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Originally posted by Pepsipwnzgod This guide was the deciding point of not wanting to enter this game, i was actually very excited to start playing untili realized the beastmaster, which i am normally in most games, is a very unloved class i guess im off to find the next best thing
You are showing similar symptoms to someone who had gotten out of a time sinking MMO in search for fresh adventures, but only to find nothing satisfying within following months.
If this is somewhat correct, please read on!
Time sinking MMOs usually have much to offer - those that don't are just bad games. A portion of time sinking MMO transferees get themselves caught in a search for the near impossible, a less time consuming MMO offering experiences never before felt. Over time, many individuals lose mental energy in their search effort, increasing risk of losing MMO interest.
In short, I suspect that you are suffering from early MMOBS (you can use Burn-out Syndrome as an alternative for the last two initials). After looking at your signature:
Maybe the best cure is to take at least 6 months off of MMOs. After Assassin's Creed, you should continue to play some non-MMO games that you may have wanted to try but didn't due to previous time sink. I am suggesting this because I think Aion is a nice choice among announced upcoming MMOs in the search for your "next best thing", but I fear that your future experience in Aion may be compromised due to advanced MMOBS. Meanwhile, stay on the look-out for other future MMOs; who knows, maybe something BIG will be announced really soon!
It's so long,But I like this game!
I like a lot of jobs, but beast is by far my favorite.
As far as bard sj, my bard and rdm are both 75. I sub whm for brd. Not for healing, though I help out when I can, but for the status cures. Paralyna, silena, and erase can be incredibly useful. I did sub rdm a few times when we fought mobs that put a lot of buffs up for the extra dispel ability due to the long recast on finale, but it did not seem worth it. I never say never to anything though. One thing about final fantasy, if you know your job and how to work well with a team, anything can work. And trying new things with friends is a lot of fun.
Also, Drg/Rdm is an amazing combo. A talented player can do an awful lot with it.
Take it with a grain of salt when I say this, you're very inexperienced when it comes to job combinations in FFXI.
i would have to say you are missing some minor points along with some major (lolpup not being negative in both categories is laughable). over all it is fairly close. one major thing you need to add it /sam is hands down the best sub for any 2h weapon user. THF is only usable for TH and TH4 (using both the +1 pieces) is the only THF worth having for HNMs, you are going to hit it then leave the PT b/c it is a very ineffective DPS. RNG fell out of its prime a long time ago and their are much better options now. PLDs subbing /war is blood tanking and people dont do that outside exp PTs, it is all /nin now.
In all it looks like you are trying to make every job good but that is just not the case. Some rise above others (Like sam Vs other DD on HNMs) and other jobs are just in the gutter (PUP and to some extent BST).
The best supjob for Dragoon is samurai because you easy get TP and Dragoon are a TP based damage dealer class. Please write in your Post
There's always I chance for something new and exciting to happen, so I can always wait until tomorrow.
Originally posted by lilfoo i would have to say you are missing some minor points along with some major (lolpup not being negative in both categories is laughable). over all it is fairly close. one major thing you need to add it /sam is hands down the best sub for any 2h weapon user. THF is only usable for TH and TH4 (using both the +1 pieces) is the only THF worth having for HNMs, you are going to hit it then leave the PT b/c it is a very ineffective DPS. RNG fell out of its prime a long time ago and their are much better options now. PLDs subbing /war is blood tanking and people dont do that outside exp PTs, it is all /nin now. In all it looks like you are trying to make every job good but that is just not the case. Some rise above others (Like sam Vs other DD on HNMs) and other jobs are just in the gutter (PUP and to some extent BST).
BST...is a solo/duo job....how is that in the gutter...lol you can solo almost anything and although xp parties might not benefit you the most, you are needed in some BCNMs as well as hunting NMs.
I agree with the samurai sub for any 2H weapon user. With all the adjustments added to samurai over the years has greatly improved it.
THFs can help with hate control, when you have crappy tanks. Just because people might play some jobs badly. A thf sub is fine for wars or rng without advanced jobs, and some like to do the extra damage with SA. I AGREE that its not a good job, but how are people suppose to level thf for TH4 if you want them to leave the party for DPS....
Ranger is still capable of dealing heavy damage as long as you are geared correctly. I AGREE it did fall out of its prime when it use to rival BLM for damage in mid - levels. However it is still capable of dealing heavy damage.
What he wrote about was the most likely subjobs, PLD/WAR is used for xp parties, but /nin and /whm are also used, it all depends on what you are doing.
In the end every job is equal you just have to put them in the correct situation. Sure a BST wont deal heavy damage in xp parties, but when you need help gettin astrals in BCNM goodluck w/o beasts. In most aspects i do agree, just saying only a few jobs are acceptable compared to your standards is silly.
I think he did a good job writing this guide and no offense but after a while most people playing the game will find out how to play the jobs on their own and will have no need for the guide. But it is a good starting guide to mid game.
I used to play FF3 FF5 FF7 FF8. was the job from FFXI and FF onlone are the same? i haven/t tried FF online yet.
Thank you,great guide, I'm a newbie here and want to know more about Final fantasy XI,
Might want to edit the BLM section. BLM do not get groups from 53 onward due to the mobs having spell reflect. They have to solo from 53-72~.
Since we are on the updating path:
Might want to update MNK a little bit too. - Mnk should get 10 for missions assaults and merit party. In your guide it says Mnks "do not make for key tanks". - As of lately this is not true.
For ToaU expansion activities such as Assaults, Salvage, EXP pty, and beseiged, I tank this stuff all the time for my LS. It has evolved into a great tank for these activities that are done in smaller groups. I'm by no means saying it is an HNM tank, just the smaller stuff is fine.
