Re: BST/RDM Viable?
Okay this is easy, your bare minimum come lvl 14 which should last you well into your BST'ly career.
Noble's Ribbon
Hope Rings x2
Bird Whistle
That's your main concern. Anything else is optional.
Lvl 1-7 - Bronze armor set. Best axe at your lvl. (I'd also advice grabbing a scythe and keep it capped. Save yourself ALOT of trouble in later levels.)
7-10 - Eh leather gear. Nothing special here. I think there is a lvl 8 axe that's pretty good.
10-16 - Scale armor. If you want you can pick up two astrals if you have the means, if not no biggie. Then you got the big lvl 14 buys up above. Think I used the lvl 13 Light axe for a while until the bone axe.
NOTE:
There are other options. Fasting Ring which drops from a spawned NM in Tahrongi Canyon is a nice little ring at lvl 15. -20 hp +10hp +1 str.
If you don't want to put out for the noble's ribbon you can hunt rarab NM that spawns in East Saru. Drops a ribbon with +5 def +2 charm.
16-20 - Your choice bone or lizzie armor. Eh really on thing that is kinda manditory is those big four.
I'd also ignore the monster signa. Honestly its been uttterly useless for me as a BST, unless you're Galka or Mithra I wouldn't advice getting one. On the field things are pretty easy to charm with the above mentioned stuff. Honestly between fights you might have some TP that you would like to keep and swapping out a weapon to charm means you loose TP any time. Charming doesn't get hard till you start using jellies and other charm resistant mobs. But by the time you are using mobs like that for exp the light staff is already available. Only one I can think of pre-level 51 is the jellies in korrakola tunnel.
As for sub jobs.
Solo:
/whm really nice to have. RDM doesn't really come into its own until much later. The real crutch is having to wait much longer for cure II. One you get over that hump it should smooth out for you.
Party:
/war is the most 'damage' efficient sub a BST could have, /nin doesn't have as many 'toys' but shadows are nice to have. (Though a BST in the party should be pretty low on the hate list, but we all know how parties are its always good to be prepared) But Duel-Wield means you'll swing those axes a little faster.
/whm+/rdm Most people frown on BST subbing mage jobs in a party as most want BST to fill the DD slot. If you have a bard or a rdm that's willing to occassionally throw a refresh on you you can actually play the role of 'support melee' Throwing around a cure here and there. And if things get really bad you can drop to the back lines and take up the role of support healing.
I can't count the times where something has gone wrong. Puller pulled the highest end super mob thats kicking out butt, a member d/c, anything really but disengaging with my dark staff equipped and a 25mp tick while resting I take a knee get mp throw out a cure ever few seconds.
Also these sub jobs you can cast sneak and invis on yourself and go out and be the most effecient puller in the game.
/pld I guess this can work a little better after lvl 70. You have your own refresh and can throw around the cures more freely.
/thf is fun too. I like using this best when I am using a scythe, but also its fun to use Calamity+SA. Calamity is one critical hit so adding SA is a critical of a critical. Get some pretty nice damage off of it.
/sam eh, what to say. Meditate. TP, fun stuff. If you keep your sword skill up nice for Spirits With In.
Bonus Tips:
Yeah I know the need to throw around those little pink hearts is very strong at early lvls but I'd say don't start charming till about lvl 12. Having reward to turn the tide of a fight in your pets favor is SO helpful. You can stick it out to lvl 14 to get your charm gear lvl 12 is just as good.
Also alot of people, i don't know for the life of me, LOVE trying to do a ghetto-release. Killing off their pet to get maximum exp. Try not to do this. Its best to just eat the 30% cut. Its just alot more simply to just get a nice em pet and mow down everything dc-t.
Lvl 17+ Yeah exception to the rule above. In the dunes I like to play a game called the Gobbie Gamble. The playing field is the area right before you get to the secret beach in the upper north west side of the map. There are TONS of pets and goblins VT-IT goblins spread around. The plan is simple, keep throwing pets at the Gobs till they go boom. ALWAYS know where your next pet is. Can't find your next pet, just head for Selbina. Get an easy 250 exp per boom, and zoning is easy.
Umm. The trick to BST is not trying not to die. Its trying to die with as much style as possible when the opprotunity presents itself. Dying is an art form and mischarms are one of many tools in our trade.
