A Guide to Corsair: Equipment Guide and FAQ Sections
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Due to space constraints and the limit on the amount of text that can be included in one post, the newest sections for "A Guide to Corsair" will have to be added in a seperate thread.
Please understand that this is not an attempt on my behalf to "monopolise" the stickies section or anything of the sort; I have already attempted to include these two new sections in the original guide, and much to my dismay, the page glitched, effectively deleting most of the original guide due to the placement of these sections within it.
I have however, managed to restore it, and further additions to it will be added here, until this too runs out of space.
These two sections were not originally intended to be added untill the completion of the other three sections ("Related Quests", "Corsair: What?" and "Corsair: How?") that are still under construction were completed and ready to accompany them.
However, in celebration of the recent announcment of the updates coming to Corsair in December 2006, I have decided to put these up early, so that they might grow with additions from the other Corsairs in this forum's "crew", while I click away typing up the next.
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EQUIPMENT GUIDE
Guide key
Notes: The guide is based around COR with a DD sub. A seperate guide for COR/WHM will be added in the future.
HQ versions of items are not included unless they are of particular importance.
Items are listed starting with the first item relevant to Corsair's style of play.
Items that are the best available for their level are written in [red]red[/red].
Items that may not be the best available but are still acceptable are written in [blue]blue[/blue].
Items that are good choices to WS in but not so great for standard shots are written in [purple]purple[/purple].
Items that are worth mentioning but are of debatable efficiency are written in [green]green[/green].
Items for Quick Draw macros only are written in [orange]orange[/orange].
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Weapon
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Level 28
[red]Archer's Knife[/red]
Damage: 11
Delay: 195
Effects: AGI +1, Ranged Accuracy +10
Description: This will most likely be your main-handed weapon for a large portion of your career. It has fantastic stats for the level it becomes available and holds up fantastically right up untill it becomes replacable.
It's also very affordable, but if you don't feel like buying one, you can always camp the NM that drops it. It drops from a low level NM Orc called Hawkeyed Dnatbat at (L-9) in Davoi.
Level 38
[red]Chiroptera Dagger[/red]
Damage: 13
Delay: 192
Effects: Ranged Accuracy +12
Description: This weapon is very slightly better than the Archer's Knife, however the difficulty involved in obtaining it makes it a far less common sight. It drops from Tres Duendes, somewhere between (D-4) and (E-5) in Phomiuna Aqueducts.
The Phomiuna Aqueducts are a level 40 capped area, meaning this NM can take upwards of six people to kill it. To make matters worse, the dagger itself is Rare/Ex; it cannot be bought or sold.
Almost certainly a waste of time.
Level 50
[green]Mercurial Kris[/green]
Damage: 8
Delay: 192
Effects: Occasionally attacks 2 to 3 times
Description: A largely debated weapon in the Corsair community. Its ability to increase a Corsair's damage output at all is doubtful, and this would make using it questionable under any circumstances. Coupled with its massive price tag or the lengthy quest to aquire it, it is most definately not worth the trouble.
Level 51
[green]Fire Staff[/green]
Damage: 30
Delay: 366
Effects: STR +4, Ranged Attack +10, Attack +10, Fire Elemental Damage +10%, Additional Effect: Fire Damage
Description: Another debated weapon. It is definately not worth using as COR/NIN, as one would have to sacrifice between 20-28 R.ACC (from dual wielding daggers) to equip it.
However, as COR/RNG, one will have an abundance of R.ACC already, and it could be worthwhile to sacrifice a little for the somewhat rarer R.ATT this weapon provides.
It should also be noted that this weapon can be used with /SAM to take advantage of the benefits of Seigan and to a lesser extent, Hasso.
Level 61
[red]Trailer's Kukri[/red]
Damage: 19
Delay: 195
Effects: Ranged Accuracy +14
Description: The first weapon to effectively replace the Archer's Knife. Similar to its predecessor, it is effective without drawbacks, a sound and sturdy choice.
This weapon can be obtained from the BCNM60 "Celery" in the Qu'Bia Arena, although it's probably easier to just buy it.
Level 65
[green]Phantom Fleuret[/green]
Damage: 36
Delay: 224
Effects: Ranged Accuracy +5, Ranged Attack +5, Parrying Skill +5
Description: More of a display piece or toy than an effective partying tool, the Phantom Fleuret is difficult to aquire. It drops from Proteus, a rather strong NM that spawns on the ferry between Al Zahbi & Nashmau. Proteus can take a full party to bring down.
Level 70
[green]Joyeuse[/green]
Damage: 35
Delay: 224
Effects: Resist vs. Dark +14, Occasionally Attacks Twice
Description: Perhaps the mostly hotly debated Corsair weapon, the Joyeuse allows COR to gain TP at a slightly faster rate than usual at the cost of damage dealt whilst gaining TP via the usual method, I.E. ranged attacks. It is a valid weapon to use, although not neccersarily the best.
It drops from Charybdis, a level 80 NM that spawns at (G-11) in Sea Serpent Grotto.
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Ranged Weapon
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Level 15
[red]Bandit's Gun[/red]
Damage: 14
Delay: 600
Effects:
Description: The first gun available to Corsairs. It is probable that most CORs will never use it, as the only available ammo (Bronze Bullets) are very poor, and better ammo does not become available untill level 22.
Level 20
[red]Platoon Gun[/red]
Damage: 15
Delay: 600
Effects:
Description: The first gun most CORs will bother to use. It is completely average in every way. Drops from the BCNM20s "Charming Trio" and "Shooting Fish", although I don't reccomend you waste your seals on it.
Level 27
[red]Pirate's Gun[/red]
Damage: 20
Delay: 600
Effects: Resist vs. Earth -3, Resist vs. Water +6
Description: The next gun in line sees a considerable jump in damage and some rather useless elemental resistance effecting traits, but is otherwise equally unremarkable.
Level 30
[red]Military Gun[/red]
Damage: 23
Delay: 548
Effects: Ranged Attack +7
Description: A marvelous weapon! An improvement in both damage and delay with the bonus of Ranged Attack +7. The only thing wrong with this is the price; its obvious superiority has driven it to become quite expensive, and many fledgeling CORs will understandably stick with their sturdy Pirate's Gun.
Level 36
[red]Darksteel Hexagun[/red]
Damage: 25
Delay: 480
Effects: Ranged Accuracy +4
Description: The first Hexagun available to CORs is a great weapon. It sports higher damage and significantly lower delay than the others, and has an impressive R.ACC +4, too.
Level 40
[red]Trump Gun[/red]
Damage: 28
Delay: 480
Effects: AGI +2, Ranged Accuracy +2
Description: Available a mere 4 levels after the Darksteel Hexagun, the Trump Gun is a significant, albeit not eye-popping, improvement. The most remarkable thing about it is that it is an artifact weapon; the majority of which are rather useless.
This, however, is far from useless, and continues to be a valuable weapon for up to 16 levels.
Level 46
[green]Deluxe Carbine[/green]
Damage: 32
Delay: 600
Effects:
Description: The increase in damage here comes at the cost of an extra 120 delay, and the lost of the R.ACC bonuses from the Trump Gun, not to mention the cost of buying the weapon, or the time involved in questing it, as opposed to the free and mandatory Trump Gun.
Some consider it a better weapon, others continue using Trump Gun 'till the next weapon. Both are viable options, and there is no clear best. It can be obtained from the quest "The Search for Goldmane".
Level 56
[red]Matchlock Gun[/red]
Damage: 36
Delay: 600
Effects:
Description: Yet another unremarkable gun. It sports higher damage than the Deluxe Carbine, significantly higher than the Trump Gun. The first clear improvement in 16 levels.
Level 60
[red]Shark Gun[/red]
Damage: 39
Delay: 582
Effects: Ranged Accuracy +5
Description: A wonderful weapon, and a significant improvement over the Matchlock Gun in all catergories. It can be obtained with Imperial Standing points.
