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  • FOR ODIN MEMBERS, all job combs info

    First of all thnx to gamefaqs for all this info
    i just copy/paste it to make it more handy to u :p


    First off I have to give you some general rules to these combinations. First,
    melee-type jobs and magic jobs generally don't mix well. I know everyone wants
    to be that apparently sweet looking dual-dagger wielding Summoner, but the
    thing is that mage stat bonuses and abilities don't help melee jobs much, and
    vice-versa as well. The second thing I need to mention is that generally
    Advanced jobs do not make good subjobs. They are so specialized that they
    shouldn't be put as a sub. Of course, a few exceptions exist(Samurai comes to
    mind), but otherwise it doesn't turn out so well. I will *not* put the worst(in
    my opinion) combos, in here as of this version, so please don't ask where they
    are.
    I know I'll be contacted by tons of people saying the same thing, namely that
    "people can be whatever job/subjob combination they want! It's their game!"
    Please keep in mind that I'm only posting a guide for combinations that are
    most useful to the party in general. Although that aforementioned
    Summoner/Ninja might be able to fight, it still won't work as well in a party
    as a Summoner/White mage because it has less MP. If you want to be any
    combination you want, then stop reading this FAQ right now, but be warned - you
    will not get as many party invites as these better combos, and you might be
    replaced by them in a game. The point of these combos is to emphasize your main
    classes strengths, and to let your party take care of your weaknesses. That
    being said, let's get on to the meat of the
    FAQ!

    I've put some "-"'s on the favored combos.

    ***
    A. Warrior
    ***
    Warriors are the weapon specialists, and they have a nice balance among their
    stats. This gives them many options to choose from.

    --a. Warrior/Monk--
    Monk's great boost in HP makes this a very nice tank combo. When using this
    combo, you'll want to use claw-type weapons to take full advantage of the
    Monk's abilities. Of course you might want to use the warrior's natural skill
    in axes and swords also... Double attack and counter attack make this a heavy
    hitting combo, while you can still take great damage and use provoke to become a
    nice tank if you don't have a Paladin handy.

    b. Warrior/Thief
    With less of a boost to defense and HP, this combo is for support attacking
    only. The most useful ability it gives you is probably backstab and some nice
    agility and dexterity bonuses. You are not as good of a tank as the
    Warrior/Monk, so if you have the option don't try. This combo is probably more
    useful for solo play than party play with the gil and treasure finding
    abilities.

    c. Warrior/Black Mage
    Don't make me laugh. With nearly no MP or INT, this combo will do very little
    damage to enemies with spells, and as with Red Mage and White Mage subs, you
    don't get useful stats or abilities. Nearly worthless job, so if you want
    attacking magic go with a Dark Knight.

    d. Warrior/White mage
    This combo is bad as a party combination, and it should probably only be used
    when soloing(and soloing is very rare at high levels). See the info for Red
    Mage sub. If you want some healing magic, go Paladin.

    e. Warrior/Red Mage
    Not too good... Red mage is considered more of a mage class than a melee class
    by far. However, you will get a few enfeebling spells, which will benefit your
    attack power. The very bad side of this combo is that your MP will be
    incredibly tiny, as well as your INT and MND, allowing only a few weaker spells
    to be cast. Of course, as a Warrior you cannot sit around to recharge your MP,
    as your TP will fall when healing. This makes the Red mage a fairly bad combo.
    If you want a little magic, I recommend a Paladin or Dark Knight job. You will
    not get much of a useful stat or ability increase as well with this combo.

    f. Warrior/Paladin
    The added defense from the Paladin sub is not as good as you would think. Also,
    your White Magic(which is already limited as a Paladin), is halved, making it
    almost useless. I would definitely choose Paladin/Warrior over this combo.

    g. Warrior/Dark Knight
    See the info for a Paladin sub above. The offensive increase isn't as large as
    you would think, and your offensive magic is halved, making it useless. Choose
    Dark Knight as a main to take advantage of its abilities.

    h. Warrior/Summoner
    I'm not covering these mage combos again... Summoner is especially bad as a
    subjob, since you have tiny MP and half-leveled summons. For the good of the
    FFXI world, don't pick this.

    i. Warrior/Bard
    You would think that the bard songs may give you some useful buffs, but think
    again. You can only sing one song with bard as a subjob, and you can't equip
    instruments which boost the power of your songs. Another bad combo.

    j. Warrior/Beast Master
    Not too good either(Notice the pattern with subbing advanced jobs?). You won't
    be able to tame any good monsters and Beast Master only gives you mediocre stat
    bonuses. Use Beast Master as your main if you want to control monsters.

