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| | #1 |
| Junior Member Join Date: Dec 2006 Location: Texas
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My Mood: | Thief: Is it a DD or just a "tool"?
Seems like everyone I know thinks Thief isn't much of a Damage Dealer. That it's role is mostly Treasure Hunter and to put extra hate on a Tank. I tend to disagree and tell them that it's because leaders make Thiefs go /nin even though it should never need to. A good Thief should not be getting to the top of the hate list (unless asked to kite or be an evasion tank). So basicly I want to know what y'all think as far as what Support Job makes thief a better DD. My opinion is double attack > duel wield. Also, there are some decent shields out there that Thf can wear to add stats. I mostly want to keep the conversation narrowed to Thief's role in the Sky, Sea, and HNM areas, but you can include farming runs. I want to stay away from the Merit party discussion.
__________________ "Oh, so they have internet on computers now!" Homer Simpson "Any sufficiently advanced technology is indistinguishable from magic." Arthur C. Clarke Solymir ~ Fenrir ~ War 75 ~ Whm 75 ~ Pld 75 ~ Smn 75 ~ Thf 75 |
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| | #2 | |
| Dark Arts Master Bronze Ribbon of Service Join Date: Sep 2008 Location: Conneticut
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My Mood: | Re: Thief: Is it a DD or just a "tool"?
Al most all thfs I have seen are /nin, and everyone that I ask why, I get the same answer: Utsusemi. Utsusemi does have its uses for pulling and incase you pull hate but thats why Thf gets eva bonus and can use eva gear for pulling. Thfs can deal some good dmg, I have seen a few. Thf/Drg might be a good combo as well. You get attack bonus with it, and jump for free tp. Thf/Rng. A Thf using Barrage then unleashing a strong WS with Trick Attack attached to it can dish out some very strong damage as well. They even get accuracy bonus which will help them hit fairly often as well. Thf/War gets attack bonus and def bonus with double attack. And when you get triple attack, you will dish out even more damage. I'm surprised thfs dont try other subs than just /nin.
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| | #3 | |
| Dice by Dawn!!! Join Date: Dec 2008 Location: Seattle
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My Mood: | Re: Thief: Is it a DD or just a "tool"? Quote:
Anyway... I like THF DD's. I usually NM hunted with one and I was DNC and could barely take the hate off the bugger. Usually had to Curing Waltz bomb him in yellow to "provoke" the mob. Then he'd SA more hate upon me. When geared right, I've seen some incredible output from THF. I may be mistaken but having Triple Attack proc like THF does when duo-wielding /NIN is pretty epic dmg compared to Double Attack on a single weapon. Doesn't even look like they stop swinging sometimes with Triple Attack going. When thinking of Dyna, I would think its a nightmare for their SA's and TA's they have to kinda set up properly for with hate being tossed all over the place. Though I'm not speaking from experience.. I'm curious where this thread goes cuz THF is proly gonna be my next to 75.
__________________ 75-Dnc + Merits / 75-Sam + Merits / 46-Thf/ 40-War / 37-Nin / 34-Rng / 30-Drg / 22 -Whm / 22-Rdm / 17-Blm / 10-Mnk/ 10-Bst/ 1-Brd / 1-Smn Fishing 10 / Alchemy 6 / Leatherworking 2 / Cooking 1 / Helpin' da Needy 1000+ ZM { }***ToAU { }***CoP {X}***WotG { }***aCP { }***MKD { } WEBSENSE is the This is the only FFxi site I can access. Glad I found you Hades ~ NoIdea & EndofYourWorld | |
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| | #4 |
| Junior Member Join Date: Oct 2009 Location: San'doria (Hades)
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My Mood: | Re: Thief: Is it a DD or just a "tool"?
THFs are sexy. Bottom line.
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| | #5 |
| King of the Oompa Loompas Mythril Star | Re: Thief: Is it a DD or just a "tool"?
For just about anything endgame, you'll get to come thief for two things: pulling and TH3(4). If you have anything else that's DD'ish, you'll probably get asked to come that if your group is lacking DD. It's sad but true. |
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| | #6 |
| Digital Wizard Super Moderator Holyknight Emblem Join Date: Aug 2003 Location: Florida, USA
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My Mood: | Re: Thief: Is it a DD or just a "tool"?
With the way enmity works these days (and how relatively well it is understood), it's a shame that no one really needs Thieves for what they were originally designed to do in a party setting, which is to plant hate on a tank. Not to say that Thieves can't put up decent numbers - they most certainly can, especially if you're fighting things that are weak to piercing damage. But lots of jobs can put up decent damage without monkeying with party formation every ~30 seconds, so no one really brings thieves for damage if they have other options available. As Mog mentioned above, this generally means that they're only really brought in for pulling (Flee + high evasion + natural synergy with /NIN on top of Utsusemi), or for their multiple Treasure Hunter traits when hunting Notorious Monsters that don't have consistent drops. Icemage |
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| | #7 |
| Crime Solving Rank 11 Paladin! Steelknight Emblem Join Date: May 2006 Location: None of your damn business
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My Mood: | Re: Thief: Is it a DD or just a "tool"?
