How To play BST Engrish haha

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How To play BST Engrish haha

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e: The numbers behind the pets and targets in parentheses are the level ranges posted by either the strat guide, or on the web. These ranges give you an idea of what kind of fight you will be facing.

Levels 1-9 (Beastmaster gains 2Hr: Familiar; Job Ability: Charm; Pet Command: Fight)
(1) LOCATION(S): Ronfaures, Sarutabarutas, Gustabergs
PETS TO CHARM: The local fauna
MOBS TO FIGHT: The local fauna and local Beastmen
NOTES: Solo your Beastmaster like a melee, without charm. Most of the time the charm will not last long enough sustain a fight, and end up killing you.
CONTRIBUTOR(S): Most of the Beastmasters in the forum!

Levels 10-11 (Level 10, Beastmaster gains Job Ability: Gauge; Pet Command: Heel; Job Trait: Vermin Killer)
(1) LOCATION(S): Konschtat Highland (Far Eastern/ Middle Eastern and Far Western/Middle Western edges of the zone)
PETS TO CHARM: Mad Sheep (11-13) (Level 11 charm only)
MOBS TO FIGHT: Rock Eaters (7-11) (solo)
NOTES: Goblins roam the area and aggro, so be careful! Solo Rock Eaters.
CONTRIBUTOR(S): Ikaz

(2) LOCATION(S): La Theine Plateau
PETS TO CHARM: Ackbabas (9-13), Strolling Saplings (7-10), Steppe Hares (7-10)
MOBS TO FIGHT: Rock Eaters (7-11), Acbabas (9-13), Strolling Saplings (7-10), Orcs (Grapplers, Mesmerizers, Fodder) (8-10)
NOTES: Worms can be soloed at these levels
CONTRIBUTOR(S): Ikaz, Durginn, Oceaniax

(3) LOCATION(S): Tahrongi Canyon
PETS TO CHARM: Canyon Rarabs (7-10), Pygmaioi (7-11), Strolling Saplings (7-10), Canyon Crawlers (11-13)
MOBS TO FIGHT: Canyon Rarabs (7-10), Pygmaioi (7-11), Strolling Saplings (7-10), Canyon Crawlers (11-13)
NOTES: Begin hunting here at level 8.
CONTRIBUTOR(S): Tarantulas

Levels 12-14 (Level 12, Beastmaster gains Job Ability: Reward)
(1) LOCATION(S): Konschtat Highland (Far Eastern/ Middle Eastern and Far Western/Middle Western edges of the zone)
PETS TO CHARM: Mad Sheep (11-13)
MOBS TO FIGHT: Goblins (Digger, Ambusher, Butcher, Tinkerer) (11-16), Mad Sheep (11-13), Quadav (Onyx) (10-16)
NOTES: Use even matched or decent Sheep for fighting. Make sure to use Dia and Paralyze if you have it, against the goblins.
CONTRIBUTOR(S): KudomaBooyah, EnormousBaloth

(2) LOCATION(S): La Theine (pond in recess vicinity Valkurm Dunes entrance)
PETS TO CHARM: Thickshells (12-14), Mad Sheep (11-13), Grass Funguar (11-13), Rock Eaters (7-11)
MOBS TO FIGHT: Thickshells (12-14), Mad Sheep (11-13), Grass Funguar (11-13), Rock Eaters (7-11)
NOTES: Try to fight Barely Toughs with High Decent Challenges or Even Match pets. XP will be slow at level 14.
CONTRIBUTOR(S): Ikaz, Durginn, Oceaniax

(3) LOCATION(S): Tahrongi Canyon (near Meriphataud Mountains entrance)
PETS TO CHARM: Wild Dhamel (14-16), Canyon Rarabs (7-10), Pygmaioi (7-11), Strolling Saplings (7-10), Canyon Crawlers (11-13)
MOBS TO FIGHT: Wild Dhamel (14-16), Canyon Rarabs (7-10), Pygmaioi (7-11), Strolling Saplings (7-10), Canyon Crawlers (11-13)
NOTES: Tarantulas stated: Very little aggro here and plenty of Crawlers and Dhalmel spawn here, plus the added bonus of a zone line for emergencies. 13 and 14 were excrutiatingly slow, as Dhalmel are only worthwile at 15-16. Before these levels, they all check as tough and you can never tell if they are weak toughs or almost VT tough. There are also alot of farmers around for Dhalmel hides which means alot of competition in peak hours.
CONTRIBUTOR(S): Keekee, Tarantulas

(4) LOCATION(S): Inner Horutoto Ruins (Lily's Tower Entrance, East Sarutabaruta at J-7)
PETS TO CHARM: Beady Beetles (11-16), Bat Battalions (12-15)
MOBS TO FIGHT: Beady Beetles (11-16), Bat Battalions (12-15), Goblins (Ambushers, Butchers, Tinkerers) (14-18)
NOTES: Once you enter, go through the "cracked wall" in G-8. At this point the map changes... go to I-9 and work with Beady Beetles and Bat Battalions. There's a good supply of these as you move downhill, and some nice low gobs handy to farm if you end up with a little left over on a pet. Note this is a bit of a difficult spot (close quarters, all mobs agro/link and a longish run to the zone). Rarely camped, since the Bats are the "Jet Stream" type.
CONTRIBUTOR(S): Swarren

(5) LOCATION(S): Dangruf Wadi (on the right side of the map up the geyser)
PETS TO CHARM: Wadi Leech (11-14)
MOBS TO FIGHT: Goblins (Ambusher, Butcher, Tinkerer) (12-16)
NOTES: Even at 13 the leeches there were all decent and even cons to me. This area is mostly just full of leeches and goblins, be careful of links.
CONTRIBUTOR(S): KudomaBooyah

Level 15 (Beastmaster gains Pet Command: Stay; Job Trait: Resist Slow)
(1) LOCATION(S): La Theine Plateau ('Funguar Alley' or Ordelles Cave Main Entrance ravine)
PETS TO CHARM: Huge Wasps (8-12), Poison Funguar (14-16), Plague Bats (9-11), Poison Bats (11-14)
MOBS TO FIGHT: Poison Funguar (14-16), Poison Bats (11-14)
NOTES: Funguar Alley entrance is ravine north of Lake Ephmere. Go into ravine and run cave/ravine complex. At end of “Funguar Alley” is where La Theine Monument for Selbina Clay quest is located. You can also examine the front room of the Ordelles and grab Even Match Stink Bats (15-18) for some early leveling. If it does not fare well, then work the funguars in the main entrance ravine. This level is slow for experience points.
CONTRIBUTOR(S): Durginn, Oceaniax, Keekee

(2) LOCATION(S): Tahrongi Canyon
PETS TO CHARM: Wild Dhamel (14-16)
MOBS TO FIGHT: Wild Dhamel (14-16) or Yagudo (Mendicant, Persecutor, Piper) (12-16)
NOTES: Pygmaiois (Mandragora)(7-11) are not strong, but provide an entertaining fight.
CONTRIBUTOR(S): Ikaz, Keekee

(3) LOCATION(S): Inner Horutoto Ruins (Lily's Tower Entrance, East Sarutabaruta at J-7)
PETS TO CHARM: Beady Beetles (11-16), Bat Battalions (12-15)
MOBS TO FIGHT: Beady Beetles (11-16), Bat Battalions (12-15), Goblins (Ambushers, Butchers, Tinkerers) (14-18)
NOTES: Once you enter, go through the "cracked wall" in G-8. At this point the map changes... go to I-9 and work with Beady Beetles and Bat Battalions. There's a good supply of these as you move downhill, and some nice low gobs handy to farm if you end up with a little left over on a pet. Note this is a bit of a difficult spot (close quarters, all mobs agro/link and a longish run to the zone). Rarely camped, since the Bats are the "Jet Stream" type.
CONTRIBUTOR(S): Swarren

(4) LOCATION(S): Valkurm Dunes (K-8)
PETS TO CHARM: Sand Hares (15-18), Hill Lizard (15-18)
MOBS TO FIGHT: Hill Lizard (15-18), Sand Hares (15-18)
NOTES: Occasional Goblin (Butcher, Tinkerer, Ambusher)(17-20) provides additional XP.
CONTRIBUTOR(S): Corres, Ikaz

(5) LOCATION(S): Meriphataud Mountains (near Tahrongi Canyon entrance)
PETS TO CHARM: Wandering Saplings (13-16), Jubjubs (15-18), Night Bats (13-16), Black Bats (15-18)
MOBS TO FIGHT: Wandering Saplings (13-16), Jubjubs (15-18), Hill Lizards (19-22)
NOTES: All the mobs link but is not a problem since they are so far apart. This area is very spread out so be prepared to do alot of running to match pets and prey.
CONTRIBUTOR(S): Tarantulas

Level 16
(1) LOCATION(S): Tahrongi Canyon
PETS TO CHARM: Wild Dhamel (14-16)
MOBS TO FIGHT: Wild Dhamel (14-16)
NOTES:
CONTRIBUTOR(S): Keekee

(2) LOCATION(S): Inner Horutoto Ruins (Lily's Tower Entrance, East Sarutabaruta at J-7)
PETS TO CHARM: Beady Beetles (11-16), Bat Battalions (12-15)
MOBS TO FIGHT: Beady Beetles (11-16), Bat Battalions (12-15), Goblins (Ambushers, Butchers, Tinkerers) (14-18)
NOTES: Once you enter, go through the "cracked wall" in G-8. At this point the map changes... go to I-9 and work with Beady Beetles and Bat Battalions. There's a good supply of these as you move downhill, and some nice low gobs handy to farm if you end up with a little left over on a pet. Note this is a bit of a difficult spot (close quarters, all mobs agro/link and a longish run to the zone). Rarely camped, since the Bats are the "Jet Stream" type.
CONTRIBUTOR(S): Swarren

(3) LOCATION(S): Valkurm Dunes (Near La Theine zone)
PETS TO CHARM: Sand Hares (15-18), Night Bats (12-15)
MOBS TO FIGHT: Sand Hares (15-18), Night Bats (12-15), Goblins (Ambusher, Butcher, and Tinkerer) (17-20)
NOTES: XP ranges from 120-160, with occasional chains to boost for 193 XP.
CONTRIBUTOR(S): Ikaz

(4) LOCATION(S): Meriphataud Mountains (near Tahrongi Canyon entrance)
PETS TO CHARM: Wandering Saplings (13-16), Jubjubs (15-18), Night Bats (13-16), Black Bats (15-18)
MOBS TO FIGHT: Wandering Saplings (13-16), Jubjubs (15-18), Hill Lizards (19-22)
NOTES: All the mobs link but is not a problem since they are so far apart. This area is very spread out so be prepared to do alot of running to match pets and prey.
CONTRIBUTOR(S): Tarantulas

(5) LOCATION(S): Ordelles Caves (Rescue Drill entrance – where Knights are located)
PETS TO CHARM: Stink Bats (15-18)
MOBS TO FIGHT: Stink Bats (15-18)
NOTES: Bats link and have Jet Stream Special Attack which is hard hitting!
CONTRIBUTOR(S): Rotund, Durginn, Oceaniax

(6) LOCATION(S): Maze of Shakhrami
PETS TO CHARM: Stink Bats (15-18)
MOBS TO FIGHT: Maze Makers (18-21), Goblins (Ambushers, Tinkerers, Butchers) (16-18)
NOTES: 1400+ EXP per hour even with much competition. Keep Barstonra up at all times because Maze Makers use Stonega. If you are in trouble, just run as they can't follow you and will only fire off a few spells. They can cast Bind but it usually doesn't last long enough to be a bother. A decent Bat will usually tear apart an even Goblin. Don't attack other bats!!! There are tons of them everywhere and they link like crazy.
Dehrian observed: I found Bats against Goblins to be very effective and fast, but not against Worms. The Worms are all Ts, and they tear apart EM Bats. The Bat is frequently intimidated by the Maze Maker. I have to join the fight, lose my EM Bat, and suffer signifcant downtime after each battle. The Bats against Goblins usually mean less XP per fight, but the fights go much faster with less downtime. I also zone any EM Bat to ghetto Leave it when it's near death, then rezone to claim it back after it gets full health. I lose TP, but it's easier to get TP back than wait for another EM bat to respawn.
CONTRIBUTOR(S): Tarantulas, The Glorious Highflyer, Dehrian

Level 17
(1) LOCATION(S): Valkurm Dunes (Near La Theine zone or near Hidden Beach Caves, NW on Map)
PETS TO CHARM: Sand Hares (15-18), Night Bats (12-15), Hill Lizards (15-18)
MOBS TO FIGHT: Sand Hares (15-18), Night Bats (12-15), and Goblins (Ambusher, Butcher, and Tinkerer) (17-20), Hill Lizards (15-18)
NOTES: XP ranges from 100-160, with occasional chains to boost for 193 XP.
CONTRIBUTOR(S): Ikaz, Jesher

(2) LOCATION(S): Meriphataud Mountains (near Tahrongi Canyon entrance)
PETS TO CHARM: Wandering Saplings (13-16), Jubjubs (15-18), Night Bats (13-16), Black Bats (15-18)
MOBS TO FIGHT: Wandering Saplings (13-16), Jubjubs (15-18), Hill Lizards (19-22)
NOTES: All the mobs link but is not a problem since they are so far apart. This area is very spread out so be prepared to do alot of running to match pets and prey.
CONTRIBUTOR(S): Tarantulas

(3) LOCATION(S): Ordelles Caves (Rescue Drill entrance – where Knights are located)
PETS TO CHARM: Stink Bats (15-18), Snippers (17-20)
MOBS TO FIGHT: Stink Bats (15-18), Snippers (17-20)
NOTES: Bats link and have Jet Stream Special Attack which is hard hitting!
CONTRIBUTOR(S): Rotund, Durginn, Oceaniax

(4) LOCATION(S): Maze of Shakhrami
PETS TO CHARM: Stink Bats (15-18)
MOBS TO FIGHT: Maze Makers (18-21), Goblins (Ambushers, Tinkerers, Butchers) (16-18)
NOTES: 1400+ EXP per hour even with much competition. Keep Barstonra up at all times because Maze Makers use Stonega. If you are in trouble, just run as they can't follow you and will only fire off a few spells. They can cast Bind but it usually doesn't last long enough to be a bother. A decent Bat will usually tear apart an even Goblin. Don't attack other bats!!! There are tons of them everywhere and they link like crazy.
Dehrian observed: I found Bats against Goblins to be very effective and fast, but not against Worms. The Worms are all Ts, and they tear apart EM Bats. The Bat is frequently intimidated by the Maze Maker. I have to join the fight, lose my EM Bat, and suffer signifcant downtime after each battle. The Bats against Goblins usually mean less XP per fight, but the fights go much faster with less downtime. I also zone any EM Bat to ghetto Leave it when it's near death, then rezone to claim it back after it gets full health. I lose TP, but it's easier to get TP back than wait for another EM bat to respawn.
CONTRIBUTOR(S): Tarantulas, The Glorious Highflyer, Evanesce, Dehrian

(5) LOCATION(S): Buburimu Peninsula (E-9)
PETS TO CHARM: Sylvestre (15-18), Mighty Rarabs (15-18)
MOBS TO FIGHT: Sylvestre (15-18), Mighty Rarabs (15-18), Goblins (Ambushers, Butchers, Tinkerers) (17-20)
NOTES:
CONTRIBUTOR(S): Elu

(6) LOCATION(S): Carpenter's Landing (North Landing)
PETS TO CHARM: Digger Wasps (14-17?), Beady Beetle (16-18?), Posion Funguar (16-19?)
MOBS TO FIGHT: Landing Pugil (18-21?), Flytrap (??-??), Gliding Bomb (??-??), Beady Beetle (16-18?)
NOTES:
CONTRIBUTOR(S): NoOneLeft

