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  1. #1
    Player Dauntless's Avatar
    Join Date
    Mar 2011
    Posts
    261
    Character
    Dauntless
    World
    Valefor
    Main Class
    DRG Lv 90

    DRG/BLU vs DRG/RDM vs DRG/WHM

    Back when I used to play (2 years ago) I rolled with a group so I was never really concerned with soloing although I knew we were capable of it and looked into it.

    Now I'm returning solo and I know I'm going to have to do alot of things solo so I'm planning to level a /mage for my DRG but I'm wondering which one would be the most effective.

    What I know right now about each:

    /whm: Has the -na spells, Dia, Regen, Hate, Barspells, self-protect/shell, Auto-Regen, and the highest MP pool (Snk/inv are +'s)

    /RDM: Spikes, Refresh, Regen, Bio, En-spells, Fast Cast, Lower MP single target Bar spells, Second highest MP pool (I think)

    /BLU: Cocoon, Spells set to give job traits such as Auto-Regen, Spells give stat bonuses, higher melee stats, 5mp fast casting spells, ? (I don't know much about /blu)

    I have experience with /whm but not with /rdm or /blu
    Which do you all think is the best and why?
    (0)
    RIP Shadowix 75 DRG-WAR-DRK

  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    211
    Do you want haste? /whm
    Do you need refresh? /rdm
    Are you getting debuffed more than your wyvern can handle such that you need -na spells (bad breath, petalback spin)? /whm
    Else > /blu
    (0)
    Last edited by Nacht; 03-19-2011 at 04:08 PM.

  3. #3
    Player JagerForrester's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    282
    Character
    Jager
    World
    Sylph
    Main Class
    DRG Lv 90
    I'm in the same boat as you except I've played with LV75 /WHM, /RDM, and /BLU
    /BLU for Healing Spam, Cocoon, and Clear Mind didn't hurt
    /RDM for Magic Defense. Phalanx, SSkin, Bar, and Spikes came in handy enough.
    /WHM was for RR, in other words, I used it when I didn't know if I was going to actually survive.

    I'm sure since 45 is the new 37, RDM has gotten much better with giving us Refresh, and its only going to get better when 49 becomes the new 45 and we can cast Haste on RDM.
    WHM gets us Haste too, but Regen II is not as great as Refresh.
    BLU gets us Refueling (10% Haste), other than that. I haven't researched a whole lot on /BLU with all its spells.
    (0)
    Last edited by JagerForrester; 03-19-2011 at 04:10 PM.
    "I find bliss in ignorance. Less I hear the less you'll say. But you'll find that out anyway."
    - Linkin Park (Dedicated to all the trolls and flamers out there)

  4. #4
    Player Dauntless's Avatar
    Join Date
    Mar 2011
    Posts
    261
    Character
    Dauntless
    World
    Valefor
    Main Class
    DRG Lv 90
    Well with Abyssea being the way it is I may as well leech em all up to 49 haha, nice to know which situations each are useful in, thanks
    (0)
    RIP Shadowix 75 DRG-WAR-DRK

  5. #5
    Player ThaiChi's Avatar
    Join Date
    Mar 2011
    Location
    Bastok//Quetzalcoatl
    Posts
    95
    Character
    Kelga
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    I leveled /WHM prior to toau for soloing purposes, and started leveling /RDM but only got to 10. When toau came out and I actually sat down and leveled my BLU (I ended up taking it to 75 because I loved spell hunting) I never ever subbed WHM again unless I was running out to go quest something that I didn't have anything I needed to fight. I wish I could say I had personal experience with /RDM though, but a good friend of mine swears by it (its also because he doesn't have /BLU lol).

    I personally would never use /WHM ever again. The low mp cost spells cast too slow without fast cast (Dia in particular), and the .5 second casting bar-spells cost 12 mp -- I'm a Galka so these issues are a little bit more concerning to me. Before my mp merits i had a laughable 50 something mp max /WHM. Pre 82, I would have said /BLU all the way as the best mage sub, honestly I still swear by it. Barring abyssea, the extra stat boosts from setting spells are great. I get DEX and STR for free and they're always on, not to mention being able to set spells that raise your max HP for a safer threshold for healing breath. All your best HB trigger spells cost 5mp (I use Foot Kick and Power Attack) and are only 0.5 sec casting, recasts are as long as the animation for healing breath to go off, probably even less, even when slowed. I never have a problem with spells not being ready to use and those said trigger spells deal damage. Not to mention in a pinch you could use headbutt for a small chance of stunning.

