Party Leader Guide: Difference between revisions

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Tired of spending hours seeking for an exp party?  Consider making your own party!  It's not too terrible.  This guide is aimed at helping you become an effective party leader and putting together an exp group.
Tired of spending hours seeking for an exp party?  Consider making your own!  It's not too terrible.  This guide is aimed at helping you become an effective party leader and putting together a good exp group.
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== Why Me? ==
== Why Me? ==
Why not?  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!
Why not?  Being a party leader puts you ahead of all the other party seekers and allows you to get exp sooner rather than later.  Any job can make an effective exp party leader.  All you need to have is some general knowledge of job combinations/roles for a successful party. Bonus points if you have some knowledge in weapon skill combinations and magic bursts.
 
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!
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'''Note:''' 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.
'''Note:''' 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.
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.
'''Note:''' Some party seekers have a few questions about your party before they agree to join...where's the camp, what's the level sync, etc?  You don't have to have an exact answer but just have a general idea. Ex: "Thinking 29 Level Sync at Bibiki Bay.  We @4/6, got heals and tank covered." 
'''Level Sync Considerations'''
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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.
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'''Level Sync Considerations'''
'''Not finding the right jobs for your party?  Try yelling.'''
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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. Potential party people are often curious about the level sync and location of the party. Let them know! Ex: "Hello! Party? Sync 29 Yuhtunga Jungle."
/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)
 
'''Still don't have a full group and not finding the right jobs?  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.'''


== Party Compositions ==
== Party Compositions ==
Putting the right jobs together can be a bit of a puzzle.  This guide will help you solve it! 
Please be advised that the following information on party compositions is a guide and not the standard. In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.
Please be advised that the following information on party compositions is a guide and not the standard. In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.
Generally, aim to have 4 frontline jobs and 2 backline jobs for a full exp party.  Or, consider having at least two jobs that can heal.
'''The biggest factor in a successful party lineup is whether or not there is a tank.'''  Basically, if you have a tank, then you don't need a support.  And if you don't have a tank, then you want to have a support.
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'''Standard Party'''
The traditional/standard exp party consists of:
*'''1 main tank'''- holds the mob, uses defensive abilities, protects the party, can open/close skillchains for additional DPS when they have TP
*'''1 main healer'''- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)
*'''3 dedicated damage dealers'''- 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. 
*'''1 puller''' - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. The puller is a hybrid role, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. '''DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage.  DPS is important...however consider disengaging from the mob at around 10%-20% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp.  The other 3 dedicated DPS will focus on high DPS.'''
*'''A party may also have 1 person acting as a "support" role. Swap the tank or a DPS for it, or this spot could be for the puller.''' - 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.
**'''Note: A support is not necessary for all parties!'''  Your party can do great with a main tank and just 1 main healer. 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.  '''If your party does NOT have a support, consider including a Black Mage as one of the DPS.  Their magic bursts/debuffs/stuns/crowd control/back up healing will make up for a lack of a more supportive role in your group.'''
***(If you've played on other private servers/retail and are skeptical, black mages have been adjusted (era+) to do extra damage and have more accuracy for magic bursts on the horizon server)
Examples of jobs that will traditionally fill those roles are:
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*'''Tank''': PLD NIN WAR* SAM**<br>(*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 level 30. WAR/NIN x2 can also dual tank+DD)<br> (**Using Seigan and Third Eye abilities at level 35+)
*'''Healer''': WHM RDM* SMN**<br>(*RDM sub /WHM if main healer)<br>(**42+ for Regen and Cure III)
*'''Damage Dealers''': WAR* MNK BLM* DRK BST RNG SAM DRG
**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.
**At around level 30+, 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, and consider targeting monsters at least 10 levels higher than the party.  Could try skillchaining and magic bursting out at lower levels but melee accuracy is not so great for consistent skillchains and magic bursts.  Consider also having the tank open a skillchain with a melee when they have TP for additional bursting opportunities.  '''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 the party as needed. 
*'''Puller''' (Hybrid/Doubles as a DD or Support): Typically '''THF or BRD''' 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. 
**'''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'''.  Also, try to coordinate a skillchain for the THF to participate in.  Ideally THF will be a closer but can they be effective opening for RNG, especially at higher levels.  '''THF + BLM work pretty well together in a standard party as both jobs are looking to make a skillchain.'''
**'''Consider having only a THF or BRD in your party as the puller.  You don't need both jobs in a group.  However, if you do have THF + BRD in the same party, consider having THF be the puller and BRD sub /WHM to lean more as a backup healer.'''
*'''Support (not necessary for all parties depending on party lineup/camp)''' : BRD SMN RDM* WHM** DRG/WHM*** THF****<br>(*If RDM is support, have them sub /BLM for more INT with magic bursting and drain for more DPS.  '''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.''')<br>(**consider whm x2, rdm x2, smn x2 if no other support/healer available) <br>(***60+ and only if it's a skilled group) <br>(****THF can act as a support/DPS by being the puller, creating skillchains, debuffing mobs with bully/status bolts, and managing the party's enmity with collaborator and accomplice.  If THF is filling the support spot/pulling, consider BLM as one of the other DPS to magic burst on chains the THF makes, backup heal in a pinch, debuff, stun and sleep.)
*'''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.''' 
'''Woah woah woah!  What about a refresher?'''
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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 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's always a good idea to aim for at least 3 dedicated DPS + puller in your parties.
*WHM has '''Devotion''' at 45, it's an MP bomb every 10 minutes.
**Consider having only PLD or 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.
*WHM has '''Divine Veil''' 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.
*PLD has '''Chivalry''' at 45, it's another self MP bomb every 15 minutes.
*PLD also has access to '''hammers''' and can make use of '''Starlight''', an MP battery weapon skill.
*If your healer is RDM then you already have a refresh
*'''The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon''' for faster MP regen via rest.
**Especially for WHM.  They can get MP back pretty quickly by resting. 
*'''DRG/RDM or DRG/WHM''' (at level 60+) can be an effective co-healer + dedicated DPS.
*It's always a good idea to bring drinks and ethers to your exp parties for additional MP support.
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. 
With a tank, 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's a Paladin will cover/cure any DPS that may take aggro.  '''Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to "unga bunga" then sub /nin or they will be a hindrance to the healer and cause downtime.'''
Starting at around level 30+, the traditional party setup can take on mobs at least 9-10 levels higher than the party. 
It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer + tank roles).
The traditional party's DPS/exp may suffer an bit if all melee DPS are subbing ninja and/or there isn't at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and a magic burst (i.e. BLM RDM NIN).
'''No Support? No problem. AKA the supportive THF.'''
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1 Tank
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1 THF
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2 Melee DPS
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'''Traditional Party'''
1 BLM
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The traditional exp party consists of 1 main tank, 1 main healer, 1 support, and 3 damage dealers. A party also needs a dedicated puller, someone who will pull mobs to the camp using boomerang/bow/xbow/pebblesPullers can also be a damage dealer or support depending on the job. Examples of jobs that will traditionally fill those roles are:
1 Healer
 
Have a main tank and healer covered for your party?  Then you don't need a support-type job.  No need to waste time yelling for a BRD/support if you can't find one.  Fill the rest of the party spots with DPS and a puller/THF.
 
