FFXI Sortie: Mage Guide For Entry-Level Parties

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FFXI Sortie: Mage Guide For Entry-Level Parties
 Cerberus.Kylos
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By Cerberus.Kylos 2025-01-19 23:57:09
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Hello! Today, we're helping entry-level to tackle Sortie bosses efficiently to maximize Gallimaufry. This builds on my beginner's guide, which you can find here: FFXI Sortie: A Beginner's Guide To Locating Gems

Question: What Is This Guide About?

This guide assumes you're targeting Sortie bosses with a mage setup, which includes:

  • Tank (PLD/RUN)

  • Scholar

  • Black Mage

  • Support jobs like Geomancer, Corsair, Red Mage, and Bard


Mage setups are ideal as melee strategies require better gear and quicker reactions, making them riskier for newer groups. Success takes time. Your group must gear up, understand roles, and communicate effectively. Start by defeating two NMs and gradually work towards more as your group improves.




Party Setups

There are various ways to set up a mage party, but there are a few jobs you simply cannot go without. Consider what is available before attempting Sortie with the mage setup.

Tank: Rune Fencer is superior to Paladin due to Rayke and Gambit, which boost magic damage. An Epeolatry is not required; Aettir provides solid Magic Evasion. Rune Fencer is relatively easy to gear. If you're unsure about rune choices, check out my previous guide here:

Which Runes To Use? Gathering Info.

Scholar: This job is vital! One of your best players should take this role. Leading with it is key, and I'll cover this in greater detail later.

Black Mage: Learn how -Aja and elemental debuffs work. Get an Impact set and make use of Myrkr for extra MP. Be prepared to stop aggro with Breakga, and aim to land 2-3 nukes per skillchain. Acquire the +3 Empyrean set before anything else, as the damage boost is excellent.

Geomancer: The damage boost is incredibly high. Don't just set up bubbles and AFK. Get a nuking set!

Optional Jobs

Corsair, Red Mage, and Bard each bring something valuable to the group. Corsair is a must-have in my setup, while the final spot can go to a Red Mage, Bard, or even a second Scholar or Black Mage. My group prefers an all-rounder Red Mage for buffs, enfeebles (like Gravity), healing, and additional magic damage. Bard, on the other hand, is especially useful in advanced groups targeting six or more NMs.

Corsair plays a crucial role by maintaining Wizard’s and Warlock’s Rolls for fights, and Bolter’s Roll for faster movement. With the correct Quick Draw element and Empyrean feet, Corsair boosts subsequent magic damage for the party. Random Deal can reset a Scholar’s strategem, while Wild Card has the potential to reset 1-hour abilities. Both are required for maximizing efficiency, so use them wisely!

In advanced groups, Corsair can extend skillchains to increase magic damage through their weaponskills. Additionally, targeting a Scholar or Geomancer with Cutting Cards reduces the cooldown on their 1-hour abilities, allowing them to use Tabula Rasa or Bolster again sooner. For the best cooldown reduction, use it immediately after their 1-hour ability is activated, and make sure to target them correctly.




FFXI Sortie: Mage Guide For Entry-Level Parties

Let’s start with NM choices. For a fresh group, I recommend Ghatjot and Dhartok, as they are the simplest and require less equipment and coordination.


Ghatjot

To weaken Ghatjot, kill the Acuex in Area A with single-target fire spells (avoid AoE). This grants a Shard and Metal. Use the Metal to turn its Tainted status into a normal poison, which can be removed. If not removed, the poison increases Ghatjot's damage over time. Tanks should use medicine or have a mage remove the poison. Don’t worry if it takes time to remove it.

There are two methods to defeat Ghatjot. The first involves using Stone spells from the Scholar’s skillchain and having the Rune Fencer apply Tellus runes, Gambit, and Rayke for extra damage. Ideally, the Scholar can land 2–3 skillchains before they wear off.

The second, more advanced method, uses Fire. The Scholar sets up a Fire skillchain, and the Corsair extends with Last Stand. While more coordinated, it might not be quicker for some. We’ve had better success with Stone skillchains, but I encourage experimentation. Either way, Ghatjot should be easy prey.

After Ghatjot is down, get Bolter’s Roll and Sneak on everyone for the long trip to Dhartok.



