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A Guide to Corsair

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A Guide to Corsair
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Arrr! So ye want to be one of us, do ye? Werll, yer'd better do it right, lest ye be made to walk the plank! It's no simple life bein' a Corsair, I'll tell yer that for free!
Thar be much runnin' around to do, much effort to be spent and yer'll not get a second to yerself. If yer' thinkin' this'll be a smooth sail ter level 75, think again!

With that out of the way, I'll do my best to help new Corsairs understand and play to the very best of their ability.

Well first of all, you're going to want to unlock the job, ofcourse. It's not as difficult as some make it sound, but it's certainly not easy, and probably the most difficult of the three new Job flag quests.
I suggest you bring along a stack of Oils & Powders wether you're capable of casting Sneak/Invisible or not, just incase. You'll also probably want some kind of warp, so unless you're BLM or /BLM, don't forget that cudgel.

And one last thing! Do NOT buy the Corsair's Die from the merchant. For some reason, you cannot aquire the job correctly if you already have that item in your inventory.


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UNLOCKING CORSAIR

Step 1. Start the quest by talking to Ratihb at J-12 in Aht Urhgan Whitegate.

Step 2. Speak with the guard Mafwahb at L-9.

Step 3. Take the boat to Nashmau from the northern port in Aht Urhgan Whitegate.

Step 4. Wait for day time, then exit Nashmau via the north gate, into Caederva Mire.

Step 5. Make your way to I-7, keeping Sneak and Invisible up the whole way. At I-7, retrieve the Lamia Fang Key from the ???. (Note: You can only retrieve a key from this point once every Conquest tally. If you have recently taken one and now need another, you will have to kill Lamiae in the Arrapago Reef until they drop one.)

Step 6. Make your way to the Arrapago Reef entrance at I-6.

Step 7. Keeping Sneak & Invisible up, follow the right wall untill you come into a clearing, where you will be able to see a wrecked ship.

Step 8. Cross the ship, and resume following the right wall, up a ramp and inside a cave-like area, where you will find the first gate.

Step 9. Drop Invisible, and use your key to open the gate. Follow the left wall and go through a second gate, which you will not need a key for.

Step 10. Make your way to the second wrecked boat. On board is the ???. After the cutscene, return to Nashmau.

Step 11. Exit through the west gate this time, into Caederva Mire again.

Step 12. Sneak & Invisible up again, and make your way to Talcca Cove at E-9. Be very careful along the way; the last thing you want is a tangle with a truesight Imp.

Step 13. Follow the left wall to another ???.

Step 14. Head west to a Rock Slab for the last cutscene.

Step 15. Warp home and start leveling Corsair!


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WHAT IS A CORSAIR?

Now that we've unlocked the Corsair, let's take a look at what your new job can do!

Corsairs are a support job, with a twist. We refresh the mages and buff the melees, but we're also more than capable of dealing some respectable damage.
SE have blessed us with the ability to wield one of the hardest hitting weapons in the game: the gun.

We use dice, "Rolls", to buff our allies, and depend on luck and chance to increase the potency of our buffs and aid our party. Unlike Bards, who buff their party and help their allies live longer, we Corsairs buff our party, and help our enemies die sooner.

Your role in a party is relatively simple in description. Buff the party, shoot the mob. (Though some Corsairs may want to take the less offensive option and sub WHM, though we'll go into that later.)
But in reality, it's a lot easier said than done, due to the way our buffs work.

Speaking of the way our buffs work, let's take a look at that!


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DICE & ROLLING

1. You can select the Phantom Roll command from the Job Abilities menu. After doing so, the menu will display all the rolls your Corsair has learned. From this menu, you can select the roll you want to use.

2. Like Bard songs, Rolls are Area Effect abilities, meaning when you use one one on yourself, every party member within range gains the effect, too.

3. Also like Bard songs, you can only have two rolls in effect on each character.

4. The Phantom Roll ability can be used every 60 seconds, and each individual roll lasts 5 minutes.

5. For 45 seconds after activating a roll, you have the oppertunity to "Double Up", increasing the total of the roll. With the exception of Lucky and Unlucky numbers, a higher number means a greater effect.

6. Each roll has a Lucky Number, and an Unlucky Number. Lucky Numbers are invariably a number under 6, while Unlucky Numbers are invariably a number over 5. A Lucky Number means an effect only inferior to 11, an Unlucky Number means an effect inferior to 1.

7. It is possible to bust and lose the roll altogether! Doubling up to a total over 11 will cause the roll to "Bust!", removing the roll from party members effected by it and giving the Corsair a Bust penalty. This penalty lasts just as long as a regular roll, and prevents a Corsair from having two Phantom Roll effects on himself.
If you get two Bust effects, you cannot roll at all. Don't panic if this happens, however; simply zoning or logging out & in will get rid of the Bust effects. Try not to make a habit of it, though. An EXP party will not be pleased if you have to run off to zone every 5 minutes.

8. Each roll is greatly enhanced if its corresponding job is present in the party. For example, Chaos Roll gives a much larger Attack Bonus when a Dark Knight is around.

