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CS_911
02-12-2008, 04:00 PM
I was told that sam/dnc was awsome on both pvp and regular pt, is this true?

Malacite
02-12-2008, 04:05 PM
err, idk about EXP, but for Ballista I can see it being good (not sure if it beats SAM/RNG though) and it's freaking amazing for soloing, Campaign Battles and Besieged.

Murphie
02-12-2008, 04:08 PM
Awesome in what way?

CS_911
02-12-2008, 04:09 PM
i havent played in months so all this is new to me, still trying to find out stuff, thanks for the info.
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err, idk about EXP, but for Ballista I can see it being good (not sure if it beats SAM/RNG though) and it's freaking amazing for soloing, Campaign Battles and Besieged.
can that virus abil that sam gets with merits put a stop to sam/rng?

Malacite
02-12-2008, 04:49 PM
Soboro Sukehiro + Drain Samba II + Meditate = kiss my ass

Omgwtfbbqkitten
02-12-2008, 05:27 PM
In basic English, DNC adds a fair bit of soloability to melee jobs that wasn't as practical before with mage subs since DNC utilizes TP for cures instead of MP.

Thing is for SAM that they're really meant to use that TP for weaponskills and with DNC you tend to hold back TP for curing. You can get around this with meditate on SAM, of course, but most SAMs would want to channel the TP into damage. Not a bad choice for parties of four or smaller though.

Malacite
02-12-2008, 05:59 PM
with a 6-hit TP (or better) TP build and a soboro though, you can survive a lot of mobs you normally couldn't because of all the insane TP gain combined with Drain Samba II, Curing Waltz II and Healing Waltz.

CS_911
02-12-2008, 07:27 PM
yes, true but, that virus like abil for sam, that you get with merits, wouldnt that put a stop to you getting tp?, and if it does, does this mean that sam/dnc have a huge weak point? im just asking cause i remember two of my friends went at it ,pvp, and he complained that it wastn fair cause that sam abil put a stop on his tp gainage. I dont know how good is this abil, or what else does it do, ill research it, but if what im getting is that dnc is worthless with out tp, and med cant activate cause of this abil, then i guess sam/rng can win over a sam/dnc, but sam/dnc could beat just about any other job like mnk and dra. I dont think i have seen too many people talk about this abil, i think it stuns you too, but like i said ill do some reasearch, but if you guys have any info on this i would gladly welcom the info that you guys have.
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ok, i found out it was called blade bash, i think, and its stuns and some times causes plague, some one mention that is reduces tp over time, so i gues is not all that great.

Omgwtfbbqkitten
02-12-2008, 07:59 PM
I think the ability you refer to inflicts Virus on the mob, not on the SAM themselves.

CS_911
02-12-2008, 08:10 PM
i made a mistake, its actually plague, and i think that abil can also work on pvp matches, like i said, my friend did mention that he couldnt get tp, so im guessing it works on other players during pvp, unless update change that, i also heard that its % of giving plague is stupidly low.

Lmnop
02-13-2008, 03:55 AM
Sam/dnc = good xp tank starting @40. Not sure when it loses its edge. Too early, not enough facts.

A good sub for heal-low parties as low as 10. i.e. if there's not a DNC main throwing out Sambas, having the ability to sac 10 tp for it is a wonderful thing.

VZX
02-14-2008, 04:01 PM
SAM/DNC can only take certain amount HP/sec. If mob DoT goes beyond what drain samba II + curing waltz II can generate, you won't be able to tank.

Lmnop
02-15-2008, 06:12 AM
Isn't that kind of true for PLD, too? If it hits too effing hard and you can't cure yourself back fast enough, you're SOL.

Granted, I see what you mean, and I think a sam/dnc is more susceptible to it than a PLD -- but I think the combo is still viable.

Temagori
04-30-2008, 11:23 AM
Roughly how much do you even get per hit from Drain Samba II as a sub?

rshermaniv
04-30-2008, 11:33 AM
On my 75nin/37dnc fighting crabs in Kuftal i was hitting for like 60-80 and draining like 6-8 per hit, so about 10%. the cool thing with haste build on nin subbing dnc, you can solo crabs, lizzies, etc with no shadows. I even accidentally linked 2 lizzys so i was fighing 3 solo. I used shadows, but defeating them was no problem.

Celeal
04-30-2008, 05:49 PM
At level 70, my SAM/DNC was drain-ing (Drain Samba II) between 16 ~ 26 HP per hit in Imp Camp in my last exp. party. (Note: The Drain Samba II applies to Imps, not Jnuns)

Added: I was using a 450 delay G.Katana.

IfritnoItazura
04-30-2008, 11:33 PM
Had a SAM/DNC once for Imps/Jnun party. Wasn't impressed; his/her curing was as much of an asset as liability--my PLD was over cured half of the time, and when the party can really use cure is usually when Amnesia was on the SAM/DNC. After a while, the player ended up just using most TP for WS instead.

On the other hand, a few levels later in a Mamool Ja party without a normal healer, a WAR/DNC really impressed me. (Curing load was handled between DRG/BLU, WAR/DNC, and PLD/NIN, without Refresh, Blallad, or Evoker's Roll.)

