Forum Settings
       
This Forum is Read Only

Crossing Class Abilities: What's working for you?Follow

#1 Nov 12 2010 at 9:24 AM Rating: Good
*
106 posts
Hey, all.

I'm not sure if this is out there or not, but I think one of the greatest aspects of the game is being able to mix up abilities from different classes to get that "perfect play-style". I'm wondering if anyone else out there is having great success (tanking/dps/solo) with this. I wanted to post what I've been using so new players can have an idea of what the possibilities are.

My main is Pugilist. I use abilities from Marauder, Conjurer and Pugilist.
The abilities I use are as follows:

Marauder:
Trunksplitter - rank 2
Bloodbath - rank 6
Defender - rank 10

Conjurer:
Cure - rank 4

Pugilist:
Heavy Strike - rank 1
Concussive Blow - rank 2
Second Wind - rank 6
Seismic Shock - rank 8

So, as a Pugilist, I spam Heavy Strike until my TP is close to 3,000, then I use Trunksplitter and Concussive Blow.
If my hit points start getting low, I quickly use Second Wind and/or Cure.
Also, a third healing ability I use is Bloodbath. Since Bloodbath is based on the next attack, I'll hit Bloodbath + Seismic Shock for a grounded target, or Bloodbath + Concussive Blow if it's a flying target. (Thanks Asura and Docent42)

I rinse and repeat this method until the mob goes down. I highly recommend getting Second Wind (Pugilist rank 6), regardless of what class you play. In fact, I think it is one of the first things you should do as a DoW.

Also, if I'm facing a very tough enemy, I'll use Defender before the fight. And during the fight, I'll do like above, but also spam Seismic Shock. Seismic Shock costs MP instead of TP, and it's a devastating attack against grounded targets.

I'm a Pugilist with 3 healing abilities. Great for solo play!
What works for you?

------------------------------
Pure Insanity - Karnak


EDIT: Edited my post from feedback received.






Edited, Nov 12th 2010 1:33pm by ThinkDeeply
____________________________


#2 Nov 12 2010 at 9:28 AM Rating: Excellent
Scholar
**
270 posts
agree with you there, secondwind = immortality or almost :P
I even use it on my archer, but if anyone has other suggestions for cross-rank for archer.... ^^ (I dont know if close-combat skills would work with a bow/arrow tho)
____________________________
Refreshed ¦ Reborn
Shori Ohrensztein ¦ Ragnarok ¦ ACN
Reebie Baramnesra ¦ Midgardsomr ¦ MRD
#3 Nov 12 2010 at 9:29 AM Rating: Excellent
**
263 posts
You are gimping your party and yourself if you are a thaumaturge that does not have shell!
#4 Nov 12 2010 at 9:32 AM Rating: Excellent
Scholar
***
1,523 posts
The Holy Melee Trinity: Feint + Skull Sunder + Trammel
____________________________
____(>°°)D_->__(O°°)>-_<(;,,;)>_C-(°°Q)__O~~_t(°°<)_(;o0)___<(;,,;)>_<(;,,;)>_<(;,,;)>_<(;,,;)>_<(;,,;)>_____

#5 Nov 12 2010 at 9:38 AM Rating: Excellent
I use mainly Pug abilities + Bloodbath and Fracture. I combine Bloodbath with Seismic Shock, which is more accurate for me than Concussive Blow. Fracture I use because I seem to partially parry as much or more than evade. Between Fracture and Haymaker I usually have a pretty good WS spamfest.
#6 Nov 12 2010 at 10:15 AM Rating: Excellent
***
1,949 posts
The Glorious SkinwalkerAsura wrote:
Seismic Shock, which is more accurate for me than Concussive Blow.

Seismic Shock is 100% accuracy unless used vs flying mobs. It cannot miss or be evaded. Which is why I love it so much.

ThinkDeeply wrote:
What works for you?