The Naakual Situation

Before tackling Dhartok, consider the Naakuals. If your group wants extra Gallimaufry and Starstone chances, have the first person entering Area E call out the time on the clock. Naakuals spawn 5 minutes after the first person enters and will reset if the party leaves the basement or enters Dhartok's area. If you’re not interested in Naakuals, skip the wait outside Dhartok’s room.


Dhartok

It can be tricky. Dhartok shares the Tainted status with Ghatjot, and while you can negate it with the Metal from Botulus, it wastes time for most groups. It's best to manage the Tainted status during the fight. Stone spells work best for damage.

For entry-level groups, I recommend using Tabula Rasa and Bolster. The Scholar casts Embrava (Accession/Perp/Penury) for more MP. If the tank is weak or inexperienced, have them hang back for Embrava and Regen V (potency gear) before the pull to counter Tainted.

A strong Gravity II from Red Mage will slow Dhartok significantly. The Rune Fencer should apply Gambit and Rayke (Tellus), and then run away. The tank remains at distance while keeping the enemy near the bubble, avoids TP moves, and maintains hate to ensure the backline stays safe. Avoid toxic clouds, as they heal Dhartok.

If things go wrong, the Scholar should use a fresh Helix. If Dhartok dies unclaimed, you won’t get Gallimaufry, so recover and claim before it dies. Afterward, if the tank took too many TP moves, heal them until the Tainted status wears off.




Naakuals

The mini versions of Adoulin’s Wildskeeper NMs offer an extra challenge. Each has its own elemental weakness, so everyone should be aware of these:


Bztavian = Ice // Rockfin = Thunder // Gabbrath = Water // Yggdreant = Wind // Waktza = Earth // Cehuetzi = Fire


Refer to the Beginner's Guide for more on Naakuals, but here are a few extra tips:

- Gabbrath, Cehuetzi, and Waktza are relatively easy. I recommend taking Waktza first as it’s weak to Stone, and the party will have Sandstorm from Dhartok.

- Rockfin (Shark) can use Marine Mayhem (instant KO to anyone within 5-20 yalms), though it’s rare. The tank should stay close while the backline remains 20+ yalms away.

- Bztavian (Bee) can use mass shadows if it accumulates TP. The Scholar should land an early Helix, and if shadows appear, mages spam Diaga or similar -Aga spells to remove them. Rune Fencer can use Gambit and/or Rayke to ensure a quicker kill.

- Yggdreant (Tree) has the highest magic evasion and is most likely to surprise KO a tank who isn't maintaining their buffs. A Red Mage is unlikely to land Frazzle III right away, so try Frazzle II first, and then upgrade to III. When I'm on Rune Fencer, I like to save Gambit for this, and Rayke for the Bee.

Once all six Naakuals are defeated, have one player sneak to the center of the large room for the chest. The rest of the party can sneak up as they wait for the player to return. Pop Bolter's Roll and head for the Bitzer.

The Trap

The Naakuals in F (B Basement) have no timer but will spawn if someone enters F, exits via the Bitzer, and then re-enters. Only one person needs to do this to trigger the spawn.

Beware that the Naakuals’ spawn will close a door in the middle of the room, potentially trapping party members on the wrong side. To avoid this, position any players who aren’t re-entering F on the East side of the Naakual room, so re-entering players can join up with the group. If the door closes, the trapped players can only escape if the Naakuals are defeated or if the Bitzer happens to be on their side of the basement.



Pulling Tip

Tanks should use a pulling method other than spells in F, as Elementals will aggro spellcasting. I recommend using a ranged weapon like Halakaala, though any ranged weapon works. If you’re using /WAR, Provoke will also work, though many tanks prefer /BLU or /DRK. Alternatively, Naakuals will aggro naturally by running in, though this is riskier for weaker tanks.



Scholar's Thesis

I recommend reading this to fully appreciate the effort, but feel free to skip if you're not playing Scholar.

- Macro Setup -

We are using level 2 skillchains for their longer windows, allowing for more magic bursts. You’ll need four macros for the following combinations:

  • Fire/Light

  • Earth/Dark

  • Ice/Water

  • Wind/Thunder


Example for Earth/Dark:

/ja "Immanence" <me> <wait1>
/p Opening (Earth/Dark) Skillchain >>>
/ma "Aero" <t> <wait4>
/ja "Immanence" <me> <wait1>
/ma "Noctohelix" <t> <wait1>
/p <<< Closing (Earth/Dark) Skillchain

And this is what you need for the others:

Fire/Light = Fire + Ionohelix
Wind/Thunder = Blizzard + Hydrohelix
Ice/Water = Luminohelix* + Geohelix
*Luminohelix needs <wait5> due to using two helix spells.

