Cor

May 09, 2007 03:10

A Guide to Corsair: Equipment Guide and FAQ Sections
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Due to space constraints and the limit on the amount of text that can be included in one post, the newest sections for "A Guide to Corsair" will have to be added in a seperate thread.
Please understand that this is not an attempt on my behalf to "monopolise" the stickies section or anything of the sort; I have already attempted to include these two new sections in the original guide, and much to my dismay, the page glitched, effectively deleting most of the original guide due to the placement of these sections within it.
I have however, managed to restore it, and further additions to it will be added here, until this too runs out of space.

These two sections were not originally intended to be added untill the completion of the other three sections ("Related Quests", "Corsair: What?" and "Corsair: How?") that are still under construction were completed and ready to accompany them.
However, in celebration of the recent announcment of the updates coming to Corsair in December 2006, I have decided to put these up early, so that they might grow with additions from the other Corsairs in this forum's "crew", while I click away typing up the next.

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EQUIPMENT GUIDE

Guide key

Notes: The guide is based around COR with a DD sub. A seperate guide for COR/WHM will be added in the future.
HQ versions of items are not included unless they are of particular importance.
Items are listed starting with the first item relevant to Corsair's style of play.

Items that are the best available for their level are written in red.
Items that may not be the best available but are still acceptable are written in blue.
Items that are good choices to WS in but not so great for standard shots are written in purple.
Items that are worth mentioning but are of debatable efficiency are written in green.
Items for Quick Draw macros only are written in orange.

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Weapon
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Level 28
Archer's Knife
Damage: 11
Delay: 195
Effects: AGI +1, Ranged Accuracy +10
Description: This will most likely be your main-handed weapon for a large portion of your career. It has fantastic stats for the level it becomes available and holds up fantastically right up untill it becomes replacable.
It's also very affordable, but if you don't feel like buying one, you can always camp the NM that drops it. It drops from a low level NM Orc called Hawkeyed Dnatbat at (L-9) in Davoi.

Level 38
Chiroptera Dagger
Damage: 13
Delay: 192
Effects: Ranged Accuracy +12
Description: This weapon is very slightly better than the Archer's Knife, however the difficulty involved in obtaining it makes it a far less common sight. It drops from Tres Duendes, somewhere between (D-4) and (E-5) in Phomiuna Aqueducts.
The Phomiuna Aqueducts are a level 40 capped area, meaning this NM can take upwards of six people to kill it. To make matters worse, the dagger itself is Rare/Ex; it cannot be bought or sold.
Almost certainly a waste of time.

Level 50
Mercurial Kris
Damage: 8
Delay: 192
Effects: Occasionally attacks 2 to 3 times
Description: A largely debated weapon in the Corsair community. Its ability to increase a Corsair's damage output at all is doubtful, and this would make using it questionable under any circumstances. Coupled with its massive price tag or the lengthy quest to aquire it, it is most definately not worth the trouble.

Level 51
Fire Staff
Damage: 30
Delay: 366
Effects: STR +4, Ranged Attack +10, Attack +10, Fire Elemental Damage +10%, Additional Effect: Fire Damage
Description: Another debated weapon. It is definately not worth using as COR/NIN, as one would have to sacrifice between 20-28 R.ACC (from dual wielding daggers) to equip it.
However, as COR/RNG, one will have an abundance of R.ACC already, and it could be worthwhile to sacrifice a little for the somewhat rarer R.ATT this weapon provides.
It should also be noted that this weapon can be used with /SAM to take advantage of the benefits of Seigan and to a lesser extent, Hasso.

Level 61
Trailer's Kukri
Damage: 19
Delay: 195
Effects: Ranged Accuracy +14
Description: The first weapon to effectively replace the Archer's Knife. Similar to its predecessor, it is effective without drawbacks, a sound and sturdy choice.
This weapon can be obtained from the BCNM60 "Celery" in the Qu'Bia Arena, although it's probably easier to just buy it.

Level 65
Phantom Fleuret
Damage: 36
Delay: 224
Effects: Ranged Accuracy +5, Ranged Attack +5, Parrying Skill +5
Description: More of a display piece or toy than an effective partying tool, the Phantom Fleuret is difficult to aquire. It drops from Proteus, a rather strong NM that spawns on the ferry between Al Zahbi & Nashmau. Proteus can take a full party to bring down.

Level 70
Joyeuse
Damage: 35
Delay: 224
Effects: Resist vs. Dark +14, Occasionally Attacks Twice
Description: Perhaps the mostly hotly debated Corsair weapon, the Joyeuse allows COR to gain TP at a slightly faster rate than usual at the cost of damage dealt whilst gaining TP via the usual method, I.E. ranged attacks. It is a valid weapon to use, although not neccersarily the best.
It drops from Charybdis, a level 80 NM that spawns at (G-11) in Sea Serpent Grotto.

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Ranged Weapon
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Level 15
Bandit's Gun
Damage: 14
Delay: 600
Effects:
Description: The first gun available to Corsairs. It is probable that most CORs will never use it, as the only available ammo (Bronze Bullets) are very poor, and better ammo does not become available untill level 22.

Level 20
Platoon Gun
Damage: 15
Delay: 600
Effects:
Description: The first gun most CORs will bother to use. It is completely average in every way. Drops from the BCNM20s "Charming Trio" and "Shooting Fish", although I don't reccomend you waste your seals on it.

Level 27
Pirate's Gun
Damage: 20
Delay: 600
Effects: Resist vs. Earth -3, Resist vs. Water +6
Description: The next gun in line sees a considerable jump in damage and some rather useless elemental resistance effecting traits, but is otherwise equally unremarkable.

