Rndm_Perfection
02-16-2004, 12:15 PM
OK, I tried posting this earlier, but GT must've been down right as I hit post. Basically, I know I want to have main job Samurai with a Polearm. However, choosing a subjob is difficult. Here are my options:
SAM/WAR - It's basic. Adds a little to attack and defense (job traits especially). In later levels I get double attack (added tp). I also have emergency provoke for parties, but I don't want to get stuck being a Samurai tank.
SAM/WHM - I could keep MP to HP and vice verse jewelry in my inventory for any occassion to offset the terrible Subjob MP problems. WHM sub gives me some support in a party if there is no WHM. Later levels I can teleport and Raise which would be cool for a Samurai.
SAM/BLM - I can enfeeble, which would be good on a personal level. At lvl 34 I can use warp which would make it a good time to do questing or supply runs. BLM lets me Magic Burst the skillchains that Samurai are famous for. If I level GK also, I could switch to GK, do my two hour, chain off myself, and then burst (finally switching back to polearm). It would be beautiful.
SAM/THF - Sneak attack adds for nice damage and a 1-minute 100% hit to offset poor accuracy.
SAM/RNG - SAM is #2 for ranged attacks. I would not get the cool Ranger skills, but I would get improved ranged accuracy. Since ranged attacks boost the TP for your main weapon, it could be used sometimes for good damage and easy TP.
SAM/NIN - Dual Weild would be pointless. However, there is Ninjitsu. Because Ninjitsu requires no MP, there is little Subjob disadvantage. There may be Ninjitsu that stacks nicely with Samurai TP abilities.
SAM/DRG - I get jump and improved accuracy, that's about it. The improved accuracy may be necessary though, and the jump not only adds damage, but it may add TP. How often can jump be used? Every minute? If so, it's a bit like sneak attack, just not as amazing.
SAM/WAR - It's basic. Adds a little to attack and defense (job traits especially). In later levels I get double attack (added tp). I also have emergency provoke for parties, but I don't want to get stuck being a Samurai tank.
SAM/WHM - I could keep MP to HP and vice verse jewelry in my inventory for any occassion to offset the terrible Subjob MP problems. WHM sub gives me some support in a party if there is no WHM. Later levels I can teleport and Raise which would be cool for a Samurai.
SAM/BLM - I can enfeeble, which would be good on a personal level. At lvl 34 I can use warp which would make it a good time to do questing or supply runs. BLM lets me Magic Burst the skillchains that Samurai are famous for. If I level GK also, I could switch to GK, do my two hour, chain off myself, and then burst (finally switching back to polearm). It would be beautiful.
SAM/THF - Sneak attack adds for nice damage and a 1-minute 100% hit to offset poor accuracy.
SAM/RNG - SAM is #2 for ranged attacks. I would not get the cool Ranger skills, but I would get improved ranged accuracy. Since ranged attacks boost the TP for your main weapon, it could be used sometimes for good damage and easy TP.
SAM/NIN - Dual Weild would be pointless. However, there is Ninjitsu. Because Ninjitsu requires no MP, there is little Subjob disadvantage. There may be Ninjitsu that stacks nicely with Samurai TP abilities.
SAM/DRG - I get jump and improved accuracy, that's about it. The improved accuracy may be necessary though, and the jump not only adds damage, but it may add TP. How often can jump be used? Every minute? If so, it's a bit like sneak attack, just not as amazing.