Level 18
(1) LOCATION(S): Valkurm Dunes (Near La Theine zone or near Hidden Beach Caves, NW on Map)
PETS TO CHARM: Sand Hares (15-18), Night Bats (12-15), Hill Lizards (15-18)
MOBS TO FIGHT: Sand Hares (15-18), Goblins (Ambusher, Butcher, and Tinkerer) (17-20), Hill Lizards (15-18)
NOTES:
CONTRIBUTOR(S): Ikaz, Jesher

(2) LOCATION(S): Ordelles Caves (Rescue Drill entrance – where Knights are located)
PETS TO CHARM: Stink Bats (15-18), Snippers (17-20), Blood Bunny (17-19)
MOBS TO FIGHT: Stink Bats (15-18), Snippers (17-20), Blood Bunny (17-19)
NOTES: Bats link and have Jet Stream Special Attack which is hard hitting!
CONTRIBUTOR(S): Rotund, Durginn, Oceaniax

(3) LOCATION(S): Maze of Shakhrami
PETS TO CHARM: Stink Bats (15-18)
MOBS TO FIGHT: Maze Makers (18-21), Goblins (Ambushers, Tinkerers, Butchers) (16-18)
NOTES: 1400+ EXP per hour even with much competition. Keep Barstonra up at all times because Maze Makers use Stonega. If you are in trouble, just run as they can't follow you and will only fire off a few spells. They can cast Bind but it usually doesn't last long enough to be a bother. A decent Bat will usually tear apart an even Goblin. Don't attack other bats!!! There are tons of them everywhere and they link like crazy.
Dehrian observed: I found Bats against Goblins to be very effective and fast, but not against Worms. The Worms are all Ts, and they tear apart EM Bats. The Bat is frequently intimidated by the Maze Maker. I have to join the fight, lose my EM Bat, and suffer signifcant downtime after each battle. The Bats against Goblins usually mean less XP per fight, but the fights go much faster with less downtime. I also zone any EM Bat to ghetto Leave it when it's near death, then rezone to claim it back after it gets full health. I lose TP, but it's easier to get TP back than wait for another EM bat to respawn.
CONTRIBUTOR(S): Tarantulas, Dehrian

(4) LOCATION(S): Buburimu Peninsula (E-9)
PETS TO CHARM: Sylvestre (15-18), Mighty Rarabs (15-18)
MOBS TO FIGHT: Sylvestre (15-18), Mighty Rarabs (15-18), Goblins (Ambushers, Butchers, Tinkerers) (17-20)
NOTES:
CONTRIBUTOR(S): Elu

(5) LOCATION(S): Pashhow Marshlands
PETS TO CHARM: Water Wasps (15-18), Black Bats (15-18), Snippers (17-20), Land Pugils (17-20)
MOBS TO FIGHT: Black Bats (15-18), Snippers (17-20), Land Pugils (17-20), Gadflies (18-21)
NOTES: Hunt in the three water spots in the south and east sides of the zones. The SE water area seemed better than the one nearest Konschtat Highlands. Be wary of the Water Elementals that spawn during a rain storm.
CONTRIBUTOR(S): Kaply

Level 19
(1) LOCATION(S): Valkurm Dunes (J-6)
PETS TO CHARM: Sand Hares (15-18), Damselflies (20-23), Brutal Sheep (20-23), Snippers (20-22)
MOBS TO FIGHT: Brutal Sheep (20-23), Snippers (20-22), and Goblins (Butcher, Tinkerer, Ambusher, Leecher, Mugger, Digger, and Gambler) (17-25)
NOTES: Use tough sheep, Snippers, and flies against the tougher gobins
CONTRIBUTOR(S): Ikaz, Oleum

(2) LOCATION(S): Ordelles Caves (Rescue Drill entrance – where Knights are located, either in main room, or from that room go right once you get to the NPC room and keep going right until you reach a room with Bats, Saplings, and Leeches)
PETS TO CHARM: Stink Bats (15-18), Snippers (17-20), Blood Bunny (17-19), Hognosed Bat (17-20), Stalking Sapling (18-21), Thread Leeches (18-21)
MOBS TO FIGHT: Snippers (17-20), Blood Bunny (17-19), Goblins (Tinkerer, Ambusher, Butcher) (17-20), Hognosed Bat (17-20), Stalking Sapling (18-21), Thread Leeches (18-21)
NOTES: Bats link and have Jet Stream Special Attack which is hard hitting!, Goblins are located to the right of main room. Use bats, crabs, and rabbits to kill them easily.\
Ironmanx stated: An EM Leech can easily take on a T Hognosed Bat. Let the chains begin!
OgreSamanosuke added: 1) Hognosed Bats aggro. It will link nearby stink bats. 2) If the Hognoses are EM, toss them at a Stalking Sapling, they intimidate them. (yay!) 3) You will have to kill the Gobs in the way, or follow someone to reach the hunting spot. (Mostly d/c, few even or tough for exp) There are about 10 in the short path you want to travel, so grab one of the snippers that is even and use it to own them. 4) Lastly, if something goes wrong, you may as well kiss your ass goodbye. Only real failing is it's far from zone, and that road of Goblins will hunt you down if you have to run for it.
CONTRIBUTOR(S): Rotund, Durginn, Oceaniax, Ironmanx, OgreSamanosuke

(3) LOCATION(S): Maze of Shakhrami
PETS TO CHARM: Stink Bats (15-18)
MOBS TO FIGHT: Maze Makers (18-21), Goblins (Ambushers, Tinkerers, Butchers) (16-18)
NOTES: 1400+ EXP per hour even with much competition. Keep Barstonra up at all times because Maze Makers use Stonega. If you are in trouble, just run as they can't follow you and will only fire off a few spells. They can cast Bind but it usually doesn't last long enough to be a bother. A decent Bat will usually tear apart an even Goblin. Don't attack other bats!!! There are tons of them everywhere and they link like crazy.
Dehrian observed: I found Bats against Goblins to be very effective and fast, but not against Worms. The Worms are all Ts, and they tear apart EM Bats. The Bat is frequently intimidated by the Maze Maker. I have to join the fight, lose my EM Bat, and suffer signifcant downtime after each battle. The Bats against Goblins usually mean less XP per fight, but the fights go much faster with less downtime. I also zone any EM Bat to ghetto Leave it when it's near death, then rezone to claim it back after it gets full health. I lose TP, but it's easier to get TP back than wait for another EM bat to respawn.
CONTRIBUTOR(S): Tarantulas, Dehrian

(4) LOCATION(S): Buburimu Peninsula
PETS TO CHARM: Sylvestre (15-18), Mighty Rarabs (15-18)
MOBS TO FIGHT: Sylvestre (15-18), Mighty Rarabs (15-18), Goblins (Ambushers, Butchers, Tinkerers) (17-20)
NOTES:
CONTRIBUTOR(S): ShaughnAsura

(5) LOCATION(S): Pashhow Marshlands
PETS TO CHARM: Water Wasps (15-18), Black Bats (15-18), Snippers (17-20), Land Pugils (17-20), Thread Leech (19-22)
MOBS TO FIGHT: Black Bats (15-18), Snippers (17-20), Land Pugils (17-20), Gadflies (18-21), Quadavs (Brass, Copper, Old) (20-26), Goblins (Gambler, Leecher, Mugger) (21-25), Carniverous Crawlers (20-23), Goobbues (22-25)
NOTES: Hunt in the three water spots in the south and east sides of the zones. The SE water area seemed better than the one nearest Konschtat Highlands. Be wary of the Water Elementals that spawn during a rain storm.
CONTRIBUTOR(S): Kaply, TheSnake, Seriph, Nonlinear

(6) LOCATION(S): Jugner Forest (lake in Northwest)
PETS TO CHARM: Land Pugil (17-20), Snipper (17-20)
MOBS TO FIGHT: Land Pugil (17-20), Snipper (17-20)
NOTES:
CONTRIBUTOR(S): Defster

Level 20 (Beastmaster gains Job Trait: Bird Killer)
(1) LOCATION(S): Valkurm Dunes (J-6) or (Hidden Beach, Far West Beach in Valkurm – through the cave complex and near the Gustav Tunnel Complex.)
PETS TO CHARM: Sand Hares (15-18), Damselflies (20-23), Brutal Sheep (20-23), Snippers (20-22), Thread Leeches (21-25)
MOBS TO FIGHT: Brutal Sheep (20-23), Snippers (20-22), Damselflies (20-23), Thread Leeches (21-25), and Goblins (Butcher, Tinkerer, Ambusher, Leecher, Mugger, Digger, and Gambler) (17-25)
NOTES:
CONTRIBUTOR(S): Ikaz, Oleum, Durginn, Keekee, Oceaniax

(2) LOCATION(S): Ordelles Caves (Go right once you get to the NPC room and keep going right until you reach a room with the mobs listed below)
PETS TO CHARM: Hognosed Bat (17-20), Stalking Sapling (18-21), Thread Leeches (18-21)
MOBS TO FIGHT: Hognosed Bat (17-20), Stalking Sapling (18-21), Thread Leeches (18-21)
NOTES: An EM Leech can easily take on a T Hognosed Bat. Let the chains begin!
OgreSamanosuke added: 1) Hognosed Bats aggro. It will link nearby stink bats.
2) If the Hognoses are EM, toss them at a Stalking Sapling, they intimidate them. (yay!)
3) You will have to kill the Gobs in the way, or follow someone to reach the hunting spot. (Mostly d/c, few even or tough for exp) There are about 10 in the short path you want to travel, so grab one of the snippers that is even and use it to own them.
4) Lastly, if something goes wrong, you may as well kiss your ass goodbye. Only real failing is it's far from zone, and that road of Goblins will hunt you down if you have to run for it.
CONTRIBUTOR(S): Ironmanx, OgreSamanosuke

(3) LOCATION(S): Buburimu Peninsula
PETS TO CHARM: Sylvestre (15-18), Mighty Rarabs (15-18), Snippers (18-22)
MOBS TO FIGHT: Sylvestre (15-18), Mighty Rarabs (15-18), Goblins (Ambushers, Butchers, Tinkerers) (17-20), Snippers (18-22)
NOTES:
CONTRIBUTOR(S): ShaughnAsura

(4) LOCATION(S): Pashhow Marshlands
PETS TO CHARM: Water Wasps (15-18), Black Bats (15-18), Snippers (17-20), Land Pugils (17-20), Thread Leech (19-22)
MOBS TO FIGHT: Black Bats (15-18), Snippers (17-20), Land Pugils (17-20), Gadflies (18-21), Quadavs (Brass, Copper, Old) (20-26), Goblins (Gambler, Leecher, Mugger) (21-25), Carniverous Crawlers (20-23)
NOTES: Hunt in the three water spots in the south and east sides of the zones. The SE water area seemed better than the one nearest Konschtat Highlands. Be wary of the Water Elementals that spawn during a rain storm.
CONTRIBUTOR(S): Kaply, TheSnake

(5) LOCATION(S): Jugner Forest (lake in Northwest)
PETS TO CHARM: Land Pugil (17-20), Snipper (17-20)
MOBS TO FIGHT: Land Pugil (17-20), Snipper (17-20)
NOTES:
CONTRIBUTOR(S): Defster

(6) LOCATION(S): Meriphataud Mountains (Near outpost)
PETS TO CHARM: Crane Flies (18-21), Hill Lizards (19-22)
MOBS TO FIGHT: Crane Flies (18-21), Hill Lizards (19-22), Goblins (Gamblers, Leechers, Muggers)(21-25)
NOTES:
CONTRIBUTOR(S): Thauthau

Level 21
(1) LOCATION(S): Valkurm Dunes (J-6) or (Hidden Beach, Far West Beach in Valkurm – through the cave complex and near the Gustav Tunnel Complex.)
PETS TO CHARM: Sand Hares (15-18), Damselflies (20-23), Brutal Sheep (20-23), Snippers (20-22), Thread Leeches (21-25)
MOBS TO FIGHT: Brutal Sheep (20-23), Snippers (20-22), Damselflies (20-23), Thread Leeches (21-25) and Goblins (Butcher, Tinkerer, Ambusher, Leecher, Mugger, Digger, and Gambler) (17-25)
NOTES:
CONTRIBUTOR(S): Ikaz, Oleum, Durginn, Keekee, Oceaniax

(2) LOCATION(S): Buburimu Peninsula (beaches near Mhaura Entrance)
PETS TO CHARM: Carnivorous Crawlers (20-23), Bull Dhamels (20-23), Snippers (18-22), Zus (20-23)
MOBS TO FIGHT: Goblins (Gambler, Leecher, Mugger) (22-25), Carniverous Crawlers (20-23), Snippers (18-22), Zus (20-23)
NOTES: A EM crawler will take out a 1 1/2 Tough Gobs without biscuits. Very nice because Buru is littered with Goblins. Also, when the charm fails you are more likely to get hit with a weaker special attack than with Leeches (Brain Drain for 80-100 dmg).
Tibodibo refutes: I'm going to have to disagree with this suggestion. Any Crawler I send at the Goblins get OWNED! I recommend getting EM Dhalmels and slaughtering T Crawlers.
CONTRIBUTOR(S): LungBoy, Tibodibo, ShaughnAsura

(3) LOCATION(S): Pashhow Marshlands (Upper Left Corner of map)
PETS TO CHARM: Carniverous Crawlers (20-23), Thread Leeches (20-23), Snipper (17-20), Land Pugil (17-20)
MOBS TO FIGHT: Carniverous Crawlers (20-23), Thread Leeches (20-23), Quadavs (Brass, Copper, Old) (20-26), Goblins (Gambler, Leecher, Mugger) (21-25)
NOTES:
CONTRIBUTOR(S): Planetstring, TheSnake

(4) LOCATION(S): Jugner Forest
PETS TO CHARM: Stag Beetles (20-23), Forest Leeches (19-22)
MOBS TO FIGHT: Almost all fauna, save for elementals and Walking Trees
NOTES:
CONTRIBUTOR(S): Defster

(5) LOCATION(S): Meriphataud Mountains (Near outpost)
PETS TO CHARM: Crane Flies (18-21), Hill Lizards (19-22)
MOBS TO FIGHT: Crane Flies (18-21), Hill Lizards (19-22), Goblins (Gamblers, Leechers, Muggers)(21-25)
NOTES:
CONTRIBUTOR(S): Thauthau

(6) LOCATION(S): Maze of Shakhrami
PETS TO CHARM: Carniverous Crawlers (22-25), Combats (20-23)
MOBS TO FIGHT: Carniverous Crawlers (22-25), Combats (20-23)
NOTES: So here is how you get there: Enter Shakrami and go to main entrance chamber, then take the tunnel to your left. Follow this to an even bigger chamber, and hug the left hand wall. Grab an EM pet at this point. As you follow the wall you will come to a raised area, go up the ramp. Be careful as there may be a Scorpion here. If you hug the left wall and drop down you should be able to avoid the agro. There should be three Goblins ahead (EP - DC). Kill them. Enter the right hand tunnel, and you are at your camp.
CONTRIBUTOR(S): UberJerry

Level 22
(1) LOCATION(S): Valkurm Dunes (Also: Hidden Beach, Far West Beach in Valkurm – through the cave complex and near the Gustav Tunnel Complex.)
PETS TO CHARM: Thread Leeches (21-25), Snippers (20-22), Damselflies (20-23), Brutal Sheep (20-23)
MOBS TO FIGHT: Thread Leeches, Damselflies, Snippers, Brutal Sheep, and Goblins (Leecher, Mugger, Gambler) (22-25)
NOTES: Leeches are great damage takers/dealers. The Hidden Beach is remote with little party activity. Be warned, 1-2 Bogys spawn in the area at night, although if you stay close to the beach you should be fine. Goblin Leechers are Goblin WHMs and can cast Cure III making these fights very dangerous.
CONTRIBUTOR(S): SatanzChild, Durginn, Ikaz, Oceaniax

