Urteil would have had a fit if someone slid like that against him. Check out the 5-6 minute mark haha.
Sprint + provoke + quarry, at the same time, looks fluid from another person's screen.
Try it with flee + sneak attack + sit at the same time and the result will be the same.
Or.. you know, just watch my live stream and play detective.
Hey Evv and everyone, idk if you remember me, :) glad to know you all are keeping the ballistas alive... about me im playing FFXIV ARR at the moment,on Midgardsomr Server, its awesome but cant compare it to FFXI at all its a totally different game.
PVP content is coming soon, i will confirm it to you if its great or not.
60 cap was my favorite. It always seemed the most balanced, until SAM got Sekkanoki, Hasso and Seigan. Then SAM/RNG dominated everything. I use to love going RDM/BLU and spamming Bind/Blastbomb too. Man I wonder if 60 cap has changed at all since 2007, probably not since the gear is still the same and not many JAs have changed either.
60 cap was my favorite. It always seemed the most balanced, until SAM got Sekkanoki, Hasso and Seigan. Then SAM/RNG dominated everything. I use to love going RDM/BLU and spamming Bind/Blastbomb too. Man I wonder if 60 cap has changed at all since 2007, probably not since the gear is still the same and not many JAs have changed either.
I think it has changed. More or less its SAM/WAR, RNG/SAM and DRG/SAM. also a lot of BLMs haha. DNC, SCH, RUN and GEO are very scarce really. Still it is just as fun as 2007 :D
60 cap was my favorite. It always seemed the most balanced, until SAM got Sekkanoki, Hasso and Seigan. Then SAM/RNG dominated everything. I use to love going RDM/BLU and spamming Bind/Blastbomb too. Man I wonder if 60 cap has changed at all since 2007, probably not since the gear is still the same and not many JAs have changed either.
Sam/war? Really? Hard to believe that trumps a sam/rng with soboro though. I remember drg/sam sucking at 60 cuz seigen is 35 so /sam gives nothing and /rdm was better for diaga cuz every war dual weilded and used shadows and rampage even drks subbed nin and uses axes so drg/rdm would own them by diagaing shadows and healing breath too. I remeber rdm/blu with earth staff and def food using cocoon would run around baiting people towards a blm which would aoe them or sch/nins rnning around bindga and graviging people. Guess ***changed
/WAR is good vs any job with self-healing, provoke won't let you cast cure on yourself or self buff, and DA/berserk/Defender are always useful. You'd be surprised at how good people get with one SINGLE 3rd eye proc vs WSs, and the primary use of /sam is meditate, a lot of people like hiding/picking up medicines/pebbles while they get 100TP to go out and fight.
A lot of lvl 60 job/sj combos are pretty much dependent on the style of the person and not at full job's potential.
Sam/war? Really? Hard to believe that trumps a sam/rng with soboro though. I remember drg/sam sucking at 60 cuz seigen is 35 so /sam gives nothing and /rdm was better for diaga cuz every war dual weilded and used shadows and rampage even drks subbed nin and uses axes so drg/rdm would own them by diagaing shadows and healing breath too. I remeber rdm/blu with earth staff and def food using cocoon would run around baiting people towards a blm which would aoe them or sch/nins rnning around bindga and graviging people. Guess ***changed
Essentially, mainstream jobs have shifted towards a more in-your-face oriented versatility. Old tactics of hit, run, hide, repeat are no longer; melee jobs are expected to maintain a presence on the battlefield.
I'm singling out SAM/WAR vs SAM/RNG here as I feel it is one of the jobs people relate to easily. The same logic could be applied to various other instances.
It's important to consider the versatility and functionality of the support job. SAM/RNG is most definitely a powerhouse, but at the expense of a few central elements. The main objective to consider is one of team play, regardless of an individual's job selection and or style.
Official matches were always chaotic; they do not account for skill based match-ups. In a more organized diorama setting, SAM/WAR is always used. Vyi's easy to use diorama/hako guide.
This is my current SAM/RNG setup: ItemSet 314637
Not pictured augments:
- War Bow +1 - DMG +1, MND+1.
- Merman's gorget - Evasion +4, Darkness resistance +12.
- Pallas's Bracelets - Ranged accuracy +3.
- Victory ring +1 - Darkness resistance +9, Fire resistance +8.