Basically the THF fills the "support role" by pulling, debuffing the mob with status bolts, managing party members' enmity, dealing damage, and creating skillchains (ideally behind the tank with trick attack lvl 50+).  '''NOTE: THF WILL HAVE TO MAKE USE OF BULLY+ACID BOLTS if your party wants to kill stuff fast!'''
 
The overall party strategy is for a melee and THF to skillchain. The black mage magic bursts off of each chain as well as free nukes, stuns, sleeps/binds any adds/aggro, and provides some light healing/regen as needed.  The other melee can solo their DPS and refrain from using weapon skills during the main skillchain + magic burst window.  '''Every other mob can be quickly deleted with a skillchain that THF is closing and BLM double bursting with an -aga/aoe spell. Try to begin every other fight with THF and their partner with full TP ready to go.'''
 
Additional Tactics/Tips for this party set up:
*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.  '''Try to avoid flies, evil weapons, rabbits, beastmen, courels (lots of status ailments), and rocs if you don'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.''' 
 
*THFs level 45+ make use of '''collaborator and accomplice''' to manage party member's enmity levels. Directing someone's enmity to the tank and/or stealing enmity to shadow tank a bit WILL save the healer tons of MP.
 
*Consider bringing a MNK DPS melee for dispel via Chi Blast if your party is going to be fighting mobs that will buff themselves and main healer is WHM. At 68+ WHM and BLM consider subbing /RDM for dispel as needed.
**If no dispel, consider choosing a camp/mobs where dispel is not needed. Your party will be able to take on mobs that use defense boost (crawlers/crabs) with a THF using acid bolts (will remove the boost) and/or BLM nuking.
 
*If your tank is a PLD they may consider using a club for starlight mp recovery, or sword if they and the healer can manage their MP well.  PLD can then start chaining with another melee for 2 skillchains for the BLM to work with.  Swords are versatile with opening and closing skillchains.  Club can do some decent chaining as well if PLD prefers. Typically the pattern will be skillchain A on one mob, skillchain B on the next, repeat.  '''Dueling chains.'''
 
*If your tank is a NIN they can certainly chain with another melee for 2 skillchains for the BLM to work with.
 
*If there are 2 sets of skillchain partners, assign 1 set of partners as the priority skillchain when all 4 melee have TP at the same time (It will happen).  Usually the THF+their partner is a safe bet to give priority. 
 
*BLM may need to consider nixing -aga magic bursting if there are 2 skillchains to conserve MP as chains will be more frequent.
 
*BLM+THF could consider working together for multi/early pulls, acting like a bard together, where a mob is slept for the next fight.
 
*Melee DPS are encouraged to sub /nin unless they, the THF, the tank, and the BLM are playing smart. SAMs may be able to get away with /WAR sub using seigan and third eye.  2-handers can consider subbing /SAM using third eye if they are opening a chain for THFs to close (they may pull hate for a second, but THF will put hate back on tank when closing chain).  Melee level 60+ can consider subbing /THF for Trick Attack WS behind the tank. 
 
*PLD tanks consider using cover if they are opening a chain, their partner isn't THF or /THF and takes hate after closing.  Again, sword is versatile for opening detonation, fusion, distortion, fragmentation, gravitation, darkness, and light chains.  PLDs also consider gearing/eating (Ikra gunkan) for accuracy to keep up with their partner.  PLD tanks can have their chain partner solo WS when Chivalry is up for MP.
 
*At higher levels (66+) consider coordinating at least 1 light or dark skillchain.  If there are 2 chains, the other chain could be a level 1 as long as the WS used are strong (ex: Rampage > Blade: Jin = Detonation).
 
*The healer can leave the BLM to take care of themselves and focus on the 4 frontline. WHM save devotion for PLD tanks and focus on regens for saving mp. 
 
*Melee/frontline don't expect to be hasted full time in this setup as healer mp is focused on solely healing and hasting/regening the tank.  DPS of BLM magic bursting makes up for limited haste.
 
*May be challenging for RDM main healer if mobs have petrify or lots of AOE.  Virus could be a problem for parties lower than level 68 with RDM healer as well.  Bring remedies.  RDM main healer is good though with refresh!  PLDs can certainly make use of sword with RDM main healer refreshing. 
 
*WHM main healer try to focus on regens (1, 2, and 3) to save mp.  Don't forget about divine seal + regen!  Doubles potency and length of next regen spell!  You can divine seal regen the tank and then rest up a lot of mp.  WHMs don't forget about devotion MP bomb (level 45).  Priority PLD.  Weave with Chivalry.
 
*May be challenging for a SMN main healer.  They most likely will have to choose either maintaining hastega (NIN tank) or spring water (PLD tank) while keeping up with heals to maintain MP.
 
*If WHM is main healer, mages/paladin consider bringing drinks for refresh and ethers!  The party/healer may need to take a minute for MP rest between chains if main healer is WHM and not juicing.  THF/puller be aware of any MP concerns after chain 5+.
 
*It can be a bit technical setting up skillchains and magic bursts.  You may need to be a bit more instructive if you are leading a party with this setup/strategy so everyone knows their roles, skillchains and magic bursts.   
 
*This party lineup can target mobs at least 9-10 levels higher.
 
*This party line up can be pretty strong at lower levels (-30).  Melee accuracy is not great and an extra melee can make up the difference in DPS.  BLM expect to be magic bursting a bit less and healing a bit more in the lower levels.  Free nuking and draining may be more efficient DPS at lower levels as melee accuracy is not great for consistent chains. 
 
*This party line up can be quite strong at higher levels and rival parties that have a bard with everyone coordinated.  Mobs should be dying quick after melee are gaining TP and starting to chain with BLM on top of double magic bursting.  '''The party can swiftly delete every other mob with the THF closing a skillchain with SATA and BLM double bursting off of it.'''
 
Alternative party lineup considerations:
 
*BRD can replace THF as the puller.  However, there will only be 3 frontline with less skillchaining options for BLM  magic bursting.  Enmity management may be trickier without a THF as well.
 