Level 65
[green]Hexagun[/green]
Damage: 30
Delay: 480
Effects: Ranged Accuracy +5
Description: It's sad to see this almost iconic weapon become so inferior so fast. Its lower delay does not make up for its much lower damage, and the Shark Gun matches its R.ACC bonus.
Hopefully SE will beef up this awesome looking weapon in a future update.
Level 72
[red]Coffinmaker[/red]
Damage: 27, 40 when unlocked
Delay: 600
Effects: Ranged Accuracy +9
Description: This is the weapon most Corsairs use 'till and at 75. It can be obtained from three uncapped BCNMs: "Copycat", "Prehistoric Pigeons", and "Royale Ramble".
When it is first obtained, it only has a base damage of 27. For information on how to unlock it, see the "Corsair Related Quests" section.
[red]Martial Gun[/red]
Damage: 39
Delay: 612
Effects: TP Bonus
Description: Most people see this as the expensive alternative to the Coffinmaker. The slightly lower base damage and higher delay seem unattractive at first, but its redeeming quality is the "TP Bonus" effect.
This trait causes any weaponskill to take effect as if it were performed with an additional 100% TP. Due to the fact the Slug Shot's low accuracy is improved by higher TP, the Martial Gun is a valid and reliable weapon.
It can be obtained from the level 75 ENM "When Hell Freezes Over".
[blue]Peacemaker[/blue]
Damage: 13
Delay: 270
Effects: AGI +5, Enmity -2
Description: Most Corsairs disregard this weapon as pointless, although some consider it underrated. It does gain TP at a slightly faster rate that other guns, although this is offset by the much lower TP return from Barrage.
Any extra damage that may be dealt due to additional TP is offset due to far less damaging Slug Shots and Quick Draws. It can, however, be useful in a situation were one is forced to pull.
It drops from Bluestreak Gyugyuroon, a level 80ish NM in the Aydeewa Subterrane.
Level 75
[blue]Corsair's Gun (+1)[/blue]
Damage: 41 (42)
Delay: 600 (582)
Effects:
Description: Another alternative to the guns available at 75. The NQ version is none too spectacular, but the boosted damage and lower delay of the HQ version is comparable to the others. It's a matter of preference.
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Head
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Level 15
[red]San d'Orian Bandana[/red]
DEF: 6
Effects: HP +4, AGI +1.
Description: It has AGI +1. It's better than nothing.
Level 24
[red]Emperor Hairpin[/red]
[red]Empress Hairpin[/red]
DEF: 0
Effects: HP -15, DEX +3, AGI +3, Evasion +10
Description: If you have either of these, chances are you'll be wearing it for a long time, because there's very little else available.
The Emperor Hairpin comes from the BCNM30 "Dropping Like Flies". Its Rare/Ex sister, the Empress Hairpin, drops from the Valkurm Emperor, which spawns around ( F-8 ) in Valkurm Dunes.
Level 30
[blue]Noct Beret +1[/blue]
DEF: 10
Effects: AGI +2, Resist vs. Dark +2
Description: Technically it's not as good as the Emps, but honestly, no one would ever notice the difference. If you don't have an Emp, don't panic. This is fine.
Level 34
[orange]Republic Circlet[/orange]
DEF: 12
Effects: Resist vs. Wind +4, Resist vs. Earth +4, Inside of Nation Controlled Area: Magic Attack Bonus +5
Description: If you're in an area that happens to be under your nation's control, this is a great macro piece. Otherwise, it's worthless.
Level 39
[blue]Dobson Bandanna[/blue]
DEF: 0
Effects: Agility +3, Evasion +5, Enhances Resist Poison Effect
Description: Once again, it's not technically as good as the Emps, but this time the difference is a lousy 5 Evasion, which doesn't mean anything. Use whichever you have.
Drops from Carmine Dobsonfly, ten of which spawn at (G-11) in Riverne - Site #A01.
[green]Sinister Mask[/green]
DEF: 12
Effects: STR +2, VIT -2, INT +2, MND -2
Description: This one's simply a matter of opinion. If you consider 2 STR better than 2/3 AGI, go for it. It drops from Mahisha, who spawns in the (K-4) to (L-5) room in Phomiuna Aqueducts.
Level 41
[red]Voyager Sallet[/red]
DEF: 0
Effects: STR +3, DEX +4
Description: Also a matter of opinion, STR vs AGI. This one also drops from Carmine Dobsonfly.
Level 50
[green]Crow Beret[/green]
DEF: 15
Effects: Evasion +4, Enmity -7
Description: COR can generate a considerable amount of hate due to JA usage and dealing damage, so it's nice to have a little Enmity minus gear. The Crow Beret offers the most significant amount in an otherwise limited slot, and is well worth considering.
Level 52
[red]Super Ribbon[/red]
DEF: 0
Effects: HP +5, MP +5, STR +1, DEX +1, VIT +1, AGI +1, INT +1, MND +1, CHR +1, Accuracy +1, Attack +1, Ranged Accuracy +1, Ranged Attack +1, Evasion +1
Description: This piece very literally has a little bit of everything, most noticably STR, AGI, R.ACC and R.ATT. I reccomend it, although in all honesty it's unlikely you'll notice it make any difference.
Level 55
[blue]Jaridah Khud[/blue]
DEF: 21
Effects: HP +5, Attack +2, Ranged Attack +1
Description: I see a lot of Corsairs wearing this, and other than simply finishing off the Jaridah set, I can't for the life of me figure out why. It really is rather useless.
Level 60
[red]Corsair's Tricorne[/red]
DEF: 22
Effects: HP +8, STR +2, Ranged Accuracy +8, Enhances "Quick Draw" Effect
Description: See the "Corsair Artifact Armour" section.
Level 70
[red]Optical Hat[/red]
DEF: 0
Effects: Accuracy +10, Ranged Accuracy +10, Evasion +10
Description: The first worthwhile replacement for the Corsair's Tricorne. It technically isn't any better if you just plan on standing back and shooting, but if you like to melee at 70+, this is what you'll need.
[blue]War Beret +1[/blue]
DEF: 21
Effects: HP +12, INT -4, Accuracy +9, Ranged Accuracy +9
Description: It's not technically as good as the Optical Hat, but it accomplishes the same task with virtually no difference. If you can't get hold of an O-Hat and still want to melee, go for this.
Level 72
[blue]Pahluwan Qalansuwa[/blue]
DEF: 15
Effects: Accuracy +7, Attack +5, Ranged Accuracy +7
Description: This is a nice alternative to the other pieces, mostly because it's free. It is obtained with 20,000 Assault Points.
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Neck
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Level 7
[red]Feather Collar +1[/red]
DEF: 2
Effects: Ranged Accuracy +2
Description: It's the earliest piece of R.ACC available. It's cheap and effective, even if it does look a little fruity.
Level 21
[green]Spike Necklace[/green]
DEF: 0
Effects: STR +3 , DEX +3, MND -6
Description: An alternative to the Feather Collar. Niether of them make a noticable difference, but some people opt for the Spike Necklace simply to avoid having to wear, well, a Feather Collar.
Level 33
[red]Peacock Charm[/red]
[red]Peacock Amulet[/red]
DEF: 0
Effects: Resist vs. Dark -10, Accuracy +10, Ranged Accuracy +10
Description: A huge amount of R.ACC for the level these are available, they truly are fantastic items. Unfortunately, one is extremely expensive and the other is very difficult to aquire, so most Corsairs won't have the pleasure of using either.
The Charm drops from "Under Observation", a level 40 BCNM. The Amulet is dropped by Argus, a level 36 NM in the Maze of Shakhrami.
Level 59
[blue]Spectacles[/blue]
DEF: 2
Effects: Resist vs. Ice -7, Accuracy +7, Ranged Accuracy +7
Description: A more easilly affordable alternative to the Peacock Charm, even though they are a little pricey. They're not as good, but the difference isn't noticable at all. They're a great item to have and a viable replacement for the 'charm.