- Behemoth mantle +1 - Ranged accuracy +3.
- Dex path Mikinaak cuisses(adds 2 dex).
- Abtal boots - Accuracy +2.
This is my current SAM/WAR setup: ItemSet 314639
Not pictured augments:
- Couse +1 - Accuracy +4 MND +1
- Merman's gorget - Evasion +4, Darkness resistance +12.
- Byrnie +1 - DEX +4.
- Ochiudo's kote - STR +1.
- Victory ring +1 - Darkness resistance +9, Fire resistance +8.
- Victory ring +1 - Fire resistance +3.
- Behemoth mantle +1 - Accuracy +3.
- Swordbelt +1 - VIT +1.
- Dex path Mikinaak cuisses(adds 2 dex).
- Abtal boots - Accuracy +2.
In power, they are similar. In versatility, they are miles apart.
- Provoke, just as Cziella said, is great to have versus any self casting job (or any job really, it comes in handy in a lot of situations), not to mention another, if needed, rook guarding option.
- Lamian kaman +1, ideal rook guarding weapon, compared to the war bow +1; it's low delay allows it to interrupt a scoring attempt(and quarry attempt!) effortlessly; whereas it's simple to score(or quarry!) between shots if using a war bow +1.
- Defender is always welcome, not to mention berserk for obvious reasons. A skilled user can make good use of these tools, whereas SAM/RNG has lower defense by default.
- Equipment selection favors the SAM/WAR once again, it's simple to slap on a soboro along with some haste equip or max str, or turtle up with defensive equip/hp+ equip. I feel SAM/RNG is restricted to a ranged accuracy heavy set(unless you're using accuracy food, in which case the SAM/WAR is not restricted to this and can use all the rabbit pies he/she can eat).
A lot of lvl 60 job/sj combos are pretty much dependent on the style of the person and not at full job's potential.
This statement is absolute.
In conclusion, no job really "trumps" another, as Ballista is an evolving battlefield based around rooks and petras. There is hardly a time where participants stand their ground and exchange blows in turn-based combat! It's important to be aware of a job's strength and weaknesses, but more importantly how they adapt within a team environment.
Thx for the nice read, I always played an in your face style when I did official ballista matches, I always was a heavy melee say SAM WAR DRK however like you said, since official matches back then were chaotic, specially in 3 rook matches taking the in your face approach wasn't very effective sometimes.
I always enjoyed small matches, play style changes, Temadian, Andreos and myself would team up and gang up any Petra GB holder, while letting others score for our team.
Oh the memories, btw thank you for the lvl sync link. and nice Merman against Drains!
Disclaimer: I realize that this may not apply to everyone, as FFXI has many things to offer.
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Many would wonder, “Why would a FFXI player even consider PvP style gameplay in an MMORPG designed to sustain interest via an intricate reward system? This entry will be taking a closer look at the true reason behind the most well endowed mystery this game has to offer. I had a lot of fun writing this post; likewise, my wish is for you, as the reader, to have fun with it, as well, and hopefully be able to relate to it.
1. Rewards
Rewards in an MMORPG equate to a promise, a promise that at the end of the day, your gameplay will be rewarded with a tangible item, perhaps some sort of intricate evolution of your avatar or your chosen path in a quest to unfold closer to fruition. As a business model, MMORPG culture is riddled with dopamine at every turn. These vast complex worlds put the user in a state of true fantasy, bringing closer those dreams of grandeur and accomplishments. The trance induced is one of great power. With that said, rewards in FFXI play an important role.
Let’s step away from the obvious rewards for a moment, and focus on the non-tangible. Remember when you still believed in Santa? (Santa is real. Don’t tell me otherwise; I know where you live.) Getting your hands on the presents with your god-damn name on it and actually opening them, you know, as in opening them with a force that only He-man and Aquaman would know. That feeling of bliss overcomes your entire being after laying eyes on this magnificent present, but let’s step out of the body and mind of a 10 year old for a moment. Let’s focus on the pare… Santa for a moment. Does this valiant warrior receive the gifts earlier mentioned? I’d wager to say ‘yes’, but in a non-tangible format. There is no present that he can touch, but he can see and feel the positive energy sparking around them.
