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Best jobs for a duo?Follow

#1 Jun 29 2012 at 1:14 AM Rating: Decent
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My friend and I are starting up XIV and we were wondering which jobs we should consider if we want to succeed as a duo?

I've heard WHM + WAR is good. Any other worthwhile matchups?
#2 Jun 29 2012 at 12:08 PM Rating: Good
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Pretty much the only classes I have found that don't actually work well together are Con+Con, and Arc+Con. Conjurer doesn't work well for tanking, and doesn't have a high damage output (if you are fighting Gnats, Con+Con is great however...). Arc's problem in this is that they can't distance off well, as they will be tanking until the Con has to cure them, at which point, the Con is getting spanked... Either way, you tend to be spending too much time in Damage control.

But, if you are looking for best performance in a duo, hands down Thm+Thm takes the cake. Alternating nuking with Fire can take out ~8 mobs (max number of mobs hit by a single AoE), and possible even walk away unscathed.

War+ Anyone else is also really good, in that war can take a hit, and dish it out fairly well. Add the two AoE abilities they have, and you can start getting decent chains with them. You can also Double Team War to be in this group as well

Gla+DD are also nice. Once Flash gets it's AoE (and Gla gets War drums), Gla can pull in a large group of mobs together, and hold them, while DD sits back and kills them. Gla does need healing abilities (prefered abilities would be Second Wind/Cure/Protect/Stoneskin, and never underestimate Raise).

Any two DD classes (Pug/Drg/Arc) can also work, but you will not be able to kill as fast as the other groups (Thm and Gla get higher mobs, War, mobs would be at the same level, but would not be killed as fast). On a side note, Arc is always better w/ another Arc in this case, as they can keep distancing off of each other.

Thm's, and Gla can take on the highest level mobs with the lowest chance of death. The War and DD you have to scale back the level of mobs by a few levels to reduce the chance of death.
Thms and Wars can kill groups of mobs faster than Gla+ or DD team-ups can. While Gla can pull a group, and the DD may have a few AoE attacks, they don't compare to the other two.

Thm's easilly have it hands down, While Burning MP can be painful, the refresh in the game gets you back on your feet quickly, as well, you are able to kill the highest level mobs in the fastest time. And Ideally, as a Thm group, you never fight a group of mobs that can't be killed by 3xFire+2xFira (both cast Fire, both chain to Fira, if necessary cast fire again). Fighting doesn't get easier than that (other than Cons and Gnats... Sorry to keep adding that, but the damage Stona does on gnats is just sick and wrong).

But, this has just been from my experience...

On a side note, I didn't add the Con+* but, yes, with a Con, you can use any class out of the box, no cross class skills, and it is the simplest, and an effective party (but keep in mind Con+Con REALLY is hard in comparison to almost any other pair-up).

Edited, Jun 29th 2012 1:11pm by rfolkker
#3 Jun 29 2012 at 12:09 PM Rating: Good
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Versaility is the key in FF14, If your going to duo you would want a few job traits from other jobs, Second Wind, Protect, Stoneskin and Cure are key to solo / duo.

Any two jobs can duo together so just experiement and find something you enjoy doing!
#4 Jun 30 2012 at 12:20 PM Rating: Decent
23 posts
Thanks for the replies. We're both former XI players. The mechanics in XIV sound pretty interesting. When you say THM+THM is a good combo, I assume that applies to BLM+BLM as well?
#5 Jun 30 2012 at 2:06 PM Rating: Good
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MNK PLD is pretty decent, WAR BRD, BLM WHM, etc... as long as you have either 2 good DDs or 1 great DD and one tank or healer any combo can pretty much work.
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#6 Jun 30 2012 at 6:17 PM Rating: Good
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GordanG wrote:
Thanks for the replies. We're both former XI players. The mechanics in XIV sound pretty interesting. When you say THM+THM is a good combo, I assume that applies to BLM+BLM as well?

Yes, it would. THM can use a couple more healing abilities (Cure, Stoneskin) that BLM can't, but I personally have soloed +6 leves on my BLM and never felt the need for cure -- second wind (because BLM gets access to PUG and ARC abilities) is all I really needed for HP recovery.

Some will say that THM is a better choice when soloing or duoing because they get more defensive cross-class abilties. And they're probably right, but I haven't felt the need for them.
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#7 Jun 30 2012 at 6:48 PM Rating: Good
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Docent42 wrote:
Some will say that THM is a better choice when soloing or duoing because they get more defensive cross-class abilties. And they're probably right, but I haven't felt the need for them.


I'd say THM BLM would be a strong duo, THM can buff and backup heal, BLM gets the more powerful boosts to AoE and convert... so oh crap moment the BLM can convert and save the day. THM THM would rely too much on pots
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FFXI:Sylph - Perrin 75 Hume THF; Retired (At least from my use any way)
EVE Online:ScraperX; Retired
WAR:IronClaw- Peryn SW;SkullThrone- Grymloc BO; Retired


#8 Jul 02 2012 at 9:03 AM Rating: Decent
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Other than gear (the blm af) there is little to no difference between thm and blm in regards to duoing. In the case of soloing, you may have a better chance of running out of MP on thm, however, duoing, you should never get close.

As an example, there is a camp that has 10 skeletons. AoE attacks hit 8 mobs max. Properly done as a Duo party, you can get all 10 mobs killed in 1-2 Fire chains (2 only if there are some annoying resists). It than takes ~1 minute for the mobs to respawn. At which point you are back to full MP, and ready to go again.

On a side note, when Soloing, always remember to put up Senguine Rite before you start your chain. Also, always use Resonance with your first spell, as it will incase your cast range, allowing you more time to get your second spell off before getting hit. This is also handy when duoing, since Senguine Rite can prevent those "OH CRAP" moments, when mobs keep interrupting your cast. As well, you do want Stoneskin up, as the longer you go without getting hit, the better the chance of a spell getting off w/o a problem.

If you are fighting mobs that are not weak to fire, then yes, you will have problems, but, when going thm/thm (or blm/blm) you really do want to stick with Skels if you can, since they die SOOO easily.

One of the things on my plate still is trying to identify which mobs are weak to what types of attacks now that SE has that mechanic working. But as of late, there is so much more to do, I only have the mobs that the Mages make short work of (Skels: Thm, Gnats: Con).

There are others that are nice (such as puks seem to love getting hit by lightning, and Efts, while weak to earth, still seem to go squish quickly in a lightning chain as well). But, I have not found many mobs that are weak to fire (I am sure they are out there).

#9 Jul 02 2012 at 10:01 AM Rating: Good
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rfolkker wrote:
But, I have not found many mobs that are weak to fire (I am sure they are out there).

Bombs are weak to fire!

I'm pretty sure Peiste are weak to lightning -- BLM demolishes them way too easily to not be the case.
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