Level 30
Military Gun
Damage: 23
Delay: 548
Effects: Ranged Attack +7
Description: A marvelous weapon! An improvement in both damage and delay with the bonus of Ranged Attack +7. The only thing wrong with this is the price; its obvious superiority has driven it to become quite expensive, and many fledgeling CORs will understandably stick with their sturdy Pirate's Gun.

Level 36
Darksteel Hexagun
Damage: 25
Delay: 480
Effects: Ranged Accuracy +4
Description: The first Hexagun available to CORs is a great weapon. It sports higher damage and significantly lower delay than the others, and has an impressive R.ACC +4, too.

Level 40
Trump Gun
Damage: 28
Delay: 480
Effects: AGI +2, Ranged Accuracy +2
Description: Available a mere 4 levels after the Darksteel Hexagun, the Trump Gun is a significant, albeit not eye-popping, improvement. The most remarkable thing about it is that it is an artifact weapon; the majority of which are rather useless.
This, however, is far from useless, and continues to be a valuable weapon for up to 16 levels.

Level 46
Deluxe Carbine
Damage: 32
Delay: 600
Effects:
Description: The increase in damage here comes at the cost of an extra 120 delay, and the lost of the R.ACC bonuses from the Trump Gun, not to mention the cost of buying the weapon, or the time involved in questing it, as opposed to the free and mandatory Trump Gun.
Some consider it a better weapon, others continue using Trump Gun 'till the next weapon. Both are viable options, and there is no clear best. It can be obtained from the quest "The Search for Goldmane".

Level 56
Matchlock Gun
Damage: 36
Delay: 600
Effects:
Description: Yet another unremarkable gun. It sports higher damage than the Deluxe Carbine, significantly higher than the Trump Gun. The first clear improvement in 16 levels.

Level 60
Shark Gun
Damage: 39
Delay: 582
Effects: Ranged Accuracy +5
Description: A wonderful weapon, and a significant improvement over the Matchlock Gun in all catergories. It can be obtained with Imperial Standing points.

Level 65
Hexagun
Damage: 30
Delay: 480
Effects: Ranged Accuracy +5
Description: It's sad to see this almost iconic weapon become so inferior so fast. Its lower delay does not make up for its much lower damage, and the Shark Gun matches its R.ACC bonus.
Hopefully SE will beef up this awesome looking weapon in a future update.

Level 72
Coffinmaker
Damage: 27, 40 when unlocked
Delay: 600
Effects: Ranged Accuracy +9
Description: This is the weapon most Corsairs use 'till and at 75. It can be obtained from three uncapped BCNMs: "Copycat", "Prehistoric Pigeons", and "Royale Ramble".
When it is first obtained, it only has a base damage of 27. For information on how to unlock it, see the "Corsair Related Quests" section.

Martial Gun
Damage: 39
Delay: 612
Effects: TP Bonus
Description: Most people see this as the expensive alternative to the Coffinmaker. The slightly lower base damage and higher delay seem unattractive at first, but its redeeming quality is the "TP Bonus" effect.
This trait causes any weaponskill to take effect as if it were performed with an additional 100% TP. Due to the fact the Slug Shot's low accuracy is improved by higher TP, the Martial Gun is a valid and reliable weapon.
It can be obtained from the level 75 ENM "When Hell Freezes Over".

Peacemaker
Damage: 13
Delay: 270
Effects: AGI +5, Enmity -2
Description: Most Corsairs disregard this weapon as pointless, although some consider it underrated. It does gain TP at a slightly faster rate that other guns, although this is offset by the much lower TP return from Barrage.
Any extra damage that may be dealt due to additional TP is offset due to far less damaging Slug Shots and Quick Draws. It can, however, be useful in a situation were one is forced to pull.
It drops from Bluestreak Gyugyuroon, a level 80ish NM in the Aydeewa Subterrane.

Level 75
Corsair's Gun (+1)
Damage: 41 (42)
Delay: 600 (582)
Effects:
Description: Another alternative to the guns available at 75. The NQ version is none too spectacular, but the boosted damage and lower delay of the HQ version is comparable to the others. It's a matter of preference.

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Head
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Level 15
San d'Orian Bandana
DEF: 6
Effects: HP +4, AGI +1.
Description: It has AGI +1. It's better than nothing.

Level 24
Emperor Hairpin
Empress Hairpin
DEF: 0
Effects: HP -15, DEX +3, AGI +3, Evasion +10
Description: If you have either of these, chances are you'll be wearing it for a long time, because there's very little else available.
The Emperor Hairpin comes from the BCNM30 "Dropping Like Flies". Its Rare/Ex sister, the Empress Hairpin, drops from the Valkurm Emperor, which spawns around ( F-8 ) in Valkurm Dunes.

Level 30
Noct Beret +1
DEF: 10
Effects: AGI +2, Resist vs. Dark +2
Description: Technically it's not as good as the Emps, but honestly, no one would ever notice the difference. If you don't have an Emp, don't panic. This is fine.

Level 34
Republic Circlet
DEF: 12
Effects: Resist vs. Wind +4, Resist vs. Earth +4, Inside of Nation Controlled Area: Magic Attack Bonus +5
Description: If you're in an area that happens to be under your nation's control, this is a great macro piece. Otherwise, it's worthless.

Level 39
Dobson Bandanna
DEF: 0
Effects: Agility +3, Evasion +5, Enhances Resist Poison Effect
Description: Once again, it's not technically as good as the Emps, but this time the difference is a lousy 5 Evasion, which doesn't mean anything. Use whichever you have.
Drops from Carmine Dobsonfly, ten of which spawn at (G-11) in Riverne - Site #A01.