*Could also work with no BRD or THF, replace with extra melee DPS, but someone is going to need to be the dedicated puller. Enmity management may be trickier without a THF as well.
 
*BLM can be swapped with a RNG(55+), DRG/SAM, BST, etc for an alternative heavy DD.  The heavy DD will need to be careful managing threat though, cannot take care of themselves if they take damage, and cannot not provide backup healing (unless if DRG/mage) like a BLM can.  It may also be a strain on healer MP to keep up hastes + cure/regen on 5 frontline...being the only mage.  Mobs will typically need to die before RNG does after slugshot.  With no BLM, THF may have a hard time finding a partner to consistently chain with.
 
*Could also work with no standard tank with all 4 melee frontline subbing /nin...but that lineup is more suited for a merit party.  BLM will need to more careful with managing threat before level 74.  '''BLM consider subbing /WHM with 4 melee/NIN + healer setup and act more as a support that magic bursts to save mp.''' 
 
'''No tank?  No problem.  AKA Melee/TP Burn Party'''
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*Tank: PLD NIN WAR(rarely, and only when using a shield with Defender ability) SAM(using Seigan and Third Eye abilities)
3 Melee/NIN, 1 THF/puller, 1 Healer, 1 Support
*Healer: WHM RDM SMN*<br>(*42+)
*Support: RDM BRD SMN WHM* DRG/WHM** <br>(*consider whm x2, rdm x2, smn x2, or asking drg to /whm if no other support or healer is seeking your level range.) <br>(**60+ and only if it's a skilled group)
*Puller: WAR BRD THF SAM RNG DRK MNK (SAM and RNG are not ideal because it'll add a lot of enmity to them)
*Damage Dealers: WAR MNK BLM THF DRK BST RNG SAM DRG
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If going traditional party route, consider first searching for tanks and healers in your level range and syncing to the tank or healer.
3 Melee/NIN, 1 THF/puller, 1 Healer, 1 BLM
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4 Melee/NIN (1 acting as puller), 1 Healer, 1 Support
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'''Magic/Mana Burn Party'''
4 Melee/NIN, 1 BRD/puller, 1 Healer
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Typically consisting of 2 SMNs and 4 BLM. Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 SMN buffs and heals.
4 Melee/NIN (1 acting as puller), 1 Healer, 1 DRG/WHM
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4 Melee/NIN, 1 THF/puller, 1 Sad Healer
Sometimes it's the tank you can't find for your group.  Bypass that by having all your melee frontline sub /nin at level 24+ for utsu ichi shadows to mitigate damage.  Melee play hot potato with mobs using shadows for damage mitigation.  Healer keeps them alive with the help of a support (who will also debuff the mobs and/or buff the frontline) or at least another mage to back them up.  At least 1 WAR/NIN or SAM/WAR using seigain recommended for a provoke as needed.
Healer/support will need to keep a close eye on the frontline HP with this type of setup as HP can drop quickly if a melee is caught with too much aggro and no shadows.
RDM support (with WHM main healer, THF puller) consider subbing /BLM and focus on magic bursts and drains along with refresh and debuffs (ideally Dia II) or overall party DPS may suffer.
A competent THF puller with acid bolts can really shine in this party lineup because they can manage everyone's shadows and even tank for a bit with SA+WS.
For theses types of parties, consider having at least 2 mages(WHM RDM BRD SMN BLM)...5 melee/nin with no main tank and 1 healer is not so fun/stressful for the healer and puts the party at risk for a death.
Consider inviting a black mage that can debuff the mobs, burst on skillchains, stun when shadows are down, heal a bit, and sleep adds/links if there is no other support job seeking.  '''DPS may be looking good for 5 melee/nin 1 healer setup (with no main tank) but utility/crowd control is limited.''' You run the risk of someone dying if a mistake is made or if something goes wrong. The healer is not so stressed with 4 melee to heal as the BLM can take care of themselves and won't be asking for haste.  '''BLM consider subbing /WHM for this type of setup and lean more towards a support/debuffer.'''
*'''Note:  If you played on retail or other private servers, RDMs have been nerfed a bit in MP economy.  Solo healer RDM with 5 melee/no tank in party/no backup heals is risky.'''
'''SAM/WAR replacing 1 of the melee/nin keeping up seigan and third eye can be quite effective in this type of lineup acting like a Tank+DPS with provoke.''' 
You could also consider inviting a DRG/WHM or DRG/RDM to act as the support/backup healer.
PLD/NIN replacing one of the melee/nin can be effective in this type of setup as well acting as a DD+support+first flash/pseudo tank.
*Not recommended for fighting enemies higher than 9 levels than the party, that have AOE, and/or that have high evasion or defense
'''Magic/Mana Burn Party'''
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Typically consisting of 2 SMNs and 4 BLM.
Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1
SMN buffs and heals.
Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on spells.
'''Pet/Jug Burn Party'''
'''Pet/Jug Burn Party'''
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5 BSTs 1 Support
5 BSTs 1 Support
'''No Tank? No problem.  Tricky Edition. Lvl 50+'''
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2 THF/NIN
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2 Melee/NIN
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1 Healer (WHM, RDM, SMN)
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1 Support (WHM, RDM, BRD, SMN)
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In this setup the 2 THF/NINs will be SATAing each other along with the 2 other melee/nin.  THFs have high evasion and parry so they can tank a bit without losing as many shadows as the other melee.  Hate bounces around while everyone mitigates damage via shadows.  Each THF has a melee buddy to open a skill chain for them to close.  Healer and support keeps everyone alive and buffs. 
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'''Melee/TP Burn Party'''
*Not recommended for fighting enemies higher than 8 levels than the party, that have AOE, and/or that have high evasion or defense.
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4 Melee/NIN 1 Healer 1 Support
'''No Tank? No problem.  Tricky Magic Burst Edition.  Lvl 50+'''
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2 THF/NIN
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1 Melee/NIN or SAM/WAR using Seigan with Third eye
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2 BLM
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1 Healer (WHM RDM)
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In this setup the 2 THF/NINs SATA each other and the other Melee/NIN with shadows until TP is ready for a skillchain.  1 Melee/NIN opens skillchain for 1 THF to close.  Or 1 THF opens SC with SATA on the other THF for the other melee/nin to close a skillchain.  The 2 BLMs (double) magic burst.  Enemy should be dead after the SC + (quadruple) MB combo. BLM use blink but maybe can get away with /NIN?
*Not recommended for fighting enemies higher than 8 levels than the party, that have AOE, and/or that have high evasion or defense.
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'''Merit Party (74+)'''
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5 Melee/NIN 1 Sad RDM
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 "hot potato" 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 "tank" is not as needed at 74+ as melee have access to utsu ichi/ni.  BUT a first voke/flash is highly recommended. 
 
