gt;
* [[Sand Lizard]] (62-65)&lt;br /&gt;
|&lt;br /&gt;
Have Stona ready for Lizards.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Western Altepa Desert]]{{Changes }} &lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=D-11|pos 2=E-11}})&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Scorch Dhalmel]] (63-65) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. No defense up.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Toraimarai Canal]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stygian Pugil]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Close to Windurst Walls entrance (Head east, downstairs, then south, in tunnel).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm)&#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[The Boyahda Tree]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=G-8}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=E-6}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=D-4}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (62-66)&lt;br /&gt;
* [[Knight Crawler]] (62-67)&lt;br /&gt;
|&lt;br /&gt;
Many camps/mobs, supports at least two parties. Drops coffer keys. Bring dispeler or blm.&lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch Ogrefly]] (65-67)&lt;br /&gt;
* [[Sand Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Bring WHM and/or a support for healing heavy AoE Damage. Flies like to spam Cursed Sphere.  &lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Starmite]] (65-67)&lt;br /&gt;
|&lt;br /&gt;
Dispel/BLM recommended.  Past Stygian Pugils, north up stairs. &lt;br /&gt;
|-&lt;br /&gt;
| 58-61 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-9}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (64-67)&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Shepherd]] (65-68) ((G-6), (H-6) camps))&lt;br /&gt;
* [[Velociraptor]] (66-69)&lt;br /&gt;
* [[Terror Pugil]](67-70)&lt;br /&gt;
|&lt;br /&gt;
Supports at least 4 parties. Viruna suggested if you plan on fighting many raptors.  BLM or Dispel recommended for crabs.  Beware Sand Cockatrice, aggro sight, will be difficult (lvl 71-74).&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 {{verification}}&lt;br /&gt;
|| Pso&#039;Xja &lt;br /&gt;
||(60 level cap zone) &#039;&#039;&#039;(H-10) Tower in Beaucedine Glacier&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
* Diremite Assaulter (63-68)&lt;br /&gt;
* Dire Bat (64-68)&lt;br /&gt;
* Goblins (62-68)&lt;br /&gt;
* Thousand Eyes (65-68)&lt;br /&gt;
* Maledict Millstone (64-68)&lt;br /&gt;
|| {{verification}} Verification needed on mob respawn times. &lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|map=Map 1|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Polar Hare]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Support and/or melee sub /nin recommended for AoE.  Hares link.   &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Pso&#039;Xja]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Pso&#039;Xja|map=Map 2|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diremite Assaulter]] (63-68)&lt;br /&gt;
* [[Dire Bat]] (64-68)&lt;br /&gt;
* [[Snow Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note this is a popular spot where high levels farm Florid Stones.&#039;&#039;&#039; Enter from Beaucedine Glacier (F-7). Follow the right wall, apply sneak and drop down the hole at (I-8). Camp in circular room with elevator. WHM recommended for Erase.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Kuftal Tunnel]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 4|pos=H-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=L-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Deinonychus]] (65-68)&lt;br /&gt;
* [[Kuftal Digger]]&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Tamer]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Viruna highly recommended.  Go down the path at (F-7) map #1 to reach basement camp.  [[Sneak]] needed. Beware NM Yowie.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Newton Movalpolos|map=Map 1|pos=D-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Trashman]] (65-67)&lt;br /&gt;
* [[Goblin Fireman]]&lt;br /&gt;
* [[Goblin Foreman]]&lt;br /&gt;
* [[Goblin Lengthman]]&lt;br /&gt;
* [[Goblin Packman]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Enter from (I-12) or (J-11) from Oldton.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 60-75==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp/Mob !! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 60-62 &lt;br /&gt;
|| Valley of Sorrows&lt;br /&gt;
|| &#039;&#039;&#039;(G-7) (corner), (J-9) (zone line)&#039;&#039;&#039; &lt;br /&gt;
* Velociraptor (66-69)&lt;br /&gt;
* Peryton (69-72)&lt;br /&gt;
* Valley Manticore (72-74)&lt;br /&gt;
|| Supports 1 party at twilight beach entrance. Supports 2 parties at J-8 Cape Terrigan entrance. Viruna/whm recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 60-63 || Uleguerand Range || &#039;&#039;&#039;(I-10), (J-10), (J-11)&#039;&#039;&#039;&lt;br /&gt;
* Nival Raptor (68-70)&lt;br /&gt;
|| Supports at least 2 parties.  Paralyna highly recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 62-64 || Labyrinth of Onzozo || &#039;&#039;&#039;(H-6), (I-6)&#039;&#039;&#039;&lt;br /&gt;
* Torama (70-72)&lt;br /&gt;
* [[:Category:Goblins|Goblins]] (67-69)&lt;br /&gt;
* Labyrinth Manticore (72-74)&lt;br /&gt;
 || Supports up to 2 parties.  Have silena, echo drops, and paralyna ready.  Beware NM Ose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 63-65 || Attohwa Chasm || &#039;&#039;&#039;(F-7)&#039;&#039;&#039; &lt;br /&gt;
* Tracker Antlion (70-73)&lt;br /&gt;
|| Supports 1 party.  Blindna and erase recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 63-66 || Bibiki Bay || &#039;&#039;&#039;(G-6)&#039;&#039;&#039; &lt;br /&gt;
* Tragopan (71-73)&lt;br /&gt;
* Hobgoblin Maritalist, Animalier, Venerer, Fascinator (72-74)&lt;br /&gt;
|| Supports 1 party. Tragopans link by sight when pulled. Recommend barfira for goblins and silence for Fascinator.&lt;br /&gt;
|-&lt;br /&gt;
| 64-67 || Boyhada Tree ||&#039;&#039;&#039; (H-8) map 2&#039;&#039;&#039;&lt;br /&gt;
* Skimmer (72-74)&lt;br /&gt;
|Camp at the tree by the ??? spot. Be aware of skill up or WSNM parties that may be in the area. Heavy AoE.  Steelshells in the area may aggro by sound.  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 65-67 || Cape Terrigan || &#039;&#039;&#039;(I-7) Boulder, (I-8) Boulder&#039;&#039;&#039;&lt;br /&gt;
* Sand Cockatrice (71-74)&lt;br /&gt;
 || WHM with Stona pretty much required.  Can pull lower level velociraptors to fill in.  Beware Manticores (lvl 77-79), sight aggro, will be difficult.  &lt;br /&gt;
|-&lt;br /&gt;
| 66-68 || Boyhada Tree ||&#039;&#039;&#039; (H-8) map 2&#039;&#039;&#039;&lt;br /&gt;
* Skimmer (72-74)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Camp at the tree by the ??? spot. Be aware of skill up or WSNM parties that may be in the area. Heavy Aoe from skimmers.&lt;br /&gt;
|-&lt;br /&gt;
| 66-70 || Boyhada Tree ||&#039;&#039;&#039;(3rd map, down waterfall at (F-8) up top) (H-6), (H-10), (H-9), (F-9), (F-12), (H-8) &#039;&#039;&#039;&lt;br /&gt;
* Processionaire (72-75)&lt;br /&gt;
* Korrigan (72-75)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Darter (76-78)&lt;br /&gt;
* Blood Ball (76-78)&lt;br /&gt;
|Supports multiple parties.  Dispel/finale/chi blast/acid bolts/blm nukes recommended for defense up on crawlers and crabs.  Echo drops recommended if targeting gobbues.  Higher level parties can start to roam around the rooms instead of camp.  Can pull additional Processionaires in the tunnels.  Link potentials.  Have sleepga/lullaby ready. Consider targeting Darters and Blood Balls at level 68+. &lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Boyhada Tree ||&#039;&#039;&#039;  map 2, up top (F-6), (G-10), (H-6)&#039;&#039;&#039;&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Silena/echo drops highly recommended.  Could also fill in Processionaires (72-75)  at (G-10) camp.  Link potentials.  Have sleepga/lullaby ready.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Al&#039;Taieu ||&#039;&#039;&#039;(D-10) Tower, (K-11) Between Islands&#039;&#039;&#039;&lt;br /&gt;
* Om&#039;hpemde (73-77)&lt;br /&gt;
* Om&#039;xzomit (74-76)&lt;br /&gt;
* Om&#039;aern (75-78)&lt;br /&gt;
|Need Sea access (CoP 8-1). (D-10) camp is all Om&#039;hpemde.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69&lt;br /&gt;
| Den of Rancor &lt;br /&gt;
|&#039;&#039;&#039; (I-8) map 6, in front of Cloister of Tides&#039;&#039;&#039;&lt;br /&gt;
* Demonic Pugil (74-76)&lt;br /&gt;
* Doom Toad (74-76)&lt;br /&gt;
|Supports 1 party. 1 party member needs a Paintbrush of Souls to reach.  Enter den from Temple of Uggalepih paintbrush room. *Note: 15 minute respawn.  A good party can wipe all mobs and be sitting waiting for repops.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Pso&#039;Xja  ||&#039;&#039;&#039; Nue Tower Entrance, Golden-Tongued Culberry Map&#039;&#039;&#039;&lt;br /&gt;
* Frost Lizard (74-77)&lt;br /&gt;
* Diremite Dominator (74-76)&lt;br /&gt;
* Million Eyes (75-77)&lt;br /&gt;
* Purgatory Bat (72-76)&lt;br /&gt;
|Drop down to the bottom map.  Need sneak and invis.  Can support 2 parties.  East and west sides/drop downs.&lt;br /&gt;
|-&lt;br /&gt;
|68-70&lt;br /&gt;
|Den of Rancor (I-9), (F-7)&lt;br /&gt;
|&#039;&#039;&#039;Bloodlet Springs Entrance from Yhoater Jungle&#039;&#039;&#039;&lt;br /&gt;
* Tormentor (75-78)&lt;br /&gt;
* Puck (Mandragora) (75-78)&lt;br /&gt;
|Lots of links. Have sleep(ga)/lullaby ready.  Mages stay back from puks for dreamflower.  Stona/WHM recommended for lizards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 68-71 || Cape Terrigan {{Changes }}  || &#039;&#039;&#039;Zone to Gustav Tunnel (J-6)&#039;&#039;&#039;&lt;br /&gt;
* Arid Lizard (76-78) {{Changes}}&lt;br /&gt;
* Dust Bats (77-78)   {{Changes}}&lt;br /&gt;
* Manticore (77-79)&lt;br /&gt;
||Supports two parties. Erase (Manticore Debuff Max HP/MP Debuff) &amp;amp; Stona Recommended.  Your party can camp between the boulder and wall for faster pulls with some add potential...or up the ramp to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 69-71 || Bibiki Bay || &#039;&#039;&#039;(G-8), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
* Hobgoblins (78-80)&lt;br /&gt;
 || - Mobs AoE Dispel and AoE shadow wipe.. better for BST burns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 69-75 || Newton Movalpolos ||&#039;&#039;&#039; Exit from Mine shaft #2716 entry &#039;&#039;&#039;&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get twinkbrix to teleport you to the mine shaft.  Camp favors a roaming party.  Sleep and silence recommended.  Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| 69-75 || Cape Terrigan || &#039;&#039;&#039;(G-5)&#039;&#039;&#039;&lt;br /&gt;
* Greater Manticore (76-79)&lt;br /&gt;
* Sand Cockatrice (71-73)&lt;br /&gt;
 || Erase recommended.  Silena and Stona recommended if lower level parties are fighing Cockatrice as well.  Mages stay back due to Riddle (max mp down). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039;  Camp will make you some money. &lt;br /&gt;
|-&lt;br /&gt;
| 70-75 || Kuftal Tunnel || &#039;&#039;&#039;(H-6), (I-8) Map #3&#039;&#039;&#039;&lt;br /&gt;
* Greater Cockatrice (78-80)&lt;br /&gt;
* Ovinnik (77-79)&lt;br /&gt;
* Ladon (80-82)&lt;br /&gt;
|| Past moving boulder at (G-9).  Path opens at certain times depending on moon phase.  Maximum up time is about 15 minutes (6 game hours).  Supports at least 2 parties.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice.  Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;.  Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Ro&#039;Maeve || &#039;&#039;&#039;(N-9), (D-5) Behind East and West Moongates. (M-9), (C-9) outside of Moongates &#039;&#039;&#039;&lt;br /&gt;
* Apocalyptic Weapon (78-80)&lt;br /&gt;
* Infernal Weapon(79-81)&lt;br /&gt;
* Darksteel Golem (80-82)&lt;br /&gt;
|| Supports 4 parties.  No moon pass needed for 2 camps.  2 more camps available behind each moongate.  Lots of AOE.  Melee DPS subbing /nin is a good idea.  Behind moongate your party can camp on far bridges for faster pulls with some aggro potential (have sleepga/lullaby ready)... or use a side room to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
* [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Bibiki Bay {{Changes}} || &#039;&#039;&#039;(G-6), (F-7), (F-8), (G-9)&#039;&#039;&#039;&lt;br /&gt;
* Catoblepas (79-81) {{Changes}}&lt;br /&gt;
* Hobgoblin Alastor, Blagger, Physician, Toreador (77-79)&lt;br /&gt;
* Tropical Rarab (73-76)&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
 || Supports 4 parties.  Berserk is your friend.  Healing wind spam can be annoying if cows aren&#039;t dealt with swiftly.  Fill in with Rarabs and Efts.  (F-8) camp has lots of Goblins.  Watch out for bombs/AoE, Barfira up.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sky Camps (63-75+) &#039;&#039;&#039;(Sky Access Required)&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp !! Mob !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 63-66 &lt;br /&gt;
|| [[Ru&#039;Aun Gardens]]&lt;br /&gt;
|| ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-9}}) Earth, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=E-8}}) Ice, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-6}}) Dark, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=G-5}}) Light, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-5}}) Air, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-6}}) Thunder, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=K-8}}) Fire, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-9}}) Water&lt;br /&gt;
|| [[Flamingo]] (72-74)&lt;br /&gt;
|| Up to 8 camps.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
|| [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 72-75&lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}})) Map #2&lt;br /&gt;
|| [[Aura Weapon]] (80-82)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 74-75+ &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|| [[Aura Statue]] (81-84)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Merit Camps==&lt;br /&gt;
* These camps are designed for higher levels (75+) to exp/gain merit points on.&lt;br /&gt;
* If your party has a strong line up, and is coordinated, you could start exping at these camps earlier.&lt;br /&gt;
* Some camps can turn into roaming camps for faster kills at higher levels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* Exit from Mine shaft #2716 entry ({{Location Tooltip|area=Newton Movalpolos|pos=J-6}})&lt;br /&gt;
|&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get [[Twinkbrix]] to teleport you to the mine shaft. Roaming party. Sleep and silence recommended. Lots of bombs, AoEs. Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cape Teriggan]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Cape Teriggan|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Manticore]] (76-79)&lt;br /&gt;
| Erase recommended. No AoEs, but conals. Can roam around a bit. Cockatrice may agro but can be easily dealt with. Mages stay back due to Riddle (reduces max mp). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039; Manticore drops will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Cockatrice]] (78-80)&lt;br /&gt;
* [[Ovinnik]] (77-79)&lt;br /&gt;
* [[Ladon]] (80-82)&lt;br /&gt;
| Past moving boulder at ({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-9}}). Path opens at certain times depending on moon phase. Maximum up time is about 15 minutes (6 game hours). Supports at least 2 parties. Roam around.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice. Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;. Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
||&lt;br /&gt;
*[[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=N-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=D-5}}) Behind East and West Moongates. ({{Location Tooltip|area=Ro&#039;Maeve|pos=M-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=C-9}}) outside of Moongates&lt;br /&gt;
|&lt;br /&gt;
* [[Apocalyptic Weapon]] (78-80)&lt;br /&gt;
* [[Infernal Weapon]] (79-81)&lt;br /&gt;
* [[Darksteel Golem]] (80-82)&lt;br /&gt;
| Supports 4 parties. No moon pass needed for 2 camps. 2 more camps available behind each moongate. Lots of physical AOE. Melee DPS subbing /nin is a good idea. Camp on far bridges and/or roam around.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Abraxas]] (80-83)&lt;br /&gt;
* [[Tavnazian Ram]] (82-84)&lt;br /&gt;
|Need to be on CoP Chapter 2+ to access. Lot&#039;s of magical AoE, will wipe shadows and still cause damage. WHM recommended for AoE healing [[Stona]] and [[Erase]]. Camp will make you some money. &#039;&#039;&#039;Tavnazian Rams give +23% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}}) Map #2&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Weapon]] (80-82)&lt;br /&gt;
| **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Open yellow gate. Roaming camp. Lot&#039;s of physical AoE. &#039;&#039;&#039;~8 minute walk from crag shortcut or ~15 minute walk from Li&#039;Telor OP without Mazurka.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=A-9}}) ({{Location Tooltip|area=Ro&#039;Maeve|pos=O-9}}). Behind East and West Moon gates.&lt;br /&gt;
|&lt;br /&gt;
* [[Luminous Cluster]] (81-82) {{Changes}}&lt;br /&gt;
* [[Lunar Guardian]] (81-82){{Changes}}&lt;br /&gt;
|Supports 2 parties. Lots of physical AoE, graviga, and slowga. Pull weapons to fill to maintain chain.&#039;&#039;&#039;~7 minute walk from Li&#039;Telor OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fei&#039;Yin]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* Basement ({{Location Tooltip|area=Fei&#039;Yin|map=Map 2|pos=H-6|pos 2=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rancid Flesh]] (81-82) {{Changes}}&lt;br /&gt;
* [[Apparition]] (81-83) {{Changes}}&lt;br /&gt;
* [[Perdition Bat]] (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party.  Not much AoE or conal.  Roam around as needed.  &#039;&#039;&#039;~12.5 minute walk from Fauregandi OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] &lt;br /&gt;
|&lt;br /&gt;
* The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Statue]] (81-84)&lt;br /&gt;
 | **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.  Drops Diorite, Ullikummi pop item. Lot&#039;s of AoE/wipes shadows, bindga, and stunga.  Roam around the Nexus loop. Can roam around a bit at Ullikummi.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dromaeosaurus]] (82-84) {{Changes}}&lt;br /&gt;
* [[Cliff Glider]]  (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party. South of spine. Raptors have virus and slow.  Flies have lots of AoE and poison.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Misareaux Coast]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
*Close to Tavnazia Safehold Zone ({{Location Tooltip|area=Misareaux Coast|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beast Bugard]] (82-84) {{Changes}}&lt;br /&gt;
* [[Raging Sheep]] (81-83) {{Changes}}&lt;br /&gt;
|Mobs seem to be blunt resistant.  Mages stay back due to AoE sleep. Dispel/acid bolts/chi blast recommedned for defense up abilities.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toraimarai Canal]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=J-8|pos 2=J-9}}) Map 2&lt;br /&gt;
|&lt;br /&gt;
* [[Diphylla]] (81-84) {{Changes}}&lt;br /&gt;
* [[Channel Pugil]] (81-82) {{Changes}}&lt;br /&gt;
|Need {{KeyItem}}[[Rhinostery Certificate]] for fast access from Windurst Walls.&lt;br /&gt;
Could also use 3 mage gate to get to but need portal charm.  Some magical AoE.  Dispel/acid bolts/chi blast recommedned for defense up abilities.&#039;&#039;&#039;(~16 minute walk from Sarutabarta OP, going through 3 mage gate, without Mazurka)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Purgonorgo Isle|Bibiki Bay, Purgonorgo Isle]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay - Purgonorgo Isle|pos=H-10|pos 2=H-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Toco Tucan]] (83-84) {{Changes}}&lt;br /&gt;
* [[Island Jugil]] (81-83) {{Changes}}&lt;br /&gt;
|Right by the [[:Category:Chains of Promathia Missions|CoP]] warmachine.  Take Manaclipper.  Takes time to get to.  Supports 1 party.  Not much AoE.  Some conals.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=I-5}}), ({{Location Tooltip|area=Uleguerand Range|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Kindred Black Mage]] (81-84)&lt;br /&gt;
* [[Kindred Dark Night]] (81-84)&lt;br /&gt;
* [[Kindred Summoner]] (81-84)&lt;br /&gt;
* [[Kindred Warrior]] (81-84)&lt;br /&gt;
* [[Smolenkos]] (81-84)&lt;br /&gt;
* [[Molech]] (80-82)&lt;br /&gt;
| Bit of a walk. Go east/counter-clockwise from the entrance to climb up.  Will need [[Sneak]]/invis/meds. Watch out for true sight tauri on the way up. Roam around. Slowga. Conals.  Blind. Doom.&lt;br /&gt;
Note: 3 mobs per kilometer, Molech has Doom (they look at you and you die) NOT WORTH IT tested by blacklung&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[King Buffalo]] (80-82)&lt;br /&gt;
* [[Kindred Demon]] (81-84)&lt;br /&gt;
| A bit further of a walk. Past Jormy, by frozen waterfall. Plague.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas Brawler]] (84-86) {{Changes}}&lt;br /&gt;
* [[Gigas Crusher]] (84-86) {{Changes}}&lt;br /&gt;
| Before you get to Jormy.  You probably want to have decent gear and a few merits under your belt before meriting on these.  Lots of physical AoE and conals.  Melee subbing /nin isn&#039;t a bad idea.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alpha Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
== Shatter Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Mana Burn Camps {{Changes }}==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
* These camps are ideally for SMNx2 BLMx4 parties as these are era+ mobs that raise their defenses at the start of the battle.  The defense is lost with a [[Skillchain]] + [[Magic Burst]] combo. &lt;br /&gt;
* SMN x2, 3 BLM, 1 Support (BRD, RDM) works.&lt;br /&gt;
*These camps were originally intended for a traditional party with skill chaining and more than 1 BLM magic bursting. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|12-16&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6) Carbuncle Quest&#039;&#039;&#039;&lt;br /&gt;
* [[Eikon Worm]] (19-23) {{Changes }}&lt;br /&gt;
|Raises defenses at start of fight. MP Burn recommended or [[magic burst]] required. [[Ghost]]s pop at night.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(F-5)&#039;&#039;&#039;&lt;br /&gt;
* [[Island Goop]] (26-28) {{Changes }}&lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|20-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6)/(H-6)&#039;&#039;&#039;&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Greater Pugil]]&lt;br /&gt;
| G-6 camp is at the top middle of the quadrant, safe from undead. Our composition was 5 x BLM and 1 x RDM, bouncing hate between us. No need for a tank, just brave mages. Pulled 10k/hour (with band up) and no deaths. Move to pugil alley at (H-6) at 23. &lt;br /&gt;
|-&lt;br /&gt;
|23-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Hexed Weapon]] (31-33) {{Changes }}&lt;br /&gt;
* [[Cliff Worm]] (30-33) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight. MP Burn recommended or [[magic burst]] required.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|25-28&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Muddy Slime]] (34-36) {{Changes }}&lt;br /&gt;
|Raises defense at the start of fight, MP Burn recommended or [[magic burst]] required. Tried this at 26, was rough. AoE move does a ton of damage. 28 might be better starting point when you get firaga.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Flying Beetle]] (35-37) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|31-34&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-6)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Sand Worm]] (36-39) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-37&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|(&#039;&#039;&#039;{{Location Tooltip| text = K-5| tooltip = | area = Sauromugue Champaign| pos = K-5| highlight background = transparent| marker pos x = -4| marker pos y = 12| marker size = 35| marker opacity = 0.4| marker background = #5555ff}})&#039;&#039;&#039;&lt;br /&gt;
* [[Young Uragnite]] (36-42) {{Changes }}&lt;br /&gt;
|Raises defenses.  Wide level range.  Higher levels (40-42) seem to spawn more on the western side of camp.  Have [[poisona]] and [[paralyna]] ready.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|29-32&lt;br /&gt;
|Rolanberry Fields&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Shell Grubs]] (38-41) &lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(G-10) Pond&#039;&#039;&#039;&lt;br /&gt;
* [[Winter Slime]] (39-41)                        &lt;br /&gt;
|Raises defenses&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Upper level&#039;&#039;&#039;&lt;br /&gt;
* [[Boreal Worm]] (39-42)  &lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|33-37 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7)/(I-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Snofallo]] (43-45) &lt;br /&gt;
|Quick run from [[Outpost]]/[[Telepoint|Telepoint Vahzl]].  Raises defenses. Can use Lowing which is AoE Plague (TP/MP drain). WHM/SMN recommended for SC closer if possible.&lt;br /&gt;
|-&lt;br /&gt;
|36-40             &lt;br /&gt;
|[[Yuhtunga Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Jungle Crawlers]] (44-48) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|34-39&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;{{location Tooltip|area= Batallia Downs|pos=I-10}} / {{location Tooltip|area= Batallia Downs|pos=J-10}}&#039;&#039;&#039;&lt;br /&gt;
* [[Downslime]] (41-44){{Changes }}&lt;br /&gt;
|Are [[Shielded]].&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Glacier Crab]] (47-50) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Similar name to crabs on the other side of the coast but different level range.&lt;br /&gt;
|-&lt;br /&gt;
|39-42 &lt;br /&gt;
|[[Battalia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;(H-5)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Rancideyes]] (48-51) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage. &#039;&#039;&#039;Fast movement. Recommend having someone with silence. REALLY FAST CASTS&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|42-46 &lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(I-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Jungle Crab]] (51-53) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
|44-47 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Bloody Beetle]] (53-56) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|47-50 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Desert Gazer]] ([[:Category:Hecteyes|Hecteyes]], 56-59){{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required. {{Verification}}Couldn&#039;t be slept. &#039;&#039;&#039;Casts -aga II magic. Avoid this camp unless you can reliably land silence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|50-53 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-7)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Worm]] (59-61){{Changes }}&lt;br /&gt;
|On pull, Raises it&#039;s Defenses - Goes away during the day&lt;br /&gt;
|-&lt;br /&gt;
|49-54 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Mud Crab]] (59-62){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|53-56 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Slime]] (61-64){{Changes }}&lt;br /&gt;
|Defense boost possible, best to have Firaga 2 at 53.&lt;br /&gt;
|-&lt;br /&gt;
|51-56 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(I-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Muddyeyes]] (62-66){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}} Casts magic and cannot be slept. Avoid.&lt;br /&gt;
|-&lt;br /&gt;
|57-62 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Lower level&#039;&#039;&#039;&lt;br /&gt;
* [[Glacier Crab]] (69-72){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|65-68 &lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&#039;&#039;&#039;(K-9) By Dunes Warp&#039;&#039;&#039;&lt;br /&gt;
* [[Meadow Buffalo]] (75-78){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Aspir]]able mobs.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Coastal Slime]] (78-81){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Ice  Crab]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Supports 2 manaburn parties.&lt;br /&gt;
|-&lt;br /&gt;
|66-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Icefallo]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Viruna]] recommended for [[plague]].&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Undead Burn Camps==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11-13&lt;br /&gt;
| [[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Konschtat Zone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeleton Warrior]]&lt;br /&gt;
|Monk or manaburn party recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Stairs&#039;&#039;&#039;&lt;br /&gt;
* [[Ghoul]]s (21-24) {{Changes }}&lt;br /&gt;
|Camp is for MNK/PLD/WHM (Holy Party)&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Outer Horutoto Ruins]]&lt;br /&gt;
|&#039;&#039;&#039;Strange Apparatus Room&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
|Use northernmost [[West Sarutabaruta]] zone. Monk or manaburn party recommended. [[Sneak]] required to reach camp&lt;br /&gt;
|-&lt;br /&gt;
|21-28&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;G-7) Map 2 behind first center door on staircase, Gadfly/Bogy Room, Behind East Banshee Door.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Mauthe Doog]] (28-31)&lt;br /&gt;
* [[Wight]] (29-34),&lt;br /&gt;
* [[Wendigo]] (26-30)&lt;br /&gt;
* [[Banshee]] (31-34), &lt;br /&gt;
* [[Bogy]] (27-29), &lt;br /&gt;
* [[Ghast]] (30-34)&lt;br /&gt;
|WHM Cure Burn party.  WHM/NIN with Utsusemi recommended (if not able, Blink is required).  Bring assistance for Raise and Viruna as the TP moves from Banshee really hurt and Rot Gas virus effect can last up to 5 minutes.   Level sync 21-25 on Bogy Room and 24-29 behind the east Banshee door where no mobs spawn.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|30-33  &lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&#039;&#039;&#039;F-8 Map 1 where Royal Leech spawns in the tunnel just east of Namtar room.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Ghast]] (38-41)&lt;br /&gt;
|WHM Cure Burn party.  Level Sync 29 is too low.  31 is preferred.  Blink, Stoneskin, and Reraise is a must.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|34-37  &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(E-8)/(F-8), (J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-45)&lt;br /&gt;
* [[Etemmu]] (43-46)&lt;br /&gt;
|Outpost warp or Vazhl gate crystal required to reach camp.  WHM x6 Cure Burn party.&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;Main entrance from [[Batallia Downs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-46)&lt;br /&gt;
|Level Sync 32 too low, 33 still iffy.&lt;br /&gt;
|-&lt;br /&gt;
|41-47&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;E-7 Map 1, Just east of where you land in drop A, Beaucedine entrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lich]] (51-55)&lt;br /&gt;
* [[Fallen Knight]] (54-56)&lt;br /&gt;
* [[Mummy]] (50-52)&lt;br /&gt;
* [[Hell Hound]]  (46-49), &lt;br /&gt;
* [[Ka]] (52-54)&lt;br /&gt;
* [[Tomb Wolf]] (53-55), &lt;br /&gt;
* [[Dark Stalker]] (55-57)&lt;br /&gt;
|[[Earth Elemental]] Danger at E-7 and Hume Bones camp.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;Behind Banishing Gate 3 at I-6 Map 2 or Map 2 at F-9 near Funnel [[Bats spawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Officer]] (52-55)&lt;br /&gt;
|Bring extra player with both Tractor and/or Raise behind Gate 3 camp to help cheese replacements to camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54   &lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;M-7 Map 2, M-11 Map 2, South center pit landing from south room in Map 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Tomb Mage]] (60-63)&lt;br /&gt;
* [[Tomb Warrior]] (60-62)&lt;br /&gt;
* [[Spriggan]] (64-66)&lt;br /&gt;
* [[Haunt]] (63-65)&lt;br /&gt;
|2x SMN 4x WHM.  Holy and Banishga II burst from Ifrit Fusion.  Coffer key mobs.  Dark Stalkers (55-57) may be used to extend chains if using M-11 camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;In basement H-8/I-8 tunnel or behind Banishing Gate 2 J-8 (Strange Apparatus Room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Mage]] (59-62) &lt;br /&gt;
* [[Fallen Major]] (59-62) &lt;br /&gt;
* [[Wraith]] (60-62)&lt;br /&gt;
|2x SMN/4x WHM burn party.  Basement camp is preferred camp but need another party targeting beetles/bats; the other camp lacks those mobs but just 5 undead spawns to work with.  Mobs drop coffer keys required for white mage artifact hat.&lt;br /&gt;
|-&lt;br /&gt;
|55-57&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;I-7 Map 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Soldier]] (65-67) &lt;br /&gt;
* [[Doom Mage]] (65-67)&lt;br /&gt;
* [[Robber Crab]] (65-68)&lt;br /&gt;
|2x SMN/4x WHM for skeletons.  Black Mage manaburn parties can also target Robber Crabs (which are never engaged by the white mage party).&lt;br /&gt;
|-&lt;br /&gt;
|65-67{{Verification}}&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7), (G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Warlock]] (76-78)&lt;br /&gt;
* [[Doom Guard]] (75-77)&lt;br /&gt;
* [[Erlik]] (75-78)&lt;br /&gt;
|2x SMN/4x WHM. Skeleton DRKs, BLMs, and Ghosts. Doom Guard on camp, all WHM should be /BLM for Elemental Seal &amp;gt; Silence on everything. Care for Typhoon Wyverns that are in the area. Taxim (Doom Warlock NM) also spawns here, but easy to kill with usual strats.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (J-9) ((K-9) and (E-7) Secondary)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Spartoi Warrior]] (78-82)&lt;br /&gt;
* [[Spartoi Sorcerer]] (80-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|2x SMN/4x WHM/BLM or PLD. SMN do Ifrit (Punch) &amp;gt; Ramuh (Shock Strike) = Fusion. WHM and PLD do Banish III &amp;gt; Holy for 2x MB. If avatars miss, spam Cure and Banish spells until dead. Main camp is on a ledge outside Vrtra room. &lt;br /&gt;
&lt;br /&gt;
Additional camps are inside Vrtra Room and on west side in hidden room near Strange Apparatus.&lt;br /&gt;
|-&lt;br /&gt;
|73+&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (E-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeletons]] (78-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|Monk burn, mana burn, or the 2x SMN/4x WHM groups work.  White mage burn parties can start at 65.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Today%27s_Horoscope&amp;diff=118269</id>
		<title>Today&#039;s Horoscope</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Today%27s_Horoscope&amp;diff=118269"/>
		<updated>2026-02-23T14:47:48Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Possible Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Battlefield Header&lt;br /&gt;
| name =  Today&#039;s Horoscope&lt;br /&gt;
| type = KSNM&lt;br /&gt;
| zone =  Horlais Peak&lt;br /&gt;
| level = 75&lt;br /&gt;
| members = 6&lt;br /&gt;
| time = 30 minutes&lt;br /&gt;
| entry item = Lachesis Orb&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mobs==&lt;br /&gt;
{| class=&amp;quot;table-sm horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 center-col-2 center-col-3 center-col-4&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;35%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Level &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Job &lt;br /&gt;
! width=&amp;quot;35%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Aries]]&lt;br /&gt;
|{{question}}&lt;br /&gt;
|{{question}}&lt;br /&gt;
|[[:Category:Rams|Ram]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Possible Rewards==&lt;br /&gt;
*Your armoury crate will load out of the following groupings:&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
! All of:&lt;br /&gt;
|-&lt;br /&gt;
|24,000 [[Gil]] {{Hxi Drop Rate|asb=1000/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
! Zero to one of:&lt;br /&gt;
|-&lt;br /&gt;
|[[Aries Mantle]]        {{Hxi Drop Rate|asb=250/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Adaman Ingot]]           {{Hxi Drop Rate|asb=230/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Orichalcum Ingot]]            {{Hxi Drop Rate|asb=178/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
! Zero to one of:&lt;br /&gt;
|-&lt;br /&gt;
|[[Beetle Blood]]         {{Hxi Drop Rate|asb=41/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Damascene Cloth]]      {{Hxi Drop Rate|asb=90/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Damascus Ingot]]       {{Hxi Drop Rate|asb=29/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Malboro Fiber]]        {{Hxi Drop Rate|asb=76/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosopher&#039;s Stone]]  {{Hxi Drop Rate|asb=148/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phoenix Feather]]      {{Hxi Drop Rate|asb=234/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Raxa]]                 {{Hxi Drop Rate|asb=232/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
! One of:&lt;br /&gt;
|-&lt;br /&gt;
|[[Gravedigger]]  {{Hxi Drop Rate|asb=222/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Rampager]]       {{Hxi Drop Rate|asb=245/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Retributor]]             {{Hxi Drop Rate|asb=231/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Perforator]]           {{Hxi Drop Rate|asb=302/1000|0|0}} {{changes}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
! One of:&lt;br /&gt;
|-&lt;br /&gt;
|[[Hierarch Belt]]   {{Hxi Drop Rate|asb=250/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Palmerin&#039;s Shield]]    {{Hxi Drop Rate|asb=206/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Trainer&#039;s Gloves]]     {{Hxi Drop Rate|asb=206/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Warwolf Belt]]     {{Hxi Drop Rate|asb=338/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
! One of:&lt;br /&gt;
|-&lt;br /&gt;
|[[Rampaging Horn]]       {{Hxi Drop Rate|asb=292/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lumbering Horn]]       {{Hxi Drop Rate|asb=265/1000|0|0}}&lt;br /&gt;
|-class=&amp;quot;toau&amp;quot;&lt;br /&gt;
| [[Sword Strap]]       {{Hxi Drop Rate|asb=354/1000|0|0}}&lt;br /&gt;
|-class=&amp;quot;toau&amp;quot;&lt;br /&gt;
| [[Claymore Grip]]       {{Hxi Drop Rate|asb=89/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
! One of:&lt;br /&gt;
|-&lt;br /&gt;
|[[Mythril Ore]]   {{Hxi Drop Rate|asb=41/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Darksteel Ore]]    {{Hxi Drop Rate|asb=68/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mahogany Log]]       {{Hxi Drop Rate|asb=41/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ebony Log]]        {{Hxi Drop Rate|asb=121/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrified Log]]         {{Hxi Drop Rate|asb=72/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gold Ore]]      {{Hxi Drop Rate|asb=109/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Platinum Ore]]      {{Hxi Drop Rate|asb=44/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gold Thread]]     {{Hxi Drop Rate|asb=60/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Cloth]]      {{Hxi Drop Rate|asb=14/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Malboro Fiber]]    {{Hxi Drop Rate|asb=20/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyvern Scales]]  {{Hxi Drop Rate|asb=44/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Coral Fragment]]     {{Hxi Drop Rate|asb=80/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ram Horn]]    {{Hxi Drop Rate|asb=14/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Demon Horn]]         {{Hxi Drop Rate|asb=61/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phoenix Feather]]             {{Hxi Drop Rate|asb=111/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Raxa]]        {{Hxi Drop Rate|asb=105/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Reraiser]]         {{Hxi Drop Rate|asb=34/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Hi-Reraiser]]         {{Hxi Drop Rate|asb=14/1000|0|0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Vile Elixir +1]]   {{Hxi Drop Rate|asb=27/1000|0|0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Aries Attacks very quickly similar to 100 fists effect.&lt;br /&gt;
*Aries uses: Ram special attacks including Severe HP down effect&lt;br /&gt;
*Uses Stoneskin, Paralyga and Petrabreath&lt;br /&gt;
*Completely resists Paralyze, Silence, and Slow. &lt;br /&gt;
*It is immune to Charm and Stun, but susceptible to Sleep, Gravity, Bind, and Blind.&lt;br /&gt;
*Regens HP at decent rate. &amp;quot;Aries enters a deep sleep&amp;quot; Presumably, gains TP while sleeping also.&lt;br /&gt;
**Can be taken down with a BLM kite-nuke method.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&#039;&#039;Be the first one to provide a profit-making strategy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Ksnms}}&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Pheonix_Feather&amp;diff=118268</id>
		<title>Pheonix Feather</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Pheonix_Feather&amp;diff=118268"/>
		<updated>2026-02-23T14:46:51Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Replaced content with &amp;quot;Redirect to Phoenix Feather&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Redirect to [[Phoenix Feather]]&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Pheonix_Feather&amp;diff=118267</id>
		<title>Pheonix Feather</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Pheonix_Feather&amp;diff=118267"/>
		<updated>2026-02-23T14:40:57Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Created page with &amp;quot;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|Phoenix Feather.gif}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt; ==Statistics== {{Item Statistics | type = Material | name = Phoenix feather | icon id = 844 | description = A tail feather from&amp;lt;br&amp;gt; the legendary phoenix. | stackable = 12 }}  ==Other Uses== {{Used In | resale price = {{Resale Price|1560|1599}} }} ==Used in Recipes== {{rl|Elite Beret|Clothcraft|95}} {{rl|Mythic Wand|Woodworking|84}} ==Obtained from Desynthesis== {{...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|Phoenix Feather.gif}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt;&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Item Statistics&lt;br /&gt;
| type = Material&lt;br /&gt;
| name = Phoenix feather&lt;br /&gt;
| icon id = 844&lt;br /&gt;
| description = A tail feather from&amp;lt;br&amp;gt; the legendary phoenix.&lt;br /&gt;
| stackable = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other Uses==&lt;br /&gt;
{{Used In&lt;br /&gt;
| resale price = {{Resale Price|1560|1599}}&lt;br /&gt;
}}&lt;br /&gt;
==Used in Recipes==&lt;br /&gt;
{{rl|Elite Beret|Clothcraft|95}}&lt;br /&gt;
{{rl|Mythic Wand|Woodworking|84}}&lt;br /&gt;
==Obtained from Desynthesis==&lt;br /&gt;
{{rl|Elite Beret|Clothcraft|95}}&lt;br /&gt;
{{rl|Mythic Wand|Woodworking|84}}&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
{{AH|Materials|Clothcraft}}&lt;br /&gt;
===Quests===&lt;br /&gt;
* [[Requiem of Sin]]&lt;br /&gt;
===Chocobo Digging===&lt;br /&gt;
{|class=&amp;quot;ffxi-table wide-table&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;| Zone&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;| Abundance&lt;br /&gt;
|-&lt;br /&gt;
| [[Bibiki Bay]] &lt;br /&gt;
| Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Buburimu Peninsula]] &lt;br /&gt;
| Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Western Altepa Desert]] &lt;br /&gt;
| Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Valkurm Dunes]] &lt;br /&gt;
| Rare&lt;br /&gt;
|-&lt;br /&gt;
| [[Konschtat Highlands]]&lt;br /&gt;
| Very Rare&lt;br /&gt;
|- class=&amp;quot;ffxi-footer&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dropped From===&lt;br /&gt;
{|class=&amp;quot;ffxi-table wide-table&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;35%&amp;quot;| Name&lt;br /&gt;
!width=&amp;quot;15%&amp;quot;| Level&lt;br /&gt;
!width=&amp;quot;60%&amp;quot;| Zone&lt;br /&gt;
|- class=&amp;quot;bg-nm&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Overlord Bakgodek]] ([[NM]])&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |85&lt;br /&gt;
| [[Monastic Cavern]]&lt;br /&gt;
|- class=&amp;quot;bg-nm&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Tzee Xicu the Manifest]] ([[NM]])&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |85&lt;br /&gt;
| [[Castle Oztroja]]&lt;br /&gt;
|- class=&amp;quot;bg-nm&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Za&#039;Dha Adamantking]] ([[NM]])&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |85&lt;br /&gt;
| [[Qulun Dome]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===BCNM===&lt;br /&gt;
{|class=&amp;quot;ffxi-table wide-table&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;30%&amp;quot;| Name&lt;br /&gt;
!width=&amp;quot;30%&amp;quot;| Zone&lt;br /&gt;
!width=&amp;quot;15%&amp;quot;| Level&lt;br /&gt;
!width=&amp;quot;15%&amp;quot;| Time&lt;br /&gt;
!width=&amp;quot;10%&amp;quot;| Members&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Cactuar Suave]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Chamber of Oracles]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Come Into My Parlor]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Qu&#039;Bia Arena]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Contaminated Colosseum]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Horlais Peak]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Copycat]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Waughroon Shrine]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Double Dragonian]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Horlais Peak]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[E-vase-ive Action]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Qu&#039;Bia Arena]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Early Bird Catches the Wyrm]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Balga&#039;s Dais]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[The Hills Are Alive]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Waughroon Shrine]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Horns of War]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Horlais Peak]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Infernal Swarm]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Qu&#039;Bia Arena]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Moa Constrictors]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Balga&#039;s Dais]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Operation Desert Swarm]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Waughroon Shrine]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Royale Ramble]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Balga&#039;s Dais]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[The Scarlet King]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Chamber of Oracles]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Today&#039;s Horoscope]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Horlais Peak]]&lt;br /&gt;
| 75&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Forest_Rope&amp;diff=118261</id>
		<title>Forest Rope</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Forest_Rope&amp;diff=118261"/>
		<updated>2026-02-23T14:04:04Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Created page with &amp;quot;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|ForestRope.png}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt; ==Statistics== {{Item Statistics | type = Armor | icon id = 13267 | tags = {{Rare}} | slot = Waist | races = Elvaan | stats = {{stat|def|32}} {{stat|mp|+60}} {{stat|dex|-4}} {{stat|int|+4}} | level = 70 }} ==Other Uses== {{Used In | resale price = {{Resale Price|1200|1230}} }} ==How to Obtain== {{AH|Armor|Waist}} ===BCNM=== {|class=&amp;quot;ffxi-table wide-table&amp;quot; |- ! Name ! Re...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|ForestRope.png}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt;&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Item Statistics&lt;br /&gt;
| type = Armor&lt;br /&gt;
| icon id = 13267&lt;br /&gt;
| tags = {{Rare}}&lt;br /&gt;
| slot = Waist&lt;br /&gt;
| races = Elvaan&lt;br /&gt;
| stats = {{stat|def|32}} {{stat|mp|+60}} {{stat|dex|-4}} {{stat|int|+4}}&lt;br /&gt;
| level = 70&lt;br /&gt;
}}&lt;br /&gt;
==Other Uses==&lt;br /&gt;
{{Used In&lt;br /&gt;
| resale price = {{Resale Price|1200|1230}}&lt;br /&gt;
}}&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
{{AH|Armor|Waist}}&lt;br /&gt;
===BCNM===&lt;br /&gt;
{|class=&amp;quot;ffxi-table wide-table&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Restrictions&lt;br /&gt;
! Zone&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Come Into My Parlor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | No Level Restriction, 30 minutes, 6 members&lt;br /&gt;
| [[Qu&#039;Bia Arena]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race Specific Equipment]]&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Desert_Rope&amp;diff=118260</id>
		<title>Desert Rope</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Desert_Rope&amp;diff=118260"/>
		<updated>2026-02-23T14:03:06Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Created page with &amp;quot;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|DesertRope.png|Desert Rope}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt; ==Statistics== {{Item Statistics | type = Armor | icon id = 13270 | tags = {{Rare}} | slot = Waist | races = Galk | stats = {{stat|def|3}} {{stat|mp|+60}} {{stat|vit|-4}} {{stat|int|+4}} | level = 70 }} ==Other Uses== {{Used In | resale price = {{Resale Price|1230}} }} ==How to Obtain== {{AH|Armor|Waist}} ===BCNM=== {|class=&amp;quot;ffxi-table wide-table&amp;quot; |- ! Name...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|DesertRope.png|Desert Rope}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt;&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Item Statistics&lt;br /&gt;
| type = Armor&lt;br /&gt;
| icon id = 13270&lt;br /&gt;
| tags = {{Rare}}&lt;br /&gt;
| slot = Waist&lt;br /&gt;
| races = Galk&lt;br /&gt;
| stats = {{stat|def|3}} {{stat|mp|+60}} {{stat|vit|-4}} {{stat|int|+4}}&lt;br /&gt;
| level = 70&lt;br /&gt;
}}&lt;br /&gt;
==Other Uses==&lt;br /&gt;
{{Used In&lt;br /&gt;
| resale price = {{Resale Price|1230}}&lt;br /&gt;
}}&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
{{AH|Armor|Waist}}&lt;br /&gt;
===BCNM===&lt;br /&gt;
{|class=&amp;quot;ffxi-table wide-table&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Restrictions&lt;br /&gt;
! Zone&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Come Into My Parlor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | No Level Restriction, 30 minutes, 6 members&lt;br /&gt;
| [[Qu&#039;Bia Arena]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race Specific Equipment]]&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Steppe_Rope&amp;diff=118259</id>
		<title>Steppe Rope</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Steppe_Rope&amp;diff=118259"/>
		<updated>2026-02-23T14:02:06Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Created page with &amp;quot;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|SteppeRope.png|Steppe Rope}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt; ==Statistics== {{Item Statistics | type = Armor | icon id = 13268 | tags = {{Rare}} | slot = Waist | races = Tarutaru | stats = {{stat|def|5}} {{stat|mp|+30}} {{stat|str|-4}} {{stat|mnd|+4}} | level = 70 }} ==Other Uses== {{Used In | resale price = {{Resale Price|1200}} }} ==How to Obtain== {{AH|Armor|Waist}} ===BCNM=== {|class=&amp;quot;ffxi-table wide-table&amp;quot; |- ! N...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|SteppeRope.png|Steppe Rope}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt;&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Item Statistics&lt;br /&gt;
| type = Armor&lt;br /&gt;
| icon id = 13268&lt;br /&gt;
| tags = {{Rare}}&lt;br /&gt;
| slot = Waist&lt;br /&gt;
| races = Tarutaru&lt;br /&gt;
| stats = {{stat|def|5}} {{stat|mp|+30}} {{stat|str|-4}} {{stat|mnd|+4}}&lt;br /&gt;
| level = 70&lt;br /&gt;
}}&lt;br /&gt;
==Other Uses==&lt;br /&gt;
{{Used In&lt;br /&gt;
| resale price = {{Resale Price|1200}}&lt;br /&gt;
}}&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
{{AH|Armor|Waist}}&lt;br /&gt;
===BCNM===&lt;br /&gt;
{|class=&amp;quot;ffxi-table wide-table&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Restrictions&lt;br /&gt;
! Zone&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Come Into My Parlor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | No Level Restriction, 30 minutes, 6 members&lt;br /&gt;
| [[Qu&#039;Bia Arena]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race Specific Equipment]]&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Jungle_Rope&amp;diff=118258</id>
		<title>Jungle Rope</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Jungle_Rope&amp;diff=118258"/>
		<updated>2026-02-23T14:01:22Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Created page with &amp;quot;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|Jungle Rope.jpg}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt; ==Statistics== {{Item Statistics | type = Armor | icon id = 13269 | tags = {{Rare}} | slot = Waist | races = Mithra | stats = {{stat|def|4}} {{stat|mp|+45}} {{stat|dex|-4}} {{stat|int|+4}} | level = 70 }} ==Other Uses== {{Used In | resale price = {{Resale Price|1230}} }} ==How to Obtain== {{AH|Armor|Waist}} ===BCNM=== {|class=&amp;quot;ffxi-table wide-table&amp;quot; ! Name ! Restrictio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|Jungle Rope.jpg}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt;&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Item Statistics&lt;br /&gt;
| type = Armor&lt;br /&gt;
| icon id = 13269&lt;br /&gt;
| tags = {{Rare}}&lt;br /&gt;
| slot = Waist&lt;br /&gt;
| races = Mithra&lt;br /&gt;
| stats = {{stat|def|4}} {{stat|mp|+45}} {{stat|dex|-4}} {{stat|int|+4}}&lt;br /&gt;
| level = 70&lt;br /&gt;
}}&lt;br /&gt;
==Other Uses==&lt;br /&gt;
{{Used In&lt;br /&gt;
| resale price = {{Resale Price|1230}}&lt;br /&gt;
}}&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
{{AH|Armor|Waist}}&lt;br /&gt;
===BCNM===&lt;br /&gt;
{|class=&amp;quot;ffxi-table wide-table&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Restrictions&lt;br /&gt;
! Zone&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Come Into My Parlor]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | (No Level Restriction, 30 minutes, 6 members)&lt;br /&gt;
| [[Qu&#039;Bia Arena]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race Specific Equipment]]&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Ocean_Rope&amp;diff=118257</id>
		<title>Ocean Rope</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Ocean_Rope&amp;diff=118257"/>
		<updated>2026-02-23T14:00:36Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Created page with &amp;quot;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|OceanRope.jpg|Ocean Rope}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt; ==Statistics== {{Item Statistics | type = Armor | icon id = 13266 | tags = {{Rare}} | slot = Waist | races = Hume | stats = {{stat|def|4}} {{stat|mp|+45}} {{stat|str|-4}} {{stat|int|+4}} | level = 70 }} ==Other Uses== {{Used In | resale price = {{Resale Price|}} }} ==How to Obtain== {{AH|Armor|Waist}} ===BCNM=== {|class=&amp;quot;ffxi-table wide-table&amp;quot; |- ! Name ! Rest...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item Sections}}&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|OceanRope.jpg|Ocean Rope}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt;&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Item Statistics&lt;br /&gt;
| type = Armor&lt;br /&gt;
| icon id = 13266&lt;br /&gt;
| tags = {{Rare}}&lt;br /&gt;
| slot = Waist&lt;br /&gt;
| races = Hume&lt;br /&gt;
| stats = {{stat|def|4}} {{stat|mp|+45}} {{stat|str|-4}} {{stat|int|+4}}&lt;br /&gt;
| level = 70&lt;br /&gt;
}}&lt;br /&gt;
==Other Uses==&lt;br /&gt;
{{Used In&lt;br /&gt;
| resale price = {{Resale Price|}}&lt;br /&gt;
}}&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
{{AH|Armor|Waist}}&lt;br /&gt;
===BCNM===&lt;br /&gt;
{|class=&amp;quot;ffxi-table wide-table&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Restrictions&lt;br /&gt;
! Zone&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Come Into My Parlor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | No Level Restriction, 30 minutes, 6 members&lt;br /&gt;
| [[Qu&#039;Bia Arena]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Race Specific Equipment]]&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Infernal_Swarm&amp;diff=118256</id>
		<title>Infernal Swarm</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Infernal_Swarm&amp;diff=118256"/>
		<updated>2026-02-23T13:57:09Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Battlefield Header&lt;br /&gt;
| type = ksnm&lt;br /&gt;
| zone = Qu&#039;Bia Arena&lt;br /&gt;
| location = &lt;br /&gt;
| level = 75&lt;br /&gt;
| members = 6&lt;br /&gt;
| time = 30 minutes&lt;br /&gt;
| entry item = Atropos Orb&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mobs==&lt;br /&gt;
{| class=&amp;quot;table-sm horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 center-col-2 center-col-3 center-col-4&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;35%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Level &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Job &lt;br /&gt;
! width=&amp;quot;35%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Beelzebub]] x 1 &lt;br /&gt;
| {{question}}&lt;br /&gt;
| [[White Mage]]&lt;br /&gt;
| [[:category:Bees|Bee]]&lt;br /&gt;
|- class=&amp;quot;bcnm-table-alt&amp;quot;&lt;br /&gt;
| [[Hell Fly]] x 8 &lt;br /&gt;
| {{question}}&lt;br /&gt;
| {{question}}&lt;br /&gt;
| [[:category:Bees|Bee]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Possible Rewards==&lt;br /&gt;
*Your armoury crate will load out of the following groupings:&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Ebony Log]]                         {{Hxi Drop Rate|asb=150/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Phoenix Feather]]                  {{Hxi Drop Rate|asb=500/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Phoenix Feather]]                   {{Hxi Drop Rate|asb=500/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Phoenix Feather]]                   {{Hxi Drop Rate|asb=500/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Hi-Reraiser]]                   {{Hxi Drop Rate|asb=150/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Philosopher&#039;s Stone]]               {{Hxi Drop Rate|asb=400/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Phoenix Feather]]                   {{Hxi Drop Rate|asb=500/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Damascus Ingot]]                    {{Hxi Drop Rate|asb=10/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Damascene Cloth]]                   {{Hxi Drop Rate|asb=10/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Raxa]]                              {{Hxi Drop Rate|asb=400/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Beetle Blood]]                      {{Hxi Drop Rate|asb=50/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Philosopher&#039;s Stone]]               {{Hxi Drop Rate|asb=250/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Malboro Fiber]]                     {{Hxi Drop Rate|asb=10/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Ocean Sash]]                        {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Jungle Sash]]                       {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Steppe Sash]]                       {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Desert Sash]]                      {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Forest Sash]]                       {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Mythril Ore]]                       {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Adaman Ore]]                        {{Hxi Drop Rate|asb=10/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Darksteel Ore]]                     {{Hxi Drop Rate|asb=50/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Platinum Ore]]                      {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Granite]]                           {{Hxi Drop Rate|asb=50/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Gold Thread]]                       {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Petrified Log]]                     {{Hxi Drop Rate|asb=150/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Mahogany Log]]                      {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Ram Horn]]                          {{Hxi Drop Rate|asb=200/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Coral Fragment]]                    {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Demon Horn]]  {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;toau&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 toau sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Staff Strap]] {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Claymore Grip]] {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Pole Grip]] {{Hxi Drop Rate|asb=300/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Spear Strap]] {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Cure V|Scroll of Cure V]]           {{Hxi Drop Rate|asb=10/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Thunder III|Scroll of Thunder III]] {{Hxi Drop Rate|asb=10/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Shell IV|Scroll of Shell IV]]       {{Hxi Drop Rate|asb=10/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Light Spirit Pact]]                 {{Hxi Drop Rate|asb=130/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to Two of&lt;br /&gt;
|- &lt;br /&gt;
|[[Guardian Earring]]                  {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Kampfer Earring]]                   {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Conjurer&#039;s Earring]]                {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Shinobi Earring]]                   {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Tracker&#039;s Earring]]                 {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Sorcerer&#039;s Earring]]                {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Soldier&#039;s Earring]]                 {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Tamer&#039;s Earring]]                   {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Medicine Earring]]                  {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Drake Earring]]                     {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Fencer&#039;s Earring]]                  {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Minstrel&#039;s Earring]]                {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Rogue&#039;s Earring]]                   {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Ronin Earring]]                     {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Slayer&#039;s Earring]]                  {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Horizon Changes {{changes}} ==&lt;br /&gt;
{{HorizonChangesBox}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*All bees have Pollen and Sharp Sting. Beelzebub&#039;s Pollen can heal for a couple thousand HP. &lt;br /&gt;
*Beelzebub has Benediction and casts [[Cure V]], [[Silencega]] and [[Paralyga]]. &lt;br /&gt;
*Hell Fly can be charmed and slept&lt;br /&gt;
*Beelzebub is immune to sleep.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*At the start of the battle, a BLM can sleepga the group and kite Beelzebub away so Benediction will not reach the other bees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Ksnms}}&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Infernal_Swarm&amp;diff=118255</id>
		<title>Infernal Swarm</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Infernal_Swarm&amp;diff=118255"/>
		<updated>2026-02-23T13:50:57Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Battlefield Header&lt;br /&gt;
| type = ksnm&lt;br /&gt;
| zone = Qu&#039;Bia Arena&lt;br /&gt;
| location = &lt;br /&gt;
| level = 75&lt;br /&gt;
| members = 6&lt;br /&gt;
| time = 30 minutes&lt;br /&gt;
| entry item = Atropos Orb&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mobs==&lt;br /&gt;
{| class=&amp;quot;table-sm horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 center-col-2 center-col-3 center-col-4&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;35%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Level &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Job &lt;br /&gt;
! width=&amp;quot;35%&amp;quot; style=&amp;quot;border: none; border-bottom: 1px black solid;&amp;quot; | Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Beelzebub]] x 1 &lt;br /&gt;
| {{question}}&lt;br /&gt;
| [[White Mage]]&lt;br /&gt;
| [[:category:Bees|Bee]]&lt;br /&gt;
|- class=&amp;quot;bcnm-table-alt&amp;quot;&lt;br /&gt;
| [[Hell Fly]] x 8 &lt;br /&gt;
| {{question}}&lt;br /&gt;
| {{question}}&lt;br /&gt;
| [[:category:Bees|Bee]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Possible Rewards==&lt;br /&gt;
*Your armoury crate will load out of the following groupings:&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Ebony Log]]                         {{Hxi Drop Rate|asb=150/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Phoenix Feather]]                  {{Hxi Drop Rate|asb=500/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Phoenix Feather]]                   {{Hxi Drop Rate|asb=500/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Phoenix Feather]]                   {{Hxi Drop Rate|asb=500/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Hi-Reraiser]]                   {{Hxi Drop Rate|asb=150/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Philosopher&#039;s Stone]]               {{Hxi Drop Rate|asb=400/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Phoenix Feather]]                   {{Hxi Drop Rate|asb=500/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Damascus Ingot]]                    {{Hxi Drop Rate|asb=10/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Damascene Cloth]]                   {{Hxi Drop Rate|asb=10/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Raxa]]                              {{Hxi Drop Rate|asb=400/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Beetle Blood]]                      {{Hxi Drop Rate|asb=50/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Philosopher&#039;s Stone]]               {{Hxi Drop Rate|asb=250/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Malboro Fiber]]                     {{Hxi Drop Rate|asb=10/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Ocean Sash]]                        {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Jungle Sash]]                       {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Steppe Sash]]                       {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Desert Sash]]                      {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Forest Sash]]                       {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Mythril Ore]]                       {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Adaman Ore]]                        {{Hxi Drop Rate|asb=10/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Darksteel Ore]]                     {{Hxi Drop Rate|asb=50/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Platinum Ore]]                      {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Granite]]                           {{Hxi Drop Rate|asb=50/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Gold Thread]]                       {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Petrified Log]]                     {{Hxi Drop Rate|asb=150/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Mahogany Log]]                      {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Ram Horn]]                          {{Hxi Drop Rate|asb=200/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Coral Fragment]]                    {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Demon Horn]]  {{Hxi Drop Rate|asb=100/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;toau&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 toau sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Staff Strap]] {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Claymore Grip]] {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Pole Grip]] {{Hxi Drop Rate|asb=300/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Spear Strap]] {{Hxi Drop Rate|asb=150/1000|0|0}}&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to One of&lt;br /&gt;
|- &lt;br /&gt;
|[[Cure V|Scroll of Cure V]]           {{Hxi Drop Rate|asb=10/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Thunder III|Scroll of Thunder III]] {{Hxi Drop Rate|asb=10/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Shell IV|Scroll of Shell IV]]       {{Hxi Drop Rate|asb=10/1000|0|0}} &lt;br /&gt;
|- &lt;br /&gt;
|[[Light Spirit Pact]]                 {{Hxi Drop Rate|asb=130/1000|0|0}} &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;table-xs horizon-table bcnm-table bcnm-table-border no-borders-td no-borders-tr center-col-1 sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Zero to Two of&lt;br /&gt;
|- &lt;br /&gt;
|[[Guardian Earring]]                  {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Kampfer Earring]]                   {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Conjurer&#039;s Earring]]                {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Shinobi Earring]]                   {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Tracker&#039;s Earring]]                 {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Sorcerer&#039;s Earring]]                {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Soldier&#039;s Earring]]                 {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Tamer&#039;s Earring]]                   {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Medicine Earring]]                  {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Drake Earring]]                     {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Fencer&#039;s Earring]]                  {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Minstrel&#039;s Earring]]                {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Rogue&#039;s Earring]]                   {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Ronin Earring]]                     {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|- &lt;br /&gt;
|[[Slayer&#039;s Earring]]                  {{Hxi Drop Rate|asb=50/1000|0|0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Horizon Changes {{changes}} ==&lt;br /&gt;
{{HorizonChangesBox}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*All bees have Pollen and Sharp Sting. Beelzebub&#039;s Pollen can heal for a couple thousand HP. &lt;br /&gt;
*Beelzebub has Benediction and casts [[Cure V]], [[Silencega]] and [[Paralyga]]. &lt;br /&gt;
*Hell Fly can be charmed and slept&lt;br /&gt;
*Beelzebub is immune to sleep.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&#039;&#039;Be the first to contribute.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Ksnms}}&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118129</id>
		<title>EXP Camps</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118129"/>
		<updated>2026-02-16T17:54:52Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Merit Camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;New Horizon specific camps are marked with {{Changes }}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
*These camps are all aimed at standard 6 member [[Party|parties]]. &lt;br /&gt;
*Consider targeting lower level mobs (no higher than 8 levels above your party) with a non-standard party setup.&lt;br /&gt;
*If your party has a strong line-up, eats food, and is coordinated with [[Skillchains]]/[[Magic Burst]]s, you can target a higher level camp. &lt;br /&gt;
*Monsters on Horizon may have levels that differ from that of retail, be wary when using exp camp guides outside of this wiki as they may not be the same level. &lt;br /&gt;
*Starting at level 50 adventures will gain an experience point bonus by simply having the [[Signet]] buff, up to a total of 10%, in conquest (Vanilla/RoZ/CoP) areas {{Changes }}. &lt;br /&gt;
*Starting at level 50, adventurers will gain a 5% experience point bonus for defeating foes in conquest regions that their nation does not control while having [[Signet]]{{Changes }}. Consider camping in regions that your nation doesn&#039;t control for maximum experience point gains!&lt;br /&gt;
&lt;br /&gt;
== Camps - Verify if viable ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 &lt;br /&gt;
| [[Lufaise Meadows]]&lt;br /&gt;
| &lt;br /&gt;
* Lake&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Brawler]], [[Orcish Beastrider]], [[Orcish Nightraider]], [[Orcish Impaler]] (35-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Thunder Elemental]] danger.&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Beaucedine Glacier]] &lt;br /&gt;
| &lt;br /&gt;
* Via [[Ranguemont Pass]]: ({{Location Tooltip|area=Beaucedine Glacier|pos=G-9|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas&#039;s Tiger]] (33-35)&lt;br /&gt;
* [[Goblin Furrier]], [[Goblin Pathfinder]], [[Goblin Smithy]], [[Goblin Shaman]] (35-38)&lt;br /&gt;
* [[Tundra Tiger]] (34-37)&lt;br /&gt;
| &lt;br /&gt;
* Mages must sub [[WHM]].&lt;br /&gt;
* Mobs in area that detect magic.&lt;br /&gt;
* The ({{Location Tooltip|area=Beaucedine Glacier|pos=H-9}}) camp is a mostly a roaming camp loaded with [[:Category:Tigers|tigers]]&lt;br /&gt;
* Bring someone to kill all other mobs except for the [[BST]] Gigas (will load a pet that is the same level as the [[Tundra Tiger]] but with a fourth of the HP).&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Castle Oztroja]] &lt;br /&gt;
| &lt;br /&gt;
* Behind Trap Door.&lt;br /&gt;
|&lt;br /&gt;
* [[Yagudo Drummer]] (33-37)&lt;br /&gt;
* [[Yagudo Oracle]] (34-38)&lt;br /&gt;
* [[Yagudo Interrogator]] (35-39)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Layout of zone favors a moving party.&lt;br /&gt;
|-&lt;br /&gt;
|41-44 &lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=L-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ogrefly]]&lt;br /&gt;
* [[Master Coeurl]]&lt;br /&gt;
|&lt;br /&gt;
* Supports one party.&lt;br /&gt;
* [[WHM]] is required.&lt;br /&gt;
* Mages must sub [[WHM]]. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 10-20 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|10-15&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Beetle&#039;s Burrow (Through Lily Tower) ({{Location Tooltip|area=Inner Horutoto Ruins|map=Beetle&#039;s Burrow|pos=F-10|pos 2=F-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beady Beetle]] (12-16)&lt;br /&gt;
* [[Bat Battalion]] (12-15)&lt;br /&gt;
* [[Goblin Ambusher]]&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (14-18)&lt;br /&gt;
|&lt;br /&gt;
* Enter via [[East Sarutabaruta]] ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}), Lily Tower. Access Beetle&#039;s Burrow through hidden doors at either ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-8}}) or ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-9}})&lt;br /&gt;
* Be aware of mobs aggroing by sight and sound on the way to camp.&lt;br /&gt;
* [[Beady Beetle|Beetles]] and [[Bat Battalion|Bats]] don&#039;t aggro but do link via sight and sound respectively.  &lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|[[Carpenters&#039; Landing]] via [[Northern San d&#039;Oria]] Wooden Shutter entrance   &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Digger Wasp]] (14-17)&lt;br /&gt;
* [[Beady Beetle]] (15-17)&lt;br /&gt;
* [[Orcish Grunt]]&lt;br /&gt;
* [[Orcish Neckchopper]]&lt;br /&gt;
* [[Orcish Stonechucker]] (16-18)&lt;br /&gt;
* [[Poison Funguar]] (17-19)&lt;br /&gt;
* [[Flytrap]] (20-22)&lt;br /&gt;
| &lt;br /&gt;
* Wooden Shutter is at [[Northern San d&#039;Oria]] ({{Location Tooltip|area=Northern San d&#039;Oria|pos=F-5}})&lt;br /&gt;
* [[Poison Funguar|Funguars]] can [[Poison]], [[Blind]], [[Paralysis|Paralyze]], and [[Silence]].&lt;br /&gt;
* [[Flytrap]] uses [[Soporific]], a small range [[Area of Effect|AoE]] [[Sleep (Status Effect)|Sleep]] and potent [[Paralyze (Status Effect)|Paralyze]] ability.&lt;br /&gt;
* Can support multiple parties and different level ranges. &lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=D-7|pos 2=E-6|pos 3=E-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=K-9|pos 2=L-9|pos 3=L-10}})&lt;br /&gt;
| &lt;br /&gt;
* [[Hill Lizard]] (15-19)&lt;br /&gt;
|&lt;br /&gt;
* Welcome to the dunes.&lt;br /&gt;
* [[Baleful Gaze]] [[Petrification|Petrifies]] the target it&#039;s looking at. Turn to avoid!&lt;br /&gt;
* Level 11 parties take care when pulling level 18-19 [[Hill Lizard|Lizards]].&lt;br /&gt;
* Multiple camps, can support multiple parties.&lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Buburimu Peninsula]]                 &lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Buburimu Peninsula|pos=E-7}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sylvestre]] (15-18),&lt;br /&gt;
* [[Mighty Rarab]] (15-18)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Try to avoid pulling mobs that are 7+ levels above your party.&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=F-3|map=Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Blood Bunny|Blood Bunnies]] (17-19)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Can either sit in place or run up and down the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=I-8}})&lt;br /&gt;
| &lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Canyon Wasp]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Cactus Grub]] (19-20)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Added mobs with higher level range}} [[Killer Bee]] (15-20) &lt;br /&gt;
* [[Goblin Tinkerer]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Not too far from [[Kolshushu]] [[Outpost Teleportation|Outpost]] or [[Teleport-Mea]].&lt;br /&gt;
* [[Killer Bee]]s seem to use Pollen more often than other [[Bee]]s.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Konschtat Highlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=I-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) &lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Yellow Jacket]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}}) Camp has a [[Goblin Digger]] that can extend chains. &lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) Camp has [[Poltergeist]]s (18-20) that can extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=La Theine Plateau|pos=H-11|pos 2=I-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-18) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Plateau Hare]] (19-20) &lt;br /&gt;
|&lt;br /&gt;
* [[Plateau Hare|Hares]] link.&lt;br /&gt;
* [[Plateau Hare|Hares]] should not be fought until at least level 13.&lt;br /&gt;
* 1 Orc spawn can also be used to fill chains. &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* Pond ({{Location Tooltip|area=La Theine Plateau|pos=K-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Snapper]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=G-3|map= Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stink Bats]] (15-18)&lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* [[Stink Bats|Bats]] link via sound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Maze Maker]] (18-21)&lt;br /&gt;
* [[Stink Bats]] (15-17)&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (16-17)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* West Forest ({{Location Tooltip|area=Valkurm Dunes|pos=F-7}})&lt;br /&gt;
* Whitebone Sands ({{Location Tooltip|area=Valkurm Dunes|pos=F-9}})&lt;br /&gt;
* Oasis ({{Location Tooltip|area=Valkurm Dunes|pos=I-7}})&lt;br /&gt;
* Siren Sands ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
* North Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-6}})&lt;br /&gt;
* South Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-8}})&lt;br /&gt;
*(H-7) NW of OP corner&lt;br /&gt;
|&lt;br /&gt;
* [[Night Bats]] (12-15)&lt;br /&gt;
* [[Star Bat]] (17-20)&lt;br /&gt;
* [[Snipper]] (18-22)&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Damselfly|Flies]] &amp;amp; [[Snipper]]s are primary targets. &lt;br /&gt;
* Can throw in [[Brutal Sheep|Sheep]] and [[Star Bat|Bats]] at night to keep chains going.&lt;br /&gt;
* [[Damselfly]] can [[Poison]], and use [[Cursed Sphere]], a damaging [[Area of Effect|AoE]] TP move. &lt;br /&gt;
* [[Brutal Sheep]] can use [[Sheep Song]], which is an [[Area of Effect|AoE]] [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cape Coney]] (20-21)&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cactus Bee]] (20-22)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Supports up to 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Magic Gate of Horutoto ({{Location Tooltip|area=Inner Horutoto Ruins|pos=E-10|map=Beetle&#039;s Burrow}})&lt;br /&gt;
|&lt;br /&gt;
* [[Battle Bat]] (17-19)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (20-23)&lt;br /&gt;
| &lt;br /&gt;
* Enter via {{Location|East Sarutabaruta|J-7}}.&lt;br /&gt;
* Mobs near camp aggro sight/sound.&lt;br /&gt;
* [[Goblin Leecher]]s are casters. &lt;br /&gt;
* Careful of links - [[Battle Bat|Bats]] link by sound, and [[:Category:Goblins|Goblins]] link by sight. &lt;br /&gt;
* All of the mobs are aggressive.&lt;br /&gt;
* Could support 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=H-7|map=Map 1}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hognosed Bat]] (17-19)&lt;br /&gt;
* [[Fly Agaric]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sound and Sight aggro near camp.&lt;br /&gt;
* [[Hognosed Bat|Bats]] link via sound.&lt;br /&gt;
* [[Fly Agaric]]s have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Cliff Side ({{Location Tooltip|area=Valkurm Dunes|pos=G-8}})&lt;br /&gt;
* Signpost ({{Location Tooltip|area=Valkurm Dunes|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
* [[Brutal Sheep|Sheep]] use [[Sheep Song]], an AoE sleep TP attack. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=J-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Norvallen]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* 6 spawns, 1 [[Stag Beetle|Beetle]] is around the corner, a little Southwest.&lt;br /&gt;
* [[Stag Beetle|Beetle]]s have defense and evasion boosting TP abilities.&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=H-11|pos 2=H-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] &lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
* [[Forest Tiger]] (22-24)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* [[Forest Tiger|Tigers]] have a strong [[Paralyze]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Dangruf Wadi]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=G-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=H-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leeecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]]s are casters.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|pos 2=F-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=G-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=I-8}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-6|pos 2=J-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bull Dhalmel]] (20-23)&lt;br /&gt;
* [[Zu]] (20-23)&lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-25)&lt;br /&gt;
| &lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets in front of them.&lt;br /&gt;
* Be wary of linking.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gadfly]] (18-21)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Derfland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Marsh Funguar|Funguars]] link by sound.&lt;br /&gt;
* [[Marsh Funguar]] have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21),&lt;br /&gt;
* [[Hill Lizard]] (19-22)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Aragoneu]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* 2 [[:Category:Goblins|Goblins]] around which may prove too much for a level 15/16 group.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=F-8|pos 2=F-9|pos 3=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-24)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}). &lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* [[Marsh Funguar|Funguars]] use [[Paralyze (Status Effect)|Paralyze]], [[Blind (Status Effect)|Blind]], [[Poison (Status Effect)|Poison]] and [[Silence (Status Effect)|Silence]] TP abilities.&lt;br /&gt;
* [[Marsh Funguar|Funguar]] aggro and link via sound. &lt;br /&gt;
* [[Stag Beetle|Beetles]] link via sight. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=K-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]]&lt;br /&gt;
* [[Snipper]] (17-20)&lt;br /&gt;
* [[Gadfly]] (18-21) &lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Camp right at the outpost.&lt;br /&gt;
* [[Defland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets infront of them.&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=F-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawlers]]&lt;br /&gt;
* [[Leeches]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Water Elemental]] can sometimes spawn in the back.&lt;br /&gt;
* [[Marsh Funguar]]s spawn in the road leading to the area, possibly extending this camp to Level 19 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|[[Korroloka Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Western Tunnel ({{Location Tooltip|area=Korroloka Tunnel|map=Map 2|pos=D-8|pos 2=D-9|pos 3=E-9}})&lt;br /&gt;
* Eastern Tunnel({{Location Tooltip|area=Korroloka Tunnel|map=Map 1|pos=L-6|pos 2=L-7|pos 3=M-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Worm]] (20-25)&lt;br /&gt;
* [[Seeker Bats]] (22-26)&lt;br /&gt;
|&lt;br /&gt;
* Worms cast lots of spells, including [[Area of Effect|AoE]] spells.&lt;br /&gt;
* Ideal for a ranged attack burn style party. &lt;br /&gt;
* [[Seeker Bats|Bats]] take extra damage from piercing weapons.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Goblin Camp ({{Location Tooltip|area=Valkurm Dunes|pos=E-7|pos 2=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]]&lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* Watch out for sight-based links.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
| &lt;br /&gt;
* By Spine at ({{Location Tooltip|area=Meriphataud Mountains|pos=D-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-25)&lt;br /&gt;
* [[Couerl]] (22-26)&lt;br /&gt;
* [[Boggart]] (25-27)&lt;br /&gt;
|&lt;br /&gt;
* Close to [[Aragoneu]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* [[Paralyna]] and [[Silena]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hill Lizard]] (23-25)&lt;br /&gt;
* [[Moon Bat]] (23-26)&lt;br /&gt;
* [[Midnight Wings]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from Aragoneu OP. &lt;br /&gt;
* Mobs located on both N and S sides of the fort.  &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=F-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Dung Beetle]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Further down, past the [[Fly Agaric]]s. &lt;br /&gt;
* Sight and Sound aggro on the way to camp. &lt;br /&gt;
* [[Dung Beetle|Beetles]] link via sight.   &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=H-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Vorpal Bunny]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* Spore Hollow ({{Location Tooltip|area=Jugner Forest|pos=K-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Jugner Funguar]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}}) camp is reached from the South. &lt;br /&gt;
* [[Jugner Funguar|Funguars]] link by sound. &lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach/Gustav Zone ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=E-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (20-23)&lt;br /&gt;
* [[Beach Pugil]] (23-26)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro near camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=G-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Clipper]] (24-26)&lt;br /&gt;
* [[Poison Leech]] (24-27)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Buburimu Peninsula]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]], [[Goblin Leecher]], [[Goblin Mugger]]  (21-25)&lt;br /&gt;
*{{changes|Horizon custom mob}} [[Cape Dhalmel]]s (24-26) &lt;br /&gt;
|&lt;br /&gt;
* [[Cape Dhalmel]]s and [[Bull Dhalmels]] (20-23) will link, [[Bind]] or [[Sleep]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Maze of Shakhrami|map= Map 2|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Carnivorous Crawler]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Tahrongi Canyon]] ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 8 [[Carnivorous Crawler|Crawlers]], 10 if you roam into the Eastern tunnel. &lt;br /&gt;
|-&lt;br /&gt;
|17-20 &lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=H-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (18-23)&lt;br /&gt;
* [[Poison Leech]] (21-25)&lt;br /&gt;
* [[Shoal Pugil]] (24-28)&lt;br /&gt;
|&lt;br /&gt;
* Watch for [[Bogy]] spawns at night. Both beaches have safe places to camp outside of blood aggro range.  &lt;br /&gt;
* Start on [[Snipper]]s at Level 17. Can start mixing [[Shoal Pugil|Pugils]] in at 18.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18-20&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
| &lt;br /&gt;
* Rose Tower, [[Three Mage Gate]] ({{Location Tooltip|area=Inner Horutoto Ruins|map= Rose Tower 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Boggart]] (23-26)&lt;br /&gt;
| &lt;br /&gt;
* Enter via ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}) in [[East Sarutabaruta]], Lily Tower.&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Castle Oztroja]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Castle Oztroja|map=Map 1|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bastion Bats]] (18-21)&lt;br /&gt;
* [[Yagudo Persecutor]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Beadeaux]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Beadeaux|map=Map 1|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] (20-23)&lt;br /&gt;
* [[Old Quadav]] (22-26)&lt;br /&gt;
* [[Copper Quadav]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
| &lt;br /&gt;
* Circle around Ice Pond for ({{Location Tooltip|area=Qufim Island|pos=H-7}}) camp.&lt;br /&gt;
* At night, [[Banshee]]s spawn at Ice Pond so you will need to camp in a tunnel and pull [[Clippers]] to you. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=I-7|pos 3=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6|pos 2=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Dark Bats]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
* [[Glow Bat]] (28-29)&lt;br /&gt;
|&lt;br /&gt;
* Potentially supports 2 parties at opposite ends of the cliff. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-4}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon custom mob}} [[Migrant Hawker]] (24-27) &lt;br /&gt;
* {{changes|Horizon custom mob}}  [[Dust Lizard]] (26-28)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Aragoneu]] [[Outpost Teleportation|Outpost]].  &lt;br /&gt;
* 3 camps/supports 3 parties. &lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Center Landing Docks ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-25)&lt;br /&gt;
* [[Fosse Pugil]] (22-24)&lt;br /&gt;
* [[Forest Tiger]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Davoi]]&lt;br /&gt;
|&lt;br /&gt;
* Main Entrance ({{Location Tooltip|area=Davoi|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (22-28)&lt;br /&gt;
|&lt;br /&gt;
* [[Bats]] that pop at night aggro via sound.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Yughott Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-6}})&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* All orcs link by sight, be careful.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 20-30 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|20-22&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* Between Fences at ({{Location Tooltip|area=Rolanberry Fields|pos=F-7}})&lt;br /&gt;
* Shack at ({{Location Tooltip|area=Rolanberry Fields|pos=F-11}}) &lt;br /&gt;
* Stone Wall/Signpost at ({{Location Tooltip|area=Rolanberry Fields|pos=H-12}}) &lt;br /&gt;
* Crates at ({{Location Tooltip|area=Rolanberry Fields|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Berry Grub]] (25-28)&lt;br /&gt;
|  &lt;br /&gt;
* [[Quadav]] and [[Ochu]] aggro sound. &lt;br /&gt;
* Can fill in with [[Bats]] at night.&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Waterfall/PLD ??? ({{Location Tooltip|area=Ordelle&#039;s Caves|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Shrieker]] (25-27)&lt;br /&gt;
* [[Clipper]] (26-29)&lt;br /&gt;
* [[Goliath Beetle]] (29-31)&lt;br /&gt;
|&lt;br /&gt;
* Enter through [[La Theine Plateau]] at ({{Location Tooltip|area=La Theine Plateau|pos=H-7}}).&lt;br /&gt;
* Sight and sound aggro near camp.&lt;br /&gt;
* [[Clipper]]s link by sound. &lt;br /&gt;
* [[Will-o&#039;-the-Wisp|Bomb]] nearby.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|21-23&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* Zone to [[Meriphataud Mountains|Meriphataud]], ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]] (26-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Mugger]] (26-29)&lt;br /&gt;
|&lt;br /&gt;
* Southwest part of the zone is littered with [[:Category:Goblins|Goblins]] and [[Bats]]. &lt;br /&gt;
* Beware of links. &lt;br /&gt;
* Beware of [[Rock Golem]] (magic sensitive and will destroy your party).&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|21-24&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* Beyond the door ({{Location Tooltip|area=Ranguemont Pass|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (26-30)&lt;br /&gt;
|&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* Be careful of [[Ooze]].&lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Camp at either end of the caves ({{Location Tooltip|area=Carpenters&#039; Landing|pos=I-11|pos 2=I-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (27-30)&lt;br /&gt;
* [[Shreiker]] (28-31)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] zone entrance, ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Quick walk from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro en route to camp.&lt;br /&gt;
* [[Shrieker]]s are sound aggro/[[Diving Beetle|Beetles]] link by sight.   &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Lower Delkfutt&#039;s Tower]]&lt;br /&gt;
| &lt;br /&gt;
* Northwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-7}})&lt;br /&gt;
* Southwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-10}})&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=H-10}}) &lt;br /&gt;
* Northeast Area ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-27)&lt;br /&gt;
* [[Ancient Bat]]s (27-29)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (27-30)&lt;br /&gt;
* [[Giant Gatekeeper]]&lt;br /&gt;
* [[Giant Guard]]&lt;br /&gt;
* [[Giant Lobber]]&lt;br /&gt;
* [[Giant Sentry]] (28-30)&lt;br /&gt;
|&lt;br /&gt;
* Be careful of aggro if not using entrance camp.&lt;br /&gt;
* [[Giant Lobber]]s hurt. Pull with caution.&lt;br /&gt;
|-&lt;br /&gt;
| 22-26 &lt;br /&gt;
|| [[Maze of Shakhrami]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Maze of Shakhrami|pos=L-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]]s (26-29)&lt;br /&gt;
* [[Caterchipillar]] (30-31)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (31-34) &lt;br /&gt;
|&lt;br /&gt;
* [[Buburimu Peninsula|Buburimu]] Side/[[Outpost Teleportation|Outpost]].  Enter at ({{Location Tooltip|area=Buburimu Peninsula|pos=F-6}}). &lt;br /&gt;
* Lower level parties focus on [[Ancient Bat|Bats]] and  [[Caterchipillar|Crawlers]].  &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Pugil]] (28-30)&lt;br /&gt;
* [[Giant Ascetic]]&lt;br /&gt;
* [[Giant Hunter]]&lt;br /&gt;
* [[Giant Ranger]]&lt;br /&gt;
* [[Giant Trapper]] (28-31)&lt;br /&gt;
* [[Acrophies]] (32-33)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Popular exp zone,&#039;&#039;&#039; area can get overcrowded and you may need to find alternative camps.&lt;br /&gt;
* Take care with [[Thunder Elemental]] spawn at ({{Location Tooltip|area=Qufim Island|pos=F-8}}) during thunder weather.&lt;br /&gt;
* Supports 3 parties.   &lt;br /&gt;
* Be careful with Gigas (Giants), they hit quite hard, especially Gigas Hunter (the RNG-type that throws rocks).&lt;br /&gt;
|-&lt;br /&gt;