9. While it is only possible to have two rolls on one person, it is possible to rotate your rolls to keep seperate rolls on seperate jobs. For example:
Use Evoker's Roll & Healer's Roll on the group's mages
Use Chaos Roll & Hunter's Roll on the group's melees.

10. Keeping up 4 rolls while dealing damage requires paying attention to what you're doing, and a good sense of timing. This isn't the type of job you can just engage and go make a cup of tea. If the last job you played was MNK, you're in for a suprise.


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Well, now you know how the rolls work, but how about what they do?


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ROLL EFFECTS

Corsair's Roll Enhanced by COR presence.
Obtained: Level 5 Effect: Experience points bonus Lucky: 5 Unlucky: 9

Ninja Roll Enhanced by NIN presence.
Obtained: Level 8 Effect: Evasion bonus Lucky: 4 Unlucky: 8

Hunter's Roll Enhanced by RNG presence.
Obtained: Level 11 Effect: Accuracy bonus Lucky: 4 Unlucky: 8

Chaos Roll Enhanced by DRK presence.
Obtained: Level 14 Effect: Attack bonus Lucky: 4 Unlucky: 8

Magus Roll Enhanced by BLU presence.
Obtained: Level 17 Effect: Magic Defense bonus Lucky: 2 Unlucky: 6

Healer's Roll Enhanced by WHM presence.
Obtained: Level 20 Effect: MP Recovered while healing bonus Lucky: 3 Unlucky: 7

Puppet Roll Enhanced by PUP presence.
Obtained: Level 23 Effect: Pet Accuracy bonus Lucky: 4 Unlucky: 8

Choral Roll Enhanced by BRD presence.
Obtained: Level 26 Effect: Spell Interruption Rate down Lucky: 2 Unlucky: 6

Monk's Roll Enhanced by MNK presence.
Obtained: Level 31 Effect: Subtle Blow bonus Lucky: 5 Unlucky: 9

Beast Roll Enhanced by BST presence.
Obtained: Level 34 Effect: Pet Attack bonus Lucky: 5 Unlucky: 9

Samurai Roll Enhanced by SAM presence.
Obtained: Level 37 Effect: Store TP bonus Lucky: 2 Unlucky: 6

Evoker's Roll Enhanced by SMN presence.
Obtained: Level 40 Effect: "Refresh" Lucky: 5 Unlucky: 9

Rogue's Roll Enhanced by THF presence.
Obtained: Level 43 Effect: Critical Hit % bonus Lucky: 5 Unlucky: 9

Warlock's Roll Enhanced by RDM presence.
Obtained: Level 46 Effect: Magic Accuracy bonus Lucky: 4 Unlucky: 8

Fighter's Roll Enhanced by WAR presence.
Obtained: Level 49 Effect: Double Attack % bonus Lucky: 5 Unlucky: 9

Drachen Roll Enhanced by DRG presence.
Obtained: Level 52 Effect: Pet Magic Attack and Accuracy bonus Lucky: 3 Unlucky: 7

Gallant's Roll Enhanced by PLD presence.
Obtained: Level 55 Effect: Damage Reflection Spikes Lucky: 3 Unlucky: 7

Wizard's Roll Enhanced by BLM presence.
Obtained: Level 58 Effect: Magic Attack bonus Lucky: 5 Unlucky: 9


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So now you know what they do.
But do you know where to get them?

Dice are sold by two different NPCs in the Aht Urhgan areas.


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BUYING DICE

The first NPC, Chayaya at J-8, Al Zhabi, sells the following dice.


Warrior Die: 68,000.
Monk Die: 22,400
White Mage Die: 5,000
Black Mage Die: 108,000
Red Mage Die: 62,000
Thief Die: 50,400
Paladin Die: 90,750
Dark Knight Die: 2,205
Beastmaster Die: 26,600
Bard Die: 12,780
Ranger Die: 1,300


The second NPC is in Nashmau, and sells the following dice.



Samurai Die: 35,200
Ninja Die: 600
Dragoon Die: 82,500
Summoner Die: 40,000
Blue Mage Die: 3,525
Corsair Die: 316
Puppetmaster Die: 9,216


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And now you know where to get them!

Well, we've prettymuch covered the rolls, so let's look at Corsair's other abilities.


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JOB ABILITIES


Wild Card - The COR 2HR.
Corsair got exceptionally lucky here. SE was extremely unkind to BLU and PUP, giving them rather weak 2HRs. We, however, hit the jackpot. (Pun intended)
Here are the effects our 2HR can have.

1 - Resets all Job Abilities, excluding 2HRs.
2 - Resets all Job Abilities, excluding 2HRs.
3 - Resets all Job Abilities, gives around 100% TP to all party members in range.
4 - Resets all Job Abilities, gives 300% TP to all party members in range.
5 - Resets all Job Abilities, grants some MP to all party members in range.
6 - Resets all Job Abilities, grants full MP to all party members in range.

Keep in mind however, that Wild Card will never, ever reset another Wild Card.





