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  • thf/ drg

    i havent lvled my thf in a while mainly because ive been concentrating on drg and making/saving gil for lvling mnk (my shared main with drg). right now i use thf for farming with rng but i will take thf to 75 after drg and mnk, and have heard that a few have tried thf/ drg and was wondering if there is any new info on this combination (i havent even unlocked nin nor do i want to if it can be avoided. i am completely against orthodox main/subs especially thf/ nin and anything subbing war)
    what medicines do not heal, the lance will ; what the lance does not heal, fire will.
    - siege-

  • #2
    Re: thf/ drg

    DRG sub is for the most part, useless.

    You get Jumps, which are more or less uesless, and you get One accurac bonus.

    So the benefits are:

    Accuracy Bonus
    Being able to use Haste +5% Earring
    Jumps for TP

    Now, this is what you get from DRG, in a nutshell. But if you sub NIN or WAR (as a THF) and you eat and gear properly, Accuracy and TP should not be a problem.

    The only benefit would be the +Haste, and that is only for jobs like NIN and MNK who are trying to max out DoT. (MNKs can get +30% with DRG sub while NIN can get +28)

    So no, please don't sub DRG. You can'y even use your wyvern.
    The Tao of Ren
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    • #3
      Re: thf/ drg

      Originally posted by WishMaster3K
      DRG sub is for the most part, useless.

      You get Jumps, which are more or less uesless, and you get One accurac bonus.

      So the benefits are:

      Accuracy Bonus
      Being able to use Haste +5% Earring
      Jumps for TP

      Now, this is what you get from DRG, in a nutshell. But if you sub NIN or WAR (as a THF) and you eat and gear properly, Accuracy and TP should not be a problem.

      The only benefit would be the +Haste, and that is only for jobs like NIN and MNK who are trying to max out DoT. (MNKs can get +30% with DRG sub while NIN can get +28)

      So no, please don't sub DRG. You can'y even use your wyvern.
      WRONG, WRONG, oh so WRONG.

      20-29 DRG is the BEST sub... not useless in the least, and from then on it's not so great(for theives anyway, some jobs like WAR and MNK *can* get use out of the DRG sub if geared properly for it.)

      DRG gives Attack Bonus when it's subbed(DRG gets Attack Bonus @ Lv10 like DRK does). Not to mention that Jump and Sneak Attack do stack. (For a THF main, Jump isn't all that great unless you're using Hand-to-Hand weapons, but better than nothing.)

      And btw, +%Haste is good for every single job in this game.
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      • #4
        Re: thf/ drg

        Originally posted by goblinpimp
        i am completely against orthodox main/subs especially thf/ nin and anything subbing war
        Welcome to FFXI, the game of conformists (because it works) and non-conformists ("I want to be a unique butterfly").

        /DRG won't work very well after you get viper bite. Hand to hand's use dies out (save for fighting skeletons) and 5% TP on a jump just isn't worth giving up double attack/berserk or lower delay (duel wield II), even if you do get +10 ATK (and eventually, +10 acc) from subbing DRG.

        /RNG works from 20-30. You get accuracy bonus, helping your melee hits be more accurate (obviously) and more importantly, your ranged attacks to be more accurate. Acid bolts for pulling.

        /MNK is another option that loses it's greatness as you level up. People sub MNK for martial arts and boost during the early levels where THF's hand to hand skill isn't too far behind from their dagger skill, and for martial arts.

        /WAR shines after level 30THF and doesn't really ever stop. Berserk is massive. Double attack is great.

        /NIN is...well...complicated, I believe. It's not the best for damage (usually), and it's no longer possible to get obscene amounts of TP by abusing the minimum limit of TP gained per hit. What it does have is survivablility. It's also pretty handy (read as: practically necessary) when pulling things that move faster than you. It has some uses in THF burn or TP burn type parties, so you don't suck the healer dry on MP... But we're getting ahead of ourselves here.

        Oh...and oi at the 450KB signature. ><
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        • #5
          Re: thf/ drg

          It's not that great, but can be fun.

          You need to spend a lot more on your gear to really make it shine though, and have access to a lot of haste/HQ shiny gear.

          Lots of people do say ZOMG! But you can't use your Wyvern... and having a Wyvern *isn't* the only thing that causes damage as a Drg main.

          Pro's:
          • Easier to SATA onto dancing tanks with Jump.
          • Access to good haste amounts early on.
          • Earliest Attack Up trait (tied with /Drk).
          • Acc Up trait later on.
          • Better DoT stats than /Nin gives you (but not as good as /War).
          • Jumps a nice to build TP with.

          Con's:
          • No Berserk, Dual Wield, Double Attack.
          • No spells to benefit from the extra haste.
          • Difficult getting Thf to the point where it can represent in a party with DoT.
          • It's hard to get invites as a Thf anyways. Especially post 60 when every job can not only do more damage, but has a stronger effect on hate control than we do. Community attitude will not help you in this regard, when you're seen as gimped (outside their allowable microcosm).
          • Less spike oriented combat stats than /Nin.
          • Jump damage can be iffy at best sometimes.
          • The hate shedding from high jump is pretty much worthless to you - you should be at the bottom of every mobs hate list if you're doing your job well.
          I've played with it, and while it has some merit, it's not amazing...

          And for anyone who thinks I've missed out Utsusemi... I have... it's only needed for long pulls on fast mobs. I've lost count of the number of times Copy Image has worn off after time in exp, I can count on one hand on the number of times I've lost all shadows on a regular pull back to camp. People who rely on Utsusemi for crawler and crab pulling are {Too Weak}.

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          • #6
            Re: thf/ drg

            Another job to consider could be SAM for faster TP built and more SA WS, TA WS. Only problem is, no attack bonus. I've try how effective my dmg can be with /sam during farming and it's sizable to be inbetween /nin and /drg, while /war take the cake with dmg.

            One other option i haven't tested yet is /drk. You'd get atk bonus, some sizable drains cause thf already has some int skill to play on(af head for more), plus Last Resort and Soul Eater... though i haven't gotten to 30+ yet on drk, i doubt it'll be effective, much more like exp loss cause if you nail a SATA Hide 100% tp modifier for Dancing Edge in exp or soloing w/ npc, it could result what drks done, death :X heh, even my highest DE(1169) could have killed me if i did that with dark lvled and soul eater was up.... and my hp was barely 1k at the time, lol. Though soul eater could be useful against dhamel in bibiki bay since i can barely break 700 on them.

            As for nin, i've seen smn do more w/ staff at the same lvl outside of ws unless you include bp as thier ws. Hesh, nin really gimps melee dmg imho.

            DRG - Double attack the Berserk/Last Resort is the only thing that makes a diff imho

            WAR, low delay dagger like hornetneedle, rapparee harness, haste, double attack and triple attacks that stack and spam, you gots a mini hundred firsts there with some decent dmg
            Adventures of Akashimo Hakubi & Nekoai Nanashi


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