They can be obtained from the BCNM60 "Dismemberment Brigade".
Level 69
[green]Sniper's Collar[/green]
DEF: 0
Effects: Ranged Accuracy +6, Ranged Attack +5, Enmity -1, Subtle Blow +1
Description: An interesting item, one that would perhaps be considerably more interesting if anyone knew how to get it. Wether it's better than Peacock Charm is debatable.
Level 70
[blue]Diabolos's Torque[/blue]
DEF: 0
Effects: Ranged Accuracy +8, Dark Weather: Ranged Accuracy -8, Ranged Attack +8
Description: A great, not to mention free, replacement for Spectacles if you don't have a Peacock Charm. You can opt to choose this as a reward after defeating Diabolos.
Level 73
[red]Faith Torque[/red]
DEF: 0
Effects: MND +5, Hand-to-Hand Skill +7, Marksmanship Skill +7
Description: The be-all, end-all neckpiece for COR. It is, ofcourse, rediculously difficult to aquire. It drops from the Jailer of Faith, and the chances of a Sea LS giving this to a COR rather than a MNK or RNG are extremely small.
Level 74
[green]Qiqirn Collar[/green]
DEF: 3
Effects: Accuracy -4, Attack -4, Ranged Accuracy +4, Ranged Attack +8
Description: This piece is worth mentioning because it has an unusually large amount of R.ATT, which isn't usually available to CORs, so could be quite useful for the uncommon R.ATT/Sushi build.
It's dropped by Bluestreak Gyugyuroon, an NM that spawns in the Aydeewa Subterrane.
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Earrings
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Level 1
[red]Cassie Earring[/red]
DEF: 2
Effects: STR +1, VIT +1, Converts 50 MP to HP
Description: It's the only earring that actually does anything worthwile for COR for about 30 levels. Unfortunately, it's very expensive, and ultimately not worth it.
It drops from Capricious Cassie, who spawns around (G-6) in Fei'Yin.
Level 30
[red]Beater's Earring[/red]
DEF: 0
Effects: Latent Effect: Ranged Accuracy +3
Description: One of the best earrings available for Corsair, it is thankfully available rather early. It drops from three different level 30 BCNMs, "Birds of a Feather", "Creeping Doom" and "Die by the Sword".
The Latent Effect is activated by using RNG as a subjob.
[blue]Genin Earring[/blue]
DEF: 0
Effects: Latent Effect: AGI +4
Description: An alternative to the Beater's Earring. It is statistically inferior, although the difference is so minimal it literally doesn't matter at all. It drops from three different level 30 BCNMs, "Carapace Combatants", "Creeping Doom" and "Die by the Sword".
The Latent Effect is activated by using NIN as a subjob.
Level 35
[blue]Drone Earring[/blue]
DEF: 0
Effects: AGI +3, Resist vs. Wind +6
Description: The "other earring" for CORs. AGI+3 is nice, and it's as good as it gets for a long time.
Level 47
[orange]Moldavite Earring[/orange]
DEF: 0
Effects: MAB +5
Description: A great, reliable macro piece that's fairly easy to obtain. Frankly there's no reason not to use one, but it's hardly a required piece.
It drops from Mysticmaker Profblix, a level 50-ish Goblin who spawns at (I-9) in the Labyrinth of Onzozo.
Level 50
[blue]Vision Earring[/blue]
DEF: 0
Effects: Ranged Accuracy +2, Enhances Resist Blind Effect
Description: This is the earliest replacement available for the Drone Earring(s), but the difference it makes is so unnoticable that it makes obtaining one almost a wasted effort.
It can be obtained with Assault Points.
Level 67
[red]Triumph Earring[/red]
DEF: 0
Effects: STR +2, Resist vs. Ice +11, Resist vs. Fire +11
Description: Some people consider this a superior earring to the Drone(s), others disagree. It's a matter of opinion, STR vs AGI, but in any case, it's an expensive piece.
Level 70
[red]Fenrir's Earring[/red]
DEF: 0
Effects: During Day Only: Attack +10, During Night Only: Ranged Attack +10
Description: This is a fantastic earring during night, and completely useless during the day. If you don't mind the extra inventory slot taken and can remember to switch it in every so often, it's awesome.
This is one of the items you can opt to take after defeating Fenrir.
Level 75
[orange]Novio Earring[/orange]
DEF: 0
Effects: Magick Attack Bonus +7
Description: All I have to say is; good luck.
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Body
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Level 30
[red]Noct Doublet +1[/red]
DEF: 19
Effects: Ranged Accuracy +3, Resist vs. Dark +2
Description: A fantastic item. The +1 version is listed because it is affordable and effecient, and there's really no reason not to get one. Plus, white boarders just look good.
Level 40
[red]Iron Musketeer's Gambison[/red]
DEF: 27
Effects: Ranged Accuracy +3, Ranged Attack +3
Description: The first upgrade from Noct isn't really a massive change in anything other than appearance. Statistically, it just adds 3 R.ATT, which is a welcome addition.
This can be purchased by citizens of Bastok for 8,000 Conquest Points.
Level 50
[green]Shikaree Aketon[/green]
DEF: 29
Effects: Ranged Attack +7, Enmity -1
Description: It's always nice to see items with large amounts of Ranged Attack made available to Corsair, since we lack much variety in the way of equipment. However, the efficiency of this item is pretty questionable, even compared with the Iron Musketeer's Gambison. Switching to this loses you 3 R.ACC and gains you 4 R.ATT.
Wether it's worth it or not is entirely up to you!
Level 55
[red]Jaridah Peti[/red]
DEF: 42
Effects: HP -25, Accuracy +5, Attack +5, Ranged Accuracy +5
Description: This is a great, affordable and well-rounded item suited to both CORs who like to stand back and CORs who like to melee. It doesn't look particularly attractive and does have a nasty HP penalty, but thankfully you won't have to wear it for very long because your AF is just around the corner.
Level 58
[red]Corsair's Frac[/red]
DEF: 42
Effects: HP +15, DEX +2, AGI +2, Ranged Accuracy +8
Description: See the "Corsair Artifact Armour" section.
Level 69
[purple]Blue Cotehardie[/purple]
DEF: 43
Effects: STR +4, DEX +3, VIT -3, AGI +4, INT +3, MND -4, CHR -4, Converts 40 HP to MP, # Resist vs. Fire -30, Resist vs. Ice +5, Resist vs. Wind +5, Resist vs. Earth +5, Resist vs. Lightning -30, Resist vs. Water +5, Resist vs. Light +5, Resist vs. Dark +5
Description: If you think you can get along without the Ranged Accuracy on your Frac, then this is a fantastic WS macro piece that combines fairly large amounts of both STR and AGI.
Level 72
[red]Pahluwan Khazagand[/red]
DEF: 42
Effects: HP +20, Accuracy +10, Ranged Accuracy +10, Increases Rate of Critical Hits, HP Regeneration While Healing +2, Set: Enhances "Subtle Blow" Effect
Description: Statistically and aesthetically pleasing, well-rounded with no negative points. It's even free, if you put in the time to obtain it. The combined ACC and R.ACC means it's great for both ranged and melee CORs, although the critical hit bonus isn't noticable whatsoever.
All the same, marvelous piece of gear.
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Hands
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Level 30
[red]Aiming Gloves[/red]
DEF: 7
Effects: Enchantment: Ranged Accuracy +3
Description: A lovely new item added in recent update. The enchantment effect is small, but lasts 30 minutes and can be re-used every 30 minutes. It has a maximum of 50 charges and is none-rechargable, but it's cheap and easy to make.