|23-27&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ridge Lizard]] {{Changes }} (29-31)&lt;br /&gt;
* [[Puma]] {{Changes }} (29-33)&lt;br /&gt;
* [[Drooling Hound]] {{Changes }} (31-35)&lt;br /&gt;
| &lt;br /&gt;
* Not a a bad walk from [[Outpost Teleportation|Outpost]] or [[Crag of Mea]].&lt;br /&gt;
* Can be done at level 23 if going slow between pulls, at level 25, [[Drooling Hound]]s can enter rotation. EXP tapers during level 26 but can still produce 8-10k exp/hr &#039;&#039;without&#039;&#039; rings because kills go quickly. Easy chain 5&#039;s with a solid party. &lt;br /&gt;
* [[Puma]] inflicts [[Paralysis]] (Blaster) and [[Silence]] (Chaotic Eye.) Chaotic Eye is a very quick cast, so be careful.&lt;br /&gt;
* [[Ridge Lizard|Lizard&#039;s]] Blockhead TP move can hit non-tanks for very high numbers (200+ dmg.) Be careful about pulling too much enmity!&lt;br /&gt;
* Beware [[Drooling Hound]] (31-33) at night, it has [[Area of Effect|AoE]] [[Disease]].&lt;br /&gt;
* Supports 2 parties, 1 at each coordinate.&lt;br /&gt;
|-&lt;br /&gt;
|24-26&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Hecteyes]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* ~12 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sight and Sound aggro en route to camp.&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}}) has about 8 [[Stirge]] spawns along the tunnel.  May need to roam a bit. &lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sauromugue Skink]] (28-32)&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Yagudo Interrogator]]&lt;br /&gt;
* [[Yagudo Oracle]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (26-36)&lt;br /&gt;
|&lt;br /&gt;
* Camp at fallen pillar/crumbling wall or outside of fort.&lt;br /&gt;
* Mob density a bit scarce. [[Yagudo]] have a large level range.&lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Logs near Dock ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Spinous Pugil]] (29-31)&lt;br /&gt;
* [[Sabretooth Tiger]] (29-32)&lt;br /&gt;
* [[Birdtrap]] (29-33)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] entrance at ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] aggro/link by sight, [[Birdtrap]]s don&#039;t aggro or link. [[Spinous Pugil|Pugils]] aggro by sound. &lt;br /&gt;
* [[Birdtrap|Traps]] [[Area of Effect|AoE]] [[Sleep]], Single-Target [[Paralysis|paralyze]].&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] [[Area of Effect|AoE]] [[Paralysis|paralyze]]. &lt;br /&gt;
* Be mindful of big [[Sabretooth Tiger|Tiger]] crits. &lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6|pos 2=G-6|pos 3=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yuhtunga Mandragora]] (30-33)&lt;br /&gt;
|&lt;br /&gt;
* Beware patrolling [[Goblin Smithy]].&lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=F-8|pos 2=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Tabar Beak]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* Supports maybe 2 parties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Camp on hill by bonfire [[:Category:Yagudo|Yagudo]] camp.  &lt;br /&gt;
* Beware of links.&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] have large level range.&lt;br /&gt;
|-&lt;br /&gt;
|26-28&lt;br /&gt;
|[[Ranguemont Pass]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=E-6|pos 2=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Smithy]] {{Changes }} (32-36)&lt;br /&gt;
|&lt;br /&gt;
* ~11.5 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]]&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 4 [[:Category:Goblins|Goblin]] spawns (Era+) with 3-4 [[Stirge]] spawns in the same open area and connecting caves.&lt;br /&gt;
* May be able to extend camp to level 28 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=J-7|pos 2=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ivory Lizard]] (32-35)&lt;br /&gt;
* [[Jungle Coeurl]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Take Chocobo from [[Kazham]] to ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6}}) and drop down. Then after emerging from the tunnel after the drop, go down ramp when you see the [[Overgrown Rose]] ([[Morbol]]), into another tunnel. Camp at the edge of the cliff overlooking the Volcano.&lt;br /&gt;
* Start with [[Ivory Lizard|Lizards]] at level 26.  Mix in [[Jungle Couerl|Coeurls]] at level 28+.&lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* Docks ({{Location Tooltip|area=Bibiki Bay|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Start on [[Eft]]s.  &lt;br /&gt;
* [[Eft]]s link via sound.  &lt;br /&gt;
* Move to [[Raven]]s around level 29.&lt;br /&gt;
* [[Raven]]s link via sight.  &lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Jacket]] (33-37)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;BEE LOG&#039;&#039;&#039;.  Camp inside the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
| 27-30 &lt;br /&gt;
|| [[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=H-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Flesh Eater]] (35-37)&lt;br /&gt;
* [[Hecteyes]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Both mobs are casters.&lt;br /&gt;
* [[Hecteyes]] are weak to all elemental damage except for dark. They are also resistant to blunt.&lt;br /&gt;
|-&lt;br /&gt;
| 27-29 &lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-13}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Servingman]]&lt;br /&gt;
* [[Goblin Craftsman]]&lt;br /&gt;
* [[Goblin Gutterman]]&lt;br /&gt;
* [[Goblin Hammerman]]&lt;br /&gt;
* [[Goblin Leadman]]&lt;br /&gt;
* [[Moblin Chapman]]&lt;br /&gt;
* [[Moblin Pickman]]&lt;br /&gt;
* [[Moblin Ragman]]&lt;br /&gt;
* [[Moblin Witchman]]&lt;br /&gt;
* [[Stirge]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from [[Crag of Dem]].  &lt;br /&gt;
* Careful of sight aggro en route to camp. &lt;br /&gt;
* Take care not to link - especially with ranged mobs. Can get very dangerous very quickly.&lt;br /&gt;
* [[Earth Elemental]] danger at ({{Location Tooltip|area=Oldton Movalpolos|pos=E-4}}) camp. &lt;br /&gt;
* &lt;br /&gt;
* Drops gil and craft materials.&lt;br /&gt;
|-&lt;br /&gt;
|27-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Yuhtunga Jungle|pos=G-11}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Young Opo-Opo]] (34-36)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Smithy]] (32-37)&lt;br /&gt;
|&lt;br /&gt;
* Beware of holes when pulling. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=J-11}}), ({{Location Tooltip|area=Misareaux Coast|pos=K-11}}) coast&lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=L-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Champaign Coeurl]] (35-37)&lt;br /&gt;
* [[Diving Beetle]] (35-37)&lt;br /&gt;
* [[Midnight Wings]] (35-37)&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] (36-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Champaign Coeurl|Coeurls]] [[Silence]] and [[Paralysis|Paralyze]] using TP moves.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-7|pos 2=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Mandragora]] (35-37)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28-32&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
* [[Orcs]] (35-39)&lt;br /&gt;
|&lt;br /&gt;
* Lower level parties beware of orcs. &lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=F-11|pos 2=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Creek Sahagin]]&lt;br /&gt;
* [[River Sahagin]] &lt;br /&gt;
* [[Stream Sahagin]] (34-38)&lt;br /&gt;
* [[Makara]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Close to the zone exit for [[Sea Serpent Grotto]].&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]]s (34-38) {{changes|adjusted level range 34-38 instead of 36-38}}&lt;br /&gt;
|&lt;br /&gt;
* The weapons on Horizon here spawn as low as 34 (retail was 36). &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Batallia Downs|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (31-36)&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 5 spawns.  Pull [[:Category:Goblins|Goblins]] by the coast to fill in. &lt;br /&gt;
* Not a bad alternate camp if Sauromugue is taken and party members don&#039;t have [[Outpost Teleportation|Outpost Warps]], [[Kazham Airship Pass]], or [[Telepoint]]s.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 4 spawns. If you sit at the end of the spine, you can pull weapons from both sides.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay|pos=H-6|pos 2=H-7|pos 3=I-6|pos 4=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]] &lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Marine Dhalmel]] (34-37)&lt;br /&gt;
* [[Island Rarab]] (34-38)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Dhalmels can [[Silence]]. &lt;br /&gt;
* The whole area supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 30-40 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Bibiki Bay - Purgonorgo Isle]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(Everywhere)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Jagil]] (35-38) &lt;br /&gt;
* [[Coastal Opo-opo]] (36-39)&lt;br /&gt;
* [[Toucan]] (38-40)&lt;br /&gt;
* [[Kraken]] (37-40)&lt;br /&gt;
* [[Alraune]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Take the [[Manaclipper]] (need [[Manaclipper Ticket]] or [[Manaclipper multi-ticket]]: 80gil for 1 ride, 500gil for 10, sold on pier).&lt;br /&gt;
* Possible [[Notorious Monster|NM]] on [[Manaclipper]]. Careful. &lt;br /&gt;
* [[Clot]]s are infrequent but can be taken care of. &lt;br /&gt;
* Don&#039;t touch the [[Urganite]]. &lt;br /&gt;
* Island can support probably 8 parties.&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos= I-9|pos 2=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gallinipper]] (36-39)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (37-39)&lt;br /&gt;
* [[Tracer Antlion]] (38-40)&lt;br /&gt;
|&lt;br /&gt;
* Be aware of Sound aggro on the way to camp.&lt;br /&gt;
* Cross the first bridge. Camp against the wall.  Beware of doom scorpions.&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Sea Serpent Grotto]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Hallway, First Map: ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lake Sahagin]]&lt;br /&gt;
* [[Pond Sahagin]]&lt;br /&gt;
* [[Spring Sahagin]] &lt;br /&gt;
* [[Undead Bats]] (36-39)&lt;br /&gt;
* [[Ironshell]] (37-40)&lt;br /&gt;
| &lt;br /&gt;
* Be aware of sound aggro.    &lt;br /&gt;
* Camp in hallway in front of the ornamental door. &lt;br /&gt;
* Sahagin link via sound.  &lt;br /&gt;
* Beware [[Undead Bats|Bats]] that pop in back of the hallway (don&#039;t aggro but will link with other bats).&lt;br /&gt;
* Supports 1 party.  Lots of mobs but long repop timer.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Eastern Altepa Desert]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert|pos=H-6}}) &lt;br /&gt;
* ({{Location Tooltip| area=Eastern Altepa Desert| pos=I-6&lt;br /&gt;
}}) &lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert| pos=J-7&lt;br /&gt;
}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sand Beetle]] (36-40){{changes}}&lt;br /&gt;
* [[Desert Dhalmel]] (38-41){{changes}}&lt;br /&gt;
|&lt;br /&gt;
* Several sight/sound aggro mobs near camp.&lt;br /&gt;
* Supports 3 parties, 1 at each location.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=E-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|32-34&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Wasp]] (37-40)&lt;br /&gt;
* [[Goblin Pathfinder]] (35-39)&lt;br /&gt;
* [[Goblin Reaper]] (41-45)&lt;br /&gt;
* [[Young Opo-Opo]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Camp on top of bridge or in top tunnel ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). &lt;br /&gt;
* Watch out for links.&lt;br /&gt;
* Supports 1 party at ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). 2 parties at ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}}), camp up top, either side.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|34-36&lt;br /&gt;
|[[The Eldieme Necropolis]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance 4: ({{Location Tooltip|area=The Eldieme Necropolis|map=Map 2|pos=F-8|pos 2=F-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Gazer]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Batallia Downs]] ({{Location Tooltip|area=Batallia Downs|pos=G-8}})&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=G-7|pos 2=G-8}})&lt;br /&gt;
* Front of Banishing Gate 1: ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=I-7|pos 2=I-8|pos 3=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Siege Bat]] (40-43)&lt;br /&gt;
* [[Borer Beetle]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* [[Borer Beetles|Beetles]] sight aggro, bats link, beetles will be difficult at 34. &lt;br /&gt;
* [[Borer Beetles|Beetles]] can inflict Strength Down and Evasion Down.&lt;br /&gt;
* Sufficient mobs for at least 3 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigantobugard]] (40-43)&lt;br /&gt;
* [[Orcs]] (41-44)&lt;br /&gt;
* [[Gigas]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
* Need to have CoP Promies cleared to access.&lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}})&lt;br /&gt;
* Outpost ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=H-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=I-9}})&lt;br /&gt;
* Hidden path ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lesser Gaylas]] (39-42)&lt;br /&gt;
* [[Goobbue Gardener]] (40-43)&lt;br /&gt;
* [[Ogrefly]] (41-44) &lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (42-46)&lt;br /&gt;
|&lt;br /&gt;
* Level 36+ parties recommended at Outpost and ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}}) camp for Goblins.&lt;br /&gt;
* [[Goobbue Gardener|Goobbue]]s have an [[Area of Effect|AoE]] [[Silence]] TP move. Be careful fighting them.  &lt;br /&gt;
* Supports many parties. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=I-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=K-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (40-44)&lt;br /&gt;
* [[Death Jacket]] (40-42)&lt;br /&gt;
* [[Maze Lizard]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler|Crawlers]] can use a Defense Up TP move.&lt;br /&gt;
* Many total spawns, easily supports 2+ parties. &lt;br /&gt;
|-&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=L-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=M-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Spider]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Spiders use AoE slow frequently. Bring a WHM for erase or a party composition that doesn&#039;t care about slow (ranger burn?)&lt;br /&gt;
* Also a popular spot for solo farmers to farm spider webs&lt;br /&gt;
|-&lt;br /&gt;
| 35-38&lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=J-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Bondman]] &lt;br /&gt;
* [[Goblin Doorman]]&lt;br /&gt;
* [[Goblin Oilman]]&lt;br /&gt;
* [[Goblin Tollman]]&lt;br /&gt;
* [[Goblin Shovelman]]&lt;br /&gt;
* [[Moblin Repairman]]&lt;br /&gt;
* [[Moblin Pikeman]] &lt;br /&gt;
* [[Moblin Coalman]]&lt;br /&gt;
* [[Moblin Gasman]]  (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from Dem.&lt;br /&gt;
* Sight aggro en route to camps.&lt;br /&gt;
* Beware [[Moblin Gourneyman]] and [[Goblin Freelance]] as they are a much higher level (~47).&lt;br /&gt;
* If the [[:Category:Moblins|Moblins]] are allowed to use Crispy Candle and damage themselves, they will not give EXP. Can be stunned.&lt;br /&gt;
|-&lt;br /&gt;
|36-39&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (44-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl|Couerls]] have a gaze TP move that silences. They can also paralyze.&lt;br /&gt;
* 2 Hellhounds (47-50) pop at night in the area.&lt;br /&gt;
* Forewarning, area is often farmed for Coeurl drops.&lt;br /&gt;
|-&lt;br /&gt;
|36-43&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Bloodlet Spring ({{Location Tooltip|area=Yhoator Jungle|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-45)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (45-47)&lt;br /&gt;
* [[Master Coeurl]] (48-49)&lt;br /&gt;
|&lt;br /&gt;
* Beware of [[Notorious Monster|NM]] at camp.&lt;br /&gt;
|-&lt;br /&gt;
|37-39&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (43-46)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Temple of Uggalepih Entrance ({{Location Tooltip|area=Yhoator Jungle|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-47)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Elshimo Uplands]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* [[Big Jaw]] can gain evasion and defense up TP moves.&lt;br /&gt;
|-&lt;br /&gt;
|38-40&lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Silver Beastcoin Door ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 2|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brook Sahagin]]&lt;br /&gt;
* [[Grotto Pugil]]&lt;br /&gt;
* [[Rivulet Sahagin]] (42-46)&lt;br /&gt;
* [[Bigclaw]]&lt;br /&gt;
* [[Riparin Sahagin]] (42-48)&lt;br /&gt;
|&lt;br /&gt;
* Enter through door by trading it a [[Silver Beastcoin]] at ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=N-14}})&lt;br /&gt;
* Lots of sound aggro en route.&lt;br /&gt;
* Sahagin link via sound, area is quite crowded.&lt;br /&gt;
* Party may need to roam a bit.  &lt;br /&gt;
* Lots of spawns but high respawn time (~16min). &lt;br /&gt;
* Beware NM spawn at (J-10) area.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle]] (45-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle|Beetles]] gain evasion from TP move.&lt;br /&gt;
* Supports 1 good party, 2 parties is questionable.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Fei&#039;Yin]]&lt;br /&gt;
| &lt;br /&gt;
* Hallway ({{Location Tooltip|area=Fei&#039;Yin|map=Map 1|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ore Golem]] (43-45)&lt;br /&gt;
* [[Shadow]] (44-46)&lt;br /&gt;
|&lt;br /&gt;
* Lots of sound aggro, magic aggro in area. Some sight aggro as well.&lt;br /&gt;
* 2 parties. Beware of farmers in area. &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
| &lt;br /&gt;
*  ({{Location Tooltip|area=Misareaux Coast|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Claw]] (45-48)&lt;br /&gt;
* [[Makara]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* 2 parties &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel]] (44-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel|Dhalmels]] found on all sides of the fork, watch out for Antican aggro. &lt;br /&gt;
* Could also pull nearby [[Sand Beetle]] to help extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Valkurm Side ({{Location Tooltip|area=Gustav Tunnel|map=Map 1|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hell Bats]](44-48)&lt;br /&gt;
* [[Hawker]](45-48)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Sufficient mobs for 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
* Behind Banishing Gate #1 ({{Location Tooltip|area=Garlaige Citadel|map= Map 2|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Citadel Bats]] (46-48)&lt;br /&gt;
|&lt;br /&gt;
* Banishing Gate requires 4 players to stand on floor switches to open door. Switches are located on the walls to the side of the gate. You&#039;ll know you&#039;re standing on one as the switch will depress.&lt;br /&gt;
* Careful of potential sound links.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|39-44&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] (46-48)&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
* [[Makara]] (47-49)&lt;br /&gt;
* [[Diatryma]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on at least on Chapter 2  of [[:Category:Chains of Promathia Missions|CoP]]&lt;br /&gt;
* Target [[Bigclaw]]s, [[Makara]], and [[Mantraps]] for while in the 39-42 range. &lt;br /&gt;
* Start targeting Diatryma around 42-44.  &lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
* Diatryma resists melee damage except for piercing.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 40-50==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|40-42&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*Map 2 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-9}})&lt;br /&gt;
*Map 3 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (47-49)&lt;br /&gt;
|At least 2 camps.  Dispel and/or BLM recommended for cocoon. Camp at rocks/boulders on map 3.&lt;br /&gt;
|-&lt;br /&gt;
|40-43&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-8|pos 2=J-9}}) Lower level, by the coast.&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon Drop Rate change}} [[Stone Golem]] (47-49)&lt;br /&gt;
* {{changes|Horizon added mob}} [[Diremite]] (49-50)&lt;br /&gt;
|Supports 1 party.  Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=F-9}}), Yhoat Telepoint&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (48-50)&lt;br /&gt;
|Popular BST camp&lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Eastern Altepa Desert|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Digger]] (45-52)&lt;br /&gt;
|[[:Category:Goblins|Goblins]] Bomb Toss can be an issue, stuns recommended. Lower level parties should beware of the diggers as they are higher in level. Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Yhoator Jungle]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Opotrap]] (47-51)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Snap Jaw]] (48-51) &lt;br /&gt;
|Mobs do not raise defense (Confirmed by Charsi)&lt;br /&gt;
|-&lt;br /&gt;
|42-44&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=G-6|pos 2=H-6|pos 3=G-7|pos 4=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Beetle]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
Beetles all around Revelation Rock, supports many parties, Beetles link. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|43-45 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&lt;br /&gt;
* Baileys Zone, ({{Location Tooltip|area=Xarcabard|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Demon Knight]]&lt;br /&gt;
* [[Demon Pawn]] &lt;br /&gt;
* [[Demon Wizard]] (48-52)&lt;br /&gt;
|&lt;br /&gt;
* Supports 1 party&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
* Ifrit Cauldron zones ({{Location Tooltip|area=Yhoator Jungle|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Hunter]] (52-54)&lt;br /&gt;
|2 parties. RNG and WAR [[:Category:Goblins|Goblins]]. 6 Spawns at west entrance. 8 at east entrance. Barfira for bombs.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 1|pos=F-9}}) 1st map, by Full Moon Fountain&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] &lt;br /&gt;
* [[Makara]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Dispel and/or BLM recommended. Need either Portal Charm for Three Mage Gate or Rhinostery Certificate to access.  Will need sneak/oils to access without aggro. &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-7}}) 2nd Map&lt;br /&gt;
|&lt;br /&gt;
* [[Labyrinth Lizard]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Lizards aggro sound and link! Reliable Sleep, Bind, or Lullaby recommended.&#039;&#039;&#039;About a 7.5 minute walk from Derfland OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|43-46 &lt;br /&gt;
|[[Lufaise Meadows]] (Req. [[:Category:Chains of Promathia Missions|CoP]] Crag completion)&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Lufaise Meadows|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Leshachikha]] (49-51)&lt;br /&gt;
* [[Leshy]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Beware of [[Thunder Elemental]] that spawns by Leshys. All members must complete [[:Category:Chains of Promathia Missions|CoP]] Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Labyrinth of Onzozo]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Labyrinth of Onzozo|pos=I-9}}), 2 tunnels&lt;br /&gt;
|&lt;br /&gt;
* [[Cockatrice]] (50-53)&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Enchanter]] &lt;br /&gt;
* [[Goblin Miner]] (51-58)&lt;br /&gt;
* [[Goblin Hunter]] (52-58)&lt;br /&gt;
|Supports 2 parties. Know when Cockatrice in tunnels will repop (Reliable sleep/bind/lullaby recommended). &#039;&#039;&#039;WHM required for Stona&#039;&#039;&#039;. Cockatrice do not link but are aggressive via sound. Echo Drops strongly recommended. Avoid [[:Category:Goblins|Goblins]] Miners if possible (THF [[:Category:Goblins|Goblins]])&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Beaucedine Glacier]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-5}}) By Fei&#039;Yin&lt;br /&gt;
|&lt;br /&gt;
* [[Rime Lynx]] (51-53) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Does NOT raise defenses. Bring silena and paralnya. Supports 1 party. 2 parties doubtful. &#039;&#039;&#039;~8.5 minute walk from Fauregandi OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=J-8}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hornfly]] (50-53)&lt;br /&gt;
* [[Exoray]] (51-54)&lt;br /&gt;
* [[Blazer Beetle]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Can also mix in Exorays(51-54) or other mobs in the area. Typically enough spawns for 2 parties, can camp at other entrances to room as well. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|45-47&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=J-5}}&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=E-5}}&lt;br /&gt;
Titan entrance from Eastern Desert ({{Location Tooltip|area=Eastern Altepa Desert|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-54)&lt;br /&gt;
* [[Sand Spider]] (52-54)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
Beetles and spiders don&#039;t aggro but link. BLM or Dispel recommended for beetles. Bring WHM for Erase if you fight spiders. Anticas have AoE silence. Supports 2 parties. Drops coffer keys.&lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|&lt;br /&gt;
[[Bostaunieux Oubliette]](Must progress through certain rank missions to enter Chateau, have rank 3 Bastok and Windurst to enter)&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=I-7}}&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-10}}&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-55)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;[[Sneak]] up before dropping down, slimes below.&#039;&#039;&#039; Watch out for pops. Lots of link potential.  Bring a Bard and/or Carby pull. Don&#039;t go past the hounds.  Supports at least 2 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rumble Crawler]] (53-55)&lt;br /&gt;
|&lt;br /&gt;
Dispel/Finale or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 3|pos=H-9}}&lt;br /&gt;
Entry at Western Desert ({{Location Tooltip|area=Western Altepa Desert|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-58)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
High level range of mobs. Bring echo drops and/or mages /whm for silena. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Misareaux Coast]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Migrant Dobsonfly]] (55-57) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
1 camp by the Qufim warp. Other camp is by waterfall near Sacrarium. Need to be at least on [[:Category:Chains of Promathia Missions|CoP]] Chapter 2 to access.&lt;br /&gt;
|-&lt;br /&gt;
|48-51&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-54)&lt;br /&gt;
* [[Chamber Beetles]] (56-58)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties. BLM or Dispel recommended for beetles. While you can kill the bats and beetles as low as 45, camping here at 45 will result in ~3k exp/hour.&lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dragonfly]] (55-58)&lt;br /&gt;
* [[Den Beetle]] (56-58) &lt;br /&gt;
| Will need sneak/oils to reach camp. Take the NW tunnel at the sack room (H-8) to the 2nd map. Supports 1 party. Flies link. BLM or Dispel recommended for beetles. &#039;&#039;&#039;About a 10.5 minute walk from Derfland OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|49-51&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Antican Hoplomachus]]&lt;br /&gt;
* [[Antican Lanista]] (54-58)&lt;br /&gt;
|&lt;br /&gt;
Pull Antica from below. They do not link. Bring RDM/Silencer - Lanista are BLM. Silena/echo drops recommended. Could also fight manticore and beetles in the area.    &lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 3|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (56-58) &lt;br /&gt;
| &lt;br /&gt;
Supports 2 parties in the basement. Another 2 behind banishing gate 2. BLM or Dispel recommended.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 50-60==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 50-52 &lt;br /&gt;
|[[Bostaunieux Oubliette]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-9}})&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hecatomb Hound]] (56-58)&lt;br /&gt;
* [[Werebat]] (57-59) &lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Need sneak/oils to reach camp, before you drop down.  &#039;&#039;&#039;~8 minute walk from Ronfaure OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 50-54 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=F-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Canal Pugil]] (57-59)&lt;br /&gt;
* [[Scavenger Crab]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
Very close to Windurst Walls entrance (Head west, in tunnel.  Keep going south to 2nd camp with crabs).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm) &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 52-54 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|pos=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Variable Hare]] (58-61) &lt;br /&gt;
* [[Uleguerand Tiger]] (60-62)&lt;br /&gt;
|&lt;br /&gt;
Having a support highly recommended for AOEs/paralyze.  Hares link.  &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|52-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (55-58)&lt;br /&gt;
* [[Over Weapon]]&lt;br /&gt;
* [[Vault Weapon]] (59-62)&lt;br /&gt;
* [[Tainted Flesh]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Typically a &amp;quot;bridge&amp;quot; camp after leveling to 51 from beetles.  Not too many higher mobs present.  Drops coffer keys.  BLM/Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
| 53-55 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=F-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
BLM and/or Dispel recommended. Drops coffer keys.  Supports 1 party &lt;br /&gt;
|-&lt;br /&gt;
| 53-56 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawler Hunter]] (60-62)&lt;br /&gt;
* [[Knight Crawler]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Take the NW tunnel at the sack room (H-8) to the 2nd map. Dispel or BLM needed for cocoon. Drops coffer keys. Supports 1 party.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56&lt;br /&gt;
|[[The Boyahda Tree]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=L-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bark Spider]]&lt;br /&gt;
* [[Death Cap]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Drops coffer keys.  Lots of links!  Bring a BRD and/or BLM and a WHM.  Spiders have a nasty aoe slow and critical attack ability.  Death Caps have a gross breath attack with silence and paralyze.  Can be a challenging camp but will make you some money with web drops.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56 &lt;br /&gt;
|[[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=J-7}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (60-63) &lt;br /&gt;
* [[Sand Lizard]] (60-64)&lt;br /&gt;
|&lt;br /&gt;
Plenty of crabs to go around, supports at least 3 parties, just be cautious for Guivre (sight aggro) when getting to your camp. [[Sneak]] will be required to travel through this area.  Drops coffer keys.  Dispel or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57&lt;br /&gt;
|[[Ro&#039;Maeve]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-11}})&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Killing Weapon]] (61-63)&lt;br /&gt;
* [[Ominous Weapon]] (62-64)&lt;br /&gt;
| &lt;br /&gt;
Can camp right at zone entrance. But beware of pop at zone. Can also camp in hallway at (H-9). Supports maybe 2 parties. /NIN recommended for melee for Whirl of Rage spam.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Tomb Worm]] (60-61)&lt;br /&gt;
* [[Thousand Eyes]] (60-62)&lt;br /&gt;
* [[Dire Bats]] (62-64)&lt;br /&gt;
* [[Armet Beetle]] (64-66)&lt;br /&gt;
|&lt;br /&gt;
Worm&#039;s dont aggro but link.  Bats aggro by sound.  Eyes good alternative when bats or worms are full. One Dire Bats sits on camp, but theres a small room full of Thousand Eyes that do not link next to it.  There are only 4 beetles so not enough to make a camp for a full higher level party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Thousand Eyes are farmed for Eyes for high level item. You might find max levels farming these enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[Ifrit&#039;s Cauldron]] {{Changes }} &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=J-7|pos 2=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Cauldron Eruca]] (62-64) {{Changes }} &lt;br /&gt;
| &lt;br /&gt;
West entrance.  Supports 2 parties.  Yes aggro.  Yes link.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-8}}) Outpost&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beach Bunny]] (62-65)&lt;br /&gt;
* [[Sand Lizard]] (62-65)&lt;br /&gt;
|&lt;br /&gt;
Have Stona ready for Lizards.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Western Altepa Desert]]{{Changes }} &lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=D-11|pos 2=E-11}})&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Scorch Dhalmel]] (63-65) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. No defense up.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Toraimarai Canal]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stygian Pugil]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Close to Windurst Walls entrance (Head east, downstairs, then south, in tunnel).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm)&#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[The Boyahda Tree]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=G-8}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=E-6}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=D-4}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (62-66)&lt;br /&gt;
* [[Knight Crawler]] (62-67)&lt;br /&gt;
|&lt;br /&gt;
Many camps/mobs, supports at least two parties. Drops coffer keys. Bring dispeler or blm.&lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch Ogrefly]] (65-67)&lt;br /&gt;
* [[Sand Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Bring WHM and/or a support for healing heavy AoE Damage. Flies like to spam Cursed Sphere.  &lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Starmite]] (65-67)&lt;br /&gt;
|&lt;br /&gt;
Dispel/BLM recommended.  Past Stygian Pugils, north up stairs. &lt;br /&gt;
|-&lt;br /&gt;
| 58-61 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-9}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (64-67)&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Shepherd]] (65-68) ((G-6), (H-6) camps))&lt;br /&gt;
* [[Velociraptor]] (66-69)&lt;br /&gt;
* [[Terror Pugil]](67-70)&lt;br /&gt;
|&lt;br /&gt;
Supports at least 4 parties. Viruna suggested if you plan on fighting many raptors.  BLM or Dispel recommended for crabs.  Beware Sand Cockatrice, aggro sight, will be difficult (lvl 71-74).&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 {{verification}}&lt;br /&gt;
|| Pso&#039;Xja &lt;br /&gt;
||(60 level cap zone) &#039;&#039;&#039;(H-10) Tower in Beaucedine Glacier&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
* Diremite Assaulter (63-68)&lt;br /&gt;
* Dire Bat (64-68)&lt;br /&gt;
* Goblins (62-68)&lt;br /&gt;
* Thousand Eyes (65-68)&lt;br /&gt;
* Maledict Millstone (64-68)&lt;br /&gt;
|| {{verification}} Verification needed on mob respawn times. &lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|map=Map 1|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Polar Hare]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Support and/or melee sub /nin recommended for AoE.  Hares link.   &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Pso&#039;Xja]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Pso&#039;Xja|map=Map 2|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diremite Assaulter]] (63-68)&lt;br /&gt;
* [[Dire Bat]] (64-68)&lt;br /&gt;
* [[Snow Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note this is a popular spot where high levels farm Florid Stones.&#039;&#039;&#039; Enter from Beaucedine Glacier (F-7). Follow the right wall, apply sneak and drop down the hole at (I-8). Camp in circular room with elevator. WHM recommended for Erase.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Kuftal Tunnel]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 4|pos=H-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=L-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Deinonychus]] (65-68)&lt;br /&gt;
* [[Kuftal Digger]]&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Tamer]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Viruna highly recommended.  Go down the path at (F-7) map #1 to reach basement camp.  [[Sneak]] needed. Beware NM Yowie.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Newton Movalpolos|map=Map 1|pos=D-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Trashman]] (65-67)&lt;br /&gt;
* [[Goblin Fireman]]&lt;br /&gt;
* [[Goblin Foreman]]&lt;br /&gt;
* [[Goblin Lengthman]]&lt;br /&gt;
* [[Goblin Packman]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Enter from (I-12) or (J-11) from Oldton.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 60-75==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp/Mob !! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 60-62 &lt;br /&gt;
|| Valley of Sorrows&lt;br /&gt;
|| &#039;&#039;&#039;(G-7) (corner), (J-9) (zone line)&#039;&#039;&#039; &lt;br /&gt;
* Velociraptor (66-69)&lt;br /&gt;
* Peryton (69-72)&lt;br /&gt;
* Valley Manticore (72-74)&lt;br /&gt;
|| Supports 1 party at twilight beach entrance. Supports 2 parties at J-8 Cape Terrigan entrance. Viruna/whm recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 60-63 || Uleguerand Range || &#039;&#039;&#039;(I-10), (J-10), (J-11)&#039;&#039;&#039;&lt;br /&gt;
* Nival Raptor (68-70)&lt;br /&gt;
|| Supports at least 2 parties.  Paralyna highly recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 62-64 || Labyrinth of Onzozo || &#039;&#039;&#039;(H-6), (I-6)&#039;&#039;&#039;&lt;br /&gt;
* Torama (70-72)&lt;br /&gt;
* [[:Category:Goblins|Goblins]] (67-69)&lt;br /&gt;
* Labyrinth Manticore (72-74)&lt;br /&gt;
 || Supports up to 2 parties.  Have silena, echo drops, and paralyna ready.  Beware NM Ose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 63-65 || Attohwa Chasm || &#039;&#039;&#039;(F-7)&#039;&#039;&#039; &lt;br /&gt;
* Tracker Antlion (70-73)&lt;br /&gt;
|| Supports 1 party.  Blindna and erase recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 63-66 || Bibiki Bay || &#039;&#039;&#039;(G-6)&#039;&#039;&#039; &lt;br /&gt;
* Tragopan (71-73)&lt;br /&gt;
* Hobgoblin Maritalist, Animalier, Venerer, Fascinator (72-74)&lt;br /&gt;
|| Supports 1 party. Tragopans link by sight when pulled. Recommend barfira for goblins and silence for Fascinator.&lt;br /&gt;
|-&lt;br /&gt;
| 64-67 || Boyhada Tree ||&#039;&#039;&#039; (I-6) map 2&#039;&#039;&#039;&lt;br /&gt;
* Skimmer (72-74)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Rabbits no aggro. Water elemental spawns during weather on i-6 and will aggro frequently.&lt;br /&gt;
|-&lt;br /&gt;
| 65-67 || Cape Terrigan || &#039;&#039;&#039;(I-7) Boulder, (I-8) Boulder&#039;&#039;&#039;&lt;br /&gt;
* Sand Cockatrice (71-74)&lt;br /&gt;
 || WHM with Stona pretty much required.  Can pull lower level velociraptors to fill in.  Beware Manticores (lvl 77-79), sight aggro, will be difficult.  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 66-70 || Boyhada Tree ||&#039;&#039;&#039;(3rd map, down waterfall at (F-8) up top) (H-6), (H-10), (H-9), (F-9), (F-12), (H-8) &#039;&#039;&#039;&lt;br /&gt;
* Processionaire (72-75)&lt;br /&gt;
* Korrigan (72-75)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Darter (76-78)&lt;br /&gt;
* Blood Ball (76-78)&lt;br /&gt;
|Supports multiple parties.  Dispel/finale/chi blast/acid bolts/blm nukes recommended for defense up on crawlers and crabs.  Echo drops recommended if targeting gobbues.  Higher level parties can start to roam around the rooms instead of camp.  Can pull additional Processionaires in the tunnels.  Link potentials.  Have sleepga/lullaby ready. Consider targeting Darters and Blood Balls at level 68+. &lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Boyhada Tree ||&#039;&#039;&#039;  map 2, up top (F-6), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Silena/echo drops highly recommended.  Could also fill in Processionaires (72-75)  at (G-10) camp.  Link potentials.  Have sleepga/lullaby ready.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Al&#039;Taieu ||&#039;&#039;&#039;(D-10) Tower, (K-11) Between Islands&#039;&#039;&#039;&lt;br /&gt;
* Om&#039;hpemde (73-77)&lt;br /&gt;
* Om&#039;xzomit (74-76)&lt;br /&gt;
* Om&#039;aern (75-78)&lt;br /&gt;
|Need Sea access (CoP 8-1). (D-10) camp is all Om&#039;hpemde.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69&lt;br /&gt;
| Den of Rancor &lt;br /&gt;
|&#039;&#039;&#039; (I-8) map 6, in front of Cloister of Tides&#039;&#039;&#039;&lt;br /&gt;
* Demonic Pugil (74-76)&lt;br /&gt;
* Doom Toad (74-76)&lt;br /&gt;
|Supports 1 party. 1 party member needs a Paintbrush of Souls to reach.  Enter den from Temple of Uggalepih paintbrush room. *Note: 15 minute respawn.  A good party can wipe all mobs and be sitting waiting for repops.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Pso&#039;Xja  ||&#039;&#039;&#039; Nue Tower Entrance, Golden-Tongued Culberry Map&#039;&#039;&#039;&lt;br /&gt;
* Frost Lizard (74-77)&lt;br /&gt;
* Diremite Dominator (74-76)&lt;br /&gt;
* Million Eyes (75-77)&lt;br /&gt;
* Purgatory Bat (72-76)&lt;br /&gt;
|Drop down to the bottom map.  Need sneak and invis.  Can support 2 parties.  East and west sides/drop downs.&lt;br /&gt;
|-&lt;br /&gt;
|68-70&lt;br /&gt;
|Den of Rancor (I-9), (F-7)&lt;br /&gt;
|&#039;&#039;&#039;Bloodlet Springs Entrance from Yhoater Jungle&#039;&#039;&#039;&lt;br /&gt;
* Tormentor (75-78)&lt;br /&gt;
* Puck (Mandragora) (75-78)&lt;br /&gt;
|Lots of links. Have sleep(ga)/lullaby ready.  Mages stay back from puks for dreamflower.  Stona/WHM recommended for lizards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 68-71 || Cape Terrigan {{Changes }}  || &#039;&#039;&#039;Zone to Gustav Tunnel (J-6)&#039;&#039;&#039;&lt;br /&gt;
* Arid Lizard (76-78) {{Changes}}&lt;br /&gt;
* Dust Bats (77-78)   {{Changes}}&lt;br /&gt;
* Manticore (77-79)&lt;br /&gt;
||Supports two parties. Erase (Manticore Debuff Max HP/MP Debuff) &amp;amp; Stona Recommended.  Your party can camp between the boulder and wall for faster pulls with some add potential...or up the ramp to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 69-71 || Bibiki Bay || &#039;&#039;&#039;(G-8), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
* Hobgoblins (78-80)&lt;br /&gt;
 || - Mobs AoE Dispel and AoE shadow wipe.. better for BST burns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 69-75 || Newton Movalpolos ||&#039;&#039;&#039; Exit from Mine shaft #2716 entry &#039;&#039;&#039;&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get twinkbrix to teleport you to the mine shaft.  Camp favors a roaming party.  Sleep and silence recommended.  Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| 69-75 || Cape Terrigan || &#039;&#039;&#039;(G-5)&#039;&#039;&#039;&lt;br /&gt;
* Greater Manticore (76-79)&lt;br /&gt;
* Sand Cockatrice (71-73)&lt;br /&gt;
 || Erase recommended.  Silena and Stona recommended if lower level parties are fighing Cockatrice as well.  Mages stay back due to Riddle (max mp down). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039;  Camp will make you some money. &lt;br /&gt;
|-&lt;br /&gt;
| 70-75 || Kuftal Tunnel || &#039;&#039;&#039;(H-6), (I-8) Map #3&#039;&#039;&#039;&lt;br /&gt;
* Greater Cockatrice (78-80)&lt;br /&gt;
* Ovinnik (77-79)&lt;br /&gt;
* Ladon (80-82)&lt;br /&gt;
|| Past moving boulder at (G-9).  Path opens at certain times depending on moon phase.  Maximum up time is about 15 minutes (6 game hours).  Supports at least 2 parties.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice.  Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;.  Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Ro&#039;Maeve || &#039;&#039;&#039;(N-9), (D-5) Behind East and West Moongates. (M-9), (C-9) outside of Moongates &#039;&#039;&#039;&lt;br /&gt;
* Apocalyptic Weapon (78-80)&lt;br /&gt;
* Infernal Weapon(79-81)&lt;br /&gt;
* Darksteel Golem (80-82)&lt;br /&gt;
|| Supports 4 parties.  No moon pass needed for 2 camps.  2 more camps available behind each moongate.  Lots of AOE.  Melee DPS subbing /nin is a good idea.  Behind moongate your party can camp on far bridges for faster pulls with some aggro potential (have sleepga/lullaby ready)... or use a side room to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
* [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Bibiki Bay {{Changes}} || &#039;&#039;&#039;(G-6), (F-7), (F-8), (G-9)&#039;&#039;&#039;&lt;br /&gt;
* Catoblepas (79-81) {{Changes}}&lt;br /&gt;
* Hobgoblin Alastor, Blagger, Physician, Toreador (77-79)&lt;br /&gt;
* Tropical Rarab (73-76)&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
 || Supports 4 parties.  Berserk is your friend.  Healing wind spam can be annoying if cows aren&#039;t dealt with swiftly.  Fill in with Rarabs and Efts.  (F-8) camp has lots of Goblins.  Watch out for bombs/AoE, Barfira up.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sky Camps (63-75+) &#039;&#039;&#039;(Sky Access Required)&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp !! Mob !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 63-66 &lt;br /&gt;
|| [[Ru&#039;Aun Gardens]]&lt;br /&gt;
|| ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-9}}) Earth, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=E-8}}) Ice, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-6}}) Dark, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=G-5}}) Light, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-5}}) Air, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-6}}) Thunder, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=K-8}}) Fire, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-9}}) Water&lt;br /&gt;
|| [[Flamingo]] (72-74)&lt;br /&gt;
|| Up to 8 camps.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
|| [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 72-75&lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}})) Map #2&lt;br /&gt;
|| [[Aura Weapon]] (80-82)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 74-75+ &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|| [[Aura Statue]] (81-84)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Merit Camps==&lt;br /&gt;
* These camps are designed for higher levels (75+) to exp/gain merit points on.&lt;br /&gt;
* If your party has a strong line up, and is coordinated, you could start exping at these camps earlier.&lt;br /&gt;
* Some camps can turn into roaming camps for faster kills at higher levels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* Exit from Mine shaft #2716 entry ({{Location Tooltip|area=Newton Movalpolos|pos=J-6}})&lt;br /&gt;
|&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get [[Twinkbrix]] to teleport you to the mine shaft. Roaming party. Sleep and silence recommended. Lots of bombs, AoEs. Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cape Teriggan]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Cape Teriggan|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Manticore]] (76-79)&lt;br /&gt;
| Erase recommended. No AoEs, but conals. Can roam around a bit. Cockatrice may agro but can be easily dealt with. Mages stay back due to Riddle (reduces max mp). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039; Manticore drops will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Cockatrice]] (78-80)&lt;br /&gt;
* [[Ovinnik]] (77-79)&lt;br /&gt;
* [[Ladon]] (80-82)&lt;br /&gt;
| Past moving boulder at ({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-9}}). Path opens at certain times depending on moon phase. Maximum up time is about 15 minutes (6 game hours). Supports at least 2 parties. Roam around.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice. Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;. Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
||&lt;br /&gt;
*[[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=N-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=D-5}}) Behind East and West Moongates. ({{Location Tooltip|area=Ro&#039;Maeve|pos=M-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=C-9}}) outside of Moongates&lt;br /&gt;
|&lt;br /&gt;
* [[Apocalyptic Weapon]] (78-80)&lt;br /&gt;
* [[Infernal Weapon]] (79-81)&lt;br /&gt;
* [[Darksteel Golem]] (80-82)&lt;br /&gt;
| Supports 4 parties. No moon pass needed for 2 camps. 2 more camps available behind each moongate. Lots of physical AOE. Melee DPS subbing /nin is a good idea. Camp on far bridges and/or roam around.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Abraxas]] (80-83)&lt;br /&gt;
* [[Tavnazian Ram]] (82-84)&lt;br /&gt;
|Need to be on CoP Chapter 2+ to access. Lot&#039;s of magical AoE, will wipe shadows and still cause damage. WHM recommended for AoE healing [[Stona]] and [[Erase]]. Camp will make you some money. &#039;&#039;&#039;Tavnazian Rams give +23% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}}) Map #2&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Weapon]] (80-82)&lt;br /&gt;
| **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Open yellow gate. Roaming camp. Lot&#039;s of physical AoE. &#039;&#039;&#039;~8 minute walk from crag shortcut or ~15 minute walk from Li&#039;Telor OP without Mazurka.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=A-9}}) ({{Location Tooltip|area=Ro&#039;Maeve|pos=O-9}}). Behind East and West Moon gates.&lt;br /&gt;
|&lt;br /&gt;
* [[Luminous Cluster]] (81-82) {{Changes}}&lt;br /&gt;
* [[Lunar Guardian]] (81-82){{Changes}}&lt;br /&gt;
|Supports 2 parties. Lots of physical AoE, graviga, and slowga. Pull weapons to fill to maintain chain.&#039;&#039;&#039;~7 minute walk from Li&#039;Telor OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fei&#039;Yin]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* Basement ({{Location Tooltip|area=Fei&#039;Yin|map=Map 2|pos=H-6|pos 2=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rancid Flesh]] (81-82) {{Changes}}&lt;br /&gt;
* [[Apparition]] (81-83) {{Changes}}&lt;br /&gt;
* [[Perdition Bat]] (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party.  Not much AoE or conal.  Roam around as needed.  &#039;&#039;&#039;~12.5 minute walk from Fauregandi OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] &lt;br /&gt;
|&lt;br /&gt;
* The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Statue]] (81-84)&lt;br /&gt;
 | **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.  Drops Diorite, Ullikummi pop item. Lot&#039;s of AoE/wipes shadows, bindga, and stunga.  Roam around the Nexus loop. Can roam around a bit at Ullikummi.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dromaeosaurus]] (82-84) {{Changes}}&lt;br /&gt;
* [[Cliff Glider]]  (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party. South of spine. Raptors have virus and slow.  Flies have lots of AoE and poison.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Misareaux Coast]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
*Close to Tavnazia Safehold Zone ({{Location Tooltip|area=Misareaux Coast|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beast Bugard]] (82-84) {{Changes}}&lt;br /&gt;
* [[Raging Sheep]] (81-83) {{Changes}}&lt;br /&gt;
|Mobs seem to be blunt resistant.  Mages stay back due to AoE sleep. Dispel/acid bolts/chi blast recommedned for defense up abilities.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toraimarai Canal]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=J-8|pos 2=J-9}}) Map 2&lt;br /&gt;
|&lt;br /&gt;
* [[Diphylla]] (81-84) {{Changes}}&lt;br /&gt;
* [[Channel Pugil]] (81-82) {{Changes}}&lt;br /&gt;
|Need {{KeyItem}}[[Rhinostery Certificate]] for fast access from Windurst Walls.&lt;br /&gt;
Could also use 3 mage gate to get to but need portal charm.  Some magical AoE.  Dispel/acid bolts/chi blast recommedned for defense up abilities.&#039;&#039;&#039;(~16 minute walk from Sarutabarta OP, going through 3 mage gate, without Mazurka)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Purgonorgo Isle|Bibiki Bay, Purgonorgo Isle]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay - Purgonorgo Isle|pos=H-10|pos 2=H-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Toco Tucan]] (83-84) {{Changes}}&lt;br /&gt;
* [[Island Jugil]] (81-83) {{Changes}}&lt;br /&gt;
|Right by the [[:Category:Chains of Promathia Missions|CoP]] warmachine.  Take Manaclipper.  Takes time to get to.  Supports 1 party.  Not much AoE.  Some conals.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=I-5}}), ({{Location Tooltip|area=Uleguerand Range|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Kindred Black Mage]] (81-84)&lt;br /&gt;
* [[Kindred Dark Night]] (81-84)&lt;br /&gt;
* [[Kindred Summoner]] (81-84)&lt;br /&gt;
* [[Kindred Warrior]] (81-84)&lt;br /&gt;
* [[Smolenkos]] (81-84)&lt;br /&gt;
* [[Molech]] (80-82)&lt;br /&gt;
| Bit of a walk. Go east/counter-clockwise from the entrance to climb up.  Will need [[Sneak]]/invis/meds. Watch out for true sight tauri on the way up. Roam around. Slowga. Conals.  Blind. Doom.&lt;br /&gt;
Note: 3 mobs per kilometer, Molech has Doom (they look at you and you die) NOT WORTH IT tested by blacklung&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[King Buffalo]] (80-82)&lt;br /&gt;
* [[Kindred Demon]] (81-84)&lt;br /&gt;
| A bit further of a walk. Past Jormy, by frozen waterfall. Plague.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas Brawler]] (84-86) {{Changes}}&lt;br /&gt;
* [[Gigas Crusher]] (84-86) {{Changes}}&lt;br /&gt;
| Before you get to Jormy.  You probably want to have decent gear and a few merits under your belt before meriting on these.  Lots of physical AoE and conals.  Melee subbing /nin isn&#039;t a bad idea.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alpha Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
== Shatter Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Mana Burn Camps {{Changes }}==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
* These camps are ideally for SMNx2 BLMx4 parties as these are era+ mobs that raise their defenses at the start of the battle.  The defense is lost with a [[Skillchain]] + [[Magic Burst]] combo. &lt;br /&gt;
* SMN x2, 3 BLM, 1 Support (BRD, RDM) works.&lt;br /&gt;
*These camps were originally intended for a traditional party with skill chaining and more than 1 BLM magic bursting. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|12-16&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6) Carbuncle Quest&#039;&#039;&#039;&lt;br /&gt;
* [[Eikon Worm]] (19-23) {{Changes }}&lt;br /&gt;
|Raises defenses at start of fight. MP Burn recommended or [[magic burst]] required. [[Ghost]]s pop at night.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(F-5)&#039;&#039;&#039;&lt;br /&gt;
* [[Island Goop]] (26-28) {{Changes }}&lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|20-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6)/(H-6)&#039;&#039;&#039;&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Greater Pugil]]&lt;br /&gt;
| G-6 camp is at the top middle of the quadrant, safe from undead. Our composition was 5 x BLM and 1 x RDM, bouncing hate between us. No need for a tank, just brave mages. Pulled 10k/hour (with band up) and no deaths. Move to pugil alley at (H-6) at 23. &lt;br /&gt;
|-&lt;br /&gt;
|23-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Hexed Weapon]] (31-33) {{Changes }}&lt;br /&gt;
* [[Cliff Worm]] (30-33) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight. MP Burn recommended or [[magic burst]] required.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|25-28&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Muddy Slime]] (34-36) {{Changes }}&lt;br /&gt;
|Raises defense at the start of fight, MP Burn recommended or [[magic burst]] required. Tried this at 26, was rough. AoE move does a ton of damage. 28 might be better starting point when you get firaga.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Flying Beetle]] (35-37) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|31-34&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-6)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Sand Worm]] (36-39) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-37&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|(&#039;&#039;&#039;{{Location Tooltip| text = K-5| tooltip = | area = Sauromugue Champaign| pos = K-5| highlight background = transparent| marker pos x = -4| marker pos y = 12| marker size = 35| marker opacity = 0.4| marker background = #5555ff}})&#039;&#039;&#039;&lt;br /&gt;
* [[Young Uragnite]] (36-42) {{Changes }}&lt;br /&gt;
|Raises defenses.  Wide level range.  Higher levels (40-42) seem to spawn more on the western side of camp.  Have [[poisona]] and [[paralyna]] ready.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|29-32&lt;br /&gt;
|Rolanberry Fields&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Shell Grubs]] (38-41) &lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(G-10) Pond&#039;&#039;&#039;&lt;br /&gt;
* [[Winter Slime]] (39-41)                        &lt;br /&gt;
|Raises defenses&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Upper level&#039;&#039;&#039;&lt;br /&gt;
* [[Boreal Worm]] (39-42)  &lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|33-37 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7)/(I-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Snofallo]] (43-45) &lt;br /&gt;
|Quick run from [[Outpost]]/[[Telepoint|Telepoint Vahzl]].  Raises defenses. Can use Lowing which is AoE Plague (TP/MP drain). WHM/SMN recommended for SC closer if possible.&lt;br /&gt;
|-&lt;br /&gt;
|36-40             &lt;br /&gt;
|[[Yuhtunga Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Jungle Crawlers]] (44-48) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|34-39&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;{{location Tooltip|area= Batallia Downs|pos=I-10}} / {{location Tooltip|area= Batallia Downs|pos=J-10}}&#039;&#039;&#039;&lt;br /&gt;
* [[Downslime]] (41-44){{Changes }}&lt;br /&gt;
|Are [[Shielded]].&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Glacier Crab]] (47-50) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Similar name to crabs on the other side of the coast but different level range.&lt;br /&gt;
|-&lt;br /&gt;
|39-42 &lt;br /&gt;
|[[Battalia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;(H-5)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Rancideyes]] (48-51) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage. &#039;&#039;&#039;Fast movement. Recommend having someone with silence. REALLY FAST CASTS&#039;&#039;&#039; (Data updated as of 5/16)&lt;br /&gt;
|-&lt;br /&gt;
|42-46 &lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(I-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Jungle Crab]] (51-53) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
|44-47 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Bloody Beetle]] (53-56) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|47-50 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Desert Gazer]] ([[:Category:Hecteyes|Hecteyes]], 56-59){{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required. {{Verification}}Couldn&#039;t be slept. &#039;&#039;&#039;Casts -aga II magic. Avoid this camp unless you can reliably land silence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|50-53 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-7)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Worm]] (59-61){{Changes }}&lt;br /&gt;
|On pull, Raises it&#039;s Defenses - Goes away during the day&lt;br /&gt;
|-&lt;br /&gt;
|49-54 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Mud Crab]] (59-62){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|53-56 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Slime]] (61-64){{Changes }}&lt;br /&gt;
|Defense boost possible, best to have Firaga 2 at 53.&lt;br /&gt;
|-&lt;br /&gt;
|51-56 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(I-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Muddyeyes]] (62-66){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}} Casts magic and cannot be slept. Avoid.&lt;br /&gt;
|-&lt;br /&gt;
|57-62 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Lower level&#039;&#039;&#039;&lt;br /&gt;
* [[Glacier Crab]] (69-72){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|65-68 &lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&#039;&#039;&#039;(K-9) By Dunes Warp&#039;&#039;&#039;&lt;br /&gt;
* [[Meadow Buffalo]] (75-78){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Aspir]]able mobs.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Coastal Slime]] (78-81){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Ice  Crab]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Supports 2 manaburn parties.&lt;br /&gt;
|-&lt;br /&gt;
|66-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Icefallo]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Viruna]] recommended for [[plague]].&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Undead Burn Camps==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11-13&lt;br /&gt;
| [[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Konschtat Zone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeleton Warrior]]&lt;br /&gt;
|Monk or manaburn party recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Stairs&#039;&#039;&#039;&lt;br /&gt;
* [[Ghoul]]s (21-24) {{Changes }}&lt;br /&gt;
|Camp is for MNK/PLD/WHM (Holy Party)&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Outer Horutoto Ruins]]&lt;br /&gt;
|&#039;&#039;&#039;Strange Apparatus Room&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
|Use northernmost [[West Sarutabaruta]] zone. Monk or manaburn party recommended. [[Sneak]] required to reach camp&lt;br /&gt;
|-&lt;br /&gt;
|21-28&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;G-7) Map 2 behind first center door on staircase, Gadfly/Bogy Room, Behind East Banshee Door.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Mauthe Doog]] (28-31)&lt;br /&gt;
* [[Wight]] (29-34),&lt;br /&gt;
* [[Wendigo]] (26-30)&lt;br /&gt;
* [[Banshee]] (31-34), &lt;br /&gt;
* [[Bogy]] (27-29), &lt;br /&gt;
* [[Ghast]] (30-34)&lt;br /&gt;
|WHM Cure Burn party.  WHM/NIN with Utsusemi recommended (if not able, Blink is required).  Bring assistance for Raise and Viruna as the TP moves from Banshee really hurt and Rot Gas virus effect can last up to 5 minutes.   Level sync 21-25 on Bogy Room and 24-29 behind the east Banshee door where no mobs spawn.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|30-33  &lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&#039;&#039;&#039;F-8 Map 1 where Royal Leech spawns in the tunnel just east of Namtar room.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Ghast]] (38-41)&lt;br /&gt;
|WHM Cure Burn party.  Level Sync 29 is too low.  31 is preferred.  Blink, Stoneskin, and Reraise is a must.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|34-37  &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(E-8)/(F-8), (J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-45)&lt;br /&gt;
* [[Etemmu]] (43-46)&lt;br /&gt;
|Outpost warp or Vazhl gate crystal required to reach camp.  WHM x6 Cure Burn party.&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;Main entrance from [[Batallia Downs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-46)&lt;br /&gt;
|Level Sync 32 too low, 33 still iffy.&lt;br /&gt;
|-&lt;br /&gt;
|41-47&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;E-7 Map 1, Just east of where you land in drop A, Beaucedine entrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lich]] (51-55)&lt;br /&gt;
* [[Fallen Knight]] (54-56)&lt;br /&gt;
* [[Mummy]] (50-52)&lt;br /&gt;
* [[Hell Hound]]  (46-49), &lt;br /&gt;
* [[Ka]] (52-54)&lt;br /&gt;
* [[Tomb Wolf]] (53-55), &lt;br /&gt;
* [[Dark Stalker]] (55-57)&lt;br /&gt;
|[[Earth Elemental]] Danger at E-7 and Hume Bones camp.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;Behind Banishing Gate 3 at I-6 Map 2 or Map 2 at F-9 near Funnel [[Bats spawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Officer]] (52-55)&lt;br /&gt;
|Bring extra player with both Tractor and/or Raise behind Gate 3 camp to help cheese replacements to camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54   &lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;M-7 Map 2, M-11 Map 2, South center pit landing from south room in Map 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Tomb Mage]] (60-63)&lt;br /&gt;
* [[Tomb Warrior]] (60-62)&lt;br /&gt;
* [[Spriggan]] (64-66)&lt;br /&gt;
* [[Haunt]] (63-65)&lt;br /&gt;
|2x SMN 4x WHM.  Holy and Banishga II burst from Ifrit Fusion.  Coffer key mobs.  Dark Stalkers (55-57) may be used to extend chains if using M-11 camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;In basement H-8/I-8 tunnel or behind Banishing Gate 2 J-8 (Strange Apparatus Room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Mage]] (59-62) &lt;br /&gt;
* [[Fallen Major]] (59-62) &lt;br /&gt;
* [[Wraith]] (60-62)&lt;br /&gt;
|2x SMN/4x WHM burn party.  Basement camp is preferred camp but need another party targeting beetles/bats; the other camp lacks those mobs but just 5 undead spawns to work with.  Mobs drop coffer keys required for white mage artifact hat.&lt;br /&gt;
|-&lt;br /&gt;
|55-57&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;I-7 Map 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Soldier]] (65-67) &lt;br /&gt;
* [[Doom Mage]] (65-67)&lt;br /&gt;
* [[Robber Crab]] (65-68)&lt;br /&gt;
|2x SMN/4x WHM for skeletons.  Black Mage manaburn parties can also target Robber Crabs (which are never engaged by the white mage party).&lt;br /&gt;
|-&lt;br /&gt;
|65-67{{Verification}}&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7), (G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Warlock]] (76-78)&lt;br /&gt;
* [[Doom Guard]] (75-77)&lt;br /&gt;
* [[Erlik]] (75-78)&lt;br /&gt;
|2x SMN/4x WHM. Skeleton DRKs, BLMs, and Ghosts. Doom Guard on camp, all WHM should be /BLM for Elemental Seal &amp;gt; Silence on everything. Care for Typhoon Wyverns that are in the area. Taxim (Doom Warlock NM) also spawns here, but easy to kill with usual strats.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (J-9) ((K-9) and (E-7) Secondary)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Spartoi Warrior]] (78-82)&lt;br /&gt;
* [[Spartoi Sorcerer]] (80-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|2x SMN/4x WHM/BLM or PLD. SMN do Ifrit (Punch) &amp;gt; Ramuh (Shock Strike) = Fusion. WHM and PLD do Banish III &amp;gt; Holy for 2x MB. If avatars miss, spam Cure and Banish spells until dead. Main camp is on a ledge outside Vrtra room. &lt;br /&gt;
&lt;br /&gt;
Additional camps are inside Vrtra Room and on west side in hidden room near Strange Apparatus.&lt;br /&gt;
|-&lt;br /&gt;
|73+&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (E-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeletons]] (78-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|Monk burn, mana burn, or the 2x SMN/4x WHM groups work.  White mage burn parties can start at 65.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118128</id>
		<title>EXP Camps</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118128"/>
		<updated>2026-02-16T17:54:08Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Merit Camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;New Horizon specific camps are marked with {{Changes }}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
*These camps are all aimed at standard 6 member [[Party|parties]]. &lt;br /&gt;
*Consider targeting lower level mobs (no higher than 8 levels above your party) with a non-standard party setup.&lt;br /&gt;
*If your party has a strong line-up, eats food, and is coordinated with [[Skillchains]]/[[Magic Burst]]s, you can target a higher level camp. &lt;br /&gt;
*Monsters on Horizon may have levels that differ from that of retail, be wary when using exp camp guides outside of this wiki as they may not be the same level. &lt;br /&gt;
*Starting at level 50 adventures will gain an experience point bonus by simply having the [[Signet]] buff, up to a total of 10%, in conquest (Vanilla/RoZ/CoP) areas {{Changes }}. &lt;br /&gt;
*Starting at level 50, adventurers will gain a 5% experience point bonus for defeating foes in conquest regions that their nation does not control while having [[Signet]]{{Changes }}. Consider camping in regions that your nation doesn&#039;t control for maximum experience point gains!&lt;br /&gt;
&lt;br /&gt;
== Camps - Verify if viable ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 &lt;br /&gt;
| [[Lufaise Meadows]]&lt;br /&gt;
| &lt;br /&gt;
* Lake&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Brawler]], [[Orcish Beastrider]], [[Orcish Nightraider]], [[Orcish Impaler]] (35-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Thunder Elemental]] danger.&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Beaucedine Glacier]] &lt;br /&gt;
| &lt;br /&gt;
* Via [[Ranguemont Pass]]: ({{Location Tooltip|area=Beaucedine Glacier|pos=G-9|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas&#039;s Tiger]] (33-35)&lt;br /&gt;
* [[Goblin Furrier]], [[Goblin Pathfinder]], [[Goblin Smithy]], [[Goblin Shaman]] (35-38)&lt;br /&gt;
* [[Tundra Tiger]] (34-37)&lt;br /&gt;
| &lt;br /&gt;
* Mages must sub [[WHM]].&lt;br /&gt;
* Mobs in area that detect magic.&lt;br /&gt;
* The ({{Location Tooltip|area=Beaucedine Glacier|pos=H-9}}) camp is a mostly a roaming camp loaded with [[:Category:Tigers|tigers]]&lt;br /&gt;
* Bring someone to kill all other mobs except for the [[BST]] Gigas (will load a pet that is the same level as the [[Tundra Tiger]] but with a fourth of the HP).&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Castle Oztroja]] &lt;br /&gt;
| &lt;br /&gt;
* Behind Trap Door.&lt;br /&gt;
|&lt;br /&gt;
* [[Yagudo Drummer]] (33-37)&lt;br /&gt;
* [[Yagudo Oracle]] (34-38)&lt;br /&gt;
* [[Yagudo Interrogator]] (35-39)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Layout of zone favors a moving party.&lt;br /&gt;
|-&lt;br /&gt;
|41-44 &lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=L-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ogrefly]]&lt;br /&gt;
* [[Master Coeurl]]&lt;br /&gt;
|&lt;br /&gt;
* Supports one party.&lt;br /&gt;
* [[WHM]] is required.&lt;br /&gt;
* Mages must sub [[WHM]]. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 10-20 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|10-15&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Beetle&#039;s Burrow (Through Lily Tower) ({{Location Tooltip|area=Inner Horutoto Ruins|map=Beetle&#039;s Burrow|pos=F-10|pos 2=F-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beady Beetle]] (12-16)&lt;br /&gt;
* [[Bat Battalion]] (12-15)&lt;br /&gt;
* [[Goblin Ambusher]]&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (14-18)&lt;br /&gt;
|&lt;br /&gt;
* Enter via [[East Sarutabaruta]] ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}), Lily Tower. Access Beetle&#039;s Burrow through hidden doors at either ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-8}}) or ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-9}})&lt;br /&gt;
* Be aware of mobs aggroing by sight and sound on the way to camp.&lt;br /&gt;
* [[Beady Beetle|Beetles]] and [[Bat Battalion|Bats]] don&#039;t aggro but do link via sight and sound respectively.  &lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|[[Carpenters&#039; Landing]] via [[Northern San d&#039;Oria]] Wooden Shutter entrance   &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Digger Wasp]] (14-17)&lt;br /&gt;
* [[Beady Beetle]] (15-17)&lt;br /&gt;
* [[Orcish Grunt]]&lt;br /&gt;
* [[Orcish Neckchopper]]&lt;br /&gt;
* [[Orcish Stonechucker]] (16-18)&lt;br /&gt;
* [[Poison Funguar]] (17-19)&lt;br /&gt;
* [[Flytrap]] (20-22)&lt;br /&gt;
| &lt;br /&gt;
* Wooden Shutter is at [[Northern San d&#039;Oria]] ({{Location Tooltip|area=Northern San d&#039;Oria|pos=F-5}})&lt;br /&gt;
* [[Poison Funguar|Funguars]] can [[Poison]], [[Blind]], [[Paralysis|Paralyze]], and [[Silence]].&lt;br /&gt;
* [[Flytrap]] uses [[Soporific]], a small range [[Area of Effect|AoE]] [[Sleep (Status Effect)|Sleep]] and potent [[Paralyze (Status Effect)|Paralyze]] ability.&lt;br /&gt;
* Can support multiple parties and different level ranges. &lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=D-7|pos 2=E-6|pos 3=E-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=K-9|pos 2=L-9|pos 3=L-10}})&lt;br /&gt;
| &lt;br /&gt;
* [[Hill Lizard]] (15-19)&lt;br /&gt;
|&lt;br /&gt;
* Welcome to the dunes.&lt;br /&gt;
* [[Baleful Gaze]] [[Petrification|Petrifies]] the target it&#039;s looking at. Turn to avoid!&lt;br /&gt;
* Level 11 parties take care when pulling level 18-19 [[Hill Lizard|Lizards]].&lt;br /&gt;
* Multiple camps, can support multiple parties.&lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Buburimu Peninsula]]                 &lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Buburimu Peninsula|pos=E-7}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sylvestre]] (15-18),&lt;br /&gt;
* [[Mighty Rarab]] (15-18)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Try to avoid pulling mobs that are 7+ levels above your party.&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=F-3|map=Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Blood Bunny|Blood Bunnies]] (17-19)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Can either sit in place or run up and down the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=I-8}})&lt;br /&gt;
| &lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Canyon Wasp]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Cactus Grub]] (19-20)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Added mobs with higher level range}} [[Killer Bee]] (15-20) &lt;br /&gt;
* [[Goblin Tinkerer]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Not too far from [[Kolshushu]] [[Outpost Teleportation|Outpost]] or [[Teleport-Mea]].&lt;br /&gt;
* [[Killer Bee]]s seem to use Pollen more often than other [[Bee]]s.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Konschtat Highlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=I-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) &lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Yellow Jacket]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}}) Camp has a [[Goblin Digger]] that can extend chains. &lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) Camp has [[Poltergeist]]s (18-20) that can extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=La Theine Plateau|pos=H-11|pos 2=I-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-18) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Plateau Hare]] (19-20) &lt;br /&gt;
|&lt;br /&gt;
* [[Plateau Hare|Hares]] link.&lt;br /&gt;
* [[Plateau Hare|Hares]] should not be fought until at least level 13.&lt;br /&gt;
* 1 Orc spawn can also be used to fill chains. &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* Pond ({{Location Tooltip|area=La Theine Plateau|pos=K-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Snapper]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=G-3|map= Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stink Bats]] (15-18)&lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* [[Stink Bats|Bats]] link via sound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Maze Maker]] (18-21)&lt;br /&gt;
* [[Stink Bats]] (15-17)&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (16-17)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* West Forest ({{Location Tooltip|area=Valkurm Dunes|pos=F-7}})&lt;br /&gt;
* Whitebone Sands ({{Location Tooltip|area=Valkurm Dunes|pos=F-9}})&lt;br /&gt;
* Oasis ({{Location Tooltip|area=Valkurm Dunes|pos=I-7}})&lt;br /&gt;
* Siren Sands ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
* North Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-6}})&lt;br /&gt;
* South Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-8}})&lt;br /&gt;
*(H-7) NW of OP corner&lt;br /&gt;
|&lt;br /&gt;
* [[Night Bats]] (12-15)&lt;br /&gt;
* [[Star Bat]] (17-20)&lt;br /&gt;
* [[Snipper]] (18-22)&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Damselfly|Flies]] &amp;amp; [[Snipper]]s are primary targets. &lt;br /&gt;
* Can throw in [[Brutal Sheep|Sheep]] and [[Star Bat|Bats]] at night to keep chains going.&lt;br /&gt;
* [[Damselfly]] can [[Poison]], and use [[Cursed Sphere]], a damaging [[Area of Effect|AoE]] TP move. &lt;br /&gt;
* [[Brutal Sheep]] can use [[Sheep Song]], which is an [[Area of Effect|AoE]] [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cape Coney]] (20-21)&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cactus Bee]] (20-22)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Supports up to 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Magic Gate of Horutoto ({{Location Tooltip|area=Inner Horutoto Ruins|pos=E-10|map=Beetle&#039;s Burrow}})&lt;br /&gt;
|&lt;br /&gt;
* [[Battle Bat]] (17-19)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (20-23)&lt;br /&gt;
| &lt;br /&gt;
* Enter via {{Location|East Sarutabaruta|J-7}}.&lt;br /&gt;
* Mobs near camp aggro sight/sound.&lt;br /&gt;
* [[Goblin Leecher]]s are casters. &lt;br /&gt;
* Careful of links - [[Battle Bat|Bats]] link by sound, and [[:Category:Goblins|Goblins]] link by sight. &lt;br /&gt;
* All of the mobs are aggressive.&lt;br /&gt;
* Could support 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=H-7|map=Map 1}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hognosed Bat]] (17-19)&lt;br /&gt;
* [[Fly Agaric]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sound and Sight aggro near camp.&lt;br /&gt;
* [[Hognosed Bat|Bats]] link via sound.&lt;br /&gt;
* [[Fly Agaric]]s have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Cliff Side ({{Location Tooltip|area=Valkurm Dunes|pos=G-8}})&lt;br /&gt;
* Signpost ({{Location Tooltip|area=Valkurm Dunes|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
* [[Brutal Sheep|Sheep]] use [[Sheep Song]], an AoE sleep TP attack. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=J-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Norvallen]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* 6 spawns, 1 [[Stag Beetle|Beetle]] is around the corner, a little Southwest.&lt;br /&gt;
* [[Stag Beetle|Beetle]]s have defense and evasion boosting TP abilities.&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=H-11|pos 2=H-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] &lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
* [[Forest Tiger]] (22-24)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* [[Forest Tiger|Tigers]] have a strong [[Paralyze]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Dangruf Wadi]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=G-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=H-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leeecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]]s are casters.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|pos 2=F-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=G-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=I-8}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-6|pos 2=J-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bull Dhalmel]] (20-23)&lt;br /&gt;
* [[Zu]] (20-23)&lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-25)&lt;br /&gt;
| &lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets in front of them.&lt;br /&gt;
* Be wary of linking.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gadfly]] (18-21)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Derfland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Marsh Funguar|Funguars]] link by sound.&lt;br /&gt;
* [[Marsh Funguar]] have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21),&lt;br /&gt;
* [[Hill Lizard]] (19-22)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Aragoneu]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* 2 [[:Category:Goblins|Goblins]] around which may prove too much for a level 15/16 group.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=F-8|pos 2=F-9|pos 3=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-24)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}). &lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* [[Marsh Funguar|Funguars]] use [[Paralyze (Status Effect)|Paralyze]], [[Blind (Status Effect)|Blind]], [[Poison (Status Effect)|Poison]] and [[Silence (Status Effect)|Silence]] TP abilities.&lt;br /&gt;
* [[Marsh Funguar|Funguar]] aggro and link via sound. &lt;br /&gt;
* [[Stag Beetle|Beetles]] link via sight. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=K-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]]&lt;br /&gt;
* [[Snipper]] (17-20)&lt;br /&gt;
* [[Gadfly]] (18-21) &lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Camp right at the outpost.&lt;br /&gt;
* [[Defland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets infront of them.&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=F-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawlers]]&lt;br /&gt;
* [[Leeches]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Water Elemental]] can sometimes spawn in the back.&lt;br /&gt;
* [[Marsh Funguar]]s spawn in the road leading to the area, possibly extending this camp to Level 19 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|[[Korroloka Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Western Tunnel ({{Location Tooltip|area=Korroloka Tunnel|map=Map 2|pos=D-8|pos 2=D-9|pos 3=E-9}})&lt;br /&gt;
* Eastern Tunnel({{Location Tooltip|area=Korroloka Tunnel|map=Map 1|pos=L-6|pos 2=L-7|pos 3=M-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Worm]] (20-25)&lt;br /&gt;
* [[Seeker Bats]] (22-26)&lt;br /&gt;
|&lt;br /&gt;
* Worms cast lots of spells, including [[Area of Effect|AoE]] spells.&lt;br /&gt;
* Ideal for a ranged attack burn style party. &lt;br /&gt;
* [[Seeker Bats|Bats]] take extra damage from piercing weapons.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Goblin Camp ({{Location Tooltip|area=Valkurm Dunes|pos=E-7|pos 2=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]]&lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* Watch out for sight-based links.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
| &lt;br /&gt;
* By Spine at ({{Location Tooltip|area=Meriphataud Mountains|pos=D-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-25)&lt;br /&gt;
* [[Couerl]] (22-26)&lt;br /&gt;
* [[Boggart]] (25-27)&lt;br /&gt;
|&lt;br /&gt;
* Close to [[Aragoneu]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* [[Paralyna]] and [[Silena]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hill Lizard]] (23-25)&lt;br /&gt;
* [[Moon Bat]] (23-26)&lt;br /&gt;
* [[Midnight Wings]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from Aragoneu OP. &lt;br /&gt;
* Mobs located on both N and S sides of the fort.  &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=F-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Dung Beetle]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Further down, past the [[Fly Agaric]]s. &lt;br /&gt;
* Sight and Sound aggro on the way to camp. &lt;br /&gt;
* [[Dung Beetle|Beetles]] link via sight.   &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=H-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Vorpal Bunny]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* Spore Hollow ({{Location Tooltip|area=Jugner Forest|pos=K-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Jugner Funguar]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}}) camp is reached from the South. &lt;br /&gt;
* [[Jugner Funguar|Funguars]] link by sound. &lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach/Gustav Zone ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=E-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (20-23)&lt;br /&gt;
* [[Beach Pugil]] (23-26)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro near camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=G-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Clipper]] (24-26)&lt;br /&gt;
* [[Poison Leech]] (24-27)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Buburimu Peninsula]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]], [[Goblin Leecher]], [[Goblin Mugger]]  (21-25)&lt;br /&gt;
*{{changes|Horizon custom mob}} [[Cape Dhalmel]]s (24-26) &lt;br /&gt;
|&lt;br /&gt;
* [[Cape Dhalmel]]s and [[Bull Dhalmels]] (20-23) will link, [[Bind]] or [[Sleep]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Maze of Shakhrami|map= Map 2|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Carnivorous Crawler]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Tahrongi Canyon]] ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 8 [[Carnivorous Crawler|Crawlers]], 10 if you roam into the Eastern tunnel. &lt;br /&gt;
|-&lt;br /&gt;
|17-20 &lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=H-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (18-23)&lt;br /&gt;
* [[Poison Leech]] (21-25)&lt;br /&gt;
* [[Shoal Pugil]] (24-28)&lt;br /&gt;
|&lt;br /&gt;
* Watch for [[Bogy]] spawns at night. Both beaches have safe places to camp outside of blood aggro range.  &lt;br /&gt;
* Start on [[Snipper]]s at Level 17. Can start mixing [[Shoal Pugil|Pugils]] in at 18.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18-20&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
| &lt;br /&gt;
* Rose Tower, [[Three Mage Gate]] ({{Location Tooltip|area=Inner Horutoto Ruins|map= Rose Tower 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Boggart]] (23-26)&lt;br /&gt;
| &lt;br /&gt;
* Enter via ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}) in [[East Sarutabaruta]], Lily Tower.&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Castle Oztroja]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Castle Oztroja|map=Map 1|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bastion Bats]] (18-21)&lt;br /&gt;
* [[Yagudo Persecutor]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Beadeaux]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Beadeaux|map=Map 1|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] (20-23)&lt;br /&gt;
* [[Old Quadav]] (22-26)&lt;br /&gt;
* [[Copper Quadav]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
| &lt;br /&gt;
* Circle around Ice Pond for ({{Location Tooltip|area=Qufim Island|pos=H-7}}) camp.&lt;br /&gt;
* At night, [[Banshee]]s spawn at Ice Pond so you will need to camp in a tunnel and pull [[Clippers]] to you. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=I-7|pos 3=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6|pos 2=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Dark Bats]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
* [[Glow Bat]] (28-29)&lt;br /&gt;
|&lt;br /&gt;
* Potentially supports 2 parties at opposite ends of the cliff. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-4}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon custom mob}} [[Migrant Hawker]] (24-27) &lt;br /&gt;
* {{changes|Horizon custom mob}}  [[Dust Lizard]] (26-28)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Aragoneu]] [[Outpost Teleportation|Outpost]].  &lt;br /&gt;
* 3 camps/supports 3 parties. &lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Center Landing Docks ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-25)&lt;br /&gt;
* [[Fosse Pugil]] (22-24)&lt;br /&gt;
* [[Forest Tiger]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Davoi]]&lt;br /&gt;
|&lt;br /&gt;
* Main Entrance ({{Location Tooltip|area=Davoi|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (22-28)&lt;br /&gt;
|&lt;br /&gt;
* [[Bats]] that pop at night aggro via sound.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Yughott Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-6}})&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* All orcs link by sight, be careful.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 20-30 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|20-22&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* Between Fences at ({{Location Tooltip|area=Rolanberry Fields|pos=F-7}})&lt;br /&gt;
* Shack at ({{Location Tooltip|area=Rolanberry Fields|pos=F-11}}) &lt;br /&gt;
* Stone Wall/Signpost at ({{Location Tooltip|area=Rolanberry Fields|pos=H-12}}) &lt;br /&gt;
* Crates at ({{Location Tooltip|area=Rolanberry Fields|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Berry Grub]] (25-28)&lt;br /&gt;
|  &lt;br /&gt;
* [[Quadav]] and [[Ochu]] aggro sound. &lt;br /&gt;
* Can fill in with [[Bats]] at night.&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Waterfall/PLD ??? ({{Location Tooltip|area=Ordelle&#039;s Caves|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Shrieker]] (25-27)&lt;br /&gt;
* [[Clipper]] (26-29)&lt;br /&gt;
* [[Goliath Beetle]] (29-31)&lt;br /&gt;
|&lt;br /&gt;
* Enter through [[La Theine Plateau]] at ({{Location Tooltip|area=La Theine Plateau|pos=H-7}}).&lt;br /&gt;
* Sight and sound aggro near camp.&lt;br /&gt;
* [[Clipper]]s link by sound. &lt;br /&gt;
* [[Will-o&#039;-the-Wisp|Bomb]] nearby.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|21-23&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* Zone to [[Meriphataud Mountains|Meriphataud]], ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]] (26-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Mugger]] (26-29)&lt;br /&gt;
|&lt;br /&gt;
* Southwest part of the zone is littered with [[:Category:Goblins|Goblins]] and [[Bats]]. &lt;br /&gt;
* Beware of links. &lt;br /&gt;
* Beware of [[Rock Golem]] (magic sensitive and will destroy your party).&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|21-24&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* Beyond the door ({{Location Tooltip|area=Ranguemont Pass|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (26-30)&lt;br /&gt;
|&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* Be careful of [[Ooze]].&lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Camp at either end of the caves ({{Location Tooltip|area=Carpenters&#039; Landing|pos=I-11|pos 2=I-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (27-30)&lt;br /&gt;
* [[Shreiker]] (28-31)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] zone entrance, ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Quick walk from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro en route to camp.&lt;br /&gt;
* [[Shrieker]]s are sound aggro/[[Diving Beetle|Beetles]] link by sight.   &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Lower Delkfutt&#039;s Tower]]&lt;br /&gt;
| &lt;br /&gt;
* Northwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-7}})&lt;br /&gt;
* Southwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-10}})&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=H-10}}) &lt;br /&gt;
* Northeast Area ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-27)&lt;br /&gt;
* [[Ancient Bat]]s (27-29)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (27-30)&lt;br /&gt;
* [[Giant Gatekeeper]]&lt;br /&gt;
* [[Giant Guard]]&lt;br /&gt;
* [[Giant Lobber]]&lt;br /&gt;
* [[Giant Sentry]] (28-30)&lt;br /&gt;
|&lt;br /&gt;
* Be careful of aggro if not using entrance camp.&lt;br /&gt;
* [[Giant Lobber]]s hurt. Pull with caution.&lt;br /&gt;
|-&lt;br /&gt;
| 22-26 &lt;br /&gt;
|| [[Maze of Shakhrami]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Maze of Shakhrami|pos=L-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]]s (26-29)&lt;br /&gt;
* [[Caterchipillar]] (30-31)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (31-34) &lt;br /&gt;
|&lt;br /&gt;
* [[Buburimu Peninsula|Buburimu]] Side/[[Outpost Teleportation|Outpost]].  Enter at ({{Location Tooltip|area=Buburimu Peninsula|pos=F-6}}). &lt;br /&gt;
* Lower level parties focus on [[Ancient Bat|Bats]] and  [[Caterchipillar|Crawlers]].  &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Pugil]] (28-30)&lt;br /&gt;
* [[Giant Ascetic]]&lt;br /&gt;
* [[Giant Hunter]]&lt;br /&gt;
* [[Giant Ranger]]&lt;br /&gt;
* [[Giant Trapper]] (28-31)&lt;br /&gt;
* [[Acrophies]] (32-33)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Popular exp zone,&#039;&#039;&#039; area can get overcrowded and you may need to find alternative camps.&lt;br /&gt;
* Take care with [[Thunder Elemental]] spawn at ({{Location Tooltip|area=Qufim Island|pos=F-8}}) during thunder weather.&lt;br /&gt;
* Supports 3 parties.   &lt;br /&gt;
* Be careful with Gigas (Giants), they hit quite hard, especially Gigas Hunter (the RNG-type that throws rocks).&lt;br /&gt;
|-&lt;br /&gt;
|23-27&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ridge Lizard]] {{Changes }} (29-31)&lt;br /&gt;
* [[Puma]] {{Changes }} (29-33)&lt;br /&gt;
* [[Drooling Hound]] {{Changes }} (31-35)&lt;br /&gt;
| &lt;br /&gt;
* Not a a bad walk from [[Outpost Teleportation|Outpost]] or [[Crag of Mea]].&lt;br /&gt;
* Can be done at level 23 if going slow between pulls, at level 25, [[Drooling Hound]]s can enter rotation. EXP tapers during level 26 but can still produce 8-10k exp/hr &#039;&#039;without&#039;&#039; rings because kills go quickly. Easy chain 5&#039;s with a solid party. &lt;br /&gt;
* [[Puma]] inflicts [[Paralysis]] (Blaster) and [[Silence]] (Chaotic Eye.) Chaotic Eye is a very quick cast, so be careful.&lt;br /&gt;
* [[Ridge Lizard|Lizard&#039;s]] Blockhead TP move can hit non-tanks for very high numbers (200+ dmg.) Be careful about pulling too much enmity!&lt;br /&gt;
* Beware [[Drooling Hound]] (31-33) at night, it has [[Area of Effect|AoE]] [[Disease]].&lt;br /&gt;
* Supports 2 parties, 1 at each coordinate.&lt;br /&gt;
|-&lt;br /&gt;
|24-26&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Hecteyes]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* ~12 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sight and Sound aggro en route to camp.&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}}) has about 8 [[Stirge]] spawns along the tunnel.  May need to roam a bit. &lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sauromugue Skink]] (28-32)&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Yagudo Interrogator]]&lt;br /&gt;
* [[Yagudo Oracle]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (26-36)&lt;br /&gt;
|&lt;br /&gt;
* Camp at fallen pillar/crumbling wall or outside of fort.&lt;br /&gt;
* Mob density a bit scarce. [[Yagudo]] have a large level range.&lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Logs near Dock ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Spinous Pugil]] (29-31)&lt;br /&gt;
* [[Sabretooth Tiger]] (29-32)&lt;br /&gt;
* [[Birdtrap]] (29-33)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] entrance at ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] aggro/link by sight, [[Birdtrap]]s don&#039;t aggro or link. [[Spinous Pugil|Pugils]] aggro by sound. &lt;br /&gt;
* [[Birdtrap|Traps]] [[Area of Effect|AoE]] [[Sleep]], Single-Target [[Paralysis|paralyze]].&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] [[Area of Effect|AoE]] [[Paralysis|paralyze]]. &lt;br /&gt;
* Be mindful of big [[Sabretooth Tiger|Tiger]] crits. &lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6|pos 2=G-6|pos 3=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yuhtunga Mandragora]] (30-33)&lt;br /&gt;
|&lt;br /&gt;
* Beware patrolling [[Goblin Smithy]].&lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=F-8|pos 2=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Tabar Beak]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* Supports maybe 2 parties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Camp on hill by bonfire [[:Category:Yagudo|Yagudo]] camp.  &lt;br /&gt;
* Beware of links.&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] have large level range.&lt;br /&gt;
|-&lt;br /&gt;
|26-28&lt;br /&gt;
|[[Ranguemont Pass]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=E-6|pos 2=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Smithy]] {{Changes }} (32-36)&lt;br /&gt;
|&lt;br /&gt;
* ~11.5 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]]&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 4 [[:Category:Goblins|Goblin]] spawns (Era+) with 3-4 [[Stirge]] spawns in the same open area and connecting caves.&lt;br /&gt;
* May be able to extend camp to level 28 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=J-7|pos 2=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ivory Lizard]] (32-35)&lt;br /&gt;
* [[Jungle Coeurl]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Take Chocobo from [[Kazham]] to ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6}}) and drop down. Then after emerging from the tunnel after the drop, go down ramp when you see the [[Overgrown Rose]] ([[Morbol]]), into another tunnel. Camp at the edge of the cliff overlooking the Volcano.&lt;br /&gt;
* Start with [[Ivory Lizard|Lizards]] at level 26.  Mix in [[Jungle Couerl|Coeurls]] at level 28+.&lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* Docks ({{Location Tooltip|area=Bibiki Bay|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Start on [[Eft]]s.  &lt;br /&gt;
* [[Eft]]s link via sound.  &lt;br /&gt;
