User:Celvantes/GuideJobs

Warrior
 This is the 'primary' Paladin subjob. Warrior is not the 'only' subjob you will ever use, but this should be the default

and standard subjob for you while levelling from 1 to 75 in an experience points party. There are other subjobs that Paladins

can use, but they are situational and require a good amount of player skill. A good rule of thumb is: if you are subbing

anything other than Warrior in an experience points party, there had better be an extraordinary reason.

Subjob Contributions:
 * Provoke (Level 10) - This is the absolute bread and butter of the Paladin hate routine, which I'll discuss in detail

later. Provoke is the primary reason why Paladins sub Warrior.
 * Defense Bonus (Level 20) - It is not an incredible amount of added defense, but every little bit helps.
 * Berserk/Resist Virus (Level 30) - Berserk is not something Paladin's normally leave up due to the defense penalty,

but it can be used from time to time as a small hate spike assuming you cancel the effect directly afterwards. Resist Virus

is about as useful as the other resist traits (meaning not very), but it's better than nothing.
 * Double Attack/Defender (Level 50) - 10% chance of attacking twice in one round. While we are not damage dealers,

this still helps us. Our relatively minor damage, when coupled with large amounts of enmity gear, actually goes a long way to

maintaining hate with a solid hate routine. This is why Joyeuse with it's 45% base double attack rate is a far more

effective weapon for tanking than Durandal, even though Durandal has better stats. Defender seems nice on the surface

- it's a job ability that allows you to constantly increase your defense because the recast timer is the same as the duration

of the ability. However, a Paladin tanking in his 50s (when he first gets it) will quickly find himself losing hate if he

keeps Defender up all the time. This is because the attack penalty changes a lot of our damaging hits to "0" hits that incur

no damage, no enmity, and grant no TP. Because of this, Defender is best used situationally, such as when you're fighting

mobs with high attack/low defense or if the party is in trouble and you need a bit of extra help.
 * Attack Bonus (Level 60) - Again, we are not damage dealers, however, added attack can help change some of our "0" hits

against mobs with high defense to a small amount of damage. This is important because the former does nothing while the

latter contributes to your overall enmity and TP (which can then be used for more enmity later with a Spirits Within or a

Chivalry).
 * Warcry/Resist Virus II (Level 70) - Warcry is a vital part of a Paladin's hate routine at the senior levels of

the game. It generates a very large amount of enmity and increases the party's damage at the same time. For our role as tank,

it is a vital job ability. Resist Virus II doesn't matter much, but it's better than nothing. 



Ninja
 Paladin/Ninja is a veritable brick wall of tanking... assuming that you have the gear and the team to pull it off. On the

surface, it looks like the perfect combination: the player gets the awesome power of shadows and the capability to blink-tank

without losing the awesome defensive power of a PLD. However, the critical weakness of this job combination is two-fold.

First, Paladins lack the evasion rating of a Ninja. Because of this, we generally lose a shadow each time we're hit, unlike a

NIN who can dodge or parry a good chunk of the blows. With Utsusemi recast timers, a PLD/NIN is not always able to stay

behind shadows the same way a NIN can. Second, and most important, subbing Ninja removes Provoke and Warcry from our

hate routine. While it is *possible* to hold hate without these job abilities, but this requires the use of more +enmity and

+haste gear than a PLD could normally get away with (since you generally must trade +stat gear for +enmity/haste). In a

standard exp party setup, PLD/NIN is more of a liability than an asset. On the other hand, there are endgame monsters that

practically 'require' PLD/NIN. In the end, PLD/NIN is best kept for endgame shells or potential damage dealing Paladin roles

(more on this later).

Subjob Contributions:
 * Stealth (Level 10) - Does not contribute to our tank role.
 * Dual Wield/Resist Bind (Levels 20 and 50) - Generally, one keeps his shield when tanking on PLD/NIN due to damage

mitigation when shadows are down and prevention of spell interruption. However, this job trait is extremely useful for a PLD

taking on a damage dealing role. Resist Bind is about as useful as all the other resist traits.
 * Subtle Blow/Resist Bind II (Level 30) - If you are using two weapons, this does help, but it doesn't contribute to

tanking. Again, resist trait doesn't matter.
 * Utsusemi (Level 24 and 74) - Shadows are really the only reason you sub Ninja as a PLD. The other Ninjutsu are

useless in combat with your level 37 capped skill. Tonko and Monomi can help you get around more easily, but that's

about it. 



