Endgame T1 DPS Classes--No utility, Question

They may not be gimp, but I cannot think of a single scenario where a drg or rng sub would outparse /war. Although can be very effective in pvp.
SAM/RNG with a soboro sukehiro is crazy amounts of damage, even more so if you're going up against mobs that are weak to piercing.

SAM/DRG is a perfectly viable alternative to SAM/WAR; you lose berserk and double attack, but the extra 5% haste from a wyvern earring and both jumps(basically a controllable double attack) almost levels the playing field. It's a matter of personal preference, but properly played there's not much of a difference between the two.
 
Don't forget /DNC! a SAM75/DNC37 wielding a Soboro Sukehiro makes for a soloing machine. As flaming as the combination is, I've come to respect and enjoy it.

Although this topic is for endgame, for which /DNC doesn't really apply.
 
Least amount of Utility, end game DD: Monk. Its a "Set it and forget it" job. Fun in it's simplicity. And particularly easy to gear up on the AH or by questing. If you want to be top tier, you'll have to invest a considerable time in an end game LS just to aquire the Monk's "Crown jewels" B.Haidate, Blackbelt, etc. But even a relatively "Decently" geared Monk will do "Above average".

War comes in a close second, it's SMASH SMASH SMASH, but requires a little more care, you need some hard to attain gear to reach the upper tiers of efficiency, but it's versatility aids in it's usefulness. You can Great Axe just as well as you can dual wield. All and all as far as efficent damage in most situations War would probably be king, if anything based solely on the ability to tank when needed.

Sam is nice, and got to say a VERY forgiving job. I notice an exceptional amount of Gimp Samurai running around that amazingly still get picked up for parties and such. The job is confusing. I say that only because of the gear choices and actions I see in the field. If you have half a brain you can make that job work. If you had a complete brain, you can make that job shine. Versatile sub choices lend it to be more of a pain to coordinate in situations. People expect certain things of you that are contradictory to the goals of the job. For instance, people will ask you to merit as /ninja, while this seems liek the right thing to do, it's like asking a police officer to give up his gun for an armored car... With the removal of the main cause for being an MP sponge so goes the need for subbing nin... But I aggree that /war is like giving the same police officer a gattling-gun... There's multiple other subs that are very good for very different reasons and situations. Which in short makes the job a little more complicated.

Ninja is an interesting choice. Sure you can be a bad ninja, but you'll likely still get invites. Its one of the few jobs that can safely hide under the asumption "Even a bad XXXX is better than no XXXX."

Dark Knight: Imagine the Samurai's above police analogy. Now instead of giving that police officer a gattling-gun you were to hand them a couple nuclear warheads. Not only to you not solve crime, butyou piss off everyone around you too. Darks can be played well, but the people that play the job typically dont' care about the rest of the party enough to play safe. And while your group is waitign for the Drk's weakness to wear, he/she will be ranting about how glorious thier death was.

I think a different angle on this question would be: Which of the DD jobs would give me the least amount of headache.

Mnk: Merit invites(as to be differentiated from EXP parties), used in Salvage, other than that, good luck, you'll be last in line for most gear because its all used by other more "Useful" jobs, and the game dynamic doesnt' lend itself to DoT jobs, due to the mob TP system.

War: Easy and versatile, first pick in merit parties, decent invites in EXP parties, mildly useful in endgame situations, and easy to gear on the AH pretty much from the start, to the end. And you can reach a higher tier through end game on about 6 different fronts: Sky, Einherjar, Salvage, Hunting, Land Gods, Nyzule Isle. All of which you are a very decent to good addition to.

Sam: Pretty much said everything I needed to above. It's a very good job for big fights.

Ninja: There's 1 good ninja on our server to every 1,000 bad ninjas. and those 999 ninja will be quick to blame everyone in the group before taking the blame. They get first pick on a lot of gear, and most people level it just to get gear for another job... Which is a dominant cause for the watering down of the pool. This is a super fun job, and I reccomend it, if you're really going to be serious about it.

Dark Knight: Kinda hard to get parties, gear is simple and available, Dark gets one thing no other jobs gets in that arena: Little to No competition for gear (Exception being E.Body). It's a tremendously fun job and actually lends itself to a decent level of "soloability". So you can go and do stuff while you wait on party invites... Which you will wait for...
 
Mnk: Merit invites(as to be differentiated from EXP parties), used in Salvage, other than that, good luck, you'll be last in line for most gear because its all used by other more "Useful" jobs, and the game dynamic doesnt' lend itself to DoT jobs, due to the mob TP system.

This would be easily remedied if they actually strived to make Chi Blasting an efficient use of time. 3 minutes for 2000+/- damage is awful. The only good thing about it is it's the only direct damage method without any TP deliverance.

More items that have "Enhances Boost Effect," or even a new "Enhances Chi Blast Damage" modification would be welcome.
 
Or they could just lower the recast on chi blast or enhance penance depending on how strong it already is.If we go for the Skaw method of improving chi blast a mnk would be able to chi blast for enough damage that they can one shot a v-IT monster with a chi blast or at least an EM when fully boosted in order to get an effect he feels is suitable DPS.
 
Or they could just lower the recast on chi blast or enhance penance depending on how strong it already is.If we go for the Skaw method of improving chi blast a mnk would be able to chi blast for enough damage that they can one shot a v-IT monster with a chi blast or at least an EM when fully boosted in order to get an effect he feels is suitable DPS.
It's not DPS, it's a spike attack; people need to learn what the damn acronym means before they throw it around.

Right now chi blast isn't worth the co-ordination or the time it'd take to actually use; an average black mage would do more damage without all of the headache.

Penance is already really strong, lowering the recast would be useless since you'd still wait on firing it until you had boosted enough. Damage is really the only way they could make chi blast not suck anymore. He didn't say he wanted it to be powerful enough to one-shot high level mobs, only that it be powerful enough to actually be worth the time; which right now it's a long way off.
 
Or they could just lower the recast on chi blast or enhance penance depending on how strong it already is.If we go for the Skaw method of improving chi blast a mnk would be able to chi blast for enough damage that they can one shot a v-IT monster with a chi blast or at least an EM when fully boosted in order to get an effect he feels is suitable DPS.

More frequent Chi Blasts doesn't solve the problem of the damage being pitiful, since you'd still only be getting in an equal fraction of Boosts, resulting in the same damage average.

And Penance doesn't help it's damage, so why bring it up? A 25% decrease in target TP gain is noticable, but it's not great enough to fix the problem with low delay jobs in end game either. Not to mention, the duration is pretty lacking. 20 seconds per rank, and you'd have to sacrifice some or all of the solo-delicious Invigorate, or the more useful Formless Strikes.
 
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Penance doesn't increase the damage but the decreased tp gain would be an excuse to let you or someone else actually melee the monster wouldn't it?
 
Penance doesn't increase the damage but the decreased tp gain would be an excuse to let you or someone else actually melee the monster wouldn't it?

The Monk still wouldn't be able to melee because they would be Boosting up for their next Chi Blast. If you engage you lose your Boost on your 1st attack. If they could change Penance so that for 20 seconds the mob gains no tp at all....that would be cool. Monks still wouldn't be able to engage but it would make us a little more wanted for end game.
 
Penance doesn't increase the damage but the decreased tp gain would be an excuse to let you or someone else actually melee the monster wouldn't it?

25% isn't enough of a decrease in an alliance situation. It's only really noticable with fewer melees and when you're alone.
 
Has anyone posted that FFXI doesn't limit you to one job/character?

If you want best DPS for a multitude of situations, level more than one job.
 
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