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Must have skills from other DoW jobsFollow

#1 Dec 09 2010 at 1:40 AM Rating: Good
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Any skills you see as must have skills from other DoW jobs or at least good for situational uses?

Or pretty much just use the Archer skills?
#2 Dec 09 2010 at 2:06 AM Rating: Good
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not counting archer skills
off the top of my head:

victimize
second wind
ferocity
defender
protect - DoM
cure - DoM



Edited, Dec 9th 2010 3:07am by mitmystria
#3 Dec 09 2010 at 11:16 AM Rating: Excellent
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I use second wind and cure as well. I'm starting to get my other jobs ranked up so I will start playing around with other skills.
#4 Dec 09 2010 at 11:47 AM Rating: Good
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For soloing, I like opening with Disorient.

Still Precision was good for that too, until I got Disorient because I can use it more often.

Oh, and I forgot about Shock Spikes, but every class should have that set if they're soloing.

Edited, Dec 9th 2010 10:52am by Kirby
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#5 Dec 09 2010 at 12:30 PM Rating: Decent
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Feint - definatly
If your lancer is 40 and you have Pikesmanship Speedsurge.
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#6 Dec 09 2010 at 1:11 PM Rating: Decent
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I second Feint.

Speed Surge has "Requires: Polearm" - does Pikesmanship get around that requirement? If so /drool
#7 Dec 09 2010 at 1:16 PM Rating: Good
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I have pikemanship

You can't speed surge with it as an archer, even with pikemanship.
#8 Dec 09 2010 at 4:12 PM Rating: Good
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Here is what I'm using from other classes on my archer.

Feint
Bloodbath
Cure
Second wind
Invigorate
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#9 Dec 09 2010 at 8:13 PM Rating: Good
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I really like Sacrifice as well. You cast it when you start to take damage and then you can keep fighting while it heals you. :D
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#10 Dec 10 2010 at 10:26 PM Rating: Good
Agree with most people on this thread at the moment; since I don't have Lancer as a sub class, I find that these skills are vital/very useful:

* Protect/Shell (Shell's particularly useful against Imps)
* Cure/Sacrifice/II variants
* Second Wind
* Shock Spikes/Stygian Spikes (Though you can't stack them, Stygian's useful for gaining MP without having to run back to camp.)
* Bloodbath (Since they halved the Stamina cost, this is oh so useful)
* Skull Sunder/Concussive Blow/Howling Vortex (Debuff WS)
* Disorient
* Aura Pulse/Circle Slash (if surrounded)
* Defender/Rampart (Defender's more preferred due to Rampart's major cooldown)

Getting Pugilist to R20 and purchasing the trait [Prime Conditioning] will boost your healing abilities by 10%, so that's inherently useful as well.
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#11 Dec 12 2010 at 9:59 AM Rating: Decent
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i've been playing around with hawk-eye bloodbath and puncture. stack em all together and can get some nice hps back compliments second wind very nicely i think.
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#12 Dec 15 2010 at 3:54 AM Rating: Decent
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Ferocity
fleet of foot(This is awesome especially if you're always trying to keep multishot up)
Bloodbath
Second wind
Blindside
Trammel(Is good for a few things)
Cure/sacrifice
punishing barbs(Even nerfed it helps)
Shock spikes(kinda meh but anything like this helps)

#13 Dec 17 2010 at 1:37 PM Rating: Decent
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Up until 2 updates ago, buying the affinity trait (Bowmanship, Pikesmanship, etc.) would allow you to use severely nerfed versions of class-specific abilities; Speed Surge lasted for 15sec and had a ~6min recast, Tranquility gave back 5% of MP with 20min recast, etc. This was patched out.

As for must have skills, there are certain skills that are vital on any job (particularly solo):

Second Wind
Cure (II)
Shock Spikes (best low-level defensive spell)

Feint is another ability that is crucial for any DD (not so much for GLA or DoM). Sacrifice is actually a horrible spell for DoW, especially when solo; the 54 HP it costs to cast nullifies much of the gain when you can't AoE it. Cure is far more valuable.

For DoW, and ARC in particular, Skull Sunder and Trammel are two WSes you should get ASAP. They both share four things in common:

1) fairly short recast (~10s)
2) medium-low TP cost (500)
3) medium-low stamina usage (a little less than Light Shot)
4) single-target (note: Skull Sunder can be AoE'd on MRD)

ARC, in particular, has a particular problem with WS selection. Every ARC WS in the game has at least two of the following problematic attributes:

1) high stamina cost (>=40% of stamina bar)
2) long recast (>30sec)
3) high TP cost (1000+)
4) AoE

Skull Sunder and Trammel work great as TP spam options. I open every fight with a triple-nocked Light Shot followed by Invigorate, so I generally have a lot of TP to work with, but limited ways to use it. Skull Sunder and Trammel solve this problem. The damage is reduced a bit (because of affinity penalty) but they are still very efficient from a TP/damage perspective, and they don't rape my stamina bar.

Edited, Dec 17th 2010 11:45am by redvenomweb
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