Red Mage
 I have never actually experimented with /RDM, though I have heard fantastic things about it. In the days before dancer, /RDM

allowed a PLD to be able to solo mobs that were once thought only soloable by a BST, a DRG or an RDM/NIN. The key to this

combination is the fact that PLD has a good innate Enhancing Magic skill. Since I have not personally worked with this

combination, I'll defer to Enghorr who has put in a lot of time and effort into defining it.

Enghorr's PLD/RDM Guide

I was about to level /RDM, but then Dancer was released. That brings me to...





Dancer
 At first look, I thought I wouldn't be caught dead levelling this job... then I played it at the Fanfest 2007 demo. I

originally levelled it to abuse Chocobo Jig in the hopes that I could stack it with Sprinter's Shoes and mine faster.

Unfortunately, that doesn't work, but at the very least, I got a new subjob out of the deal. PLD/DNC is an excellent soloer

and is absolutely FANTASTIC at Campaign Battle. There are very few regular campaign monsters that I can't solo on

PLD/DNC. Because you are doing damage, curing with your MP *and* firing off a bunch of job abilities more or less at the same

time /DNC allows you rack up limits quickly in Campaign. As for soloing, you can't quite take mobs at the level a PLD/RDM

could, but with Campaign, there's really no need to (in terms of exp, anyway). /DNC does let you solo Easy Prey+ mobs that

could ordinarily kill you or otherwise take inordinately long to kill. It is useful for soloing while breaking weapon skill

limits on weapons such as the Sapara of Trials or the Dissector.

Subjob Contributions:
 * Drain Samba (Level 10 and 70) - This is endrain, and it's pretty useful if you're doing something on PLD/DNC with a

group. However, if you're playing solo (which you probably will be on PLD/DNC), Aspir Samba serves you better.
 * Curing Waltz/Evasion Bonus (Level 30 and 60, 30 for bonus) - This is basically another cure spell for you if you run

out of MP. Another huge benefit is that it is a job ability instead of a spell... meaning no chance of interruption. If

you're silenced, or if you have a fast-hitting mob that is interrupting you constantly, you can still cure yourself. Evasion

Bonus isn't anything stellar since we have low evasion to begin with, but it's nice to have.
 * Quickstep/Animated Flourish/Resist Slow (Level 40) - Quickstep lowers the monster's evasion and gives you

finishing moves to use for flourishes. Animated Flourish is Provoke... but it's only about 1/2 as potent as the real

Provoke. Unfortunately, because of this and the loss of Warcry, /DNC isn't a viable replacement for /WAR in an exp

party. Resist Slow is nice, but really doesn't do much for you in the long run.
 * Aspir Samba/Divine Waltz (Level 50) - Enaspir - this is HUGE for a PLD/DNC. Combined with Auto Refresh, it's

practically like having a built in Red Mage refreshing you. Divine Waltz is basically Curaga.
 * Spectral Jig (Level 50) - Free Sneak/Invis. Unfortunately it has a habit of wearing off quickly when you don't have

Dancer's Toe Shoes macroed in, which you unfortunately can't do when you're /DNC.
 * Box Step/Desperate Flourish (Level 60) - Lowers monster defense, and provides finishing moves for flourishes.

Desperate Flourish is really the only useful flourish you get as /DNC. It has a chance of inflicting Gravity on the mob.

From what I've observed, the movement speed down is pretty weak, but the penalty to evasion is nice.
 * Healing Waltz (Level 70) - Erase - this is *awesome* to have, especially when solo. Silenced? No biggie, Erase yourself

and keep on plugging. This is one of the reasons that PLD/DNC is so powerful as a soloist. So long as we keep geting TP, not

much can slow us down or stop us. 