(2) LOCATION(S): Buburimu Peninsula (beaches near Mhaura Entrance)
PETS TO CHARM: Carnivorous Crawlers (20-23), Bull Dhamels (20-23), Zus (20-23)
MOBS TO FIGHT: Goblins (Gambler, Leecher, Mugger) (22-25), Carniverous Crawlers (20-23), Zus (20-23)
NOTES: A EM crawler will take out a 1 1/2 Tough Gobs without biscuits. Very nice because Buru is littered with Goblins. Also, when the charm fails you are more likely to get hit with a weaker special attack than with Leeches (Brain Drain for 80-100 dmg).
Tibodibo refutes: I'm going to have to disagree with this suggestion. Any Crawler I send at the Goblins get OWNED! I recommend getting EM Dhalmels and slaughtering T Crawlers.
CONTRIBUTOR(S): LungBoy, Tibodibo, ShaughnAsura

(3) LOCATION(S): Pashhow Marshlands (Upper Left Corner of map)
PETS TO CHARM: Thread Leeches (20-23), Snipper (17-20), Land Pugil (17-20)
MOBS TO FIGHT: Carniverous Crawlers (20-23), Quadavs (Brass, Copper, Old) (20-26), Goblins (Gambler, Leecher, Mugger) (21-25)
NOTES:
CONTRIBUTOR(S): TheSnake

(4) LOCATION(S): Jugner Forest (along the road)
PETS TO CHARM: Jugner Funguar (21-25), Forest Leeches (19-22)
MOBS TO FIGHT: Jugner Funguar (21-25), Forest Tigers (22-25), Goblins (Muggers, Gamblers, Leechers) (21-25)
NOTES: Easy, safe and fast. Run back and forth between the two zones (stay on the road), and send Leeches against every Tough Funguar you see. The nice thing about those mobs is that you always know where they are (1-3 Funguar in each crevice, as well as 3-6 Leeches). By the time you have finished the road, most of them should have respawned. Start by sending Even/Decent Funguars against the Tough one, to avoid them linking later. ~1500xp pr run :)
CONTRIBUTOR(S): Defster, Nonlinear

(5) LOCATION(S): Maze of Shakhrami
PETS TO CHARM: Carniverous Crawlers (22-25), Combats (20-23)
MOBS TO FIGHT: Carniverous Crawlers (22-25), Combats (20-23)
NOTES: So here is how you get there: Enter Shakrami and go to main entrance chamber, then take the tunnel to your left. Follow this to an even bigger chamber, and hug the left hand wall. Grab an EM pet at this point. As you follow the wall you will come to a raised area, go up the ramp. Be careful as there may be a Scorpion here. If you hug the left wall and drop down you should be able to avoid the agro. There should be three Goblins ahead (EP - DC). Kill them. Enter the right hand tunnel, and you are at your camp.
CONTRIBUTOR(S): UberJerry

(6) LOCATION(S): Korrolaka Tunnel
PETS TO CHARM: Land Worms (20-25)
MOBS TO FIGHT: Land Worms (20-25)
NOTES: Bats possess jet stream and it hits for about 80-100+ damage!
CONTRIBUTOR(S): Ikaz

Level 23 (Beastmaster gains Job Ability: Call Beast)
(1) LOCATION(S): Valkurm Dunes (Hidden Beach, Far West Beach in Valkurm – through the cave complex and near the Gustav Tunnel Complex.)
PETS TO CHARM: Thread Leeches (21-25), Beach Pugils (23-26), Snippers (20-22), Damselflies (20-23), Brutal Sheep (20-23)
MOBS TO FIGHT: Thread Leeches (21-25), Beach Pugils (23-26), Goblins (Leecher, Mugger, Gambler) (22-25), Damselflies (20-23), and Brutal Sheep (20-23)
NOTES: Leeches are great damage takers/dealers. The Hidden Beach is remote with little party activity. Be warned, 1-2 Bogys spawn in the area at night, although if you stay close to the beach you should be fine. Goblin Leechers are Goblin WHMs and can cast Cure III making these fights very dangerous.
CONTRIBUTOR(S): SatanzChild, Durginn, Ikaz, Oceaniax

(2) LOCATION(S): Buburimu Peninsula (beaches near Mhaura Entrance)
PETS TO CHARM: Carnivorous Crawlers (20-23), Bull Dhamels (20-23), Zus (20-23)
MOBS TO FIGHT: Goblins (Gambler, Leecher, Mugger) (22-25), Carniverous Crawlers (20-23), Zus (20-23)
NOTES:
CONTRIBUTOR(S): Rotund, ShaughnAsura

(3) LOCATION(S): Pashhow Marshlands (Upper Left Corner of map, West edge of map)
PETS TO CHARM: Thread Leeches (20-23), Snipper (17-20), Land Pugil (17-20), Marsh Funguars (21-25)
MOBS TO FIGHT: Carniverous Crawlers (20-23), Quadavs (Brass, Copper, Old) (20-26), Goblins (Gambler, Leecher, Mugger) (21-25), Marsh Funguars (21-25)
NOTES:
CONTRIBUTOR(S): TheSnake, Melbolt

(4) LOCATION(S): Jugner Forest (along the road and Spore Hollow)
PETS TO CHARM: Jugner Funguar (21-25), Forest Leeches (19-22)
MOBS TO FIGHT: Jugner Funguar (21-25), Forest Tigers (22-25), Goblins (Muggers, Gamblers, Leechers) (21-25)
NOTES: Easy, safe and fast. Run back and forth between the two zones (stay on the road), and send Leeches against every Tough Funguar you see. The nice thing about those mobs is that you always know where they are (1-3 Funguar in each crevice, as well as 3-6 Leeches). By the time you have finished the road, most of them should have respawned. Start by sending Even/Decent Funguars against the Tough one, to avoid them linking later. ~1500xp pr run :)
CONTRIBUTOR(S): Defster, Poekie, Leechers

(5) LOCATION(S): Maze of Shakhrami
PETS TO CHARM: Carniverous Crawlers (22-25), Combats (20-23)
MOBS TO FIGHT: Carniverous Crawlers (22-25), Combats (20-23)
NOTES: So here is how you get there: Enter Shakrami and go to main entrance chamber, then take the tunnel to your left. Follow this to an even bigger chamber, and hug the left hand wall. Grab an EM pet at this point. As you follow the wall you will come to a raised area, go up the ramp. Be careful as there may be a Scorpion here. If you hug the left wall and drop down you should be able to avoid the agro. There should be three Goblins ahead (EP - DC). Kill them. Enter the right hand tunnel, and you are at your camp.
CONTRIBUTOR(S): UberJerry

(6) LOCATION(S): Korrolaka Tunnel
PETS TO CHARM: Land Worms (20-25)
MOBS TO FIGHT: Land Worms (20-25)
NOTES: Bats possess jet stream and it hits for about 80-100+ damage!
CONTRIBUTOR(S): Ikaz

(7) LOCATION(S): Ordelle Caves
PETS TO CHARM: Dung Beetles (23-26)
MOBS TO FIGHT: Dung Beetles (23-26), Will-o-the-Wisp (23-25), Goblins (Leecher, Gambler, Mugger) (22-26)
NOTES: From Main entrance, go left. It is a large room with numerous dung beetles. Kill the Wisp to prevent magic aggro.
CONTRIBUTOR(S): Spoons

(8) LOCATION(S): Carpenter's Landing (Central Landing or F9/F10) - Need CoP
PETS TO CHARM: Stag Beetles (20-23), Battrap (23-27), Fosse Pugils (22-24), Marsh Funguars (2-24)
MOBS TO FIGHT: Stag Beetles (20-23), Fosse Pugils (22-24), Orcs (Curesemakers, Fighters, Serjeants) (21-25), Ghouls (21-25), Marsh Fungaurs (20-24)
NOTES: Two ways to access this area. One is through North Sandy, opposite the Carpenter's Guild. The other way is located in NW Jugner Forest. You will need to take a barge (80 gil) to arrive at Central Landing (through the Sandy route), and the dock is for arrivals only. Use the dock as your camp, and fight the receommended mobs above. Avoid fighting T battraps, as they are very strong and hit hard. Keep in mind that both Water and Thunder Elementals spawn in this area, although usually away from the pier. When leaving the area, through the caverns linked to Jugner, keep in mind that the Funguars do aggro, and they are usually in groups. The same goes for entering through the Jugner passage.
CONTRIBUTOR(S): Dehrian, Baelnic

Level 24
(1) LOCATION(S): Valkurm Dunes (Hidden Beach, Far West Beach in Valkurm – through the cave complex and near the Gustav Tunnel Complex)
PETS TO CHARM: Thread Leeches (21-25), Beach Pugils (23-26), Snippers (20-22), Damselflies (20-23)
MOBS TO FIGHT: Thread Leeches (21-25), Beach Pugils (23-26), Goblins (Leecher, Mugger, Gambler) (22-25)
NOTES: Leeches are great damage takers/dealers. The Hidden Beach is remote with little party activity. Be warned, 1-2 Bogys spawn in the area at night, although if you stay close to the beach you should be fine.
CONTRIBUTOR(S): SatanzChild, Durginn, Oceaniax

(2) LOCATION(S): Buburimu Peninsula (Mighoya, Khoonia Dunes)
PETS TO CHARM: Poison Leech (21-25)
MOBS TO FIGHT: Shoal Pugil (24-28)
NOTES: I don't claim this is the best or fastest exp, but there are usually plenty of Pugil targets and Leeches to throw at them. Frequently the Pugils were on the higher end, so it would take several Leeches and Crawlers/Dhalmels/Snippers to take one down. The fights were lengthier then normal, but the Pugs almost always con T and Bubu is full of critters to throw at them, so I had a good time. Almost always got 140 exp including penalty per Pug. Labryinth of Onzozo entrance is on the Mighoya Dunes, so you have a quick zone if things go rotten.
CONTRIBUTOR(S): Nav

(3) LOCATION(S): Pashhow Marshlands (West edge of map)
PETS TO CHARM: Marsh Funguars (21-25)
MOBS TO FIGHT: Marsh Funguars (21-25)
NOTES: Very little aggro.
CONTRIBUTOR(S): Melbolt

(4) LOCATION(S): Jugner Forest, (Spore Hollow (K-7) or along the road)
PETS TO CHARM: Jugner Funguars (21-25), Forest Leeches (19-22)
MOBS TO FIGHT: Forest Tigers (22-25), Orcs (Cursemaker, Fighter, Sejeant) (21-25), Jugner Funguars (21-25)
NOTES: Defster commented: Easy, safe and fast. Run back and forth between the two zones (stay on the road), and send Leeches against every Tough Funguar you see. The nice thing about those mobs is that you always know where they are (1-3 Funguar in each crevice, as well as 3-6 Leeches). By the time you have finished the road, most of them should have respawned. Start by sending Even/Decent Funguars against the Tough one, to avoid them linking later. ~1500xp pr run :)
CONTRIBUTOR(S): Rotund, Defster

(5) LOCATION(S): Maze of Shakhrami
PETS TO CHARM: Carniverous Crawlers (22-25), Combats (20-23)
MOBS TO FIGHT: Carniverous Crawlers (22-25), Combats (20-23)
NOTES: So here is how you get there: Enter Shakrami and go to main entrance chamber, then take the tunnel to your left. Follow this to an even bigger chamber, and hug the left hand wall. Grab an EM pet at this point. As you follow the wall you will come to a raised area, go up the ramp. Be careful as there may be a Scorpion here. If you hug the left wall and drop down you should be able to avoid the agro. There should be three Goblins ahead (EP - DC). Kill them. Enter the right hand tunnel, and you are at your camp.
CONTRIBUTOR(S): UberJerry

(6) LOCATION(S): Ordelle Caves
PETS TO CHARM: Dung Beetles (23-26)
MOBS TO FIGHT: Dung Beetles (23-26), Will-o-the-Wisp (23-25), Goblins (Leecher, Gambler, Mugger) (22-26)
NOTES: From Main entrance, go left. It is a large room with numerous dung beetles. Kill the Wisp to prevent magic aggro.
CONTRIBUTOR(S): Spoons

(7) LOCATION(S): Batallia Downs
PETS TO CHARM: May Fly (22-26), Clippers (23-25), Ba (25-28)
MOBS TO FIGHT: May Fly (22-26), Clippers (23-25), Ba (25-28)
NOTES:
CONTRIBUTOR(S): Defster, Joft

Level 25 (Beastmaster gains Pet Command: Sic)
(1) LOCATION(S): Valkurm Dunes (Beach Areas)
PETS TO CHARM: Beach Pugils (23-26), Thread Leeches (21-25)
MOBS TO FIGHT: Beach Pugils (23-26), Thread Leeches (21-25), Goblins (Mugger, Leecher, Gambler) (22-25)
NOTES: Goblin will register as mostly decent, a few evens. Pugils and leeches will register as even and tough.
CONTRIBUTOR(S): Ikaz, Oceaniax

(2) LOCATION(S): Ordelle Caves
PETS TO CHARM: Dung Beetles (23-26)
MOBS TO FIGHT: Dung Beetles (23-26), Will-o-the-Wisp (23-25), Goblins (Leecher, Gambler, Mugger) (22-26)
NOTES: From Main entrance, go left. It is a large room with numerous dung beetles. Kill the Wisp to prevent magic aggro.
CONTRIBUTOR(S): Spoons

(3) LOCATION(S): Batallia Downs
PETS TO CHARM: Clippers (23-25), Ba (25-28)
MOBS TO FIGHT: Clippers (23-25), Ba (25-28)
NOTES:
CONTRIBUTOR(S): Joft

(4) LOCATION(S): Rolanberry Fields (near Pashhow Marshlands zone or near the Fountain of Promises at E-9)
PETS TO CHARM: Berry Grubs (25-28), Death Wasps (22-26)
MOBS TO FIGHT: Berry Grubs (25-28), Quadavs (Brass, Copper)(26-30), Goblins Bees (23-25), Death Wasps (22-26), Moon Bats (23-26), Gobbue Farmers (28-32)
NOTES: Grubs drop silk and earn good gil. Gobbue Farmers (28-32)are real tough to fight, not recommended. Linking and hunting spots being so far from zone are two big problems near the fountain.
CONTRIBUTOR(S): Ikaz, Shoon, SatanzChild, Nav

(5) LOCATION(S): Qufim
PETS TO CHARM: Land Worms (25-27), Clippers (25-29)
MOBS TO FIGHT: Land Worms (25-27), Clippers (25-29)
NOTES:
CONTRIBUTOR(S): Durginn, Keekee

Level 26
(1) LOCATION(S): Ordelle Caves
PETS TO CHARM: Dung Beetles (23-26)
MOBS TO FIGHT: Dung Beetles (23-26), Will-o-the-Wisp (23-25), Goblins (Leecher, Gambler, Mugger) (22-26)
NOTES: From Main entrance, go left. It is a large room with numerous dung beetles. Kill the Wisp to prevent magic aggro.
CONTRIBUTOR(S): Spoons