Make dedicated sets for Magic Bursting normal spells and Helix spells as they behave slightly different. Get a Regen Duration set first, and then work on Regen Potency. Typically, I use duration with a COR’s Naturalist’s Roll before entering Sortie, and then potency during the run itself. Adapt this to your gear quality.

Ensure you have a set for Enhancing magic duration, including Embrava, and don’t neglect Enfeebling magic. It can save your group at the Bitzer's. A cure set is helpful, though healing won't be your main focus.

Sublimation vs. Refresh III is personal preference. I prefer Sublimation, but others may enjoy one less thing to manage. If you gear nuking sets around a Marin Staff +1, consider a Myrkr set for better MP recovery.

- Strategems -

Let's dive into “Strats”. Misusing them is a Scholar’s greatest pitfall. Efficient use and communication with your party is crucial. Which abilities should you use? Here’s a simple breakdown:

Light Arts: Accession and Perpetuance will see heavy use. Pair Penury with Embrava to conserve MP during Tabula Rasa.
Dark Arts: Manifestation and Immanence. Don’t forget to Manifestation + Klimaform the party often. It boosts everyone’s magic accuracy and significantly increases your damage!

Here are tips to manage Strats effectively:

  • Avoid Addendum: White – This Strategem is only useful for -na spells and Reraise. Activating it for other spells like Regen V, Storms, Adloquium, Cure IV, or defensive spells wastes a Strat unnecessarily.

  • Use a Fast Cast set for skillchains – Ensure the enemy is within range and properly positioned. Mistimed movements or knockbacks can break the chain and waste Strats. Practice improves timing.

  • Avoid Perpetuance when it's unnecessary – For example, use Accession alone if Firestorm is only needed for a short time on Acuex and not for Ghatjot.

  • Optimize Storm spells – If you and the Black Mage are the only nukers, cast Storms in Dark Arts instead of switching to Light Arts each time.

  • Buff outside Dhartok’s room before Naakuals – Apply all buffs before entering, allowing you to focus on skillchains or Tabula Rasa once inside.

  • Monitor Embrava’s timer – Reapply it before Tabula Rasa ends. If Dhartok dies early, use the remaining time to rebuff before heading to the Naakuals.

  • Coordinate pulls for Naakuals – If you're saving Tabula Rasa for them, ask the tank to pull faster and announce targets. This better prepares the appropriate Storm in advance.

  • Conserve Strats when an enemy is near death – Communicate with your party to finish off the current target, saving Strats for the next enemy.

  • Avoid Ebullience – Low damage usually indicates problems with equipment, macro, buff, or Magic Accuracy. Prioritize fixing those issues. Tropical Crepe helps with Magic Accuracy. Save your strats for more skillchains.

  • Request Corsair support wisely – Random Deal may not reset Strats if you have multiple spells/abilities on recast. Slow down your activity to avoid resetting unrelated cooldowns.

  • Coordinate with another Scholar – Split responsibilities to prevent redundant use of Strats. One Scholar can handle Regen V and Storms, while the other focuses on Adloquium and Klimaform. During Tabula Rasa, the active Scholar should handle Storms, and the other can focus on nuking.

  • Avoid trivial uses of Strats – Ask RDM or GEO to sub /SCH for AoE Sneak/Invis, or tell the party to use Silent Oils and Prism Powders instead.


Efficiency is key to being a great Scholar. Don’t feel bad if your party waits on you – it's the nature of the job. Your efforts are crucial, and your party should respect them, especially if you’re the sole Scholar. Good luck mastering the books!




Bitzer Blues

Anyone who’s traveled in the basements knows the challenge of escaping a room with the Bitzer surrounded. Some rely on luck, but there's a better way. First, pop the chest in F or G for the Galli/Treasure. Then, have the SCH, BLM, and/or RDM assist the tank. SCH or RDM should have Manifestation ready, and BLM may want to use Elemental Seal if it’s not needed later.

WARNING! Puddings aggro by job abilities!

WARNING! Vampyrs aggro by low HP!

WARNING! Enemies have party hate! If someone gets aggro while leaving, it will target everyone else!


Have at least one or two mages wait for the tank to round up the enemies around the Bitzer. Let them gather before using Manifestation + Break or Breakga. Avoid dark-based sleep spells, as most basement enemies resist them. If something is still hitting the tank (Breakga missed), don’t leave them behind! Bind is a good alternative if enemies are far from the Bitzer. This is the only time an individual Break or Bind is worth using, so act quickly.

