Idea weapon for Warrior DD

Brady Games Final Fantasy XI Online Official Strategy Guide said:
WHY PEOPLE LOVE PALADINS

They are useful as backup healers.

With a higher defense, Paladins don't need as many heals from the group's healers.

In the skillchain chart.
Brady Games Final Fantasy XI Online Official Strategy Guide said:
GKT 70 Tachi: Teki

Wee the fun.
 
Chiming in late here.

To the original poster:

A really good war will be prepared at all times to either tank or DD. By having all the appropriate subs levelled (nin, mnk, thf, and possibly sam) and owning all the appropriate accessories, you make yourself more versatile. Even if you are invited to a party to DD, emergencies happen. If the tank goes down, you should be 1 eqiup change macro away from being able to tank the mob for the remainder of the fight.

As far as your weapons, try to focus on axe, greataxe, sword and (if you have time) greatsword. That should be all you need to supply plenty of good skillchain options. Myself, I really only have time right now for axe, greataxe and sword.

To whoever just said that war can't open distortion without greatsword or polearm:

You are 100% correct. However, wars excel at closing Fragmentation.
 
WAR is the most under-hyped job out there but god know they COULD well be the most over-powered for the amount of gil going into them. everyone hits 30 and goes "WEEEEE!!! I WANNA BE A DARK KNIGHT!! they're the real DD's!" guess what, unless you can afford retarded amounts of acc + stuff, dark knight is terribible... a war/nin with dual axe can put out 2-3 rampages (dual axes + double attack!) in the time it takes the typical poor newbie dark out there to throw his sad little attack... which will prolly miss... due to utsu on sub this combination can do some decent tanking, especially when paired with the race of GALKA!! they have massive HP, tree trunk arms, utsusemi and they'll kill it before utsu wears!
and for all they hype on dual axe one GAX will still own on a war... war has most of the power and none of the gimps drk have so they can just let loose with near-infinite damage... a war is one of those "Perfect, ideal party" second voker kinda jobs... much like monk...
WAR the DD all the way, even your blm might feel jealous of the damage you throw out... could be dangerous... might start using ancient magics to feel better! ACK!
 
Batash said:
lol Kat im enjoying this thread too :P

:wink: ...

Seriously though, it's been so damn long since I've gotten to play my Warrior. Y'all are really helping me immensely, and I truly thank you.
 
Blackchaoshero said:
guess what, unless you can afford retarded amounts of acc + stuff, dark knight is terribible

DRK isn't terrible and hit for hit will do more damage than a WAR, due to a higher STR rating and 4 attack bonus upgrades vs. the 1 that WAR's get. People give DRK's a bad name because once they hit a certain point in the game, people no longer want a DRK as a primary DD, so much as a Skillchain closer. Thus they're forced to sub THF, and lose all those cool abilities WAR sub offers to truly show what a DRK is capable of.

THF sub gives a DRK *one* single ability: Produce high damage WS+Skillchain.

WAR sub gives a DRK multiple abilities and traits: Berserk, Double Attack, Warcry.

You hear all the time about how "This DRK gains TP so slow! Takes him 2 battles to get TP!!!". No shit, how do you expect him to keep up with a Double/Triple Attacking/Meditating/Barraging WAR/THF/SAM/RNG/etc? You can't hold a DRK to the same standards when you tear away the best DD subjob (WAR) and force him to use the 1-trick pony that is THF sub.

My two cents.
 
Thank you, Reality for revealing the wonders of a WAR sub to a DD job(EX: RNG(most cases)). In my static, before it started, I asked for the DRK to sub THF for 1 session then WAR for another, in the long run, with WAR sub, his Guillotines did more, he hit more, he did more dmg on regular hits, he was able to do far more than SATA + WS with Berserk + Last Resort + Souleater + Cover from me(by then the mob was dead).
 
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