Since ive looked through this forum and noticed that noone else has done this yet. Felt like I should take the liberty of using my knowledge from what i have read and seen to bring you what I think of different subjobs. Feel free to give me your suggestions for things to change.
WAR - Advantages: Very good sub for monk. Beserk, double attack, some extra defense, and the ability to get the mobs off the mages. Also getting that extra attack bonus at higher levels helps out. Disadvantages: Aggro control will be a minor issue at times. Your defense will not be good enough to tank normally, so dont go trigger happy with the provoke.
THF - Advantages: Another good sub. Trick attack will be helpful to control aggro. Sneak attack and trick attack are both helpful to add some extra damage but only do half as much as a normal THF's would. And a little extra DEX never hurt anyone. Disadvantages: Not as damaging as the warrior sub. As i said, sneak and trick attack only do half normal damage.
SAM - Advantages: A pretty good sub at higher levels. The extra TP gain helps, but SAM really helps once you get level 60 and meditate. When you get that you should be able to pull off quite a few more weapon skills. Third Eye can help sometimes if the monster you are attacking is about to do an AE skill of some sort or you are about to get smacked. Disadvantages: Two words, aggro control. If you get too crazy with the weapon skills, watch out! You will only be able to dish out a high number of WSes if your PT has a person really good at keeping aggro.
DRK - Advantages: Extra damage from passive bonuses. Souleater and Last resort help some too. And a few spells never hurt, even though your MP will be very very low. Disadvantages: Last resort is inferior to beserk. Beserk lasts 3 minutes while Last resort lasts 30 seconds. Soul Eater can also be leathal to yourself.
BLM - Advantages: Magic? I guess that is about it really. Disadvantages: Low MP, decreased attack compared to melee subs, and not many people will really want you in their PT.
WHM - Advantages: Healing is nice. Can help for soloing if you ever decide to do that. You can also back up heal in a PT just in case. Disadvantages: Once again, Low MP. Your healing skill will be pretty low and you I have never really seen one in action...
NIN - Advantages: Other than ninjutsu, i have NO clue what else would really help monks. Disadvantages: Everything.
RDM - Advantages: En- spells can help a bit. Do some minor back up healing and that is about it. Disadvantages: For the fourth time, Low amount of MP. All your magic skills will be cut right down the middle making them Teh Suk.
DRG - Advantages: You get an accuracy bonus, an attack bonus, and jump! Disadvantages: No wyvern. Jump is not as good as it should be. But would be fun to just jump wouldn't it?
SMN - Don't even think about it.
BRD - Advantages: You get to have a song going. Disadvantages: Inferior damage. You can't use an instrument and can only have one song stacked at a time.
RNG - Unless you really plan on throwing alot, don't use it for anything other than farming.
PLD - Advantages: Allows you to take a few more hits with increased defense. Disadvantages: Cast one spell and your MP is GONE. No real point other than being able to take a few hits.
BST - No idea on this sub. But my guess is that you wont be very good.
Well that should cover every POSSIBLE subjob. I don't expect this to be the best thing for subjobs, but hopefully this will help out some. Once again, if you would like me to change or add something, please, just say so
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WAR - Advantages: Very good sub for monk. Beserk, double attack, some extra defense, and the ability to get the mobs off the mages. Also getting that extra attack bonus at higher levels helps out. Disadvantages: Aggro control will be a minor issue at times. Your defense will not be good enough to tank normally, so dont go trigger happy with the provoke.
THF - Advantages: Another good sub. Trick attack will be helpful to control aggro. Sneak attack and trick attack are both helpful to add some extra damage but only do half as much as a normal THF's would. And a little extra DEX never hurt anyone. Disadvantages: Not as damaging as the warrior sub. As i said, sneak and trick attack only do half normal damage.
SAM - Advantages: A pretty good sub at higher levels. The extra TP gain helps, but SAM really helps once you get level 60 and meditate. When you get that you should be able to pull off quite a few more weapon skills. Third Eye can help sometimes if the monster you are attacking is about to do an AE skill of some sort or you are about to get smacked. Disadvantages: Two words, aggro control. If you get too crazy with the weapon skills, watch out! You will only be able to dish out a high number of WSes if your PT has a person really good at keeping aggro.
DRK - Advantages: Extra damage from passive bonuses. Souleater and Last resort help some too. And a few spells never hurt, even though your MP will be very very low. Disadvantages: Last resort is inferior to beserk. Beserk lasts 3 minutes while Last resort lasts 30 seconds. Soul Eater can also be leathal to yourself.
BLM - Advantages: Magic? I guess that is about it really. Disadvantages: Low MP, decreased attack compared to melee subs, and not many people will really want you in their PT.
WHM - Advantages: Healing is nice. Can help for soloing if you ever decide to do that. You can also back up heal in a PT just in case. Disadvantages: Once again, Low MP. Your healing skill will be pretty low and you I have never really seen one in action...
NIN - Advantages: Other than ninjutsu, i have NO clue what else would really help monks. Disadvantages: Everything.
RDM - Advantages: En- spells can help a bit. Do some minor back up healing and that is about it. Disadvantages: For the fourth time, Low amount of MP. All your magic skills will be cut right down the middle making them Teh Suk.
DRG - Advantages: You get an accuracy bonus, an attack bonus, and jump! Disadvantages: No wyvern. Jump is not as good as it should be. But would be fun to just jump wouldn't it?
SMN - Don't even think about it.
BRD - Advantages: You get to have a song going. Disadvantages: Inferior damage. You can't use an instrument and can only have one song stacked at a time.
RNG - Unless you really plan on throwing alot, don't use it for anything other than farming.
PLD - Advantages: Allows you to take a few more hits with increased defense. Disadvantages: Cast one spell and your MP is GONE. No real point other than being able to take a few hits.
BST - No idea on this sub. But my guess is that you wont be very good.
Well that should cover every POSSIBLE subjob. I don't expect this to be the best thing for subjobs, but hopefully this will help out some. Once again, if you would like me to change or add something, please, just say so

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