* Move to [[Raven]]s around level 29.&lt;br /&gt;
* [[Raven]]s link via sight.  &lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Jacket]] (33-37)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;BEE LOG&#039;&#039;&#039;.  Camp inside the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
| 27-30 &lt;br /&gt;
|| [[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=H-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Flesh Eater]] (35-37)&lt;br /&gt;
* [[Hecteyes]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Both mobs are casters.&lt;br /&gt;
* [[Hecteyes]] are weak to all elemental damage except for dark. They are also resistant to blunt.&lt;br /&gt;
|-&lt;br /&gt;
| 27-29 &lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-13}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Servingman]]&lt;br /&gt;
* [[Goblin Craftsman]]&lt;br /&gt;
* [[Goblin Gutterman]]&lt;br /&gt;
* [[Goblin Hammerman]]&lt;br /&gt;
* [[Goblin Leadman]]&lt;br /&gt;
* [[Moblin Chapman]]&lt;br /&gt;
* [[Moblin Pickman]]&lt;br /&gt;
* [[Moblin Ragman]]&lt;br /&gt;
* [[Moblin Witchman]]&lt;br /&gt;
* [[Stirge]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from [[Crag of Dem]].  &lt;br /&gt;
* Careful of sight aggro en route to camp. &lt;br /&gt;
* Take care not to link - especially with ranged mobs. Can get very dangerous very quickly.&lt;br /&gt;
* [[Earth Elemental]] danger at ({{Location Tooltip|area=Oldton Movalpolos|pos=E-4}}) camp. &lt;br /&gt;
* &lt;br /&gt;
* Drops gil and craft materials.&lt;br /&gt;
|-&lt;br /&gt;
|27-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Yuhtunga Jungle|pos=G-11}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Young Opo-Opo]] (34-36)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Smithy]] (32-37)&lt;br /&gt;
|&lt;br /&gt;
* Beware of holes when pulling. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=J-11}}), ({{Location Tooltip|area=Misareaux Coast|pos=K-11}}) coast&lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=L-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Champaign Coeurl]] (35-37)&lt;br /&gt;
* [[Diving Beetle]] (35-37)&lt;br /&gt;
* [[Midnight Wings]] (35-37)&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] (36-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Champaign Coeurl|Coeurls]] [[Silence]] and [[Paralysis|Paralyze]] using TP moves.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-7|pos 2=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Mandragora]] (35-37)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28-32&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
* [[Orcs]] (35-39)&lt;br /&gt;
|&lt;br /&gt;
* Lower level parties beware of orcs. &lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=F-11|pos 2=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Creek Sahagin]]&lt;br /&gt;
* [[River Sahagin]] &lt;br /&gt;
* [[Stream Sahagin]] (34-38)&lt;br /&gt;
* [[Makara]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Close to the zone exit for [[Sea Serpent Grotto]].&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]]s (34-38) {{changes|adjusted level range 34-38 instead of 36-38}}&lt;br /&gt;
|&lt;br /&gt;
* The weapons on Horizon here spawn as low as 34 (retail was 36). &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Batallia Downs|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (31-36)&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 5 spawns.  Pull [[:Category:Goblins|Goblins]] by the coast to fill in. &lt;br /&gt;
* Not a bad alternate camp if Sauromugue is taken and party members don&#039;t have [[Outpost Teleportation|Outpost Warps]], [[Kazham Airship Pass]], or [[Telepoint]]s.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 4 spawns. If you sit at the end of the spine, you can pull weapons from both sides.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay|pos=H-6|pos 2=H-7|pos 3=I-6|pos 4=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]] &lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Marine Dhalmel]] (34-37)&lt;br /&gt;
* [[Island Rarab]] (34-38)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Dhalmels can [[Silence]]. &lt;br /&gt;
* The whole area supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 30-40 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Bibiki Bay - Purgonorgo Isle]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(Everywhere)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Jagil]] (35-38) &lt;br /&gt;
* [[Coastal Opo-opo]] (36-39)&lt;br /&gt;
* [[Toucan]] (38-40)&lt;br /&gt;
* [[Kraken]] (37-40)&lt;br /&gt;
* [[Alraune]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Take the [[Manaclipper]] (need [[Manaclipper Ticket]] or [[Manaclipper multi-ticket]]: 80gil for 1 ride, 500gil for 10, sold on pier).&lt;br /&gt;
* Possible [[Notorious Monster|NM]] on [[Manaclipper]]. Careful. &lt;br /&gt;
* [[Clot]]s are infrequent but can be taken care of. &lt;br /&gt;
* Don&#039;t touch the [[Urganite]]. &lt;br /&gt;
* Island can support probably 8 parties.&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos= I-9|pos 2=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gallinipper]] (36-39)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (37-39)&lt;br /&gt;
* [[Tracer Antlion]] (38-40)&lt;br /&gt;
|&lt;br /&gt;
* Be aware of Sound aggro on the way to camp.&lt;br /&gt;
* Cross the first bridge. Camp against the wall.  Beware of doom scorpions.&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Sea Serpent Grotto]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Hallway, First Map: ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lake Sahagin]]&lt;br /&gt;
* [[Pond Sahagin]]&lt;br /&gt;
* [[Spring Sahagin]] &lt;br /&gt;
* [[Undead Bats]] (36-39)&lt;br /&gt;
* [[Ironshell]] (37-40)&lt;br /&gt;
| &lt;br /&gt;
* Be aware of sound aggro.    &lt;br /&gt;
* Camp in hallway in front of the ornamental door. &lt;br /&gt;
* Sahagin link via sound.  &lt;br /&gt;
* Beware [[Undead Bats|Bats]] that pop in back of the hallway (don&#039;t aggro but will link with other bats).&lt;br /&gt;
* Supports 1 party.  Lots of mobs but long repop timer.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Eastern Altepa Desert]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert|pos=H-6}}) &lt;br /&gt;
* ({{Location Tooltip| area=Eastern Altepa Desert| pos=I-6&lt;br /&gt;
}}) &lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert| pos=J-7&lt;br /&gt;
}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sand Beetle]] (36-40){{changes}}&lt;br /&gt;
* [[Desert Dhalmel]] (38-41){{changes}}&lt;br /&gt;
|&lt;br /&gt;
* Several sight/sound aggro mobs near camp.&lt;br /&gt;
* Supports 3 parties, 1 at each location.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=E-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|32-34&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Wasp]] (37-40)&lt;br /&gt;
* [[Goblin Pathfinder]] (35-39)&lt;br /&gt;
* [[Goblin Reaper]] (41-45)&lt;br /&gt;
* [[Young Opo-Opo]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Camp on top of bridge or in top tunnel ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). &lt;br /&gt;
* Watch out for links.&lt;br /&gt;
* Supports 1 party at ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). 2 parties at ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}}), camp up top, either side.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|34-36&lt;br /&gt;
|[[The Eldieme Necropolis]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance 4: ({{Location Tooltip|area=The Eldieme Necropolis|map=Map 2|pos=F-8|pos 2=F-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Gazer]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Batallia Downs]] ({{Location Tooltip|area=Batallia Downs|pos=G-8}})&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=G-7|pos 2=G-8}})&lt;br /&gt;
* Front of Banishing Gate 1: ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=I-7|pos 2=I-8|pos 3=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Siege Bat]] (40-43)&lt;br /&gt;
* [[Borer Beetle]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* [[Borer Beetles|Beetles]] sight aggro, bats link, beetles will be difficult at 34. &lt;br /&gt;
* [[Borer Beetles|Beetles]] can inflict Strength Down and Evasion Down.&lt;br /&gt;
* Sufficient mobs for at least 3 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigantobugard]] (40-43)&lt;br /&gt;
* [[Orcs]] (41-44)&lt;br /&gt;
* [[Gigas]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
* Need to have CoP Promies cleared to access.&lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}})&lt;br /&gt;
* Outpost ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=H-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=I-9}})&lt;br /&gt;
* Hidden path ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lesser Gaylas]] (39-42)&lt;br /&gt;
* [[Goobbue Gardener]] (40-43)&lt;br /&gt;
* [[Ogrefly]] (41-44) &lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (42-46)&lt;br /&gt;
|&lt;br /&gt;
* Level 36+ parties recommended at Outpost and ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}}) camp for Goblins.&lt;br /&gt;
* [[Goobbue Gardener|Goobbue]]s have an [[Area of Effect|AoE]] [[Silence]] TP move. Be careful fighting them.  &lt;br /&gt;
* Supports many parties. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=I-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=K-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (40-44)&lt;br /&gt;
* [[Death Jacket]] (40-42)&lt;br /&gt;
* [[Maze Lizard]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler|Crawlers]] can use a Defense Up TP move.&lt;br /&gt;
* Many total spawns, easily supports 2+ parties. &lt;br /&gt;
|-&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=L-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=M-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Spider]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Spiders use AoE slow frequently. Bring a WHM for erase or a party composition that doesn&#039;t care about slow (ranger burn?)&lt;br /&gt;
* Also a popular spot for solo farmers to farm spider webs&lt;br /&gt;
|-&lt;br /&gt;
| 35-38&lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=J-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Bondman]] &lt;br /&gt;
* [[Goblin Doorman]]&lt;br /&gt;
* [[Goblin Oilman]]&lt;br /&gt;
* [[Goblin Tollman]]&lt;br /&gt;
* [[Goblin Shovelman]]&lt;br /&gt;
* [[Moblin Repairman]]&lt;br /&gt;
* [[Moblin Pikeman]] &lt;br /&gt;
* [[Moblin Coalman]]&lt;br /&gt;
* [[Moblin Gasman]]  (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from Dem.&lt;br /&gt;
* Sight aggro en route to camps.&lt;br /&gt;
* Beware [[Moblin Gourneyman]] and [[Goblin Freelance]] as they are a much higher level (~47).&lt;br /&gt;
* If the [[:Category:Moblins|Moblins]] are allowed to use Crispy Candle and damage themselves, they will not give EXP. Can be stunned.&lt;br /&gt;
|-&lt;br /&gt;
|36-39&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (44-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl|Couerls]] have a gaze TP move that silences. They can also paralyze.&lt;br /&gt;
* 2 Hellhounds (47-50) pop at night in the area.&lt;br /&gt;
* Forewarning, area is often farmed for Coeurl drops.&lt;br /&gt;
|-&lt;br /&gt;
|36-43&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Bloodlet Spring ({{Location Tooltip|area=Yhoator Jungle|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-45)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (45-47)&lt;br /&gt;
* [[Master Coeurl]] (48-49)&lt;br /&gt;
|&lt;br /&gt;
* Beware of [[Notorious Monster|NM]] at camp.&lt;br /&gt;
|-&lt;br /&gt;
|37-39&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (43-46)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Temple of Uggalepih Entrance ({{Location Tooltip|area=Yhoator Jungle|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-47)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Elshimo Uplands]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* [[Big Jaw]] can gain evasion and defense up TP moves.&lt;br /&gt;
|-&lt;br /&gt;
|38-40&lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Silver Beastcoin Door ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 2|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brook Sahagin]]&lt;br /&gt;
* [[Grotto Pugil]]&lt;br /&gt;
* [[Rivulet Sahagin]] (42-46)&lt;br /&gt;
* [[Bigclaw]]&lt;br /&gt;
* [[Riparin Sahagin]] (42-48)&lt;br /&gt;
|&lt;br /&gt;
* Enter through door by trading it a [[Silver Beastcoin]] at ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=N-14}})&lt;br /&gt;
* Lots of sound aggro en route.&lt;br /&gt;
* Sahagin link via sound, area is quite crowded.&lt;br /&gt;
* Party may need to roam a bit.  &lt;br /&gt;
* Lots of spawns but high respawn time (~16min). &lt;br /&gt;
* Beware NM spawn at (J-10) area.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle]] (45-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle|Beetles]] gain evasion from TP move.&lt;br /&gt;
* Supports 1 good party, 2 parties is questionable.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Fei&#039;Yin]]&lt;br /&gt;
| &lt;br /&gt;
* Hallway ({{Location Tooltip|area=Fei&#039;Yin|map=Map 1|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ore Golem]] (43-45)&lt;br /&gt;
* [[Shadow]] (44-46)&lt;br /&gt;
|&lt;br /&gt;
* Lots of sound aggro, magic aggro in area. Some sight aggro as well.&lt;br /&gt;
* 2 parties. Beware of farmers in area. &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
| &lt;br /&gt;
*  ({{Location Tooltip|area=Misareaux Coast|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Claw]] (45-48)&lt;br /&gt;
* [[Makara]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* 2 parties &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel]] (44-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel|Dhalmels]] found on all sides of the fork, watch out for Antican aggro. &lt;br /&gt;
* Could also pull nearby [[Sand Beetle]] to help extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Valkurm Side ({{Location Tooltip|area=Gustav Tunnel|map=Map 1|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hell Bats]](44-48)&lt;br /&gt;
* [[Hawker]](45-48)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Sufficient mobs for 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
* Behind Banishing Gate #1 ({{Location Tooltip|area=Garlaige Citadel|map= Map 2|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Citadel Bats]] (46-48)&lt;br /&gt;
|&lt;br /&gt;
* Banishing Gate requires 4 players to stand on floor switches to open door. Switches are located on the walls to the side of the gate. You&#039;ll know you&#039;re standing on one as the switch will depress.&lt;br /&gt;
* Careful of potential sound links.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|39-44&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] (46-48)&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
* [[Makara]] (47-49)&lt;br /&gt;
* [[Diatryma]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on at least on Chapter 2  of [[:Category:Chains of Promathia Missions|CoP]]&lt;br /&gt;
* Target [[Bigclaw]]s, [[Makara]], and [[Mantraps]] for while in the 39-42 range. &lt;br /&gt;
* Start targeting Diatryma around 42-44.  &lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
* Diatryma resists melee damage except for piercing.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 40-50==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|40-42&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*Map 2 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-9}})&lt;br /&gt;
*Map 3 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (47-49)&lt;br /&gt;
|At least 2 camps.  Dispel and/or BLM recommended for cocoon. Camp at rocks/boulders on map 3.&lt;br /&gt;
|-&lt;br /&gt;
|40-43&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-8|pos 2=J-9}}) Lower level, by the coast.&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon Drop Rate change}} [[Stone Golem]] (47-49)&lt;br /&gt;
* {{changes|Horizon added mob}} [[Diremite]] (49-50)&lt;br /&gt;
|Supports 1 party.  Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=F-9}}), Yhoat Telepoint&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (48-50)&lt;br /&gt;
|Popular BST camp&lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Eastern Altepa Desert|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Digger]] (45-52)&lt;br /&gt;
|[[:Category:Goblins|Goblins]] Bomb Toss can be an issue, stuns recommended. Lower level parties should beware of the diggers as they are higher in level. Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Yhoator Jungle]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Opotrap]] (47-51)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Snap Jaw]] (48-51) &lt;br /&gt;
|Mobs do not raise defense (Confirmed by Charsi)&lt;br /&gt;
|-&lt;br /&gt;
|42-44&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=G-6|pos 2=H-6|pos 3=G-7|pos 4=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Beetle]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
Beetles all around Revelation Rock, supports many parties, Beetles link. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|43-45 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&lt;br /&gt;
* Baileys Zone, ({{Location Tooltip|area=Xarcabard|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Demon Knight]]&lt;br /&gt;
* [[Demon Pawn]] &lt;br /&gt;
* [[Demon Wizard]] (48-52)&lt;br /&gt;
|&lt;br /&gt;
* Supports 1 party&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
* Ifrit Cauldron zones ({{Location Tooltip|area=Yhoator Jungle|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Hunter]] (52-54)&lt;br /&gt;
|2 parties. RNG and WAR [[:Category:Goblins|Goblins]]. 6 Spawns at west entrance. 8 at east entrance. Barfira for bombs.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 1|pos=F-9}}) 1st map, by Full Moon Fountain&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] &lt;br /&gt;
* [[Makara]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Dispel and/or BLM recommended. Need either Portal Charm for Three Mage Gate or Rhinostery Certificate to access.  Will need sneak/oils to access without aggro. &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-7}}) 2nd Map&lt;br /&gt;
|&lt;br /&gt;
* [[Labyrinth Lizard]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Lizards aggro sound and link! Reliable Sleep, Bind, or Lullaby recommended.&#039;&#039;&#039;About a 7.5 minute walk from Derfland OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|43-46 &lt;br /&gt;
|[[Lufaise Meadows]] (Req. [[:Category:Chains of Promathia Missions|CoP]] Crag completion)&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Lufaise Meadows|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Leshachikha]] (49-51)&lt;br /&gt;
* [[Leshy]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Beware of [[Thunder Elemental]] that spawns by Leshys. All members must complete [[:Category:Chains of Promathia Missions|CoP]] Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Labyrinth of Onzozo]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Labyrinth of Onzozo|pos=I-9}}), 2 tunnels&lt;br /&gt;
|&lt;br /&gt;
* [[Cockatrice]] (50-53)&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Enchanter]] &lt;br /&gt;
* [[Goblin Miner]] (51-58)&lt;br /&gt;
* [[Goblin Hunter]] (52-58)&lt;br /&gt;
|Supports 2 parties. Know when Cockatrice in tunnels will repop (Reliable sleep/bind/lullaby recommended). &#039;&#039;&#039;WHM required for Stona&#039;&#039;&#039;. Cockatrice do not link but are aggressive via sound. Echo Drops strongly recommended. Avoid [[:Category:Goblins|Goblins]] Miners if possible (THF [[:Category:Goblins|Goblins]])&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Beaucedine Glacier]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-5}}) By Fei&#039;Yin&lt;br /&gt;
|&lt;br /&gt;
* [[Rime Lynx]] (51-53) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Does NOT raise defenses. Bring silena and paralnya. Supports 1 party. 2 parties doubtful. &#039;&#039;&#039;~8.5 minute walk from Fauregandi OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=J-8}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hornfly]] (50-53)&lt;br /&gt;
* [[Exoray]] (51-54)&lt;br /&gt;
* [[Blazer Beetle]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Can also mix in Exorays(51-54) or other mobs in the area. Typically enough spawns for 2 parties, can camp at other entrances to room as well. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|45-47&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=J-5}}&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=E-5}}&lt;br /&gt;
Titan entrance from Eastern Desert ({{Location Tooltip|area=Eastern Altepa Desert|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-54)&lt;br /&gt;
* [[Sand Spider]] (52-54)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
Beetles and spiders don&#039;t aggro but link. BLM or Dispel recommended for beetles. Bring WHM for Erase if you fight spiders. Anticas have AoE silence. Supports 2 parties. Drops coffer keys.&lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|&lt;br /&gt;
[[Bostaunieux Oubliette]](Must progress through certain rank missions to enter Chateau, have rank 3 Bastok and Windurst to enter)&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=I-7}}&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-10}}&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-55)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;[[Sneak]] up before dropping down, slimes below.&#039;&#039;&#039; Watch out for pops. Lots of link potential.  Bring a Bard and/or Carby pull. Don&#039;t go past the hounds.  Supports at least 2 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rumble Crawler]] (53-55)&lt;br /&gt;
|&lt;br /&gt;
Dispel/Finale or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 3|pos=H-9}}&lt;br /&gt;
Entry at Western Desert ({{Location Tooltip|area=Western Altepa Desert|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-58)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
High level range of mobs. Bring echo drops and/or mages /whm for silena. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Misareaux Coast]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Migrant Dobsonfly]] (55-57) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
1 camp by the Qufim warp. Other camp is by waterfall near Sacrarium. Need to be at least on [[:Category:Chains of Promathia Missions|CoP]] Chapter 2 to access.&lt;br /&gt;
|-&lt;br /&gt;
|48-51&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-54)&lt;br /&gt;
* [[Chamber Beetles]] (56-58)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties. BLM or Dispel recommended for beetles. While you can kill the bats and beetles as low as 45, camping here at 45 will result in ~3k exp/hour.&lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dragonfly]] (55-58)&lt;br /&gt;
* [[Den Beetle]] (56-58) &lt;br /&gt;
| Will need sneak/oils to reach camp. Take the NW tunnel at the sack room (H-8) to the 2nd map. Supports 1 party. Flies link. BLM or Dispel recommended for beetles. &#039;&#039;&#039;About a 10.5 minute walk from Derfland OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|49-51&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Antican Hoplomachus]]&lt;br /&gt;
* [[Antican Lanista]] (54-58)&lt;br /&gt;
|&lt;br /&gt;
Pull Antica from below. They do not link. Bring RDM/Silencer - Lanista are BLM. Silena/echo drops recommended. Could also fight manticore and beetles in the area.    &lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 3|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (56-58) &lt;br /&gt;
| &lt;br /&gt;
Supports 2 parties in the basement. Another 2 behind banishing gate 2. BLM or Dispel recommended.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 50-60==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 50-52 &lt;br /&gt;
|[[Bostaunieux Oubliette]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-9}})&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hecatomb Hound]] (56-58)&lt;br /&gt;
* [[Werebat]] (57-59) &lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Need sneak/oils to reach camp, before you drop down.  &#039;&#039;&#039;~8 minute walk from Ronfaure OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 50-54 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=F-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Canal Pugil]] (57-59)&lt;br /&gt;
* [[Scavenger Crab]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
Very close to Windurst Walls entrance (Head west, in tunnel.  Keep going south to 2nd camp with crabs).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm) &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 52-54 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|pos=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Variable Hare]] (58-61) &lt;br /&gt;
* [[Uleguerand Tiger]] (60-62)&lt;br /&gt;
|&lt;br /&gt;
Having a support highly recommended for AOEs/paralyze.  Hares link.  &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|52-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (55-58)&lt;br /&gt;
* [[Over Weapon]]&lt;br /&gt;
* [[Vault Weapon]] (59-62)&lt;br /&gt;
* [[Tainted Flesh]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Typically a &amp;quot;bridge&amp;quot; camp after leveling to 51 from beetles.  Not too many higher mobs present.  Drops coffer keys.  BLM/Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
| 53-55 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=F-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
BLM and/or Dispel recommended. Drops coffer keys.  Supports 1 party &lt;br /&gt;
|-&lt;br /&gt;
| 53-56 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawler Hunter]] (60-62)&lt;br /&gt;
* [[Knight Crawler]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Take the NW tunnel at the sack room (H-8) to the 2nd map. Dispel or BLM needed for cocoon. Drops coffer keys. Supports 1 party.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56&lt;br /&gt;
|[[The Boyahda Tree]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=L-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bark Spider]]&lt;br /&gt;
* [[Death Cap]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Drops coffer keys.  Lots of links!  Bring a BRD and/or BLM and a WHM.  Spiders have a nasty aoe slow and critical attack ability.  Death Caps have a gross breath attack with silence and paralyze.  Can be a challenging camp but will make you some money with web drops.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56 &lt;br /&gt;
|[[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=J-7}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (60-63) &lt;br /&gt;
* [[Sand Lizard]] (60-64)&lt;br /&gt;
|&lt;br /&gt;
Plenty of crabs to go around, supports at least 3 parties, just be cautious for Guivre (sight aggro) when getting to your camp. [[Sneak]] will be required to travel through this area.  Drops coffer keys.  Dispel or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57&lt;br /&gt;
|[[Ro&#039;Maeve]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-11}})&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Killing Weapon]] (61-63)&lt;br /&gt;
* [[Ominous Weapon]] (62-64)&lt;br /&gt;
| &lt;br /&gt;
Can camp right at zone entrance. But beware of pop at zone. Can also camp in hallway at (H-9). Supports maybe 2 parties. /NIN recommended for melee for Whirl of Rage spam.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Tomb Worm]] (60-61)&lt;br /&gt;
* [[Thousand Eyes]] (60-62)&lt;br /&gt;
* [[Dire Bats]] (62-64)&lt;br /&gt;
* [[Armet Beetle]] (64-66)&lt;br /&gt;
|&lt;br /&gt;
Worm&#039;s dont aggro but link.  Bats aggro by sound.  Eyes good alternative when bats or worms are full. One Dire Bats sits on camp, but theres a small room full of Thousand Eyes that do not link next to it.  There are only 4 beetles so not enough to make a camp for a full higher level party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Thousand Eyes are farmed for Eyes for high level item. You might find max levels farming these enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[Ifrit&#039;s Cauldron]] {{Changes }} &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=J-7|pos 2=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Cauldron Eruca]] (62-64) {{Changes }} &lt;br /&gt;
| &lt;br /&gt;
West entrance.  Supports 2 parties.  Yes aggro.  Yes link.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-8}}) Outpost&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beach Bunny]] (62-65)&lt;br /&gt;
* [[Sand Lizard]] (62-65)&lt;br /&gt;
|&lt;br /&gt;
Have Stona ready for Lizards.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Western Altepa Desert]]{{Changes }} &lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=D-11|pos 2=E-11}})&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Scorch Dhalmel]] (63-65) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. No defense up.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Toraimarai Canal]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stygian Pugil]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Close to Windurst Walls entrance (Head east, downstairs, then south, in tunnel).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm)&#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[The Boyahda Tree]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=G-8}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=E-6}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=D-4}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (62-66)&lt;br /&gt;
* [[Knight Crawler]] (62-67)&lt;br /&gt;
|&lt;br /&gt;
Many camps/mobs, supports at least two parties. Drops coffer keys. Bring dispeler or blm.&lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch Ogrefly]] (65-67)&lt;br /&gt;
* [[Sand Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Bring WHM and/or a support for healing heavy AoE Damage. Flies like to spam Cursed Sphere.  &lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Starmite]] (65-67)&lt;br /&gt;
|&lt;br /&gt;
Dispel/BLM recommended.  Past Stygian Pugils, north up stairs. &lt;br /&gt;
|-&lt;br /&gt;
| 58-61 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-9}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (64-67)&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Shepherd]] (65-68) ((G-6), (H-6) camps))&lt;br /&gt;
* [[Velociraptor]] (66-69)&lt;br /&gt;
* [[Terror Pugil]](67-70)&lt;br /&gt;
|&lt;br /&gt;
Supports at least 4 parties. Viruna suggested if you plan on fighting many raptors.  BLM or Dispel recommended for crabs.  Beware Sand Cockatrice, aggro sight, will be difficult (lvl 71-74).&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 {{verification}}&lt;br /&gt;
|| Pso&#039;Xja &lt;br /&gt;
||(60 level cap zone) &#039;&#039;&#039;(H-10) Tower in Beaucedine Glacier&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
* Diremite Assaulter (63-68)&lt;br /&gt;
* Dire Bat (64-68)&lt;br /&gt;
* Goblins (62-68)&lt;br /&gt;
* Thousand Eyes (65-68)&lt;br /&gt;
* Maledict Millstone (64-68)&lt;br /&gt;
|| {{verification}} Verification needed on mob respawn times. &lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|map=Map 1|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Polar Hare]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Support and/or melee sub /nin recommended for AoE.  Hares link.   &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Pso&#039;Xja]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Pso&#039;Xja|map=Map 2|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diremite Assaulter]] (63-68)&lt;br /&gt;
* [[Dire Bat]] (64-68)&lt;br /&gt;
* [[Snow Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note this is a popular spot where high levels farm Florid Stones.&#039;&#039;&#039; Enter from Beaucedine Glacier (F-7). Follow the right wall, apply sneak and drop down the hole at (I-8). Camp in circular room with elevator. WHM recommended for Erase.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Kuftal Tunnel]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 4|pos=H-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=L-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Deinonychus]] (65-68)&lt;br /&gt;
* [[Kuftal Digger]]&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Tamer]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Viruna highly recommended.  Go down the path at (F-7) map #1 to reach basement camp.  [[Sneak]] needed. Beware NM Yowie.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Newton Movalpolos|map=Map 1|pos=D-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Trashman]] (65-67)&lt;br /&gt;
* [[Goblin Fireman]]&lt;br /&gt;
* [[Goblin Foreman]]&lt;br /&gt;
* [[Goblin Lengthman]]&lt;br /&gt;
* [[Goblin Packman]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Enter from (I-12) or (J-11) from Oldton.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 60-75==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp/Mob !! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 60-62 &lt;br /&gt;
|| Valley of Sorrows&lt;br /&gt;
|| &#039;&#039;&#039;(G-7) (corner), (J-9) (zone line)&#039;&#039;&#039; &lt;br /&gt;
* Velociraptor (66-69)&lt;br /&gt;
* Peryton (69-72)&lt;br /&gt;
* Valley Manticore (72-74)&lt;br /&gt;
|| Supports 1 party at twilight beach entrance. Supports 2 parties at J-8 Cape Terrigan entrance. Viruna/whm recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 60-63 || Uleguerand Range || &#039;&#039;&#039;(I-10), (J-10), (J-11)&#039;&#039;&#039;&lt;br /&gt;
* Nival Raptor (68-70)&lt;br /&gt;
|| Supports at least 2 parties.  Paralyna highly recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 62-64 || Labyrinth of Onzozo || &#039;&#039;&#039;(H-6), (I-6)&#039;&#039;&#039;&lt;br /&gt;
* Torama (70-72)&lt;br /&gt;
* [[:Category:Goblins|Goblins]] (67-69)&lt;br /&gt;
* Labyrinth Manticore (72-74)&lt;br /&gt;
 || Supports up to 2 parties.  Have silena, echo drops, and paralyna ready.  Beware NM Ose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 63-65 || Attohwa Chasm || &#039;&#039;&#039;(F-7)&#039;&#039;&#039; &lt;br /&gt;
* Tracker Antlion (70-73)&lt;br /&gt;
|| Supports 1 party.  Blindna and erase recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 63-66 || Bibiki Bay || &#039;&#039;&#039;(G-6)&#039;&#039;&#039; &lt;br /&gt;
* Tragopan (71-73)&lt;br /&gt;
* Hobgoblin Maritalist, Animalier, Venerer, Fascinator (72-74)&lt;br /&gt;
|| Supports 1 party. Tragopans link by sight when pulled. Recommend barfira for goblins and silence for Fascinator.&lt;br /&gt;
|-&lt;br /&gt;
| 64-67 || Boyhada Tree ||&#039;&#039;&#039; (I-6) map 2&#039;&#039;&#039;&lt;br /&gt;
* Skimmer (72-74)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Rabbits no aggro. Water elemental spawns during weather on i-6 and will aggro frequently.&lt;br /&gt;
|-&lt;br /&gt;
| 65-67 || Cape Terrigan || &#039;&#039;&#039;(I-7) Boulder, (I-8) Boulder&#039;&#039;&#039;&lt;br /&gt;
* Sand Cockatrice (71-74)&lt;br /&gt;
 || WHM with Stona pretty much required.  Can pull lower level velociraptors to fill in.  Beware Manticores (lvl 77-79), sight aggro, will be difficult.  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 66-70 || Boyhada Tree ||&#039;&#039;&#039;(3rd map, down waterfall at (F-8) up top) (H-6), (H-10), (H-9), (F-9), (F-12), (H-8) &#039;&#039;&#039;&lt;br /&gt;
* Processionaire (72-75)&lt;br /&gt;
* Korrigan (72-75)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Darter (76-78)&lt;br /&gt;
* Blood Ball (76-78)&lt;br /&gt;
|Supports multiple parties.  Dispel/finale/chi blast/acid bolts/blm nukes recommended for defense up on crawlers and crabs.  Echo drops recommended if targeting gobbues.  Higher level parties can start to roam around the rooms instead of camp.  Can pull additional Processionaires in the tunnels.  Link potentials.  Have sleepga/lullaby ready. Consider targeting Darters and Blood Balls at level 68+. &lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Boyhada Tree ||&#039;&#039;&#039;  map 2, up top (F-6), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Silena/echo drops highly recommended.  Could also fill in Processionaires (72-75)  at (G-10) camp.  Link potentials.  Have sleepga/lullaby ready.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Al&#039;Taieu ||&#039;&#039;&#039;(D-10) Tower, (K-11) Between Islands&#039;&#039;&#039;&lt;br /&gt;
* Om&#039;hpemde (73-77)&lt;br /&gt;
* Om&#039;xzomit (74-76)&lt;br /&gt;
* Om&#039;aern (75-78)&lt;br /&gt;
|Need Sea access (CoP 8-1). (D-10) camp is all Om&#039;hpemde.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69&lt;br /&gt;
| Den of Rancor &lt;br /&gt;
|&#039;&#039;&#039; (I-8) map 6, in front of Cloister of Tides&#039;&#039;&#039;&lt;br /&gt;
* Demonic Pugil (74-76)&lt;br /&gt;
* Doom Toad (74-76)&lt;br /&gt;
|Supports 1 party. 1 party member needs a Paintbrush of Souls to reach.  Enter den from Temple of Uggalepih paintbrush room. *Note: 15 minute respawn.  A good party can wipe all mobs and be sitting waiting for repops.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Pso&#039;Xja  ||&#039;&#039;&#039; Nue Tower Entrance, Golden-Tongued Culberry Map&#039;&#039;&#039;&lt;br /&gt;
* Frost Lizard (74-77)&lt;br /&gt;
* Diremite Dominator (74-76)&lt;br /&gt;
* Million Eyes (75-77)&lt;br /&gt;
* Purgatory Bat (72-76)&lt;br /&gt;
|Drop down to the bottom map.  Need sneak and invis.  Can support 2 parties.  East and west sides/drop downs.&lt;br /&gt;
|-&lt;br /&gt;
|68-70&lt;br /&gt;
|Den of Rancor (I-9), (F-7)&lt;br /&gt;
|&#039;&#039;&#039;Bloodlet Springs Entrance from Yhoater Jungle&#039;&#039;&#039;&lt;br /&gt;
* Tormentor (75-78)&lt;br /&gt;
* Puck (Mandragora) (75-78)&lt;br /&gt;
|Lots of links. Have sleep(ga)/lullaby ready.  Mages stay back from puks for dreamflower.  Stona/WHM recommended for lizards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 68-71 || Cape Terrigan {{Changes }}  || &#039;&#039;&#039;Zone to Gustav Tunnel (J-6)&#039;&#039;&#039;&lt;br /&gt;
* Arid Lizard (76-78) {{Changes}}&lt;br /&gt;
* Dust Bats (77-78)   {{Changes}}&lt;br /&gt;
* Manticore (77-79)&lt;br /&gt;
||Supports two parties. Erase (Manticore Debuff Max HP/MP Debuff) &amp;amp; Stona Recommended.  Your party can camp between the boulder and wall for faster pulls with some add potential...or up the ramp to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 69-71 || Bibiki Bay || &#039;&#039;&#039;(G-8), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
* Hobgoblins (78-80)&lt;br /&gt;
 || - Mobs AoE Dispel and AoE shadow wipe.. better for BST burns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 69-75 || Newton Movalpolos ||&#039;&#039;&#039; Exit from Mine shaft #2716 entry &#039;&#039;&#039;&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get twinkbrix to teleport you to the mine shaft.  Camp favors a roaming party.  Sleep and silence recommended.  Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| 69-75 || Cape Terrigan || &#039;&#039;&#039;(G-5)&#039;&#039;&#039;&lt;br /&gt;
* Greater Manticore (76-79)&lt;br /&gt;
* Sand Cockatrice (71-73)&lt;br /&gt;
 || Erase recommended.  Silena and Stona recommended if lower level parties are fighing Cockatrice as well.  Mages stay back due to Riddle (max mp down). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039;  Camp will make you some money. &lt;br /&gt;
|-&lt;br /&gt;
| 70-75 || Kuftal Tunnel || &#039;&#039;&#039;(H-6), (I-8) Map #3&#039;&#039;&#039;&lt;br /&gt;
* Greater Cockatrice (78-80)&lt;br /&gt;
* Ovinnik (77-79)&lt;br /&gt;
* Ladon (80-82)&lt;br /&gt;
|| Past moving boulder at (G-9).  Path opens at certain times depending on moon phase.  Maximum up time is about 15 minutes (6 game hours).  Supports at least 2 parties.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice.  Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;.  Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Ro&#039;Maeve || &#039;&#039;&#039;(N-9), (D-5) Behind East and West Moongates. (M-9), (C-9) outside of Moongates &#039;&#039;&#039;&lt;br /&gt;
* Apocalyptic Weapon (78-80)&lt;br /&gt;
* Infernal Weapon(79-81)&lt;br /&gt;
* Darksteel Golem (80-82)&lt;br /&gt;
|| Supports 4 parties.  No moon pass needed for 2 camps.  2 more camps available behind each moongate.  Lots of AOE.  Melee DPS subbing /nin is a good idea.  Behind moongate your party can camp on far bridges for faster pulls with some aggro potential (have sleepga/lullaby ready)... or use a side room to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
* [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Bibiki Bay {{Changes}} || &#039;&#039;&#039;(G-6), (F-7), (F-8), (G-9)&#039;&#039;&#039;&lt;br /&gt;
* Catoblepas (79-81) {{Changes}}&lt;br /&gt;
* Hobgoblin Alastor, Blagger, Physician, Toreador (77-79)&lt;br /&gt;
* Tropical Rarab (73-76)&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
 || Supports 4 parties.  Berserk is your friend.  Healing wind spam can be annoying if cows aren&#039;t dealt with swiftly.  Fill in with Rarabs and Efts.  (F-8) camp has lots of Goblins.  Watch out for bombs/AoE, Barfira up.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sky Camps (63-75+) &#039;&#039;&#039;(Sky Access Required)&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp !! Mob !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 63-66 &lt;br /&gt;
|| [[Ru&#039;Aun Gardens]]&lt;br /&gt;
|| ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-9}}) Earth, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=E-8}}) Ice, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-6}}) Dark, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=G-5}}) Light, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-5}}) Air, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-6}}) Thunder, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=K-8}}) Fire, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-9}}) Water&lt;br /&gt;
|| [[Flamingo]] (72-74)&lt;br /&gt;
|| Up to 8 camps.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
|| [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 72-75&lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}})) Map #2&lt;br /&gt;
|| [[Aura Weapon]] (80-82)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 74-75+ &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|| [[Aura Statue]] (81-84)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Merit Camps==&lt;br /&gt;
* These camps are designed for higher levels (75+) to exp/gain merit points on.&lt;br /&gt;
* If your party has a strong line up, and is coordinated, you could start exping at these camps earlier.&lt;br /&gt;
* Some camps can turn into roaming camps for faster kills at higher levels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* Exit from Mine shaft #2716 entry ({{Location Tooltip|area=Newton Movalpolos|pos=J-6}})&lt;br /&gt;
|&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get [[Twinkbrix]] to teleport you to the mine shaft. Roaming party. Sleep and silence recommended. Lots of bombs, AoEs. Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cape Teriggan]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Cape Teriggan|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Manticore]] (76-79)&lt;br /&gt;
| Erase recommended. No AoEs, but conals. Can roam around a bit. Cockatrice may agro but can be easily dealt with. Mages stay back due to Riddle (reduces max mp). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039; Manticore drops will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Cockatrice]] (78-80)&lt;br /&gt;
* [[Ovinnik]] (77-79)&lt;br /&gt;
* [[Ladon]] (80-82)&lt;br /&gt;
| Past moving boulder at ({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-9}}). Path opens at certain times depending on moon phase. Maximum up time is about 15 minutes (6 game hours). Supports at least 2 parties. Roam around.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice. Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;. Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
||[[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=N-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=D-5}}) Behind East and West Moongates. ({{Location Tooltip|area=Ro&#039;Maeve|pos=M-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=C-9}}) outside of Moongates&lt;br /&gt;
|&lt;br /&gt;
* [[Apocalyptic Weapon]] (78-80)&lt;br /&gt;
* [[Infernal Weapon]] (79-81)&lt;br /&gt;
* [[Darksteel Golem]] (80-82)&lt;br /&gt;
| Supports 4 parties. No moon pass needed for 2 camps. 2 more camps available behind each moongate. Lots of physical AOE. Melee DPS subbing /nin is a good idea. Camp on far bridges and/or roam around.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Abraxas]] (80-83)&lt;br /&gt;
* [[Tavnazian Ram]] (82-84)&lt;br /&gt;
|Need to be on CoP Chapter 2+ to access. Lot&#039;s of magical AoE, will wipe shadows and still cause damage. WHM recommended for AoE healing [[Stona]] and [[Erase]]. Camp will make you some money. &#039;&#039;&#039;Tavnazian Rams give +23% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}}) Map #2&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Weapon]] (80-82)&lt;br /&gt;
| **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Open yellow gate. Roaming camp. Lot&#039;s of physical AoE. &#039;&#039;&#039;~8 minute walk from crag shortcut or ~15 minute walk from Li&#039;Telor OP without Mazurka.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=A-9}}) ({{Location Tooltip|area=Ro&#039;Maeve|pos=O-9}}). Behind East and West Moon gates.&lt;br /&gt;
|&lt;br /&gt;
* [[Luminous Cluster]] (81-82) {{Changes}}&lt;br /&gt;
* [[Lunar Guardian]] (81-82){{Changes}}&lt;br /&gt;
|Supports 2 parties. Lots of physical AoE, graviga, and slowga. Pull weapons to fill to maintain chain.&#039;&#039;&#039;~7 minute walk from Li&#039;Telor OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fei&#039;Yin]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* Basement ({{Location Tooltip|area=Fei&#039;Yin|map=Map 2|pos=H-6|pos 2=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rancid Flesh]] (81-82) {{Changes}}&lt;br /&gt;
* [[Apparition]] (81-83) {{Changes}}&lt;br /&gt;
* [[Perdition Bat]] (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party.  Not much AoE or conal.  Roam around as needed.  &#039;&#039;&#039;~12.5 minute walk from Fauregandi OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] &lt;br /&gt;
|&lt;br /&gt;
* The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Statue]] (81-84)&lt;br /&gt;
 | **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.  Drops Diorite, Ullikummi pop item. Lot&#039;s of AoE/wipes shadows, bindga, and stunga.  Roam around the Nexus loop. Can roam around a bit at Ullikummi.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dromaeosaurus]] (82-84) {{Changes}}&lt;br /&gt;
* [[Cliff Glider]]  (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party. South of spine. Raptors have virus and slow.  Flies have lots of AoE and poison.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Misareaux Coast]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
*Close to Tavnazia Safehold Zone ({{Location Tooltip|area=Misareaux Coast|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beast Bugard]] (82-84) {{Changes}}&lt;br /&gt;
* [[Raging Sheep]] (81-83) {{Changes}}&lt;br /&gt;
|Mobs seem to be blunt resistant.  Mages stay back due to AoE sleep. Dispel/acid bolts/chi blast recommedned for defense up abilities.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toraimarai Canal]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=J-8|pos 2=J-9}}) Map 2&lt;br /&gt;
|&lt;br /&gt;
* [[Diphylla]] (81-84) {{Changes}}&lt;br /&gt;
* [[Channel Pugil]] (81-82) {{Changes}}&lt;br /&gt;
|Need {{KeyItem}}[[Rhinostery Certificate]] for fast access from Windurst Walls.&lt;br /&gt;
Could also use 3 mage gate to get to but need portal charm.  Some magical AoE.  Dispel/acid bolts/chi blast recommedned for defense up abilities.&#039;&#039;&#039;(~16 minute walk from Sarutabarta OP, going through 3 mage gate, without Mazurka)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Purgonorgo Isle|Bibiki Bay, Purgonorgo Isle]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay - Purgonorgo Isle|pos=H-10|pos 2=H-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Toco Tucan]] (83-84) {{Changes}}&lt;br /&gt;
* [[Island Jugil]] (81-83) {{Changes}}&lt;br /&gt;
|Right by the [[:Category:Chains of Promathia Missions|CoP]] warmachine.  Take Manaclipper.  Takes time to get to.  Supports 1 party.  Not much AoE.  Some conals.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=I-5}}), ({{Location Tooltip|area=Uleguerand Range|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Kindred Black Mage]] (81-84)&lt;br /&gt;
* [[Kindred Dark Night]] (81-84)&lt;br /&gt;
* [[Kindred Summoner]] (81-84)&lt;br /&gt;
* [[Kindred Warrior]] (81-84)&lt;br /&gt;
* [[Smolenkos]] (81-84)&lt;br /&gt;
* [[Molech]] (80-82)&lt;br /&gt;
| Bit of a walk. Go east/counter-clockwise from the entrance to climb up.  Will need [[Sneak]]/invis/meds. Watch out for true sight tauri on the way up. Roam around. Slowga. Conals.  Blind. Doom.&lt;br /&gt;
Note: 3 mobs per kilometer, Molech has Doom (they look at you and you die) NOT WORTH IT tested by blacklung&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[King Buffalo]] (80-82)&lt;br /&gt;
* [[Kindred Demon]] (81-84)&lt;br /&gt;
| A bit further of a walk. Past Jormy, by frozen waterfall. Plague.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas Brawler]] (84-86) {{Changes}}&lt;br /&gt;
* [[Gigas Crusher]] (84-86) {{Changes}}&lt;br /&gt;
| Before you get to Jormy.  You probably want to have decent gear and a few merits under your belt before meriting on these.  Lots of physical AoE and conals.  Melee subbing /nin isn&#039;t a bad idea.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alpha Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
== Shatter Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Mana Burn Camps {{Changes }}==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
* These camps are ideally for SMNx2 BLMx4 parties as these are era+ mobs that raise their defenses at the start of the battle.  The defense is lost with a [[Skillchain]] + [[Magic Burst]] combo. &lt;br /&gt;
* SMN x2, 3 BLM, 1 Support (BRD, RDM) works.&lt;br /&gt;
*These camps were originally intended for a traditional party with skill chaining and more than 1 BLM magic bursting. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|12-16&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6) Carbuncle Quest&#039;&#039;&#039;&lt;br /&gt;
* [[Eikon Worm]] (19-23) {{Changes }}&lt;br /&gt;
|Raises defenses at start of fight. MP Burn recommended or [[magic burst]] required. [[Ghost]]s pop at night.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(F-5)&#039;&#039;&#039;&lt;br /&gt;
* [[Island Goop]] (26-28) {{Changes }}&lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|20-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6)/(H-6)&#039;&#039;&#039;&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Greater Pugil]]&lt;br /&gt;
| G-6 camp is at the top middle of the quadrant, safe from undead. Our composition was 5 x BLM and 1 x RDM, bouncing hate between us. No need for a tank, just brave mages. Pulled 10k/hour (with band up) and no deaths. Move to pugil alley at (H-6) at 23. &lt;br /&gt;
|-&lt;br /&gt;
|23-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Hexed Weapon]] (31-33) {{Changes }}&lt;br /&gt;
* [[Cliff Worm]] (30-33) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight. MP Burn recommended or [[magic burst]] required.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|25-28&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Muddy Slime]] (34-36) {{Changes }}&lt;br /&gt;
|Raises defense at the start of fight, MP Burn recommended or [[magic burst]] required. Tried this at 26, was rough. AoE move does a ton of damage. 28 might be better starting point when you get firaga.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Flying Beetle]] (35-37) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|31-34&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-6)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Sand Worm]] (36-39) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-37&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|(&#039;&#039;&#039;{{Location Tooltip| text = K-5| tooltip = | area = Sauromugue Champaign| pos = K-5| highlight background = transparent| marker pos x = -4| marker pos y = 12| marker size = 35| marker opacity = 0.4| marker background = #5555ff}})&#039;&#039;&#039;&lt;br /&gt;
* [[Young Uragnite]] (36-42) {{Changes }}&lt;br /&gt;
|Raises defenses.  Wide level range.  Higher levels (40-42) seem to spawn more on the western side of camp.  Have [[poisona]] and [[paralyna]] ready.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|29-32&lt;br /&gt;
|Rolanberry Fields&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Shell Grubs]] (38-41) &lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(G-10) Pond&#039;&#039;&#039;&lt;br /&gt;
* [[Winter Slime]] (39-41)                        &lt;br /&gt;
|Raises defenses&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Upper level&#039;&#039;&#039;&lt;br /&gt;
* [[Boreal Worm]] (39-42)  &lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|33-37 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7)/(I-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Snofallo]] (43-45) &lt;br /&gt;
|Quick run from [[Outpost]]/[[Telepoint|Telepoint Vahzl]].  Raises defenses. Can use Lowing which is AoE Plague (TP/MP drain). WHM/SMN recommended for SC closer if possible.&lt;br /&gt;
|-&lt;br /&gt;
|36-40             &lt;br /&gt;
|[[Yuhtunga Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Jungle Crawlers]] (44-48) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|34-39&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;{{location Tooltip|area= Batallia Downs|pos=I-10}} / {{location Tooltip|area= Batallia Downs|pos=J-10}}&#039;&#039;&#039;&lt;br /&gt;
* [[Downslime]] (41-44){{Changes }}&lt;br /&gt;
|Are [[Shielded]].&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Glacier Crab]] (47-50) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Similar name to crabs on the other side of the coast but different level range.&lt;br /&gt;
|-&lt;br /&gt;
|39-42 &lt;br /&gt;
|[[Battalia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;(H-5)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Rancideyes]] (48-51) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage. &#039;&#039;&#039;Fast movement. Recommend having someone with silence. REALLY FAST CASTS&#039;&#039;&#039; (Data updated as of 5/16)&lt;br /&gt;
|-&lt;br /&gt;
|42-46 &lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(I-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Jungle Crab]] (51-53) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
|44-47 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Bloody Beetle]] (53-56) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|47-50 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Desert Gazer]] ([[:Category:Hecteyes|Hecteyes]], 56-59){{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required. {{Verification}}Couldn&#039;t be slept. &#039;&#039;&#039;Casts -aga II magic. Avoid this camp unless you can reliably land silence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|50-53 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-7)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Worm]] (59-61){{Changes }}&lt;br /&gt;
|On pull, Raises it&#039;s Defenses - Goes away during the day&lt;br /&gt;
|-&lt;br /&gt;
|49-54 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Mud Crab]] (59-62){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|53-56 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Slime]] (61-64){{Changes }}&lt;br /&gt;
|Defense boost possible, best to have Firaga 2 at 53.&lt;br /&gt;
|-&lt;br /&gt;
|51-56 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(I-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Muddyeyes]] (62-66){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}} Casts magic and cannot be slept. Avoid.&lt;br /&gt;
|-&lt;br /&gt;
|57-62 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Lower level&#039;&#039;&#039;&lt;br /&gt;
* [[Glacier Crab]] (69-72){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|65-68 &lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&#039;&#039;&#039;(K-9) By Dunes Warp&#039;&#039;&#039;&lt;br /&gt;
* [[Meadow Buffalo]] (75-78){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Aspir]]able mobs.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Coastal Slime]] (78-81){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Ice  Crab]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Supports 2 manaburn parties.&lt;br /&gt;
|-&lt;br /&gt;
|66-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Icefallo]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Viruna]] recommended for [[plague]].&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Undead Burn Camps==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11-13&lt;br /&gt;
| [[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Konschtat Zone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeleton Warrior]]&lt;br /&gt;
|Monk or manaburn party recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Stairs&#039;&#039;&#039;&lt;br /&gt;
* [[Ghoul]]s (21-24) {{Changes }}&lt;br /&gt;
|Camp is for MNK/PLD/WHM (Holy Party)&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Outer Horutoto Ruins]]&lt;br /&gt;
|&#039;&#039;&#039;Strange Apparatus Room&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
|Use northernmost [[West Sarutabaruta]] zone. Monk or manaburn party recommended. [[Sneak]] required to reach camp&lt;br /&gt;
|-&lt;br /&gt;
|21-28&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;G-7) Map 2 behind first center door on staircase, Gadfly/Bogy Room, Behind East Banshee Door.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Mauthe Doog]] (28-31)&lt;br /&gt;
* [[Wight]] (29-34),&lt;br /&gt;
* [[Wendigo]] (26-30)&lt;br /&gt;
* [[Banshee]] (31-34), &lt;br /&gt;
* [[Bogy]] (27-29), &lt;br /&gt;
* [[Ghast]] (30-34)&lt;br /&gt;
|WHM Cure Burn party.  WHM/NIN with Utsusemi recommended (if not able, Blink is required).  Bring assistance for Raise and Viruna as the TP moves from Banshee really hurt and Rot Gas virus effect can last up to 5 minutes.   Level sync 21-25 on Bogy Room and 24-29 behind the east Banshee door where no mobs spawn.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|30-33  &lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&#039;&#039;&#039;F-8 Map 1 where Royal Leech spawns in the tunnel just east of Namtar room.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Ghast]] (38-41)&lt;br /&gt;
|WHM Cure Burn party.  Level Sync 29 is too low.  31 is preferred.  Blink, Stoneskin, and Reraise is a must.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|34-37  &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(E-8)/(F-8), (J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-45)&lt;br /&gt;
* [[Etemmu]] (43-46)&lt;br /&gt;
|Outpost warp or Vazhl gate crystal required to reach camp.  WHM x6 Cure Burn party.&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;Main entrance from [[Batallia Downs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-46)&lt;br /&gt;
|Level Sync 32 too low, 33 still iffy.&lt;br /&gt;
|-&lt;br /&gt;
|41-47&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;E-7 Map 1, Just east of where you land in drop A, Beaucedine entrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lich]] (51-55)&lt;br /&gt;
* [[Fallen Knight]] (54-56)&lt;br /&gt;
* [[Mummy]] (50-52)&lt;br /&gt;
* [[Hell Hound]]  (46-49), &lt;br /&gt;
* [[Ka]] (52-54)&lt;br /&gt;
* [[Tomb Wolf]] (53-55), &lt;br /&gt;
* [[Dark Stalker]] (55-57)&lt;br /&gt;
|[[Earth Elemental]] Danger at E-7 and Hume Bones camp.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;Behind Banishing Gate 3 at I-6 Map 2 or Map 2 at F-9 near Funnel [[Bats spawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Officer]] (52-55)&lt;br /&gt;
|Bring extra player with both Tractor and/or Raise behind Gate 3 camp to help cheese replacements to camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54   &lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;M-7 Map 2, M-11 Map 2, South center pit landing from south room in Map 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Tomb Mage]] (60-63)&lt;br /&gt;
* [[Tomb Warrior]] (60-62)&lt;br /&gt;
* [[Spriggan]] (64-66)&lt;br /&gt;
* [[Haunt]] (63-65)&lt;br /&gt;
|2x SMN 4x WHM.  Holy and Banishga II burst from Ifrit Fusion.  Coffer key mobs.  Dark Stalkers (55-57) may be used to extend chains if using M-11 camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;In basement H-8/I-8 tunnel or behind Banishing Gate 2 J-8 (Strange Apparatus Room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Mage]] (59-62) &lt;br /&gt;
* [[Fallen Major]] (59-62) &lt;br /&gt;
* [[Wraith]] (60-62)&lt;br /&gt;
|2x SMN/4x WHM burn party.  Basement camp is preferred camp but need another party targeting beetles/bats; the other camp lacks those mobs but just 5 undead spawns to work with.  Mobs drop coffer keys required for white mage artifact hat.&lt;br /&gt;
|-&lt;br /&gt;
|55-57&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;I-7 Map 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Soldier]] (65-67) &lt;br /&gt;
* [[Doom Mage]] (65-67)&lt;br /&gt;
* [[Robber Crab]] (65-68)&lt;br /&gt;
|2x SMN/4x WHM for skeletons.  Black Mage manaburn parties can also target Robber Crabs (which are never engaged by the white mage party).&lt;br /&gt;
|-&lt;br /&gt;
|65-67{{Verification}}&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7), (G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Warlock]] (76-78)&lt;br /&gt;
* [[Doom Guard]] (75-77)&lt;br /&gt;
* [[Erlik]] (75-78)&lt;br /&gt;
|2x SMN/4x WHM. Skeleton DRKs, BLMs, and Ghosts. Doom Guard on camp, all WHM should be /BLM for Elemental Seal &amp;gt; Silence on everything. Care for Typhoon Wyverns that are in the area. Taxim (Doom Warlock NM) also spawns here, but easy to kill with usual strats.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (J-9) ((K-9) and (E-7) Secondary)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Spartoi Warrior]] (78-82)&lt;br /&gt;
* [[Spartoi Sorcerer]] (80-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|2x SMN/4x WHM/BLM or PLD. SMN do Ifrit (Punch) &amp;gt; Ramuh (Shock Strike) = Fusion. WHM and PLD do Banish III &amp;gt; Holy for 2x MB. If avatars miss, spam Cure and Banish spells until dead. Main camp is on a ledge outside Vrtra room. &lt;br /&gt;
&lt;br /&gt;
Additional camps are inside Vrtra Room and on west side in hidden room near Strange Apparatus.&lt;br /&gt;
|-&lt;br /&gt;
|73+&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (E-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeletons]] (78-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|Monk burn, mana burn, or the 2x SMN/4x WHM groups work.  White mage burn parties can start at 65.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118127</id>
		<title>EXP Camps</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118127"/>
		<updated>2026-02-16T17:49:56Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Level 60-75 */ adding shrine camps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;New Horizon specific camps are marked with {{Changes }}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
*These camps are all aimed at standard 6 member [[Party|parties]]. &lt;br /&gt;
*Consider targeting lower level mobs (no higher than 8 levels above your party) with a non-standard party setup.&lt;br /&gt;
*If your party has a strong line-up, eats food, and is coordinated with [[Skillchains]]/[[Magic Burst]]s, you can target a higher level camp. &lt;br /&gt;
*Monsters on Horizon may have levels that differ from that of retail, be wary when using exp camp guides outside of this wiki as they may not be the same level. &lt;br /&gt;
*Starting at level 50 adventures will gain an experience point bonus by simply having the [[Signet]] buff, up to a total of 10%, in conquest (Vanilla/RoZ/CoP) areas {{Changes }}. &lt;br /&gt;
*Starting at level 50, adventurers will gain a 5% experience point bonus for defeating foes in conquest regions that their nation does not control while having [[Signet]]{{Changes }}. Consider camping in regions that your nation doesn&#039;t control for maximum experience point gains!&lt;br /&gt;
&lt;br /&gt;
== Camps - Verify if viable ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 &lt;br /&gt;
| [[Lufaise Meadows]]&lt;br /&gt;
| &lt;br /&gt;
* Lake&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Brawler]], [[Orcish Beastrider]], [[Orcish Nightraider]], [[Orcish Impaler]] (35-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Thunder Elemental]] danger.&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Beaucedine Glacier]] &lt;br /&gt;
| &lt;br /&gt;
* Via [[Ranguemont Pass]]: ({{Location Tooltip|area=Beaucedine Glacier|pos=G-9|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas&#039;s Tiger]] (33-35)&lt;br /&gt;
* [[Goblin Furrier]], [[Goblin Pathfinder]], [[Goblin Smithy]], [[Goblin Shaman]] (35-38)&lt;br /&gt;
* [[Tundra Tiger]] (34-37)&lt;br /&gt;
| &lt;br /&gt;
* Mages must sub [[WHM]].&lt;br /&gt;
* Mobs in area that detect magic.&lt;br /&gt;
* The ({{Location Tooltip|area=Beaucedine Glacier|pos=H-9}}) camp is a mostly a roaming camp loaded with [[:Category:Tigers|tigers]]&lt;br /&gt;
* Bring someone to kill all other mobs except for the [[BST]] Gigas (will load a pet that is the same level as the [[Tundra Tiger]] but with a fourth of the HP).&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Castle Oztroja]] &lt;br /&gt;
| &lt;br /&gt;
* Behind Trap Door.&lt;br /&gt;
|&lt;br /&gt;
* [[Yagudo Drummer]] (33-37)&lt;br /&gt;
* [[Yagudo Oracle]] (34-38)&lt;br /&gt;
* [[Yagudo Interrogator]] (35-39)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Layout of zone favors a moving party.&lt;br /&gt;
|-&lt;br /&gt;
|41-44 &lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=L-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ogrefly]]&lt;br /&gt;
* [[Master Coeurl]]&lt;br /&gt;
|&lt;br /&gt;
* Supports one party.&lt;br /&gt;
* [[WHM]] is required.&lt;br /&gt;
* Mages must sub [[WHM]]. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 10-20 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|10-15&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Beetle&#039;s Burrow (Through Lily Tower) ({{Location Tooltip|area=Inner Horutoto Ruins|map=Beetle&#039;s Burrow|pos=F-10|pos 2=F-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beady Beetle]] (12-16)&lt;br /&gt;
* [[Bat Battalion]] (12-15)&lt;br /&gt;
* [[Goblin Ambusher]]&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (14-18)&lt;br /&gt;
|&lt;br /&gt;
* Enter via [[East Sarutabaruta]] ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}), Lily Tower. Access Beetle&#039;s Burrow through hidden doors at either ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-8}}) or ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-9}})&lt;br /&gt;
* Be aware of mobs aggroing by sight and sound on the way to camp.&lt;br /&gt;
* [[Beady Beetle|Beetles]] and [[Bat Battalion|Bats]] don&#039;t aggro but do link via sight and sound respectively.  &lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|[[Carpenters&#039; Landing]] via [[Northern San d&#039;Oria]] Wooden Shutter entrance   &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Digger Wasp]] (14-17)&lt;br /&gt;
* [[Beady Beetle]] (15-17)&lt;br /&gt;
* [[Orcish Grunt]]&lt;br /&gt;
* [[Orcish Neckchopper]]&lt;br /&gt;
* [[Orcish Stonechucker]] (16-18)&lt;br /&gt;
* [[Poison Funguar]] (17-19)&lt;br /&gt;
* [[Flytrap]] (20-22)&lt;br /&gt;
| &lt;br /&gt;
* Wooden Shutter is at [[Northern San d&#039;Oria]] ({{Location Tooltip|area=Northern San d&#039;Oria|pos=F-5}})&lt;br /&gt;
* [[Poison Funguar|Funguars]] can [[Poison]], [[Blind]], [[Paralysis|Paralyze]], and [[Silence]].&lt;br /&gt;
* [[Flytrap]] uses [[Soporific]], a small range [[Area of Effect|AoE]] [[Sleep (Status Effect)|Sleep]] and potent [[Paralyze (Status Effect)|Paralyze]] ability.&lt;br /&gt;
* Can support multiple parties and different level ranges. &lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=D-7|pos 2=E-6|pos 3=E-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=K-9|pos 2=L-9|pos 3=L-10}})&lt;br /&gt;
| &lt;br /&gt;
* [[Hill Lizard]] (15-19)&lt;br /&gt;
|&lt;br /&gt;
* Welcome to the dunes.&lt;br /&gt;
* [[Baleful Gaze]] [[Petrification|Petrifies]] the target it&#039;s looking at. Turn to avoid!&lt;br /&gt;
* Level 11 parties take care when pulling level 18-19 [[Hill Lizard|Lizards]].&lt;br /&gt;
* Multiple camps, can support multiple parties.&lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Buburimu Peninsula]]                 &lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Buburimu Peninsula|pos=E-7}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sylvestre]] (15-18),&lt;br /&gt;
* [[Mighty Rarab]] (15-18)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Try to avoid pulling mobs that are 7+ levels above your party.&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=F-3|map=Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Blood Bunny|Blood Bunnies]] (17-19)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Can either sit in place or run up and down the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=I-8}})&lt;br /&gt;
| &lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Canyon Wasp]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Cactus Grub]] (19-20)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Added mobs with higher level range}} [[Killer Bee]] (15-20) &lt;br /&gt;
* [[Goblin Tinkerer]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Not too far from [[Kolshushu]] [[Outpost Teleportation|Outpost]] or [[Teleport-Mea]].&lt;br /&gt;
* [[Killer Bee]]s seem to use Pollen more often than other [[Bee]]s.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Konschtat Highlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=I-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) &lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Yellow Jacket]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}}) Camp has a [[Goblin Digger]] that can extend chains. &lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) Camp has [[Poltergeist]]s (18-20) that can extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=La Theine Plateau|pos=H-11|pos 2=I-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-18) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Plateau Hare]] (19-20) &lt;br /&gt;
|&lt;br /&gt;
* [[Plateau Hare|Hares]] link.&lt;br /&gt;
* [[Plateau Hare|Hares]] should not be fought until at least level 13.&lt;br /&gt;
* 1 Orc spawn can also be used to fill chains. &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* Pond ({{Location Tooltip|area=La Theine Plateau|pos=K-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Snapper]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=G-3|map= Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stink Bats]] (15-18)&lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* [[Stink Bats|Bats]] link via sound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Maze Maker]] (18-21)&lt;br /&gt;
* [[Stink Bats]] (15-17)&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (16-17)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* West Forest ({{Location Tooltip|area=Valkurm Dunes|pos=F-7}})&lt;br /&gt;
* Whitebone Sands ({{Location Tooltip|area=Valkurm Dunes|pos=F-9}})&lt;br /&gt;
* Oasis ({{Location Tooltip|area=Valkurm Dunes|pos=I-7}})&lt;br /&gt;
* Siren Sands ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
* North Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-6}})&lt;br /&gt;
* South Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-8}})&lt;br /&gt;
*(H-7) NW of OP corner&lt;br /&gt;
|&lt;br /&gt;
* [[Night Bats]] (12-15)&lt;br /&gt;
* [[Star Bat]] (17-20)&lt;br /&gt;
* [[Snipper]] (18-22)&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Damselfly|Flies]] &amp;amp; [[Snipper]]s are primary targets. &lt;br /&gt;
* Can throw in [[Brutal Sheep|Sheep]] and [[Star Bat|Bats]] at night to keep chains going.&lt;br /&gt;
* [[Damselfly]] can [[Poison]], and use [[Cursed Sphere]], a damaging [[Area of Effect|AoE]] TP move. &lt;br /&gt;
* [[Brutal Sheep]] can use [[Sheep Song]], which is an [[Area of Effect|AoE]] [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cape Coney]] (20-21)&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cactus Bee]] (20-22)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Supports up to 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Magic Gate of Horutoto ({{Location Tooltip|area=Inner Horutoto Ruins|pos=E-10|map=Beetle&#039;s Burrow}})&lt;br /&gt;
|&lt;br /&gt;
* [[Battle Bat]] (17-19)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (20-23)&lt;br /&gt;
| &lt;br /&gt;
* Enter via {{Location|East Sarutabaruta|J-7}}.&lt;br /&gt;
* Mobs near camp aggro sight/sound.&lt;br /&gt;
* [[Goblin Leecher]]s are casters. &lt;br /&gt;
* Careful of links - [[Battle Bat|Bats]] link by sound, and [[:Category:Goblins|Goblins]] link by sight. &lt;br /&gt;
* All of the mobs are aggressive.&lt;br /&gt;
* Could support 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=H-7|map=Map 1}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hognosed Bat]] (17-19)&lt;br /&gt;
* [[Fly Agaric]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sound and Sight aggro near camp.&lt;br /&gt;
* [[Hognosed Bat|Bats]] link via sound.&lt;br /&gt;
* [[Fly Agaric]]s have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Cliff Side ({{Location Tooltip|area=Valkurm Dunes|pos=G-8}})&lt;br /&gt;
* Signpost ({{Location Tooltip|area=Valkurm Dunes|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
* [[Brutal Sheep|Sheep]] use [[Sheep Song]], an AoE sleep TP attack. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=J-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Norvallen]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* 6 spawns, 1 [[Stag Beetle|Beetle]] is around the corner, a little Southwest.&lt;br /&gt;
* [[Stag Beetle|Beetle]]s have defense and evasion boosting TP abilities.&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=H-11|pos 2=H-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] &lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
* [[Forest Tiger]] (22-24)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* [[Forest Tiger|Tigers]] have a strong [[Paralyze]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Dangruf Wadi]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=G-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=H-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leeecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]]s are casters.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|pos 2=F-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=G-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=I-8}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-6|pos 2=J-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bull Dhalmel]] (20-23)&lt;br /&gt;
* [[Zu]] (20-23)&lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-25)&lt;br /&gt;
| &lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets in front of them.&lt;br /&gt;
* Be wary of linking.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gadfly]] (18-21)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Derfland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Marsh Funguar|Funguars]] link by sound.&lt;br /&gt;
* [[Marsh Funguar]] have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21),&lt;br /&gt;
* [[Hill Lizard]] (19-22)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Aragoneu]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* 2 [[:Category:Goblins|Goblins]] around which may prove too much for a level 15/16 group.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=F-8|pos 2=F-9|pos 3=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-24)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}). &lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* [[Marsh Funguar|Funguars]] use [[Paralyze (Status Effect)|Paralyze]], [[Blind (Status Effect)|Blind]], [[Poison (Status Effect)|Poison]] and [[Silence (Status Effect)|Silence]] TP abilities.&lt;br /&gt;
* [[Marsh Funguar|Funguar]] aggro and link via sound. &lt;br /&gt;
* [[Stag Beetle|Beetles]] link via sight. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=K-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]]&lt;br /&gt;
* [[Snipper]] (17-20)&lt;br /&gt;
* [[Gadfly]] (18-21) &lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Camp right at the outpost.&lt;br /&gt;
* [[Defland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets infront of them.&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=F-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawlers]]&lt;br /&gt;
* [[Leeches]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Water Elemental]] can sometimes spawn in the back.&lt;br /&gt;
* [[Marsh Funguar]]s spawn in the road leading to the area, possibly extending this camp to Level 19 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|[[Korroloka Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Western Tunnel ({{Location Tooltip|area=Korroloka Tunnel|map=Map 2|pos=D-8|pos 2=D-9|pos 3=E-9}})&lt;br /&gt;
* Eastern Tunnel({{Location Tooltip|area=Korroloka Tunnel|map=Map 1|pos=L-6|pos 2=L-7|pos 3=M-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Worm]] (20-25)&lt;br /&gt;
* [[Seeker Bats]] (22-26)&lt;br /&gt;
|&lt;br /&gt;
* Worms cast lots of spells, including [[Area of Effect|AoE]] spells.&lt;br /&gt;
* Ideal for a ranged attack burn style party. &lt;br /&gt;
* [[Seeker Bats|Bats]] take extra damage from piercing weapons.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Goblin Camp ({{Location Tooltip|area=Valkurm Dunes|pos=E-7|pos 2=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]]&lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* Watch out for sight-based links.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
| &lt;br /&gt;
* By Spine at ({{Location Tooltip|area=Meriphataud Mountains|pos=D-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-25)&lt;br /&gt;
* [[Couerl]] (22-26)&lt;br /&gt;
* [[Boggart]] (25-27)&lt;br /&gt;
|&lt;br /&gt;
* Close to [[Aragoneu]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* [[Paralyna]] and [[Silena]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hill Lizard]] (23-25)&lt;br /&gt;
* [[Moon Bat]] (23-26)&lt;br /&gt;
* [[Midnight Wings]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from Aragoneu OP. &lt;br /&gt;
* Mobs located on both N and S sides of the fort.  &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=F-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Dung Beetle]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Further down, past the [[Fly Agaric]]s. &lt;br /&gt;
* Sight and Sound aggro on the way to camp. &lt;br /&gt;
* [[Dung Beetle|Beetles]] link via sight.   &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=H-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Vorpal Bunny]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* Spore Hollow ({{Location Tooltip|area=Jugner Forest|pos=K-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Jugner Funguar]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}}) camp is reached from the South. &lt;br /&gt;
* [[Jugner Funguar|Funguars]] link by sound. &lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach/Gustav Zone ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=E-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (20-23)&lt;br /&gt;
* [[Beach Pugil]] (23-26)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro near camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=G-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Clipper]] (24-26)&lt;br /&gt;
* [[Poison Leech]] (24-27)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Buburimu Peninsula]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]], [[Goblin Leecher]], [[Goblin Mugger]]  (21-25)&lt;br /&gt;
*{{changes|Horizon custom mob}} [[Cape Dhalmel]]s (24-26) &lt;br /&gt;
|&lt;br /&gt;
* [[Cape Dhalmel]]s and [[Bull Dhalmels]] (20-23) will link, [[Bind]] or [[Sleep]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Maze of Shakhrami|map= Map 2|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Carnivorous Crawler]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Tahrongi Canyon]] ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 8 [[Carnivorous Crawler|Crawlers]], 10 if you roam into the Eastern tunnel. &lt;br /&gt;
|-&lt;br /&gt;
|17-20 &lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=H-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (18-23)&lt;br /&gt;
* [[Poison Leech]] (21-25)&lt;br /&gt;
* [[Shoal Pugil]] (24-28)&lt;br /&gt;
|&lt;br /&gt;
* Watch for [[Bogy]] spawns at night. Both beaches have safe places to camp outside of blood aggro range.  &lt;br /&gt;
* Start on [[Snipper]]s at Level 17. Can start mixing [[Shoal Pugil|Pugils]] in at 18.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18-20&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
| &lt;br /&gt;
* Rose Tower, [[Three Mage Gate]] ({{Location Tooltip|area=Inner Horutoto Ruins|map= Rose Tower 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Boggart]] (23-26)&lt;br /&gt;
| &lt;br /&gt;
* Enter via ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}) in [[East Sarutabaruta]], Lily Tower.&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Castle Oztroja]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Castle Oztroja|map=Map 1|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bastion Bats]] (18-21)&lt;br /&gt;
* [[Yagudo Persecutor]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Beadeaux]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Beadeaux|map=Map 1|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] (20-23)&lt;br /&gt;
* [[Old Quadav]] (22-26)&lt;br /&gt;
* [[Copper Quadav]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
| &lt;br /&gt;
* Circle around Ice Pond for ({{Location Tooltip|area=Qufim Island|pos=H-7}}) camp.&lt;br /&gt;
* At night, [[Banshee]]s spawn at Ice Pond so you will need to camp in a tunnel and pull [[Clippers]] to you. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=I-7|pos 3=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6|pos 2=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Dark Bats]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
* [[Glow Bat]] (28-29)&lt;br /&gt;
|&lt;br /&gt;
* Potentially supports 2 parties at opposite ends of the cliff. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-4}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon custom mob}} [[Migrant Hawker]] (24-27) &lt;br /&gt;
* {{changes|Horizon custom mob}}  [[Dust Lizard]] (26-28)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Aragoneu]] [[Outpost Teleportation|Outpost]].  &lt;br /&gt;
* 3 camps/supports 3 parties. &lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Center Landing Docks ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-25)&lt;br /&gt;
* [[Fosse Pugil]] (22-24)&lt;br /&gt;
* [[Forest Tiger]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Davoi]]&lt;br /&gt;
|&lt;br /&gt;
* Main Entrance ({{Location Tooltip|area=Davoi|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (22-28)&lt;br /&gt;
|&lt;br /&gt;
* [[Bats]] that pop at night aggro via sound.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Yughott Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-6}})&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* All orcs link by sight, be careful.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 20-30 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|20-22&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* Between Fences at ({{Location Tooltip|area=Rolanberry Fields|pos=F-7}})&lt;br /&gt;
* Shack at ({{Location Tooltip|area=Rolanberry Fields|pos=F-11}}) &lt;br /&gt;
* Stone Wall/Signpost at ({{Location Tooltip|area=Rolanberry Fields|pos=H-12}}) &lt;br /&gt;
* Crates at ({{Location Tooltip|area=Rolanberry Fields|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Berry Grub]] (25-28)&lt;br /&gt;
|  &lt;br /&gt;
* [[Quadav]] and [[Ochu]] aggro sound. &lt;br /&gt;
* Can fill in with [[Bats]] at night.&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Waterfall/PLD ??? ({{Location Tooltip|area=Ordelle&#039;s Caves|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Shrieker]] (25-27)&lt;br /&gt;
* [[Clipper]] (26-29)&lt;br /&gt;
* [[Goliath Beetle]] (29-31)&lt;br /&gt;
|&lt;br /&gt;
* Enter through [[La Theine Plateau]] at ({{Location Tooltip|area=La Theine Plateau|pos=H-7}}).&lt;br /&gt;
* Sight and sound aggro near camp.&lt;br /&gt;
* [[Clipper]]s link by sound. &lt;br /&gt;
* [[Will-o&#039;-the-Wisp|Bomb]] nearby.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|21-23&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* Zone to [[Meriphataud Mountains|Meriphataud]], ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]] (26-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Mugger]] (26-29)&lt;br /&gt;
|&lt;br /&gt;
* Southwest part of the zone is littered with [[:Category:Goblins|Goblins]] and [[Bats]]. &lt;br /&gt;
* Beware of links. &lt;br /&gt;
* Beware of [[Rock Golem]] (magic sensitive and will destroy your party).&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|21-24&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* Beyond the door ({{Location Tooltip|area=Ranguemont Pass|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (26-30)&lt;br /&gt;
|&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* Be careful of [[Ooze]].&lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Camp at either end of the caves ({{Location Tooltip|area=Carpenters&#039; Landing|pos=I-11|pos 2=I-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (27-30)&lt;br /&gt;
* [[Shreiker]] (28-31)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] zone entrance, ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Quick walk from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro en route to camp.&lt;br /&gt;
* [[Shrieker]]s are sound aggro/[[Diving Beetle|Beetles]] link by sight.   &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Lower Delkfutt&#039;s Tower]]&lt;br /&gt;
| &lt;br /&gt;
* Northwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-7}})&lt;br /&gt;
* Southwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-10}})&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=H-10}}) &lt;br /&gt;
* Northeast Area ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-27)&lt;br /&gt;
* [[Ancient Bat]]s (27-29)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (27-30)&lt;br /&gt;
* [[Giant Gatekeeper]]&lt;br /&gt;
* [[Giant Guard]]&lt;br /&gt;
* [[Giant Lobber]]&lt;br /&gt;
* [[Giant Sentry]] (28-30)&lt;br /&gt;
|&lt;br /&gt;
* Be careful of aggro if not using entrance camp.&lt;br /&gt;
* [[Giant Lobber]]s hurt. Pull with caution.&lt;br /&gt;
|-&lt;br /&gt;
| 22-26 &lt;br /&gt;
|| [[Maze of Shakhrami]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Maze of Shakhrami|pos=L-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]]s (26-29)&lt;br /&gt;
* [[Caterchipillar]] (30-31)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (31-34) &lt;br /&gt;
|&lt;br /&gt;
* [[Buburimu Peninsula|Buburimu]] Side/[[Outpost Teleportation|Outpost]].  Enter at ({{Location Tooltip|area=Buburimu Peninsula|pos=F-6}}). &lt;br /&gt;
* Lower level parties focus on [[Ancient Bat|Bats]] and  [[Caterchipillar|Crawlers]].  &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Pugil]] (28-30)&lt;br /&gt;
* [[Giant Ascetic]]&lt;br /&gt;
* [[Giant Hunter]]&lt;br /&gt;
* [[Giant Ranger]]&lt;br /&gt;
* [[Giant Trapper]] (28-31)&lt;br /&gt;
* [[Acrophies]] (32-33)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Popular exp zone,&#039;&#039;&#039; area can get overcrowded and you may need to find alternative camps.&lt;br /&gt;
* Take care with [[Thunder Elemental]] spawn at ({{Location Tooltip|area=Qufim Island|pos=F-8}}) during thunder weather.&lt;br /&gt;
* Supports 3 parties.   &lt;br /&gt;
* Be careful with Gigas (Giants), they hit quite hard, especially Gigas Hunter (the RNG-type that throws rocks).&lt;br /&gt;
|-&lt;br /&gt;
|23-27&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ridge Lizard]] {{Changes }} (29-31)&lt;br /&gt;
* [[Puma]] {{Changes }} (29-33)&lt;br /&gt;
* [[Drooling Hound]] {{Changes }} (31-35)&lt;br /&gt;
| &lt;br /&gt;
* Not a a bad walk from [[Outpost Teleportation|Outpost]] or [[Crag of Mea]].&lt;br /&gt;
* Can be done at level 23 if going slow between pulls, at level 25, [[Drooling Hound]]s can enter rotation. EXP tapers during level 26 but can still produce 8-10k exp/hr &#039;&#039;without&#039;&#039; rings because kills go quickly. Easy chain 5&#039;s with a solid party. &lt;br /&gt;
* [[Puma]] inflicts [[Paralysis]] (Blaster) and [[Silence]] (Chaotic Eye.) Chaotic Eye is a very quick cast, so be careful.&lt;br /&gt;
* [[Ridge Lizard|Lizard&#039;s]] Blockhead TP move can hit non-tanks for very high numbers (200+ dmg.) Be careful about pulling too much enmity!&lt;br /&gt;
* Beware [[Drooling Hound]] (31-33) at night, it has [[Area of Effect|AoE]] [[Disease]].&lt;br /&gt;
* Supports 2 parties, 1 at each coordinate.&lt;br /&gt;
|-&lt;br /&gt;
|24-26&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Hecteyes]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* ~12 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sight and Sound aggro en route to camp.&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}}) has about 8 [[Stirge]] spawns along the tunnel.  May need to roam a bit. &lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sauromugue Skink]] (28-32)&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Yagudo Interrogator]]&lt;br /&gt;
* [[Yagudo Oracle]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (26-36)&lt;br /&gt;
|&lt;br /&gt;
* Camp at fallen pillar/crumbling wall or outside of fort.&lt;br /&gt;
* Mob density a bit scarce. [[Yagudo]] have a large level range.&lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Logs near Dock ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Spinous Pugil]] (29-31)&lt;br /&gt;
* [[Sabretooth Tiger]] (29-32)&lt;br /&gt;
* [[Birdtrap]] (29-33)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] entrance at ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] aggro/link by sight, [[Birdtrap]]s don&#039;t aggro or link. [[Spinous Pugil|Pugils]] aggro by sound. &lt;br /&gt;
* [[Birdtrap|Traps]] [[Area of Effect|AoE]] [[Sleep]], Single-Target [[Paralysis|paralyze]].&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] [[Area of Effect|AoE]] [[Paralysis|paralyze]]. &lt;br /&gt;
* Be mindful of big [[Sabretooth Tiger|Tiger]] crits. &lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6|pos 2=G-6|pos 3=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yuhtunga Mandragora]] (30-33)&lt;br /&gt;
|&lt;br /&gt;
* Beware patrolling [[Goblin Smithy]].&lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=F-8|pos 2=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Tabar Beak]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* Supports maybe 2 parties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Camp on hill by bonfire [[:Category:Yagudo|Yagudo]] camp.  &lt;br /&gt;
* Beware of links.&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] have large level range.&lt;br /&gt;
|-&lt;br /&gt;
|26-28&lt;br /&gt;
|[[Ranguemont Pass]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=E-6|pos 2=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Smithy]] {{Changes }} (32-36)&lt;br /&gt;
|&lt;br /&gt;
* ~11.5 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]]&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 4 [[:Category:Goblins|Goblin]] spawns (Era+) with 3-4 [[Stirge]] spawns in the same open area and connecting caves.&lt;br /&gt;
* May be able to extend camp to level 28 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=J-7|pos 2=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ivory Lizard]] (32-35)&lt;br /&gt;
* [[Jungle Coeurl]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Take Chocobo from [[Kazham]] to ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6}}) and drop down. Then after emerging from the tunnel after the drop, go down ramp when you see the [[Overgrown Rose]] ([[Morbol]]), into another tunnel. Camp at the edge of the cliff overlooking the Volcano.&lt;br /&gt;
* Start with [[Ivory Lizard|Lizards]] at level 26.  Mix in [[Jungle Couerl|Coeurls]] at level 28+.&lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* Docks ({{Location Tooltip|area=Bibiki Bay|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Start on [[Eft]]s.  &lt;br /&gt;
* [[Eft]]s link via sound.  &lt;br /&gt;
* Move to [[Raven]]s around level 29.&lt;br /&gt;
* [[Raven]]s link via sight.  &lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Jacket]] (33-37)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;BEE LOG&#039;&#039;&#039;.  Camp inside the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
| 27-30 &lt;br /&gt;
|| [[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=H-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Flesh Eater]] (35-37)&lt;br /&gt;
* [[Hecteyes]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Both mobs are casters.&lt;br /&gt;
* [[Hecteyes]] are weak to all elemental damage except for dark. They are also resistant to blunt.&lt;br /&gt;
|-&lt;br /&gt;
| 27-29 &lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-13}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Servingman]]&lt;br /&gt;
* [[Goblin Craftsman]]&lt;br /&gt;
* [[Goblin Gutterman]]&lt;br /&gt;
* [[Goblin Hammerman]]&lt;br /&gt;
* [[Goblin Leadman]]&lt;br /&gt;
* [[Moblin Chapman]]&lt;br /&gt;
* [[Moblin Pickman]]&lt;br /&gt;
* [[Moblin Ragman]]&lt;br /&gt;
* [[Moblin Witchman]]&lt;br /&gt;
* [[Stirge]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from [[Crag of Dem]].  &lt;br /&gt;
* Careful of sight aggro en route to camp. &lt;br /&gt;
* Take care not to link - especially with ranged mobs. Can get very dangerous very quickly.&lt;br /&gt;
* [[Earth Elemental]] danger at ({{Location Tooltip|area=Oldton Movalpolos|pos=E-4}}) camp. &lt;br /&gt;
* &lt;br /&gt;
* Drops gil and craft materials.&lt;br /&gt;
|-&lt;br /&gt;
|27-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Yuhtunga Jungle|pos=G-11}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Young Opo-Opo]] (34-36)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Smithy]] (32-37)&lt;br /&gt;
|&lt;br /&gt;
* Beware of holes when pulling. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=J-11}}), ({{Location Tooltip|area=Misareaux Coast|pos=K-11}}) coast&lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=L-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Champaign Coeurl]] (35-37)&lt;br /&gt;
* [[Diving Beetle]] (35-37)&lt;br /&gt;
* [[Midnight Wings]] (35-37)&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] (36-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Champaign Coeurl|Coeurls]] [[Silence]] and [[Paralysis|Paralyze]] using TP moves.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-7|pos 2=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Mandragora]] (35-37)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28-32&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
* [[Orcs]] (35-39)&lt;br /&gt;
|&lt;br /&gt;
* Lower level parties beware of orcs. &lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=F-11|pos 2=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Creek Sahagin]]&lt;br /&gt;
* [[River Sahagin]] &lt;br /&gt;
* [[Stream Sahagin]] (34-38)&lt;br /&gt;
* [[Makara]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Close to the zone exit for [[Sea Serpent Grotto]].&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]]s (34-38) {{changes|adjusted level range 34-38 instead of 36-38}}&lt;br /&gt;
|&lt;br /&gt;
* The weapons on Horizon here spawn as low as 34 (retail was 36). &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Batallia Downs|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (31-36)&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 5 spawns.  Pull [[:Category:Goblins|Goblins]] by the coast to fill in. &lt;br /&gt;
* Not a bad alternate camp if Sauromugue is taken and party members don&#039;t have [[Outpost Teleportation|Outpost Warps]], [[Kazham Airship Pass]], or [[Telepoint]]s.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 4 spawns. If you sit at the end of the spine, you can pull weapons from both sides.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay|pos=H-6|pos 2=H-7|pos 3=I-6|pos 4=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]] &lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Marine Dhalmel]] (34-37)&lt;br /&gt;
* [[Island Rarab]] (34-38)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Dhalmels can [[Silence]]. &lt;br /&gt;
* The whole area supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 30-40 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Bibiki Bay - Purgonorgo Isle]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(Everywhere)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Jagil]] (35-38) &lt;br /&gt;
* [[Coastal Opo-opo]] (36-39)&lt;br /&gt;
* [[Toucan]] (38-40)&lt;br /&gt;