Quick Draw - Level 40 - 1 minute cooldown
Once again, we owe SE a huge thanks for such a cool and unique ability.

Selecting the Quick Draw ability opens up a second menu, like selecting "Phantom Roll". This menu lists all of the elemental shots that your Corsair can use.
Each individual shot requires the card of its element to fire. Once selected, Quick Draw uses this card to charge a bullet with its element, and fires it at the mob.
As well as dealing damage, Quick Draw has another effect: It enhances the potency and duration of any enfeebles of the element of the card fired that were cast on the mob prior to Quick Draw's use.
I won't list them all, (Half the fun of leveling a new job is discovering it for yourself) but here's a few to give you the right idea.


Dark Shot: Has "Dispel" effect, enhances Blind, Bio, deals no damage.
[pink]Light Shot[/pink]: Has "Sleep" effect, enhances Dia, Flash, deals no damage.
[blue]Water Shot[/blue]: Enhances Poison, Drown
[red]Fire Shot[/red]: Enhances Burn
[sky]Ice Shot[/sky]: Enhances Paralyze, Frost
[green]Wind Shot[/green]: Enhances Gravity, Choke
[orange]Earth Shot[/orange]: Enhances Slow, Rasp
[purple]Lightning Shot[/purple]: Enhances Stun, Shock


Quick Draw's damage is based on a few things; The damage of your gun, bullets, Magic Attack Bonus, Day, Weather, and the mob's elemental resistances are all factors. Since the shots have elemental properties, they can be enhanced by elemental staves of the corresponding element.
Quick Draw's accuracy is based on Agility and Magic Accuracy.
You may want to have some MAB/AGI gear with you, ready to macro in for Quick Draw, just to increase your damage a little more.





Random Deal - Level 50 - 20 minutes cooldown
A rather nice ability here, though the 20 minute cooldown makes it more of a novelty than anything else. Random Deal has a chance to reset Job Ability timers for any party member within range. It will not reset 2HR abilities, however.
If a player has no ability timers to reset, you will see the message "Player'sname evades." when you use Random Deal.


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That covers the job abilities. So, now you know all about it, you're probably wondering how to play to your Corsair's strengths. What should you be looking for in equipment, and how should you be using it?


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STATISTICS - WHAT'S IMPORTANT?

HP - Corsairs have naturally poor HP, which will often be made worse by their equipment. (Namely Jaridah and Akinji gear, which has some pretty nasty HP penalties) Fortunately, this isn't often a problem because Corsairs aren't tanks, and don't pull hate as often as a regular damage dealer.

MP - If you choose to play COR/WHM, this is prettymuch the only stat you should worry about. However, if you're not /WHM, it should be obvious that you don't need MP at all.

STR - An important statistic. STR effects damage, and due to the fact that Corsairs deal a respectable amount of damage, it could be considered worth increasing with equipment. However, there are many statistics more important to Corsairs than STR, and most will probably choose to focus their gear on a different statistic.

DEX - This effects the accuracy of melee attacks, and critical hits. Corsairs shouldn't melee, and if you're going to melee as Corsair, there are better choices in statistics than DEX.

VIT - Unrequired. VIT effects defense, and we shouldn't be getting hit.

AGI - An important statistic. Effecting Parrying, Quick Draw Accuracy, Ranged Accuracy and Evasion, as well as being a modifier for Slug Shot, AGI has many positive effects for Corsairs. However, there are better ways to enhance your Ranged Accuracy than loading up on AGI gear. It is advisable to keep some AGI gear on hand at all times, ready to macro in prior to Quick Draw,

INT - Long rumoured to effect Quick Draw. These rumours were false however, and INT is currently useless for Corsairs.

MND - A COR/WHM may choose to put MND gear in any slots they cannot put MP. Other than that, MND is useless.

CHR - Unlike BRD's songs, our rolls are not dependant on CHR. This statistic is useless.



Attack - Pretty useless to Corsairs for most of the game. Since this particular statistic doesn't effect ranged damage, and Corsair's shouldn't be in melee range, there's no point to boosting this.
However, if you choose to melee later in the game when it becomes a viable method of play, Attack is important and should not be overlooked.

Accuracy - Like Attack, this is useless for a large part of a Corsair's career as it does nothing for ranged attacks, which are the best method of attack. Later on, when close-range melee becomes more viable, it is an important statistic.

Defense - A high defense is always nice for those occasions when you take hate, but it isn't something you should worry about. Afterall, we're not tanks.

Ranged Attack - A very important statistic. This effects the damage of your Ranged Attacks, and you should certainly consider investing in Ranged Attack gear.

Ranged Accuracy - The most important statistic, as Corsairs depend on Marksmanship to deal damage. Get as much of this as you can cram into your equipment slots.

Magic Attack - You'll probably want to invest in some Magic Attack Bonus equipment to macro in before Quick Draw. It's very worthwhile, and there's no reason not to. Just don't wear MAB gear full time.

Magic Defense - This is only situationally useful, and there isn't much gear that gives this bonus anyway. Besides, if you need Magic Defense, you'll always have Magus Roll.

