With that said, obviously I've been thinking of the implications this will have, both for using WAR as a subjob, and also for what the current subjobs that we use for WAR, will additionally be able to add to our arsenal. There's always the possibility that SE would restrict subjob levels or certain job abilities (Call Wyvern, for example), and so this whole thing may still be pointless to talk about, but it couldn't hurt! (Lets ignore that I haven't slept yet, its almost 7 AM my time, and I've had a few beers. Yay beer!)
Things I can see that would be interesting, if allowed:
NIN sub:
-At level 90, Dual Wield III and Subtle Blow III.
SAM sub:
-At level 80, Sekkanoki.
Hurray! Now we can self-skillchain! Although for weapons like Perdu Voulge where the bonus only applies when under 100% tp or on weaponskills, we'll have to see whether the added skillchain damage outweighs the loss of the hidden effects of acc and attack +. On the other hand, Sekkanoki can help cut down on times where we go over 100% due to double attack, or the occasional triple attack from things like sea weapons, by letting us just use 100% tp, which means we can do another weaponskill in less time.
MNK sub:
-At level 82, Chi Blast.
-At level 90, Counterstance and Subtle Blow III.
-At level 92, Martial Arts IV.
Aside from using Chi Blast to claim, I don't see it being used/useful at all for us. Counterstance, on the other hand, is more useful, but probably not worth it. Stacking it with Retaliation would be the thing to do, and we'd also get that horribly decreased defense as well. I'd think that sticking with Seigan and Third Eye would be infinitely better than using Counterstance. We'd also get subtle blow III at 90, but NIN sub would give us that too, and NIN overall would provide more benefit than /MNK I'd think. Martial Arts IV would only be useful in Salvage I'd think, and that's only if they don't keep that under a level cap.
DRG sub:
-At 90, Conserve TP.
Being able to occasionally conserve some TP after performing a weaponskill can only help, but I'm not so sure it outweighs the benefits that other subs will give unless the conservation is potent, and my gut tells me that it most likely will not be.
DRK sub:
-At level 80, Resist Paralyze II, Bio II.
-At level 82, Absorb-Dex.
-At level 86, Absorb-Str.
-At level 90, Absorb-TP, Occult Acumen.
Pretty useless considering our Dark Magic skill would be capped at the level of our DRK sub. I doubt even the newly introduced Occult Acumen would save this sub, unless you can spam low cost spells at a rate where the TP gain is higher than just plain meleeing. Gets less useful the faster you attack.
THF sub:
-At level 80, Resist Gravity II.
-At level 90, Hide, Treasure Hunter II.
Aside from added TH and the potential to lose aggro from Hide, THF sub wouldn't give us anything else that's useful.
RNG sub:
-At level 80, Shadowbind, Resist Poison II, Wide Scan IV.
-At level 90, Velocity Shot.
This sub would provide an interesting bonus for WARs who like to use ranged attacks, thanks to Velocity Shot. People who would get the most out of this would be those who have 5 merits in Aggressive Aim :lol:. Shadowbind is no longer guaranteed to land, however, and can now miss when RNG is subbed, which limits its usefulness.
DNC sub:
-At 40, Dual Wield.
-At level 80, Stutter Step, Reverse Flourish.
-At level 90, Haste Samba, Violent Flourish, Skillchain Bonus.
-At ??, Possibly another tier of Dual Wield.
Definitely a very useful sub even post-75 main. I can see SE possibly nerfing/adjusting the TP return from Reverse Flourish, or the Haste effect from Haste Samba, however, when DNC is subbed. Now that DNC sub is getting Dual Wield natively, that frees WAR up to attack with two one-handed weapons, both of which can be multi-hit now that we have Magian weapons to add to our arsenal. Again, this only makes DNC sub potentially even more useful than before. Skillchain Bonus is even more icing on the cake that is DNC sub.
The only thing I'm unsure of is if "wielding with the main hand only" means using a one handed weapon, or if it means any weapon that only goes in the main slot, so jobs that can dual wield like NIN or DNC would not benefit. It's most likely the former rather than the latter, but if for some reason it turns out to be the latter, then /WAR would be very nice for a slew of 2 handed jobs as well. MNK, however, makes me wonder still, since hand-to-hand works differently than other weapons. When attempting to equip a grip in the sub slot, the game says "this grip is not compatable with the two-handed weapon you currently have equipped," yet it does not follow the same formula as two-handed weapons. Only time will tell what works and what doesn't.
So... what do you guys think? In before potential sh*t-storms and/or rage.
P.S. Again, its possible SE might choose to nerf/adjust any JAs or traits from subs, and possibly even lock them out for main jobs only, so anything in this thread for now is purely speculation. See above for what was nerfed/locked.
Edit: I added the newly announced job abilities/traits and adjustments that were announced on June 17th, 2010. New stuff is in yellow. Negative adjustments/limitations are in red.
Edited, Jun 17th 2010 7:46am by Metakaiser