* [[Kraken]] (37-40)&lt;br /&gt;
* [[Alraune]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Take the [[Manaclipper]] (need [[Manaclipper Ticket]] or [[Manaclipper multi-ticket]]: 80gil for 1 ride, 500gil for 10, sold on pier).&lt;br /&gt;
* Possible [[Notorious Monster|NM]] on [[Manaclipper]]. Careful. &lt;br /&gt;
* [[Clot]]s are infrequent but can be taken care of. &lt;br /&gt;
* Don&#039;t touch the [[Urganite]]. &lt;br /&gt;
* Island can support probably 8 parties.&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos= I-9|pos 2=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gallinipper]] (36-39)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (37-39)&lt;br /&gt;
* [[Tracer Antlion]] (38-40)&lt;br /&gt;
|&lt;br /&gt;
* Be aware of Sound aggro on the way to camp.&lt;br /&gt;
* Cross the first bridge. Camp against the wall.  Beware of doom scorpions.&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Sea Serpent Grotto]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Hallway, First Map: ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lake Sahagin]]&lt;br /&gt;
* [[Pond Sahagin]]&lt;br /&gt;
* [[Spring Sahagin]] &lt;br /&gt;
* [[Undead Bats]] (36-39)&lt;br /&gt;
* [[Ironshell]] (37-40)&lt;br /&gt;
| &lt;br /&gt;
* Be aware of sound aggro.    &lt;br /&gt;
* Camp in hallway in front of the ornamental door. &lt;br /&gt;
* Sahagin link via sound.  &lt;br /&gt;
* Beware [[Undead Bats|Bats]] that pop in back of the hallway (don&#039;t aggro but will link with other bats).&lt;br /&gt;
* Supports 1 party.  Lots of mobs but long repop timer.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Eastern Altepa Desert]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert|pos=H-6}}) &lt;br /&gt;
* ({{Location Tooltip| area=Eastern Altepa Desert| pos=I-6&lt;br /&gt;
}}) &lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert| pos=J-7&lt;br /&gt;
}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sand Beetle]] (36-40){{changes}}&lt;br /&gt;
* [[Desert Dhalmel]] (38-41){{changes}}&lt;br /&gt;
|&lt;br /&gt;
* Several sight/sound aggro mobs near camp.&lt;br /&gt;
* Supports 3 parties, 1 at each location.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=E-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|32-34&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Wasp]] (37-40)&lt;br /&gt;
* [[Goblin Pathfinder]] (35-39)&lt;br /&gt;
* [[Goblin Reaper]] (41-45)&lt;br /&gt;
* [[Young Opo-Opo]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Camp on top of bridge or in top tunnel ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). &lt;br /&gt;
* Watch out for links.&lt;br /&gt;
* Supports 1 party at ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). 2 parties at ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}}), camp up top, either side.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|34-36&lt;br /&gt;
|[[The Eldieme Necropolis]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance 4: ({{Location Tooltip|area=The Eldieme Necropolis|map=Map 2|pos=F-8|pos 2=F-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Gazer]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Batallia Downs]] ({{Location Tooltip|area=Batallia Downs|pos=G-8}})&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=G-7|pos 2=G-8}})&lt;br /&gt;
* Front of Banishing Gate 1: ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=I-7|pos 2=I-8|pos 3=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Siege Bat]] (40-43)&lt;br /&gt;
* [[Borer Beetle]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* [[Borer Beetles|Beetles]] sight aggro, bats link, beetles will be difficult at 34. &lt;br /&gt;
* [[Borer Beetles|Beetles]] can inflict Strength Down and Evasion Down.&lt;br /&gt;
* Sufficient mobs for at least 3 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigantobugard]] (40-43)&lt;br /&gt;
* [[Orcs]] (41-44)&lt;br /&gt;
* [[Gigas]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
* Need to have CoP Promies cleared to access.&lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}})&lt;br /&gt;
* Outpost ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=H-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=I-9}})&lt;br /&gt;
* Hidden path ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lesser Gaylas]] (39-42)&lt;br /&gt;
* [[Goobbue Gardener]] (40-43)&lt;br /&gt;
* [[Ogrefly]] (41-44) &lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (42-46)&lt;br /&gt;
|&lt;br /&gt;
* Level 36+ parties recommended at Outpost and ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}}) camp for Goblins.&lt;br /&gt;
* [[Goobbue Gardener|Goobbue]]s have an [[Area of Effect|AoE]] [[Silence]] TP move. Be careful fighting them.  &lt;br /&gt;
* Supports many parties. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=I-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=K-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (40-44)&lt;br /&gt;
* [[Death Jacket]] (40-42)&lt;br /&gt;
* [[Maze Lizard]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler|Crawlers]] can use a Defense Up TP move.&lt;br /&gt;
* Many total spawns, easily supports 2+ parties. &lt;br /&gt;
|-&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=L-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=M-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Spider]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Spiders use AoE slow frequently. Bring a WHM for erase or a party composition that doesn&#039;t care about slow (ranger burn?)&lt;br /&gt;
* Also a popular spot for solo farmers to farm spider webs&lt;br /&gt;
|-&lt;br /&gt;
| 35-38&lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=J-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Bondman]] &lt;br /&gt;
* [[Goblin Doorman]]&lt;br /&gt;
* [[Goblin Oilman]]&lt;br /&gt;
* [[Goblin Tollman]]&lt;br /&gt;
* [[Goblin Shovelman]]&lt;br /&gt;
* [[Moblin Repairman]]&lt;br /&gt;
* [[Moblin Pikeman]] &lt;br /&gt;
* [[Moblin Coalman]]&lt;br /&gt;
* [[Moblin Gasman]]  (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from Dem.&lt;br /&gt;
* Sight aggro en route to camps.&lt;br /&gt;
* Beware [[Moblin Gourneyman]] and [[Goblin Freelance]] as they are a much higher level (~47).&lt;br /&gt;
* If the [[:Category:Moblins|Moblins]] are allowed to use Crispy Candle and damage themselves, they will not give EXP. Can be stunned.&lt;br /&gt;
|-&lt;br /&gt;
|36-39&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (44-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl|Couerls]] have a gaze TP move that silences. They can also paralyze.&lt;br /&gt;
* 2 Hellhounds (47-50) pop at night in the area.&lt;br /&gt;
* Forewarning, area is often farmed for Coeurl drops.&lt;br /&gt;
|-&lt;br /&gt;
|36-43&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Bloodlet Spring ({{Location Tooltip|area=Yhoator Jungle|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-45)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (45-47)&lt;br /&gt;
* [[Master Coeurl]] (48-49)&lt;br /&gt;
|&lt;br /&gt;
* Beware of [[Notorious Monster|NM]] at camp.&lt;br /&gt;
|-&lt;br /&gt;
|37-39&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (43-46)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Temple of Uggalepih Entrance ({{Location Tooltip|area=Yhoator Jungle|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-47)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Elshimo Uplands]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* [[Big Jaw]] can gain evasion and defense up TP moves.&lt;br /&gt;
|-&lt;br /&gt;
|38-40&lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Silver Beastcoin Door ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 2|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brook Sahagin]]&lt;br /&gt;
* [[Grotto Pugil]]&lt;br /&gt;
* [[Rivulet Sahagin]] (42-46)&lt;br /&gt;
* [[Bigclaw]]&lt;br /&gt;
* [[Riparin Sahagin]] (42-48)&lt;br /&gt;
|&lt;br /&gt;
* Enter through door by trading it a [[Silver Beastcoin]] at ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=N-14}})&lt;br /&gt;
* Lots of sound aggro en route.&lt;br /&gt;
* Sahagin link via sound, area is quite crowded.&lt;br /&gt;
* Party may need to roam a bit.  &lt;br /&gt;
* Lots of spawns but high respawn time (~16min). &lt;br /&gt;
* Beware NM spawn at (J-10) area.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle]] (45-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle|Beetles]] gain evasion from TP move.&lt;br /&gt;
* Supports 1 good party, 2 parties is questionable.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Fei&#039;Yin]]&lt;br /&gt;
| &lt;br /&gt;
* Hallway ({{Location Tooltip|area=Fei&#039;Yin|map=Map 1|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ore Golem]] (43-45)&lt;br /&gt;
* [[Shadow]] (44-46)&lt;br /&gt;
|&lt;br /&gt;
* Lots of sound aggro, magic aggro in area. Some sight aggro as well.&lt;br /&gt;
* 2 parties. Beware of farmers in area. &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
| &lt;br /&gt;
*  ({{Location Tooltip|area=Misareaux Coast|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Claw]] (45-48)&lt;br /&gt;
* [[Makara]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* 2 parties &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel]] (44-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel|Dhalmels]] found on all sides of the fork, watch out for Antican aggro. &lt;br /&gt;
* Could also pull nearby [[Sand Beetle]] to help extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Valkurm Side ({{Location Tooltip|area=Gustav Tunnel|map=Map 1|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hell Bats]](44-48)&lt;br /&gt;
* [[Hawker]](45-48)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Sufficient mobs for 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
* Behind Banishing Gate #1 ({{Location Tooltip|area=Garlaige Citadel|map= Map 2|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Citadel Bats]] (46-48)&lt;br /&gt;
|&lt;br /&gt;
* Banishing Gate requires 4 players to stand on floor switches to open door. Switches are located on the walls to the side of the gate. You&#039;ll know you&#039;re standing on one as the switch will depress.&lt;br /&gt;
* Careful of potential sound links.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|39-44&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] (46-48)&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
* [[Makara]] (47-49)&lt;br /&gt;
* [[Diatryma]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on at least on Chapter 2  of [[:Category:Chains of Promathia Missions|CoP]]&lt;br /&gt;
* Target [[Bigclaw]]s, [[Makara]], and [[Mantraps]] for while in the 39-42 range. &lt;br /&gt;
* Start targeting Diatryma around 42-44.  &lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
* Diatryma resists melee damage except for piercing.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 40-50==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|40-42&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*Map 2 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-9}})&lt;br /&gt;
*Map 3 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (47-49)&lt;br /&gt;
|At least 2 camps.  Dispel and/or BLM recommended for cocoon. Camp at rocks/boulders on map 3.&lt;br /&gt;
|-&lt;br /&gt;
|40-43&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-8|pos 2=J-9}}) Lower level, by the coast.&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon Drop Rate change}} [[Stone Golem]] (47-49)&lt;br /&gt;
* {{changes|Horizon added mob}} [[Diremite]] (49-50)&lt;br /&gt;
|Supports 1 party.  Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=F-9}}), Yhoat Telepoint&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (48-50)&lt;br /&gt;
|Popular BST camp&lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Eastern Altepa Desert|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Digger]] (45-52)&lt;br /&gt;
|[[:Category:Goblins|Goblins]] Bomb Toss can be an issue, stuns recommended. Lower level parties should beware of the diggers as they are higher in level. Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Yhoator Jungle]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Opotrap]] (47-51)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Snap Jaw]] (48-51) &lt;br /&gt;
|Mobs do not raise defense (Confirmed by Charsi)&lt;br /&gt;
|-&lt;br /&gt;
|42-44&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=G-6|pos 2=H-6|pos 3=G-7|pos 4=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Beetle]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
Beetles all around Revelation Rock, supports many parties, Beetles link. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|43-45 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&lt;br /&gt;
* Baileys Zone, ({{Location Tooltip|area=Xarcabard|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Demon Knight]]&lt;br /&gt;
* [[Demon Pawn]] &lt;br /&gt;
* [[Demon Wizard]] (48-52)&lt;br /&gt;
|&lt;br /&gt;
* Supports 1 party&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
* Ifrit Cauldron zones ({{Location Tooltip|area=Yhoator Jungle|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Hunter]] (52-54)&lt;br /&gt;
|2 parties. RNG and WAR [[:Category:Goblins|Goblins]]. 6 Spawns at west entrance. 8 at east entrance. Barfira for bombs.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 1|pos=F-9}}) 1st map, by Full Moon Fountain&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] &lt;br /&gt;
* [[Makara]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Dispel and/or BLM recommended. Need either Portal Charm for Three Mage Gate or Rhinostery Certificate to access.  Will need sneak/oils to access without aggro. &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-7}}) 2nd Map&lt;br /&gt;
|&lt;br /&gt;
* [[Labyrinth Lizard]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Lizards aggro sound and link! Reliable Sleep, Bind, or Lullaby recommended.&#039;&#039;&#039;About a 7.5 minute walk from Derfland OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|43-46 &lt;br /&gt;
|[[Lufaise Meadows]] (Req. [[:Category:Chains of Promathia Missions|CoP]] Crag completion)&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Lufaise Meadows|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Leshachikha]] (49-51)&lt;br /&gt;
* [[Leshy]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Beware of [[Thunder Elemental]] that spawns by Leshys. All members must complete [[:Category:Chains of Promathia Missions|CoP]] Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Labyrinth of Onzozo]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Labyrinth of Onzozo|pos=I-9}}), 2 tunnels&lt;br /&gt;
|&lt;br /&gt;
* [[Cockatrice]] (50-53)&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Enchanter]] &lt;br /&gt;
* [[Goblin Miner]] (51-58)&lt;br /&gt;
* [[Goblin Hunter]] (52-58)&lt;br /&gt;
|Supports 2 parties. Know when Cockatrice in tunnels will repop (Reliable sleep/bind/lullaby recommended). &#039;&#039;&#039;WHM required for Stona&#039;&#039;&#039;. Cockatrice do not link but are aggressive via sound. Echo Drops strongly recommended. Avoid [[:Category:Goblins|Goblins]] Miners if possible (THF [[:Category:Goblins|Goblins]])&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Beaucedine Glacier]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-5}}) By Fei&#039;Yin&lt;br /&gt;
|&lt;br /&gt;
* [[Rime Lynx]] (51-53) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Does NOT raise defenses. Bring silena and paralnya. Supports 1 party. 2 parties doubtful. &#039;&#039;&#039;~8.5 minute walk from Fauregandi OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=J-8}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hornfly]] (50-53)&lt;br /&gt;
* [[Exoray]] (51-54)&lt;br /&gt;
* [[Blazer Beetle]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Can also mix in Exorays(51-54) or other mobs in the area. Typically enough spawns for 2 parties, can camp at other entrances to room as well. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|45-47&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=J-5}}&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=E-5}}&lt;br /&gt;
Titan entrance from Eastern Desert ({{Location Tooltip|area=Eastern Altepa Desert|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-54)&lt;br /&gt;
* [[Sand Spider]] (52-54)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
Beetles and spiders don&#039;t aggro but link. BLM or Dispel recommended for beetles. Bring WHM for Erase if you fight spiders. Anticas have AoE silence. Supports 2 parties. Drops coffer keys.&lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|&lt;br /&gt;
[[Bostaunieux Oubliette]](Must progress through certain rank missions to enter Chateau, have rank 3 Bastok and Windurst to enter)&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=I-7}}&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-10}}&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-55)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;[[Sneak]] up before dropping down, slimes below.&#039;&#039;&#039; Watch out for pops. Lots of link potential.  Bring a Bard and/or Carby pull. Don&#039;t go past the hounds.  Supports at least 2 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rumble Crawler]] (53-55)&lt;br /&gt;
|&lt;br /&gt;
Dispel/Finale or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 3|pos=H-9}}&lt;br /&gt;
Entry at Western Desert ({{Location Tooltip|area=Western Altepa Desert|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-58)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
High level range of mobs. Bring echo drops and/or mages /whm for silena. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Misareaux Coast]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Migrant Dobsonfly]] (55-57) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
1 camp by the Qufim warp. Other camp is by waterfall near Sacrarium. Need to be at least on [[:Category:Chains of Promathia Missions|CoP]] Chapter 2 to access.&lt;br /&gt;
|-&lt;br /&gt;
|48-51&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-54)&lt;br /&gt;
* [[Chamber Beetles]] (56-58)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties. BLM or Dispel recommended for beetles. While you can kill the bats and beetles as low as 45, camping here at 45 will result in ~3k exp/hour.&lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dragonfly]] (55-58)&lt;br /&gt;
* [[Den Beetle]] (56-58) &lt;br /&gt;
| Will need sneak/oils to reach camp. Take the NW tunnel at the sack room (H-8) to the 2nd map. Supports 1 party. Flies link. BLM or Dispel recommended for beetles. &#039;&#039;&#039;About a 10.5 minute walk from Derfland OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|49-51&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Antican Hoplomachus]]&lt;br /&gt;
* [[Antican Lanista]] (54-58)&lt;br /&gt;
|&lt;br /&gt;
Pull Antica from below. They do not link. Bring RDM/Silencer - Lanista are BLM. Silena/echo drops recommended. Could also fight manticore and beetles in the area.    &lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 3|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (56-58) &lt;br /&gt;
| &lt;br /&gt;
Supports 2 parties in the basement. Another 2 behind banishing gate 2. BLM or Dispel recommended.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 50-60==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 50-52 &lt;br /&gt;
|[[Bostaunieux Oubliette]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-9}})&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hecatomb Hound]] (56-58)&lt;br /&gt;
* [[Werebat]] (57-59) &lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Need sneak/oils to reach camp, before you drop down.  &#039;&#039;&#039;~8 minute walk from Ronfaure OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 50-54 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=F-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Canal Pugil]] (57-59)&lt;br /&gt;
* [[Scavenger Crab]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
Very close to Windurst Walls entrance (Head west, in tunnel.  Keep going south to 2nd camp with crabs).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm) &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 52-54 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|pos=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Variable Hare]] (58-61) &lt;br /&gt;
* [[Uleguerand Tiger]] (60-62)&lt;br /&gt;
|&lt;br /&gt;
Having a support highly recommended for AOEs/paralyze.  Hares link.  &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|52-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (55-58)&lt;br /&gt;
* [[Over Weapon]]&lt;br /&gt;
* [[Vault Weapon]] (59-62)&lt;br /&gt;
* [[Tainted Flesh]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Typically a &amp;quot;bridge&amp;quot; camp after leveling to 51 from beetles.  Not too many higher mobs present.  Drops coffer keys.  BLM/Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
| 53-55 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=F-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
BLM and/or Dispel recommended. Drops coffer keys.  Supports 1 party &lt;br /&gt;
|-&lt;br /&gt;
| 53-56 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawler Hunter]] (60-62)&lt;br /&gt;
* [[Knight Crawler]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Take the NW tunnel at the sack room (H-8) to the 2nd map. Dispel or BLM needed for cocoon. Drops coffer keys. Supports 1 party.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56&lt;br /&gt;
|[[The Boyahda Tree]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=L-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bark Spider]]&lt;br /&gt;
* [[Death Cap]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Drops coffer keys.  Lots of links!  Bring a BRD and/or BLM and a WHM.  Spiders have a nasty aoe slow and critical attack ability.  Death Caps have a gross breath attack with silence and paralyze.  Can be a challenging camp but will make you some money with web drops.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56 &lt;br /&gt;
|[[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=J-7}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (60-63) &lt;br /&gt;
* [[Sand Lizard]] (60-64)&lt;br /&gt;
|&lt;br /&gt;
Plenty of crabs to go around, supports at least 3 parties, just be cautious for Guivre (sight aggro) when getting to your camp. [[Sneak]] will be required to travel through this area.  Drops coffer keys.  Dispel or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57&lt;br /&gt;
|[[Ro&#039;Maeve]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-11}})&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Killing Weapon]] (61-63)&lt;br /&gt;
* [[Ominous Weapon]] (62-64)&lt;br /&gt;
| &lt;br /&gt;
Can camp right at zone entrance. But beware of pop at zone. Can also camp in hallway at (H-9). Supports maybe 2 parties. /NIN recommended for melee for Whirl of Rage spam.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Tomb Worm]] (60-61)&lt;br /&gt;
* [[Thousand Eyes]] (60-62)&lt;br /&gt;
* [[Dire Bats]] (62-64)&lt;br /&gt;
* [[Armet Beetle]] (64-66)&lt;br /&gt;
|&lt;br /&gt;
Worm&#039;s dont aggro but link.  Bats aggro by sound.  Eyes good alternative when bats or worms are full. One Dire Bats sits on camp, but theres a small room full of Thousand Eyes that do not link next to it.  There are only 4 beetles so not enough to make a camp for a full higher level party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Thousand Eyes are farmed for Eyes for high level item. You might find max levels farming these enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[Ifrit&#039;s Cauldron]] {{Changes }} &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=J-7|pos 2=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Cauldron Eruca]] (62-64) {{Changes }} &lt;br /&gt;
| &lt;br /&gt;
West entrance.  Supports 2 parties.  Yes aggro.  Yes link.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-8}}) Outpost&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beach Bunny]] (62-65)&lt;br /&gt;
* [[Sand Lizard]] (62-65)&lt;br /&gt;
|&lt;br /&gt;
Have Stona ready for Lizards.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Western Altepa Desert]]{{Changes }} &lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=D-11|pos 2=E-11}})&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Scorch Dhalmel]] (63-65) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. No defense up.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Toraimarai Canal]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stygian Pugil]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Close to Windurst Walls entrance (Head east, downstairs, then south, in tunnel).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm)&#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[The Boyahda Tree]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=G-8}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=E-6}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=D-4}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (62-66)&lt;br /&gt;
* [[Knight Crawler]] (62-67)&lt;br /&gt;
|&lt;br /&gt;
Many camps/mobs, supports at least two parties. Drops coffer keys. Bring dispeler or blm.&lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch Ogrefly]] (65-67)&lt;br /&gt;
* [[Sand Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Bring WHM and/or a support for healing heavy AoE Damage. Flies like to spam Cursed Sphere.  &lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Starmite]] (65-67)&lt;br /&gt;
|&lt;br /&gt;
Dispel/BLM recommended.  Past Stygian Pugils, north up stairs. &lt;br /&gt;
|-&lt;br /&gt;
| 58-61 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-9}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (64-67)&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Shepherd]] (65-68) ((G-6), (H-6) camps))&lt;br /&gt;
* [[Velociraptor]] (66-69)&lt;br /&gt;
* [[Terror Pugil]](67-70)&lt;br /&gt;
|&lt;br /&gt;
Supports at least 4 parties. Viruna suggested if you plan on fighting many raptors.  BLM or Dispel recommended for crabs.  Beware Sand Cockatrice, aggro sight, will be difficult (lvl 71-74).&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 {{verification}}&lt;br /&gt;
|| Pso&#039;Xja &lt;br /&gt;
||(60 level cap zone) &#039;&#039;&#039;(H-10) Tower in Beaucedine Glacier&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
* Diremite Assaulter (63-68)&lt;br /&gt;
* Dire Bat (64-68)&lt;br /&gt;
* Goblins (62-68)&lt;br /&gt;
* Thousand Eyes (65-68)&lt;br /&gt;
* Maledict Millstone (64-68)&lt;br /&gt;
|| {{verification}} Verification needed on mob respawn times. &lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|map=Map 1|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Polar Hare]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Support and/or melee sub /nin recommended for AoE.  Hares link.   &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Pso&#039;Xja]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Pso&#039;Xja|map=Map 2|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diremite Assaulter]] (63-68)&lt;br /&gt;
* [[Dire Bat]] (64-68)&lt;br /&gt;
* [[Snow Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note this is a popular spot where high levels farm Florid Stones.&#039;&#039;&#039; Enter from Beaucedine Glacier (F-7). Follow the right wall, apply sneak and drop down the hole at (I-8). Camp in circular room with elevator. WHM recommended for Erase.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Kuftal Tunnel]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 4|pos=H-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=L-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Deinonychus]] (65-68)&lt;br /&gt;
* [[Kuftal Digger]]&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Tamer]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Viruna highly recommended.  Go down the path at (F-7) map #1 to reach basement camp.  [[Sneak]] needed. Beware NM Yowie.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Newton Movalpolos|map=Map 1|pos=D-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Trashman]] (65-67)&lt;br /&gt;
* [[Goblin Fireman]]&lt;br /&gt;
* [[Goblin Foreman]]&lt;br /&gt;
* [[Goblin Lengthman]]&lt;br /&gt;
* [[Goblin Packman]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Enter from (I-12) or (J-11) from Oldton.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 60-75==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp/Mob !! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 60-62 &lt;br /&gt;
|| Valley of Sorrows&lt;br /&gt;
|| &#039;&#039;&#039;(G-7) (corner), (J-9) (zone line)&#039;&#039;&#039; &lt;br /&gt;
* Velociraptor (66-69)&lt;br /&gt;
* Peryton (69-72)&lt;br /&gt;
* Valley Manticore (72-74)&lt;br /&gt;
|| Supports 1 party at twilight beach entrance. Supports 2 parties at J-8 Cape Terrigan entrance. Viruna/whm recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 60-63 || Uleguerand Range || &#039;&#039;&#039;(I-10), (J-10), (J-11)&#039;&#039;&#039;&lt;br /&gt;
* Nival Raptor (68-70)&lt;br /&gt;
|| Supports at least 2 parties.  Paralyna highly recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 62-64 || Labyrinth of Onzozo || &#039;&#039;&#039;(H-6), (I-6)&#039;&#039;&#039;&lt;br /&gt;
* Torama (70-72)&lt;br /&gt;
* [[:Category:Goblins|Goblins]] (67-69)&lt;br /&gt;
* Labyrinth Manticore (72-74)&lt;br /&gt;
 || Supports up to 2 parties.  Have silena, echo drops, and paralyna ready.  Beware NM Ose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 63-65 || Attohwa Chasm || &#039;&#039;&#039;(F-7)&#039;&#039;&#039; &lt;br /&gt;
* Tracker Antlion (70-73)&lt;br /&gt;
|| Supports 1 party.  Blindna and erase recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 63-66 || Bibiki Bay || &#039;&#039;&#039;(G-6)&#039;&#039;&#039; &lt;br /&gt;
* Tragopan (71-73)&lt;br /&gt;
* Hobgoblin Maritalist, Animalier, Venerer, Fascinator (72-74)&lt;br /&gt;
|| Supports 1 party. Tragopans link by sight when pulled. Recommend barfira for goblins and silence for Fascinator.&lt;br /&gt;
|-&lt;br /&gt;
| 64-67 || Boyhada Tree ||&#039;&#039;&#039; (I-6) map 2&#039;&#039;&#039;&lt;br /&gt;
* Skimmer (72-74)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Rabbits no aggro. Water elemental spawns during weather on i-6 and will aggro frequently.&lt;br /&gt;
|-&lt;br /&gt;
| 65-67 || Cape Terrigan || &#039;&#039;&#039;(I-7) Boulder, (I-8) Boulder&#039;&#039;&#039;&lt;br /&gt;
* Sand Cockatrice (71-74)&lt;br /&gt;
 || WHM with Stona pretty much required.  Can pull lower level velociraptors to fill in.  Beware Manticores (lvl 77-79), sight aggro, will be difficult.  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 66-70 || Boyhada Tree ||&#039;&#039;&#039;(3rd map, down waterfall at (F-8) up top) (H-6), (H-10), (H-9), (F-9), (F-12), (H-8) &#039;&#039;&#039;&lt;br /&gt;
* Processionaire (72-75)&lt;br /&gt;
* Korrigan (72-75)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Darter (76-78)&lt;br /&gt;
* Blood Ball (76-78)&lt;br /&gt;
|Supports multiple parties.  Dispel/finale/chi blast/acid bolts/blm nukes recommended for defense up on crawlers and crabs.  Echo drops recommended if targeting gobbues.  Higher level parties can start to roam around the rooms instead of camp.  Can pull additional Processionaires in the tunnels.  Link potentials.  Have sleepga/lullaby ready. Consider targeting Darters and Blood Balls at level 68+. &lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Boyhada Tree ||&#039;&#039;&#039;  map 2, up top (F-6), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Silena/echo drops highly recommended.  Could also fill in Processionaires (72-75)  at (G-10) camp.  Link potentials.  Have sleepga/lullaby ready.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Al&#039;Taieu ||&#039;&#039;&#039;(D-10) Tower, (K-11) Between Islands&#039;&#039;&#039;&lt;br /&gt;
* Om&#039;hpemde (73-77)&lt;br /&gt;
* Om&#039;xzomit (74-76)&lt;br /&gt;
* Om&#039;aern (75-78)&lt;br /&gt;
|Need Sea access (CoP 8-1). (D-10) camp is all Om&#039;hpemde.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69&lt;br /&gt;
| Den of Rancor &lt;br /&gt;
|&#039;&#039;&#039; (I-8) map 6, in front of Cloister of Tides&#039;&#039;&#039;&lt;br /&gt;
* Demonic Pugil (74-76)&lt;br /&gt;
* Doom Toad (74-76)&lt;br /&gt;
|Supports 1 party. 1 party member needs a Paintbrush of Souls to reach.  Enter den from Temple of Uggalepih paintbrush room. *Note: 15 minute respawn.  A good party can wipe all mobs and be sitting waiting for repops.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Pso&#039;Xja  ||&#039;&#039;&#039; Nue Tower Entrance, Golden-Tongued Culberry Map&#039;&#039;&#039;&lt;br /&gt;
* Frost Lizard (74-77)&lt;br /&gt;
* Diremite Dominator (74-76)&lt;br /&gt;
* Million Eyes (75-77)&lt;br /&gt;
* Purgatory Bat (72-76)&lt;br /&gt;
|Drop down to the bottom map.  Need sneak and invis.  Can support 2 parties.  East and west sides/drop downs.&lt;br /&gt;
|-&lt;br /&gt;
|68-70&lt;br /&gt;
|Den of Rancor (I-9), (F-7)&lt;br /&gt;
|&#039;&#039;&#039;Bloodlet Springs Entrance from Yhoater Jungle&#039;&#039;&#039;&lt;br /&gt;
* Tormentor (75-78)&lt;br /&gt;
* Puck (Mandragora) (75-78)&lt;br /&gt;
|Lots of links. Have sleep(ga)/lullaby ready.  Mages stay back from puks for dreamflower.  Stona/WHM recommended for lizards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 68-71 || Cape Terrigan {{Changes }}  || &#039;&#039;&#039;Zone to Gustav Tunnel (J-6)&#039;&#039;&#039;&lt;br /&gt;
* Arid Lizard (76-78) {{Changes}}&lt;br /&gt;
* Dust Bats (77-78)   {{Changes}}&lt;br /&gt;
* Manticore (77-79)&lt;br /&gt;
||Supports two parties. Erase (Manticore Debuff Max HP/MP Debuff) &amp;amp; Stona Recommended.  Your party can camp between the boulder and wall for faster pulls with some add potential...or up the ramp to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 69-71 || Bibiki Bay || &#039;&#039;&#039;(G-8), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
* Hobgoblins (78-80)&lt;br /&gt;
 || - Mobs AoE Dispel and AoE shadow wipe.. better for BST burns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 69-75 || Newton Movalpolos ||&#039;&#039;&#039; Exit from Mine shaft #2716 entry &#039;&#039;&#039;&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get twinkbrix to teleport you to the mine shaft.  Camp favors a roaming party.  Sleep and silence recommended.  Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| 69-75 || Cape Terrigan || &#039;&#039;&#039;(G-5)&#039;&#039;&#039;&lt;br /&gt;
* Greater Manticore (76-79)&lt;br /&gt;
* Sand Cockatrice (71-73)&lt;br /&gt;
 || Erase recommended.  Silena and Stona recommended if lower level parties are fighing Cockatrice as well.  Mages stay back due to Riddle (max mp down). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039;  Camp will make you some money. &lt;br /&gt;
|-&lt;br /&gt;
| 70-75 || Kuftal Tunnel || &#039;&#039;&#039;(H-6), (I-8) Map #3&#039;&#039;&#039;&lt;br /&gt;
* Greater Cockatrice (78-80)&lt;br /&gt;
* Ovinnik (77-79)&lt;br /&gt;
* Ladon (80-82)&lt;br /&gt;
|| Past moving boulder at (G-9).  Path opens at certain times depending on moon phase.  Maximum up time is about 15 minutes (6 game hours).  Supports at least 2 parties.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice.  Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;.  Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Ro&#039;Maeve || &#039;&#039;&#039;(N-9), (D-5) Behind East and West Moongates. (M-9), (C-9) outside of Moongates &#039;&#039;&#039;&lt;br /&gt;
* Apocalyptic Weapon (78-80)&lt;br /&gt;
* Infernal Weapon(79-81)&lt;br /&gt;
* Darksteel Golem (80-82)&lt;br /&gt;
|| Supports 4 parties.  No moon pass needed for 2 camps.  2 more camps available behind each moongate.  Lots of AOE.  Melee DPS subbing /nin is a good idea.  Behind moongate your party can camp on far bridges for faster pulls with some aggro potential (have sleepga/lullaby ready)... or use a side room to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
* [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Bibiki Bay {{Changes}} || &#039;&#039;&#039;(G-6), (F-7), (F-8), (G-9)&#039;&#039;&#039;&lt;br /&gt;
* Catoblepas (79-81) {{Changes}}&lt;br /&gt;
* Hobgoblin Alastor, Blagger, Physician, Toreador (77-79)&lt;br /&gt;
* Tropical Rarab (73-76)&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
 || Supports 4 parties.  Berserk is your friend.  Healing wind spam can be annoying if cows aren&#039;t dealt with swiftly.  Fill in with Rarabs and Efts.  (F-8) camp has lots of Goblins.  Watch out for bombs/AoE, Barfira up.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sky Camps (63-75+) &#039;&#039;&#039;(Sky Access Required)&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp !! Mob !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 63-66 &lt;br /&gt;
|| [[Ru&#039;Aun Gardens]]&lt;br /&gt;
|| ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-9}}) Earth, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=E-8}}) Ice, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-6}}) Dark, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=G-5}}) Light, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-5}}) Air, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-6}}) Thunder, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=K-8}}) Fire, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-9}}) Water&lt;br /&gt;
|| [[Flamingo]] (72-74)&lt;br /&gt;
|| Up to 8 camps.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
|| [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 72-75&lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}})) Map #2&lt;br /&gt;
|| [[Aura Weapon]] (80-82)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 74-75+ &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|| [[Aura Statue]] (81-84)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Merit Camps==&lt;br /&gt;
* These camps are designed for higher levels (75+) to exp/gain merit points on.&lt;br /&gt;
* If your party has a strong line up, and is coordinated, you could start exping at these camps earlier.&lt;br /&gt;
* Some camps can turn into roaming camps for faster kills at higher levels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* Exit from Mine shaft #2716 entry ({{Location Tooltip|area=Newton Movalpolos|pos=J-6}})&lt;br /&gt;
|&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get [[Twinkbrix]] to teleport you to the mine shaft. Roaming party. Sleep and silence recommended. Lots of bombs, AoEs. Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cape Teriggan]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Cape Teriggan|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Manticore]] (76-79)&lt;br /&gt;
| Erase recommended. No AoEs, but conals. Can roam around a bit. Cockatrice may agro but can be easily dealt with. Mages stay back due to Riddle (reduces max mp). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039; Manticore drops will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Cockatrice]] (78-80)&lt;br /&gt;
* [[Ovinnik]] (77-79)&lt;br /&gt;
* [[Ladon]] (80-82)&lt;br /&gt;
| Past moving boulder at ({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-9}}). Path opens at certain times depending on moon phase. Maximum up time is about 15 minutes (6 game hours). Supports at least 2 parties. Roam around.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice. Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;. Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=N-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=D-5}}) Behind East and West Moongates. ({{Location Tooltip|area=Ro&#039;Maeve|pos=M-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=C-9}}) outside of Moongates&lt;br /&gt;
|&lt;br /&gt;
* [[Apocalyptic Weapon]] (78-80)&lt;br /&gt;
* [[Infernal Weapon]] (79-81)&lt;br /&gt;
* [[Darksteel Golem]] (80-82)&lt;br /&gt;
| Supports 4 parties. No moon pass needed for 2 camps. 2 more camps available behind each moongate. Lots of physical AOE. Melee DPS subbing /nin is a good idea. Camp on far bridges and/or roam around.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Abraxas]] (80-83)&lt;br /&gt;
* [[Tavnazian Ram]] (82-84)&lt;br /&gt;
|Need to be on CoP Chapter 2+ to access. Lot&#039;s of magical AoE, will wipe shadows and still cause damage. WHM recommended for AoE healing [[Stona]] and [[Erase]]. Camp will make you some money. &#039;&#039;&#039;Tavnazian Rams give +23% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}}) Map #2&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Weapon]] (80-82)&lt;br /&gt;
| **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Open yellow gate. Roaming camp. Lot&#039;s of physical AoE. &#039;&#039;&#039;~8 minute walk from crag shortcut or ~15 minute walk from Li&#039;Telor OP without Mazurka.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=A-9}}) ({{Location Tooltip|area=Ro&#039;Maeve|pos=O-9}}). Behind East and West Moon gates.&lt;br /&gt;
|&lt;br /&gt;
* [[Luminous Cluster]] (81-82) {{Changes}}&lt;br /&gt;
* [[Lunar Guardian]] (81-82){{Changes}}&lt;br /&gt;
|Supports 2 parties. Lots of physical AoE, graviga, and slowga. Pull weapons to fill to maintain chain.&#039;&#039;&#039;~7 minute walk from Li&#039;Telor OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fei&#039;Yin]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* Basement ({{Location Tooltip|area=Fei&#039;Yin|map=Map 2|pos=H-6|pos 2=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rancid Flesh]] (81-82) {{Changes}}&lt;br /&gt;
* [[Apparition]] (81-83) {{Changes}}&lt;br /&gt;
* [[Perdition Bat]] (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party.  Not much AoE or conal.  Roam around as needed.  &#039;&#039;&#039;~12.5 minute walk from Fauregandi OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] &lt;br /&gt;
|&lt;br /&gt;
* The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Statue]] (81-84)&lt;br /&gt;
 | **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.  Drops Diorite, Ullikummi pop item. Lot&#039;s of AoE/wipes shadows, bindga, and stunga.  Roam around the Nexus loop. Can roam around a bit at Ullikummi.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dromaeosaurus]] (82-84) {{Changes}}&lt;br /&gt;
* [[Cliff Glider]]  (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party. South of spine. Raptors have virus and slow.  Flies have lots of AoE and poison.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Misareaux Coast]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
*Close to Tavnazia Safehold Zone ({{Location Tooltip|area=Misareaux Coast|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beast Bugard]] (82-84) {{Changes}}&lt;br /&gt;
* [[Raging Sheep]] (81-83) {{Changes}}&lt;br /&gt;
|Mobs seem to be blunt resistant.  Mages stay back due to AoE sleep. Dispel/acid bolts/chi blast recommedned for defense up abilities.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toraimarai Canal]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=J-8|pos 2=J-9}}) Map 2&lt;br /&gt;
|&lt;br /&gt;
* [[Diphylla]] (81-84) {{Changes}}&lt;br /&gt;
* [[Channel Pugil]] (81-82) {{Changes}}&lt;br /&gt;
|Need {{KeyItem}}[[Rhinostery Certificate]] for fast access from Windurst Walls.&lt;br /&gt;
Could also use 3 mage gate to get to but need portal charm.  Some magical AoE.  Dispel/acid bolts/chi blast recommedned for defense up abilities.&#039;&#039;&#039;(~16 minute walk from Sarutabarta OP, going through 3 mage gate, without Mazurka)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Purgonorgo Isle|Bibiki Bay, Purgonorgo Isle]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay - Purgonorgo Isle|pos=H-10|pos 2=H-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Toco Tucan]] (83-84) {{Changes}}&lt;br /&gt;
* [[Island Jugil]] (81-83) {{Changes}}&lt;br /&gt;
|Right by the [[:Category:Chains of Promathia Missions|CoP]] warmachine.  Take Manaclipper.  Takes time to get to.  Supports 1 party.  Not much AoE.  Some conals.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=I-5}}), ({{Location Tooltip|area=Uleguerand Range|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Kindred Black Mage]] (81-84)&lt;br /&gt;
* [[Kindred Dark Night]] (81-84)&lt;br /&gt;
* [[Kindred Summoner]] (81-84)&lt;br /&gt;
* [[Kindred Warrior]] (81-84)&lt;br /&gt;
* [[Smolenkos]] (81-84)&lt;br /&gt;
* [[Molech]] (80-82)&lt;br /&gt;
| Bit of a walk. Go east/counter-clockwise from the entrance to climb up.  Will need [[Sneak]]/invis/meds. Watch out for true sight tauri on the way up. Roam around. Slowga. Conals.  Blind. Doom.&lt;br /&gt;
Note: 3 mobs per kilometer, Molech has Doom (they look at you and you die) NOT WORTH IT tested by blacklung&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[King Buffalo]] (80-82)&lt;br /&gt;
* [[Kindred Demon]] (81-84)&lt;br /&gt;
| A bit further of a walk. Past Jormy, by frozen waterfall. Plague.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas Brawler]] (84-86) {{Changes}}&lt;br /&gt;
* [[Gigas Crusher]] (84-86) {{Changes}}&lt;br /&gt;
| Before you get to Jormy.  You probably want to have decent gear and a few merits under your belt before meriting on these.  Lots of physical AoE and conals.  Melee subbing /nin isn&#039;t a bad idea.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alpha Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
== Shatter Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Mana Burn Camps {{Changes }}==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
* These camps are ideally for SMNx2 BLMx4 parties as these are era+ mobs that raise their defenses at the start of the battle.  The defense is lost with a [[Skillchain]] + [[Magic Burst]] combo. &lt;br /&gt;
* SMN x2, 3 BLM, 1 Support (BRD, RDM) works.&lt;br /&gt;
*These camps were originally intended for a traditional party with skill chaining and more than 1 BLM magic bursting. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|12-16&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6) Carbuncle Quest&#039;&#039;&#039;&lt;br /&gt;
* [[Eikon Worm]] (19-23) {{Changes }}&lt;br /&gt;
|Raises defenses at start of fight. MP Burn recommended or [[magic burst]] required. [[Ghost]]s pop at night.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(F-5)&#039;&#039;&#039;&lt;br /&gt;
* [[Island Goop]] (26-28) {{Changes }}&lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|20-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6)/(H-6)&#039;&#039;&#039;&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Greater Pugil]]&lt;br /&gt;
| G-6 camp is at the top middle of the quadrant, safe from undead. Our composition was 5 x BLM and 1 x RDM, bouncing hate between us. No need for a tank, just brave mages. Pulled 10k/hour (with band up) and no deaths. Move to pugil alley at (H-6) at 23. &lt;br /&gt;
|-&lt;br /&gt;
|23-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Hexed Weapon]] (31-33) {{Changes }}&lt;br /&gt;
* [[Cliff Worm]] (30-33) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight. MP Burn recommended or [[magic burst]] required.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|25-28&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Muddy Slime]] (34-36) {{Changes }}&lt;br /&gt;
|Raises defense at the start of fight, MP Burn recommended or [[magic burst]] required. Tried this at 26, was rough. AoE move does a ton of damage. 28 might be better starting point when you get firaga.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Flying Beetle]] (35-37) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|31-34&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-6)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Sand Worm]] (36-39) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-37&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|(&#039;&#039;&#039;{{Location Tooltip| text = K-5| tooltip = | area = Sauromugue Champaign| pos = K-5| highlight background = transparent| marker pos x = -4| marker pos y = 12| marker size = 35| marker opacity = 0.4| marker background = #5555ff}})&#039;&#039;&#039;&lt;br /&gt;
* [[Young Uragnite]] (36-42) {{Changes }}&lt;br /&gt;
|Raises defenses.  Wide level range.  Higher levels (40-42) seem to spawn more on the western side of camp.  Have [[poisona]] and [[paralyna]] ready.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|29-32&lt;br /&gt;
|Rolanberry Fields&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Shell Grubs]] (38-41) &lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(G-10) Pond&#039;&#039;&#039;&lt;br /&gt;
* [[Winter Slime]] (39-41)                        &lt;br /&gt;
|Raises defenses&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Upper level&#039;&#039;&#039;&lt;br /&gt;
* [[Boreal Worm]] (39-42)  &lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|33-37 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7)/(I-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Snofallo]] (43-45) &lt;br /&gt;
|Quick run from [[Outpost]]/[[Telepoint|Telepoint Vahzl]].  Raises defenses. Can use Lowing which is AoE Plague (TP/MP drain). WHM/SMN recommended for SC closer if possible.&lt;br /&gt;
|-&lt;br /&gt;
|36-40             &lt;br /&gt;
|[[Yuhtunga Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Jungle Crawlers]] (44-48) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|34-39&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;{{location Tooltip|area= Batallia Downs|pos=I-10}} / {{location Tooltip|area= Batallia Downs|pos=J-10}}&#039;&#039;&#039;&lt;br /&gt;
* [[Downslime]] (41-44){{Changes }}&lt;br /&gt;
|Are [[Shielded]].&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Glacier Crab]] (47-50) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Similar name to crabs on the other side of the coast but different level range.&lt;br /&gt;
|-&lt;br /&gt;
|39-42 &lt;br /&gt;
|[[Battalia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;(H-5)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Rancideyes]] (48-51) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage. &#039;&#039;&#039;Fast movement. Recommend having someone with silence. REALLY FAST CASTS&#039;&#039;&#039; (Data updated as of 5/16)&lt;br /&gt;
|-&lt;br /&gt;
|42-46 &lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(I-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Jungle Crab]] (51-53) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
|44-47 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Bloody Beetle]] (53-56) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|47-50 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Desert Gazer]] ([[:Category:Hecteyes|Hecteyes]], 56-59){{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required. {{Verification}}Couldn&#039;t be slept. &#039;&#039;&#039;Casts -aga II magic. Avoid this camp unless you can reliably land silence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|50-53 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-7)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Worm]] (59-61){{Changes }}&lt;br /&gt;
|On pull, Raises it&#039;s Defenses - Goes away during the day&lt;br /&gt;
|-&lt;br /&gt;
|49-54 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Mud Crab]] (59-62){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|53-56 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Slime]] (61-64){{Changes }}&lt;br /&gt;
|Defense boost possible, best to have Firaga 2 at 53.&lt;br /&gt;
|-&lt;br /&gt;
|51-56 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(I-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Muddyeyes]] (62-66){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}} Casts magic and cannot be slept. Avoid.&lt;br /&gt;
|-&lt;br /&gt;
|57-62 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Lower level&#039;&#039;&#039;&lt;br /&gt;
* [[Glacier Crab]] (69-72){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|65-68 &lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&#039;&#039;&#039;(K-9) By Dunes Warp&#039;&#039;&#039;&lt;br /&gt;
* [[Meadow Buffalo]] (75-78){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Aspir]]able mobs.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Coastal Slime]] (78-81){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Ice  Crab]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Supports 2 manaburn parties.&lt;br /&gt;
|-&lt;br /&gt;
|66-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Icefallo]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Viruna]] recommended for [[plague]].&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Undead Burn Camps==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11-13&lt;br /&gt;
| [[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Konschtat Zone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeleton Warrior]]&lt;br /&gt;
|Monk or manaburn party recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Stairs&#039;&#039;&#039;&lt;br /&gt;
* [[Ghoul]]s (21-24) {{Changes }}&lt;br /&gt;
|Camp is for MNK/PLD/WHM (Holy Party)&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Outer Horutoto Ruins]]&lt;br /&gt;
|&#039;&#039;&#039;Strange Apparatus Room&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
|Use northernmost [[West Sarutabaruta]] zone. Monk or manaburn party recommended. [[Sneak]] required to reach camp&lt;br /&gt;
|-&lt;br /&gt;
|21-28&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;G-7) Map 2 behind first center door on staircase, Gadfly/Bogy Room, Behind East Banshee Door.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Mauthe Doog]] (28-31)&lt;br /&gt;
* [[Wight]] (29-34),&lt;br /&gt;
* [[Wendigo]] (26-30)&lt;br /&gt;
* [[Banshee]] (31-34), &lt;br /&gt;
* [[Bogy]] (27-29), &lt;br /&gt;
* [[Ghast]] (30-34)&lt;br /&gt;
|WHM Cure Burn party.  WHM/NIN with Utsusemi recommended (if not able, Blink is required).  Bring assistance for Raise and Viruna as the TP moves from Banshee really hurt and Rot Gas virus effect can last up to 5 minutes.   Level sync 21-25 on Bogy Room and 24-29 behind the east Banshee door where no mobs spawn.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|30-33  &lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&#039;&#039;&#039;F-8 Map 1 where Royal Leech spawns in the tunnel just east of Namtar room.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Ghast]] (38-41)&lt;br /&gt;
|WHM Cure Burn party.  Level Sync 29 is too low.  31 is preferred.  Blink, Stoneskin, and Reraise is a must.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|34-37  &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(E-8)/(F-8), (J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-45)&lt;br /&gt;
* [[Etemmu]] (43-46)&lt;br /&gt;
|Outpost warp or Vazhl gate crystal required to reach camp.  WHM x6 Cure Burn party.&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;Main entrance from [[Batallia Downs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-46)&lt;br /&gt;
|Level Sync 32 too low, 33 still iffy.&lt;br /&gt;
|-&lt;br /&gt;
|41-47&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;E-7 Map 1, Just east of where you land in drop A, Beaucedine entrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lich]] (51-55)&lt;br /&gt;
* [[Fallen Knight]] (54-56)&lt;br /&gt;
* [[Mummy]] (50-52)&lt;br /&gt;
* [[Hell Hound]]  (46-49), &lt;br /&gt;
* [[Ka]] (52-54)&lt;br /&gt;
* [[Tomb Wolf]] (53-55), &lt;br /&gt;
* [[Dark Stalker]] (55-57)&lt;br /&gt;
|[[Earth Elemental]] Danger at E-7 and Hume Bones camp.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;Behind Banishing Gate 3 at I-6 Map 2 or Map 2 at F-9 near Funnel [[Bats spawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Officer]] (52-55)&lt;br /&gt;
|Bring extra player with both Tractor and/or Raise behind Gate 3 camp to help cheese replacements to camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54   &lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;M-7 Map 2, M-11 Map 2, South center pit landing from south room in Map 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Tomb Mage]] (60-63)&lt;br /&gt;
* [[Tomb Warrior]] (60-62)&lt;br /&gt;
* [[Spriggan]] (64-66)&lt;br /&gt;
* [[Haunt]] (63-65)&lt;br /&gt;
|2x SMN 4x WHM.  Holy and Banishga II burst from Ifrit Fusion.  Coffer key mobs.  Dark Stalkers (55-57) may be used to extend chains if using M-11 camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;In basement H-8/I-8 tunnel or behind Banishing Gate 2 J-8 (Strange Apparatus Room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Mage]] (59-62) &lt;br /&gt;
* [[Fallen Major]] (59-62) &lt;br /&gt;
* [[Wraith]] (60-62)&lt;br /&gt;
|2x SMN/4x WHM burn party.  Basement camp is preferred camp but need another party targeting beetles/bats; the other camp lacks those mobs but just 5 undead spawns to work with.  Mobs drop coffer keys required for white mage artifact hat.&lt;br /&gt;
|-&lt;br /&gt;
|55-57&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;I-7 Map 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Soldier]] (65-67) &lt;br /&gt;
* [[Doom Mage]] (65-67)&lt;br /&gt;
* [[Robber Crab]] (65-68)&lt;br /&gt;
|2x SMN/4x WHM for skeletons.  Black Mage manaburn parties can also target Robber Crabs (which are never engaged by the white mage party).&lt;br /&gt;
|-&lt;br /&gt;
|65-67{{Verification}}&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7), (G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Warlock]] (76-78)&lt;br /&gt;
* [[Doom Guard]] (75-77)&lt;br /&gt;
* [[Erlik]] (75-78)&lt;br /&gt;
|2x SMN/4x WHM. Skeleton DRKs, BLMs, and Ghosts. Doom Guard on camp, all WHM should be /BLM for Elemental Seal &amp;gt; Silence on everything. Care for Typhoon Wyverns that are in the area. Taxim (Doom Warlock NM) also spawns here, but easy to kill with usual strats.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (J-9) ((K-9) and (E-7) Secondary)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Spartoi Warrior]] (78-82)&lt;br /&gt;
* [[Spartoi Sorcerer]] (80-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|2x SMN/4x WHM/BLM or PLD. SMN do Ifrit (Punch) &amp;gt; Ramuh (Shock Strike) = Fusion. WHM and PLD do Banish III &amp;gt; Holy for 2x MB. If avatars miss, spam Cure and Banish spells until dead. Main camp is on a ledge outside Vrtra room. &lt;br /&gt;
&lt;br /&gt;
Additional camps are inside Vrtra Room and on west side in hidden room near Strange Apparatus.&lt;br /&gt;
|-&lt;br /&gt;
|73+&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (E-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeletons]] (78-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|Monk burn, mana burn, or the 2x SMN/4x WHM groups work.  White mage burn parties can start at 65.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=File:HorizonSkillchainChartbyGrayson.png&amp;diff=116936</id>
		<title>File:HorizonSkillchainChartbyGrayson.png</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=File:HorizonSkillchainChartbyGrayson.png&amp;diff=116936"/>
		<updated>2026-01-31T12:36:08Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Txtoast uploaded a new version of File:HorizonSkillchainChartbyGrayson.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;skillchains1&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=116614</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=116614"/>
		<updated>2026-01-22T20:36:58Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a  6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play on FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together, instead of soloing easy preys, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
----&lt;br /&gt;
Having 3 DPS, puller, and a main healer can be considered the &#039;&#039;&#039;&amp;quot;Core&amp;quot;&#039;&#039;&#039; of an EXP party. The next roles discussed can be interchangeable for the last spot depending on which jobs are seeking and/or what your party strategy is.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
*&#039;&#039;&#039;Hate Control - A hybrid role for a frontline melee/puller/DPS.  Typically present if your party has a tank.  This role is for THF or Melee/THF at level 60+.&#039;&#039;&#039;&lt;br /&gt;
**Will use Trick Attack, Collaborator/Accomplice to keep hate on the party&#039;s tank.&lt;br /&gt;
**Allows melee frontline to sub something outside of /NIN for increased DPS with careful play&lt;br /&gt;
*&#039;&#039;&#039;Back up healer - Another hybrid role.&#039;&#039;&#039;  &lt;br /&gt;
**Often filled by BLM/WHM that can DPS + back up heal/cleanse.&lt;br /&gt;
**Typically present if there is no refresh in the party to support long chains/allow the main healer (WHM) to rest mp more often.&lt;br /&gt;
**May also be present if a party is facing mobs that use heavy Aoe or status ailments like flies/evil weapons/sheep/courels.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; below level 50&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
**Closes skillchains behind the tank using only &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; at level 50+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
* May suggest/focus on creating light based skill chains for MB Holy at level 55+&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of no tank &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=116613</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=116613"/>
		<updated>2026-01-22T20:34:24Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Roles */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a  6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play on FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together, instead of soloing easy preys, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
----&lt;br /&gt;
Having 3 DPS, puller, and a main healer can be considered the &#039;&#039;&#039;&amp;quot;Core&amp;quot;&#039;&#039;&#039; of an EXP party. The next roles discussed can be interchangeable for the last spot depending on which jobs are seeking and/or what your party strategy is.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
*&#039;&#039;&#039;Hate Control - A hybrid role for a frontline melee/puller/DPS.  Typically present if your party has a tank.  This role is for THF or Melee/THF at level 60+.&#039;&#039;&#039;&lt;br /&gt;
**Will use Trick Attack, Collaborator/Accomplice to keep hate on the party&#039;s tank.&lt;br /&gt;
**Allows melee frontline to sub something outside of /NIN for increased DPS with careful play&lt;br /&gt;
*&#039;&#039;&#039;Back up healer - Another hybrid role.&#039;&#039;&#039;  &lt;br /&gt;
**Often filled by BLM/WHM that can DPS + back up heal/cleanse.&lt;br /&gt;
**Typically present if there is no refresh in the party.&lt;br /&gt;
**May also be present if a party is facing mobs that use heavy Aoe or status ailments like flies/evil weapons/sheep/courels.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; below level 50&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
**Closes skillchains behind the tank using only &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; at level 50+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
* May suggest/focus on creating light based skill chains for MB Holy at level 55+&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of no tank &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=116612</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=116612"/>
		<updated>2026-01-22T20:14:18Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Roles */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a  6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play on FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together, instead of soloing easy preys, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
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&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
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Having 3 DPS, puller, and a main healer can be considered the &#039;&#039;&#039;&amp;quot;Core&amp;quot;&#039;&#039;&#039; of an EXP party. The next roles discussed can be interchangeable for the last spot depending on which jobs are seeking and/or what your party strategy is.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
*&#039;&#039;&#039;Hate Control - A hybrid role for a frontline melee/puller/DPS.  Typically present if your party has a tank.  This role is for THF or Melee/THF at level 60+.&#039;&#039;&#039;&lt;br /&gt;
**Will use Trick Attack, Collaborator/Accomplice to keep hate on the party&#039;s tank.&lt;br /&gt;
**Allows melee frontline to sub something outside of /NIN for increased DPS with careful play&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
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&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; below level 50&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
**Closes skillchains behind the tank using only &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; at level 50+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
* May suggest/focus on creating light based skill chains for MB Holy at level 55+&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of no tank &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=116610</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=116610"/>
		<updated>2026-01-22T20:05:35Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Roles */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a  6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play on FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together, instead of soloing easy preys, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
*&#039;&#039;&#039;Hate Control - Typically present if your party has a tank.  This role is usually for THF or Melee/THF at level 60+&#039;&#039;&#039;&lt;br /&gt;
**Will use Trick Attack, Collaborator/Accomplice to keep hate on the party&#039;s tank&lt;br /&gt;
**Allows melee frontline to sub something outside of /NIN for increased DPS&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; below level 50&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
**Closes skillchains behind the tank using only &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; at level 50+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
* May suggest/focus on creating light based skill chains for MB Holy at level 55+&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of no tank &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Thief&amp;diff=115935</id>
		<title>EXP Party Guide - Thief</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Thief&amp;diff=115935"/>
		<updated>2026-01-13T16:30:03Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Trick Attack (Lvl 30) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Want some guidance on how to be a sneakyboots supreme?  This guide is focused on the play style and tactics of THF in leveling parties.  For equipment/BiS, farming, or soloing guides, consider looking elsewhere.   &lt;br /&gt;
&lt;br /&gt;
===Know your Role===&lt;br /&gt;
In a nutshell, THF is a hybrid DD/utility class.  As they advance in levels, they gain abilities that help control their party members&#039; enmity levels and debuff mobs with job abilities and crossbow bolts.  They are also often called upon to be the &amp;quot;puller&amp;quot; in leveling parties.  During the early levels THF has the potential to be one of the top damage dealers in leveling parties.  THF DPS tends to drop in the middle to higher levels in favor of utility.  &lt;br /&gt;
&lt;br /&gt;
Playing as THF in a leveling party is quite active and fun but can become much more technical as the job advances in levels and gains more abilities.  Playing as THF will test your communication skills with your party members, your ability to manage your macros/abilities/gear sets, your knowledge in creating skillchains, and your positional awareness in combat.&lt;br /&gt;
&lt;br /&gt;
===Party Preparation===&lt;br /&gt;
THFs typically solo up to level 15 before starting to join parties.  They don&#039;t bring too much to the table for their parties (DPS wise) until they get Sneak Attack at level 15.  It certainly is possible to party before 15 but most likely THF is focused on being the puller rather than be considered a dedicated DPS (more on that later). &lt;br /&gt;
&lt;br /&gt;
Example low level party setup with THF: &lt;br /&gt;
*Tank &lt;br /&gt;
*2 melee DPS &lt;br /&gt;
*Main healer (WHM or RDM)&lt;br /&gt;
*SMN/BLM/RDM to assist with off healing and DPS/enfeeble.&lt;br /&gt;
*THF, puller.  &lt;br /&gt;
&lt;br /&gt;
Or &lt;br /&gt;
*3 DPS &lt;br /&gt;
*THF, puller &lt;br /&gt;
*Main healer &lt;br /&gt;
*Support/off healer.&lt;br /&gt;
&lt;br /&gt;
You can sub WAR or MNK as THF until around level 30+.  After that the most common subjob to use is NIN.  Shadows are very helpful in mitigating damage.  You can definitely still sub WAR at higher levels but you&#039;re going to most likely want to party with a tank, BRD/NIN puller, and/or a backup healer support in your party.   Ex: PLD/WAR, THF/WAR, WHM, BLM/WHM, BRD/NIN, SAM/WAR lineup.  /WAR sub will dramatically increase your DPS with attack bonus and double attack traits along with the berserk ability. &lt;br /&gt;
&lt;br /&gt;
If you have unlocked bard before starting thief, you could even consider subbing /bard to act a bit more of a support to give extra accuracy/attack/defense/regen to the frontline during the lower levels.&lt;br /&gt;
&lt;br /&gt;
THF can be VERY gear intensive.  Consider taking some time to make some gil for equipment before starting to party.  Common ways to make gil as a new player are selling stacks of crystals and mob drops on the auction house.&lt;br /&gt;
&lt;br /&gt;
The primary weapon for THF is dagger, it&#039;s what they have the highest skill (accuracy and damage) in.  However, you can consider using swords and knuckles during the lower levels.  THF also has some skill with Shields, which you could pair with a dagger or sword for extra defense and chance to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
The secondary weapon for THF is crossbow  (marksmanship) + bolts.  The main focus of crossbow is not so much for DPS but for pulling and at later levels debuffing mobs.  Some early level crossbows to lookout for are the Light Crossbow (1), Legionnaire&#039;s Crossbow (10), and Crossbow(12). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow + Acid bolts is paramount to being effective in your exp parties.  The defense down acid bolts does is comparable to a bard giving attack bonus to the frontline melee.  DO NOT forego your marksmanship skills!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bronze bolts are level 1, pretty cheap, and stack up to 99.  Consider picking up a few stacks along with a cheap crossbow during your soloing of early levels to level up your marksmanship skill.  You&#039;ll need high/capped marksmanship skill to have decent accuracy. You&#039;ll be using bronze bolts at least until level 15, when acid bolts come more into play, then you can start debuffing mobs with defense down.&lt;br /&gt;
*At level 20 you get access to sleep bolts.  You can easily start leveling up marksmanship by targeting worms with sleep bolts.  Check out this page for locations of worms and their levels around the world: https://horizonffxi.wiki/Category:Worms&lt;br /&gt;
&lt;br /&gt;
You could also use a boomerang as your ranged weapon, however you will be missing out on debuffing mobs for your party mates at later levels.&lt;br /&gt;
&lt;br /&gt;
Gear-wise, look for equipment that boosts accuracy, attack, and DEX for meleeing at the beginning of your THF journey.  You&#039;ll also want eventually to create a gear set based on AGI and ranged accuracy for when you use your crossbow.  Consider creating a ranged attack macro that will swap your gear to ranged accuracy, then after you shoot, will equip your melee gear.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ex macro: &amp;lt;br&amp;gt;&lt;br /&gt;
/ra &amp;lt;t&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
/equipset 2 &amp;lt;br&amp;gt;&lt;br /&gt;
/wait 4 &amp;lt;br&amp;gt;&lt;br /&gt;
/equipset 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will eventually want to create several gear sets as you level up:&#039;&#039;&#039;&lt;br /&gt;
*Melee/TP gain set: focused on accuracy and haste&lt;br /&gt;
*Sneak attack set: focused on DEX and attack/STR&lt;br /&gt;
*Trick attack set: focused on AGI and attack/STR&lt;br /&gt;
*Ranged attack set: focused on AGI and ranged accuracy&lt;br /&gt;
*Evasion set: focused on AGI and evasion&lt;br /&gt;
&lt;br /&gt;
The above examples you can consider starting/standard set ideas.  Your specific equipment sets may vary depending on the gear you have.  &lt;br /&gt;
&lt;br /&gt;
You can set up gear sets by going to Macros &amp;gt; Edit Equip. Set in the in-game menu.&lt;br /&gt;
&lt;br /&gt;
Food-wise, look for food that increases accuracy, attack, and DEX.  Rice dumplings are probably the best thing you can eat at lower levels as they give both attack and accuracy, but they can be pretty expensive.  You could consider eating meat/jerky/dhalmel pies or Jack-O-Lanterns during the lower levels even as well.  At later levels (30+) you want to aim for sushi.  Squid gives DEX and AGI bonuses.  Sole gives STR and DEX.  There are other sushi options out there as well.&lt;br /&gt;
&lt;br /&gt;
===The Puller===&lt;br /&gt;
THFs are often called upon to be the puller in their exp parties.  With how Sneak Attack and Trick Attack work, THF can maintain their DPS while also pulling. Be prepared to fulfill this role by having a crossbow or boomerang with you when you get to camp.  &lt;br /&gt;
&lt;br /&gt;
The puller is the person responsible for pulling mobs to camp.  FFXI is an oldschool mmo, where it&#039;s an open world with mobs wandering around, with no instances for  parties to level up in.  The puller is an important roll!  If there is no puller then the whole party is going to need to roam around searching for mobs to hunt, and MP users are going to have trouble keeping up because they have to rest/stay stationary at times.  With a puller, the party can stay at camp, and your mages will have an easier time resting MP.&lt;br /&gt;
&lt;br /&gt;
It will take some practice to become an effective puller.  Here are some tips:&lt;br /&gt;
*Learn when to disengage the mob that the party is fighting and go bring another mob.  Typically its around 5-10% remaining HP.  You don&#039;t want your party waiting too long for you to bring back the next mob as that will slow down exp gains.  You want to aim for consecutive exp chain #5s (exp chains are time dependent, your group needs to defeat the next mob that checks Even Match or higher within a certain amount of time to get the next chain).  Some strong parties can obtain chain #6+.&lt;br /&gt;
*Some types of mobs link with each other by sight or sound.  Meaning if you pull a mob and another one of the same type sees or is within hearing distance of it, they will also aggro you.  &#039;&#039;&#039;Communicate with your support/black mage if you get a link so they are prepared to sleep/ga or bind links.  WHM/BLM can start reliably binding mobs level 30+ and sleeping mobs at level 40+ with Elemental Seal.&#039;&#039;&#039;&lt;br /&gt;
*Be aware of your main healer&#039;s MP.  If they are low on mp, then consider pausing pulls for a few seconds to give them time to recover some MP.  If your party has a support or backup healer (etc.: blm/whm, drg/mage) then you can pull a bit sooner because they will cover heals while the main healer is still resting mp.&lt;br /&gt;
*At level 25+ &#039;&#039;&#039;Flee&#039;&#039;&#039; is great to use for pulling a mob quickly to camp.  Consider using it on higher chains when time start running out sooner to make the next chain.&lt;br /&gt;
&lt;br /&gt;
===Sneak Attack (Lv 15)===&lt;br /&gt;
THF gains some power at level 15 with Sneak Attack.  1 minute cooldown.  Use Sneak Attack, get behind the mob, and your next attack will be a critical hit guaranteed.  &lt;br /&gt;
&lt;br /&gt;
Consider creating a gear set that is based on DEX + attack for Sneak Attack.  Sneak attack damage is boosted by DEX.  It increases the base damage of your weapon for every point of DEX you have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Attack is positional dependent!&#039;&#039;&#039;  If you aren&#039;t behind the mob when you hit the mob with SA up, it will fail.  Be aware of your party mates&#039; enmity levels towards the mob...if someone pulls hate before you try to land a hit with SA up and the mob turns...SA will fail.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SA works with Weapon skills!&#039;&#039;&#039;  If you use Sneak Attack, then use a weaponskill like Wasp Sting or Gust Slash behind the mob, it will significantly boost the damage of the WS.  THF has the potential to be the highest DPS in their exp party if they are properly using SA with their weapon skills.&lt;br /&gt;
&lt;br /&gt;
Consider creating separate macros:&lt;br /&gt;
&amp;lt;br&amp;gt;/ja &amp;quot;Sneak Attack &amp;lt;me&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;/ws &amp;quot;Gust Slash&amp;quot; &amp;lt;t&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;/ws &amp;quot;Wasp Sting&amp;quot; &amp;lt;t&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These macros next to each other will help you pull off SAing your WSs easier.&lt;br /&gt;
&lt;br /&gt;
Expect to pull some hate after SA and especially after SA+WS.  It shouldn&#039;t be too much of an issue though since the mob will take a lot of damage and should be dead soon.&lt;br /&gt;
&lt;br /&gt;
Later on when you start building armor sets you can adjust your macros to something like:&lt;br /&gt;
&amp;lt;br&amp;gt;/ja &amp;quot;Sneak Attack&amp;quot; &amp;lt;me&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;/equipset 1&lt;br /&gt;
&lt;br /&gt;
===The Closer===&lt;br /&gt;
THFs excel at creating/closing Skillchains.  And as the job advances, THF DPS and utility is highly dependent on closing them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is a skillchain?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When 2 compatible weapon skills occur in succession, a skillchain is formed.  Skillchains will deal extra damage to the monster your party is fighting and also opens up the opportunity for magic bursting by other party members.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider teaming up with a melee in your group to create a skillchain.&#039;&#039;&#039; Watch you and your party members&#039; TP.  Wait for them to use a weapon skill, then follow with using a SA with your own WS and create a SC.  The damage caused by the SA + WS + SC created can be epic.  &lt;br /&gt;
&lt;br /&gt;
[[File:HXUIPartyTP.png|thumb|center|Melee 3 and 5 have TP to skillchain (HXUI addon). Be ready to close a chain!]]&lt;br /&gt;
&lt;br /&gt;
At lower levels you want to aim to close &#039;&#039;&#039;Distortion&#039;&#039;&#039; with Wasp Sting/Viper Bite and &#039;&#039;&#039;Detonation&#039;&#039;&#039; with Gust Slash using daggers.  Many weapons open for Daggers to close skillchains: polearms, katanas, great katanas, bows, guns, great axes, great swords, axes, hand-to-hand, and also summoner avatars can open for THFs as well.  You&#039;ll need to learn when to use either Wasp Sting or Gust Slash depending on what weapon is being used to open for you.  You can also use the chains addon to help you figure out what weapon to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gust Slash has been modified on Horizon server be a hybrid weapon skill, meaning SA will work with it to do good damage closing Detonation if you don&#039;t have anybody that can open Distortion for your to close with Wasp Sting or Viper Bite.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Study up on skillchains with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trick Attack (Lvl 30)===&lt;br /&gt;
The next power spike for THF.  Trick attack &amp;quot;tricks&amp;quot; mobs into hating party members.  Now you can start playing around with managing your party member&#039;s enmity levels and your &amp;quot;dance&amp;quot; in parties becomes a little more involved.  &#039;&#039;&#039;A party member will need to be working with you to properly pull off Trick Attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trick attack also further boosts the weapon base damage for every point of AGI you have, much like how Sneak Attack boosts weapon base damage with DEX.  So you&#039;ll want to create a set of gear that has a nice balance of DEX+AGI+attack for comboing SA+TA.&lt;br /&gt;
&lt;br /&gt;
When successful, the hate caused by the damage a THF does with Trick Attack will be transferred to a party member, instead of the THF getting the hate.  Its very helpful for your tank.  Can also be used on another melee that has shadows or Third Eye up to cancel incoming attacks from the mob who think that did them dirty.  &lt;br /&gt;
&lt;br /&gt;
In order for TA to be successful from levels 30-50 you&#039;re going to need to combo it with Sneak Attack.  Have a party member (usually a melee) get behind a mob.  Then you get behind the party member that is behind the mob.  Use Trick Attack followed by Sneak Attack. &#039;&#039;&#039;The melee you are tricking off of needs to be decently close behind the mob or else you won&#039;t be able to reach across them to backstab.  Communicate with your party member to move up a bit if that becomes an issue.&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
Kind of looks like this: &lt;br /&gt;
&amp;lt;br&amp;gt;(THF&amp;gt;) (Melee&amp;gt;) (Mob &amp;gt;) (&amp;lt; Other party member that the mob is facing)&lt;br /&gt;
&lt;br /&gt;
When successful Trick Attack + Sneak Attack will deal a significant amount of damage to the mob.  The hate of the damage is transferred to the party member that the THF was behind.  Most likely the mob will turn and start beating on (or at least try to if the party member has shadows up) the party member you tricked on.  &lt;br /&gt;
&lt;br /&gt;
A common tactic for SATA in parties is for there to be a &amp;quot;first (pro)voke&amp;quot; followed by the tank and THF getting behind the mob.  The THF will SATA on the tank, the mob turns and hates the tank with all that damage just done, and the tank provokes to get even more hate on them.  Although any melee with /WAR can voke, good first vokers to consider are WAR/NINs, WAR/SAMs, and SAM/WARs.  They have shadows or Third Eye that can mitigate some hits before the tank picks up the mob.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SA+TA stacks with weapon skills!&#039;&#039;&#039;  You can do some crazy damage and start taking down mobs quickly with proper coordination using SATA+WSing.  A common tactic is for a melee to provoke the mob/gain hate/have it turn to them, and do a WS...then the THF will SATA+WS behind another party member to create a huge skillchain. &#039;&#039;&#039;It may take some practice to line up properly with your party mates for SATA+WSing.&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
Ex: (THF&amp;gt;)(PLD&amp;gt;)(&amp;lt;Mob)(&amp;lt;WAR/NIN).... THF and WAR at 1000+TP.  Mob is currently facing PLD, with THF behind PLD.  WAR then provokes, uses war cry, followed by using Sturmwind (GAxe).  Mob turns to WAR.  THF then uses SA+TA+Gust Slash to create Detonation for a ton of damage.  Mob turns around back to PLD.&lt;br /&gt;
&lt;br /&gt;
Another common tactic is for the tank to provoke the mob from the start.  Then a melee/nin gets behind the mob for you to SATA on.  The melee/nin may get some hate but they have shadows that will mitigate damage.  Just make sure the mob is turned toward the tank or else SATA will fail in this situation!&lt;br /&gt;
&lt;br /&gt;
===Mug (Lvl 35)===&lt;br /&gt;
Mug now debuffs mobs with the Bewildered Daze effect!  It increases critical hit rates by 5% against the mob for 30 seconds.  &#039;&#039;&#039;Even if mug &amp;quot;fails,&amp;quot; it will apply the Bewildered Daze effect on the mob.&#039;&#039;&#039;  Super helpful to you and your party mates before a weapon skill or skillchain combo to increase everyone&#039;s damage.  Mug can be helpful to get a chain 6+ to defeat a mob quickly if timed correctly.  10 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
===Bully (Lvl 40)===&lt;br /&gt;
Hopefully you&#039;ve been keeping up with your marksmanship skill and have a decent AGI/ranged accuracy set put together.  Now you are starting to lean more towards a utility DPS.  Before, status bolts only have a chance to proc on mobs.  Bully now makes the next status bolt proc 100%.  1 minute cooldown.  &#039;&#039;&#039;Acid bolts now rein supreme as your ammo for duffing mobs in your exp parties.  Defense down from acid bolts is 12.5%.&#039;&#039;&#039;  Acid bolts are extremely helpful to you and your party members for taking down mobs quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the most accuracy using a crossbow, you need to be between 6-10 yalms away from the mob.&#039;&#039;&#039;  Make sure to use a distance addon to make sure you are in the right position. https://horizonffxi.wiki/Distance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bully is a ranged ability.  A common tactic is to pull mobs using Bully.  Then use acid bolts when the mob gets to camp to debuff.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Hide (Lvl 45)===&lt;br /&gt;
Hide makes it so you can pull off Sneak Attack (or SA+WS) in any direction of the mob.  Very useful if positionals are not optimal during a party or if you want to save some time not having to run in back of the mob.  5 min recast.  Will absolutely help with DPS gains by saving some time moving around if used properly.  Order of operation is SA &amp;gt; Hide &amp;gt; WS.  &lt;br /&gt;
&lt;br /&gt;
Hide is also useful for losing aggro if you get a link while pulling or get some aggro. Make use of it!&lt;br /&gt;
&lt;br /&gt;
===Accomplice and Collaborator (Lvl 45)===&lt;br /&gt;
Now you can really manage your party member&#039;s enmity levels.  More tools for utility!  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accomplice&#039;&#039;&#039; will steal 50% of a party/alliance member&#039;s enmity and give it to you.  5 minute recast.  Very helpful for when a non-tank party member pulls hate.  &#039;&#039;&#039;You can save lives with this ability.&#039;&#039;&#039;  Notice that 5 minutes is also the recast time for DRK&#039;s souleater and RNG&#039;s Barrage, both very hateful abilities.  You could actually shadow tank for a bit using accomplice after a party member pulls hate followed by collaborator and giving hate back to the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collaborator&#039;&#039;&#039; will give 50% of your enmity to a target party/alliance member.  5 minute cooldown, and separate timer than Accomplice.  Use Collaborator after Accomplice to throw all of the hate you just stole back on the tank to keep the squishy party members alive.  &lt;br /&gt;
&lt;br /&gt;
Accomplice+collaborator can be game changers if used properly.  They will allow some DPS to go all out without having to worry about taking too much hate and dying with you helping them out.&lt;br /&gt;
&lt;br /&gt;
===Assassin (Lvl 50)===&lt;br /&gt;
This is the next power spike/game changer for THF.  Assassin is a job trait, so no need to make a macro to use it.  &#039;&#039;&#039;At 50 you can now split SA and TA with your Assassin trait.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now consider making a set of equipment that is AGI+attack/STR based for Trick Attack, and then another set of equipment that is DEX+attack/STR based for Sneak Attack.  Consider also creating separate macros for SA and TA as well.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Assassin at level 50 you no longer need a first voke in your parties.&#039;&#039;&#039;  A real game changer.  Now you can use TA behind a party member, while the mob is facing the party member. Excellent for your party&#039;s tank!  They can just provoke from the start of a fight and no time is wasted setting up SATA anymore.  &amp;lt;br&amp;gt;Ex: (THF&amp;gt;)(Tank&amp;gt;)(&amp;lt;Mob)&lt;br /&gt;
&lt;br /&gt;
Your TA will do critical damage and transfer the hate without needing SA behind the mob now.  After you use TA in front of the mob/behind the tank, you then can go behind the mob and use SA for some extra damage.  You can close SCs with either TA in front of the mob with the tank or SA from behind the mob as well.  &#039;&#039;&#039;Consider having collaborator or an evasion set of equipment ready if you are going to close a SC with SA behind the mob because you will be taking the hate for the damage you cause.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So begins the intricate dance of THF: Bully to pull, acid bolt at the start of a fight, TA (with maybe a WS/SC) on tank, SA (with maybe a WS/SC) from behind, melee for a bit to build TP, disengage from the mob to pull another....&lt;br /&gt;
&lt;br /&gt;
Trick attack assassin helps protect your melee and saves your healer mp.  A melee that is not subbing ninja and well-geared will most likely take threat from the tank if they weaponskill too soon in a fight and start taking damage.  If you TA or TA+WS behind the tank at the beginning of fights, or if you TA+WS right after someone WS to make a chain, the mob will stay on/return to the tank.  Luckily at higher levels dancing edge chains with a lot of different WS.&lt;br /&gt;
&lt;br /&gt;
All leveling parties are different however and you may need to change up your tactics depending on what your party lineup is like.  Just be aware of all the tools you have to maximize your contribution in both DPS and utility.  A big part of your role is to allow the melee to go ham with a tank because you&#039;re controlling enmity.  &lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget about collaborator and accomplice if hate gets weird to redirect back on the tank.&lt;br /&gt;
&lt;br /&gt;
===Tank or No Tank?===&lt;br /&gt;
Some parties will not have a dedicated tank like PLD or NIN.  Instead it will be something like 3x DPS/NIN, you THF/NIN, 1 main healer, 1 support or blm setup.  For these types of parties the aim is for all of the DPS to play hot potato with mobs using shadows to mitigate damage.  The healer keeps everyone alive and hasted.  The support or blm backs up the healer as needed, debuffs the mobs and/or magic bursts and/or buffs the frontline.  If you don&#039;t have a bard as the support, then your job most likely will be to pull in this setup.  &lt;br /&gt;
&lt;br /&gt;
You will need to be more careful in how you split TA and SA in this setup.  You most likely will be closing a SC with SA+WS and taking hate for a bit, tanking with shadows.  &lt;br /&gt;
&lt;br /&gt;
You could also close SCs with TA behind a party member and transfer hate to them, however be mindful that that party member has only so many shadows.  You may cause that party member to run out of shadows and start taking a lot of damage if you close a SC too early in a fight behind them.  At 45+ consider making use of Accomplice and Collaborator to control frontline hate/shadows!&lt;br /&gt;
&lt;br /&gt;
Your party setup/skill may differ but as a general starting rule consider closing SCs with SA (taking the hate) and using TA behind a DPS/NIN with a regular melee attack.&lt;br /&gt;
&lt;br /&gt;
If your TP is below 1000, you could consider using SA or TA w/o a WS.  You can do a chunk of damage with SA/TA w/o a WS and get the attention of a mob on yourself or someone else for hate bouncing/control.    Just aim to have one of those abilities available by the time a melee has TP.&lt;br /&gt;
&lt;br /&gt;
===Early Level Tips (1-30)===&lt;br /&gt;
*You can level 1-10 in starter zones off of level 1 mobs&lt;br /&gt;
*In addition to dagger, consider picking up a sword, shield, crossbow with bronze bolts, and knuckles to level up those skills&lt;br /&gt;
*Be on the lookout for weapon upgrades on the Auction House.&lt;br /&gt;
*Although you could technically start partying from around level 12 in the dunes or other lower level partying zones, consider soloing from 10-15 until you get Sneak Attack, when you will get a big DPS boost.&lt;br /&gt;
*Make sure to have a crossbow with bolts or a boomerang or pebbles at least so you can pull for your parties&lt;br /&gt;
**Soloing also gives you all of the mob drops/crystals for you to sell on the AH to make more money.&lt;br /&gt;
*&#039;&#039;&#039;Make use of HXUI or TParty addons so you can see your party members&#039; TP.&#039;&#039;&#039;  It will help you know when your party member&#039;s are going to use a WS so you can close a SC after them.  &lt;br /&gt;
*In parties your best friends are DRGs, NINs, SAMs, and Great Sword wielding DRKs.  They can open Distortion for you to close with Wasp Sting.  You can also work with a SMN.  Carbuncle and Fenrir can open Distortion for you.&lt;br /&gt;
*At level 23+ Your 2nd best friends are Great Axe Wielding WAR&#039;s and DRKs.  They can open Detonation for you (Sturmwind) to close with Gust Slash.  NINs can open Detonation for you via Blade:Retsu.  MNKs can open Detonation for you as well using Combo and One Inch Punch at lower levels.  MNKs can also open Scission using Backhand Blow.  WARs using dual axes subbing NIN can open Detonation for you using Raging Axe as well.&lt;br /&gt;
*&#039;&#039;&#039;Make sure to communicate with your party mates about who you are going to follow in closing chains or else someone might use a WS during your SA+WS and mess it up.&#039;&#039;&#039;&lt;br /&gt;
*During the lower levels you can consider main-handing swords or knuckles instead of daggers.  Knuckles are strong against crabs, which are a common mob you will be fighting at the lower levels.  Swords have more damage on them than daggers but your accuracy may be a bit lower due to the lower skill.  The overall difference in weapons is marginal at the lower levels.  Skill/accuracy comes more into play at level 30+ when the skill difference in weapons starts to become more apparent and you obtain stronger dagger weapon skills (Viper Bite).  Just know how to close SCs with the other weapons to make the most DPS.&lt;br /&gt;
&lt;br /&gt;
===Middle Level Tips (30-50)===&lt;br /&gt;
*Welcome to Trick Attack!  You can start making some big chains if your party members work with you.  Don&#039;t be afraid to communicate with your party members to set up &amp;quot;First Voke,&amp;quot; so you can trick behind the tank.&lt;br /&gt;
**Alternatively, some parties may prefer forgoing the &amp;quot;First Voke&amp;quot; strategy and have a melee/NIN frontline that you can Trick off of instead of the tank.  Usually the tank is PLD in this situation because they can often generate enough hate to keep the mob on them after a SATA.  &lt;br /&gt;
**Alternatively alternatively, some parties won&#039;t have a dedicated tank with all frontline melee subbing /nin for shadows.  Usually there will be a WAR/NIN that first vokes.  Then you will have melee/nin partner you will SATA behind the mob.  Hate will bounce around like this, which is what you want to do in these types of parties.&lt;br /&gt;
**&#039;&#039;&#039;Either way, make sure to communicate with your party members to have someone standing close behind the mob for you to trick off.&#039;&#039;&#039;&lt;br /&gt;
*Despite the tips shared above, some party line ups from levels 30-50 may not have a melee/nin or sam/war for you to either trick off of, or for a first voke for you to trick on the tank.  Not great.  But workable.  In these cases you will need to forgo using Trick Attack, and just use Sneak Attack to close chains behind a mob. &lt;br /&gt;
**SA can be used for when you don&#039;t have enough TP for WS for extra damage.&lt;br /&gt;
**Beware that you most likely will pull hate after closing a chain with SA.  That&#039;s fine though.  You can tank a bit with high evasion, parry, and shadows.  &lt;br /&gt;
*Your new friend is black mage starting at around level 30.  Melee start to gain decent gear and stats for more consistent skillchaining at these levels.  This opens up the option of big magic bursting with -GA spells, and if the BLM is good, they can double magic burst.&lt;br /&gt;
**THF + BLM synergy becomes strong from level 30+.  If you coordinate, your party can start to take out every other IT mob in seconds with a melee WS+ THF SA/TA/WS+SC+(double) MB combo at the beginning of a fight for fast exp gains.&lt;br /&gt;
**It will take some practice to coordinate this but it is very fun/satisfying to pull off once your group gets the hang of it.&lt;br /&gt;
**Common tactics for this strategy is creating a Distortion or Detonation chain, followed by BLM bursting Waterga or Aeroga depending on the chain.  Bonus points if the BLM can double burst Water(II)/Blizzard or Aero(II) depending on the chain.  At level 32 BLM gets Blizzaga, which can replace Waterga for high DPS with Distortion.&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t forget Mug when you hit 35.&#039;&#039;&#039; Mug increases critical hit rates against the affected mob.  Great boost in DPS for you and your party members every 10 minutes to quickly defeat the mob.&lt;br /&gt;
*&#039;&#039;&#039;Bully is a boon at level 40!  You start to lean towards a utility DPS at 40+&#039;&#039;&#039;  You can now pull with Bully, and then guarantee acid bolt defense down procs against mobs.  Hopefully you have been keeping your marksmanship skill leveled up so you have decent accuracy.  Don&#039;t forget to make an AGI/ranged accuracy gear set and macro it in for when you shoot your bolts. &lt;br /&gt;
