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                 For your country! Maior's Guide to Ballista 
        
        
                                      
            
    Submitted by sam on Fri, 07/01/2005 - 14:14.
    Ballista is an incredibly fun and risk-free aspect of the game. It's player versus player, and helps determine national ranking and regional control. You can gain gil and experience from it, as well as help shape the face of Vana'Diel. This guide will introduce to you general Ballista strategy. 
  
1. Ballista Basics
  
Before we begin, be sure you have already read RapRot's excellent Ballista for Beginers chapter from Around Vana'Diel in 80 Days. This guide is written with the assumption that you have already read his guide, have your Ballista license, and know where to go to find out about upcoming matches. 
  
1a. What is Ballista?
 Before the Great Crystal War, the nations of Vana'Diel would hold non-lethal 
forms of combat to train their troops called "Conflict". These Conflicts 
became barbarian-like events creating many heros and legendary soldiers. 
In the years leading up to the Great Crystal War, the Conflicts became especially 
bloody. The Conflicts became a microcosm of the growing tensions between 
the three nations. 
 
  
Because the Conflicts were dividing the nations, and as the Great Crystal 
War commenced, the games were disolved and Conflict was outlawed. 
 
  
After the Great Crystal War, the lands had been ravaged by the Beastmen, and 
the nations once again began to vie for control of the various regions of 
Vana'Diel. However, they were also too distrusting of the other empires to 
use their personal guard to claim the foreign lands. 
 
  
Thus, the San d'Orian form of Conflict (known as "Ballista") was reinstated 
as a means for helping to determine the control of a region. Instead of 
kingdom armies fighting this Ballista, adventurers representing kingdoms 
would fight. 
  
1b. How do you play Ballista?
  
Ballista is a Player Versus Player (PvP) combat whereby representatives 
for different nations battle for control over an area (as in normal 
Ballista), or simply for bragging rights (as in the special arena Ballistas). 
Some Ballistas have restrictions placed on them such as level caps (e.g., 
everyone is level 30) or item restrictions (e.g., no swapping equipment, no 
using external items). Some Ballistas have special rules (such as "best 2 
out of 3" or "free-for-all"). 
 
  
Ballista is played by capturing items known as "Petras", killing an 
opponent, and then running the Petra (or Petras) to a Rook and scoring 
points for your team. The points you score are in proportion to the 
number of Petras you hold. 
 
  
You find Petras by "quarrying" in the ground. This is basically digging 
in the ground for items. To quarry you can select the "Quarry" command 
from the menu, or type "/quarry". Often it is advisable to macro "/quarry" 
so that you can rapidly search for Petras. 
 
  
You will not always obtain Petras. Often you will obtain other items that 
are specific to Ballista. Pay special attention to these items, because they 
will almost always be useful during Ballista. You cannot keep these items 
after you leave Ballista, so there is no need to not use them. 
  
2. Ballista Strategy
  
2a. Overview
 
  
Never expect to go into Ballista and have a true 1 on 1 experience. Good 
Ballista teams stick together and use group strategies to win. This means, 
if you want to win, your team must work together. 
 
  
Before Ballista begins, form an alliance with everyone representing your 
nation. This will be your team. While your Linkshell will be disabled 
during Ballista and all your LS chat will be seen by the team, it is 
usually advisable to switch to party chat anyway. The advantages to 
being in an alliance are that you can see where all your teammates are 
as well as see their hit points. 
 
  
When Ballista starts there is a preparation period where both teams are 
invisible and cannot attack eachother or quarry for Petras. It is during this 
time that both teams should group together at some base-camp. Once at the 
base-camp, the teams should begin to buff. Ninjas should cast Utsusemi on 
themselves, White Mages should protect and shell, Bards should sing 
team etudes. 
 
  
After the preparation period ends, a battle song will play 
and the words "Laisser aller!" 
will display signifying the start 
of Ballista. During this time, a generally accepted and good strategy is 
as follows: 
- /quarry for Petras
  
Start by quarrying for Petras and items. The whole team should do this. You 
may look a bit silly with an alliance of people squatting looking for things, 
but it is important. You may also have some impatient teammates who want 
to just fight. Be sure to impress upon them the importance of starting this 
way. 
 