Sinister Mask
DEF: 12
Effects: STR +2, VIT -2, INT +2, MND -2
Description: This one's simply a matter of opinion. If you consider 2 STR better than 2/3 AGI, go for it. It drops from Mahisha, who spawns in the (K-4) to (L-5) room in Phomiuna Aqueducts.

Level 41
Voyager Sallet
DEF: 0
Effects: STR +3, DEX +4
Description: Also a matter of opinion, STR vs AGI. This one also drops from Carmine Dobsonfly.

Level 50
Crow Beret
DEF: 15
Effects: Evasion +4, Enmity -7
Description: COR can generate a considerable amount of hate due to JA usage and dealing damage, so it's nice to have a little Enmity minus gear. The Crow Beret offers the most significant amount in an otherwise limited slot, and is well worth considering.

Level 52
Super Ribbon
DEF: 0
Effects: HP +5, MP +5, STR +1, DEX +1, VIT +1, AGI +1, INT +1, MND +1, CHR +1, Accuracy +1, Attack +1, Ranged Accuracy +1, Ranged Attack +1, Evasion +1
Description: This piece very literally has a little bit of everything, most noticably STR, AGI, R.ACC and R.ATT. I reccomend it, although in all honesty it's unlikely you'll notice it make any difference.

Level 55
Jaridah Khud
DEF: 21
Effects: HP +5, Attack +2, Ranged Attack +1
Description: I see a lot of Corsairs wearing this, and other than simply finishing off the Jaridah set, I can't for the life of me figure out why. It really is rather useless.

Level 60
Corsair's Tricorne
DEF: 22
Effects: HP +8, STR +2, Ranged Accuracy +8, Enhances "Quick Draw" Effect
Description: See the "Corsair Artifact Armour" section.

Level 70
Optical Hat
DEF: 0
Effects: Accuracy +10, Ranged Accuracy +10, Evasion +10
Description: The first worthwhile replacement for the Corsair's Tricorne. It technically isn't any better if you just plan on standing back and shooting, but if you like to melee at 70+, this is what you'll need.

War Beret +1
DEF: 21
Effects: HP +12, INT -4, Accuracy +9, Ranged Accuracy +9
Description: It's not technically as good as the Optical Hat, but it accomplishes the same task with virtually no difference. If you can't get hold of an O-Hat and still want to melee, go for this.

Level 72
Pahluwan Qalansuwa
DEF: 15
Effects: Accuracy +7, Attack +5, Ranged Accuracy +7
Description: This is a nice alternative to the other pieces, mostly because it's free. It is obtained with 20,000 Assault Points.

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Neck
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Level 7
Feather Collar +1
DEF: 2
Effects: Ranged Accuracy +2
Description: It's the earliest piece of R.ACC available. It's cheap and effective, even if it does look a little fruity.

Level 21
Spike Necklace
DEF: 0
Effects: STR +3 , DEX +3, MND -6
Description: An alternative to the Feather Collar. Niether of them make a noticable difference, but some people opt for the Spike Necklace simply to avoid having to wear, well, a Feather Collar.

Level 33
Peacock Charm
Peacock Amulet
DEF: 0
Effects: Resist vs. Dark -10, Accuracy +10, Ranged Accuracy +10
Description: A huge amount of R.ACC for the level these are available, they truly are fantastic items. Unfortunately, one is extremely expensive and the other is very difficult to aquire, so most Corsairs won't have the pleasure of using either.
The Charm drops from "Under Observation", a level 40 BCNM. The Amulet is dropped by Argus, a level 36 NM in the Maze of Shakhrami.

Level 59
Spectacles
DEF: 2
Effects: Resist vs. Ice -7, Accuracy +7, Ranged Accuracy +7
Description: A more easilly affordable alternative to the Peacock Charm, even though they are a little pricey. They're not as good, but the difference isn't noticable at all. They're a great item to have and a viable replacement for the 'charm.
They can be obtained from the BCNM60 "Dismemberment Brigade".

Level 69
Sniper's Collar
DEF: 0
Effects: Ranged Accuracy +6, Ranged Attack +5, Enmity -1, Subtle Blow +1
Description: An interesting item, one that would perhaps be considerably more interesting if anyone knew how to get it. Wether it's better than Peacock Charm is debatable.

Level 70
Diabolos's Torque
DEF: 0
Effects: Ranged Accuracy +8, Dark Weather: Ranged Accuracy -8, Ranged Attack +8
Description: A great, not to mention free, replacement for Spectacles if you don't have a Peacock Charm. You can opt to choose this as a reward after defeating Diabolos.

Level 73
Faith Torque
DEF: 0
Effects: MND +5, Hand-to-Hand Skill +7, Marksmanship Skill +7
Description: The be-all, end-all neckpiece for COR. It is, ofcourse, rediculously difficult to aquire. It drops from the Jailer of Faith, and the chances of a Sea LS giving this to a COR rather than a MNK or RNG are extremely small.

Level 74
Qiqirn Collar
DEF: 3
Effects: Accuracy -4, Attack -4, Ranged Accuracy +4, Ranged Attack +8
Description: This piece is worth mentioning because it has an unusually large amount of R.ATT, which isn't usually available to CORs, so could be quite useful for the uncommon R.ATT/Sushi build.
It's dropped by Bluestreak Gyugyuroon, an NM that spawns in the Aydeewa Subterrane.

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Earrings
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Level 1
Cassie Earring
DEF: 2
Effects: STR +1, VIT +1, Converts 50 MP to HP
Description: It's the only earring that actually does anything worthwile for COR for about 30 levels. Unfortunately, it's very expensive, and ultimately not worth it.
It drops from Capricious Cassie, who spawns around (G-6) in Fei'Yin.