As a tank who’s been left behind, timing your escape between attacks is possible but difficult! Consider using movement speed equipment, kiting the enemies out of the room, and returning to the Bitzer. You can also die in a good spot, but that wastes time. Following these strategies will help your party escape safely without risks or wasted time. The more you practice, the easier it will get.


YouTube Video Placeholder


After repeatedly defeating Ghatjot, Dhartok, and two sets of Naakuals, your party will likely feel confident. This is when you should consider tackling the final section of the guide! While Paladin can handle it, switching to Rune Fencer is highly recommended.


Skomora

To obtain the Shard and Metal in C, you have two options: pull Corses near the device or target Skeletons before Skomora's room. Magic bursting 6 enemies is essential, with Fire being a strong element. If your Scholar runs low on strats and your Rune Fencer has Epeolatry, use AM3 and perform: Dimidiation > Dimidiation = Light >>> Fire MB. Alternatively, Rune Fencer and Corsair can use Ground Strike > Last Stand for similar results.

Skomora is weak to Fire, so have your Black Mage apply Burn. A Bard’s Fire Threnody can help. Upon engaging, ensure you kill Skomora within 3 minutes, or it will use Setting The Stage to wipe the party. If you can handle Dhartok without Tabula Rasa, this should be straightforward. Afterward, use Cursna/Holy Water, activate Bolter’s, sneak up, and proceed to G (C Basement). Watch for skeleton and corses aggro by sight, and remember that all enemies in C and G aggro by low HP. Avoid switching gear sets with varying HP values to minimize risk.




Question: What About The Metal From The Naraka?

It depends. Defeating Naraka rewards you with a Metal that makes Triboulex’s Haunted effect a removable Curse, preventing it from slowing movement speed. However, pulling Naraka can be tricky due to blood-aggro enemies in the area.

In my opinion, while you're focused on completing 4 NMs, it's not worth prioritizing Naraka. If your party isn’t quick enough, the time saved is minimal. I’d recommend it only for an advanced party with top-tier equipment and experience. At this stage, it's probably unnecessary. Ultimately, the decision is yours.


Triboulex

Has high magic evasion and a staggering 504 INT stat, so spells are more likely to resist. By now, your jobs should have most of their Empyrean +3s and other equipment to minimize this. Like Skomora, defeating Triboulex quickly is vital to avoid Setting The Stage, which occurs exactly 3 minutes after engagement. Ensure Tabula Rasa, Bolster, and Elemental Seal are active before the tank engages. A RDM landing Frazzle III with Stymie + Saboteur will prove useful.

There is a helpful fail-safe mechanic. Each Dia cast reduces Setting The Stage's damage, giving you more time if the fight goes long. In my party, the RDM spams Dia throughout. While not strictly necessary, it provides peace of mind. Here are more tips for handling Triboulex:

  • Tabula Rasa and Bolster are required for maximum damage output.

  • BLM opens with Elemental Seal + Impact, followed by Burn. Impact lowers its INT stat and helps to land Frazzle if not using a RDM's Stymie.

  • BLM should pop Subtle Sorcery midway to increase Magic Accuracy for when Gambit + Rayke wears. Manafont if MP runs low.

  • RUN uses Lux x3 before engaging to activate Valiance for the 3-minute timer, then quickly switches to Ignis x3.

  • If RDM is in the party, RUN uses Embolden and stays on the Phalanx set for an enhanced Phalanx II.

  • Triboulex spawns conflux-like fetters near the tank, some with an Amnesia aura. The tank should move a short distance to avoid these.

  • RUN can be knocked back and stunned out of the GEO bubble, so be ready to move back when possible.

  • Stuns may delay Gambit & Rayke, so RUN should aim to land them ASAP after 1-hours for hate.

  • RUN can extend SCH's Fusion to a 3-step skillchain using Dimidiation or Resolution for more magic bursts in the window. However, knockbacks, stuns, and accuracy issues make this inconsistent, so don't be discouraged if it doesn’t always work.

  • If the tank dies, disconnects, or another issue disrupts the fight, the RDM (if alive) should use Gravity II and kite with Helix II active to avoid a wipe from Setting The Stage.