Magic Accuracy - Quick Draw can never miss, though it can be resisted. This statistic lowers the chance of the enemy resisting the Shot. I'm unsure of how much Magic Accuracy equipment (if any) is available to Corsair, but if you can find some, you may wish to macro it in along with your Magic Attack equipment for Quick Draw.


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Now let's take a look at the main weapons Corsairs have available to them.


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COMBAT SKILLS

Dagger (B+) The Corsair's highest offensive skill. You will be equipped with a Dagger most of the game, since Archer's Knife and Trailer's Kukri have such large Ranged Accuracy bonuses.
Damage-wise, Daggers are very poor, and the Dagger weapon skills available to Corsair are sorely underpowered, and are certainly not worth using over a ranged weapon skill.

Meleeing an EXP mob with your Dagger(s) is not a wise thing to do. Your accuracy will be very poor, due to the fact that the best Ranged Accuracy rings have melee Accuracy penalties, and any attacks you do land will only give your enemy an unjustified boost in TP.
Daggers are your best choice in main & offhand weapon from the moment Archer's Knives are available. Just don't melee with them.


Sword (cool.gif Corsair have a very limited amount of swords available to them, and none are particularly damaging. If you choose not to play COR/WHM before level 22 you may wish to use a sword.
Also, at level 43, an interesting sword is available; The Junior Musketeer's Tuck +1/+2.
These swords give Ranged Accuracy +4 & Ranged Attack +4 (+5 for the +2 versions) when outside your own nation's control.
You may want to consider using one (or two) if you have no worries about your accuracy.

Another recent addition is the Phantom Fleuret, a level 60 sword that gives +5 Ranged Accuracy, Ranged Attack, and Parrying Skill.
Due to its rarity (it drops from a rather powerful NM that spawns on the boat to Al Zhabi) it's more of a novelty than anything.

Other than that, swords should not be used. The swords available to Corsair are on the weaker side and the damage niether justifies the TP given to the mob, nor the Ranged Accuracy lost.
The exception to this is, as always, level 70+. Meleeing is more viable and a good, strong sword is acceptable to use, provided you're geared for it.


Marksmanship (cool.gif From level 22 onwards, Guns & Bullets are your main weapons. Right from the first moment they're available, guns pack one hell of a punch, and allow you to deal some very respectable damage. Always make sure you have the best gun and bullets available to you, and be sure to keep up the damage when you're not rolling.

With a gun, you'll find you'll have optimal damage and accuracy while stood just a step or two out of melee range.
And remember, although keeping up the damage is important, it should always be second to buffing. Don't miss rolls to fire your gun.


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Now that you know what weapons you have at your disposal, let's take a look at what Weapon Skills you'll be able
to perform with them.

(Due to the fact that Sword and Dagger WS are significantly weaker than Ranged WS, and should not be used,
I'll only list the Ranged Weaponskills available to Corsair.)


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WEAPON SKILLS


Hot Shot
Job level:3 Skill level:10 Effect: Deals fire elemental damage. Damage increases with TP.

Split Shot
Job level:14 Skill level:40 Effect: Ignores enemy defense. Amount of defense ignored varies with TP.

Sniper Shot
Job level:27 Skill level:80 Effect: Deals critical damage and lowers target INT. Chance of critical varies with TP.

Slug Shot
Job level:56 Skill level:175 Effect: An innacurate attack that deals quadruple damage. Accuracy varies with TP.

Detonator Note: Must be unlocked via the quest "Shoot first, ask questions later".
Job level:75 Skill level:250 Effect: Delivers a single-hit attack. Damage varies with TP.

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Now, we've covered a lot...but not one thing. The eternal debate, the cause of ceaseless arguments and generally something all Corsairs are sick of hearing about...


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SUBJOBS

Most people here at the Corsair forums know I have a personal bias towards certain subjobs, so I'll try to refrain from including any "opinion" here, and stick to the solid facts.


RNG - Widely regarded as the best subjob for Corsair. /RNG gives access to Accuracy Bonus, Sharpshot, Rapid Shot, Wide Scan, and in later levels, Barrage and Accuracy Bonus 2.

Another bonus is the ability to make use of Beater's Earring, and Gun Belt. These items give fantastic bonuses for Corsairs, (+3 R.ACC and +5 Marksmanship Skill respectively) though they're a little on the pricey side.

There are virtually no downsides to using /RNG, although if you don't pace yourself you may attract a little too much attention from the mob, and with COR's low natural HP, VIT and EVA, that's not a good thing. Full DD or not, Slug Shot and Barrage hit hard, and you will take hate if you're not careful.


NIN - The most widely used subjob for Corsair. /NIN gives access to Dual Wield, so early on you can make up for losing /RNG's Accuracy Bonus I with a second Archer's Knife.
It also gives access to Utsusemi, which is very nice for pulling, and is certainly helpful if you pull hate, which can happen if you're not careful about timing your WS.

You can also use Genin Earring with /NIN, +4 AGI may not be as good as +3 R.ACC, but the difference is minimal, and I doubt anyone would ever notice what difference it makes.