It is possible to set up a merit party like a standard party though .  If you do have a tank/PLD in your merit party they could sub /war and consider having all other melee sub /sam /war or /thf even for increased DPS.   
 
If you have a BLM in your group, melee coordinate at least 1 light or dark skillchain for the BLM to burst on.
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4 melee/nin, 1 RDM, 1 DRG/WHM?
* 4 melee/NIN, healer, BRD
* 3 melee/NIN, THF, BLM, healer
* 3 melee/NIN, RNG/NIN, THF, healer
* 2 melee/nin, RNG/NIN, THF, BLM, healer
* 3 melee/NIN, 2x BRD, healer
 
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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.
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...Add more types of party compositions here...
...Add more types of party compositions here...
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== Party Tactics ==
== Party Tactics ==
You're the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  Don't be afraid to at least suggest certain party member's do certain things. Ex: "SMN and WAR please skillchain together.  Raging axe > Double Punch Gravitation".  Here are some common battle tactics to consider.
You're the leader!  Huzzah!  That means you set the tone and your party members will look to you for setting up party tactics.  The 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. 
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If your DD jobs are not skillchaining and bursting you are leaving a lot of DPS on the table and it will take longer to defeat mobs.  Don't be afraid to at least suggest certain party member's do certain things if you, the leader, are noticing a lack of coordination. Ex: "SMN and WAR please skillchain together.  Raging axe > Double Punch Gravitation".   
 
'''Skillchains'''
'''Skillchains'''
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An effective exp party has skillchaining.  Skill chaining boosts damage against mobs for faster kills and opens up the option of magic bursting.  As leader it will be on you to at least encourage the use of skillchaining.  You want to aim to have at least one dedicated opener and a dedicated closer in skill chainsUsually this is between 2 meleesBut a tank can be an effective opener and a summoner can be an effective closer. THF makes for a VERY effective closer with sneak and trick attack.  Ideally you want to have 2 skillchains going in your party. Partner up!
'''After around level 30, skillchaining becomes more consistent, as that's when melee start getting more accuracyBefore then it is most likely more efficient to just weaponskill when melee have TP.'''  [[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 partyYou can certainly spam weapon skills but you are missing out on additional damage with chainingEspecially if you are partying with a THF.
 
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.
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Study up on skillchains with these charts:  
Study up on [[skillchains]] with these charts:  
https://horizonffxi.wiki/w/images/5/56/HorizonSkillchainChartbyGrayson.png
https://horizonffxi.wiki/w/images/5/56/HorizonSkillchainChartbyGrayson.png
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For more details about horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills
For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills
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Note: Distortion is a very popular skillchain at lower levels, especially with THF in a party to close it with sneak/trick attack.  Many jobs, even summoner, can open/close distortion.   
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.   
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'''Magic Bursts'''
'''Magic Bursts'''
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Magic bursts are boosted on Horizon.  Bursting will significantly boost damage against mobs for faster kills.  And faster kills = faster exp!  After setting up skill chains, you want to also encourage magic bursting if you have casters in your party. Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  If you have a BLM in your party, ask them what their highest level nuke is, and consider setting up a skillchain that the BLM can burst with that nuke.
Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity).  Bursting will significantly boost damage against mobs for faster kills.  If you'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.  ''' A decently geared party (level 30+) that coordinates skillchains and has a black mage to magic burst on can make quick work of mobs level 11+ higher than them.'''  Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK.  NINs consider (double) bursting with ninjutsu. 
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{{Property| Detonation }} = Burst Aero
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{{Property| Impaction }} = Burst Thunder
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{{Property| Scission }} = Burst Earth
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{{Property| Reverberation }} = Burst Water
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{{Property| Liquefaction }} = Burst Fire
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{{Property| Induration}} = Burst Blizzard
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{{Property| Transfixion }} = Burst Light
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{{Property| Compression }} = Burst Dark
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{{Property| Fusion }} = Burst Fire and Light
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{{Property| Fragmentation }} = Burst Thunder and Aero
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{{Property| Distortion }} = Burst Water and Blizzard
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{{Property| Gravitation }} = Burst Earth and Dark
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{{Property| Light }} = Burst Light, Fire, Thunder, Aero
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{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard
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'''Off Tanking and Enmity Considerations'''
'''Off Tanking and Enmity Considerations'''
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PLD WAR SAM and NIN can be main tanks but it's also a good idea to consider having an off tank in your party, someone who can take hate for a bit while main tank recovers.  Especially if the job has a ninja or samurai subjob 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.  An off tank can also be considered a "first voke", a front line job that will provoke the mob at the beginning of a fight, and allow a THF to sneak and trick attack on the main tank.
PLD WAR SAM and NIN can be main tanks but it'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 "first voke", 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 "first voke" is not necessary at level 50+ if partying with a THF for Trick Attack as that's when they get the Assassin job trait.
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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.
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.
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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, you can target mobs 10+ levels.  You generally want to aim for consistent exp chain 4-5s.   
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For non-traditional/new player parties you can certainly target lower level mobs.  
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.   
 
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'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 "roaming party" 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.
 
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.
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'''Consider What You Are Fighting'''
'''Consider What You Are Fighting'''
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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. Study up!
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.
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*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.
*Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies.  Cursed sphere against 4 front line jobs is ouch. 
*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.
*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.
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'''Consider Camp Limitations'''
'''Consider Camp Limitations'''
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The zone names require abbreviations that aren't always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea "CrawlNest" will show you a list of people currently in Crawler's Nest.  
The zone names require abbreviations that aren't always intuitive, though. Use [https://ffxiclopedia.fandom.com/wiki/Command/search this link] for a list of abbreviations. Ex: /sea "CrawlNest" will show you a list of people currently in Crawler's Nest.  
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'''Note:''' ***Be advised that you need to have been in that zone before in order to see a list populate of who's currently in the zone!<br>
'''Note:''' ***Be advised that you need to have been in that zone before in order to see a list populate of who's currently in the zone!<br>
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== Time Considerations ==
== Time Considerations ==
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.  In the ideal situation everyone has at least 2 hours to party but unfortunately RL trumps FFXI.  At around the hour mark, consider checking in with your party about how long they have left to exp. Ex:"Anybody need to go soon?"  Party members may also tell the party they need to go soon in chat.  If anybody needs to leave, you have some options.   
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 "end of instance/party" that is established by the gameIt 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. 
 