Damage Calculator Sets

Using Izanami's damage simulator, the following sets are examples to aim for in the short and long term. They will not work for everyone in each situation. I am not sure if the BLM empyrean set bonus is calculated properly, but I know it is potent. My linkshell hasn't farmed the highest tier of Odyssey NMs yet, so these should be more accessible for entry-level groups. Jobs include BLM SCH GEO and RDM.

  • i145 target.

  • Stone spells.

  • Tropical Crepe food.

  • Firestorm II and Klimaform.

  • Wizards/Warlocks.

  • Indi-Acumen and Geo-Malaise with Entrust INT, Bolstered.

  • Master Level = 0.

  • Odyssey armor accepted, but ranked on 0.

  • No expensive AH equipment or +2 Dynamis necks.

  • No +3 Empyreans.

  • Marin Staff +1 not locked in for SCH and BLM.

  • Prime weapons are excluded.




  • i145 target with high INT.

  • Fire spells.

  • Tropical Crepe food.

  • Firestorm II and Klimaform.

  • Wizards/Warlocks.

  • Indi-Acumen and Geo-Malaise with Entrust INT, Bolstered.

  • Odyssey armor accepted, but ranked on 0.

  • Master Level = 20.

  • Prime weapons are excluded.




Skillchains

This section is for more experienced groups who are considering Weapon Skills to extend a Scholar's skillchains for additional magic bursts.
Please consider the following before doing so:

Stack up on accuracy in sets - Landing a Weapon Skill is more important than dealing high damage. Corsair will not receive buffs to help with accuracy, so consider using food like Sublime Sushi. Tanks in tough fights may want to equip a high-accuracy set combined with damage taken reduction.

Corsair TP Management - Corsair gains TP primarily from Quick Draw shots but can also accumulate some through ranged attacks. While Leaden Salute and Wildfire cannot miss, consider an accuracy-focused set for other Weapon Skills like Last Stand.

Mages and Weapon Skills - The vast majority of mages (99%) do not use their TP to perform Weapon Skills. Staying safe and focusing on magic bursts should be the priority. If using a staff, it's best to save TP for Myrkr's MP recovery.

Skillchain Timing

The mechanics of extending a skillchain require precise timing. When a 2-step skillchain is completed, there is an initial 5-second cooldown where an additional Weapon Skill will not extend it to a 3-step. After this cooldown, a 5-6 second window opens, allowing a Weapon Skill to extend the chain.

A completed 2-step skillchain provides a 10-11 second magic burst window if uninterrupted. The key to maximizing magic burst potential is to avoid extending to a 3-step too soon. Although the extending Weapon Skill can be used as soon as the 5-second cooldown ends, the ideal timing is 2-4 seconds after that point. This results in an extension occurring between 7-9 seconds after the 2-step's magic burst window begins, giving mages additional time to execute magic bursts.



Confused? Here's a simple image to illustrate the timing. Forgive my epic Paint skills.

  • Assume the "SC Opens" and "SC Closes" sections represent the Scholar using Immanence.

  • The extending Weapon Skill (WS) is highlighted twice in the diagram:
    - The red arrow indicates an early extension shortly after the window opens.
    - The green arrow shows a delayed extension closer to the end of the window.

  • The purple lines represent the duration of the magic burst window available to mages.


Apologies if this explanation seems overly detailed, but I know some players will benefit from the visual representation to better grasp the mechanics. With this explained, here is an extensive list of possible skillchains:

[Fire/Light] - Jobs: RUN/PLD/COR/RDM/BLM/SCH

Fire ⇒ Thunder (Fusion) ⇒ Dimidiation/Resolution/Ground Strike (Light)
Fire ⇒ Thunder (Fusion) ⇒ Savage Blade (Light)
Fire ⇒ Thunder (Fusion) ⇒ Exenterator/Shark Bite (Light)
Fire ⇒ Thunder (Fusion) ⇒ Savage Blade (Light)
Fire ⇒ Thunder (Fusion) ⇒ Vidohunir (Light)
Fire ⇒ Thunder (Fusion) ⇒ Black Halo (Light)

[Wind/Thunder] - Jobs: COR/PLD/GEO

Ice ⇒ Water (Fragmentation) ⇒ Last Stand/Detonator (Light)
Ice ⇒ Water (Fragmentation) ⇒ Atonement/Knights Of Round (Light)
Ice ⇒ Water (Fragmentation) ⇒ Hexa Strike/Realmrazer (Light)

