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Old 01-27-2008, 12:01 PM   #1 (permalink)
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What are your 'rules' for exp?
Simply put. What are you're rules for the job you play when it comes to a party? And would you apply them to people who play the same job as you while on another?

As rdm:
Don't invite to be cure bot, thats what whm is for.
Don't invite other rdms to be cure bots.
EXP/hr + chains aren't gonna win me.

As whm:
Rdm to refresh a must.
Brd+4dds = gonna leave once a new whm can be spotted.

As thf:
TA ws only.
No burn setups.

For all three:
No mire
No war/nins

Pretty much saying, "I don't care how 'awesome' the pty is or how much exp your gear is making. If you're gonna suck the fun out in order to keep those chains high, its not worth it for me on getting the exp/merits."

Rules for this thread. No flame/troll baiting! Espically if you disagree with another's post



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Old 01-27-2008, 01:03 PM   #2 (permalink)
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Re: What are your 'rules' for exp?
"no fucking idiots."



that's pretty much the only rule you need.



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Old 01-27-2008, 01:07 PM   #3 (permalink)
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Re: What are your 'rules' for exp?
As anything:
Use Food
Talk while PTing so not so boring.
Do whatever is necessary to obtain high exp/hr while having noone die.

All I'm saying is I want to get as much as I can out of a PT while having the fun of chatting around.



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Old 01-27-2008, 01:26 PM   #4 (permalink)
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Re: What are your 'rules' for exp?
Understand the mechanics of SATA. It really isn't that hard. /sigh



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Old 01-27-2008, 01:31 PM   #5 (permalink)
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Re: What are your 'rules' for exp?
Semi-rantish Job specific ones


Overall (still semi-rant):


And if that's not reasonable enough, then I must agree 100% with Feba.

Then again, I do regardless.



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Old 01-27-2008, 01:35 PM   #6 (permalink)
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Re: What are your 'rules' for exp?
1. Don't invite me as a replacement.
2. Don't make me find a replacement.
3. Don't waste my MP:
3a. ... by taking tons of damage when I'm the sole healer.
3b. ... by waking up the adds/links when I have them sleeping.
3c. ... by curing people missing less than 100 HP to full when I have Regen on them.
4. Don't pull unless I have MP.
5. Everyone must know how to use his own job.
6. Teamwork!

That's RDM; other jobs are similar, though I'll let rule #1 slide when I'm desperate enough for invite. /sigh



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Old 01-27-2008, 01:46 PM   #7 (permalink)
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Re: What are your 'rules' for exp?
1 "break" per hour is about all I can tolerate. If a player has to go afk more often than that, they shouldn't be in a party burdening others.



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Old 01-27-2008, 01:52 PM   #8 (permalink)
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Re: What are your 'rules' for exp?
{I'm playing solo right now.}

. . . Yes, I'm fully aware of everything that statement means.



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Old 01-27-2008, 02:06 PM   #9 (permalink)
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Re: What are your 'rules' for exp?
For PLD:
- If you are /NIN, you'd better pull hate regularly and put those shadows to good use.
- If you are WHM, you'd better Flash as much as possible.
- I need an external source of Refresh. I don't really care who gives it to me.
- If I use Sentinel, you'd better do something reckless at some point in the fight, otherwise it's a waste of a damned good ability.

This one isn't a hard-set rule since otherwise I'd find myself never having parties, but if you're a WAR below 50 you'd better be using a Great Axe and using Shield Break. Good luck justifying anything else.

EDIT: Oh, missed one. The mob's lowest level must check VT to the highest party member. If all the mobs are IT even to the highest member, you're doing it wrong!



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Old 01-27-2008, 02:17 PM   #10 (permalink)
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Re: What are your 'rules' for exp?
As WHM:

When I put "please don't cure over it" in my Regen macro, I MEANT it! The darn thing will restore well over 400 HP if you can just wait a bit!