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:"Anybody need to go soon?" "Everyone good to keep going for at least 30 more minutes?"  Party members may also tell you/the party leader they need to go soon in chat.   
 
'''At higher levels (60+) 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 mechanicsEx: "Hey everyone let's exp for an hour and then take 5."'''
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Do you need replacements?  If it'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 to exp for reps.
If some party members need to go soon you do have some options.  Do you need replacements?  If it'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.
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Does the party need to break?  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 is when somebody gains a level. Ex: "Anybody close TNL?"  "I'm 500 tnl."  "OK let's call it when RDM gets their level."  
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's end is when somebody gains a level. Ex: "Anybody close TNL?"  "I'm 500 tnl."  "OK let's call it when RDM gets their level." Another common way to end a party is at the end of a chain 5 exp chain.  Ex: "Let's call it after this exp chain."
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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.
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.
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Breaks are fine!  It'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: "Hey guys after this chain 5 let's take 10.  (Breakga)."
== Setting the Tone ==
== Setting the Tone ==
With great power comes great responsibility!  As party leader you set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going and want to cooperate but sometimes party people need more direction.   
With great power comes great responsibility!  As party leader you set the tone of your group - what is acceptable and what is not acceptable behavior.  Usually party people are easy going and want to cooperate but sometimes party people need more direction.   
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Does a party member not agree with party tactics, the camp, or their role in the party?  As party leader you have the option of talking to them, making adjustments as needed, or "No Thanks" and giving them the option of leaving the group or adjusting to what you are asking them to do.
Does a party member not agree with the party tactics? Ex: a melee does not want to skillchain. As party leader you have the option of talking to them, making adjustments as needed, or "No Thanks" and kicking them.  
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Is someone being offensive or rude?  Don't be afraid to call them out on their behavior.  Nobody likes a party pooper!  Are they continuing to be rude/offensive?  As party leader you have the option of dealing with it or kicking the person after warning them.
Is someone being offensive or rude?  Don't be afraid to call them out on their behavior.  Nobody likes a party pooper!  Are they continuing to be rude/offensive?  As the party leader you have the option of dealing with it or kicking the person after warning them.
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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 mmorpgs, so there is room for typing/chatting/being social.
== Conclusion ==
== Conclusion ==
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'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 :)
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'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 :)


This guide was created by Grayson.  This guide is considered an ongoing work in progress so please feel free to add to it!  Thanks.
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.

Latest revision as of 22:32, 12 November 2024

CAUTION!
This article is only a guide. 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.
Strategies and information in guides may not work for everyone.


Tired of spending hours seeking for an exp party? Consider making your own! It's not too terrible. This guide is aimed at helping you become an effective party leader and putting together a good exp group.

Why Me?

Why not? Being a party leader puts you ahead of all the other party seekers and allows you to get exp sooner rather than later. Any job can make an effective exp party leader. All you need to have is some general knowledge of job combinations/roles for a successful party. Bonus points if you have some knowledge in weapon skill combinations and magic bursts.

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!

Searching for and Inviting Party Members

Type in the command /sea all x-x invite. (You can also use inv instead of invite.) Where X is the levels of folks you want to search for. For example: /sea all 19-29 inv will populate a list of people leveled from 19 to 29 seeking a party.

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 /tell and ask them to join your party.

Note: ***It is considered rude to invite people without first talking to them.***

People typically use the auto translate when /telling party seekers to invite them. Ex: (Hello!) (Experience points) (Party) (Level Sync) 36 (Crawlers Nest)?

Note: 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.

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.

Note: Some party seekers have a few questions about your party before they agree to join...where's the camp, what's the level sync, etc? You don't have to have an exact answer but just have a general idea. Ex: "Thinking 29 Level Sync at Bibiki Bay. We @4/6, got heals and tank covered."

Level Sync Considerations
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.

Not finding the right jobs for your party? Try yelling.
/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)

Still don't have a full group and not finding the right jobs? 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.

Party Compositions

Putting the right jobs together can be a bit of a puzzle. This guide will help you solve it!

Please be advised that the following information on party compositions is a guide and not the standard. In FFXI, and especially so on Horizon, there is more than 1 way to do things. PAFO, etc.

Generally, aim to have 4 frontline jobs and 2 backline jobs for a full exp party. Or, consider having at least two jobs that can heal.

The biggest factor in a successful party lineup is whether or not there is a tank. Basically, if you have a tank, then you don't need a support. And if you don't have a tank, then you want to have a support.

Standard Party The traditional/standard exp party consists of:

  • 1 main tank- holds the mob, uses defensive abilities, protects the party, can open/close skillchains for additional DPS when they have TP
  • 1 main healer- keeps everyone alive, cures, regens, heals status ailments, can do some minor debuffs on mobs and provide some party buffs (haste, refresh)
  • 3 dedicated damage dealers- 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.
  • 1 puller - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. The puller is a hybrid role, in addition to being the puller they can be a DPS (THF) or be a support (BRD) depending on the job. DPS pullers prioritize bringing mobs to the camp in lieu of dealing damage. DPS is important...however consider disengaging from the mob at around 10%-20% HP left (depending on how quickly your group is defeating mobs) to bring another mob to camp. The other 3 dedicated DPS will focus on high DPS.
  • A party may also have 1 person acting as a "support" role. Swap the tank or a DPS for it, or this spot could be for the puller. - 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.
    • Note: A support is not necessary for all parties! Your party can do great with a main tank and just 1 main healer. 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. If your party does NOT have a support, consider including a Black Mage as one of the DPS. Their magic bursts/debuffs/stuns/crowd control/back up healing will make up for a lack of a more supportive role in your group.
      • (If you've played on other private servers/retail and are skeptical, black mages have been adjusted (era+) to do extra damage and have more accuracy for magic bursts on the horizon server)

Examples of jobs that will traditionally fill those roles are:

