I was tooling around in FFXI, and I realized something interesting. Not sure if anyone knows this, but I sure as hell dont mind sharing it. I figure I'll give back to the community that gave me so much.
For one thing, it takes me 2in-game minutes to cast Refresh. What does that mean, per se?
Well, If I hit my macro at 10:58, Refresh will finish casting at 11:00. I always found this interesting, and thought I'd chill out around and cast for a few minutes to see some more.
This part is sketchy, being as how it greatly depends (at least to me) on the current time and so on and so forth, since there is never an exact time for minutes (some minutes go by in instants, some take a more noticable few seconds.)
In any case, this is just to notify you that there is a Refreshing Technique, if you will. While my numbers may not be exact, simply using this as a base of reference to your personal play style will help.
I believe that for me, at least, i can cast on 10:58, finish by 11:00, and refresh will wear off somewhere in-between 12:04-12:07
So, in this time example, I would cast at 10:58, finish by 11:00, and on 12:06, I would start casting again. 12:07, Refresh wears off, then at 12:08, I gain the effect of Refresh. I feel that we get the most out of refresh and while the MP save is nominal, timing Refreshes based off of a clock does exponentially more than simply allowing us to save MP over the course of a few hours. (While it does save at most, 3mp a cast because it can take the normal Red Mage 3 seconds to react to themselves losing Refresh and recasting, I found more uses for it than giving a near-perfect supply of mp to all the mana users.)
The way I normally play is to simply go through the cycle, and cast on myself when I see it wear. This way has worked for 25 levels, and nothing is inherantly wrong with it. However, I find that I have to watch the chat log more often than I should (I mean, damn, dont we normally have to pay attention to mob buffs, debuffs, sc. . .) and that simply eliminating Refresh from what we have to think about leaves me calmer and more focused.
Example, fighting those Goblin Mages in Bibiki, not having to worry about refresh enabled me to only keep an eye on the clock while also watching when silence wore (cause they have nasty spells like Poisonaga II, Flare. . Firage III -.-). So for the duration of the pt, I would cast on myself at some easy to remember increment, normally a number divisible by 15 then take away 2 *minutes* from that.
Hence, I would cast Refresh on myself at about (*):58, then go through the normal cycle of 2 spells, Refresh, 2 spells, Refresh, etc, until last member was Refreshed again. With 4 people to refresh, I saw that it only took up about (*+1):35, leaving me with the remainder of the time to rest.
Just sharing my experiences, and hoping that someone will implement it and give me their feedback. Hopefully we can refine this and ensure that Refreshing is actually the least of our worries despite being the biggest part of our jobs ^^
For one thing, it takes me 2in-game minutes to cast Refresh. What does that mean, per se?
Well, If I hit my macro at 10:58, Refresh will finish casting at 11:00. I always found this interesting, and thought I'd chill out around and cast for a few minutes to see some more.
This part is sketchy, being as how it greatly depends (at least to me) on the current time and so on and so forth, since there is never an exact time for minutes (some minutes go by in instants, some take a more noticable few seconds.)
In any case, this is just to notify you that there is a Refreshing Technique, if you will. While my numbers may not be exact, simply using this as a base of reference to your personal play style will help.
I believe that for me, at least, i can cast on 10:58, finish by 11:00, and refresh will wear off somewhere in-between 12:04-12:07
So, in this time example, I would cast at 10:58, finish by 11:00, and on 12:06, I would start casting again. 12:07, Refresh wears off, then at 12:08, I gain the effect of Refresh. I feel that we get the most out of refresh and while the MP save is nominal, timing Refreshes based off of a clock does exponentially more than simply allowing us to save MP over the course of a few hours. (While it does save at most, 3mp a cast because it can take the normal Red Mage 3 seconds to react to themselves losing Refresh and recasting, I found more uses for it than giving a near-perfect supply of mp to all the mana users.)
The way I normally play is to simply go through the cycle, and cast on myself when I see it wear. This way has worked for 25 levels, and nothing is inherantly wrong with it. However, I find that I have to watch the chat log more often than I should (I mean, damn, dont we normally have to pay attention to mob buffs, debuffs, sc. . .) and that simply eliminating Refresh from what we have to think about leaves me calmer and more focused.
Example, fighting those Goblin Mages in Bibiki, not having to worry about refresh enabled me to only keep an eye on the clock while also watching when silence wore (cause they have nasty spells like Poisonaga II, Flare. . Firage III -.-). So for the duration of the pt, I would cast on myself at some easy to remember increment, normally a number divisible by 15 then take away 2 *minutes* from that.
Hence, I would cast Refresh on myself at about (*):58, then go through the normal cycle of 2 spells, Refresh, 2 spells, Refresh, etc, until last member was Refreshed again. With 4 people to refresh, I saw that it only took up about (*+1):35, leaving me with the remainder of the time to rest.
Just sharing my experiences, and hoping that someone will implement it and give me their feedback. Hopefully we can refine this and ensure that Refreshing is actually the least of our worries despite being the biggest part of our jobs ^^
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