Code: [B]Lv Roll Name Effect Lucky# Unlucky# [/B] 5 Corsair's Roll +EXP 5 9 8 Ninja Roll +Evasion 4 8 11 Hunter's Roll +ACC/RACC 4 8 14 Chaos Roll +ATK(/RATK?) 4 8 17 Magus's Roll +Magic DEF 2 6 20 Healer's Roll +hMP 3 7 23 Puppet Roll +pet ACC 4 8 26 Choral Roll -spell interrupt 2 6 31 Monk's Roll +Subtle Blow 3 7 34 Beast Roll +pet ATK 4 8 37 Samurai Roll +Store TP 2 6 40 Evoker's Roll Refresh 5 9 43 Rogue's Roll +crit.hit rate 5 9 46 Warlock's Roll +Magic ACC 4 8 49 Fighter's Roll +Double Attack 5 9 52 Drachen Roll +pet Magic ATK/ACC 3 7 55 Gallant's Roll Damage reflection 3 7 [COLOR="Blue"]------------------Current-Level-------------------------------------------[/COLOR] 58 Wizard's Roll +Magic ATK 5 9 I currently play with a 2x (Melee) and 2x (Backline) roll setup and attempt to keep them up by taking a break every minute to refresh a roll (I use a timer). I usually Double-Up on all to VI until I bust. A bust will make me keep it safe rollwise until the effect wears, but pushes back my timers by 1 min (still acceptable). Corsair's Roll - I did use this one quite a bit at the start and in many of the earlier levels. I find myself not really using this one as we get into the upper levels. I attempt to keep 2x + 2x going in the same manner a BRD would, incorporating this roll into the 4 Roll setup would mean one group is neglected for a very small potential increase in XP. I really only use this when I'm attempting to stretch out the length of time we can remain at a camp. Personal Rating 5/10 Ninja Roll - An evasion boost that I've never had the chance to experience first hand. I've had Mambo songs/Fenrir Buffs on before and those are absolutely amazing. If the COR Roll is anything like those it may actually be useful. I find that I barely use this in a party. Personal Rating 3/10 Hunter's Roll - One roll that grants both melee and ranged accuracy! I'm a fan of this one and actually still find myself rolling this in an XP party. Personal Rating 7/10 Chaos Roll - I tried this one out and was not a fan. Minuet KILLS this one. Even with an XI roll the gain is not impressive. This roll appears to be percentage based so I wouldn't really expect a large return until the endgame levels. In the endgame levels it'd probably be better to leave the ATT bonuses to BRDs and grant something no other job can give instead. Personal Rating 2/10 Magus Roll - Untested. There seems to be new Magic D equipment coming out. There may be a use for this roll in the future, but for now I almost never use this one. Personal Rating 2/10 Healer's Roll - I'm a huge fan. Rolling an XI with a WHM in the party is ~hMP+12. I started using this one at level 20 and find it to be one of the rolls that I continue to use often. Below is a chart recording the roll effects without a WHM in the party from TwoDeuce of Allakhazam. Code: Total Roll 1st tick 2nd tick 3rd tick 4th tick Effect No Roll 12 25 39 54 -- I 13 27 42 58 hMP +1 II 13 27 42 58 hMP +1 [COLOR="Green"] III 19 39 60 82 hMP +7 [/COLOR] IV 14 29 45 62 hMP +2 V 14 29 45 62 hMP +2 VI 15 31 48 66 hMP +3 [COLOR="Red"] VII 13 27 42 58 hMP +1 [/COLOR] VIII 16 33 51 70 hMP +4 IX 16 33 51 70 hMP +4 X 17 35 54 74 hMP +5 [COLOR="Blue"] XI 21 43 66 >88* hMP +9 [/COLOR] BUST 9 19 30 42 hMP -3 WHM in party grants the following numbers: hMP +10 = III Roll (Lucky) hMP +08 = X Roll hMP +12 = XI Roll (Best) Personal Rating 10/10 Puppet's Roll - I've never really used it seriously and wouldn't know how to measure it if I was trying to generate some sort of effect. I think I've only intentionally ever used this once for a 3x BST Tres Duendes takedown. I never use this one in an XP party. Personal Rating 1/10 Choral Roll - This one is spell interruption. I'm wondering if I can find a situation (maybe for PLD use?) that I can actually use this on. Yes, I'm going to put it at a 3, it's more useful in my eyes than Chaos Roll. Personal Rating 3/10 Monk's Roll - Amazing roll. With a MNK in the group you can spike a +50 Subtle Blow. You may not think it makes a difference, but this is one of the rolls where the effect is clearly visible. Very useful in an XP party. Personal Rating 8/10 Beast Roll - This roll is probably one I'll never use unless I'm doing SMN testing on HNMs or messing around in a BST or PUP group. I never use this one in an XP group. Personal Rating 1/10 Samurai Roll - Roll an XI on this without a SAM in the party, it's +35 Store TP. Outstanding! My COR gunshots are gaining TP at the rate of 20%TP per shot. Personal Rating 8/10 Evoker's Roll - I enjoy giving this one. Grab a RDM or BRD (or both) and you can have some stacking fun with Refresh and/or Ballad. I find I use this in every single XP party I'm in. I find it VERY useful, it's one of COR's job defining rolls. Personal Rating 9/10 Rogue's Roll - I noticed a significant difference in critical rates with this roll, especially with a THF in the group. I love it and plan to take a few parses with it to show how nasty it can be. It's one of the hotkeyed rolls on my macro bar and is used fairly often in an XP group. Personal Rating 8/10 Warlock's Roll - This roll grants magic accuracy and I'm a fan. I do give this to a RDM when they are in the party to aid with enfeebles. Personal Rating 7/10 Fighter's Roll - I love it! It grants double attack to everyone. SAM/THF, DRK/THF, THF/NIN, and any other melee you can think of will benefit from this one. I'm not sure of the percentage, but the ability to grant a trait that formerly was not available is powerful. I absolutely love this roll and see myself keeping this as one of the two I constantly refresh the melee party with. Always used in XP. Personal Rating 10/10 Drachen Roll - Untested. I expect crap. This one may surprise me if it helps out with Diabolos and Nether Blast. Personal Rating ??/10 Gallant Roll - Untested. I expect crap. I've heard that this is merely a Blaze Spikes type roll. The DMG on the reflection appears to be percentage based. Personal Rating ??/10 Wizard's Roll - Untested. I expect a very useful roll. I hope that it grants a fair amount of Magic ATT. Personal Rating ??/10 I'll update this thread later as I learn more about how each of these rolls work.