Moogle's Law: Healing Waltz will always remove the wrong debuff.
Moogle's Law: Healing Waltz will always remove the wrong debuff.
When you nuke-aga a group of mobs, one will always live and kill you.
Back in the days.....running through Rolanberry Fields because the chocobos cost + 5000 gil, followed by a gob/ochu train slapping you in the back of the head all the way, only to zone into the crawlers nest with 2 HP right into 20 worker crawlers and one soldier....![]()
The last thing a dying mob will do is poison you.
If you die and your item is in treasure pool, no one has a raise and your inventory is full.
Moogle Law:
This goes back to the old days of leveling. You would sit for hours with your flag up waiting for a party invite. Once you get the
Tell to go to a zone you get all excited to get your next level. You pay for a choco, run across zones to get to the party.
Once you zone in and tell the leader to invite you, the party leader then tells you the party is disbanding.
Moogle's Law: the likelihood of death is inversely related to whether Reraise is active.
The moment you commit to helping someone else out, a half dozen groups will form expressly to do whatever NM/Event/Mission you've been trying to do for weeks.
Someone will always fall asleep at their keyboard when a important NM spawns. <_<
When you kneel to rest, that goblin that you see always seems to come right back to you and agro even though it was running in the opposite direction when you started to /heal.
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |