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Warrior/WmageFollow

#1 Dec 17 2003 at 10:12 AM Rating: Decent

Has anyone created this combo? I read that this is an ideal combo for people who like to solo, any comment?

The comment came from the FFxi players guide book.

Thanks..
#2 Dec 17 2003 at 12:10 PM Rating: Decent
This is not a solo game. This is not EverQuest. You must party or you will die. There is no combo that will allow easy solo'ing.

If you want to solo, make a beast tamer. They're the anti-party. The beast tamer's pet sucks out a large portion of exp from the party, making them unwelcome. However, they are excellent soloists.

Another option is to get a summoner with an avatar other than carbuncle, which WILL take a long time. The advantage to that is you can solo just as well as a beast tamer, then join a party if you feel like it.

Red mages can also solo, but with extreme difficulty. The only REAL solo options are beast tamer and summoner. And you'll soon realize that soloing is boring.

If you must be a fighter with healing magic, go paladin. In this combo, you'll lose stats you would gain by subbing another job (monk would increase VIT and DEX, for example, as well as the undeniably useful counter ability) and you'd get useless healing spells. Since the max level a subjob can be is 35, your spells will become increasingly useless.
#3 Dec 27 2003 at 11:38 AM Rating: Default
pets ONLY take away exp from the player to whom they belong
#4 Dec 27 2003 at 7:03 PM Rating: Default
I think it would make a good solo person...healing and fighting? sure i think it would work
#5 Dec 28 2003 at 12:36 PM Rating: Default
not a great idea.. as the second poster said, you're straying from what makes a warrior great.. constant, painfull hits and the ability to tank. Warrior with mage subclasses get very little mp to cast their spells with, cast cure I's that heal a max of 30 hp when they are getting hit for 40 worth, and that's while they could have been doing 50-60 to the creep hitting it instead of curing yourself. Best way for a warrior to survive is to tank it, do constant damage and beat it down. That 30 hp you just cast at yourself actually cost you 60 because the creep hit you in the mean time and you missed an attack. (and you don't have skills like counter and all...)
#6 Jan 07 2004 at 2:22 PM Rating: Decent
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11,852 posts
WAR/WHM would be a futile soloist. You would have to be L22/11 to get Cure II, and even then you would only have 40-70 MP (depending on race) which wouldn't do all that much to help you.

When I am party leader, if there is any choice I avoid WAR/WHMs because they are mutts. If you want to hit and cure, be a RDM because they have numerous advantages - decent MP, BLM and WHM enfeeble spells, elemental spells...

The other thing is that as a RDM/WHM I can tell you that at L26/13, I was soloing monsters that were "easy prey" and that the strat guide had rated at L20-23 and believe me - they were decent challenges (I mean I would use up all my MP fighting them, and I had 209).

The sum of my little story is that if you are looking for a solo game, play EQ or UO or something. FFXI is a great game, but you have to get into parties for most things you do in order to get the most out of it.

Kingjord ~ Bastok ~ Garuda
RDM L27 ~ WHM L18 ~ WAR L9
#7 Jan 07 2004 at 5:27 PM Rating: Decent
if you ever do party, you would get double the hatred from monsters. heehee. provoke and cure??? dead before you know it.
#8 Jan 14 2004 at 10:11 AM Rating: Default
Lvl 18war/10whm here. I like it alot, and yes, contrary to belief it does work. Figure this, you have provoke, which creates hate, you have cure, which creates hate. Now some will say you will be curing when you should be doing damage. Guess what, they're on different timers. How do I know? I've done damage to a monster as I was curing myself many times. Don't have a rdm or blm to debuff in a party? WHM needs to conserve mana, pull with dia! Paralyze won't be strong enough to work on it or vt mobs. HP a problem? LVL 11 i get cure 2, which with my healing caps will be healing for over 70 hp per cure. PPle also claim curing will get interrupted. Guess what, learn to time how you cast it and you can cast in uninterupted 95% of the time. MP a problem? Not really, cause you're not in it to heal all the time, just to create hate and give you some hp boost. You get whm magic resists, which is good, and protect. Since a hume is pretty balanced, by upping the weakness's of warrior with whm, you get a very viable character who is also helpful in a party. I get more invites with my whm sub than when i did war/monk(yes i have a lvl 18 monk as well) So take it for what it's worth. I can solo em and tough monsters, with very little downtime btw. Go to warrior job forum and read the post on war/whm vs. war/monk if you want to hear more. That's my 2gil.
#9 Jan 18 2004 at 2:00 AM Rating: Default
This combination of jobs has little to do with soloing. It has more to do with holding aggro. Anyone who has played a war/thief or war/monk and so forth can attest to the fact that holding aggro can be quite a chore due to the provoke timer. One Cureaga or Cure III will send the mob straight toward the WHM, sometimes provoking won't even get the agro back, leaving the poor WHM to get pummeled some more.

