Firestreak's Guide to Party Assembling

Firestreak

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Ok, well there's been a lot of debate going on about what jobs are better than other jobs. For example, what is the best tank? What melee tanks best. The best answer is "that it is dependant on the situation." But I guess that answer is lacking in detail and therefore leaving many to question the nature of what works best, why exp varies from party to party and, what their own job is.
So I will explain as I best can in my own personal opinion, in what I think(in no way attempting to sound arrogant) a fairly considerable amount of time in EXP PTs.
The first thing you want to do is to classify what each party desires.
The standard is... 3 melee jobs, 3 support/mage type jobs. I will give some examples of well rounded parties...
NIN THF RNG BLM WHM RDM.
PLD DRK SAM BRD WHM BLM
WAR THF MNK RDM WHM BLM

There are parties with special setups that work under special circumstances.
PLD BLM BLM BLM BLM BRD
SMN SMN SMN SMN SMN BRD
NIN NIN THF THF BRD WHM

The three listed above will not be mentioned, as they are not the standard type of party I am attempting to promote. Do they work for good exp, yes. Will you be able to assemble them often. Nope.

This discussion is most often met with...
"It's the player's skill that matters not the job."
It's true that a bad mind can thwart a flawlessly assembled party, I'm sure it's happened to all of you. But unfortunately, all jobs have limits, and what's good to know is, how do certain jobs compensate for each other's limits?

Let's take a look at the three standard tanks: Paladin, Warrior and Ninja. PLD WAR NIN

Let's assume all players are playing their jobs correctly(as I see it).

The Paladin holds hate best. He does little damage. If he has a constant MP recovery line, he supports the continued chain by healing himself and lessening the load on the WHM'S MP. A paladin must be compensated by strong, high damage jobs in their party. A paladin can protect them. For example... BLM. Paladin does less damage than WAR. But holds more hate. BLM's damage is only limited by the tanks ability to hold hate. Hence, equilibrium.
The Warrior does the most damage. He will take less damage than PLD with Nin sub on slower attacking mobs. He will however require the most amount of healing from the WHM. He will have trouble holding hate unless accompanied by THF. A good job to party with WAR is DRG. To understand this is to understand the nature of the WAR tank and the nature of the DRG. Even with the wyvern's damage, a DRG will never rival a DRK for damage, however, because of the wyvern, the hate is spread among the two. Allowing the DRG to accumulate more damage than others and not remove hate from WAR. DRG with PLD on the other hand is a waste, because it's not needed.
The Ninja does more damage than paladin, but to be honest, Ninja damage isn't anything to write home about. They are good because they just don't take too much damage post 37. Pre 37 they are an akward tank, often requiring assistance from another melee. Remember though that damage translates into hate loss, so by blinking damage away, they can hold hate. With offensive ninjutsu, they can also build some hate too. They are often the tank of choice among more experienced, but they are extremely expensive to maintain properly.

The support roles can be looked at from the following jobs: WHM RDM BLM SMN BRD

But any 3 of them randomly chosen will not always work, especially depending on your choice of tank. I would say, for the most part, you want a RDM in there with a PLD. Refresh is a single target spell, and Ballad is not. Most PLD don't get Ballad during the actual fight and it makes holding hate a difficulty. It can certainly work, but, all things must be compensated accordingly. Maybe a THF in the PT at that point would be a good idea, even when usually it's a bad choice for PLD, as you need DDs capable of compensating thelr low damage capability. BRD and RDM work well together, but not with a WAR tank unfortunately. With PLD that means they get to be their own main healer, and have total control of mob. With Nin that's just fine becuase rdm can heal for nin as they get so little damage. War however require too much outside healing and need a WHM.
So... PLD want a RDM. WAR need a WHM.
Until level 25, you want two healers if you intend to chain effectively. WHM and WHM works, but if the RDM is good, WHM and RDM is actually better. The usefulness of RDM pre-level 41 when they can refresh is solely determined by the ability of a person to understand what that RDM is. What you are is... above all, a support healer to help continue the chain. You debuff, you dispell, all for the purpose of continuing the chain. Getting refresh is only the crowning glory on your job. But if you think your job is to whack the mob with your sword for 3 damage a pop, you are leading your job towards uselessness.
At level 25, WHM and BRD is preference. If RDM wants a spot they yet again, must understand their job. Once you hit 41 you go into the more standard combinations as described.
WHM RDM BLM is the standard. It's time tested. It works. Of course a SMN can replace either the BLM or WHM, but for main healing a WHM is preferable. As for replacing the BLM, it's about damage dealing. Do they have fenrir? Can their buffs translate to more damage than BLM's nuking. It's... iffy. At higher level, they are like DRGs are to DRK. High damage output without any hate. I think maybe WAR DRG DRG SMN WHM RDM works nicely... SMN can do intense damage and WAR will hold hate. At lower levels, SMN will be most usually main healer. Sometimes their aeriel armor is useful with pld tank, because the other tanks already can blink themselves. Stoneskin always great, especially for war tank, or the ocasional crazy ranger. However, don't replace BLM with SMN unless there's a DRK for stun or you know that stun won't be needed. If there's no blm, remember that unless someone has a 29+ BLM sub, no escape either.

