It looks like I might be getting into Salvage pretty soon... today, if I can make it in time. Anyway, this would my first time participating in Salvage and not entirely sure what to expect, or what kind of sub jobs work well. Any information would be very helpful. Thanks in advance. ^^
Hmm, Salvage?
#2
Posted 24 April 2009 - 04:22 PM
Guess you're going on COR since you're posting it here.
The most important thing to know is how many people you're going with, really.
Being someone that has only ever done Salvage in lowman (6-7 people, never have gone before with more than that, optimum is MNK SAM THF WHM BRD RDM, BLM as a seventh for LBC), I have to say I'm not sure how useful a COR can really be in there with these kinds of setups, simply because of the way Salvage is set up. I've done full 35 clears of every area using this setup (Except for Bhaflau obviously).
At the start, you get 2 + 1 of magic and ability cells. It's random which one is which. Generally, unlocks are:
Ability: DD, DD, THF, RDM, BRD, WHM
Magic: RDM, BRD, WHM, DD, DD, THF
COR's job is based on using Abilities, obviously, and there's no reason CORs would be getting ability before at least 2 or 3 DDs, because their weapon skills are going to matter more than your rolls and weapon skills, generally. Usually I don't pick between COR and BRD, I like both, but here BRD has the advantage because their buffs are magic, and in a usual run the aim is to get everyone magic/subjob unlocked except for the THF, who will usually get unlocked anyway. This varies from area to area because cell drop rates/drop locations are different for every area.
But of course, this is all speculation on my part, since I've never done Salvage with a COR like I said. I imagine that subbing WHM is best, you can help with paralyna/erase on chariots, and if everything is going smoothly, extra damage from the COR is certainly not a necessity, especially with those extra buffs the melee will be getting. Doing Earth Shot on Chariots will certainly be nice, those assholes hit hard.
The most important thing to know is how many people you're going with, really.
Being someone that has only ever done Salvage in lowman (6-7 people, never have gone before with more than that, optimum is MNK SAM THF WHM BRD RDM, BLM as a seventh for LBC), I have to say I'm not sure how useful a COR can really be in there with these kinds of setups, simply because of the way Salvage is set up. I've done full 35 clears of every area using this setup (Except for Bhaflau obviously).
At the start, you get 2 + 1 of magic and ability cells. It's random which one is which. Generally, unlocks are:
Ability: DD, DD, THF, RDM, BRD, WHM
Magic: RDM, BRD, WHM, DD, DD, THF
COR's job is based on using Abilities, obviously, and there's no reason CORs would be getting ability before at least 2 or 3 DDs, because their weapon skills are going to matter more than your rolls and weapon skills, generally. Usually I don't pick between COR and BRD, I like both, but here BRD has the advantage because their buffs are magic, and in a usual run the aim is to get everyone magic/subjob unlocked except for the THF, who will usually get unlocked anyway. This varies from area to area because cell drop rates/drop locations are different for every area.
But of course, this is all speculation on my part, since I've never done Salvage with a COR like I said. I imagine that subbing WHM is best, you can help with paralyna/erase on chariots, and if everything is going smoothly, extra damage from the COR is certainly not a necessity, especially with those extra buffs the melee will be getting. Doing Earth Shot on Chariots will certainly be nice, those assholes hit hard.
#3
Posted 24 April 2009 - 04:59 PM
QUOTE (Symbios @ Apr 25 2009, 04:22 AM) <{POST_SNAPBACK}>
Doing Earth Shot on Chariots will certainly be nice, those assholes hit hard.
Unless they changed it, doesn't Earth Shot do nothing to Slow II?
#4
Posted 24 April 2009 - 05:39 PM
I think we're actually going to be going with a large group.. almost a full alliance. I made my suggestion to change and go with smaller groups, but not sure if they will. I just kinda assumes Corsair would be the most useful job out of the ones I have available. The leader mentioned me coming as Blue Mage, but I can't seem to figure out why. Monk's Roll can be amazing for chariots. And I would think Puppetmaster would be useful early on since they have hand-to-hand skill to use.
Edit: Yeah it looks like they want me as Corsair for this run, but still undecided about sub job. /Dnc work at all or is a mage sub more recommended?
Edit: Yeah it looks like they want me as Corsair for this run, but still undecided about sub job. /Dnc work at all or is a mage sub more recommended?
#5
Posted 25 April 2009 - 03:31 AM
QUOTE
Unless they changed it, doesn't Earth Shot do nothing to Slow II?
Guess that shows how much I know about Corsair. =P
QUOTE
he leader mentioned me coming as Blue Mage, but I can't seem to figure out why.
Depending on the ratio of mage/melee, BLU might be better because you only need so many melee to unlock subjob/magic to be able to blink tank stuff.
QUOTE
Monk's Roll can be amazing for chariots.
