Descendants of the dauntless pirates that once scourged the seas of the Near East, corsairs rely on the "Hexagun," a multi-barreled revolver, and elaborate luck-based abilities to alter the stakes of battle.
The Corsair (コルセア, Korusea?) is a special job class in Final Fantasy XI, based on the gambler. They are incapable of wearing heavy armor and use mostly their knives, swords, and special Hexaguns to dish out damage. They use the rolling of dice and the drawing of cards to increase attributes of their fellow party-members.
Corsairs have a number of abilities with names inspired by gambling, such as Wild Card or Double-Up. Their primary ability, Phantom Roll, allows the Corsair to roll a dice for a chance to apply an attribute increase on themselves and fellow party members, the effect of which is based on the type of dice rolled itself as well as the resulting number rolled. For instance, a Hunter's Roll will give nearby party members within range increased accuracy. The rolling of dice, however, is not a guaranteed success story and is not without risk; each ability has lucky and unlucky numbers, which can provide either better or worse bonuses depending on the number. Additionally, Corsairs can even "Bust" on a roll, afflicting them with a penalty to the attribute they originally intended to increase instead.
Corsairs were once a sort of naval fleet under the command of the Kingdom of Ephramad, which was invaded and taken over by the Empire of Aht Urhgan. The fallen Corsairs pose as undead enemy-type characters and take on a Fomor form and are particularly violent and aggressive. The other Corsairs, a small group known as the Seagull Phratrie, still survives. The Phratrie's hideout is located in Arrapago Reef; their ship was damaged while escaping an Imperial naval fleet, so they cannot sail as they once did. In current times, the Imperials are determined to wipe out the Corsairs once and for all, but they always seem to escape capture one way or another. Even though the Empire has tried bribing and even a double-agent, the Seagull Phratrie always seems to elude their grasp.
Becoming a CorsairEdit
The Corsair job quest, "Luck of the Draw" can be started in Aht Urgan Whitegate. To complete the quest, the player must first view two cutscenes in White Gate at (J-12) NPC Ratihb and (L-9) Mafwahb in that order. Then head to Nashmau by way of Port Ephram. Once in Nashmau, take the north exit out and proceed to I-6. This area is infested with Lamia, Undead, Chigoe, and Morbol type enemies who will all aggro via Sight/Sound. Sneak Oil/Sneak and Prism Powder/Invisible are required for getting through this zone unharmed. The player should pass through this area around 20:00-4:00 Vana'diel time, so the Imps will not be among the Monster Host in the Mire.
At I-6, the player will zone into Arrapago Reef. Inside, there is an Iron Gate only unlockable using Thief's Tools or a Lamian Fang Key. To obtain the key, kill Lamias in either the Caedarva Mire or the Reef, or look for a ??? behind a large enemy called the Jnun. After passing the Iron Gate, there will be a set of passages and eventually the player will reach a ship. On it will be another ???, examining it has the player view a cutscene.
The player must then return to Nashmau and take the west path out of the city. Heading from that point to the coordinate E-9 on the map, remembering to pass through E-10 (Graveyard) heading north to Talacca Cove.
Once inside Talacca Cove, the player must proceed along the coastline until locating another ???. The player will receive a Forgotten Hexagun and a cutscene pointing to a cave close by. At the conclusion of the cutscene, proceed to the back of the cave to a large Rock Slab to view another cutscene. At its conclusion, the player will become a Corsair and receive the Corsair's Die.
|Wild Card||1||1:00:00||—||Has a random effect on all party members within area of effect.|
|Phantom Roll||5||0:01:00||0:05:00||Grants a beneficial effect to party members within area of effect.|
|Double-Up||5||0:00:05||—||Enhances an active Phantom Roll effect that is eligible for Double-Up.|
|Quick Draw||40||0:01:00 Ability uses a charge system. Up to 3 charges can be stored, with the time taken for each charge based on the recast. Recast can be reduced with Merit Points.||—||Shoot a bullet charged with the magical energy of an elemental card. Special items required.|
|Random Deal||50||0:20:00||—||Has the possibility of resetting the recast time of a random ability for party members within area of effect.|
|Snake Eyes||75 Only unlocked with Merit Points||0:05:00||0:01:00 or next Phantom Roll/Double-Up/Wild Card use||Your next roll will automatically be a 1.|
|Fold||75 Only unlocked with Merit Points||0:05:00||—||Erases one roll or bust effect. Targets self-cast effect with the longest remaining duration.|
|Triple Shot||87||0:03:00||0:01:30||Occasionally uses three units of ammunition to deal extra damage.|
|Crooked Cards||95||0:10:00||0:01:00||The effects of the next Phantom Roll are boosted by 20%. *The penalty for busting is also increased by 20%|
|Cutting Cards||96||1:00:00||—||Decreases the recast times of party members' special abilities.|
|Phantom Roll||Level||Lucky Number||Unlucky Number||Description|
|Corsair's Roll||5||5||9||Increases the amount of experience points and capacity points earned by party members within area of effect.|
|Ninja's Roll||8||4||8||Enhances evasion for party members within area of effect.|
|Hunter's Roll||11||4||8||Enhances accuracy and ranged accuracy for party members within area of effect.|
|Chaos Roll||14||4||8||Enhances attack for party members within area of effect.|
|Magus's Roll||17||2||6||Enhances magic defense for party members within area of effect.|
|Healer's Roll||20||3||7||Increases potency of "Cure" effect received for party members within area of effect.|
|Drachen Roll||23||4||8||Enhances pet accuracy for party members within area of effect.|
|Choral Roll||26||2||6||Decreases spell interruption rate for party members within area of effect.|