    I've had people argue that I used to healing breath party with that they would rather have a spell not be range dependent to trigger HB, and I used to argue that I preferred that I didn't like my healing breath triggers to be mimicked back onto me (Colibri parties ftw) and cause any kind of defense down or a dot in general just in case something needed to be slept. The range issue really seemed to be moot considering many people use self cast spells to trigger, such as the case with bar spells and if you're soloing, where would the mob be running off to anyway? /BLU gives the use of Cocoon, which in comparison to /RDM that gains Phalanx. Cocoon costs 10mp and recasts @ 2 min and is free (Only reason I bring this up is because I haven't bought a scroll of Phalanx yet and it's like 600k on my server) and I typically use Pollen as my backup self cast. Phalanx is 21mp and recasts @ 10 sec and lasts 1 min longer. So between those two its really a matter of choice as Cocoon and a sub skill enhancing magic Phalanx should provide a comparable amount in damage reduction. /RDM is a better sub only if you don't have an Ethereal.

    If you have an Ethereal Earring, MP really shouldn't be an issue unless you get aspired and really, even then if you just take a hit or two you'll have enough MP to put up another healing breath. And really the only time where MP was an issue was when I tried to solo a Wamoura and it used probocis (sp?) and then erratic flutter, even then what killed me was the ridiculous attack speed. In the end though /RDM and /BLU should have similar results. Ultimately, I'd recommend /BLU because of the low cost spells and the stat bonuses you gain.
    (0)

  6. #6
    Player Dragoon9's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    16
    Character
    Franal
    World
    Carbuncle
    Main Class
    DRG Lv 99
    i have always used DRG/WHM for my soloing, in all honestly it has saved me from a lot of close calls, (stupid Yagudo in campaign) *ahem* anyway, people say that BLU is a good sub for DRG and in all honesty i agree with them, the different spells and ablilty to make your own traits, Blu may not be able to raise you from KO but its fast and has low costing spells and it also gives a better boost to Melee then Whm. there are many factors to each job you want to sub for soloing. weigh the pros and cons before makin a final decsion. so it all really just falls to the guy wanting to use the sub job, think about the mission or hunt your goin on, and see which sub job will benefit you the most for it
    (0)
    One has the courage to speak, and he gets a crowd to listen...

  7. #7
    Player Shakuzen's Avatar
    Join Date
    Mar 2011
    Posts
    37
    Character
    Shakuzen
    World
    Asura
    Main Class
    DRG Lv 90
    There's also the benefit of increased damage as /blu. Being able to use Chain Affinity allows you to solo light SCs once every 1.5 minutes ish, with Empathy meritted, Spirit Link basically turns your wyvern's TP gauge into a 2nd one of your own, although this is quite difficult to use for inexperience /blu DRGs. Also, with the right spell set up /BLU has more STR/DEX than /SAM, and if you have the skill needed to utilize chain affinity and spirit link to the best of their capabilities...
    I might dare to say that /BLU could compete for a spot at the top of the list for DD subs, as well as soloing.
    (0)

  8. #8
    Player Martel's Avatar
    Join Date
    Mar 2011
    Posts
    253
    Character
    Martel
    World
    Ragnarok
    Main Class
    DRG Lv 99
    While I suspect I may be getting trolled, I'll go ahead and reply seriously.

    Quote Originally Posted by Shakuzen View Post
    There's also the benefit of increased damage as /blu. Being able to use Chain Affinity allows you to solo light SCs once every 1.5 minutes ish, with Empathy meritted, Spirit Link basically turns your wyvern's TP gauge into a 2nd one of your own, although this is quite difficult to use for inexperience /blu DRGs.
    The way this is phrased make it a bit hard to interpret but I think what your saying is:CA, cast, use spirit link to get TP then WS, for a SC? Seems.. impractical to me. Not to mention Impossible, in the case of light SC. The only blu spells that can open, or close, Light, are not subable.

    Not to mention the use of a CA spell will wipe your TP, which makes the only appropriate time to use it, right after a ws. In which case, you might as well skip the CA altogether and just use that spirit linked TP to straight up Camlann's > Drakes > Light.

    And what are you fighting that's so weak that your wyvern has that much TP? Every healing breath will use all his TP. And if the mobs are that weak just go DD sub and use restoring breath.

    Quote Originally Posted by Shakuzen View Post
    Also, with the right spell set up /BLU has more STR/DEX than /SAM, and if you have the skill needed to utilize chain affinity and spirit link to the best of their capabilities...
    I might dare to say that /BLU could compete for a spot at the top of the list for DD subs, as well as soloing.
    The base stat differences are minimal at best. Probly wouldn't even show up on a parse.