  • Tank: PLD NIN WAR* SAM**
    (*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 level 30. WAR/NIN x2 can also dual tank+DD)
    (**Using Seigan and Third Eye abilities at level 35+)
  • Healer: WHM RDM* SMN**
    (*RDM sub /WHM if main healer)
    (**42+ for Regen and Cure III)
  • Damage Dealers: WAR* MNK BLM* DRK BST RNG SAM DRG
    • 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.
    • At around level 30+, 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, and consider targeting monsters at least 10 levels higher than the party. Could try skillchaining and magic bursting out at lower levels but melee accuracy is not so great for consistent skillchains and magic bursts. Consider also having the tank open a skillchain with a melee when they have TP for additional bursting opportunities. 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 the party as needed.
  • Puller (Hybrid/Doubles as a DD or Support): Typically THF or BRD 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.
    • 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. Also, try to coordinate a skillchain for the THF to participate in. Ideally THF will be a closer but can they be effective opening for RNG, especially at higher levels. THF + BLM work pretty well together in a standard party as both jobs are looking to make a skillchain.
    • Consider having only a THF or BRD in your party as the puller. You don't need both jobs in a group. However, if you do have THF + BRD in the same party, consider having THF be the puller and BRD sub /WHM to lean more as a backup healer.
  • Support (not necessary for all parties depending on party lineup/camp) : BRD SMN RDM* WHM** DRG/WHM*** THF****
    (*If RDM is support, have them sub /BLM for more INT with magic bursting and drain for more DPS. 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.)
    (**consider whm x2, rdm x2, smn x2 if no other support/healer available)
    (***60+ and only if it's a skilled group)
    (****THF can act as a support/DPS by being the puller, creating skillchains, debuffing mobs with bully/status bolts, and managing the party's enmity with collaborator and accomplice. If THF is filling the support spot/pulling, consider BLM as one of the other DPS to magic burst on chains the THF makes, backup heal in a pinch, debuff, stun and sleep.)
  • 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.

Woah woah woah! What about a refresher?
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 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's always a good idea to aim for at least 3 dedicated DPS + puller in your parties.

  • WHM has Devotion at 45, it's an MP bomb every 10 minutes.
    • Consider having only PLD or 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.
  • WHM has Divine Veil 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.
  • PLD has Chivalry at 45, it's another self MP bomb every 15 minutes.
  • PLD also has access to hammers and can make use of Starlight, an MP battery weapon skill.
  • If your healer is RDM then you already have a refresh
  • The Resting MP formula and Clear Mind traits have been era+ (boosted) on Horizon for faster MP regen via rest.
    • Especially for WHM. They can get MP back pretty quickly by resting.
  • DRG/RDM or DRG/WHM (at level 60+) can be an effective co-healer + dedicated DPS.
  • It's always a good idea to bring drinks and ethers to your exp parties for additional MP support.

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.

With a tank, 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's a Paladin will cover/cure any DPS that may take aggro. Melee not subbing nin do need to be mindful of managing their aggro though...if melee want to "unga bunga" then sub /nin or they will be a hindrance to the healer and cause downtime.

Starting at around level 30+, the traditional party setup can take on mobs at least 9-10 levels higher than the party. It may be difficult to put a traditional party together as it needs a specific line up of jobs (specifically healer + tank roles).

The traditional party's DPS/exp may suffer an bit if all melee DPS are subbing ninja and/or there isn't at least 1 skillchain organized with a strong closer (i.e. RNG THF WAR) and a magic burst (i.e. BLM RDM NIN).

No Support? No problem. AKA the supportive THF.
1 Tank
1 THF
2 Melee DPS
1 BLM
1 Healer

Have a main tank and healer covered for your party? Then you don't need a support-type job. No need to waste time yelling for a BRD/support if you can't find one. Fill the rest of the party spots with DPS and a puller/THF.

Basically the THF fills the "support role" by pulling, debuffing the mob with status bolts, managing party members' enmity, dealing damage, and creating skillchains (ideally behind the tank with trick attack lvl 50+). NOTE: THF WILL HAVE TO MAKE USE OF BULLY+ACID BOLTS if your party wants to kill stuff fast!

The overall party strategy is for a melee and THF to skillchain. The black mage magic bursts off of each chain as well as free nukes, stuns, sleeps/binds any adds/aggro, and provides some light healing/regen as needed. The other melee can solo their DPS and refrain from using weapon skills during the main skillchain + magic burst window. Every other mob can be quickly deleted with a skillchain that THF is closing and BLM double bursting with an -aga/aoe spell. Try to begin every other fight with THF and their partner with full TP ready to go.

Additional Tactics/Tips for this party set up:

  • 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. Try to avoid flies, evil weapons, rabbits, beastmen, courels (lots of status ailments), and rocs if you don'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.
  • THFs level 45+ make use of collaborator and accomplice to manage party member's enmity levels. Directing someone's enmity to the tank and/or stealing enmity to shadow tank a bit WILL save the healer tons of MP.
  • Consider bringing a MNK DPS melee for dispel via Chi Blast if your party is going to be fighting mobs that will buff themselves and main healer is WHM. At 68+ WHM and BLM consider subbing /RDM for dispel as needed.
    • If no dispel, consider choosing a camp/mobs where dispel is not needed. Your party will be able to take on mobs that use defense boost (crawlers/crabs) with a THF using acid bolts (will remove the boost) and/or BLM nuking.
  • If your tank is a PLD they may consider using a club for starlight mp recovery, or sword if they and the healer can manage their MP well. PLD can then start chaining with another melee for 2 skillchains for the BLM to work with. Swords are versatile with opening and closing skillchains. Club can do some decent chaining as well if PLD prefers. Typically the pattern will be skillchain A on one mob, skillchain B on the next, repeat. Dueling chains.
  • If your tank is a NIN they can certainly chain with another melee for 2 skillchains for the BLM to work with.
  • If there are 2 sets of skillchain partners, assign 1 set of partners as the priority skillchain when all 4 melee have TP at the same time (It will happen). Usually the THF+their partner is a safe bet to give priority.
  • BLM may need to consider nixing -aga magic bursting if there are 2 skillchains to conserve MP as chains will be more frequent.
  • BLM+THF could consider working together for multi/early pulls, acting like a bard together, where a mob is slept for the next fight.
  • Melee DPS are encouraged to sub /nin unless they, the THF, the tank, and the BLM are playing smart. SAMs may be able to get away with /WAR sub using seigan and third eye. 2-handers can consider subbing /SAM using third eye if they are opening a chain for THFs to close (they may pull hate for a second, but THF will put hate back on tank when closing chain). Melee level 60+ can consider subbing /THF for Trick Attack WS behind the tank.
  • PLD tanks consider using cover if they are opening a chain, their partner isn't THF or /THF and takes hate after closing. Again, sword is versatile for opening detonation, fusion, distortion, fragmentation, gravitation, darkness, and light chains. PLDs also consider gearing/eating (Ikra gunkan) for accuracy to keep up with their partner. PLD tanks can have their chain partner solo WS when Chivalry is up for MP.
  • At higher levels (66+) consider coordinating at least 1 light or dark skillchain. If there are 2 chains, the other chain could be a level 1 as long as the WS used are strong (ex: Rampage > Blade: Jin = Detonation).
  • The healer can leave the BLM to take care of themselves and focus on the 4 frontline. WHM save devotion for PLD tanks and focus on regens for saving mp.
  • Melee/frontline don't expect to be hasted full time in this setup as healer mp is focused on solely healing and hasting/regening the tank. DPS of BLM magic bursting makes up for limited haste.
  • May be challenging for RDM main healer if mobs have petrify or lots of AOE. Virus could be a problem for parties lower than level 68 with RDM healer as well. Bring remedies. RDM main healer is good though with refresh! PLDs can certainly make use of sword with RDM main healer refreshing.
  • WHM main healer try to focus on regens (1, 2, and 3) to save mp. Don't forget about divine seal + regen! Doubles potency and length of next regen spell! You can divine seal regen the tank and then rest up a lot of mp. WHMs don't forget about devotion MP bomb (level 45). Priority PLD. Weave with Chivalry.
  • May be challenging for a SMN main healer. They most likely will have to choose either maintaining hastega (NIN tank) or spring water (PLD tank) while keeping up with heals to maintain MP.
  • If WHM is main healer, mages/paladin consider bringing drinks for refresh and ethers! The party/healer may need to take a minute for MP rest between chains if main healer is WHM and not juicing. THF/puller be aware of any MP concerns after chain 5+.
  • It can be a bit technical setting up skillchains and magic bursts. You may need to be a bit more instructive if you are leading a party with this setup/strategy so everyone knows their roles, skillchains and magic bursts.
  • This party lineup can target mobs at least 9-10 levels higher.
  • This party line up can be pretty strong at lower levels (-30). Melee accuracy is not great and an extra melee can make up the difference in DPS. BLM expect to be magic bursting a bit less and healing a bit more in the lower levels. Free nuking and draining may be more efficient DPS at lower levels as melee accuracy is not great for consistent chains.
  • This party line up can be quite strong at higher levels and rival parties that have a bard with everyone coordinated. Mobs should be dying quick after melee are gaining TP and starting to chain with BLM on top of double magic bursting. The party can swiftly delete every other mob with the THF closing a skillchain with SATA and BLM double bursting off of it.

