Party Leader Guide

From HorizonXI Wiki
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 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. Generally, for a full exp party lineup, you want to aim to have at least 2 mages (although BRD+BLM as the only mages will be tricky...)and at least 3 melee in your party to make it successful. The last spot could be either mage or melee.

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.

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- 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. 1 DD can act as a puller.
  • 1 Puller - someone who will pull mobs to the camp using boomerang/bow/xbow/pebbles/songs. The puller is a hybrid role, can be a damage dealer or a support depending on the job.
  • A party may also have 1 person acting as a "support" role. Swap a DD or tank 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, 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 DPS/magic bursts/stuns/crowd control will make up for a lack of a more supportive role in your group.

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)
  • Healer: WHM RDM* SMN**
    (*RDM sub /WHM if main healer)
    (**42+ for Regen and Cure III)
  • Damage Dealers: WAR* MNK BLM* THF* 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.
    • If THF is one of the DD/puller, make sure they have an xbow with 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 party as both jobs are looking to make a skillchain.
  • 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 /30SAM+ 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. Consider having only a THF or BRD in your party as the puller. THF + BRD in the same party can cause inefficiency and make your THF look not great...
  • Support : 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 party or the party DPS will 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. Consider BLM as one of the other DPS to magic burst on chains the THF makes, backup heal in a pinch, stun and sleep, if THF is filling the support spot/pulling.)

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.

If there is a support that can off heal, and if there is a main tank, melee DPS should not need to sub /nin (rng should probably stay /nin though) and use /war, /thf, or /sam subs for increased DPS 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. If melee take some hits, or if the party is facing mobs with AoEs, the support can assist the main healer.

If there is a support, the main healer often has a refresh for extra mp, and the enemy has a few debuffs on them. Melee should be hasted full time for more DPS at higher levels as well. If there is a black mage in the group they can do a lot more free nuking and draining for more DPS outside of magic bursts with a support as well. Paladin tanks don't need to use a club as there is a refresher/support too. Red mages acting as support can (double) magic burst off skillchains.

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 + support 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. AKA dueling chains.
1 Tank
1 THF
2 Melee DPS (1 RNG/NIN + 1 Melee DPS works too)
1 BLM
1 Healer

This is an alternative lineup you can consider if you aren't finding a BRD RDM SMN or even another WHM to fill the support role of your party. It's a little bit involved but spares you from yelling for a BRD or SMN for hours while there are usually BLMs and THFs seeking.

Basically the THF fills the "support role" by pulling, debuffing the mob with status bolts, managing party members' enmity, and opening/closing skillchains behind the tank. NOTE: THF WILL HAVE TO MAKE USE OF BULLY+ACID BOLTS if your party wants to kill stuff fast! THF may not have an ideal chain to open/close but BLM bursting more than makes up for it.

The overall party strategy is for the 4 front-line to partner up and partners take turns skillchaining. The black mage magic bursts off of each chain, stuns, sleeps/binds any adds/aggro, and provides some light healing/regen as needed.

Additional Tactics/Tips for this party set up:

  • The pattern is typically skillchain A with burst on the first mob, skillchain B with burst on the 2nd. And repeat.
  • 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 bursts off the chain where THF isn't closing (Not much hate control).
  • 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. 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).
  • PLD tanks consider being a skillchain opener and using cover if their partner isn't THF and takes hate. Higher level PLDs consider using sword as it's versatile for opening detonation, fusion, distortion, fragmentation, gravitation, darkness, and light chains and 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. The other chain could be a level 1 chain, 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 DPS 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. RDM main healer is good though with refresh!
  • 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!
  • 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.
  • Could also work with no standard tank with all 4 melee subbing /nin. BLM will need to be careful with managing threat if there is no THF and/or main tank. Most likely won't be using -agas for bursting unless it will finish off a mob.
  • Could also work with no THF but someone else is going to need to be the dedicated puller.
  • 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 bursting.
  • BLM may need to consider using single target nukes instead of -gas for magic bursts to maintain mp if there is no refresher at higher levels.
  • 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 no juicing. THF/puller be aware of any MP concerns after chain 5+.
  • It can be a bit technical setting up both 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.
  • If there is no main tank, not recommended for fighting enemies higher than 8 levels than the party, that have AOE, and/or that have high evasion or defense. If there is a main tank, the party can target mobs at least 9 levels higher.

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

Sometimes it's a tank you can't find for your group. Bypass that by having all your melee sub /nin at level 24+ for utsu ichi shadows. Melee play hot potato with mobs using shadows for mitigation. Healer keeps them alive with hopefully some support or another mage to back them up. At least 1 WAR/NIN or SAM/WAR using seigain recomended for first voke.

This party line up is strong with support as BRD. SMN works fine. RDM support (with WHM main healer) consider subbing /BLM and focus on magic bursts and drains along with refresh and debuffs (ideally Dia II) or overall party DPS will suffer.

For theses types of parties, consider having at least 2 mages(WHM RDM BRD SMN BLM)...5 melee/nin and 1 healer is not so fun/stressful for the healer.

Consider inviting a black mage that will 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 but utility 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.

Melee (besides the tank) do not expect to be hasted full time at higher levels with a 5 melee/nin 1 healer line up, as the healer will be spending their mp on heals. At least 1 war/nin or sam/war using third eye and seigan recommend for first voke.

  • Not recommended for fighting enemies higher than 8 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, 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. 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.

Skillchains
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. 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.

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 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.

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, tank + a melee DPS, tank + summoner, or melee DPS + summoner) for them to burst on. A decently geared party 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. If you have a BLM in your party, consider asking them what their highest level nuke is, and setting up a skillchain for the BLM to burst on with that nuke. 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. 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.

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 can be comparable to targeting higher level mobs. 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.

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 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. 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?" "Everyone good to keep going for at least 30 more minutes?" Party members may also tell the party they need to go soon in chat. If anybody needs to leave, you 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 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 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.

Does your party need to take a break? 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.