Have over 500 FFXI video's on my channel covering how to do pretty much everything including new content like Odyssey and how to make your game look it's best. May find more that you find helpful. Welcome back!
Thanks for the introduction. I have been busy with my school, midterm exams and projects, haven't had time to play. Hopefully I can get on later to see the change.
The gears actually die at a decent pace if you use the right damage types. Was doing them 2-3 man plus trusts chaining them, and they were eventually giving 800+ exemplar points per with chain bonus. Solo players will have a harder time off the start (if using mainly physical dmg) as they cure for 30-60k. If you don't wanna tank them, Val was a very reliable trust for tanking/holding hate with his current buffed-ness.
Yea I could see them going quick with a few people, evasion was definitely better then Promy mobs, just found it hard to put out enough damage solo to keep up with the restorals they kept doing.
@@NextGamesGuide they are weak to water. Could hit 40k plus teki and yu. Though my gear and buffs were not the best. So there were resists. Most my testing was first few master levels.
Current search in game let you input up to ML99, so that's suspected cap not 100, which also means SJ lv 68, not 69. MP per ML level is only for jobs with native MP and I think it's 2MP per ML, not 3 :P
Ahh thanks for correction. So indeed 68 will be the highest if they stop at 99 and not 100. Looks like your correct on the 2MP per level as well, I read it right off of the BG-Wiki wiki but it currently shows 2MP so indeed must have simply misread it.
Apex Archaic Cogs are definitely more akin to W3 Dyna D mobs in stats than the promy mobs so far as they vary from 141-147 and their acc cap fluctuates between 1600-1700, much like the W3 dyna mobs. However, these mobs don't hit nearly as hard. and shouldn't be used as a dmg taken test metric.
May I ask, has master levels currently helped with soloing certain content available as ninja rn or is it negligible?... of two minds to resub retail and get master lv capped to solo stuff
It's relatively negligible at this stage. If you couldn't do it before it's doubtful this would have made the difference. Now, when they finish the system and get it to Master level 99 I feel it should make a substantial difference. So perhaps wait until they at least raise it to 60 or so and then hop on and start the Master Level train.
simply put, if solo, do the highest apex mob you can do with trust. or get someone to power level you [for free if possible, friends or nice ls ftw]. currently [may 2022] there is a cp boost and trust boost etc..., so its likely you could get mastered in about four or five waves in crawler's nest.
Quit FFXI in 2016 but all of this FFXI discussion forced me to Return after 5 years away. Played from 2002 - 2016 so kinda in an OK position to Return back to Game after such a long Break. I see you have some sort of NEW NIN weapon. Going to 119III Nagi asap & might even 119III Kannagi after the fact but yeah I feel incredibly Too Weak now after being away for so long.
The game really has made it to easily get back into it, think you would really enjoy coming back, especially if your on ninja! Make sure you check out my Ninja series to see what's possible these days. :)
I’m just now starting back. Is every video on your channel still up to date? I’ve followed for for a while now. I’m looking to get into odyssey but don’t have buckets of Gil for those expensive augments.
Yep, everything with the exception of the Original Ninja Guide and my How to make FFXI Beautiful in 2020 video, both have updated versions. Other then that all should be up to date, note I do NOT include the high level augmented odyssey gear in any of my vids at this time as it's to difficult to acquire at this point so my vids speak of other gears to use that are much easier to obtain.
Sounds like they need to nerf master experience from all the mobs inside SoA zones before forcing players to move to another camp or at least make it a enemy level 140+ requirement to earn this experience. Which only leaves a few harder things left inside SoA zones to kill and would just get players to move to the promy zones to experience. They probably gonna have to add a master level 21 limit break requirement somewhere after this. Something like pick up x keyitem in a 145+ zone and then scale up the mastery experience yield and increasing the experience requirement to mastery 40. Also the max CP requirement to unlock mastery is pretty steep for returning players. It should be more like hitting 500 job points on a single job. Which wouldn't move them out of the SoA caves but at least making them feeling like they're progressing mastery at a much slower pace. Gonna start seeing Su6 equipment from the looks of it. Which probably won't happen until mastery 40 is out. The subjobs are gonna need to tweeking cus they were never designed to go past lv49 and some subjobs are just getting boosted even further then other jobs so some jobs are gonna need some new traits to balance out all the subjobs. Which could be fixed by hitting like mastery 20/40 and unlocking subjob only traits on other jobs to fix this issue.