    k. Warrior/Ninja
    Although dual wielding weapons might look cool, it doesn't add a bonus at all.
    Your weapons' delays are also added together, making the result just as good as
    only one weapon. Besides, Warriors specialize in the 2-handed axe, which of
    course cannot be dual wielded. The only useful thing this combo would give
    would be half-level ninjutsu, which is very expensive, and some
    agility/dexterity bonuses. As above, if you want ninja abilities choose Ninja
    as a main job.

    l. Warrior/Ranger
    Although warriors can already use bows and guns, they don't do too well with
    them due to their lower dexterity and agility. Subbing ranger helps some, but
    it still isn't a very good combo as you'll be missing out on the great weapon
    skills that ranger as a main gets.

    --m. Warrior/Samurai--
    This combo could definitely work, especially at higher levels. Once you get
    some of the better TP abilities of the Samurai, you can use them to your
    advantage to unleash tons of great Warrior skills such as the great axe skills
    that lower enemy stats. You'll be a very valuable member of the party by
    leading in weapon skill combos as well.

    n. Warrior/Dragoon
    Rule 1 of subbing Dragoon: Don't do it. You lose the key ability of Dragoons,
    the wyvern. Without your little attacking dragon, you only get the benefit of
    the different jumps, with much less damage than if you had a wyvern. The wyvern
    always attacks for half of your own damage every time you attack if your main
    is Dragoon.

    ***
    B. Monk
    ***
    Monks have great HP, and they specialize in hand-to-hand combat. Their
    multi-hitting and counter abilities are incredible, and they become great
    damage dealers.

    --a. Monk/Warrior--
    This combo deals damage, and has higher natural defense and lower attack than
    that of a Warrior/ Monk. Higher defense, lower attack. However, you attack much
    faster than a warrior but gain lighter armor. You gain the ability to taunt,
    but you should only be a tank when there aren't any Paladins or other great
    tanks
    around.

    --b.Monk/Thief--
    As a thief, you'll get more hits in than if you sub warrior, but with a lower
    attack. You'll also be able to dodge and probably counter more, making this a
    very wise combination. The gil and treasure abilities don't hurt either.

    c. Monk/Black mage
    See Warrior/Black mage. Your offensive spells will be useless.

    d. Monk/White mage
    See Warrior/White mage. Chakra's all you need, and you won't be very useful for
    your healing spells.

    e. Monk/Red mage
    Not nearly as useful as other combos. See Warrior/Red mage

    f. Monk/Paladin
    Not too good, for reasons posted in Warrior/Paladin.

    g. Monk/Dark Knight
    You guessed it. Subbing Dark Knight isn't a good idea. See Warrior/Dark Knight.

    h. Monk/Summoner.
    Shame on you for trying to sub a mage job. See Warrior/Summoner

    i. Monk/Bard
    Again, subbing Bard or most other advanced jobs is pretty bad. See Warrior/Bard

    j. Monk/Beast Tamer
    If you want to be a beast tamer, put it as your main job. See Warrior/Beast
    Tamer

    k. Monk/Ninja
    Pretty useless. Grappling weapons such as a monk uses are already equipped in
    both hands, and half-level ninjitsu isn't too good for him. Monk/Thief is a
    better choice.

    l. Monk/Ranger
    The only long distance attacking monks need to do is with their energy ball to
    pull monsters. They are meant to be very close-ranged fighters, so stay away
    from this combo.

    --m. Monk/Samurai--
    If you choose this combo, you will probably get more TP than any other job
    except a main Samurai. The TP shoots up with this combo, and you should prepare
    to use a ton of Weapon skills. Not bad as a combo.

    n. Monk/Dragoon
    See Warrior/Dragoon.

  • #2
    some more...

    ***
    C. Thief
    ***
    The thief is meant to be the one who controls the hate in the party and deals
    some fairly constant damage.Keep that in mind...

    --a. Thief/Warrior--
    This combo deals moderate damage, but with the Feint attack and Surprise
    attacks, you will be dealing some massive damage some of the time. Warrior adds
    a few useful skills like Defender and whatnot, which helps make up for the
    thief’s weakness in defense. You also get both triple and double attack, and if
    at all possible, if the two kick in, you attack 6 times. Combined with a Weapon
    skill that deals multiple blows, you can’t stop the fury.