Level 30
Beater's Earring
DEF: 0
Effects: Latent Effect: Ranged Accuracy +3
Description: One of the best earrings available for Corsair, it is thankfully available rather early. It drops from three different level 30 BCNMs, "Birds of a Feather", "Creeping Doom" and "Die by the Sword".
The Latent Effect is activated by using RNG as a subjob.

Genin Earring
DEF: 0
Effects: Latent Effect: AGI +4
Description: An alternative to the Beater's Earring. It is statistically inferior, although the difference is so minimal it literally doesn't matter at all. It drops from three different level 30 BCNMs, "Carapace Combatants", "Creeping Doom" and "Die by the Sword".
The Latent Effect is activated by using NIN as a subjob.

Level 35
Drone Earring
DEF: 0
Effects: AGI +3, Resist vs. Wind +6
Description: The "other earring" for CORs. AGI+3 is nice, and it's as good as it gets for a long time.

Level 47
Moldavite Earring
DEF: 0
Effects: MAB +5
Description: A great, reliable macro piece that's fairly easy to obtain. Frankly there's no reason not to use one, but it's hardly a required piece.
It drops from Mysticmaker Profblix, a level 50-ish Goblin who spawns at (I-9) in the Labyrinth of Onzozo.

Level 50
Vision Earring
DEF: 0
Effects: Ranged Accuracy +2, Enhances Resist Blind Effect
Description: This is the earliest replacement available for the Drone Earring(s), but the difference it makes is so unnoticable that it makes obtaining one almost a wasted effort.
It can be obtained with Assault Points.

Level 67
Triumph Earring
DEF: 0
Effects: STR +2, Resist vs. Ice +11, Resist vs. Fire +11
Description: Some people consider this a superior earring to the Drone(s), others disagree. It's a matter of opinion, STR vs AGI, but in any case, it's an expensive piece.

Level 70
Fenrir's Earring
DEF: 0
Effects: During Day Only: Attack +10, During Night Only: Ranged Attack +10
Description: This is a fantastic earring during night, and completely useless during the day. If you don't mind the extra inventory slot taken and can remember to switch it in every so often, it's awesome.
This is one of the items you can opt to take after defeating Fenrir.

Level 75
Novio Earring
DEF: 0
Effects: Magick Attack Bonus +7
Description: All I have to say is; good luck.

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Body
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Level 30
Noct Doublet +1
DEF: 19
Effects: Ranged Accuracy +3, Resist vs. Dark +2
Description: A fantastic item. The +1 version is listed because it is affordable and effecient, and there's really no reason not to get one. Plus, white boarders just look good.

Level 40
Iron Musketeer's Gambison
DEF: 27
Effects: Ranged Accuracy +3, Ranged Attack +3
Description: The first upgrade from Noct isn't really a massive change in anything other than appearance. Statistically, it just adds 3 R.ATT, which is a welcome addition.
This can be purchased by citizens of Bastok for 8,000 Conquest Points.

Level 50
Shikaree Aketon
DEF: 29
Effects: Ranged Attack +7, Enmity -1
Description: It's always nice to see items with large amounts of Ranged Attack made available to Corsair, since we lack much variety in the way of equipment. However, the efficiency of this item is pretty questionable, even compared with the Iron Musketeer's Gambison. Switching to this loses you 3 R.ACC and gains you 4 R.ATT.
Wether it's worth it or not is entirely up to you!

Level 55
Jaridah Peti
DEF: 42
Effects: HP -25, Accuracy +5, Attack +5, Ranged Accuracy +5
Description: This is a great, affordable and well-rounded item suited to both CORs who like to stand back and CORs who like to melee. It doesn't look particularly attractive and does have a nasty HP penalty, but thankfully you won't have to wear it for very long because your AF is just around the corner.

Level 58
Corsair's Frac
DEF: 42
Effects: HP +15, DEX +2, AGI +2, Ranged Accuracy +8
Description: See the "Corsair Artifact Armour" section.

Level 69
Blue Cotehardie
DEF: 43
Effects: STR +4, DEX +3, VIT -3, AGI +4, INT +3, MND -4, CHR -4, Converts 40 HP to MP, # Resist vs. Fire -30, Resist vs. Ice +5, Resist vs. Wind +5, Resist vs. Earth +5, Resist vs. Lightning -30, Resist vs. Water +5, Resist vs. Light +5, Resist vs. Dark +5
Description: If you think you can get along without the Ranged Accuracy on your Frac, then this is a fantastic WS macro piece that combines fairly large amounts of both STR and AGI.

Level 72
Pahluwan Khazagand
DEF: 42
Effects: HP +20, Accuracy +10, Ranged Accuracy +10, Increases Rate of Critical Hits, HP Regeneration While Healing +2, Set: Enhances "Subtle Blow" Effect
Description: Statistically and aesthetically pleasing, well-rounded with no negative points. It's even free, if you put in the time to obtain it. The combined ACC and R.ACC means it's great for both ranged and melee CORs, although the critical hit bonus isn't noticable whatsoever.
All the same, marvelous piece of gear.

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Hands
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Level 30
Aiming Gloves
DEF: 7
Effects: Enchantment: Ranged Accuracy +3
Description: A lovely new item added in recent update. The enchantment effect is small, but lasts 30 minutes and can be re-used every 30 minutes. It has a maximum of 50 charges and is none-rechargable, but it's cheap and easy to make.

Noct Gloves (+1)
DEF: 5(6)
Effects: Resist vs. Dark +1(2), Ranged Accuracy +1(2)
Description: Another piece of the Noct set that most CORs will likely be waering for a long time. It's an effective and functional, if somewhat unremarkable piece of equipment, much like the entire Noct set.

