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Post by Soulfyre on Mar 23, 2010 8:18:45 GMT -5
Quest: The Holy Crest (Dragoon Flag Quest)Level: 30-75 Reward: Dragoon Job Class Unlocked Quest Link: Description of Quest
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Post by Soulfyre on Apr 17, 2010 11:15:19 GMT -5
Me(Soulfire) and Peer beat the record for "The Holy Crest" Dragon fight for dragoon. 4 minutes and 3 seconds. Woo hoo lol.
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Post by Soulfyre on Apr 20, 2010 10:47:00 GMT -5
Your subjob determines not only what JAs, JTs, and base stats you will have, it also determines what kind of wyvern you will have.
The all melee subs (WAR, THF, SAM, MNK, BST, RNG, COR, PUP, DNC, and strangely enough SMN) will give you an Offensive Wyvern. This wyvern will use an elemental breath attack when you use a WS (even if it misses). Your wyvern will tend to pick an appropriate breath attack. That is to say, a wyvern is likely to use frost breath on crawlers more often than others. Maximum breath damage is dependent on CURRENT wyvern HP.
The primarily mage subs (BLM, RDM, WHM, BLU, SCH) will give you a Healing Wyvern. This wyvern will use Healing Breath (I to III depending on your level) to cure you or a party member when you cast a spell while someone in the party or yourself is under 33% (50% with AF1 helm) HP. If both you and a party member are under the required HP trigger, the DRG gets first Healing Breath. Note that this does not apply to members of different parties within an alliance. If the DRG uses a WS while someone is either Blinded or Paralyzed, the wyvern will use Cure Breath to remove that status. HP recovered is dependent on MAXIMUM wyvern HP.
The sub jobs that can both melee and use magic (BRD, DRK, PLD, NIN) will give you a Hybrid Wyvern. This wyvern will use an offensive breath when the DRG uses a WS, like the offensive wyvern, and will use a Healing Breath if the DRG casts a spell while the DRG is under 25% (33% with AF1 helm) HP.
WAR: From 1 to 75, there will always be a use for this subjob. Sure, 1-29 you don’t get anything from it other than provoke, but you do get higher STR at the very least. And not many subjobs give you anything at those levels anyway. Endgame, this is the most damaging subjob (except maybe having a good six-hit build by using /SAM).
THF: From 1-29, you will have higher DEX than other subjobs, but at 10 you’re missing out on Provoke from /WAR, which can be very useful at times. At 30, Sneak Attack becomes available, and is fairly useful as it can stack with Jump, but most likely won’t outweigh the benefit of Berserk over time. At 65 you finally get a WS worth using SA for, Wheeling Thrust. Because it can be part of a Light skillchain, which is very powerful and useful for those levels, a THF sub is on par with WAR for this period. At 75, you can use THF sub on Gods in sky and some HNM to land WS on them 100%, despite their high evasion. However, in exp, you will receive better benefits from a WAR or SAM sub.
WHM: Like WAR, from 1-75 this is useful, but not really in most exp parties. Solo however, this subjob shines. Dia casts fast, lowers enemy defense, and only costs 7mp to activate healing breath. If you have juice, you could solo up to 20 or higher very quickly. Later on, with the Drachen Armet, soloing becomes even easier. Using a WHM sub over other mage subs also provides you with potentially life saving –na spells, and Erase, the only way to get rid of Bio.
BLM: An alternative soloing subjob. While losing Cure and –na spells, you gain damage spike spells, and Elemental Seal + Aspir can return some MP to you, delaying downtime.
RDM: With fast cast and phalanx, this is a hard soloing sub to beat. You will have a slightly lower mp pool than BLM and WHM, but you’ll be taking less damage at the same time. In a pt healing situation, you lose the support /WHM's -na, Raise, and DS Curaga offers.
BRD: A soloing subjob that gained popularity recently, as songs can’t be interrupted and cost no MP. However, this is a hybrid wyvern, so your healing breaths activate later, and songs take longer to cast.