**&#039;&#039;&#039;Bully + Acid bolts are amazing.  You should always aim to have acid bolts for all of your leveling parties at level 40+. &#039;&#039;&#039; They will substantially increase you and your melee&#039;s DPS.  All of the extra damage everyone does is because of you!&lt;br /&gt;
**Acid bolts can be considered a dispel against mobs that use defense up (crawlers).  You can act as the dispeler if your group does not have a RDM or BRD.&lt;br /&gt;
*&#039;&#039;&#039;You start to lean even more towards a utility DPS at 45+.  Make use of Accomplice and Collaborator at level 45+.  You can save lives and save the healer lots of MP!&#039;&#039;&#039;&lt;br /&gt;
**DRKs will love you for saving them after they use Souleater and Last Resort.&lt;br /&gt;
**RNG will appreciate you for saving them after they use Barrage and later Sidewinder.&lt;br /&gt;
**Healers will appreciate you for saving them if they pull hate from a big heal/curaga during a fight.&lt;br /&gt;
**Tanks will love you for making it easier for them to keep hate with Collaborator.&lt;br /&gt;
**Collaborator and Accomplice can be quite useful in parties without a main tank.  You can help everyone manage shadows easier by directing the mob.&lt;br /&gt;
*With the current meta, party invites may begin to start falling off at 30+ for THFs.  Your best bet is to become a party leader and start inviting folks to level up instead of waiting for a longer time for an invite.&lt;br /&gt;
**If you&#039;re up for being a party leader, check out the [[Party Leader Guide|EXP Party Leader Guide]] for guidance/tips.&lt;br /&gt;
&lt;br /&gt;
===Later Levels Tips (50-75+)===&lt;br /&gt;
*Welcome to being an Assassin at level 50!  Your ability toolkit is now complete!&lt;br /&gt;
**No longer do you need a &amp;quot;first voke&amp;quot; in  your parties&lt;br /&gt;
**&#039;&#039;&#039;You want to split TA and SA at 50+!&#039;&#039;&#039;&amp;lt;br&amp;gt;Use TA in back of the tank, that is facing the mob, then go behind the mob and use SA for extra damage. &lt;br /&gt;
**Consider start building a TA set of equipment based on AGI+attack/STR and building a SA set of equipment based on DEX+attack/STR to get the most damage out of your SA and TA.&lt;br /&gt;
**It will take some practice/awareness on when to use TA or SA with a WS to close a chain.  &#039;&#039;&#039;Be aware of a melee&#039;s TP that will open a chain for you.  Make use of HXUI or TParty!  You can SA behind the mob to close or TA behind the tank to close.  &lt;br /&gt;
***If you close a SC with SA, you most likely will get hate for it.  Consider using &#039;&#039;&#039;Collaborator&#039;&#039;&#039; in this type of situation to throw your hate on to the tank or another party member that can mitigate damage after you lose your shadows.&lt;br /&gt;
***Alternatively, you may be in tankless parties with all melee subbing /nin for shadows.  The aim of these party setups are for melee to play hot potato with mobs using shadows for mitigation.  You will have to be mindful of who you are Tricking off of so nobody loses shadows too fast.  You most likely will make use of SA+WS to gain hate and tank for a bit to spread the mitigation. Communicate with your party mates!&lt;br /&gt;
*SAM gets Tachi: Jinpu at 49.  Viper Bite closes Scission after Jinpu, instead of Enpi. Jinpu does a bit more damage than Enpi.  Another good option to chain.&lt;br /&gt;
*60 is the next evolution for THF.  You get Dancing Edge.  This is a powerful WS that will close ether Distortion Scission or Detonation.  It will become your go-to.  It also closes Scission if you don&#039;t have anything else to work with.  No longer will you have to think about which WS to use.  &lt;br /&gt;
**MNK is your new friend at 60.  Howling Fist &amp;gt; Dancing Edge is pretty epic damage.&lt;br /&gt;
**NIN is another friend at 60.  Blade: Jin &amp;gt; Dancing Edge is good for Scission as well.&lt;br /&gt;
*66 is when you get Shark Bite.  Another power gain.  This is a powerful Dagger WS that can close Fragmentation and Light chains.  It will also open Distortion if you don&#039;t have a melee that can open Light for you.&lt;br /&gt;
*71 is when you get the Dagger WSNM quest for Evisceration.  Work on this ASAP.  This is the final stretch for THF!  Evisceration will close Dark chains.  You will be very flexible in making chains with WSNM completed.&lt;br /&gt;
*BLM in your parties will continue to sync with you pretty well throughout the leveling process.  You both want chains to happen.  &lt;br /&gt;
*&#039;&#039;&#039;Consider being a party leader at the higher levels.&#039;&#039;&#039;  THF invite rate continues to drop in favor of BRDs.  But your party can be a good one with or without a bard with you as the puller, debuffer, and hate controller.  A good THF can fit the &amp;quot;support&amp;quot; spot of a party well if they are using all of their tools acting as a hybrid DPS/utility. They will save the healer a lot of mp by controlling hate.  Running without a BRD will also save you hours of yelling for a BRD as well.&lt;br /&gt;
**Tank + Healer + 3DD + THF/the puller, is a good setup if you are making use of all of your abilities/utility.  You could swap a DD for BRD if you can get one.  If you get a BRD, you can sub /WAR for more DPS (berserk) since the BRD most likely will be subbing /NIN and pull.&lt;br /&gt;
***Consider targeting mobs that have no AoE damage type moves for this type of setup: Crabs, Crawlers, Bats, Birds, Dhalmels, Courels, Beetles, Bees, Raptors,  Doomed, Buggards, and Sheep all make good targets.  &#039;&#039;&#039;Try to avoid flies, evil weapons, rabbits, beastmen, courels (lots of status ailments), and rocs if you don&#039;t have a support or drg/mage as one of the DPS.  BLM may also consider subbing /WHM and leaning more as an off-healer/cleanser when facing AoE mobs.&#039;&#039;&#039; &lt;br /&gt;
***Consider having only a DRK or PLD in your parties if the main healer is WHM and you are acting as the support role/puller.  WHM can only give mp to 1 party member at a time every 10 minutes with Devotion (usually PLD or DRK get it).  BLM can usually get away without a refresh or devotion.&lt;br /&gt;
**Or you can do a no-tank party setup with something like: THF, 3 melee DPS/nin, Healer, Support or BLM.&lt;br /&gt;
&lt;br /&gt;
==Low-Man Farming/Merits==&lt;br /&gt;
THF may have a tough time getting party invites for merits.  You might want to consider low manning merits+treasure hunting once you hit 75.  Don&#039;t forget using an EXP ring or Wandering Tale will boost exp/limit point gains as well.&lt;br /&gt;
&lt;br /&gt;
3-4 level 75s can get together and target DC-VT mobs that drop valuable items and crystals to sell on the [[Auction House]]. Your group can also farm beastmen and kindred seals like this too. A balanced trio of 75s can make consistent chain 5s against T-VT mobs. 4-5 75s can target VT-IT mobs for consistent chain 5s. Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
*THF/NIN + melee/NIN (2 THF/NIN works fine too if [[Evisceration]] is available for skillchaining) or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.   You&#039;ll probably want a WHM if facing mobs that can petrify for Stona. If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Category:Guides&amp;diff=115934</id>
		<title>Category:Guides</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Category:Guides&amp;diff=115934"/>
		<updated>2026-01-13T16:20:27Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
= [[HorizonXI Wiki|HorizonXI Wiki]] - Guides =&lt;br /&gt;
Please feel free to expand on this page and add in any and all guides added to the wiki! If you are creating a guide, please add the {{tl|guide}} template and &amp;lt;nowiki&amp;gt;[[Category:Guides]]&amp;lt;/nowiki&amp;gt; to the top of them.&lt;br /&gt;
&lt;br /&gt;
== New Player Guides ==&lt;br /&gt;
* [[New Player FAQ]]&lt;br /&gt;
* [[Tips &amp;amp; Explanations for New Players, Newbies, and n00bs]]&lt;br /&gt;
* [https://docs.google.com/document/d/13rwdBZi2d8ubOz71mGWxur3Hzjf2ghseehg2hZf95Kk/edit ELI5 Horizon New Player Guide]&lt;br /&gt;
* [[Beginner How-To Guide]]&lt;br /&gt;
* [[List of things different on HorizonXI (maybe not listed elsewhere.)]]&lt;br /&gt;
* [[:Category:Terminology|In-game Terminology]]&lt;br /&gt;
* [[Fundamental Graphical &amp;amp; Interface Improvements]]&lt;br /&gt;
* [[reputation-guide]]&lt;br /&gt;
* [[Tutorial NPC]]&lt;br /&gt;
=== Character Progression ===&lt;br /&gt;
* [[Character Progression Guide 1-75 for New Players]]&lt;br /&gt;
* [[Efficient Windurst Starting Guide 1-11]]&lt;br /&gt;
&lt;br /&gt;
=== Making Gil ===&lt;br /&gt;
* [[Auction House Guide]]&lt;br /&gt;
* [[Make Gil as a New Player With This One Easy Trick!]]&lt;br /&gt;
* [[Gil:_A_Guide_of_Player_Economy]]&lt;br /&gt;
&lt;br /&gt;
=== Quests===&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1iM7tpyJVSiscorfLREVO5m5RdwC2JairAK6aKI4LVjA/edit#gid=211228980 Low Level Quests for Gear and Gil]&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Gameplay ==&lt;br /&gt;
* [[Treasure Chest and Coffer Guide]]&lt;br /&gt;
* [[Notorious Monsters: Level Guide]]&lt;br /&gt;
* [[https://horizonffxi.wiki/File:HorizonSkillchainChartbyGrayson.png#file|Horizon Skillchain Chart (Level 1 and 2 Chains)]]&lt;br /&gt;
*[[https://horizonffxi.wiki/File:HorizonSkillchainChart2.png#file|Horizon Skillchain Chart (Level 2 and 3 Chains)]]&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
* [[Beginner&#039;s Macro Guide]]&lt;br /&gt;
* [[Intermediate Macro Guide]]&lt;br /&gt;
&lt;br /&gt;
== Party and Experience Points Guides ==&lt;br /&gt;
===New to Leveling Parties===&lt;br /&gt;
* [[New to XP Parties Guide]]&lt;br /&gt;
* [[Sushomi&#039;s Beginners Guide to Healing]]&lt;br /&gt;
* [[Party]] Guide&lt;br /&gt;
===EXP Party Leader Guide===&lt;br /&gt;
* [[Party Leader Guide|How to Start Your Own Leveling Party]] &lt;br /&gt;
&lt;br /&gt;
===Skillchain charts===&lt;br /&gt;
* [[https://horizonffxi.wiki/File:HorizonSkillchainChartbyGrayson.png#file|Horizon Skillchain Chart (Level 1 and 2 Chains)]]&lt;br /&gt;
*[[https://horizonffxi.wiki/File:HorizonSkillchainChart2.png#file|Horizon Skillchain Chart (Level 2 and 3 Chains)]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[Food Effects]]&lt;br /&gt;
&lt;br /&gt;
== Mission Guides ==&lt;br /&gt;
* [[Promyvion Guide]]&lt;br /&gt;
* [[Missions]]&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* [[Alchemy Guide by Pendulum 1-60|Alchemy Guide 0-60 by Pendulum]]&lt;br /&gt;
* [[Alchemy Guide by Liihu 0-60|Alchemy Guide 0-60 by Liihu]]&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
*[[Cooking_0-60_Guide]]&lt;br /&gt;
&lt;br /&gt;
=== Goldsmithing ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smithing ===&lt;br /&gt;
* [[Smithing Guide 0-60 by Pendulum|Smithing Guide 0-60 by Pendulum]]&lt;br /&gt;
* [[Smithing guide by Ctownwood and comments|Smithing guide 0-70 and comments by Ctownwood Edits by Mspy]]&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
* [[The Most Basic Fishing Guide Ever|The Most Basic Fishing Guide Ever By Dejey]]&lt;br /&gt;
* [[Fishing Like a Pro 1-100 by Pepen|Fishing Like a Pro 0-100 by Pepen]]&lt;br /&gt;
&lt;br /&gt;
== HELM and Hobbies ==&lt;br /&gt;
=== Chocobo Digging ===&lt;br /&gt;
* [[:Category:Chocobo Digging|The Complete Digging Manual]]&lt;br /&gt;
&lt;br /&gt;
=== Clamming ===&lt;br /&gt;
* [[Sushomi&#039;s Clamming Guide]]&lt;br /&gt;
* [[Clamming:_An_Analysis_By_Sushomi]]&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
* [[:Category:Mining|No Diamond Pickaxes Necessary]]&lt;br /&gt;
&lt;br /&gt;
== Job Specific ==&lt;br /&gt;
=== Thief ===&lt;br /&gt;
* [[Thief Endgame Gear Guide]]&lt;br /&gt;
* [[EXP Party Guide - Thief]]&lt;br /&gt;
&lt;br /&gt;
=== Black Mage ===&lt;br /&gt;
* [[Black Mage Solo Guide]]&lt;br /&gt;
* [[Standard EXP Party Guide - Black Mage]]&lt;br /&gt;
* [[Equipment Guide/Black Mage]]&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight ===&lt;br /&gt;
* [[Dark Knight Guide by Riverking]]&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
* [[EXP Party Guide - Paladin]]&lt;br /&gt;
&lt;br /&gt;
===Beastmaster===&lt;br /&gt;
* [[Beastmaster Leveling Guide]]&lt;br /&gt;
* [[Bst gear guide]]&lt;br /&gt;
* [[Xlight&#039;s BST Burn Guide]]&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
* [[Sea NM System]]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
=== Egg Hunt Egg-stravaganza ===&lt;br /&gt;
* [[Egg Hunt Egg-stravaganza 2023]]&lt;br /&gt;
* [[Egg Hunt Egg-stravaganza 2024]]&lt;br /&gt;
* [[Egg_Hunt_Egg-stravaganza_2025]]&lt;br /&gt;
&lt;br /&gt;
=== Sunbreeze Festival ===&lt;br /&gt;
* [[Sunbreeze Festival 2023/Guide|Sunbreeze Festival 2023]]&lt;br /&gt;
* [[Sunbreeze Festival 2024/Guide|Sunbreeze Festival 2024]]&lt;br /&gt;
* [[Sunbreeze Festival 2025/Guide|Sunbreeze Festival 2025]]&lt;br /&gt;
* [[Goldfish Scooping]]&lt;br /&gt;
&lt;br /&gt;
=== Harvest Festival ===&lt;br /&gt;
* [[Harvest Festival 2023/Guide|Harvest Festival 2023]]&lt;br /&gt;
* [[Harvest Festival 2024 Guide|Harvest Festival 2024]]&lt;br /&gt;
&lt;br /&gt;
=== Starlight Celebration ===&lt;br /&gt;
* [[Starlight Celebration 2022]]&lt;br /&gt;
* [[Starlight_Celebration_2023/Guide|Starlight Celebration 2023]]&lt;br /&gt;
&lt;br /&gt;
===Horizon Anniversary===&lt;br /&gt;
* [[Anniversary_Scavenger_Hunt_2023]]&lt;br /&gt;
* [[Anniversary_2024]]&lt;br /&gt;
* [[Anniversary_2025]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[Map Guide]]&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=File:HorizonSkillchainChartbyGrayson.png&amp;diff=115929</id>
		<title>File:HorizonSkillchainChartbyGrayson.png</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=File:HorizonSkillchainChartbyGrayson.png&amp;diff=115929"/>
		<updated>2026-01-13T15:34:13Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Txtoast uploaded a new version of File:HorizonSkillchainChartbyGrayson.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;skillchains1&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=File:HorizonSkillchainChartbyGrayson.png&amp;diff=115928</id>
		<title>File:HorizonSkillchainChartbyGrayson.png</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=File:HorizonSkillchainChartbyGrayson.png&amp;diff=115928"/>
		<updated>2026-01-13T15:33:06Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Txtoast uploaded a new version of File:HorizonSkillchainChartbyGrayson.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;skillchains1&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115852</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115852"/>
		<updated>2026-01-11T16:22:54Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* No tank?  No problem.  AKA Melee/TP Burn Party */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px outset #000000;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a  6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play on FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together, instead of soloing easy preys, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; below level 50&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
**Closes skillchains behind the tank using only &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; at level 50+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
* May suggest/focus on creating light based skill chains for MB Holy at level 55+&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of no tank &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115851</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115851"/>
		<updated>2026-01-11T16:10:03Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: &lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a  6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play on FFXI Horizon.  &lt;br /&gt;
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&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together, instead of soloing easy preys, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
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Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
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At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
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&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
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&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
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Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
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&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
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The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; below level 50&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
**Closes skillchains behind the tank using only &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; at level 50+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
* May suggest/focus on creating light based skill chains for MB Holy at level 55+&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115651</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115651"/>
		<updated>2026-01-08T22:14:46Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* No Support? No Problem. AKA Burst Party */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
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Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
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At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
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&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
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&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
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Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
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&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
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The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
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The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
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=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; below level 50&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
**Closes skillchains behind the tank using only &#039;&#039;&#039;Trick Attack&#039;&#039;&#039; at level 50+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
* May suggest/focus on creating light based skill chains for MB Holy at level 55+&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115650</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115650"/>
		<updated>2026-01-08T22:11:15Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* No Support? No Problem. AKA Burst Party */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
* May suggest/focus on creating light based skill chains for MB Holy at level 55+&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115649</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115649"/>
		<updated>2026-01-08T22:02:01Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Tactics */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party window.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115648</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115648"/>
		<updated>2026-01-08T22:00:29Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* No Support? No Problem. AKA Burst Party */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115647</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115647"/>
		<updated>2026-01-08T21:33:55Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* No Support? No Problem. AKA Burst Party */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
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Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
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At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
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&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
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&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
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Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
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&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# DPS pay careful attention to party member&#039;s TP in the party window&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115646</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115646"/>
		<updated>2026-01-08T21:30:36Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Compositions and Strategies */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
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Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
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At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
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&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
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&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
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Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
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&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
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The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
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The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
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=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
** THF + melee can form 3-step chains&lt;br /&gt;
** BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
** Tank maintains enmity through cooldown abilities and by Trick Attack+WS+SC of THF&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039; for curaga support.&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning prior to level 50&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective for tanks&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega/Spring Water) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF to be the puller.  May limit use of acid bolts in the leveling party.  &lt;br /&gt;
* Heavy DD (RNG, DRG, DRK, etc) may replace BLM with careful threat management and focus on creating skillchains for burst damage to defeat mobs before shadows expire.  DRK may focus on stuns to support shadow/threat management of party members.&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF and/or DRK significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* May acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
Dark Knight (DRK/NIN)&lt;br /&gt;
* Can function as a co-tank&lt;br /&gt;
* May use Stun, Weapon Bash, and other enmity abilities to support WAR/NIN&lt;br /&gt;
* May use Great Sword WS to support multiple skillchaining opportunities for burst damage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, DRK, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Standard_EXP_Party_Guide_-_Black_Mage&amp;diff=115596</id>
		<title>Standard EXP Party Guide - Black Mage</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Standard_EXP_Party_Guide_-_Black_Mage&amp;diff=115596"/>
		<updated>2026-01-05T22:56:18Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* On Weaponskills and Skillchains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Black Mages are far more flexible than many players realize. They bring destruction, debuffing, crowd control, and even light healing to standard parties. As the job advances into the mid and later levels, BLM becomes more technical and requires a working knowledge of several mechanics to perform well: preferred melee weapon skills, skillchain properties, and understanding the party lineup you’re supporting.&lt;br /&gt;
&lt;br /&gt;
Partying in a standard group as a BLM will test your communication, awareness, macro management, and timing. You’ll need to watch the frontline’s TP gain closely, coordinate magic bursts, and balance nuking with support. Because of these moving parts, the skill ceiling for BLM is noticeably higher compared to many other jobs in a standard EXP party.&lt;br /&gt;
&lt;br /&gt;
Fortunately, this guide is here to help. Its goal is to teach Black Mages how to shine in standard parties from the mid to late levels—and to encourage BLMs to start their own groups to show others what the job can really do.&lt;br /&gt;
&lt;br /&gt;
This guide is also for party leaders. A BLM offers a unique backline option: instead of buffing allies, they amplify the party’s damage by bringing powerful bursts that capitalize on melee coordination. With a tank, healer, and puller already present, you can often begin leveling much faster by inviting a BLM rather than waiting (sometimes for hours) for a support job to appear.&lt;br /&gt;
&lt;br /&gt;
TL;DR:&lt;br /&gt;
Black Mages perform extremely well in standard parties from the mid to late levels when they:&lt;br /&gt;
&lt;br /&gt;
*handle backup healing/cleansing&lt;br /&gt;
&lt;br /&gt;
*debuff &lt;br /&gt;
&lt;br /&gt;
*and have at least one reliable skillchain to burst off of (plus free nuking)&lt;br /&gt;
This can be achieved easily with a THF puller and a traditional 4 frontline / 2 backline setup.&lt;br /&gt;
&lt;br /&gt;
BLMs also excel in tankless XP setups (3× Melee/NIN, THF or BRD puller, Healer, BLM), serving as a debuffer/support who delivers strong bursts and still contributes solid DPS.&lt;br /&gt;
&lt;br /&gt;
Additionally, BLMs should make full use of Drain to boost their DPS whenever possible (avoid using it on bats and undead—just use low-tier nukes instead).&lt;br /&gt;
&lt;br /&gt;
Bottom line: You don’t always need a dedicated support job if you have a BLM. Get to EXPing faster—bring someone who can throw out bursts and keep the party alive in a pinch.&lt;br /&gt;
&lt;br /&gt;
Please note: This guide does not argue that standard groups are better or worse than other group styles. Only that standard leveling groups are absolutely viable for Black Mage and can be a fun and effective way to play with friends. Play how you like—and enjoy the journey.&lt;br /&gt;
&lt;br /&gt;
== Party Preparation ==&lt;br /&gt;
Spells, Spells, Spells.  Unlike melee who rely on weapons and armor, Black Mages rely almost entirely on their spell list. To perform well in an EXP party, you must keep every spell up to date—single-target nukes (Tier I–IV), -ga spells, Drain, and Aspir. Yes, -ga spells are just as important as single-target nukes. Higher-level spells have higher base damage, and -ga spells become key tools for burst damage.&lt;br /&gt;
&lt;br /&gt;
Many scrolls can be purchased from NPCs, while others come from quests, monster drops, or the Auction House. Expect spell prices to rise as you level. For example, you’ll need roughly 50,000 gil to purchase all NPC spells up to level 30 with zero fame (not counting Drain, Warp, Tractor, or Aspir).&lt;br /&gt;
&lt;br /&gt;
As costs increase, plan to take short breaks from leveling to make gil—farming low-level mobs, selling crystals/clusters, crafting, HELM activities, or fishing are common methods. This guide won’t cover gil-making in detail, but you will need some income to stay current.&lt;br /&gt;
&lt;br /&gt;
The only spells you can safely skip in a standard leveling party are the Ancient Magic scrolls (e.g., Flare). More on that later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your primary goal is INT, which boosts both your magic attack and accuracy for black magic. The higher your INT compared to the enemy’s INT, the more damage you’ll deal and the fewer resists you’ll see.&lt;br /&gt;
&lt;br /&gt;
You should also build a MND set for white magic debuffs (Paralyze, Slow, Silence). Higher MND increases both potency and accuracy for these spells.&lt;br /&gt;
&lt;br /&gt;
Starting at level 51, &#039;&#039;&#039;elemental staves&#039;&#039;&#039; become game-changing. They add significant damage and accuracy to your nukes, and the Dark Staff dramatically improves MP recovery and strengthens Drain and Sleep.&lt;br /&gt;
&lt;br /&gt;
Recommended purchase order:&lt;br /&gt;
&lt;br /&gt;
Dark Staff – Resting MP and stronger Sleep/Drain&lt;br /&gt;
&lt;br /&gt;
Ice Staff – Big boost to Paralyze and Blizzard spells&lt;br /&gt;
&lt;br /&gt;
Wind Staff – Helps with Silence and Aero spells&lt;br /&gt;
&lt;br /&gt;
Earth Staff – Helps land Slow and Stone spells&lt;br /&gt;
&lt;br /&gt;
Light Staff – Lower priority for BLM (more useful for WHM/RDM/SMN)&lt;br /&gt;
&lt;br /&gt;
Don’t stress about HQ staves. NQ versions are strong enough for standard parties; HQs are luxury upgrades. If you do aim for HQs, follow the same purchase order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Like melee, BLMs perform better with food. Look for foods that give +INT, such as fruit pies and rice cakes.&lt;br /&gt;
&lt;br /&gt;
If you want convenience and cheap MP regen, consider leveling Cooking:&lt;br /&gt;
&lt;br /&gt;
Lv 30: Pineapple juice (great for low downtime at early levels)&lt;br /&gt;
&lt;br /&gt;
Lv 40: Melon juice&lt;br /&gt;
&lt;br /&gt;
Lv 50: Grape juice&lt;br /&gt;
&lt;br /&gt;
Lv 60: Yagudo drinks (excellent for mid-late levels if no refresher is present)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skill Levels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keeping your Elemental, Dark, and Enfeebling magic skills capped is crucial. Under-skilled magic will get resisted frequently, hurting both your DPS and your ability to land debuffs.&lt;br /&gt;
&lt;br /&gt;
If your skills fall behind (usually due to frequent level sync), take time to skill up—worm-type enemies are ideal targets. Silence them, then spam spells until your skills cap.&lt;br /&gt;
Worm locations:&lt;br /&gt;
https://horizonffxi.wiki/Category:Worms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful Addons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several addons vastly improve performance in a standard EXP party:&lt;br /&gt;
&lt;br /&gt;
Recast / TTimers&amp;lt;br&amp;gt;&lt;br /&gt;
Shows recast timers so you always know when Drain, Elemental Seal, Divine Seal, and other key abilities are available.&lt;br /&gt;
&lt;br /&gt;
Chains&amp;lt;br&amp;gt;&lt;br /&gt;
Displays incoming skillchains and tells you which elements you can magic burst with—extremely helpful for timing your nukes.&lt;br /&gt;
&lt;br /&gt;
TParty or HXUI&amp;lt;br&amp;gt;&lt;br /&gt;
Arguably the most important: these addons let you see your melee’s TP. Knowing when they’re about to WS allows you to time your bursts, manage aggro, and sync your casts more effectively.&lt;br /&gt;
&lt;br /&gt;
===On Subjobs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideally you want to level both WHM and RDM for your subjobs.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White mage subjob is recommended if your group does not have a support role or tank in it.&#039;&#039;&#039;  This will be the majority of your standard leveling parties: 4 frontline melee, 2 mages (you and healer).    Expect to lean more as a support/debuffer/off healer to fit in your party.  You still should be able to get MBs in.  If your group is facing mobs that have damaging AoE abilities (for curaga) or lots of status ailments (courels) it&#039;s probably better to go /WHM to support the main healer as well. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t expect to be topping the DPS charts if there is no support in your party at higher levels.  That&#039;s OK!  Leave most of the DPS to the 4 frontline so you can maintain mp. You should at least be 2 or 3rd place if you like DPS numbers.  Your role is still important by supporting the healer, debuffing, stunning, and magic bursting.  Consider limiting free nuking.&lt;br /&gt;
&lt;br /&gt;
Melee are encouraged to sub /NIN in this setup  in favor of damage mitigation.  But there are ways around this if your party has a Tank + THF in it for hate control for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Mage subjob is recommended if your party has a support role + tank in it&#039;&#039;&#039;.  This party will have a 3 mage backline, 3 melee frontline.  Or a BRD + healer + BLM situation. Expect to still backup heal in a pinch. But you&#039;ll be free-nuking a lot more.  Fast cast will help you be able to double magic burst.  You&#039;ll also get a bit more INT for your spells&#039; damage and accuracy with RDM sub.  The 3 melee frontline should be encouraged to sub /WAR /SAM or /THF for more DPS as there will be at least 3 people that can heal or 2 with a refresh.&lt;br /&gt;
&lt;br /&gt;
Whether you are subbing WHM or RDM, expect to backup heal!&lt;br /&gt;
&lt;br /&gt;
=== Macros ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; width=50%&amp;quot;|&lt;br /&gt;
Standard party or not, you want to be able to quickly access your spells. &#039;&#039;&#039;All spells are important and you want to be able to access any spell on the fly along with the proper equipment swap.&#039;&#039;&#039; You&#039;re going to need to access lower level nukes when you need to quickly kill a monster before it may kill you/when you need to chain nuke something down.  Here are some examples of how to set up your macros for easy/quick access so you don&#039;t have to waste time searching through your menus (So you don&#039;t miss a magic burst or back up heal opportunity).&lt;br /&gt;
&lt;br /&gt;
Each macro set will have your single target and -GA nukes in the same position for each tier (1-4). With this macro set up, you can quickly scroll through your tiers of single target spells and -GAs.  You will also have access to resting, drain, and stun on each page, also in the same position.  Could also swap in Aspir as needed.  Each macro will have the spell as well as appropriate gear swap for each spell (staves, skill+, etc) Ex: /equipset 10.  &lt;br /&gt;
&lt;br /&gt;
The macros labeled &amp;quot;DOTS&amp;quot; and &amp;quot;CURES&amp;quot; at the end of each set will jump your macros to the appropriate macro set via &amp;quot;/macro set x&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NUKES&amp;quot; will jump your macros to the appropriate tier of nukes/-agas&lt;br /&gt;
&lt;br /&gt;
Again, these are all just some examples in how to set up your macros for accessing spells on the fly.  Your preferences may differ!  &lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
[[File:Blmmacroupdate.png|thumb|left|Tier 1 Nukes and -AGAs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blmmacroupdate2.png|thumb|left|Tier 2 Nukes and -AGAs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blmmacroupdate3.png|thumb|left|Tier 3 Nukes and -AGAs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dotsblm.png|thumb|left|DoTs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Enfeebblm.png|thumb|left|Debuffs/Enfeebs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ccblm.png|thumb|left|Crowd Control Spells]]&lt;br /&gt;
&lt;br /&gt;
[[File:CuresMacros.PNG|thumb|left|Cures/Support]]&lt;br /&gt;
&lt;br /&gt;
[[File:Curejumpmacro.png|thumb|left|Example script to jump to cures macro set]]&lt;br /&gt;
&lt;br /&gt;
[[File:Thundermacroblm.png|thumb|left|Example spell macro script]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leveling Party Composition ==&lt;br /&gt;
And now a lesson on exp party composition...&lt;br /&gt;
&lt;br /&gt;
The most common leveling party that includes a BLM looks like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Frontline (1 puller, 1 optional tank) + 2 Backline (Main Healer + BLM).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
*PLD, THF, SAM, WAR, RDM, BLM&lt;br /&gt;
*NIN, THF, DRG, DRK, WHM, BLM&lt;br /&gt;
*PLD, BRD, WAR/SAM, MNK/WAR, WHM, BLM&lt;br /&gt;
*THF/NIN, MNK/NIN, WAR/NIN, DRK/NIN, RDM, BLM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why Standard Parties Don’t Need a Support Job&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A traditional EXP party doesn’t always require BRD/RDM/SMN if you already have a tank and healer — especially if one of the backline jobs is BLM.&lt;br /&gt;
&lt;br /&gt;
A good BLM can:&lt;br /&gt;
*Back-up heal and cleanse&lt;br /&gt;
&lt;br /&gt;
*Debuff&lt;br /&gt;
&lt;br /&gt;
*Provide crowd control&lt;br /&gt;
&lt;br /&gt;
*Magic burst&lt;br /&gt;
&lt;br /&gt;
*Add burst DPS to speed kills&lt;br /&gt;
&lt;br /&gt;
Without a support, your party trades steady DPS + low downtime for burst DPS + occasional downtime between chains. Both styles work — but a BLM makes the “burst” version very strong.&lt;br /&gt;
&lt;br /&gt;
===THF Synergy: The Secret Weapon for BLM Standard Parties===&lt;br /&gt;
&lt;br /&gt;
If your party includes a BLM, you will need a frontline puller (often THF or BRD).&lt;br /&gt;
&lt;br /&gt;
But THF is extremely good with BLM:&lt;br /&gt;
*THF is a consistent puller (so you don’t sit in Jeuno for hours waiting for a BRD).&lt;br /&gt;
*THF guarantees at least one consistent skillchain, giving BLM reliable burst windows.&lt;br /&gt;
*THF naturally manages enmity, making BLM nuking safer.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
Your party does not need BRD if you already have a THF.&lt;br /&gt;
You can run both, but you don’t need BRD for your party to be good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The “Tricky Part” of BLM in Standard Parties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At higher levels, a BLM in a regular party requires:&lt;br /&gt;
*A reliable puller&lt;br /&gt;
*Some back-up healing and debuffing&lt;br /&gt;
*At least one coordinated skillchain to burst on&lt;br /&gt;
&lt;br /&gt;
This is all solved with:&lt;br /&gt;
&lt;br /&gt;
✔ Four frontline &amp;lt;br&amp;gt;&lt;br /&gt;
✔ A healer &amp;lt;br&amp;gt;&lt;br /&gt;
✔ A THF puller (or BRD)&lt;br /&gt;
&lt;br /&gt;
That’s it. Very easy to form and highly consistent.&lt;br /&gt;
&lt;br /&gt;
===Why Some “Old-School” Parties Struggle===&lt;br /&gt;
&lt;br /&gt;
Some leaders build the classic old-FFXI style party:&lt;br /&gt;
Tank + Healer + Support + (only) 2–3 DPS&lt;br /&gt;
&lt;br /&gt;
Problems:&lt;br /&gt;
*Not enough DPS to reach chain 5+&lt;br /&gt;
*Melee may sub /NIN and lose damage&lt;br /&gt;
*Support jobs + tanks + healers are always in demand → very long waiting times&lt;br /&gt;
*You are stuck waiting for the “ideal” lineup instead of playing&lt;br /&gt;
*Adding a BLM instead of a support gives you an immediate party that kills fast.&lt;br /&gt;
&lt;br /&gt;
Waiting for meta jobs = lost EXP/hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optimal DPS Flow Without a Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dropping the support job opens a slot for:&lt;br /&gt;
&lt;br /&gt;
✔ 3 DPS &amp;lt;br&amp;gt;&lt;br /&gt;
✔ The puller &amp;lt;br&amp;gt;&lt;br /&gt;
✔ + tank + healer&lt;br /&gt;
&lt;br /&gt;
This drastically increases your party’s ability to spike down mobs quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“But… what about Refresh?”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Refresh is useful — but not required on Horizon due to several era+ improvements:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Conserve MP (Lv25): Reduces spell cost ~25% of the time&lt;br /&gt;
&lt;br /&gt;
Drain/Aspir: Sustain your MP while dealing damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHM Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Devotion (45): Big MP restore every 10 minutes&lt;br /&gt;
&lt;br /&gt;
Divine Veil + Regen: Long-lasting enhanced potency regen reduces healing load&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLD Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chivalry (45): Converts TP into MP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starlight WS: Extra MP while using hammers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRG Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DRG/WHM or DRG/RDM (60+): Effective co-healer + DPS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Server-wide Enhancements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Boosted resting MP formula&lt;br /&gt;
&lt;br /&gt;
Boosted Clear Mind traits&lt;br /&gt;
&lt;br /&gt;
These all significantly reduce the need for Refresh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How a BLM Changes the Flow of Battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a THF pulling and setting up SCs, every other mob can die extremely quickly due to a clean SC + MB.&lt;br /&gt;
&lt;br /&gt;
The other 2 frontline may also set up another chain for the BLM.  Doing so &#039;&#039;&#039;will&#039;&#039;&#039; accelerate the party&#039;s kill speed.  It takes a bit of job/skillchain knowledge to build the right setup to pull this off however to ensure the other 2 melee can chain together.&lt;br /&gt;
&lt;br /&gt;
The healer rests longer between spikes&lt;br /&gt;
&lt;br /&gt;
Even without a support job, uptime is surprisingly high&lt;br /&gt;
&lt;br /&gt;
Your party may have slightly more downtime between chains waiting on respawns — but your kill speed makes up for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can absolutely run a strong EXP party with:&lt;br /&gt;
*4 frontline (including THF puller)&lt;br /&gt;
*1 healer&lt;br /&gt;
*1 BLM&lt;br /&gt;
&lt;br /&gt;
No support needed.&lt;br /&gt;
Faster to form.&lt;br /&gt;
More DPS.&lt;br /&gt;
More burst potential.&lt;br /&gt;
More skillchains.&lt;br /&gt;
And the BLM can cover debuffs + backup healing + crowd control.&lt;br /&gt;
&lt;br /&gt;
== BLM&#039;s Role and Utility in a Leveling Party ==&lt;br /&gt;
&#039;&#039;&#039;The “Offensive Support Tactician”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A common misconception is that Black Mage is pure DPS with no utility. While this may be true in a manaburn, it is not true in a normal EXP party. BLM plays an offensive support role — a tactician who reads the flow of battle and acts where the party needs it most.&lt;br /&gt;
&lt;br /&gt;
A skillful BLM:&lt;br /&gt;
*Enhances skillchain damage (MB / double MB)&lt;br /&gt;
*Supports melee coordination&lt;br /&gt;
*Debuffs &lt;br /&gt;
*Contributes backup healing&lt;br /&gt;
*Helps manage links/puller safety&lt;br /&gt;
*Enables the party to take on higher-level mobs&lt;br /&gt;
*Protects the frontline DPS with well-timed [[stun]]s&lt;br /&gt;
*Reduces stress on the healer&lt;br /&gt;
&lt;br /&gt;
This makes the job more active and complex than people expect — and gives it a fairly high skill ceiling to master.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage That Ignores Defensive Buffs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM also solves a common problem:&lt;br /&gt;
Some mobs use defense up or evasion up abilities (like Cocoon or Shell Guard), making physical DPS struggle. Magic bursts ignore this entirely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crowd Control &amp;amp; Safety Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the puller brings links or aggro, or a party member gets jumped on the way to camp, BLM provides reliable CC:&lt;br /&gt;
&lt;br /&gt;
*Sleep&lt;br /&gt;
*Sleep II&lt;br /&gt;
*Sleepga&lt;br /&gt;
*Sleepga II&lt;br /&gt;
*Bind&lt;br /&gt;
&lt;br /&gt;
Using Elemental Seal ensures these land on even the highest-level targets.&lt;br /&gt;
&lt;br /&gt;
Some camps practically require a BLM or BRD because of dense linking mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enabling Higher-Level Targeting (More EXP)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From the mid to late levels a BLM in the party allows targeting mobs 9–10+ levels higher than the party — even without a refresher job.&lt;br /&gt;
Why?&lt;br /&gt;
&lt;br /&gt;
*Level 50+ melee get far stronger WS&lt;br /&gt;
*BLM gets elemental staves&lt;br /&gt;
*AF gloves provide +15 elemental skill&lt;br /&gt;
*Skillchain → Magic Burst → Double MB deletes mobs&lt;br /&gt;
*Damage jumps dramatically&lt;br /&gt;
&lt;br /&gt;
The higher the enemy, the more EXP chains reward you — and the party outlevels the camp much more slowly.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeing Melee From /NIN (More DPS for the Party)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a tank, a THF, and SC+MB burst damage, melee don’t need to sub /NIN in most standard parties.  Subjobs like /WAR, /SAM, or /THF offer significantly more DPS.&lt;br /&gt;
&lt;br /&gt;
Why /NIN becomes unnecessary:&lt;br /&gt;
*A tank + THF controls enmity&lt;br /&gt;
*Skillchain + MB kills the mob before hate becomes a problem&lt;br /&gt;
*BLM can Stun (Lv45+) to protect melee taking aggro&lt;br /&gt;
*BLM off-healing reduces emergency healing spikes&lt;br /&gt;
&lt;br /&gt;
Melee without shadows simply need to avoid opening a fight with a WS and should watch their threat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM Reduces Stress on the Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM is a self-sufficient DPS:&lt;br /&gt;
*Drain&lt;br /&gt;
*Blink&lt;br /&gt;
*Stoneskin&lt;br /&gt;
*Regen&lt;br /&gt;
*Stun&lt;br /&gt;
*Off-cures&lt;br /&gt;
&lt;br /&gt;
Unlike melee DPS, BLM rarely needs:&lt;br /&gt;
*Haste&lt;br /&gt;
*Constant healing&lt;br /&gt;
*Extra attention&lt;br /&gt;
&lt;br /&gt;
This frees the main healer to rest more often, preserving MP during long chains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM Improves Melee Coordination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee love skillchaining—but coordinating SCs can be messy without structure.&lt;br /&gt;
&lt;br /&gt;
BLM naturally: &lt;br /&gt;
*Establishes the SC order&lt;br /&gt;
*Prevents DPS from stepping on each other&lt;br /&gt;
*Gives melee satisfying teamwork moments&lt;br /&gt;
*Increases the party kill speed without the need of a support &lt;br /&gt;
&lt;br /&gt;
Melee want to SC; BLM gives them a reason and a rhythm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enfeebling: The Underrated Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM has C+ enfeebling, which is:&lt;br /&gt;
*Higher than WHM’s enfeebling&lt;br /&gt;
*Boosted by elemental staves (for extra accuracy)&lt;br /&gt;
*You can reliably land: Paralyze, Slow, Blind&lt;br /&gt;
&lt;br /&gt;
These dramatically reduce the mob’s effectiveness and MP strain on the healer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility Spells (The Extra Bonuses)&#039;&#039;&#039;&lt;br /&gt;
BLM’s toolkit gives your party comfort, safety, and efficiency:&lt;br /&gt;
*Lv25 – Tractor: Pull bodies from dangerous spots&lt;br /&gt;
*Lv29 – Escape: Safely warp out of dungeons&lt;br /&gt;
*Lv45 – Stun: Save shadows, protect melee, interrupt abilities&lt;br /&gt;
*Lv50 – Warp II: Instant travel convenience (everyone loves this)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subjob Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
/WHM&lt;br /&gt;
*Cures, Curaga, -na spells&lt;br /&gt;
*Regen&lt;br /&gt;
*Divine Seal (major cure/curaga)&lt;br /&gt;
*Raise &amp;amp; Reraise (Lv50)&lt;br /&gt;
*Sneak 40 / Invis 50&lt;br /&gt;
&lt;br /&gt;
/RDM&lt;br /&gt;
*Cures, Regen&lt;br /&gt;
*Sneak 40 / Invis 50&lt;br /&gt;
*Dispel at 64&lt;br /&gt;
**Incredibly valuable if no RDM/BRD/SMN is present&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When to Sub /WHM vs /RDM&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the party does not have a support job (very common), /WHM is preferred for:&lt;br /&gt;
*Backup cures / clean-up&lt;br /&gt;
*Divine Seal&lt;br /&gt;
*Regen support&lt;br /&gt;
*Raise/Reraise insurance&lt;br /&gt;
&lt;br /&gt;
You become more of an enfeebler + off-healer, while still focusing on MBs for DPS.  Avoid heavy AoE camps without Aspir unless your group is skilled.&lt;br /&gt;
&lt;br /&gt;
==A Word on the Early levels==&lt;br /&gt;
As started earlier, the early levels (12-25ish) involve mostly free-nuking (casting a damaging spell that will not burst/is not after a skillchain).  &lt;br /&gt;
&lt;br /&gt;
Consider soloing from 1-12 in the starter zones.  Groups are much easier to get into from level 12+.  &#039;&#039;&#039;Make use of poison when soloing.  It has been boosted on horizon and does great DOT.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may luck out with geared and coordinated melee that chain in low level parties but generally melee accuracy is pretty low for consistent chaining and TP gains.&lt;br /&gt;
&lt;br /&gt;
The best things you can do in the early level parties are: &lt;br /&gt;
*Cast drain on cooldown, and free nuke  your highest spells (uncluding -agas, they deal a lot more damage than single target nukes, just watch for any close by mobs). [[Blizzard]] is probably the best high damage spell you can use in the early levels once you get it.  Many mobs do not have resistance or are weak to ice. Don&#039;t shy away from chain nuking down a mob if you think you can kill it before it gets too angry, turns to you, and tries to eat you.&lt;br /&gt;
&lt;br /&gt;
*Be mindful of mob resistances (you probably don&#039;t want to cast water on crabs and pugs...), and watch your hate.  &lt;br /&gt;
*&#039;&#039;&#039;If you pull aggro, hold off free nuking for a moment, unless you think you can kill the mob before it kills you.&#039;&#039;&#039;  &lt;br /&gt;
*Be on the lookout for any links the puller brings to the party.  Elemental seal + bind/sleep will save your party.  Have those spells and ES macroed up for quick reaction.&lt;br /&gt;
*Back up the main healer.  Especially if there are only 2 mages in the party (Will be the majority of your exp parties).  Keeping the frontline alive is a priority.  /WHM sub is probably best at the low levels, getting through the dunes, for poisona to support the healer.&lt;br /&gt;
*Refrain from being &#039;&#039;&#039;&amp;quot;sleepy&amp;quot;&#039;&#039;&#039; in your parties and resting too much.  BLM MP management is unlike a healer&#039;s where it&#039;s fine to use up a lot of mp quickly if it&#039;s going to push the enemy to death and get exp faster. Casting a free nuke to deal a chunk of damage, finish a mob off, catch an magic burst, or save someone from dying is worth missing out on resting to full mp.  &lt;br /&gt;
**&#039;&#039;&#039;Consistently resting to full mp = holding your party back on exp gains.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Coordinating with the Melee ==&lt;br /&gt;
As a Black Mage, your primary contribution (though not your only one) is magic bursting after melee create a skillchain.&lt;br /&gt;
BLM damage will be mediocre without at least one consistent skillchain to burst off of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THF Is Your Best Friend&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If your party has a THF, they will almost always want to skillchain. THF damage relies on creating chains (Distortion and Detonation at lower levels), and THF typically serves as the puller with excellent hate-control tools—making it safe for you to burst aggressively.&lt;br /&gt;
&lt;br /&gt;
[[File:HXUIPartyTP.png|thumb|center|Melee 3 and 5 have TP to skillchain (HXUI addon). Be ready to magic burst.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When Melee Already Know Their Chains&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In mid- to late-level parties, many melee will already know which weapon skills chain together, or they’ll be using addons that tell them. In these groups, your job is simple:&lt;br /&gt;
watch TP → watch for the closer → burst immediately.&lt;br /&gt;
Once melee see big burst numbers regularly, they will naturally keep chaining because it speeds up kills dramatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When You Need to Coordinate the Chain&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If melee are not chaining, you may need to help coordinate. This requires only basic knowledge of common WS combinations and their properties. The payoff in party DPS is well worth it.&lt;br /&gt;
&lt;br /&gt;
Almost any two melee jobs can form a skillchain as long as you know which weapons they’re using.&lt;br /&gt;
&lt;br /&gt;
Example coordination:&lt;br /&gt;
&lt;br /&gt;
“WAR, are you on Great Axe or Axe?”&lt;br /&gt;
&lt;br /&gt;
“DRK, Scythe or Great Sword?”&lt;br /&gt;
&lt;br /&gt;
“Great—DRK can you open for WAR?”&lt;br /&gt;
&lt;br /&gt;
“Vorpal Scythe → Sturmwind = Reverberation. I’ll burst Waterga II on it.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Not Over-Control the Melee&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Avoid dictating exact skillchain setups unless the group asks for help.&lt;br /&gt;
Sometimes a chain that is easier for the melee is better than one that is optimal for you.&lt;br /&gt;
&lt;br /&gt;
A consistent chain is always better than the “perfect” chain that stresses the party.&lt;br /&gt;
Once melee see the HP drop from your bursts, they will usually keep chaining naturally as this deletes mobs faster than not coordinating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avoid “TP Ready” / “SC Ready” Macros&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That style belonged to old-school FFXI. Today it slows down kills because it creates hesitation.&lt;br /&gt;
&lt;br /&gt;
Most players use addons that show everyone’s TP.&lt;br /&gt;
Just advise the opener:&lt;br /&gt;
“Use WS as soon as both of you hit 100% TP.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Level Considerations (Sub-30)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Before ~25–30 melee accuracy is poor and TP gain is inconsistent.&lt;br /&gt;
Newer players are still learning how chaining works.  At these levels you may want to mostly free-nuke and drain unless your melee naturally start chaining.&lt;br /&gt;
&lt;br /&gt;
In 4-melee / 2-mage parties it can still happen; just watch TP and react.&lt;br /&gt;
&lt;br /&gt;
===On Weaponskills and Skillchains===&lt;br /&gt;
Melee do have their preferred heavy hitting weapon skills.  But usually they are happy to open or close a chain as long as they get to use their heavy hitting weapon skills.  It&#039;s more fun to have a buddy to skillchain with rather than spamming weapon skills as well!  If partying with a THF or melee that uses /THF, they probably want to close a chain.     &lt;br /&gt;
&lt;br /&gt;
If the melee in your party are not chaining...here are some tips on how weaponskills chain with each other so you can provide some guidance in setting up chains: &lt;br /&gt;
&lt;br /&gt;
*THFs using &#039;&#039;&#039;Daggers&#039;&#039;&#039; want to close Distortion or Scission with Wasp Sting or Viper Bite.  &#039;&#039;&#039;Tip: become familiar with how dagger weapon skills chain with other weapon skills.  You most likely will be working with THFs/Daggers in your groups.&#039;&#039;&#039;  At lower levels you may need to nudge THFs to close Detonation with Gust Slash though if the other melee can&#039;t open Distortion.  For example, your party has a Great Axe WAR or DRK using Sturmwind and no other melee to work with the THF (Maybe there is a BRD in the party taking up that melee spot).  Luckily &#039;&#039;&#039;Gust Slash has been era+ to hybrid damage so it actually does some decent damage with sneak/trick attack.&#039;&#039;&#039; Starting at 60 THFs are really happy to close Detonation Scission and Distortion with Dancing Edge.&lt;br /&gt;
&lt;br /&gt;
*Starting at 23 WARs like to use Sturmwind with &#039;&#039;&#039;Great Axe&#039;&#039;&#039;.  This goes all the way till level 60 when they get Raging Rush.  Sturmwind can open Reverberation, Detonation, Impaction or Induration. Sturmwind closes Reverberation and Fragmentation.  Once WARs Hit 60 they want to start using Raging Rush which can open or close Fragmentation, and closes Induration and Reverberation.  Raging Rush also opens Impaction.  Some DRKs roll with Great Axe at lower levels too. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axe&#039;&#039;&#039; wielding WARs and BSTS have a few options before they get Rampage at 55.  Raging Axe closes Detonation, Impaction, and Fusion.  Raging Axe opens Detonation Liquefaction and Gravitation.  At 33 Avalanche Axe opens Fragmentation and Impaction.  Avalanche Axe also closes Induration.  At 49 Spinning Axe opens Fusion and Liquefaction, and can close Distortion or Liquefaction.  Once WARs and BSTs get Rampage they can close Distortion, or open Detonation Reverberation and Liquefaction.&lt;br /&gt;
&lt;br /&gt;
*DRKs who use &#039;&#039;&#039;Scythe&#039;&#039;&#039; tend to like Shadow of Death starting at level 23. Shadow of Death closes Fragmentation, Induration, and Reverberation.  Shadow of Death opens Impaction and Induration.  Starting at 49 Scythe DRKS really want to use Vorpal Scythe.  Vorpal Scythe opens Distortion, Detonation, Scission, Reverberation, and Liquefaction.  Vopral Scythe can close Scission.  Starting at 60 DRKs REALLY want to use Guillotine on scythe.   Guillotine opens Fragmentation and Impaction, and closes Induration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great Sword&#039;&#039;&#039; wielding DRKs are versatile.  They can open or close nearly any chain.  They could close Distortion with Hardslash.  They do tend to like using Frost Bite at 23 and Freezebite at 33 though.  Both open Fragmentation and close Induration.  Freezebite will also close Detonation and open Scission.  However at level 55 they really want to use Crescent Moon which closes Distortion and opens Reverberation, Liquefaction, and Detonation.  At 60 Great Sword wielding DRKs prefer to use Sickle Moon which shares the same properties as Crescent moon and also closes Fragmentation and Reverberation.&lt;br /&gt;
&lt;br /&gt;
*Similar to Great Sword DRKs SAMs with &#039;&#039;&#039;Great Katanas&#039;&#039;&#039; are versatile.  However they tend to like Tachi: Enpi.  Which opens and closes Distortion and Scission (THFs and SAMs will like working together).  Enpi opens Reverberation, Scission, Detonation, and Liquefaction.  At 49 SAMs like to use Tachi:Jinpu, which opens Reverberation, Liquefaction, Detonation, and Gravitation.  Jinpu will close Distortion, Scission, and Detonation. When SAMs hit 60 they prefer to use Yukikaze, which opens Fragmentation/Impaction, and closes Detonation.  &lt;br /&gt;
&lt;br /&gt;
*MNKs using &#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039; like to use Combo and starting at 41 Raging Fists.  Both are good to close Fusion and Impaction, or open Detonation.  At 24 Monks get One Inch Punch.  It opens Detonation and closes Gravitation.  At 33 Monks get Backhand Blow, which is also pretty strong and closes Detonation.  Backhand Blow opens Scission and Gravitation as well.  Starting at 60 Monks like to use Howling Fist.  Howling Fists opens Distortion, Reverberation, Liquefaction, and Detonation.  Howling Fists closes Fusion and Impaction. &lt;br /&gt;
&lt;br /&gt;
*DRGs with &#039;&#039;&#039;Polearms&#039;&#039;&#039; are usually happy to open Distortion or Reverberation with Double Thrust until they hit 49.  Then they REALLY want to use Penta Thrust.  Penta Thrust opens Detonation and closes Gravitation.  At 55 DRGs get Vorpal Thrust which opens Distortion and Induration.  At 60 DRGs get Skewer (era+ adjustments) which opens Distortion, Fragmentation amd Reverberation.  See if you can coax DRGs to open Distortion or Fragmentation.  It&#039;s great if you have a War THF or Rng to close.  But at 60 they could go back to opening Detonation again with penta if you&#039;re also partying with a THF that can close with Dancing Edge.&lt;br /&gt;
&lt;br /&gt;
*RNGs using &#039;&#039;&#039;Guns or Bows&#039;&#039;&#039; shouldn&#039;t have any issues opening Distortion, Reverberation, Induration, or Fusion until 55 when they get Sidewinder/Slug Shot.  Then they want to only use those WS.  Sidewinder/Slug Shot will open Impaction and Gravitation...but you probably want RNGs to be a closer for Fragmentation Reverberation or Detonation with Sidewinder/Slug Shot.  Reason being it does A LOT of damage and will pretty much pull hate from any tank and can mess up the next melee&#039;s weapon skill, &amp;quot;Too far away&amp;quot;.  &lt;br /&gt;
* If you are partying with a &#039;&#039;&#039;Summoner&#039;&#039;&#039; you can consider including avatars in skillchains.  They can open/close pretty much any chain with their avatars.  They could chain with the tank when they get TP or can do a 3 step after the melee do their chain.  Or pick 1 melee and just chain with them.  If you have a PLD tank, Red Lotus Blad &amp;gt; Burning Strike makes Fusion.  Avatars also make decent Magic Bursts so that&#039;s fun too if your SMN prefers the bursting to the chaining.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword&#039;&#039;&#039;-wielding PLDs are versatile and can open nearly any chain; notably Fusion, Gravitation, and Distortion.  NINs can open quite a few chains with &#039;&#039;&#039;katanas&#039;&#039;&#039; as well; notably Induration, Distortion, Gravitation, and Fragmentation.  Both jobs aren&#039;t bad at closing chains either.  At higher levels PLDs can gain TP almost as fast as the front line.  It is a good idea to coordinate another chain for your tanks.  Thf has a partner that is opening for them.  Pld is opening for their partner.  Ideally your party wants to aim for chains where a melee DD or summoner can close with a strong WS/BP for extra skillchain damage.  Make sure your tanks are eating accuracy tank food (sushi, ikra gunkan) so they don&#039;t delay a chain too much.&lt;br /&gt;
&lt;br /&gt;
Ideally you want to find a chain that you can burst your highest level spell off of, but your damage output shouldn&#039;t suffer too much if you are able to double burst something lower tier.  Some mobs have certain elemental resistances as well so your highest nukes may not be the best choice as well.  Some versatile weapon-wielding melee will say, &amp;quot;I can use either weapon&amp;quot; when you ask about what they can use for SCing.  Use that to your advantage to figure out a chain that you can burst the best nuke off of for the camp. &lt;br /&gt;
&lt;br /&gt;
The most popular skillchain in leveling parties is Distortion followed by Detonation.  (Water, Blizzard and Aero spells are the most important spells to be updated on as BLM.) &lt;br /&gt;
&lt;br /&gt;
Here are some visual representations on how certain weapons skills chain with each other.  &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level party lineup/skillchaining tips:&lt;br /&gt;
*Starting around levels 65-66 skillchaining gets much easier.  Melee learn powerful weapon skills that chain together easier to make level 2 and 3 skillchains.  Level 3 chains are awesome!  They do tons of damage (basically doubles the damage of the WS that closes a level 3 chain) and BLM can burst up to 4 elements off of those.  It will become even more easier to create chains when melee unlock their final weaponskill.  &lt;br /&gt;
*At higher levels (67+) THF+BLM+(any other 2 melee DPS) continues to synergize pretty well.  All you&#039;ll need is a healer and a tank (unless all the melee want to sub ninja) and you&#039;re party is set. Some meta exp parties/players start to leave out THFs (unfortunately) at around that level so you will often find a few THFs seeking to invite.  The same goes for PLDs.  You can probably find a lot of PLDs seeking.  &#039;&#039;&#039;PLD+THF+(any 2 melee DPS)+BLM can be strong as PLDs are versatile in opening/closing chains with sword.&#039;&#039;&#039;  A THF closing light/fragmentation or opening Distortion with a trick attack Shark Bite on a tank followed by a BLM MBing can be on par with other party set ups for consistent exp chain 5+ against monsters ~10 levels higher than the party.  Trick attack will also solidify threat on the tank.  Bonus points if the THF has [[Evisceration]]; they can then open/close Darkness or open Fragmentation for more options in creating chains. &lt;br /&gt;
**If partying with THF and MNK melee DDs at higher levels, and MNK does not have [[Asuran Fists]], the THF will most likely need to close Distortion with [[Dancing Edge]]; MNK opening with [[Howling Fist]].  &#039;&#039;&#039;Consider having a 4 front line party lineup (no bard) if partying with THF+MNK at higher levels so they have another melee to work with if the MNK doesn&#039;t have Asuran Fists.&#039;&#039;&#039;&lt;br /&gt;
***THF could also close Fragmentation (Shark Bite) with the PLD ([[Swift Blade]]) or NIN ([[Blade: Ten]]/Ku) tank opening for them.  &lt;br /&gt;
***PLD or NIN could also close darkness after THF and MNk make Distortion if they have TP for multiple bursting opportunities every other mob or so.&lt;br /&gt;
***PLD and MNK could make Fusion (Red Lotus Blade &amp;gt; Howling Fist), and THF close Light (Shark Bite) when all have TP as well.&lt;br /&gt;
&lt;br /&gt;
== The Magic Burst ==&lt;br /&gt;
When 2 compatible weapon skills occur in succession, a skillchain is formed.  Skillchains have elemental properties.  And if you cast a spell that matches an elemental property property of the skillchain within approximately 10 seconds, that spell will &amp;quot;BURST&amp;quot;, meaning it will have a lot more accuracy and cause a lot more damage.  Magic bursting is boosted on Horizon for extra accuracy and damage as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MBThundagaIIFlamingo.png|thumb|center|]]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Mbaero3flamingo.png|thumb|center|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: The window for magic bursting is closed if another weapon skill is used after a skillchain is created.  Communicate with the other melee to please hold off using weaponskills during the SC+ (double)MB combo.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A review of each skillchain and their magic burst properties:&lt;br /&gt;
&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&lt;br /&gt;
Review the skillchain chart in the above section to see how your melee can skillchain.  Luckily powerful weapon skills do chain with eachother so melee are usually happy to chain as they can still use their favored weapon skills.&lt;br /&gt;
&lt;br /&gt;
...So you&#039;ve got your party together, figured out a skillchain to burst off of, you&#039;re at camp, and the front line are hitting the mob.  While the healer is looking at HP bars making sure the party is healthy, you, the black mage, are looking at the TP bars and making sure you&#039;re ready for magic bursting....&lt;br /&gt;
&lt;br /&gt;
You now see that the two melee (most likely going to be a THF and their partner) who are chaining are getting close to 1000+ TP.  Get ready.  Stand up if you are resting.  &lt;br /&gt;
&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon.  Be ready to Magic Burst.)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Bursting is tactical.  Do NOT ask the melee to wait for your spells.  Be aware of what&#039;s happening on the front line.  Follow the melee in their chain.  Every second that delays the melee in their chain, delays mob being defeated/exp.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
When you see the first melee weapon skill, start casting your hardest hitting nuke that will burst off of the incoming skill chain (Distortion, Detonation, and Reverberation are the most common chains especially at the lower levels).  &lt;br /&gt;
&lt;br /&gt;
If you are using the &#039;&#039;&#039;chains addon&#039;&#039;&#039; it will show you what you can burst with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-GA AoE nukes are highly recommended for magic bursting!  Your party should not be camping by close mobs that will aggro/link/get caught in the -GA so you should be safe to -GA.  -GA nukes generally do a lot more damage than the single target nukes of the same tier (Prioritize Aeroga over Aero for a Detonation chain).&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You should be finishing your nuke soon after the 2nd melee uses a weaponskill and the skillchain goes off for a magic burst.  It may take some practice with your party mates to get the timing right.  Observe and acclimate to the &amp;quot;rhythm&amp;quot; of the melee after a few fights.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder: The window for magic bursting is closed if another weaponskill is used after a skillchain is created.  Communicate with the other melee to hold off using WS during the SC+ (double)MB combo if you notice they are doing so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The First EXP Mob- Getting the Burst Engine Started===  &lt;br /&gt;
It&#039;s not uncommon for the first mob pulled to be the &amp;quot;TP builder.&amp;quot; Depending on how geared your melee are, they may not have TP until the first exp mob is below 50% HP.  If the DPS SC+MB on a mob below ~50% HP, most likely it will overkill and inefficient.  It&#039;s best to save it for the next mob so it and the following mobs can be quickly deleted.  &lt;br /&gt;
*The DPS machine needs some time to get the engine started.  &lt;br /&gt;
*&#039;&#039;&#039; BLM Consider free nuking a lot more on the first exp mob to help melee kill it before they have TP for a chain.&#039;&#039;&#039;  It&#039;s OK to blow a lot of MP on the first mob to kill it before the melee have TP to chain.  Just make sure you have have enough mp to burst on the following mob when the chain is incoming.  &lt;br /&gt;
*After that first mob, opportunities for chains and bursts open up for the following mobs to have higher than 50-60% HP as the melee now have TP built up.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Tactic Alert:  Consider using Manafont on the first mob to save a lot of MP.  It will set you up with a big chunk of MP to work with after melee have the TP.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More tips on Magic Burst Timing:&#039;&#039;&#039;&lt;br /&gt;
*If you are partying with a THF or a melee that is /THF closing the chain, consider giving an extra second or two before casting for SATA setup.  &lt;br /&gt;
&lt;br /&gt;
*Some melee will &amp;quot;buff&amp;quot; themselves before using a weaponskill (berserk, soul eater, aggressor, etc.).  This will delay the skillchain a bit as well.  Keep a close eye on the melee to make sure you are timing your casting appropriately.    &lt;br /&gt;
&lt;br /&gt;
*At lower levels you may need to delay your Magic Burst a bit as well due to the shorter spell casting time of lower tier spells.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: The window for magic bursting opens as soon as the 2nd melee uses their weaponskill.  You do not need to wait for the skillchain animation to finish before you can burst.  You can burst while the animation is occurring.  Ideally you actually WANT to be bursting during the skillchain animation.  More on that in the next section.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Congratulations!  You should see a &amp;quot;Magic Burst!&amp;quot; in your log.  Enjoy watching the mob&#039;s HP drop during the skillchain magic burst combo.&lt;br /&gt;
&lt;br /&gt;
Note: Again, skillchaining/Magic Bursting opportunities may be a bit limited until around level 25-30, when melee have access to more accuracy gear.  This guide is more geared towards partying during the middle-later levels as a black mage.  During the lower levels, it may be more efficient to focus on free nuking, casting drain, backup healing, and debuffing in your party (all while watching your aggro of course).  But it is entirely possible to be bursting at the early levels, especially if you have 4 frontline and 2 mages in your party.&lt;br /&gt;
&lt;br /&gt;
===When to Free Nuke More===&lt;br /&gt;
Melee should be starting a chain before 50-60% of the mob&#039;s HP. The SC double MB combo should finish the mob off or at least make it close to being dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If melee are consistently getting 1000 TP below 40-50% of a mob&#039;s health, then you need to free nuke more to finish the mob so the melee will have TP for a SC at the start of the next fight.&#039;&#039;&#039;&lt;br /&gt;
*If all the melee are starting a fight with 0/low TP, they most likely will be getting to 1000 for WS when the mob has lower than 50% HP.  Really consider free nuking a bit more in these instances to push mobs to death before melee get the TP so they can start a SC at the beginning of the next mobs for a quick kill.  Free nuking can take big chunks of HP off the mob.  Consider what your highest level single target nuke is and what the mob&#039;s resistances are.  &lt;br /&gt;
&lt;br /&gt;
See: https://horizonffxi.wiki/Magic_Burst for additional information on Magic Bursts.&lt;br /&gt;
&lt;br /&gt;
=== The Double Magic Burst ===&lt;br /&gt;
So you&#039;ve got magic bursting down... but if you really want to rival the melee DPS from the mid to upper levels, and shock your group in how much damage you can do, you want to look at double magic bursting.&lt;br /&gt;
&lt;br /&gt;
There is about a 10 second window for magic bursting.  It begins right after the 2nd melee uses their weapon skill.  Before the skillchain animation finishes.  This means you can pull off a 2nd burst.  As soon as you are finishing your first bursting nuke, immediately start casting another bursting nuke for the skillchain. &lt;br /&gt;
&lt;br /&gt;
Usually the combo is a single target nuke followed by an -AGA or vice versa (ex: Water 2 &amp;lt;-&amp;gt; Blizzaga after a Distortion chain), whatever is stronger at your level.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is why being up to date on all your spells is important.  You want access to both single target and -aga nukes to do as much damage as possible for double bursting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can certainly double MB subbing WHM in your parties.  It may take a little practice with how early you need to start casting.  Subbing Red Mage gives you fast cast which will nearly guarantee you being able to burst a 2nd nuke however.  &#039;&#039;&#039;If you are using HXUI you can press the macro to start casting your 2nd burst at around 80-90% cast bar of your first bursting nuke.&#039;&#039;&#039;  It will take some practice to get the timing right when to press the macro of your 2nd bursting spell.  Some spell animations take longer to complete which will delay when you press the 2nd burst macro.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; width=50%&amp;quot;|&lt;br /&gt;
Note:  The example double magic burst pictures are against an incredibly tough enemy at level 55 using a water staff and moldavite earring (Ifrit&#039;s Cauldron Camp).  DRG (Vorpal Thrust) and DRK (Crecent Moon) melee making Distortion chain.  BLM/RDM is watching the TP of the melee, starting Waterga II right after DRG opens for DRK, and casting Water III right after Waterga II to double burst.&lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; width=50%&amp;quot;|&lt;br /&gt;
[[File:Mbwaterga.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mbwater3.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Enjoy watching even more of the mob&#039;s HP drop.  Double MBing most likely will finish a mob off or at least bring it to near death.  It will take some more practice to time everything but it&#039;s very satisfying to pull off, and &#039;&#039;&#039;will skyrocket your DPS&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels, if melee have full TP at the beginning of a battle your party can take out an IT mob within seconds with a Skillchain + double magic burst combo.&#039;&#039;&#039;  Very fun/satisfying to pull off.  The healer can keep resting mp through whole mob fights sometimes because the mob isn&#039;t going to be alive long enough to damage the frontline much, if at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It&#039;s possible to start double magic bursting as early as level 17 with blizzard + water on a Distortion chain.  At level 19 double magic bursting grows in power with Waterga + blizzard.  Blm can easily out DPS any melee with this strategy if you luck out with melee that can chain consistently in the early levels.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting at level 44 (Waterga II + Blizzard II), black mages can start double bursting for ~1K damage after a distortion chain.  Boom!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Note:  Starting at around level 57, the higher tier spells (blizzaga II) start taking more time to cast.  It may be harder to pull off a double magic burst with consecutive high tier nukes.  To deal with this try using a lower tier spell to be able keep the double bursting up.  EX: Blizzaga II &amp;gt; Blizzard or Blizzaga.  Blizzaga II &amp;gt; Blizzard II may be trickier with the timing but it&#039;s possible.  &lt;br /&gt;
&lt;br /&gt;
If the melee start a chain and double burst combo at the start of a fight, and you don&#039;t have a THF, the tank may lose hate.  Your party might want to wait a bit for the tank to get some hate.&lt;br /&gt;
&lt;br /&gt;
Or, have blink (and later stoneskin) up before the combo and you can act like a mini tank for a few seconds while the real tank works to get hate back or until the mob dies.  You can even start casting blink while you are taking hate to put on more shadows after the first blink ends.  With shadows and stoneskin up you will have a window to free nuke some more to finish off the mob while it is trying to attack you after (double) bursting.&lt;br /&gt;
&lt;br /&gt;
At 45 you get [[stun]] which you can cast while you are taking threat and the mob is almost dead.  Stun will give you a bit more time to free nuke and/or cast drain to finish off the mob. If you are partying with a THF you should not have to worry about getting too much threat as they have a lot of tools for for controlling threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most popular skillchains are Distortion, followed by Detonation and Fragmentation in low/mid-level exp parties.  If you are low on gil, make sure to at least be up to date on all water, ice, and wind spells for bursting options.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===When to Hold Back on the Double Bursts===&lt;br /&gt;
Double bursting is more viable with a support in your party at the higher levels and you subbing RDM.  1 less melee means you&#039;re gonna need to make up for it in double bursting and free nuking.  Your personal DPS should be pretty high/tops in these kind of parties.&lt;br /&gt;
&lt;br /&gt;
If there is no support in the party (4 frontline, Healer, BLM setup), /WHM sub may be the better choice.  You still should be able to at least single magic burst but your role may lean more into support in this setup as an off-healer, cleanser, and debuffer.  At levels 60+ melee gain more power with strong WSs so you can let them do more of the DPS work with 4 frontlines.  Mobs most likely won&#039;t have enough HP for double magic bursting with anyway at the higher levels with 4 frontline.&lt;br /&gt;
&lt;br /&gt;
Paralyze, slow, frost/choke, and dia will go a long way to support the party and make it easier for the main healer.  Your personal DPS will drop a bit.  But the trade off is parties will start defeating mob much faster with the frontline doing more DPS and you leaning more as a support that does huge MBs.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s still possible to dish out the double MBs every so often.  Just be mindful of your and the main healer&#039;s MP, and the frontline HP.  Adjust to your party as needed to keep the exp flow decent.&lt;br /&gt;
&lt;br /&gt;
===The 3-Step  Magic Burst===&lt;br /&gt;
This is a more advanced strategy but tanks or the 3rd melee can participate in a 3 step chain with the THF and their partner if they are up for it.  The BLM can then burst off of two chains with high tier nukes! BLM DPS will significantly spike.  This will take some practice but it&#039;s very fun/satisfying for everyone to pull off.  &lt;br /&gt;
&lt;br /&gt;
You now have 3 melee&#039;s TP to watch.  Melee #1 and melee #2 make a level 1 chain.  You burst off that chain.  As soon as you finish casting the first MB, immediately start casting your 2nd MB.  Melee #3 then creates another chain.  You burst off of that 2nd chain.&lt;br /&gt;
&lt;br /&gt;
You may only have enough MP to double MB and rest as the double burst will be 2 high level nukes (usually a single target followed immediately by an -aga).  There may be limited bandwidth for debuffing/backup healing.  But the trade off is that mobs are getting defeated rapidly enough to where the healer should have enough room to rest entirely through some fights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that you cannot create a level 1 chain after you&#039;ve made a level 2.  You can however create a level 1 chain after another level 1 chain.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Ex: DRK uses Vorpal Scyth, WAR closes with Sturmwind to make Reverberation.  You burst Waterga 2 off that.  PLD then uses Flat Blade to make Impaction.  You then burst Thunder 2 and potentially double burst Thundaga off Impaction.  &lt;br /&gt;
*Ex2: PLD uses Circle Blade (Or NIN uses Blade: Teki), MNK closes with Raging Fists to make Impaction.  You Burst Thunder 2 off that.  THF then SA/TA Dancing Edge to make Detonation.  You then Burst Aeroga II.&lt;br /&gt;
*Ex3: BST uses Raging Axe.  THF SA/TA Viper Bite to make Scission.  You burst Stone 3.  MNK uses Backhand Blow to make Detonation.  You burst Aeroga II.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3-Stepping with a PLD tank may be easier to pull off, as the PLD may be using a club for Star Light MP.  2x partner skillchains with a NIN tank may be easier to pull off as they will be using damaging WSs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Leader Tactics and Strategies with BLM ==&lt;br /&gt;
This section provides guidance for party leaders including a Black Mage (BLM) in standard EXP parties, or Black Mages leading their own parties. It covers optimal party setups, coordination, and tactical strategies to maximize DPS, skillchains, and party efficiency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The Party Lineup:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A traditional party with a BLM typically consists of:&lt;br /&gt;
*1 Main Tank (PLD or NIN)&lt;br /&gt;
*2 Melee DPS&lt;br /&gt;
*1 THF / Puller&lt;br /&gt;
*1 Black Mage (BLM) with /WHM or /RDM subjob&lt;br /&gt;
*1 Main Healer (WHM or RDM)&lt;br /&gt;
&lt;br /&gt;
This lineup usually allows the party leader to avoid extended recruitment for a bard or additional support.&lt;br /&gt;
&lt;br /&gt;
For parties targeting mobs with AoEs or status effects: the BLM should consider subbing /WHM to function as a support/debuffer/stunner/drainer, assisting the main healer in MP management.&lt;br /&gt;
&lt;br /&gt;
The THF generally handles pulling, threat management, acid bolt debuffs, and skillchain creation.&lt;br /&gt;
&lt;br /&gt;
The BLM magic bursts as well as acts as backup healer and debuffer to conserve the healer’s MP.&lt;br /&gt;
&lt;br /&gt;
Main healer focuses on cures, regen, refresh/devotion, and haste buffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Management Tips:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the main healer is WHM, limit the number of party members using MP, as Devotion can only target one member every 10 minutes.  (1 PLD or DRK + BLM is ideal with WHM).  Prioritize the frontline MP user instead of the BLM to maintain melee frontline uptime.&lt;br /&gt;
&lt;br /&gt;
BLM subjobs (/WHM or /RDM) can reduce MP strain but bringing MP drinks is recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Skillchain Coordination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Typical Scenario:&lt;br /&gt;
*At least one skillchain involves the THF and one frontline member.&lt;br /&gt;
*Advanced coordination may include two skillchains:&lt;br /&gt;
**Chain A: THF + Melee or THF + Tank&lt;br /&gt;
**Chain B: Melee + Melee or Tank + Melee&lt;br /&gt;
*The BLM should (double) Magic Burst (MB) off each chain.&lt;br /&gt;
*Coordinating 2 skillchains betweeen the 4 melee is ideal/will 100% accelerate the party&#039;s kill speed&lt;br /&gt;
*Coordination of a 3 step chain may be considered with PLD tank using a Club for MP recovery.&lt;br /&gt;
&lt;br /&gt;
Priority Chain Assignment:&amp;lt;br&amp;gt;&lt;br /&gt;
*If multiple chains are ready simultaneously, assign a “priority chain” (typically THF + partner first).&lt;br /&gt;
*Aim to start every other mob with THF + partner at full TP for maximum burst potential.&lt;br /&gt;
**Pattern: Mob 1 → Chain A + MB → Mob 2 → Chain B + MB → repeat.&lt;br /&gt;
&lt;br /&gt;
Advanced Tips:&amp;lt;br&amp;gt;&lt;br /&gt;
*If melee TP is low, BLM may free nuke to adjust mob HP for the next chain.&lt;br /&gt;
*At higher levels, coordinate one light or dark chain; secondary chains can be level 1 as long as WS damage is sufficient.&lt;br /&gt;
*Non-chaining melee should avoid WS during MB windows to prevent closing chains prematurely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Partying with a Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Including a support (BRD, SMN, RDM) is viable but may be difficult  to put together as tanks, healers, and supports are always in demand.&lt;br /&gt;
&lt;br /&gt;
In support-inclusive parties:&amp;lt;br&amp;gt;&lt;br /&gt;
*Frontline melee should avoid /NIN subjobs for maximum DPS.&lt;br /&gt;
*BLM should consider subbing /RDM, free nuking frequently, and double bursting in coordination with the support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Party Variants:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Summoner Setup: Tank, THF/puller, 2nd Melee, BLM, SMN, Healer&lt;br /&gt;
*SMN can chain with melee, summon pacts for DPS, or provide buffs/refresh at higher levels.&lt;br /&gt;
&lt;br /&gt;
Red Mage Setup: Tank, THF/puller, 2nd Melee, BLM, RDM, WHM&lt;br /&gt;
*RDM sub BLM to boost DPS, Drain, and Magic Bursts.&lt;br /&gt;
&lt;br /&gt;
Bard Setup: Tank, Bard/puller, 2 melee, Healer, BLM&lt;br /&gt;
*Bard provides refresh, buffs, debuffs, and pulls; frontline weapons must chain effectively as there are only 3 frontline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Partying without a Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If no PLD or NIN is available, a melee-centric party can compensate:&lt;br /&gt;
*Frontline: 3 Melee/NIN (e.g., WAR/NIN, SAM/WAR, DRK/NIN) for provoke/stun hate control.&lt;br /&gt;
**If you have a SAM ask them to use /WAR subjob and use Seigan with Third Eye for mitigation and first aggro with provoke.&lt;br /&gt;
**DRK/NIN can be an effective first aggro using Stun/Last Resort/Weapon Bash/Soul Eater.  All these abilities generate a high amount of hate.&lt;br /&gt;
*Puller: THF/NIN, BRD/NIN, or other melee capable of pulling.&lt;br /&gt;
*Healer: WHM or RDM (SMN/WHM optional at level 42+)&lt;br /&gt;
*Black Mage: BLM/WHM&lt;br /&gt;
**If SMN is the other backline, then BLM will lean a bit more in supporting off healing as SMN can hastega, refresh, and warcry.&lt;br /&gt;
&lt;br /&gt;
BLM Priorities:&amp;lt;br&amp;gt;&lt;br /&gt;
*Debuffing and off-healing: Paralyze, Blind, Slow, Choke, Frost, Divine Seal cures.&lt;br /&gt;
*Free nuking/Drain: Increase DPS while monitoring threat.&lt;br /&gt;
*Survivability: Use Blink, Stoneskin, Stun, and coordinate with THF for hate management.&lt;br /&gt;
&lt;br /&gt;
Additional Notes:  Non-main-tank setups require careful attention to enmity.  THFs may have limited ability to SA/TA with this setup.  Make use of [[Hide]] before SA/TA.&lt;br /&gt;
&lt;br /&gt;
WHM main healer: &amp;lt;br&amp;gt;&lt;br /&gt;
*limit MP-using frontliners due to Devotion cooldown.&lt;br /&gt;
*Favor Regen over Cures for MP conservation.  Use all Regens available, and keep Regens rolling.&lt;br /&gt;
&lt;br /&gt;
== Black Mage Battle Tactics (In a standard EXP party)==&lt;br /&gt;
BLM in standard EXP parties do NOT “Magic Burst and sit.” In these groups, a BLM functions as a hybrid DPS–support, contributing massive damage while helping the party manage mobs efficiently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Role and Subjob Choice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your subjob determines how active you are as a support or DPS:&lt;br /&gt;
&lt;br /&gt;
/WHM Subjob (Support-Focused)&amp;lt;br&amp;gt;&lt;br /&gt;
*Ideal if the party lacks a support (BRD, RDM, SMN) or main tank (4x melee/NIN frontline).&lt;br /&gt;
*Provides off-healing, cures/curagas, regen, raise, reraise, and minor debuff coverage.&lt;br /&gt;
*Helps the healer conserve MP while you maintain DPS and debuffs.&lt;br /&gt;
&lt;br /&gt;
/RDM Subjob (DPS-Focused)&amp;lt;br&amp;gt;&lt;br /&gt;
*Ideal if the party already has a main tank, healer, and support.&lt;br /&gt;
*Adds Gravity, debuffs, and Fast Cast for more efficient nuking and double Magic Bursts.&lt;br /&gt;
*Allows more aggressive free nuking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Macro Speed &amp;amp; Awareness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quick and accessible macros are essential for effective Magic Bursts (MB) and free nukes.  Stay aware of melee TP, skillchains, and mob behavior; do not idle while resting MP.&lt;br /&gt;
&lt;br /&gt;
Key Mindset: You are as active as the frontline; your DPS windows are bursty and situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Drain Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Drain is your bread-and-butter spell.  Aim to cast once per fight to sustain MP and add DPS.  Drain scales well with Dark Magic skill and costs very little MP (21 MP).&lt;br /&gt;
&lt;br /&gt;
Timing options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Start of fight (after tank provokes)&lt;br /&gt;
*After (double) MB&lt;br /&gt;
*Whenever MP and opportunity allow&lt;br /&gt;
&lt;br /&gt;
Drain is excellent even when subbing (/WHM), but avoid it against bats or undead.  Treat Drain as your “weapon swing/TPing”: consistent, efficient damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Free Nuking&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Free nukes fill downtime outside skillchains and MB windows.&lt;br /&gt;
*Early fight: use lower-tier nukes to avoid pulling aggro.&lt;br /&gt;
*Late fight: heavy nukes can finish mobs, especially when tanks/melee have aggro.&lt;br /&gt;
&lt;br /&gt;
Balance free nuking with threat; use Blink/Stoneskin if needed.  In support-focused setups (/WHM), free nuking should be used more conservatively.  Always consider elemental weakness, weather/day buffs, and Elemental Seal (ES) for optimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Debuffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM excels at enfeebling magic. Effective debuffs help both melee and healers.  &lt;br /&gt;
*Priority Spells: Paralyze, Slow, Blind, Frost, Choke, Gravity (/RDM)&lt;br /&gt;
&lt;br /&gt;
Cast early in fights, especially in parties without a main tank or support.  Enfeelbing magic has MUCH lower enmity compared to nukes; safe to cast at the start of fights.&lt;br /&gt;
&lt;br /&gt;
Reduce debuffing when mobs die quickly or if the party is already well-geared and supported.  This typically happens when your party has 2 skillchains set up and you are defeating mobs quickly with SC+MB each pull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Backup Healing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep an eye on the main healer’s MP. Use Cure/Curaga/Regen when needed, particularly if:&lt;br /&gt;
*The party lacks a support&lt;br /&gt;
*Facing high AoE/status mobs&lt;br /&gt;
*Healer is resting MP&lt;br /&gt;
&lt;br /&gt;
With /WHM sub, BLM gains Raise/Reraise (50+), Sneak (40), and Invisible (50) to provide extra safety and mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7. Skillchain &amp;amp; TP Awareness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Monitor melee TP with addons (e.g., HXUI, TParty, Chains).&lt;br /&gt;
&lt;br /&gt;
First mob of the party: &lt;br /&gt;
*TP is low; consider using debuffs or Drain to reduce mob HP before melee chain.&lt;br /&gt;
&lt;br /&gt;
Subsequent mobs: &lt;br /&gt;
*coordinate MBs with skillchains for optimal damage.&lt;br /&gt;
&lt;br /&gt;
Adjust MB spells based on melee TP and mob HP to avoid overkilling and wasting MP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8. MP Management &amp;amp; Resting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do NOT rest to full MP unnecessarily.  Every second spent idle reduces party EXP/hr.  Missing MP ticks is acceptable if it allows more damage via MB or free nuking.&lt;br /&gt;
&lt;br /&gt;
Monitor MP and adapt:&lt;br /&gt;
*Skip low-tier nukes or DoTs if MP is low.&lt;br /&gt;
*Consider Manafont for skillchain windows if MP is insufficient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9. Hate &amp;amp; Survival Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM has survival tools: Drain, Stun, Cures (sub), Blink (sub), Stoneskin (sub).  Monitor aggro, especially as a Tarutaru or while free nuking.  Adjust nuking intensity based on tank threat and melee status. Use Elemental Seal to guarantee sleep success or maximize nuke damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10. Addons for Standard Parties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*TP monitoring: TParty, HXUI&lt;br /&gt;
*Skillchain tracking: Chains&lt;br /&gt;
*DPS analysis: Deeps, Metrics&lt;br /&gt;
*Mob weaknesses: MobDB&lt;br /&gt;
*EXP chain timers: Points, Metrics&lt;br /&gt;
&lt;br /&gt;
Familiarize yourself with these to react quickly to melee skillchains and MB opportunities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11. Advanced Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*First pulled mob control: Debuff and free nuke early to synchronize melee TP for following mobs.  Try to defeat the mob before melee can SC!&lt;br /&gt;
*Double MB / -GA bursts: Use cautiously when BRD/THF pre-pulls two mobs. Blink/Stoneskin recommended.&lt;br /&gt;
*TP/HP Rebalancing: Anticipate melee TP and mob HP to time free nukes efficiently.  &lt;br /&gt;
&lt;br /&gt;
Standard-party BLM is a high-skill, high-reward playstyle. Your contribution can match or exceed melee DPS while also providing utility, debuffs, and off-healing—making you indispensable in leveling parties.&lt;br /&gt;
&lt;br /&gt;
===Caveat===&lt;br /&gt;
Some parties you join/put together may have a really strong line up and be killing enemies quickly... especially if your group is facing enemies that are not reaching higher than 6-7 levels than the group.  If that is the case you may be better off focusing entirely on free nuking and draining on cooldown with an occasional magic burst.  If you recognize this, don&#039;t hold the party back asking them to chain for you, just go all out like the melee/frontline are, while watching your hate and resting when needed &#039;&#039;&#039;(Don&#039;t rest to full mp.  Get up when you have the mp to do a few free nukes.)&#039;&#039;&#039; Enemies are too low in level/have too low HP for a chain and burst combo to be effective.  Exp gains per mob defeated will be smaller in this type of party, but the rate of exp is comparable to fighting higher level enemies that take a little longer to defeat with chain+burst combo.  Parties like this most likely will have the 4 frontline + 2 mages lineup (or 3 frontline + bard + healer + blm lineup) and most likely will not have a main tank and/or a THF to work with.  Don&#039;t expect to be top DPS with this type of party as there won&#039;t be a consistent chain for you to burst off of.  You&#039;re role is important though as the DPS/stuns you provide is comparable to the buffs a more supportive role would be doing for the party for defeating enemies quickly.&lt;br /&gt;
&lt;br /&gt;
== A Word on Ancient Magic ==&lt;br /&gt;
It is the opinion of this guide&#039;s author that magic bursting ancient magic is not worth the MP cost and asking your melee to wait on you.  Ancient Magic MB damage numbers are pretty but DPS/exp will be more consistent if the black mage follows the melee in their skillchains and double bursts with single target and -GAs nukes.&lt;br /&gt;
&lt;br /&gt;
The same idea applies for magic bursting with non-ancient magic.  Never tell the melee to wait on you.  Always watch the TP and follow the melee.  Every second that delays the melee to chain costs the party&#039;s total DPS output.&lt;br /&gt;
&lt;br /&gt;
That being said...being able to pull off an ancient magic MB without having the frontline wait on you does feel pretty good and will WOW your party mates with your damage and skill with timing.  Just try not to sacrifice too much MP for the shiny DPS numbers.&lt;br /&gt;
&lt;br /&gt;
== Challenging the Old Meta ==&lt;br /&gt;
&#039;&#039;&#039;On retail/in ToaU era Black Mages had a tougher time in regular parties. (...thanks Colibri...) However, on Horizon, Black Mages have been era+ to fit better in a standard party.&#039;&#039;&#039;  More specifically Magic Bursting has been substantially boosted in damage and accuracy against non-NM mobs.  At higher levels a skill chain + MB combo will literally do thousands of damage, and can take out an IT mob with 100% HP in seconds. This is why your party can target higher level mobs without needing a bard if you have a Black Mage that is coordinating with the melee for consistent chain 5+. &lt;br /&gt;
&lt;br /&gt;