[Earth/Dark] - Jobs: PLD/RDM/BRD/BLM/SCH

Wind ⇒ Dark (Gravitation) ⇒ Chant du Cygne (Darkness)
Wind ⇒ Dark (Gravitation) ⇒ Rudra's Storm (Darkness)
Wind ⇒ Dark (Gravitation) ⇒ Black Halo (Darkness)

[Ice/Water] - Jobs: COR/PLD/RDM/BRD/BLM/SCH

Light ⇒ Earth (Distortion) ⇒ Leaden Salute/Wildfire (Darkness)
Light ⇒ Earth (Distortion) ⇒ Requiescat/Swift Blade (Darkness)
Light ⇒ Earth (Distortion) ⇒ Evisceration (Darkness)
Light ⇒ Earth (Distortion) ⇒ Shattersoul/Omniscience (Darkness)

And finally, this 4-step skillchain with Marksmanship (COR) and Great Sword (RUN) would work wonders on the Naakuals and even Leshonn & Gartell.

[Wind/Thunder]

Ice ⇒ Water (Fragmentation) ⇒ Last Stand/Detonator (Light) ⇒ Dimidiation (Double Light)

Please let me know if I missed any obvious ones! This should be enough to experiment with.





Conclusion

As of early 2025, my party begins each run with Skomora and Triboulex for early Tabula Rasa and Bolster. We often regain Tabula Rasa for Naakuals after Ghatjot/Dhartok and sometimes reset Bolster with Wild Card. We have began splitting up to gain Shards and Metals for Ghatjot and Skomora quicker, though I wouldn’t recommend it for less experienced groups. Another small saver is skipping Ghatjot's Metal for another minute or two, but only if you're confident it will melt in 2-3 skillchains.

The biggest time savings come as the party gains experience and anticipates what’s ahead. Luck also plays a role, especially with Bitzer spawn locations and unexpected setbacks like disconnections. While stressful runs are inevitable, they offer valuable lessons. A mage-focused approach to Sortie bosses can be rewarding, but success relies on patience, practice, and coordination.

Start small, focus on improving your gear, and stay mindful of each role’s contribution. Mistakes are inevitable but serve as valuable learning moments. Refine your strategy over time, and you’ll notice steady progress in your Sortie runs. Always remember to thank the team after smooth runs, and pick them up when it doesn't go well. Best of luck, and I hope this guide proves useful. Happy adventuring in Vana'diel!

Author's Note: I do not consider my advice or playstyle to be the optimum way of playing FFXI for everyone, and I encourage others to share their own methods. Please be respectful if you find any serious errors. Let me know what the problems are and I'll consider edits or additions at my convenience. Thank you.

~Fin

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By Veydal1 2025-01-20 00:27:46
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Nice guide. A great and targeted approach for beginners to strongly consider.

A few things I'd like to note -
SCH closing skillchains with a Helix extends the skillchain window. This is huge for MB fights, allowing more wiggle room for MBs to land for those slower to the punch, or allowing an extra MB altogether for those with proper timing and FC gear.

SCH can do a 3-step SC for Fire-preferred targets (Ghatjot / Dhartok / Skomora / Triboulex) as you create a Liquefaction > Fusion, allowing for a non-stop volley of MBs. This still allows the COR or RUN to extend with Exenterator (preferred as less chance of missing) or Dimidiation, respectively. NOTE: COR and RUN should be mindful of the extended SC window created by the SCH closing with a Helix spell and add an extra 3-4 seconds before WSing in order to properly extend the SC further (someone else chime in with the actual wait time).

A nuking GEO can make all the difference between doing 2 NMs or 4 NMs. Or 6 NMs and 8 NMs. Yes, it's that big of a deal. A GEO just casting bubbles and then AFKing to watch tiktoks is not desirable. Encourage your GEO to put together a nuking set. Please.

Triboulex note -
Triboulex absorbs dark. This is why Impact is used on him. It's not worth using on other bosses. You can also land Frazzle on him as a result.

I think it's important to note WHY certain things are done. For any explanations / guides. Helps people think critically and understand why things are done a certain way.

For those coming here and ready to dissect the guide for not being optimal and offering suggestions, please remember this is a BEGINNERS guide. Yes, there are multiple improvements available, and some are worth pointing out. But please consider the target audience.
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 Cerberus.Kylos
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By Cerberus.Kylos 2025-01-20 17:28:14
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Veydal1 said: »
Nice guide. A great and targeted approach for beginners to strongly consider.

