Quote Originally Posted by Enkidoh View Post
The thing is, retainers are retainers in the first place precisely because they are not cut out to be actual adventurers (this was stated outright when you hired one back in 1.0), but that they do excel in odd jobs that adventurers are meant to dislike
Old thread, but could you kindly explain why my retainers can consistently bring back level 70+ dungeon gear on a regular basis, as well as some raid gear? Pretty sure, even unsynced, you'd actually need to be able to hold you're own weight to accomplish clearing them. Disciple of War/Magic retainers can even hunt overworld mobs, how are they killing them if they're as weak as you claim them to be? No common servant can consistently kill overworld creatures over and over again and survive to tell the tale.

And if you're Rogue retainer can clear, or even unsync clear, a level 77 dungeon and bring back pieces of gear from it, it kind of proves they're far stronger than your own character and can easily hold their own in battle.

Quote Originally Posted by Enkidoh View Post
Being able to equip a Job to a retainer doesn't actually make them that Job at all though, it's merely a concession to allow them to wear AF/Job-specific gear, they're still just the same class as they started as (this is why they don't even equip an actual Soul Crystal but a mere scroll with the Job icon on it, it's basically a licence to allow them to wear that gear as just a costume basically). Equipping a Job to a retainer does absolutely nothing on it's own to improving the chances of them bringing back rarer items from Ventures, it's merely the gear you equip that decides that. (After all, the GC Squadron members do not have Jobs but just ordinary classes, and they're actual adventurers and career soldiers to boot!).

Hence, once again retainers are not adventurers, they're just hired servants who you send out to find things for you. Equipping a 'Job' just allows them to wear Job gear as a uniform, they're not actually using that Job at all (so your 'WHM' retainer for instance is not actually a WHM at all in any way).
Disciple of War/Magic retainers can hunt and kill overworld creatures. You can turn them into Red Mages, Samurais, Dark Knights, Astrologians, Machinists and now Gunbreakers and Dancers (all of which have no classes and completely alter the weapon your retainer uses). They would need to still be able to attack to accomplish their task of hunting overworld creatures.

What you're implying means that 2 of my Red Mage retainers (which were both a Conjurer/White Mage) aren't actually Red Mages and cannot cast Jolt but instead cast Stone 2 over and over again to hunt creatures. And my 3rd retainer, which is also a Red Mage (but was an Archer/Bard), isn't actually a Red Mage and cannot cast Jolt but instead, and somehow with a rapier, uses Heavy Shot and Straight Shot to hunt things. Makes sense /s.