    Of the 3 solo subs brought up in this thread, /BLU is the weakest in terms of DMG output. /WHM or /RDM would win just by keeping Dia II on the mob. And /WHM will blow them both outta the water with self haste.

    /BLU's strength is in it's defenses. It's specialty is soloing mobs that deal massive physical dmg, and mitigating that(via Cocoon) to the point that we can keep up with healing breath. There's also some limited utility in its minor enfeeble effect. Head butt, and sprout smack being the most prominent. The add effect acc is low, but when you can spam them as an HB trigger its gonna land sometimes. That bit of slow from sprout smack helps further mitigate melee dmg.

    /WHM is a fairly balanced solo sub, but the addition of haste pushes it to the most damaging solo sub. There's also Dia II adding to the offense. Defensively, Its buffs and magic defense bonus make /WHM fairly good for dealing with casting mobs. But its physical def is nothing special. -Na spells and erase provide some defense against enfeebles, and auto-regen for the wyvern is always helpful. Aquaveil can also serve as a safety net against interrupts. Also has the largest mp pool of the 3. Primary cons are slower, more expensive trigger spells, higher MP consumption, and weaker physical def.

    /RDM is much like /WHM, - the Na spells and haste. While it has a smaller MP pool than /whm(same as /blu though) it has refresh to maintain mp. Allowing more frequent use of spells. Convert is also an option to replenish mp between fights(god, don't do that during one). Pretty much its only offensive bonus is Dia II, but at lvl 99 it will get haste as well. Dispel is a major advantage of /rdm. Things like shock spikes or def boost can be a major problem. Primary defenses would be phalanx and ice spikes. Subbed phalanx, while small, is a decent boost, it just doesn't compare to cocoon. Ice spikes is very powerful indeed. Any mob that can be para'd can be near crippled by its paralyze. And it can prevent nasty spells from going off. Has fast, cheap triggers(barspells) and similar magic def to WHM.
    (1)

  9. #9
    Player CP3's Avatar
    Join Date
    Mar 2011
    Posts
    2
    didn't read everything here, but here's one more drg soloer's experience. i soloed drg to 71 (then discovered abyssea in january and am, obviously, 90 now; this is my 4th time reactivating, the last break being ~2.5 years long). i started a couple months after FFXI was released and drg was all i wanted to do. back then, it was /whm. /rdm was the other option, but i didn't care for rdm, so it didn't make it past lvl 5, which it still is, so i can't speak for /rdm. when blu came out, i read it would be better than /whm, so i unlocked it and, sure enough, it was much better, imo. power attack and foot kick are only interrupted if you're not paying 10%+ attention. auto regen is a plus, configurable attribute ups are also a plus. and, when field manuals came out, refresh is attainable at all times (talking outside of abyssea which has atmas for refresh). with field manual refresh, mp is not nearly as big a deal (i could 5 chain birds in woajam till i got tired), so less mp is ok for blu and the added att/def is just a bonus. i'm sure there are more reasons i think /blu is much better than /whm, but the rum is interfering with my thoughts. again, i can't speak to /rdm because i never leveled it. to sum up: being an old school drg soloer, /blu is the best (again, in my opinion) sub for soloing.

    oh, just reread your op. for my soloing experience, it wasn't nearly as much about the sub's spells as it was about supporting the drg. the sub was just a way of executing the heals i desperately needed, the rest was just lagniappe. hope that makes sense. again, the rum.
    (0)
    Last edited by CP3; 03-20-2011 at 10:21 AM.

  10. #10
    Player Shakuzen's Avatar
    Join Date
    Mar 2011
    Posts
    37
    Character
    Shakuzen
    World
    Asura
    Main Class
    DRG Lv 90
    Quote Originally Posted by Martel View Post
    The way this is phrased make it a bit hard to interpret but I think what your saying is:CA, cast, use spirit link to get TP then WS, for a SC? Seems.. impractical to me. Not to mention Impossible, in the case of light SC. The only blu spells that can open, or close, Light, are not subable.
    What I meant was that you open with a WS, CA, spell, Spirit link, another WS.
    For example, Impulse Drive, CA, Power attack, Spirit link, Wheeling thrust.

    This is mostly for those who don't have emp at all, I used this when the cap was at 80, in dynamis. It was a good way to balance out, being able to do Light SC, but then if necessary also being able to save myself if the tank died and super jump was down. For anyone with Camlann's Torment it'd probably be useless, but it's more than possible to do this solo, I doubt it would work on A-NMs but I have yet to try it on Roc/Simurgh.
    (0)

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