I suppose this is a supplementary discussion inspired by the other CoP post I recently made. I've been in CoP mode for well over two weeks now, ultimately getting original wins for a lot of folks. Strain on the gils, but still a good time.
Anyway I wanted to get a discussion going about CoPs and how the caps affect jobs. Sort of as a means to let people know most jobs can work, but also to let people know the limitations they're dealing with, which gives them an idea of how to prepare. I suppose we can leave out uncapped situations though, because honestly, anything can work well there.
Lets start off with our Light Warriors, the six original jobs:
Warrior
30 Cap onward, nothing really deters WAR from being an asset to any CoP missions, though honestly, while some may loathe the use of /NIN, for WAR, its honestly the best sub going in practically all CoP situations. WARs can expect to either be a tank or DD for these missions and should prepare for both.
Monk
From 30 on up, nothing really wrong with MNK for CoPs, either. /WAR and /NIN are common subs. Only problem with MNK is that they don't really add much versatility to the group.
Thief
Harmed deeply not by level cap, but by the nature of many BCNMs. Its quite difficult to coordinate SATA at times. Some NMs reset hate on TP moves, redering enmity control pointless. Very respectable BC kiter, however, which is an asset for quite a few BCNMs. Lots of missions require farming and some CoP quests have notable drops, so THF isn't entirely shunned from participating in CoPs.
White Mage
A very essential CoP job from the get-go and a must for 6-4. WHM is your lifeline for many missions and not something to be overlooked. Access to earliest cures and raise spells, Benediction is a livesaver in a pinch.
Black Mage
Skillchain and Magic Burst help greatly with BCNMs and NMs in CoP, so BLM is a fixture for these missions as well. BLMs these days go /RDM, but /WHM will better serve you here since PTs may need the cures. Save the fireworks for when they're requested.
Red Mage
RDM's life begins in CoPs at 40, they're not really useful for the 30 caps and have no Raise or Refresh yet. 40 cap liberates them somewhat by granting access to Convert. RDM is used to kite BCs such as 2-5, but I've personally never seen the point, but its worked or some people.
Now, on to the extra jobs:
Paladin
Some say NIN is the better CoP tank, I don't think there's a contest to win here. With hate reset moves and attacks that can ignore buffs and knock you to critical HP, all NIN's advanages mean very little. PLD can hold its own just fine and is sometimes called upon to kite NMs as well as be main tank.
Dark Knight
Similar to RDM, things start looking up for DRK at the 40 caps. Stun is a valuble tool for many BC fights. DD improves as more spells and levels open up.
Bard
Bard, surprisingly, has very little to offer in any of the 30, 40 or 50 caps. Its not that buffs aren't useful, its just that time is so limited and BRD takes up a slot in a PT that could be filled with a DD that can do spike damage. People want a quick decisive win and BRD just buffs. Doesn't help thier second tier of Ballad sits at 55. RDM and COR are looked upon for refresh abilities since they gain access sooner. That said, BRD is loved at 60 cap and uncapped, their power is finally realized and an asset to missions from 60+
Ranger
Like BLM, one of your best early sources of damage. Spike damage from Barrage and Eagle Eye Shot help bring decisive wins, along with Sidewinder at 60+. Wide Scan abilities help make zones more managable to navigate since maps for CoP zones can be difficult to obtain.
Beastmaster
BST also has access to Wide Scan, so in that regard, they have that same navigation utility like RNG. Most NMs in these BCs can't be slept anyway, so pet melee isn't going to hurt chances at a win or break a sleep in early capped fights, but can be a bother some in 50+ fights where some NMs can be slept. BSTs are also BC kiters and fairly good DD at 50+. Always bring HQ jug pets to BCs, preferably good DD/Enfeebling pets like SaberSivarde, Keeneared Steffi, ChopsueyChucky or LifedrinkerLars.
Summoner
SMN is another CoP powerhouse, DD Blood Pacts and Astral Flow help bring down NMs fast and hard for decisive wins. Also sometimes a kiter and a healer, but in the case of these missions, mostly a mix of healing and DD.
Ninja
NIN is good for a lot of situations, tanking, kiting - pretty much anything people love NINs for already. Nothing missing here, gets even better at 40 caps.