THF is very akward as a DD pre-60. Assassin changes the job dramatically IMO, since you no longer need someone to take the attention of the mob at the beginning of a fight. Beyond that though, unless you put a lot of effort into your THF (Mandau for instance transforms THF into an absolute monster where as most of the other relics are just a nice little performance boost) you really are just there for the following; Treasure Hunter Enmity Control (not always an issue either) Pulling Feint (this is a biggie actually, and quite vital to "zerg" tactics) People will usually pass you up in a merit party due to the fast nature of it. It's sad, but THF's dependence on SA & TA hinder it despite the piercing bonus. That's not to say you shouldn't make the most of it, but I've found most THF tend to get the short end of the stick unless they are seriously pimped out. I'm honestly not sure who's more to blame for this, but my money's on the community more than SE. |
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| | #8 | |
| Digital Wizard Super Moderator Holyknight Emblem Join Date: Aug 2003 Location: Florida, USA
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My Mood: | Re: Thief: Is it a DD or just a "tool"? Quote:
Old-timer reminiscing: FFXI used to be a game where you had to cooperate very carefully with other players or you wouldn't do very well. That's no longer true, and in the process it has broken many of the fundamental game mechanics upon which it was founded. Now, I'm not saying that things were better back when the game first launched - FFXI is certainly a more approachable game today than it was several years ago. But I think where Square-Enix went wrong was creating a skillchain/magic burst system that was horribly restrictive; instead of making every melee job combination be viable for a skillchain, they forced players to pair specific jobs together at certain ranges. There's far too many job combinations that simply can not produce a workable skillchain at many level ranges, and that's something that should have been addressed during beta testing. Instead of fixing this, Square-Enix opted to throw the whole skillchain system away instead of making it work. Icemage | |
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| | #9 |
| Junior Member | Re: Thief: Is it a DD or just a "tool"? I think I'm missing something here.
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| | #10 |
| Crime Solving Rank 11 Paladin! Steelknight Emblem Join Date: May 2006 Location: None of your damn business
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My Mood: | Re: Thief: Is it a DD or just a "tool"? I remember seeing people kicked from parties for not being able to skillchain. I miss those days (or at least the level of skill & cooperation that was prevalent at the time)
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| | #11 | ||
| Veteran Member Allied Ribbon of Glory | Re: Thief: Is it a DD or just a "tool"? Quote:
But pulling isn't the whole explanation. Part of THF's old role was SC closer -- because THF deals its normal damage in little bits, but has that big spike of damage once a minute, it could put up big WS numbers, and a big closing WS means a big chunk of SC damage, too. That increases the reward for having a THF in the party. So the demise of skillchains has to bear some blame for the decline of THF, IMO, and the decline of hate control likewise. THF's problems aren't really about THF, they're about the changes in the whole game over the years. Actually, I think the first blow against THF was shortly after RoZ when the level caps went up -- daggers kind of got the shaft on 225+ WS, compared to the kind of damage a 2h/THF could do with *their* new WS. That was the heyday of DRK/THF and SAM/THF, which were better at SATAWS SC closing and the resulting hate shift than actual THFs were. (I even knew some MNK/THFs.) But that was partly compensated for by Assassin and the upgrade to high level dagger stats (and possibly now by Mandalic Stab); it wouldn't have been enough to cause the problems THF has today. DRK/THF and SAM/THF are all but dead today, but their role hasn't come home to THF, it's just gone. Quote:
Also, I don't think it's true to begin with. Sometimes there is a tradeoff between using the highest damage WS, and the ones that produce the best SC. But there's nothing wrong with that, as long as the party is benefiting from the presence of the SC. It's only after the SC stopped adding value that it was reasonable to use your highest damage WS, regardless of SC-ability, and to regard that tradeoff as something wrong with all WS other than the highest damage one. (Multihits proved extra-overpowered on lower level mobs, but if trading off their damage for SC-ability produced better performance, good players would have done it.) Three main things about ToAU changed exp in a way that no expansion before or since has done: camps with tons of fast respawning mobs, imps, and colibri. Fast respawning mobs make it more profitable to hunt mobs that are lower level relative to the party. At classic camps if you try to hunt low level mobs, you'll run out, causing chain breaks and downtime, regardless of your ability to kill them or recover afterwards. This made it more profitable to hunt higher level mobs -- you couldn't kill anything faster than it spawned, but the higher level ones were worth more exp. So the higher level you could go without hurting your kill speed too much, the more exp/hr you got. This made it much more important to have a good tank and control hate well (since higher level mobs are much more dangerous, especially to non-tanks) and also made it more rewarding to have a BLM (nukes are less affected by mob level than melee) and a SC (partly because it increases damage itself, but also because the BLM can MB for an extra chunk of usually-unresisted damage). If you