Level 34
Federation Gloves
DEF: 8
Effects: AGI +1, Inside of Nation Controlled Area: Attack +7, Ranged Attack +7
Description: These are awesome if you happen to be partying in an area currently under your nation's control. If not, they suck, and you should stick to Noct.

Level 55
Jaridah Bazubands
DEF: 14
Effects: HP -9, Accuracy +3, Ranged Accuracy +2, Evasion +2
Description: Since the R.ACC bonus is the same as Noct, these don't really make a whole lot of difference for COR unless you're also meleeing.

Level 60
Deadeye Gloves
DEF: 12
Effects: Ranged Accuracy +6, Slow +5%, Paralysis: Ranged Accuracy +10
Description: Great gloves. The Slow%+ doesn't effect ranged attacks, so COR are free to take full advantage of the large R.ACC bonus. These drop from the level 60 BCNM "Making a Mockery".

Level 72
Pahluwan Dastanas
DEF: 19
Effects: Accuracy +5, Ranged Accuracy +5, Ranged Attack +5, Set: Enhances "Subtle Blow" effect
Description: These, like the rest of the Pahluwan set, are fantastic. However, a lot of Corsairs are somewhat reluctant to spend points on these incase they ever obtain a pair of Crimson Finger Gauntlets, which would render these gloves completely useless, as they can't be sold.
They can be obtained with 20,000 Assault Points.

Level 73
Crimson Finger Gauntlets
DEF: 26
Effects: HP +20, MP +20, Ranged Accuracy +10, Ranged Attack +10, Dark Magic Skill +10
Description: The be-all, end-all gloves for COR. Huge R.ACC & R.ATT bonuses for one slot. Obtained via Wyrmal Abjuration item creation.

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Rings
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Level 16
Bone Ring +1
DEF: 0
Effects: Accuracy -2, Ranged Accuracy +3
Description: The first R.ACC rings available to COR. Like the ones to come, they have large penalties to melee ACC, but are affordable and have huge R.ACC bonuses.

Level 21
Beetle Ring +1
DEF: 0
Effects: Accuracy -3, Ranged Accuracy +4
Description: A step up from the Bone Ring +1.

Level 29
Bowyer Ring
DEF: 0
Effects: Ranged Accuracy +3, Ranged Attack +3
Description: A fantastic item, rather easy to obtain and well worth the trouble. Worth using for quite some time. Obtain from completing the quest "Return to the Depths".

Level 30
Archer's Ring
DEF: 0
Effects: Accuracy +2, Ranged Accuracy +2
Description: This rather expensive item may be considered by a Corsair that wants to melee as well as fire their weapon. The R.ACC bonus on this ring is inferior to the others available, so it often isn't a good choice.
It can be obtained from "Royal Jelly", a level 40 BCNM.

Shikaree Ring
DEF: 0
Effects: Accuracy +2, Ranged Accuracy +2
Description: An "Exclusive" version of the Archer's Ring. It drops from Stroper Chyme, a level 35ish pseudo-NM with several spawn locations in Ordelle's Caves.

Level 35
Horn Ring +1
DEF: 0
Effects: Accuracy -4, Ranged Accuracy +5
Description: A step up from Beetle Ring +1, and arguably superior to Bowyer Ring too.

Jaeger Ring
DEF: 0
Effects: Accuracy +4, Ranged Accuracy +4
Description: Similar to the Archer's/Shikaree Ring, the same description applies. It is useful for meleeing, although meleeing isn't very useful. It drops from "Carmine Dobsonfly", 10 of which spawn in Riverne - Site #A01.

Level 40
Sniper's Ring
DEF: 0
Effects: Resist vs. Dark -20, Accuracy +5, Ranged Accuracy +5, DEF -10
Description: A step up from the Jaeger Ring.

Woodsman Ring
DEF: 0
Effects: Accuracy +5, Ranged Accuracy +5, Evasion -5
Description: Very similar in function to its more expensive cousin, the Sniper Ring. This drops from four level 40 BCNMs, "Bad Seed", "Test Your Mite", and "Fire in the Sky".

Crossbowman's Ring
DEF: 0
Effects: Ranged Attack +5, Defense -14
Description: This is a nice alternative to the mainstream rings if you find you're in the awkward area where you don't have enough Ranged Accuracy to succesfully use Attack foods, but using Accuracy foods gives you more Ranged Accuracy than you need. It can be obtained from the level 40 BCNM "Fire in the Sky".

Marksman's Ring
DEF: 0
Effects: Ranged Accuracy +6
Description: One more Ranged Accuracy than the Horn Ring +1, and without the Accuracy penalties. It is Rare, so you can only equip one.

Level 45
Carapace Ring +1
DEF: 0
Effects: Accuracy -6, Ranged Accuracy +7
Description: A step up from the Horn Ring +1.

Level 50
Garrulous Ring
DEF: 0
Effects: STR +3, AGI +3, Enhances Resist Silence Effect
Description: A great WS piece if you think you can safely sacrifice the R.ACC from other rings. It can be obtained with Assault Points.

Level 55
Scorpion Ring +1
DEF: 0
Effects: Accuracy -6, Ranged Accuracy +8
Description: A step up from the Carapace Ring +1.

Level 65
Lightning Ring
DEF: 2
Effects: Lightningday: HP -15%, Lightningday: Accuracy +15, Lightningday: Ranged Accuracy +15
Description: A very strange item. It's only useful one day per week, but on that day, it's a fantastic item. It's one of the items you can choose from after defeating Ramuh.

Level 67
Marid Ring +1
DEF: 2
Effects: Accuracy -10, Ranged Accuracy +10
Description: A step up from the Scorpion Ring +1.