[blue]Noct Gloves (+1)[/blue]
DEF: 5(6)
Effects: Resist vs. Dark +1(2), Ranged Accuracy +1(2)
Description: Another piece of the Noct set that most CORs will likely be waering for a long time. It's an effective and functional, if somewhat unremarkable piece of equipment, much like the entire Noct set.
Level 34
[red]Federation Gloves[/red]
DEF: 8
Effects: AGI +1, Inside of Nation Controlled Area: Attack +7, Ranged Attack +7
Description: These are awesome if you happen to be partying in an area currently under your nation's control. If not, they suck, and you should stick to Noct.
Level 55
[blue]Jaridah Bazubands[/blue]
DEF: 14
Effects: HP -9, Accuracy +3, Ranged Accuracy +2, Evasion +2
Description: Since the R.ACC bonus is the same as Noct, these don't really make a whole lot of difference for COR unless you're also meleeing.
Level 60
[red]Deadeye Gloves[/red]
DEF: 12
Effects: Ranged Accuracy +6, Slow +5%, Paralysis: Ranged Accuracy +10
Description: Great gloves. The Slow%+ doesn't effect ranged attacks, so COR are free to take full advantage of the large R.ACC bonus. These drop from the level 60 BCNM "Making a Mockery".
Level 72
[red]Pahluwan Dastanas[/red]
DEF: 19
Effects: Accuracy +5, Ranged Accuracy +5, Ranged Attack +5, Set: Enhances "Subtle Blow" effect
Description: These, like the rest of the Pahluwan set, are fantastic. However, a lot of Corsairs are somewhat reluctant to spend points on these incase they ever obtain a pair of Crimson Finger Gauntlets, which would render these gloves completely useless, as they can't be sold.
They can be obtained with 20,000 Assault Points.
Level 73
[red]Crimson Finger Gauntlets[/red]
DEF: 26
Effects: HP +20, MP +20, Ranged Accuracy +10, Ranged Attack +10, Dark Magic Skill +10
Description: The be-all, end-all gloves for COR. Huge R.ACC & R.ATT bonuses for one slot. Obtained via Wyrmal Abjuration item creation.
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Rings
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Level 16
[red]Bone Ring +1[/red]
DEF: 0
Effects: Accuracy -2, Ranged Accuracy +3
Description: The first R.ACC rings available to COR. Like the ones to come, they have large penalties to melee ACC, but are affordable and have huge R.ACC bonuses.
Level 21
[red]Beetle Ring +1[/red]
DEF: 0
Effects: Accuracy -3, Ranged Accuracy +4
Description: A step up from the Bone Ring +1.
Level 29
[red]Bowyer Ring[/red]
DEF: 0
Effects: Ranged Accuracy +3, Ranged Attack +3
Description: A fantastic item, rather easy to obtain and well worth the trouble. Worth using for quite some time. Obtain from completing the quest "Return to the Depths".
Level 30
[blue]Archer's Ring[/blue]
DEF: 0
Effects: Accuracy +2, Ranged Accuracy +2
Description: This rather expensive item may be considered by a Corsair that wants to melee as well as fire their weapon. The R.ACC bonus on this ring is inferior to the others available, so it often isn't a good choice.
It can be obtained from "Royal Jelly", a level 40 BCNM.
[blue]Shikaree Ring[/blue]
DEF: 0
Effects: Accuracy +2, Ranged Accuracy +2
Description: An "Exclusive" version of the Archer's Ring. It drops from Stroper Chyme, a level 35ish pseudo-NM with several spawn locations in Ordelle's Caves.
Level 35
[red]Horn Ring +1[/red]
DEF: 0
Effects: Accuracy -4, Ranged Accuracy +5
Description: A step up from Beetle Ring +1, and arguably superior to Bowyer Ring too.
[green]Jaeger Ring[/green]
DEF: 0
Effects: Accuracy +4, Ranged Accuracy +4
Description: Similar to the Archer's/Shikaree Ring, the same description applies. It is useful for meleeing, although meleeing isn't very useful. It drops from "Carmine Dobsonfly", 10 of which spawn in Riverne - Site #A01.
Level 40
[green]Sniper's Ring[/green]
DEF: 0
Effects: Resist vs. Dark -20, Accuracy +5, Ranged Accuracy +5, DEF -10
Description: A step up from the Jaeger Ring.
[green]Woodsman Ring[/green]
DEF: 0
Effects: Accuracy +5, Ranged Accuracy +5, Evasion -5
Description: Very similar in function to its more expensive cousin, the Sniper Ring. This drops from four level 40 BCNMs, "Bad Seed", "Test Your Mite", and "Fire in the Sky".
[green]Crossbowman's Ring[/green]
DEF: 0
Effects: Ranged Attack +5, Defense -14
Description: This is a nice alternative to the mainstream rings if you find you're in the awkward area where you don't have enough Ranged Accuracy to succesfully use Attack foods, but using Accuracy foods gives you more Ranged Accuracy than you need. It can be obtained from the level 40 BCNM "Fire in the Sky".
[green]Marksman's Ring[/green]
DEF: 0
Effects: Ranged Accuracy +6
Description: One more Ranged Accuracy than the Horn Ring +1, and without the Accuracy penalties. It is Rare, so you can only equip one.
Level 45
[red]Carapace Ring +1[/red]
DEF: 0
Effects: Accuracy -6, Ranged Accuracy +7
Description: A step up from the Horn Ring +1.
Level 50
[purple]Garrulous Ring[/purple]
DEF: 0
Effects: STR +3, AGI +3, Enhances Resist Silence Effect
Description: A great WS piece if you think you can safely sacrifice the R.ACC from other rings. It can be obtained with Assault Points.
Level 55
[red]Scorpion Ring +1[/red]
DEF: 0
Effects: Accuracy -6, Ranged Accuracy +8
Description: A step up from the Carapace Ring +1.
Level 65
[green]Lightning Ring[/green]
DEF: 2
Effects: Lightningday: HP -15%, Lightningday: Accuracy +15, Lightningday: Ranged Accuracy +15
Description: A very strange item. It's only useful one day per week, but on that day, it's a fantastic item. It's one of the items you can choose from after defeating Ramuh.
Level 67
[red]Marid Ring +1[/red]
DEF: 2
Effects: Accuracy -10, Ranged Accuracy +10
Description: A step up from the Scorpion Ring +1.
Level 70
[red]Behemoth Ring[/red]
DEF: 2
Effects: HP +10, Accuracy -11, Ranged Accuracy +11
Description: A step up from the Marid Ring +1.
[blue]Merman's Ring[/blue]
DEF: 0
Effects: Accuracy -8, Ranged Accuracy +10, Magic Damage Taken -4%
Description: A less expensive alternative to Behemoth Rings.
Level 73
[blue]Dragon Ring[/blue]
DEF: 0
Effects: Accuracy -12, Ranged Accuracy +12, Breath Damage taken -1%
Description: A step up from the Behemoth Ring and the most R.ACC you can get in a ring slot, but they're very expensive and difficult to find.
Level 75
[red]Bellona's Ring[/red]
DEF: 0
Effects: Ranged Accuracy +8, Ranged Attack +8, Evasion -8, Defense -8
Description: Obtained by trading Sin of Indulgence to Meret in Tavnazian Safehold. Sins are dropped by Absolute Virtue. 'Nuff said.
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Back
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Level 24
[red]Nomad's Mantle[/red]
DEF: 2
Effects: AGI +1, Evasion +3
Description: It's only 1 AGI, but there's simply nothing else available for a very long time, so get used to it.
Level 30
[green]Beater's Mantle[/green]
DEF: 2
Effects: Latent Effect: Increases Rapid Shot Activation Rate
Description: The Latent Effect is activated by subbing RNG, and is somewhat noticable, although some would argue it as a placebo effect. Get one if you can, but if you can't, don't panic.
Level 60
[red]Bullseye Cape[/red]
DEF: 7
Effects: AGI +1, Ranged Attack +12
Description: The first "real" backpiece for Corsairs. It has a very large amount of Ranged Attack, which is always a welcome addition to COR's usually R.ACC-exclusive equipment set.
