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Excellent, yet unconventional!Follow

#1 Sep 07 2004 at 11:49 PM Rating: Good
I've noticed there are a lot of great job combos that can work EXTREMELY well, but not everyone knows about them. So, I thought I'd throw the few I've seen out there for everyone to look over. My hope is to get the word out that these are very valid combos, so maybe people will start mixing it up a bit and we'll see a little more variety. These are the ones I've seen that worked surprisingly well.

DRG/WHM - Yep, there's already a topic on the board about this. Yup, it's what prompted me to make this topic. It's really a brilliant combo that just gets better the higher you go. I'd really suggest going DRG/WAR until at least 50 though, since through the early and middle parts of the game a DRG/WAR can outdamage almost every other melee. But once the DRG's utility starts dropping off, DRG/WHM becomes another alternative. Cure IV for 7 MP...? Who can pass that up?!? Plus there's Cure Breath which removes any status effect with a -na spell (Paralyze, Poison, Silence, Petrification, Blind, Curse, etc.)

THF/RNG - This one seems to be catching on a bit, but still seems pretty rare. Equipping a RNG sub will allow the THF to use Wide Scan for pulling, and also gives them access to the ranged weaponskills. And give this guy a crossbow and some status bolts and he becomes seriously awesome. Bloody Bolts almost always drain HP from the mob and give it to the THF. Acid Bolts almost always severely weaken the mob's defense. A THF/RNG can be an extremely effective debuffer/puller, and builds TP quite quickly for SA/TA. The ranged weaponskills are a nice bonus that you probably won't use very often, but they tend to chain well so they can be occasionally useful. But really, the big bonuses are Wide Scan and Sharpshot, which make you a more effective puller and give you a lot more usefulness between SA+TAs, making THF no longer the "one-minute wonder". Additionally, a THF/RNG equipped with a crossbow and Bloody Bolts can actually solo pretty damn well too!

SAM/RNG - Similar to THF/RNG, but even better. SAMs naturally are very skilled in bows (second only to RNG itself) and this combo allows them to access those powerful bow weaponskills. With their rapid TP buildup, they can actually do quite nicely as SAM/RNG. It also expands their skill-chainability quite a bit to have access to the ranged skills as well as great katana. They lose their (already marginal) ability to tank, but it's no real loss.

THF/SAM - A pretty good combo, since it boosts the THF's main role in the group. A THF's biggest strengths lie in SA+TA. Obviously you want the THF to be pumping as much hate as possible into the tank. The best way to do this is to combine SA+TA with Viperbite. Store TP makes the THF build TP even faster, meaning more frequent Viperbites. Meditate means a great big boost to TP whenever they need it. Third Eye is great before a pull. Resist Blind doesn't kick in that often, but the last thing you want is for your THF to be blinded so it's definitely a bonus. Without Dual Wield the THF's DEX is a little lower, but the incredibly fast TP gain offsets this.

DRK/WHM - A lower-level combo, but probably the best for DRK until 30 when they can learn Berserk from /WAR. Before that, WAR doesn't really give them anything except Provoke (and DRKs really shouldn't be trying to get even MORE hate). Since DRKs are a hybrid spellcaster, they already have base MP to draw from. So a DRK/WHM is going to have significantly more MP than a WAR/WHM ever would. And since no other sub gives them a whole lot until 30, it's definitely a help being able to throw out Cures as needed. I've actually seen a DRK/WHM be an effective main healer (with a backup healer) in the dunes. I wouldn't recommend trying to main-heal, but it CAN be done. At any rate, this combo loses its utility at 30 but until then I can't think of any reason NOT to use it. HP isn't a real concern until Soul Eater, the STR difference between /WAR and /WHM at that level is minimal, and it makes the DRK a lot more useful early on when they're usually still pretty weak.

So, those are the "unusual" combos that I've seen played very effectively. Most of them are situational...sometimes the "traditional" combos would be more effective (depending on your group/mobs etc.) but often these can be just as good or even better. And it's nice to know you're not THF/NIN #8011936 on your server. ^_^



#2 Sep 08 2004 at 12:00 AM Rating: Decent
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2,151 posts
I've seen a DRK/RDM work VERY well at around the lv45 mark.