  
Usually, when you get a Petra, you 
should indicate in party chat how many Petras you have. Simply typing 
a number in party chat is sufficient.
  
 
- Hunt for the Enemy
  
You can either take your whole group en masse to hunt for enemies, or 
you can send out scouts to try and pull the enemy back. Pulling in Ballista 
is tricky because, if the other team knows their stuff they will know you 
are just trying to seperate them. 
 
  
When you find the enemy, it is usually best to focus on a small number of 
them to kill. Any mages with AOE spells (especially Black Mages- ouch, Firega!), 
Summoners, or Rangers are good. Also, anyone with relatively low defense or 
who is already hurting works well. 
 
  
Whatever you do stay in a group! If you get seperated from your 
team, you will die.
  
 
- Find a Rook and Score
  
Once you have killed an enemy by your hands, or contributed to the death of 
an enemy someone else has killed, you get what is known as a "Gate Breach". 
A Gate Breach means that you can now score a point if you can find a Rook. 
 
  
Start by /scout-ing to find where the nearest Rook is. Then run to the Rook, 
and select it to make a shot. If you are being attacked, or if a Warrior is 
provoking you, your shot will most likely be interrupted. 
 
  
Depending on how many Petras you hold, you will score 1 or more points for 
your team. 
 
  
After your team has scored, return to step 1 above and repeat. 
 
 
If you die, you will respawn at some home point in the area common to your team. 
Simply regroup at your base-camp and start the above steps over. 
  
2b. Ballista Equipment
  
Ballista is not like normal levelling. When you level you fight, as a group, 
a single enemy that is significantly higher level than your group. Thus, you 
want to enhance certain stats necessary for dealing with high evasion mobs 
(espcially accuracy). In Ballista, you are fighting other people at 
your level. Thus, accuracy 
isn't as much of an issue as attack and strength. 
 
  
For protection, the key stats to boost are DEF and evasion. 
In most cases, evasion is the key one to boost. If you ever need to cast 
a spell (if you are a mage or ninja) evasion is critical to not have it 
interrupted. 
 
  
For attack, you want to boost STR, attack and DEX. 
STR and attack are self-explanitory, and you want them both to be 
as high as possible. DEX does increase your accuracy, but more importantly 
it increases the chance of scoring criticals against your opponents. 
  
2c. The versatile Ninja
  
One of the best ways to augment any melee job in Ballista (and even some 
mage jobs) is to sub /NIN. Even if /NIN does not add much to your job 
otherwise, you may want to consider subbing it for the following reasons: 
- Utsusemi : 3 shadows give you the ability to avoid damage
 
from 3 physical attacks. There's not much better than that, is there?
 
- Tonko : Invisible for everyone! Nothing beats sneaking
 
up beside someone who is healing and laying a smackdown on them before 
they can even see you.
 
- AGI Boost : This helps you evade attacks, and helps with
 
ranged attacks, if you have any. 
 
"But what about WAR's ability to provoke?" I hear you ask. Well, it's true 
provoke can help block shots during a Gate Breach. And it's true that 
provoke can lock an enemy onto you temporarily. But neither of these 
abilities are as useful in Ballista as the NIN abilities are. 
  
2d. Chugging potions from the ground
  
There are a lot of other items you can get from the ground. Be sure to check 
every one you get that you don't know what it does, some of them may be 
very useful. 
 
  
I have no intention of covering all of the items that you might find here 
but I can show you some of the more important ones: 
2e. Don't save your TP
  
The final general advice is never to save your TP. As soon as your 
weaponskill is ready for use, use it. Chances are you wont live long 
enough to save up your TP much beyond 100% without the use of a 
Daedalus Wing. The only exceptions to this rule may be the THF trying 
to save up for a killer SATA or the SAM using mediate. 
  
3. Specific Job Strategies
  
These are basic guidelines for playing each job in Ballista. They are 
by no means meant to be the only way to play a certain Job in 
Ballista. They are just ways in which I have seen others play them or I have 
played them and found them effective. Consider this next section a suggestion 
for things to try in Ballista. As with anything, you will ultimately have to 
think for yourself when the time comes to actually battle. 
  
