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.
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.
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