En-spells and attacking worked really well.

I however give full credit to the player, not the job combination.

He had GREAT equiptment, which I feel is why he was doing better then his counter parts.
#3 Sep 08 2004 at 12:06 AM Rating: Default
I'm lost.... How do you get cure IV for 7 mp?
#4 Sep 08 2004 at 12:08 AM Rating: Good
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787 posts

The thread title sounds like a hooters shirt or something.


I believe that as a Drg, casting Dia causes your Dragon to use Healing Breath, which at higher levels = Cure IV.

Correct me if I'm wrong.
#5 Sep 08 2004 at 12:11 AM Rating: Decent
Healing Breath. DRG/WHM gets Healing Breath from their wyvern, activated by casting any WHM spell...including the cheap, incredibly quick-casting Dia. At high levels, Healing Breath IV cures for the same amount as Cure IV, but is activated by cheap li'l ol' Dia. The only caveat is that it only activates on anyone at 1/4 HP or lower, though that number is increased by the DRG AF helm, Drachen Armet. With a BRD as a backup healer/refresher, a DRG/WHM can actually be a very effective main-healer/damage-dealer from 60+.
#6 Sep 08 2004 at 12:16 AM Rating: Decent
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679 posts
I use thf/rng alot as a lower level thf (17). Who the hell cares if you can provoke, a thief doesn't usually tank anyway. I prefer to do awesome damage with the rng weaponskills myself.

Good post, rate up^^
#7 Sep 08 2004 at 12:17 AM Rating: Default
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2,026 posts
oh crappers! If there was a way to control how much hate the wyvern got, I would "die" for some emergency treatment like that. Instant Cure IV for minimal MP? {Yes, please.}

Considering people don't consider DRG as prime damage dealers to begin with, I'm surprised this combo is not endorsed more. A DRG in my LS was actually talking about this combo, though she herself was unsure of trying it as she is usually DRG/WAR.
#8REDACTED, Posted: Sep 08 2004 at 12:18 AM, Rating: Sub-Default, (Expand Post) oh crappers! If there was a way to control how much hate the wyvern got, I would "die" for some emergency treatment like that. Instant Cure IV for minimal MP? {Yes, please.}
#9REDACTED, Posted: Sep 08 2004 at 12:20 AM, Rating: Sub-Default, (Expand Post) oh crappers! If there was a way to control how much hate the wyvern got, I would "die" for some emergency treatment like that. Instant Cure IV for minimal MP? {Yes, please.}
#10REDACTED, Posted: Sep 08 2004 at 12:20 AM, Rating: Sub-Default, (Expand Post) oh crappers! If there was a way to control how much hate the wyvern got, I would "die" for some emergency treatment like that. Instant Cure IV for minimal MP? {Yes, please.}
#11 Sep 08 2004 at 12:21 AM Rating: Default
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2,026 posts
Jeezus, how did I reply that 4 times >_<

It always gave me an error when I did "Post Message" so I was under the impression it wasn't posting >_<
#12 Sep 08 2004 at 12:25 AM Rating: Decent
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216 posts
Really drk/whm? my boyfriend lvled a blm/whm up to 30 and then realized he wanted to play a drk, which in my mind meant he needed to lvl up another sub job as well as drk. But if drk/whm works well untill 30 that would save alot of lvling time, what do you guys think about drk/blm?

Kaiilyn
55 whm/ blm
Fairy
#13 Sep 08 2004 at 12:29 AM Rating: Good
DRK/BLM gives a tiny bit more MP than DRK/WHM, but doesn't give any useful spells or abilities to speak of (DRK already gets many of the BLM spells as it is). DRK/WHM gives them a much better use for their MP early on, since they can Cure (and since Cures can't be resisted, it doesn't really matter if their healing skill is half-level). I'd definitely suggest DRK/WHM over DRK/BLM.
#14 Sep 08 2004 at 12:36 AM Rating: Good
Oh, and hi Kaiilyn! I didn't notice it was you. :D
#15 Sep 08 2004 at 2:48 AM Rating: Decent
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157 posts
Nin/RNG with a gun.

