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hppy1155
03-25-2011, 11:40 AM
when the severs come up i am going to start leveling pup. I would like some help on selecting a good subjob for pup. any help would be great

Lisotte
03-25-2011, 12:18 PM
Well, levels 1-25 or 1-30 use mnk; you don't get h2h till lv25. If you've got war, use it 25-30. Then 30-40 sub dnc, should help keep you live with rdm frame. 40 up mostly use war if you've got the whm head while soloing or with rng/blm frame in a party, or dnc with whm to heal a party.
Some like subbing dnc and using rdm frame after 40 for soloing, I prefer the older-fashioned /war and whm frame.

NIN's also a good subjob for soloing/tanking, but that adds a lot of additional costs (and you're already paying bucketloads for attachments, frames, af, etc.).

Michae
03-25-2011, 12:23 PM
In the early lvls while you solo I would say mnk is perfectly fine, its what I used. FoV regen keeps u alive so the faster u can kill the faster u can go up. Just be sure ur automaton has the most basic attachments so it can regen/refresh itself and have some def eva etc boosts. The same goes once u start to pt since u will be considered more a dd. Martial Arts and Boost from mnk sub will be a great help the first 10+ lvls. I actually kept mnk my sub for awhile since the FoV regen really can do wonders for awhile to keep ur hp up. And I norm ran /mnk it pts unless I was asked to /nin. Wiki has some great guides for pup so I would check that out too. One was written by a fellow pup on my server (Asura) and it has great detail on everything from ur frames to subjobs to where you can solo.

Yokoh
03-25-2011, 06:43 PM
when the severs come up i am going to start leveling pup. I would like some help on selecting a good subjob for pup. any help would be great

Hey, PUP is a great choice, and the amount of different styles you can play is limitless. The lower levels, 1-30 you could sub WAR, MNK, WHM. I found that if you equip Shock Absorber (Pet Stoneskin) and Strobe (Pet Provoke) in the initial 1-10 levels your pet can tank without taking any damage at all. And for better effects stack the defense bonus attachments too, and Blaze-Spikes for just that extra bit of LOLFAILMONSTER!! feeling.

Pros and Cons time i thinks...
Lv1-30 Sub WAR:
Pros: In small parties you have the option to provoke, and overall DoT is a little higher. Also works well when you are soloing as sometimes you need to take hate off of your Pet.
Cons: You may get asked to 'main tank' which isnt good for a puppet master as all the armor we get are 'light ware' types, not designed for heavy tanking, unless you are able to get a great evasion set which might consist of, Light Solea (the lv13 boots giving +3 evasion i think), Emp. Hairpin (+10 Eva) / Or the Circlet at Lv9 which gives +5 if i remember correctly. There are other evasion armors but to be honest, leveling low levels now is so quick, it might be best to find a nice HQ set and stick with it.

Sub WHM:
Pros: Like mentioned above, your pet can tank a considerable amount during the lower levels, this means, that if you stack regen attachments, parallel with stoneskin etc, you as the master are free to do as you choose, and it wont matter as much if you take a few hits here and there, as you have the self curing capabilities to sort yourself out.
Cons: As WHM sub go for all jobs, you wont be able to sufficiently heal yourself in the most dangerous of situations until you hit Lv22 as your main level. So tread the water carefully my friend, you dont want the pugils biting off your legs!

Sub MNK
Pros: As PUP don't receive a native H2H trait until Lv25, subbing MNK from lv 1 would grant you such traits. You will be able to use Boost at lv 10 which in the dunes or other starter-camp places could help you with some nice DD output.
Cons: I personally didn't use monk as a subjob during these levels, so i can only go on the facts that, subbing monk is mainly if you want to focus on DD'ing at a lower level. But when you raise your level to around Lv 30 (main job) you will have Dodge, Boost and other Job traits which PUP wouldnt get until later levels.

Okay, Thats Lv 1-30 sorted. From here on in, im just gonna talk generally from Lv 30-90.
Sub WAR: I tend to use WAR as a main source of DDing these days, where I have access to Berserk, War-cry etc, and it also gives me the chance to voke in Pt situations when I have my WHM frame out. Its pretty self-explanatory.

Sub WHM: Seeing as now, you can get Reraise at lv50 (mainjob) and at this point you have access to other high tier cure spells, you can be used as a second healer, mixed with WHM head frames you and your pet can easy solo heal. As PUP seems to have access to most mage gear in the game, you can stack on two MP rings (Astral/ether/Electrum) and every-other MP gear you can think of (Seers comes to mind, Magic-tactician i think its call.. the lv50 rubbish from Signet NPC)

Sub MNK I hardly use this anymore, but I would see the benefits going through the levels, due to the JA's you can get from MNK subjob, Focus, Dodge, Boost, Chakra. All JA's that are there to boost the player, so very little to down-trod on sub MNK, but personally, i just didnt like to use it.

Sub RDM I don't think that subbing RDM is good until you hit 80+ for convert. You can get most buff spells from /whm and im sure when you hit Lv68 you shouldnt have to use Phalanx (i think that comes at lv 34 rdm) in a PT situation.

Sub DNC: You first get access to Samba's at lv10 (mainjob) and your 1st healing skill at Lv 30 (mainjob) this is a perfect subjob to use if you want to help out the PT and save-the-day if needs be. Even at higher levels, the odd Curing Waltz can be a god-sent. The only 'down-side' would be that it eats at TP, so if you are willing to sacrifice some TP, then this is perfect. (this is the sub i have mainly used during my play as PUP)

Sub THF: Surprising as it may seem, PUP get a resonably high Dagger skill, which makes for a nice SATA Viperbite if thats what you want to do, or just the same, SATA WS from a H2H is great too, but all you have to remember is, that many WS from H2H are multiple-hit, which means that only the 1st strike will be made into a critical hit.