    --b. Thief/Monk--
    Monk helps with dexterity some and HP. Most monk skills don't help too much
    though. Counter and triple attack allow a nice attack rate which makes it an
    interesting combo.

    c. Thief/Black Mage
    See Warrior/Black Mage. Try something else...

    d. Thief/White Mage
    See Warrior/White mage. Thieves aren't healers.

    e. Thief/Red Mage
    See Warrior/Red Mage. Go for better abilities in another sub.

    f. Thief/Paladin
    Thief is an attacker, not a defender. See Warrior/Paladin

    g. Thief/Dark Knight
    Although the attack bonus is nice, it's generally not as good of a combo as the
    Dark Knight/Thief. See Warrior/Dark Knight.

    h. Thief/Summoner.
    See Warrior/Summoner. Summons will be absolutely useless.

    i. Thief/Bard
    See Warrior/Bard. It's not Robin Hood, there are no singing thieves ><

    j. Thief/Beast Tamer
    See Warrior/Beast Tamer. Use beast tamer as main if you want to use it.

    --k. Thief/Ninja--
    Finally, an exception to the no advanced sub rule! Dual dagger wielding thief
    is pretty nice, and the agility and dexterity bonuses complement thief
    perfectly. Ninjitsu might be helpful in some situations, and thief's gil and
    treasure finder allow you to find the extra money to get it. One of the best
    thief combos - go for it!

    --l. Thief/Ranger--
    Hooray - Another exception. Again, Ranger's dexterity and agility bonuses
    complement thief well. However, bows and guns won't be as good as they
    should.If you want to be a ranger and a thief, then go with Ranger/Thief and
    use Ranger as main. The Thief/Ranger combo is more for close combat than
    long-distance weaponry.

    m. Thief/Samurai
    You will gain a ton of TP, but there are much better combinations for thief out
    there. If you want to control the weapon skill chains, then choose another job
    than thief.

    n. Thief/Dragoon
    See Warrior/Dragoon. Worthless.

    ***
    D. Black Mage
    ***
    Ah, the black mage. Black mages are one of the best damage dealers in the game
    with their elemental and magic spells, and they have some nice debilitating and
    warping spells as well. Of course, as a mage, black mages can't do squat for
    either giving or taking damage, so melee subjobs are a big no-no. I'm not even
    going to bother listing melee subs for Black mage.

    --a. Black mage/White Mage--
    Generally considered the best combo for Black mages. Great MP boost as well as
    curative spells for emergencies or if a white mage can't be found. Curative
    spells and status eliminating spells are incredibly helpful for the party.

    --b. Black mage/Red Mage--
    If you choose this combo, you're going to go all out in offensive magic.
    Gaining enfeeblement magic and INT boost from Red mage while getting those
    deadly attacking spells from black mage, you'll be killing monsters, period. Of
    course, you'll have a few minor healing spells, but nothing compared to Black
    mage/White mage. You also get a small MP boost, although not as large as from
    White mage. On the other hand, you get a bit more HP.

    c. Black Mage/Summoner
    Not as good as many are led to believe. You gain half level summons that you
    should never use(except maybe at high levels for abilities such as Blink), and
    a lower INT boost. However, you'll have the largest MP boost possible, causing
    you to be an MP tank. On the other hand, you'll be limited to black magic,
    meaning that if you only have one white mage in your party and he's in trouble,
    then there's nothing you can do. Using all that MP is also a generally bad
    idea, as you'll need to sit for long periods of time to heal which slows the
    party down. However, you will gain the MP refresh ability from Summoner, which
    speeds things up a little bit.

    d. Black Mage/Bard
    Subbing bard(as stated earlier) is a bad idea. On the other hand, any buff
    helps out the party, even a weaker one.

    ***
    E. White Mage
    ***
    The basic support job. Curing spells, status curing spells, and even a few
    attack spells make this a basic need of every party. Again, I won't put melee
    jobs.

    --a. White Mage/Black Mage--
    The standard. With this you get a few attack spells, and spells like Poison or
    Warp don't hurt either. Good MP boost as well.

    --b. White Mage/Red Mage--
    Pure support. You shouldn't use your limited black magic too much because it
    will be very weak. Like Black Mage/Red Mage, you get less MP, and in this
    situation INT, but you get more HP and MND, which is useful in some white magic
    spells(NOT curative spells).

    c. White Mage/Summoner
    See Black Mage/Summoner. You will be a walking MP tank, but the above options
    are really better. If you want to be a Summoner and a White Mage, go Summoner
    as main.

    d. White Mage/Bard
    One of the better support combos, but you should really go Bard/White mage.
    They get nearly all of the same good white mage spells anyway. Not actually a
    bad combo though you will only be able to sing one song and have no instruments

    Comment


    • #3
      still more...