As for the DDs. The party setup matters, but so does the zone you'll be fighting in. Are you gonna fight bones? Get a monk. Fighting flies, you would be well off with a THF. Some level up a secondary weapon to use for two purposes. Certain weapons are best on certain mobs, and certain weapons chain better with other weapons. Take the skillchain into account. Take a strong ending WS into account. Are you gonna fight crabs, can you do distortion? So often parties will form not taking this into account, and act once the exp is slow as if this was unpreventable. All these things have a huge bearing on your XP, so try to take them into account. It's handy for you to have an alternative weapon for exp pt as a DD, but... remember to have your standard present, as, well... you might have been invited with a certain skillchain in mind.

All this being said, maybe you can't find the right jobs to put together your perfect party. Is your party going to be at least decent? Are you wasting everyones time by assembling a piece of junk? Until an at least capable party is possible to assemble, go try something else. Fish, raise your cooking, level another job that's more needed at that moment. Please just don't force it. Don't make deadlines on your character's exp.
 
nice info fire but also a good non standard realy-hard to get party is

ranger-ranger-ranger-ranger-ranger-rdm

works pretty well... one arrow, hate blink protects, arrow, arrow, arrow the monster stands around all confused ^^ and the rdm does his thing and heals when need be.

and
blm-blm-blm-blm-brd-rdm

same theory as the rangers up above, one spells changes the hate around. however.... the rdm in my ideal situation (well come on i am a rdm/brd) brd so ballad 1 is a big help... in additon ballad2 and and them int boosting songs bards play plus refresh plus smn sub auto refresh ^^ very nice. the blm will also use smn subs to keep a very nice aerial armor going on and stoneskin
 
I might as well hop on my two cents.

In my opinion party setups differ as level, what you might use in a party in Valkrum Dunes, you may or may not be able to get away with at higher levels.

For example in the dunes, you'll see parties with 3-4 warriors, and rdm and whm. This could actually work at the higher levels, but it really then becomes a matter of sub choices.

At lvl 50 when I start up a party this is generally what I look for: Rdm/Whm (or /blm or even /nin if they do their job), Whm/Blm, Thf (/nin or /rng), a tank- Pld/War or War (/mnk or /nin) or Nin/war (in some instances I even use a Galka Mnk/War).

Once I have those 4 in my party, I can do anything. Being a Drk/War I fill a DD spot nicely, and finding a last DD is quite easy, just pick any job that can deal damage, lots to choose from.

I love Thfs for SaTa, not to mention they make good pullers too.

Gotta have a main healer, so love your whm/blm, but dont leave them without the refresh of a good Rdm. Many Rdm wont even join a party without a Whm because that means they're gonna have to be the main healer and most rdm don't like to heal, but they can be quite proficient at it using a whm sub.

Assuming the players are all good and know thier jobs, the general good parties I start happen to be this more often than not.

Pld/War, Drk/War(moi), Thf/Nin, Rdm/Whm, Whm/Blm, (enter any job/sub here, it really doesn't matter).
 
