Corsair: Guide To Subjob Selection

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Introduction
First of all, this is meant to be much more a discussion and set of suggestions than a set-in-stone command of what is best. There are, as always, strengths and weaknesses of any subjob choice. The following are just analysis of the most popular and obviously useful subjob choices, as a start to discussion.
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Warrior
Warrior provides a stable subjob for any damage dealing job. It's Provoke, Warcry, and Berserk abilities enable the sub a large degree of melee support and an increase in damage output. It should be noted, however, that because a Corsair rarely melees in an exp party, the Double Attack trait will not be nearly as big a boon as for other DD jobs.

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Traits

 * Attack Bonus
 * Defense Bonus
 * Double Attack
 * Resist Virus

Job Abilities:
 * Provoke
 * Berserk
 * Defender
 * Warcry


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Strengths

 * Added damage per shot, from raised attack and Berserk
 * Provoke adds a small degree of party support
 * Warcry can be mildly effective before a party's skillchains


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Weaknesses

 * Double Attack will have less effect than on true melee subs
 * A War sub, while amazing for melee output, adds little to Ranged Accuracy or Shot Speed. Thus, damage will increase at the expense of accuracy
 * No added support capability, for a job that's highly support capable
 * Lack of cures, as sometimes expected by a support job


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Ranger
Corsair, despite being the only non-RNG ranged attacking job now available, has few to no job traits which enhance this skill. Ranger adds a variety of DD capabilities, including better accuracy, faster shots, and Barrage, for faster TP gain and damage. Being that a Corsair is generally too busy to do consistant damage or skill chain, a Ranger sub can speed up a Corsair's "Pot shots", adding to his damage and interfering less with his Phantom Roll job.

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Traits

 * Wide Scan
 * Alertness
 * Accuracy Bonus
 * Resist Poison
 * Rapid Shot

Job Abilities:
 * Sharpshot
 * Scavenge
 * Camouflage
 * Barrage


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Strengths

 * Sharpshot and the Accuracy Bonus greatly increase accuracy
 * Rapid Show will often speed up the rate of fire
 * Barrage allows for burst damage, and is easily worked into Phantom Roll timers.


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Weaknesses

 * Fairly autonomous role in party, with no "desperation" action to be taken in emergency
 * Lack of cures, as sometimes expected by a support job


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Ninja
Ninja, the most common subjob choice for Rangers, seems an obvious choice for Corsairs as well. However, dealing less damage and not pulling, Corsairs will get less benefit from Utsusemi protection. In addition, though a /ninja can now use a second Archer's Knife for added accuracy, a true Ranger has an Accuracy Bonus inately, which is actually more potent. A ninja sub, in general, adds more accuracy than a War sub, but less than a Rng sub. It gains Utsusemi in return.

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Traits

 * Stealth
 * Dual Wield
 * Resist Bind
 * Subtle Blow

Job Abilities:
 * None


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Strengths

 * Dual Wield allows the use of a second Archer's Knife, for accuracy
 * Utsusemi offers protection against accedentally pulling hate


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Weaknesses

 * Offers less accuracy than /RNG, and less damage than /WAR
 * Fairly autonomous role in party, with no "desperation" action to be taken in emergency
 * Lack of cures, as sometimes expected by a support job


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White Mage
White Mage, arguably the most common choice of sub for support jobs, is another obvious choice for Corsairs. The White Mage sub, for a Corsair that wants to focus less on damage, and more on support, offers Cures and -Na spells. Though not always appropriate given party set-up, the /WHM sub can be usefull in many situations and camps. Because the COR is not as heavy a damage as true DD jobs, the damage lost is not as vital as with, say, a MNK.

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Traits

 * Magic Defense Bonus
 * Clear Mind
 * Auto Regen
 * Subtle Blow

Job Abilities:
 * Divine Seal

Spells:
 * Cure I, II, III
 * Curaga I, II
 * Status Removal Spells
 * Stoneskin, Blink, Reraise
 * Protect, Shell


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Strengths

 * Backup curing capability, supported by the COR's own Evoker's Roll
 * Status removal power, to aid a busy main healer
 * Increases the total MP and MP-regeneration speed of the party
 * Damage loss less noticable than for a heavier damage dealer


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Weaknesses

 * Offers less accuracy than /RNG, and less damage than /WAR
 * Offers nothing in the way of Offense


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