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Mastery Level - Sub Job Traits/Priorities
Server: Asura
Game: FFXI
Posts: 1446
By Asura.Toralin 2022-11-10 16:42:13
RUN/BLU gets magic fruit, effectively cure4 and light of pnenance tp reduction.
then /RUN gets foil
those seem notable.
Server: Bahamut
Game: FFXI
Posts: 1843
By Bahamut.Celebrindal 2022-11-10 17:47:22
gotta admit i am curious for the day about 4 years from now when I can try out DRK/RUN Apoc tanking^^
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Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4612
By Cerberus.Kylos 2022-11-13 00:52:22
Detailing the range of updates from 50-59 for each subjob. Spoiler contains: WAR MNK THF WHM BLM PLD DRK
Warrior: Double Attack +12%, Max HP +60, Resist Virus (Disease/Plague) +20%, Fencer +300 TP Bonus, +5% Crit. Rate
Used by (Pre-Master levels): Samurai, Dragoon, Blue Mage, Paladin, Ranger, Ninja, Rune Fencer, and rarely anything else (for Provoke).
Pros: It's all about double attack and Fencer bonus (single wield only). With the amount of TP Bonus we get these days, players can hit higher level weapon skills even sooner. Warcry remains beneficial for melee parties. Naegling users will appreciate this.
Cons: Gains so little defensively that non-tanks will continue to struggle to survive on higher content. Provoke isn't as useful now, because other choices provide better hate moves and defensive traits.
Monk: Kick Attacks +10%, Max HP+240
Used by: Nothing.
Pros: The most HP on a subjob.
Cons: The same Subtle blow traits can be found on Ninja. Kick Attacks only activate when using Hand-to-Hand. Don't use this.
Thief: Evasion Bonus +35, Damage Limit +0.1, Triple Attack +5%
Used by: Players who can't main THF and need Treasure Hunter. Situationally for Trick & Sneak Attack.
Pros: Treasure Hunter and fights that require Regain TP and stacking SATA (eg. Erinys).
Cons: Triple Attack and other traits are so negligible it isn't worth it outside of what was stated.
White Mage: MP Recovered while resting +9 +1 MP/tick cumulative, AoE Status Removal with Divine Seal, Magic Defense Bonus +14, 10% Fast Cast -5 Enmity for status ailment recovery -- Holy, Curaga III, Recall, Auspice, Raise II, Reraise II, Shell/Shellra III
Used by: Red Mage, Scholar, Geomancer, and anything else prioritizing healing.
Pros: Curaga III, Auspice, and AoE Status removal, provides more ways to sub in for a White Mage.
It is steadily becoming normal to see WHM subbed out for RDM or SCH because of their bonuses. Although, this can only be trusted to the most dedicated. It doesn't (normally) allow other jobs like GEO to main heal, but it's easier to provide support.
Cons: Aside from some magic defense bonus, the player does not gain much else defensively. Also, you may miss out on Red Mage's Phalanx.
Black Mage: Magic Attack Bonus +28, -10% Elemental Casting Time, Magic Burst Bonus +7% (not subject to the MB cap) -- Freeze, Stone III, Firaga II, Quake, Water III, Retrace, Sleepga II, Burst, Blizzaga II, Flood, Aero III
Used by: Red Mage, Scholar, Geomancer, and anything else needing stronger elemental damage. Also Warps.
Pros: It should be noted that while Black Mage gets another trait of Magic Attack Bonus over Red Mage, it's only a difference of +4. Still, it remains the best for nuking and elemental weaponskills. Sleepga II is massive for crowd control, more so for a RDM, but also for jobs like SCH and GEO. Elemental Seal remains situationally excellent.
Cons: I'm not overly thrilled for spells other than Sleepga II. Also, it does not provide the same defensive and MP recovery options of Red Mage.
Red Mage: Resist Petrify +20%, MP Recovered while resting +6, Fast Cast +20% -- Fire II, Blizzard II, Shell III, all En- II spells except Water
Used by: Most mage jobs for Convert, Fast Cast, Haste, Flurry, defensive spells like Stoneskin, Phalanx, and more.
Pros: This amazing support has added even more Fast Cast. It provides plenty of defensive and MP recovery options, along with Magic Attack Bonus for nukers.