For the purpous of dealing damage, /NIN is inferior to /RNG.

WAR - Probably the least used sub for Corsair, but it's more effective than one might think. You do lose a lot of accuracy (As you lose both Accuracy Bonus from /RNG and an extra Archer's from /NIN) but you gain a lot of attack power in return. Your gun already packs a mighty punch, and Berserk and Attack Bonus will only enhance that.

Another, often overlooked bonus is the ability to flip Defender on for a few seconds if you take hate. Might not make much of a difference, but it's there.


WHM - For those Corsairs that don't want to play offensively, /WHM prettymuch turns you into BRD Mk.2, and is looked down on by most of the Corsair population. Subbing WHM leaves you incapable of doing any damage, but you do gain Cure spells, -na spells, and later on, Erase.

/WHM is mostly useful pre- level 22 (Before the decent bullets are available) and endgame, where COR's natural Marksmanship Skill is too low to damage anything reliably. Be warned, though; COR don't have a lot of options for mage gear.


RDM - This actually has a few uses later in the game. It gives access to Dispel, and even though COR now have a native Dispel, it is on a very long timer, shared with Sleep, so having the spell is a godsend. Dispel is almost impossible to resist, so it can really help a lot.
Another positive side to /RDM is the Magic Attack Bonus trait, which adds a few points to your Quick Draw. You'll also gain the Cure spells, which are always useful.

Subbing RDM has the same effect on your damage output subbing WHM, though.


BLM - A strictly situational sub, this is for HNM battles in which you will need to maximise your Quick Draw damage.
This should never be used in EXP parties of any kind.


BRD - Recently became a viable sub for COR when an update allowed one song to be used along with two rolls.
This allows you to keep Ballad on the mages along with Evoker's Roll, and you keep a roll on your melees too although the buff will be fairly weak due to the halved skill. It's worth mentioning though, that Lullaby and Finale will still stick with fair reliability.

In addition to this, COR/BRD's accuracy does not suffer terribly due to the ability to use Prelude at level 62+. While this song will not increase your accuracy to the level of COR/RNG, it will make up for the loss of /NIN's offhand dagger, meaning COR/BRD is no noticeably less effective at dealing damage than COR/NIN, making this combination even more attractive.


SAM - Another subjob made viable by recent updates. When using a staff (usually Fire Staff), COR can take advantage of Seigan and Hasso. While Hasso doesn't benefit ranged attacks in any way other than a few STR points, Seigan can allow for a some excellent damage mitigation, while Store TP and Meditate allow you to increase your damage output.

Although COR/SAM's survivability is not on a par with COR/NIN, its damage output outdoes it thanks to Meditate and Store TP, and although COR/SAM's damage output is not on a par with COR/RNG, its survivability is far better.
This makes COR/SAM a middle-of-the-road choice between the RNG and NIN subjobs (provided a Fire Staff is equipped).

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CORSAIR AS A SUBJOB

Since the update, BRD/COR have been capable of using one of COR's rolls in addition to their two songs. However, this update did not benefit the possibility of a BRD/COR combination as much as it did for COR/BRD, for the following reasons.

    1. COR's rolls are at 50% power when used by /COR.
    2. COR's rolls are not enhanced by the presence of the relevant job when used by /COR.
    3. All of COR's best rolls are obtained after level 37 anyway.


Due to this, although /COR brings some attractive benefits to BRD, those benefits are eclipsed by those of /WHM.

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MACROS

Macros for Corsair work as if each roll and elemental shot were a different job ability.
So, if you were to make a macro for Corsair's Roll, it would look like this:

/ja "Corsair's Roll"

And a macro for Wizard's Roll would be:

/ja "Wizard's Roll"

Quick Draw works the same way. For example, Fire Shot would be:

/ja "Fire Shot"

And Dark Shot would be:

/ja "Dark Shot"

As for your battle macros, I highly reccomend macroing your ranged attacks, and putting your Phantom Roll recast in the same macro. You may also want to put things like Quick Draw, Sharpshot and Barrage in there, or Utsusemi if you're /NIN.

This helps you to keep up with your damage, and keep an eye on your rolls and other abilities at the same time. It's a bit much to have four or five timers appear in your log every time you fire a shot though, so you may have to decide which is more important.

My Ranged Attack macro looks like this:

/ra
/recast "Phantom Roll"


That way, every time I fire, I know how much time I have left 'till I have to roll again.
If you wanted to add other timers to it, you can do it in the same way, like this:

/recast "Quick Draw"
/recast "Barrage"


etc.

You may want to put some JAs in the same macro to save time and space. I personally like to always have Sharpshot up when I use Barrage to ensure maximum TP gain, so I have them in the same macro, like this:

/ja "Sharpshot"
/wait 1
/ja "Barrage"
/wait 1
/ra



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MACROS

Macros for Corsair work as if each roll and elemental shot were a different job ability.
So, if you were to make a macro for Corsair's Roll, it would look like this:

/ja "Corsair's Roll"

And a macro for Wizard's Roll would be:

/ja "Wizard's Roll"

Quick Draw works the same way. For example, Fire Shot would be:

/ja "Fire Shot"

And Dark Shot would be:

/ja "Dark Shot"

As for your battle macros, I highly reccomend macroing your ranged attacks, and putting your Phantom Roll recast in the same macro. You may also want to put things like Quick Draw, Sharpshot and Barrage in there, or Utsusemi if you're /NIN.