This example would be considered the perfect relationship between game developers and players, but in the real world, Santa charges for every gift he bestows, even those glorious socks you had your eyes on all year. Oh boy!
The way that the aforementioned relates to FFXI -and- Ballista needs to be broken down further in order to be understood.
1a. FFXI Rewards
Incredible variety, gil, experience points, merit points, shinies, quest/mission completion, storyline advancement, social interaction, reputation, challenge (sometimes), scenery, fireworks of magic and abilities pleasing to the eye, longevity (as long as the rewards are fresh…), and rubbing one out when E.body finally drops. Shut up don’t judge me. This is what dreams are made of. It’s like walking into a strip joint where the strippers are performing a Cirque de Soleil performance, making you a bacon and avocado sandwich -and- sucking your dick at the same time. (The ladies can replace the obvious genitalia and the sandwich with a cheesecake.) How can you say ‘no’ to that?! Legit.
1b. Ballista Rewards
Decent variety, social interaction, reputation, challenge, fireworks of magic and abilities pleasing to the eye, longevity (despite it’s lack of updates, the event has sustained longevity), and rubbing one out after playing a perfect game. As you can see, masturbation is the secret of a good reward in FFXI, Ballista, and everyday life. Thank me later. Upon closer examination, Ballista seems to remove some of the essential ingredients in the trance concoction required to keep players coming back for more… or does it?
Ballista is a team PvP oriented game within the FFXI universe. This event does not possess ‘tangible rewards’. It has it’s own unique flavour of entertainment, challenge, longevity, and social interaction that keeps players coming back for more. Despite it’s minimal attraction as opposed to the general FFXI universe, Ballista is an extremely rewarding -gaming- experience to those who choose to give it a serious chance. One of the key components to the rewarding factor of Ballista is its ruthless challenge and prominent longevity.
1c. Reward Conclusion
As players who indulge in a digital environment, what is it that we are truly after? Are we hoping to recreate the set of Weird Science and zzzzzzzzap our own “Lisa” into existence? Everyone is different, and thus, the scope of a reward is widened. FFXI is a melting pot by default, as it belongs in the MMORPG genre.
To quote Nicky Yee, a research scientist at "Ubisoft" studying gamer behaviour:
“The most obvious appeal derives from the elements of achievement in these environments. They cater to to players who enjoy accumulating wealth, rare items and tangible power. The other main appeal derives from the ability to chat, make friends and affiliate with larger social groups such as guilds. Many players also find appeal in becoming immersed in a fantasy world and becoming part of a story that is being told. Also, certain players enjoy competing with other players or even annoying and manipulating them through devious means. And finally, some players are fascinated with the mechanics and geography of the world. For them, the satisfaction comes from unraveling the game.”
It’s easy to see that FFXI caters to every kind of individual’s definition of reward. /golfclap FFXI, you are a money making, tear inducing, perpetuating joygasm machine, but I digress. Let’s analyze how Ballista can be just as appealing and catering to the Planet of the Apes.
1c1. Accumulating Wealth
This is where Ballista widens it’s grip, and no, I’m not talking about the bitching double your 3k if you win an official match!!!!!!! I’m talking about every Ballista player’s responsibility to stay up to date with equipment and consumable demands. Thus, procurement of funds becomes increasingly important in the overall experience in a Ballista player’s playtime.
1c2. Rare Items
Goldmember. It’s very much real.
Ballista players have the privilege of saying they possess the rarest items FFXI has to offer. Take, for example, these Pallas’s Bracelets that Chancellor Teishi is sporting (augment: ranged accuracy+7) and even this Eurytos bow that the Singingbrakeman is so very proud of (augment: damage+2). These are just two example of incredibly rare pieces acquired through the Fields of Valor Elite training regime.
1c3. Tangible Power
What greater power is there than standing over the corpse of your mauled opponent and yelling “BY THE POWER OF GREYSKULL, I HAVE THE POWER!!!!!!!!!!!”? Or even the capital gold “VICTOIRE” dancing on your screen as your team reigns victorious from a hard fought Ballista match. Alas, tangible power is in the eye of the beholder once again, and as cool as I think He-man is, some people really might like the pink Power Ranger.
