The evolved version I seen on the crescent is:
1 Tank (any, but usually paladin) with Thief that kites mobs
2 Healers (Double Sage or Sage + White Mage) each with Cannoneer
4 Ninjas each with Cannoneer that take turns with their dokumori's as each dokumori is an aoe version of thief's steal.
1 other player (any job) with cannoneer
At least 1 player should have chemist at 3.
While farming on the level with isleblazers. Healers must wait until aggro is established, otherwise isleblazers will aggro onto them because of spellcasts. In case of an almost complete wipe, have one person swap to chemist to safely rez everyone else as chemist's revive is a weaponskill.
The multiple dokumoris means that, assuming 7 mobs per big pull and the aoe hits all 7, gold yield is on a range 14 to 28 with an average of 21. One full cycle of dokumoris equates to a range of 56 to 112 bonus gold per 2 minutes with an average of that 84. An hour of the minimum is 1680 bonus gold, the average is 2520 bonus gold, and the maximum potential yield is 3360 bonus gold. So by using the average as the safe number, you basically get 1.5 fixatives per hour from just the bonus gold from stealing from mobs, this doesn't factor in the actual gold that mobs give at their base amount or from higher chains.



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