I used this all the way from 20-37 mny party loved me, I dealth almost as much damage as the rng. I was really impressed with this combo, when I drew aggro I seems much more able to handle it than I did as a ranger.
#16 Sep 08 2004 at 3:31 AM Rating: Decent
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523 posts
All the combo is valid.
drk/whm is only valid for lower lv, but the other 4 is possible, even at high lv.

But the most impressed one for me is thf/sam post 60. Mediate + SATA is very very good. I have experience with thf/sam post 60 in boyhada tree, and he is doing very well. Third-eye acts as the evasion for pulling.

sam/rng is good indeed, but seems no one want to train rng for sj only.
#17 Sep 08 2004 at 4:19 AM Rating: Decent
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595 posts
Excellent ideas, and very nice feedback from every poster. It surprises me that no one has been bashing this thread yet. (which I don't think is justified)

I wouldn't hold back from inviting people with an "out of norm" combo if they could explain what they had in mind. Usually, they dont know what they are doing though.

How often does the healing breath trigger? All the time if a member is 1/4? Does it target all members of the party? Do the wvyern get all the hate or the player?

I also fully support the idea of DRK/WHM pre level 30. It works really good. Infact, I use it as my main sometimes when we're doing missions and such or duoing with a friend.
Like getting a coffer or skill up. I have around 300 MP at level 56. Thats a whole lot of cures for me to throw out.

I also belive THF/SAM can be a nice combo, however it requires alot of timing in the party and have good SATA buddys to work with.

MNK/SAM is another cool combo which I think can do well.
Actually, SAM as SJ can be viable for most DD classes.

NIN/RNG is also a perfect good damage dealing class, especially if you don't like to tank. Much better than NIN/THF anyday.

I would love to see how this combo works at higher levels. (added with throwing stars and being able to use both the Ichi and Ni series in case of hate). He can also work as debuffer with his Ninjutsu..

NIN also would have access to most Equipment giving +ranged accuracy like the daggers and rings giving a huge boost into acc and at level 60 NIN you'll get two "ranged accuracy up" traits along with barrage.
The only drawback is that NIN will have to stick with less ranged equipment since not all bows are available (the best ones..) Not sure about how the access is in terms of guns. (get's expensive then :)





#18REDACTED, Posted: Sep 08 2004 at 6:28 AM, Rating: Sub-Default, (Expand Post) there is a reason you dont see many thf/rng... pulling is one reason.. no utsusemi means death to the puller at higher levels... some monsters move faster then others and hit hard...when you get around 58 you will start to see why nin is the best sub for thf... being hit for 170+ dmg a hit soemtimes double attacked = easy to die if you have to run far... another reason you dont see many is the need for ranged accuracy... now a thief cant use archers knive without giving up alot of damage.. so expensive items such as peacock charm become a requirement for this job combo, you cant rely on sharpshot either as it has a 5 minute cooldown. Yes the combo CAN work, but few have enough money to buy the + racc items that a thief could make use of... rings are cheap in regards to this but most good racc items that dont include weapon slots cost way to much for the average player... Likewise, strider boots are probably a requirement as well for this job combo ebcause you will need the extra speed to escape hits from faster monsters... that is IF 12% speed increase is enough to escape these monsters swings...
#19 Sep 08 2004 at 6:37 AM Rating: Good
Dude, I'm a tarutaru bard. *I* can pull at higher levels. If a THF requires Utsusemi to be able to pull, he's a bad THF and needs to find another job. If the THF gets into that much trouble he's always got Flee to get him back to the party quicker, though any THF doing a long pull at that level is an idiot or desperate.

As for DRG/WHM, please know what you're talking about before you join the discussion. DRGs become "less desirable" because Wheeling Thrust sucks, because many mobs are resistant to piercing damage, and because they can't Lv.3 chain very well. DRG/WHM means they don't HAVE to be pure melee, and they don't HAVE to do "uber" damage. And DRG/WHM isn't just capable of support healer, they're perfectly capable of being MAIN healer. Do you understand how Healing Breath works? It doesn't sound like you do.