Let's see. I'm a THM main, so whenever I do other jobs, I always bring a bit of THM-magic with me, so here's pretty much what I find the most interesting for my playstyle:

For abilities:
Siphon MP is by far one of my favourite cross class ability in the game; I never leave home without it,
Punishing Barbs; a classic that I use on most of my classes,
Sacrifice, Cure, Sacrifice 2 are staple spells on whatever I do, (soon to get Cure2)
Protect (and sometime Shell) hardly ever leaves my bars,
Shock Spikes is another classic, but I skip it more and more these days,
Blood rite I use on both CON and THM,
Trammel, Ferocity, Jarring Strike, Featherfoot and Secondwind are used on most of my melee classes.

For Traits:
Firm Conviction (+DEF while casting) never goes off my trait list,
Prime Conditioning (+10% HP healed) is also always equipped,
Self Preservation (+50% Guard uptime with shield) is always there if I'm CON, THM or GLA.

Then I use Muscle Memory and such to skew my stats slightly more towards melee or magic, based on the current class.

I level most of the jobs so I cherry pick the abilities that mix and match the best for my play-style. I most often try to turn whatever job I play into a tank-healer-dps hybrid, so I usually have very few offensive abilities equipped. (For mages, two nukes at most, two WS for melee jobs)

Currently MAR10 LNC17 CON19 PUG20 GLA21 THM26
____________________________
FFXIV: Cloe Delisle Scholar, officer of the SWAGGER Free company, Sargatanas server.
#7 Nov 12 2010 at 10:24 AM Rating: Excellent
Quote:
Seismic Shock is 100% accuracy unless used vs flying mobs. It cannot miss or be evaded. Which is why I love it so much.


Ah I did not know that. I stopped using Bloodbath with CB because of the miss factor. Nothing like expecting 120 hp from CB to getting 20 from the Light Strike you had set next Smiley: mad
#8 Nov 12 2010 at 10:27 AM Rating: Excellent
Avatar
**
676 posts
Quote:
You are gimping your party and yourself if you are a thaumaturge that does not have shell!
I think that's also one of the big problems with the class system. Much like FFXI, I expect that anyone with at least half-magey stats will be expected, no, required to have Cure, Protect and Shell spells equipped. To me, this takes away from the customisation aspect of the game and steers people back into the cookie-cutter mold that was so prevalent in FFXI.

I really hope this doesn't turn out to be the case, but so far all group activities point towards this becoming the norm.

But on-topic, im a mage. I heal, I buff and I unload twelve thousand volts of electricity into marmots. As a direct result of this, I have both THM and CON skills mixed and matched. I'll confess though, even when playing as a THM I find that Conjurer abilities are superior and rarely equip many of their native skills, preferring to cross over my Conjurer skills instead.

When playing Conjurer:
Thaumaturge skills used
Punishing Barbs
Sacrifice
Slow (occasionally)

When playing Thaumaturge:
Conjurer skills used
Thunder
Shock Spikes
Protect
Shell
Cure

Granted my Thaumaturge is quite low rank at the moment, but none of their spells are particularly enticing yet. The light/dark attack spells just seem much weaker compared to Thunder, especially considering I can enhance the damage of that spell with my greater elemental affinity. Maybe Bio and Dia will be game changers, but until I rank high enough to use them, I'll stick to what works best :)

Edited, Nov 12th 2010 11:28am by Glitterhands
____________________________

FFXI: Siren Server: Seiowan Lvl 99 WHM, SCH, BLM
FFXIV: Ragnarok Server: Lemuria Glitterhands All Classes 50
#9 Nov 12 2010 at 10:32 AM Rating: Good
Scholar
**
685 posts
Any DoH: Maker's Muse and Preserve. Unless I'm making things I can easily make and want to focus on quality, in which case I'd replace Maker's Muse with Masterpiece.
____________________________

Crafter Consortium Craftsman/Gatherers Linkshell
#10 Nov 12 2010 at 10:34 AM Rating: Good
Scholar
***
1,523 posts
The Glorious SkinwalkerAsura wrote:
Quote:
Seismic Shock is 100% accuracy unless used vs flying mobs. It cannot miss or be evaded. Which is why I love it so much.