      ***
      F. Red Mage
      ***
      Ah, the Red Mage, the jack of all trades. As a rule though, the Red Mage loses
      his strength in melee in the higher levels, and becomes more of a mage type
      which is used for spells like Refresh. Remember, at higher levels melee subs
      really lose their value, so I'll only put mage subs again. Subs such as Thief
      and Warrior might be fun early off, but later they'll be doing very small
      damage and will only be decent to get hit with when under Stoneskin/Phalanx. So
      remember, Red mages can potentially be all right melee players at higher
      levels, but they'll need constant buffs like the En spells that make them more
      trouble than they're worth.

      --a. Red Mage/Black Mage--
      It may seem repetitive, but actually it's a very good combo which specializes
      in attack magic and enfeeblement. With convert and refresh from the Red Mage
      job, and the benefits of group spells, INT, and MP from Black Mage sub, this is
      a very viable combo.

      --b. Red Mage/White Mage--
      Very similar to Red Mage/Black Mage, but this combo specializes in healing and
      support, which goes very well with Red Mage's strength in enfeeblement. Better
      MP and MND than average, and the group curative spells from White Mage makes
      this job a very loved job in parties with Convert and Refresh.

      c. Red Mage/Summoner
      Fairly bad... Half-level summons and only benefits being an MP boost. It's much
      better to have a subjob such as Black or White Mage.

      d. Red Mage/Bard
      This is actually a possible combination, but again Bard is really nerfed as a
      subjob. Most parties would prefer a Bard/Red Mage to this combo.

      ***
      G. Paladin
      ***
      A Paladin is the tank of the party, period. You're there to take damage for the
      less defensively-inclined of the group, and you should do a good job of it. A
      couple curing spells help to hold hate a little bit. Their offense on the other
      hand isn't the best out there...

      --a. Paladin/Warrior--
      If you want to be an effective, loved, or wanted Paladin, choose this. General
      stat boosts from warrior as well as the almighty Taunt allow you to hold hate
      effectively and well. Go for it.

      b. Paladin/Monk
      Less useful than Pally/Warrior. You'll only be the support tank and you won't
      be able to keep hate nearly as well without Taunt.

      c. Paladin/Thief
      Pretty bad as well. Although you might have an interesting time keeping the
      hate. Thief helps agility and dexterity, but no good HP or vitality bonuses
      exist for this combo. Again, go for Paladin/Warrior.

      d. Paladin/Black Mage
      Paladin may come equipped with a tiny amount of MP, but that doesn't mean that
      they should ever take a mage sub, especially Black Mage. No INT at all. See
      Warrior/Black Mage.

      e. Paladin/White Mage
      Actually a possible combination, although your white magic will still be much
      lower than average. However, you can use more cure spells to hold hate. But
      with lower defense and without Taunt, this won't ever tank as well as
      Paladin/Warrior. If you want this tank, Tarutaru is generally the best choice
      for a character actually for the better MP.

      f. Paladin/Red Mage
      Useless... Paladins don't need attack magic. I don't recommend it. Besides, MP
      still won't be big and you won't want to waste it on anything but healing.

      g. Paladin/Dark Knight
      Never sub Dark Knight. It gets all its useful abilities at later levels. Plus,
      Dark Knight's magic will be worthless, and the attack increase won't be as good
      as you thought.

      h. Paladin/Summoner
      The tiny amount of MP doesn't help half-leveled summons. See Warrior/Summoner.

      i. Paladin/Bard
      Paladins are there to fight, not sing. Subbing bard is bad for reasons stated
      above. See Warrior/Bard.

      j. Paladin/Beast Tamer
      Again, beast tamer doesn't give any real benefits to a Paladin. See
      Warrior/Beast Tamer.

      k. Paladin/Ninja
      Dual wielding is useless. Even though you specialize in one-handed swords,
      Paladins specialize in shields. Without those you're pretty much dead. Ninja's
      stats don't complement Paladin as well, although I suppose Blink ninjitsu might
      be fun. But really if you want Blink, get a summoner in your party.

      l. Paladin/Ranger
      Paladins are meant to be right in the fray, not away from it. See Warrior/Ranger

      m. Paladin/Samurai
      You're tanking less effeciently, but you'll be able to unleash a ton of weapon
      skills. With all those skills it might be easier to keep hate, but if I were
      you I'd stick to the tried and loved Paladin/Warrior.

      n. Paladin/Dragoon
      Bad. See Warrior/Dragoon.

