Eventually I want to make SAM my main job. I'm training RDM right now. If I want to use that for a subjob, would it still be the same level, or would I have to re-level it? Also, how would the SAM/RDM combo work out?
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Sam/rdm
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Sam/rdm
Firaeon : Ramuh
WAR: 6 RDM: 5 WHM: 1 BLM: 1
THF: 2 MNK: 2
Main Job - WAR - Sub-Job - None
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Re: Sam/rdm
SAM/rdm == NO!
the way jobs work is this:
1) they will only go as high as you level them
2) when you set a job as a sub-job, they become level-capped at 1/2 of your main job level
3) if 1/2 of your main job level is higher than the highest level of your sub-job, your sub-job will not increase. It'll stay where you left it. This is known as being gimp
4) don't be gimp (SAM/rdm is gimp too)
Thanks Yyg!
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Re: Sam/rdm
SAM/RDM is fine--when you're doing quest or something, when you can cast Sneak and/or Invisible to save some Gil. Of course, /WHM would be even better for that, since you'd get a few teleport spells at high levels.
SAM/RDM isn't for exp parties, generally.*
* * *
Not to encourage the OP or anything, but I've seen a WAR/WHM (with loads of Pineapple Juices and player smarts) worked extordinarily well in Yuhtunga Jungle--the lone shining star in a bad party. A really good SAM/RDM can do about the same, I think.
Of course, most parties in Lv.20's range where a SAM/RDM would be better than say, SAM/RNG or SAM/DRG, isn't really a party you'd normally want...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: Sam/rdm
Hm... I figured I'm gonna drop RDM for now, level WAR, sub MNK, and then get either SAM or DRG and figure out what I'm gonna do from there.Firaeon : Ramuh
WAR: 6 RDM: 5 WHM: 1 BLM: 1
THF: 2 MNK: 2
Main Job - WAR - Sub-Job - None
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Re: Sam/rdm
RDM doesn't do well as a support job for jobs which don't already have some casting ability already. Even then, it's not always good.
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Re: Sam/rdm
I wouldn't recommend SAM/RDM. Its weapon, the great katana, is two-handed, and two-handed weapons have long delays, meaning that you don't get as much out of Enspells as you would with one-handed weapons, which hit more often and thus cause the extra damage -- which is the same regardless of the weapon used -- to be applied more times over the duration of the spell, which is fixed. Furthermore, Hasso and Seigan, important SAM job abilities, increase the recast timers on spells, making it more difficult to apply what little spellcasting ability you have.
The biggest problem with subbing a mage job to any melee job is lack of native magic skills. Because melee jobs lack magic skills, you're forced to rely on the halved magic skills of your subjob, which means that many of your offensive spells will be resisted -- weak or ineffective. Another major drawback is the lack of any native MP. You actually get less than half your subjob's MP added on to the zero you'd be starting from, though I don't know the exact formula.
If you still adore the idea of a melee with red support, however, DRG/RDM works decently because while spears are two-handed, support jobs affect the traits of your wyvern, and DRG/RDM gets the defensive wyvern which has healing and status removal breaths. I've also known an effective MNK/RDM; Hundred Fists + Enspell is something to see. I could also see a DRK/RDM working OK, with weak-but-at-least-existant native magic skills, Fast Cast making it so that slightly less weapon-swinging time is lost on the DRK's native spells, RDM's INT making those spells more effective, and the subjob providing a twinge more MP as well. There is also the great PLD/RDM experiment, which I do take part in, but that takes a heck of a lot of skill to pull off; I find it tricky myself.
Be aware that melee jobs with mage support are extremely unpopular, meaning that you'll get very few party invites. However, /RDM usually makes for decent soloing ability.
If what you really want is to be a meleeing mage, your best bet is to unlock BLU. Blue Mages, alas, beat us at what core FFXI NPCs supposed was our own game -- mixing swords and sorcery. BLU/RDM is unpopular as well, but wouldn't be quite as bad as pure melees with red support. -- Pteryx
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Re: Sam/rdm
Oh dear heavens, please don't use SAM/RDM.
If you must have a path, here goes:
Level Monk to 9 (very easy, even solo)
Level Warrior to 18 (not too hard)
Complete subjob quest
Level Monk to 18, using Warrior as your subjob
Level Warrior to 30, using Monk as your subjob
Complete advanced job quest to unlock Samurai job (make some friends, this isn't remotely doable solo at level 30).
Level Warrior to 37, using Monk as your subjob
Level Samurai however high you like, using Warrior as your subjob
Icemage
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Re: Sam/rdm
Try looking these over.
http://wiki.ffxiclopedia.org/Samurai...de_by_Gregedor
http://wiki.ffxiclopedia.org/Samurai_Guide_by_Fae
There's one thing I'd like to point out about the second guide though. He says you get nothing out of Dragoon sub in the long run.
This is false. While not really a good option in parties until lv 75 in my opinion, DRG sub offers the following: (Numbers in brackets are what lv of SAM you need)
Jump (20), High Jump (70), Attack Bonus (20), Accuracy Bonus (60) and access to latent effects on the wyvern mantle, lance belt and best of all, wyvern earring (5% haste)
Generally you'll want to use this combo by end game (I'm only just experimenting with it now) or solo with a Soboro Sukehiro. The multi-hit ability of the weapon can occur on jumps. So, using this in conjunction with meditate, skill chains become quite easy and it's possibly to perform a Level 3 Skill Chain solo.
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