3a. The melee jobs
- Warrior : 
  
The warrior is an excellent damage dealer in Ballista. Forget tanking, there is no 
such a thing. Come in equipped with Great Axe if you don't mind the delay, 
or sub NIN and use dual axes to wail away on people. Fire off Berzerk when you 
need extra "oomph" to finish off an opponent, or Defender when you need extra 
defense to survive. 
 
  
Honestly, the best way to play WAR in Ballista is to just sub NIN and dual 
wield normal axes. You are going to encounter so many others subbing NIN that 
your Great Axe may be too slow to even get through their blink let alone 
damage them. Sure doing massive damage with a Great Axe sounds good on paper, 
but you will find the quicker attacks of the axes to be much more effective 
against your opponents.
 
- Monk : 
  
Ah, yes, Monk is a king among kings in Ballista. Our natural hand-to-hand 
attacks chew through Utsusemi and render the NIN shadows all-but-useless. We 
tend to build TP fairly well and have deadly weaponskills. 
 
  
Sub NIN for the shadows (WAR doesn't give you much for Ballista). Don't mess 
around with boosts, but do use Dodge and Focus.
 
- Dark Knight : 
  
Don't think just because you have single high attacks that Ballista will be a 
push-over for you. Your attacks are slow, and shadows can be recast quickly. 
Stick with groups of others and let them eat through the shadows. Once the 
enemy shadows are gone, that is where you will shine. A few slices and you 
will have them running :-) 
 
  
Again, sub NIN for the shadows. Higher levels may consider THF for sneak 
attack, but pulling that off without Tonko is going to be hard. If you have 
a Monk on your team, join him or her. A Monk to tear through shadows and a 
Dark Knight to rip through HP is an evil Ballista combination.
 
- Samurai : 
  
In Ballista you will be king of the weaponskills. Quite frankly, thanks to 
mediate you will be the only attacker capable of consistant weaponskill 
attacks. As soon as you start to /quarry, you should fire off mediate if it 
is available. Build up TP and unleash it as soon as you engage the enemy. 
Often the psychological effect of such a large damage attack is enough to 
make your opponent run. 
 
  
If you can, you should probably bow out of many battles and let your mediate 
recharge. Your defense isn't that high, and you probably wont have the hit 
points to spare for prolonged battles. Again, sub NIN for the shadows.
 
- Dragoon : 
  
Many of your techniques wont help you here. Jump is useless, and healing breath 
wont do anything to save you if you sub WHM. However, you more than make up 
for it due to your pet. The combination damage of both you and your pet will 
be awesome. 
 
  
The one real detriment to DRG is that, if your Dragon dies, you probably 
wont be able to summon him for the remainder of the battle. This makes 
DRG a very tough job to pull off in Ballista.
 
- Thief : 
  
At first THF doesn't seem to work well in Ballista. THF's big move is SATA, 
but how do you SATA onto an opponent in Ballista? The answer to this is 
supplied by subbing NIN. With /NIN, you gain access to Tonko, meaning you 
can actually invisible yourself and sneak up behind people. Throw on 
a Daedalus Wing or two for TP gain and SATA with a weaponskill and you 
can kill many other players in one hit. 
 
  
THF's role in Ballista is somewhat more of a lone wolf than the rest of the 
jobs. A typical THF will sneak in, SATA, and then sneak back out (usually 
to find a rook). The THF should have Tonko macroed and ready to fire as soon 
as they SATA or kill an opponent. After each SATA, the THF probably wants to 
Tonko and retreat to a safe place to /quarry for Petras/items or find a Rook 
to score.
 
- Ninja : 
  
Ah, Ninja. You may not be a huge damage dealer, but man can you enfeeble other 
players by this level. In many ways, you will be one of the best enfeeblers in 
Ballista simply because of your shadows and no dependence on MP. 
 
  
One of my favorite ways to employ Ninjas in my Ballista teams is to place 
them with the BLMs guarding the Rooks. Ninjas can paralyze, bind and poison 
all before they start to attack.
 
