Yeah, I should mention most of that advice applies post-job and in groups. When you're soloing, do whatever works. At lower levels, Cure is still pretty decent since the MND gap isn't as bad. And Protect is always welcome when soloing.
Foresight is worth getting soon, though. It's a level 2 skill. Not a gigantic investment of time.
Thanks again. My partner (healer) is away tomorrow and the day after so I'll likely spend that time focusing on getting CNJ to 15 and now Marauder high enough to get some of those skills, and spend the rest of the time working on my crafting classes (which I think'll be armorer/blacksmith for the sake of materia & hq gear self-sufficiency). I tend not to do instances without her because I know I can rely on her for healing (she's a healer vet from a number of different mmos), and that puts my main story quest on hold till she's available again. (Plus I feel more confident with her at my back on the first run of things.)Yeah, I should mention most of that advice applies post-job and in groups. When you're soloing, do whatever works. At lower levels, Cure is still pretty decent since the MND gap isn't as bad. And Protect is always welcome when soloing.
Foresight is worth getting soon, though. It's a level 2 skill. Not a gigantic investment of time.
About crafting, your primary class will get everything from dungeons and quests. If you are more in combat raid focus on your combat class 1st.
It's interesting for following classes you want to level up
And you level far too fast to make materia worthwile before endgame. And now that you can acces "easily" gear iLvL 100 upgradable to iLvL110 (crafted only iLvL90) it is even less.
Since most everything I'd advise has already been said on the first page I'll just mention a couple little tips. Patrol mobs, being one. Pretty much everything after the HM has them. Single creatures that keep following the same route which also usually overlaps with another patrol mob. Either pull them first, ideally, or if they're far enough away from an all melee mob, grab that mob and run them back out of the patrol route. Just watch for pesky ranged creatures that may just sit there. Which brings me to ranged creatures. They can be a pain because they don't want to move and going to them often risks pulling something else. Easiest way to get them to move is to break line of sight. Pull the melee creatures in the group around a corner and the ranged attackers will come to you till they can get a clean shot off. This should allow you to then get everything in a group safely for some quick AOE burn down.
The nice thing about running with your healer in the same room is that, if the DDs are being asshats, you have enough votes to abandon the duty without eating the penalty.
If you do crafting, level them all. You'll want cross-class abilities, as well as being able to make ingredients.Thanks again. My partner (healer) is away tomorrow and the day after so I'll likely spend that time focusing on getting CNJ to 15 and now Marauder high enough to get some of those skills, and spend the rest of the time working on my crafting classes (which I think'll be armorer/blacksmith for the sake of materia & hq gear self-sufficiency). I tend not to do instances without her because I know I can rely on her for healing (she's a healer vet from a number of different mmos), and that puts my main story quest on hold till she's available again. (Plus I feel more confident with her at my back on the first run of things.)
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