Just some facts:
Level 14-30 takes 75,600 experience points (8 hours at ~9.5k/hr, 10 hours at 7k/hr, or almost 19 hours at 4k/hr)
Interesting leveling locations (* = PL strongly recommended, + = personal favorite): [source/maps:
http://campsitarus.blogspot.com/]
14-18 Korroloka Tunnel (Land Worm) [+ hax exp here]
14-16 Buburimu Peninsula (Bull Dhalmel) [* (unless 2 blink tanks w/ echo drops)]
16-19 Buburimu Peninsula (Goblin/Shoal Pugil)
18-21 Sauromugue Champaign (Diving Beetle) [+ awesome camp]
19-22 Qufim Island (Land Worm/Clipper) [*+ with PL, worms outdo beetles for exp if camp is free]
20-24 Lower Delkfutt's Tower (Goblins/Gigas) [horrible where marked, try stairs at "A" if you go here]
21-24 Qufim Island (Clipper/Greater Pugil/Gigas) [high defense/evasion. Great at 22/23 with a PL camping on top of cliffs where banshees spawn]
24-27 Yuhtunga Jungle (Kazham zone) [+... but only because it hasn't been crowded lately. With a PL, camp southeast of the zone at the small bottleneck heading east. At 26, attack goblins too and make them drop bombs for big exp]
26-28 Yuhtunga Jungle (Goblin Furrier) [+ few spawns, but spectacular exp]
26-30 Yhoator Jungle (Yhoator Mandragora/Goblin)21-23 Carpenter's Landing (Diving Beetle/Shrieker)23-25 Korroloka Tunnel (Clipper/Greater Pugil)27-31 Yuhtunga Jungle (Sahagin/Makara) 29-31 Sauromugue Champaign (Evil Weapon) 28-31 Bibiki Bay (Marine Dhalmel/Raven)My preferred choices would be (bard/corsair highly recommended, also talented members of course!):
Korroloka 14-19, roaming at the entrance.
Qufim worms 19-21/22, mixing in crabs at 20+ to keep chains going (PL almost 100% needed to deal w/ undead)
(Alternate: if no PL, try diving beetle camp 18-22. Shelled mobs are just generally slower exp)
Lower Delks 21-24/25, at the stairs west of the entrance. Oils/powders or PL killing mobs needed. Camp at top of stairs. With a PL and 2 pullers (1 for below pulling when top pops are done) this is insane exp.
Yuhtunga Jungle 24-28, mandragoras, progressing to goblins. Ideally roaming around outside the entrance destroying everything. 24-25 is a tough level range, at 26 you should be able to wipe out mandies easy with goblins being really hard, but they drop the bombs so yay =3 With a bard/corsair, they're much easier.
Yuhtunga Jungle 28-30/31, as early as 27 if you're brave or have both a COR and BRD (and a PL), against sahagin, progressing to makara. Roam and destroy everything if you have a PL, camp near western stairs for sahagin, move to cave to norg at 29 (very close) for makara mixed in.
Alternate link for more research:
http://wiki.ffxiclopedia.org/Experience_Po...Guide_by_AyrlieFor party make-up, I recommend:
Support:
1-2 Buffing jobs (Corsair, bard) which agree to help damage deal (except bard 25+ if not being PL'd). Cor/rng ideally, and brd/whm. Accuracy at this level is ideal.
1 healer if no PL present.
Tank:
1 PLD or 2 NIN if no PL; WAR/MNK with great axe if PL. Heck, even without a PL WAR/MNK is a beast of a tank at this level, especially if the healers have juices to keep up with the damage being inflicted. PLD and NIN don't come into their own as unmatched tanks until 37+ (flash, utsu: ni, various pld JAs)
DD:
1-5 BLM with juices. At this level the blm job is horribly overpowered, with juices they practically run the party if decently geared.
0-5 WAR/MNK with great axe. I'm sorry, shield break and sturmwind aren't fair at this level, same reason I recommend it to drks. Except, watch out, WARs get berserk, A+ with the weapon, and counter! I firmly believe a party of 6 war/mnks with good gear/food and a PL would make 11k/hr with enough mob availability.
0-2 DRK with great axe. At this level drks with GA do absurd amounts of damage combined with drain and bio for physical resistant mobs, standing above the pack of DDs until 30+. WARNING: Extremely Recommended having GA capped before leveling.
0-3 RNG. Overpowered as well, ranger + corsair is great for accuracy. A ranger at this level needs VERY good gear since I've heard ranged attacks have horrible accuracy early on. Thus, the recommended RNG+COR combo for better hunter's role potency.
0-3 Anything. To be honest, while some DDs may stand above the pack, every DD can punch out top-tier damage at early levels. The ones I've posted were specifically posted since they might not be your first thought (drk with GA? wut?), but a thf pre-charging SA could easily beat all the listed jobs at DD. Also, I know very little about BLU, but I do know that there's danger because BLU needs to break for spells which a speed party couldn't do.
Food: EVERY DD (except possibly ranged attackers) SHOULD BE EATING RICE DUMPLINGS!!!
* HP +17
* Strength +3
* Vitality +2
* Agility +1
* Attack +20% (Cap: 45@225 Base Attack)
* Ranged Attack +30% (Cap: 45@150 Base Ranged Attack)
* HP Recovered While Healing +2
* MP Recovered While Healing +2
* Accuracy +5
* Resist Paralyze
At low levels, sushi's percentage-based accuracy bonus is next to nothing. Dumplings are king until the mid-30s, and even then it's debatable. This food also adds attack (!) and str, making it contend with meat dishes but still add the all-important accuracy bonus.
Someone else could offer advice on ranged accuracy food, though I found this interesting:
http://ffxi.somepage.com/itemdb/3752. However, ranged attackers might consider attack foods as well since so much ranged accuracy gear exists at low levels (+1 feather collar, r.acc rings). I'm afraid I don't know much about it.
Mages: Melon Pie +1 for BLMs (without a doubt, best blm food within a decent price range.
Duration: 60 mins
* MP +30
* Intelligence +5
* MP Regeneration While Healing +2
WHMs can use witch kabobs (for healing mp), cookies, or pies (for more mp).
All mages are recommended to have cooking 20+ for making at least pineapple juice, 40 for melon juice. Keeping the ingredients in your inventory saves a lot of space!
Uh... yeah! >_>; Opinions welcomed. I didn't proofread it cause I wrote too much ;_;