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mnk/drg???

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  • mnk/drg???

    I saw this mnk/drg in qufim to day, and I have to she, she was putting up impressive, consistant numbers.

    After careful concideration, I concluded that from 20-29 mnk/drg is a superior damage dealling build.

    /drg gives 2 things that add damage more than /war from 20-29... attackup(+10 attack) and jump.... This helps damage dealing far better than war's defence up and provoke.

    attack up let her pile on some nice str gear and food without dimenishing the curve. Boost->jump-> did 90-110 damage on worms and 70-90 on clips. A decent trade off for provoke at that level I think...

    Naturally, berzerk will outshine the /drg build at 30, but for 10 lvls, /drg seems quite nice as a sub for mnk.

    I'm glad this monk opened my eyes a little...

  • #2
    Re: mnk/drg???

    Wow, yea, that sounds as though it would work quite well. Maybe we should get the greatest FFXI minds together on another thread and work out new job combinations such as this, heh. @_@


    With great power comes complete disregard for any and all responsibility.

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    • #3
      Re: mnk/drg???

      Experienced players have been using /DRG in the 20-29 range for a while now. It's very, very effective, and one of the signs that the player you're dealing with knows what they're doing.


      Icemage

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      • #4
        Re: mnk/drg???

        Several things make /drg a decent melee subjob. The attack up in the 20-29 level range is a case where a job trait comes earlier for drg than other subjob choices. At level 30 a latent effect item, Wyvern Earring offers 5% haste and a coressponding mantle gives +6 attack. Jumps are like free hits/tp every 90 seconds. I believe damage is calculated for both fists on a jump and I think multiplied by 1.5, and there're chances for criticals. Later on at level 50, kick attacks might even factor on jump damage, although on that I'm really not sure... Drg at 30, (main @ 60) gets accuracy up job trait. Monks can pull it off as a decent subjob when using haste builds. The extra speed of attacks and accuracy, and free hits from jump can help make up damage potential lost from berserk and double attack of a warrior subjob. The key would be to get about 10% more haste than your /war counterparts to roughly equal double attack's extra damage. Then you'd have to compare the extra damage of your 5 or 10 jumps (depending on level range) vs the added damage from 9 minutes of berserk in a 15 minute period that a mnk/war would get.
        Last edited by arkaine23; 06-28-2006, 07:08 AM.
        Madrone Hume Female Leviathan Server
        75: RDM MNK BLM PLD BRD subs: NIN WAR DRK BLU WHM SCH DNC RNG
        AF+1 16/25, AF2 9/25, Nashira 1/5, Crimson 3/5, Pln 2/5, Yigit 5/5, Zenith 3/5, Shura 3/5, Askar 1/5, Goliard 2/5, Homam 2/5
        Merits 384/506, Bastok rank 10, Merc rank 10

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        • #5
          Re: mnk/drg???

          I think you benefit more from 2 hand weapons with high delay from Drg tho. You'll get extra hit with full TP every time you jump.
          At 75 War/Drg with G axe calls so much hate it's insane >< Hard to keep them alive.
          There are painters who transform the sun into a yellow spot,
          but there are others who with the help of their art and their intelligence
          transform a yellow spot into the sun.

          - Pablo Picasso

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          • #6
            Re: mnk/drg???

            A lot of people are subbing drg solely for wyvern earring now. 5% haste from one earring is quite a significant boost.

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            • #7
              Re: mnk/drg???

              /DRG is pretty good for 20-29, /RNG works well too. Attack bonus and jump (haste equipment is pointless at this level range, since there isn't any) vs accuracy bonus. Just depends on if you're fighting stuff that's hard to hit, or if you're fighting stuff that has high defense.

              Or both at the same time. Stop fighting Pugils.
              Generic Info!

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