Level 70
Behemoth Ring
DEF: 2
Effects: HP +10, Accuracy -11, Ranged Accuracy +11
Description: A step up from the Marid Ring +1.

Merman's Ring
DEF: 0
Effects: Accuracy -8, Ranged Accuracy +10, Magic Damage Taken -4%
Description: A less expensive alternative to Behemoth Rings.

Level 73
Dragon Ring
DEF: 0
Effects: Accuracy -12, Ranged Accuracy +12, Breath Damage taken -1%
Description: A step up from the Behemoth Ring and the most R.ACC you can get in a ring slot, but they're very expensive and difficult to find.

Level 75
Bellona's Ring
DEF: 0
Effects: Ranged Accuracy +8, Ranged Attack +8, Evasion -8, Defense -8
Description: Obtained by trading Sin of Indulgence to Meret in Tavnazian Safehold. Sins are dropped by Absolute Virtue. 'Nuff said.

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Back
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Level 24
Nomad's Mantle
DEF: 2
Effects: AGI +1, Evasion +3
Description: It's only 1 AGI, but there's simply nothing else available for a very long time, so get used to it.

Level 30
Beater's Mantle
DEF: 2
Effects: Latent Effect: Increases Rapid Shot Activation Rate
Description: The Latent Effect is activated by subbing RNG, and is somewhat noticable, although some would argue it as a placebo effect. Get one if you can, but if you can't, don't panic.

Level 60
Bullseye Cape
DEF: 7
Effects: AGI +1, Ranged Attack +12
Description: The first "real" backpiece for Corsairs. It has a very large amount of Ranged Attack, which is always a welcome addition to COR's usually R.ACC-exclusive equipment set.

Level 61
Amemet Mantle (+1)
DEF: 7 ( 8 )
Effects: STR +1(2), Attack +10(15), Ranged Attack +10(15)
Description: Unless you can get the HQ version, just stick with the Bullseye Cape.

Level 69
Psilos Mantle
DEF: 6
Effects: Accuracy +1, Attack +12, Ranged Accuracy +1, Ranged Attack +12
Description: Definately a great item and just barely better than Bullseye Cape, but wether it's better than Amemet +1 is debatable. Some will argue the +1 R.ACC is better than +3 R.ATT, others will disagree. All in all, it makes very little difference anyway.
This piece is considerably less expensive the Amemet+1, and drops from the level 75 ENM "Holy Cow".

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Waist
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Level 30
Gun Belt
DEF: 0
Effects: Latent Effect: Marksmanship Skill +5
Description: The Latent Effect is activated by subbing RNG. This is without a doubt the best belt available to COR.
It drops from two level 30 BCNMs, "Die by the Sword" and "Petrifying Pair".

Mercenary Captain's Belt
DEF: 3
Effects: DEX +1, VIT +1, AGI +1, INT +1, MND +1, CHR +1
Description: It isn't very good, but if you aren't subbing RNG and therefor can't use the Gun Belt, it's your only option, crappy as it may be.
it can be purchased with 4000 Conquest Points by Windurstians.

Level 50
Royal Knight's Belt
DEF: 4
Effects: STR +2, DEX +2, AGI+2, INT +2, MND +2, CHR +2
Description: Much like the Mercenary Captain's Belt, it isn't very good, but it's your only choice if you're not /RNG. The +1 version has "Inside of Nation Controlled Area: Ranged Attack +5", which is nice if your nation owns the area you're partying in.

Level 60
Precise Belt
DEF: 5
Effects: Accuracy +5, Ranged Accuracy +5
The best available for none-/RNG. It's no Gun Belt, but it's not far off.

Hurling Belt
DEF: 5
Effects: Ranged Accuracy +4, Throwing Skill +5
Since it has one less R.ACC than the Precise Belt and Throwing Skill doesn't benefit COR in any way, it's probably best you ignore this item entirely.

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Legs
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Level 25
Republic Subligar
DEF: 13
Effects: VIT +1, Attack +5, Ranged Attack +5
Description: A great Ranged Attack bonus, but...well, it's a subligar. Fine for all the lady-pirates out there, but prolly not for us guys. Still, if you don't care about appearances, it's a great piece.

Level 30
Noct Brais +1
DEF: 13
Effects: DEX +2, Resist vs. Dark +2, Ranged Accuracy +2
Description: Most CORs will be wearing these, along with most of the rest of the Noct set, for quite some time. They're effecient and affordable.

Level 50
Crow Hose
DEF: 20
Effects: Evasion +5, Enmity -5
Description: These are a nice piece mostly because there isn't a lot of R.ACC available to cram into this slot just yet. One would only be losing out on 2 or 3 R.ACC in exchange for 5 enmity reduction, which some consider a fair trade off.

Level 55
Jaridah Salvars
DEF: 30
Effects: HP -12, Ranged Accuracy +2, Ranged Attack +3, Evasion +3
Description: The next step up from Noct, also affordable and functional.

Level 70
War Brais
DEF: 27
Effects: HP +25, AGI +4, Physical Damage: 'Blaze Spikes' effect
Description: These are not very good, but some CORs insist on using them. They could be useful for a Quick Draw macro though, since AGI now effects QD ACC.

Level 72
Dusk Trousers
DEF: 47
Effects: HP +35, Attack +14, Ranged Accuracy +10, Decreases Movement Speed
Description: These are really fantastic, a huge amount of R.ACC as well as ATT for those that like to melee, and recently not so expensive, either. The only downside is the decreased movement speed, but it's barely noticeable with just one Dusk piece.

Pahluwan Seraweels
DEF: 36
Effects: STR +3, Accuracy +4, Ranged Accuracy +4
Description: Obviously not as good as Dusk, but they're a nice, free alternative, and a good WS piece too. Can be obtained with 20,000 Assault Points.

