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Thread: RDM Sub?

  1. #1
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    RDM Sub?

    I have /RDM as sub for my BST main, is it good? what are the pros and cons of being a bst/whm , compared to others?
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  2. #2
    Player Alukat's Avatar
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    Character
    Alukat
    World
    Bahamut
    Main Class
    THF Lv 99
    one word, reraise
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  3. #3
    Player Areola's Avatar
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    Quote Originally Posted by Alukat View Post
    one word, reraise
    i don't that's the kind of answer they where looking for <_<

    some of the pros would be
    MAB for WS's such as Primal Rend and lol Cloudsplitter (in addition you will make full use of the fencer job trait)
    En-spells for added damage. defensive spells such as bar-spells, protect, phahanx ect.
    Convert and Refresh for better mp management

    Cons might be
    Lack of duel-weld
    no status curing spells like praralyna silena ect.
    cuer3 is a little underwhelming

    I would put more but i don't use /whm or /rdm personally. I'll leave the more in depth advice for someone that that has more experience in this area. ^^
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    The Sublimely Magnificent Ject Shot Mark III

  4. #4
    Player Calamity's Avatar
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    I'm personally a big fan of /sch when it comes to bst/mage. There are many pros, with very few cons. You get pro, shell, reraise, cures, -na spells, most defensive spells, save for phalanx, as well as getting access to erase and dispel if the situation calls for it. In addition you get grimoires to cast more efficiently, and stratagems to augment your spells. You also get sublimation and aspir to keep mp up. Very often, particularly in WoE, I can keep myself going almost indefinitely with just drain and aspir. Now it's not the sub for every situation, but it is one of my favorites.
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  5. #5
    Player Tsukino_Kaji's Avatar
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    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by Alukat View Post
    one word, reraise
    One word and one contraction. Don't die.
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  6. #6
    Player Xilk's Avatar
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    Mar 2011
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    Windurst
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    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    I typically go /sch if I'm going to use a mage sub. I only rarely pulled out the /whm for teleport spells doing a quest recently.

    /whm you will get cure4 and reraise, plus status removal spells

    /rdm you have enspells and phalanx.. and your magic skill will suck.
    I would only really use it for magical WS... ie brewing on bst.
    It has many other useful spells as well, but mostly you'll have better or more powerful options w/ /sch or /whm
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    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  7. #7
    Player Raka's Avatar
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    Mar 2011
    Location
    Former Citizen of Ifrit
    Posts
    324
    Character
    Shyuko
    World
    Carbuncle
    Main Class
    PLD Lv 99
    Beastmaster/Red Mage

    The Benefits:

    -Fencer
    Increases rate of critical hits by 5% when wielding with the main hand
    only. Grants a 40 TP bonus to 1-handed type weapon skills.
    (Although this is a benefit to Beastmaster/White Mage too, it's still
    worth noting.)

    -Phalanx
    Reduces damage taken by all forms of attacks.
    (If only by a little, it varies on you Enhancing Magic skill level.)

    -Ice Spikes
    Allows you to be able to paralyze you opponent should it process once
    your enemy has attacked you.
    (Unless your opponent is immune to Paralysis; this is exceptionally great
    to use if you plan to be hit alot.)

    -Bio II
    Reduces your opponents attack by ~10.1%.
    (Another great benefit to reducing physical damage you/your pet take.)

    -Refresh
    Helps to maintain a balanced stock of MP.

    -Dispel
    Removes one beneficial buff from the opponent.
    (Usually easy to land anyways, can't go wrong with this.)

    -Fast Cast II
    Reduces spell casting time by 15% and recast by 7.5%.

    -Magic Attack Bonus II
    Gives a total of +24 Magic Attack.
    (Great for use with Primal Rend and Cloudsplitter.)

    -Level 94~96 Beastmaster
    Access to Protect III, Cure IV, and Haste.

    - - - - - - - - - - - - - - -

    The Disadvantages:

    -Duel Wield
    The ability to wield two One-Handed weapons.
    (Not so much of a loss really for the most part; unless
    you are like myself and sub Dancer or Ninja for the
    "Pet: Physical damage taken -10%" Axes.)

    -Utsusemi
    Utsusemi: Ichi/Utsusemi: Ni both grant the user three shadow-images
    while used as a Support Job.
    (Great for buying time to avoid taking unwanted Area-of-Effect physical damage,
    re-charm, Call Beast, or trade off your enmity to your pet with "Snarl".)

    -Berserk
    When active, the users attck is increased by 25%, and their defense lowered by 25%.
    (Great for damage, especially with the Job Trait "Fencer". I usually favor the use
    of Beastmaster/Warrior just for damage in Abyssea.)

    -Double Attack
    10% Chance of attacking twice.
    (Once again, I favor the use of Beastmaster/Warrior for damage dealing in
    Abyssea parties.)

    - - - - - - - - - - - - - - -

    My Overall Opinion:

    Beastmaster/Red Mage is without doubt a great combination and one I have loved before the days of Abyssea.
    Other Support Jobs may deal heavier damage than others, but at a risk of also being defeated easier; such as:

    Beastmaster/Warrior-
    No real way to recover any damage you have taken and a bad choice when fighting things that have access to some hurtful area attacks.

    Beastmaster/Dancer-
    While lacking in DPS with only Dual Wield II vs a Beastmaster/Ninjas Dual Wield III(15% vs 25%); this combination has the ability to heal itself, remove most status ailments, and reduce an opponents defense or evasion. This combination may also use abilities such as "Drain Samba II" to add to your DPS(should you be taking damage in the process), or simply use "Haste Samba" instead.

    Beastmaster/Ninja-
    Although you are able to null most(if not all) physical attacks with the use of Utsusemi, this combination has no real means of recovering it's HP without resting. Should note that as of late there are many monsters that have been added that can either ignore or wipe-out completely, any Shadow-Images attained by Utsusemi or Blink. I use this combination personally when I plan to solo Notorious Monsters, letting pet do the dirty work while occasionally running in to add some extra DPS.

    - - - - - - - - - - - - - - -

    Hope this has helped. If anyone thinks I have missed anything, feel free to add on.
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    Last edited by Raka; 08-14-2011 at 04:42 PM.

  8. #8
    Player Xilk's Avatar
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    Mar 2011
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    Windurst
    Posts
    730
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Hey Raka, thats a pretty darn good summary of bst/rdm advantages. Very nicely formatted too.

    There appear to be a few misconceptions I'd like to address though. I don't agree w/ having "lack of dual-wield" as a disadvantage. Its not really applicable. If thats valid, then you would have to add every ability you could have w/ another subjob as a disadvantage. I would call a disadvantage of /rdm the low magic skill which would make several spells not-useful. Also, It doesn't make sense to list haste and cure4 yet. They won't be available for a long time still.

    IMO, I think BST/DNC can out DD bst/nin. I'll have to test to be sure, but haste samba makes up for some of the difference in dual weild, and box step for def down helps both pet and master. It actually helps pet more than master. Its busier DD, but I think its probably the top option for bst dd. /dnc and /nin nock /war out of the water for DD now. The dual wield levels are just that much higher than the 10% double attack... I've got 26% double attack just from my gear... adding 10% from /war for trading off the 20% dual wield I"m getting from /dnc and gear and 5% haste /from ja just doesn't compare at all.
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    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--