Cons: It didn't gain any extra healing ability, making /whm more appealing for difficult setups. The biggest middle finger here is not being allowed to use Composure, but I'm sure many would admit that it would break the game.
Paladin: Defense Bonus +35, Shield Mastery +20 TP -- Raise, Protect III, Cure IV, Holy
Used by: Niche situations that call for a job to stack defense and make use of abilities like Sentinel and Holy Circle.
Pros: This rare support gains even more defense, but more importantly, Raise and Cure IV. Best used by somebody standing in as a non-engaging tank while other options aren't viable.
Cons: It's difficult to recognize when it will shine without being told, and most players wouldn't be prepared to take it on.
Dark Knight: Attack Bonus +35, Resist Paralyze +20%, Smite +19.9%, Damage Limit + 0.3, Occult Acumen +50 TP / 100 MP -- Aero II, Sleep II
Used by: Rune Fencer and other two-handers wanting Last Resort and higher attack.
Pros: It has become increasingly more popular because of it's crazy Attack (more so for 2-handers/H2H) and damage limit, making it competitive with Warrior. Not only that, but it has hate tools, Stun, and Last Resort. Some mages may like to play with the Occult Acumen trait. Absorb-TP is useful in some fights.
Cons: Aero II and Sleep II changes nothing. Most of the attack starved jobs are 1-handers and they can't make use of Smite. Damage dealers may want a more defensive support in some content. Feels sluggish when Last Resort is down.
Spoiler contains: BST BRD RNG SMN SAM NIN DRG
Beastmaster: Aquan Killer +8%, Resist Slow +20%, Resist Amnesia +20%
Used by: Nothing
Pros: Tandem Blow & Strike could be an option for a Puppetmaster or anyone else using a pet, but it's not great.
Cons: Doesn't give enough to be useful. Avoid.
Bard: Dark Carol, Blade Madrigal, Dragonfoe Mambo, Gold Capriccio, Mage's Ballad II, Shining Fantasia, Foe Requiem V, Carnage Elegy
Used by: Nothing
Pros: Carnage Elegy is one of the best pulling tools in the game. 24 yalm distance. Minimum recast of 24 seconds.
Cons: Songs aren't enhanced and are virtually useless.
Ranger: Accuracy/Ranged Accuracy +35, Ranged Critical Hits +10%, Recycle +30%, Unlimited Shot
Used by: Corsair when accuracy starved
Pros: Provides the most natural accuracy for melee and ranged jobs. Unlimited Shot makes it so the next shot does not expend ammo. New Corsairs may consider ranger support to help them land ranged attacks on content that is too evasive for them.
Cons: Despite having the highest accuracy, it doesn't provide much else. With buffs, rarely would this extra accuracy trait make a difference. Corsair loses out on too much damage. Also, it already has access to Recycle +30%, so it's not saving bullets either.
Summoner: Max MP+40, Elemental Siphon, Avatar's Favor
Avatars: Double Slap, Meteorite, Bitter Elegy, Ecliptic Howl, Eerie Eye, Dream Shroud
Used by: Anyone needing extra Mewing Lullaby to consistently reset a target's TP
Pros: Mewing Lullaby remains a very useful tool for some fights, although it can't be used as frequently on a support.
Cons: Because other jobs get such low Summoning Magic Skill, it makes Elemental Siphon, Avatar's Favor, and anything else too weak to consider.
Samurai: Store TP+20, Zanshin +35%
Used by: Warrior, Dark Knight, Dragoon, Dancer, and other damage dealers looking for TP overflow
Pros: Having used it for many years on my Dark Knight, Samurai's TP generation helps so much. Third Eye acts as a defense, even more so with Seigan, although some jobs need to full-time Hasso. WS frequency is notably higher.
Cons: Does not have attack bonus or any serious defensive capability; especially against magic and AoE moves. Attack starved jobs may have to consider something else, along with damage dealers struggling to survive on dangerous content.
Ninja: Resist Bind, Damage Limit +0.1, Daken (Shurikens) +30%
Used by: Jobs looking to evade moves and spells with shadows, and for dual wielding
Pros: Previously the go-to defensive subjob for many. It remains situationally useful for some fights. The dual wield III trait makes it easier to cap magic haste.