Anybody know a good guide on ws setups for Sam? I just hit 99. Already completed job points. Guides ive found online are a little confusing. I see sams hit 99999. I want to be able to get close to that lol
Is it just me or did capping master level not do anything? I have 1 camp I’ve been going to for years and my DRK is BIS. I usually do 68k-72k insurgency on my apex bats in outer rakazna. That number didn’t move. I’m going to do the same thing with mnk and document everything. I seriously don’t feel any stronger like I did when I got my first ambu cape.
Truthfully I'm not sure if your going to notice any kind of difference at this point without doing a ton of parsing. I mean a 20 boost to your attributes, attack and accuracy is helpful but it's not going to boost your ws damage by thousands or anything. By the end of mastery it should make a substantial difference but will be small gains until then I would say.
Corrections from Video: 1. Max master levels appears to be 99, not 100 as I reported. So max subjob level will be 68, not 69. 2. Looks like you only get 2 MP per mastery level, not 3. Sorry for the misinformation!
Ugh while the update certainly is awesome, the fact we'll be losing EP upon death and able to delevel is really unfortunate. I kind of liked the fact we never had to truly worry about deleveling with all the QoL that was done to the game. With how the game tends to be with its content, especially for soloers, death wasn't exactly an uncommon occurrence.
Aye I also found it interesting. Also curious if it's going to be proportional to the amount needed for the next level or a fixed amount. If it's fixed that's great, if it's a percentage of the current level this could be quite a setback at the higher Mastery Levels.
@@NextGamesGuide Just think how messed up it'll be if they start adding more insta-kill mechanics similar to the Ambuscade frog's Magic Hammer into future content, if it is percentage based lol.
Just got back to the game thanks for the info!
Have over 500 FFXI video's on my channel covering how to do pretty much everything including new content like Odyssey and how to make your game look it's best. May find more that you find helpful. Welcome back!
Thanks for the introduction. I have been busy with my school, midterm exams and projects, haven't had time to play. Hopefully I can get on later to see the change.
Please consider updating this video (e.g. part 2) with the new master level of 50, including where to go, etc.
you took the in-depth coverage an extra natch, nice
The gears actually die at a decent pace if you use the right damage types. Was doing them 2-3 man plus trusts chaining them, and they were eventually giving 800+ exemplar points per with chain bonus. Solo players will have a harder time off the start (if using mainly physical dmg) as they cure for 30-60k. If you don't wanna tank them, Val was a very reliable trust for tanking/holding hate with his current buffed-ness.
Yea I could see them going quick with a few people, evasion was definitely better then Promy mobs, just found it hard to put out enough damage solo to keep up with the restorals they kept doing.
@@NextGamesGuide they are weak to water. Could hit 40k plus teki and yu. Though my gear and buffs were not the best. So there were resists. Most my testing was first few master levels.
Man, it's been 2 years since the master level system came out. Where does the time go?
You aren't kidding! Years just keep flying by.
You don't *always* need to put an apostrophe before an S.
Current search in game let you input up to ML99, so that's suspected cap not 100, which also means SJ lv 68, not 69.
MP per ML level is only for jobs with native MP and I think it's 2MP per ML, not 3 :P
Ahh thanks for correction. So indeed 68 will be the highest if they stop at 99 and not 100. Looks like your correct on the 2MP per level as well, I read it right off of the BG-Wiki wiki but it currently shows 2MP so indeed must have simply misread it.
Apex Archaic Cogs are definitely more akin to W3 Dyna D mobs in stats than the promy mobs so far as they vary from 141-147 and their acc cap fluctuates between 1600-1700, much like the W3 dyna mobs. However, these mobs don't hit nearly as hard. and shouldn't be used as a dmg taken test metric.
May I ask, has master levels currently helped with soloing certain content available as ninja rn or is it negligible?... of two minds to resub retail and get master lv capped to solo stuff
It's relatively negligible at this stage. If you couldn't do it before it's doubtful this would have made the difference. Now, when they finish the system and get it to Master level 99 I feel it should make a substantial difference. So perhaps wait until they at least raise it to 60 or so and then hop on and start the Master Level train.
@@NextGamesGuide ah fair, I'll give it a wait, thanks for the response
Do you have a video on the best method to get job points?
The short answer is to get a full party and grind on Apex mobs.