As main heal:

If you have a PL, you don't have me.
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Old 01-27-2008, 02:34 PM   #11 (permalink)
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Re: What are your 'rules' for exp?
I don't feel I have any power to dictate what the rules are, but if I could:

1) The XP party is to be assembled in the following order: tank, refresher, other members as appropriate. The campsite is not to be chosen prior to the aquisition of a tank and a refresher, and is ideally chosen to suit the capabilities of the final group.
2) Pullers are to watch MP pools. If they fail to do this, they are to at least look when the mages point out their own MP total. If a mission-critical mage's MP is low, the puller is to abstain from pulling.
3) Front-liners are to pay attention to the announcements any SAM or BLU makes about TP, and to keep in mind that they may wish to self-skillchain and that disrupting this effort is not desirable. Just because skillchaining may be a waste of TP for you doesn't mean that you should punish others for trying.
4) If there is a THF in the party, the front line is to cooperate with the THF. This includes arranging a skillchain that the THF closes, using proper SATA tactics (for THF 30-59 and /THF 60+), and not complaining that the THF isn't pulling fast enough if things are chaining to 5 or more without the mages running out of MP.
5) Not every camp is Caedarva Mire, Bhaflau Thickets, or Wajaom Woodlands. As such, not every camp works best with the same members and tactics as a party focused on imps or colibri. As such, the meleeburn mentality is not to be applied to inappropriate enemy types, such as dhalmels or crabs. This especially applies to pre-50 parties.
6) A red mage does not have infinite MP. A red mage has a time-limited ability to restore their own MP that far exceeds that of other jobs. A particular red mage may also have a large MP pool, but this does not change the preceeding. A red mage who actually needs to rest because they're two minutes away from Convert is not "lame" or "gimp". All pullers and would-be usurpers of the puller job are to take note of this.
7) The Mire does not have infinite capacity, nor is it a universal, all-inclusive camp. Going there in and of itself does not magically result in the extreme XP/hour that is possible there under good conditions with a properly specialized setup. As such, suggesting that a party camp elsewhere is not a capital offense.
8) Red mages are not interchangeable with bards and corsairs for refreshing purposes. BLMx5 + RDM is not a valid manaburn setup.
9) PLDs are not to be healed by other party members while the PLD's HP is white. One should think twice before healing a PLD in the yellow. Only partially heal a PLD who is in the orange. If the PLD is in the red, cure-bombs are permitted. However, all of the above rules except the last are forfeit if the PLD's MP is low.
10) BLUs, DRKs, PLDs, and BLMs who are seeking an XP party but turn down traditional parties possessed of a tank and a refresher (or simply a refresher in the case of the PLD) are properly classed as "fucking morons".
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Old 01-27-2008, 03:31 PM   #12 (permalink)
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Re: What are your 'rules' for exp?
As black mage... I don't party on blm! Just kidding.

As samurai, either have a bard or a red mage in the party. Bard is preferred, but if absolutely none are seeking, red mage suffices. If there's only 1 real healer in the party, have all the DD sub ninja. Frankly, I don't care if samurai 1 does UB3R 1337 damage with warrior sub. If he's sucking up MP, I'd rather let him die and Homepoint to change his subjob back to ninja.
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Old 01-27-2008, 03:52 PM   #13 (permalink)
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Re: What are your 'rules' for exp?
That you dont suck. D:
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Old 01-27-2008, 04:40 PM   #14 (permalink)
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Re: What are your 'rules' for exp?
That we get a steady rate of EXP with a minimum of breaks. I'm not concerned with party setup, so long as we have enough damage, enough healing, and enough tanking to get us where we need to be.
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Old 01-27-2008, 05:18 PM   #15 (permalink)
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Re: What are your 'rules' for exp?
Quote:
8) Red mages are not interchangeable with bards and corsairs for refreshing purposes. BLMx5 + RDM is not a valid manaburn setup.
QFT

Also: RDM SMN WHM BLM BLM BLM is not a valid manaburn setup >.>



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