Cons: Gains nothing with master levels. Only essential if you're on a job like Corsair, that doesn't have natural dual wield and doesn't like the idea of Dancer.
Dragoon: WS Damage +10%, Conserve TP +18%, Super Jump
Used by: Damage dealers looking to shed hate so they can keep on going without the enemy killing them
Pros: With High Jump, and especially Super Jump, damage dealers can shed accumulated hate so targets turn their attention to somebody else. Also, Dragoon gains a hefty weaponskill damage bonus, minor accuracy, and the conserving of TP from weaponskills. This makes it a viable support for melees and rangers.
Cons: Only shines in content where you fight the same targets for long periods (preferably with tanks) like Dynamis-D and Ambuscade. In other content, like Odyssey segment farming, you wouldn't waste time using Jumps on targets with low HP. The WS damage is nice, but if you're hitting low numbers or capping at 99,999, it loses appeal next to other supports like Samurai. Lacks defensive abilities (other than Jump) and traits.
Spoiler contains: BLU COR PUP DNC SCH GEO RUN
Blue Mage: Additional Points & Spell Set Limit - Ice Break, Self-Destruct, Frightful Roar, Cold Wave, Filamented Hold, Hecatomb Wave, Radiant Breath, Feather Barrier, Light Of Penance, Flying Hip Press & Magic Fruit
Used by: Tanks and other jobs looking to turtle up and be difficult to kill
Pros: Provides many hate tools, like Jettatura, Geist Wall, Sheep Song, and others. Cocoon's 50% defense boost is exceptional. With master levels, player's get access to other useful spells like:
Frightful Roar - An area attack with 10% defense down, but does not stack with other defense down effects from Armor/Full Break, Tachi Ageha, etc.
Cold Wave - An area attack move like Geist Wall, except it also gives a Frost DoT and AGI down. It only costs 1 skill point, 2 more MP to cast, and links up for the Auto Refresh trait. The downfall is it takes twice as long (1 minute) to recast than Geist Wall.
Filamented Hold - A conal attack of 9' yalms that gives Slow +25%, if it lands.
Feather Barrier - If Evasion matters, this gives +25 Evasion every 2 minutes for 30 seconds. Casts almost instantly.
Light of Penance - If it lands, for every minute it will reduce a single target's TP by 100. May also give an additional Blind (-100 accuracy) and Bind effect. 640 volatile enmity isn't bad.
Magic Fruit - Extremely powerful because it allows the casting of a healing spell similar to Cure IV... every 6 seconds! Its downfall is it costs 72 MP. That shouldn't matter if it's not spammed and there is enough Refresh.
-- It should be noted that the Max HP Boost trait isn't possible because two spells are needed to set it, so Flying Hip Press on its own won't suffice. This also applies to Resist Gravity. However, with the right spells set, Blue Mage now gets access to Auto Refresh (+1 MP) & Magic Defense Bonus (+10).
The update greatly helps Rune Fencer, because it lacks healing options and ways to regenerate MP.
Cons: Blue Mage provides a ton of physical defense, but magic damage is a weakness. Therefore, it is important for non-Rune Fencers to recognize when targets call for extra physical damage mitigation. I wouldn't use it over Rune Fencer support if the targets are magic heavy, unless somebody else is already providing Runes.
Speaking from experience, it can be difficult for some players to get used to how Blue Mage works after playing with Warrior for so long. There's a learning curve. Tanks are busier than usual, especially in the early stages of fights. Recommended to get used to playing it in a solo setting before trying on difficult content.
Corsair: Resist Amnesia +15%, Random Deal - Puppet, Gallant's & Wizard's Roll
Used by: When Corsair's Roll gives extra points in CP/EP parties without hurting performance
Pros: Sometimes a mage or Bard doesn't require an optimal support job, so they may bring a Corsair's roll for more points. Having Random Deal is a bonus because it randomly resets some abilities for the party.
Cons: Only gets one standard roll that isn't enhanced like a main job Corsair. Struggling to think of any reason you'd use it outside of Corsair's Roll, even after gaining access to three others.