Additionally, gone are the days of having to use macros for reporting TP and Skillchain ready.  Everyone can now see each others&#039; TP  with addons (hxui, tparty, etc.) and can SC+MB as soon as possible.  That means a faster exp rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The magic burst window has been adjusted from era times to be longer.&#039;&#039;&#039; The window is now about 10 seconds and opens as soon as a closing WS is used.  Back in the day the window was only about 3-4 seconds making it much more difficult for BLMs to land MBs.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black mages that want to EXP/merit with a regular party should be encouraged to be a party leader and invite folks instead of waiting for hours for an invite.&#039;&#039;&#039;  At the end of the day, everyone seeking wants to EXP and most likely will accept your invite. The ratio of party seekers to party leaders is unbalanced, leaning toward the seekers.  Some players however may be skeptical of having a black mage in their exp parties due to their experience on retail or other private servers or for whatever reason.  And some may outright refuse unfortunately.  &lt;br /&gt;
&lt;br /&gt;
Luckily there are tons of folks usually seeking, and you can just as easily find somebody else to fill the spot in your standard party with a black mage. &lt;br /&gt;
Party leaders that have a black mage in their group/black mages that are party leaders just stick to the basics of coordinating a skillchain (or two) (which usually happens anyway, with or without a black mage in the group) and you&#039;ll do fine!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here are some ideas about BLM in standard parties debunked:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It&#039;s faster DPS if melee just spam Weapon Skills&#039;&#039;&#039;&lt;br /&gt;
Skillchaining is still something melee do despite there being a BLM in the party or not.  The DPS from the damage caused by the skillchain and the (double) magic burst coming from the Black mage will more than make up the personal DPS loss of a melee who waits a few seconds for their skillchain buddy to get TP. &#039;&#039;&#039;Typically it&#039;s the THF that holds TP waiting for their opener.  SA/TA + SC damage makes up for holding TP as THF.  SC damage belongs to the closer.&#039;&#039;&#039; Skillchain damage has also been era+ to not be resisted.  However!  If a melee is SAM or /SAM, they can free weapon skill while their skillchain buddy is still building TP because of meditate.  There may be a gear/food issue if 1 melee is consistently not gaining TP as fast as the other melee and delaying chains.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black mages spells/Magic Bursting get resisted too much for it to be worthwhile&#039;&#039;&#039;&lt;br /&gt;
Horizon has made era+ adjustments to magic bursting with increased accuracy and magic attack bonus as well as reducing enmity from magic bursting. A decently geared standard party that has a SC MB combo with a BLM bursting can get consistent high value exp chain 5s on mobs up to 10+ levels higher than the party with little issue.  Resists do happen but not often.  Especially once you get AF gloves (+15 elemental skill).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black mages can&#039;t sky party&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not true. Black Mages can absolutely hold their own in sky parties. A decently geared standard party that eats food and uses a SC + MB setup can begin leveling in sky around **63**, maintaining consistent EXP chains. Flamingos are relatively weak mobs overall, and a BLM can burst **1,000–1,100 damage** with **Thundaga II / Blizzaga II** off Impaction, Distortion, or Fragmentation chains (more with double bursts).&lt;br /&gt;
&lt;br /&gt;
The ideal level sync for a sky party with a BLM is **63–66**. Any higher and melee begin bringing birds low too fast before 1000 TP, shifting the BLM into more of a support role with supplemental DPS.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Black mages can certainly solo and manaburn to gain levels.  However, partying in a traditional/standard lineup is a lot more interesting and active.  Especially if they have friends that play other jobs.  &lt;br /&gt;
&lt;br /&gt;
Black mages require a bit more knowledge of game mechanics and planning compared to the other melee dps jobs to be effective in a standard/traditional exp party.  They need an exp party lineup that will support skillchaining (Best with 4 frontline and 2 backline). &#039;&#039;&#039;They also should expect to do some off healing and debuffing in normal parties.  &amp;lt;u&amp;gt;Only MBing and resting to full mp will slow your parties down 100%. i.e.: the main healer runs out of MP while you are almost full...or a mob has 10% HP left, the melee are out of TP and you have MP to finish the mob but you are resting...or your party is on exp chain 4 and you have MP to nuke down a mob to get chain 5 but you are resting and the party does not make chain 5...&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM can be quite busy if they are paying attention and reading the battlefield correctly to help their party out.  This is what makes Black Mages interesting.  Once they get the hang of it black mages fit well into a regular exp party on horizon and can certainly be top DPS + support healer + utility with experience and good gear!  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black mages that want to standard party, but are not getting invites, should not shy away from being a party leader and start sending /tells to invite. People will most likely accept.&#039;&#039;&#039; Ex (Using Auto Translate): /tell (Party?) (Level Sync) (X)? (Area)?&lt;br /&gt;
&lt;br /&gt;
Consider targeting higher level mobs (Aim for mobs that cap least 9-10 levels higher than the party), and ABCD (Always be casting drain).  Don&#039;t forget to pepper in some free nukes.  The DPS black mages provide along with their utility/support brings them to the table along the other backline choices for your party with a main healer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The benefit of having a BLM in your party is not needing a BRD or support job if you already have a healer, puller/THF, 2 melee dps, and a main tank.  No need to yell for a bard/support for hours!&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*Note: There was a mob evasion fix on horizon where mobs level 60+ are now more evasive.  Unless they are super-geared, melee pretty much have to eat sushi(accuracy+ food) and forgo eating meat (attack+ food) now a days when fighting against IT mobs.  This change makes black mages even more competitive with the melee DPS in leveling parties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Chain5exp.png|thumb|center|Chain 5 level 55 standard party with a BLM, no EXP ring]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Chain35blm.PNG|thumb|center|Chain 35+ merit party in Ro&#039;Maeve: BLM WAR WAR MNK WHM BRD. WARs and MNK create Darkness &amp;amp; Fragmentation for the BLM to burst.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:blmparse2.png|thumb|center|900px|Metrics on BLM performance in a higher-level standard party, including healing/regen, stunning, and nuking support.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Exphrexample.png|thumb|center|EXP/hr metrics and kill rate of a high-level standard party.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wow.  Did you just read all of that?  If you&#039;ve made it to the end of this guide, congrats!  You can now advertise &amp;quot;Black Mage that knows what they are doing, looking for party!&amp;quot; when LFG =) Please be encouraged to start your own party with the information from this guide.  You got this!  &lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson on Horizon while leveling/meriting black mage via standard parties and gets updated every so often.  If you&#039;re bored of manaburning and soloing (like I was) try out a standard group.  It&#039;s quite fun, and way more active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Please be advised:&#039;&#039;&#039; This guide in no way states that standard groups are better/worse than other types of groups.  Only that a standard group of play is absolutely viable in leveling your black mage with your friends.  Play how you like!  Have fun!&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Warrior&amp;diff=115594</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Warrior&amp;diff=115594"/>
		<updated>2026-01-05T22:25:32Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Job Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot; style=&amp;quot;align-items: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-2&amp;quot;&amp;gt;&lt;br /&gt;
{{Job Infobox|&lt;br /&gt;
| name = Warrior&lt;br /&gt;
| short = WAR&lt;br /&gt;
| expansionpack = Final Fantasy XI&lt;br /&gt;
| unlock = Starter Job&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-2&amp;quot;&amp;gt;[[File:Mandy WAR noBG.png|center|x309px|alt=cartoon mandragora wearing a reinforced mask, wielding a two-handed axe]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specializing in the art of war, Warriors (WAR) are masters of all aspects in melee combat.  Warriors, the most versatile melee job found across Vana&#039;diel, have the ability to goad foes in battle and can equip almost all types of weapons and armor available in the game. That being said, warriors are highly gear (and food) dependent, and will benefit from having multiple sets of gear (and food) to effectively fit the tank or damage dealing role in parties.  Their mastery of [[:Category:Axes|axe]] and [[:Category:Great Axes|great axe]] typically sees them shift to a damage dealer role as their class advances. Those who begin their adventure as a Warrior will find themselves wielding an [[Onion Greataxe]] {{changes}}.&lt;br /&gt;
== Horizon Changes {{changes}} ==&lt;br /&gt;
{{#section:Category:Horizon Changes|Warrior}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-2&amp;gt;&lt;br /&gt;
== Job Abilities ==&lt;br /&gt;
{| class=&amp;quot;horizon-table jobs-table&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Level&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; |Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Mighty Strikes]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|[[Berserk]]&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|[[Defender]] {{Changes|reduces enmity loss and increase shield block rate. WAR main only.}}&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|[[Warcry]]&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|[[Aggressor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Job Traits==&lt;br /&gt;
{| class=&amp;quot;horizon-table jobs-table sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; |Level&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 75%;&amp;quot; |Trait&lt;br /&gt;
{{job trait unlock |level=10 |trait=Defense Bonus }}&lt;br /&gt;
{{job trait unlock |level=15 |trait=Resist Virus }}&lt;br /&gt;
{{job trait unlock |level=25 |trait=Double Attack }}&lt;br /&gt;
{{job trait unlock |level=30 |trait=Attack Bonus }}&lt;br /&gt;
{{job trait unlock |level=35 |trait=Resist Virus |tier=II }}&lt;br /&gt;
{{job trait unlock |level=55 |trait=Resist Virus |tier=III }}&lt;br /&gt;
{{job trait unlock |level=70 |trait=Resist Virus |tier=IV }}&lt;br /&gt;
{{job trait unlock |level=75 |trait=Shield Mastery }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
{{job skills&lt;br /&gt;
| hand-to-hand = D&lt;br /&gt;
| dagger = B-&lt;br /&gt;
| sword = B&lt;br /&gt;
| great sword = B+&lt;br /&gt;
| axe = A-&lt;br /&gt;
| great axe = A+&lt;br /&gt;
| scythe = B+&lt;br /&gt;
| polearm = B-&lt;br /&gt;
| club = B-&lt;br /&gt;
| staff = B&lt;br /&gt;
&lt;br /&gt;
| archery = D&lt;br /&gt;
| marksmanship = D&lt;br /&gt;
| throwing = D&lt;br /&gt;
&lt;br /&gt;
| evasion = C&lt;br /&gt;
| shield = C+&lt;br /&gt;
| parrying = C-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{job skill caps}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-2&amp;gt;&lt;br /&gt;
== Group 1 Merits ==&lt;br /&gt;
{| class=&amp;quot;horizon-table jobs-table&amp;quot;; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Berserk Recast]]&lt;br /&gt;
| -10 seconds per upgrade {{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Defender Recast]]&lt;br /&gt;
| -6 seconds per upgrade {{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Warcry Recast]]&lt;br /&gt;
| -10 seconds per upgrade {{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Aggressor Recast]]&lt;br /&gt;
| -10 seconds per upgrade {{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Attack Rate]]&lt;br /&gt;
| +1% increase per upgrade {{Verification}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container-item-2&amp;gt;&lt;br /&gt;
== Group 2 Merits ==&lt;br /&gt;
* Currently unavailable on Horizon.&lt;br /&gt;
&amp;lt;!--Currently not active on Horizon. Remove when required.&lt;br /&gt;
{| class=&amp;quot;skill-table&amp;quot; style=&amp;quot;background:#000000; text-align: center; flex: 1 1 20em; margin: 0;&amp;quot; width=&amp;quot;75%&amp;quot;;&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Job Specific Equipment==&lt;br /&gt;
&amp;lt;!--Leave hidden unless needed.=== Horizon Specific Equipment ===&lt;br /&gt;
{| class=&amp;quot;jobtableAF-table&amp;quot; style=&amp;quot;background:#000000; text-align: center; flex: 1 1 20em; margin: 0;&amp;quot; width=&amp;quot;50%&amp;quot;;&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; |Level&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; |Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; |Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Artifact Weapons ===&lt;br /&gt;
{{WeaponsTable|title1=Razor Axe|cssclasses=jobs-table|tooltip=true}}&lt;br /&gt;
&lt;br /&gt;
=== Artifact Armor ===&lt;br /&gt;
{{ArmorTable|title1=Fighter&#039;s Calligae|title2=Fighter&#039;s Mufflers|title3=Fighter&#039;s Mask|title4=Fighter&#039;s Cuisses|title5=Fighter&#039;s Lorica|cssclasses=jobs-table|tooltip=true}}&lt;br /&gt;
&lt;br /&gt;
=== Artifact Armor +1 ===&lt;br /&gt;
{{ArmorTable|title1=Fighter&#039;s Mask +1|title2=Fighter&#039;s Lorica +1|title3=Fighter&#039;s Mufflers +1|title4=Fighter&#039;s Calligae +1|title5=Fighter&#039;s Cuisses +1|cssclasses=jobs-table|tooltip=true}}&lt;br /&gt;
&lt;br /&gt;
=== Relic Armor ===&lt;br /&gt;
{{ArmorTable|title1=Warrior&#039;s Stone|title2=Warrior&#039;s Calligae|title3=Warrior&#039;s Mufflers|title4=Warrior&#039;s Mask|title5=Warrior&#039;s Cuisses|title6=Warrior&#039;s Lorica|cssclasses=jobs-table|tooltip=true}}&lt;br /&gt;
&lt;br /&gt;
=== Relic Armor +1 ===&lt;br /&gt;
{{ArmorTable|title1=Warrior&#039;s Calligae +1|title2=Warrior&#039;s Mufflers +1|title3=Warrior&#039;s Mask +1|title4=Warrior&#039;s Cuisses +1|title5=Warrior&#039;s Lorica +1|cssclasses=jobs-table|tooltip=true}}&lt;br /&gt;
&lt;br /&gt;
=== Relic Weapons ===&lt;br /&gt;
{{WeaponsTable|title1=Bravura|title2=Ragnarok|cssclasses=jobs-table|tooltip=true}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
none yet&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{JobNav|state=expanded}}&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=File:HorizonSkillchainChartbyGrayson.png&amp;diff=115592</id>
		<title>File:HorizonSkillchainChartbyGrayson.png</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=File:HorizonSkillchainChartbyGrayson.png&amp;diff=115592"/>
		<updated>2026-01-05T21:11:19Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: Txtoast uploaded a new version of File:HorizonSkillchainChartbyGrayson.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;skillchains1&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=115574</id>
		<title>EXP Party Guide - Paladin</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=115574"/>
		<updated>2026-01-04T22:20:16Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* The Closer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px outset #000000;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background: #CD853F;&amp;quot;|&amp;lt;font size=&amp;quot;3&amp;quot; color=&amp;quot;BLACK&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;CAUTION!&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to &amp;quot;HOW TO PLD IN AN EXP PT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Know your Role===&lt;br /&gt;
In a nutshell, the Paladin is a supportive healer tank-  They wear heavy armor/use a shield, hold the enemy, take the hits, protect/heal themselves and their party members, and skillchain as appropriate.  Do not expect to be topping the damage charts as a paladin...that&#039;s for the party&#039;s damage dealers.  &lt;br /&gt;
&lt;br /&gt;
Your main job is to stabilize the party, hold the enemy as best you can, mitigate your incoming damage, and cure/cover the DDs when they do take aggro.  &lt;br /&gt;
*The DD frontline shouldn&#039;t have to sub NIN for higher DPS when partying with a Paladin &lt;br /&gt;
**At later levels (50+) also having a THF or someone with /THF subjob (60+ for Trick attack with /THF subjob) for additional hate control in your party if DD aren&#039;t subbing /NIN is a good idea too.  &lt;br /&gt;
&lt;br /&gt;
Having a PLD in your party along with a main healer also lessens the need of a support-role job in your group (compared to parties were there is no main tank with all frontline subbing /nin, having a support + healer would be a good idea).  You can consider nixing the support for another DPS: i.e. PLD, 3 DPS, puller, healer party line up.&lt;br /&gt;
&lt;br /&gt;
===Party Preparation===&lt;br /&gt;
As a Paladin you want to gear for defense and vitality.  Some basic sets of armor to look out for in your leveling process are: &lt;br /&gt;
&lt;br /&gt;
*Scale set (lvl 10)  &lt;br /&gt;
*Lizard set (lvl 17)  &lt;br /&gt;
*Beetle set (lvl 21)&lt;br /&gt;
*Chain set (lvl 24)  &lt;br /&gt;
*Eisenplatte set (lvl 29)&lt;br /&gt;
*Centurion/Royal Squire set (lvl 30) &lt;br /&gt;
*Silver set (lvl 36)&lt;br /&gt;
*Plate armor set (lvl 40)&lt;br /&gt;
*Royal Squire/Iron Musketeer set (lvl40)&lt;br /&gt;
*Alumine set (lvl 45)&lt;br /&gt;
*Mythril set (lvl 49)&lt;br /&gt;
*Royal Knight/Iron Musketeer set (lvl 50)&lt;br /&gt;
*Gallant (artifact armor) set (lvl 52-60)&lt;br /&gt;
*Darksteel set (lvl 65)&lt;br /&gt;
*Adaman Set (lvl 73)&lt;br /&gt;
&lt;br /&gt;
Shields are VERY important too.  More defense!  Aim for the &amp;quot;Kite&amp;quot; type shields.&lt;br /&gt;
&lt;br /&gt;
Consider equipping accuracy/dex accessories (neck/belt/rings/earrings) outside of your defense building gear.  Being able to hit the enemy generates hate plus gives you more TP gain for opening skillchains (more on that later).&lt;br /&gt;
&lt;br /&gt;
From the early levels, the best subjob to use for PLD is WAR.  It gives you provoke along with some extra VIT/defense/HP.  At the later levels you could consider subbing NIN.  &lt;br /&gt;
&lt;br /&gt;
Consider carrying both a sword and club as well.&lt;br /&gt;
&lt;br /&gt;
Consider leveling cooking to level 30+ before embarking on your Paladin journey.  Bring a pineapple/melon juice or yagudo drink making kit with you to your lower level parties.  Refresh is great.  In some later level parties you may not have a reliable refresh.  So be your own refresher.  &lt;br /&gt;
&lt;br /&gt;
Bring seafood.  You want to eat food that increases your defense.  At the later levels you can eat &#039;&#039;&#039;Ikra Gunkan&#039;&#039;&#039; for both defense and accuracy so you can do more damage, and open chains more often.&lt;br /&gt;
&lt;br /&gt;
Load up an addon that will allow you to see your party member&#039;s TP (HXUI/tparty).&lt;br /&gt;
&lt;br /&gt;
===The Hateful Healer===&lt;br /&gt;
Mage/backline healers try to keep from getting too much hate from their heals.  The paladin wants to do the opposite.  Curing is one of your main tools in grabbing and holding the enemy&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
Between provokes, topping yourself off with cure gives yourself extra enmity and keeps you ahead on the hate list compared to the other DDs in your party.&lt;br /&gt;
&lt;br /&gt;
When a DD/melee grabs the enemy&#039;s attention, starts taking hits, and your abilities are on cooldown, cure them to get some hate back.  This also helps the healer out, saving them some MP.&lt;br /&gt;
&lt;br /&gt;
Consider topping off melee with a cure or 2 after a battle if you have MP to spare.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Management&#039;&#039;&#039;&lt;br /&gt;
Keep an eye on your main healer&#039;s MP and casting.  It may be more efficient to save your MP and let the main healer cure you instead.  Consider you and the main healer balancing/sharing the same MP pool for healing yourself and the party.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s always a good idea to bring drinks and/or ethers to your exp parties for MP management.  You aren&#039;t going to be resting as much as a mage.&lt;br /&gt;
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At 25, PLD gets &#039;&#039;&#039;auto refresh&#039;&#039;&#039;.  A permanent 1 mp/tic.  Very good!&lt;br /&gt;
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At 45 you get &#039;&#039;&#039;Chivalry&#039;&#039;&#039;.  A 15 minute cooldown ability that converts your TP to MP.  You can save up to 3000 TP for more return.  Great for when you don&#039;t have a refresh in your party.  And great for when you do!  &lt;br /&gt;
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Also White Mages get &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, which is another MP dump ability (10 minute cooldown).  Tell your WHM to please save it for you and rotate devotion and chivalry.  Rotating chivalry and devotion nearly makes up for not having a refresher in your party, if you don&#039;t have one.  (Don&#039;t forget your juice making kit either!)&lt;br /&gt;
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White mages get &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This trait will double the potency and length of the next regen spell.  Ask the WHM to please save Divine Seal Regen for you as well.  It will allow you to easily sustain yourself while the WHM can rest a bit longer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From levels 50+ PLD and WHM can weave Chivalry, Devotion, and Divine Seal + Regen for MP management tools in exp parties.  You can do fine without a refresh by working with a WHM in exp parties.  Get another DPS instead of an extra support to defeat mobs faster!&#039;&#039;&#039;&lt;br /&gt;
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Red Mages get Refresh at level 41.  If you have a RDM main healer ask them for refresh if they aren&#039;t casting it on you.  &lt;br /&gt;
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Summoners get AoE refresh at 48.  &lt;br /&gt;
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Bards get ballad at 25 and ballad II at 50 for MP refresh.  If you have a BRD, make sure you stand by the mages so Ballad will hit you.&lt;br /&gt;
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===The Protector===&lt;br /&gt;
The Paladin protects their party:  They do their best to hold the enemy, take the hits, mitigate their incoming damage, and cure the DDs/themselves to keep the enemy&#039;s attention and limit the party&#039;s downtime.  Melee DD should not have to sub NIN for shadows when partying with a Paladin.  Melee subbing /WAR, /THF, /SAM, /DRG, etc. instead of /NIN will substantially increase the party&#039;s overall DPS.  &lt;br /&gt;
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Paladins have many tools to keep the enemy&#039;s attention, to get it back if they lose it, and to cover anybody that does take aggro:  &lt;br /&gt;
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* &#039;&#039;&#039;Cures (lvl 5/17/30/55)&#039;&#039;&#039; - &#039;&#039;&#039;Your bread and butter&#039;&#039;&#039;.  Cure yourself.  Cure your DD during the fight and top them off a bit after the fight.  Curing yourself and your party mates does 3 thing 1)Keeps you/them alive, 2) Gives you hate 3) Helps your party&#039;s healer save mp.   &lt;br /&gt;
* &#039;&#039;&#039;Provoke (lvl 10 subbing WAR)&#039;&#039;&#039; - 30 second cooldown.  First thing you should do when the enemy is lured to the camp.  Use on cooldown but be mindful of saving it for the next pulled mob.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bash (lvl 15)&#039;&#039;&#039; - Does some decent damage.  Stuns the enemy.  Gives the paladin a moderate amount of hate.  Good to use when a party member gets hate.  5 minute cooldown.  &lt;br /&gt;
* &#039;&#039;&#039;Sentinel (lvl 30)&#039;&#039;&#039; - Gives the paladin A LOT of hate.  Also mitigates A LOT of physical damage.  5 minute cooldown...Same as DRK souleater and RNG barrage/other hate spiking DD cooldowns.  Save for the hate/damage spikes to get hate back.  Also good to use when the healer is resting/low on mp.  You&#039;ll take a lot less damage for some time, giving time for the healer to recover some extra mp.&lt;br /&gt;
* &#039;&#039;&#039;Berserk (lvl 30 subbing WAR)&#039;&#039;&#039; - Increases your attack and decreases your defense.  You can use this right before using a weaponskill for increased damage/aggro.  Not recommended to keep up afterwards.  5 minute cooldown. &lt;br /&gt;
* &#039;&#039;&#039;Cover (lvl 35)&#039;&#039;&#039; - Get in front of the melee DD and use it if they have the enemy&#039;s attention.  You&#039;ll take their hits for 15 seconds.  &#039;&#039;&#039;You need to be in between your party/alliance member and the enemy for this to work&#039;&#039;&#039;.  3 minute cooldown...good to use on a melee after they close a skillchain you opened for them.  Also good for backup if you are out of other abilities.&lt;br /&gt;
* &#039;&#039;&#039;Flash (lvl 37)&#039;&#039;&#039; - Now we&#039;re talking.  VERY HATEFUL TOWARDS THE ENEMY.  Flash + Provoke at the beginning of fights and you should be holding the enemy pretty well...unless your melee DD are crazy...(which isn&#039;t uncommon). Consider maybe &amp;quot;rotating&amp;quot; or &amp;quot;Spreading out&amp;quot; Flash and Provoke to maintain your hate at the top of the list in your parties depending on how crazy the DDs are.  45 second cooldown.   &lt;br /&gt;
*&#039;&#039;&#039;Enlight (lvl 40)&#039;&#039;&#039; - This spell not only gives you an increase in damage and accuracy but also gives you an enmity +10 buff.  Super good but very rare/expensive.  &lt;br /&gt;
*&#039;&#039;&#039;Defender (lvl 50 subbing WAR)&#039;&#039;&#039; - Increases your defense and reduces enmity loss when you are hit.  You lose out on some attack, but the less damage you take and enmity loss may make up for it.  &#039;&#039;&#039;Defender has the added effect of reducing the amount of enmity you lose when taking damage from the enemy.  (The general formula for losing hate towards an enemy is being damaged by them.) Defender also adds extra enmity to provoke.&#039;&#039;&#039;  May not be necessary depending on your party/gear.  If you&#039;re taking a lot of damage, or losing hate pretty easily, use it.  &lt;br /&gt;
* &#039;&#039;&#039;Rampart (lvl 62)&#039;&#039;&#039; - Another hate generating and damage mitigation tool (aoe mitigation for party members) .  5 min cooldown.  Combo with Sentinel/shield bash/flash if your DDs are crazy.  &lt;br /&gt;
* &#039;&#039;&#039;Warcry (lvl 70 WAR sub)&#039;&#039;&#039; Gives a moderate amount of hate towards you while giving yourself and your nearby party members an attack bonus.  5 minute cool down.  Great for a fail safe and/or using with berserk before a weaponskill.   &lt;br /&gt;
* &#039;&#039;&#039;Holy Circle (lvl 5)&#039;&#039;&#039; - This actually does generate a bit of enmity.  10 minute cooldown...use as a fail safe?  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a bit of an art in using all your available tools.  Consider combining abilities and/or spreading them out depending on how hateful your DDs are.  It really depends on your party setup/how geared they are.  Use an addon like recast or timers to keep track of when your abilities/spells are available again.&lt;br /&gt;
Don&#039;t panic if you lose hate and don&#039;t have other abilities available yet/on cooldown...it will happen.  Just go back to the basics and cure the DD to keep them alive/get hate back.  Your role in your party again is A) hold the enemy, then B) support/cure the DD that pulls hate, then C) open those skillchains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider macroing in gear that gives +Enmity when using the above abilities/spells.  It will boost the amount of hate you get from curing/shield bashing/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Opener===&lt;br /&gt;
Paladin&#039;s don&#039;t do great damage on their own...  But what they can do is set up a melee/SMN with opening skillchains for them to close. This also makes mages happy for more chains to magic burst on.  &lt;br /&gt;
&lt;br /&gt;
Paladins can consider the skillchain damage that the melee/SMN closes as their own (maybe even consider any magic burst damage from that chain, their own as well.  Can&#039;t burst without a chain, right?).  &lt;br /&gt;
&lt;br /&gt;
You can also close chains instead of opening but the chain damage won&#039;t be as much compared to a melee or SMN closing.  A skillchain&#039;s damage depends on the closing WS.  But if you have a BLM it might not matter much because the magic burst will do lots of damage anyway.&lt;br /&gt;
&lt;br /&gt;
You may need to save &#039;&#039;&#039;cover&#039;&#039;&#039; for the melee that closes the skillchain if it isn&#039;t a THF, /30THF+, or DRG.  Looking at you MNKs and DRKs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Lotus Blade&#039;&#039;&#039; opens Fusion.  Team up with a MNK WAR or SMN (Ifrit) for them to close it.  RLB also opens Gravitation.  Great for DRG (penta thrust) WAR, and SMN (Ifrit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Blade&#039;&#039;&#039; opens Reverberation, Liquefaction, and Detonation. MNKs WARs and DRKs will like it.  RNGs can close with slug/sidewinder but good luck getting hate after that... let&#039;s just say the enemy better be defeated soon after that happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seraph Blade&#039;&#039;&#039; opens &#039;&#039;&#039;Distortion&#039;&#039;&#039;!  Very good for THF, SAM, DRK, WAR(Rampage), BST, and SMN (Shiva).  Also opens detonation and reverberation.  &#039;&#039;&#039;Shining Strike&#039;&#039;&#039; with club also opens Distortion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorpal Blade&#039;&#039;&#039; is similar to shining blade but does a bit more damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Blade&#039;&#039;&#039; opens Fragmentation and Darkness.  THF DRK(Great sword) and MNK will love being able to close Frag.  SAM WAR and DRK can also close Darkness from Swift Blade.  Swift blade has also been era+ to do critical damage.  It would be a good idea to put together a &amp;quot;Swift Blade equipment set&amp;quot; to maximize your accuracy, attack, and STR when you use Swift Blade from level 66+ for high damage/enmity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Blade&#039;&#039;&#039; opens Light and Distortion!  Good for pretty much any other melee to close (except THF/dagger and MNK/H2H...sorry THF and MNK...)&lt;br /&gt;
&lt;br /&gt;
You can pretty much pick any melee and let them know you will open skillchains for them when you have TP.  The other 2 melee my pair up and chain with each other or solo DPS.  Sword is quite versatile in chains.  &#039;&#039;&#039;Do NOT however ask them to wait for your TP&#039;&#039;&#039;.  That will delay DPS/exp.  Save your TP and open for them when you have it.  More than likely you won&#039;t have TP to open for them everytime they have TP.  That&#039;s fine.&lt;br /&gt;
&lt;br /&gt;
MNK BST WAR(axe) and SMN are the jobs to look out for though for making Fusion (Holy MB!).  At the later levels THF WAR BST and DRK are good to work with too, opening Distortion and Fragmentation (using skull breaker with club).&lt;br /&gt;
*If partying with a BLM then there might be a need for your melee partner to save TP for a chain.  Especially if it&#039;s like a PLD, melee x3, BLM, Healer party setup (2 chains going on for the BLM to burst on). &lt;br /&gt;
*Some party line ups will have the more old-school/traditional setup with 2 melee and a BLM as the DDs, 1 healer (WHM RDM), 1 support (RDM BRD SMN), and a tank (you).  In that case the 2 melee are always going to chain with each other while the black mage bursts off of it.  See if you can 3 step with them when you have the TP.  Ideally you&#039;ll start the 3 step.  Or if the support is SMN, open fusion or distortion for them to close.  It&#039;s not the end of the world if you can&#039;t chain in that scenario though.  You can use WSs for hate.  &lt;br /&gt;
**Ideally though, you might want to suggest your group sway away from RDM+WHM backline unless your group can make fusion or light chains (WHM burst holy/banish, RDM bursting as well) or your group may suffer a bit in DPS/exp rate.&lt;br /&gt;
====The Closer (MB Holy)====&lt;br /&gt;
At level 55 you get [[Holy]].  It has been boosted on horizon to do extra damage.  If you really want to increase your DPS see if you can close [[Transfixion]] or [[Fusion]] with your sword.  Then you can [[Magic Burst]] Holy for a lot of damage.  Your friends are DRG for Penta Thrust, and SMN with Ifrit punch.&lt;br /&gt;
&lt;br /&gt;
You can also try and set up a party where your DPS can make Transfixion, Fusion, or Light chains for you to MB Holy off of.  Mnks using Raging Fists, and Drks using Vorpal Scythe or Power Slash are something to consider.&lt;br /&gt;
&lt;br /&gt;
===Dealing with the DPS&#039;s Enmity Management===&lt;br /&gt;
&#039;&#039;&#039;It is ultimately the DPS&#039;s responsibility to manage their own threat.  Just because a DPS can go all out does not mean that they should (Especially at the start of battle when the tank is establishing hate).  Timing is everything.  Or else a DPS is going to steal threat from the PLD, take damage, sap the healer&#039;s MP, and/or die.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some DPS have ways of managing their enmity.  If they pull hate, they can shed it without you having to do anything.  Other DPS have ways of managing other party members&#039; enmity levels.  &lt;br /&gt;
&lt;br /&gt;
Most DPS are encouraged to &amp;quot;go all out&amp;quot; when an exp mob is getting close to being defeated.  Usually the mob is defeated before they steal threat from the tank and/or start taking damage.  Some DPS can start to go all out when a mob has high HP if they can deal with the threat they take or defeat the mob before it becomes a problem (ex: DRK having stun, BLM having blink/stoneskin/stun, Melee DPS closing a skillchain.).&lt;br /&gt;
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Dragoons gain &#039;&#039;&#039;high jump&#039;&#039;&#039; and &#039;&#039;&#039;super jump&#039;&#039;&#039; at levels 35 and 55 respectively.  Both jumps shed hate.  Don&#039;t worry about them and waste a provoke or flash or something worse.&lt;br /&gt;
&lt;br /&gt;
Thieves are excellent party mates.  They gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039;, &#039;&#039;&#039;trick attack&#039;&#039;&#039;, and &#039;&#039;&#039;assassin&#039;&#039;&#039; at levels 15, 30, and 50 respectively.  Starting at 50 thieves will get behind you facing the mob and use &#039;&#039;&#039;trick attack&#039;&#039;&#039;.  The damage is guaranteed critical and the mob think you did it, tricking them into hating you more.  From levels 30 to 49 your group may set up a first voke so the thf can sata you.  At 45 thieves gain &#039;&#039;&#039;accomplice&#039;&#039;&#039; and &#039;&#039;&#039;collaborator&#039;&#039;&#039;.  These moves steal hate from their party mates and redirect it back to you.  They can help deal with 1 DPS while you focus on the others.  Having a thf makes it much easier on you to hold hate against the other DPS.  &lt;br /&gt;
&lt;br /&gt;
Starting at level 60 some jobs may sub /THF.  They will go behind you and TA WS so they give you their hate.&lt;br /&gt;
&lt;br /&gt;
Some jobs at 70+ may sub /DRG.  They can use high jump to shed hate.&lt;br /&gt;
&lt;br /&gt;
Although they don&#039;t really have to when partying with you, some jobs may sub /NIN at 24+ which gives them shadows.  If they pull threat let their shadows absorb some hits before trying to get hate back.  The absorbed damage saves the healer some mp and each shadow absorbed does reduce their enmity by a bit so it will be easier to try and grab hate from them after a few shadows are absorbed. &lt;br /&gt;
&lt;br /&gt;
Be on the lookout for WAR/SAMs, SAMs, RNGs, DRKs, and MNK/WARs.  These DPS can do tons of damage in quick succession and rarely have a way of shedding their hate for doing it.  Save your abilities to deal with them.  &lt;br /&gt;
&lt;br /&gt;
DRKs have &#039;&#039;&#039;drain&#039;&#039;&#039;, &#039;&#039;&#039;stun&#039;&#039;&#039;, and &#039;&#039;&#039;weapon bash&#039;&#039;&#039;.  Drain will fill up their hp so you may not need to cure them as much.  They typically stun after taking threat which may be good enough to delay the mob long enough before it&#039;s defeated.  DRKs may need your cures after using &#039;&#039;&#039;soul eater&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Club Vs Sword===&lt;br /&gt;
Clubs have been buffed on horizon.  And paladins have access to more clubs.  Also Starlight is now obtained at level 13 which is a WS that restores some mp.  Starlight is great for restoring mp in combat and not having to rest as much.&lt;br /&gt;
&lt;br /&gt;
Clubs aren&#039;t a bad choice to roll with instead of swords.  You get better mp management.  But they aren&#039;t as DPS as swords.  Clubs can also open a few skillchains though.  Notably Distortion with Shining Strike, and Fragmentation with Skull Breaker.  &lt;br /&gt;
&lt;br /&gt;
Clubs can&#039;t open Fusion though so there&#039;s that.  And using TP to restore mp instead of opening SCs may hinder your party&#039;s DPS.  Really it comes down to your preference and what race you are playing as for better mp management.  If you keep losing hate with club, try using a sword.  &lt;br /&gt;
&lt;br /&gt;
If your healer is RDM with refresh and/or you have a BRD, then MP management shouldn&#039;t be too bad with using a sword.  It might be better to use club with starlight if your main healer is WHM and there is no BRD or SMN in your party.  WHM can throw you devotion every 10 minutes.  It all really depends on the skill/gear/line up of the party.  And each party is different. Experiment to see what works better.&lt;br /&gt;
&lt;br /&gt;
===Other Tips and Considerations===&lt;br /&gt;
*[[Holy]] is your secret weapon for extra DPS.  It has been given a boost on Horizon to deal a lot more damage.&lt;br /&gt;
**Consider building a &amp;quot;Holy&amp;quot; armor set, MND+Magic Attack Bonus+Divine Skill&lt;br /&gt;
**When forming a party, try to get jobs that can create Transfixion, Fusion, or Light skillchains for you to MB Holy off of.  Drgs, Mnks, Drk&#039;s using Vorpal Scythe, SMNS using Ifrit are your friends.  At higher levels THFs SAMs RNGs, and Wars can work too for Light and Fusion. &lt;br /&gt;
*THFs can be great friends in exp parties.  They will pull, and they have the ability to give you extra hate towards mobs.  Especially from level 50+ when they get assassin.  &#039;&#039;&#039;PLD+THF can certainly allow the melee DPS in an exp party to sub something else other than /NIN to do even more DPS and be able to go all out without catching too much aggro.&#039;&#039;&#039;  &lt;br /&gt;
**Tip: If you already have a THF in your exp party, you don&#039;t really need a BRD.  Both are pullers.  PLD + THF or BRD + 3 DPS + Healer is a solid lineup.  You can even consider BLM as one of the 3 DPS that can also backup heal and crowd control (sleep/ga) in a pinch.&lt;br /&gt;
*In some parties you may not have a reliable refresh (BLM + WHM backline, no BRD, THF pulling).  Especially in the lower levels when jobs don&#039;t have mp restore abilities/spells yet.  Really consider leveling cooking to at least 30 to make drinks on the fly so you can keep up with mp.  Think of it as having tools as a Ninja. Refresh will give you less downtime, which means faster exp.  Pineapple, melon, and yagudo are all good drinks you can make with cooking 30/40/60.  Orange apple and grape juice aren&#039;t bad either (cooking 10/20/50 respectively).&lt;br /&gt;
*Consider building a DPS gear set (extra accuracy/strength/attack) and swapping it in via macros when using a weaponskill for increased damage and aggro towards you. (Ex: Haubergeon)  &lt;br /&gt;
*Time your aggro making.  If someone grabs aggro and the mob is almost dead it may not be worth it to spend a voke/flash/whatever on the mob.  Save it for the next mob.  Just cure instead as needed.&lt;br /&gt;
*&#039;&#039;&#039;In the higher levels/merit parties you may want to consider subbing /NIN.  At higher levels/merit parties most all melee subs /nin because of Utsu: Ni and Ichi shadows for damage mitigation.&#039;&#039;&#039; However, pld/nin really only shines if all the other melee are subbing nin, except drgs. Look at the party list and/or talk to the party leader if you aren&#039;t sure what to sub.  Your main job will be to Flash the enemy for first aggro and then support/cure/cover the other DD when they do take aggro and start taking hits.  Don&#039;t expect to hold hate for too long.  But enemies should be going down fast enough before it&#039;s a problem.  Gear more towards accuracy/strength. Eat sushi or ikra.  You lean more towards a support/healer/(light)DD and less as a tank. &#039;&#039;&#039;Swift Blade (lvl 65) has been boosted on Horizon to do critical damage for more DPS.  Consider building a Swift Blade WS gear set to macro in for even more DPS.  It can be strong.&#039;&#039;&#039;&lt;br /&gt;
**You can off hand shield or another sword for dual wield.  Either works.  You can&#039;t use shield bash without a shield though...so maybe macro one in at the cost of losing some TP.  But &#039;&#039;&#039;shields help with spell interruption as PLD (shield mastery).  Very helpful for recasting shadows.&#039;&#039;&#039;  &lt;br /&gt;
**&#039;&#039;&#039;Definitely consider having enlight at these higher levels to up your accuracy and DPS!&#039;&#039;&#039;  Don&#039;t forget to pick a melee and open chains for them, and make use of cover/sentinel/shield bash/rampart to grab aggro from time to time and support the other DD!&lt;br /&gt;
**&#039;&#039;&#039;In higher level/merit parties while subbing /nin, consider having at least 3 DPS (/nin if melees) + puller + healer + PLD/NIN.&#039;&#039;&#039;  Basically the healer and PLD are sharing their MP pools for keeping the party healthy.  The main healer should have an MP recovery ability/spell to give to the PLD/NIN.  Having too many supportive jobs in a party can reduce the speed at which your party is defeating enemies and cause more downtime.&lt;br /&gt;
&lt;br /&gt;
*Pure DPS PLD/SAM using a high damage staff with [[Hasso]], and [[Holy]] for MB on Light Skillchains is another strategy to consider for high level/merit parties.  Requires some gear/gearsets and a tailored party set-up to be effective.  &lt;br /&gt;
&lt;br /&gt;
-This guide was created by Grayson while leveling PLD and leveling with PLDs on Horizon.  It is considered a work-in-progress.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=115573</id>
		<title>EXP Party Guide - Paladin</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=115573"/>
		<updated>2026-01-04T22:18:51Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: &lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Welcome to &amp;quot;HOW TO PLD IN AN EXP PT&amp;quot;.&lt;br /&gt;
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===Know your Role===&lt;br /&gt;
In a nutshell, the Paladin is a supportive healer tank-  They wear heavy armor/use a shield, hold the enemy, take the hits, protect/heal themselves and their party members, and skillchain as appropriate.  Do not expect to be topping the damage charts as a paladin...that&#039;s for the party&#039;s damage dealers.  &lt;br /&gt;
&lt;br /&gt;
Your main job is to stabilize the party, hold the enemy as best you can, mitigate your incoming damage, and cure/cover the DDs when they do take aggro.  &lt;br /&gt;
*The DD frontline shouldn&#039;t have to sub NIN for higher DPS when partying with a Paladin &lt;br /&gt;
**At later levels (50+) also having a THF or someone with /THF subjob (60+ for Trick attack with /THF subjob) for additional hate control in your party if DD aren&#039;t subbing /NIN is a good idea too.  &lt;br /&gt;
&lt;br /&gt;
Having a PLD in your party along with a main healer also lessens the need of a support-role job in your group (compared to parties were there is no main tank with all frontline subbing /nin, having a support + healer would be a good idea).  You can consider nixing the support for another DPS: i.e. PLD, 3 DPS, puller, healer party line up.&lt;br /&gt;
&lt;br /&gt;
===Party Preparation===&lt;br /&gt;
As a Paladin you want to gear for defense and vitality.  Some basic sets of armor to look out for in your leveling process are: &lt;br /&gt;
&lt;br /&gt;
*Scale set (lvl 10)  &lt;br /&gt;
*Lizard set (lvl 17)  &lt;br /&gt;
*Beetle set (lvl 21)&lt;br /&gt;
*Chain set (lvl 24)  &lt;br /&gt;
*Eisenplatte set (lvl 29)&lt;br /&gt;
*Centurion/Royal Squire set (lvl 30) &lt;br /&gt;
*Silver set (lvl 36)&lt;br /&gt;
*Plate armor set (lvl 40)&lt;br /&gt;
*Royal Squire/Iron Musketeer set (lvl40)&lt;br /&gt;
*Alumine set (lvl 45)&lt;br /&gt;
*Mythril set (lvl 49)&lt;br /&gt;
*Royal Knight/Iron Musketeer set (lvl 50)&lt;br /&gt;
*Gallant (artifact armor) set (lvl 52-60)&lt;br /&gt;
*Darksteel set (lvl 65)&lt;br /&gt;
*Adaman Set (lvl 73)&lt;br /&gt;
&lt;br /&gt;
Shields are VERY important too.  More defense!  Aim for the &amp;quot;Kite&amp;quot; type shields.&lt;br /&gt;
&lt;br /&gt;
Consider equipping accuracy/dex accessories (neck/belt/rings/earrings) outside of your defense building gear.  Being able to hit the enemy generates hate plus gives you more TP gain for opening skillchains (more on that later).&lt;br /&gt;
&lt;br /&gt;
From the early levels, the best subjob to use for PLD is WAR.  It gives you provoke along with some extra VIT/defense/HP.  At the later levels you could consider subbing NIN.  &lt;br /&gt;
&lt;br /&gt;
Consider carrying both a sword and club as well.&lt;br /&gt;
&lt;br /&gt;
Consider leveling cooking to level 30+ before embarking on your Paladin journey.  Bring a pineapple/melon juice or yagudo drink making kit with you to your lower level parties.  Refresh is great.  In some later level parties you may not have a reliable refresh.  So be your own refresher.  &lt;br /&gt;
&lt;br /&gt;
Bring seafood.  You want to eat food that increases your defense.  At the later levels you can eat &#039;&#039;&#039;Ikra Gunkan&#039;&#039;&#039; for both defense and accuracy so you can do more damage, and open chains more often.&lt;br /&gt;
&lt;br /&gt;
Load up an addon that will allow you to see your party member&#039;s TP (HXUI/tparty).&lt;br /&gt;
&lt;br /&gt;
===The Hateful Healer===&lt;br /&gt;
Mage/backline healers try to keep from getting too much hate from their heals.  The paladin wants to do the opposite.  Curing is one of your main tools in grabbing and holding the enemy&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
Between provokes, topping yourself off with cure gives yourself extra enmity and keeps you ahead on the hate list compared to the other DDs in your party.&lt;br /&gt;
&lt;br /&gt;
When a DD/melee grabs the enemy&#039;s attention, starts taking hits, and your abilities are on cooldown, cure them to get some hate back.  This also helps the healer out, saving them some MP.&lt;br /&gt;
&lt;br /&gt;
Consider topping off melee with a cure or 2 after a battle if you have MP to spare.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Management&#039;&#039;&#039;&lt;br /&gt;
Keep an eye on your main healer&#039;s MP and casting.  It may be more efficient to save your MP and let the main healer cure you instead.  Consider you and the main healer balancing/sharing the same MP pool for healing yourself and the party.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s always a good idea to bring drinks and/or ethers to your exp parties for MP management.  You aren&#039;t going to be resting as much as a mage.&lt;br /&gt;
&lt;br /&gt;
At 25, PLD gets &#039;&#039;&#039;auto refresh&#039;&#039;&#039;.  A permanent 1 mp/tic.  Very good!&lt;br /&gt;
&lt;br /&gt;
At 45 you get &#039;&#039;&#039;Chivalry&#039;&#039;&#039;.  A 15 minute cooldown ability that converts your TP to MP.  You can save up to 3000 TP for more return.  Great for when you don&#039;t have a refresh in your party.  And great for when you do!  &lt;br /&gt;
&lt;br /&gt;
Also White Mages get &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, which is another MP dump ability (10 minute cooldown).  Tell your WHM to please save it for you and rotate devotion and chivalry.  Rotating chivalry and devotion nearly makes up for not having a refresher in your party, if you don&#039;t have one.  (Don&#039;t forget your juice making kit either!)&lt;br /&gt;
&lt;br /&gt;
White mages get &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This trait will double the potency and length of the next regen spell.  Ask the WHM to please save Divine Seal Regen for you as well.  It will allow you to easily sustain yourself while the WHM can rest a bit longer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From levels 50+ PLD and WHM can weave Chivalry, Devotion, and Divine Seal + Regen for MP management tools in exp parties.  You can do fine without a refresh by working with a WHM in exp parties.  Get another DPS instead of an extra support to defeat mobs faster!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red Mages get Refresh at level 41.  If you have a RDM main healer ask them for refresh if they aren&#039;t casting it on you.  &lt;br /&gt;
&lt;br /&gt;
Summoners get AoE refresh at 48.  &lt;br /&gt;
&lt;br /&gt;
Bards get ballad at 25 and ballad II at 50 for MP refresh.  If you have a BRD, make sure you stand by the mages so Ballad will hit you.&lt;br /&gt;
&lt;br /&gt;
===The Protector===&lt;br /&gt;
The Paladin protects their party:  They do their best to hold the enemy, take the hits, mitigate their incoming damage, and cure the DDs/themselves to keep the enemy&#039;s attention and limit the party&#039;s downtime.  Melee DD should not have to sub NIN for shadows when partying with a Paladin.  Melee subbing /WAR, /THF, /SAM, /DRG, etc. instead of /NIN will substantially increase the party&#039;s overall DPS.  &lt;br /&gt;
&lt;br /&gt;
Paladins have many tools to keep the enemy&#039;s attention, to get it back if they lose it, and to cover anybody that does take aggro:  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cures (lvl 5/17/30/55)&#039;&#039;&#039; - &#039;&#039;&#039;Your bread and butter&#039;&#039;&#039;.  Cure yourself.  Cure your DD during the fight and top them off a bit after the fight.  Curing yourself and your party mates does 3 thing 1)Keeps you/them alive, 2) Gives you hate 3) Helps your party&#039;s healer save mp.   &lt;br /&gt;
* &#039;&#039;&#039;Provoke (lvl 10 subbing WAR)&#039;&#039;&#039; - 30 second cooldown.  First thing you should do when the enemy is lured to the camp.  Use on cooldown but be mindful of saving it for the next pulled mob.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bash (lvl 15)&#039;&#039;&#039; - Does some decent damage.  Stuns the enemy.  Gives the paladin a moderate amount of hate.  Good to use when a party member gets hate.  5 minute cooldown.  &lt;br /&gt;
* &#039;&#039;&#039;Sentinel (lvl 30)&#039;&#039;&#039; - Gives the paladin A LOT of hate.  Also mitigates A LOT of physical damage.  5 minute cooldown...Same as DRK souleater and RNG barrage/other hate spiking DD cooldowns.  Save for the hate/damage spikes to get hate back.  Also good to use when the healer is resting/low on mp.  You&#039;ll take a lot less damage for some time, giving time for the healer to recover some extra mp.&lt;br /&gt;
* &#039;&#039;&#039;Berserk (lvl 30 subbing WAR)&#039;&#039;&#039; - Increases your attack and decreases your defense.  You can use this right before using a weaponskill for increased damage/aggro.  Not recommended to keep up afterwards.  5 minute cooldown. &lt;br /&gt;
* &#039;&#039;&#039;Cover (lvl 35)&#039;&#039;&#039; - Get in front of the melee DD and use it if they have the enemy&#039;s attention.  You&#039;ll take their hits for 15 seconds.  &#039;&#039;&#039;You need to be in between your party/alliance member and the enemy for this to work&#039;&#039;&#039;.  3 minute cooldown...good to use on a melee after they close a skillchain you opened for them.  Also good for backup if you are out of other abilities.&lt;br /&gt;
* &#039;&#039;&#039;Flash (lvl 37)&#039;&#039;&#039; - Now we&#039;re talking.  VERY HATEFUL TOWARDS THE ENEMY.  Flash + Provoke at the beginning of fights and you should be holding the enemy pretty well...unless your melee DD are crazy...(which isn&#039;t uncommon). Consider maybe &amp;quot;rotating&amp;quot; or &amp;quot;Spreading out&amp;quot; Flash and Provoke to maintain your hate at the top of the list in your parties depending on how crazy the DDs are.  45 second cooldown.   &lt;br /&gt;
*&#039;&#039;&#039;Enlight (lvl 40)&#039;&#039;&#039; - This spell not only gives you an increase in damage and accuracy but also gives you an enmity +10 buff.  Super good but very rare/expensive.  &lt;br /&gt;
*&#039;&#039;&#039;Defender (lvl 50 subbing WAR)&#039;&#039;&#039; - Increases your defense and reduces enmity loss when you are hit.  You lose out on some attack, but the less damage you take and enmity loss may make up for it.  &#039;&#039;&#039;Defender has the added effect of reducing the amount of enmity you lose when taking damage from the enemy.  (The general formula for losing hate towards an enemy is being damaged by them.) Defender also adds extra enmity to provoke.&#039;&#039;&#039;  May not be necessary depending on your party/gear.  If you&#039;re taking a lot of damage, or losing hate pretty easily, use it.  &lt;br /&gt;
* &#039;&#039;&#039;Rampart (lvl 62)&#039;&#039;&#039; - Another hate generating and damage mitigation tool (aoe mitigation for party members) .  5 min cooldown.  Combo with Sentinel/shield bash/flash if your DDs are crazy.  &lt;br /&gt;
* &#039;&#039;&#039;Warcry (lvl 70 WAR sub)&#039;&#039;&#039; Gives a moderate amount of hate towards you while giving yourself and your nearby party members an attack bonus.  5 minute cool down.  Great for a fail safe and/or using with berserk before a weaponskill.   &lt;br /&gt;
* &#039;&#039;&#039;Holy Circle (lvl 5)&#039;&#039;&#039; - This actually does generate a bit of enmity.  10 minute cooldown...use as a fail safe?  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a bit of an art in using all your available tools.  Consider combining abilities and/or spreading them out depending on how hateful your DDs are.  It really depends on your party setup/how geared they are.  Use an addon like recast or timers to keep track of when your abilities/spells are available again.&lt;br /&gt;
Don&#039;t panic if you lose hate and don&#039;t have other abilities available yet/on cooldown...it will happen.  Just go back to the basics and cure the DD to keep them alive/get hate back.  Your role in your party again is A) hold the enemy, then B) support/cure the DD that pulls hate, then C) open those skillchains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider macroing in gear that gives +Enmity when using the above abilities/spells.  It will boost the amount of hate you get from curing/shield bashing/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Opener===&lt;br /&gt;
Paladin&#039;s don&#039;t do great damage on their own...  But what they can do is set up a melee/SMN with opening skillchains for them to close. This also makes mages happy for more chains to magic burst on.  &lt;br /&gt;
&lt;br /&gt;
Paladins can consider the skillchain damage that the melee/SMN closes as their own (maybe even consider any magic burst damage from that chain, their own as well.  Can&#039;t burst without a chain, right?).  &lt;br /&gt;
&lt;br /&gt;
You can also close chains instead of opening but the chain damage won&#039;t be as much compared to a melee or SMN closing.  A skillchain&#039;s damage depends on the closing WS.  But if you have a BLM it might not matter much because the magic burst will do lots of damage anyway.&lt;br /&gt;
&lt;br /&gt;
You may need to save &#039;&#039;&#039;cover&#039;&#039;&#039; for the melee that closes the skillchain if it isn&#039;t a THF, /30THF+, or DRG.  Looking at you MNKs and DRKs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Lotus Blade&#039;&#039;&#039; opens Fusion.  Team up with a MNK WAR or SMN (Ifrit) for them to close it.  RLB also opens Gravitation.  Great for DRG (penta thrust) WAR, and SMN (Ifrit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Blade&#039;&#039;&#039; opens Reverberation, Liquefaction, and Detonation. MNKs WARs and DRKs will like it.  RNGs can close with slug/sidewinder but good luck getting hate after that... let&#039;s just say the enemy better be defeated soon after that happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seraph Blade&#039;&#039;&#039; opens &#039;&#039;&#039;Distortion&#039;&#039;&#039;!  Very good for THF, SAM, DRK, WAR(Rampage), BST, and SMN (Shiva).  Also opens detonation and reverberation.  &#039;&#039;&#039;Shining Strike&#039;&#039;&#039; with club also opens Distortion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorpal Blade&#039;&#039;&#039; is similar to shining blade but does a bit more damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Blade&#039;&#039;&#039; opens Fragmentation and Darkness.  THF DRK(Great sword) and MNK will love being able to close Frag.  SAM WAR and DRK can also close Darkness from Swift Blade.  Swift blade has also been era+ to do critical damage.  It would be a good idea to put together a &amp;quot;Swift Blade equipment set&amp;quot; to maximize your accuracy, attack, and STR when you use Swift Blade from level 66+ for high damage/enmity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Blade&#039;&#039;&#039; opens Light and Distortion!  Good for pretty much any other melee to close (except THF/dagger and MNK/H2H...sorry THF and MNK...)&lt;br /&gt;
&lt;br /&gt;
You can pretty much pick any melee and let them know you will open skillchains for them when you have TP.  The other 2 melee my pair up and chain with each other or solo DPS.  Sword is quite versatile in chains.  &#039;&#039;&#039;Do NOT however ask them to wait for your TP&#039;&#039;&#039;.  That will delay DPS/exp.  Save your TP and open for them when you have it.  More than likely you won&#039;t have TP to open for them everytime they have TP.  That&#039;s fine.&lt;br /&gt;
&lt;br /&gt;
MNK BST WAR(axe) and SMN are the jobs to look out for though for making Fusion (Holy MB!).  At the later levels THF WAR BST and DRK are good to work with too, opening Distortion and Fragmentation (using skull breaker with club).&lt;br /&gt;
*If partying with a BLM then there might be a need for your melee partner to save TP for a chain.  Especially if it&#039;s like a PLD, melee x3, BLM, Healer party setup (2 chains going on for the BLM to burst on). &lt;br /&gt;
*Some party line ups will have the more old-school/traditional setup with 2 melee and a BLM as the DDs, 1 healer (WHM RDM), 1 support (RDM BRD SMN), and a tank (you).  In that case the 2 melee are always going to chain with each other while the black mage bursts off of it.  See if you can 3 step with them when you have the TP.  Ideally you&#039;ll start the 3 step.  Or if the support is SMN, open fusion or distortion for them to close.  It&#039;s not the end of the world if you can&#039;t chain in that scenario though.  You can use WSs for hate.  &lt;br /&gt;
**Ideally though, you might want to suggest your group sway away from RDM+WHM backline unless your group can make fusion or light chains (WHM burst holy/banish, RDM bursting as well) or your group may suffer a bit in DPS/exp rate.&lt;br /&gt;
====The Closer====&lt;br /&gt;
At level 55 you get [[Holy]].  It has been boosted on horizon to do extra damage.  If you really want to increase your DPS see if you can close [[Transfixion]] or [[Fusion]] with your sword.  Then you can [[Magic Burst]] Holy for a lot of damage.  Your friends are DRG for Penta Thrust, and SMN with Ifrit punch.&lt;br /&gt;
&lt;br /&gt;
You can also try and set up a party where your DPS can make Transfixion, Fusion, or Light chains for you to MB Holy off of.  Mnks using Raging Fists, and Drks using Vorpal Scythe or Power Slash are something to consider.&lt;br /&gt;
&lt;br /&gt;
===Dealing with the DPS&#039;s Enmity Management===&lt;br /&gt;
&#039;&#039;&#039;It is ultimately the DPS&#039;s responsibility to manage their own threat.  Just because a DPS can go all out does not mean that they should (Especially at the start of battle when the tank is establishing hate).  Timing is everything.  Or else a DPS is going to steal threat from the PLD, take damage, sap the healer&#039;s MP, and/or die.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some DPS have ways of managing their enmity.  If they pull hate, they can shed it without you having to do anything.  Other DPS have ways of managing other party members&#039; enmity levels.  &lt;br /&gt;
&lt;br /&gt;
Most DPS are encouraged to &amp;quot;go all out&amp;quot; when an exp mob is getting close to being defeated.  Usually the mob is defeated before they steal threat from the tank and/or start taking damage.  Some DPS can start to go all out when a mob has high HP if they can deal with the threat they take or defeat the mob before it becomes a problem (ex: DRK having stun, BLM having blink/stoneskin/stun, Melee DPS closing a skillchain.).&lt;br /&gt;
&lt;br /&gt;
Dragoons gain &#039;&#039;&#039;high jump&#039;&#039;&#039; and &#039;&#039;&#039;super jump&#039;&#039;&#039; at levels 35 and 55 respectively.  Both jumps shed hate.  Don&#039;t worry about them and waste a provoke or flash or something worse.&lt;br /&gt;
&lt;br /&gt;
Thieves are excellent party mates.  They gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039;, &#039;&#039;&#039;trick attack&#039;&#039;&#039;, and &#039;&#039;&#039;assassin&#039;&#039;&#039; at levels 15, 30, and 50 respectively.  Starting at 50 thieves will get behind you facing the mob and use &#039;&#039;&#039;trick attack&#039;&#039;&#039;.  The damage is guaranteed critical and the mob think you did it, tricking them into hating you more.  From levels 30 to 49 your group may set up a first voke so the thf can sata you.  At 45 thieves gain &#039;&#039;&#039;accomplice&#039;&#039;&#039; and &#039;&#039;&#039;collaborator&#039;&#039;&#039;.  These moves steal hate from their party mates and redirect it back to you.  They can help deal with 1 DPS while you focus on the others.  Having a thf makes it much easier on you to hold hate against the other DPS.  &lt;br /&gt;
&lt;br /&gt;
Starting at level 60 some jobs may sub /THF.  They will go behind you and TA WS so they give you their hate.&lt;br /&gt;
&lt;br /&gt;
Some jobs at 70+ may sub /DRG.  They can use high jump to shed hate.&lt;br /&gt;
&lt;br /&gt;
Although they don&#039;t really have to when partying with you, some jobs may sub /NIN at 24+ which gives them shadows.  If they pull threat let their shadows absorb some hits before trying to get hate back.  The absorbed damage saves the healer some mp and each shadow absorbed does reduce their enmity by a bit so it will be easier to try and grab hate from them after a few shadows are absorbed. &lt;br /&gt;
&lt;br /&gt;
Be on the lookout for WAR/SAMs, SAMs, RNGs, DRKs, and MNK/WARs.  These DPS can do tons of damage in quick succession and rarely have a way of shedding their hate for doing it.  Save your abilities to deal with them.  &lt;br /&gt;
&lt;br /&gt;
DRKs have &#039;&#039;&#039;drain&#039;&#039;&#039;, &#039;&#039;&#039;stun&#039;&#039;&#039;, and &#039;&#039;&#039;weapon bash&#039;&#039;&#039;.  Drain will fill up their hp so you may not need to cure them as much.  They typically stun after taking threat which may be good enough to delay the mob long enough before it&#039;s defeated.  DRKs may need your cures after using &#039;&#039;&#039;soul eater&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Club Vs Sword===&lt;br /&gt;
Clubs have been buffed on horizon.  And paladins have access to more clubs.  Also Starlight is now obtained at level 13 which is a WS that restores some mp.  Starlight is great for restoring mp in combat and not having to rest as much.&lt;br /&gt;
&lt;br /&gt;
Clubs aren&#039;t a bad choice to roll with instead of swords.  You get better mp management.  But they aren&#039;t as DPS as swords.  Clubs can also open a few skillchains though.  Notably Distortion with Shining Strike, and Fragmentation with Skull Breaker.  &lt;br /&gt;
&lt;br /&gt;
Clubs can&#039;t open Fusion though so there&#039;s that.  And using TP to restore mp instead of opening SCs may hinder your party&#039;s DPS.  Really it comes down to your preference and what race you are playing as for better mp management.  If you keep losing hate with club, try using a sword.  &lt;br /&gt;
&lt;br /&gt;
If your healer is RDM with refresh and/or you have a BRD, then MP management shouldn&#039;t be too bad with using a sword.  It might be better to use club with starlight if your main healer is WHM and there is no BRD or SMN in your party.  WHM can throw you devotion every 10 minutes.  It all really depends on the skill/gear/line up of the party.  And each party is different. Experiment to see what works better.&lt;br /&gt;
&lt;br /&gt;
===Other Tips and Considerations===&lt;br /&gt;
*[[Holy]] is your secret weapon for extra DPS.  It has been given a boost on Horizon to deal a lot more damage.&lt;br /&gt;
**Consider building a &amp;quot;Holy&amp;quot; armor set, MND+Magic Attack Bonus+Divine Skill&lt;br /&gt;
**When forming a party, try to get jobs that can create Transfixion, Fusion, or Light skillchains for you to MB Holy off of.  Drgs, Mnks, Drk&#039;s using Vorpal Scythe, SMNS using Ifrit are your friends.  At higher levels THFs SAMs RNGs, and Wars can work too for Light and Fusion. &lt;br /&gt;
*THFs can be great friends in exp parties.  They will pull, and they have the ability to give you extra hate towards mobs.  Especially from level 50+ when they get assassin.  &#039;&#039;&#039;PLD+THF can certainly allow the melee DPS in an exp party to sub something else other than /NIN to do even more DPS and be able to go all out without catching too much aggro.&#039;&#039;&#039;  &lt;br /&gt;
**Tip: If you already have a THF in your exp party, you don&#039;t really need a BRD.  Both are pullers.  PLD + THF or BRD + 3 DPS + Healer is a solid lineup.  You can even consider BLM as one of the 3 DPS that can also backup heal and crowd control (sleep/ga) in a pinch.&lt;br /&gt;
*In some parties you may not have a reliable refresh (BLM + WHM backline, no BRD, THF pulling).  Especially in the lower levels when jobs don&#039;t have mp restore abilities/spells yet.  Really consider leveling cooking to at least 30 to make drinks on the fly so you can keep up with mp.  Think of it as having tools as a Ninja. Refresh will give you less downtime, which means faster exp.  Pineapple, melon, and yagudo are all good drinks you can make with cooking 30/40/60.  Orange apple and grape juice aren&#039;t bad either (cooking 10/20/50 respectively).&lt;br /&gt;
*Consider building a DPS gear set (extra accuracy/strength/attack) and swapping it in via macros when using a weaponskill for increased damage and aggro towards you. (Ex: Haubergeon)  &lt;br /&gt;
*Time your aggro making.  If someone grabs aggro and the mob is almost dead it may not be worth it to spend a voke/flash/whatever on the mob.  Save it for the next mob.  Just cure instead as needed.&lt;br /&gt;
*&#039;&#039;&#039;In the higher levels/merit parties you may want to consider subbing /NIN.  At higher levels/merit parties most all melee subs /nin because of Utsu: Ni and Ichi shadows for damage mitigation.&#039;&#039;&#039; However, pld/nin really only shines if all the other melee are subbing nin, except drgs. Look at the party list and/or talk to the party leader if you aren&#039;t sure what to sub.  Your main job will be to Flash the enemy for first aggro and then support/cure/cover the other DD when they do take aggro and start taking hits.  Don&#039;t expect to hold hate for too long.  But enemies should be going down fast enough before it&#039;s a problem.  Gear more towards accuracy/strength. Eat sushi or ikra.  You lean more towards a support/healer/(light)DD and less as a tank. &#039;&#039;&#039;Swift Blade (lvl 65) has been boosted on Horizon to do critical damage for more DPS.  Consider building a Swift Blade WS gear set to macro in for even more DPS.  It can be strong.&#039;&#039;&#039;&lt;br /&gt;
**You can off hand shield or another sword for dual wield.  Either works.  You can&#039;t use shield bash without a shield though...so maybe macro one in at the cost of losing some TP.  But &#039;&#039;&#039;shields help with spell interruption as PLD (shield mastery).  Very helpful for recasting shadows.&#039;&#039;&#039;  &lt;br /&gt;
**&#039;&#039;&#039;Definitely consider having enlight at these higher levels to up your accuracy and DPS!&#039;&#039;&#039;  Don&#039;t forget to pick a melee and open chains for them, and make use of cover/sentinel/shield bash/rampart to grab aggro from time to time and support the other DD!&lt;br /&gt;
**&#039;&#039;&#039;In higher level/merit parties while subbing /nin, consider having at least 3 DPS (/nin if melees) + puller + healer + PLD/NIN.&#039;&#039;&#039;  Basically the healer and PLD are sharing their MP pools for keeping the party healthy.  The main healer should have an MP recovery ability/spell to give to the PLD/NIN.  Having too many supportive jobs in a party can reduce the speed at which your party is defeating enemies and cause more downtime.&lt;br /&gt;
&lt;br /&gt;
*Pure DPS PLD/SAM using a high damage staff with [[Hasso]], and [[Holy]] for MB on Light Skillchains is another strategy to consider for high level/merit parties.  Requires some gear/gearsets and a tailored party set-up to be effective.  &lt;br /&gt;
&lt;br /&gt;
-This guide was created by Grayson while leveling PLD and leveling with PLDs on Horizon.  It is considered a work-in-progress.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=115572</id>
		<title>EXP Party Guide - Paladin</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=115572"/>
		<updated>2026-01-04T22:09:22Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Other Tips and Considerations */&lt;/p&gt;
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&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
Welcome to &amp;quot;HOW TO PLD IN AN EXP PT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Know your Role===&lt;br /&gt;
In a nutshell, the Paladin is a supportive healer tank-  They wear heavy armor/use a shield, hold the enemy, take the hits, protect/heal themselves and their party members, and skillchain as appropriate.  Do not expect to be topping the damage charts as a paladin...that&#039;s for the party&#039;s damage dealers.  &lt;br /&gt;
&lt;br /&gt;
Your main job is to stabilize the party, hold the enemy as best you can, mitigate your incoming damage, and cure/cover the DDs when they do take aggro.  &lt;br /&gt;
*The DD frontline shouldn&#039;t have to sub NIN for higher DPS when partying with a Paladin &lt;br /&gt;
**At later levels (50+) also having a THF or someone with /THF subjob (60+ for Trick attack with /THF subjob) for additional hate control in your party if DD aren&#039;t subbing /NIN is a good idea too.  &lt;br /&gt;
&lt;br /&gt;
Having a PLD in your party along with a main healer also lessens the need of a support-role job in your group (compared to parties were there is no main tank with all frontline subbing /nin, having a support + healer would be a good idea).  You can consider nixing the support for another DPS: i.e. PLD, 3 DPS, puller, healer party line up.&lt;br /&gt;
&lt;br /&gt;
===Party Preparation===&lt;br /&gt;
As a Paladin you want to gear for defense and vitality.  Some basic sets of armor to look out for in your leveling process are: &lt;br /&gt;
&lt;br /&gt;
*Scale set (lvl 10)  &lt;br /&gt;
*Lizard set (lvl 17)  &lt;br /&gt;
*Beetle set (lvl 21)&lt;br /&gt;
*Chain set (lvl 24)  &lt;br /&gt;
*Eisenplatte set (lvl 29)&lt;br /&gt;
*Centurion/Royal Squire set (lvl 30) &lt;br /&gt;
*Silver set (lvl 36)&lt;br /&gt;
*Plate armor set (lvl 40)&lt;br /&gt;
*Royal Squire/Iron Musketeer set (lvl40)&lt;br /&gt;
*Alumine set (lvl 45)&lt;br /&gt;
*Mythril set (lvl 49)&lt;br /&gt;
*Royal Knight/Iron Musketeer set (lvl 50)&lt;br /&gt;
*Gallant (artifact armor) set (lvl 52-60)&lt;br /&gt;
*Darksteel set (lvl 65)&lt;br /&gt;
*Adaman Set (lvl 73)&lt;br /&gt;
&lt;br /&gt;
Shields are VERY important too.  More defense!  Aim for the &amp;quot;Kite&amp;quot; type shields.&lt;br /&gt;
&lt;br /&gt;
Consider equipping accuracy/dex accessories (neck/belt/rings/earrings) outside of your defense building gear.  Being able to hit the enemy generates hate plus gives you more TP gain for opening skillchains (more on that later).&lt;br /&gt;
&lt;br /&gt;
From the early levels, the best subjob to use for PLD is WAR.  It gives you provoke along with some extra VIT/defense/HP.  At the later levels you could consider subbing NIN.  &lt;br /&gt;
&lt;br /&gt;
Consider carrying both a sword and club as well.&lt;br /&gt;
&lt;br /&gt;
Consider leveling cooking to level 30+ before embarking on your Paladin journey.  Bring a pineapple/melon juice or yagudo drink making kit with you to your lower level parties.  Refresh is great.  In some later level parties you may not have a reliable refresh.  So be your own refresher.  &lt;br /&gt;
&lt;br /&gt;
Bring seafood.  You want to eat food that increases your defense.  At the later levels you can eat &#039;&#039;&#039;Ikra Gunkan&#039;&#039;&#039; for both defense and accuracy so you can do more damage, and open chains more often.&lt;br /&gt;
&lt;br /&gt;
Load up an addon that will allow you to see your party member&#039;s TP (HXUI/tparty).&lt;br /&gt;
&lt;br /&gt;
===The Hateful Healer===&lt;br /&gt;
Mage/backline healers try to keep from getting too much hate from their heals.  The paladin wants to do the opposite.  Curing is one of your main tools in grabbing and holding the enemy&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
Between provokes, topping yourself off with cure gives yourself extra enmity and keeps you ahead on the hate list compared to the other DDs in your party.&lt;br /&gt;
&lt;br /&gt;
When a DD/melee grabs the enemy&#039;s attention, starts taking hits, and your abilities are on cooldown, cure them to get some hate back.  This also helps the healer out, saving them some MP.&lt;br /&gt;
&lt;br /&gt;
Consider topping off melee with a cure or 2 after a battle if you have MP to spare.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Management&#039;&#039;&#039;&lt;br /&gt;
Keep an eye on your main healer&#039;s MP and casting.  It may be more efficient to save your MP and let the main healer cure you instead.  Consider you and the main healer balancing/sharing the same MP pool for healing yourself and the party.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s always a good idea to bring drinks and/or ethers to your exp parties for MP management.  You aren&#039;t going to be resting as much as a mage.&lt;br /&gt;
&lt;br /&gt;
At 25, PLD gets &#039;&#039;&#039;auto refresh&#039;&#039;&#039;.  A permanent 1 mp/tic.  Very good!&lt;br /&gt;
&lt;br /&gt;
At 45 you get &#039;&#039;&#039;Chivalry&#039;&#039;&#039;.  A 15 minute cooldown ability that converts your TP to MP.  You can save up to 3000 TP for more return.  Great for when you don&#039;t have a refresh in your party.  And great for when you do!  &lt;br /&gt;
&lt;br /&gt;
Also White Mages get &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, which is another MP dump ability (10 minute cooldown).  Tell your WHM to please save it for you and rotate devotion and chivalry.  Rotating chivalry and devotion nearly makes up for not having a refresher in your party, if you don&#039;t have one.  (Don&#039;t forget your juice making kit either!)&lt;br /&gt;
&lt;br /&gt;
White mages get &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This trait will double the potency and length of the next regen spell.  Ask the WHM to please save Divine Seal Regen for you as well.  It will allow you to easily sustain yourself while the WHM can rest a bit longer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From levels 50+ PLD and WHM can weave Chivalry, Devotion, and Divine Seal + Regen for MP management tools in exp parties.  You can do fine without a refresh by working with a WHM in exp parties.  Get another DPS instead of an extra support to defeat mobs faster!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red Mages get Refresh at level 41.  If you have a RDM main healer ask them for refresh if they aren&#039;t casting it on you.  &lt;br /&gt;
&lt;br /&gt;
Summoners get AoE refresh at 48.  &lt;br /&gt;
&lt;br /&gt;
Bards get ballad at 25 and ballad II at 50 for MP refresh.  If you have a BRD, make sure you stand by the mages so Ballad will hit you.&lt;br /&gt;
&lt;br /&gt;
===The Protector===&lt;br /&gt;
The Paladin protects their party:  They do their best to hold the enemy, take the hits, mitigate their incoming damage, and cure the DDs/themselves to keep the enemy&#039;s attention and limit the party&#039;s downtime.  Melee DD should not have to sub NIN for shadows when partying with a Paladin.  Melee subbing /WAR, /THF, /SAM, /DRG, etc. instead of /NIN will substantially increase the party&#039;s overall DPS.  &lt;br /&gt;
&lt;br /&gt;
Paladins have many tools to keep the enemy&#039;s attention, to get it back if they lose it, and to cover anybody that does take aggro:  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cures (lvl 5/17/30/55)&#039;&#039;&#039; - &#039;&#039;&#039;Your bread and butter&#039;&#039;&#039;.  Cure yourself.  Cure your DD during the fight and top them off a bit after the fight.  Curing yourself and your party mates does 3 thing 1)Keeps you/them alive, 2) Gives you hate 3) Helps your party&#039;s healer save mp.   &lt;br /&gt;
* &#039;&#039;&#039;Provoke (lvl 10 subbing WAR)&#039;&#039;&#039; - 30 second cooldown.  First thing you should do when the enemy is lured to the camp.  Use on cooldown but be mindful of saving it for the next pulled mob.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bash (lvl 15)&#039;&#039;&#039; - Does some decent damage.  Stuns the enemy.  Gives the paladin a moderate amount of hate.  Good to use when a party member gets hate.  5 minute cooldown.  &lt;br /&gt;
* &#039;&#039;&#039;Sentinel (lvl 30)&#039;&#039;&#039; - Gives the paladin A LOT of hate.  Also mitigates A LOT of physical damage.  5 minute cooldown...Same as DRK souleater and RNG barrage/other hate spiking DD cooldowns.  Save for the hate/damage spikes to get hate back.  Also good to use when the healer is resting/low on mp.  You&#039;ll take a lot less damage for some time, giving time for the healer to recover some extra mp.&lt;br /&gt;
* &#039;&#039;&#039;Berserk (lvl 30 subbing WAR)&#039;&#039;&#039; - Increases your attack and decreases your defense.  You can use this right before using a weaponskill for increased damage/aggro.  Not recommended to keep up afterwards.  5 minute cooldown. &lt;br /&gt;
* &#039;&#039;&#039;Cover (lvl 35)&#039;&#039;&#039; - Get in front of the melee DD and use it if they have the enemy&#039;s attention.  You&#039;ll take their hits for 15 seconds.  &#039;&#039;&#039;You need to be in between your party/alliance member and the enemy for this to work&#039;&#039;&#039;.  3 minute cooldown...good to use on a melee after they close a skillchain you opened for them.  Also good for backup if you are out of other abilities.&lt;br /&gt;
* &#039;&#039;&#039;Flash (lvl 37)&#039;&#039;&#039; - Now we&#039;re talking.  VERY HATEFUL TOWARDS THE ENEMY.  Flash + Provoke at the beginning of fights and you should be holding the enemy pretty well...unless your melee DD are crazy...(which isn&#039;t uncommon). Consider maybe &amp;quot;rotating&amp;quot; or &amp;quot;Spreading out&amp;quot; Flash and Provoke to maintain your hate at the top of the list in your parties depending on how crazy the DDs are.  45 second cooldown.   &lt;br /&gt;
*&#039;&#039;&#039;Enlight (lvl 40)&#039;&#039;&#039; - This spell not only gives you an increase in damage and accuracy but also gives you an enmity +10 buff.  Super good but very rare/expensive.  &lt;br /&gt;
*&#039;&#039;&#039;Defender (lvl 50 subbing WAR)&#039;&#039;&#039; - Increases your defense and reduces enmity loss when you are hit.  You lose out on some attack, but the less damage you take and enmity loss may make up for it.  &#039;&#039;&#039;Defender has the added effect of reducing the amount of enmity you lose when taking damage from the enemy.  (The general formula for losing hate towards an enemy is being damaged by them.) Defender also adds extra enmity to provoke.&#039;&#039;&#039;  May not be necessary depending on your party/gear.  If you&#039;re taking a lot of damage, or losing hate pretty easily, use it.  &lt;br /&gt;
* &#039;&#039;&#039;Rampart (lvl 62)&#039;&#039;&#039; - Another hate generating and damage mitigation tool (aoe mitigation for party members) .  5 min cooldown.  Combo with Sentinel/shield bash/flash if your DDs are crazy.  &lt;br /&gt;
* &#039;&#039;&#039;Warcry (lvl 70 WAR sub)&#039;&#039;&#039; Gives a moderate amount of hate towards you while giving yourself and your nearby party members an attack bonus.  5 minute cool down.  Great for a fail safe and/or using with berserk before a weaponskill.   &lt;br /&gt;
* &#039;&#039;&#039;Holy Circle (lvl 5)&#039;&#039;&#039; - This actually does generate a bit of enmity.  10 minute cooldown...use as a fail safe?  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a bit of an art in using all your available tools.  Consider combining abilities and/or spreading them out depending on how hateful your DDs are.  It really depends on your party setup/how geared they are.  Use an addon like recast or timers to keep track of when your abilities/spells are available again.&lt;br /&gt;
Don&#039;t panic if you lose hate and don&#039;t have other abilities available yet/on cooldown...it will happen.  Just go back to the basics and cure the DD to keep them alive/get hate back.  Your role in your party again is A) hold the enemy, then B) support/cure the DD that pulls hate, then C) open those skillchains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider macroing in gear that gives +Enmity when using the above abilities/spells.  It will boost the amount of hate you get from curing/shield bashing/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Opener===&lt;br /&gt;
Paladin&#039;s don&#039;t do great damage on their own...  But what they can do is set up a melee/SMN with opening skillchains for them to close. This also makes mages happy for more chains to magic burst on.  &lt;br /&gt;
&lt;br /&gt;
Paladins can consider the skillchain damage that the melee/SMN closes as their own (maybe even consider any magic burst damage from that chain, their own as well.  Can&#039;t burst without a chain, right?).  &lt;br /&gt;
&lt;br /&gt;
You can also close chains instead of opening but the chain damage won&#039;t be as much compared to a melee or SMN closing.  A skillchain&#039;s damage depends on the closing WS.  But if you have a BLM it might not matter much because the magic burst will do lots of damage anyway.&lt;br /&gt;
&lt;br /&gt;
You may need to save &#039;&#039;&#039;cover&#039;&#039;&#039; for the melee that closes the skillchain if it isn&#039;t a THF, /30THF+, or DRG.  Looking at you MNKs and DRKs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Lotus Blade&#039;&#039;&#039; opens Fusion.  Team up with a MNK WAR or SMN (Ifrit) for them to close it.  RLB also opens Gravitation.  Great for DRG (penta thrust) WAR, and SMN (Ifrit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Blade&#039;&#039;&#039; opens Reverberation, Liquefaction, and Detonation. MNKs WARs and DRKs will like it.  RNGs can close with slug/sidewinder but good luck getting hate after that... let&#039;s just say the enemy better be defeated soon after that happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seraph Blade&#039;&#039;&#039; opens &#039;&#039;&#039;Distortion&#039;&#039;&#039;!  Very good for THF, SAM, DRK, WAR(Rampage), BST, and SMN (Shiva).  Also opens detonation and reverberation.  &#039;&#039;&#039;Shining Strike&#039;&#039;&#039; with club also opens Distortion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorpal Blade&#039;&#039;&#039; is similar to shining blade but does a bit more damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Blade&#039;&#039;&#039; opens Fragmentation and Darkness.  THF DRK(Great sword) and MNK will love being able to close Frag.  SAM WAR and DRK can also close Darkness from Swift Blade.  Swift blade has also been era+ to do critical damage.  It would be a good idea to put together a &amp;quot;Swift Blade equipment set&amp;quot; to maximize your accuracy, attack, and STR when you use Swift Blade from level 66+ for high damage/enmity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Blade&#039;&#039;&#039; opens Light and Distortion!  Good for pretty much any other melee to close (except THF/dagger and MNK/H2H...sorry THF and MNK...)&lt;br /&gt;
&lt;br /&gt;
You can pretty much pick any melee and let them know you will open skillchains for them when you have TP.  The other 2 melee my pair up and chain with each other or solo DPS.  Sword is quite versatile in chains.  &#039;&#039;&#039;Do NOT however ask them to wait for your TP&#039;&#039;&#039;.  That will delay DPS/exp.  Save your TP and open for them when you have it.  More than likely you won&#039;t have TP to open for them everytime they have TP.  That&#039;s fine.&lt;br /&gt;
&lt;br /&gt;
MNK BST WAR(axe) and SMN are the jobs to look out for though for making Fusion (Holy MB!).  At the later levels THF WAR BST and DRK are good to work with too, opening Distortion and Fragmentation (using skull breaker with club).&lt;br /&gt;
*If partying with a BLM then there might be a need for your melee partner to save TP for a chain.  Especially if it&#039;s like a PLD, melee x3, BLM, Healer party setup (2 chains going on for the BLM to burst on). &lt;br /&gt;
*Some party line ups will have the more old-school/traditional setup with 2 melee and a BLM as the DDs, 1 healer (WHM RDM), 1 support (RDM BRD SMN), and a tank (you).  In that case the 2 melee are always going to chain with each other while the black mage bursts off of it.  See if you can 3 step with them when you have the TP.  Ideally you&#039;ll start the 3 step.  Or if the support is SMN, open fusion or distortion for them to close.  It&#039;s not the end of the world if you can&#039;t chain in that scenario though.  You can use WSs for hate.  &lt;br /&gt;
**Ideally though, you might want to suggest your group sway away from RDM+WHM backline unless your group can make fusion or light chains (WHM burst holy/banish, RDM bursting as well) or your group may suffer a bit in DPS/exp rate.&lt;br /&gt;
&lt;br /&gt;
===Dealing with the DPS&#039;s Enmity Management===&lt;br /&gt;
&#039;&#039;&#039;It is ultimately the DPS&#039;s responsibility to manage their own threat.  Just because a DPS can go all out does not mean that they should (Especially at the start of battle when the tank is establishing hate).  Timing is everything.  Or else a DPS is going to steal threat from the PLD, take damage, sap the healer&#039;s MP, and/or die.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some DPS have ways of managing their enmity.  If they pull hate, they can shed it without you having to do anything.  Other DPS have ways of managing other party members&#039; enmity levels.  &lt;br /&gt;
&lt;br /&gt;
Most DPS are encouraged to &amp;quot;go all out&amp;quot; when an exp mob is getting close to being defeated.  Usually the mob is defeated before they steal threat from the tank and/or start taking damage.  Some DPS can start to go all out when a mob has high HP if they can deal with the threat they take or defeat the mob before it becomes a problem (ex: DRK having stun, BLM having blink/stoneskin/stun, Melee DPS closing a skillchain.).&lt;br /&gt;
&lt;br /&gt;
Dragoons gain &#039;&#039;&#039;high jump&#039;&#039;&#039; and &#039;&#039;&#039;super jump&#039;&#039;&#039; at levels 35 and 55 respectively.  Both jumps shed hate.  Don&#039;t worry about them and waste a provoke or flash or something worse.&lt;br /&gt;
&lt;br /&gt;
Thieves are excellent party mates.  They gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039;, &#039;&#039;&#039;trick attack&#039;&#039;&#039;, and &#039;&#039;&#039;assassin&#039;&#039;&#039; at levels 15, 30, and 50 respectively.  Starting at 50 thieves will get behind you facing the mob and use &#039;&#039;&#039;trick attack&#039;&#039;&#039;.  The damage is guaranteed critical and the mob think you did it, tricking them into hating you more.  From levels 30 to 49 your group may set up a first voke so the thf can sata you.  At 45 thieves gain &#039;&#039;&#039;accomplice&#039;&#039;&#039; and &#039;&#039;&#039;collaborator&#039;&#039;&#039;.  These moves steal hate from their party mates and redirect it back to you.  They can help deal with 1 DPS while you focus on the others.  Having a thf makes it much easier on you to hold hate against the other DPS.  &lt;br /&gt;
&lt;br /&gt;
Starting at level 60 some jobs may sub /THF.  They will go behind you and TA WS so they give you their hate.&lt;br /&gt;
&lt;br /&gt;
Some jobs at 70+ may sub /DRG.  They can use high jump to shed hate.&lt;br /&gt;
&lt;br /&gt;
Although they don&#039;t really have to when partying with you, some jobs may sub /NIN at 24+ which gives them shadows.  If they pull threat let their shadows absorb some hits before trying to get hate back.  The absorbed damage saves the healer some mp and each shadow absorbed does reduce their enmity by a bit so it will be easier to try and grab hate from them after a few shadows are absorbed. &lt;br /&gt;
&lt;br /&gt;
Be on the lookout for WAR/SAMs, SAMs, RNGs, DRKs, and MNK/WARs.  These DPS can do tons of damage in quick succession and rarely have a way of shedding their hate for doing it.  Save your abilities to deal with them.  &lt;br /&gt;
&lt;br /&gt;
DRKs have &#039;&#039;&#039;drain&#039;&#039;&#039;, &#039;&#039;&#039;stun&#039;&#039;&#039;, and &#039;&#039;&#039;weapon bash&#039;&#039;&#039;.  Drain will fill up their hp so you may not need to cure them as much.  They typically stun after taking threat which may be good enough to delay the mob long enough before it&#039;s defeated.  DRKs may need your cures after using &#039;&#039;&#039;soul eater&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Club Vs Sword===&lt;br /&gt;
Clubs have been buffed on horizon.  And paladins have access to more clubs.  Also Starlight is now obtained at level 13 which is a WS that restores some mp.  Starlight is great for restoring mp in combat and not having to rest as much.&lt;br /&gt;
&lt;br /&gt;
Clubs aren&#039;t a bad choice to roll with instead of swords.  You get better mp management.  But they aren&#039;t as DPS as swords.  Clubs can also open a few skillchains though.  Notably Distortion with Shining Strike, and Fragmentation with Skull Breaker.  &lt;br /&gt;
&lt;br /&gt;
Clubs can&#039;t open Fusion though so there&#039;s that.  And using TP to restore mp instead of opening SCs may hinder your party&#039;s DPS.  Really it comes down to your preference and what race you are playing as for better mp management.  If you keep losing hate with club, try using a sword.  &lt;br /&gt;
&lt;br /&gt;
If your healer is RDM with refresh and/or you have a BRD, then MP management shouldn&#039;t be too bad with using a sword.  It might be better to use club with starlight if your main healer is WHM and there is no BRD or SMN in your party.  WHM can throw you devotion every 10 minutes.  It all really depends on the skill/gear/line up of the party.  And each party is different. Experiment to see what works better.&lt;br /&gt;
&lt;br /&gt;
===Other Tips and Considerations===&lt;br /&gt;
*[[Holy]] is your secret weapon for extra DPS.  It has been given a boost on Horizon to deal a lot more damage.&lt;br /&gt;
**Consider building a &amp;quot;Holy&amp;quot; armor set, MND+Magic Attack Bonus+Divine Skill&lt;br /&gt;
**When forming a party, try to get jobs that can create Transfixion, Fusion, or Light skillchains for you to MB Holy off of.  Drgs, Mnks, Drk&#039;s using Vorpal Scythe, SMNS using Ifrit are your friends.  At higher levels THFs SAMs RNGs, and Wars can work too for Light and Fusion. &lt;br /&gt;
*THFs can be great friends in exp parties.  They will pull, and they have the ability to give you extra hate towards mobs.  Especially from level 50+ when they get assassin.  &#039;&#039;&#039;PLD+THF can certainly allow the melee DPS in an exp party to sub something else other than /NIN to do even more DPS and be able to go all out without catching too much aggro.&#039;&#039;&#039;  &lt;br /&gt;
**Tip: If you already have a THF in your exp party, you don&#039;t really need a BRD.  Both are pullers.  PLD + THF or BRD + 3 DPS + Healer is a solid lineup.  You can even consider BLM as one of the 3 DPS that can also backup heal and crowd control (sleep/ga) in a pinch.&lt;br /&gt;
*In some parties you may not have a reliable refresh (BLM + WHM backline, no BRD, THF pulling).  Especially in the lower levels when jobs don&#039;t have mp restore abilities/spells yet.  Really consider leveling cooking to at least 30 to make drinks on the fly so you can keep up with mp.  Think of it as having tools as a Ninja. Refresh will give you less downtime, which means faster exp.  Pineapple, melon, and yagudo are all good drinks you can make with cooking 30/40/60.  Orange apple and grape juice aren&#039;t bad either (cooking 10/20/50 respectively).&lt;br /&gt;
*Consider building a DPS gear set (extra accuracy/strength/attack) and swapping it in via macros when using a weaponskill for increased damage and aggro towards you. (Ex: Haubergeon)  &lt;br /&gt;
*Time your aggro making.  If someone grabs aggro and the mob is almost dead it may not be worth it to spend a voke/flash/whatever on the mob.  Save it for the next mob.  Just cure instead as needed.&lt;br /&gt;
*&#039;&#039;&#039;In the higher levels/merit parties you may want to consider subbing /NIN.  At higher levels/merit parties most all melee subs /nin because of Utsu: Ni and Ichi shadows for damage mitigation.&#039;&#039;&#039; However, pld/nin really only shines if all the other melee are subbing nin, except drgs. Look at the party list and/or talk to the party leader if you aren&#039;t sure what to sub.  Your main job will be to Flash the enemy for first aggro and then support/cure/cover the other DD when they do take aggro and start taking hits.  Don&#039;t expect to hold hate for too long.  But enemies should be going down fast enough before it&#039;s a problem.  Gear more towards accuracy/strength. Eat sushi or ikra.  You lean more towards a support/healer/(light)DD and less as a tank. &#039;&#039;&#039;Swift Blade (lvl 65) has been boosted on Horizon to do critical damage for more DPS.  Consider building a Swift Blade WS gear set to macro in for even more DPS.  It can be strong.&#039;&#039;&#039;&lt;br /&gt;
**You can off hand shield or another sword for dual wield.  Either works.  You can&#039;t use shield bash without a shield though...so maybe macro one in at the cost of losing some TP.  But &#039;&#039;&#039;shields help with spell interruption as PLD (shield mastery).  Very helpful for recasting shadows.&#039;&#039;&#039;  &lt;br /&gt;
**&#039;&#039;&#039;Definitely consider having enlight at these higher levels to up your accuracy and DPS!&#039;&#039;&#039;  Don&#039;t forget to pick a melee and open chains for them, and make use of cover/sentinel/shield bash/rampart to grab aggro from time to time and support the other DD!&lt;br /&gt;
**&#039;&#039;&#039;In higher level/merit parties while subbing /nin, consider having at least 3 DPS (/nin if melees) + puller + healer + PLD/NIN.&#039;&#039;&#039;  Basically the healer and PLD are sharing their MP pools for keeping the party healthy.  The main healer should have an MP recovery ability/spell to give to the PLD/NIN.  Having too many supportive jobs in a party can reduce the speed at which your party is defeating enemies and cause more downtime.&lt;br /&gt;
&lt;br /&gt;
*Pure DPS PLD/SAM using a high damage staff with [[Hasso]], and [[Holy]] for MB on Light Skillchains is another strategy to consider for high level/merit parties.  Requires some gear/gearsets and a tailored party set-up to be effective.  &lt;br /&gt;
&lt;br /&gt;
-This guide was created by Grayson while leveling PLD and leveling with PLDs on Horizon.  It is considered a work-in-progress.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=115571</id>