Level 61
[red]Amemet Mantle (+1)[/red]
DEF: 7 ( 8 )
Effects: STR +1(2), Attack +10(15), Ranged Attack +10(15)
Description: Unless you can get the HQ version, just stick with the Bullseye Cape.
Level 69
[green]Psilos Mantle[/green]
DEF: 6
Effects: Accuracy +1, Attack +12, Ranged Accuracy +1, Ranged Attack +12
Description: Definately a great item and just barely better than Bullseye Cape, but wether it's better than Amemet +1 is debatable. Some will argue the +1 R.ACC is better than +3 R.ATT, others will disagree. All in all, it makes very little difference anyway.
This piece is considerably less expensive the Amemet+1, and drops from the level 75 ENM "Holy Cow".
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Waist
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Level 30
[red]Gun Belt[/red]
DEF: 0
Effects: Latent Effect: Marksmanship Skill +5
Description: The Latent Effect is activated by subbing RNG. This is without a doubt the best belt available to COR.
It drops from two level 30 BCNMs, "Die by the Sword" and "Petrifying Pair".
[blue]Mercenary Captain's Belt[/blue]
DEF: 3
Effects: DEX +1, VIT +1, AGI +1, INT +1, MND +1, CHR +1
Description: It isn't very good, but if you aren't subbing RNG and therefor can't use the Gun Belt, it's your only option, crappy as it may be.
it can be purchased with 4000 Conquest Points by Windurstians.
Level 50
[blue]Royal Knight's Belt[/blue]
DEF: 4
Effects: STR +2, DEX +2, AGI+2, INT +2, MND +2, CHR +2
Description: Much like the Mercenary Captain's Belt, it isn't very good, but it's your only choice if you're not /RNG. The +1 version has "Inside of Nation Controlled Area: Ranged Attack +5", which is nice if your nation owns the area you're partying in.
Level 60
[blue]Precise Belt[/blue]
DEF: 5
Effects: Accuracy +5, Ranged Accuracy +5
The best available for none-/RNG. It's no Gun Belt, but it's not far off.
[blue]Hurling Belt[/blue]
DEF: 5
Effects: Ranged Accuracy +4, Throwing Skill +5
Since it has one less R.ACC than the Precise Belt and Throwing Skill doesn't benefit COR in any way, it's probably best you ignore this item entirely.
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Legs
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Level 25
[red]Republic Subligar[/red]
DEF: 13
Effects: VIT +1, Attack +5, Ranged Attack +5
Description: A great Ranged Attack bonus, but...well, it's a subligar. Fine for all the lady-pirates out there, but prolly not for us guys. Still, if you don't care about appearances, it's a great piece.
Level 30
[red]Noct Brais +1[/red]
DEF: 13
Effects: DEX +2, Resist vs. Dark +2, Ranged Accuracy +2
Description: Most CORs will be wearing these, along with most of the rest of the Noct set, for quite some time. They're effecient and affordable.
Level 50
[green]Crow Hose[/green]
DEF: 20
Effects: Evasion +5, Enmity -5
Description: These are a nice piece mostly because there isn't a lot of R.ACC available to cram into this slot just yet. One would only be losing out on 2 or 3 R.ACC in exchange for 5 enmity reduction, which some consider a fair trade off.
Level 55
[red]Jaridah Salvars[/red]
DEF: 30
Effects: HP -12, Ranged Accuracy +2, Ranged Attack +3, Evasion +3
Description: The next step up from Noct, also affordable and functional.
Level 70
[blue]War Brais[/blue]
DEF: 27
Effects: HP +25, AGI +4, Physical Damage: 'Blaze Spikes' effect
Description: These are not very good, but some CORs insist on using them. They could be useful for a Quick Draw macro though, since AGI now effects QD ACC.
Level 72
[red]Dusk Trousers[/red]
DEF: 47
Effects: HP +35, Attack +14, Ranged Accuracy +10, Decreases Movement Speed
Description: These are really fantastic, a huge amount of R.ACC as well as ATT for those that like to melee, and recently not so expensive, either. The only downside is the decreased movement speed, but it's barely noticeable with just one Dusk piece.
[blue]Pahluwan Seraweels[/blue]
DEF: 36
Effects: STR +3, Accuracy +4, Ranged Accuracy +4
Description: Obviously not as good as Dusk, but they're a nice, free alternative, and a good WS piece too. Can be obtained with 20,000 Assault Points.
Level 75
[red]Galliard Trousers[/red]
DEF:
Effects: HP +20, STR +2, DEX -2, VIT +2, AGI -2, INT -2, MND -2, CHR -2, Accuracy +5, Ranged Accuracy +5
Description: Once again, not as good as Dusk, but a nice free alternative all the same. Obtained by killing Kurrea, a level 84 NM spawned by trading an Adamantoise Soup to the ??? at the shed at G-8, Lufaise Meadows.
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Feet
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Level 7
[red]Bounding Boots[/red]
[red]Leaping Boots[/red]
DEF: 3
Effects: DEX +3, AGI +3
Description: There's not much to say about these, other than the 3 AGI is as good as it gets for a very long time, so these are a wise investment.
The Leaping Boots drop from the level 30 BCNM "Petrifying Pair", while the Rare/Ex Bounding Boots drop from Leaping Lizzy, a level 10 NM in South Gustaberg.
Level 34
[red]Federation Gaiters[/red]
DEF: 7
Effects: AGI +1, When inside of Nation Controlled Area: Attack +7, Ranged Attack +7
Description: These are really great if you're lucky enough to be partying in an area under your own nation's control. Otherwise, they're not so hot.
Level 50
[green]Crow Gaiters[/green]
DEF: 8
Effects: Enmity -4 Evasion +4
Description: Some people like 'em, some people don't. There's really not a whole lot to say about them.
Level 55
[red]Jaridah Nails[/red]
DEF: 12
Effects: HP -7, Accuracy +1, Evasion +1, Ranged Accuracy +2
Description: The first real step up from Bounding/Leaping Boots in almost 50 levels is barely a step up at all. Infact, it's only 0.5 R.ACC more. Feel free to skip these, since your vastly superior AF is coming up.
Level 56
[red]Corsair's Bottes[/red]
DEF: 11
Effects: HP +10, STR +2, AGI +2, Ranged Accuracy +2
Description: See the "Corsair Artifact Armour" section.
Level 70
[green]War Boots (+1)[/green]
DEF: 14
Effects: HP +12 VIT: -1 Attack +5 Ranged Attack +5
Description: Some people would rather use these than their AF. Those people, I will never understand.
Level 72
[blue]Pahluwan Crackows[/blue]
DEF: 13
Effects: DEX +4 Accuracy +3 Ranged Accuracy +3 Set: Enhances "Subtle Blow" Effect
Description: Just like the rest of the Pahluwan set, these are a great, free item. However, they're probably not worth the trouble at all, since your AF is a lot better.
These can be purchased with 20,000 Assault Points.
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FREQUENTLY ASKED QUESTIONS
Need a particular question answered, and don't want to use the guide, or haven't found your answer there?
Perhaps you don't have time to read through it all to find what you want, or perhaps you want more of a direct answer.
Maybe you need more of a human opinion than the hard facts provided in the guide. Maybe what you want to know just isn't there.
Whatever the reason, hopefully you can find the answer to your question here.
I'll do my best to answer the most commonly asked questions accurately.
Q: How does COR work?
A: Put simply, Corsair's use "Rolls" to give party members various enhancements while dealing damage with a gun. The potency of a Corsair's rolls is dependant entirely on chance, not a statistic, so they are free to load up on R.ACC gear.
Q: Is COR a difficult job to unlock?
A: It's not massively difficult, but due to the fact that everything you need to do takes place in high level areas and there's a lot of ground to cover, I would say it's definately one of the harder jobs to unlock.