I do not at this time but it's on the list to make as I get my CyberLogic character to 119.
simply put, if solo, do the highest apex mob you can do with trust. or get someone to power level you [for free if possible, friends or nice ls ftw]. currently [may 2022] there is a cp boost and trust boost etc..., so its likely you could get mastered in about four or five waves in crawler's nest.
Quit FFXI in 2016 but all of this FFXI discussion forced me to Return after 5 years away. Played from 2002 - 2016 so kinda in an OK position to Return back to Game after such a long Break. I see you have some sort of NEW NIN weapon. Going to 119III Nagi asap & might even 119III Kannagi after the fact but yeah I feel incredibly Too Weak now after being away for so long.
The game really has made it to easily get back into it, think you would really enjoy coming back, especially if your on ninja! Make sure you check out my Ninja series to see what's possible these days. :)
I’m just now starting back. Is every video on your channel still up to date? I’ve followed for for a while now. I’m looking to get into odyssey but don’t have buckets of Gil for those expensive augments.
Yep, everything with the exception of the Original Ninja Guide and my How to make FFXI Beautiful in 2020 video, both have updated versions. Other then that all should be up to date, note I do NOT include the high level augmented odyssey gear in any of my vids at this time as it's to difficult to acquire at this point so my vids speak of other gears to use that are much easier to obtain.
Sounds like they need to nerf master experience from all the mobs inside SoA zones before forcing players to move to another camp or at least make it a enemy level 140+ requirement to earn this experience. Which only leaves a few harder things left inside SoA zones to kill and would just get players to move to the promy zones to experience. They probably gonna have to add a master level 21 limit break requirement somewhere after this. Something like pick up x keyitem in a 145+ zone and then scale up the mastery experience yield and increasing the experience requirement to mastery 40. Also the max CP requirement to unlock mastery is pretty steep for returning players. It should be more like hitting 500 job points on a single job. Which wouldn't move them out of the SoA caves but at least making them feeling like they're progressing mastery at a much slower pace. Gonna start seeing Su6 equipment from the looks of it. Which probably won't happen until mastery 40 is out. The subjobs are gonna need to tweeking cus they were never designed to go past lv49 and some subjobs are just getting boosted even further then other jobs so some jobs are gonna need some new traits to balance out all the subjobs. Which could be fixed by hitting like mastery 20/40 and unlocking subjob only traits on other jobs to fix this issue.
Anybody know a good guide on ws setups for Sam? I just hit 99. Already completed job points. Guides ive found online are a little confusing. I see sams hit 99999. I want to be able to get close to that lol
that's with Tachi Jinpu and a geo or 2 geos , you'll need a set with acc,mab,multi attack and wsd
Is it just me or did capping master level not do anything? I have 1 camp I’ve been going to for years and my DRK is BIS. I usually do 68k-72k insurgency on my apex bats in outer rakazna. That number didn’t move.
I’m going to do the same thing with mnk and document everything. I seriously don’t feel any stronger like I did when I got my first ambu cape.
Truthfully I'm not sure if your going to notice any kind of difference at this point without doing a ton of parsing. I mean a 20 boost to your attributes, attack and accuracy is helpful but it's not going to boost your ws damage by thousands or anything. By the end of mastery it should make a substantial difference but will be small gains until then I would say.
@@NextGamesGuide I’m hoping it will help with end game content, like DDw3. Less resists.
And under puppetmaster you don’t really get much…
Why can't they have it so you get 1 star when you master a job then 1 more every 10 master levels?
curaga III
Corrections from Video:
1. Max master levels appears to be 99, not 100 as I reported. So max subjob level will be 68, not 69.
2. Looks like you only get 2 MP per mastery level, not 3. Sorry for the misinformation!
Ugh while the update certainly is awesome, the fact we'll be losing EP upon death and able to delevel is really unfortunate. I kind of liked the fact we never had to truly worry about deleveling with all the QoL that was done to the game. With how the game tends to be with its content, especially for soloers, death wasn't exactly an uncommon occurrence.
Aye I also found it interesting. Also curious if it's going to be proportional to the amount needed for the next level or a fixed amount. If it's fixed that's great, if it's a percentage of the current level this could be quite a setback at the higher Mastery Levels.
@@NextGamesGuide Just think how messed up it'll be if they start adding more insta-kill mechanics similar to the Ambuscade frog's Magic Hammer into future content, if it is percentage based lol.
Not really for it. It should be disabled inside content like Ambucade at least. Which you can die in that content alot.