Is it a good idea to start as a monk and than sub as a samurai?
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MNK/SAM character a good idea?
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Re: MNK/SAM character a good idea?
Well, subbing samurai wont really be efficient until level 60, for Meditate, and even then subbing warrior is the better choice for overall damage. Ive also heard that Double Attack will get you as much extra tp as Meditate in the long run anyways.
Edit: Unless you mean taking Monk to 30 and then leveling Samurai as a main, in that case it would be better to do warrior first then samurai.
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Re: MNK/SAM character a good idea?
MNK/SAM isn't a great combination; neither Hasso nor Seigan works with Hand-to-Hand weapons, and Meditate has to wait until MNK60/SMN30.
SAM/MNK is even worse; there's a little more HP, a minimally useful Dodge at SAM30/MNK15, and a somewhat more useful Focus at SAM50/MNK25.
Go with MNK/WAR or SAM/WAR. >_>Bamboo shadows sweep the stars,
yet not a mote of dust is stirred;
Moonlight pierces the depths of the pond,
leaving no trace in the water.
- Mugaku
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Re: MNK/SAM character a good idea?
MNK/SAM is less than optimal, but passable. MNK/WAR is more helpful, especially if you're going to be helping to accomodate a THF or /THF. That said, I wouldn't pass on a MNK/SAM just for going /SAM.
SAM/MNK, similar story, except that SAM is better-equipped to tank and to deal with grabbing hate than MNK, so /WAR stands out more as a sub. /MNK can work, but I'd be more likely to think twice about inviting a SAM/MNK than a MNK/SAM -- and I'm fairly open to unusual subjob choices.
The trouble with MNK and SAM working together is that many of their key abilities center on specific weapon types. Guarding skill and Martial Arts are no good if you don't use hand-to-hand (which SAM has no skill in), and Hasso and Seigan are no good if you don't use a two-handed weapon (while a MNK can use a staff, it's only with B skill compared to A+ skill for hand-to-hand, so many people will think you weird). -- Pteryx
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Re: MNK/SAM character a good idea?
/WAR is a good, all-purpose melee sub ... I could see /BST being slightly useful for soloing (if you can charm at all, I've seen some unusual discussions on that issue) and /NIN would be useful for shadows if you're taking too much damage as /WAR.
As for /BLM, that's just strange and pointless for PT play. People won't ASK you to tank except maybe in the Dunes, because it's not what a monk does well ... just don't pump out so much damage that you end up tanking anyway.
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Re: MNK/SAM character a good idea?
MNK/BST would work reasonably well for soloing, but would do little good in a party. BST in general is more of a solo job or subjob.
MNK/BLM... don't even go there. People will go out of their way to laugh at you if you put up your seek flag as MNK/BLM, because 1) BLM stats are wholly at odds with MNK's needs, meaning you'll be a considerably weaker MNK than your competition, and 2) MNK has no magic skills, so any spells you would cast would completely suck.
Frankly, you were more on track with MNK/SAM than with those ideas.
And yes, MNK is not a tank. At most, you'll tank in the Dunes (when any melee can) and, later, be a common "first voke" for parties that invite and actually properly cooperate with a THF or /THF, tanking for only a few seconds until the THF uses a weaponskill enhanced with Sneak Attack and Trick Attack to cement hate onto the real tank.
Note that if the "I don't want to tank" statement is because you don't want to level WAR... in the current environment, no one expects a WAR to tank beyond the Dunes. Most WARs are actually violently opposed to tanking. NINs, OTOH, are expected to tank. -- Pteryx
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Re: MNK/SAM character a good idea?
Mnk/War to lv75 if you can, mages get whiney about having to heal you after 70ish so you may have to sub ninja. /nin for one Rdm supporting a whole PT is fine but if theres 2 mages and one hopefully isnt a Blm then theres no excuse for them not to let you /war. /war for mnk really just beats the rest by miles for Dmg output.75 Mnk Sam | 70 Drk | 40 Blm | 37 Nin Rng Thf War
Woodworking 91.9+2
ZM:Complete CoP:Complete ToAU:27
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Re: MNK/SAM character a good idea?
Originally posted by Aeolus View PostMnk/War to lv75 if you can, mages get whiney about having to heal you after 70ish so you may have to sub ninja. /nin for one Rdm supporting a whole PT is fine but if theres 2 mages and one hopefully isnt a Blm then theres no excuse for them not to let you /war. /war for mnk really just beats the rest by miles for Dmg output.Shadowneko's FFXI Newbie Guide 2009
(have fun MMO players ^^)
Jon Davies AKA: Shadowneko of Midradsomr...soon to be transferred to Quetzalcoatl
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Re: MNK/SAM character a good idea?
I wasnt suggesting Mnk was tanking, Mnk will pull hate easy. You must have been partying with some bad DD's because unless your Plds got access to some major enmity gear its not hard to pull hate off a tank at 71+ playing Mnk/War even if there is a thf TAing or SATAing the tank. Most ninja's can bearly keep hate off Mnk/Nin before they ws in TP burns but thats mainly because of the retimer on voke.75 Mnk Sam | 70 Drk | 40 Blm | 37 Nin Rng Thf War
Woodworking 91.9+2
ZM:Complete CoP:Complete ToAU:27
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