Um.... did I miss an update notice where they somehow made these mobs harder?
Point is... they are no harder to fight now then they were x number of years ago when we all had to do them ourselves. We had to pull from our pool of friends then , jsut as they need to now. Granted, there are fewer people playing now then there were even just a couple years agao--but chances are, they know SOMEONE with a job high enough to help them out.
A lot of the initial limit break stuff takes place in places you may already be xp'ing in at the level you log the quests--just might want some higher level help to make them EASIER, but they are not exactly impossible to complete if you are at the cap when you do them. Gotta remember, these were originally done py players AT THE CAPS when they were introduced. Granted, they may have formed alliances for some of it (again, to make it easier)--but it isn't necessarily required to do so.
Edit:
GK1 (cap raised from 50 to 55) items drop from level 51-55 mobs (can be farmed in 6 man level 50 party)
GK2 (cap raised from 55 to 60) requires you to kill 3 level 58 NM's. This may be a bit rough with a level 55 6 man party, but it is not undoable--the more the merrier on this one (unless you have high level help--these were soloable at 75 SMN in the past, I would imagine they are a breeze now for most any job at 90).
GK3 (cap from 60-65)can be soloed for the most part--granted, getting through Oz solo is a problem, but you only really need one other body opening the brass door if you don't have speed enhancement. You may also have to do the death run thing because of True Sigt/True Hearing mobs--but it can be soloed/duoed.
GK4 (cap from 65-70) is just running around towns trading seals to NPC's
GK5 to get to 75 cap is Maat Solo--farming the testy will require some help, as the mobs that drop them are a bit rough to solo--but the fight itself is a solo fight.

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