More addition although most things were covered by fire already.

1. Level difference. Sure you can have level difference max of 2, maybe 3 if you can push it. But always, please ALWAYS put the tank highest or at least N O T the lowest. Same with melees. Usually the front lines are recomendable to be higher than the back line. You might ask why. Here is why:

- To have a low level melee, means they have to fight mobs which are stronger than their standards to compensate with a good exp. The IT from the melees could be just Tough to the mages. What is this then? The melees have a hard time hitting the mob. The tank is receiving massive damage which is cracking their ribs. While the mages has to dump in more heals to keep them alive. This is the reason.

- The puller, well for them is IT, but for the mages is Tough. Thus leads to the same result as the first reason.

2. Chose your PT conbination wisely Part2. It is no good to have a dragoon and a ranger at high levels in a 3 melee 3 mages party. They are both profecient on piercing and 2 piercing won't work well unless they are ranger ranger. Always know the elements of the ws and what is required to perform certain Skill chains.
 
My favorite all time party set up is,

PLD, WHM, RDM, BLM, RNG, RNG

just my 2 cents ^^
 
my favorite setups pre-LV65 are

PLD, SMN, RDM, BLM, RNG, THF
PLD, WHM, BRD, BLM, RNG, THF
NIN, WHM, BRD, BLM, RNG, THF
 
I have found, to my delight, that Rangers are probably THE best Skillchainers in the game. There are very few jobs they can't skillchain with and the fact that they gain TP ridiculously fast allows them to participate in multiple skillchains until level 55. With a Sam to complement them, you can easily do 2 SC a battle, that is if they last that long ^^.
 
WOW! Nice write up, Fire. :)

I had a great time with WAR/MNK, THF/NIN, THF/NIN, RNG/NIN, RDM/BLM, and WHM/BLM one night. Of course it served a limited purpose, but for what it was, it was quite effective.
SATAs all over the place and next to no damage. It only worked as well because the WAR really knew how to hold hate.
 
Firestreak said:
NIN THF RNG BLM WHM RDM.

No Offense but this is a Waste of sorts.

Nin, Thf, Rng, Blm, Whm, Brd

Would be the Ideal settup. There are only a few things a Nin needs to be a good tank: Hatse, a Hate Traffic Controller(Thief, Dark Knight) and Accuracy. A Red Mage would be at a complete Loss in a NIN group. THier Place is better suited in a PLD group.

Bards' Role in a Nin group:

Cast Quick Etude on Thief before Pull, Casts Dexterous Etude on the Return.
While Thief is out Hunter's Prelude on Rng.
Bard Casts Dark and Ice Trenady to weaken mob to Skillchain.
Rng Pulls Hate with an Arrow and Nin, and Thief Settup for SATA.
Bard Boosts Accuracy and Attack,
Rng Sidewinders, Thief SATA/Dancing Edge,
Nin double Magic Bursts and Blm Bursts too.
Thief Heads out for a pull after Thf attains 100tp while Nin and Rng Finish off the mob. And the Process starts again.

Meanwhile the Whm Is on a Haste Cycle and Spamming Curaga for AoE attacks. Nin Needs Little to no Healing.
 
PLD DRK SAM BRD WHM BLM

IMO this is kind of a waste, SAM functions best when there are 2 melees to skillchain with. Either sub out the blm for a RNG or the WHM and BRD for a RDM and a melee. If you're talking pre-30, ignore what I just said.
 
Instead of wasting another thread for the very same topic I will use this board for some reference on party structure AND level difference. I did in the past but seems to have been forgotten. Lets see...

Party with 4 mages:
Usually this works only if they know what they are doing. The 4 mages theory works good only if they have the firepower to defeat the mob quickly before they can do any harm. For instance, a party like Tank Attacker Blm Whm Rdm Brd will NOT WORK. Why? Too little firepower with very little skill chains going on. Risks of mob sticking to the mages since usually the attackers doesn't use war sub often.

Party with 4 melees:
This works. However, the mages has to take in mind that they are the only healers. So do please understand your importance of trying to be a mage. Specially the red mage.