- Ranger : 
  
While you can't last very long in the thick of things, as someone who stands 
apart from the fray and fires arrows into the group of enemies, you are 
critical for success. Your status arrows can be very effective at stalling 
the enemy or supporting your allies. 
 
  
Subbing NIN will allow you to dual wield your weaponry and give you shadows, 
which is always a good thing. If you plan on meleeing a lot, you may want to 
just use normal axes as opposed to knives as they are your best non-ranged 
weapon.
 
- Paladin : 
  
Like the Ninja, you wont be a really big damage dealer. However, you will 
be the one who can take the most damage. This means if you can just get 
people to waste their attacks on you it will help your allies greatly. 
Your healing abilities will also mean that you can throw the occassional 
cure and protect as needed. Ultimately, it seems to be best to play Paladin 
as a damage dealing and high defense WHM in Ballista. It really is an 
intriguing job for Ballista. 
 
  
Once again, subbing NIN will give you shadows and the almighty dual wield. 
Use a couple of status effect swords and go to town.
 
- Beastmaster : 
  
Because the mobs vanish from the Ballista playing ground, I never would 
have expected BST to be a very good Ballista job. Boy was I wrong. A BST 
with a bunch of jugs can summon beasts to their side that will strike 
fear into the enemy. A BST can hide and sic their most viscious summons onto 
weary opponents, and they can save themselves and others by providing the 
eneny another target to battle. 
 
  
BST is one of the best Ballista jobs I have encountered. I am truly in awe of 
them :-)
 
 
3b. The mage jobs
- White Mage : 
  
WHM is hard to pull off in Ballista. Most skirmishes dont last long enough 
to warrant much curing. WHMs have such low attack and defense that they are 
seen as easy kills to the enemy. And WHM doesn't have too many offensive 
spells. 
 
  
What I have seen work with WHM is to have the WHM stay close to the PLDs, 
SMNs, and RDMs. They then provide support in the form of curing, protects, 
and casting invisible on others. I have never seen a WHM score a point, 
but that doesn't mean it isn't possible to do so. 
Offensively, the WHM's best purpose is casting Silence on the enemy mages.
 
- Red Mage : 
  
As a melee mage, you have a slight advantage to WHM with respect to damage 
and defense, but your role in Ballista will still be more of a support one. 
You may get lucky enough to catch a straggler to kill, but more than likely 
your role will largely mimic the WHMs role. 
 
  
That being said, you do have the highest defense of all the mage classes. 
A RDM tailing a SMN or BLM has the potential of being a very lethal combination. 
Offensively, the RDM's best purpose is casting Silence on the enemy mages. 
 
  
After 50, the RDM's role in Ballista changes a bit. Refresh, second-tier 
offensive spells, fast cast, and the various en- spells will make you 
much more of an aggressive player.
 
- Black Mage : 
  
Here's where the magic happens... litterally. A BLM in Ballista has all the 
terrible and nasty spells opponents hate. Firega, Areoga, Thunderga, and the 
rest of the AOE spells can grant BLMs multiple kills as well as provide 
excellent support for the other teammates. Bind makes them ideal to 
defend the rook, and their enfeebles come very close to matching the RDM or 
the NIN. 
 
  
The biggest problem with BLM, of course, is their lack of defense. Many 
melees can kill a BLM in a small number of hits, which means the BLM must 
be able to keep away from them. In addition to this, a single Silence 
is all that is required to render a BLM nearly useless.
 
- Summoner : 
  
SMN is a great damage dealing mage job in Ballista. They effectively are 
the mage counterpart to BST. They summon a beast to fight alongside them, 
or distract the enemy from real opponents. Summons like Fenrir, Titan, 
and Ifrit can do spectacular attacks and damage to the opponents, and 
others like Garuda and Leviathan provide excellent buffs to your teammates. 
 
  
SMNs should stick together with other mages like WHM or RDM typically. 
The combination of a strong healer and a strong nuker can prove quite 
difficult for the average melee to be able to defeat.
 
- Bard : 
  
A Bard in Ballista?! WTF?! I thought the same thing the first time I had 
one in my party. But they are the ultimate support job for Ballista. 
The BRD should probably stay far away from the fray, perhaps even back at 
the team's base-camp. They should provide buffs and the occasional enfeeble 
as needed. 
 