Puppetmaster: Resist Slow +15%, Martial Arts 380 Delay, Resist Amnesia +20%
Used by: Nothing
Pros: Getting beyond 147 Puppetry skill gives an automaton access to Cure IV and Haste, but that's all I can find.
Cons: The extra traits give nothing useful and the Automation is far too weak to consider. Avoid.
Dancer: Resist Slow +15%, Skillchain Damage +12%, Contradance, Chocobo Jig, Building Flourish
Used by: Melee jobs lacking healing trusts, or the content does not allow trusts. Staggering enemies in the old Dynamis areas. If the party wants Haste Samba and defense down from Boxstep. Also Dual Wield, which if combined with Haste Samba, requires less magic haste to hit the delay cap
Pros: Useful on solo content for the added skillchain damage, of which a mastered job gains an additional 4%. Chocobo Jig gives 20% extra movement speed that can be maintained indefinitely. Therefore, all jobs get a quicker way (other than main job BRD COR SMN) of getting around. It serves a purpose outside of battling.
Contradance doubles the healing of a Curing Waltz, but also makes Healing Waltz a 10' yalm radius area effect. So, if you and your trusts (or party) are being hit with nasty status effects, you can erase one every 5 minutes.
Building Flourish works as a Boost to weaponskills. If you are landing Steps to weaken a target, you can store up to 5 finishing moves. It boosts the next weaponskill in the following way:
1 Finishing move gives Accuracy+40
2 Finishing moves give Accuracy+40 and Attack+25%
3 Finishing moves give Accuracy+40, Attack+25%, and Critical Hit Rate+10%.
There isn't much point of using it with one finishing move, but the Attack+25% stat is significant. The critical hit rate helps a weaponskill like Evisceration. This gives the Dancer support job another way of using up finishing moves, other than Reverse Flourish.
Cons: Vulnerable to nasty attacks. Therefore, it is often discouraged in favor of something else. Curing Waltz isn't enough to offset the extra damage a melee would take. Using up TP for Waltz and Steps goes against the point of a damage dealer. Unlike main job Dancer, the benefits a support provides usually isn't worth it in endgame. It's a great support for a solo player who is new or returning to the game.
Scholar: MP Recovered while resting +9 +1 MP/tick cumulative, Rapture, Ebullience, 3 Stratagem Charges (40 seconds less to recharge) - Stona, Protect III, Ice Spikes, Thunder II, Stone III, Cure IV, Water III, Regen III
Used by: White Mage, Red Mage & Black Mage in some situations for the stratagems
Pros: Getting access to Stona, Cure IV, and Regen III is significant, because it allows an alternative to the White Mage support. Buffing is easier, because Accession grants a single target spell (other than Haste/Flurry) to the party. Previously, having a recharge time of two minutes and a limit of two stratagems was restrictive. 1 minute 20 recharge with three stratagems allows more freedom. White Mage's have to sum up if this outweighs the usefulness of Red Mage. Not only that, but nukers get Ebullience, that boosts the next spell by 20% on top of being able to cast their own Storms and Klimaform.
Cons: It won't heal like a White Mage support, and you have to be weary about having the stratagems to change from Light to Dark, and back to Light if needed. You get Sublimation, but you lose out on Convert. And unless you're playing Red Mage main, you won't have access to Phalanx, which is huge if you are consistently in harm's way. It remains a viable support for when it makes sense to focus on buffing and you aren't worried for your safety, although less so if you have someone playing main job Scholar (because of Regen V and other things).
Geomancer: Elemental Casting Time -10%, Conserve MP +34%, Life Cycle - Blizzard II, Geo-Acumen, Thundara, Indi-Torpor, Geo-STR, Geo-Slow, Thunder II, Geo-Torpor, Indi-Slip
Used by: Nothing
Pros: Struggling to think of any.
Cons: The bubbles are so weak it isn't worth it. Avoid.
Rune Fencer: Magic Defense Bonus +14, Accuracy Bonus +10, Valiance - Shell III, Stoneskin, Foil
Used by: Any job looking to mitigate magic damage
Pros: As a master Rune Fencer, and having used it as a support on two melee jobs earlier this year, the benefits are noticeable if you know what runes to use. If you're unsure, I have a guide listing every mob type here: Which Runes To Use? Gathering Info. - Valiance is big because it puts the benefits of the runes on a whole party. With that and Vallation, you're always safer from magic damage.