Now, by choosing WHM as a sub, it will go a long way toward holding aggro. Provoke to pull, paralyze, Cure II or Cure III on yourself, and provoke again, the mob WILL stay on you for a long while. Yes, you won't be doing as much damage by casting during the fight but you also have to realize that certain spells cause a lot more hate than 3 or 4 normal hits. Yes, you'd be sacrificing some useful melee class bonuses but any good MMORPG player will tell you the importance of being able to hold aggro when you're a tank.
#10 Jan 20 2004 at 7:32 PM Rating: Default
i decided to go war/whm just for this point. what is a war? a tank. u want to do everything u can to hold agg. having the ability to cure and provoke should be looked at as a godsend for those seeking a good tank, not the other way around. and YES curing and hitting ARE on different timers. u can hit and cure at the same time. to the guy that doesn't look for war/whm when he is leader....play with a good one sometime if at all possible and see what happens. im currently lvl 25war/11 whm and almost always hold agg the whole fight. had a whm decide to curaga during the fight the other night and lost agg. last i can remember. i have 45 mp and usually have enough to help with agg for enough chains until the mages need to rest. then i can rest 2. works pretty well for me and those who party with me. i can't recall a time where i have had to wait for a party at all. maybe im just lucky. in fact i receive alot of tells when im not even seeking. im going pal/war after 30 so that will be the end of my war main, but i think it is pretty good to go with until then.

as for soloing....i seem to be able to solo when i want in the dunes. i usually fight leechers/tinkerers/butchers right before the cave on the highlands side. most are easy prey to me, but of course can put up a good fight. being the whm lets me go ALOT faster than being a war/mnk would be able to. i get around 30-50 exp per gob, and can usually kill 2-3 in a row before healing. not near as good as a party of course, in fact it stinks compared to a good party, but not that bad. at least u get to keep all the loot yourself.

all in all, i think it is a interesting sub to get for a war, and shouldn't be looked at as bad at all. i think it is just as good if not better than having mnk sub. don't knock it until you been there and tried it. my opinion
#11 Jan 27 2004 at 10:02 AM Rating: Decent
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1,851 posts
I love this combo, to tell you honestly. I've been at it for a little while now (lvl 21war/10whm) and it's been sweet. Recently I went to qufim and there are 2 things(cons) I noticed. 1: my char has crap dex and rarely hits, so i have a tough time keeping aggro with just that. 2: I seem to take a little more dmg than a war monk.

Now the pros: I can maintain the hate by curing if I'm missing a lot. I cast dia to start(monsters don't resist it yet), provoke it, hit it, and then cure myself. Now even if i miss the next 4 hits and a drk or a drg is doin 20+ dmg a hit, the mob will stay on me for a while. I also cure myself, saving the whm a whopping 24mp per fight, add that to a few fights and that = less downtime for the party when chaining. I figure once i hit 22 and get cure 2, i'll have enough mp for 2cureII and a dia or something, 2 ticks, even 1 tick between battles and I'll be ready to hold aggro for a whole fight.

I agree, after 30 i don't know how viable this combo is as a war/whm is a gimped pally(IMO). So i suggest goin pally after 30. My 2 gil.
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