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MNK Subs at a glance

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  • MNK Subs at a glance

    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 .
    What do you mean I can't have them all!?

    [Final Fantasy XI]Zorinar - Mnk/War of rising level.
    [Everquest(PC)] 65th Overlord Jaagang Rahl of the Test Server

  • #2
    sweet, just what i was looking for, thx
    Server: quetzalcoatl
    24 thf, 21mnk, 4whm
    Crafts: fishing 18, woodworking 31, smithing 2
    NM's: Spinny Spipi 0/2, Bomb King 0/1
    LS: CowboysFromHell, HighQuality

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    • #3
      yes, very nice.

      i wonder if monks would be a good subjob for anything....

      most likely not....
      This Message Will Blow Up In 5...4...3.......

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      • #4
        They make a good sub for warrior...and that is about all i can think of.
        What do you mean I can't have them all!?

        [Final Fantasy XI]Zorinar - Mnk/War of rising level.
        [Everquest(PC)] 65th Overlord Jaagang Rahl of the Test Server

        Comment


        • #5
          I can only speak from expierience up to lvl 40, but I found that /war is the best way to go through most of this time. The only time that I found /thf to be useful was between lvl 33-39 when Sneak Attack + Backhand Blow was considerably more damaging then combo.

          I did usually about 100-140 with combo (160 maybe with berserk)

          and I did 180 with Sneak Attack + Backhand (that is when it didn't crit) and 240 when it did crit.

          I did ask around alot about subs when I first started monk...if you go to the second page there is a huge thread about it.

          Most people said /war or /thf they said SAM was overrated because of hate control...also post 50 you get double attack which is great for monks.

          One thing that I do like to do however is mess around with /drg... I go over to Qufim and kill the thousands of trains that people bring to the tower. If you have never seen it jump with H2H looks pretty cool.
          RNG : 66 NIN : 30 WAR : 49 MNK : 72 THF : 18 WHM : 10

          http://ffxi.allakhazam.com/db/profil...tml?char=20649

          Tribe.asura-ffxi.com

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          • #6
            i did post it.

            Beserk, double attack, some extra defense
            What do you mean I can't have them all!?

            [Final Fantasy XI]Zorinar - Mnk/War of rising level.
            [Everquest(PC)] 65th Overlord Jaagang Rahl of the Test Server

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            • #7
              War is an extremelt good sub for mnks.. almsot perfect at higher levels.. You get the best normal damage and the best mix of everything acrosss the board.

              Once a mnk is high enuf to have double attack with war sub, they almost "never" hit onyl twice.. Every 2 swingstthey'll kick in with kick and a double attack.. simply amazing they damage they do...
              Mnk can quite easilly match up to the damage output of drks at higher lvls.. if not equal.. surpass drks when fighting skeletons.

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