User:Gregedor/GuideJobs

Warrior
 Tried and true, you can't go wrong with this support job. I use it probably 80% of the time. Has very high strength compared to other support jobs.

Benefits are: 
 * Provoke (Level 10) - Can backup tank, voke sleepers, ghetto pull with it...you don't miss it till it's gone and you let everyone around to die since you can't get enmity.
 * Defense Bonus (Level 20) - Hahahahahahlolololol/phew/sniffle Ok 10 defense does squat.
 * Berserk (Level 30) - I can't remember what it gives at low level, but at 75 it's darn near 100 Attack. 100 Attack, 60% of the time is incredibly nice.
 * Double Attack (Level 50) - 10% more attacks in the same amount of time, that's nice. More TP, more melee damage and boosts WS damage when it proc's.  Brutal Earring takes you to 15% total with this support job.
 * Attack Bonus (Level 60) - 10 Attack? For free? Sure, can't complain.
 * Warcry (Level 70) - This is only around 35 attack which is up for 10% of the time. Not a bad added bonus.  Stack this with berserk, attack bonus and the natural extra strength and you're talking 145-150 extra attack with this support job.  That's no slouch.



Thief
 Puts you at 5 STR lower (on 75 Hume) than a warrior subjob. Benefit here is the hate transference and the ability to do high, quick damage on HNMs/gods/etc. Awesome skillchain closer.

Benefits are: 
 * Gilfinder (Level 10) - This...doesn't matter in parties.
 * Steal (Level 10) - Again...doesn't matter much either. Can get some nice gil while out there killing things though.
 * Evasion Bonus (Levels 20 and 60) - 20 more evasion at 75, jumps you from 256 to 276 which is A+ skill. That's not bad actually.  Gets more miles out of it while solo though.
 * Sneak Attack (Level 30) - This is the real reason for coming to a thief support job. It won't be spectacular like on Thief main job, but it gives you a free critical.  Use only with WS.  Almost indispensible on HNMs/gods/etc.
 * Treasure Hunter (Level 30) - This might actually matter to people. I've been in alliances/linkshells that want a lot of people coming sub-THF to try and up their chances.  Definitely useful to farm with.
 * Flee (Level 50) - Ok, this does matter. "What???" You heard me.  I can't tell you how many times it saves my bacon when I end up being the kiter following a weaponskill.  Use this to get the heck out of dodge and kite until the real kiter gets the mobs attention again.  Can also zone bad pulls or links, run through aggro in small zones, or just get from MH to AH faster. ^^
 * Trick Attack (Level 60) - Finally! You can give all that WS hate samurai generate to people that deserve it. Like your friendly neighborhood paladin!
 * Mug (Level 70) - Useless in parties. Great in sky!  I get anywhere from 600-1000 mugging the lesser gods.  Not bad since you'll be /THF anyways for landing hits and shedding hate.



Ninja
 I swear if one more merit party asks me to sub ninja... No really, since the addition of Seigan there isn't really a need for this. I'd take the same damage fumbling around with removing hasso, casting, putting seigan up, more gear swaps, cast again etc. than I would with /THF and handing half my WS to someone with a real need for /NIN. Many moves the typical merit mobs do (Mamool, Imps, Puks, Colibri) can kick the crud out of shadows anyways, or just avoid them (screw you firespit!). Where this shines is solo work. I've taken on some pretty impressive stuff solo with ninja as my subjob.

Benefits are: 
 * Stealth (Level 10) - Um...no.
 * Dual Wield (Levels 20 and 50) - Dual wielding great katana would be awesome! Too bad you can't do it.
 * Subtle Blow (Level 30) - Did you really choose this support job for this?
 * Utsusemi (Level 24 and 74) - This is the only reason you have this support job...to off-set your sexiness.



Ranger
 I actually used Ranger a lot in the lower levels. Sharpshot can allow you to gain TP rapidly by spamming a few arrows, and bow WS are on par or better than GKT early on. The subjob kind of loses it's usefulness in the middle though, then roars back at 75 with the addition of god gears, merits, and weak to piercing merit camps. With the most recent updates, it's now possible to max your Great Katana AND Archery merits. Before you had to be 4 in one and 8 in the other. This is a huge bonus to all those doing SAM/RNG.

Benefits are: 
 * Wide Scan (Level 1) - Pretty useful for NM camping.
 * Sharpshot (Level 1) - Very useful given SAM's naturally mediocre archery skill. For that 1 minute you can spam arrows if you like for increased TP gain.  Worked well on lower levels, higher levels just melee the TP.
 * Alertness (Level 10) - Pretty lame, like stealth.
 * Accuracy Bonus (Level 20 and 60) - +22 @ 75, that's more than 2 free optical hats. This is definitely not a small boost.  Effects your ranged accuracy too.
 * Rapid Shot (Level 30) - Unless you're doing multiple successive shots this probably is useless. Typically you're just getting TP with GKT and using /RNG to get Sidewinder access.
 * Camouflage (Level 40) - It's a free invisible, doesn't really last that long though.
 * Barrage (Level 60) - Awesome ability for doing damage and generating a large amount of TP. This can easily get you 60-100 TP in one shot.  Always use this with Sharpshot active.



Dragoon
 This subjob is basically just for fun. If you have it for lower levels it's not bad, but by the end of the game there is no way this will compete with /WAR even with the 5% haste earring. /WAR just adds far too much atk/str/double attack. It does let you do self-skillchains very easily. Benefits are: 
 * Attack Bonus (Level 20) - Same as with warrior, 10 free attack. Just that here you get it sooner.
 * Jump (Level 20) - Free combat round every 90 seconds. For levels 20-30, this along with the attack bonus make /DRG a powerful job choice.  At 30 you get Sneak Attack on /THF though and Berserk on /WAR making it a toss up.
 * Accuracy Bonus (Level 60) - 10 Accuracy, free optical hat. It's not a bad benefit.
 * High Jump (Level 70) - Free combat round every 3 minutes. Reduces enmity some.



Monk
 Monk?!? Gregedor you're off the deep end now. Actually I'm not. At lowbie levels (like 1-20) this isn't a bad option. Being able to Boost every 15 seconds ups your damage quite a bit at these levels. I don't have it high enough to play around with while solo at 75, but some of the job abilities and traits make it seem like it'd be interesting to play around with.

Benefits are:


 * Martial Arts (Many levels) - Just ignore this, you have 0 Hand to Hand skill.
 * Subtle Blow (Level 10 and 50) - Two upgrades isn't a bad deal, the one upgrade from /NIN isn't noticeable.
 * Boost (Level 10) - Every 15 seconds pile on some more attack for one round. Great before a WS, great for keeping hate.  Can stack this up for three minutes and WS the crap out of something, heh.
 * Counter (Level 20) - Countering with a two-handed weapon...kinda like Seigan except, always active. That's pretty sexy.  Doesn't go off that much, but hey, take what you get.
 * Max HP Boost (Level 30 and 70) - 30 HP each for 60 total at 70+.
 * Dodge (Level 30) - Large evasion bonus for the duration.
 * Focus (Level 50) - Good chunk of accuracy bonus while it's active.
 * Chakra (Level 70) - Heals you up every 5 minutes, removes poison and blind. Boosted by 2xVIT so you can easily get over 200 HP out of this @ 75.