If a WAR/DNC can shine, then a SAM/DNC, especially one with Soboro Sukehiro, can be used to help make a party short on healer work. Players employing it need to know when and how to use it correctly, though.

Malacite
05-01-2008, 04:21 AM
Corsair.

Temagori
05-01-2008, 04:47 AM
Sounds nice to drain 16-26 per hit with it and I suppose cure decently. I guess another thing to think about with the sub is the Spectral Jig. Can't go wrong with Sneak + Invis in one shot for no TP or MP.

I suppose that means I need to get on the ball and level DNC up to full sub level.
Here's hoping I don't get stuck with a swarm of DNC trying to level at the same time like when the jobs first came out. ^_^

rshermaniv
05-01-2008, 06:36 AM
Hmmm... drg/blu... What are the benfits of using this sub over war, or for healing, whm?

Lmnop
05-01-2008, 11:51 AM
-Cap of HP cured from drain samba is related to delay. for a 504 Greataxe, I believe my cap is 40ish HP. With the numbers Celeal said for a Great Katana, that's basically a free cure 1 every 6ish seconds.

-drg/blu gives healing wyvern with a very fast, cheap mp trigger. Also gives 50% defense boost for incredibly cheap. Also, it's inefficient but you can use the mp for physical blue magic to up your damage a nice chunk.

IfritnoItazura
05-01-2008, 10:23 PM
Actually, the advantage DRG/BLU over DRG/WHM is not "a very fast, cheap mp trigger"--it's multiple such triggers.

The WAR/DNC took care of the status removal and concentrated mostly AoE cures, I think, while the DRG and I split the single target cures.

rshermaniv
05-02-2008, 06:37 AM
What are the multiple triggers as oppose to the single trigger the whm has?

Lmnop
05-02-2008, 07:40 AM
Category:Blue Magic - FFXIclopedia - a Wikia Gaming wiki (http://wiki.ffxiclopedia.org/wiki/Blue_Magic)

scroll down and look at the early spells. Right off the bat I see a 5, 5, 6, and a 9. Bludgeon, @16 mp cost, will probably deal a lance swing's worth of damage but only cost you the amount of time of 1/16 of a lance swing.

But yeah, they're all .5 second casting time (there's more because there's an animation added that locks you out of other actions but animation time doesn't pause auto-attack time).

Temagori
05-02-2008, 07:44 AM
Well /WHM you only are going to use Dia since it is the cheapest and fastest spell to use effectively. /BLU however leaves multiple spells that are low in mp and cast time so you are not stuck only with dia.

This lets you utilize the effects of different things instead of spamming just one. The other advantage to /BLU is that you get boosts to your stats for every spell you equip even if your not going to really use them due to long cast time or high mp cost.

This means that your DRG/BLU will have a higher damage output ratio than /WHM. Overral /BLU is better as a sub, but since this isn't a "why is /BLU better than /WHM for DRG" post I'll end it there, but if you want more details just send me a message. ^^

Celeal
05-12-2008, 09:26 AM
I had been using SAM/DNC for past 3 exp. parties, and 2 out of 3 parties l stayed until Sanction wore off, one in Azop. stagging point -> Imp + Jnun camp (gtg in mid. party session, something came up), one in Nzyle Island -> Imp + Soulfayer camp, other in Mamook -> Spinner (spider) camp. My observation:

--- For some season, my TP gain at my current level and gear with a 450 delay G.Katana is normally 94% TP -> next hit 110% TP. Not the idea WS at 100% TP, but perfect for SAM/DNC to use Box Step/Quickstep (use 10% TP) before WS.

--- In the Nzyle Island camp, my Drain Samba II can keep the DDs HP to most time when fighting Imps. Party setup was PLD/WAR, WAR/NIN, SAM/THF, SAM/DNC, RDM/WHM, WHM/BLM. That party killed Soulfayers in between chain (to clear the path) without zoning/downtime/death.

--- When the SCH/RDM in my party keep up with AoE En-spell all time, it made my Drain Samba II useless. Note: that party setup was PLD/WAR, SAM/DNC, DRK/NIN, SCH/RDM, RDM/WHM, BLM/WHM, spider camp in Mamook, a traditional setup with Distortion Skillchain (DRK's Spinning Slash -> SAM's Tachi: Gekko) and MB x3 from all BLM, SCH and RDM.

--- SAM/DNC with attack food (taking the advantage of /DNC ACC+ bonus Job Traits), the damage per hit is fairly impressive. But SAM/DNC overall damage output is a bit behind SAM/WAR or SAM/THF. Note: I don't have parser, it is just my observation between my SAM/WAR, SAM/THF, SAM/DNC and other fellow SAMs in parties.

--- For riding the hate threshold, or balancing between damage output and damage taken, SAM/DNC is much easier than SAM/THF and SAM/WAR: Seigan + Third Eye, Drain Samba II. Maybe Evasion+ bonus from /DNC helps too, at least it counteract the Hauby's Evasion- penalty ^^;

Just my 2 gil with the brief experience I have on SAM/DNC. In the future I will see if I can find anything more usage of SAM/DNC.

Added: The camps/mobs mentioned in above all /check IT to me while I was in those parties.