This helps you to keep up with your damage, and keep an eye on your rolls and other abilities at the same time. It's a bit much to have four or five timers appear in your log every time you fire a shot though, so you may have to decide which is more important.

My Ranged Attack macro looks like this:

/ra
/recast "Phantom Roll"


That way, every time I fire, I know how much time I have left 'till I have to roll again. If you wanted to add other timers to it, you can do it in the same way, like this:

/recast "Quick Draw"
/recast "Barrage"


etc.

You may want to put some JAs in the same macro to save time and space. I personally like to always have Sharpshot up when I use Barrage to ensure maximum TP gain, so I have them in the same macro, like this:

/ja "Sharpshot"
/wait 1
/ja "Barrage"
/wait 1
/ra



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CORSAIR AF


AF1 - The Trump Gun

To activate this quest, head back to the ??? you visited in Arrapago Reef when unlocking Corsair. If you're level 40+, you'll get a new cutscene.

After the cutscene, head to the Maze of Shakrami and make your way to Argus' room, and examine the Iron Door. An NM called "Lost Soul" will appear.
He's not too difficult, but he has all the regular skeleton attacks, and the AoE drain can be quite a pain in the arse.
(Note, Lost Soul can only be spawned every 15 minutes. if he doesn't appear when you check the door, wait a little while, then try again.)

After this, head back to the ??? in the reef for another cutscene. Then head to the teahouse in Whitegate were you began the Corsair flag quest, and talk to Rahtib to recieve your gun.

Trump Gun
DMG:28 Delay:480 AGI+2
Ranged Accuracy +2
Lvl.40 COR


COR got lucky here. This is an extremely good weapon, and unlike every other AF weapon, which are replaceable within a few levels if not immediatly, it remains a great weapon for a very long timer. Undoubtably the best Artifact Weapon.


AF2 - The Corsair's Culotte

Return to the ??? in Arrapago Reef for another cutscene. You'll be asked to find a Hydrogauge, which can be fished up with small fish fishing gear in Al Zhabi, Nashmau, Whitegate, or the ship to Nashmau.

When you get it, take it to Leleroon in Nashmau. He'll tell you it needs to be charged. Return to Whitegate and immediately exit into Wajoam Woodlands, and make your way to G-8. Trade your Hydroguage to the Leypoint.

After JP midnight, return for a cutscene. Then head back to the ??? in Arrapago to recieve your pants.

Corsair's Culotte
DEF:28 HP+20 INT+3 Enmity-3
Lvl.52 COR


The mandatory piece of crap AF item. These aren't worth wearing for any purpous, they suck just as bad for soloing as they do for partying. INT does nothing for CORs, COR don't need HP bonuses and if we wanted Emnity- on our legs slot, we'd wear Crow, which has a lot more of it, and Evasion to boot.

Not only are they crap, but the way they're obtained is pretty questionable too. A pirate thinks you're not dressed very well, and so she gives you a pair of tight black leather pants to wear.

....right.


AF3 - The Corsair's Tricorne

Head back to Rahtib in the teahouse again. You'll get a key item, a "Life Float".

Go to Dvucca Isle Staging Point. If you don't have this already, prepare to kick yourself, because it was the hardest one to get even before the update, and since the addition of the mirrors and guards, it's even more difficult.

Anyway, exit the Staging Point and enter the reef via the closest entrance (Entrance 3 on www.ffxi-atlas.com)

Once in, head right untill you see a ship. Walk onto it for a cutscene. Afterwards, click the "Cutter" to enter a BCNM.
Inside you must fight two mobs, a WAR and a BLU. They're not too tough, but I wouldn't attempt this with less than 4 people if I were you.

Corsair's Tricorne
DEF:22 HP+8 STR+2
Ranged Accuracy +8
Enhances "Quick Draw" Effect
Lvl.60 COR


The RDMs finally have competition in the pimp hat category!
As well as looking great, the Corsair's Tricorne is arguably the best piece of the set. It has a huge boost to Ranged Accuracy for a head slot item, as well as a boost to STR (a department in which Corsairs are sorely lacking).

It is undeniably the best piece 'till level 70, and even 70+, it could still be considered best if you're not meleeing, and will always have a place in a Corsair's Quick Draw macro.


AF4 - The Corsair's Gants

Talk to Leleroon in Nashmau, he will offer you a choice of AF. If you choose the gloves, this is what you'll have to do.

Head to the house at D-7 in Windurst Waters and examine the door for a cutscene.
You'll need to return with the following items:

Gold Thread
Karakul Leather
Red Grass Cloth
Spool of Wamoura Silk


After trading these to the door, you'll be asked to pay a fee of 4 Imperial Mythril Coins. Trade these to the door too. Wait 12 hours, and return to pick up your Gants.