Okay this is easy, your bare minimum come lvl 14 which should last you well into your BST'ly career.
Noble's Ribbon
Hope Rings x2
Bird Whistle
That's your main concern. Anything else is optional.
Lvl 1-7 - Bronze armor set. Best axe at your lvl. (I'd also advice grabbing a scythe and keep it capped. Save yourself ALOT of trouble in later levels.)
7-10 - Eh leather gear. Nothing special here. I think there is a lvl 8 axe that's pretty good.
10-16 - Scale armor. If you want you can pick up two astrals if you have the means, if not no biggie. Then you got the big lvl 14 buys up above. Think I used the lvl 13 Light axe for a while until the bone axe.
NOTE:
There are other options. Fasting Ring which drops from a spawned NM in Tahrongi Canyon is a nice little ring at lvl 15. -20 hp +10hp +1 str.
If you don't want to put out for the noble's ribbon you can hunt rarab NM that spawns in East Saru. Drops a ribbon with +5 def +2 charm.
16-20 - Your choice bone or lizzie armor. Eh really on thing that is kinda manditory is those big four.
I'd also ignore the monster signa. Honestly its been uttterly useless for me as a BST, unless you're Galka or Mithra I wouldn't advice getting one. On the field things are pretty easy to charm with the above mentioned stuff. Honestly between fights you might have some TP that you would like to keep and swapping out a weapon to charm means you loose TP any time. Charming doesn't get hard till you start using jellies and other charm resistant mobs. But by the time you are using mobs like that for exp the light staff is already available. Only one I can think of pre-level 51 is the jellies in korrakola tunnel.
As for sub jobs.
Solo:
/whm really nice to have. RDM doesn't really come into its own until much later. The real crutch is having to wait much longer for cure II. One you get over that hump it should smooth out for you.
Party:
/war is the most 'damage' efficient sub a BST could have, /nin doesn't have as many 'toys' but shadows are nice to have. (Though a BST in the party should be pretty low on the hate list, but we all know how parties are its always good to be prepared) But Duel-Wield means you'll swing those axes a little faster.
/whm+/rdm Most people frown on BST subbing mage jobs in a party as most want BST to fill the DD slot. If you have a bard or a rdm that's willing to occassionally throw a refresh on you you can actually play the role of 'support melee' Throwing around a cure here and there. And if things get really bad you can drop to the back lines and take up the role of support healing.
I can't count the times where something has gone wrong. Puller pulled the highest end super mob thats kicking out butt, a member d/c, anything really but disengaging with my dark staff equipped and a 25mp tick while resting I take a knee get mp throw out a cure ever few seconds.
Also these sub jobs you can cast sneak and invis on yourself and go out and be the most effecient puller in the game.
/pld I guess this can work a little better after lvl 70. You have your own refresh and can throw around the cures more freely.
/thf is fun too. I like using this best when I am using a scythe, but also its fun to use Calamity+SA. Calamity is one critical hit so adding SA is a critical of a critical. Get some pretty nice damage off of it.
/sam eh, what to say. Meditate. TP, fun stuff. If you keep your sword skill up nice for Spirits With In.
Bonus Tips:
Yeah I know the need to throw around those little pink hearts is very strong at early lvls but I'd say don't start charming till about lvl 12. Having reward to turn the tide of a fight in your pets favor is SO helpful. You can stick it out to lvl 14 to get your charm gear lvl 12 is just as good.
Also alot of people, i don't know for the life of me, LOVE trying to do a ghetto-release. Killing off their pet to get maximum exp. Try not to do this. Its best to just eat the 30% cut. Its just alot more simply to just get a nice em pet and mow down everything dc-t.
Lvl 17+ Yeah exception to the rule above. In the dunes I like to play a game called the Gobbie Gamble. The playing field is the area right before you get to the secret beach in the upper north west side of the map. There are TONS of pets and goblins VT-IT goblins spread around. The plan is simple, keep throwing pets at the Gobs till they go boom. ALWAYS know where your next pet is. Can't find your next pet, just head for Selbina. Get an easy 250 exp per boom, and zoning is easy.
Umm. The trick to BST is not trying not to die. Its trying to die with as much style as possible when the opprotunity presents itself. Dying is an art form and mischarms are one of many tools in our trade.
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