Level 75
Galliard Trousers
DEF:
Effects: HP +20, STR +2, DEX -2, VIT +2, AGI -2, INT -2, MND -2, CHR -2, Accuracy +5, Ranged Accuracy +5
Description: Once again, not as good as Dusk, but a nice free alternative all the same. Obtained by killing Kurrea, a level 84 NM spawned by trading an Adamantoise Soup to the ??? at the shed at G-8, Lufaise Meadows.

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Feet
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Level 7
Bounding Boots
Leaping Boots
DEF: 3
Effects: DEX +3, AGI +3
Description: There's not much to say about these, other than the 3 AGI is as good as it gets for a very long time, so these are a wise investment.
The Leaping Boots drop from the level 30 BCNM "Petrifying Pair", while the Rare/Ex Bounding Boots drop from Leaping Lizzy, a level 10 NM in South Gustaberg.

Level 34
Federation Gaiters
DEF: 7
Effects: AGI +1, When inside of Nation Controlled Area: Attack +7, Ranged Attack +7
Description: These are really great if you're lucky enough to be partying in an area under your own nation's control. Otherwise, they're not so hot.

Level 50
Crow Gaiters
DEF: 8
Effects: Enmity -4 Evasion +4
Description: Some people like 'em, some people don't. There's really not a whole lot to say about them.

Level 55
Jaridah Nails
DEF: 12
Effects: HP -7, Accuracy +1, Evasion +1, Ranged Accuracy +2
Description: The first real step up from Bounding/Leaping Boots in almost 50 levels is barely a step up at all. Infact, it's only 0.5 R.ACC more. Feel free to skip these, since your vastly superior AF is coming up.

Level 56
Corsair's Bottes
DEF: 11
Effects: HP +10, STR +2, AGI +2, Ranged Accuracy +2
Description: See the "Corsair Artifact Armour" section.

Level 70
War Boots (+1)
DEF: 14
Effects: HP +12 VIT: -1 Attack +5 Ranged Attack +5
Description: Some people would rather use these than their AF. Those people, I will never understand.

Level 72
Pahluwan Crackows
DEF: 13
Effects: DEX +4 Accuracy +3 Ranged Accuracy +3 Set: Enhances "Subtle Blow" Effect
Description: Just like the rest of the Pahluwan set, these are a great, free item. However, they're probably not worth the trouble at all, since your AF is a lot better.
These can be purchased with 20,000 Assault Points.

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FREQUENTLY ASKED QUESTIONS

Need a particular question answered, and don't want to use the guide, or haven't found your answer there?
Perhaps you don't have time to read through it all to find what you want, or perhaps you want more of a direct answer.
Maybe you need more of a human opinion than the hard facts provided in the guide. Maybe what you want to know just isn't there.

Whatever the reason, hopefully you can find the answer to your question here.
I'll do my best to answer the most commonly asked questions accurately.

Q: How does COR work?
A: Put simply, Corsair's use "Rolls" to give party members various enhancements while dealing damage with a gun. The potency of a Corsair's rolls is dependant entirely on chance, not a statistic, so they are free to load up on R.ACC gear.

Q: Is COR a difficult job to unlock?
A: It's not massively difficult, but due to the fact that everything you need to do takes place in high level areas and there's a lot of ground to cover, I would say it's definately one of the harder jobs to unlock.

Q: How is COR at levels 1-10?
A: One of the more difficult jobs to solo through the early levels. We don't have very powerful weapons at our disposal early on, and we have no helpful Job Abilities or magic. This, along with our naturally low VIT and HP, makes it quite a task.
At level 5 you get Corsair's Roll, which will speed things up a little, though it won't actually help you kill any easier.

Q: Is COR difficult in a party situation?
A: In the early levels, no. You'll prettymuch just be using the same two rolls on all party members and meleeing/backup healing in between.

Q: How about later on?
A: Later on, COR can be quite tricky to play right. Keeping up 4 Rolls, and landing the right rolls on the right people, while keeping up damage can be tough. It requires you to pay a lot of attention to what you're doing.

Q: Are COR a valuable addition to a party?
A: Hell yes. With Sleep and Dispel at our disposal, we're a greater asset to a party than ever before. However, without a reliable refresh and the ability to use Sleep and Dispel frequently, we won't be a priority invite like BRDs and RDMs, but we can do so much more for a party than any standard DD can, not to mention deal a fair amount of damage ourselves.
Think of COR as "The icing on the cake" in a party.

Q: How do COR rolls fare in comparison to BRD songs?
A: This is never an easy question to answer. Under the right situations, COR's rolls can blow a BRD's song out of the water. Under other situations, they compare admirably. Under the wrong situations, they pale in comparison.
We'll never be able to do things like BRD because frankly, we're an entirely different job, and in the same sense, BRD will never have some of the advantages COR has.

Q: Is COR an expensive job to play?
A: Equipment-wise, not really. Most of COR's gear is affordable (Noct, Jaridah) and the later equips can be free. (Pahluwan)
In terms of overall cost, COR is one of the most expensive jobs in the game. Bullets of any kind aren't cheap, and you'll be using a lot of them. The cost of bullets soon adds up.

Q: Speaking of costs, are dice consumables, like NIN tools?
A: Nope! You only have to use a Die once, and you have the ability forever, sorta like a scroll.

Q: If COR is a support job, shouldn't we sub WHM?
A: It's all situational! The reason BRD sub WHM is because their melee ability is terrible due to low skills in weapons, poor choices in the weapons department and their buff's dependancy on CHR (prohibiting them from equipping melee gear full time).
COR have a good Marksmanship skill, and as their rolls aren't dependant on anything but luck and chance, COR are free to use R.ACC & R.ATT gear.

