Re: DRG duo seeks advice!
Well, first off I'd recommend that one of you level cooking if you haven't already, being able to bring juices and crafting in the field can be very handy.
On the drg/brd subject, you should still be able to land songs on the mobs you'd exp off of, although you might want to have a macro +chr gear swap. I would not have one of you go /brd however with just two of you, it'd be better to have two /mage types, if you could get a third dragoon then I'd have them go /brd for ballad.
Otherwise, I'm a big fan of /rdm, weapon skills tend to take care of any ill status ailments. However if poison is a concern for you then either carrying antidotes, or subbing whm would take care of that. I haven't tried Blue Mage yet, however Cocoon sounds like a very good spell to have, it sounds similar to /rdm in most other aspects so you guys might want to give that a try.
Ethers vs Juices, not asked but I'm gonna give some advice on it anyway. The mp returned on ethers is just too low for real use except for emergencies, and even then I'd rather have a juice working for me. Even in the toughest of soloing situations that I have found myself in, if I have a Yagudo Drink on hand I will probably be gaining more mp than I am using. Ethers have another drawback in that the more potent ones have a longer activation timer, High Ethers and Super Ethers have a 10 and 14 second activation time respectively.
Agreed, but between Stoneskin and Phalanx, I'd rather have Phalanx myself.
Def food vs +att food, I'd have a tendency to go with the +str/att food. With +def food you'll get hit for less, but you'll be hitting for less as well, making fights last longer. With +att food you'll be hit for more, but you will also see a vast increase in the damage you deal, making the fights much shorter, so it's kind of a tossup as to which you prefer.
Try experimenting with your gear a little bit as well. I tried a primary +vit gear setup vs my usual +mp gear setup and found that the +vit setup tended to work better than my +mp setup. Critical hits happened less often, and when they did the damage from them was greatly reduced. I should say that I am a mithra dragoon, and the only difference between my setups was exchanging roughly +50mp, mostly from two +mp rings, for about... I think it was about +18-20vit from ring/neck/back/waist/glove slots.
I see that some people advise not to take on the tri bats, I would disagree with that slightly. I was able to solo the tri bats down in the basement of Garliage while they were still Even Match mobs, pre AF helm without too much difficulty, only problem was this Ghost mob kept appearing on the stairway by where I was fighting. If you do take on the more dangerous mobs, remember that the bar spells can reduce the damage from their special attacks, barearth for Sickle Slash, baraero for Jet Stream, barwater for that pugil move, etc. I will say that you should NOT EVER try to attack a spider, bad, very very bad idea, take it from someone who tried
Exp spots, I tend to follow the main exp camps since so many of them were empty. So I leveled off of Robber Crabs in Kuftal, Bats/Beetles in the basement of Garliage, Beetles in Altepa, for awhile I leveled off of worms in the Quicksand Caves.
Quick comment on the worms down there. Down by where some NM spawns that drops some magely robe (I can't remember which ; there is a side tunnel with two worms in it, no anticans ever go in there, so it is somewhat safe to exp there assuming that the worms don't link. If you continue down the tunnel and make a right, you will run into a dead end with another two worms, again, no anticans wander by these worms so while you will need sneak to reach them, once you start fighting them you are safe from anticans.
Something VERY interesting that I discovered is that if you run up right to the worm before attacking the worm will probably not cast any magic on you. These worms are capable of casting Quake and Stone III, but the worst I ever got was Rasp casted onto me. You can also just time your Super Jump to avoid those spells if you wanted to as well.
I have to stress that you have to be right next to them for this to work though, if you jump from a distance and then run up to engage they have a decent chance of casting a nuke and not just rasp, if you try to run away they will start casting nukes even if you move back into melee range, you've got to be in their face for this to work.
If you get a link and need to run, try to take the time to attack the link, let your wyvern hit it, and then super jump, both the original mob AND the link will attack your wyvern once you land, giving you the chance to escape. Link enmity works differently from attack enmity, just keep that in mind.
I'm sure that I'll think of something else later on, but that's most of my solo dragoon advice.