(2) LOCATION(S): Rolanberry Fields (near Pashhow Marshlands zone)
PETS TO CHARM: Berry Grubs (25-28), Death Wasps (22-26), Moon Bats (23-26)
MOBS TO FIGHT: Berry Grubs (25-28), Quadavs (Brass, Copper)(26-30), Goblins Bees (23-25), Death Wasps (22-26), Moon Bats (23-26), Goblins (Gambler, Leecher, Mugger) (26-30)
NOTES: Grubs drop silk and earn good gil. Gobbue Farmers (28-32)are real tough to fight, not recommended.
CONTRIBUTOR(S): Ikaz, Shoon, SatanzChild, VinceSucks, Udib

(3) LOCATION(S): Qufim (Worms near H-6 and I-7
PETS TO CHARM: Land Worms (25-27), Clippers (25-29)
MOBS TO FIGHT: Clippers (25-29)
NOTES: Bring Selbina's Milk when fighting worms, it effectively negates Rasp.
CONTRIBUTOR(S): SatanzChild, Durginn, Nav

Level 27
(1) LOCATION(S): Rolanberry Fields
PETS TO CHARM: Berry Grubs (25-28), Death Wasps (22-26), Moon Bats (23-26)
MOBS TO FIGHT: Berry Grubs (25-28), Quadavs (Brass, Copper)(26-30), Goblins Bees (23-25), Death Wasps (22-26), Moon Bats (23-26), Goblins (Gambler, Leecher, Mugger) (26-30)
NOTES: Grubs drop silk and earn good gil. Gobbue Farmers (28-32)are real tough to fight, not recommended.
CONTRIBUTOR(S): Ikaz, Shoon, SatanzChild, Udib

(2) LOCATION(S): Qufim
PETS TO CHARM: Land Worms (25-27), Clippers (25-29), Dark Bats (at night only) (25-27), Ancient Bats (near Behemoth's Dominion) (27-29), Seeker Bats (near Behemoths Dominion) (25-27)
MOBS TO FIGHT: Clippers (25-29), Giants (Hunter, Ascetic, Ranger, Trapper)(28-30)
NOTES:
CONTRIBUTOR(S): Durginn, Nav

Level 28
(1) LOCATION(S): Rolanberry Fields
PETS TO CHARM: Berry Grubs (25-28), Death Wasps (22-26), Moon Bats (23-26)
MOBS TO FIGHT: Berry Grubs (25-28), Quadavs (Brass, Copper)(26-30), Goblins Bees (23-25), Death Wasps (22-26), Moon Bats (23-26), Goblins (Gambler, Leecher, Mugger) (26-30)
NOTES: Grubs drop silk and earn good gil. Gobbue Farmers (28-32)are real tough to fight, not recommended.
CONTRIBUTOR(S): Ikaz, Shoon, SatanzChild, Udib

(2) LOCATION(S): Qufim
PETS TO CHARM: Clippers (25-29), Greater Pugils (28-30), Glow Bats (27-29), Dark Bats (25-27)
MOBS TO FIGHT: Giants (Hunter, Ascetic, Ranger, Trapper)(28-30), Dancing Weapons (28-30), Wights (28-30)
NOTES: Bats work well against Wights. Pugils are the best for Giant fights, with Clippers as finishing pets. Be warned, the Giant Trapper has a pet leech, and links the acrophies in the area, and the Giant Hunter can range you with its Catapalt Special Attack, which usually does 100+ points of damage!
CONTRIBUTOR(S): Durginn

(2) LOCATION(S): Ordelles Caves (PLD Quest #2 Room)
PETS TO CHARM: Shriekers (24-27), Clippers (26-29)
MOBS TO FIGHT: Clippers (26-29), Goliath Beetles (29-31)
NOTES:
CONTRIBUTOR(S): Thauthau

Levels 29-30 (Level 30, Beastmaster gains Job Ability: Tame; Job Trait: Amorph Killer)
(1) LOCATION(S): Qufim
PETS TO CHARM: Clippers (25-29), Greater Pugils (28-30), Glow Bats (27-29), Dark Bats (25-27)
MOBS TO FIGHT: Giants (Hunter, Ascetic, Ranger, Trapper)(28-30), Dancing Weapons (28-30), Wights (28-30)
NOTES: Bats work well against Wights. Pugils are the best for Giant fights, with Clippers as finishing pets. Be warned, the Giant Trapper has a pet leech, and links the acrophies in the area, and the Giant Hunter can range you with its Catapalt Special Attack, which usually does 100+ points of damage!
CONTRIBUTOR(S): Durginn

(2) LOCATION(S): Korroloka Tunnel
PETS TO CHARM: Huge Spiders (28-31), Combats (27-30), Clippers (29-32), Thread Leeches (28-31)
MOBS TO FIGHT: Huge Spiders (28-31), Combats (27-30), Thread Leeches (28-31), Clippers (29-32), Greater Pugils (30-33)
NOTES: As Ridermd said: Check out the pools where the pugs and snippers reside. EXCELLENT PLACE. Fight T Pugs and Crabs with DC and EM crabs. when you have momentarily cleaned out the pools, check out the Spider hangout next door to kill Spiders and more Pugs. There is an occasional Sea Monk, and even an NM Spider (Falcatus Aranei).
Adamson pointed out: There is a Slime that occassionally pops between the Clipper room and the Spider room. The aggro and resist charm quite often. Falcatus is quite tough, requiring 10 pets to kill him. A Beastmaster duo could drop him with little effort.
CONTRIBUTOR(S): Ikaz, Udib, Ridermd, Adamson

(3) LOCATION(S): Maze of Shakhrami (Near the Buburimu Peninsula zone)
PETS TO CHARM: Caterchipillar (29-31), Ancient Bats (26-29)
MOBS TO FIGHT: Goblins (Furrier, Pathfinder, Smithy, Shaman) (31-34)
NOTES: Be careful, the Caterchipillars and Ancient Bats aggro
CONTRIBUTOR(S): Udib

(4) LOCATION(S): Carpenter's Landing (I-12) - Need CoP
PETS TO CHARM: Diving Beetles (27-30), Shriekers (28-31), Birdtraps (29-33), Sabertooth Tigers (29-32)
MOBS TO FIGHT: Diving Beetles (27-30), Shriekers (28-31), Birdtraps (29-33), Sabertooth Tigers (29-32)
NOTES: Birdtraps are difficult to charm
CONTRIBUTOR(S): Tccdude

Level 31
(1) LOCATION(S): Qufim
PETS TO CHARM: Greater Pugils (28-30)
MOBS TO FIGHT: Giants (Hunter, Ascetic, Ranger, Trapper) (28-30)
NOTES: Pugils are the best for Giant fights, with Clippers as finishing pets. Be warned, the Giant Trapper has a pet leech, and links the acrophies in the area, and the Giant Hunter can range you with its Catapalt Special Attack, which usually does 100+ points of damage! These levels are very slow and I hunted in Qufim to farm gil from the giants.
CONTRIBUTOR(S): Durginn

(2) LOCATION(S): Korroloka Tunnel
PETS TO CHARM: Huge Spiders (28-31), Combats (27-30), Clippers (29-32), Thread Leeches (28-31)
MOBS TO FIGHT: Huge Spiders (28-31), Combats (27-30), Thread Leeches (28-31), Clippers (29-32), Greater Pugils (30-33)
NOTES: As Ridermd said: Check out the pools where the pugs and snippers reside. EXCELLENT PLACE. Fight T Pugs and Crabs with DC and EM crabs. when you have momentarily cleaned out the pools, check out the Spider hangout next door to kill Spiders and more Pugs. There is an occasional Sea Monk, and even an NM Spider (Falcatus Aranei).
Adamson pointed out: There is a Slime that occassionally pops between the Clipper room and the Spider room. The aggro and resist charm quite often. Falcatus is quite tough, requiring 10 pets to kill him. A Beastmaster duo could drop him with little effort.
CONTRIBUTOR(S): Ikaz, Udib, Ridermd, Adamson

(3) LOCATION(S): Maze of Shakhrami (Near the Buburimu Peninsula zone)
PETS TO CHARM: Caterchipillar (29-31), Ancient Bats (26-29)
MOBS TO FIGHT: Goblins (Furrier, Pathfinder, Smithy, Shaman) (30-34)
NOTES: Be careful, the Caterchipillars and Ancient Bats aggro
CONTRIBUTOR(S): Udib

(4) LOCATION(S): Carpenter's Landing (I-12) - Need CoP
PETS TO CHARM: Diving Beetles (27-30), Shriekers (28-31), Birdtraps (29-33), Sabertooth Tigers (29-32)
MOBS TO FIGHT: Diving Beetles (27-30), Shriekers (28-31), Birdtraps (29-33), Sabertooth Tigers (29-32)
NOTES: Birdtraps are difficult to charm
CONTRIBUTOR(S): Tccdude

Level 32
(1) LOCATION(S): Qufim
PETS TO CHARM: Greater Pugils (28-30)
MOBS TO FIGHT: Giants (Hunter, Ascetic, Ranger, Trapper) (28-30)
NOTES: Pugils are the best for Giant fights, with Clippers as finishing pets. Be warned, the Giant Trapper has a pet leech, and links the acrophies in the area, and the Giant Hunter can range you with its Catapalt Special Attack, which usually does 100+ points of damage! These levels are very slow and I hunted in Qufim to farm gil from the giants.
CONTRIBUTOR(S): Durginn

(2) LOCATION(S): Korroloka Tunnel (Clipper Cave)
PETS TO CHARM: Huge Spiders (28-31), Combats (27-30), Clippers (29-32), Thread Leeches (28-31)
MOBS TO FIGHT: Huge Spiders (28-31), Combats (27-30), Thread Leeches (28-31), Clippers (29-32), Greater Pugils (30-33)
NOTES: As Ridermd said: Check out the pools where the pugs and snippers reside. Fight T Pugs and Crabs with DC and EM crabs. when you have momentarily cleaned out the pools, check out the Spider hangout next door to kill Spiders and more Pugs. There is an occasional Sea Monk, and even an NM Spider (Falcatus Aranei).
Adamson pointed out: There is a Slime that occassionally pops between the Clipper room and the Spider room. The aggro and resist charm quite often. Falcatus is quite tough, requiring 10 pets to kill him. A Beastmaster duo could drop him with little effort.
CONTRIBUTOR(S): Ikaz, Ridermd, Adamson

(3) LOCATION(S): Maze of Shakhrami (Near the Buburimu Peninsula zone)
PETS TO CHARM: Caterchipillar (29-31), Ancient Bats (26-29)
MOBS TO FIGHT: Goblins (Furrier, Pathfinder, Smithy, Shaman) (30-34)
NOTES: Be careful, the Caterchipillars and Ancient Bats aggro. Slow at level 32, but still generates XP for leveling purposes.
CONTRIBUTOR(S): Udib

(4) LOCATION(S): Carpenter's Landing (I-12) - Need CoP
PETS TO CHARM: Diving Beetles (27-30), Shriekers (28-31), Birdtraps (29-33), Sabertooth Tigers (29-32)
MOBS TO FIGHT: Diving Beetles (27-30), Shriekers (28-31), Birdtraps (29-33), Sabertooth Tigers (29-32)
NOTES: Birdtraps are difficult to charm
CONTRIBUTOR(S): Tccdude

(5) LOCATION(S): Eastern Altepa Desert
PETS TO CHARM: Giant Spiders (30-34)
MOBS TO FIGHT: Giant Spiders (30-34), Sand Beetles (36-40), Anticans (Auxiliarius, Faber, Funditor) (35-39), Goblin Trader Pet Spider (38-40)
NOTES: Charm DC and EM Spiders and fight other EM and T Spiders. T Beetles are great if you can find them, but the spread at 33-34 will be T to IT. you will find the occasional T Antican to beat on... those are nice too. Dhamels: DONT TOUCH EM AT THIS LEVEL. Leave them alone and they'll leave you alone. Nothing here aggros except Sabotendaurs (cactus-like folk), Anticans, the nasty Doom Scorpion guarding the pit, and the occasional Flesh Eater (don't even think about solo-ing it at 32-33...possible, but not likely). The most common complaint about E Altepa: "It's so spread out?! How do you find stuff to kill?" - This level, like when you your a lower level BST on the Buburimu Peninsula, is a good time to know and love "Wide Scan." If well utilized, these two levels will be a relaxing stroll through the desert as Spiders really aren't that tough (definitely not like Acrophies).
WisePiggy stated:Goblin pets are very weak for their con, you just have to make sure you sic your pet onto them without the Goblin seeing your pet. After the mob pet attacks your pet, use the heel command to draw the fight away from the Goblin Trader, or just let them fight and hope the Goblin walks away in the right direction. If you get a good run you can easily get chain #4 and #5 using this technique, but there are alot of wandering mobs in Altepa so you need to be careful. At night watch out for the Lost Souls. Make sure to set your homepoint at the entrance to Western Altepa - you will die a few times doing this - it's high risk/high reward.
CONTRIBUTOR(S): Ridermd, WisePiggy, RexWalker

Level 33
(1) LOCATION(S): Qufim
PETS TO CHARM: Acrophies (32-34), Greater Pugils (28-30)
MOBS TO FIGHT: Acrophies (32-34)
NOTES: Again, slow levels. Acrophies range from level 32-34, so you can get a good mix. Great fights to improve combat skills. May even get a carbuncle ruby drop while leveling. Use Acrophie vs. Acrophie, with a Greater Pugil as a finishing pet. Acrophies are real tough, so ensure that their health is real low before engaging. Also, Acrophies can regenerate, so Dia is very nice to keep on the acros.
CONTRIBUTOR(S): Durginn

(2) LOCATION(S): Eastern Altepa Desert
PETS TO CHARM: Giant Spiders (30-34)
MOBS TO FIGHT: Giant Spiders (30-34), Sand Beetles (36-40), Anticans (Auxiliarius, Faber, Funditor) (35-39), Goblin Trader Pet Spider (38-40)
NOTES: Charm DC and EM Spiders and fight other EM and T Spiders. T Beetles are great if you can find them, but the spread at 33-34 will be T to IT. you will find the occasional T Antican to beat on... those are nice too. Dhamels: DONT TOUCH EM AT THIS LEVEL. Leave them alone and they'll leave you alone. Nothing here aggros except Sabotendaurs (cactus-like folk), Anticans, the nasty Doom Scorpion guarding the pit, and the occasional Flesh Eater (don't even think about solo-ing it at 32-33...possible, but not likely). The most common complaint about E Altepa: "It's so spread out?! How do you find stuff to kill?" - This level, like when you your a lower level BST on the Buburimu Peninsula, is a good time to know and love "Wide Scan." If well utilized, these two levels will be a relaxing stroll through the desert as Spiders really aren't that tough (definitely not like Acrophies).
WisePiggy stated:Goblin pets are very weak for their con, you just have to make sure you sic your pet onto them without the Goblin seeing your pet. After the mob pet attacks your pet, use the heel command to draw the fight away from the Goblin Trader, or just let them fight and hope the Goblin walks away in the right direction. If you get a good run you can easily get chain #4 and #5 using this technique, but there are alot of wandering mobs in Altepa so you need to be careful. At night watch out for the Lost Souls. Make sure to set your homepoint at the entrance to Western Altepa - you will die a few times doing this - it's high risk/high reward.
CONTRIBUTOR(S): Ridermd, WisePiggy

(3) LOCATION(S): Gusgen Mines (Basement)
PETS TO CHARM: Gallinippers (32-35)
MOBS TO FIGHT: Feu Follet (35-38)
NOTES: Ensure you have a map for Gusgen - you want to head right down to the basement (on first map when you get to the room with 3 doors take the left and you'll eventually get there). Once in the basement charm Gallinippers and fight Feu Follets. Feu Follets have low hp and low defence and also use beserk making them take (and give) twice normal damage - so they die fairly quickly. Let your pet do all the damage - if you try and fight with your pet you will get caught when a bomb explodes and may die. Gallinippers also link and aggro - but there is enough room around the outside edges of the room if you are careful.
Good XP - chain 3-5 is possible if you get lucky with bomb explosions. Bombs also drop a fair amount of bomb ash which sells well at the AH.
CONTRIBUTOR(S): WisePiggy, Bazarov