The elephant in the room is Paladin getting access to Stoneskin and Foil. The job is already excellent at taking physical damage, and its weakness has always been on the magic side. Unless an enemy is extremely physical or uses no elements, Rune Fencer is king. Also, provided the PLD is on the hate list, Foil is a consistently useful tool for enmity. Most melee damage dealers (that don't have natural dual wield) should think about using it if they are low manning enemies with heavy magical attacks. Take Caturae's for example. Having Lux Runes for them helps so much.
Cons: It's not great unless the enemy is dangerous and uses elemental magic. There are no other reasons to use it. Yes, a PLD/RUN gains a plethora of hate with Sentinel, Rampart, Foil etc. However, it should be known that Paladin's only area attacks are Banishga and Circle Blade. If you need area moves to get hate on a crowd, Blue Mage is better.
There's also the disadvantage of Rune Fencer's lack of healing. If a Paladin feels like Runes aren't mitigating damage more than Magic Fruit heals, Blue Mage wins. A damage dealer has to account for not having extra tools to heal themselves, or avoid moves with shadows, and Foil would often work against them by pulling hate. Also, you only usually want one person with Runes in a party, unless it's an extraordinary circumstance.
TLDR version:
WAR: Naegling TP Bonus but that's it
MNK: Still sucks
THF: Still TH only
WHM: Curaga III Mega Heal Mode
BLM: Sleepga II!
RDM: More Fast Cast
PLD: More Defense & Cure IV
DRK: Mega 2-hander/H2H Attack+ Mode
BST: Still sucks
BRD: Carnage Elegy Pulling
RNG: RACC+ if desperate
SMN: Still Mewing only
SAM: Even more TP Overflow!
NIN: Still only for Shadows
DRG: Super Jump City!
BLU: Physical Damage King + Magic Fruit
COR: Still only Corsair's Roll
PUP: Still sucks
DNC: Chocobo Jig!
SCH: 3 Strats and quicker recharge!
GEO: Still sucks
RUN: Magic Damage King + Foil hate
By SimonSes 2022-11-13 09:20:13
You forgot about weaponskill damage here.
Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4612
By Cerberus.Kylos 2022-11-13 12:07:42
You forgot about weaponskill damage here.
Talked about it in the detailed spoilers. The TLDR version is summarizing concisely for those who hate reading.
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Phoenix.Serveroz
Server: Phoenix
Game: FFXI
Posts: 25
By Phoenix.Serveroz 2022-11-16 08:31:04
Is foil conformed as subjob?
Asura.Zalama
Server: Asura
Game: FFXI
Posts: 5
By Asura.Zalama 2022-11-16 08:50:34
Is foil conformed as subjob? The answer to your question is literally 3 post above your question.
Fenrir.Jinxs
Server: Fenrir
Game: FFXI
Posts: 554
By Fenrir.Jinxs 2022-11-16 09:36:30
How does /drk compare to /drg at max master levels?
If you have other sources of +attack
Will last resort
Smite 3
Damage limit 3
Attack bonus 3
Can /drk hold a candle to ws damage bonus 2 from /drg?
More than likely 2handed user, although I would like to know if smite would make a difference for a h2h user.
By SimonSes 2022-11-16 09:47:44
How does /drk compare to /drg at max master levels?
If you have other sources of +attack
Will last resort
Smite 3
Damage limit 3
Attack bonus 3
Can /drk hold a candle to ws damage bonus 2 from /drg?
More than likely 2handed user, although I would like to know if smite would make a difference for a h2h user.
For what job?
Fenrir.Jinxs
Server: Fenrir
Game: FFXI
Posts: 554
By Fenrir.Jinxs 2022-11-16 09:53:35
Pure dps stand point, not taking enmity into account.
2h warrior
Samurai
Monk
Rune fencer
By Sylph.Brahmsz 2022-11-16 10:08:46
Pure dps stand point, not taking enmity into account.
2h warrior
Samurai
Monk
Rune fencer
If strictly comparing /DRK to /DRG, Last Resort's job ability Haste will help in TP phase.
WAR already has access to the third tier of Attack Bonus & Smite, so those are moot for WAR.