There shouldn't be more than 2 or 3 people close to a chariot anyway. They have powerful AoE that is used frequently, tons of melee = bad.
QUOTE
And I would think Puppetmaster would be useful early on since they have hand-to-hand skill to use.
That used to be true...until they added the starter box. Not only that, I believe they increased cell drop rate as well. Incus cells drop like crazy, so PUPs are once again shunned.
QUOTE
Yeah it looks like they want me as Corsair for this run, but still undecided about sub job. /Dnc work at all or is a mage sub more recommended?
I would recommend WHM sub, personally. I'm not sure why you would sub DNC unless you plan on wasting a lot of money on bullets, because there's a lot of cases where you shouldn't be meleeing for TP.
#6
Posted 25 April 2009 - 03:56 AM
I don't know if they've changed Salvage since it was a long time I went to them. But Salvage - Full Alliance, is something that I associate with two words - slow passing and fail.
I went as COR once (moved server shortly after that). It worked out amazingly well, I was very suspicious about it at first. I got JA before everyone (on the chest at the start). DNC's Roll and Chaos Roll on melee and Evoker's and Healer's on the mage. Worked out pretty well, but then, we also had a BRD there. Think this time we went with 8 people too.
Another good thing was the fact that COR utilitizes RA, so after getting JA and then RA, I could start doing slugs.
Might only work with certain zones, but since it was almost a year ago I did Salvage, I forgot which one it was...
I went as COR once (moved server shortly after that). It worked out amazingly well, I was very suspicious about it at first. I got JA before everyone (on the chest at the start). DNC's Roll and Chaos Roll on melee and Evoker's and Healer's on the mage. Worked out pretty well, but then, we also had a BRD there. Think this time we went with 8 people too.
Another good thing was the fact that COR utilitizes RA, so after getting JA and then RA, I could start doing slugs.
Might only work with certain zones, but since it was almost a year ago I did Salvage, I forgot which one it was...
#7
Posted 25 April 2009 - 04:08 AM
I typically prioritized a corsair much like I would a bard in salvage, subbing white mage to help with debuffs on the chariot, skillchaining with the monks on the chariot and providing ranged damage, and giving MNKs roll on the end chariots is a phenominal help to smaller groups, you'll usually have no problem being equipped for bhaflau or silverseas, with the possibility of some cell trouble in zhayolm especially with a larger group.
Corsair should be unlocked for rolls after the initial healer, tank, tank combo in smaller groups, the reduced rate of discoid, especially if those tanks have penance will really help the run along. I'd expect the group to run pretty uncomfortably and full of confusion for the first while with an alliance, expecting drop out members, then just go with a comfier group size of 7 to 9(12 if you're really pushing it, avoid A.rem, avoid Z.rem if you have melees who cannot accept they're just going to be sitting back on some things like chariots.)
As for BLU, it was helpful as well, cannonball, diamondhide, feather tickle, ooze, and on Long-armed, we used Pinecone Bomb sometimes to bind the monks when they got charmed, the only problem is they're pretty cell stat dependent, so anything above 10 and you're going to have some people hanging back or barely geared depending on remnants.
Corsair should be unlocked for rolls after the initial healer, tank, tank combo in smaller groups, the reduced rate of discoid, especially if those tanks have penance will really help the run along. I'd expect the group to run pretty uncomfortably and full of confusion for the first while with an alliance, expecting drop out members, then just go with a comfier group size of 7 to 9(12 if you're really pushing it, avoid A.rem, avoid Z.rem if you have melees who cannot accept they're just going to be sitting back on some things like chariots.)
As for BLU, it was helpful as well, cannonball, diamondhide, feather tickle, ooze, and on Long-armed, we used Pinecone Bomb sometimes to bind the monks when they got charmed, the only problem is they're pretty cell stat dependent, so anything above 10 and you're going to have some people hanging back or barely geared depending on remnants.
#8
Posted 25 April 2009 - 04:19 AM
QUOTE (Symbios @ Apr 24 2009, 03:22 PM) <{POST_SNAPBACK}>
At the start, you get 2 + 1 of magic and ability cells. It's random which one is which. Generally, unlocks are:
Ability: DD, DD, THF, RDM, BRD, WHM
Magic: RDM, BRD, WHM, DD, DD, THF
Ability: DD, DD, THF, RDM, BRD, WHM
Magic: RDM, BRD, WHM, DD, DD, THF
I'm not even a THF but this made me sad.
#9
Posted 25 April 2009 - 04:20 AM
Full Alliance = divide to 3 teams of 6 and get thrice as many drops! This is the only way
!
#10
Posted 25 April 2009 - 05:42 AM
QUOTE (Hyanmensire @ Apr 25 2009, 06:20 AM) <{POST_SNAPBACK}>
Full Alliance = divide to 3 teams of 6 and get thrice as many drops! This is the only way
!
