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This Article is a Community Guide
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Introduction

  • This is meant to be a discussion and set of suggestions rather than a set-in-stone command of what is best. There are, as always, strengths and weaknesses of any subjob choice.
  • The following are analyses of the most popular and obviously useful subjob choices, as a start to discussion.

Reasoning

  • Though primarilly support, a Corsair can build themselves either for DD/support or a full support role in a party.
  • Having a B skill in Marksmanship, Dagger, and Sword, a Corsair can indeed gear to do moderate damage in an exp party. Due to their business with Phantom Roll, they often (read usually) will not be able to take part in the main skillchain - due to less TP than pure DDs - however they can contribute signifigant damage.
  • On the other hand, being of lesser damage output, a Corsair can legitimately gear for a pure support role, without their lesser damage "gimping" them. The damage loss is less severe than to a full DD; and the Corsair may well fill a spot usually reserved for a mage-type job. Thus, backup healing might be needed.

Support Job Options

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.

Traits

Job Abilities:

Strengths

  • Increased damage per shot, from Attack Bonus and Berserk
  • Provoke adds a small degree of party support
  • Warcry can be mildly effective before a party's skillchains


Weaknesses

  • Double Attack will have much 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

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. As a majority of Corsair damage is ranged, a Ranger sub provides a one of the highest damage output builds.

Traits

Job Abilities:

Strengths

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

Ninja

  • Ninja, the most common subjob choice for Rangers, seems an obvious choice for Corsairs as well. However, through dealing less damage and not pulling, Corsairs will get less benefit from Utsusemi protection. In addition, though a /ninja can use a second Archer's Knife for added accuracy, a true Ranger has an innate Accuracy Bonus, which stacks with the added knife. The trait, however, is actually more potent than an additional knife. A ninja sub, in general, adds more accuracy than a warrior sub, but less than a ranger sub. It gains Utsusemi (and Tonko) in return.

Traits

Job Abilities:

  • None

Spells:

Strengths

  • Dual Wield allows the use of a second Archer's Knife (or at higher levels, Trailer's Kukri) for extra ranged accuracy
  • Utsusemi offers protection against accidentally pulled hate and allows for safer pulling

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

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.

Traits

Job Abilities:

Spells:

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

Weaknesses

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