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2nd Character... THF or DRG?

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  • #16
    Re: 2nd Character... THF or DRG?

    at the very least, level thf to 15 for treasure hunter I for gilmaking

    fk yes

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    • #17
      Re: 2nd Character... THF or DRG?

      Drg is ok now, especially with /mage subs , easy to get parties with rather than THF I think. If you end up as THF, you'll have to be the puller and use a NIN sub at times.

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      • #18
        Re: 2nd Character... THF or DRG?

        Well thf you could start right away while drg obviously you would need to unlock.
        Personally I prefer dragoon to thief. Although there is competitiveness amongst DD type jobs, I would actually say that thief gets more invites at higher levels while dragoon gets more invites at lower (although I could be wrong).

        Thief is better for farming if that means anything to you...
        but dragoon is better at soloing dc/em type enemies.
        ~Zozor!

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        • #19
          Re: 2nd Character... THF or DRG?

          More realistic timeline:

          Mnk >> 18
          War >> 30
          Drg >> 30
          Thf >> 20
          Nin >> 18
          Thf >> 30
          Drg >> 60
          War >> 37
          Thf >> 37
          Sam >> 37
          Blm >> 18
          Whm >> 37
          Nin >> 37
          Drg >> 75
          Mnk >> 37
          Blm >> 37 (For the hell of it...)

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          • #20
            Re: 2nd Character... THF or DRG?

            As for /NIN in there, it's hard to deny the usefulness of the two things that /NIN brings to the table when you're on a THF main, but it's hardly the only viable sub from 20 on. There are some considerations to take into account:

            pre-20, THF/MNK is probably the best bet. There are various arguments for and against using hand-to-hand weapons when doing this. THF/RNG is also nice if you play it right. THF/WAR is reasonably standard, but at these levels doesn't give you much besides Provoke (THF can tank at dunes levels, but is probably not going to).

            Many people argue for committing to /NIN at 20 for Dual-Wield. Unlike many cases where this is more a placebo effect than anything (see WAR/NIN at 20), you do get one key advantage here: Main-handing a sword and off-handing a dagger lets you build up dagger skill so that when you hit 33 and it's time to main-hand dagger, you don't have to spend a lot of time to cap dagger skill and get Viper Bite.

            If for one reason or another you don't want to go this route, THF/RNG makes an excellent combo IMO and THF/MNK is still useful until about 30 (though H2H becomes progressively worse the higher you level, so a H2H THF/MNK might have some difficulty going this high), when THF/WAR comes into its own.

            At 30+, the three main combos that are worthwhile:
            THF/WAR -- This gives you extra power and access to Berserk. Good for DoT, good for spike damage. The primary downside to this is being more vulnerable when pulling, particularly for long pulls and fast mobs. At 50+ you get Double Attack, which helps squeeze out more DoT, and Defender, which can offset some of the pulling disadvantage, though it certainly doesn't substitute for Utsusemi. At 60+, Attack Bonus helps offset some of the additional advantages Dual Wield starts to offer THF/NIN.

            THF/RNG -- Take full advantage of your Marksmanship skill and status bolts. When pulling, select your prey off the map and your compass will guide you right to it. This is a less standard sub which offers Accuracy Bonus (including Ranged Accuracy), Sharpshot, and Wide Scan as its primary features. This also grants the ability to use ranged weapon skills, which can be situationally useful, though most of the time you're going to want to be closing Distortion with SATA Viper Bite.

            THF/NIN -- This gives you the same two useful things it gives any other job: Utsusemi and Dual Wield. Utsusemi's shadows make a big difference on long pulls. Dual Wield gives you the ability to off-hand a weapon for stat boosts (there are a few daggers that give pretty nice boosts this way). I'd say that pre-60, off-hand stat boosts will be what either sells you on /NIN onry, vs. seeing it as a situational sub depending on whether you're pulling and where. Dual Wield gets an extra edge at 60+ with Triple Attack and Dancing Edge, turning a 5-hit attack into a 6-hit attack with two chances at procing Triple Attack for a total of 8 hits.
            Last edited by Lunaryn; 09-28-2007, 12:39 PM.
            Kumei, pickpocket of Midgardsormr(Bastok Rank 10)
            DRK99,DNC91,THF90
            Alchemy 72, Smithing 51, Goldsmithing 48, Leathercraft 23, Fishing 20
            Koren, San d'Orian Adv.(Rank 10)
            WHM95,BLM90,SMN85,RDM82,SCH49
            Woodworking 29,Cooking 20
            All celestials(Trial-Size), Fenrir, Diabolos, Alexander, Odin
            Myrna, Windurstian Merchant
            Clothcraft 24
            Nyamohrreh, Windurstian Adv.(Rank 6)
            BST90,WHM56,DNC45

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