Level 34
(1) LOCATION(S): Qufim
PETS TO CHARM: Acrophies (32-34), Greater Pugils (28-30)
MOBS TO FIGHT: Acrophies (32-34)
NOTES: Again, slow levels. Acrophies range from level 32-34, so you can get a good mix. Great fights to improve combat skills. May even get a carbuncle ruby drop while leveling. Use Acrophie vs. Acrophie, with a Greater Pugil as a finishing pet. Acrophies are real tough, so ensure that their health is real low before engaging. Also, Acrophies can regenerate, so Dia is very nice to keep on the acros.
CONTRIBUTOR(S): Durginn

(2) LOCATION(S): Eastern Altepa Desert
PETS TO CHARM: Giant Spiders (30-34)
MOBS TO FIGHT: Giant Spiders (30-34), Sand Beetles (36-40), Anticans (Auxiliarius, Faber, Funditor) (35-39), Goblin Trader Pet Spider (38-40)
NOTES: Charm DC and EM Spiders and fight other EM and T Spiders. T Beetles are great if you can find them, but the spread at 33-34 will be T to IT. you will find the occasional T Antican to beat on... those are nice too. Dhamels: DONT TOUCH EM AT THIS LEVEL. Leave them alone and they'll leave you alone. Nothing here aggros except Sabotendaurs (cactus-like folk), Anticans, the nasty Doom Scorpion guarding the pit, and the occasional Flesh Eater (don't even think about solo-ing it at 32-33...possible, but not likely). The most common complaint about E Altepa: "It's so spread out?! How do you find stuff to kill?" - This level, like when you your a lower level BST on the Buburimu Peninsula, is a good time to know and love "Wide Scan." If well utilized, these two levels will be a relaxing stroll through the desert as Spiders really aren't that tough (definitely not like Acrophies).
WisePiggy stated:Goblin pets are very weak for their con, you just have to make sure you sic your pet onto them without the Goblin seeing your pet. After the mob pet attacks your pet, use the heel command to draw the fight away from the Goblin Trader, or just let them fight and hope the Goblin walks away in the right direction. If you get a good run you can easily get chain #4 and #5 using this technique, but there are alot of wandering mobs in Altepa so you need to be careful. At night watch out for the Lost Souls. Make sure to set your homepoint at the entrance to Western Altepa - you will die a few times doing this - it's high risk/high reward.
CONTRIBUTOR(S): Ridermd, WisePiggy

(3) LOCATION(S): Gusgen Mines (Basement)
PETS TO CHARM: Gallinippers (32-35)
MOBS TO FIGHT: Feu Follet (35-38)
NOTES: Ensure you have a map for Gusgen - you want to head right down to the basement (on first map when you get to the room with 3 doors take the left and you'll eventually get there). Once in the basement charm Gallinippers and fight Feu Follets. Feu Follets have low hp and low defence and also use beserk making them take (and give) twice normal damage - so they die fairly quickly. Let your pet do all the damage - if you try and fight with your pet you will get caught when a bomb explodes and may die. Gallinippers also link and aggro - but there is enough room around the outside edges of the room if you are careful.
Good XP - chain 3-5 is possible if you get lucky with bomb explosions. Bombs also drop a fair amount of bomb ash which sells well at the AH.
CONTRIBUTOR(S): WisePiggy

Level 35 (Beastmaster gains Pet Command: Leave; Job Trait: Resist Slow II)
(1) LOCATION(S): Eastern Altepa Desert
PETS TO CHARM: Giant Spiders (30-34)
MOBS TO FIGHT: Goblin Trader Pet Spider (38-40)
NOTES: Goblin pets are very weak for their con, you just have to make sure you sic your pet onto them without the Goblin seeing your pet. After the mob pet attacks your pet, use the heel command to draw the fight away from the Goblin Trader, or just let them fight and hope the Goblin walks away in the right direction. If you get a good run you can easily get chain #4 and #5 using this technique, but there are alot of wandering mobs in Altepa so you need to be careful. At night watch out for the Lost Souls. Make sure to set your homepoint at the entrance to Western Altepa - you will die a few times doing this - it's high risk/high reward.
CONTRIBUTOR(S): WisePiggy

(2) LOCATION(S): Gusgen Mines (Basement)
PETS TO CHARM: Gallinippers (32-35)
MOBS TO FIGHT: Feu Follet (35-38)
NOTES: Ensure you have a map for Gusgen - you want to head right down to the basement (on first map when you get to the room with 3 doors take the left and you'll eventually get there). Once in the basement charm Gallinippers and fight Feu Follets. Feu Follets have low hp and low defence and also use beserk making them take (and give) twice normal damage - so they die fairly quickly. Let your pet do all the damage - if you try and fight with your pet you will get caught when a bomb explodes and may die. Gallinippers also link and aggro - but there is enough room around the outside edges of the room if you are careful.
Good XP - chain 3-5 is possible if you get lucky with bomb explosions. Bombs also drop a fair amount of bomb ash which sells well at the AH.
CONTRIBUTOR(S): WisePiggy

(3) LOCATION(S): Yuhtunga Jungle (H-7)
PETS TO CHARM: Ivory Lizards (32-35), Yuhuntga Mandragoras (to pull) (30-33)
MOBS TO FIGHT: Goblins (Smithy, Furrier, Digger) (32-38)
NOTES: Suggested to bring Instant Warp Scroll. To get there, hop on a chocobo and drop down the hole as if you're going to Yhoator. From there just make your way south-west as well as you can until you can ride up into the (H-7) plateau. You're in the right place if you see a hole in the middle of the plain, and the only mobs around are Mandragoras, Furriers and Smithies. Go into the north-east most tunnel off the plateau, and it should be a dead-end with two lizards in it. If the two lizards aren't Even, you can do a little trick I've figured out for perfecting camp spots - just keep killing them off until you get the perfect conning mobs. You don't want to drag in a lizard from another spawn zone, because then you have to keep watching it to make sure it doesn't wander back. If you force the two spawns inside the cave to be even, they'll just wander back there when you're finished with them, and thus you always know where to find them. Use Yuhtunga Mandragoras to pull. XP chains very possible.
Durginn stated: H-7 confirmed great area for XP. Chains difficult due to a lot of the decent challenge gob spawns were decent, with a few toughs, but still able to get multiple chain #1s, and a few Chain #2s. If you are miserly, like me, you can move to and from H-7 without having to purchase an instant warp scroll. Recommend you choco out to spot. Head South out of main gate, across field where Goblin Smithys and Mandras spawn (G-6). Go into tunnel and follow until wooded area (G-7), and continue heading south, entering another tunnel (Ivory lizards also spawn here, as well as Gob Smithys). You will enter another wooded area (G-8), at this time turn sharply to the east, weaving around the tree roots, and turn north into another tunnel (G-8). Once you exit the tunnel, you will be at the H-7 field (has two holes in the middle, with a dead end exit to the north, and an exit to the east - that will eventually lead to Yhoater). Go to the Northern dead end (be careful of the Gob Furriers and Smithys in the area) and you will find two Ivory Lizards. "Convert" them to EMs if needed, and have a blast leveling by using the mandra pull to grab gobs (they wander quite a bit, and link, so the mandras are a safe method). To get back, simply use the Ivory Lizards, and Death Wasps to assist in fighting gobs along your path, until you get to near the zone. Then simply grab a mandra, occupy any aggro gob, and dash to Kazham. The only other players that are here are usually lost, so the area is very secluded!
CONTRIBUTOR(S): Exercitus, Marnos, Durginn, Ridermd

(3) LOCATION(S): Bibiki Bay - Need CoP
PETS TO CHARM: Island Rarabs (34-38), Marine Dhalmels (33-37), Efts (33-36)
MOBS TO FIGHT: Ravens (36-39), Marine Dhalmels (33-37)
NOTES:
CONTRIBUTOR(S): Siebzhen

Level 36
(1) LOCATION(S): Eastern Altepa Desert
PETS TO CHARM: Giant Spiders (30-34), Sand Beetles (36-40)
MOBS TO FIGHT: Giant Spiders (30-34), Sand Beetles (36-40), Anticans (Auxiliarius, Faber, Funditor) (35-39), Goblin Trader Pet Spider (38-40)
NOTES: Goblin pets are very weak for their con, you just have to make sure you sic your pet onto them without the Goblin seeing your pet. After the mob pet attacks your pet, use the heel command to draw the fight away from the Goblin Trader, or just let them fight and hope the Goblin walks away in the right direction. If you get a good run you can easily get chain #4 and #5 using this technique, but there are alot of wandering mobs in Altepa so you need to be careful. At night watch out for the Lost Souls. Make sure to set your homepoint at the entrance to Western Altepa - you will die a few times doing this - it's high risk/high reward.
Exercitus mentioned: During Japanese hours Altepa is incredibly crowded, so you might have to do more scrounging if you want to stay in this area. Right after entering East Altepa, head north along the wall until you come to a little inlet. There should be beetles in the mouth of the inlet, and sunken ruins with Anticans around. Create your little zoo by finding a couple even beetles and start into work on the Anticans. **Can be a tough spot to level at level 36, as a few have experienced difficulties with this spot!**
CONTRIBUTOR(S): WisePiggy, Exercitus, Marnos, VinceSucks

(2) LOCATION(S): Gusgen Mines (Basement)
PETS TO CHARM: Gallinippers (32-35)
MOBS TO FIGHT: Feu Follet (35-38)
NOTES: Ensure you have a map for Gusgen - you want to head right down to the basement (on first map when you get to the room with 3 doors take the left and you'll eventually get there). Once in the basement charm Gallinippers and fight Feu Follets. Feu Follets have low hp and low defence and also use beserk making them take (and give) twice normal damage - so they die fairly quickly. Let your pet do all the damage - if you try and fight with your pet you will get caught when a bomb explodes and may die. Gallinippers also link and aggro - but there is enough room around the outside edges of the room if you are careful.
Good XP - chain 3-5 is possible if you get lucky with bomb explosions. Bombs also drop a fair amount of bomb ash which sells well at the AH.
CONTRIBUTOR(S): WisePiggy

(3) LOCATION(S): Yuhtunga Jungle (H-7 or Hidden Valley before Sea Serpent Grotto)
PETS TO CHARM: Ivory Lizards (32-35), Yuhuntga Mandragoras (to pull) (30-33), Young Opo-opo (34-36), Makara (35-38)
MOBS TO FIGHT: Goblins (Smithy, Furrier, Digger) (32-38)
NOTES: Suggested to bring Instant Warp Scroll. To get there, hop on a chocobo and drop down the hole as if you're going to Yhoator. From there just make your way south-west as well as you can until you can ride up into the (H-7) plateau. You're in the right place if you see a hole in the middle of the plain, and the only mobs around are Mandragoras, Furriers and Smithies. Go into the north-east most tunnel off the plateau, and it should be a dead-end with two lizards in it. If the two lizards aren't Even, you can do a little trick I've figured out for perfecting camp spots - just keep killing them off until you get the perfect conning mobs. You don't want to drag in a lizard from another spawn zone, because then you have to keep watching it to make sure it doesn't wander back. If you force the two spawns inside the cave to be even, they'l
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#2 Post by 3 »

Beastmaster skills
Job Abilities:

Ability:Demon
Level: 1
Recycle Period: 2 hours
Description: Increases tame duration, and makes the pet stronger.

Ability:Charm
Level: 1
Recycle Period: 15 Seconds
Description: Tame an enemy to do your bidding.

Ability:Attack Target
Level: 1
Recycle Period: 10 Seconds
Description: Commands the pet to attack your target.

Ability:Pet Scan
Level: 10
Recycle Period: 30 Seconds
Description: Checks to see if the target is tamable.

Ability:Return
Level: 10
Recycle Period: 10 Seconds
Description: Commands the pet to stop attacking and return to you.

Ability:Heal
Level: 12
Recycle Period: 3 Minutes
Description: Recovers your pet's HP, but requires an item.

Ability:Wait
Level: 15
Recycle Period: 10 Seconds
Description: Commands the pet to stay.

Ability:Special Attack
Level: 25
Recycle Period: 2 Minutes
Description: Commands the pet to use it's special attack.

Ability:Calm
Level: 30
Recycle Period: 10 Minutes
Description: Makes the target easier to tame.

Ability:Release
Level: 35
Recycle Period: 10 Seconds
Description: Sets your pet free.

Job Traits:

Trait:Insect Killer
Level:10
Description:Increases damage to insects.

Trait:Resist Charm
Level:15
Description: Increased resistance to charming.

Trait:Bird Killer
Level:20
Description: Increases damage to birds.

Trait:Amorph Killer
Level:30
Description: Increased damage versus morphing type monsters.

Trait:Resist Charm
Level:35
Description: Increases resistance to charm.

Trait:Lizard Killer
Level:40
Description: Increases damage to reptiles.

Trait:Aquan Killer
Level:50
Description: Increases damage to aqueous monsters

Trait:Plant Killer
Level:60
Description: Increases damage to plants.

Another skill that Beastmasters have, that isn't really a trait or ability,
is the Wide Scan option in the map area. It allows you to see mobs that are
within your scan range.

Now, lets look at how some of the BSTs combat skills rank up against other jobs
Evade is above average but not by much
Shield is below average but not by much
Parry is above average but not by much
At lower lvls, your combat skills wont be drastically different then say for
example, a WAR, but at later lvls, you will notice a larger difference.
-------------------------------------------------------------------------------
2.8) Beastmaster Macro assistance
Creating macros for a Beastmaster are VERY helpful, since it will become tire-
some constantly selecting Pet abilities from the menu. Lets get started.

For a pet ability, use
/pet "Ability Name"

for job abilities, use
/ja "Job Ability Name" or
the or depends on what the skill is used, for example,
for heal, use but for calm, use

for weapons skills, use
/ws "Name of the Weapon Skill"

for good renkei ws macros, do something like
/p USING "NAME OF WEAPON SKILL" IN 3!
/wait 3
/ws "Name of the Weapon Skill"

Now, if you end up subbing a job with magic, you can use magic macros
/ma "Name of Magic" or
again, the or depends on the type of magic, curative or destructive.
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#3 Post by 3 »

Sub jobs:

Warrior:
Warrior makes a good sub job if you plan to party as a BST, since BST have a
good amount of defense, and you can pull. Playing solo though, it doesn't add
much. You can provoke mobs off of your pets, you will be stronger and do
better damage then usual, and you will also get Double Attack, which is rather
nice to have.
Job abilities:
Provoke: lvl 10
Berserk: lvl 30
Defender:lvl 50
War Cry: lvl 70

Job Traits:
Defense Up: lvl 20
Resist Virus: lvl 30
Double Attack: lvl 50
Attack Up: lvl 60
Resist Virus: lvl 70



Whitemage:
Most BSTs will agree, this is the best sub job you can have as a BST. The real
draw is the Charisma boost, since WHMs have alot of Charisma. The White magic
is also very nice. Being able to toss out a few cures, debuff, buff, and all
the other curative magic REALLY helps.
Job Abilities:
Divine Seal: lvl 30

Job Traits:
Magic defense Up: lvl 20
Clear Mind: lvl 40
Auto Regen: lvl 50
Magic Defense Up: lvl 60

Magic:
Cure: lvl 1
Dia: lvl 6
Paralyze: lvl 8
Banish: lvl 10
Poisona: lvl 12
Protect: lvl 14
Protectra: lvl 14
Barsleepra: lvl 14
Parana: lvl 18
Barwatera: lvl 18
Aqua veil: lvl 20
Barpoisona: lvl 20
Cure II: lvl 22
Barparalyze: lvl 24
Slow: lvl 26
Barwind: lvl 26
Blina: lvl 28
Banishga: lvl 30
Silence: lvl 30
Deodorize: lvl 30
Curaga: lvl 32
Shell I: lvl 34
Shellra: lvl 34
Barfira: lvl 34
Silena: lvl 38
Sneak: lvl 40
Cure III: lvl 21
Barice: lvl 42
Barberserka: lvl 46
Raise: lvl 50
Invisible: lvl 50
Barthunder: lvl 50
Protect II: lvl 54
Protectra II: lvl 54
Stone Skine: lvl 56
Cursena: lvl 58
Banish II: lvl 60
Curaga II: lvl 62
Life I: lvl 66
Viruna: lvl 68
Dia II: lvl 72
Teleport to Hora: lvl 72
Teleport to Demu: lvl 72
Teleport to Mea: lvl 72
Shell II: lvl 74
Shellga II: lvl 74
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#4 Post by 3 »

For the Beast Gloves:

After talking to Guslam in the armor shop in Upper Jeuno, like most classes, you have to retrieve 'rusty gauntlets' - I think that's what they're named, from a coffer.