		<title>EXP Party Guide - Paladin</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Party_Guide_-_Paladin&amp;diff=115571"/>
		<updated>2026-01-04T22:08:02Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Other Tips and Considerations */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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Welcome to &amp;quot;HOW TO PLD IN AN EXP PT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Know your Role===&lt;br /&gt;
In a nutshell, the Paladin is a supportive healer tank-  They wear heavy armor/use a shield, hold the enemy, take the hits, protect/heal themselves and their party members, and skillchain as appropriate.  Do not expect to be topping the damage charts as a paladin...that&#039;s for the party&#039;s damage dealers.  &lt;br /&gt;
&lt;br /&gt;
Your main job is to stabilize the party, hold the enemy as best you can, mitigate your incoming damage, and cure/cover the DDs when they do take aggro.  &lt;br /&gt;
*The DD frontline shouldn&#039;t have to sub NIN for higher DPS when partying with a Paladin &lt;br /&gt;
**At later levels (50+) also having a THF or someone with /THF subjob (60+ for Trick attack with /THF subjob) for additional hate control in your party if DD aren&#039;t subbing /NIN is a good idea too.  &lt;br /&gt;
&lt;br /&gt;
Having a PLD in your party along with a main healer also lessens the need of a support-role job in your group (compared to parties were there is no main tank with all frontline subbing /nin, having a support + healer would be a good idea).  You can consider nixing the support for another DPS: i.e. PLD, 3 DPS, puller, healer party line up.&lt;br /&gt;
&lt;br /&gt;
===Party Preparation===&lt;br /&gt;
As a Paladin you want to gear for defense and vitality.  Some basic sets of armor to look out for in your leveling process are: &lt;br /&gt;
&lt;br /&gt;
*Scale set (lvl 10)  &lt;br /&gt;
*Lizard set (lvl 17)  &lt;br /&gt;
*Beetle set (lvl 21)&lt;br /&gt;
*Chain set (lvl 24)  &lt;br /&gt;
*Eisenplatte set (lvl 29)&lt;br /&gt;
*Centurion/Royal Squire set (lvl 30) &lt;br /&gt;
*Silver set (lvl 36)&lt;br /&gt;
*Plate armor set (lvl 40)&lt;br /&gt;
*Royal Squire/Iron Musketeer set (lvl40)&lt;br /&gt;
*Alumine set (lvl 45)&lt;br /&gt;
*Mythril set (lvl 49)&lt;br /&gt;
*Royal Knight/Iron Musketeer set (lvl 50)&lt;br /&gt;
*Gallant (artifact armor) set (lvl 52-60)&lt;br /&gt;
*Darksteel set (lvl 65)&lt;br /&gt;
*Adaman Set (lvl 73)&lt;br /&gt;
&lt;br /&gt;
Shields are VERY important too.  More defense!  Aim for the &amp;quot;Kite&amp;quot; type shields.&lt;br /&gt;
&lt;br /&gt;
Consider equipping accuracy/dex accessories (neck/belt/rings/earrings) outside of your defense building gear.  Being able to hit the enemy generates hate plus gives you more TP gain for opening skillchains (more on that later).&lt;br /&gt;
&lt;br /&gt;
From the early levels, the best subjob to use for PLD is WAR.  It gives you provoke along with some extra VIT/defense/HP.  At the later levels you could consider subbing NIN.  &lt;br /&gt;
&lt;br /&gt;
Consider carrying both a sword and club as well.&lt;br /&gt;
&lt;br /&gt;
Consider leveling cooking to level 30+ before embarking on your Paladin journey.  Bring a pineapple/melon juice or yagudo drink making kit with you to your lower level parties.  Refresh is great.  In some later level parties you may not have a reliable refresh.  So be your own refresher.  &lt;br /&gt;
&lt;br /&gt;
Bring seafood.  You want to eat food that increases your defense.  At the later levels you can eat &#039;&#039;&#039;Ikra Gunkan&#039;&#039;&#039; for both defense and accuracy so you can do more damage, and open chains more often.&lt;br /&gt;
&lt;br /&gt;
Load up an addon that will allow you to see your party member&#039;s TP (HXUI/tparty).&lt;br /&gt;
&lt;br /&gt;
===The Hateful Healer===&lt;br /&gt;
Mage/backline healers try to keep from getting too much hate from their heals.  The paladin wants to do the opposite.  Curing is one of your main tools in grabbing and holding the enemy&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
Between provokes, topping yourself off with cure gives yourself extra enmity and keeps you ahead on the hate list compared to the other DDs in your party.&lt;br /&gt;
&lt;br /&gt;
When a DD/melee grabs the enemy&#039;s attention, starts taking hits, and your abilities are on cooldown, cure them to get some hate back.  This also helps the healer out, saving them some MP.&lt;br /&gt;
&lt;br /&gt;
Consider topping off melee with a cure or 2 after a battle if you have MP to spare.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Management&#039;&#039;&#039;&lt;br /&gt;
Keep an eye on your main healer&#039;s MP and casting.  It may be more efficient to save your MP and let the main healer cure you instead.  Consider you and the main healer balancing/sharing the same MP pool for healing yourself and the party.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s always a good idea to bring drinks and/or ethers to your exp parties for MP management.  You aren&#039;t going to be resting as much as a mage.&lt;br /&gt;
&lt;br /&gt;
At 25, PLD gets &#039;&#039;&#039;auto refresh&#039;&#039;&#039;.  A permanent 1 mp/tic.  Very good!&lt;br /&gt;
&lt;br /&gt;
At 45 you get &#039;&#039;&#039;Chivalry&#039;&#039;&#039;.  A 15 minute cooldown ability that converts your TP to MP.  You can save up to 3000 TP for more return.  Great for when you don&#039;t have a refresh in your party.  And great for when you do!  &lt;br /&gt;
&lt;br /&gt;
Also White Mages get &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, which is another MP dump ability (10 minute cooldown).  Tell your WHM to please save it for you and rotate devotion and chivalry.  Rotating chivalry and devotion nearly makes up for not having a refresher in your party, if you don&#039;t have one.  (Don&#039;t forget your juice making kit either!)&lt;br /&gt;
&lt;br /&gt;
White mages get &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This trait will double the potency and length of the next regen spell.  Ask the WHM to please save Divine Seal Regen for you as well.  It will allow you to easily sustain yourself while the WHM can rest a bit longer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From levels 50+ PLD and WHM can weave Chivalry, Devotion, and Divine Seal + Regen for MP management tools in exp parties.  You can do fine without a refresh by working with a WHM in exp parties.  Get another DPS instead of an extra support to defeat mobs faster!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red Mages get Refresh at level 41.  If you have a RDM main healer ask them for refresh if they aren&#039;t casting it on you.  &lt;br /&gt;
&lt;br /&gt;
Summoners get AoE refresh at 48.  &lt;br /&gt;
&lt;br /&gt;
Bards get ballad at 25 and ballad II at 50 for MP refresh.  If you have a BRD, make sure you stand by the mages so Ballad will hit you.&lt;br /&gt;
&lt;br /&gt;
===The Protector===&lt;br /&gt;
The Paladin protects their party:  They do their best to hold the enemy, take the hits, mitigate their incoming damage, and cure the DDs/themselves to keep the enemy&#039;s attention and limit the party&#039;s downtime.  Melee DD should not have to sub NIN for shadows when partying with a Paladin.  Melee subbing /WAR, /THF, /SAM, /DRG, etc. instead of /NIN will substantially increase the party&#039;s overall DPS.  &lt;br /&gt;
&lt;br /&gt;
Paladins have many tools to keep the enemy&#039;s attention, to get it back if they lose it, and to cover anybody that does take aggro:  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cures (lvl 5/17/30/55)&#039;&#039;&#039; - &#039;&#039;&#039;Your bread and butter&#039;&#039;&#039;.  Cure yourself.  Cure your DD during the fight and top them off a bit after the fight.  Curing yourself and your party mates does 3 thing 1)Keeps you/them alive, 2) Gives you hate 3) Helps your party&#039;s healer save mp.   &lt;br /&gt;
* &#039;&#039;&#039;Provoke (lvl 10 subbing WAR)&#039;&#039;&#039; - 30 second cooldown.  First thing you should do when the enemy is lured to the camp.  Use on cooldown but be mindful of saving it for the next pulled mob.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bash (lvl 15)&#039;&#039;&#039; - Does some decent damage.  Stuns the enemy.  Gives the paladin a moderate amount of hate.  Good to use when a party member gets hate.  5 minute cooldown.  &lt;br /&gt;
* &#039;&#039;&#039;Sentinel (lvl 30)&#039;&#039;&#039; - Gives the paladin A LOT of hate.  Also mitigates A LOT of physical damage.  5 minute cooldown...Same as DRK souleater and RNG barrage/other hate spiking DD cooldowns.  Save for the hate/damage spikes to get hate back.  Also good to use when the healer is resting/low on mp.  You&#039;ll take a lot less damage for some time, giving time for the healer to recover some extra mp.&lt;br /&gt;
* &#039;&#039;&#039;Berserk (lvl 30 subbing WAR)&#039;&#039;&#039; - Increases your attack and decreases your defense.  You can use this right before using a weaponskill for increased damage/aggro.  Not recommended to keep up afterwards.  5 minute cooldown. &lt;br /&gt;
* &#039;&#039;&#039;Cover (lvl 35)&#039;&#039;&#039; - Get in front of the melee DD and use it if they have the enemy&#039;s attention.  You&#039;ll take their hits for 15 seconds.  &#039;&#039;&#039;You need to be in between your party/alliance member and the enemy for this to work&#039;&#039;&#039;.  3 minute cooldown...good to use on a melee after they close a skillchain you opened for them.  Also good for backup if you are out of other abilities.&lt;br /&gt;
* &#039;&#039;&#039;Flash (lvl 37)&#039;&#039;&#039; - Now we&#039;re talking.  VERY HATEFUL TOWARDS THE ENEMY.  Flash + Provoke at the beginning of fights and you should be holding the enemy pretty well...unless your melee DD are crazy...(which isn&#039;t uncommon). Consider maybe &amp;quot;rotating&amp;quot; or &amp;quot;Spreading out&amp;quot; Flash and Provoke to maintain your hate at the top of the list in your parties depending on how crazy the DDs are.  45 second cooldown.   &lt;br /&gt;
*&#039;&#039;&#039;Enlight (lvl 40)&#039;&#039;&#039; - This spell not only gives you an increase in damage and accuracy but also gives you an enmity +10 buff.  Super good but very rare/expensive.  &lt;br /&gt;
*&#039;&#039;&#039;Defender (lvl 50 subbing WAR)&#039;&#039;&#039; - Increases your defense and reduces enmity loss when you are hit.  You lose out on some attack, but the less damage you take and enmity loss may make up for it.  &#039;&#039;&#039;Defender has the added effect of reducing the amount of enmity you lose when taking damage from the enemy.  (The general formula for losing hate towards an enemy is being damaged by them.) Defender also adds extra enmity to provoke.&#039;&#039;&#039;  May not be necessary depending on your party/gear.  If you&#039;re taking a lot of damage, or losing hate pretty easily, use it.  &lt;br /&gt;
* &#039;&#039;&#039;Rampart (lvl 62)&#039;&#039;&#039; - Another hate generating and damage mitigation tool (aoe mitigation for party members) .  5 min cooldown.  Combo with Sentinel/shield bash/flash if your DDs are crazy.  &lt;br /&gt;
* &#039;&#039;&#039;Warcry (lvl 70 WAR sub)&#039;&#039;&#039; Gives a moderate amount of hate towards you while giving yourself and your nearby party members an attack bonus.  5 minute cool down.  Great for a fail safe and/or using with berserk before a weaponskill.   &lt;br /&gt;
* &#039;&#039;&#039;Holy Circle (lvl 5)&#039;&#039;&#039; - This actually does generate a bit of enmity.  10 minute cooldown...use as a fail safe?  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a bit of an art in using all your available tools.  Consider combining abilities and/or spreading them out depending on how hateful your DDs are.  It really depends on your party setup/how geared they are.  Use an addon like recast or timers to keep track of when your abilities/spells are available again.&lt;br /&gt;
Don&#039;t panic if you lose hate and don&#039;t have other abilities available yet/on cooldown...it will happen.  Just go back to the basics and cure the DD to keep them alive/get hate back.  Your role in your party again is A) hold the enemy, then B) support/cure the DD that pulls hate, then C) open those skillchains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider macroing in gear that gives +Enmity when using the above abilities/spells.  It will boost the amount of hate you get from curing/shield bashing/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Opener===&lt;br /&gt;
Paladin&#039;s don&#039;t do great damage on their own...  But what they can do is set up a melee/SMN with opening skillchains for them to close. This also makes mages happy for more chains to magic burst on.  &lt;br /&gt;
&lt;br /&gt;
Paladins can consider the skillchain damage that the melee/SMN closes as their own (maybe even consider any magic burst damage from that chain, their own as well.  Can&#039;t burst without a chain, right?).  &lt;br /&gt;
&lt;br /&gt;
You can also close chains instead of opening but the chain damage won&#039;t be as much compared to a melee or SMN closing.  A skillchain&#039;s damage depends on the closing WS.  But if you have a BLM it might not matter much because the magic burst will do lots of damage anyway.&lt;br /&gt;
&lt;br /&gt;
You may need to save &#039;&#039;&#039;cover&#039;&#039;&#039; for the melee that closes the skillchain if it isn&#039;t a THF, /30THF+, or DRG.  Looking at you MNKs and DRKs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Lotus Blade&#039;&#039;&#039; opens Fusion.  Team up with a MNK WAR or SMN (Ifrit) for them to close it.  RLB also opens Gravitation.  Great for DRG (penta thrust) WAR, and SMN (Ifrit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shining Blade&#039;&#039;&#039; opens Reverberation, Liquefaction, and Detonation. MNKs WARs and DRKs will like it.  RNGs can close with slug/sidewinder but good luck getting hate after that... let&#039;s just say the enemy better be defeated soon after that happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seraph Blade&#039;&#039;&#039; opens &#039;&#039;&#039;Distortion&#039;&#039;&#039;!  Very good for THF, SAM, DRK, WAR(Rampage), BST, and SMN (Shiva).  Also opens detonation and reverberation.  &#039;&#039;&#039;Shining Strike&#039;&#039;&#039; with club also opens Distortion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorpal Blade&#039;&#039;&#039; is similar to shining blade but does a bit more damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Blade&#039;&#039;&#039; opens Fragmentation and Darkness.  THF DRK(Great sword) and MNK will love being able to close Frag.  SAM WAR and DRK can also close Darkness from Swift Blade.  Swift blade has also been era+ to do critical damage.  It would be a good idea to put together a &amp;quot;Swift Blade equipment set&amp;quot; to maximize your accuracy, attack, and STR when you use Swift Blade from level 66+ for high damage/enmity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Blade&#039;&#039;&#039; opens Light and Distortion!  Good for pretty much any other melee to close (except THF/dagger and MNK/H2H...sorry THF and MNK...)&lt;br /&gt;
&lt;br /&gt;
You can pretty much pick any melee and let them know you will open skillchains for them when you have TP.  The other 2 melee my pair up and chain with each other or solo DPS.  Sword is quite versatile in chains.  &#039;&#039;&#039;Do NOT however ask them to wait for your TP&#039;&#039;&#039;.  That will delay DPS/exp.  Save your TP and open for them when you have it.  More than likely you won&#039;t have TP to open for them everytime they have TP.  That&#039;s fine.&lt;br /&gt;
&lt;br /&gt;
MNK BST WAR(axe) and SMN are the jobs to look out for though for making Fusion (Holy MB!).  At the later levels THF WAR BST and DRK are good to work with too, opening Distortion and Fragmentation (using skull breaker with club).&lt;br /&gt;
*If partying with a BLM then there might be a need for your melee partner to save TP for a chain.  Especially if it&#039;s like a PLD, melee x3, BLM, Healer party setup (2 chains going on for the BLM to burst on). &lt;br /&gt;
*Some party line ups will have the more old-school/traditional setup with 2 melee and a BLM as the DDs, 1 healer (WHM RDM), 1 support (RDM BRD SMN), and a tank (you).  In that case the 2 melee are always going to chain with each other while the black mage bursts off of it.  See if you can 3 step with them when you have the TP.  Ideally you&#039;ll start the 3 step.  Or if the support is SMN, open fusion or distortion for them to close.  It&#039;s not the end of the world if you can&#039;t chain in that scenario though.  You can use WSs for hate.  &lt;br /&gt;
**Ideally though, you might want to suggest your group sway away from RDM+WHM backline unless your group can make fusion or light chains (WHM burst holy/banish, RDM bursting as well) or your group may suffer a bit in DPS/exp rate.&lt;br /&gt;
&lt;br /&gt;
===Dealing with the DPS&#039;s Enmity Management===&lt;br /&gt;
&#039;&#039;&#039;It is ultimately the DPS&#039;s responsibility to manage their own threat.  Just because a DPS can go all out does not mean that they should (Especially at the start of battle when the tank is establishing hate).  Timing is everything.  Or else a DPS is going to steal threat from the PLD, take damage, sap the healer&#039;s MP, and/or die.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some DPS have ways of managing their enmity.  If they pull hate, they can shed it without you having to do anything.  Other DPS have ways of managing other party members&#039; enmity levels.  &lt;br /&gt;
&lt;br /&gt;
Most DPS are encouraged to &amp;quot;go all out&amp;quot; when an exp mob is getting close to being defeated.  Usually the mob is defeated before they steal threat from the tank and/or start taking damage.  Some DPS can start to go all out when a mob has high HP if they can deal with the threat they take or defeat the mob before it becomes a problem (ex: DRK having stun, BLM having blink/stoneskin/stun, Melee DPS closing a skillchain.).&lt;br /&gt;
&lt;br /&gt;
Dragoons gain &#039;&#039;&#039;high jump&#039;&#039;&#039; and &#039;&#039;&#039;super jump&#039;&#039;&#039; at levels 35 and 55 respectively.  Both jumps shed hate.  Don&#039;t worry about them and waste a provoke or flash or something worse.&lt;br /&gt;
&lt;br /&gt;
Thieves are excellent party mates.  They gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039;, &#039;&#039;&#039;trick attack&#039;&#039;&#039;, and &#039;&#039;&#039;assassin&#039;&#039;&#039; at levels 15, 30, and 50 respectively.  Starting at 50 thieves will get behind you facing the mob and use &#039;&#039;&#039;trick attack&#039;&#039;&#039;.  The damage is guaranteed critical and the mob think you did it, tricking them into hating you more.  From levels 30 to 49 your group may set up a first voke so the thf can sata you.  At 45 thieves gain &#039;&#039;&#039;accomplice&#039;&#039;&#039; and &#039;&#039;&#039;collaborator&#039;&#039;&#039;.  These moves steal hate from their party mates and redirect it back to you.  They can help deal with 1 DPS while you focus on the others.  Having a thf makes it much easier on you to hold hate against the other DPS.  &lt;br /&gt;
&lt;br /&gt;
Starting at level 60 some jobs may sub /THF.  They will go behind you and TA WS so they give you their hate.&lt;br /&gt;
&lt;br /&gt;
Some jobs at 70+ may sub /DRG.  They can use high jump to shed hate.&lt;br /&gt;
&lt;br /&gt;
Although they don&#039;t really have to when partying with you, some jobs may sub /NIN at 24+ which gives them shadows.  If they pull threat let their shadows absorb some hits before trying to get hate back.  The absorbed damage saves the healer some mp and each shadow absorbed does reduce their enmity by a bit so it will be easier to try and grab hate from them after a few shadows are absorbed. &lt;br /&gt;
&lt;br /&gt;
Be on the lookout for WAR/SAMs, SAMs, RNGs, DRKs, and MNK/WARs.  These DPS can do tons of damage in quick succession and rarely have a way of shedding their hate for doing it.  Save your abilities to deal with them.  &lt;br /&gt;
&lt;br /&gt;
DRKs have &#039;&#039;&#039;drain&#039;&#039;&#039;, &#039;&#039;&#039;stun&#039;&#039;&#039;, and &#039;&#039;&#039;weapon bash&#039;&#039;&#039;.  Drain will fill up their hp so you may not need to cure them as much.  They typically stun after taking threat which may be good enough to delay the mob long enough before it&#039;s defeated.  DRKs may need your cures after using &#039;&#039;&#039;soul eater&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Club Vs Sword===&lt;br /&gt;
Clubs have been buffed on horizon.  And paladins have access to more clubs.  Also Starlight is now obtained at level 13 which is a WS that restores some mp.  Starlight is great for restoring mp in combat and not having to rest as much.&lt;br /&gt;
&lt;br /&gt;
Clubs aren&#039;t a bad choice to roll with instead of swords.  You get better mp management.  But they aren&#039;t as DPS as swords.  Clubs can also open a few skillchains though.  Notably Distortion with Shining Strike, and Fragmentation with Skull Breaker.  &lt;br /&gt;
&lt;br /&gt;
Clubs can&#039;t open Fusion though so there&#039;s that.  And using TP to restore mp instead of opening SCs may hinder your party&#039;s DPS.  Really it comes down to your preference and what race you are playing as for better mp management.  If you keep losing hate with club, try using a sword.  &lt;br /&gt;
&lt;br /&gt;
If your healer is RDM with refresh and/or you have a BRD, then MP management shouldn&#039;t be too bad with using a sword.  It might be better to use club with starlight if your main healer is WHM and there is no BRD or SMN in your party.  WHM can throw you devotion every 10 minutes.  It all really depends on the skill/gear/line up of the party.  And each party is different. Experiment to see what works better.&lt;br /&gt;
&lt;br /&gt;
===Other Tips and Considerations===&lt;br /&gt;
*[[Holy]] is your secret weapon for extra DPS.  It has been given a boost on Horizon to deal a lot more damage.&lt;br /&gt;
**Consider building a &amp;quot;Holy&amp;quot; armor set, MND+Magic Attack Bonus+Divine Skill&lt;br /&gt;
**When forming a party, try to get jobs that can create Transfixion, Fusion, or Light skillchains for you to MB Holy off of.  Drgs, Mnks, Drk&#039;s using Vorpal Scythe, and at higher levels THFs SAMs RNGs, and Wars can work too. &lt;br /&gt;
*THFs can be great friends in exp parties.  They will pull, and they have the ability to give you extra hate towards mobs.  Especially from level 50+ when they get assassin.  &#039;&#039;&#039;PLD+THF can certainly allow the melee DPS in an exp party to sub something else other than /NIN to do even more DPS and be able to go all out without catching too much aggro.&#039;&#039;&#039;  &lt;br /&gt;
**Tip: If you already have a THF in your exp party, you don&#039;t really need a BRD.  Both are pullers.  PLD + THF or BRD + 3 DPS + Healer is a solid lineup.  You can even consider BLM as one of the 3 DPS that can also backup heal and crowd control (sleep/ga) in a pinch.&lt;br /&gt;
*In some parties you may not have a reliable refresh (BLM + WHM backline, no BRD, THF pulling).  Especially in the lower levels when jobs don&#039;t have mp restore abilities/spells yet.  Really consider leveling cooking to at least 30 to make drinks on the fly so you can keep up with mp.  Think of it as having tools as a Ninja. Refresh will give you less downtime, which means faster exp.  Pineapple, melon, and yagudo are all good drinks you can make with cooking 30/40/60.  Orange apple and grape juice aren&#039;t bad either (cooking 10/20/50 respectively).&lt;br /&gt;
*Consider building a DPS gear set (extra accuracy/strength/attack) and swapping it in via macros when using a weaponskill for increased damage and aggro towards you. (Ex: Haubergeon)  &lt;br /&gt;
*Time your aggro making.  If someone grabs aggro and the mob is almost dead it may not be worth it to spend a voke/flash/whatever on the mob.  Save it for the next mob.  Just cure instead as needed.&lt;br /&gt;
*&#039;&#039;&#039;In the higher levels/merit parties you may want to consider subbing /NIN.  At higher levels/merit parties most all melee subs /nin because of Utsu: Ni and Ichi shadows for damage mitigation.&#039;&#039;&#039; However, pld/nin really only shines if all the other melee are subbing nin, except drgs. Look at the party list and/or talk to the party leader if you aren&#039;t sure what to sub.  Your main job will be to Flash the enemy for first aggro and then support/cure/cover the other DD when they do take aggro and start taking hits.  Don&#039;t expect to hold hate for too long.  But enemies should be going down fast enough before it&#039;s a problem.  Gear more towards accuracy/strength. Eat sushi or ikra.  You lean more towards a support/healer/(light)DD and less as a tank. &#039;&#039;&#039;Swift Blade (lvl 65) has been boosted on Horizon to do critical damage for more DPS.  Consider building a Swift Blade WS gear set to macro in for even more DPS.  It can be strong.&#039;&#039;&#039;&lt;br /&gt;
**You can off hand shield or another sword for dual wield.  Either works.  You can&#039;t use shield bash without a shield though...so maybe macro one in at the cost of losing some TP.  But &#039;&#039;&#039;shields help with spell interruption as PLD (shield mastery).  Very helpful for recasting shadows.&#039;&#039;&#039;  &lt;br /&gt;
**&#039;&#039;&#039;Definitely consider having enlight at these higher levels to up your accuracy and DPS!&#039;&#039;&#039;  Don&#039;t forget to pick a melee and open chains for them, and make use of cover/sentinel/shield bash/rampart to grab aggro from time to time and support the other DD!&lt;br /&gt;
**&#039;&#039;&#039;In higher level/merit parties while subbing /nin, consider having at least 3 DPS (/nin if melees) + puller + healer + PLD/NIN.&#039;&#039;&#039;  Basically the healer and PLD are sharing their MP pools for keeping the party healthy.  The main healer should have an MP recovery ability/spell to give to the PLD/NIN.  Having too many supportive jobs in a party can reduce the speed at which your party is defeating enemies and cause more downtime.&lt;br /&gt;
&lt;br /&gt;
*Pure DPS PLD/SAM using a high damage staff with [[Hasso]], and [[Holy]] for MB on Light Skillchains is another strategy to consider for high level/merit parties.  Requires some gear/gearsets and a tailored party set-up to be effective.  &lt;br /&gt;
&lt;br /&gt;
-This guide was created by Grayson while leveling PLD and leveling with PLDs on Horizon.  It is considered a work-in-progress.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=115536</id>
		<title>EXP Camps</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=115536"/>
		<updated>2026-01-02T15:43:52Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Level 50-60 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;New Horizon specific camps are marked with {{Changes }}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
*These camps are all aimed at standard 6 member [[Party|parties]]. &lt;br /&gt;
*Consider targeting lower level mobs (no higher than 8 levels above your party) with a non-standard party setup.&lt;br /&gt;
*If your party has a strong line-up, eats food, and is coordinated with [[Skillchains]]/[[Magic Burst]]s, you can target a higher level camp. &lt;br /&gt;
*Monsters on Horizon may have levels that differ from that of retail, be wary when using exp camp guides outside of this wiki as they may not be the same level. &lt;br /&gt;
*Starting at level 50 adventures will gain an experience point bonus by simply having the [[Signet]] buff, up to a total of 10%, in conquest (Vanilla/RoZ/CoP) areas {{Changes }}. &lt;br /&gt;
*Starting at level 50, adventurers will gain a 5% experience point bonus for defeating foes in conquest regions that their nation does not control while having [[Signet]]{{Changes }}. Consider camping in regions that your nation doesn&#039;t control for maximum experience point gains!&lt;br /&gt;
&lt;br /&gt;
== Camps - Verify if viable ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 &lt;br /&gt;
| [[Lufaise Meadows]]&lt;br /&gt;
| &lt;br /&gt;
* Lake&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Brawler]], [[Orcish Beastrider]], [[Orcish Nightraider]], [[Orcish Impaler]] (35-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Thunder Elemental]] danger.&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Beaucedine Glacier]] &lt;br /&gt;
| &lt;br /&gt;
* Via [[Ranguemont Pass]]: ({{Location Tooltip|area=Beaucedine Glacier|pos=G-9|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas&#039;s Tiger]] (33-35)&lt;br /&gt;
* [[Goblin Furrier]], [[Goblin Pathfinder]], [[Goblin Smithy]], [[Goblin Shaman]] (35-38)&lt;br /&gt;
* [[Tundra Tiger]] (34-37)&lt;br /&gt;
| &lt;br /&gt;
* Mages must sub [[WHM]].&lt;br /&gt;
* Mobs in area that detect magic.&lt;br /&gt;
* The ({{Location Tooltip|area=Beaucedine Glacier|pos=H-9}}) camp is a mostly a roaming camp loaded with [[:Category:Tigers|tigers]]&lt;br /&gt;
* Bring someone to kill all other mobs except for the [[BST]] Gigas (will load a pet that is the same level as the [[Tundra Tiger]] but with a fourth of the HP).&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Castle Oztroja]] &lt;br /&gt;
| &lt;br /&gt;
* Behind Trap Door.&lt;br /&gt;
|&lt;br /&gt;
* [[Yagudo Drummer]] (33-37)&lt;br /&gt;
* [[Yagudo Oracle]] (34-38)&lt;br /&gt;
* [[Yagudo Interrogator]] (35-39)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Layout of zone favors a moving party.&lt;br /&gt;
|-&lt;br /&gt;
|41-44 &lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=L-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ogrefly]]&lt;br /&gt;
* [[Master Coeurl]]&lt;br /&gt;
|&lt;br /&gt;
* Supports one party.&lt;br /&gt;
* [[WHM]] is required.&lt;br /&gt;
* Mages must sub [[WHM]]. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 10-20 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|10-15&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Beetle&#039;s Burrow (Through Lily Tower) ({{Location Tooltip|area=Inner Horutoto Ruins|map=Beetle&#039;s Burrow|pos=F-10|pos 2=F-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beady Beetle]] (12-16)&lt;br /&gt;
* [[Bat Battalion]] (12-15)&lt;br /&gt;
* [[Goblin Ambusher]]&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (14-18)&lt;br /&gt;
|&lt;br /&gt;
* Enter via [[East Sarutabaruta]] ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}), Lily Tower. Access Beetle&#039;s Burrow through hidden doors at either ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-8}}) or ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-9}})&lt;br /&gt;
* Be aware of mobs aggroing by sight and sound on the way to camp.&lt;br /&gt;
* [[Beady Beetle|Beetles]] and [[Bat Battalion|Bats]] don&#039;t aggro but do link via sight and sound respectively.  &lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|[[Carpenters&#039; Landing]] via [[Northern San d&#039;Oria]] Wooden Shutter entrance   &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Digger Wasp]] (14-17)&lt;br /&gt;
* [[Beady Beetle]] (15-17)&lt;br /&gt;
* [[Orcish Grunt]]&lt;br /&gt;
* [[Orcish Neckchopper]]&lt;br /&gt;
* [[Orcish Stonechucker]] (16-18)&lt;br /&gt;
* [[Poison Funguar]] (17-19)&lt;br /&gt;
* [[Flytrap]] (20-22)&lt;br /&gt;
| &lt;br /&gt;
* Wooden Shutter is at [[Northern San d&#039;Oria]] ({{Location Tooltip|area=Northern San d&#039;Oria|pos=F-5}})&lt;br /&gt;
* [[Poison Funguar|Funguars]] can [[Poison]], [[Blind]], [[Paralysis|Paralyze]], and [[Silence]].&lt;br /&gt;
* [[Flytrap]] uses [[Soporific]], a small range [[Area of Effect|AoE]] [[Sleep (Status Effect)|Sleep]] and potent [[Paralyze (Status Effect)|Paralyze]] ability.&lt;br /&gt;
* Can support multiple parties and different level ranges. &lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=D-7|pos 2=E-6|pos 3=E-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=K-9|pos 2=L-9|pos 3=L-10}})&lt;br /&gt;
| &lt;br /&gt;
* [[Hill Lizard]] (15-19)&lt;br /&gt;
|&lt;br /&gt;
* Welcome to the dunes.&lt;br /&gt;
* [[Baleful Gaze]] [[Petrification|Petrifies]] the target it&#039;s looking at. Turn to avoid!&lt;br /&gt;
* Level 11 parties take care when pulling level 18-19 [[Hill Lizard|Lizards]].&lt;br /&gt;
* Multiple camps, can support multiple parties.&lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Buburimu Peninsula]]                 &lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Buburimu Peninsula|pos=E-7}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sylvestre]] (15-18),&lt;br /&gt;
* [[Mighty Rarab]] (15-18)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Try to avoid pulling mobs that are 7+ levels above your party.&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=F-3|map=Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Blood Bunny|Blood Bunnies]] (17-19)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Can either sit in place or run up and down the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=I-8}})&lt;br /&gt;
| &lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Canyon Wasp]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Cactus Grub]] (19-20)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Added mobs with higher level range}} [[Killer Bee]] (15-20) &lt;br /&gt;
* [[Goblin Tinkerer]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Not too far from [[Kolshushu]] [[Outpost Teleportation|Outpost]] or [[Teleport-Mea]].&lt;br /&gt;
* [[Killer Bee]]s seem to use Pollen more often than other [[Bee]]s.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Konschtat Highlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=I-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) &lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Yellow Jacket]] (18-20) &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}}) Camp has a [[Goblin Digger]] that can extend chains. &lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) Camp has [[Poltergeist]]s (18-20) that can extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=La Theine Plateau|pos=H-11|pos 2=I-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-18) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Plateau Hare]] (19-20) &lt;br /&gt;
|&lt;br /&gt;
* [[Plateau Hare|Hares]] link.&lt;br /&gt;
* [[Plateau Hare|Hares]] should not be fought until at least level 13.&lt;br /&gt;
* 1 Orc spawn can also be used to fill chains. &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* Pond ({{Location Tooltip|area=La Theine Plateau|pos=K-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Snapper]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=G-3|map= Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stink Bats]] (15-18)&lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* [[Stink Bats|Bats]] link via sound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Maze Maker]] (18-21)&lt;br /&gt;
* [[Stink Bats]] (15-17)&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (16-17)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* West Forest ({{Location Tooltip|area=Valkurm Dunes|pos=F-7}})&lt;br /&gt;
* Whitebone Sands ({{Location Tooltip|area=Valkurm Dunes|pos=F-9}})&lt;br /&gt;
* Oasis ({{Location Tooltip|area=Valkurm Dunes|pos=I-7}})&lt;br /&gt;
* Siren Sands ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
* North Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-6}})&lt;br /&gt;
* South Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-8}})&lt;br /&gt;
*(H-7) NW of OP corner&lt;br /&gt;
|&lt;br /&gt;
* [[Night Bats]] (12-15)&lt;br /&gt;
* [[Star Bat]] (17-20)&lt;br /&gt;
* [[Snipper]] (18-22)&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Damselfly|Flies]] &amp;amp; [[Snipper]]s are primary targets. &lt;br /&gt;
* Can throw in [[Brutal Sheep|Sheep]] and [[Star Bat|Bats]] at night to keep chains going.&lt;br /&gt;
* [[Damselfly]] can [[Poison]], and use [[Cursed Sphere]], a damaging [[Area of Effect|AoE]] TP move. &lt;br /&gt;
* [[Brutal Sheep]] can use [[Sheep Song]], which is an [[Area of Effect|AoE]] [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cape Coney]] (20-21)&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cactus Bee]] (20-22)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Supports up to 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Magic Gate of Horutoto ({{Location Tooltip|area=Inner Horutoto Ruins|pos=E-10|map=Beetle&#039;s Burrow}})&lt;br /&gt;
|&lt;br /&gt;
* [[Battle Bat]] (17-19)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (20-23)&lt;br /&gt;
| &lt;br /&gt;
* Enter via {{Location|East Sarutabaruta|J-7}}.&lt;br /&gt;
* Mobs near camp aggro sight/sound.&lt;br /&gt;
* [[Goblin Leecher]]s are casters. &lt;br /&gt;
* Careful of links - [[Battle Bat|Bats]] link by sound, and [[:Category:Goblins|Goblins]] link by sight. &lt;br /&gt;
* All of the mobs are aggressive.&lt;br /&gt;
* Could support 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=H-7|map=Map 1}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hognosed Bat]] (17-19)&lt;br /&gt;
* [[Fly Agaric]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sound and Sight aggro near camp.&lt;br /&gt;
* [[Hognosed Bat|Bats]] link via sound.&lt;br /&gt;
* [[Fly Agaric]]s have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Cliff Side ({{Location Tooltip|area=Valkurm Dunes|pos=G-8}})&lt;br /&gt;
* Signpost ({{Location Tooltip|area=Valkurm Dunes|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
* [[Brutal Sheep|Sheep]] use [[Sheep Song]], an AoE sleep TP attack. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=J-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Norvallen]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* 6 spawns, 1 [[Stag Beetle|Beetle]] is around the corner, a little Southwest.&lt;br /&gt;
* [[Stag Beetle|Beetle]]s have defense and evasion boosting TP abilities.&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=H-11|pos 2=H-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] &lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
* [[Forest Tiger]] (22-24)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* [[Forest Tiger|Tigers]] have a strong [[Paralyze]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Dangruf Wadi]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=G-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=H-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leeecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]]s are casters.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|pos 2=F-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=G-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=I-8}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-6|pos 2=J-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bull Dhalmel]] (20-23)&lt;br /&gt;
* [[Zu]] (20-23)&lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-25)&lt;br /&gt;
| &lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets in front of them.&lt;br /&gt;
* Be wary of linking.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gadfly]] (18-21)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Derfland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Marsh Funguar|Funguars]] link by sound.&lt;br /&gt;
* [[Marsh Funguar]] have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21),&lt;br /&gt;
* [[Hill Lizard]] (19-22)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Aragoneu]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* 2 [[:Category:Goblins|Goblins]] around which may prove too much for a level 15/16 group.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=F-8|pos 2=F-9|pos 3=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-24)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}). &lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* [[Marsh Funguar|Funguars]] use [[Paralyze (Status Effect)|Paralyze]], [[Blind (Status Effect)|Blind]], [[Poison (Status Effect)|Poison]] and [[Silence (Status Effect)|Silence]] TP abilities.&lt;br /&gt;
* [[Marsh Funguar|Funguar]] aggro and link via sound. &lt;br /&gt;
* [[Stag Beetle|Beetles]] link via sight. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=K-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]]&lt;br /&gt;
* [[Snipper]] (17-20)&lt;br /&gt;
* [[Gadfly]] (18-21) &lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Camp right at the outpost.&lt;br /&gt;
* [[Defland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets infront of them.&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=F-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawlers]]&lt;br /&gt;
* [[Leeches]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Water Elemental]] can sometimes spawn in the back.&lt;br /&gt;
* [[Marsh Funguar]]s spawn in the road leading to the area, possibly extending this camp to Level 19 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|[[Korroloka Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Western Tunnel ({{Location Tooltip|area=Korroloka Tunnel|map=Map 2|pos=D-8|pos 2=D-9|pos 3=E-9}})&lt;br /&gt;
* Eastern Tunnel({{Location Tooltip|area=Korroloka Tunnel|map=Map 1|pos=L-6|pos 2=L-7|pos 3=M-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Worm]] (20-25)&lt;br /&gt;
* [[Seeker Bats]] (22-26)&lt;br /&gt;
|&lt;br /&gt;
* Worms cast lots of spells, including [[Area of Effect|AoE]] spells.&lt;br /&gt;
* Ideal for a ranged attack burn style party. &lt;br /&gt;
* [[Seeker Bats|Bats]] take extra damage from piercing weapons.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Goblin Camp ({{Location Tooltip|area=Valkurm Dunes|pos=E-7|pos 2=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]]&lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* Watch out for sight-based links.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
| &lt;br /&gt;
* By Spine at ({{Location Tooltip|area=Meriphataud Mountains|pos=D-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-25)&lt;br /&gt;
* [[Couerl]] (22-26)&lt;br /&gt;
* [[Boggart]] (25-27)&lt;br /&gt;
|&lt;br /&gt;
* Close to [[Aragoneu]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* [[Paralyna]] and [[Silena]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hill Lizard]] (23-25)&lt;br /&gt;
* [[Moon Bat]] (23-26)&lt;br /&gt;
* [[Midnight Wings]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from Aragoneu OP. &lt;br /&gt;
* Mobs located on both N and S sides of the fort.  &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=F-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Dung Beetle]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Further down, past the [[Fly Agaric]]s. &lt;br /&gt;
* Sight and Sound aggro on the way to camp. &lt;br /&gt;
* [[Dung Beetle|Beetles]] link via sight.   &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=H-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Vorpal Bunny]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* Spore Hollow ({{Location Tooltip|area=Jugner Forest|pos=K-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Jugner Funguar]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}}) camp is reached from the South. &lt;br /&gt;
* [[Jugner Funguar|Funguars]] link by sound. &lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach/Gustav Zone ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=E-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (20-23)&lt;br /&gt;
* [[Beach Pugil]] (23-26)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro near camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=G-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Clipper]] (24-26)&lt;br /&gt;
* [[Poison Leech]] (24-27)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Buburimu Peninsula]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]], [[Goblin Leecher]], [[Goblin Mugger]]  (21-25)&lt;br /&gt;
*{{changes|Horizon custom mob}} [[Cape Dhalmel]]s (24-26) &lt;br /&gt;
|&lt;br /&gt;
* [[Cape Dhalmel]]s and [[Bull Dhalmels]] (20-23) will link, [[Bind]] or [[Sleep]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Maze of Shakhrami|map= Map 2|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Carnivorous Crawler]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Tahrongi Canyon]] ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 8 [[Carnivorous Crawler|Crawlers]], 10 if you roam into the Eastern tunnel. &lt;br /&gt;
|-&lt;br /&gt;
|17-20 &lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=H-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (18-23)&lt;br /&gt;
* [[Poison Leech]] (21-25)&lt;br /&gt;
* [[Shoal Pugil]] (24-28)&lt;br /&gt;
|&lt;br /&gt;
* Watch for [[Bogy]] spawns at night. Both beaches have safe places to camp outside of blood aggro range.  &lt;br /&gt;
* Start on [[Snipper]]s at Level 17. Can start mixing [[Shoal Pugil|Pugils]] in at 18.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18-20&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
| &lt;br /&gt;
* Rose Tower, [[Three Mage Gate]] ({{Location Tooltip|area=Inner Horutoto Ruins|map= Rose Tower 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Boggart]] (23-26)&lt;br /&gt;
| &lt;br /&gt;
* Enter via ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}) in [[East Sarutabaruta]], Lily Tower.&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Castle Oztroja]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Castle Oztroja|map=Map 1|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bastion Bats]] (18-21)&lt;br /&gt;
* [[Yagudo Persecutor]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Beadeaux]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Beadeaux|map=Map 1|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] (20-23)&lt;br /&gt;
* [[Old Quadav]] (22-26)&lt;br /&gt;
* [[Copper Quadav]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
| &lt;br /&gt;
* Circle around Ice Pond for ({{Location Tooltip|area=Qufim Island|pos=H-7}}) camp.&lt;br /&gt;
* At night, [[Banshee]]s spawn at Ice Pond so you will need to camp in a tunnel and pull [[Clippers]] to you. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=I-7|pos 3=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6|pos 2=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Dark Bats]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
* [[Glow Bat]] (28-29)&lt;br /&gt;
|&lt;br /&gt;
* Potentially supports 2 parties at opposite ends of the cliff. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-4}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon custom mob}} [[Migrant Hawker]] (24-27) &lt;br /&gt;
* {{changes|Horizon custom mob}}  [[Dust Lizard]] (26-28)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Aragoneu]] [[Outpost Teleportation|Outpost]].  &lt;br /&gt;
* 3 camps/supports 3 parties. &lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Center Landing Docks ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-25)&lt;br /&gt;
* [[Fosse Pugil]] (22-24)&lt;br /&gt;
* [[Forest Tiger]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Davoi]]&lt;br /&gt;
|&lt;br /&gt;
* Main Entrance ({{Location Tooltip|area=Davoi|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (22-28)&lt;br /&gt;
|&lt;br /&gt;
* [[Bats]] that pop at night aggro via sound.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Yughott Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-6}})&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* All orcs link by sight, be careful.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 20-30 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|20-22&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* Between Fences at ({{Location Tooltip|area=Rolanberry Fields|pos=F-7}})&lt;br /&gt;
* Shack at ({{Location Tooltip|area=Rolanberry Fields|pos=F-11}}) &lt;br /&gt;
* Stone Wall/Signpost at ({{Location Tooltip|area=Rolanberry Fields|pos=H-12}}) &lt;br /&gt;
* Crates at ({{Location Tooltip|area=Rolanberry Fields|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Berry Grub]] (25-28)&lt;br /&gt;
|  &lt;br /&gt;
* [[Quadav]] and [[Ochu]] aggro sound. &lt;br /&gt;
* Can fill in with [[Bats]] at night.&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Waterfall/PLD ??? ({{Location Tooltip|area=Ordelle&#039;s Caves|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Shrieker]] (25-27)&lt;br /&gt;
* [[Clipper]] (26-29)&lt;br /&gt;
* [[Goliath Beetle]] (29-31)&lt;br /&gt;
|&lt;br /&gt;
* Enter through [[La Theine Plateau]] at ({{Location Tooltip|area=La Theine Plateau|pos=H-7}}).&lt;br /&gt;
* Sight and sound aggro near camp.&lt;br /&gt;
* [[Clipper]]s link by sound. &lt;br /&gt;
* [[Will-o&#039;-the-Wisp|Bomb]] nearby.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|21-23&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* Zone to [[Meriphataud Mountains|Meriphataud]], ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]] (26-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Mugger]] (26-29)&lt;br /&gt;
|&lt;br /&gt;
* Southwest part of the zone is littered with [[:Category:Goblins|Goblins]] and [[Bats]]. &lt;br /&gt;
* Beware of links. &lt;br /&gt;
* Beware of [[Rock Golem]] (magic sensitive and will destroy your party).&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|21-24&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* Beyond the door ({{Location Tooltip|area=Ranguemont Pass|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (26-30)&lt;br /&gt;
|&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* Be careful of [[Ooze]].&lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Camp at either end of the caves ({{Location Tooltip|area=Carpenters&#039; Landing|pos=I-11|pos 2=I-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (27-30)&lt;br /&gt;
* [[Shreiker]] (28-31)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] zone entrance, ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Quick walk from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro en route to camp.&lt;br /&gt;
* [[Shrieker]]s are sound aggro/[[Diving Beetle|Beetles]] link by sight.   &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Lower Delkfutt&#039;s Tower]]&lt;br /&gt;
| &lt;br /&gt;
* Northwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-7}})&lt;br /&gt;
* Southwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-10}})&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=H-10}}) &lt;br /&gt;
* Northeast Area ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-27)&lt;br /&gt;
* [[Ancient Bat]]s (27-29)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (27-30)&lt;br /&gt;
* [[Giant Gatekeeper]]&lt;br /&gt;
* [[Giant Guard]]&lt;br /&gt;
* [[Giant Lobber]]&lt;br /&gt;
* [[Giant Sentry]] (28-30)&lt;br /&gt;
|&lt;br /&gt;
* Be careful of aggro if not using entrance camp.&lt;br /&gt;
* [[Giant Lobber]]s hurt. Pull with caution.&lt;br /&gt;
|-&lt;br /&gt;
| 22-26 &lt;br /&gt;
|| [[Maze of Shakhrami]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Maze of Shakhrami|pos=L-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]]s (26-29)&lt;br /&gt;
* [[Caterchipillar]] (30-31)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (31-34) &lt;br /&gt;
|&lt;br /&gt;
* [[Buburimu Peninsula|Buburimu]] Side/[[Outpost Teleportation|Outpost]].  Enter at ({{Location Tooltip|area=Buburimu Peninsula|pos=F-6}}). &lt;br /&gt;
* Lower level parties focus on [[Ancient Bat|Bats]] and  [[Caterchipillar|Crawlers]].  &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Pugil]] (28-30)&lt;br /&gt;
* [[Giant Ascetic]]&lt;br /&gt;
* [[Giant Hunter]]&lt;br /&gt;
* [[Giant Ranger]]&lt;br /&gt;
* [[Giant Trapper]] (28-31)&lt;br /&gt;
* [[Acrophies]] (32-33)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Popular exp zone,&#039;&#039;&#039; area can get overcrowded and you may need to find alternative camps.&lt;br /&gt;
* Take care with [[Thunder Elemental]] spawn at ({{Location Tooltip|area=Qufim Island|pos=F-8}}) during thunder weather.&lt;br /&gt;
* Supports 3 parties.   &lt;br /&gt;
* Be careful with Gigas (Giants), they hit quite hard, especially Gigas Hunter (the RNG-type that throws rocks).&lt;br /&gt;
|-&lt;br /&gt;
|23-27&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ridge Lizard]] {{Changes }} (29-31)&lt;br /&gt;
* [[Puma]] {{Changes }} (29-33)&lt;br /&gt;
* [[Drooling Hound]] {{Changes }} (31-35)&lt;br /&gt;
| &lt;br /&gt;
* Not a a bad walk from [[Outpost Teleportation|Outpost]] or [[Crag of Mea]].&lt;br /&gt;
* Can be done at level 23 if going slow between pulls, at level 25, [[Drooling Hound]]s can enter rotation. EXP tapers during level 26 but can still produce 8-10k exp/hr &#039;&#039;without&#039;&#039; rings because kills go quickly. Easy chain 5&#039;s with a solid party. &lt;br /&gt;
* [[Puma]] inflicts [[Paralysis]] (Blaster) and [[Silence]] (Chaotic Eye.) Chaotic Eye is a very quick cast, so be careful.&lt;br /&gt;
* [[Ridge Lizard|Lizard&#039;s]] Blockhead TP move can hit non-tanks for very high numbers (200+ dmg.) Be careful about pulling too much enmity!&lt;br /&gt;
* Beware [[Drooling Hound]] (31-33) at night, it has [[Area of Effect|AoE]] [[Disease]].&lt;br /&gt;
* Supports 2 parties, 1 at each coordinate.&lt;br /&gt;
|-&lt;br /&gt;
|24-26&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Hecteyes]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* ~12 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sight and Sound aggro en route to camp.&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}}) has about 8 [[Stirge]] spawns along the tunnel.  May need to roam a bit. &lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sauromugue Skink]] (28-32)&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Yagudo Interrogator]]&lt;br /&gt;
* [[Yagudo Oracle]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (26-36)&lt;br /&gt;
|&lt;br /&gt;
* Camp at fallen pillar/crumbling wall or outside of fort.&lt;br /&gt;
* Mob density a bit scarce. [[Yagudo]] have a large level range.&lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Logs near Dock ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Spinous Pugil]] (29-31)&lt;br /&gt;
* [[Sabretooth Tiger]] (29-32)&lt;br /&gt;
* [[Birdtrap]] (29-33)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] entrance at ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] aggro/link by sight, [[Birdtrap]]s don&#039;t aggro or link. [[Spinous Pugil|Pugils]] aggro by sound. &lt;br /&gt;
* [[Birdtrap|Traps]] [[Area of Effect|AoE]] [[Sleep]], Single-Target [[Paralysis|paralyze]].&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] [[Area of Effect|AoE]] [[Paralysis|paralyze]]. &lt;br /&gt;
* Be mindful of big [[Sabretooth Tiger|Tiger]] crits. &lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6|pos 2=G-6|pos 3=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yuhtunga Mandragora]] (30-33)&lt;br /&gt;
|&lt;br /&gt;
* Beware patrolling [[Goblin Smithy]].&lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=F-8|pos 2=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Tabar Beak]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* Supports maybe 2 parties. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Camp on hill by bonfire [[:Category:Yagudo|Yagudo]] camp.  &lt;br /&gt;
* Beware of links.&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] have large level range.&lt;br /&gt;
|-&lt;br /&gt;
|26-28&lt;br /&gt;
|[[Ranguemont Pass]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=E-6|pos 2=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Smithy]] {{Changes }} (32-36)&lt;br /&gt;
|&lt;br /&gt;
* ~11.5 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]]&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 4 [[:Category:Goblins|Goblin]] spawns (Era+) with 3-4 [[Stirge]] spawns in the same open area and connecting caves.&lt;br /&gt;
* May be able to extend camp to level 28 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=J-7|pos 2=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ivory Lizard]] (32-35)&lt;br /&gt;
* [[Jungle Coeurl]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Take Chocobo from [[Kazham]] to ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6}}) and drop down. Then after emerging from the tunnel after the drop, go down ramp when you see the [[Overgrown Rose]] ([[Morbol]]), into another tunnel. Camp at the edge of the cliff overlooking the Volcano.&lt;br /&gt;
* Start with [[Ivory Lizard|Lizards]] at level 26.  Mix in [[Jungle Couerl|Coeurls]] at level 28+.&lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* Docks ({{Location Tooltip|area=Bibiki Bay|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Start on [[Eft]]s.  &lt;br /&gt;
* [[Eft]]s link via sound.  &lt;br /&gt;
* Move to [[Raven]]s around level 29.&lt;br /&gt;
* [[Raven]]s link via sight.  &lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Jacket]] (33-37)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;BEE LOG&#039;&#039;&#039;.  Camp inside the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
| 27-30 &lt;br /&gt;
|| [[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=H-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Flesh Eater]] (35-37)&lt;br /&gt;
* [[Hecteyes]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Both mobs are casters.&lt;br /&gt;
* [[Hecteyes]] are weak to all elemental damage except for dark. They are also resistant to blunt.&lt;br /&gt;
|-&lt;br /&gt;
| 27-29 &lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-13}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Servingman]]&lt;br /&gt;
* [[Goblin Craftsman]]&lt;br /&gt;
* [[Goblin Gutterman]]&lt;br /&gt;
* [[Goblin Hammerman]]&lt;br /&gt;
* [[Goblin Leadman]]&lt;br /&gt;
* [[Moblin Chapman]]&lt;br /&gt;
* [[Moblin Pickman]]&lt;br /&gt;
* [[Moblin Ragman]]&lt;br /&gt;
* [[Moblin Witchman]]&lt;br /&gt;
* [[Stirge]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from [[Crag of Dem]].  &lt;br /&gt;
* Careful of sight aggro en route to camp. &lt;br /&gt;
* Take care not to link - especially with ranged mobs. Can get very dangerous very quickly.&lt;br /&gt;
* [[Earth Elemental]] danger at ({{Location Tooltip|area=Oldton Movalpolos|pos=E-4}}) camp. &lt;br /&gt;
* &lt;br /&gt;
* Drops gil and craft materials.&lt;br /&gt;
|-&lt;br /&gt;
|27-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Yuhtunga Jungle|pos=G-11}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Young Opo-Opo]] (34-36)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Smithy]] (32-37)&lt;br /&gt;
|&lt;br /&gt;
* Beware of holes when pulling. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=J-11}}), ({{Location Tooltip|area=Misareaux Coast|pos=K-11}}) coast&lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=L-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Champaign Coeurl]] (35-37)&lt;br /&gt;
* [[Diving Beetle]] (35-37)&lt;br /&gt;
* [[Midnight Wings]] (35-37)&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] (36-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Champaign Coeurl|Coeurls]] [[Silence]] and [[Paralysis|Paralyze]] using TP moves.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-7|pos 2=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Mandragora]] (35-37)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28-32&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
* [[Orcs]] (35-39)&lt;br /&gt;
|&lt;br /&gt;
* Lower level parties beware of orcs. &lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=F-11|pos 2=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Creek Sahagin]]&lt;br /&gt;
* [[River Sahagin]] &lt;br /&gt;
* [[Stream Sahagin]] (34-38)&lt;br /&gt;
* [[Makara]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Close to the zone exit for [[Sea Serpent Grotto]].&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]]s (34-38) {{changes|adjusted level range 34-38 instead of 36-38}}&lt;br /&gt;
|&lt;br /&gt;
* The weapons on Horizon here spawn as low as 34 (retail was 36). &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Batallia Downs|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (31-36)&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 5 spawns.  Pull [[:Category:Goblins|Goblins]] by the coast to fill in. &lt;br /&gt;
* Not a bad alternate camp if Sauromugue is taken and party members don&#039;t have [[Outpost Teleportation|Outpost Warps]], [[Kazham Airship Pass]], or [[Telepoint]]s.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 4 spawns. If you sit at the end of the spine, you can pull weapons from both sides.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay|pos=H-6|pos 2=H-7|pos 3=I-6|pos 4=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]] &lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Marine Dhalmel]] (34-37)&lt;br /&gt;
* [[Island Rarab]] (34-38)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Dhalmels can [[Silence]]. &lt;br /&gt;
* The whole area supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 30-40 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Bibiki Bay - Purgonorgo Isle]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(Everywhere)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Jagil]] (35-38) &lt;br /&gt;
* [[Coastal Opo-opo]] (36-39)&lt;br /&gt;
* [[Toucan]] (38-40)&lt;br /&gt;
* [[Kraken]] (37-40)&lt;br /&gt;
* [[Alraune]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Take the [[Manaclipper]] (need [[Manaclipper Ticket]] or [[Manaclipper multi-ticket]]: 80gil for 1 ride, 500gil for 10, sold on pier).&lt;br /&gt;
* Possible [[Notorious Monster|NM]] on [[Manaclipper]]. Careful. &lt;br /&gt;
* [[Clot]]s are infrequent but can be taken care of. &lt;br /&gt;
* Don&#039;t touch the [[Urganite]]. &lt;br /&gt;
* Island can support probably 8 parties.&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos= I-9|pos 2=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gallinipper]] (36-39)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (37-39)&lt;br /&gt;
* [[Tracer Antlion]] (38-40)&lt;br /&gt;
|&lt;br /&gt;
* Be aware of Sound aggro on the way to camp.&lt;br /&gt;
* Cross the first bridge. Camp against the wall.  Beware of doom scorpions.&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Sea Serpent Grotto]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Hallway, First Map: ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lake Sahagin]]&lt;br /&gt;
* [[Pond Sahagin]]&lt;br /&gt;
* [[Spring Sahagin]] &lt;br /&gt;
* [[Undead Bats]] (36-39)&lt;br /&gt;
* [[Ironshell]] (37-40)&lt;br /&gt;
| &lt;br /&gt;
* Be aware of sound aggro.    &lt;br /&gt;
* Camp in hallway in front of the ornamental door. &lt;br /&gt;
* Sahagin link via sound.  &lt;br /&gt;
* Beware [[Undead Bats|Bats]] that pop in back of the hallway (don&#039;t aggro but will link with other bats).&lt;br /&gt;
* Supports 1 party.  Lots of mobs but long repop timer.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Eastern Altepa Desert]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert|pos=H-6}}) &lt;br /&gt;
* ({{Location Tooltip| area=Eastern Altepa Desert| pos=I-6&lt;br /&gt;
}}) &lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert| pos=J-7&lt;br /&gt;
}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sand Beetle]] (36-40){{changes}}&lt;br /&gt;
* [[Desert Dhalmel]] (38-41){{changes}}&lt;br /&gt;
|&lt;br /&gt;
* Several sight/sound aggro mobs near camp.&lt;br /&gt;
* Supports 3 parties, 1 at each location.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=E-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|32-34&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Wasp]] (37-41)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Reaper]] (41-43)&lt;br /&gt;
* [[Young Opo-Opo]] (42-43)&lt;br /&gt;
|&lt;br /&gt;
* Camp on top of bridge or in top tunnel ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). &lt;br /&gt;
* Watch out for links.&lt;br /&gt;
* Supports 1 party at ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). 2 parties at ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}}), camp up top, either side.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|34-36&lt;br /&gt;
|[[The Eldieme Necropolis]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance 4: ({{Location Tooltip|area=The Eldieme Necropolis|map=Map 2|pos=F-8|pos 2=F-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Gazer]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Batallia Downs]] ({{Location Tooltip|area=Batallia Downs|pos=G-8}})&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=G-7|pos 2=G-8}})&lt;br /&gt;
* Front of Banishing Gate 1: ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=I-7|pos 2=I-8|pos 3=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Siege Bat]] (40-43)&lt;br /&gt;
* [[Borer Beetle]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* [[Borer Beetles|Beetles]] sight aggro, bats link, beetles will be difficult at 34. &lt;br /&gt;
* [[Borer Beetles|Beetles]] can inflict Strength Down and Evasion Down.&lt;br /&gt;
* Sufficient mobs for at least 3 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigantobugard]] (40-43)&lt;br /&gt;
* [[Orcs]] (41-44)&lt;br /&gt;
* [[Gigas]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
* Need to have CoP Promies cleared to access.&lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}})&lt;br /&gt;
* Outpost ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=H-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=I-9}})&lt;br /&gt;
* Hidden path ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lesser Gaylas]] (39-42)&lt;br /&gt;
* [[Goobbue Gardener]] (40-43)&lt;br /&gt;
* [[Ogrefly]] (41-44) &lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (42-46)&lt;br /&gt;
|&lt;br /&gt;
* Level 36+ parties recommended at Outpost and ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}}) camp for Goblins.&lt;br /&gt;
* [[Goobbue Gardener|Goobbue]]s have an [[Area of Effect|AoE]] [[Silence]] TP move. Be careful fighting them.  &lt;br /&gt;
* Supports many parties. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=I-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=K-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (40-44)&lt;br /&gt;
* [[Death Jacket]] (40-42)&lt;br /&gt;
* [[Maze Lizard]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler|Crawlers]] can use a Defense Up TP move.&lt;br /&gt;
* Many total spawns, easily supports 2+ parties. &lt;br /&gt;
|-&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=L-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=M-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Spider]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Spiders use AoE slow frequently. Bring a WHM for erase or a party composition that doesn&#039;t care about slow (ranger burn?)&lt;br /&gt;
* Also a popular spot for solo farmers to farm spider webs&lt;br /&gt;
|-&lt;br /&gt;
| 35-38&lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=J-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Bondman]] &lt;br /&gt;
* [[Goblin Doorman]]&lt;br /&gt;
* [[Goblin Oilman]]&lt;br /&gt;
* [[Goblin Tollman]]&lt;br /&gt;
* [[Goblin Shovelman]]&lt;br /&gt;
* [[Moblin Repairman]]&lt;br /&gt;
* [[Moblin Pikeman]] &lt;br /&gt;
* [[Moblin Coalman]]&lt;br /&gt;
* [[Moblin Gasman]]  (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from Dem.&lt;br /&gt;
* Sight aggro en route to camps.&lt;br /&gt;
* Beware [[Moblin Gourneyman]] and [[Goblin Freelance]] as they are a much higher level (~47).&lt;br /&gt;
* If the [[:Category:Moblins|Moblins]] are allowed to use Crispy Candle and damage themselves, they will not give EXP. Can be stunned.&lt;br /&gt;
|-&lt;br /&gt;
|36-39&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (44-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl|Couerls]] have a gaze TP move that silences. They can also paralyze.&lt;br /&gt;
* 2 Hellhounds (47-50) pop at night in the area.&lt;br /&gt;
* Forewarning, area is often farmed for Coeurl drops.&lt;br /&gt;
|-&lt;br /&gt;
|36-43&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Bloodlet Spring ({{Location Tooltip|area=Yhoator Jungle|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-45)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (45-47)&lt;br /&gt;
* [[Master Coeurl]] (48-49)&lt;br /&gt;
|&lt;br /&gt;
* Beware of [[Notorious Monster|NM]] at camp.&lt;br /&gt;
|-&lt;br /&gt;
|37-39&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (43-46)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Temple of Uggalepih Entrance ({{Location Tooltip|area=Yhoator Jungle|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-47)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Elshimo Uplands]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* [[Big Jaw]] can gain evasion and defense up TP moves.&lt;br /&gt;
|-&lt;br /&gt;
|38-40&lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Silver Beastcoin Door ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 2|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brook Sahagin]]&lt;br /&gt;
* [[Grotto Pugil]]&lt;br /&gt;
* [[Rivulet Sahagin]] (42-46)&lt;br /&gt;
* [[Bigclaw]]&lt;br /&gt;
* [[Riparin Sahagin]] (42-48)&lt;br /&gt;
|&lt;br /&gt;
* Enter through door by trading it a [[Silver Beastcoin]] at ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=N-14}})&lt;br /&gt;
* Lots of sound aggro en route.&lt;br /&gt;
* Sahagin link via sound, area is quite crowded.&lt;br /&gt;
* Party may need to roam a bit.  &lt;br /&gt;
* Lots of spawns but high respawn time (~16min). &lt;br /&gt;
* Beware NM spawn at (J-10) area.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle]] (45-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle|Beetles]] gain evasion from TP move.&lt;br /&gt;
* Supports 1 good party, 2 parties is questionable.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Fei&#039;Yin]]&lt;br /&gt;
| &lt;br /&gt;
* Hallway ({{Location Tooltip|area=Fei&#039;Yin|map=Map 1|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ore Golem]] (43-45)&lt;br /&gt;
* [[Shadow]] (44-46)&lt;br /&gt;
|&lt;br /&gt;
* Lots of sound aggro, magic aggro in area. Some sight aggro as well.&lt;br /&gt;
* 2 parties. Beware of farmers in area. &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
| &lt;br /&gt;
*  ({{Location Tooltip|area=Misareaux Coast|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Claw]] (45-48)&lt;br /&gt;
* [[Makara]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* 2 parties &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel]] (44-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel|Dhalmels]] found on all sides of the fork, watch out for Antican aggro. &lt;br /&gt;
* Could also pull nearby [[Sand Beetle]] to help extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Valkurm Side ({{Location Tooltip|area=Gustav Tunnel|map=Map 1|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hell Bats]](44-48)&lt;br /&gt;
* [[Hawker]](45-48)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Sufficient mobs for 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
* Behind Banishing Gate #1 ({{Location Tooltip|area=Garlaige Citadel|map= Map 2|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Citadel Bats]] (46-48)&lt;br /&gt;
|&lt;br /&gt;
* Banishing Gate requires 4 players to stand on floor switches to open door. Switches are located on the walls to the side of the gate. You&#039;ll know you&#039;re standing on one as the switch will depress.&lt;br /&gt;
* Careful of potential sound links.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|39-44&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] (46-48)&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
* [[Makara]] (47-49)&lt;br /&gt;
* [[Diatryma]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on at least on Chapter 2  of [[:Category:Chains of Promathia Missions|CoP]]&lt;br /&gt;
* Target [[Bigclaw]]s, [[Makara]], and [[Mantraps]] for while in the 39-42 range. &lt;br /&gt;
* Start targeting Diatryma around 42-44.  &lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
* Diatryma resists melee damage except for piercing.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 40-50==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|40-42&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*Map 2 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-9}})&lt;br /&gt;
*Map 3 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (47-49)&lt;br /&gt;
|At least 2 camps.  Dispel and/or BLM recommended for cocoon. Camp at rocks/boulders on map 3.&lt;br /&gt;
|-&lt;br /&gt;
|40-43&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-8|pos 2=J-9}}) Lower level, by the coast.&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon Drop Rate change}} [[Stone Golem]] (47-49)&lt;br /&gt;
* {{changes|Horizon added mob}} [[Diremite]] (49-50)&lt;br /&gt;
|Supports 1 party.  Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=F-9}}), Yhoat Telepoint&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (48-50)&lt;br /&gt;
|Popular BST camp&lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Eastern Altepa Desert|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Digger]] (45-52)&lt;br /&gt;
|[[:Category:Goblins|Goblins]] Bomb Toss can be an issue, stuns recommended. Lower level parties should beware of the diggers as they are higher in level. Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Yhoator Jungle]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Opotrap]] (47-51)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Snap Jaw]] (48-51) &lt;br /&gt;
|Mobs do not raise defense (Confirmed by Charsi)&lt;br /&gt;
|-&lt;br /&gt;
|42-44&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=G-6|pos 2=H-6|pos 3=G-7|pos 4=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Beetle]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
Beetles all around Revelation Rock, supports many parties, Beetles link. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|43-45 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&lt;br /&gt;
* Baileys Zone, ({{Location Tooltip|area=Xarcabard|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Demon Knight]]&lt;br /&gt;
* [[Demon Pawn]] &lt;br /&gt;
* [[Demon Wizard]] (48-52)&lt;br /&gt;
|&lt;br /&gt;
* Supports 1 party&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
* Ifrit Cauldron zones ({{Location Tooltip|area=Yhoator Jungle|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Hunter]] (52-54)&lt;br /&gt;
|2 parties. RNG and WAR [[:Category:Goblins|Goblins]]. 6 Spawns at west entrance. 8 at east entrance. Barfira for bombs.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 1|pos=F-9}}) 1st map, by Full Moon Fountain&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] &lt;br /&gt;
* [[Makara]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Dispel and/or BLM recommended. Need either Portal Charm for Three Mage Gate or Rhinostery Certificate to access.  Will need sneak/oils to access without aggro. &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-7}}) 2nd Map&lt;br /&gt;
|&lt;br /&gt;
* [[Labyrinth Lizard]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Lizards aggro sound and link! Reliable Sleep, Bind, or Lullaby recommended.&#039;&#039;&#039;About a 7.5 minute walk from Derfland OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|43-46 &lt;br /&gt;
|[[Lufaise Meadows]] (Req. [[:Category:Chains of Promathia Missions|CoP]] Crag completion)&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Lufaise Meadows|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Leshachikha]] (49-51)&lt;br /&gt;
* [[Leshy]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Beware of [[Thunder Elemental]] that spawns by Leshys. All members must complete [[:Category:Chains of Promathia Missions|CoP]] Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Labyrinth of Onzozo]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Labyrinth of Onzozo|pos=I-9}}), 2 tunnels&lt;br /&gt;
|&lt;br /&gt;
* [[Cockatrice]] (50-53)&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Enchanter]] &lt;br /&gt;
* [[Goblin Miner]] (51-58)&lt;br /&gt;
* [[Goblin Hunter]] (52-58)&lt;br /&gt;
|Supports 2 parties. Know when Cockatrice in tunnels will repop (Reliable sleep/bind/lullaby recommended). &#039;&#039;&#039;WHM required for Stona&#039;&#039;&#039;. Cockatrice do not link but are aggressive via sound. Echo Drops strongly recommended. Avoid [[:Category:Goblins|Goblins]] Miners if possible (THF [[:Category:Goblins|Goblins]])&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Beaucedine Glacier]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-5}}) By Fei&#039;Yin&lt;br /&gt;
|&lt;br /&gt;
* [[Rime Lynx]] (51-53) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Does NOT raise defenses. Bring silena and paralnya. Supports 1 party. 2 parties doubtful. &#039;&#039;&#039;~8.5 minute walk from Fauregandi OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=J-8}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hornfly]] (50-53)&lt;br /&gt;
* [[Exoray]] (51-54)&lt;br /&gt;
* [[Blazer Beetle]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Can also mix in Exorays(51-54) or other mobs in the area. Typically enough spawns for 2 parties, can camp at other entrances to room as well. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|45-47&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=J-5}}&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=E-5}}&lt;br /&gt;
Titan entrance from Eastern Desert ({{Location Tooltip|area=Eastern Altepa Desert|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-54)&lt;br /&gt;
* [[Sand Spider]] (52-54)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
Beetles and spiders don&#039;t aggro but link. BLM or Dispel recommended for beetles. Bring WHM for Erase if you fight spiders. Anticas have AoE silence. Supports 2 parties. Drops coffer keys.&lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|&lt;br /&gt;
[[Bostaunieux Oubliette]](Must progress through certain rank missions to enter Chateau, have rank 3 Bastok and Windurst to enter)&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=I-7}}&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-10}}&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-55)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;[[Sneak]] up before dropping down, slimes below.&#039;&#039;&#039; Watch out for pops. Lots of link potential.  Bring a Bard and/or Carby pull. Don&#039;t go past the hounds.  Supports at least 2 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rumble Crawler]] (53-55)&lt;br /&gt;
|&lt;br /&gt;
Dispel/Finale or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 3|pos=H-9}}&lt;br /&gt;
Entry at Western Desert ({{Location Tooltip|area=Western Altepa Desert|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-58)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
High level range of mobs. Bring echo drops and/or mages /whm for silena. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Misareaux Coast]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Migrant Dobsonfly]] (55-57) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
1 camp by the Qufim warp. Other camp is by waterfall near Sacrarium. Need to be at least on [[:Category:Chains of Promathia Missions|CoP]] Chapter 2 to access.&lt;br /&gt;
|-&lt;br /&gt;
|48-51&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-54)&lt;br /&gt;
* [[Chamber Beetles]] (56-58)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties. BLM or Dispel recommended for beetles. While you can kill the bats and beetles as low as 45, camping here at 45 will result in ~3k exp/hour.&lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dragonfly]] (55-58)&lt;br /&gt;
* [[Den Beetle]] (56-58) &lt;br /&gt;
| Will need sneak/oils to reach camp. Take the NW tunnel at the sack room (H-8) to the 2nd map. Supports 1 party. Flies link. BLM or Dispel recommended for beetles. &#039;&#039;&#039;About a 10.5 minute walk from Derfland OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|49-51&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Antican Hoplomachus]]&lt;br /&gt;
* [[Antican Lanista]] (54-58)&lt;br /&gt;
|&lt;br /&gt;
Pull Antica from below. They do not link. Bring RDM/Silencer - Lanista are BLM. Silena/echo drops recommended. Could also fight manticore and beetles in the area.    &lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 3|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (56-58) &lt;br /&gt;
| &lt;br /&gt;
Supports 2 parties in the basement. Another 2 behind banishing gate 2. BLM or Dispel recommended.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 50-60==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 50-52 &lt;br /&gt;
|[[Bostaunieux Oubliette]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-9}})&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hecatomb Hound]] (56-58)&lt;br /&gt;
* [[Werebat]] (57-59) &lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Need sneak/oils to reach camp, before you drop down.  &#039;&#039;&#039;~8 minute walk from Ronfaure OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 50-54 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=F-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Canal Pugil]] (57-59)&lt;br /&gt;
* [[Scavenger Crab]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
Very close to Windurst Walls entrance (Head west, in tunnel.  Keep going south to 2nd camp with crabs).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm) &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 52-54 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|pos=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Variable Hare]] (58-61) &lt;br /&gt;
* [[Uleguerand Tiger]] (60-62)&lt;br /&gt;
|&lt;br /&gt;
Having a support highly recommended for AOEs/paralyze.  Hares link.  &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|52-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (55-58)&lt;br /&gt;
* [[Over Weapon]]&lt;br /&gt;
* [[Vault Weapon]] (59-62)&lt;br /&gt;
* [[Tainted Flesh]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Typically a &amp;quot;bridge&amp;quot; camp after leveling to 51 from beetles.  Not too many higher mobs present.  Drops coffer keys.  BLM/Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
| 53-55 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=F-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
BLM and/or Dispel recommended. Drops coffer keys.  Supports 1 party &lt;br /&gt;
|-&lt;br /&gt;
| 53-56 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawler Hunter]] (60-62)&lt;br /&gt;
* [[Knight Crawler]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Take the NW tunnel at the sack room (H-8) to the 2nd map. Dispel or BLM needed for cocoon. Drops coffer keys. Supports 1 party.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56&lt;br /&gt;
|[[The Boyahda Tree]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=L-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bark Spider]]&lt;br /&gt;
* [[Death Cap]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Drops coffer keys.  Lots of links!  Bring a BRD and/or BLM and a WHM.  Spiders have a nasty aoe slow and critical attack ability.  Death Caps have a gross breath attack with silence and paralyze.  Can be a challenging camp but will make you some money with web drops.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56 &lt;br /&gt;
|[[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=J-7}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (60-63) &lt;br /&gt;
* [[Sand Lizard]] (60-64)&lt;br /&gt;
|&lt;br /&gt;
Plenty of crabs to go around, supports at least 3 parties, just be cautious for Guivre (sight aggro) when getting to your camp. [[Sneak]] will be required to travel through this area.  Drops coffer keys.  Dispel or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57&lt;br /&gt;
|[[Ro&#039;Maeve]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-11}})&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Killing Weapon]] (61-63)&lt;br /&gt;
* [[Ominous Weapon]] (62-64)&lt;br /&gt;
| &lt;br /&gt;
Can camp right at zone entrance. But beware of pop at zone. Can also camp in hallway at (H-9). Supports maybe 2 parties. /NIN recommended for melee for Whirl of Rage spam.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Tomb Worm]] (60-61)&lt;br /&gt;
* [[Thousand Eyes]] (60-62)&lt;br /&gt;
* [[Dire Bats]] (62-64)&lt;br /&gt;
* [[Armet Beetle]] (64-66)&lt;br /&gt;
|&lt;br /&gt;
Worm&#039;s dont aggro but link.  Bats aggro by sound.  Eyes good alternative when bats or worms are full. One Dire Bats sits on camp, but theres a small room full of Thousand Eyes that do not link next to it.  There are only 4 beetles so not enough to make a camp for a full higher level party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Thousand Eyes are farmed for Eyes for high level item. You might find max levels farming these enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[Ifrit&#039;s Cauldron]] {{Changes }} &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=J-7|pos 2=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Cauldron Eruca]] (62-64) {{Changes }} &lt;br /&gt;
| &lt;br /&gt;
West entrance.  Supports 2 parties.  Yes aggro.  Yes link.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-8}}) Outpost&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beach Bunny]] (62-65)&lt;br /&gt;
* [[Sand Lizard]] (62-65)&lt;br /&gt;
|&lt;br /&gt;
Have Stona ready for Lizards.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Western Altepa Desert]]{{Changes }} &lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=D-11|pos 2=E-11}})&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Scorch Dhalmel]] (63-65) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. No defense up.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Toraimarai Canal]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stygian Pugil]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Close to Windurst Walls entrance (Head east, downstairs, then south, in tunnel).  All party members will need the Rhinostey certificate for quick access.  Or go through the 3 mage gate (portal charm)&#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[The Boyahda Tree]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=G-8}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=E-6}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=D-4}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (62-66)&lt;br /&gt;
* [[Knight Crawler]] (62-67)&lt;br /&gt;
|&lt;br /&gt;
Many camps/mobs, supports at least two parties. Drops coffer keys. Bring dispeler or blm.&lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch Ogrefly]] (65-67)&lt;br /&gt;
* [[Sand Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Bring WHM and/or a support for healing heavy AoE Damage. Flies like to spam Cursed Sphere.  &lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Starmite]] (65-67)&lt;br /&gt;
|&lt;br /&gt;
Dispel/BLM recommended.  Past Stygian Pugils, north up stairs. &lt;br /&gt;
|-&lt;br /&gt;
| 58-61 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-9}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (64-67)&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Shepherd]] (65-68) ((G-6), (H-6) camps))&lt;br /&gt;
* [[Velociraptor]] (66-69)&lt;br /&gt;
* [[Terror Pugil]](67-70)&lt;br /&gt;
|&lt;br /&gt;
Supports at least 4 parties. Viruna suggested if you plan on fighting many raptors.  BLM or Dispel recommended for crabs.  Beware Sand Cockatrice, aggro sight, will be difficult (lvl 71-74).&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 {{verification}}&lt;br /&gt;
|| Pso&#039;Xja &lt;br /&gt;
||(60 level cap zone) &#039;&#039;&#039;(H-10) Tower in Beaucedine Glacier&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
* Diremite Assaulter (63-68)&lt;br /&gt;
* Dire Bat (64-68)&lt;br /&gt;
* Goblins (62-68)&lt;br /&gt;
* Thousand Eyes (65-68)&lt;br /&gt;
* Maledict Millstone (64-68)&lt;br /&gt;
|| {{verification}} Verification needed on mob respawn times. &lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|map=Map 1|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Polar Hare]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Support and/or melee sub /nin recommended for AoE.  Hares link.   &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Pso&#039;Xja]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Pso&#039;Xja|map=Map 2|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diremite Assaulter]] (63-68)&lt;br /&gt;
* [[Dire Bat]] (64-68)&lt;br /&gt;
* [[Snow Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note this is a popular spot where high levels farm Florid Stones.&#039;&#039;&#039; Enter from Beaucedine Glacier (F-7). Follow the right wall, apply sneak and drop down the hole at (I-8). Camp in circular room with elevator. WHM recommended for Erase.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Kuftal Tunnel]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 4|pos=H-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=L-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Deinonychus]] (65-68)&lt;br /&gt;
* [[Kuftal Digger]]&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Tamer]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Viruna highly recommended.  Go down the path at (F-7) map #1 to reach basement camp.  [[Sneak]] needed. Beware NM Yowie.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Newton Movalpolos|map=Map 1|pos=D-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Trashman]] (65-67)&lt;br /&gt;
* [[Goblin Fireman]]&lt;br /&gt;
* [[Goblin Foreman]]&lt;br /&gt;
* [[Goblin Lengthman]]&lt;br /&gt;
* [[Goblin Packman]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Enter from (I-12) or (J-11) from Oldton.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 60-75==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp/Mob !! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 60-62 &lt;br /&gt;
|| Valley of Sorrows&lt;br /&gt;
|| &#039;&#039;&#039;(G-7) (corner), (J-9) (zone line)&#039;&#039;&#039; &lt;br /&gt;
* Velociraptor (66-69)&lt;br /&gt;
* Peryton (69-72)&lt;br /&gt;
* Valley Manticore (72-74)&lt;br /&gt;
|| Supports 1 party at twilight beach entrance. Supports 2 parties at J-8 Cape Terrigan entrance. Viruna/whm recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 60-63 || Uleguerand Range || &#039;&#039;&#039;(I-10), (J-10), (J-11)&#039;&#039;&#039;&lt;br /&gt;
* Nival Raptor (68-70)&lt;br /&gt;
|| Supports at least 2 parties.  Paralyna highly recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 62-64 || Labyrinth of Onzozo || &#039;&#039;&#039;(H-6), (I-6)&#039;&#039;&#039;&lt;br /&gt;
* Torama (70-72)&lt;br /&gt;
* [[:Category:Goblins|Goblins]] (67-69)&lt;br /&gt;
* Labyrinth Manticore (72-74)&lt;br /&gt;
 || Supports up to 2 parties.  Have silena, echo drops, and paralyna ready.  Beware NM Ose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 63-65 || Attohwa Chasm || &#039;&#039;&#039;(F-7)&#039;&#039;&#039; &lt;br /&gt;
* Tracker Antlion (70-73)&lt;br /&gt;
|| Supports 1 party.  Blindna and erase recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 63-66 || Bibiki Bay || &#039;&#039;&#039;(G-6)&#039;&#039;&#039; &lt;br /&gt;
* Tragopan (71-73)&lt;br /&gt;
* Hobgoblin Maritalist, Animalier, Venerer, Fascinator (72-74)&lt;br /&gt;
|| Supports 1 party. Tragopans link by sight when pulled. Recommend barfira for goblins and silence for Fascinator.&lt;br /&gt;
|-&lt;br /&gt;
| 64-67 || Boyhada Tree ||&#039;&#039;&#039; (I-6) map 2&#039;&#039;&#039;&lt;br /&gt;
* Skimmer (72-74)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Rabbits no aggro. Water elemental spawns during weather on i-6 and will aggro frequently.&lt;br /&gt;
|-&lt;br /&gt;
| 65-67 || Cape Terrigan || &#039;&#039;&#039;(I-7) Boulder, (I-8) Boulder&#039;&#039;&#039;&lt;br /&gt;
* Sand Cockatrice (71-74)&lt;br /&gt;
 || WHM with Stona pretty much required.  Can pull lower level velociraptors to fill in.  Beware Manticores (lvl 77-79), sight aggro, will be difficult.  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 66-70 || Boyhada Tree ||&#039;&#039;&#039;(3rd map, down waterfall at (F-8) up top) (H-6), (H-10), (H-9), (F-9), (F-12), (H-8) &#039;&#039;&#039;&lt;br /&gt;
* Processionaire (72-75)&lt;br /&gt;
* Korrigan (72-75)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Darter (76-78)&lt;br /&gt;
* Blood Ball (76-78)&lt;br /&gt;
|Supports multiple parties.  Dispel/finale/chi blast/acid bolts/blm nukes recommended for defense up on crawlers and crabs.  Echo drops recommended if targeting gobbues.  Higher level parties can start to roam around the rooms instead of camp.  Can pull additional Processionaires in the tunnels.  Link potentials.  Have sleepga/lullaby ready. Consider targeting Darters and Blood Balls at level 68+. &lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Boyhada Tree ||&#039;&#039;&#039;  map 2, up top (F-6), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Silena/echo drops highly recommended.  Could also fill in Processionaires (72-75)  at (G-10) camp.  Link potentials.  Have sleepga/lullaby ready.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Al&#039;Taieu ||&#039;&#039;&#039;(D-10) Tower, (K-11) Between Islands&#039;&#039;&#039;&lt;br /&gt;
* Om&#039;hpemde (73-77)&lt;br /&gt;
* Om&#039;xzomit (74-76)&lt;br /&gt;
* Om&#039;aern (75-78)&lt;br /&gt;
|Need Sea access (CoP 8-1). (D-10) camp is all Om&#039;hpemde.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69&lt;br /&gt;
| Den of Rancor &lt;br /&gt;
|&#039;&#039;&#039; (I-8) map 6, in front of Cloister of Tides&#039;&#039;&#039;&lt;br /&gt;
* Demonic Pugil (74-76)&lt;br /&gt;
* Doom Toad (74-76)&lt;br /&gt;
|Supports 1 party. 1 party member needs a Paintbrush of Souls to reach.  Enter den from Temple of Uggalepih paintbrush room. *Note: 15 minute respawn.  A good party can wipe all mobs and be sitting waiting for repops.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Pso&#039;Xja  ||&#039;&#039;&#039; Nue Tower Entrance, Golden-Tongued Culberry Map&#039;&#039;&#039;&lt;br /&gt;
* Frost Lizard (74-77)&lt;br /&gt;
* Diremite Dominator (74-76)&lt;br /&gt;
* Million Eyes (75-77)&lt;br /&gt;
* Purgatory Bat (72-76)&lt;br /&gt;
|Drop down to the bottom map.  Need sneak and invis.  Can support 2 parties.  East and west sides/drop downs.&lt;br /&gt;
|-&lt;br /&gt;
|68-70&lt;br /&gt;
|Den of Rancor (I-9), (F-7)&lt;br /&gt;
|&#039;&#039;&#039;Bloodlet Springs Entrance from Yhoater Jungle&#039;&#039;&#039;&lt;br /&gt;
* Tormentor (75-78)&lt;br /&gt;
* Puck (Mandragora) (75-78)&lt;br /&gt;
|Lots of links. Have sleep(ga)/lullaby ready.  Mages stay back from puks for dreamflower.  Stona/WHM recommended for lizards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 68-71 || Cape Terrigan {{Changes }}  || &#039;&#039;&#039;Zone to Gustav Tunnel (J-6)&#039;&#039;&#039;&lt;br /&gt;
* Arid Lizard (76-78) {{Changes}}&lt;br /&gt;
* Dust Bats (77-78)   {{Changes}}&lt;br /&gt;
* Manticore (77-79)&lt;br /&gt;
|| Erase (Manticore Debuff Max HP/MP Debuff) &amp;amp; Stona Recommended.  Your party can camp between the boulder and wall for faster pulls with some add potential...or up the ramp to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 69-71 || Bibiki Bay || &#039;&#039;&#039;(G-8), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
* Hobgoblins (78-80)&lt;br /&gt;
 || - Mobs AoE Dispel and AoE shadow wipe.. better for BST burns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 69-75 || Newton Movalpolos ||&#039;&#039;&#039; Exit from Mine shaft #2716 entry &#039;&#039;&#039;&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get twinkbrix to teleport you to the mine shaft.  Camp favors a roaming party.  Sleep and silence recommended.  Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| 69-75 || Cape Terrigan || &#039;&#039;&#039;(G-5)&#039;&#039;&#039;&lt;br /&gt;
* Greater Manticore (76-79)&lt;br /&gt;
* Sand Cockatrice (71-73)&lt;br /&gt;
 || Erase recommended.  Silena and Stona recommended if lower level parties are fighing Cockatrice as well.  Mages stay back due to Riddle (max mp down). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039;  Camp will make you some money. &lt;br /&gt;
|-&lt;br /&gt;
| 70-75 || Kuftal Tunnel || &#039;&#039;&#039;(H-6), (I-8) Map #3&#039;&#039;&#039;&lt;br /&gt;
* Greater Cockatrice (78-80)&lt;br /&gt;
* Ovinnik (77-79)&lt;br /&gt;
* Ladon (80-82)&lt;br /&gt;
|| Past moving boulder at (G-9).  Path opens at certain times depending on moon phase.  Maximum up time is about 15 minutes (6 game hours).  Supports at least 2 parties.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice.  Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;.  Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Ro&#039;Maeve || &#039;&#039;&#039;(N-9), (D-5) Behind East and West Moongates. (M-9), (C-9) outside of Moongates &#039;&#039;&#039;&lt;br /&gt;
* Apocalyptic Weapon (78-80)&lt;br /&gt;
* Infernal Weapon(79-81)&lt;br /&gt;
* Darksteel Golem (80-82)&lt;br /&gt;
|| Supports 4 parties.  No moon pass needed for 2 camps.  2 more camps available behind each moongate.  Lots of AOE.  Melee DPS subbing /nin is a good idea.  Behind moongate your party can camp on far bridges for faster pulls with some aggro potential (have sleepga/lullaby ready)... or use a side room to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Bibiki Bay {{Changes}} || &#039;&#039;&#039;(G-6), (F-7), (F-8), (G-9)&#039;&#039;&#039;&lt;br /&gt;
* Catoblepas (79-81) {{Changes}}&lt;br /&gt;
* Hobgoblin Alastor, Blagger, Physician, Toreador (77-79)&lt;br /&gt;
* Tropical Rarab (73-76)&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