A few things I'd like to note -
SCH closing skillchains with a Helix extends the skillchain window. This is huge for MB fights, allowing more wiggle room for MBs to land for those slower to the punch, or allowing an extra MB altogether for those with proper timing and FC gear.

SCH can do a 3-step SC for Fire-preferred targets (Ghatjot / Dhartok / Skomora / Triboulex) as you create a Liquefaction > Fusion, allowing for a non-stop volley of MBs. This still allows the COR or RUN to extend with Exenterator (preferred as less chance of missing) or Dimidiation, respectively. NOTE: COR and RUN should be mindful of the extended SC window created by the SCH closing with a Helix spell and add an extra 3-4 seconds before WSing in order to properly extend the SC further (someone else chime in with the actual wait time).

A nuking GEO can make all the difference between doing 2 NMs or 4 NMs. Or 6 NMs and 8 NMs. Yes, it's that big of a deal. A GEO just casting bubbles and then AFKing to watch tiktoks is not desirable. Encourage your GEO to put together a nuking set. Please.

Triboulex note -
Triboulex absorbs dark. This is why Impact is used on him. It's not worth using on other bosses. You can also land Frazzle on him as a result.

I think it's important to note WHY certain things are done. For any explanations / guides. Helps people think critically and understand why things are done a certain way.

For those coming here and ready to dissect the guide for not being optimal and offering suggestions, please remember this is a BEGINNERS guide. Yes, there are multiple improvements available, and some are worth pointing out. But please consider the target audience.

Thanks Veydal. I have added extra explanation in some sections, mostly for Triboulex. I have added an extra section to the guide explaining skillchains. It talks about the benefits of extending skillchains, how to time them for maximum effect (may need refining), and includes a list of potential combinations.

This is technically not for an "Entry-Level Party", but one that has been doing Sortie for a while and would like to experiment with Weapon Skills to increase damage. This is the most advanced section of the guide and I will not be going any further.
 Asura.Mithrial
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By Asura.Mithrial 2025-01-20 22:15:09
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Thank you for your effort in putting this together. Lots of fantastic info. You’re helping keep the game accessible to newer players and we need that these days!
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 Cerberus.Immortalmoon
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By Cerberus.Immortalmoon 2025-01-21 00:40:38
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I can't read but did enjoy the pictures
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 Cerberus.Kylos
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By Cerberus.Kylos 2025-01-21 01:41:00
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Asura.Mithrial said: »
Thank you for your effort in putting this together. Lots of fantastic info. You’re helping keep the game accessible to newer players and we need that these days!

I believe that more than any other time in FFXI, more effort should be made to bring players up from solo and low-man play. It benefits all servers to give players the knowledge and confidence to do well in a party setup. And even more so to get players to lead.

As a leader in this game for 20 years, I know how difficult it can be. No one really wants to do it, but it gets things done. It's better than sitting around and waiting for others. This guide should give parties plenty to work with. I encourage people to go out and give it a go. Stop soloing 2-4k Galli and start making well over 12k a run, while possibly making new friends along the way. Thank you.
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By Dodik 2025-01-21 06:44:14
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Nice guide.

Probably add a line on how to progress beyond Dhartok, once groups get comfortable.

Eg, if after killing Dhartok you have 15-20min left on the clock, you are probably ready for another basement boss. Prefer to do G/Triboulex next rather than F/Gartell, make sure you get metal for curse..
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 Cerberus.Kylos
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By Cerberus.Kylos 2025-01-21 09:33:39
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Dodik said: »
Nice guide.

Probably add a line on how to progress beyond Dhartok, once groups get comfortable.

Eg, if after killing Dhartok you have 15-20min left on the clock, you are probably ready for another basement boss. Prefer to do G/Triboulex next rather than F/Gartell, make sure you get metal for curse..

Good idea. I did mention what I recommend in the guide, which in itself is the natural progression my party took. Also, if a group is taking 40-45 minutes to kill Ghatjot and Dhartok, they certainly won't have the firepower to down 2 more bosses in 15-20 minutes. A set of Naakuals nets more Galli than 1 ground floor boss, although anything under 15 minutes could be cutting it fine. Even more so if Tabula Rasa isn't saved/reset.

At that point, an entry level group is probably better off targeting basement chests (Bitzer) for Starstone chances, and other easy objectives like the Leech NM in A (500 galli). The leader should decide what the group is capable of and set realistic targets.
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By Penpenn 2025-01-21 10:57:53
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See above for some split proc notes if utilizing both a SCH and a RDM.