Well, first off I'd recommend that one of you level cooking if you haven't already, being able to bring juices and crafting in the field can be very handy.
On the drg/brd subject, you should still be able to land songs on the mobs you'd exp off of, although you might want to have a macro +chr gear swap. I would not have one of you go /brd however with just two of you, it'd be better to have two /mage types, if you could get a third dragoon then I'd have them go /brd for ballad.
Otherwise, I'm a big fan of /rdm, weapon skills tend to take care of any ill status ailments. However if poison is a concern for you then either carrying antidotes, or subbing whm would take care of that. I haven't tried Blue Mage yet, however Cocoon sounds like a very good spell to have, it sounds similar to /rdm in most other aspects so you guys might want to give that a try.
Ethers vs Juices, not asked but I'm gonna give some advice on it anyway. The mp returned on ethers is just too low for real use except for emergencies, and even then I'd rather have a juice working for me. Even in the toughest of soloing situations that I have found myself in, if I have a Yagudo Drink on hand I will probably be gaining more mp than I am using. Ethers have another drawback in that the more potent ones have a longer activation timer, High Ethers and Super Ethers have a 10 and 14 second activation time respectively.
Phalanx damage reduction is based entirely on enhancing magic, of which DRG has none native. That's hardly a great reason for using /RDM.
Def food vs +att food, I'd have a tendency to go with the +str/att food. With +def food you'll get hit for less, but you'll be hitting for less as well, making fights last longer. With +att food you'll be hit for more, but you will also see a vast increase in the damage you deal, making the fights much shorter, so it's kind of a tossup as to which you prefer.
Try experimenting with your gear a little bit as well. I tried a primary +vit gear setup vs my usual +mp gear setup and found that the +vit setup tended to work better than my +mp setup. Critical hits happened less often, and when they did the damage from them was greatly reduced. I should say that I am a mithra dragoon, and the only difference between my setups was exchanging roughly +50mp, mostly from two +mp rings, for about... I think it was about +18-20vit from ring/neck/back/waist/glove slots.
I see that some people advise not to take on the tri bats, I would disagree with that slightly. I was able to solo the tri bats down in the basement of Garliage while they were still Even Match mobs, pre AF helm without too much difficulty, only problem was this Ghost mob kept appearing on the stairway by where I was fighting. If you do take on the more dangerous mobs, remember that the bar spells can reduce the damage from their special attacks, barearth for Sickle Slash, baraero for Jet Stream, barwater for that pugil move, etc. I will say that you should NOT EVER try to attack a spider, bad, very very bad idea, take it from someone who tried
Exp spots, I tend to follow the main exp camps since so many of them were empty. So I leveled off of Robber Crabs in Kuftal, Bats/Beetles in the basement of Garliage, Beetles in Altepa, for awhile I leveled off of worms in the Quicksand Caves.
Quick comment on the worms down there. Down by where some NM spawns that drops some magely robe (I can't remember which ; there is a side tunnel with two worms in it, no anticans ever go in there, so it is somewhat safe to exp there assuming that the worms don't link. If you continue down the tunnel and make a right, you will run into a dead end with another two worms, again, no anticans wander by these worms so while you will need sneak to reach them, once you start fighting them you are safe from anticans.
Something VERY interesting that I discovered is that if you run up right to the worm before attacking the worm will probably not cast any magic on you. These worms are capable of casting Quake and Stone III, but the worst I ever got was Rasp casted onto me. You can also just time your Super Jump to avoid those spells if you wanted to as well.
I have to stress that you have to be right next to them for this to work though, if you jump from a distance and then run up to engage they have a decent chance of casting a nuke and not just rasp, if you try to run away they will start casting nukes even if you move back into melee range, you've got to be in their face for this to work.
If you get a link and need to run, try to take the time to attack the link, let your wyvern hit it, and then super jump, both the original mob AND the link will attack your wyvern once you land, giving you the chance to escape. Link enmity works differently from attack enmity, just keep that in mind.
I'm sure that I'll think of something else later on, but that's most of my solo dragoon advice.
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