Location is depedant on class. For BST it's crawler's nest. Coffer keys drop from Crawler Hunters, Helm Beetles, and Knight Crawlers. You'll need a good solid party to take those on (54-56?). Crawler Hunters will be the nastier of the 3. Best area for Coffer hunting is area where no one goes to lvl, lol. To get to it, you take 2nd tunnel from right from within the 1st room you drop down into that everyone waits in when they're looking for groups in CN. (This first room has lots of maze lizards wandering around.) Use snk for everthing, and invis for the Wespe/Soulstingers. Trade key to coffer, get the old gauntlets. Go talk to Guslam again, then enter Tenshodo in Lower Jeuno and talk to the mithra inside. She'll ask for 1000g to give you information about something. From here investigate the ??? outside the duty free shop (near AH), which is the 'grimy box'. Cutscene occurs and you talk to Borghertz. You may need to trade the gauntlets to the ??? rather than just investigating, actually, I forget. ;x

He askes for 'eternal flame' - I think it's called, which is a key item. Assemble a good party and head out to Castle Zvahl Baileys. This is the tricky part. Inside there are lots of Demon Pawns and floating eyes. You'll *need* sneak and invis to get to the point where you'll fight the NM. They aren't too hard, those things, but they link like crazy, and it can get tough when you fight 3-4 at once, even if they are fine one at a time. So probably try to avoid fighting anything on the way, and just clear the area immediately around the fight site - so you don't get aggro during NM fight.

Dark Spark is a bomb, and you spawn him by inspecting the torches. Before he dies he will try to blow up, but because we had an alliance of 10-12 ppl (because we all needed it, not because that many are necessary - but admittedly the more the safer ;x), he died pretty fast. But I know he does this because someone spawned him by accident once, when we were still assembling 2 parties, and I ended up trying to take him on with only 2 others. They both died, and I died after he blew up. He doesn't have a ton of hp, but with Beserk on he does hit hard. Anyway.. Kill him, inspect the torches again as fast you can, then just warp/escape/tele out.

[One important note: it seems that even though he blew up and I died, when we took him on properly the 2nd time, some of us got the 'eternal flame' anyway when we tried to make him spawn. So we got the item, even though we didn't actually kill him per se. Surprising, because I thought you had to inspect the torches fast after he was defeated.]

Go back to the 'grimy box', inspect, and another cutscene occurs, and you will get the Beast Gloves from Borghertz.


For the Beast Gaiters:

Talk to Brutus who gives you 3 Aquafloras (key items) to put in some Underground Pools as remembrance to the beasts that died. This requires you to go to Fei'yin. Generally the early stuff in there is easy prey to decent challenge around lvl 54. Further in, you get to the harder stuff. Snk/invis is necessary (the golems are sight based, rest is sound, magic pots aggro by magic). There are 3 pools in the lower area of Fei'yin. This map is of that *lower* area. The 3 underground pools are at: F-5, H-5, and H-8. On our first one, when we inspected, Dabotz's Ghost appears (banshee/poltegeist/bogy class). Clear the room of bats and Droma first (I think the Underworld bats aggro but can be used as pets, though they make weak fighters. The Camazotz are better which are the single bat versions). I duoed this guy with a lvl 56 bst. It was tough work. He can cast Tornado and does a variety of black magic, and probably Curse. Our fight took over 10 mins I'm thinking. We threw a lot of broths at it, letting them do all the work.

When he dies, inspect the pool again, and you will get a cutscene with a galka BST after throwing in your first aquaflora berating you for a pathetic attempt at remembrance. Find the other two pools in that area and inspect each. Go back to Brutus.

Final bit requires you to go to Castle Oztroja and kill Yagudo Conquistadors, Priors and Zealots for a Chest key. Find a chest, trade key and you'll get a Beast collar. [CHEST not COFFER ;p] Trade this to the walking monkey called Tebhi (who's basically in the area where all those Yagudo spawn - this is also near the pool where PLD have to kill a NM for one of their AF pieces). He'll disappear, so head back to Upper Jeuno and talk to Brutus one final time to receive the boots.


For Beast Helm:

Easy stuff. Not quest based. Just kill Hellmines, Fallen Majors, Fallen Mages and Magic Jugs, in the basement sort of area of Garlaige Citadel. At the level where you can wear this headgear (56) you could well be xping off these already - I was now and then. Hellmines are incredibly risky and can Self Destruct sometimes which means dmg roughly based on how many HP they have left I think (one blew up once for 1800 dmg, so yes, do not get close). Additionally, Magic Jugs can be lethal. They cast stuff like Flare, and have some nasty high lvl -ga II spells. Once you get the key you'll need help to get past Banishing Gate #1, #2 and #3 to find a coffer. Most coffers spawn past Banishing Gate #3 - I think each needs 4 ppl to stand on the pads to make gates open. If you're on during primetime and prepared to wait, you could just sneak through when other parties open them. Use snk for everything, and invis for beetles and bombs. Bombs also aggro to magic, so be careful. Trade coffer key to coffer, and you'll get the Beast Helm there and then.


For Beast Jackcoat:

Done this one now. You have to head fairly deep into Beadeaux, and again a map is fairly necessary. Be aware that you need to pass the "the Mute" and "the Afflictor". If you've done rank 5, you'll know these, but "the Mute" silences you when you inspect, and "the Afflictor" will Curse you in an area around it *unless* you're silenced. Weird but that's how that works. So you have to get silenced by "the Mute" before you can go into the deeper areas. Echo drops are absolutely essential. You have to kill Ancient, Darksteel, Platinum and Sapphire Quadavs to get the coffer key. These are pretty damn tough (some were IT at lvl 57), so you need a balanced party with healers, tank and dmg dealers. They link, and detect by sound. They are different jobs too, like other beastmen, and one is a magic user, but I forget which. I think it was the Sapphire quadav. Must keep it silenced. ;p Once you find coffer just trade the key to get the jackcoat there and then.

For Beast leggings:

Credit goes to Elusivepig for this section.


Quote:
To begin, you need to talk to Dietmund in Lower Jueno, the same guy that you had to talk to unlock the Bst job. After that, buy a piece of Mahogany lumber, take it to the little boy in upper Jueno in the Chocobo stables. I think his name is Otto, or something close to that, can't remember off the top of my head. He will fashion a key item whistle. After recieving the whistle, you will head to Eldieme Necropolis.

You must enter the Necropolis from Beaudicine Glacier. Once you're inside, the tomb is located at D-4, and its the furthest one back and to the left. Once you clear the room of ghosts, click on the tomb and 2 tigers and a undead hound will pop. The tigers are charmable at 60, fairly easily. The tigers do the regular tiger abilites so try to bring along atleast another Bst with you to charm the other one as well, since they have AoE paralyze and some nasty damaging attacks. The real challenge is the undead hound.

I went with a pt of 4: 75 BST, 71 PLD, 60 WHM and me, 60 BST. It was an extremely difficult fight, the 75 BST ended up dying, the PLD and WHM both had to use 2hours and all of our MP was drained before we managed to defeat it. I would definantely reccomend a full alliance of 55-60, 2 PT's of 60+ and a solid PT of 70+.

You only need to defeat the hound. If you charmed the tigers (which I would highly reccomend) they will poof after the hound dies. Inspect the tomb again, you will get a long cutscene and then recieve your AF trousers.
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ost, if not all, of these abilities and commands will be dealt with in-depth further down.

Level 01. Familiar: This is the BST 2 hour ability. In order to use it, you must first successfully charm or call a pet. Once used, that pet becomes stronger (though.. not very noticeably at times) and will stay with you for no less than 30 minutes, even if it's Very Tough or Incredibly Tough. If the pet dies, familiar is obviously cancelled.

Level 01. Charm: Without this ability, you're just a bad Melee class. This is what makes us Beastmasters. We win over Vana'diel's nasty mobs with our charismatic pick-up lines. This ability is on a 15 second recast timer and allows us to control a beast. It can and will fail at the worst times, but you have to be ready for anything in this job.

Level 10. Guage: This ability allows you to find out what your chances are of charming a particular mob. It's actually quite useless, and I've used it about 6 times since I got it. All it does is give you a rough estimate of charmability. "Lindeus should be able to charm the so-n-so." is the kind of output it gives you. With the somewhat random failures you get while charming, this ability seems even more useless.

Level 12. Reward: With Pet Food equipped in your ammo slot, this allows you to feed it to your pet to recover some of its HP.

Level 23. Call Beast: Now you have the ability to summon a pet to fight for you in a pinch. With various types of "broth" equipped in your ammo slot, you use the ability and a pet appears beside you. These pets fuction the same way normal pets do, and you can do with them whatever you would normally do. However, they are far less durable than a regular mob pet, so for the most part they are to be used in an emergency to buy you some time, or aid in your escape.

Level 30. Tame: This is how you save yourself from a failed charm. Tame removes aggro from a mob, so that it stops attacking you immediately and goes back to it's natural state. From my experience, it doesn't work well if you pick up aggro as you run by, but it does work fairly well if you aggo a mob via a failed charm. Some people say you have a better charm success rate if you tame before charming. But with a 10 minute recast timer, you best be saving it for that VT mob you didn't want to hang around with.
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Pet Commands Overview

Level 01. Fight: This is the attack command for your current pet. It tells your pet to attack whichever target you select.

Level 10. Heel: Heel calls your pet back to your side. If your pet was engaged in battle, it will stop attacking and return to you. However, whatever it was attacking will come with it and continue to hammer on it.

Level 15. Stay: You can park your pet anywhere with this command. It is of limited use in the grand scheme of Beastmaster, but there are leveling strategies that employ its functionality.

Level 25. Sic: Sic sends a request to your pet to perform a special (TP) attack. If your pet doesn't have enough TP to perform one, it will continue to accumulate TP until it does, at which point it will use an ability. I'm not 100% certain which commands will cancel a sic call (ie: Will Heel override or cancel out a previous Sic command), but the call will carry over from a previous battle.

Level 35. Leave: This is what all young beastmasters dream about. When you finally get Leave, you can send any pet away, aggro-free. It simply tells your pet that its services are no longer required. This is HUGE in the leveling grounds.
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Job Traits

Killer Traits. Every five to ten levels, a Beastmaster gains a new Killer trait (e.g: Vermin Killer, Bird Killer). What these do is make it possible for a Beastmaster to "intimidate" his prey. Intimidation acts like paralysis in that it causes the mob to freeze up and not attack. These effects only come into play while the mob facing/attacking you.

Resist Slow. This is your average FFXI "useless trait". In fact, I don't think I've ever actually resited slow as a Beastmaster. Oh well. Let's assume it does what the name implies.
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Equipment

Key Equipment
Beastmasters caught a fairly lucky break when it comes to equipment. It's not very expensive, and most of it will last you a very long time. Key pieces of equipment for us are: Noble's Ribbon, 2x Hope Rings, Bird whistle, and later a Corsette or its +1 version. At level 57, I'm still wearing all but the Noble's Ribbon, which I replaced with the Beast Helm at LVL 56. What do all these pieces have in common? They all add CHR, which will be discussed in the Charming section.

Weapon
Weapon of choice tends to be the single handed Axe. It is our weapon. The combination of Axe and Shield is the most popular, while Scythe is really the only other option. With the hate issues BSTs have to consider, many people shy away from Scythe unless they're in a safer evironment like a party, or just out farming.

Other Junk
As far as other equipment is concerned, you'll have to wing it. Load up on whatever you feel your character lacks. Certain races may be more limited in option. I play a hume, which is the most versatile of the races. More on that will be discussed in the Races section. We can wear most of the Medium/Heavy armor and don't have much trouble wearing the standard melee equipment for the given level. Here's a common evolutionary list for BST equipment:

Bronze Subligar -> Leather -> Scale Mail ->
Bone or Lizard -> Beetle -> Chainmail ->
RSE or Centurion -> Royal Squire or Cuir ->
Raptor or Steel -> Brigandine -> AF ->
Royal Knight's -> More AF ...
etc.

Link: BST Equipment Guide by tccdude.
Link: BST Equipment by Valyana. Look for the shiny red name on the post list.

Swapping Gear
Often players will carry two sets of equipment. One for charming and one for combat. As I said, your combat equipment is up to your personal tastes, but for the most part you will be swapping out your Head, Neck, Waist, Ring1, and Ring2 slots. You won't need to swap equipment until you reach a level where you engage the mob alongside your pet every time. Try to avoid swapping your weapon because you'll lose your TP, which can be a fatal error. Here's a Macro to swap in your charm gear, combined with a Charm command at the end:

/equip Head "Noble's Ribbon"
/equip Neck "Bird Whistle"
/equip Ring1 "Hope Ring"
/equip Ring2 "Hope Ring"
/equip Waist "Corsette +1"
/ja Charm <stnpc>
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Charming and Fighting

Choosing a good pet - Level
The heart and sole of the job is the ability to Charm a beast to fight alongside you or even for you. But there are guidelines you need to follow to keep yourself alive. Charm success and duration is determined chiefly by the level of the mob you are trying to gain control of. "Too weak to be worthwhile" prey is much easier to charm than "Incredibly Tough". Charm duration works the same way, where too weak prey lasts a full 30 minutes, while Incredibly Tough, if you can even manage to charm it, will only last a few seconds. What you want to aim for is the middle of the scale, the Even Matches, and here's why:

Experience as a Beastmaster is heavily influenced by your pet. Your pet, regardless of its level, will cause a 30% cut in your experience, meaning 100 EXP turns into 70 EXP. That really sucks, so in order to claim full experience after a battle, you have to do the unthinkable: Have your beloved pet killed. That comes later. First, there's the issue of your pet's level. There's the matter of the altered charm duration, then there's the altered experience. Any pet equal to or less than your level will not hinder your experience beyond the initial 30% pet tax. However, if you charm a Tough pet or something higher than your own level, the experience is calculated based on your pet's level. Here's an example scenario to explain the issue:

You charm a pet that is one level higher than you (a Tough). You send it to fight a Tough mob. You assume you're going to get 84 experience (after Pet tax), but when the battle is over, you get less than 70 EXP. What went wrong? Your pet capped your experience the same way a higher level player in a party did. Your prey may have been Tough to you, but it was Even Match to your pet, which caps the experience at 100. That's not all though, you also take yet another penalty for being the lowest level player in your pseudo party.

