Dowzer said:
3. SAM can use a polearm for Penta Thrust (Detonation w/ VB) and Wheeling Thrust (Light w/ SB)
TO put this politely,
SAMURAI DO NOT GET WHEELING THRUST.
It's a Dragoon SP Move. -_- Please, atleast know what you're talking about. Here's my take on this topic, coming froma DRG.
Oh, and if unless they have an A- atleast in Polearm, their gonna cap like 4 points lower, and Penta Thrust is based mostly off the ability to hit the mob, 5 Hit WS. So you'd need Hachiman gear to do it properly. And by then DRG has Wheeling Thrust and is opening Light. And....since when is Detonation a demanded SC? =/
What exactly is this about? Pure Skillchaining, or SATA?
Samurai
The Samurai is a better skillchain partner. Plain and simple. They have more abilities to skillchain, hell THATS WHAT THEY ARE BUILT TO DO. They can double SC with Meditate up. It's a really good SC job. Damage wise, I do believe a DRG can out DMG them, assuming they aren't the stereotype Gimp-assed shitbag. But all in all, Samurai is the better SC Partner. Of course I'm biased towards DRG D:
Dragoon
The Dragoon from levels 10-65 is good for one skillchain: Distortion. We open it with Double Thrust, and that is all. I do believe DRG does more damage than a Samurai, our weapons hit fairly hard and the delay isn't -that- nasty, like on a Great Axe or something. The wyvern assist in our DMG, YES THAT IS RIGHT, THE WYVERN IS PART OF MY JOB =O GASP. The Wyvern can crank out 60-146 DMG breath weapons if it uses the correct element, which can vary. It can hit , least right now around 56, for 20-25 Damage, ontop of my own 79-100 (vs. Robber Crabs ;

. So if you add the two together, it makes a difference.
We're better SATA Partners simply because of High Jump, and Super Jump. High Jump is on a 3 minute timer. Super Jump is on a 5 Minute Timer. While you're thinking about the length of the timers, consider sometime the length of a kill, and if the mob doesn't turn, I don't need to jump thus saving it.
If I set up, and the THF SATA's off me. I can build TP faster than most THF's I've encoutnered, so I'm generally ready at 111-126% TP when they hit 100-108%. I hit Double Thrust, do maybe 170-250 DMG, 60-140 Breath WEapon goes off, The THF SATA's off me, OH NOES 500+ Viper Bite

WHAT DO I DO!? I High Jump, and the monster turns right the fuck back around, ok no biggie, the fight + pull time is gonna draw my Timer back down, but no worries, Super Jump is still up. So we get TP early, right? Sure I can first voke take a few hits, no biggy. Now here's the benefit of Super Jump, in two scenarios:
A) I first voke. THF Lines up, I Double THrust, THF SATA's off of the PLD< the PLD gets hate, I super jump, erasing my hate. So PLD has -all- the hate almost. Save for the MB.
B) The THF SATA's off me, I Super Jump, then it's just PLD vs. MB. But still plenty off DMG.
For those who don't know the functions of our Jumps:
Jump - Purely an extra attack with added Damage.
High Jump - Damage, with shedding -some- hate.
Super Jump - Wipes out hate for the DRG completely.
DRG/SAM
It's not a bad combination, infact, with the right equipment it's damn sexy. You would, IMO, need a Rajas Ring (Store TP +5, primary focus here) to pull it off like a machine. with /SAM you would get 14 TP per Swing. With the Raja's Ring that becomes 19. Jump's I believe get an extra 2 TP, course I may have just been seeing things the other day. SO, Let's assume they -don't-.
So you Hit the mob, 19 TP, you hit Jump, 19 TP, WE're up to a grand total of 38 TP, within the first few SECONDS of a fight. Not counting the TP left over from a previous fight. This is a fresh 0% TP Bar. You wait for your second swing, you hit, 19 TP, Hit High Jump, so you lose a bit of hate, and gain 19TP, we're at 76 TP., you swing twice more, and you are at 114%. Now, thats only what, 4 swings? You hit your Double Thrust, the Partner hits wtfever to close distortion. Hit Meditate, you gain 60 TP I believe? And then you only need to hit it about 3 times and you're ready to go into your second Skillchain, to end the fight. And even at the end of an SC it'll give you 19TP. 20 for Double I believe. Add on the Barone Gear TP Bonus to "Jump" and that would make it even better.
But, thats just an idea I had on DRG/SAM.If you have already thought of it, Congratulations, if not, try it out, just give credit where credit is due? ;D