Q: So...which is the best subjob?
A: Oh lord, here we go. Better break this down into the "Big four" subjobs for COR.

Q: When is a good time to sub NIN?
A: When the mobs you're fighting have dangerous AOEs, or when you'll be required to pull constantly. Please suffer no delusions that COR/NIN is any good for dealing damage, it is not.

Q: When is a good time to sub WHM?
A: When you're at an HNM, or when your party is short on healing magic. If it's just you and a RDM with your tank and DDs, it's probably best to sub WHM, pull on some MP gear and toss around a few cures.

Q: When is a good time to sub BRD?
A: BRD is an acceptable sub at any time, however it is most well-suited to manaburns, due to the ability to use Ballad for extra MP, and later on, Mazurka for extra speed while pulling.

Q: When is a good time to sub RNG?
A: The simple answer is, "It's a good time to sub RNG whenever it isn't a good time time to NIN or WHM". RNG should be every COR's default, best-for-damage sub.

Q: If I use COR as a support job, how many rolls can I use?
A: Just one. Furthermore, the roll will be at 50% regular power, and not enhanced by the presence of its corresponding job.

Q: COR seem to have a good skill with daggers and swords. Is it okay to melee?
A: For the majority of the game, no. The swords and daggers available to COR are very weak, and hitting a mob with them is just feeding it TP. The better R.ACC rings kill standard accuracy anyway, and standing in melee range kills your ranged attack damage.
Furthermore, COR should be using Archer's Knife/Trailer's Kukri for the R.ACC. If you're thinking about meleeing with those, stop now. If you're thinking about equipping anything else, stop now.

Q: Surely there are some exceptions to this?
A: There sure are. There are a few other options to the daggers named above, namely Junior Musketeer's Tuck +2, Phantom Fleuret and Chiroptera Dagger. As for meleeing, it is a viable option 70+ (although not neccersarily the best option) in TP burn parties, using multi hit weapons to build TP for a Slug Shot.

Q: Are all rolls based on percentages?
A: Most are. Some, like Evoker's Roll have standard, none-altering results based only on the number rolled and wether or not the corresponding job is in the party.

Q: Are Corsairs good pullers?
A: For most of the game, no. Not only is a COR's main weapon around 600+240 Delay, but CORs are on a tight schedual with their rolls. Running away to pull, and taking such time to do it due to the large delay of the gun, will mess up the roll pattern eventually.
However, post level 70, with the advent of burn parties, COR becomes one of the best pullers in the game. With a Peacemaker (or Darts) and Light Shot, the faster speed at which COR can pull and the party can kill negates the usual
drawbacks that apply to COR pulling pre-70. A competant COR can be just as effective as a BRD puller, although there's much less margin for error.

Q: Can Corsairs be fully-fledged Damage Dealers?
A: In the early levels, yes. Guns are extremely powerful, the skill difference is minimal and combined with the buffs, Corsair is one monster of a party member. Later on, however, your damage will begin to slip, then stumble, then plummet due to comparitively poor bullets.
Corsair will not match up to the real damage dealers of Final Fantasy XI nomatter what you try, but the buffs you bring to the table make up for it tenfold. If Corsair are to be considered DDs, then it is passively that we deal damage; by enhancing our allies then topping off the additional damage with a little of our own.

Q: What kind of damage can I realistically expect?
A: Later in the game, you can expect to deal around 50% of the damage an average DD dishes out.

Q: My R.ACC is suffering! What can I do?
A: First, make sure your gear is up to date. Done? Okay, now try eating sushi. Still missing? Your party's overhunting, and there's nothing I can do about you joining dumb parties.

Q: What is the "Sweet spot" I keep hearing about??
A: The sweet spot is the distance from an enemy that will give you optimal accuracy and damage when using ranged attacks. The sweet spot varies from weapon to weapon.

Q: Where is this "Sweet spot" when using a gun?
A: Stand toe-to-toe with the mob, then slowly step backwards untill your character moves out of melee attack range and you get the message "The 'mob' is out of range.". One more step back, and bingo! You're in the sweet spot. If you happen to be using a Windower with the distance plugin, the sweet spot is located between 4.5 and 6.

Q: What mobs drop the Corsair Testimony?
A: Merrow Icedancers in Arappago Reef drop them.

Q: Does INT effect Quick Draw?
A: No.

Q: Is there any way to improve the potency of buffs other than having the corresponding job in the party, or a way to increase the frequency of a particular number?
A: Not as of writing this, although the job is still finding its feet. It is unlikely SE will add any gear that enhances the frequency of a number, but it is probable that we will see equipment that enhances potency someday.

Q: Is COR any good at Ballista?
A: Having access to Slug Shot with a relatively good Marksmanship Skill is great in Ballista, and the instant, high damage Quick Draws can quite literally be murder. In a team situation you'll be a valuable ally, but not so great one-on-one.
Remember, COR wasn't built to go toe-to-toe with anything.

Q: What does COR have to do in end-game situations?
A: A heck of a lot! COR's buffs can be invaluable in HNM fights, from buffing up the melees to enhancing and refreshing the mages, COR is an extremely valuable addition to any endgame event. Quick Draw is a fantastic thing too, it can cause respectable damage and the enhanced debuffs are very noticable.

Q: How do you write this guide/How can I write a guide like this/Any advice for an aspiring guide-writer?
A: You write a guide by compiling information about the job and formatting it into an easily readable form. Stop PMing me with this stuff, it isn't rocket science, I'm not a genius, and I don't have any magic tips to give you about guide-writing. This was my first and likely my last.
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