1c4. Ability to Chat, Make Friends, and Affiliate with Larger Social Groups
During a Ballista match, you are forced to relay information, be it to your skillchain partner {Ready to start skillchain!}, notifying the other 30 partcipants to stop attacking you because you need to poop and, of course, nothing says friendship, respect, and love like a great swordfight. You’re gay for even thinking that, seriously.
1c5. Appeal in Becoming Immersed in a Fantasy World and Becoming Part of a Story That is Being Told
Remember Spartacus? FREE THE SLAVES!! Well, everytime you defeat those annoying little Taru, or the pompous Elvaans, slutty Mithra, or self-righteous Hume, you make a story worth etching into the greatest of the great books of war. Vote for a Galka run Vana in 2013.
1c6. Players Enjoy Competing with Other Players
This is the bread and butter, the toast and jam, the bong and a blitz, the crepe and a pancake of what Ballista is all about.
1c7. Annoying and Manipulating Other Players Through Devious Means
Shout out to my freaks, I know you’re reading this, Zahara and Feiwong. Every part of the game has some kind of super-imposed assholes that feel important enough to cause a good thing shame. Ballista is no different.
1c8. Players are Fascinated with the Mechanics
There is so much to test for Ballista that it’s actually mind boggling. This is one of the bigger reasons Ballista has remained fresh to this day. Now, how can I start throwing my colossal lances as angons…
1c9. Geography of the World
Sorry guys, Dora the Explorer is all out of ideas on this one :(. Jugner Forest, Pashow Marshlands, Meriphataud Mountains, Diorama, and that Brenner island are the only options that Ballista players have.
So, as you can see, the reasons for playing Ballista are obvious unless you’re one of those people that only wants to play Where’s Waldo with your friends.
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2. Gameplay and Goals
Most gamers enjoy a variation of grinding and or challenging gameplay. However, having a distinct goal usually requires the player to go through a series of grinding and/or challenging venues to attain such a goal. Thus, it is up to the player to decide how much grinding or challenge is necessary to reach the promised land, that is, if the promised land is even within sight.
2a. FFXI Gameplay and Goals
Within the FFXI universe exists a multitude of obstacles, be they challenging and or grinding, all of which are designed to prevent you from reaching the sweet, sweet nectar of your chosen goal in the most time consuming manner possible. Cockblocks”R”Us. This begs the question ‘how important is this goal to me, and do I enjoy the actual gameplay required to reach it? Am I playing the game or is the game playing me? Is this even a game anymore?’ FFXI has incredible variety, but it is up to the player to discern if it is worth their logged in time to partake. FFXI is a game with bountiful choices, quite often marginalized into a tunnel of efficiency. Let’s take a high level notorious monster fight in FFXI as an example. If this particular notorious monster has a desirable drop, it will be dissected by the community to recognize the most efficient method to go about fighting it. The goal seems to be to feel good about your accomplishments and the time spent playing the game. Universally universal.
2b. Ballista Gamelpay and Goals
Ballista gameplay is very different to the current style of play present in FFXI. The player is faced with challenges completely unorthodox to the rest of the game. Ballista emulates a digital sport if you will; it has rules, regulations, scoring, penalties, and team tactics. Outcast by the majority due to its extremely challenging and “un-rewarding” metagame, Ballista is a true hidden gem that many have yet to discover and or give a real second chance. Common Ballista goals revolve around maximizing hybrid equipment sets via augmentation and ingenious sync options, muscle memory adaption, memorization of specific rook movements, monetization of strategical opportunities, expanding the challenge, and ultimately making good decisions. Since Ballista is a team game, major accountability strain is placed on the individual to perform well under extreme pressure in a constantly expanding dynamic battlefield. The most prevalent goal for any Ballista player is to play as many games as possible. We are all self admitted whores :D
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Conclusion
PvP in FFXI is an excellent gaming experience. Regardless if you enjoy 1v1 bouts, team play or level capped events, Ballista has something for everyone. If you happen to give Ballista a chance; please don't get discouraged by the harsh learning curve, help and support is available from numerous sources.
There are various forms of the game, ranging from beginner to extreme, it's sure to appeal to every individual.
I personally realize the time investment necessary might be discouraging to some, but if you just stick to it, I'm sure you will not be dissapointed.
So, the next time you scratch your head over the question ‘why Ballista?’, I challenge you to turn your frown upside down and ask yourself, “Why not Ballista?”