were exping on crabs or crawlers (because their TP moves are much less dangerous than many mob families), the benefits of a BLM were even higher. With longer and longer chains on weaker and weaker mobs, that all changed. Tanks are unnecessary, just bounce hate around with shadows. With so much less damage taken, resting between fights is pointless -- there is no "between fights". Then you want a puller who isn't a DD, so you won't lose damage output to pulling. But at the same time you want as many DDs as possible, so all non-DD roles should be crammed into as few players as possible. Low level mobs favor physical DDs over BLM, and BLM's mp dependence makes it hard for them to fit into the continuous-fighting style, so ditch them. If you don't have BLM, there's no MB (or not one big enough to matter), so the SC starts to look questionable compared to getting in more WS at 100%. Multihit WS do more damage on low level targets, but most have crappy SC properties; if your SC isn't doing much anyway, why not just ditch it and rampage/penta/guillo/DE? Ultimately, abundant fast respawning mobs produced the 4 DD/NIN, RDM, BRD/NIN party, which would absolutely get torn to pieces if it went to a pre-ToAU camp fighting ITs, but works great at massacring weak mobs. (It would do fine at first fighting low VTs in a pre-ToAU camp -- but then it would run out of mobs and have to wait for repops, so overall exp/hr would be lousy.) Speaking of weak mobs, ToAU also introduced the 2 most unbalanced mob families in the game so far, imps and colibri. Both are direct attacks on the SC+MB party. Imps cause amnesia, which interrupts the skillchain, and silence, which can prevent the MB even if you manage to chain successfully; on top of that, players' attempt to avoid getting amnesia and being forced to sit on TP led them to WS instantly when they reached 100, or when a previous amnesia wore off. Colibri can steal a player's TP, which disrupts the skillchain; some mimic spells, which reduces the benefits of MB even if you get it; and all of them resist all magic heavily, so BLMs are unwanted even at a lesser colibri camp. But they're weak to physical damage and even weaker to piercing. Fast chains, and especially fast chains involving imps and colibri, produce ludicrous amounts of exp/hr -- but only to the new, WS-spamming, melee-heavy parties, not to the old balanced parties with hate control and coordinated offense. So the players went where the exp was, and here we are. Ultimately, I agree that SE has to bear the blame for that. THF fits into the old school party much better than it fits into the new school party. But because overall exp/hr is so imbalanced between the two styles, hardly anyone makes old school parties anymore; therefore, they don't invite THFs much either. I don't know whether SE intends to try to bring back hate control and skillchains to high level exp tactics, or whether they will succeed if they do try. But I doubt that THF will ever fit into a "spam your highest damage WS at 100% and the hell with everyone else" party.
__________________ Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses RDM75, PLD75, DRG75, COR75, SCH61 Windurst Rank 10, Bastok Rank 10, San D'Oria Rank 9, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 3 WS), Moonlight Medal, WotG Mission 15, 1/3 Addons Complete | ||
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| The following user says "Thank You" to Karinya for above post: | Lunaryn (10-29-2009) |
| | #12 | ||
| Dark Arts Master Bronze Ribbon of Service Join Date: Sep 2008 Location: Conneticut
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My Mood: | Re: Thief: Is it a DD or just a "tool"? Quote:
It may not bring back thfs, but it will bring back more of the "traditional" parties we used to see around.
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| | #13 | |||
| Digital Wizard Super Moderator Holyknight Emblem Join Date: Aug 2003 Location: Florida, USA
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My Mood: | Re: Thief: Is it a DD or just a "tool"? Quote:
Quote:
It was a small isolated exception to the rule, but I'm pretty sure that was the first time I saw a party dynamic that threw tanking and hate control completely out the window in favor of absolute killing speed, and it was the precursor to the TP-burn parties we're all familiar with today. Quote:
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| The following user says "Thank You" to Icemage for above post: | Malacite (10-27-2009) |
| | #14 | ||
| Raidou Kuzunoha Vs. Demi-Fiend Brass Wings of Service Join Date: May 2006 Location: Windurst
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My Mood: | Re: Thief: Is it a DD or just a "tool"? Quote:
RNG and BLM burning - Bad Everyone Burning - Good This is what SE faced and it was largely due to easy access to these mobs from staging points that lead to it. That was a design flaw because technically the deeper in you get to the core of enemy territory, the more fearsome the mobs should be, but apparently the Mamool Ja and Undead Swarm post the 90 pound wuss for a guard. Every other BeastmenToA and WotG fortress ever conceived is more frightening by contrast and they all should be. But apparently the ToA Beastmen are so damn stupid they allow the Empire to have a foothold in the heart of each of thier bases. Quote:
In fact its to the point that WoW's solo combat just has no edge to it. Yet people still want FFXI solo to be that easy Then again, MMO players these days seem to be whipped on novelties like that. Never mind the fact Aion has an EXP curve on par with Everquest and FFX pre-adjustment, I CAN FLY AND LOOK PRETTY! | ||
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| | #15 | |
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: Thief: Is it a DD or just a "tool"? Quote:
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