Damage Limit+ III will be helpful for all the above jobs.
Again, this is just comparing /DRK vs. /DRG.
By SimonSes 2022-11-16 10:15:08
Pure dps stand point, not taking enmity into account.
2h warrior
Samurai
Monk
Rune fencer
Warrior has Smite 3, Attack Bonus 3 and Damage Limit 2, so it would only get +0.1 PDL from /drk traits. Last Resort on top of Berserk is probably a bad idea for your defence and you need LR to cap haste. I think nothing can really compete with /sam for 2h WAR.
Monk would get 25 attack and +5% attack from /drk traits over /drg. Last Resort is nice, but only has 60% uptime. /drk could probably win for uncapped attack during Last Resort, but then lose without Last Resort.
It's very similar for SAM, except SAM get ~10% attack from traits instead of 5%.
Lastly for RUN it's for sure interesting choice, but it's the same problem as with WAR, LR only let you cap your haste with 60% uptime, while /sam Hasso is up entire time.
TL;DR Could be good for 3 minutes fights on MNK, SAM and RUN, if you need to boost your attack.
Phoenix.Serveroz
Server: Phoenix
Game: FFXI
Posts: 25
By Phoenix.Serveroz 2022-11-16 10:23:59
BG wiki states foil is main job only. Thats why i'm asking for confirmation.
Server: Asura
Game: FFXI
Posts: 16
By Asura.Akkarinn 2022-11-16 10:47:13
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Server: Ragnarok
Game: FFXI
Posts: 33
By Ragnarok.Magicobandito 2022-11-16 10:54:10
Updated RUN page on BG to show that foil is accessible as sub job.
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Quetzalcoatl.Xilkk
Server: Quetzalcoatl
Game: FFXI
Posts: 1422
By Quetzalcoatl.Xilkk 2022-11-16 11:32:47
I should think /drk would be a more viable dd support job for puppetmaster.
Smite I goes to smite III
Damage Limit II goes to Damage Limit III
Attack bonus I from /war goes to Attack bonus III
last resort is the same as berserk in this case
but no Double Attack from /war which is pretty good for h2h
puppet master also has access to some of mage gearsets which potentially could make some of those drk spells useful.
I could also see /pld potentially being useful for Rune Fencer. Having cure4 being the main appeal along w/ defensive bonuses.
Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4612
By Cerberus.Kylos 2022-11-16 13:05:29
Edited my above post because for some reason, I thought Last Resort was only for 2-handers. Anyway, this is the definition of Smite: "Improves power of physical attacks when equipped with a hand-to-hand or two-handed weapon."
So, for jobs lacking in general attack (like Puppetmaster), they will be greatly boosted by /drk. I'd imagine it being PUP's best damage potential unless they are seriously buffed to the point of being attack capped by Bard/Corsair/Geomancer, etc, which is highly unlikely. Even then, you've got to consider Warrior's extra double attack over the job ability haste of Last Resort, which is a close call.
I'd say /war is better if you are not trying to skillchain and nobody in your party is providing Warcry. /drk with Last Resort would excel if you want to regularly skillchain with yourself (or a partner) and nobody aside from automaton is interrupting. Dark Magic spells could be useful, especially Absorb-VIT, Stun, and situationally TP. They are the only three I'd seriously consider, although you'll need a ton of magic accuracy.
As for /drk vs. /drg, there are a few scenarios to consider.
1) Is hate an issue? Will you fight a target long enough that you hit the hate ceiling? At that point, /drg is a no-brainer because Super Jump will keep you safe and DDing for longer without that danger.
2) If hate is not an issue, you have to consider your buffs. Will you be attack capped? How much damage are you likely to dish out? If you're only doing, for example, 10k weaponskills, you may want /drk to ensure your attack is capped and have higher WS frequency. If you're doing 20-50k weaponskills and attack is capped, the WS Dmg bonus from /drg is better. Hitting extremely high numbers (90-99k) would work against /drg, because that WS Dmg bonus is negligible.
The annoying subjob here is /sam. When would its obviously high WS frequency beat the added attack of /drk, or the WSdmg of /drg? That's tough to answer. /sam plays more of a part if you are having to run between camps and/or focus highly on skillchains. It bestows more "idle" TP than anything else. If you're not running between camps, /drk and /drg offer more consistency, aside from Last Resort, which you have to account for when it's down.