Q: How is COR at levels 1-10?
A: One of the more difficult jobs to solo through the early levels. We don't have very powerful weapons at our disposal early on, and we have no helpful Job Abilities or magic. This, along with our naturally low VIT and HP, makes it quite a task.
At level 5 you get Corsair's Roll, which will speed things up a little, though it won't actually help you kill any easier.
Q: Is COR difficult in a party situation?
A: In the early levels, no. You'll prettymuch just be using the same two rolls on all party members and meleeing/backup healing in between.
Q: How about later on?
A: Later on, COR can be quite tricky to play right. Keeping up 4 Rolls, and landing the right rolls on the right people, while keeping up damage can be tough. It requires you to pay a lot of attention to what you're doing.
Q: Are COR a valuable addition to a party?
A: Hell yes. With Sleep and Dispel at our disposal, we're a greater asset to a party than ever before. However, without a reliable refresh and the ability to use Sleep and Dispel frequently, we won't be a priority invite like BRDs and RDMs, but we can do so much more for a party than any standard DD can, not to mention deal a fair amount of damage ourselves.
Think of COR as "The icing on the cake" in a party.
Q: How do COR rolls fare in comparison to BRD songs?
A: This is never an easy question to answer. Under the right situations, COR's rolls can blow a BRD's song out of the water. Under other situations, they compare admirably. Under the wrong situations, they pale in comparison.
We'll never be able to do things like BRD because frankly, we're an entirely different job, and in the same sense, BRD will never have some of the advantages COR has.
Q: Is COR an expensive job to play?
A: Equipment-wise, not really. Most of COR's gear is affordable (Noct, Jaridah) and the later equips can be free. (Pahluwan)
In terms of overall cost, COR is one of the most expensive jobs in the game. Bullets of any kind aren't cheap, and you'll be using a lot of them. The cost of bullets soon adds up.
Q: Speaking of costs, are dice consumables, like NIN tools?
A: Nope! You only have to use a Die once, and you have the ability forever, sorta like a scroll.
Q: If COR is a support job, shouldn't we sub WHM?
A: It's all situational! The reason BRD sub WHM is because their melee ability is terrible due to low skills in weapons, poor choices in the weapons department and their buff's dependancy on CHR (prohibiting them from equipping melee gear full time).
COR have a good Marksmanship skill, and as their rolls aren't dependant on anything but luck and chance, COR are free to use R.ACC & R.ATT gear.
Q: So...which is the best subjob?
A: Oh lord, here we go. Better break this down into the "Big four" subjobs for COR.
Q: When is a good time to sub NIN?
A: When the mobs you're fighting have dangerous AOEs, or when you'll be required to pull constantly. Please suffer no delusions that COR/NIN is any good for dealing damage, it is not.
Q: When is a good time to sub WHM?
A: When you're at an HNM, or when your party is short on healing magic. If it's just you and a RDM with your tank and DDs, it's probably best to sub WHM, pull on some MP gear and toss around a few cures.
Q: When is a good time to sub BRD?
A: BRD is an acceptable sub at any time, however it is most well-suited to manaburns, due to the ability to use Ballad for extra MP, and later on, Mazurka for extra speed while pulling.
Q: When is a good time to sub RNG?
A: The simple answer is, "It's a good time to sub RNG whenever it isn't a good time time to NIN or WHM". RNG should be every COR's default, best-for-damage sub.
Q: If I use COR as a support job, how many rolls can I use?
A: Just one. Furthermore, the roll will be at 50% regular power, and not enhanced by the presence of its corresponding job.
Q: COR seem to have a good skill with daggers and swords. Is it okay to melee?
A: For the majority of the game, no. The swords and daggers available to COR are very weak, and hitting a mob with them is just feeding it TP. The better R.ACC rings kill standard accuracy anyway, and standing in melee range kills your ranged attack damage.
Furthermore, COR should be using Archer's Knife/Trailer's Kukri for the R.ACC. If you're thinking about meleeing with those, stop now. If you're thinking about equipping anything else, stop now.
Q: Surely there are some exceptions to this?
A: There sure are. There are a few other options to the daggers named above, namely Junior Musketeer's Tuck +2, Phantom Fleuret and Chiroptera Dagger. As for meleeing, it is a viable option 70+ (although not neccersarily the best option) in TP burn parties, using multi hit weapons to build TP for a Slug Shot.
Q: Are all rolls based on percentages?
A: Most are. Some, like Evoker's Roll have standard, none-altering results based only on the number rolled and wether or not the corresponding job is in the party.
Q: Are Corsairs good pullers?
A: For most of the game, no. Not only is a COR's main weapon around 600+240 Delay, but CORs are on a tight schedual with their rolls. Running away to pull, and taking such time to do it due to the large delay of the gun, will mess up the roll pattern eventually.
However, post level 70, with the advent of burn parties, COR becomes one of the best pullers in the game. With a Peacemaker (or Darts) and Light Shot, the faster speed at which COR can pull and the party can kill negates the usual
drawbacks that apply to COR pulling pre-70. A competant COR can be just as effective as a BRD puller, although there's much less margin for error.
Q: Can Corsairs be fully-fledged Damage Dealers?
A: In the early levels, yes. Guns are extremely powerful, the skill difference is minimal and combined with the buffs, Corsair is one monster of a party member. Later on, however, your damage will begin to slip, then stumble, then plummet due to comparitively poor bullets.
Corsair will not match up to the real damage dealers of Final Fantasy XI nomatter what you try, but the buffs you bring to the table make up for it tenfold. If Corsair are to be considered DDs, then it is passively that we deal damage; by enhancing our allies then topping off the additional damage with a little of our own.
Q: What kind of damage can I realistically expect?
A: Later in the game, you can expect to deal around 50% of the damage an average DD dishes out.
Q: My R.ACC is suffering! What can I do?
A: First, make sure your gear is up to date. Done? Okay, now try eating sushi. Still missing? Your party's overhunting, and there's nothing I can do about you joining dumb parties.
Q: What is the "Sweet spot" I keep hearing about??
A: The sweet spot is the distance from an enemy that will give you optimal accuracy and damage when using ranged attacks. The sweet spot varies from weapon to weapon.
Q: Where is this "Sweet spot" when using a gun?
A: Stand toe-to-toe with the mob, then slowly step backwards untill your character moves out of melee attack range and you get the message "The 'mob' is out of range.". One more step back, and bingo! You're in the sweet spot. If you happen to be using a Windower with the distance plugin, the sweet spot is located between 4.5 and 6.
Q: What mobs drop the Corsair Testimony?
A: Merrow Icedancers in Arappago Reef drop them.
Q: Does INT effect Quick Draw?
A: No.
Q: Is there any way to improve the potency of buffs other than having the corresponding job in the party, or a way to increase the frequency of a particular number?
A: Not as of writing this, although the job is still finding its feet. It is unlikely SE will add any gear that enhances the frequency of a number, but it is probable that we will see equipment that enhances potency someday.
Q: Is COR any good at Ballista?
A: Having access to Slug Shot with a relatively good Marksmanship Skill is great in Ballista, and the instant, high damage Quick Draws can quite literally be murder. In a team situation you'll be a valuable ally, but not so great one-on-one.
Remember, COR wasn't built to go toe-to-toe with anything.
Q: What does COR have to do in end-game situations?
A: A heck of a lot! COR's buffs can be invaluable in HNM fights, from buffing up the melees to enhancing and refreshing the mages, COR is an extremely valuable addition to any endgame event. Quick Draw is a fantastic thing too, it can cause respectable damage and the enhanced debuffs are very noticable.
Q: How do you write this guide/How can I write a guide like this/Any advice for an aspiring guide-writer?
A: You write a guide by compiling information about the job and formatting it into an easily readable form. Stop PMing me with this stuff, it isn't rocket science, I'm not a genius, and I don't have any magic tips to give you about guide-writing. This was my first and likely my last.