Sub BLU: Oddly enough, I have just started getting into using this subjob (Im now at lv 90), being able to use things such as Cocoon, and other self-buffing traits really can transform the way you play PUP. It made me a little bit of a solo-tank freak... which meant I was able to take down from nasty NM's here and there. With the aid of a mix of BLM and WHM frames (the speed in which you can change your pet comes with time and skill - on a personal level (how fast you can move your fingers really :P) which means you can nuke and self-heal yourself whilst still having the nice defensive buffs from BLU.

Any other sub job i havnt really used, and dont see the point in using. So, after all of that, the best subs i would personally choose are; WHM DNC WAR.

I hope my experiences as playing PUP may have helped your choice, but to be honest, the best way is to try them out and decide which is best for you! :3
I wish you luck and happy adventures friend :)

::Notes:: All the info I have given are from personal experiences with different subjobs and doesn't voice the opinion of any other PUP other than my own.

Exzir
03-25-2011, 07:52 PM
PUP subjobs that I used for party was /mnk /dnc /thf and /brd. For solo i used /blu /war /dnc and /mnk. All have their +'s /brd was for ACC song.

Telford
03-26-2011, 01:05 AM
For pup you are going to want to have /war, /dnc, /nin and /sch levelled for when you reach cap.

Warroir is obvious, pup is first and foremost a damage dealer and warrior does the most for your damage output.

Dancer is mainly for solo, being able to cure yourself letting you use a more damage oriented puppet instead of having to rely on soulsoothers cures (and avoiding its bad AI if you get hit with poisonga and you're almost dead).

Ninja is when you need shadows to survive, pup (after including the evasion bonus traits) has the second highest evasion in the game and with /nin you can solo some nm's.

Scholar, thanks to light and dark arts, gives you a B+ skill in all magics so unlike the other mage subs you can actually land spells on the mob your fighting (drain, aspir, sleep, dispel). With sublimation, stratagems, and aspir (depending on mob) you can make the most of your limited mp pool. (/Rdm will eventually give convert and refresh but you will be unable to effectively use any of its enfeebles on any mobs that matter). But the main reason you sub scholar is for its sleep. With all the mage gear we have access to we can reliably land sleep letting us sleep/nuke mobs with spiritreaver.

When starting out though you'll want to /mnk like others have said for the martial arts trait (its that good). Then from 25-30 you can /drg for jump and its attack bonus, /rng for its accuracy bonus, or you can just stick with mnk or switch to war. At 30 you get berserk from war, dnc becomes usable with curing waltz, and if you have access to the wyvern earring /drg is still good (and the wyvern mantle is a nice back piece too). At lv 50 warrior give double attack and should be your primary party sub to cap.

Don't /brd, one instrument-less subjob level song is not worth it, if you want to help your party's accuracy you can /dnc and use quickstep. /thf is also a poor choice (unless you're farming) sneak attack will only work on the first hit of a weaponskill, and all h2h weaponskills are at least two hits, and trick attack when subbed will only transfer the enmity of that attack without the damage boost it gives thf main. Also the only time you should be using a dagger is for procing red !! in abyssea or if the mob is immune to blunt damage (and even then there's birdbanes and vampiric claws), there is a reason why thfs and dncs use h2h and swords in the early levels, daggers suck until they get access to dancing edge. /blu gives a large def boost via cocoon and has access to some cures and a weak stoneskin (metallic body) but the limitation of our small mp pool and the inability to reliably land any blu spell debuff (head butts stun, sheep songs/pinecone bombs sleep, blank gazes dispel) makes it a very situational sub.

xbobx
03-26-2011, 01:17 AM
It all depends. Technically people are right, but don't level mnk up at all as a sub if it is level 1. You level so damn fast now you can pretty much sub anything to 25 because you will probably get 25 in a couple days if that. Just know /nin is first to get up, then /war and /dnc. I never bothered with sch, it is 37, but left it at that, I have never used /sch sub.

In abyessa most times you will use /nin for shadows, most nms have attacks where shadows are of use. I have never used /war at all in abyessa either. I end up doing so much dmg with the right atmas I end up tanking nms half the time so that shadows become a must.

Chamaan
03-26-2011, 02:16 AM
/nin, /dnc, /war is fine. Mnk for start is a good idea. I also did /rng at low levels for the Acc trait at 10.

Don't even bother with a knife on Pup, especially if you're trying to VB with Sneak. VB is trash and the only reason Thfs get good numbers with it at 30 is because they get the full Dex modifiers that you lose when subbing.

Considering pup's HTH skill now, you shouldn't even need to sub /brd or /cor. I subbed Cor forever ago when I went to Colibri camp a few levels early and wasn't going to be hitting anything with my D skill and poor Acc gear selection. You don't have that problem anymore.

/whm has its utility the same as for any other job. Teleporting and raising corpses. Let your puppet heal and you haste people. That works well.

/Sch's biggest use was back when you could use it to sleep puddings and solo XP like a Blm. Who cares about that now? Anything that tactic would be useful on either can't be slept because it's some NM that will resist, or is something you could be tanking yourself anyway because it's just an XP level mob. If you could get Grav from /sch it'd be worthwhile. Just get move speed and learn to kite+nuke.