|Monk's Roll||31||3||7||Enhances "Subtle Blow" effect for party members within area of effect.|
|Beast Roll||34||4||8||Enhances pet attacks for party members within area of effect.|
|Samurai Roll||37||2||6||Enhances "Store TP" effect for party members within area of effect.|
|Evoker's Roll||40||5||9||Gradually restores MP for party members within area of effect.|
|Rogue's Roll||43||5||9||Improves critical hit rate for party members within area of effect.|
|Warlock's Roll||46||4||8||Enhances magic accuracy for party members within area of effect.|
|Fighter's Roll||49||5||9||Improves "Double Attack" rate for party members within area of effect.|
|Puppet Roll||52||3||7||Enhances pet magic attack and magic accuracy for party members within area of effect.|
|Gallant's Roll||55||3||7||Enhances defense for party members within area of effect.|
|Wizard's Roll||58||5||9||Enhances magic attack for party members within area of effect.|
|Dancer's Roll||61||3||7||Gradually restores HP to party members within area of effect.|
|Scholar's Roll||64||2||6||Enhances "Conserve MP" effect for party members within area of effect.|
|Naturalist's Roll||67||Increases duration of enhancing magic received for party members within area of effect.|
|Runeist's Roll||70||Increases magic evasion for party members within area of effect.|
|Bolter's Roll||76||3||9||Increases movement speed for party members within area of effect.|
|Caster's Roll||79||2||7||Enhances "Fast Cast" effect for party members within area of effect.|
|Courser's Roll||81||3||9||Enhances "Snapshot" effect for party members within area of effect.|
|Blitzer's Roll||83||4||9||Reduces melee attack delay for party members within area of effect.|
|Tactician's Roll||86||5||8||Grants a Regain effect to party members within area of effect.|
|Allies' Roll||89||3||10||Enhances skillchain damage and skillchain accuracy for party members within area of effect.|
|Miser's Roll||92||5||7||Grants "Save TP" effect to party members within area of effect.|
|Companion's Roll||95||2||10||Grants "Regain" and "Regen" effects to pets of party members within area of effect.|
|Avenger's Roll||97||4||8||Increases chance of countering for party members within area of effect.|
|Resist Paralyze||5 / 25 / 45 / 65 / 85||V||Increases resistance against paralysis.|
|Rapid Shot||15||I||Occasionally reduces ranged attack delay.|
|Resist Amnesia||30 / 50 / 70||III||Gives you a slight resistance against amnesia.|
|Recycle||35 / ??||II||Occasionally allows Ranged Attacks without consuming ammunition.|
|Winning Streak||75 Only unlocked with Merit Points||Varies||Extends the duration of Phantom Roll effects.|
|Loaded Deck||75 Only unlocked with Merit Points||Varies||Focuses effect of Random Deal on abilities waiting on recast. Has a chance to fail if only one ability is waiting on recast.|
|True Shot||85 / 95||II||Grants a damage bonus to ranged attacks performed at an appropriate distance.|
|Combat Skill||Rank||Caps by Level|
Corsairs are a "support" job not used primarily for dealing damage, taking damage, or healing. While this is true, Corsairs do have a good damage potential using ranged attacks. The true power of a Corsair has to do with their ability to bolster their party members around them. Though their status effects are variable, on average, they provide the best bonuses available in the game.
- Corsair bonuses, on average, are the single largest ability buff available to players.
- Corsairs can dispel positive bonuses on enemy creatures.
- Corsairs can sleep enemy creatures.
- Corsairs can boost the enfeebling capacity of their other part members with Quick Draw.
- Corsairs have access to ranged attack weapon skills.
- Corsairs have an ability to refresh job ability timers, including 2-hour recast abilities.
- Corsairs do not have good hit points or defense.
- Most Corsair abilities are entirely based on luck.
- It can be very costly.
- Corsairs cannot refresh their own special job ability, Wild Card.
Ninja is a common support job for Corsairs. Corsairs have no real access to shields, so they would ordinarily have an empty hand. Dual Wield helps them use a weapon in both hands for more stat bonuses, and Utsusemi is useful for avoiding damage if the Corsair is pulling creatures back to the group.
Corsairs are treated as a support class, and many parties will expect a Corsair to sub White Mage. This is not a bad thing; while Corsairs are not great at soloing low level, the White Mage support job can be useful after the Corsair obtains their first Hexagun, and allows them to Solo while healing. This is especially useful if attacking enemies like Worms and other magic using enemies.
The Ranger support job is a high end Damage Dealing support job for the Corsair class. Ranger also allows for the ever useful Sharp Shot job ability that raises Ranged Accuracy a great deal. This support job is an acceptable support job for Corsairs to level if they wish to engage in a DD role in an EXP party.
With the update that gave Quick Draw the same amount of TP one normally would receive with a ranged attack, Samurai became a very useful support job for dealing damage, especially in later levels. Having access to Store TP and Meditate allow the Corsair to gain TP extremely fast. Also, a Corsair could make use of Hasso or Seigan if they are using a Fire Staff or Vulcan Staff, which can either aid in their damage output or survivability when being attacked. With the Samurai support job it is possible to self Skillchain using the high damage Marksmanship Weaponskills. The TP gaining abilities of the Samurai support job also combines well with Corsair abilities like Quick Draw and Triple Shot, allowing them to gain TP very quick. Additionally, the Corsair's Tactician's Roll and Samurai Roll can further aid in the TP gain. One of the best damage dealing paths for Corsair, but very expensive because one would be gaining TP at the expenditure of bullets and cards.
Corsair appears on cards.