Hello there,
Beastmaster pretty much has every option available to them - solo, duo, trio, party to 75. The only thing that really changes is the pace. For instance, there are stretches where you can get insanely fast xp solo, and others where you slow to a crawl. Beastmaster's true advantage is that it doesn't suffer the woes of lfp downtime that other jobs do.
More than anything, Beastmasters enjoy the option of being able to xp(or stop xp-ing) at their leisure.
As far as seeking a party goes, due to some rather unfortunate misconceptions about exactly how the xp cut functions while a Bst has a charmed pet(Pre-Leave), as well as our undercover DoT(pet parses are often overlooked), a Bst would often be better off putting in a search comment listing viable party subs, throwing up their flag, and continuing to solo. Either that, or putting together their own party. This brings us rather neatly into our next topic of discussion . . .
Beastmaster's ability to solo
relies heavily on these factors:
1) Consistent Charm success with pets ranging from Decent Challenge to Even Match
2) Xp-able mobs close-by/intermingled with your "zoo" of pets
2) The ability to avoid damage(Utsu, or Blink and Stoneskin)
3) The ability to heal damage(Potions, or Cures)
4) The ability to safely navigate through hostile environments(Tonko and Oils, or Sneak and Invis)
As such, the sub of choice for Bst falls to either Whm or Rdm(though, I personally prefer Whm), with Ninja becoming a viable sub once Utsusemi and to a lesser degree Tonko are accessible. Though more often than not, /nin is a sub used when working in conjunction with other Bsts or perhaps in a party. In terms of solo gear, you'll want to get a reasonable set of Charming (CHR) gear to swap in and a set of melee gear pretty much like any other DD. Bst has decent skill with both axe and scythe(though the spike damage from scythe tends to draw you unwanted hate, in my opinion) as well as access to some of the meaner DD items out there.
Pre-[Leave]
As a solo/duo/trio Bst, you'll be using Charmed pets 99/100 times. Charmed pets are amazingly strong at higher levels, easily outdamaging players at the same level most of the time and with prodigious hp pools to draw from. They're our tanks. They're our butt-kickers. And little do they know it, but they're gonna end up taking one for the team. Before level 35 and the Job Ability [Leave], your goal is going to be either to let your pet wipe up easy prey and decent challenges, or to send it after a tougher mob, but die at a point where the mob's health is low enough for you to finish it off without a pet. To accomplish this, we use the [Heel] and [Stay] commands.
The Happy Hunting Grounds at 35
Here's what you've been waiting on. Now to receive full xp, all that you have to do is use [Leave], finish off the last little sliver of health with a weaponskill(we hope ><), and move on to another (or the rested) pet to throw at your next victim. Back in the golden days of yore, we could take a couple of really good pets (a slime for example) from some distant area of a zone to a safe camp and reuse them, as they would start to wander home once [Leave] was used, regenning their hp at a staggering rate. Sadly, that is no longer the case. Now if you [Leave] something outside its "home", it will despawn after 10 seconds have elapsed and a new spawn will appear back at its original spawning area shortly thereafter. This has proved a difficult change to adapt to, but that's what bsts do - we adapt. Now if you want reusable pets, you'll have to camp near or even within their spawning areas . . . or use the despawn trick to your advantage. This is all very situational here, since practically every Bst camp will have its own unique challenges and hazards.
Beastmaster's ability to party
relies on entirely different factors:
1) The ability to deal damage
2) A willingness to pull
3) The ability to deal damage
4) See 1 and 3
For a party, Warrior sub is really the best option I've yet encountered. Ninja is nice(I mean, hey . . . who doesn't like the cool 2-axe look?) and past 40 (Dual Wield Bonuses start to kick in) it is a reasonably good choice for a standard party, but in my opinion, it simply doesn't stack up against the Attack Bonuses, as well as Berserk, Warcry, etc. that Warrior brings as a sub. Gear up to be a badass, but don't expect to be noticed. Us Bsts are sneaky that way
In a party, you'll more likely than not be using jug pets. Jug pets are a great deal weaker than their "Charmed" counterparts, even the HQ jugs like Fish oil broth and Warm meat broth. Most of the more commonly used jug pets are pre-60 synths in either Woodworking or Cooking, so it's not a terrible idea to level those crafts. There is also the wonderful Seedbed soil available for purchase nowhere but at the Kazham M&P store. These are your pulling tools mostly(Bst has no Archery/Marksmanship) and they allow you to pull and shed any resultant links by either letting your jug pet get pummeled to death by the links or by using [Leave]. These are also a significant portion of your contribution to the damage pool.
Beastmaster Races
In solo mode, inarguably our most important stat is CHR. Until 51 and the Light staff, it's the only factor on Charm success that's in your control. That being said, though, it's only the most important by the very slightest of margins, as we very much seem to get diminishing returns on the amount of CHR we invest in. As a case in point: Once watched an Elvaan with a Signa, a Garrison tunic, a Noble's ribbon, and Hope rings mischarm 5 consecutive times in the "Wings of Fury" BCNM while the Mithra with him with no Tunic, no Signa, never missed a single Charm.
The main reason that I bring Chr to the forefront is that it's the one universally applicable stat that Bsts have. Otherwise, you gear to offset your race's natural weaknesses just like any other job would. If you're a Galka or Elvaan Bst/Whm, you could probably stand a little mp gear for solo work, for example. In other words, there
is no single live-all, be-all race for a Bst.
Hope this helps
