View Full Version : 2 hour ability with subjob
Hunterjhsn
07-12-2003, 08:05 PM
I was wondering...
I want to have a monk as my subjob, but recently I read that if a job is a sub job, you cant use the 2-hour main ability of that job. If I couldnt use the monk "hundred fists" ability, it would seriously take away from the usefulness of a monk sub job (i wanted to be a drk/mnk, so i could dish out the damage and hopefully increase my hit rate with the 2 hour monk ability, plus the added HP would be nice).
so in order to use the main 2 hour ability, does a job have to be your main job? thanks
DJplaeskool
07-12-2003, 08:10 PM
The only 2hr ability available to you is your main job's 2hr...
you are only given the viable passive and active abilities of your sub job when applied...
subbing mnk is still a good option for extra HP, VIT, DEX, etc...
but you will be unable to utilize the mnk 2 hr...
lun4tic
07-13-2003, 10:31 AM
But you will get the power up move that increases your power over a certain amount of time so you can do an extra strong attack, but just one. Thats useful as hell for any class.
Perceus
07-21-2003, 06:11 PM
Yeah you cant use your sub-jobs 2-hour ability but monk can still be very usefull as a sub-job because of hp bonus and they have some really good passive skills too.
Sirius Black
07-25-2003, 09:37 PM
MNK would still lend some good passive skills, the biggest thing though is that he will be more balanced, with a MNK sub you add HP and VIT, the DRK two weakest points. However if you want a pure attacker go for WAR and just let Pallys take the hits.
Reaperx90
04-28-2004, 05:34 PM
All melees should sub WAR (unless that's their main) at least until level 60. I'm sorry, but a melee without provoke won't do more damage than the damage lost by the THF's inability to do fuidama.
No THF in the party? Feel free to sub something else. But WAR should be readily avaiable and levelled to sub. I also tend to lean toward WAR as the most powerful sub, anyway. Double Attack, berserk, etc make for some pretty big dot(damage over time), not to mention the power added to your WS.
TMPikachu
05-03-2004, 06:35 PM
In Ballista, you might want to consider /mnk over /war
counter attack seems to kick in ALOT more often when facing an easier opponent
just speculation though, your offensive power will still take a dive without double/berserk
vBulletin® v3.6.8, Copyright ©2000-2008, Jelsoft Enterprises Ltd.