Ah I did not know that. I stopped using Bloodbath with CB because of the miss factor. Nothing like expecting 120 hp from CB to getting 20 from the Light Strike you had set next Smiley: mad


Bloodbath + Skull Sunder/Trammel + Feint is basically 100% accurate as well if you store 750tp.
____________________________
____(>°°)D_->__(O°°)>-_<(;,,;)>_C-(°°Q)__O~~_t(°°<)_(;o0)___<(;,,;)>_<(;,,;)>_<(;,,;)>_<(;,,;)>_<(;,,;)>_____

#11 Nov 12 2010 at 10:46 AM Rating: Good
Scholar
***
1,098 posts
Is there a cross job list anywhere my DOH jobs share abilities but my Pugilist has been surviving on second wind and evasion and mp is last resort use for seismic shock?
____________________________





#12 Nov 12 2010 at 3:01 PM Rating: Good
Scholar
16 posts
Murderous Intent on Archer owns SO HARD.

Still Precision is a MUST HAVE for any Marauder.
____________________________


#13 Nov 12 2010 at 3:59 PM Rating: Good
****
9,526 posts
Glitterhands wrote:

When playing Thaumaturge:
Conjurer skills used
Thunder
Shock Spikes
Protect
Shell
Cure

Granted my Thaumaturge is quite low rank at the moment, but none of their spells are particularly enticing yet. The light/dark attack spells just seem much weaker compared to Thunder, especially considering I can enhance the damage of that spell with my greater elemental affinity. Maybe Bio and Dia will be game changers, but until I rank high enough to use them, I'll stick to what works best :)


I love THM spells - and the light/dark spells are great because they are also a DEBUFF which weakens mobs to corresponding elemental magic - so if you're in a party with a conjurer who nukes fire/wind/ice use scourge - if your con is using thunder/water/earth - use banish (I think I have those right - have it written down at home - ice and thunder may need to be switched. Element info is found at the conjurer guild in the books there).

My problem with debuffs is they proc for crap SP (I've seen em proc for like 17), they cost a lot of MP and they don't always land - but they make a noticeable difference to mob difficulty (which some people may also not like depending on their beliefs about SP).

I love love love the absorb spells. Increased defense for me and decreased defense for the mob? Yes please. Accuracy buff? Yeah. I want that.

I haven't really leveled my melee classes yet (highest melee is GLA 10, second highest is pug 6) but I can see myself using absorb acc, sac/cure and stygian spikes a lot.

____________________________
lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#14 Nov 13 2010 at 8:39 AM Rating: Decent
Avatar
***
1,609 posts
Well, my husband and I as of now, don't intend to party up at all. Maybe that will change in the future, but as of now we have not needed it. So what I have been doing is:

Conjurer as my main, backed up with THM and PUG:

I have Fire, Shock Spikes, Cure, Stone Skin, Sacrifice, and Radiance. (Can't remember all, but those are the things I am using the most.

Then I evenly distribute my stats because I do a lot of melee with him. IF I am not meleeing I'm curing and buffing, and depending on the mob I will occasionally use my fire offensive spell.

That is how I have been playing with my hubbie and it is working well for us :)
____________________________


"I've never watched a nuclear explosion myself. That's a couple of degrees of stupid above my limit"- Old Man Harris
#15 Nov 13 2010 at 12:03 PM Rating: Good
*
111 posts
For solo on my glad I like
stygian spikes, punishing barbs (just for "OH S#6+" moments,sacrifice 2, cure 2, shell, invigorate, ferocity, and shock spikes (to alternate with stygian when i dont need mana)

That may seem like a lot of mana (18 for sac2 20 for cure2) but with stygian spikes you get like 16 back every time you are hit (more or less depending on how HARD you are hit)

With this setup I can solo pretty much anything unless I am getting hit for 300+, and this is for soloing. When i am in a group i still keep shell (in case the thm doesnt have it or i miss it somehow) and punishing barbs/cure 2 (just in case)
This forum is read only
This Forum is Read Only!
Recent Visitors: 19 All times are in CST
Anonymous Guests (19)