Keep your pet selections to Decent Challenge and Even Match to avoid further EXP penalties whenever possible. Using a Tough or higher pet is always risky. Most of the time it will become uncharmed half-way through a battle and chew your face-parts off along with whatever you were fighting.

Choosing a good pet - Family

All mobs in the game are part of a set of families. Some families are more adept at killing certain other families. As a beastmaster, it is your job to learn these family weaknesses and exploit them by choosing a pet that's better at killing your chosen prey. The chart is as follows:

Beasts -> Lizards -> Vermin -> Plants -> (loops back to Beasts)
Aquans > Amorphs > Birds > (loops back to Aquans)

The charts reads like this: Beasts can kill Lizards. Lizards can kill Vermin. Vermin can kill Plants, etc. It doesn't mean that Beasts are superior over Lizards, Vermin and Plants. It just means that Beasts are better at killing Lizards, which are better at killing vermin, etc. You can see that it loops at the end. If you mix and match pets and prey, it won't have any severely negative effect, the battle just won't go as smoothly. The effect of properly following this chart is intimidation. Intimidation causes your prey to lose a turn, so to speak, and it doesn't attack. Intimidation messages appear in your chat log as "The Steppe Hare is intimidated by the Strolling Sapling". It's like paralysis, it merely prevents the prey from attacking for one turn. One cool thing is that the Beastmasters themselves eventually learn all the tricks to killing these families. They appear as your "Killer Traits," which I mentioned in the traits section, and they have the same effect.

Link: Beastiary Chart / Beast Category List by Thiefcat. This is a comprehensive list of the mobs in each family, and where to find them.

Charmable Mob Families
Bat
Bee
Beetle
Bird
Coeurl
Crab
Crawler
Dhalmel
Fly
Funguar
Hecteyes
Jelly
Leech
Lizard
Mandragora
Opo-opo
Pugil
Rabbit
Raptor
Sabotender (Cactuar)
Sapling
Scorpion
Sea Monk
Sheep
Slime
Spider
Tiger
Worm

Non-Charmable Mob Families
Adamantoise
Ahriman
Antica
Behemoth
Bomb
Cardian
Cockatrice
Demon
Doll
Doomed
Dragon
Elemental
Evil Weapon
Ghost
Gigas
Goblin
Golem
Goobbue
Greater Bird
Hound
Magic Pot
Manticore
Morbol
Orc
Orcish Warmachine
Quadav
Ram
Sahagin
Skeleton
Shadow
Special
Tonberry
Treant
Wyvern
Yagudo
Avatar
Detector
Replica

One last point -- The effect of using Charm on a non-charmable mob is like a brief Bind spell. It will bind the enemy in place for 5 seconds or less. Enough time for you to "Run Like Hell Because You Are About To Die." The effect of a failed charm on a normal mob is instant aggro. Later on, your Tame ability will take care of that aggro. Oh and Notorious Monsters cannot be charmed no matter what their family.

Successful Charming
Beastmasters utilize the CHR stat to increase successful charm rates. This is why we get all dolled up in some of the less masculine attire in the game. Shiny opal rings, a frilly red ribbon, a corsette(!!), and even a little birdy whistle. You can also wear the Feather Collar if you feel you're still too manly after putting on the rest.

CHR does not affect Charm Duration! Only the level of the mob, and some AF equipment will alter that. CHR only influences success vs. failure!

Killing Your Pet
The main method for pre-35 Beastmasters is what we've come to call the "Ghetto Release". This is where you "Heel" your pet, and allow your prey to pummel it to death so you can finish the battle alone. It's not quite that simple though. If you've aggravated the prey enough during the fight, there's a good chance it will ignore your pet and come straight after you once you Heel. Heel itself generates hate, so don't forget that. To be effective, try to do as little as possible to the mob during the fight, so all of its hate is directed at your pet. If you need to debuff the prey, do it all right away and hope the hate fades by the time you need to Heel. Some other things you can try are using Heel outside of hate range so the prey isn't even aware of it. I hear good things about using Heel followed by Stay as well, but using Stay isn't going to make your pet retain hate any more than not using it. The mob will choose a target whether your pet running to you or not.

Sending your pet away with "Leave"
Once you hit level 35, you can just tell your pet to leave, and you'll always get full experience (barring any of the pet-level issues previously discussed). Once your pet has left, it will be in an inactive state for about 10 seconds. During these 10 seconds, the ex-pets are docile and do not aggro. Once the 10 seconds have elapsed, they become active again, and if it is an aggro mob by nature, it will attack you. Otherwise, it will just go about it's business, pretending like the two of you never shared something special. Just be sure that when you release a pet, you finish the battle and get out of its way if it's an aggro-ing mob.

Mobs, once released, regenerate HP at a fantastic rate. Far faster than we do, and faster than you can heal them with Reward. This is what keeps Beastmasters going and chaining. Release the pet, let it heal, reclaim it and send it back in for EXP chain #4.
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Sub Jobs

The time-honored tradition of posting 18 "Which Subjob is Best???!?!??" threads per day should hopefully stop now.

Solo Subs
Originally, I was typing up an individual analysis of each job's pros and cons, but I got down to warrior and got sick of finding different ways to say "This one sucks".

White Mage
The standard Beastmaster subjob. Subbing WHM with any other Melee job will get you laughed at, but for us it's perfect. While a full-fledged WHM needs a lot of MP to keep a tank alive throughout an entire battle, a WHM sub only needs enough MP to keep you alive for the last 15 seconds of a battle, so it works out fine. If you have any desire to have more MP, most MP boosting gear can be worn by BST.

Pros: Cures will save your ass in an emergency. Later levels will give you Divine Seal, higher level cure spells, and Blink along with Stoneskin. Those last two are real lifesavers. You also get all the "-na" spells, which will save you when you're poisoned, or paralyzed.. or even blind. Above all else though, it helps reduce downtime. It takes far less time to heal for 100MP than 1000HP ;)

Cons: Lends nothing to your traditional melee skills, which doesn't help when you keep missing the mob while your HP gets closer to the red. But hey, that's where the Pros list comes in. Enfeeble spells tend to become useless at higher levels.
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Red Mage
A very close second to White Mage. I know a few RDM subbers, and they don't seem to suffer in any way. At about level 50, you have 10 more HP and 10 less MP than a WHM subber.

Pros: Offers all the curing power of WHM, minus Divine Seal. Phalanx. Need I say more? Sure.. I will anyway. Good enfeebling, plus all the "en-" spells like Enthunder.
Cons: Cure spells come in a little later in levels than with WHM. You will have less MP, and you have no Divine Seal for critical emergencies. Enfeebling spells will eventually end up useless.
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Black Mage
While the initial appeal of nuking may turn your crank, just remember that there's no such thing as nuking when your elemental magic skills are at 50% power. And with a limited MP pool, you're done after a few casts.

Pros: Few and far between
Cons: Gimped magic, limited MP, and nothing to lend to a BST's daily routine.
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Monk
The monk has potential, but like most other subjobs, it can't be truly realized under normal circumstances. Overall, the Monk doesn't bring enough to the table to loosen the Mage-classes' grip on the Best Sub award.

Pros: Dodge and Focus could help putting the nail in the coffin of your enemy. Chakra could be good for HP restoration. HP bonuses are good for absorbing one extra hit. Handy to have a monk sub while fishing... Beastmasters are absolutely useless without a weapon as they have no hand-to-hand skill.
Cons: Lots of downtime after a battle, leading to limited EXP chains. Hand-to-hand skill bonuses are useless to a BST.
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Warrior - No. You may experience improved Melee skills, but hey, BSTs are not meant to tank, so why use a Tank job as a sub? Provoke is bad for you. Berserk causes lower defense, which is fine if you're not tanking.... but if you use Berserk, chances are you will wind up taking hate away from your pet with your increased attacks. Again, that's bad for you. Add in downtime, and you're just gonna have a bad time.

Link: BST/WAR soloing strat thread by Antwan 3000.
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Thief - No. You don't want to be level 50 before you start seeing any useful abilities from your sub. Use it for farming.
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Bard - No. One song, no instrument. No benefits.
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Dark Knight - No. Again with the gimped magic. Low defense and more attack power than we want. Maybe for farming could be useful with Drain, etc., but for the most part, BST farming is done by the pet. I've farmed for hours without ever stopping to heal. Generally you want to farm with THF sub for that sweet little Treasure Hunter trait those guys get.
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Dragoon - No. You can't call a Wyvern, and all you can really do is "Jump"
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Ninja - Hmmm. Utsusemi may be all you need to finish off your opponent's last sliver of HP. Dual Axes. Ninja-brand MP-less magic. But no cures, and no Sneak. You have to level your BST to its 20s to even see any usefulness come from Ninja, or around level 28 for Ninjustsu.
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Paladin - No. Let's not make the game's predestined "tank job" our sub, ok? Maybe you could fight Undead with the PLDs bonuses, but with the gimped MP, you'll have limited curing after a rough battle full of HP-leeching from skeletons.
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Ranger - No. Gimped ranged skills, and no useable ranged weapons. BST already has Wide-Scan.
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Samurai - Hmmm. I like the TP thing. A quick Meditate and TP attack could win a battle. But Nah. If it doesn't finish the mob off, you sill have a lot of downtime coming your way.
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Summoner - No. No summons while you have a pet, and nothing valuable about this as a sub.

Maybe I'm being too biased, but honestly, if you want to have a functional solo BST, seriously consider a WHM/RDM sub. However, you may find some usefullness in other jobs if you level with a partner BST that can take care of curing.


Party Subs
In a party, you generally take the role as a standard Melee/Damage Dealer class. Standard subjubs for that role apply.

White Mage - General ignorance about BST will get you a lot of screwed looks for subbing WHM and looking for a party. So just to improve your party chances, go with a Melee sub.
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Red Mage - see White Mage
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Black Mage - Not gonna get far in a party with gimped nukes and low MP. Again, Melee sub ;)
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Monk - Dodge isn't that useful since you won't be tanking, and BST has no hand to hand skill. Abilities like Chakra and Focus may help a bit, but other than that, not much to work with here.
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Warrior - Bingo. As with all other Melee jobs, WAR is basically where it's at for sub. Berserk will bring up your attack at no cost, and most parties will appreciate the extra provoke when things get hairy. Double attack, etc. This is what Warrior is built for, and it does a good job complementing a BSTs basic DD role in a group. Keep a pet handy and you'll rival even the best DD Classes.

Link: BST/WAR soloing strat thread by Antwan 3000. Also covers a bit on partying (I think).
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Thief - This can be a decent option, but by the time you get high enough to unlock THFs decent abilities, chances are you'll have already gone a long way with a different sub.
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Bard - Bard isn't ever really going to be a good sub in a party. Well, maybe in an all BST party for Ballad.
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Dark Knight - Extra attack can be helpful, and you get it earlier with DRK. BST can swing a Scythe with the best of 'em, but you lose out on the Dark Knight magic, which will be resisted a lot. With the very low MP, it's going to offer you nothing. However, if you use a Scythe in a party, which most party BSTs do, you may want DRK sub to unlock the some of the exclusive TP attacks.
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Dragoon - Nah... another job that's very limited when used as a sub. Jump, yay. Anything else? No.
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Ninja - Utsusemi and Dual Axes sounds fun, but remember that at first, dual weapons are no fast than a single weapon. The game adds the delay of both weapons together. So for the most part, Dual Wield with a Sub is just for show. You'll be in your 60s before you notice a difference in speed... if that.
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Paladin - Unless you plan to tank, which you probably won't, meh.
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Ranger - No. Gimped ranged skills, and no decent ranged weapons. BST already has Wide-Scan. This doesn't provide anything useful at all.
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Samurai - Meditate is always cool, but that won't be until 60. If you're going in as BST, you may be able to get away with this one. Other than that though, your sub doesn't bring much to the table here. TP generation goes up at level 20. Again, this one is more for fancy style than usefullness.
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Summoner - No summons while you have a pet. May get some MP boosts out of it.

Honestly folks, I haven't done a lot of partying as a BST, and I certainly haven't explored a lot of subjob options. WHM works solo, and that's about as far as I went other than THF for farming.
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Races

Race isn't actually a very large issue with BSTs. I've known high level Beastmasters of all races. If you want to be a BST, feel confident that you can do it well with any job. I would love to use the FFXI Stats Calculator but it's not accurate. It doesn't reflect my stats properly, and neither do Allakhazam's Character Profiles. I have more HP with no equipment on than either of the sites say I should.

Things to consider
Other than boosting CHR (which is key for all races), some races prefer boosting different stats for combat.
Elvaan - Elvaan BSTs generally like to juice up their DEX to ensure a hit during the final few seconds of a battle.
Hume - I play a Hume, and I have no complaints. I usually just go the easy route: STR boosters.
Mithra - Lower CHR than Hume, Elvaan and Taru, so boosting CHR is even more critical. At earlier levels, it may only be one or two points lower, but at level 60+, it can be over 7 points different. According to the flawd stats calculator, Mithra and Hume have identical HP and MP.
Galka - Huge HP, Feeble MP. You may want to spend money on Pies, or juices. Maybe carry your RSE for that extra 96 MP(!!!). You have options, so don't fret. Oh, and you also have gimpe CHR, so make sure you get it back up to par.
Tarutaru - This is probably one of the best melee jobs for a Taru. They have very low HP, but obviously having lots of MP makes up for it. Boosting of HP, or a critical melee stat like STR or DEX is recommended.

It may seem like I glossed over the whole race issue, but that's kinda the point. Race isn't really an "issue" for Beastmasters. You can do it, regardless. Just pay attention, and look for what you think needs improvement stat-wise. If you want to miss less, go for DEX, etc. If you need to be told exactly what equipment to buy for your race, you probably wouldn't even notice the difference anyway :P It's better to know why you want the equipment than to buy it because someone told you to.
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Jug Pets/Pet Food

Jug Pets are what we refer to our familiars as. I call them juggies, because it sounds funny, and it reminds me of the Man Show, haha. They are the result of your "Call Beast" ability. Equip a jug in your ammo slot, use the ability, and a Familiar pops up beside you, ready to fight. But before you get excited, you should get ready to run because you won't really be using these often unless the situation has turned sour on you. Depending on your level, a Jug Pet can last from 15 to 30 minutes on the nose.

Familiars look, feel, and behave like regular pets, but they are far from it. They have lower stats than a regular pet and are closer in design to a PC-class than a mob-class. So basically, don't expect to be able to use a jug pet rather than finding a true Even Match mob-pet. You'll be much better off saving jug pets for situations like the following
Escaping a bad fight. You need to buy some time while you run for the zone, so call a familiar, make it fight, and get to safety.
Farming. At higher levels, jug pets can really tear up low-level mobs. You can farm for hours without ever having to rest.
Traditional Parties. If you're in a party where there are no EM pets, pull out a familiar and it will fight with you for up to 30 minutes.
Filling gaps. Handy if you need another pet to finish off a mob, but none are available. A Familiar can occupy the mob's attention while you search for a new pet.

Familiars are your guardian angels. They will save your hide many times when things go bad, but try not to depend on them as a combat partner, they just don't hold up well enough.

Link: Researched Jug Pet Data by Lindeus. A while ago a ran some tests as a level 53 BST using pets for farming. That thread contains the results. Some are quite surprising.