      Comment


      • #4
        OMG still more info -_-

        ***
        H. Dark Knight
        ***
        The main advantage to being a Dark Knight is... their AF armor. Just kidding!
        These folks have crazy attack power, but keep the baddies off them or else
        they'll fall. In other words, their defense is horrible. A few black magic
        spells are useful as well.

        --a. Dark Knight/Warrior--
        One of the standard combos. Warrior's stats and abilities do help Dark Knight,
        but you will only need to taunt in extreme, extreme emergencies(i.e. you and
        the White Mage are the only ones alive). This combo does deal tons of damage,
        so I recommend it.

        b. Dark Knight/Monk
        Honestly, I've never heard of anyone using this combo, but it doesn't sound too
        good. You'll get more HP, but you won't be as powerful as the Warrior sub.
        Fewer useful abilities as well.

        --c. Dark Knight/Thief--
        Another of the standard combos. This one deals huge damage, but with tiny
        defense. However, sneak attack and backstab are useful, and you get some more
        agility and dexterity, which Dark Knights need badly. The ability to get hate
        off your back onto the Paladin makes this one of the best combos available for
        Darks.

        d. Dark Knight/Black Mage
        Sure, you might get some better black magic and a bit more INT and MP, but the
        Dark Knight is meant to be an attacker, not a mage. The magic you should be
        using as Dark Knight is limited to the absorb spells and poison spells, which
        work fine without the Black Mage sub.

        e. Dark Knight/White Mage
        An already puny mind stat and small MP make this pretty useless. If you want to
        have some healing magic, go Paladin.

        f. Dark Knight/Red Mage
        Dark Knights have more magic power than Paladin, making this combo more useful
        than its Paladin equivalent. You'll have low MP with which to cast your buff
        spells(which are the most valuable), and less strength to attack with. I'd
        recommend a Warrior or Thief sub.

        g. Dark Knight/Paladin
        Subbing Paladin is always bad. It doesn't give the defense you would believe,
        and the healing spells you get become useless. Less attack power as well. Who
        can be a holy and evil knight at the same time anyway?

        h. Dark Knight/Summoner
        Horrible. See Paladin/Summoner.

        i. Dark Knight/Bard
        Don't. See Warrior/Bard. Darks are there to attack, not sing.

        j. Dark Knight/Beast Tamer
        What a strange combination... Too bad it doesn't work well. See Warrior/Beast
        Tamer.

        k. Dark Knight/Ninja
        Dual wielding is useless to Dark Knights because they specialize in two-handed
        swords and scythes. Blink ninjitsu isn't worth it.

        l. Dark Knight/Ranger
        Dark Knights do have some skill with guns, but they'll either miss or have
        horrible damage. Besides, they're meant to be on the front lines.

        --m. Dark Knight/Samurai--
        Quite a viable combo. You'll be dishing out tons of weapon skills such as
        Guillotine, but make sure to attempt to keep down your hate or else the monster
        will switch its focus from the tank. Unfortunately, Guillotine doesn't combo
        well with other skills, but this combo could work nonetheless.

        n. Dark Knight/Dragoon
        Again, no. See Warrior/Dragoon.

        ***
        I. Summoner
        ***
        Summoner, the class I personally will play as. Their group support abilities
        and a few attack abilities are great, but they can't keep their summons out for
        very long. Don't expect summons to be the huge attackers they were in previous
        games, or else you'll be sorely disappointed. Be a Black Mage if you want to
        dish out attack magic.

        --a. Summoner/White Mage--
        The established standard. When you've used your useful summon's abilties and
        recall it, you're able to be a backup White Mage which becomes a valuable asset
        to the group. A great support class.

        b. Summoner/Black Mage
        With inferior black magic, it's not too useful. Besides, you have summons to
        optionally attack, and if you waste MP on black magic the party will be angry
        with you.

        --c. Summoner/Red Mage--
        Probably the second best combo. You get some cure spells, as well as buffs and
        some MP. You can also possibly get spells and skills such as Convert and
        Refresh at very high levels, although Convert might be a Red Mage only skill.

        d. Summoner/Bard
        You'll be able to sing one song when you call your summon back, and a pretty
        ineffective one at that. Probably not the best option.

        Comment


        • #5
          huh, -_- more...

          ***
          J. Bard
          ***
          Excuse me while I refrain from mentioning the word "spoony." Oh darn, I
          slipped. Anyway, these guys are one of the best support classes along with
          White Mage, and are great assets to their parties with their crazy buffing
          songs. Prepare to do a lot of running as a Bard.