Also, specifically for main Dark Knights, you can get away with Third Eye+Seigan when Last Resort is up, which is a slightly better defensive option. Even more so if you may have to jump in as an Apocalypse wielding support tank. /sam vs. /drk is tricky on other damage dealers, though. It's the classic Last Resort vs. Hasso argument.
Quetzalcoatl.Xilkk said: »I should think /drk would be a more viable dd support job for puppetmaster.
Smite I goes to smite III
Damage Limit II goes to Damage Limit III
Attack bonus I from /war goes to Attack bonus III
last resort is the same as berserk in this case
but no Double Attack from /war which is pretty good for h2h
puppet master also has access to some of mage gearsets which potentially could make some of those drk spells useful.
I could also see /pld potentially being useful for Rune Fencer. Having cure4 being the main appeal along w/ defensive bonuses.
Magic Fruit would destroy Cure IV on Rune Fencer. Speaking from experience, you'd lose Cocoon, AoE hate tools, and the ability to heal easily if you go /pld over /blu. Since we got Magic Fruit I'd imagine every high end Rune Fencer defaulting to /blu for tanking. It is truly exceptional. The only thing I'd say /pld has over it is Sentinel, but it doesn't last throughout the fight like Cocoon. It's a possibility if the fight is short and dangerous.
As it was mentioned above, let's talk about Samurai, Monk, and Rune Fencer main.
Samurai's main support for a long time has been Warrior, but that's not so easy to decide now. With /drk you get two more traits of Smite (10% more attack) over war and LR, while /drg grants you the WSdmg bonus. Both look superior, while /war only really has Warcry to fall back on. I don't play this job, so it would be beneficial to get feedback from someone who does.
Monk is in a similar boat. For years, many fell back on /war, but I can imagine /drk being more appealing. However, Monk has two traits of smite naturally, so you only gain one more (5%) from /drk. Also, /drg is weird because most Monk's don't mind taking the hate, but at least you have the option not to, on top of WSdmg. I'd imagine MNK/DRG being the preferred sub unless you're lacking buffs. I can't imagine Warrior's double attack traits getting anywhere near that WSdmg boost.
As for Rune Fencer, I'd say nothing changed here. Before the update, /drk with Epeolatry is the way to go. If you're not using Epeo, then you may consider /war or /sam with Lionheart, but neither will beat Epeo /drk, and even more so now.
Quetzalcoatl.Xilkk
Server: Quetzalcoatl
Game: FFXI
Posts: 1422
By Quetzalcoatl.Xilkk 2022-11-16 21:03:31
yeah, i wasn't suggesting /pld to be better than /blu for run.. I was just thinking, "hey it might actually work now"
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By Afania 2022-11-17 01:33:40
Corsair: Resist Amnesia +15%, Random Deal - Puppet, Gallant's & Wizard's Roll
Used by: When Corsair's Roll gives extra points in CP/EP parties without hurting performance
Pros: Sometimes a mage or Bard doesn't require an optimal support job, so they may bring a Corsair's roll for more points. Having Random Deal is a bonus because it randomly resets some abilities for the party.
Gallant's roll is pretty good from sub, tbh. I'd say it's more useful than cor roll as subjob roll because I almost always want cor main to do cor roll in EP pt for maximum points. But defense bonus is more of a bonus. So I'd take whatever we get.
Hi Everyone,
I wanted to establish a thread to summarize Mastery Level information as well as the benefits that will be available. Please feel free to correct me where appropriate and I will do what I can to keep things up to date:
Mastery Level
20 - Current Max Rank
+1 - Attribute/Combat/Magic Skill per Rank
+7 - HP per Rank
+2 - MP per Rank
SMN Avatars / BST Pets / PUP Automatons - Accelerated Growth (10 Skill per M.Lvl?) (DRG Wyverns To Be Determined)
Mastery Levels | |
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Subjob Level |
5 |
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50 |
10 |
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51 |
15 |
|
52 |
20 |
|
53 |
25 |
|
54 |
30 |
|
55 |
Subjob Table - Traits/JA/MA's by SJ Level

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