Corsair's Gants
DEF:11 HP+10 DEX+2 MND+2
Parrying Skill+5
Lvl.54 COR


Much like the pants, these are utter crap. There is not one single statistic here that is useful to a COR in a party situation, and there are far better options available for soloing. Get these for the sake of completing your AF only- please don't ever wear them.


AF5 - The Corsair's Bottes

Talk to Leleroon in Nashmau, he will offer you a choice of AF. If you choose the boots, this is what you'll have to do.

Head to I-7 of the second floor of Bastok Mines, and examine the door. You'll be asked to return with the following items:

Karukul Leather
Mithril Sheet
Laminated Buffalo Leather
Wolf Felt


After you trade these to the door, you'll be asked to pay a fee of 4 Imperial Mythril Coins. Once these are traded to the door, wait 12 hours, then return for your Bottes.

Corsair's Bottes
DEF:11 HP+10 STR+2 AGI+2
Ranged Accuracy +2
Lvl.56 COR


The item that competes with the Tricorne for "Best AF piece" status! The stats aren't exactly "Wow", but when you consider this is an item that goes in the feet slot, and has both STR and AGI as well as Ranged Accuracy, and when you consider other options, you'll see this is the only piece of the AF with true staying power at level 70+.

Well worth the cost. Put them on and don't ever take them off.


AF6 - The Corsair's Frac

Talk to Leleroon in Nashmau, he will offer you a choice of AF. If you choose the body piece, this is what you'll have to do.
Head to Port San d'Oria and talk to Raqtibahl in the Rusty Anchor Pub. He'll ask you to come back with the following items:

Gold Chain
Velvet Cloth
Red Grass Cloth
Sailcloth


Once you return with those, he'll ask for one Imperial Gold Piece as payment. Hand this over, and return in 12 hours for your Frac.

Corsair's Frac
DEF:42 HP+15 DEX+2 AGI+2
Ranged Accuracy+8
Lvl.58 COR


It's frilly and arguably pink, and yet it's still one of the coolest looking pieces of equipment in the game. Easily the most noticeable AF piece, it just screams "I'm a Corsair!"

And statistically it's not half bad, either. Ranged Accuracy +8 is a huge amount for the level this is available at, and the AGI+2 is nothing to sneeze at either.

It might not be terribly impressive, but there's simply nothing better 'till 72, and even then, you may want to consider wearing this when you're shooting but not meleeing.


---------------------------------------------------------------------------------

And that's all I can fit into one post about my beloved job, Corsair!
Many thanks go out to the hundreds of other CORs that spent their time running tests and trials to gather the information that made this guide possible.

If you ever have any questions, feel free to PM me at any time, and I'll get back to you ASAP.

---------------------------------------------------------------------------------

A small note:
A lot of this guide was lost after an unexpected glitch when I tried to add more sections. I've managed to restore everything that was lost, although I can't shake the feeling the guide is missing something. If it turns out something is missing and I'm not just being a paranoid pirate, let me know.

Edit 7: Updated the "Phantom Roll" & "Quick Draw" sections to match the changes made in the update.
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#2
User is offline   Eric the Wicked 

  • Velhart
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Finally someone did it, looks nice to me.
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#3
User is offline   safersephx 

  • AM MB the SC!
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looks good... keeping the subjob discussion to a minimum with just the facts and letting people choose is the best option.....

just for completeness sake you could mention elemental day and weather affects your quick shot damage

(on a side note, im not at the level to use my obi's yet, but has anyone confirmed using elemental obi's on the correct day/weather guarantee's the bonus damage?)
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#4
User is offline   Sonos 

  • Greedalox
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Nice guide
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#5
User is offline   Eric the Wicked 

  • Velhart
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I'd make an equipment guide, but be kind of pointless to do so before AF comes out.
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#6
User is offline   Arkley 

  • His Grace The Emperor
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just for completeness sake you could mention elemental day and weather affects your quick shot damage


Whoops, I must confess, I completely forgot about that. Many thanks for pointing that out.

& Thanks for the kind words, guys~ Makes writing it worthwile. (:
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#7
User is offline   Vullandra 

  • Newbie
Nice guide^^, thank you!

A couple of things I noticed as I perused through the guide. Stun is Dark based not lightning and windshot enhances silence as well.
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#8
User is offline   Arkley 

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Really? o.O
I asked around for the elements of all spells before I wrote this guide, I was told by quite a few people that Stun is Lightning based, even though it's Dark Magic...
Can anyone confirm this, before I alter the guide?
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#9
User is offline   Xrave 

  • Breaking Parsers
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Forgot to cover double busts causing to be unable to roll/zoning to clear busts, etc
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#10
User is offline   Arkley 

  • His Grace The Emperor
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Well spotted, thank you~
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#11
User is offline   Xrave 

  • Breaking Parsers
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Also cover Cor as a subjob?
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#12
User is offline   Arkley 

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Xrave :
Also cover Cor as a subjob?


I actually tried to do that in my original writing, but I just couldn't do it without sounding like I was totally against it; every time I wrote about it, it read back as something horribly biased.