          --a. Bard/White Mage--
          The ultimate support combo. You'll get your songs, as well as curative magic.
          Parties love this stuff.

          b. Bard/Black Mage
          An all right combo, but not great. Your only usefulness for Black Mage lies in
          status spells, and you shouldn't use anything else. Just go with White Mage.

          --c. Bard/Red Mage--
          Much better than Bard/Black Mage. Enfeeblement and some curing magic go well
          with the job. Probably the second best combo behind White Mage as a sub.

          d. Bard/Summoner
          Totally useless. You have no MP to boost, and your summons will be ineffective.

          ***
          K. Beast Master
          ***
          One of the most different classes. This is generally considered the best solo
          class, but it has use in parties as well. I've shortened the list some because
          there are only a few combos that I see working. If you have another good one to
          add, contact me.

          --a. Beast master/Warrior--
          The safest Beastmaster combo. A boost in attack gives you some safety in case
          your tamed monster goes wild, and the warrior's other stats and abilties don't
          hurt either.

          b. Beast master/Thief
          An interesting support attacker... Could be potentially useful but I'd go with
          another combo.

          --c. Beast master/White Mage--
          One hell of a solo player. However, it's mainly useful due to increased
          charisma(allowing easier taming), and you can cast a few cure spells in the
          party.

          d. Beast master/Bard
          You'll be able to play a song while your beast is attacking, which might be
          fun. Charisma bonus as well. However, you only get one song and no instrument.

          ***
          L. Ninja
          ***
          Seems like everyone wants to be the ninja... However, the truth behind the cool
          looking dual katanas is that they don't really give a bonus to attack since
          they have double wait time to strike. However, some abilities decrease wait
          time which allows it to be more useful. And extra stats on weapons also make
          this useful. Of course, ninjitsu is useful(especially Blink), but it's
          incredibly expensive. Like Ranger, only play this class if you
          have some cash handy or you can make the materials easily in a guild.

          --a. Ninja/Warrior--
          This combo can work well as an interesting tank. Stat and ability bonuses help
          out ninja anyway. If you have the money for tons of blink ninjitsu, then taunt
          away and you could possibly replace a Paladin as the best tank. Otherwise, just
          try and attack away as you get larger than normal attack stats.

          b. Ninja/Monk
          I have no idea how this would work. Really though, the stat and ability bonuses
          of the Monk don't work well on Ninja. Go with Warrior or Thief.

          --c. Ninja/Thief--
          One of the best combos for ninja. Increased dexterity and agility allow benefit
          the already strongly speedy ninja. However, you get less attack power than with
          a Warrior. With this you'll only be a support attacker with the benefit of some
          ninjitsu.

          d. Ninja/Black Mage
          See Warrior/Black Mage. Don't even try it.

          e. Ninja/White Mage
          See Warrior/White Mage. The only magic-like skills you need are in ninjitsu.

          f. Ninja/Red Mage
          Another bad one. See Warrior/Red Mage.

          g. Ninja/Paladin
          Ninjas don't need more defense, and curing spells will be horrible cut. See
          Warrior/Paladin.

          h. Ninja/Dark Knight
          Perhaps more useful than Ninja/Paladin, but still not too good. You should
          never use black magic, and subbed Dark Knight is useless anyway. See
          Warrior/Dark Knight.

          i. Ninja/Summoner
          Horrible. See Warrior/Summoner.

          j. Ninja/Bard
          Pretty useless... Have you ever seen a singing Ninja? See Warrior/Bard.

          k. Ninja/Beast Master
          Bad. See Warrior/Beast Master

          l. Ninja/Ranger
          You cannot dual wield bows or guns, so stop asking. No real benefits to this
          one except for some added agility and dexterity.

          m. Ninja/Samurai
          You will get a ton of weapon skills with this combo, although one-handed weapon
          skills aren't exactly the best ones. Still, not a bad combo.

          o. Ninja/Dragoon
          No. No. See Warrior/Dragoon.

          Comment


          • #6
            the last one =)

            ***
            M. Ranger
            ***
            Rangers are the heaviest damage dealers in the game. They stay away from the
            enemy and hit hard with bow and gun skills. Agility is incredibly important to
            rangers. As a rule, rangers must be rich to keep up the costs of ammo, or else
            have crazy amounts of guild skills.

            a. Ranger/Warrior
            Warrior's stats help Ranger survive more, and Berserk may allow some impressive
            damage. You'll never ever want to use Taunt though. You might be better off
            with another sub.

            b. Ranger/Monk
            Some HP, dexterity, and vitality, but it's really useless. You should never be
            close enough to counter.