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These sections are still under construction. I've included everything I could find that would be worth using, but the only way this guide can ever be complete is through the co-operation of the entire "Corsair Crew", so please PM me or post on this thread if you find a piece of equipment I've missed, or think of a Frequantly Asked Question I forgot to include, and I'll add it as soon as possible.
However, please do not PM me simply because you disagree with the description I've given an item unless you feel it is of utmost importance. No "I think this item is better than you made it sound", if it's all the same to you.
In closing, I'd like to thank everyone for all the support I've recieved while writing these guides. Thanks, guys!
A Guide to Corsair: Equipment Guide and FAQ Sections
#2
Posted 02 December 2006 - 10:25 PM
Absolutely wonderful! Thank you :boing
Also, for completeness' sake, there's Hurling Belt @60 Def: 5 Ranged Accuracy +4 Throwing skill + 5
Also, for completeness' sake, there's Hurling Belt @60 Def: 5 Ranged Accuracy +4 Throwing skill + 5
#3
Posted 04 December 2006 - 10:20 AM
You could add the Uggalepih Pendant to the list too for an extra Magic Attack Bonus +8, as the latent is triggered when your MP is at or below 50%, and the Pendant itself gives MP+20, so macro'in it in would give you the +20 mp, which would activate the Latent and give you your MAB on the Quick Draw ^^
Assuming, of course, you don't have more than 2 Mp Merits, then you have to macro in further Mp+ gear to compensate which makes for a mess, really.
Assuming, of course, you don't have more than 2 Mp Merits, then you have to macro in further Mp+ gear to compensate which makes for a mess, really.
#4
Posted 04 December 2006 - 12:33 PM
Warwolf Belt is usable for WS, +5STR is gonna do you better than +5 skill if you have the accuracy, although i agree that Gun Belt is definately the best option for TP.
#5
Posted 04 December 2006 - 01:08 PM
Weapons:
Jambiya for a viable dagger.
Heartsnatcher also.
Neck:
SEA Gorgets (Breeze, Light... what ever other ones work for Slug Shot and Detonator)
Evasion
Ear:
Suppa
Brutal
Merman's
Evasion
Elusive
Hands:
Barbarosa Moufles
Back:
Boxers Mantle
Waist:
Swift
Scouters
Speed
Legs:
Barbarosa
Everything listed I have personally used on COR, our would deffinately use, if I had it (ie Speed/Barb. Pants), so I'm not just pulling crazy "All jobs" gear that has nothing to do with the job.
It is however pretty obvious, due to the limited melee style COR gear listed, and the answers to some of your questions, that you are against melee as COR, which you are free to think. However for a guide that is said to be DD based, and cover basically everything except the HNM style /WHM, your answers, and gear suggestions are lacking in a few instances.
Jambiya for a viable dagger.
Heartsnatcher also.
Neck:
SEA Gorgets (Breeze, Light... what ever other ones work for Slug Shot and Detonator)
Evasion
Ear:
Suppa
Brutal
Merman's
Evasion
Elusive
Hands:
Barbarosa Moufles
Back:
Boxers Mantle
Waist:
Swift
Scouters
Speed
Legs:
Barbarosa
Everything listed I have personally used on COR, our would deffinately use, if I had it (ie Speed/Barb. Pants), so I'm not just pulling crazy "All jobs" gear that has nothing to do with the job.
It is however pretty obvious, due to the limited melee style COR gear listed, and the answers to some of your questions, that you are against melee as COR, which you are free to think. However for a guide that is said to be DD based, and cover basically everything except the HNM style /WHM, your answers, and gear suggestions are lacking in a few instances.
#6
Posted 04 December 2006 - 01:27 PM
The reason I haven't included things like Heartsnatcher and Jambiya is because I was limiting the scope of the guide to things directly relevant to COR's style of play in a party situation, I.E. standing at a distance and shooting, or if meleeing, atleast with a multihitter weapon, because to be honest meleeing with something that isn't Joyeous is just so inferior to standing back and shooting it just isn't worth listing.
Not only that, but if I did choose to list Jambiya and Heartsnatcher, I'd have to list all the none-multihit daggers and none-multihit swords from the start, and not only is there really not enough space for that, but I don't want to make it seem like meleeing actually is viable pre-70.
AF hands and legs I neglected to mention because they suck copious amounts of arse for any purpous and have no useful stats whatsoever, I didn't list any evasion gear because the idea of gearing up for evasion for any purpous is very silly when you consider COR's Eva skill, haste items I didn't list because haste doesn't effect ranged attacks, Merman's are once again not ranged-based items.
I'm trying to keep this guide as very ranged-attack based as possible, if it becomes neccersary to include melee-based gear I'll write up another, and add it along with the COR/Mage equip guide.
I'll add all the ranged-based stuff when i update a lil later today.
Not only that, but if I did choose to list Jambiya and Heartsnatcher, I'd have to list all the none-multihit daggers and none-multihit swords from the start, and not only is there really not enough space for that, but I don't want to make it seem like meleeing actually is viable pre-70.
AF hands and legs I neglected to mention because they suck copious amounts of arse for any purpous and have no useful stats whatsoever, I didn't list any evasion gear because the idea of gearing up for evasion for any purpous is very silly when you consider COR's Eva skill, haste items I didn't list because haste doesn't effect ranged attacks, Merman's are once again not ranged-based items.
I'm trying to keep this guide as very ranged-attack based as possible, if it becomes neccersary to include melee-based gear I'll write up another, and add it along with the COR/Mage equip guide.
I'll add all the ranged-based stuff when i update a lil later today.
#7
Posted 04 December 2006 - 01:32 PM
"Notes: The guide is based around COR with a DD sub."
You'll need to change this as well then.
A fully merited THF, that has now flopped evasion merits over the marksmanship, and is 8 Dagger/4 Marksmanship should wield in their hands, only a, Merc. Krise, Fire Staff, Trailers Kukri, Phantom Flueret or Joyeus?
Additionaly, even without THF main, that merit setup is wrong for a COR?
Suppa directly goes with Joyeus. If you are using a Joyeus and have a Suppa, it is Silly to not find one of the ear slots to put it in, regardless of style.
Plus, gear swaps, really. I roll to a meripo sitting at about 50/60 inv. I bring RACC/Slug/Melee/Haste and Evasion specific gear items to every PT.
You'll need to change this as well then.
The reason I haven't included things like Heartsnatcher and Jambiya is because I was limiting the scope of the guide to things directly relevant to COR's style of play in a party situation, I.E. standing at a distance and shooting, or if meleeing, atleast with a multihitter weapon, because to be honest meleeing with something that isn't Joyeous is just so inferior to standing back and shooting it just isn't worth listing.
A fully merited THF, that has now flopped evasion merits over the marksmanship, and is 8 Dagger/4 Marksmanship should wield in their hands, only a, Merc. Krise, Fire Staff, Trailers Kukri, Phantom Flueret or Joyeus?
Additionaly, even without THF main, that merit setup is wrong for a COR?
Suppa directly goes with Joyeus. If you are using a Joyeus and have a Suppa, it is Silly to not find one of the ear slots to put it in, regardless of style.
Plus, gear swaps, really. I roll to a meripo sitting at about 50/60 inv. I bring RACC/Slug/Melee/Haste and Evasion specific gear items to every PT.
#8
Posted 04 December 2006 - 01:55 PM
I'm not actually against COR melee, provided it's done in a situation were the mobs don't last very long I.E. 70+ merit parties. Don't get me wrong, I don't like doing it myself and all my tests do show it to be inferior, but I accept it as a viable alternative at 70+ and understand that many people make it work better for them than ranged attacks alone.
I stand by what I said about evasion gear though.