Looking for love in all the wrong plaaaaaces :<
#11
Posted 25 April 2009 - 12:25 PM
QUOTE (Kilhart @ Apr 24 2009, 05:59 PM) <{POST_SNAPBACK}>
Unless they changed it, doesn't Earth Shot do nothing to Slow II?
I thought that was only if the RDM had 3 or more merits in Slow II
#13
Posted 25 April 2009 - 02:20 PM
QUOTE (Tykkaru @ Apr 25 2009, 09:56 AM) <{POST_SNAPBACK}>
I don't know if they've changed Salvage since it was a long time I went to them. But Salvage - Full Alliance, is something that I associate with two words - slow passing and fail.
I went as COR once (moved server shortly after that). It worked out amazingly well, I was very suspicious about it at first. I got JA before everyone (on the chest at the start). DNC's Roll and Chaos Roll on melee and Evoker's and Healer's on the mage. Worked out pretty well, but then, we also had a BRD there. Think this time we went with 8 people too.
Another good thing was the fact that COR utilitizes RA, so after getting JA and then RA, I could start doing slugs.
Might only work with certain zones, but since it was almost a year ago I did Salvage, I forgot which one it was...
I went as COR once (moved server shortly after that). It worked out amazingly well, I was very suspicious about it at first. I got JA before everyone (on the chest at the start). DNC's Roll and Chaos Roll on melee and Evoker's and Healer's on the mage. Worked out pretty well, but then, we also had a BRD there. Think this time we went with 8 people too.
Another good thing was the fact that COR utilitizes RA, so after getting JA and then RA, I could start doing slugs.
Might only work with certain zones, but since it was almost a year ago I did Salvage, I forgot which one it was...
Well we went and did Salvage, and I can attest to everything mentioned above. We ended up going with a smaller group, since apparently 6 members hadn't finished the required mission yet. I think we had seven people. Mnk, Sam, Thf, Cor, Whm, Rdm, Rdm. I got the JA cell pretty early and Dancer's Roll helped a ton while the mages worked to get their magic cells. Then once I got ranged slot open I was able to start firing off Quick Draws and Slug Shots. Ended up tanking a few fights if I didn't hold back. xP
I ended up going /Blu since I had tried it out on my previous Dynamis run and liked how it turned out. Although I was pretty must last on the priority list for magic cells. Though looking back at it, I suppose /Blu probably wasn't the best option since I couldn't take advantage of the job traits without unlocking magic first. I suppose I should get /Rdm leveled. :x
#14
Posted 25 April 2009 - 04:28 PM
Didn't know you wern't allowed to set spells until you unlocked magic. I'm guessing you guys did Bhaflau since that's the easiest one by far.
#15
Posted 25 April 2009 - 05:45 PM
Actually we did Silver Sea Remnant... After I got magic unlocked I was wondering why I still didn't have any spells. Then realized I had to reset them. No spells set means no job traits. I thought my Quick Draw numbers seemed a little low. :x
#16
Posted 25 April 2009 - 05:53 PM
SSR as a first run eh, impressive.
SSR has easy cell drops honestly, only place with easier cell drops is Bhaflau (Except stat cells). Just wait 'till you do Arrapago...
SSR has easy cell drops honestly, only place with easier cell drops is Bhaflau (Except stat cells). Just wait 'till you do Arrapago...
#17
Posted 25 April 2009 - 07:04 PM
I wouldn't call it impressive. >.> This was a very inexperienced group. Only one person seemed to have any idea what he was doing. I swear we spent 5 minutes standing at the first chest trying to figure out who should get what. Took almost an hour just to get to the 2nd floor.
#18
Posted 26 April 2009 - 03:00 AM
Important thing in SSR is for everyone to have hi potions, because the fomor there will do Dancing Chains, even on the first floor when you have locked HP, and it hits for full damage. That, in a word, is bad. You also won't get much cure support because chances are you'll only have one healer unlocked until more magic cells drop.
Don't worry about it though, only finishing floor 1 is usually how it goes when people do SSR (I've joined a shoutgroup for a beginner's SSR once, they only made it past floor 1). Once everyone is into the passing/lotting and know how things work, everything can go smoothly.
Don't worry about it though, only finishing floor 1 is usually how it goes when people do SSR (I've joined a shoutgroup for a beginner's SSR once, they only made it past floor 1). Once everyone is into the passing/lotting and know how things work, everything can go smoothly.
#19
Posted 26 April 2009 - 06:01 AM
QUOTE (Symbios @ Apr 25 2009, 05:53 PM) <{POST_SNAPBACK}>
Just wait 'till you do Arrapago...
TOOK THE WORDS OUT OF MY MOUTH.
#20
Posted 27 April 2009 - 01:11 AM
You can clear 4 of the 35 NM's in SSR with 4 people... :/
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