            --c. Ranger/Thief--
            A very good combo. Thief helps pay the expenses of ranger, and it gives that
            valuable agility and dexterity bonus. You'll also be better with daggers when
            you absolutely must gather TP quickly, which is a good thing.

            d. Ranger/Black Mage
            Mage sub to melee main = bad. Although it may sound fun to bind someone and
            then shoot away, you should go with a better sub such as thief. See
            Warrior/Black Mage.

            e. Ranger/White Mage
            No need for Rangers to be backup healers - they're there to do damage. See
            Warrior/White Mage

            f. Ranger/Red Mage
            Same as above, See Warrior/Red Mage.

            g. Ranger/Paladin
            Rangers don't need defense. See Warrior/Paladin.

            h. Ranger/Dark Knight
            Strength doesn't effect bows or guns. See Warrior/Dark Knight.

            i. Ranger/Summoner
            Almost no MP and half-leveled summon. See Warrior/Summoner.

            j. Ranger/Bard
            This isn't Robin Hood: Men in Tights. Rangers don't sing. See Warrior/Bard.

            k. Ranger/Master
            Again, not too good. See Warrior/Beast Master.

            --l. Ranger/Ninja--
            Actually I've heard this be useful for some people. Agility and dexterity are
            added, and you get some useless ninjitsu. Dual wielding daggers could help in
            gathering TP quickly, and there are some daggers that give you better accuracy.
            And no, you cannot dual wield bows or guns, so stop
            asking.

            --m. Ranger/Samurai--
            You won't hit as often or as hard, but you'll gain crazy amounts of weapon
            skills, which the Ranger is very good at. Tons of TP makes this fine for a
            combo. Have fun with Sidewinder and Slugshot! Just make sure you don't get too
            much hate...

            n. Ranger/Dragoon
            Horrible, bad, please stop. See Warrior/Dragoon.

            ***
            N. Samurai
            ***
            The Samurai is there for one thing: weapon skills. These guys gain TP like
            crazy, and they're the leaders in skill chains. A very fun class...

            --a. Samurai/Warrior--
            Some nice stat and ability bonuses. As stated above, you'll be dishing out tons
            of weapon skills, so this combo helps in case you gain too much hate and have
            to take a few hits.

            --b. Samurai/Monk--
            Tons of damage and skills. Some monk abilities aren't useful, but you do get
            counter and some other interesting stuff. Prepare to dish out some damage and
            try not to take too much hate.

            --c. Samurai/Thief--
            More evasion and accuracy always helps. Since you may gather some hate when
            doing all those weapon skills, thief allows for some of that to be shed.

            d. Samurai/Black Mage
            No. See Warrior/Black Mage

            e. Samurai/White Mage
            Don't do it... See Warrior/White Mage

            f. Samurai/Red Mage
            Some buffs aren't worth it... See Warrior/Red Mage

            g. Samurai/Paladin
            Not useful either. See Warrior/Paladin.

            h. Samurai/Dark Knight
            Might give a bit more damage, but you're better off going with a Warrior sub.
            See Warrior/Dark Knight.

            i. Samurai/Summoner
            No-no. See Warrior/Summoner.

            j. Samurai/Bard
            Not too good. See Warrior/Bard.

            k. Samurai/Beast Master
            Again, no. See Warrior/Beast Master.

            l. Samurai/Ninja
            Dual wield is useless as you have a specialty in two-handed katanas. Ninjitsu
            doesn't help so much either, except maybe Blink in some situations. See
            Warrior/Ninja.

            m. Samurai/Ranger
            True, a Samurai does start out with some bow skills. However, it's really not
            enough to be useful, and you should stick with the giant katana. See
            Warrior/Ranger.

            n. Samurai/Dragoon
            Again, very bad. Don't worry, we'll get to the good Dragoons soon. If you want
            to be a Dragoon and a Samurai, be Dragoon/Samurai. See Warrior/Dragoon.

            ***
            O. Dragoon
            ***
            Dragoons have one main advantage: the wyvern. This little guy allows you to
            deal tons more damage. Always keep it handy, and try to keep it alive. Jumps
            aren't as useful as you may think, except for Super Jump, which gets rid of
            your hate. Very useful. Just remember, the wyvern does half your damage at
            every attack, and also unleashes some breath skills every time you use a weapon
            skill, or in other occasions sometimes...