SAM: Thanks to the update, I have to completely rehash this section! SAM is the /NIN for two handed weapon users. It is the balance of damage mitigation and a slight offensive edge. Meditate, Hasso, and zanshin to a lesser extent are your edge, Seigan and Third Eye are your defense. And what a defense! Third Eye can now block AND COUNTER multiple attacks! Useful for not getting mowed down before you have a chance to use a hate shedding jump. When you feel you're getting injured too often on /WAR, this is a good subjob to increase your party efficiency. This is also a good subjob in Ballista, as one Third Eye will eat an entire WS (Sidewinder anyone?). Not as useful before 70, when Seigan becomes availible, as Third Eye's recast is 1 minute and only blocks one attack without it.
MNK: Useful 1-29, as this is the only job that provides a useful JA before 30, Boost. Beyond that, it’s overshadowed by Berserk, SA, and Hasso.
RNG: Similar to MNK in that it's only useful for a short period of time. That time being 20-29 where you would get the Accuracy Bonus (ACC+10) trait 10 levels earlier than you normally would. 10 ACC is a lot at those levels, especially compared to what other subjobs would give you. However, it does not stack with your Lv30 DRG Accuracy Bonus, and is therefore useless beyond that.
NIN: This is a popular soloing job for other jobs, but not particularly for DRG. While ninjitsu doesn’t drain from an MP pool, and thereby can be cast indefinitely without resting, you have a hybrid wyvern, and ninjitsu is easy to interrupt, especially ichi level. Additionally, you gain no benefit from dual wield by using a 2 handed weapon, and DRG doesn’t have enough skill in one handed weapons to make it useful at all in exp. In many situations, /SAM is a superior defense. Greater Colibri, for example, attack very fast, and have multi hit ws that are absorbed by a single Third Eye. On the other hand, there are certain AoE attacks that blast away Third Eye but are absorbed by Utsusemi. Dragons, Weapons, and Puks come to mind. However, there are only a few, niched, endgame situations it's worth wasting your subjob for that AoE protection.
DRK: Last Resort is greatly inferior to berserk, which is gained at the same level. It has a shorter duration, and using it is a large boost in your hate. Additionally, the attack bonus trait you’d gain at Lv20 by subbing DRK, does not stack with the trait DRG gets at Lv10. A 5/5 Penta with Souleater on will take 50% of your HP, which isn't exactly the peak of efficiency. However, you will have a hybrid wyvern which could be useful in some situations.
PLD: With the last update that gave Auto-Refresh to PLD at 35, and therefore anyone that subs it 70+, this is a viable combo to solo with. However, subbing PLD will give you a hybrid wyvern, meaning your healing breaths will activate later. If you are simply farming though, you can go indefinitely.
BLU: Edited because I now have experience with this. Cocoon cuts the frequency of your Healing Breath needs by a noticeable margin. /BLU also has the capability of Auto-Regen and Clear Mind (if necessary). Sprout Smack has the chance to land Slow on your target, but this is based on your blue magic skill. As a soloing subjob, it is superb. For party support, it offers little.
DNC: A widely popular subjob for soloing DDs recently, however, this isn't really as useful for DRG. Is it usable? Sure, but is it better than what we could already do with /mage? No. You have more healing power (provided you use one of the myriad of ways to recover even a little MP every now and then) and greater damage output (no TP loss for healing) with /mage. If you don't have a /mage and you desperately need healing, it's as usable for DRG as it is on any other DD, but you're really ignoring a whole facet of your job if you don't have even one /mage job leveled.
SCH: A very good soloing subjob that allows MP recovery without gear or regional influence (at higher levels, anyway). Dark Arts allows you to do worthwhile Aspirs and Sublimation allows you to recover a small portion of MP every fight if you choose to use it (however, sublimation stops charging if you drop below 50% HP). Also, with Light Arts and Addendum: White, you get to keep your -na spells, albeit at a slightly higher level, and with no Erase (SCH39) or Reraise (SCH40).
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Post by Soulfyre on Apr 20, 2010 10:49:03 GMT -5
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