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  • #16
    the reason people aren't saying anything good about your uber monk/whitemage is because there is nothing good about it u get ass mp's no offensive boost, and if u use gear to help your mage, u get no offensive boost from your sub. rono did point out the good, (i guess?) points of your sub, but they're all worthless you will be last picked for groups after 30ish, leave you to go hide somewhere and /fish over and over, your combo is a pipe dream

    they are not cookie cutter combo's, they are tried and tested
    March 23 2004, a day that will live in infamy.
    Use search, or deal with assholes like me

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    • #17
      mmmm...cookies.....

      anyway, i found anouther "cookie clutter" dream thingy...so....yea....
      This Message Will Blow Up In 5...4...3.......

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      • #18
        Truthfully though, at times when the monk has good HQ items, having a /whm will make downtime for farming 100x less. You'll be able to cure yourself, to chain a few things. Just a thought, never tried it though.

        Some mnk/whm have said that it's a good backup when you already have drk, rng in party doing uber dmg. The backup healing is sometimes good, (though usually they're tarus for the mp), and don't expect to get alot of parties this way.

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        • #19
          isn't more damage always better? the faster somethign dies the less mp's spent healing, by anyone
          March 23 2004, a day that will live in infamy.
          Use search, or deal with assholes like me

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          • #20
            pre-30 you can pretty much sub anything you want.

            WHM Benefits:
            -Healing:
            --Taru = a good amount of heals, quite useful
            --hume/mithra = a few heals, can be useful
            --elvaan/galka = a couple heals, not worth it
            ---one COULD wear mp+ gear, but that'll gimp your dmg/def

            -Enfeebling:
            --VERY useful when the whm doesn't do it, but that shouldn't happen
            --Pulling, always useful.


            WAR Benefits:
            -provoke:
            --hate... could be useful, might be expected to tank pre-30
            -def+ and better melee stats:
            --not significant enough to matter


            at lvl 30, sub war for one thing and one thing only, Berserk

            i'm not high enough lvl to comment on lvls beyond that
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            • #21
              Chaotixx0 heres the deal, you want to solo stuff, fine level rdm to sub or sub ninja or go rdm/bst etc. as your mainjob.


              In parties your role is limited to one thing, and there are 3 combat roles within a party.

              1. Tank.
              2. Damage Dealer
              3. Skillchain linker


              1. Takes all the hits for maximum mp efficiency of mages curing, and simpler curing ( easier to heal only 1 than 3 ).

              2. either via high damage output or by huge renkai dmg ( hello thfs 65+ i'm talking to you )

              3. Warrior ( needs to have multiple weapons at capped skill ), samurai, other jobs can fullfil the role also, but more limited.


              If you play a melee job you will be filling one of these roles.
              You can fill this role anyway you like as long as your doing it well.

              I would say elvaan mnk/rdm would be ok, because the damage you lose from subbing war, you gain from the en-spells, but this means you'll have to rest between fights etc.

              I've seen some bizarre combos and I've seen some work and some be completely shit ( mostly japs toying around trying to find something "out of the box" as you put it, that works.

              your main problem doing this will be all the NA version players who expect everyone to fit into one category.

              Also every party needs 2 people with provoke, you will lose parties as a melee without a war sub.

              I'd say level all the jobs your interested in to 30+ and then experiment with combinations.

              I hope you don't ignore my reply as you have others ^^ I've tried to be informative rather than telling you what to do :-]
              55% Skill
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              • #22
                You can pretty easily solo MNK/WHM up to lv.~30 if you want to. Even without chaining you should be able to get about 1500 exp per hour. That is less efficient than a good party at that level, but better than some Qufim parties you'll end up asking yourself why you joined.

                Sometime around level 30, it becomes Increasingly difficult to solo though. Even with 2-hr and WHM sub, I found it hard to solo decent challenges. The big issue is that you can solo Tough worms all day long, especially with juice and selbina milk, but once you get to the point that there are no worms to solo, it becomes tough.

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                • #23
                  i find it hard to belive the enspell damage amounts to anything worthwhile, lookin at the redmage forums u'll see them say, when the all to common redmage meleeing topic comes up, that they hit for like5, and enspell for 6. i hardly see where that is balanced compared to a monk who uses beserk which is a +% to your attack for 3 minutes not to mention later when u get double attack, +atk passive trait, and warcry
                  March 23 2004, a day that will live in infamy.
                  Use search, or deal with assholes like me

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                  • #24
                    En-element spell damage is closely linked to your Enhancing Magic skill. Since Monks do not normally have any Enhancing Magic, a MNK/RDM will have the Enhancing Magic score of their RDM sub. This means that at MNK32/RDM16 (when you'd get your first En-spell, Enthunder), you'll be adding approximately 4-5 damage per hit on non-lightning resistant enemies.

                    That's pretty weak stuff, when you consider that at level 32, your main weapon skill as a monk is Combo, which can easily hit for over 100 damage. Using /RDM means you'd have to rest to recover MP, which in turn means you're losing TP (and hence, losing damage while resting).

                    The only time I would think MNK/RDM might be honestly good would be with Hundred Fists activated. Getting that extra damage per hit on every hit could amount to a fair bit of extra damage (I know for a fact that Mithrael can attest to this, I loaned him my Artemis Wand during a Full Moon once in the FFXI beta - the colorful antics of 8 extra damage per hit had to be seen to be believed )

                    Otherwise, however, Berserk and the passive Attack Up abilities from /WAR or some other melee job far outweigh the damage you might get from En-spells as /RDM.


                    Icemage

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                    • #25
                      Being a MNK your better option here is MNK/RDM. 3 reasons...

                      1. More Enfeebling magicks.
                      2. En-Spells add a little more dmg
                      3. Late game enjoy buffs such as Stoneskin and Phalanx.

                      But really, you prolly should stay away from mage jobs such as this. I wouldn't try it unless maybe if you're a taru. Even though you have magic it'll be half as strong as your main job.

                      And the only reason I have lvled WHM is because I'm sick having to find the WHM's for a party. Solution solved!
                      I ain't no flapjack!
                      60 SAM, 44 MNK, 30 WAR, 15 THF, 10 NIN, 8 WHM, 7 BLM, 6 BRD, 6 RNG, 6 DRK, 3 DRG

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