            --a. Dragoon/Warrior--
            Good stat boosts and abilities. Pretty standard, and not a bad combo.

            b. Dragoon/Monk
            I suppose you would get some counters and HP, but it's really
            not worth it. Go for the Warrior sub.

            c. Dragoon/Thief
            More evasion, dexterity, surprise/faint attack, and more treasure and gil. Not
            bad. On the downside, you get less attack and defense(although Dragoons
            shouldn't take damage anyway).

            d. Dragoon/Black Mage
            Very bad, see Warrior/Black Mage. Haven't you learned this yet?

            e. Dragoon/White Mage
            Some people say that this is the best combo because you get healing breath from
            your dragon. It's not worth it. You'll be overlooked in parties, and your melee
            stats will be lower than normal. Besides, your dragon can get firebreath from
            other subs. See Warrior/White Mage

            f. Dragoon/Red Mage
            See Warrior/Red Mage. You may be able to enchant and enfeeble, but I'd still
            recommend a melee sub.

            g. Dragoon/Paladin
            Dragoons don't need defense or healing magic. See Warrior/Paladin. Random
            healing breath isn't that useful either.

            h. Dragoon/Dark Knight
            You will get an attack bonus, but no useful Dark Knight abilities. See
            Warrior/Dark Knight. Random healing breath isn't that useful either.

            i. Dragoon/Summoner
            Please, don't. See Warrior/Summoner

            j. Dragoon/Bard
            Not too good... Dragoons are attackers, not supporters. See Warrior/Bard.

            k. Dragoon/Beast Master
            Not good as well. See Warrior/Beast Master.

            l. Dragoon/Ninja
            You're using a two-handed spear so dual wield is useless. Ninjitsu and evasion
            isn't worth it. See Warrior/Ninja.

            m. Dragoon/Ranger
            Dragoons are close ranged. See Warrior/Ranger.

            --n. Dragoon/Samurai--
            One of the best Dragoon combos! Huge TP allows for multiple weapon skills such
            as the great Pentathrust, which will pile on damage. Great attacker. And you
            can use Super Jump to shed hate.

            Comment


            • #7
              hope u enjoy mi info =)

              XD


              dont know what to write

              :p :p :p :p :p






              .................................................................................................

              Comment


              • #8
                Um, you'll note that the GameFaqs thing you just posted says NOT TO REPRODUCE WITHOUT PERMISSION. That given, you should have just posted a link to the darned thing instead of re-posting it in its entirety here.
                -patman

                Take it one day at a time
                Don't try to hide
                Take the reins of your life
                Make a choice

                Closed Beta #: SEOD-00023

                Comment


                • #9
                  ...

                  I didnt saw that, but its the same thing



                  i made it more handy for u

                  i know it would be easier for me too if i just put the adress




                  :sweat: -_-

                  Comment


                  • #10
                    Note: The list is just examples of combinations that work and may be used to set your character by.

                    It's not defenitive. I hear people saying it's impossible to solo as a thief at any point in the game. I do it all the time. So you don't exactly have to follow this thing to a T people.

                    Comment


                    • #11
                      Yeah some other site had another take on

                      White mage/summoner

                      or

                      Black mage/summoner

                      Rather than saying it was not as good a choice as White mage/blackmage, it said that this was a GOOD choice for ONLY being a stronger white mage. It said the summoner sub was basically to make this a stronger single class character. It went on to say you really would not be summoning, but you'd have more MP, MP refresh, etc.

                      I'm going to go White mage/black mage and seriously am going to try this if I get white mage to 30 (white mage/sum) I think the only way this would be a bad combo was if the person doing it THOUGHT they were going to be a white mage who summoned critters in groups, like.. no.

                      Copyright 2002-2003, Square Enix LTD, etc.

                      Fishing 11 Recruit
                      Clothcraft 1
                      35 different Windurst quests done
                      20 different San d'Oria quests done
                      7 different Bastok quests done
                      2 different Mhaura quests done
                      1 Jeuno quest done(gobbiebag, yay!)
                      146 hours played, jeepers!

                      Comment


                      • #12
                        Re: FOR ODIN MEMBERS, all job combs info

                        wahh thats a huge post that ate my bandwidth ... its more fun to figure everythin out yourself ... or as a mentor/ senior player >,< but its the thought that counts i suppose

                        Which FF Character Are You?


                        /check Onikuma



                        No /check for my other char yet :-(


                        Comment


                        • #13
                          Re: FOR ODIN MEMBERS, all job combs info

                          eidt: wrong thread
                          Last edited by Skoal; 05-17-2006, 06:40 AM. Reason: wrong thread
                          Thanks Kazuki.
                          Dragoon Equipment

                          Comment

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