Party with level difference of more than 2~3 and where they hunt:
It is understandable that the level difference can be up to 3. Although there are problems. Leaders should understand the fact that they should ask the person who they invite their TNL. The lowest person is preferable that they are close to leveling, and the highest person is best to have very little exp in their level. This will balance out in the long run.

Why high level gap (specially melee and mage difference) is bad? Lets take a group of 48~51 taking helm beetles in Crawlers nest. Lets take one of the melees being 48 and rdm being 49. Now the Helm beetles are 59~62 range. Since they are good around 51+~54ish they have to exp these to compensate the 51 player. Now For a 49 its best to exp with Rumble crawlers since they are 53~55. But having a lvl 52 the best exp you can earn from Rumbles are 70, compared to the 48 group the best they can get is 164. The exp chart changes 46~50 and 51~55. Now going to helm beetles, the best they can net to a 62 is 200 (10 level difference) now this means it is FOURTEEN LEVELS HIGHER MOB towards the level 48. Now what does this mean? They simply won't hit. The Rdm will have impossible rate of debuffing (presuming they are doing their role), Curing will be intence towards melees and thus big exp will be very risky and time consuming.

If the highest level people were mages its much more difficult. While they are getting VERY LITTLE exp and the melees are getting crazy swinging nothing but air for their low level. This will reduce performance as well as patience.

Exping mobs with Big exp per kill:
The more you advance in level, the higher the exp will be needed as well as the gap of the mob and the player will become higher. Making parties is ideal to hunt in places where everyone can do well. Similar to last point of level gaps. Take a lvl 52~54 party. To get 200+ exp you need to kill monsters who are 10 levels higher than you. Which leads to 12~14 levels higher to the lowest person. People say good exp when they get 200 exp. But they have to see the entire picture. Here is a chart:

Party 1 52~54 killing Robber crabs in Kuftal (60~63)
Party 2 52~54 killing Robber crabs in Boyada (62~66)

Party 1 would be able to chain non stop sicne the level range is just about right. Could have an occational 2 digit exp but over all killing rate will compensate with nice exp. However, Party 2 will strugle any crab which are 64+ which would be the majority. Exp could be from 160~215 and upper if they can chain. Problem here are Tank getting raped, healers are using alot of mp, melees not hitting or not hitting hard enough, blm burning more mp and getting hate in the end.

In the end, party1 will net much more exp over all but party2 will net huge exp per kill. How can I be certain? The less gap there is, the easier the spell lands, the melee lands the damage are less taken towards the tank, less MP used for healers and blm.

Understand versatility and what else you can provide in the party:
Despite the famous "It is not my job" topic, YOU HAVE THE POWER OR ABILITY TO BE ABLE TO DO!. If there is no rdm and there are brd, smn, blm, you as a blm who has the HIGHEST enfeeble skill of all mages "SHOULD" enfeeble even it is not your job. Summoner and Brd has HALVED skill which if you have 190ish enfeeble skill they have 100. By no way in hell they will be able to land any debuff except for the unresistable one such as dia, bio.

Negating this will make a "SHould work well PT" into a "This PT sucks". I have seen maybe 5% of the Parties who undertook roles which they were not ment to be doing.
 
Yes I'd agree that there's what a job is best at, and what a job is capable of. And for every unique party there will be a slight shift of responsibilities, most importantly among the mages. Things like hate levels, expected downtime, needed MP / mob and how to go about chaining all have to be taken into account for maximum efficiency. Plus things like status affects and who is capable of healing.

Like for instance...
Once I fought in Sorrow Valley in a party that lacked the ability to cast viruna. My first priority as tank was to make sure the mob was never pointed away from me when fighting the raptors that could create disease(making me unable to regen hp/mp when healing). So what we did was, instead of the normal rules of chaining, after every battle we'd rest to full, and when I got hit with disease we'd pull like crazy until it ran out then rest again.
 
war/nin(me) nin/war rng/nin rng/nin whm/blm blm/whm

i once had the good fortune to be invited to this PT set-up. the whm was the only one who could not BLINK.

we had massive dmg output with very little taken. 200+ per kill and chains up to 5 every time.

ahh good times ... good times
 
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