DRK/WHM is excellent pre-30. If you are so desperate for a tank that you need the DRK/WAR to do it, you must not be in the same Valkurm I'm in. There are SO many jobs in Valkurm that can tank that the DRK won't have to. And no, the damage from DRK/WAR isn't that much more than DRK/WHM...the STR difference at level 18 is TWO POINTS. For all the curing he can do I'll happily give up two points of strength. That's like 8 points of damage per swing, I'm sure the party can manage without it.

Edit: 700th post!

Edited, Wed Sep 8 07:37:40 2004 by Saboruto
#20 Sep 08 2004 at 6:44 AM Rating: Decent
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79 posts
mnk/sam is good only 4less mnd at 75 than whm sub, you gain tp perks, resist blind trait, some useful ja, a good combo if you know what you are doing but its more of a later in the game combo
#21 Sep 08 2004 at 7:29 AM Rating: Decent
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1,745 posts
actually with drg/whm you get it at 1/3, with AF you get it at 1/2!
1/3 is pushing it, but 1/2 is perfectly possible.
#22 Sep 08 2004 at 7:36 AM Rating: Default
You also have sleep to pull with as a brd, granted a thf/rng could use sleep bolts if they can hit with them consistantly...
by high level I am talking velociraptors and toramas at about lvl 57-64 or 65... both of these monsters move fast and hit hard meaning no utsusemi can lead to a quick death without evading, being missed, or some alternate form of stalling the monsters such as sleep. As a nin sub I can do long pulls fine without flee so I dont see why doing a long pull makes me an idiot lol
as for being desperate? sometimes when you have a good party you clear the monsters out requiring you look further for a spawn... rather then wait for a pop to spawn and ruin the chain I can simply pull a long pull with OR without flee to keep the chain going... again thf/rng with expensive equipment and equipment changeout macros could easily work...

I know how breaths work... they activate whenever the drg does a weapon skill.. hence not reliable for healing as you will be expected to wait to skillchain... yes i agree they can provide SOME support healing but they wont come anywhere close to doing the same job as a red mage could (they possibly can with a nin tank though). As for being main healer... They simply wont have enough mana... if they equip to compensate they loose + accuracy which means no tp if they cant hit... and you cant change astral rings and sniper rigns off and on... you dont instantly get the mana the rings give... as for why drgs arnt desired higher up.. yes im aware its because of wheeling thrust skillchains and resists... which boils down to exactly what I said... lower damage. A whm subjob hurts drgs even more because they loose abilitys like beserk or sneak attack and trick attack (for the drgs that still sue thf sub post 60 although i have seen few)...

Drk/whm really doesn't justify the work and time it takes to level the sub, granted if you already have it why not? but still having provoke might get you invites to better partys in valkruum... of course it is the same valkruum you know... mass invites to noob partys that will take any job combo and get like 1 level in 2-4 hours. A war sub simply provides provoke which may get you more party invites with the added bonus of a bit mroe damage. Of course you can TRY to rely on the other classes to provide support tanking.. but what if there isnt one in the group you get invited to? Remember at that level a drk tanks better then a thf as support voke....
#23 Sep 08 2004 at 8:01 AM Rating: Default
ok ok read a bit further and saw the difference in ehaling breath.. I dunno still even if it activates at half health it be very very risky... some monsters ws's can do half of even a plds life making it a dangerous combo.. and i asusme there is a delay between healing breath uses....
#24 Sep 08 2004 at 8:12 AM Rating: Decent
Theros wrote:
I know how breaths work... they activate whenever the drg does a weapon skill.. hence not reliable for healing as you will be expected to wait to skillchain... yes i agree they can provide SOME support healing but they wont come anywhere close to doing the same job as a red mage could (they possibly can with a nin tank though). As for being main healer... They simply wont have enough mana... if they equip to compensate they loose + accuracy which means no tp if they cant hit... and you cant change astral rings and sniper rigns off and on... you dont instantly get the mana the rings give... as for why drgs arnt desired higher up.. yes im aware its because of wheeling thrust skillchains and resists... which boils down to exactly what I said... lower damage. A whm subjob hurts drgs even more because they loose abilitys like beserk or sneak attack and trick attack (for the drgs that still sue thf sub post 60 although i have seen few)...