Alternative party lineup considerations:

  • BRD can replace THF as the puller. However, there will only be 3 frontline with less skillchaining options for BLM magic bursting. Enmity management may be trickier without a THF as well.
  • Could also work with no BRD or THF, replace with extra melee DPS, but someone is going to need to be the dedicated puller. Enmity management may be trickier without a THF as well.
  • BLM can be swapped with a RNG(55+), DRG/SAM, BST, etc for an alternative heavy DD. The heavy DD will need to be careful managing threat though, cannot take care of themselves if they take damage, and cannot not provide backup healing (unless if DRG/mage) like a BLM can. It may also be a strain on healer MP to keep up hastes + cure/regen on 5 frontline...being the only mage. Mobs will typically need to die before RNG does after slugshot. With no BLM, THF may have a hard time finding a partner to consistently chain with.
  • Could also work with no standard tank with all 4 melee frontline subbing /nin...but that lineup is more suited for a merit party. BLM will need to more careful with managing threat before level 74. BLM consider subbing /WHM with 4 melee/NIN + healer setup and act more as a support that magic bursts to save mp.

No tank? No problem. AKA Melee/TP Burn Party
3 Melee/NIN, 1 THF/puller, 1 Healer, 1 Support
3 Melee/NIN, 1 THF/puller, 1 Healer, 1 BLM
4 Melee/NIN (1 acting as puller), 1 Healer, 1 Support
4 Melee/NIN, 1 BRD/puller, 1 Healer
4 Melee/NIN (1 acting as puller), 1 Healer, 1 DRG/WHM
4 Melee/NIN, 1 THF/puller, 1 Sad Healer

Sometimes it's the tank you can't find for your group. Bypass that by having all your melee frontline sub /nin at level 24+ for utsu ichi shadows to mitigate damage. Melee play hot potato with mobs using shadows for damage mitigation. Healer keeps them alive with the help of a support (who will also debuff the mobs and/or buff the frontline) or at least another mage to back them up. At least 1 WAR/NIN or SAM/WAR using seigain recommended for a provoke as needed.

Healer/support will need to keep a close eye on the frontline HP with this type of setup as HP can drop quickly if a melee is caught with too much aggro and no shadows.

RDM support (with WHM main healer, THF puller) consider subbing /BLM and focus on magic bursts and drains along with refresh and debuffs (ideally Dia II) or overall party DPS may suffer.

A competent THF puller with acid bolts can really shine in this party lineup because they can manage everyone's shadows and even tank for a bit with SA+WS.

For theses types of parties, consider having at least 2 mages(WHM RDM BRD SMN BLM)...5 melee/nin with no main tank and 1 healer is not so fun/stressful for the healer and puts the party at risk for a death.

Consider inviting a black mage that can debuff the mobs, burst on skillchains, stun when shadows are down, heal a bit, and sleep adds/links if there is no other support job seeking. DPS may be looking good for 5 melee/nin 1 healer setup (with no main tank) but utility/crowd control is limited. You run the risk of someone dying if a mistake is made or if something goes wrong. The healer is not so stressed with 4 melee to heal as the BLM can take care of themselves and won't be asking for haste. BLM consider subbing /WHM for this type of setup and lean more towards a support/debuffer.

  • Note: If you played on retail or other private servers, RDMs have been nerfed a bit in MP economy. Solo healer RDM with 5 melee/no tank in party/no backup heals is risky.

SAM/WAR replacing 1 of the melee/nin keeping up seigan and third eye can be quite effective in this type of lineup acting like a Tank+DPS with provoke.

You could also consider inviting a DRG/WHM or DRG/RDM to act as the support/backup healer.

PLD/NIN replacing one of the melee/nin can be effective in this type of setup as well acting as a DD+support+first flash/pseudo tank.

  • Not recommended for fighting enemies higher than 9 levels than the party, that have AOE, and/or that have high evasion or defense

Magic/Mana Burn Party
Typically consisting of 2 SMNs and 4 BLM.

Both SMNs skillchain and BLMs burst. 1 SMN pulls and 1 SMN buffs and heals.

Manaburn parties can take on mobs at least 10+ levels than the group. Just make sure all mages are up to date on spells.

Pet/Jug Burn Party
5 BSTs 1 Support

No Tank? No problem. Tricky Edition. Lvl 50+
2 THF/NIN
2 Melee/NIN
1 Healer (WHM, RDM, SMN)
1 Support (WHM, RDM, BRD, SMN)

In this setup the 2 THF/NINs will be SATAing each other along with the 2 other melee/nin. THFs have high evasion and parry so they can tank a bit without losing as many shadows as the other melee. Hate bounces around while everyone mitigates damage via shadows. Each THF has a melee buddy to open a skill chain for them to close. Healer and support keeps everyone alive and buffs.

