75 WAR SJ thread

jamal

Relic Seeker
Adventurer
Joined
Mar 2, 2005
Messages
3,544
Location
VA Beach
Main Job
Warrior-Male
Secondary Job
Paladin-Male
Third Job
Warrior-Male
Server
Quetzalcoatl
Linkshell
AG / TWSS /SnB
Highly debatable topic here, and something that needs discussion. Because of WAR's versatility, there is no one subjob that is greater than others. The key to being a WAR is exhibiting the versatility, and using SJ's to your advantage. While I tend to almost always go /NIN from both a versatility and dmg (dual-weild) aspect, there are quite a few subjobs that should be looked at. /SAM is not always the best SJ, it's situational, just like the others.

  • /NIN: Pro's: Dual Weilding allows quick and efficient TP damage (not the quickest TP gain, but the most damage done while getting to 100tp). From a survivability standpoint, this is by far the best way to reduce physical dmg because of WAR's access to haste equipment. Cons: Aga spells can cause quick death, no other traits / abilities given from NIN sub.
  • /SAM: Pro's: Acess not only to meditate, but Store TP Traits + Hasso giving a decided advantage while 2-handing. Seigan can help as well in damage reduction, however you're taking a chance and may not always be able to ws @100tp.
  • /THF: Pro's: Nothing better for closing Dark Skillchains for hate placement on tanks. Huge ability to do damage from behind. Cons: Most useful @300tp, so tp must be gained in order to be effective. Also, no defensive abilities should TA not be able to be used.
  • /DRG: Pro's: Jump + Hi Jump + Wyvern Earring add quite a bit to DMG. Cons: Inability to deal with damage once you take hate.
  • /PLD: Pro's: Defensive setup, Auto-refresh, Sentinel. Only really useful while soloing. Cons: Low mp pool will still require resting, not very useful in a party environment (with the exception of Dynamis, Sentinel / Retaliation is pretty fun, lol).
  • /WHM: Pro's: Blink / SS allow for minimal dmg reduction, slightly higher mp pool. Cons: Only really useful for soloing in areas with Sanction / Sigil refresh available.
  • /DNC: Pro's: WAR's ability to hit em hard and gain tp quickly makes curing with waltzes a feasible solution. Cons: You'll use tp too quickly healing if decently geared to be able to produce WS's, so more useful soloing than anything else.

Comments / Questions / Suggestions list below!
 
/WHM: Pro's: Blink / SS allow for minimal dmg reduction, slightly higher mp pool. Cons: Only really useful for soloing in areas with Sanction / Sigil refresh available.

I also remember reading/hearing somewhere that /RDM is better than /WHM because of all the spells + Phalanx and other stuffs.

Just sayin.
 
I also remember reading/hearing somewhere that /RDM is better than /WHM because of all the spells + Phalanx and other stuffs.

Just sayin.

Depending what you're fighting it can be. I'd personally rather have -na's + erase in campaign.
 
[*]/SAM: Pro's: Acess not only to meditate, but Store TP Traits + Hasso giving a decided advantage while 2-handing. Seigan can help as well in damage reduction, however you're taking a chance and may not always be able to ws @100tp.

What do you mean by what is in bold Jamal?
 
What do you mean by what is in bold Jamal?

/SAM can't weaponskill off the bat and tank the entire fight effectively (at least those I've partied with). Even if they wait till 50%, if the mob isn't killed quickly after the ws, they can get killed quickly. Dropping Hasso for seigan is decent damage reduction, but not near the reduction of /nin. /NIN can still get drilled, don't get me wrong, but it's happened a lot less to me considering amount of hate kept.

Birds it would probably be effective, but Lizards I haven't had a good experience yet with a /sam.
 
I see what u mean now thanks ^_^
 
This may be off topic but it does have to do with a subjob choice... partly.

Has anyone tried WAR/SAM on birds using a polearm? I've heard of SAM's doing this and they seem to parse fairly well. I assume it's a fun alternative to the normal method. WAR and SAM both have a B- with polearm. Doable?

And I think you nailed the subjobs fairly well Jam. (I'm cutting out my favorite steel cyclone damages for the damage thread.)
 
This may be off topic but it does have to do with a subjob choice... partly.

Has anyone tried WAR/SAM on birds using a polearm? I've heard of SAM's doing this and they seem to parse fairly well. I assume it's a fun alternative to the normal method. WAR and SAM both have a B- with polearm. Doable?

And I think you nailed the subjobs fairly well Jam. (I'm cutting out my favorite steel cyclone damages for the damage thread.)

I've seen a war/nin use a polearm on birds, adaberk war, along with other top notch gear. I wasn't parsing, but his average hit was greater than my scythe (and about as fast delay), AND his ws never went under 1.5k, saw up to 2.5k. He used this almost the entire party, even over his ridill. I want to say he had 8/8 polearm, cause he was doing alot better than I had expected.


Like I said, I wasn't parsing, so don't go around saying polearm is great, cause I'm not 100% sure, but he definatly held his own. And he wasn't even /sam.
 
the dmg bonus from polarm on birds is 20% correct? that is a ridiculous amount and shouldnt be ignored, id really like to see what people can do...

I've heard in the past that its a viable solution for sams with merits, but with the 2H update, a war with access to sky gear may very well have enough acc to pull it off

Id really like to see some numbers on this.
 
I've seen a war/nin use a polearm on birds, adaberk war, along with other top notch gear. I wasn't parsing, but his average hit was greater than my scythe (and about as fast delay), AND his ws never went under 1.5k, saw up to 2.5k. He used this almost the entire party, even over his ridill. I want to say he had 8/8 polearm, cause he was doing alot better than I had expected.


Like I said, I wasn't parsing, so don't go around saying polearm is great, cause I'm not 100% sure, but he definatly held his own. And he wasn't even /sam.

And people laughed at me when i was a 24war/12mnk in the dunes using a polearm! I knew there was a good reason for it, i was simply preparing for merit pts :D.

Honestly though, i think the problem with this is how good would it be without 8/8 merits in polearm? Unless you're a drg main i think it's hard to justify, considering you should already have 8/8 in GA, & 8/8 in Axe assuming you don't have a Ridill (lol). that's assuming war is your only job, if you have others leveled you're already forced to "gimp" yourself to a certain extent because you just can't merit them all to the best available, and i'd think GK + Archery would benefit a sam overall more than 8/8 in polearm.

I'd be interested in parsing this however to see the results because you never can be sure how things will turn out until you try it.

Off-topic: i've been considering swapping GK for polearm on my sam when it hits 50, very similar skill to GK at that level and access to penta thrust, a potentially stronger WS than any Gk until the early 60's plus the fact you will be fighting mostly flying enemies from 53/54 - 64/65 so would benefit from the piercing damage bonus. You can also sub DRG for access you jump, wyvern earring (haste+5%) and the polearm skill+5 belt, i'm looking forward to seeing results from this.
 
But you only get shitty polearms.
 
Back
Top