I ran mage sortie for a long while, and relied heavily upon SCH x2 at first as opposed to a RDM (SCH just makes a Fusion & Bursts it for C proc - can do so on Ghosts on the way to C Boss).

The RDM brings to the table nuking and debuffs, but a 2nd SCH has typically stronger nukes, as well as additional SC ability if you want to focus on only SCH SCs and not extending with TP moves.

Also of note, the RDM should be able to land Frazzle on all 1st floor bosses, and on E and G. I typically would only apply Frazzle on H with Stymie, and ignore frazzle on F.
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By Cerberus.Kylos 2025-01-21 12:03:29
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Penpenn said: »


See above for some split proc notes if utilizing both a SCH and a RDM.

I ran mage sortie for a long while, and relied heavily upon SCH x2 at first as opposed to a RDM (SCH just makes a Fusion & Bursts it for C proc - can do so on Ghosts on the way to C Boss).

The RDM brings to the table nuking and debuffs, but a 2nd SCH has typically stronger nukes, as well as additional SC ability if you want to focus on only SCH SCs and not extending with TP moves.

Also of note, the RDM should be able to land Frazzle on all 1st floor bosses, and on E and G. I typically would only apply Frazzle on H with Stymie, and ignore frazzle on F.

This is for advanced parties doing 6 NM+ and Aminom. Certainly would not recommend for groups only just getting in to Sortie. I should stress that the guide is for casual players who will not be splitting up before they are ready. Aminom is so far in their future it needs no mention. I would love to see someone make an advanced guide with the mage setup that would include all of this and more, but I am certainly not the person. Also, I run with a RDM because my group has no other choice, but it's still pretty good. We're not making Primes, so it's no big deal that we aren't doing more than 4 NM per run.
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By Phoenix.Iocus 2025-01-21 13:10:35
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For C KIs; I teleport to B, go SE across the wind and thunder elementals that don't aggro and open the back door to the ghosts. Corses are way worse than ghosts and can be solo'd by a single SCH once they get further in the progression. Single fusion with Fire V/IV and maybe pepper them with III/IIs instead of waste more strats.

I also go back that way after C boss to avoid having to invis for corses and if the door is already open then you don't have to wait on it. It's an easy way to get people used to the general layout of the map and start getting the benefits of map awareness.
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By Cerberus.Kylos 2025-01-21 13:19:31
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Phoenix.Iocus said: »
For C KIs; I teleport to B, go SE across the wind and thunder elementals that don't aggro and open the back door to the ghosts. Corses are way worse than ghosts and can be solo'd by a single SCH once they get further in the progression. Single fusion with Fire V/IV and maybe pepper them with III/IIs instead of waste more strats.

I also go back that way after C boss to avoid having to invis for corses and if the door is already open then you don't have to wait on it. It's an easy way to get people used to the general layout of the map and start getting the benefits of map awareness.

Damn! I didn't think of that. Might start using that route when I get back to Sortie. Only thing to consider is to watch out for the Porxie, as it sometimes spawns in that room. Thanks man.
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By Penpenn 2025-01-21 13:36:52
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Completely understood Kylos - and great point regarding beginner guide vs. advanced.

I have a similar layout to my previous posted picture showing the full mage strat that I reference during runs from time to time, but unfortunately the vast majority of my runs focused on 8-boss mage with 2x SCHs.

If I wind up having a slow day sometime in the near future I'll see if I can put that together in some fashion and slap an "intermediate" on it.
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By Phoenix.Iocus 2025-01-21 15:30:40
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Cerberus.Kylos said: »
Phoenix.Iocus said: »
For C KIs; I teleport to B, go SE across the wind and thunder elementals that don't aggro and open the back door to the ghosts. Corses are way worse than ghosts and can be solo'd by a single SCH once they get further in the progression. Single fusion with Fire V/IV and maybe pepper them with III/IIs instead of waste more strats.

I also go back that way after C boss to avoid having to invis for corses and if the door is already open then you don't have to wait on it. It's an easy way to get people used to the general layout of the map and start getting the benefits of map awareness.

Damn! I didn't think of that. Might start using that route when I get back to Sortie. Only thing to consider is to watch out for the Porxie, as it sometimes spawns in that room. Thanks man.

It absolutely will do that and sometimes the bhoot will be waiting for you too.
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