I'll give it another shot, I guess I can always remove it if it doesn't fit.
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#13
User is offline   Elanassa 

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Arkley :
I asked around for the elements of all spells before I wrote this guide, I was told by quite a few people that Stun is Lightning based, even though it's Dark Magic...


Stun is Dark Magic, but Lightning based.

Very well written guide. It might be nice to expand a bit on some suggested SJ's for the lower levels, but that can probably get added later on. FI - I found that COR works perfectly well as /WHM (>_<;;) or /WAR up to 22 (depending on playstyle), COR/RNG is a good fit to COR28, COR/NIN for 28-30. Then the real /RNG vs /NIN debate begins. I don't believe the first /RNG ACC boost is better than DW'ing Archer's before you gain access to the /RNG items.

Also, there are so few COR usable guns and bullet options it might not hurt to list them... as well as warn potential COR's of the potential problems both pro and con on using the pre-22 bullets. I personally pulled with Hawkeye's until I could equip Bullets and a Platoon Gun.

Bullets:
Bronze Bullets (1)
Bullet (22)
Iron Bullet (50)

Guns:
Bandit's Gun (15)
Bandit's Gun +1 (15)
Platoon Gun (20)
Pirate's Gun (27)
Pirate's Gun +1 (27)
Military Gun (30)
Deluxe Carbine (46)
Matchlock Gun (56)
Hexagun (65)
Hexagun +1 (65)
Gun of Trials (71) Usable at 71, but does COR have the skill?
Coffinmaker (72)
Martial Gun (72)
Corsair's Gun (75)
Corsair's Gun +1 (75)

//LOLninjaEdit: Totally forgot. Damn fine job, looking forward to seeing how this guide grows and expands ^^
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#14
User is offline   Arkley 

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I don't believe the first /RNG ACC boost is better than DW'ing Archer's before you gain access to the /RNG items.


You believe incorrectly, then ;P
The RNG Accuracy Bonus trait actually gives more R.ACC than an Archer's knife. tongue.gif

FI - I found that COR works perfectly well as /WHM (>_<;;) or /WAR up to 22


I actually completely agree with that, I said in my guide that /WHM is best used pre-22, I just didn't want to sound too enthusiastic about it, the last thing I want it people getting the idea that /WHM is the way to be ><

//LOLninjaEdit: Totally forgot. Damn fine job, looking forward to seeing how this guide grows and expands ^^


lol, thank you very much, I appreciate it. ^^
I'm looking into expanding this with a small equipment guide, though I'm going to give a little time and hope someone else does it for me, lol >.>

Gun of Trials (71) Usable at 71, but does COR have the skill?


Corsair doesn't have enough skill 'till 75, unfortunately. ><
On the bright side, Gun of Trails is actually a pretty decent weapon for COR, I doubt anyone would mind if you used it during EXP, so atleast the latent won't be a big pain in the arse.
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#15
User is offline   Elanassa 

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Arkley :
You believe incorrectly, then ;P
The RNG Accuracy Bonus trait actually gives more R.ACC than an Archer's knife. tongue.gif


I'm big enough of a person to admit I could be wrong... but isn't the first RNG Accuracy Bonus Trait +10 ACC/RACC? Isn't the Archer's +1 AGI/+10RACC? It's possible I'm wrong about the Trait's bonus's, but if that's true I'd assume /NIN DW'ing Archer's would be similiar to a /RNG with a single Archer's (PRE-30 and the /RNG items).

//EDIT: I'm ignoring here the obvious bonus from the RNG's ACC Boost to melee weapons, the ACC+ to your Archer Knife should allow you to hit more consistently for a few extra bits of freebie TP.
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#16
User is offline   Arkley 

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Actually, I think it may be I that will have to admit a mistake.
I read somewhere that the ACC bonus is around 15 ACC/R.ACC, but I think I may have misread it.
In any case you were right, the two are very close, and are undoubtably interchangable. tongue.gif
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#17
User is offline   Mytiwar 

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Somewhere in the beginning you wrote that Ninja roll can be enhanced by ranger into the party, just a typo.

Nice guide though.
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#18
User is offline   norrec 

  • Raise plz
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nice guide and you keep an objective point of view for sub job , pretty nice ^^ i wish this guide will help new corsair , and we'll be a bible for the old ones smile.gif
keep goin' /cheer

a macro guide and a gear guide depending on situation/sub should be nice (switch to mattk or racc rattk)
i can't do it , my english is too pitifull for this. tongue.gif
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#19
User is offline   Arkley 

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Somewhere in the beginning you wrote that Ninja roll can be enhanced by ranger into the party, just a typo.



Whaaa, well spotted, thank you so much, lol
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#20
User is offline   Sugami 

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Great guide smile.gif I've heard that the Accuracy Bonus is +10 but one AGI isn't really anything to jump up and down about.

Couple of things;
I don't think Water Shot enhances Poison since the only effect it DoT I believe someone tested it and the DoT remains the same.

Also as a sub the buff potency is about 50% of what a main COR gets without job bonus.
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