 || Supports 4 parties.  Berserk is your friend.  Healing wind spam can be annoying if cows aren&#039;t dealt with swiftly.  Fill in with Rarabs and Efts.  (F-8) camp has lots of Goblins.  Watch out for bombs/AoE, Barfira up.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sky Camps (63-75+) &#039;&#039;&#039;(Sky Access Required)&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp !! Mob !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 63-66 &lt;br /&gt;
|| [[Ru&#039;Aun Gardens]]&lt;br /&gt;
|| ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-9}}) Earth, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=E-8}}) Ice, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-6}}) Dark, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=G-5}}) Light, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-5}}) Air, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-6}}) Thunder, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=K-8}}) Fire, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-9}}) Water&lt;br /&gt;
|| [[Flamingo]] (72-74)&lt;br /&gt;
|| Up to 8 camps.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
|| [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 72-75&lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}})) Map #2&lt;br /&gt;
|| [[Aura Weapon]] (80-82)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 74-75+ &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|| [[Aura Statue]] (81-84)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Merit Camps==&lt;br /&gt;
* These camps are designed for higher levels (75+) to exp/gain merit points on.&lt;br /&gt;
* If your party has a strong line up, and is coordinated, you could start exping at these camps earlier.&lt;br /&gt;
* Some camps can turn into roaming camps for faster kills at higher levels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* Exit from Mine shaft #2716 entry ({{Location Tooltip|area=Newton Movalpolos|pos=J-6}})&lt;br /&gt;
|&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get [[Twinkbrix]] to teleport you to the mine shaft. Roaming party. Sleep and silence recommended. Lots of bombs, AoEs. Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cape Teriggan]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Cape Teriggan|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Manticore]] (76-79)&lt;br /&gt;
| Erase recommended. No AoEs, but conals. Can roam around a bit. Cockatrice may agro but can be easily dealt with. Mages stay back due to Riddle (reduces max mp). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039; Manticore drops will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Cockatrice]] (78-80)&lt;br /&gt;
* [[Ovinnik]] (77-79)&lt;br /&gt;
* [[Ladon]] (80-82)&lt;br /&gt;
| Past moving boulder at ({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-9}}). Path opens at certain times depending on moon phase. Maximum up time is about 15 minutes (6 game hours). Supports at least 2 parties. Roam around.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice. Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;. Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=N-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=D-5}}) Behind East and West Moongates. ({{Location Tooltip|area=Ro&#039;Maeve|pos=M-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=C-9}}) outside of Moongates&lt;br /&gt;
|&lt;br /&gt;
* [[Apocalyptic Weapon]] (78-80)&lt;br /&gt;
* [[Infernal Weapon]] (79-81)&lt;br /&gt;
* [[Darksteel Golem]] (80-82)&lt;br /&gt;
| Supports 4 parties. No moon pass needed for 2 camps. 2 more camps available behind each moongate. Lots of physical AOE. Melee DPS subbing /nin is a good idea. Camp on far bridges and/or roam around.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Abraxas]] (80-83)&lt;br /&gt;
* [[Tavnazian Ram]] (82-84)&lt;br /&gt;
|Need to be on CoP Chapter 2+ to access. Lot&#039;s of magical AoE, will wipe shadows and still cause damage. WHM recommended for AoE healing [[Stona]] and [[Erase]]. Camp will make you some money. &#039;&#039;&#039;Tavnazian Rams give +23% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}}) Map #2&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Weapon]] (80-82)&lt;br /&gt;
| **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Open yellow gate. Roaming camp. Lot&#039;s of physical AoE. &#039;&#039;&#039;~8 minute walk from crag shortcut or ~15 minute walk from Li&#039;Telor OP without Mazurka.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=A-9}}) ({{Location Tooltip|area=Ro&#039;Maeve|pos=O-9}}). Behind East and West Moon gates.&lt;br /&gt;
|&lt;br /&gt;
* [[Luminous Cluster]] (81-82) {{Changes}}&lt;br /&gt;
* [[Lunar Guardian]] (81-82){{Changes}}&lt;br /&gt;
|Supports 2 parties. Lots of physical AoE, graviga, and slowga. Pull weapons to fill to maintain chain.&#039;&#039;&#039;~7 minute walk from Li&#039;Telor OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fei&#039;Yin]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* Basement ({{Location Tooltip|area=Fei&#039;Yin|map=Map 2|pos=H-6|pos 2=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rancid Flesh]] (81-82) {{Changes}}&lt;br /&gt;
* [[Apparition]] (81-83) {{Changes}}&lt;br /&gt;
* [[Perdition Bat]] (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party.  Not much AoE or conal.  Roam around as needed.  &#039;&#039;&#039;~12.5 minute walk from Fauregandi OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] &lt;br /&gt;
|&lt;br /&gt;
* The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Statue]] (81-84)&lt;br /&gt;
 | **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.  Drops Diorite, Ullikummi pop item. Lot&#039;s of AoE/wipes shadows, bindga, and stunga.  Roam around the Nexus loop. Can roam around a bit at Ullikummi.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dromaeosaurus]] (82-84) {{Changes}}&lt;br /&gt;
* [[Cliff Glider]]  (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party. South of spine. Raptors have virus and slow.  Flies have lots of AoE and poison.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Misareaux Coast]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
*Close to Tavnazia Safehold Zone ({{Location Tooltip|area=Misareaux Coast|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beast Bugard]] (82-84) {{Changes}}&lt;br /&gt;
* [[Raging Sheep]] (81-83) {{Changes}}&lt;br /&gt;
|Mobs seem to be blunt resistant.  Mages stay back due to AoE sleep. Dispel/acid bolts/chi blast recommedned for defense up abilities.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toraimarai Canal]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=J-8|pos 2=J-9}}) Map 2&lt;br /&gt;
|&lt;br /&gt;
* [[Diphylla]] (81-84) {{Changes}}&lt;br /&gt;
* [[Channel Pugil]] (81-82) {{Changes}}&lt;br /&gt;
|Need {{KeyItem}}[[Rhinostery Certificate]] for fast access from Windurst Walls.&lt;br /&gt;
Could also use 3 mage gate to get to but need portal charm.  Some magical AoE.  Dispel/acid bolts/chi blast recommedned for defense up abilities.&#039;&#039;&#039;(~16 minute walk from Sarutabarta OP, going through 3 mage gate, without Mazurka)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Purgonorgo Isle|Bibiki Bay, Purgonorgo Isle]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay - Purgonorgo Isle|pos=H-10|pos 2=H-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Toco Tucan]] (83-84) {{Changes}}&lt;br /&gt;
* [[Island Jugil]] (81-83) {{Changes}}&lt;br /&gt;
|Right by the [[:Category:Chains of Promathia Missions|CoP]] warmachine.  Take Manaclipper.  Takes time to get to.  Supports 1 party.  Not much AoE.  Some conals.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=I-5}}), ({{Location Tooltip|area=Uleguerand Range|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Kindred Black Mage]] (81-84)&lt;br /&gt;
* [[Kindred Dark Night]] (81-84)&lt;br /&gt;
* [[Kindred Summoner]] (81-84)&lt;br /&gt;
* [[Kindred Warrior]] (81-84)&lt;br /&gt;
* [[Smolenkos]] (81-84)&lt;br /&gt;
* [[Molech]] (80-82)&lt;br /&gt;
| Bit of a walk. Go east/counter-clockwise from the entrance to climb up.  Will need [[Sneak]]/invis/meds. Watch out for true sight tauri on the way up. Roam around. Slowga. Conals.  Blind. Doom.&lt;br /&gt;
Note: 3 mobs per kilometer, Molech has Doom (they look at you and you die) NOT WORTH IT tested by blacklung&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[King Buffalo]] (80-82)&lt;br /&gt;
* [[Kindred Demon]] (81-84)&lt;br /&gt;
| A bit further of a walk. Past Jormy, by frozen waterfall. Plague.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas Brawler]] (84-86) {{Changes}}&lt;br /&gt;
* [[Gigas Crusher]] (84-86) {{Changes}}&lt;br /&gt;
| Before you get to Jormy.  You probably want to have decent gear and a few merits under your belt before meriting on these.  Lots of physical AoE and conals.  Melee subbing /nin isn&#039;t a bad idea.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alpha Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
== Shatter Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Mana Burn Camps {{Changes }}==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
* These camps are ideally for SMNx2 BLMx4 parties as these are era+ mobs that raise their defenses at the start of the battle.  The defense is lost with a [[Skillchain]] + [[Magic Burst]] combo. &lt;br /&gt;
* SMN x2, 3 BLM, 1 Support (BRD, RDM) works.&lt;br /&gt;
*These camps were originally intended for a traditional party with skill chaining and more than 1 BLM magic bursting. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|12-16&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6) Carbuncle Quest&#039;&#039;&#039;&lt;br /&gt;
* [[Eikon Worm]] (19-23) {{Changes }}&lt;br /&gt;
|Raises defenses at start of fight. MP Burn recommended or [[magic burst]] required. [[Ghost]]s pop at night.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(F-5)&#039;&#039;&#039;&lt;br /&gt;
* [[Island Goop]] (26-28) {{Changes }}&lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|20-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6)/(H-6)&#039;&#039;&#039;&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Greater Pugil]]&lt;br /&gt;
| G-6 camp is at the top middle of the quadrant, safe from undead. Our composition was 5 x BLM and 1 x RDM, bouncing hate between us. No need for a tank, just brave mages. Pulled 10k/hour (with band up) and no deaths. Move to pugil alley at (H-6) at 23. &lt;br /&gt;
|-&lt;br /&gt;
|23-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Hexed Weapon]] (31-33) {{Changes }}&lt;br /&gt;
* [[Cliff Worm]] (30-33) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight. MP Burn recommended or [[magic burst]] required.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|25-28&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Muddy Slime]] (34-36) {{Changes }}&lt;br /&gt;
|Raises defense at the start of fight, MP Burn recommended or [[magic burst]] required. Tried this at 26, was rough. AoE move does a ton of damage. 28 might be better starting point when you get firaga.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Flying Beetle]] (35-37) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|31-34&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-6)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Sand Worm]] (36-39) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-37&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|(&#039;&#039;&#039;{{Location Tooltip| text = K-5| tooltip = | area = Sauromugue Champaign| pos = K-5| highlight background = transparent| marker pos x = -4| marker pos y = 12| marker size = 35| marker opacity = 0.4| marker background = #5555ff}})&#039;&#039;&#039;&lt;br /&gt;
* [[Young Uragnite]] (36-42) {{Changes }}&lt;br /&gt;
|Raises defenses.  Wide level range.  Higher levels (40-42) seem to spawn more on the western side of camp.  Have [[poisona]] and [[paralyna]] ready.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|29-32&lt;br /&gt;
|Rolanberry Fields&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Shell Grubs]] (38-41) &lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(G-10) Pond&#039;&#039;&#039;&lt;br /&gt;
* [[Winter Slime]] (39-41)                        &lt;br /&gt;
|Raises defenses&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Upper level&#039;&#039;&#039;&lt;br /&gt;
* [[Boreal Worm]] (39-42)  &lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|33-37 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7)/(I-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Snofallo]] (43-45) &lt;br /&gt;
|Quick run from [[Outpost]]/[[Telepoint|Telepoint Vahzl]].  Raises defenses. Can use Lowing which is AoE Plague (TP/MP drain). WHM/SMN recommended for SC closer if possible.&lt;br /&gt;
|-&lt;br /&gt;
|36-40             &lt;br /&gt;
|[[Yuhtunga Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Jungle Crawlers]] (44-48) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|34-39&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;{{location Tooltip|area= Batallia Downs|pos=I-10}} / {{location Tooltip|area= Batallia Downs|pos=J-10}}&#039;&#039;&#039;&lt;br /&gt;
* [[Downslime]] (41-44){{Changes }}&lt;br /&gt;
|Are [[Shielded]].&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Glacier Crab]] (47-50) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Similar name to crabs on the other side of the coast but different level range.&lt;br /&gt;
|-&lt;br /&gt;
|39-42 &lt;br /&gt;
|[[Battalia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;(H-5)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Rancideyes]] (48-51) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage. &#039;&#039;&#039;Fast movement. Recommend having someone with silence. REALLY FAST CASTS&#039;&#039;&#039; (Data updated as of 5/16)&lt;br /&gt;
|-&lt;br /&gt;
|42-46 &lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(I-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Jungle Crab]] (51-53) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
|44-47 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Bloody Beetle]] (53-56) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|47-50 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Desert Gazer]] ([[:Category:Hecteyes|Hecteyes]], 56-59){{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required. {{Verification}}Couldn&#039;t be slept. &#039;&#039;&#039;Casts -aga II magic. Avoid this camp unless you can reliably land silence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|50-53 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-7)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Worm]] (59-61){{Changes }}&lt;br /&gt;
|On pull, Raises it&#039;s Defenses - Goes away during the day&lt;br /&gt;
|-&lt;br /&gt;
|49-54 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Mud Crab]] (59-62){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|53-56 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Slime]] (61-64){{Changes }}&lt;br /&gt;
|Defense boost possible, best to have Firaga 2 at 53.&lt;br /&gt;
|-&lt;br /&gt;
|51-56 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(I-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Muddyeyes]] (62-66){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}} Casts magic and cannot be slept. Avoid.&lt;br /&gt;
|-&lt;br /&gt;
|57-62 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Lower level&#039;&#039;&#039;&lt;br /&gt;
* [[Glacier Crab]] (69-72){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|65-68 &lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&#039;&#039;&#039;(K-9) By Dunes Warp&#039;&#039;&#039;&lt;br /&gt;
* [[Meadow Buffalo]] (75-78){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Aspir]]able mobs.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Coastal Slime]] (78-81){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Ice  Crab]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Supports 2 manaburn parties.&lt;br /&gt;
|-&lt;br /&gt;
|66-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Icefallo]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Viruna]] recommended for [[plague]].&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Undead Burn Camps==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11-13&lt;br /&gt;
| [[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Konschtat Zone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeleton Warrior]]&lt;br /&gt;
|Monk or manaburn party recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Stairs&#039;&#039;&#039;&lt;br /&gt;
* [[Ghoul]]s (21-24) {{Changes }}&lt;br /&gt;
|Camp is for MNK/PLD/WHM (Holy Party)&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Outer Horutoto Ruins]]&lt;br /&gt;
|&#039;&#039;&#039;Strange Apparatus Room&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
|Use northernmost [[West Sarutabaruta]] zone. Monk or manaburn party recommended. [[Sneak]] required to reach camp&lt;br /&gt;
|-&lt;br /&gt;
|21-28&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;G-7) Map 2 behind first center door on staircase, Gadfly/Bogy Room, Behind East Banshee Door.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Mauthe Doog]] (28-31)&lt;br /&gt;
* [[Wight]] (29-34),&lt;br /&gt;
* [[Wendigo]] (26-30)&lt;br /&gt;
* [[Banshee]] (31-34), &lt;br /&gt;
* [[Bogy]] (27-29), &lt;br /&gt;
* [[Ghast]] (30-34)&lt;br /&gt;
|WHM Cure Burn party.  WHM/NIN with Utsusemi recommended (if not able, Blink is required).  Bring assistance for Raise and Viruna as the TP moves from Banshee really hurt and Rot Gas virus effect can last up to 5 minutes.   Level sync 21-25 on Bogy Room and 24-29 behind the east Banshee door where no mobs spawn.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|30-33  &lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&#039;&#039;&#039;F-8 Map 1 where Royal Leech spawns in the tunnel just east of Namtar room.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Ghast]] (38-41)&lt;br /&gt;
|WHM Cure Burn party.  Level Sync 29 is too low.  31 is preferred.  Blink, Stoneskin, and Reraise is a must.  [[Sneak]] is required to reach camp.&lt;br /&gt;
|-&lt;br /&gt;
|34-37  &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(E-8)/(F-8), (J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-45)&lt;br /&gt;
* [[Etemmu]] (43-46)&lt;br /&gt;
|Outpost warp or Vazhl gate crystal required to reach camp.  WHM x6 Cure Burn party.&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;Main entrance from [[Batallia Downs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-46)&lt;br /&gt;
|Level Sync 32 too low, 33 still iffy.&lt;br /&gt;
|-&lt;br /&gt;
|41-47&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;E-7 Map 1, Just east of where you land in drop A, Beaucedine entrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lich]] (51-55)&lt;br /&gt;
* [[Fallen Knight]] (54-56)&lt;br /&gt;
* [[Mummy]] (50-52)&lt;br /&gt;
* [[Hell Hound]]  (46-49), &lt;br /&gt;
* [[Ka]] (52-54)&lt;br /&gt;
* [[Tomb Wolf]] (53-55), &lt;br /&gt;
* [[Dark Stalker]] (55-57)&lt;br /&gt;
|[[Earth Elemental]] Danger at E-7 and Hume Bones camp.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;Behind Banishing Gate 3 at I-6 Map 2 or Map 2 at F-9 near Funnel [[Bats spawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Officer]] (52-55)&lt;br /&gt;
|Bring extra player with both Tractor and/or Raise behind Gate 3 camp to help cheese replacements to camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54   &lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;M-7 Map 2, M-11 Map 2, South center pit landing from south room in Map 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Tomb Mage]] (60-63)&lt;br /&gt;
* [[Tomb Warrior]] (60-62)&lt;br /&gt;
* [[Spriggan]] (64-66)&lt;br /&gt;
* [[Haunt]] (63-65)&lt;br /&gt;
|2x SMN 4x WHM.  Holy and Banishga II burst from Ifrit Fusion.  Coffer key mobs.  Dark Stalkers (55-57) may be used to extend chains if using M-11 camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;In basement H-8/I-8 tunnel or behind Banishing Gate 2 J-8 (Strange Apparatus Room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Mage]] (59-62) &lt;br /&gt;
* [[Fallen Major]] (59-62) &lt;br /&gt;
* [[Wraith]] (60-62)&lt;br /&gt;
|2x SMN/4x WHM burn party.  Basement camp is preferred camp but need another party targeting beetles/bats; the other camp lacks those mobs but just 5 undead spawns to work with.  Mobs drop coffer keys required for white mage artifact hat.&lt;br /&gt;
|-&lt;br /&gt;
|55-57&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;I-7 Map 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Soldier]] (65-67) &lt;br /&gt;
* [[Doom Mage]] (65-67)&lt;br /&gt;
* [[Robber Crab]] (65-68)&lt;br /&gt;
|2x SMN/4x WHM for skeletons.  Black Mage manaburn parties can also target Robber Crabs (which are never engaged by the white mage party).&lt;br /&gt;
|-&lt;br /&gt;
|65-67{{Verification}}&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7), (G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Warlock]] (76-78)&lt;br /&gt;
* [[Doom Guard]] (75-77)&lt;br /&gt;
* [[Erlik]] (75-78)&lt;br /&gt;
|2x SMN/4x WHM. Skeleton DRKs, BLMs, and Ghosts. Doom Guard on camp, all WHM should be /BLM for Elemental Seal &amp;gt; Silence on everything. Care for Typhoon Wyverns that are in the area. Taxim (Doom Warlock NM) also spawns here, but easy to kill with usual strats.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (J-9) ((K-9) and (E-7) Secondary)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Spartoi Warrior]] (78-82)&lt;br /&gt;
* [[Spartoi Sorcerer]] (80-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|2x SMN/4x WHM/BLM or PLD. SMN do Ifrit (Punch) &amp;gt; Ramuh (Shock Strike) = Fusion. WHM and PLD do Banish III &amp;gt; Holy for 2x MB. If avatars miss, spam Cure and Banish spells until dead. Main camp is on a ledge outside Vrtra room. &lt;br /&gt;
&lt;br /&gt;
Additional camps are inside Vrtra Room and on west side in hidden room near Strange Apparatus.&lt;br /&gt;
|-&lt;br /&gt;
|73+&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (E-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeletons]] (78-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|Monk burn, mana burn, or the 2x SMN/4x WHM groups work.  White mage burn parties can start at 65.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115535</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115535"/>
		<updated>2026-01-02T14:49:34Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* No tank?  No problem.  AKA Melee/TP Burn Party */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px outset #000000;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background: #CD853F;&amp;quot;|&amp;lt;font size=&amp;quot;3&amp;quot; color=&amp;quot;BLACK&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;CAUTION!&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan) or &#039;&#039;&#039;Stun&#039;&#039;&#039;(DRK/NIN) or &#039;&#039;&#039;Flash&#039;&#039;&#039; (PLD/NIN) for enmity establishment&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM even.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
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This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115433</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115433"/>
		<updated>2025-12-31T19:35:39Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Roles */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
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==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
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There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
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== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
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You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
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DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
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Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
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Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
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Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
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At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
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&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
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&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
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*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
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*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
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Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+ &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
**BLM/WHM - may be considered but will benefit from having a BRD for ballads and bring level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**BLM/WHM - Can DPS+ debuff + back up heal  &lt;br /&gt;
**Consider WHM x2, RDM x2, SMN x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
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&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
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The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan or DRK/NIN with stun)&lt;br /&gt;
** Temporary hate control when needed&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
This setup is most comfortable with:&lt;br /&gt;
* WHM main healer&lt;br /&gt;
* Backup healing or support present&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115432</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115432"/>
		<updated>2025-12-31T19:30:29Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Roles */&lt;/p&gt;
&lt;hr /&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
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==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
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There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
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== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
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You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
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DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
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Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
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== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
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Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
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Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
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At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
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&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
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&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
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*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
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*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
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*&#039;&#039;&#039;Tank- A party may have 1 person acting as a tank.  Swap a DPS or the support spot for this role:&#039;&#039;&#039; Provokes and holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities, allows DPS to sub /WAR /SAM or /THF.&lt;br /&gt;
**&#039;&#039;&#039;Note: A tank is not necessary for all parties!&#039;&#039;&#039; Your party can do great with 3 DPS, 1 puller, 1 main healer, and 1 support (or DPS/backup healer).  At level 24+, DPS consider subbing /NIN for shadows.  &lt;br /&gt;
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*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
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Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**Consider blm/whm, whm x2, rdm x2, smn x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
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&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
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Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
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The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
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With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
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Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
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At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
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It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
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The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
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=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
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Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
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&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
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===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
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Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
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&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
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== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
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&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
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Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
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Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan or DRK/NIN with stun)&lt;br /&gt;
** Temporary hate control when needed&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
This setup is most comfortable with:&lt;br /&gt;
* WHM main healer&lt;br /&gt;
* Backup healing or support present&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115374</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115374"/>
		<updated>2025-12-29T23:19:48Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Roles */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
----&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).  This is the basic equation to A) defeat mobs at a satisfactory rate and B) prevent deaths (deaths delay exp gain over time).&lt;br /&gt;
----&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 tank&#039;&#039;&#039;- holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: &lt;br /&gt;
**PLD &lt;br /&gt;
**NIN &lt;br /&gt;
**WAR - Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD &lt;br /&gt;
**SAM - Using Seigan and Third Eye abilities at level 35+) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: &lt;br /&gt;
**WHM &lt;br /&gt;
**RDM &lt;br /&gt;
**SMN - Ideally level 42+ for Regen and Cure III&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: &lt;br /&gt;
**WAR - If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe for more damage.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well. &lt;br /&gt;
**MNK &lt;br /&gt;
**BLM - Coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  Having partners/two chains is better for more damage.  BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.   &lt;br /&gt;
**DRK &lt;br /&gt;
**BST &lt;br /&gt;
**RNG &lt;br /&gt;
**SAM &lt;br /&gt;
**DRG&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS and is on par with a bard giving attack+ songs&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to close.&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : &lt;br /&gt;
**BRD &lt;br /&gt;
**SMN - Consider skillchaining/magic bursting if the party has a tank in it for increased DPS &lt;br /&gt;
**RDM - If RDM is support, have them sub /BLM for more INT. RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee may also consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&lt;br /&gt;
**DRG/WHM or /RDM - Lvl 60+ using AF helmet&lt;br /&gt;
**Consider blm/whm, whm x2, rdm x2, smn x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
----&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
----&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan or DRK/NIN with stun)&lt;br /&gt;
** Temporary hate control when needed&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
This setup is most comfortable with:&lt;br /&gt;
* WHM main healer&lt;br /&gt;
* Backup healing or support present&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115373</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115373"/>
		<updated>2025-12-29T22:54:14Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* What&amp;#039;s a Party? */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people that makes exp faster together instead of soloing, targeting very tough to incredibly tough mobs.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).&lt;br /&gt;
&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 tank&#039;&#039;&#039;- holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: PLD NIN WAR* SAM**&amp;lt;br&amp;gt;(*Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD)&amp;lt;br&amp;gt; (**Using Seigan and Third Eye abilities at level 35+) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: WHM RDM* SMN**&amp;lt;br&amp;gt;(*RDM sub /WHM if main healer)&amp;lt;br&amp;gt;(**42+ for Regen and Cure III)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: WAR* MNK BLM* DRK BST RNG SAM DRG&lt;br /&gt;
**If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well.&lt;br /&gt;
**If you have a BLM as one of the DDs, try to coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  But having partners/two chains is more fun for everyone. &#039;&#039;&#039;BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to participate in.  Ideally THF will be a closer but they can be effective opening for RNG, especially at higher levels.  &#039;&#039;&#039;THF + BLM work pretty well together in a standard party as both jobs are looking to make a skillchain.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : BRD SMN RDM* BLM** WHM** DRG/WHM*** THF****&amp;lt;br&amp;gt;(*If RDM is support, have them sub /BLM for more INT with magic bursting and drain for more DPS.  &#039;&#039;&#039;RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&#039;&#039;&#039;)&amp;lt;br&amp;gt;(**consider blm/whm, whm x2, rdm x2, smn x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.) &amp;lt;br&amp;gt;(***60+ and only if it&#039;s a skilled group) &amp;lt;br&amp;gt;(****THF can act as a support/DPS by being the puller, creating skillchains, debuffing mobs with bully/status bolts, and managing the party&#039;s enmity with collaborator and accomplice (45+)).&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is strong and skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is both a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan or DRK/NIN with stun)&lt;br /&gt;
** Temporary hate control when needed&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
This setup is most comfortable with:&lt;br /&gt;
* WHM main healer&lt;br /&gt;
* Backup healing or support present&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115109</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115109"/>
		<updated>2025-12-23T02:46:55Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Compositions and Strategies */&lt;/p&gt;
&lt;hr /&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).&lt;br /&gt;
&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 tank&#039;&#039;&#039;- holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: PLD NIN WAR* SAM**&amp;lt;br&amp;gt;(*Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD)&amp;lt;br&amp;gt; (**Using Seigan and Third Eye abilities at level 35+) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: WHM RDM* SMN**&amp;lt;br&amp;gt;(*RDM sub /WHM if main healer)&amp;lt;br&amp;gt;(**42+ for Regen and Cure III)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: WAR* MNK BLM* DRK BST RNG SAM DRG&lt;br /&gt;
**If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well.&lt;br /&gt;
**If you have a BLM as one of the DDs, try to coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  But having partners/two chains is more fun for everyone. &#039;&#039;&#039;BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to participate in.  Ideally THF will be a closer but they can be effective opening for RNG, especially at higher levels.  &#039;&#039;&#039;THF + BLM work pretty well together in a standard party as both jobs are looking to make a skillchain.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : BRD SMN RDM* BLM** WHM** DRG/WHM*** THF****&amp;lt;br&amp;gt;(*If RDM is support, have them sub /BLM for more INT with magic bursting and drain for more DPS.  &#039;&#039;&#039;RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&#039;&#039;&#039;)&amp;lt;br&amp;gt;(**consider blm/whm, whm x2, rdm x2, smn x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.) &amp;lt;br&amp;gt;(***60+ and only if it&#039;s a skilled group) &amp;lt;br&amp;gt;(****THF can act as a support/DPS by being the puller, creating skillchains, debuffing mobs with bully/status bolts, and managing the party&#039;s enmity with collaborator and accomplice (45+)).&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is strong and skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is both a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan or DRK/NIN with stun)&lt;br /&gt;
** Temporary hate control when needed&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
This setup is most comfortable with:&lt;br /&gt;
* WHM main healer&lt;br /&gt;
* Backup healing or support present&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115108</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115108"/>
		<updated>2025-12-23T02:45:27Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Alternate Party Compositions */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).&lt;br /&gt;
&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 tank&#039;&#039;&#039;- holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: PLD NIN WAR* SAM**&amp;lt;br&amp;gt;(*Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD)&amp;lt;br&amp;gt; (**Using Seigan and Third Eye abilities at level 35+) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: WHM RDM* SMN**&amp;lt;br&amp;gt;(*RDM sub /WHM if main healer)&amp;lt;br&amp;gt;(**42+ for Regen and Cure III)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: WAR* MNK BLM* DRK BST RNG SAM DRG&lt;br /&gt;
**If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well.&lt;br /&gt;
**If you have a BLM as one of the DDs, try to coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  But having partners/two chains is more fun for everyone. &#039;&#039;&#039;BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to participate in.  Ideally THF will be a closer but they can be effective opening for RNG, especially at higher levels.  &#039;&#039;&#039;THF + BLM work pretty well together in a standard party as both jobs are looking to make a skillchain.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : BRD SMN RDM* BLM** WHM** DRG/WHM*** THF****&amp;lt;br&amp;gt;(*If RDM is support, have them sub /BLM for more INT with magic bursting and drain for more DPS.  &#039;&#039;&#039;RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&#039;&#039;&#039;)&amp;lt;br&amp;gt;(**consider blm/whm, whm x2, rdm x2, smn x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.) &amp;lt;br&amp;gt;(***60+ and only if it&#039;s a skilled group) &amp;lt;br&amp;gt;(****THF can act as a support/DPS by being the puller, creating skillchains, debuffing mobs with bully/status bolts, and managing the party&#039;s enmity with collaborator and accomplice (45+)).&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is strong and skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is both a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Party Compositions and Strategies==&lt;br /&gt;
If there aren&#039;t the right types of jobs seeking for a traditional party setup, don&#039;t fret!  These alternate lineups can work out fine.&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan or DRK/NIN with stun)&lt;br /&gt;
** Temporary hate control when needed&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
This setup is most comfortable with:&lt;br /&gt;
* WHM main healer&lt;br /&gt;
* Backup healing or support present&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115107</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115107"/>
		<updated>2025-12-23T02:04:23Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* Party Roles */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).&lt;br /&gt;
&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 tank&#039;&#039;&#039;- holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
----&lt;br /&gt;
Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: PLD NIN WAR* SAM**&amp;lt;br&amp;gt;(*Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD)&amp;lt;br&amp;gt; (**Using Seigan and Third Eye abilities at level 35+) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: WHM RDM* SMN**&amp;lt;br&amp;gt;(*RDM sub /WHM if main healer)&amp;lt;br&amp;gt;(**42+ for Regen and Cure III)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: WAR* MNK BLM* DRK BST RNG SAM DRG&lt;br /&gt;
**If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well.&lt;br /&gt;
**If you have a BLM as one of the DDs, try to coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  But having partners/two chains is more fun for everyone. &#039;&#039;&#039;BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to participate in.  Ideally THF will be a closer but they can be effective opening for RNG, especially at higher levels.  &#039;&#039;&#039;THF + BLM work pretty well together in a standard party as both jobs are looking to make a skillchain.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support&#039;&#039;&#039; : BRD SMN RDM* BLM** WHM** DRG/WHM*** THF****&amp;lt;br&amp;gt;(*If RDM is support, have them sub /BLM for more INT with magic bursting and drain for more DPS.  &#039;&#039;&#039;RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&#039;&#039;&#039;)&amp;lt;br&amp;gt;(**consider blm/whm, whm x2, rdm x2, smn x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.) &amp;lt;br&amp;gt;(***60+ and only if it&#039;s a skilled group) &amp;lt;br&amp;gt;(****THF can act as a support/DPS by being the puller, creating skillchains, debuffing mobs with bully/status bolts, and managing the party&#039;s enmity with collaborator and accomplice (45+)).&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
----&lt;br /&gt;
The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is strong and skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is both a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Alternate Party Compositions==&lt;br /&gt;
If there aren&#039;t the right types of jobs seeking for a traditional party setup, don&#039;t fret!  These alternate lineups can work out fine.&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan or DRK/NIN with stun)&lt;br /&gt;
** Temporary hate control when needed&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
This setup is most comfortable with:&lt;br /&gt;
* WHM main healer&lt;br /&gt;
* Backup healing or support present&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115106</id>
		<title>Party Leader Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Party_Leader_Guide&amp;diff=115106"/>
		<updated>2025-12-23T02:02:30Z</updated>

		<summary type="html">&lt;p&gt;Txtoast: /* No Support? No Problem. */&lt;/p&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Tired of spending hours seeking for an exp party?  Consider making your own!  It&#039;s not too terrible.  This in-depth guide is aimed at helping you become an effective party leader, putting together a good 6-person exp group targeting incredibly tough mobs, and provides tactics/strategy tips for group play in FFXI Horizon.  &lt;br /&gt;
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&lt;br /&gt;
==What&#039;s a Party? ==&lt;br /&gt;
A party is a group of gamers who game  together.  The game is to level up. And you play the game by fighting high level mobs together to make exp by defeating said high level mobs.  Exp parties usually involve 6 people.  &lt;br /&gt;
&lt;br /&gt;
There is no auto queue in FFXI.  It&#039;s old school.  Someone is going to need to reach out to other gamers to start the party....how bout you?&lt;br /&gt;
&lt;br /&gt;
== Why Me? ==&lt;br /&gt;
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get leveling sooner rather than later.  Get to exping faster instead of sitting in town for hours waiting for an invite.  Any job can make an effective exp party leader.  &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to know everything to be a party leader.  But having some general knowledge of roles for a successful party is good to have.  To start- 4 frontline and 2 backline is the basic equation for a standard party of 6 members. &lt;br /&gt;
&lt;br /&gt;
DD jobs typically wait longer to get an invite than the tanks/healers/support jobs.  If you want to level up fast as a DD, consider being a party leader!&lt;br /&gt;
&lt;br /&gt;
Usually there are tons of people seeking at multiple level ranges.  Especially during prime time.  All it takes is someone to wrangle a group together.  That someone can be you!&lt;br /&gt;
&lt;br /&gt;
== Party Roles==&lt;br /&gt;
Putting the right jobs together for a full 6-person party can be a bit of a puzzle.  This in-depth guide will help you solve it! &lt;br /&gt;
&lt;br /&gt;
Please be advised that the following information on party compositions and job functions is a guide and not the standard. &#039;&#039;&#039;The following tips/tactics may not be as necessary if your party is defeating mobs at an acceptable rate for exp gains.&#039;&#039;&#039;  In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.&lt;br /&gt;
&lt;br /&gt;
Generally, aim to have 4 frontline jobs and 2 backline/mage jobs for a full exp party.  Or, consider having at least two jobs that can heal (1 main healer, 1 backup).&lt;br /&gt;
&lt;br /&gt;
At higher levels consider only having 2 mages (WHM RDM BLM SMN) in your leveling group.  Typically 1 mage will be the main healer and 1 mage will be the backup healer+DPS/support.  3 mages (ex: WHM RDM BLM) is doable but melee should really consider NOT subbing /NIN for this type of setup.  Subbing /NIN for melee is a DPS loss in favor of damage mitigation which is not necessary if you have 3 mages that can heal and have refresh. &lt;br /&gt;
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&#039;&#039;&#039;The biggest factor in a successful party lineup is whether or not there is a main tank.&#039;&#039;&#039;  Basically, if you have a tank, then you don&#039;t need a support.  And if you don&#039;t have a tank, then you want to have a support/back up healer.&lt;br /&gt;
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&#039;&#039;&#039;Standard Party&#039;&#039;&#039;&lt;br /&gt;
The traditional/standard exp party consists of: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 tank&#039;&#039;&#039;- holds the mob, uses defensive abilities, takes most of the hits/protects the DPS, can open/close skillchains for additional DPS when they have TP, provides stability for sneak and trick attack/enmity control abilities&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 main healer&#039;&#039;&#039;- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 damage dealers&#039;&#039;&#039;- typically organize to skillchain and magic burst with each other to defeat mobs.  Ideally will be 3 different DPS jobs/using different weapons for increased skillchaining/magic bursting opportunities.  &lt;br /&gt;
**&#039;&#039;&#039;1 of the damage dealers can fit in a flex/hybrid roll that can DD + support/heal&#039;&#039;&#039; such as DRG/WHM (lvl 60+), DRG/RDM (lvl 60+), melee/BRD, BLM/WHM, or BLM/RDM.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 puller&#039;&#039;&#039; - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. &#039;&#039;&#039;The puller is also a hybrid role&#039;&#039;&#039;, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. &lt;br /&gt;
**&#039;&#039;&#039;DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.&#039;&#039;&#039;  DPS is important...however consider disengaging from the mob at around 5%-10% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The 3 DPS will focus on high DPS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support - A party may also have 1 person acting as a &amp;quot;support&amp;quot; role. Swap the tank or a DPS spot for this role.  This role could also be for the puller.&#039;&#039;&#039; &lt;br /&gt;
**A versatile role...buffs the party (haste, refresh, songs), debuffs the mob (dia, paralyze, acid bolts, etc), and can off heal depending on the job.  Could also be a puller, magic burst, skillchain, and do some damage depending on the job. Depending on the job and party lineup may allow melee DD to sub something outside of /NIN due to increased healing support.&lt;br /&gt;
**The support role typically does not contribute much/if any personal DPS to the party. Instead it focuses on supporting the party members to do extra damage and decrease downtime.&lt;br /&gt;
**&#039;&#039;&#039;Note: A support is not necessary for all parties!&#039;&#039;&#039;  Your party can do great with a main tank, 1 of the DD on flex/off-heal support, and 1 main healer. Without a dedicated support, your party will quickly kill mobs with coordinated burst/spike damage but downtime may catch up with resting between chains.  A support makes it so mob kills are steady, with less downtime in-between chains. Unless you are facing mobs that have a lot of AoE/status ailments, or if your party does not have a main tank, then having a support/backup healer is a good idea.  &#039;&#039;&#039;If your party does NOT have a support, consider including a DPS in a flex/support role: BLM/WHM, Melee/BRD, DRG/WHM, etc.&lt;br /&gt;
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Examples of jobs that will traditionally fill those roles are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tank&#039;&#039;&#039;: PLD NIN WAR* SAM**&amp;lt;br&amp;gt;(*Using a shield/stacking defense armor, eating defense food, and using Defender ability. Decent at lower levels but tends to shift to a DD/using great axe after around levels 30-40. WAR/NIN x2 can also dual tank+DD)&amp;lt;br&amp;gt; (**Using Seigan and Third Eye abilities at level 35+) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039;: WHM RDM* SMN**&amp;lt;br&amp;gt;(*RDM sub /WHM if main healer)&amp;lt;br&amp;gt;(**42+ for Regen and Cure III)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;: WAR* MNK BLM* DRK BST RNG SAM DRG&lt;br /&gt;
**If WAR is DD, make sure they are using an axe/dual welding axes or using a Great Axe.  Polearm/Scythe/Great Sword may be acceptable at lower levels as well.&lt;br /&gt;
**If you have a BLM as one of the DDs, try to coordinate at least 1 skillchain between the melee DDs/RNG for the BLM to burst off of.  But having partners/two chains is more fun for everyone. &#039;&#039;&#039;BLM can perform well in a 4 frontline (THF, tank, 2 melee DPS), and 2 backline (healer + BLM) type of party if they are on top of magic bursting and supporting/off healing the party as needed.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puller&#039;&#039;&#039; (Hybrid/Doubles as a DD or Support): Typically &#039;&#039;&#039;THF or BRD&#039;&#039;&#039; fills this role but any DD with a ranged attack can do it.  SAMs or 30+ melee with /SAM sub job can be effective pullers as they have third eye.  WAR and NIN tanks could pull in a pinch as well.  MNKs and BSTs best option for pulling would be to use pebbles.  &lt;br /&gt;
**&#039;&#039;&#039;If THF is the puller/DD, make sure they have an xbow and acid bolts at level 15+.  Defense down from acid bolts is great for the melee DPS&#039;&#039;&#039;.  Also, try to coordinate a skillchain for the THF to participate in.  Ideally THF will be a closer but they can be effective opening for RNG, especially at higher levels.  &#039;&#039;&#039;THF + BLM work pretty well together in a standard party as both jobs are looking to make a skillchain.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;You don&#039;t need both BRD and THF in the same group.  However, if you do, coordinate who will be the puller.  BRD may want to consider subbing /WHM to backup heal/cleanse/dia if THF is pulling.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support (not necessary for all parties depending on party lineup/camp)&#039;&#039;&#039; : BRD SMN RDM* BLM** WHM** DRG/WHM*** THF****&amp;lt;br&amp;gt;(*If RDM is support, have them sub /BLM for more INT with magic bursting and drain for more DPS.  &#039;&#039;&#039;RDM will need to focus more on double magic bursting/draining if RDM+WHM in a standard party with a tank or the party DPS/kill rate may suffer.  And/or consider coordinating a transfixion/fusion/light skillchain for the WHM to burst Holy/Banish on for increased DPS.  Melee consider nixing /NIN and subbing /WAR /SAM /THF for increased DPS if RDM+WHM backline since both mages can heal and will have refresh.&#039;&#039;&#039;)&amp;lt;br&amp;gt;(**consider blm/whm, whm x2, rdm x2, smn x2 backline if no other support/healer available.  These jobs can off-heal/support/co-heal the frontline.) &amp;lt;br&amp;gt;(***60+ and only if it&#039;s a skilled group) &amp;lt;br&amp;gt;(****THF can act as a support/DPS by being the puller, creating skillchains, debuffing mobs with bully/status bolts, and managing the party&#039;s enmity with collaborator and accomplice (45+)).&lt;br /&gt;
**&#039;&#039;&#039;Your party can make quick work of mobs with 3 dedicated-non-puller DPS instead of 2 by nixing the support if you already have a tank and healer roles covered.&#039;&#039;&#039;  &lt;br /&gt;
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&#039;&#039;&#039;Woah woah woah!  What about a refresher?&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Without a dedicated refresher/support your party can still quickly take out mobs with coordinated burst/spike damage.  What may happen is that downtime creeps in between exp chains due to mobs being killed fast/waiting on respawn time and a window opening for mages to rest some MP.  Compared to steady mob kills and lower downtime with a support in your party.  Both strategies can produce satisfactory exp gains.  As long as you have at least 2 people who can heal, and you are knowledgeable of your lineup and mobs you are facing, your group should be a good one.&lt;br /&gt;
&lt;br /&gt;
Refresh/ballad is nice but actually not that necessary.  Certain jobs and job traits have been era+ on horizon to get around not having a refresh in your party.  If you nix the support/refresher (or can&#039;t get a support because nobody is LFG on a support/refresh job) for another dedicated DPS, you can defeat mobs much faster than if you had someone on refresh duty and doing less (or no) DPS.  It&#039;s always a good idea to aim for at least 3 dedicated DPS + puller in your parties.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Devotion&#039;&#039;&#039; at 45, it&#039;s an MP bomb every 10 minutes.&lt;br /&gt;
**Consider having only either 1 DRG/Mage, 1 PLD, or 1 DRK in your parties if WHM is main healer with no support.  WHM can only give MP to 1 party member at a time every 10 min.  BLM can usually get away without a refresh/devotion.&lt;br /&gt;
*WHM has &#039;&#039;&#039;Divine Veil&#039;&#039;&#039; at 50.  This will double the strength and length of the next regen spell after Divine Seal is used.  WHM can use it on the tank and rest a lot of MP up without having to worry too much about healing while they are down.&lt;br /&gt;
*PLD has &#039;&#039;&#039;Chivalry&#039;&#039;&#039; at 45, it&#039;s another self MP bomb every 15 minutes.&lt;br /&gt;
*PLD also has access to &#039;&#039;&#039;hammers&#039;&#039;&#039; and can make use of &#039;&#039;&#039;Starlight&#039;&#039;&#039;, an MP battery weapon skill.&lt;br /&gt;
*If your healer is RDM then you already have a refresh&lt;br /&gt;
*&#039;&#039;&#039;The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon&#039;&#039;&#039; for faster MP regen via rest.&lt;br /&gt;
**Especially for WHM.  They can get MP back pretty quickly by resting.   &lt;br /&gt;
**With a BLM + WHM or RDM backline, &#039;&#039;&#039;BLM should expect to backup heal/(cleanse subbing /WHM)&#039;&#039;&#039; so the healer can rest more often.&lt;br /&gt;
*&#039;&#039;&#039;DRG/RDM or DRG/WHM&#039;&#039;&#039; (at level 60+ using AF helmet) can be an effective backup healer + dedicated DPS as well.&lt;br /&gt;
*It&#039;s always a good idea to bring drinks and ethers to your exp parties for additional MP support.&lt;br /&gt;
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The standard/traditional party is cozy.  There is usually a lot of utility/synergy amongst the party to kill mobs quick, prevent things from going awry, and also to deal with anything that may go wrong.  &lt;br /&gt;
&lt;br /&gt;
With a tank (and preferably some form of hate control), melee DPS do not need to sub /nin (rng should probably stay /nin though) for more damage options as the tank will be holding the enemy, mitigating damage via shadows and/or defensive abilities, and if it&#039;s a Paladin will cover/cure any DPS that may take aggro.  &#039;&#039;&#039;Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to &amp;quot;unga bunga&amp;quot; (i.e.: starting a fight with a WS and taking hate...) then sub /nin or they will be a hindrance to the healer and cause downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Starting at around level 30+, the traditional party setup can take on mobs 9+ levels higher than the party depending on skill and gear of the group.  Before that consider aiming for mobs no more than 7-8 levels higher unless your group is strong and skilled. &lt;br /&gt;
&lt;br /&gt;
At levels 50+, a THF or melee subbing /THF may be something to consider for trick attacking behind the tank for more enmity control.  Melee start getting very strong WSs at level 50+ which may cause issues for a tank&#039;s enmity, especially if melee are not subbing /NIN.&lt;br /&gt;
&lt;br /&gt;
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer/tank/support roles).  It may be easier to forgo the tank/support in favor of getting to exping faster depending on what jobs are seeking.&lt;br /&gt;
&lt;br /&gt;
The traditional party&#039;s DPS/exp rate may suffer if there is both a tank a main healer and a support in it, and all melee/frontline DPS are subbing ninja and/or there isn&#039;t at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and/or a magic burst (i.e. BLM RDM NIN).  &lt;br /&gt;
&lt;br /&gt;
=== Searching for and Inviting Party Members ===&lt;br /&gt;
Type in the command &#039;&#039;&#039;/sea all x-x invite&#039;&#039;&#039;. (You can also use &#039;&#039;&#039;inv&#039;&#039;&#039; instead of &#039;&#039;&#039;invite&#039;&#039;&#039;.) Where &#039;&#039;&#039;X&#039;&#039;&#039; is the levels of folks you want to search for. For example: &#039;&#039;&#039;/sea all 19-29 inv&#039;&#039;&#039; will populate a list of people leveled from 19 to 29 seeking a party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you see someone seeking for a role you need to fill in your party you can select them from the list and message them directly via &#039;&#039;&#039;/tell&#039;&#039;&#039; and ask them to join your party. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***It is considered rude to invite people without first talking to them.***&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Multiple jobs can fit multiple roles, i.e.: RDMs can act as a main healer or support in a traditional party. Make sure to ask if they can fill that role. Some folks prefer a specific role.&lt;br /&gt;
&lt;br /&gt;
Once the party seeker agrees to join your group, you can invite them from the populated list you created from the /sea all x-x invite command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consider &amp;quot;spamming&amp;quot; the &amp;quot;/sea all invite x-x&amp;quot; command.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;People that want to party are logging in all the time.  Especially during prime time.  You have a better chance of catching someone by spamming &amp;quot;/sea all 20-30 invite&amp;quot; over time for example.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some party seekers have a few questions about your party before they agree to join...where&#039;s the camp, what&#039;s the level sync, etc?  You don&#039;t have to have an exact answer but just have a general idea. Ex: &amp;quot;Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can take some time to get a full party together!  20-30+ minutes is not uncommon.  Patience wins the day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level Sync Considerations===&lt;br /&gt;
When putting a party together, most of the time you will have 1 person be the [[Level Sync]].  This basically means everyone else will be synced to that person&#039;s level.  Having the party level synced evens out the exp gains for everyone and makes it much easier to decide on a camp.  Level sync allows up to a 10 level difference between all party members without any exp penalties. You technically have a 20 level range to search for party members to fill needed roles. Make sure you check in with your party member about agreement on the level sync.&lt;br /&gt;
&lt;br /&gt;
Level sync only works by syncing levels of people who are higher level DOWN to match the person who is the level sync.  Backline jobs/mages may be under the level sync by a level or two (maybe even more at higher level ranges).  An under-leveled mage is not as big of a deal than an under-leveled frontline melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not finding the right jobs for your party?  Try yelling.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/yell in a city and you can broadcast what you are seeking for.  Ex: (Experience Points) (Party) (Looking for Members) (Level Sync) 40 @4/6 Need (Healing Magic) and (Support Role Job) (/tell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Still don&#039;t have a full group and not finding the right jobs?&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;br&amp;gt;Try asking your current party members.  They might have someone in their linkshell who could fill the missing spot as a healer or DPS/etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Tactics ==&lt;br /&gt;
You&#039;re the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  2 important things to coordinate in a party are DPS [[skillchains]] and [[Magic Burst]]s.  Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother.  Sometimes they may need some direction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skillchains&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A skillchain happens when melee use their [[Weapon Skills]] in certain combinations.  Depending on the order of WS an effect will happen and extra damage is created.  Melee need 1000TP+ to use a WS, so in order to SC effectively and seamlessly melee will need to be looking at eachother&#039;s TP in the party menu.  As soon as the opener sees they and their partner have TP to WS they use their WS.  The partner follows after.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jobs that magic burst will also be looking at melee TP as well because it will tell them when the melee are going to SC and they will follow with bursting.&lt;br /&gt;
&lt;br /&gt;
If your DD jobs are not skillchaining and bursting you are leaving a lot of party DPS on the table and it will take longer to defeat mobs.  Don&#039;t be afraid to at least suggest certain party member&#039;s do certain things if you, the leader, are noticing a lack of coordination. Ex: &amp;quot;SMN and WAR please skillchain together.  Raging axe &amp;gt; Double Punch Gravitation&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Skillchains]] have been buffed on horizon (no longer a chance to resist the damage) to incentivize players to work together. Skillchains add additional damage (40%-100% of the WS used to close the chain) against mobs for faster kills and open up the option of magic bursting.  As the party leader it will be on you to at least encourage your melee to skillchain with each other at level 30+.  You want to aim to have at least 1 dedicated opener and 1 closer in your party.  You can certainly spam weapon skills but you are missing out on additional damage with chaining.  Especially if you are partying with a THF.&lt;br /&gt;
&lt;br /&gt;
Any melee, tank or summoner can be an  effective closer or opener. THF and /THF makes for a VERY effective closer with sneak and trick attack.  Tanks can make effective openers for a higher DPS/melee to close.&lt;br /&gt;
&lt;br /&gt;
Ideally your party will want to have at least 2 skillchains set up.  With 4 frontline, each of them will have a partner.  Alternatively, your frontline could set up a 3 step chain.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Study up on [[skillchains]] with these charts: &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Distortion and Detonation are very popular skillchain at lower levels, especially with THF in a party to close with sneak/trick attack.  Many jobs/weapons, even summoner avatars, can open/close distortion and detonation.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magic Bursts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So know that you know about SCs MBs are like extra extra damage.  Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity) for even faster kills.  If you&#039;re partying with a black mage you most certainly will want to coordinate at least 1 skillchain (between 2 melee DPS, melee/tank + THF, tank + melee DPS, tank/melee DPS + summoner) for them to burst on.  The MB damage on top of the SC damage can be devastating.&#039;&#039;&#039; A decently geared party (~level 30+) that coordinates skillchains and magic bursts can make quick work of mobs 9+ levels higher than them.&#039;&#039;&#039;  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Off Tanking and Enmity Considerations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PLD WAR SAM and NIN can be main tanks but it&#039;s also a good idea to consider having an off tank in your party, someone who can take hate for a bit (Using provoke as WAR main or sub job) while main tank recovers.  This is especially effective with  ninja or samurai sub/main jobs to mitigate damage.  SMNs can also support damage mitigation with blink or stoneskin.  This gives more breathing room for the main tank and also allows THFs to trick attack multiple people in your party.  At lower levels an off tank can also be considered a &amp;quot;first voke&amp;quot;, a front line job that will provoke (subbing WAR or WAR main) the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.  WARs and SAMs make great off tanks.  A &amp;quot;first voke&amp;quot; is not necessary at level 50+ if partying with a THF for Trick Attack as that&#039;s when they get the Assassin job trait.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WAR and SAM tanks may struggle a bit keeping enmity on their own and will benefit a THF buddy tricking on them and/or off tank buddy.&lt;br /&gt;
NIN tanks may also struggle a bit in keeping enmity and maintaining damage mitigation with shadows at lower levels and will also benefit from off tanking/SATA.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Nudge your party members to eat food!  Your party members will perform much better with the increased stats that food provides.  Especially when fighting incredibly tough mobs.  Generally tanks want to eat seafood/defensive food, melee want to eat meat for attack or sushi for accuracy, black mages want to eat pies for +INT, and healers want to eat cookies or mushrooms for +hMP/-enmity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of kills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 other consideration for xp party tactics is controlling the rate of how fast your party is defeating mobs.  This becomes more important at higher levels when DPS jobs become more powerful.  The exp chain timer caps at about 1 minute past exp chain 5.  This means in order to maintain a chain 5+, your party must be defeating a mob at least every 50-55 seconds.  &lt;br /&gt;
&lt;br /&gt;
It is possible to obtain chain 20+, 30+, 100+!  &#039;&#039;&#039;The longer your party can maintain an exp chain, the more exp your party gains over time.&#039;&#039;&#039;  However, if your party is consistently quickly defeating mobs...the camp will run out of mobs for the puller to pull.  The puller will then need to wait on respawns....and the exp chain will break.  Your exp chain will start from 1 with a smaller exp bonus, instead of continuing a consistent higher exp bonus with chain 5+.&lt;br /&gt;
&lt;br /&gt;
Consider communicating with your DPS to time defeating mobs every 50-55 seconds at higher level/merit parties to maintain chain 5+!  Ask if everyone can use an addon that tracks exp chains/timers.  Sometimes it&#039;s better to hold TP/free nuking/DPS by keeping mobs alive long enough to allow timely respawns and maintain exp chains, instead of always doing as much DPS as possible.  &lt;br /&gt;
&lt;br /&gt;
Leveling parties can do well with only 3 DPS that are coordinated.  The rest of the spots can be filled with a healer, puller, and either a tank or support.  More DPS can overkill and cause respawn issues which will break chains.&lt;br /&gt;
&lt;br /&gt;
== EXP Camps ==&lt;br /&gt;
A good party leader will be knowledgeable of where the party can go to get some exp. Visit: https://horizonffxi.wiki/EXP_Camps for ideas in where you can camp.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sweet-spot/target-level of mobs you want to fight with a full party is 6-9 levels higher than the level of your party.  These mobs will check as Incredibly Tough and it is considered the most time-efficient manner in getting exp.  If your party is skilled and/or has a bard and/or black mage, you can target mobs 10+ levels.  You generally want to aim for consistent exp chains 4-5s.    &lt;br /&gt;
&lt;br /&gt;
An alternate camp mindset is to target mobs 4-7 levels higher than the party, and aim to quickly defeat them for high exp chains (6+).  The quick pace of defeating lower level mobs is comparable to targeting higher level mobs that give more exp.  Players that aren&#039;t well geared may benefit more from this type of party as player to mob level difference is not as big.  The puller will need to pull full faster or consider having a &amp;quot;roaming party&amp;quot; where your party moves around the area, defeating enemies quickly, instead of camping in 1 spot.  There kinds of parties get more popular at the higher levels (~68+).  A main tank is less necessary for these types of quick parties and most likely frontline will be subbing /nin for shadow damage mitigation.  A main healer may not be necessary as well, where healing is shared among the backline mages.&lt;br /&gt;
&lt;br /&gt;
For non-traditional/new player parties you can certainly target lower level mobs.  Just be mindful that you cant gain exp chains on mobs that are lower levels than your party is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider What You Are Fighting&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the mob use silence or paralyze attacks? Do they have defense up abilities? Are they casters? Consider bringing jobs that will counter monster abilities! You may need someone who can dispel/silena/poisona/stona in your group to effectively fight certain monsters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider having a BLM in your party for big magic bursting if fighting crabs, pugils, crawlers, or beetles.  These mobs have higher than average defense and/or evasion.  Extra bonus points for having a RDM or BRD or /RDM (64+) for dispel because these mobs have abilities that will further increase their defense/evasion.&lt;br /&gt;
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch.  &lt;br /&gt;
*Consider asking BLM to use /WHM subjob and lean more towards an off-healer/debuffer/cleanser if your party is going to be facing mobs with AoE or multiple status ailment abilities (flies, courels, beastmen, evil weapons, etc), and the party does not have a support job like SMN or RDM (4 frontline, 2 backline type of setup). BLM can still magic burst and cast drain for extra DPS, but may want to consider holding back free nuking, to save mp for supporting the party.&lt;br /&gt;
*Consider having a WHM in your party if fighting Courels (silence, paralyze), Lizards (petrify), flies (Cursed sphere, AOE) or Cockatrice (petrify, silence).  At later levels RDM/WHM can cover silena.  RDM/WHM will never have stona to cure petrification however. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consider Camp Limitations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some areas can only support 1 party. It&#039;s a good idea to search an area before heading there to see if there already is a party exping there. Use the menu or type the command /sea &amp;quot;ZoneName&amp;quot; to pull up a list of people and their levels in an area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The zone names require abbreviations that aren&#039;t always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea &amp;quot;CrawlNest&amp;quot; will show you a list of people currently in Crawler&#039;s Nest. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ***Be advised that you need to have been in that zone before in order to see a list populate of who&#039;s currently in the zone!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won&#039;t help your reputation on the server. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Alternate Party Compositions==&lt;br /&gt;
If there aren&#039;t the right types of jobs seeking for a traditional party setup, don&#039;t fret!  These alternate lineups can work out fine.&lt;br /&gt;
&lt;br /&gt;
=== No Support? No Problem. AKA Burst Party===&lt;br /&gt;
This strategy is for a a viable EXP party setup that does not rely on traditional support jobs (e.g. Bard). When executed correctly, this lineup offers competitive EXP/hour, high player interaction, and reduced downtime waiting for specific jobs.&lt;br /&gt;
&lt;br /&gt;
Era+ changes (job traits, weaponskills, Magic Burst adjustments) and modern addons (e.g. TParty, HXUI, Chains) significantly improve the consistency of this strategy compared to original 75-cap FFXI.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Party Composition&lt;br /&gt;
* &#039;&#039;&#039;1 Tank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 Melee DPS&#039;&#039;&#039;&lt;br /&gt;
** One melee opens skillchains&lt;br /&gt;
** Ranged DPS (RNG) can fill one melee slot&lt;br /&gt;
* &#039;&#039;&#039;1 Thief (THF)&#039;&#039;&#039;&lt;br /&gt;
** Puller, enmity control, debuffs, skillchain closer&lt;br /&gt;
* &#039;&#039;&#039;1 Black Mage / White Mage (BLM/WHM)&#039;&#039;&#039;&lt;br /&gt;
** Magic Bursts, crowd control, backup healing/debuffs&lt;br /&gt;
* &#039;&#039;&#039;1 Healer&#039;&#039;&#039;&lt;br /&gt;
** WHM, RDM, or SMN&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
If a party has a reliable &#039;&#039;&#039;tank&#039;&#039;&#039; and &#039;&#039;&#039;healer&#039;&#039;&#039;, a dedicated support job is not required.&lt;br /&gt;
&lt;br /&gt;
Instead of waiting for a Bard or support to log in, the party fills remaining slots with DPS and a Thief and immediately begins gaining EXP. This setup emphasizes Classic FFXI mechanics: skillchains, Magic Bursts, enmity control, and coordinated play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Core Strategy &lt;br /&gt;
&lt;br /&gt;
This party functions around &#039;&#039;&#039;burst damage cycles&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Melee + THF execute a skillchain&lt;br /&gt;
# BLM performs one or more Magic Bursts&lt;br /&gt;
# Mob is defeated quickly&lt;br /&gt;
# Repeat every pull or every other pull&lt;br /&gt;
&lt;br /&gt;
Coordination is required, but the payoff is high burst damage and efficient kills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Breakdown&lt;br /&gt;
&lt;br /&gt;
Thief&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Manages party enmity (SATA, Collaborator, Accomplice)&lt;br /&gt;
* Closes skillchains behind the tank using &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; and &#039;&#039;&#039;Trick Attack&#039;&#039;&#039;&lt;br /&gt;
* Setup improves significantly at &#039;&#039;&#039;level 50+&#039;&#039;&#039; with &#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Use of &#039;&#039;&#039;Bully + Acid Bolts&#039;&#039;&#039; is strongly recommended for fast kills.&lt;br /&gt;
&lt;br /&gt;
Black Mage (BLM/WHM)&lt;br /&gt;
* Performs Magic Bursts (often double bursts)&lt;br /&gt;
* Crowd control (Sleep, Bind, Stun)&lt;br /&gt;
* Backup healing, debuffing, and cleansing as needed&lt;br /&gt;
* May reduce free nuking to conserve MP in longer chains&lt;br /&gt;
&lt;br /&gt;
Other Melee DPS&lt;br /&gt;
* Focus on sustained DPS&lt;br /&gt;
* Avoid weaponskills during the primary skillchain unless assigned&lt;br /&gt;
* Can form secondary skillchains when coordination allows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Advanced Optimization:  Dual Skillchain Rotation&lt;br /&gt;
&lt;br /&gt;
With sufficient coordination, the party can establish two alternating skillchains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain A&#039;&#039;&#039; – THF + partner → Magic Burst&lt;br /&gt;
* &#039;&#039;&#039;Chain B&#039;&#039;&#039; – Tank or other melee → Magic Burst&lt;br /&gt;
&lt;br /&gt;
This creates a consistent rhythm:&lt;br /&gt;
* Mob 1 → Chain A → Burst&lt;br /&gt;
* Mob 2 → Chain B → Burst&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Result: Increased kill speed and higher EXP/hour.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternate Strategy: Multi-Step Skillchains&lt;br /&gt;
*Typically involves a PLD tank using Starlight to maintain MP.  They will be outside of skillchaining.&lt;br /&gt;
* THF + melee can form 3-step chains&lt;br /&gt;
* BLM may land 2–3 Magic Bursts during the 3-step&lt;br /&gt;
* Tank maintains enmity independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Recommended targets (low AoE, predictable behavior):&lt;br /&gt;
&lt;br /&gt;
* Crabs&lt;br /&gt;
* Crawlers&lt;br /&gt;
* Bats&lt;br /&gt;
* Birds&lt;br /&gt;
* Dhalmels&lt;br /&gt;
* Courels&lt;br /&gt;
* Beetles&lt;br /&gt;
* Bees&lt;br /&gt;
* Raptors&lt;br /&gt;
* Doomed&lt;br /&gt;
* Buggards&lt;br /&gt;
* Sheep&lt;br /&gt;
&lt;br /&gt;
Avoid when possible without support:&lt;br /&gt;
* Flies&lt;br /&gt;
* Evil Weapons&lt;br /&gt;
* Rabbits&lt;br /&gt;
* Beastmen&lt;br /&gt;
* Rocs&lt;br /&gt;
&lt;br /&gt;
If fighting AoE-heavy mobs:&lt;br /&gt;
* BLM may sub &#039;&#039;&#039;/WHM&#039;&#039;&#039;&lt;br /&gt;
* Party should lean on bursts, debuffs, and crowd-controlling as needed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Tank Considerations&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD)&lt;br /&gt;
* Sword preferred for increased damage and skillchain flexibility&lt;br /&gt;
* Club viable for MP sustain (e.g. Starlight)&lt;br /&gt;
* Use &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;sentinel&#039;&#039;&#039;, &#039;&#039;&#039;shield bash&#039;&#039;&#039;, etc., to protect melee that may take aggro.&lt;br /&gt;
* Consider accuracy food (e.g. Ikra Gunkan)&lt;br /&gt;
&lt;br /&gt;
Ninja (NIN)&lt;br /&gt;
* Strong tank for dual-chain setups&lt;br /&gt;
* Enables frequent alternating skillchains&lt;br /&gt;
* May also magic burst ninjutsu &lt;br /&gt;
&lt;br /&gt;
Alternative Tanks&lt;br /&gt;
* WAR/NIN, DRK/NIN (37+ with Stun), SAM/WAR (35+ with Seigan and Third Eye) are viable for a first voke/hate&lt;br /&gt;
** Dual Skillchaining highly recommended for fast kills/before shadows run out and are on recast&lt;br /&gt;
* At least one melee should sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; for SATA positioning&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Healer Considerations&lt;br /&gt;
&lt;br /&gt;
White Mage (WHM)&lt;br /&gt;
* Emphasize &#039;&#039;&#039;Regen&#039;&#039;&#039; spells for MP efficiency&lt;br /&gt;
* &#039;&#039;&#039;Divine Seal + Regen&#039;&#039;&#039; (50+) is highly effective&lt;br /&gt;
* &#039;&#039;&#039;Devotion&#039;&#039;&#039; MP prioritized for PLD tanks&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Strong due to &#039;&#039;&#039;Refresh&#039;&#039;&#039;&lt;br /&gt;
* May struggle with Petrify Virus or heavy AoE&lt;br /&gt;
** Remedies recommended&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Viable but MP-intensive&lt;br /&gt;
* Must choose between buffs (Hastega) and healing throughput&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM handles self-care; healer focuses primarily on frontline.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
General Notes&lt;br /&gt;
* Expect less Haste than BRD parties; Magic Burst damage compensates&lt;br /&gt;
* Requires communication and coordination&lt;br /&gt;
* Strong at low levels, excellent at &#039;&#039;&#039;50+&#039;&#039;&#039;, and highly competitive with dual/rotating skillchains&lt;br /&gt;
* Can rival traditional support parties when executed well&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Alternative Variations&lt;br /&gt;
&lt;br /&gt;
* BRD may replace THF as puller (fewer skillchains, weaker enmity control)&lt;br /&gt;
* Extra melee may replace THF or BLM with increased risk&lt;br /&gt;
* All-melee /NIN setups possible with shadow rotation and dual/rotating skillchains&lt;br /&gt;
* Heavy DD (RNG, DRG) may replace BLM with careful threat management&lt;br /&gt;
&lt;br /&gt;
===No tank?  No problem.  AKA Melee/TP Burn Party===&lt;br /&gt;
This section describes a melee-focused DPS EXP party setup that operates without a dedicated tank. Damage mitigation is handled through &#039;&#039;&#039;Utsusemi&#039;&#039;&#039; shadows, enmity rotation, and rapid kill speed. This setup is commonly referred to as a &#039;&#039;&#039;Melee Burn&#039;&#039;&#039; or &#039;&#039;&#039;TP Burn&#039;&#039;&#039; party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Common Party Compositions&lt;br /&gt;
Any of the following variants are viable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + BRD (Puller) + Healer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 Melee/NIN + THF (Puller) + Healer + SMN&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + Support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN (one acts as puller) + Healer + DRG/WHM&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 Melee/NIN + THF (Puller) + Healer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Parties consisting of &#039;&#039;&#039;5 Melee/NIN + 1 Healer&#039;&#039;&#039; are doable but fair warning due to healer strain and limited crowd control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Core Concept&lt;br /&gt;
&lt;br /&gt;
When a dedicated tank is unavailable, this strategy replaces tanking with &#039;&#039;&#039;shadow rotation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All frontline melee sub &#039;&#039;&#039;/NIN&#039;&#039;&#039; (level 24+) to gain &#039;&#039;&#039;Utsusemi: Ichi&#039;&#039;&#039;. Damage is mitigated by rotating enmity between melee as shadows wear off, while the healer and support stabilize HP and MP.&lt;br /&gt;
&lt;br /&gt;
This setup relies on:&lt;br /&gt;
* Fast kills&lt;br /&gt;
* Controlled pulling&lt;br /&gt;
* Active enmity awareness&lt;br /&gt;
* Strong healer/support coordination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Role Expectations&lt;br /&gt;
&lt;br /&gt;
Melee (/NIN) &lt;br /&gt;
* Maintain Utsusemi shadows at all times&lt;br /&gt;
* Rotate enmity when shadows drop&lt;br /&gt;
* Avoid holding hate without shadows&lt;br /&gt;
* Communicate when shadows are down&lt;br /&gt;
*At least one melee should provide:&lt;br /&gt;
** &#039;&#039;&#039;Provoke&#039;&#039;&#039; (WAR/NIN or SAM/WAR with Seigan or DRK/NIN with stun)&lt;br /&gt;
** Temporary hate control when needed&lt;br /&gt;
&lt;br /&gt;
Thief (THF)&lt;br /&gt;
* Primary puller&lt;br /&gt;
* Applies defense debuffs via &#039;&#039;&#039;Acid Bolts&#039;&#039;&#039;&lt;br /&gt;
* Assists with enmity control and shadow management with accomplice and collaborator&lt;br /&gt;
* Can briefly tank using &#039;&#039;&#039;Sneak Attack + Weaponskill&#039;&#039;&#039;&lt;br /&gt;
* Bard may also be the puller instead of THF&lt;br /&gt;
&lt;br /&gt;
A competent THF significantly increases party stability.&lt;br /&gt;
&lt;br /&gt;
Healer&lt;br /&gt;
* Maintains frontline HP aggressively&lt;br /&gt;
* Monitors shadow uptime and enmity&lt;br /&gt;
* Healing load is heavier than tank-based parties&lt;br /&gt;
&lt;br /&gt;
This setup is most comfortable with:&lt;br /&gt;
* WHM main healer&lt;br /&gt;
* Backup healing or support present&lt;br /&gt;
&lt;br /&gt;
Support / Utility&lt;br /&gt;
&lt;br /&gt;
Bard (BRD)&lt;br /&gt;
* Most common support choice&lt;br /&gt;
* Often pulls mobs with songs and sleeps&lt;br /&gt;
* Provides songs, debuffs, and pulling&lt;br /&gt;
* Enables faster TP gain and smoother rotation&lt;br /&gt;
&lt;br /&gt;
Red Mage (RDM)&lt;br /&gt;
* Provides Refresh and debuffs&lt;br /&gt;
* Consider sub &#039;&#039;&#039;/BLM&#039;&#039;&#039; to contribute Magic Bursts and Drain&lt;br /&gt;
* MP economy is weaker than in retail; solo-healing 5 melee is risky&lt;br /&gt;
&lt;br /&gt;
Summoner (SMN)&lt;br /&gt;
* Provides Hastega and Refresh-ga and Warcry-ga&lt;br /&gt;
* Backup heals&lt;br /&gt;
* Light DD with bloodpacts, closes chains&lt;br /&gt;
----&lt;br /&gt;
Recommended Mage Count&lt;br /&gt;
For non-tank melee burn parties:&lt;br /&gt;
* &#039;&#039;&#039;At least two mages&#039;&#039;&#039; are recommended (WHM, RDM, BRD, SMN, or BLM)&lt;br /&gt;
&lt;br /&gt;
Single-healer setups with no backup support greatly increase the risk of deaths and downtime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Job-Specific Variations&lt;br /&gt;
&lt;br /&gt;
Samurai (SAM/WAR)&lt;br /&gt;
* Acts as hybrid tank/DPS&lt;br /&gt;
* Uses &#039;&#039;&#039;Seigan&#039;&#039;&#039; and &#039;&#039;&#039;Third Eye&#039;&#039;&#039;&lt;br /&gt;
* Provides Provoke for first hate and emergency enmity control&lt;br /&gt;
&lt;br /&gt;
Dragoon (DRG/WHM or DRG/RDM)&lt;br /&gt;
* Acts as DPS with backup healing&lt;br /&gt;
* Provides utility without stressing healer MP&lt;br /&gt;
&lt;br /&gt;
Paladin (PLD/NIN (swords) or PLD/SAM (staff))&lt;br /&gt;
* Functions as DD, support, and pseudo-tank&lt;br /&gt;
* Can Flash on pull and stabilize hate early&lt;br /&gt;
* Can Focus on creating light based skillchains to MB Holy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Skillchains&lt;br /&gt;
* Skillchain coordination is not as common in TP Burn parties&lt;br /&gt;
* Damage output relies primarily on sustained melee DPS&lt;br /&gt;
** Chains may be coordinated however if your party contains a THF, PLD, or BLM.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Risks and Limitations&lt;br /&gt;
* HP can drop rapidly if shadows fall unexpectedly&lt;br /&gt;
* Healer workload can be high&lt;br /&gt;
* Limited crowd control without a mage support&lt;br /&gt;
* Mistakes are punished more severely than in tank-based parties&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Magic/Mana Burn Party===&lt;br /&gt;
Typically consisting of 2 SMNs and 4 BLM. Or 2 SMN and 4 WHM for cure burning.&lt;br /&gt;
&lt;br /&gt;
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 &lt;br /&gt;
SMN buffs and heals.&lt;br /&gt;
&lt;br /&gt;
Have a plan for when SMN skillchain misses.&lt;br /&gt;
&lt;br /&gt;
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on -AGA/AoE spells.&lt;br /&gt;
&lt;br /&gt;
===Pet/Jug Burn Party===&lt;br /&gt;
*5 BSTs, 1 Support&lt;br /&gt;
&lt;br /&gt;
*4 BSTS, 1 THF/BRD/Puller, 1 healer&lt;br /&gt;
&lt;br /&gt;
===Merit Parties (74+)===&lt;br /&gt;
Party composition is a bit different than traditional parties with the aim to reduce damage taken/downtime.  Basically all melee use /NIN subjob for utsu ichi/ni, and play &amp;quot;hot potato&amp;quot; with the mobs (/SAM is OK for 2 handed weapon using seigan and third eye but not recommended for all front line to use).  Emphasis on a &amp;quot;tank&amp;quot; is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended.  &lt;br /&gt;
&lt;br /&gt;
It is possible to set up a merit party like a standard party though .  If you do have a PLD/WAR or NIN/WAR + THF for keeping hate on them in your merit party all other melee could sub /sam /war or /thf even for increased DPS.  &lt;br /&gt;
&lt;br /&gt;
Note: At least 1 WAR/NIN, NIN/WAR, SAM/WAR (using siegan and third eye),  WAR/SAM (using seigan and third eye), or PLD/NIN recommended for a first voke or flash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A merit party may also consider having less than 6 people in it, nixing a DPS.  If all DPS are highly geared/skilled, your group may be killing too fast and be waiting on mob spawns, meaning loss of exp chains/exp rate.  Additionally, with [[signet]] on, groups gain bonus exp with less than 6 people in it.&#039;&#039;&#039;&lt;br /&gt;
*Another idea is to form a &#039;&#039;&#039;low man farming+merit party.&#039;&#039;&#039;  &lt;br /&gt;
**3-4 level 75s can get together and target EM-VT mobs that drop valuable items and crystals to sell on the [[Auction House]].  Your group can also farm beastmen and kindred seals like this too.  A balanced trio of 75s can make consistent chain 5s against T-VT mobs.  4-5 75s can target VT-IT mobs for consistent chain 5s.  Make some money and get some merits+beastmen/kindred seals!&lt;br /&gt;
** THF/NIN + melee/NIN or RDM/NIN + mage/WHM or WHM/whatever is a good baseline to work with.  You&#039;ll probably want a WHM if facing mobs that can petrify for [[Stona]].  If the mage is WHM try setting up a light or fusion chain for MB Holy.&lt;br /&gt;
&lt;br /&gt;
== Time Considerations ==&lt;br /&gt;
So your SAM and DRK are skillchaining, your BLM is bursting, your BRD is pulling, and your RDM has heals covered!  Things are moving smoothly...  However unlike other modern MMOs there is no &amp;quot;end of instance/party&amp;quot; that is established by the game.  It is up to the players to determine how long they are going to be partying for.  Ideally everyone has hours to party but RL does trump FFXI at the end of the day.  &lt;br /&gt;
&lt;br /&gt;
Typically, the average player has about 90 minutes to party.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:&amp;quot;Anybody need to go soon?&amp;quot; &amp;quot;Everyone good to keep going for at least 30 more minutes?&amp;quot;  Party members may also tell you/the party leader they need to go soon in chat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels (50+) the exp needed to level up jumps considerably.  Consider providing time structure to your party.  Not having a sense of when the party is over or when they can take a break can be stressful to your party members.  Generally, it is a good idea to plan for and tell your party members that after an hour everyone can take a break. Food buffs are generally 30m-1hr so this strategy can sync nicely with game mechanics.  Ex: &amp;quot;Hey everyone let&#039;s exp for an hour and then take 5.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If some party members need to go soon you do have some options.  Do you need replacements?  If it&#039;s only 1-2 people that need to leave soon, consider searching for other people to replace.  Sometimes party members will happily search for their rep, sometimes they may ask you to find a rep.  Consider having at least another hour available for the rest of the party to exp for reps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does the party need to end?  If 3+ party members, or yourself, need to head out then it may be best to call it soon. A popular way to call a party&#039;s end is when somebody gains a level. Ex: &amp;quot;Anybody close TNL?&amp;quot;  &amp;quot;I&#039;m 500 tnl.&amp;quot;  &amp;quot;OK let&#039;s call it when RDM gets their level.&amp;quot; Another common way to end a party is at the end of a chain 5 exp chain.  Ex: &amp;quot;Let&#039;s call it after this exp chain.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you the one that needs to leave soon?  If you need to leave but everyone else is good to keep going, ask if someone wants lead and find yourself a rep.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaks are fine!  It&#039;s OK to ask to take a 5-10 min break.  Exping can be tiring.  After an exp chain 5 and/or when your food buffs wear off is the ideal time to take a breather.  Run to the restroom, refill the coffee, take out the dog, stretch, make a snack...  Ex: &amp;quot;Hey guys after this chain 5 let&#039;s take 10.  (Breakga).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Make Some Contacts==&lt;br /&gt;
Was the healer on top of heals/hastes/debuffs?  Was the black mage on top of the magic bursts, debuffs, and off heals?  Was a melee pumping out the DPS?  Was someone especially entertaining/vibing with the group?  Consider taking note of good party people and searching for/inviting them to your next party!  Or ask them what their schedule is like to coordinate a time to party again in the future.&lt;br /&gt;
&lt;br /&gt;
You may consider creating a [[linkshell]] and inviting players to your linkshell that you liked playing with.  This will make it easier for you to keep in contact with them and you might even make some long time friends that will help you with progression/missions/quests/etc.&lt;br /&gt;
&lt;br /&gt;
== Setting the Tone ==&lt;br /&gt;
With great power comes great responsibility!  People talk/suggest, but the party leader is the one that makes the decisions (i.e.: where the camp is, what jobs will be in the party line up/who to invite, etc.).  As the  party leader you also set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going, want to cooperate and will adjust if asked, but sometimes party people need more direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone a newer player to FFXI?  They may need some extra help in learning their role in the party and/or finding the camp.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Does a party member not agree with the party strategy?  Ex: a melee does not want to skillchain, or BLM does not want to backup heal or MB.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is someone being offensive, rude, or complaining too much?  Don&#039;t be afraid to call them out on their behavior or change the subject.  Nobody likes a party pooper!  Are they continuing to be rude/offensive/complain?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As the party leader you have the option of talking to them, making adjustments as needed. Or &amp;quot;No Thanks&amp;quot;, finding a rep and kicking the problem player who just wants to do their own thing/is being rude. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When deciding to kick a problem person from your party, consider first looking for a rep and once the rep arrives, you can kick, to reduce downtime.  But... if the problem person is REALLY being a problem then kicking them sooner rather than later is probably the best thing to do.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overall the most important thing about being a party leader is COMMUNICATION.  Chat with to your party members.  Tell them what you are thinking.  Help them understand their role more if they need direction.  Praise them for doing a good job.  Thank them for the heals.  Applaud their DPS.  Congratulate their level ups.  Joke around with them.  FFXI is a SOCIAL game.  The flow of combat is pretty chill/slow compared to other/modern mmorpgs, so there is room for typing/chatting/being social.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
As the party leader you get to call the shots!  Don&#039;t try to control every little thing though if things aren&#039;t going perfectly.  If the party is getting experience points at a decent rate and things are going smoothly it&#039;s better to to just let things go.  Have fun.  It&#039;s a game.  &lt;br /&gt;
&lt;br /&gt;
Many people think that starting an exp group is stressful but I hope this guide helps you overcome that.  Being a party leader in FFXI can be a rewarding experience that can&#039;t be matched on other MMOs.  All it takes is some general knowledge of party tactics, job roles, camps, giving directions, and being friendly.  OK so maybe that is a little bit stressful :)&lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to visit again for more updates!  Thanks.&lt;/div&gt;</summary>
		<author><name>Txtoast</name></author>
	</entry>
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