  
The Bard is probably the weakest job in the game from an attack and 
defense standpoint in Ballista. So, you really should be staying back as 
a Bard (unless you like dying). That being said, songs like Horde Lullaby 
can stop a group of attackers in their tracks :-)
 
 
4. Conclusion
  
Well, there you have it. I hope I've covered enough to get you started in 
Ballista. Ballista is certainly fun and worth trying out. In fact, it's 
probably the most fun aspect of the game I've personally played thus 
far. 
 
  
I hope to see you on the battle field! 
     
       
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Whm and Ballista
I know this was written a while ago, but I figured I would add something to it anyway ^^
"I have never seen a WHM score a point, but that doesn't mean it isn't possible to do so."
I love playing Ballista as whm. I have never done anything lower than 50 cap, as I don't see a whm being very usefull there. I have played 4 games at 60 cap, and have done well in those, earning the WHM chevron the last 2 games I played (getting 3rd out of 20 the last game!)
For gear, I typically use AF everything, and a holy breastplate for body piece. This puts my defense, even as a taru, in a reasonable range. With stoneskin and blink and protect IV, I can take quite a few hits before going down.
For defense, we are OK...but not great. With /blm, we have access to bind and sleep as the only form of crowd control. Anyone being surrounded by more than 3-4 people probably cannot be saved by a whm. I generally hang out with my roommate, Kaliv the Galka Paladin. It takes an awful lot of damage to hurt him...and that damage is easily negated by a Cure IV. Outside of that, throwing out cures to those who manage to escape an ambush is all we have for defense.
Offense is an interesting thing for a whm pre hexa strike to accomplish. But, I manage to pull it off with these spells.
1) Bind. It is easy to corner an opponent when they cannot move. Land bind on a straggler, and they are certain to be dead, if you have some damage dealers around you to help.
2) Sleep. Same deal as bind, but it will wear when they get hit. Its best for stopping those fleeing from danger.
3) Diaga! Those shadows stand no chance from a nearly instant AoE. This and poisonga are your friends in ballista!
4) HOLY. This is a very effective spell at taking out the nearly dead, or fleeing. When I cast it, it is a nearly instant 180-230 damage spell thanks to nearly capped divine and magic attack bonus II. This amount of damage is usually all you need to take out someone who is running out of range from melee and ranged attacks. Plus, the cast time, as I mentioned is nearly instant.
I make sure to always be close to a group when they are beating on some poor soul that I happened to bind. I usually holy them to finish them off, and go score!
Anyway, here's to posting comments on topics 9 months old!
2 Notes to add
Excellent guide Mai, very right on with the roles of the game. I would like to add this:
1) In the July update, NIN and RNG are going to be gimped a bit, by tweaking Utsusemi and the distance factoring into a range attack. The link to Play Online is here: http://www.playonline.com/ff11us/information/0630.html
2) I spoke to a guy (71 RDM and 70+ on another job) on warcry that I know, about Ballista matches after playing last weekend. He shared with me about the role changes at a level 50 cap, opposed to level 30. RDM becomes a deadly force at that level with spells such as Refresh, Phalanx, Stoneskin, etc. RDM tends to become much more aggressive at higher levels. So I would have to think that most jobs will change some as you get to higher level matches. Just my 2 cents. ^_^
Changed
Changed to reflect this.
I have only done 30 and 40 Ballistas more than once because my /NIN is too low. I have done with 50 Ballista with /WAR and did not do very well. The RDM I went up again there really didn't seem any different from the RDMs I had battled before. But he probably wasn't casting many en- spells (and could have just been a crappy RDM :-)
Vis Maior's Journeys
http://maior.samhart.net/
Ha Ha!
Just's shows you how much RDM pays off in the end.
For the record...
Let me clarify, I wasn't saying that RDM would be uber l33t, just that it can become more aggressive/independant later on, as other jobs would do the same. A skilled SAM/NIN would be *lethal* with dual wield, TP storage, plus Tonko spells. THAT would be scary. ^_^
yes i no
im just saying that we kick ass!