Samurai
SAM is much the same case as WAR, but more straightforward and just sought out to DD. In extremely time-sensive BCs, SAMs should certainly consider having a /RNG sub prepared in addition to /WAR and /NIN . SAM 2-hour + Sidewinders =
Dragoon
DRG is in the same position early on as MNK. Its not that they're bad DDs, its just there's not much that puts them ahead of the pack. That said, DRG has a wide berth of subjobs to help out with in CoPs, the best of which might be /BLU, /WHM or the standard DD subs. DRG/Mage definately has its perks in lower caps, the benefit of an enmity-free healer via the Wyvern pet is a hard point to argue over.
Blue Mage
BLU's numerious stun-type spells and support and DD spells bring a lot to the table. BLU should be approached with stuns and curing in mind for BCs over DD spells, however. As BLU gets higher, its ability to lock down NMs with its stuns almost gets absurd. Throw in BLM and DRK stunners and its practically criminal what BLUs and those guys get away with.
Corsair
Your first best party "refresher" since Evoker's Roll is level 40. And unlike BRD, its able to help bring damage to the table along with its buffs. Mages subs aren't terribly practical here, go with /RNG for DD or /NIN to take less damage. Sushi it up either way to make those shots count.
Puppetmaster
Due to the design of automation attachments/frames/heads and the quests surrounding them, its hard to suggest a PUP persue CoPs until they have the SoulSoother headpiece for thier automation, having the Soulreaver head piece isn't bad either. Thankfully, attachments aren't level restricted, so once those quests are done, PUP can bring a lot more to the table than they do starting out.
Dancer
The nature of buffs/TP wiping upon entry to BCs hinders DNC as a healer, but Drain Samba and Curing Waltzes are helpful. Its probably best to wait to start DNC at 40 caps when Reverse Flourish becomes available, not to mention your final Step - Stutter Step will be as useful to mages as Box Step and Quickstep are to melee. Icarus Wings can be a way around the TP issue, but you're stuck in medicated status if you don't win the first time. Opo Necklace and sleep potions will be helpful items in uncapped missions, as will /SAM at 60+
Scholar
SCH does just fine in all caps, it just lacks raise for 30 caps, so PTs relying on SCH as a healer will want to bring RR earrings or other RR items (which you should be doing for CoPs in any case >.>). They can shift between nuking, support and healing roles. Accession can bring some useful abilities to the table the higher you go.
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That's about all I can think of off the top of my head for the time being. Discuss.
Anyway I wanted to get a discussion going about CoPs and how the caps affect jobs. Sort of as a means to let people know most jobs can work, but also to let people know the limitations they're dealing with, which gives them an idea of how to prepare. I suppose we can leave out uncapped situations though, because honestly, anything can work well there.
Lets start off with our Light Warriors, the six original jobs:
Warrior
30 Cap onward, nothing really deters WAR from being an asset to any CoP missions, though honestly, while some may loathe the use of /NIN, for WAR, its honestly the best sub going in practically all CoP situations. WARs can expect to either be a tank or DD for these missions and should prepare for both.
Monk
From 30 on up, nothing really wrong with MNK for CoPs, either. /WAR and /NIN are common subs. Only problem with MNK is that they don't really add much versatility to the group.
Thief
Harmed deeply not by level cap, but by the nature of many BCNMs. Its quite difficult to coordinate SATA at times. Some NMs reset hate on TP moves, redering enmity control pointless. Very respectable BC kiter, however, which is an asset for quite a few BCNMs. Lots of missions require farming and some CoP quests have notable drops, so THF isn't entirely shunned from participating in CoPs.
White Mage
A very essential CoP job from the get-go and a must for 6-4. WHM is your lifeline for many missions and not something to be overlooked. Access to earliest cures and raise spells, Benediction is a livesaver in a pinch.
Black Mage
Skillchain and Magic Burst help greatly with BCNMs and NMs in CoP, so BLM is a fixture for these missions as well. BLMs these days go /RDM, but /WHM will better serve you here since PTs may need the cures. Save the fireworks for when they're requested.
Red Mage
RDM's life begins in CoPs at 40, they're not really useful for the 30 caps and have no Raise or Refresh yet. 40 cap liberates them somewhat by granting access to Convert. RDM is used to kite BCs such as 2-5, but I've personally never seen the point, but its worked or some people.
Now, on to the extra jobs:
Paladin
Some say NIN is the better CoP tank, I don't think there's a contest to win here. With hate reset moves and attacks that can ignore buffs and knock you to critical HP, all NIN's advanages mean very little. PLD can hold its own just fine and is sometimes called upon to kite NMs as well as be main tank.
