Support Job 101
In this article I will be showing you the benefits of using subjobs. We will also be taking a closer look as to why these subjobs can help you accomplish certain goals.
Selbina
Start NPC: Isacio
Location: Selbina (G-10)
Level Requirement 18+
Quest Name: Elder Memories
WALKTHROUGH
Talk to Isacio at G-10 and accept the quest.
Trade him a Damselfly Worm, a Magicked Skull, and a Crab Apron one at a time.
He will reward you with the ability to equip a Support Job though you must zone before the moogles nearby will allow you to do so.
Valkurm Dunes
Damselfly Worm drops off Damselfly.
Crab Apron drops off Snipper.
Magick Skull drops off Ghoul. (During 20:00 - 4:00)
Tip: Magick Skulls can be hunted in Gusgen Mines or Maze of Shakarami at any time of the day or night where as Valkurm Dunes is limited to night time only and much more difficult to find being that the map is huge and quite extensive to explore unless you are hunting with a job who has Widescan ability.
Mhaura
Start NPC: Vera
Location: Mhaura (G-10)
Level Requirement 18+
Quest Name: The Old Lady
WALKTHROUGH
Talk to Vera and accept the quest.
Trade a Wild Rabbit Tail, a cup of Dhalmel Saliva, and a Bloody Robe to her one at a time.
She will reward you with the ability to equip a Support Job though you must zone before the moogles nearby will allow you to do so.
Buburimu Peninsula
Wild Rabbit Tail drops off Might Rarab.
Cup of Dhalmel Saliva drops off Bull Dhalmel.
Bloody Robe drops off Bogy. (During 20:00 - 4:00)
Tip:Bogy can also be hunted in Gusgen Mines at any time of the day or night where as Buburimu Peninsula is limited to night time only and much more difficult to find being that the map is huge and quite extensive to explore unless you are hunting with a job who has Widescan ability.
SUPPORT JOB BENEFITS
DANCER
Dancer is the the best subjob for soloing. All abilities require the use of TP which can allow you to move forward consistantly without having to rest.
SAMBAS
Drain Samba is available at level 5 and can help you solo much more effeciently than any WHM due to no down time from resting MP. TP Required 10%.
Aspir Samba is available at level 25. Inflicts the next target you strike with Aspir daze, allowing all those engaged in battle with it to drain its MP. TP Required 10%.
Haste Samba is available at level 45. Inflicts the next target you strike with Haste daze, increasing the attack speed of all those engaged in battle with it. TP required 35%.
WALTZES
Curing Waltz is available at level 15 allowing you to cure about 69~94HP. TP Required 20%.
Divine Waltz is available at level 25. This ability functions similar to the spell Curaga. TP Required 40%.
Curing Waltz II is available at level 30. This ability can cure about 170HP. TP Required: 35%.
Healing Waltz This ability is equivalent to the WHM spell Erase and can remove debuffs such as Blind, Curse, Disease, Paralyze, Poison, Silence, Plague. TP Required: 20%.
Curing Waltz III is available at level 45. This ability can Cure about 360HP. TP Required: 50%.
JIGS
Spectral Jig Allows you to evade enemies by making you undetectable by sight and sound. Gives you Sneak + Invisible for a few seconds. TP Required 0%. (NOTE: When recasting make sure both Sneak and Invisible is off before reusing Jig otherwise the ability will not work if Sneak is up)
STEPS These are used to give you finishing Moves which will accumulate up to 5 points allowing you to utilize Flourishes.
Quickstep available at level 20. Lowers target's evasion. If successful, set as your support job, you will only earn one Finishing Moves. TP Required 20%.
Boxstep
Lowers target's defense. If successful, set as your support job, you will only earn one Finishing Move. TP Required: 10%.
Stutter Step Applies Weakened Daze. Lowers the targets magic resistance. If successful, set as your support job, you will only earn one Finishing Move. TP Required: 10%.
FLOURISHES
Animated Flourish Provokes the target. Requires at least one, but uses two Finishing Moves. Finishing Moves Required: 1-2
Violent Flourish Stuns target with a low rate of success. Requires one Finishing Move.
Reverse Flourish Converts remaining finishing moves into TP. Requires at least one Finishing Move. Finishing Moves Required: 1-5
Violent Flourish Stuns target with a low rate of success. Requires one Finishing Move. Finishing Moves Required: 1
Summary: Dancer can use Spectral Jig freely saving you gil from buying Silent Oils & Prism Powder but at a risk being that this ability does not stick long. Therefore I highly suggest keeping a stack of each at all times in case a situation happens where you are exploring an area with high amounts of mobs that better suits you to use meds than jig or an event where time is of value. With the ability to Cure yourself, using Animated Flourish for Provoke can help you claim mobs quickly at the arrival of competition between another player. Violent Flourish is great for stunning as Haste Samba is one of the greater abilities popular among using Dancer as a support job.

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