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  • #16
    Re: sam/dcr

    At level 70, my SAM/DNC was drain-ing (Drain Samba II) between 16 ~ 26 HP per hit in Imp Camp in my last exp. party. (Note: The Drain Samba II applies to Imps, not Jnuns)

    Added: I was using a 450 delay G.Katana.
    Server: Quetzalcoatl
    Race: Hume Rank 7
    75 PLD, 75 SAM, 75 WAR, 75 NIN, 75 MNK, 65 BLU

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    • #17
      Re: sam/dcr

      Had a SAM/DNC once for Imps/Jnun party. Wasn't impressed; his/her curing was as much of an asset as liability--my PLD was over cured half of the time, and when the party can really use cure is usually when Amnesia was on the SAM/DNC. After a while, the player ended up just using most TP for WS instead.

      On the other hand, a few levels later in a Mamool Ja party without a normal healer, a WAR/DNC really impressed me. (Curing load was handled between DRG/BLU, WAR/DNC, and PLD/NIN, without Refresh, Blallad, or Evoker's Roll.)

      If a WAR/DNC can shine, then a SAM/DNC, especially one with Soboro Sukehiro, can be used to help make a party short on healer work. Players employing it need to know when and how to use it correctly, though.
      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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      • #18
        Re: sam/dcr

        Corsair.
        sigpic


        "BLAH BLAH BLAH TIDAL WAVE!!!"

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        • #19
          Re: sam/dcr

          Sounds nice to drain 16-26 per hit with it and I suppose cure decently. I guess another thing to think about with the sub is the Spectral Jig. Can't go wrong with Sneak + Invis in one shot for no TP or MP.

          I suppose that means I need to get on the ball and level DNC up to full sub level.
          Here's hoping I don't get stuck with a swarm of DNC trying to level at the same time like when the jobs first came out. ^_^
          Life is all about decisions. It is the decisions you make in life that shape you.
          sigpic

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          • #20
            Re: sam/dcr

            Hmmm... drg/blu... What are the benfits of using this sub over war, or for healing, whm?

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            • #21
              Re: sam/dcr

              -Cap of HP cured from drain samba is related to delay. for a 504 Greataxe, I believe my cap is 40ish HP. With the numbers Celeal said for a Great Katana, that's basically a free cure 1 every 6ish seconds.

              -drg/blu gives healing wyvern with a very fast, cheap mp trigger. Also gives 50% defense boost for incredibly cheap. Also, it's inefficient but you can use the mp for physical blue magic to up your damage a nice chunk.
              "And if he left off dreaming about you, where do you suppose you'd be?"

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              • #22
                Re: sam/dcr

                Actually, the advantage DRG/BLU over DRG/WHM is not "a very fast, cheap mp trigger"--it's multiple such triggers.

                The WAR/DNC took care of the status removal and concentrated mostly AoE cures, I think, while the DRG and I split the single target cures.
                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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                • #23
                  Re: sam/dcr

                  What are the multiple triggers as oppose to the single trigger the whm has?

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                  • #24
                    Re: sam/dcr

                    Category:Blue Magic - FFXIclopedia - a Wikia Gaming wiki

                    scroll down and look at the early spells. Right off the bat I see a 5, 5, 6, and a 9. Bludgeon, @16 mp cost, will probably deal a lance swing's worth of damage but only cost you the amount of time of 1/16 of a lance swing.

                    But yeah, they're all .5 second casting time (there's more because there's an animation added that locks you out of other actions but animation time doesn't pause auto-attack time).
                    "And if he left off dreaming about you, where do you suppose you'd be?"

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                    • #25
                      Re: sam/dcr

                      Well /WHM you only are going to use Dia since it is the cheapest and fastest spell to use effectively. /BLU however leaves multiple spells that are low in mp and cast time so you are not stuck only with dia.

                      This lets you utilize the effects of different things instead of spamming just one. The other advantage to /BLU is that you get boosts to your stats for every spell you equip even if your not going to really use them due to long cast time or high mp cost.

                      This means that your DRG/BLU will have a higher damage output ratio than /WHM. Overral /BLU is better as a sub, but since this isn't a "why is /BLU better than /WHM for DRG" post I'll end it there, but if you want more details just send me a message. ^^
                      Life is all about decisions. It is the decisions you make in life that shape you.
                      sigpic

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                      • #26
                        Re: sam/dcr

                        I had been using SAM/DNC for past 3 exp. parties, and 2 out of 3 parties l stayed until Sanction wore off, one in Azop. stagging point -> Imp + Jnun camp (gtg in mid. party session, something came up), one in Nzyle Island -> Imp + Soulfayer camp, other in Mamook -> Spinner (spider) camp. My observation:

                        --- For some season, my TP gain at my current level and gear with a 450 delay G.Katana is normally 94% TP -> next hit 110% TP. Not the idea WS at 100% TP, but perfect for SAM/DNC to use Box Step/Quickstep (use 10% TP) before WS.

                        --- In the Nzyle Island camp, my Drain Samba II can keep the DDs HP to most time when fighting Imps. Party setup was PLD/WAR, WAR/NIN, SAM/THF, SAM/DNC, RDM/WHM, WHM/BLM. That party killed Soulfayers in between chain (to clear the path) without zoning/downtime/death.

                        --- When the SCH/RDM in my party keep up with AoE En-spell all time, it made my Drain Samba II useless. Note: that party setup was PLD/WAR, SAM/DNC, DRK/NIN, SCH/RDM, RDM/WHM, BLM/WHM, spider camp in Mamook, a traditional setup with Distortion Skillchain (DRK's Spinning Slash -> SAM's Tachi: Gekko) and MB x3 from all BLM, SCH and RDM.

                        --- SAM/DNC with attack food (taking the advantage of /DNC ACC+ bonus Job Traits), the damage per hit is fairly impressive. But SAM/DNC overall damage output is a bit behind SAM/WAR or SAM/THF. Note: I don't have parser, it is just my observation between my SAM/WAR, SAM/THF, SAM/DNC and other fellow SAMs in parties.

                        --- For riding the hate threshold, or balancing between damage output and damage taken, SAM/DNC is much easier than SAM/THF and SAM/WAR: Seigan + Third Eye, Drain Samba II. Maybe Evasion+ bonus from /DNC helps too, at least it counteract the Hauby's Evasion- penalty

                        Just my 2 gil with the brief experience I have on SAM/DNC. In the future I will see if I can find anything more usage of SAM/DNC.

                        Added: The camps/mobs mentioned in above all /check IT to me while I was in those parties.
                        Last edited by Celeal; 05-12-2008, 10:36 AM.
                        Server: Quetzalcoatl
                        Race: Hume Rank 7
                        75 PLD, 75 SAM, 75 WAR, 75 NIN, 75 MNK, 65 BLU

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