With merits, I don't doubt you could make it work. But without merits in dagger or sword, which the majority of people do not have, none-multihit weapons really do suck to TP with as COR. You can get TP just as fast while doing more damage just by using your gun.
Anyway, I respectfully concede, and I'll go ahead and include melee-DD related gear that could be used 70+ when I get a chance to sit down and look over all available gear properly.
I stand by what I said about evasion gear though.
Additionaly, even without THF main, that merit setup is wrong for a COR?
With merits, I don't doubt you could make it work. But without merits in dagger or sword, which the majority of people do not have, none-multihit weapons really do suck to TP with as COR. You can get TP just as fast while doing more damage just by using your gun.
Anyway, I respectfully concede, and I'll go ahead and include melee-DD related gear that could be used 70+ when I get a chance to sit down and look over all available gear properly.
#9
Posted 04 December 2006 - 02:04 PM
Ok. I can accept that.
I will concede regarding the evasion gear, as that is pulling specific, and will remain a heavily debated subject, and is clearly not the subject of your guide.
Pulling is deffinately not DD.
I will concede regarding the evasion gear, as that is pulling specific, and will remain a heavily debated subject, and is clearly not the subject of your guide.
Pulling is deffinately not DD.
#10
Posted 04 December 2006 - 06:15 PM
Level 72
Coffinmaker
Damage: 27, 40 when unlocked
Delay: 600
Effects: Ranged Attack +9
Description: This is the weapon most Corsairs use 'till and at 75. It can be obtained from three uncapped BCNMs: "Copycat", "Prehistoric Pigeons", and "Royale Ramble".
When it is first obtained, it only has a base damage of 27. For information on how to unlock it, see the "Corsair Related Quests" section.
Coffinmaker
Damage: 27, 40 when unlocked
Delay: 600
Effects: Ranged Attack +9
Description: This is the weapon most Corsairs use 'till and at 75. It can be obtained from three uncapped BCNMs: "Copycat", "Prehistoric Pigeons", and "Royale Ramble".
When it is first obtained, it only has a base damage of 27. For information on how to unlock it, see the "Corsair Related Quests" section.
should be ranged accuracy here
nice guide ^^- not sure why str rings / rajas arn't in your ring list.
#12
Posted 05 December 2006 - 09:42 AM
(Arkley)
Level 45
Carapace Ring +1
DEF: 0
Effects: Accuracy -6, Ranged Accuracy -7
Description: A step up from the Horn Ring +1.
Carapace Ring +1
DEF: 0
Effects: Accuracy -6, Ranged Accuracy -7
Description: A step up from the Horn Ring +1.
Think that's a typo. Nice job on the guides though. STR rings aren't there because he's not a Mithra lol.
#13
Posted 05 December 2006 - 10:24 AM
Thanks to everyone for pointing out things I've missed so far and pointing out my silly typos, both the guides would look a lot sillier without you guys.
I'm almost ready to update it, should be done in a few hours. I'm not sure about including STR rings personally, but I guess it couldn't hurt to put the later ones and Rajas up there, so I'll toss in 60+ STR rings too.
I'm almost ready to update it, should be done in a few hours. I'm not sure about including STR rings personally, but I guess it couldn't hurt to put the later ones and Rajas up there, so I'll toss in 60+ STR rings too.
#14
Posted 06 December 2006 - 08:21 PM
Oh, and there is only One piece of equip that a Corsair can equip that gives Magic Accuracy. And that's an Aureole. Drops from Absolute Virtue. Our LS got one, given to a Rdm (Obviously), but then it occured to me that this item is totally inane to Corsair because it's a ranged item, and giving it to a Cor where their gun should be is kinda reduntant, so there is, currently, no valid Magic Accuracy item for Cors. ^.^
#15
Posted 07 December 2006 - 01:10 AM
Should I be meleeing with sword + dagger pre Joytoy?
I'm at 66 now and I have in now way money to buy a phantom fleuret.
I'm at 66 now and I have in now way money to buy a phantom fleuret.
#16
Posted 07 December 2006 - 03:43 AM
a very useful guide, plus well written :love
my only doubt is Qiqirn Collar "green"... when you reach the level you can equip this piece, you already have a ton of R.Acc but lack R.Atk while the loss of Acc and lolAtk is not that relevant.
my only doubt is Qiqirn Collar "green"... when you reach the level you can equip this piece, you already have a ton of R.Acc but lack R.Atk while the loss of Acc and lolAtk is not that relevant.
#17
Posted 14 December 2006 - 12:19 AM
(tykkaru)
Should I be meleeing with sword + dagger pre Joytoy?
I'm at 66 now and I have in now way money to buy a phantom fleuret.
I'm at 66 now and I have in now way money to buy a phantom fleuret.
yea just sub rng and get a trailer kuriki and call it a day homie
#18
Posted 03 July 2007 - 03:33 PM
One of the possible earrings from Apocalypse Nigh is the Hollow Earring that seems to be better than Beater's, especially since it doesn't require the subjobbing of Ranger.
Lv. 72
Hollow Earring
DEF: 0
Effects: Dexterity +2, Accuracy +3, Ranged Accuracy +3, Sword Enhancement Spell Damage +3
Description: One of the Rewards for beating the Apocalypse Nigh Quest available after completion of CoP and Zilart Missions and the first Bahamut BC.
Also, are there any plans to revise this guide for 2007 to include Njord's, Freyr's, Freya's, Skadi's and Denali armor pieces?
Is it just me or does Square-Enix purposely come up with these pieces to give Corsair even more reasons to rethink using up Assault Points on Pahluwan armor, save for Khazagand?
Lv. 72
Hollow Earring
DEF: 0
Effects: Dexterity +2, Accuracy +3, Ranged Accuracy +3, Sword Enhancement Spell Damage +3
Description: One of the Rewards for beating the Apocalypse Nigh Quest available after completion of CoP and Zilart Missions and the first Bahamut BC.
Also, are there any plans to revise this guide for 2007 to include Njord's, Freyr's, Freya's, Skadi's and Denali armor pieces?
Is it just me or does Square-Enix purposely come up with these pieces to give Corsair even more reasons to rethink using up Assault Points on Pahluwan armor, save for Khazagand?
#19
Posted 03 July 2007 - 06:21 PM
Correction:
Dragon Ring is -10 Accuracy +10 Ranged Accuracy.
Dragon Ring +1 is -12 Accuracy + 12 Ranged Accuracy.
Personally, not worth it, if you can get Behemoth NQ, it's a cheaper version of the Dragon NQ, and if you can get a Dragon Ring +1, Scrap it for the Behemoth Ring +1, -10 Acc, +12 RAcc.
Dragon Ring is -10 Accuracy +10 Ranged Accuracy.
Dragon Ring +1 is -12 Accuracy + 12 Ranged Accuracy.
Personally, not worth it, if you can get Behemoth NQ, it's a cheaper version of the Dragon NQ, and if you can get a Dragon Ring +1, Scrap it for the Behemoth Ring +1, -10 Acc, +12 RAcc.
#20
Posted 04 July 2007 - 03:17 PM
El Kangaroo :
Correction:
Dragon Ring is -10 Accuracy +10 Ranged Accuracy.
Dragon Ring +1 is -12 Accuracy + 12 Ranged Accuracy.
Personally, not worth it, if you can get Behemoth NQ, it's a cheaper version of the Dragon NQ, and if you can get a Dragon Ring +1, Scrap it for the Behemoth Ring +1, -10 Acc, +12 RAcc.
Correction:
Dragon Ring is -10 Accuracy +10 Ranged Accuracy.
Dragon Ring +1 is -12 Accuracy + 12 Ranged Accuracy.
Personally, not worth it, if you can get Behemoth NQ, it's a cheaper version of the Dragon NQ, and if you can get a Dragon Ring +1, Scrap it for the Behemoth Ring +1, -10 Acc, +12 RAcc.
Haha I just logged on to correct that, but you beat me to it
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