Mnk/Nin is what works the best for these situations.
Originally posted by SoulSurfer Since we are on the updating path:Might want to update MNK a little bit too. - Mnk should get 10 for missions assaults and merit party. In your guide it says Mnks "do not make for key tanks". - As of lately this is not true.For ToaU expansion activities such as Assaults, Salvage, EXP pty, and beseiged, I tank this stuff all the time for my LS. It has evolved into a great tank for these activities that are done in smaller groups. I'm by no means saying it is an HNM tank, just the smaller stuff is fine.Mnk/Nin is what works the best for these situations.
While Monk's are great at missions because of their DPS/Hundred Fists ability, they're still not as good as other jobs when it comes to certain missions (I.E. Ouryu, Divine Might, etc... basically in the few situations where a manaburn would be superior to melee power, and where spike damage would be needed over DPS). It's why I put them at a 9, they're quite good in overall mission situations, just not 100% of the time.
Example: A Ranger is rated at a 10 for the mission scale. Why? They can deal spike damage, or they can deal DPS at any time (they're flexible with their damage, where a Monk is not (permanent DPS)). Along with the fact that they have powerful abilities such as Barrage (although Chi Blast could potentially deal as much damage as Barrage, it would take too long to do as many Boost's as it would require for the damage to be on par with it), and the fact that their ability Eagle Eye Shot is as potent as Hundred Fists. They're ideal for all mission situations.
As for a Monk tanking, can they tank? Yes. Actually, they could tank HNM's as well (including God's and Wyrms). But they're not tanking in the conventional sense. Ninja's and Paladin's are tanks in the conventional sense (deck yourself out in defense/evasion gear, eat defense/evasion food, provoke a mob and keep provoking it, and use any abilities you can to hold hate (I.E. Ninjutsu, Flash, etc)). A Monk tank relies on damage alone to hold hate (meaning they have no other way to pull hate other than being the first one that hits a mob, and continually hitting it to out-damage everyone else to hold the hate). Since a Monk tank would need to sub Ninja to actually tank, they have no abilities to get, or hold hate in the traditional sense (Ninja for a Monk at 75 would be capped at 37, so Ninjutsu wouldn't do anything to a mob that a Monk would have to tank at that level). Although in KRT, a four-way Monk group with a Bard and a White Mage would be one of the few exceptions to this (since hate would be going between four Monk's at all times).
But I agree that for small group situations, Monk/Ninja would be a fine hybrid tank (for, like you said, Assault, and Ballista too, along with some BCNM's as well). Just not in the majority of situations.
i cant figure out the right build for scholar. i thought this is useful job. i might as well go back to my summoner.
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Originally posted by tikboi i cant figure out the right build for scholar. i thought this is useful job. i might as well go back to my summoner.
By build, do you mean job/sub job combo? Or an armor/weapon build?
If you're referring to a job/sub job build, then I'd suggest what the guide suggests; sub White Mage when you're main healing, and sub Black Mage for when you're nuking/debuffing. When you sub White Mage, you can get that small MND boost over Black Mage that'll help with your healing/etc. When you sub Black Mage, you can get a boost in your INT skill, which will help tremendously when you're nuking/etc.
If you're refering to an armor/weapon build, since Scholar is a very versatile job, I'd say just dress for the occasion. Try and keep two sets of armor/weapons on you at all times if you can afford it, for both healing and nuking (so you're able to switch between the two at all times). If you can't afford two sets of armor, and just want one straight build, try and focus primarily on armor/weapons with MP/MND/INT increases.
Scholar is a very useful job though, imo. They can heal as well as a White Mage, and nuke as well as a Black Mage. They even get job-specific spells from various mage jobs (like Raise I and II from White Mage, Dispel from Red Mage, and tier-IV nukes from Black Mage). They're pretty much useful in all experience point party situations.
great guide, i have never seen such a completed guide.
i'll take it.
I'll cut to the chase here and now.
I got to the point where it said Puppetmasters should be subbing monk and White Mage.
I vomited a little in my mouth.
The job thread needs substantial guides that don't trick the reader or point to fail-a-kazam.
Lets see if I can't drag puppetmaster out of what was already incorrect in 2007.
**Puppetmaster: A hybrid job with an inglorous past, is very potent when used properly, but carries a stigma of being weak based off its original release.
Performing somewhere between a Monk and a Summoner with just a taste of Red Mage. It is, to many of its users dismay, capable of wearing almost exclusively magic oriented equipment for the bulk of its levels and specializes in hand-to-hand weapon's while having the ability to summon varied puppets that take on multiple roles.
Through the help of their puppets, Puppetmaster's can take on the task of either a damage dealer, front or back line support, and even performing both tasks simultanously in situations that would prove dangerous for more straightforward classes.
Able to solo against multiple enemy types, a skilled Puppetmaster is capable of utilizing its naturally high evasion with the puppets ability to utilize powerful cures to outlast enemies with a miriad of viable subjobs based mostly on the prey and player preference. Further still, for those who wish to solo enemies with sharper teeth, Puppetmasters are capable of operating much like a casting class using an Black Mage'esque puppet to wield potent spike damage magic while incapacitating its target using magic from the /Scholar subjob.
Perfectly capable and confident in parties Puppetmaster may be, the invite rate is close to non-existant past level thirty. Any grouping that is done will either be from those too curious not to invite an uncommon class, from friends, or when the player has the willingness to build their own groups.
Players still not dismayed by the task of leveling this job and proving its worth should also be warned that to achieve similar results to other classes in even one regard will likely cost them much more in time and money than that other class would have to invest.