Dark Knight
Similar to RDM, things start looking up for DRK at the 40 caps. Stun is a valuble tool for many BC fights. DD improves as more spells and levels open up.
Bard
Bard, surprisingly, has very little to offer in any of the 30, 40 or 50 caps. Its not that buffs aren't useful, its just that time is so limited and BRD takes up a slot in a PT that could be filled with a DD that can do spike damage. People want a quick decisive win and BRD just buffs. Doesn't help thier second tier of Ballad sits at 55. RDM and COR are looked upon for refresh abilities since they gain access sooner. That said, BRD is loved at 60 cap and uncapped, their power is finally realized and an asset to missions from 60+
Ranger
Like BLM, one of your best early sources of damage. Spike damage from Barrage and Eagle Eye Shot help bring decisive wins, along with Sidewinder at 60+. Wide Scan abilities help make zones more managable to navigate since maps for CoP zones can be difficult to obtain.
Beastmaster
BST also has access to Wide Scan, so in that regard, they have that same navigation utility like RNG. Most NMs in these BCs can't be slept anyway, so pet melee isn't going to hurt chances at a win or break a sleep in early capped fights, but can be a bother some in 50+ fights where some NMs can be slept. BSTs are also BC kiters and fairly good DD at 50+. Always bring HQ jug pets to BCs, preferably good DD/Enfeebling pets like SaberSivarde, Keeneared Steffi, ChopsueyChucky or LifedrinkerLars.
Summoner
SMN is another CoP powerhouse, DD Blood Pacts and Astral Flow help bring down NMs fast and hard for decisive wins. Also sometimes a kiter and a healer, but in the case of these missions, mostly a mix of healing and DD.
Ninja
NIN is good for a lot of situations, tanking, kiting - pretty much anything people love NINs for already. Nothing missing here, gets even better at 40 caps.
Samurai
SAM is much the same case as WAR, but more straightforward and just sought out to DD. In extremely time-sensive BCs, SAMs should certainly consider having a /RNG sub prepared in addition to /WAR and /NIN . SAM 2-hour + Sidewinders =
Dragoon
DRG is in the same position early on as MNK. Its not that they're bad DDs, its just there's not much that puts them ahead of the pack. That said, DRG has a wide berth of subjobs to help out with in CoPs, the best of which might be /BLU, /WHM or the standard DD subs. DRG/Mage definately has its perks in lower caps, the benefit of an enmity-free healer via the Wyvern pet is a hard point to argue over.
Blue Mage
BLU's numerious stun-type spells and support and DD spells bring a lot to the table. BLU should be approached with stuns and curing in mind for BCs over DD spells, however. As BLU gets higher, its ability to lock down NMs with its stuns almost gets absurd. Throw in BLM and DRK stunners and its practically criminal what BLUs and those guys get away with.
Corsair
Your first best party "refresher" since Evoker's Roll is level 40. And unlike BRD, its able to help bring damage to the table along with its buffs. Mages subs aren't terribly practical here, go with /RNG for DD or /NIN to take less damage. Sushi it up either way to make those shots count.
Puppetmaster
Due to the design of automation attachments/frames/heads and the quests surrounding them, its hard to suggest a PUP persue CoPs until they have the SoulSoother headpiece for thier automation, having the Soulreaver head piece isn't bad either. Thankfully, attachments aren't level restricted, so once those quests are done, PUP can bring a lot more to the table than they do starting out.
Dancer
The nature of buffs/TP wiping upon entry to BCs hinders DNC as a healer, but Drain Samba and Curing Waltzes are helpful. Its probably best to wait to start DNC at 40 caps when Reverse Flourish becomes available, not to mention your final Step - Stutter Step will be as useful to mages as Box Step and Quickstep are to melee. Icarus Wings can be a way around the TP issue, but you're stuck in medicated status if you don't win the first time. Opo Necklace and sleep potions will be helpful items in uncapped missions, as will /SAM at 60+
Scholar
SCH does just fine in all caps, it just lacks raise for 30 caps, so PTs relying on SCH as a healer will want to bring RR earrings or other RR items (which you should be doing for CoPs in any case >.>). They can shift between nuking, support and healing roles. Accession can bring some useful abilities to the table the higher you go.
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That's about all I can think of off the top of my head for the time being. Discuss.
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