Not to bring down your hopes at all but dice expenses (which run well over 1 million in gil and can not be farmed) are just the tip of the iceberg for cor.
By "well over 1 million", do you mean 752,417 gil for all 20 dice? Cause that's what they cost if you buy the entire set from the NPCs.
And if you drop the PLD and DRG dice, which are some of the most expensive dice and are also very uncommonly used (Gallant's Roll is pretty much never useful, and Drachen is extremely situational), the total drops to 579,167. Finish them up later to complete your set, but those two really aren't urgent purchases.
Don't skimp on the others. They're either low level and cheap, or worth the gil. The first 18 dice get progressively more expensive in the order of the level, meaning that as you get higher in level (and gain more money-making options) that's when the price goes up. The last two (DNC and SCH - you definitely want both) get a bit cheaper.
Also, CHECK THE AH! You will occasionally find dice for sale for less than NPC price. For whatever reason, some people must buy dice and hold them for later use, then decide to sell them on the AH. I got my Paladin Die for 2/3 of NPC price by picking it up this way. In the past 3 months on my server, 4 Black Mage dice (108k NPC price) have sold for 50k, 50k, 80k, and 80k. People often don't check the AH, but dice do sometimes show up there. Don't count on it, but do go ahead and check!
As for general costs, COR armor is generally not that expensive. Pieces tend to last a long time, stuff like the ranged acc. rings are cheap, and endgame gear is almost all R/E stuff instead of AH purchases. You'll run into two main levels where there's a lot of gear to buy: Level 30
- Noct (or +1) set
- Beater's Earring and Gun Belt for /RNG
- You'll be well into levels where shooting for TP/damage is useful, so Bullet Pouches will be an expense. Level 55-61
- Jaridah/Akinji gear (particularly legs and hands)
- AF quests (three are done by trading craft items to NPCs, so you're essentially "buying" those pieces - two of which, the body and feet, are must haves)
- Trailer's Kukri
- Amemet Mantle +1 (you can use the NQ, but you'll definitely want to save for the +1 because it's much better and a great piece for the rest of your COR career)
- Dice around this level are expensive
- The 55-69 level range is probably the most expensive in the game for ammo, as shooting for TP is very effective here and you get access to more expensive Iron and Steel bullets.
A couple of the standard endgame guns are also expensive: Peacemaker for pulling and Martial Gun for WS (generally melee for TP and fire off a WS). Mitigating the expenses:
* To drastically cut costs at high level, get help to get a Joyeuse ASAP. With a multi-hit melee weapon (R/E Joyeuse or the very expensive Mercurial Kris), COR becomes extremely effective meleeing for TP and only using ammo for WS. You'll be using the best ammo you can buy (currently Steel Bullets), but you'll only be using one bullet per WS.
Even without a multi-hitter, you can be effective at high levels playing in the same style with a good fast single hit dagger (Jambiya and Behemoth Knife come to mind). Not as good as a multihitter, but you certainly won't be useless. Essentially, your damage is coming mainly from getting off WS.
At lower levels (especially pre-Slug Shot), you'll contribute a lot more by shooting bullets as your primary damage. Melee weapons are weak there, and you have lousy WS prior to Slug so you're not just trying to get to 100tp quickly like an endgame COR would.
* Play a SMART support role. COR/RNG (or /WAR) acting as a buffer/DD will cost more money because you're using more ammo. But those aren't the only ways to play effectively.
(a) COR/DNC meleeing with Dagger can be extremely useful to a party. Continuously stacking Steps helps all the melee a lot, Drain Samba lessens the healing load, and you can do some emergency spot healing with Curing Waltzes. Note that /DNC isn't really useful before 30main/15DNC for Curing Waltz (Drain Samba alone is not impressive), and especially 40main/20DNC for Quickstep.
(b) COR/NIN is certainly a capable puller. At lower levels you're still gonna be involved in the fights (and spending money on ammo), but at later levels, particularly 74+ with Utsusemi: Ni and fast killing parties, you shouldn't even have time to do anything but pull with cheap ammo, buff, and run out to get the next mob. Occassional Light Shots mixed in for sleeping pulled mobs for the party to kill next. What that means is a very active role for COR and not a whole lot of costly consumables used.
(c) COR/WHM. Don't do this. This is NOT a smart support role, I don't care if lots of Japanese do it. Things you MUST do:
* Keep your Marksmanship skill high. Don't slack off and just melee, stand around and buff, or be a backline COR/mage who doesn't shoot. You'll want high skill no matter what - you'll want to be able to land a ranged WS when the opportunity is there, or to step back and shoot as the situation dictates. Even if you can only afford NQ bullets, shoot! From level 22 on, you'll need to strive to be skilling up continuously. Conveniently enough, in the 22-69 range you're also going to provide your maximum damage by shooting. And you should have plenty of time to do so while also buffing the entire party.
Even if you're trying to melee, pop off ranged attacks too AT LEAST until you cap skill for your level. Once you cap Marksmanship, if you want to skew things more toward melee until your next level when you're below cap, that's an option if you're strapped for cash.
One hint - level RNG to 37 first, and use crossbows to cap skill. Gives you a very nice head start on skill for your COR, and RNG can do it with much cheaper crossbow ammo. And you'll have a useful subjob for your COR all done. Edited, Jul 17th 2009 12:47pm by Anza