Tight-Wad's Corsair Guide

My name is DarkTrance, I play on the Gilgamesh server with a main job of Dark Knight 75. Corsair interested me because of many reasons, the unique buffs, the demand for support jobs, and style that Corsair portrays. While I'm sure the idea of being "Cheap" about any job will make some hard core players cringe, I do think that if your a casual Corsair you can get choose not to buy every dice and every gun, and every ridiculously expensive piece of gear. This guide will remain a work in progress as I level the job, and may change as I construct it. If you have any comments please direct them to the talk page, and please check out my other guide in it's completion Darktrance's Armor Guide

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 their. 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 686,717 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.


 * Lv 5- Corsair's Die - Demand: Medium, most parties prefer to kill fast for experience, you'll use this more in early levels before Hunter's Roll and Chaos Roll becomes available. As it's a free die, and cheap to purchase if you lose it, their is no reason why any Corsair should go without.  At lv 5, I recommend finding a struggling player leveling and level with them to share your buff, I found a japanese Black Mage the same level and it made tedious 1-10 leveling a bit more fun.


 * Lv 8 Ninja Roll - Demand: Medium. Most parties in Valkurm will take this roll over Corsair's in conjuction with the next roll, Hunter's.  At higher levels, Ninja's roll fades in a similar fashion as the dia vs. bio arguement.  Most parties and want to kill things fast to obtain a chain and get more experience.  That being said, like shadows, an evasion bonus does not increase the speed of kills, it's a defensive roll and despite it's nice bonus will be overshadowed by rolls that will take down mobs quicker.  It's an inexpensive roll and expected even though you'll seldom use it. 316 gil.


 * Lv 11 Hunter's Roll - Demand: Very High. This roll will never outlive it's usefulness.  The accuracy bonus is as useful when in the Dunes as it is in Aht Urghan areas.  Their will be times where this roll will be traded out on low evasion mobs for one that increase damage output, but you will always want this roll on hand, and likely macroed. 1300 gil.


 * Lv 14 Chaos Roll - Demand: Very High. This is another roll that is exceptional, though is often replaced with other rolls after lv 37.  The attack bonus given is VERY noticeable, and joined with hunter's roll, these will be your two staples until lv 37, you melee will care for little else in a standard party. 2205 gil.


 * Lv 17 Magus Roll - Demand: Very Low. It is generally accepted that defensive buffs are a job for Mages, and while a Magic Defense Bonus has it's uses, it does not increase the speed of a kill  I purchased this roll in a "Must have everything Corsair" mode, and while I'm sure their is an optimum use for it, it's not in experience parties.  Rely on Shell and Bar spells from White Mages, and just keep your DD deadly and you Mages fueled.  3525 Gil.


 * Lv 20 Healer's Roll - Demand: Very High. This roll makes a big difference in keeping you mages fueled.  You will be expected to have this, as it's one of the few buffs that reduce resting time for mages until Evoker's Roll at 40.  This will give the Conserve MP trait, which increases MP recovered while healing.  Do not go to Qufim without it. 5000 gil.


 * Lv 23 Puppet's Roll - Demand: Very Low. Their will be a situation, sometime in your career, where a pet enhancing roll will be of much use for you.  Typically not in experience parties.  There may be a Wyvern Burn party or an eccentric bunch who will request it, but it's safe to say that this is something that can wait.  Increases accuracy for pets.  9216 gil.


 * Lv 26 Choral Roll - Demand: Very Low. Again, situational.  You might find a ninja tank at some point who would request Ninja's and this to conserve shadows, but in the big picture, they will have a harder time keeping hate off of the more accurate and greater attacking party members.  This roll can wait.  12,780 gil.


 * Lv 31 Monk's Roll - Demand: Very Low. Again, situational.  I've heard some bosses with incredible TP moves make this roll very effective, however, when using any roll you should ask "How is this roll increasing our party's experience points?".  This does not increase attack, this does not decrease downtime.  This roll can wait. 22400 gil.


 * Lv 34 Beast Roll - Demand: Very Low. Refer to Puppet's Roll notes.  Increases pet attacks. 26,600 gil.


 * To Be continued.