That's not how Healing Breath works at all. Healing Breath doesn't activate on weaponskills, it activates any time the DRG casts any spell from a mage sub. Dia costs 7 MP, is very quick to cast, and is enough to activate Healing Breath. Healing Breath cures for about the same amount as a same-level WHM's highest level Cure spell...for 7 MP. With Refresh or Ballad, a DRG/WHM will have regain enough MP to activate Healing Breath every seven seconds. DRG/WHM is the most efficient healer in the game, by FAR. For that kind of healing efficiency PLUS the ability to still deal moderate damage, what you lose from /WAR is minor by comparison.

Oh, and I don't pull with Lullaby, that would kill the chain. If I (for whatever reason) end up pulling, I pull with Elegy.

Quote:
Drk/whm really doesn't justify the work and time it takes to level the sub, granted if you already have it why not? but still having provoke might get you invites to better partys in valkruum... of course it is the same valkruum you know... mass invites to noob partys that will take any job combo and get like 1 level in 2-4 hours. A war sub simply provides provoke which may get you more party invites with the added bonus of a bit mroe damage. Of course you can TRY to rely on the other classes to provide support tanking.. but what if there isnt one in the group you get invited to? Remember at that level a drk tanks better then a thf as support voke....

How many WARs, THFs and MNKs are LFG in Valkurm at any given time? Not to mention DRGs, PLDs, SAMs, NINs, RNGs and the odd BST, all with /WAR. Compare to that the number of WHMs, RDMs or SMNs looking for a party. Groups will ALWAYS have enough vokers, they won't always have enough healers. And it takes *maybe* a day to level WHM to 15, which is enough to carry your DRK to 30. Unless for some bizarre never-happens-in-real-life reason you're in a Valkurm or Qufim party that's already Cure-heavy, WHM is *always* going to be the best sub for DRK from 1-29.
#25 Sep 08 2004 at 8:15 AM Rating: Decent
There is no delay between Healing Breaths. As long as you can cast a spell (any spell), you can activate Healing Breath. And with a PLD tank and either a BRD or RDM or BLM/WHM, you're already going to have heaps of backup healers. You're using conjecture and assumptions, I'm telling you I've SEEN a DRG/WHM main-heal... It works extremely well, and their damage doesn't hurt much at all (since at that level it's rather uninspired as it is).
#26 Sep 08 2004 at 8:21 AM Rating: Good
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3,094 posts
I've never leveled DRK or DRG, so I won't comment on those ideas. Also, I have no experience with the combinations at higher levels, but I've experimented a little with some of the suggested subjobs:

THF/RNG: I'll be trying this one out very soon at Valkurm. A group of friends started playing FFXI last week, so I'm taking a hiatus from RNG to play with them. They should hit 15 this week. They have WAR, WAR, WHM, RDM, BLM and need a DD ... I have a level 15 THF. That's what you call serendipity.Smiley: smile

I did not unlock NIN until I'd already leveled RNG to 30 (playing as RNG/WAR). So, for most of my 30 WAR levels, all my 15 THF levels, and 30 of my RNG levels, I was pulling without Utsusemi and did a good job at it. I don't see why I suddenly "need" Utsusemi to pull at those levels. I have tons of +RACC gear already, so I think THF/RNG will be a very workable combination, at least for a while.

Another consideration for using this combination at higher levels is that the THF is not always the puller. I'm almost always asked to pull in parties, even when we have a THF. So, if a THF isn't the puller, then Utsusemi becomes less critical.

SAM/RNG: I recently started leveling SAM and subbed RNG for a while. I was very pleased with the results. It's about as close to playing a low-level RNG again as I've been able to come. Plus, the Samurai pajamas look cool.Smiley: wink Even at very low levels (10/5 SAM/RNG), I was able to Skill Chain with two partners in our party.

THF/SAM: I've thought about this, but at my current level (15 THF), I don't see much advantage to it. As with THF/RNG, however, this might be a more advisable set-up if the THF is not expected to pull.
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