Jug Types
Level 23:
Carrot Broth - Calls a Hare Familiar
Herbal Broth - Calls a Sheep Familiar
Fish Broth - Calls a Crab Familiar
Fish Oil Broth - Calls Courier Carrie (HQ Crab Familiar)
Alchemist Water - Calls Homunculus (HQ Black Mandragora Familiar)

Level 28:
Humus - Calls Flowerpot Bill (Mandragora Familiar)
Meat Broth - Calls a Tiger Familiar

Level 33:
Carrion Broth - Calls a Lizard Familiar
Bug Broth - Calls a Mayfly Familiar (better known as a Damselfly)
Seedbed Soil - Calls a Funguar Fammilar

Level 38:
Tree Sap - Calls a Beetle Familiar

Level 43:
Famous Carrot Broth - Calls Keeneared Steffi (HQ Hare Familiar)
Singing Herbal Broth - Calls Lullabye Melodia (HQ Sheep Familiar)

Level 51:
Rich Humus - Calls Flowerpot Ben (HQ Mandragora Familiar... Bill's older brother?)
Warm Meat Broth - Calls Sabver Siravarde (HQ Tiger Familiar)

Level 53:
Quadav Bug Broth - Calls Shellbuster Orob (HQ Mayfly Familiar)
Cold Carrion Broth - Calls Coldblood Como (HQ Lizard Familiar)

Level 63:
Scarlet Sap - Calls Panzer Galahad (HQ Beetle Familiar)

Level 75:
Sun Water - Calls Amigo Sabotender (Cactuar Familiar)

Link: MysteryTour's Jug list w/Recipes

Jug Level Caps
The level on the individual Jugs doesn't imply the level of the beast it calls, it is simply the level at which you can equip and use the jug. The actual Familars will keep up with you in levels, to a degree. After 10 levels, you'll notice most jugs will start to fall behind. This is what we call the cap for that particular pet. However, some pets are considered to be uncapped. Those pets are Crab Familiar, Courier Carrie, Funguar Familiar, and Homunculus. There hasn't been a lot of real research done in common battle situations with these pets, mainly for the reasons I stated above. But, you should consider the issue of how Damage is dealt in FFXI.

Maximum Potential Damage (MPD) is limited by your strength plus damage of your weapon. Your Attack statistic determines how much of your MPD gets through your enemy's Defense. The same is true of your pets. As you level, the mobs you used to fight become much weaker and, as a result, more of your pet's MPD is delivered. Some pets will outshine others because they either have more Strength, or a higher Attack. Let me write up an example of how two fictional pets can do the same amount of damage to a mob at level 23, but at a later level they are drastically different.

Pet 1: TurkeyFamiliar - STR 43 / Attack 248
Pet 2: BadgerFamiliar - STR 86 / Attack 102

At level 23, the Turkey nails the Level 23 Funguar for 53 points of damage because its Attack is high enough to penetrate the Funguar's defense a substantial amount, despite the low STR. A larger percentage of the Turkey's MPD is allowed through. However, the Badger also hits for roughly 53 points of damage because while it doesn't have a very high attack rating, it makes up for it with raw strength. The Badger has a much higher MPD, so even though a lesser percentage gets through, it's still good solid hit.

Fast-Forward 40 levels. Both pets have grown, but still maintain the same balance of STR/Attack, and you're fighting another Level 23 Funguar. The Turkey's MPD is about 136. Its Attack is much higher now, so it delivers 99% of it's MPD to the poor Funguar. That is about as hard as the Turkey could ever hit the Funguar because that's all its low STR will allow. The Badger steps up, and blasts the Funguar for 286 points of damage. Now that it's higher-level, more of it's MPD is delivered to the Funguar, but because of its exceptional STR, that percentage of MPD is a much much harder hit.

So basically, what I'm saying in my long, rambling style is that while your enemies are close to your own level, your familiars will all perform similarly, but Too Weak mobs will allow your pets to reach their maximum potiential as their Attack values eclipse enemy Defense values. Quite simply, some pets have better potential than others. This is plainly obvious with the "uncapped" jug pets mentioned above.

Oh, and if you want a less mathematical scenario, here you go. I love these :P

Two men see a man in a suit of armor standing in the street. One man has a knife, the other has a sledgehammer. They decide to commit a random act of violence on this strange suit-of-armor man. The man with the knife spots a gap in the armor and jams his knife through. A very damaging attack based on skillful use of the knife, or "Attack". The other man just has huge, blunt weapon so he swings with all his might and bashes the the man in the armor. A similarly-damaging attack based on "Strength". Those two men get caught in the middle of their crime and are sent to prison. The knife-man spends 10 years in the can practicing with a shiv. His buddy decides to hit the weight room. They get out of prison, and low and behold, there's the armor guy again. The two cons spring into action. The knife-guy easily spots a weakness in the armor and once again gives armor-dude a good stabbing. It's a decent attack, but despite his skill with the blade, it's just a knife wound. Captain Hammer steps up. He's still not very crafty with his weapon, but he's a monster of strength. The Hammer crashes down, buckling the armor like a Sprite can.

The moral of the story? Don't wear a suit of armor in the street... or something. No wait.. I got it... High Attack is good, but once you've realized your full Attack potential, it's only be as good as the strength behind it.

Pet Food Types
Pet food is used in conjunction with your "Reward" ability to restore pet HP. Equip it in your ammo slot, and use the ability. Reward does nothing other than restore pet HP and generate hate. It does not calm your pet or make your charm last longer. There are no level restrictions on pet food, so feel free to use whatever you can afford.

Alpha - Restores ~30 HP
Beta - Restores ~60 HP
Gamma - Restores ~100 HP
Delta - Restores ~150 HP
Epsilon - Restores ~300 HP
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Wide Scan

Wide Scan is a feature accessed through your map. Most players don't even realize that a Beastmaster has Wide Scan. Open your map, hit Wide Scan, stare blankly, then consult the thread linked below.

Link: WideScan Demystified by RattyBatty.

That about says it all. Thanks to RattyBatty (who has stopped playing FFXI) for that one.
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Soloing as Beastmaster

Assuming you read the Charming and Fighting section, it's time to start collecting experience. First of all, you'll read everywhere that you shouldn't charm anything before level 10, and to that I say "Boooooo!" Why start a BST job if you just want to jump back into the leveling grind you got out of with your old job? Have some fun! Take the time as a level 1 or 5 or whatever to learn the ropes. Get yourself killed a few times, and find out what works for you before it costs too much experience.

Beastmaster solo strategies go through a number of changes as you earn new abilities and levels.

Stage 1: In the Beginning
Initially, your pets are weak, fairing about as well as a player would. During this stage, your objective is to send your pet in, wait for it to die, and finish the battle yourself. Cure away any damage you received and repeat the process. In a close fight, you kill off your pet using the method describe in the Charming and Fighting section. Debuffs and the like are optional, but effective.

Stage 2: Hate Control
Your pets are getting stronger now, and so are your opponents. Your pet dishes out more damage than you do, so it's time to step in and help out. You can do this because your pet holds hate, leaving you safe from direct damage, and only subject to Area attacks. In this stage of the game, you will most likely be killing off your pet in every battle. Debuffs can still help here too.

Be careful, if you and your pet are falling behind, immediately disengage and start hunting for a new pet. Hopefully, by the time the enemy has killed your pet, its hate for you will have faded somewhat and you won't take too many hits after claiming and sending in a new pet. If he beats on you, ride it out. Once he's satisfied that you've learned your lesson, he will turn back to your pet. This is basic hate control. To aid in it, keep yourself "unlocked" so you are free to turn or run at any time. As you pound on the mob, if it turns to face you, immediately face away from it until your pet reclaims hate. This gives you the ultimate control. If you and your pet are doing too much damage, and the enemy is dying while the two of you have lots of HP, you can turn away and allow the enemy to eat away at your pet's HP. The purpose of this is to have your pet end up with very litttle HP at the end of the battle. That way when you need to "Heel", your pet will die quickly and you can finish off the battle without worrying that your enemy will come after you. Try to keep your enemy's and your pet's HP levels about the same. Just jump in to help even it up when you need to.

Stage 3: Leave
If you've made it this far, congratulations! This is where the Experience really starts to flow. You can swap and dump pets whenever you need to. This comes in handy not just for fighting, but for controlling a bad situation. If you happen to get aggro by three sets of bats you can charm one set, tell it to fight another and move away from that pair. Now tell your pet to Leave. Charm either the one flying toward you now, or the remaining set that's been eating you. Set them against eachother and once again, back away. Use Leave again, and charm the final set of aggro bats. A final Leave and you've just survived a situation that would wipe out an entire party in most cases. I would have suggested using "Tame", but it never seems to work for me against aggro, even with my Beast Helm.

So once you can control a bad situation, you're all set. Now when you fight, you can fight right along side your pet for the entire duration of the battle. When the mob has its final sliver of health left, hit Leave and finish the bugger off with a TP attack. Fair warning though, The Last Sliver™ is a notoriously hectic time for a BST. This is when Murphy's Law shines its brightest. You will miss, over and over, while the enemy hits and scores numerous critical hits. Good luck. Fortunately, if you have a WHM sub, a quick Divine Seal Cure III will fix you for about 350 HP.

There's not much left you need to know other than where to go kill stuff at your level. For that, we have this:

Solo Leveling Spots
Link: Hunting Grounds: A BST guide to levling spots started by the long lost Durginn.
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Beastmaster Groups

Oh the sweet, succulent Beastmaster Group. This is where a lot of you will want to end up. You put in your time solo, and ultimately hope to find a Beastmaster to team up with. Two Beastmasters with Pets can take on Very Tough and Incredibly Tough, earning as much, if not more than a traditional 6-person mixed-job party. The process isn't that different from soloing, but it's much more productive. More information in the thread(s) linked below.

Link: Adv. BST PT Tactics and Strats by sm0kt.

Group Leveling Spots
Link: Guide: BST Duo/Party leveling spots started by Lindeus (Meeeee!).
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Beastmaster and Parties

Participating
Despite being a misunderstood "solo" job, Beastmasters can be incredibly effective in a party. A Beastmaster with a good pet can come close to or even match the best of FFXI's Damage Dealing classes. If you're lucky, you'll be invited to a party where there are pets you can charm in the area. Most of these places will be the ones listed in the Solo/Duo guide, assuming there are still IT mobs around for parties to kill. Most of the time, however, you'll be using jug pets. Jug pets can be very effective, but there are drawbacks. You can only call one every 5 minutes, so either you fight every second battle without a pet, or you keep your pets as long as possible and lose out on 30% of your experience. That can get expensive if you're using high quality jugs.

Misconceptions
The most common one, started by a poorly worded and misunderstood section of the original BradyGames strategy guide, is that Beastmasters hinder the experience of the entire party. Let me set the record straight here.

Generally, a beastmaster does not lower party experience by using a pet during battle. However, it actually is possible for a beastmaster to do this. If the beastmaster charms a pet that is higher in level than the highest level member of the party, experience will be capped according to the pet's level. So basically, it works the way it does with players. If your party has a higher level player in it, you get lower experience. A good beastmaster won't be doing that, ever, so there is no risk. And with jug pets, it's actually impossible for this to occur as jug pets are always equal or lower than your level.

The other misconception is that all Beastmasters are malicious jerks who steal all the mobs and kill players for sport. Hmm. It's true that SOME beastmasters are inconsiderate and power crazy, but it is also true of any other job. Unfortunately, a self-centered and arrogant beastmaster is more deadly than any other job, so as a result this is something we will always have to put up with.

Conflict
There will always be players who will judge you because they heard some bad stories. But hey, to use a cheesy mom line, if they're going to judge you because you're a beastmaster, then you don't want to be hanging with them in the first place. Just ignore the crap that spews from the mouths of fools. Some players just can't be helped, and will cling to their ignorance until the end of time. Nothing you can say or do will help them understand or believe you.

There's another issue we have to tolerate as well. There's usually one guy in 10 that believes he and his party have more of a right to be in a given zone than you do. This is the guy that will start shouting insults at you, and try to make you leave and stop 'stealing' his party's mobs. Generally, one guy isn't a problem, but it's the mob mentality that is. People will hop on the bandwagon and join in. Basically, you'll usually end up dealing with a party that wants you to leave. It doesn't happen too often. The best you can do is be considerate of the parties around, and pay attention to the mob situation. For example, I've spent a few weeks leveling in Garlaige Citadel, and only once has anyone ever given me a rough time. That's because I know what people are there for. They want to kill Chamber Beetles. Paying attention to that fact, I simply use Funnel Bats as pets. Nobody cares if a few Funnel Bats go missing. Some of you may consider that to be submissive behavior, and I'm letting the parties have their way. It's not that at all. I have my own set of rules. I use bats as pets, but if people kill all my bats while they're waiting for the next Beetle to spawn, then I'll use a beetle. I'm not going to stop leveling because parties are ignorant to a Beastmaster's in-game needs. I always try to be considerate, but if that consideration isn't reciprocated, then I'll just do what I have to do in order to level.

The worst thing you can do is pack an ego in your picnic basket. If you start shouting back, or run around doing whatever the hell you want, then you're no better than they are. You're thinking "screw them, I'm just doing my job" and they're thinking "screw him, he's killing everything and we can't level". Ignorance and incosideration are your worst enemies in this game, whether they're your own or your rival party's.

And if you ever threaten to kill someone as a show of power, then you're the worst kind of ass in the game, and I hate you for perpetuating the bullsh*t I have to deal with. Joke about it in your linkshell all you want. It's great to know you have that kind of power, but the second you use it, you've sunken to an incredible low. Death isn't the answer to your problems. Black list is. Spider-man, people. Great power = Great responsibility. If you can't handle that responsibility, then reconsider your chosen job.

As Beastmasters, we can be heroes. As heroes, we're misunderstood and taunted. As villains, we're just making it harder for the heroes.
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Burning Circle

Link: BST - BCNM Stratagies! started by sm0kt.

That should cover it.
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Ballista

I have never done a Ballista, so hopefully somebody else can point me to a resource I can link here.
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Notorious Monsters

Beastmasters are actually very good NM Hunters/Campers. Charm is arguably the fastest way to pull an NM. Not only that, but a great many players don't even realize we have Wide Scan, so they don't perceive us as much of a threat in the field. Keep in mind that you can't actually charm an NM, so don't worry about that. Anyway, specifics:

Long Range Camping
Wide Scan is where it's at here. Do not claim a pet while you camp, you will need to be able to use Charm on the NM. The basic idea is the same as camping with a Ranger. Scan over and over, scanning the list quickly. After an hour of this, any unusual name will stand out. When your NM appears on the list, immediately track it and run towards it while spamming this macro:

/ja Charm <scan>

I claimed Leaping Lizzie twice in a row with that method. Works fine with the Valkurm Emperor as well.

Short Range Camping
Honestly, I've never camped a short range pop before. But I'm sure BST has some tricks they can use. For example, you could park a jug pet in an inconvenient place to disrupt macro-spammers. That may be "dirty", but Dragoons use their Wyvern for this all the time. The only issue is you won't be able to use charm for that quick pull when the NM pops. If you're camping a Beastman, you'll be just fine. Charm will claim any beastman the way Provoke or Dia would. Kill it off and get back to roasting marshmallows. If you're camping something that spawns in an area full of charmable mobs, hey, charm them and bring them over to the other campers to kill with their macro-spamming. If it's a non-aggro mob, you can't get in trouble for this. All is fair in the high stakes world of NM camping. Anyway, use your imagination. Beastmasters are anything but gimped when it comes to NM hunting.

One final note, the Stroper Chyme is not an NM! If you use charm on it, it will become your pet, much to the dismay of the other campers. If you do this, you better have a macro set up to claim it the second you use Leave. Something like:

/pet Leave <me>
/wait 1
/ja Steal <t> (or /ja Provoke <t>)
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#6 Post by 3 »

omg why is this in announcement /???
Kira move this plz hahaha
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