  • Not recommended for fighting enemies higher than 8 levels than the party, that have AOE, and/or that have high evasion or defense.


No Tank? No problem. Tricky Magic Burst Edition. Lvl 50+
2 THF/NIN
1 Melee/NIN or SAM/WAR using Seigan with Third eye
2 BLM
1 Healer (WHM RDM)

In this setup the 2 THF/NINs SATA each other and the other Melee/NIN with shadows until TP is ready for a skillchain. 1 Melee/NIN opens skillchain for 1 THF to close. Or 1 THF opens SC with SATA on the other THF for the other melee/nin to close a skillchain. The 2 BLMs (double) magic burst. Enemy should be dead after the SC + (quadruple) MB combo. BLM use blink but maybe can get away with /NIN?

  • Not recommended for fighting enemies higher than 8 levels than the party, that have AOE, and/or that have high evasion or defense.


Merit Party (74+)
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 "hot potato" 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 "tank" is not as needed at 74+ as melee have access to utsu ichi/ni. BUT a first voke/flash is highly recommended.

It is possible to set up a merit party like a standard party though . If you do have a tank/PLD in your merit party they could sub /war and consider having all other melee sub /sam /war or /thf even for increased DPS.

If you have a BLM in your group, melee coordinate at least 1 light or dark skillchain for the BLM to burst on.

  • 4 melee/NIN, healer, BRD
  • 3 melee/NIN, THF, BLM, healer
  • 3 melee/NIN, RNG/NIN, THF, healer
  • 2 melee/nin, RNG/NIN, THF, BLM, healer
  • 3 melee/NIN, 2x BRD, healer


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.
...Add more types of party compositions here...

Party Tactics

You're the leader! Huzzah! That means you set the tone and your party members will look to you for setting up party tactics. The 2 important things to coordinate in a party are DPS skillchains and Magic Bursts. Sometimes the DPS jobs are knowledgeable in skillchaining and magic bursting and they will naturally coordinate with eachother. Sometimes they may need some direction.

If your DD jobs are not skillchaining and bursting you are leaving a lot of DPS on the table and it will take longer to defeat mobs. Don't be afraid to at least suggest certain party member's do certain things if you, the leader, are noticing a lack of coordination. Ex: "SMN and WAR please skillchain together. Raging axe > Double Punch Gravitation".

Skillchains
After around level 30, skillchaining becomes more consistent, as that's when melee start getting more accuracy. Before then it is most likely more efficient to just weaponskill when melee have TP. 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.

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.

Study up on skillchains with these charts: HorizonSkillchainChartbyGrayson.png

HorizonSkillchainChart2.png
These charts are Horizon/Era+ accurate as of 8/6/2023.

For more details about skillchains and horizon era+ skillchain changes, check out: https://horizonffxi.wiki/Category:Weapon_Skills

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.

Magic Bursts
Magic bursts are boosted on Horizon (+magic accuracy, +magic attack bonus, -enmity). Bursting will significantly boost damage against mobs for faster kills. If you'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. A decently geared party (level 30+) that coordinates skillchains and has a black mage to magic burst on can make quick work of mobs level 11+ higher than them. Traditional jobs that can magic burst: BLM, RDM, SMN, NIN, DRK. NINs consider (double) bursting with ninjutsu.

De­to­na­tion = Burst Aero
Im­pac­tion = Burst Thunder
Scis­sion = Burst Earth
Rever­be­ra­tion = Burst Water
Li­que­fac­tion = Burst Fire
In­du­ra­tion = Burst Blizzard
Trans­fixion = Burst Light
Com­pres­sion = Burst Dark
Fu­sion = Burst Fire and Light
Frag­men­ta­tion = Burst Thunder and Aero
Dis­tor­tion = Burst Water and Blizzard
Gra­vi­ta­tion = Burst Earth and Dark
Light = Burst Light, Fire, Thunder, Aero
Dark­ness = Burst Dark, Water, Earth, and Blizzard

Off Tanking and Enmity Considerations
PLD WAR SAM and NIN can be main tanks but it'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 "first voke", 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 "first voke" is not necessary at level 50+ if partying with a THF for Trick Attack as that's when they get the Assassin job trait.

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. 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.

Food
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.

EXP Camps

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.

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.

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'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 "roaming party" 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.

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.

Consider What You Are Fighting
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.

  • 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.
  • Consider having at least 1 ranged DD (BLM, RNG) in your party if fighting flies. Cursed sphere against 4 front line jobs is ouch.
  • 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.
  • 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.


Consider Camp Limitations
Some areas can only support 1 party. It'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 "ZoneName" to pull up a list of people and their levels in an area.

The zone names require abbreviations that aren't always intuitive, though. Use this link for a list of abbreviations. Ex: /sea "CrawlNest" will show you a list of people currently in Crawler's Nest. Note: ***Be advised that you need to have been in that zone before in order to see a list populate of who's currently in the zone!

Although any mob unclaimed is technically up for claim it is considered rude to camp on top of another party and won't help your reputation on the server.

Time Considerations

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 "end of instance/party" 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.

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:"Anybody need to go soon?" "Everyone good to keep going for at least 30 more minutes?" Party members may also tell you/the party leader they need to go soon in chat.

At higher levels (60+) 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: "Hey everyone let's exp for an hour and then take 5."

If some party members need to go soon you do have some options. Do you need replacements? If it'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.

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's end is when somebody gains a level. Ex: "Anybody close TNL?" "I'm 500 tnl." "OK let's call it when RDM gets their level." Another common way to end a party is at the end of a chain 5 exp chain. Ex: "Let's call it after this exp chain."

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.

Breaks are fine! It'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: "Hey guys after this chain 5 let's take 10. (Breakga)."

Setting the Tone

With great power comes great responsibility! As party leader you set the tone of your group - what is acceptable and what is not acceptable behavior. Usually party people are easy going and want to cooperate but sometimes party people need more direction.

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.

Does a party member not agree with the party tactics? Ex: a melee does not want to skillchain. As party leader you have the option of talking to them, making adjustments as needed, or "No Thanks" and kicking them.

Is someone being offensive or rude? Don't be afraid to call them out on their behavior. Nobody likes a party pooper! Are they continuing to be rude/offensive? As the party leader you have the option of dealing with it or kicking the person after warning them.

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 mmorpgs, so there is room for typing/chatting/being social.

Conclusion

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'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 :)

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.