As I write this, I am trying to finish up the last of my parry skill ups. I currently sit at a base skill of 254, leaving me with 15 skills to go. This was a long journey up to this point and I would be lying if I said I didn't work hard on it. If you've read one of my earlier posts, then you know my final goal for this is to reach a total skill of 327 and see what happens (Yes, my original post was 323 but with the most recent patch, there is a polearm with +10 skill now and its better in all aspects).
Before I begin, lets go over the basics of combat skill levels. For any given mob, it'll have a limit to how much skill level it will give you. This cap is the same was your cap for that job regardless of any other factors. A level 70 mob will not cap at the same skill level for a 75 Samurai on both sword and great katana (by the way, this is 215 and 251 respectively). A fine point to note is that both weapon and defensive skills work the same. That is to say numerically they are indistinguishable. A lesser known point is that they also work similarly to skilling up crafting. With crafting, it is well-known that there are 4 ranges when comparing the difference in current level and cap of the synth you are working with. The 1st is the non-skill range, where your level is higher than the cap. The 2nd is where you have low rate of skill up, where your level is close to the cap but less than the cap. The 3rd is the ideal skill up zone, where your level is a few levels off but not too much of a difference. Then you have the critical break zone where you'll break a lot. With combat skilling, its no different. The ideal zone for combat skill leveling seems to be mobs that are T-VT to your skill level (roughly 2-7 levels above). This point is important to keep in mind when skilling up anything, crafting, weapons, parrying, guarding.
Now a quick recap on what I've said in my 2nd post of this blog. When it comes to skilling parrying (or guarding), it is important to consider the fact that evasion is considered before anything else. If you evade, the game won't check (or merely don't care, but from a player's perspective, both are the same) whether or not you had parried because it doesn't matter to it. Because of this heirachy, both parrying and guarding succumb to evasion, where evasion can end up 100+ levels ahead. If you get stuck in this situation (90% of people end up like this when they want to skill up parrying), it puts you in a bit of bind, as it means higher level mobs let you evade less but you almost never parry while lower level mobs you'll evade way too much and still never parry. This is the biggest problem in capping parrying.
When choosing a mob to skill off on, I think it is more important to choose one that has the proper level range first and foremost before you choose one based on sheer number of attacks (meaning don't do Phalanx II in Den of Rancor when you're only capped for a level 60). Some people seem to forget this and it drags their parrying longer. You parry less often with the lower level mobs but you'll have more skill ups overall, thus providing for a more quality session. Remember quality over quantity!
Now for the meat of this discussion...... I've tried all kinds of variation (as well as reading countless skill up threads) and this is what I found worked best for me. These are what I've done solo (usually SAM/PLD before WoTG, SAM/DNC after WoTG), as not everyone have access to a bored RDM or a 2nd character. The points I've made above are applied to these selections. I'll break it according to different skill ranges. Everything is referred to job levels (and A- rank skill levels in parenthesis) to make this apply to a broader set of players. If you have some extra help (for example RDM with Phalanx II), then you may want to try something different, such as the infamous Den of Rancor Pucks, as these camps are selected with a solo skiller in mind.
For level 55 or less (178 A- skill) : Use CoP level-capped zones according to your current levels. It forces your evasion down, giving you more chances to land parry without killing your actual parry rate. As an alternative, you could do the same as 55-65 though it'll be slower.
For level 55-65 (178-223 A- skill) : Grab as many Mourioche as you can handle in Boyahda Tree and face them all. You'll evade decently at this level range but to make up for that, you'll have much more raw hits on you. An alternative is the Gigas in Upper Delkfutt, which is nice since some of them are Monks and they drop pops for Alkys/Pallas.
For level 65-68 (223-235 A- skill) : Grab as many Flamingoes in sky as you can. I'm not sure why this really worked well for me but I was intrigued at Maiev's blog post and it seemed to work well. I guess maybe they're more accurate or something but I had some fairly good skill ups here. I also had some skill ups farming for Air Tanks (off Hobgoblin Blaggers) at this range.
For level 68-72 (235-254 A- skill) : Grab 2 (or more) Korrigans in Boyahda Tree. You can mix in Elder Goobbues but they kinda hurt. At this point you actually can start to get a bit of Exp/Merits while doing this solo. Your parrying is starting to catch up to your evasion so things are picking up. At the early levels, Steelshells also work though I would limit to korrigans/goobbues at the end of this range.
For level 71-75 (249-269 A- skill) : I have been getting fairly great results in Mamook, with Mamool Ja Frogman and Mamool Ja Diver. The location is at (F-6) on the first map, past the Poroggos. However, you'll need decent equipment paired with good subjob if you do this solo, as the tough Divers can hurt quite a bit. If you're a NIN, you could probably even chain to #2 or #3 solo here, but I've been only having luck to chain #1 on SAM/DNC.
When it comes to equipment, you'd usually want to stack +parrying equipment, and then defense (or -phys damage taken). It will not slow down the rate at which you get skill ups. The exception is where you have a lot of monsters (like I did for Mourioches), then it might be more beneficial to have a full defense set.
Now I need to get back to my skilling while I churn out the last 14 skills needed. If anyone have things they want to see tested with parrying, let me know. I have a few things of my own I'd like to test but if I find the time I can test other people's ideas/suggestions.
RANDOM FACTOID OF THE DAY:
If you have Third Eye up, a monster cannot counter you.
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