Tight-Wad's Corsair Guide/Dice

Tools of the Trade, Dice
Phantom Roll is a job ability that uses dice and "luck" to determine what AOE buffs will effect the party. Based on the number that gets rolled, your party will recieve a bonus appropriate for each die. These die all have their own unique lucky # that will be the 2nd best bonus that one could offer for their party. Add four to that number, and it's the worst bonus (but still a bonus) that a party can recieve. Eleven is the best possible roll for every die, but also takes the most risk to get there. While some Corsair's will always stop rolling once they reach a roll of 6, others take the risk (1:6) and try for higher numbers to improve their rolls and buffs for the party. How you choose to roll will be to your own playing style, but a roll of 12 is considered a bust and the party will lose their buff and you will be negatively effected by it for a duration. Personally if I roll a 6, I roll again, unless I already have one bust, and more often than not, it's to the party's benefit.

Dice
Purchasing every die available in the game (aside from the one given for unlocking Corsair) will cost you 752,417 gil. Every die has it's own particular use that makes it a worthwhile option, but some should be purchased immediately while others can wait until funds become available. I am listing die as I have used, or not used them, and based on demand I've seen as I level and play with other Corsair. Note: If you only purchased the ones listed Medium-High demand you'd save 379,271 gil, which is 50% of that total.

Lv 5 Corsair's Roll Demand: Medium..................Lv 8 Ninja Roll - Demand: Medium. 316 gil. Lv 11 Hunter's Roll - Demand: High. 1300 gil.......Lv 14 Chaos Roll - Demand: High. 2205 gil. Lv 17 Magus's Roll - Demand: Low. 3525 Gil.......Lv 20 Healer's Roll - Demand: High. 5000 gil. Lv 23 Puppet Roll - Demand: Low. 9216 gil.........Lv 26 Choral Roll - Demand: Low. 12,780 gil. Lv 31 Monk's Roll - Demand: Low. 22400 gil.......Lv 34 Beast Roll - Demand: Low. 26600 gil. Lv 37 Samurai Roll - Demand: Medium. 35200 gilLv 40 Evoker's Roll - Demand: High. 40000 gil. Lv 43 Rogue's Roll - Demand: Medium. 50400 gilLv 46 Warlock's Roll - Demand: Low. 62000 gil Lv 49 Fighter's Roll - Demand: High. 68000 gil....Lv 52 Drachen Roll - Demand: Low. 82500 gil. Lv 55 Gallant's Roll - Demand: Low. 90750 gil.....Lv 58 Wizard's Roll - Demand: Low. 108000. Lv 61 Dancer's Roll - Demand: Low. 63375 gil.....Lv 64 Scholar's Roll - Demand: ???. 68k.

General rules about dice.

 * 1) If it improves Accuracy or Damage for melee, then you should own it.
 * 2) If it reduces down time caused by MP based jobs, you should own it.
 * 3) If it effects a "pet", it's a roll not used in basic parties, Enhance players, not pets.
 * 4) Parties want rolls that speed them up.  If it doesn't speed them up, they don't care about it.
 * 5) Generally it is better to keep Mage's with full MP than to increase their potency.

Exceptions to the rules

 * 1) Burn parties might want specific rolls that would not otherwise be used in experience parties, though generally, the above rules remain true.
 * 2) Certain Notorious Monsters will make other rolls more valuable, but the above rules are still generally accepted.