I remember doing Level 20-75 on 2 classes in only Qufim Island in FFXI post level synch because it was optimal sp/hr. Some find this to be positive, some find it negative.
I remember doing Level 20-75 on 2 classes in only Qufim Island in FFXI post level synch because it was optimal sp/hr. Some find this to be positive, some find it negative.
FOR THE LOVE OF GOD GET OUT OF THE XI MIND SET AND GET INTO THE MECHANICS OF XIV!
Mob strength is not based on type like in XI.
In XIV, mob strength is based on level difference. Therefor a level 40 ant isn't anymore difficult than a lv 40 mite, than a lv 40 puk than a lv 40 dodo.
In XIV you won't be stuck grinding on lv 20 puks because they are easier than something else for the entirety of the game.
Not necessarily that. Lets say that leveling in the 30's is crap because there are no real good camps to go to, but there is in a lv.20 area. It would be faster to level sync with a person in their 20's and get more EXP since there is a better EXP setup there.FOR THE LOVE OF GOD GET OUT OF THE XI MIND SET AND GET INTO THE MECHANICS OF XIV!
Mob strength is not based on type like in XI.
In XIV, mob strength is based on level difference. Therefor a level 40 ant isn't anymore difficult than a lv 40 mite, than a lv 40 puk than a lv 40 dodo.
In XIV you won't be stuck grinding on lv 20 puks because they are easier than something else for the entirety of the game.
Have you been to a camp location in the last, oh i don't know 5 months? Not including beastmen strongholds?
Camps and aether crystals are broken into levels by 10.
a lv 1 camp will host mobs lv 1-9
mobs are broken into grps ranging 3 levels
1-3 4-6 7-9
a lv 10 camp will host mobs lv 10-19
broken into grp of 10-13 14-16 then 17-19
and so on and so on.
There is no gap in decent level ranges, If one mobs has a move that is difficult to over come you have several other areas to choose camps from with a variety of mobs in those ranges.
Last edited by ChiefCurrahee; 01-29-2012 at 02:03 PM.
So what you're saying is that you don't want "Level Sync." You want guildleves to impose a level cap? Because Level Sync affects a lot more than levequests.Have you been to a camp location in the last, oh i don't know 5 months? Not including beastmen strongholds?
Camps and aether crystals are broken into levels by 10.
a lv 1 camp will host mobs lv 1-9
mobs are broken into grps ranging 3 levels
1-3 4-6 7-9
a lv 10 camp will host mobs lv 10-19
broken into grp of 10-13 14-16 then 17-19
and so on and so on.
There is no gap in decent level ranges, If one mobs has a move that is difficult to over come you have several other areas to choose camps from with a variety of mobs in those ranges.
Are you kidding me?
I clearly stated that if you travel to a camp such as bearded rock, that camp will host mobs lv 1-9 in the open field. If you travel to Skull valley, you'll find mobs 10-19 in the open field. When you travel to Bloodshore you'll find mobs lv 20-29 ect ect.
It has nothing to do with leves.
For your reading comprehension I'll make it more simple for you.
Let people level sync so they can PT together. You don't have to worry about being stuck fighting lv 20 mobs until you reach max level because, unlike FFXI, in FFXIV mob strength is based on level so you can move to the appropriate camps to fight in particular level sync PTs. If there is a mob that is just too hard to fight at a given level, you have other choices of camps to go to. You don't have to find the optimum xp/hr based on certain level sync because:
XIV DOESN'T FING WORK LIKE XI!
I'm just trying to figure out where you fell under the impression that all mobs of the same level were created equal. In XI mob strength was calculated by level as well. Mobs' type also has do do with it, in XIV as well as XI. XIV does not calculate "mob strength" solely based on level. As I've said several times, different mob types have different abilities and resistances, and at different levels. This is a large part of what makes certain types easier or harder.Are you kidding me?
I clearly stated that if you travel to a camp such as bearded rock, that camp will host mobs lv 1-9 in the open field. If you travel to Skull valley, you'll find mobs 10-19 in the open field. When you travel to Bloodshore you'll find mobs lv 20-29 ect ect.
It has nothing to do with leves.
For your reading comprehension I'll make it more simple for you.
Let people level sync so they can PT together. You don't have to worry about being stuck fighting lv 20 mobs until you reach max level because, unlike FFXI, in FFXIV mob strength is based on level so you can move to the appropriate camps to fight in particular level sync PTs. If there is a mob that is just too hard to fight at a given level, you have other choices of camps to go to. You don't have to find the optimum xp/hr based on certain level sync because:
XIV DOESN'T FING WORK LIKE XI!
Last edited by Mychael; 01-29-2012 at 02:36 PM.
You know what I said was simply hypothetical and to bring out a general statement, right?Have you been to a camp location in the last, oh i don't know 5 months? Not including beastmen strongholds?
Camps and aether crystals are broken into levels by 10.
a lv 1 camp will host mobs lv 1-9
mobs are broken into grps ranging 3 levels
1-3 4-6 7-9
a lv 10 camp will host mobs lv 10-19
broken into grp of 10-13 14-16 then 17-19
and so on and so on.
There is no gap in decent level ranges, If one mobs has a move that is difficult to over come you have several other areas to choose camps from with a variety of mobs in those ranges.
Sorry, I think I misheard you. I thought you said that type of mob didn't make a difference in xp/hour. Surely you haven't noticed that different mobs have different TP abilities some of which are considerably more or less traumatic to a party than others. Unless they've changed that. Certain types of mobs also have different resistances I'm sure--unfortunately I don't feel like doing research just to prove a point. So long as there are anything but aesthetic differences in mobs, there will be differences that aren't purely aesthetic. Differences make things different. Maybe the difference isn't as large as it was in XI, but it's there. And some will do their best to take advantage of it.FOR THE LOVE OF GOD GET OUT OF THE XI MIND SET AND GET INTO THE MECHANICS OF XIV!
Mob strength is not based on type like in XI.
In XIV, mob strength is based on level difference. Therefor a level 40 ant isn't anymore difficult than a lv 40 mite, than a lv 40 puk than a lv 40 dodo.
In XIV you won't be stuck grinding on lv 20 puks because they are easier than something else for the entirety of the game.
Player
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.