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Let's talk UnorthodoxFollow

#1 Jun 15 2013 at 8:43 PM Rating: Good
Class combinations!

Glad/whm for example... (one of many) My logic: I've only managed to get to 13 on my Glad so far and this combination is under the assumption that the Glad will get more AoE attacks (ie sweeping strike or w/e) to keep enimty and do minimal damage. If not..the class will likely desperately need this. Anyhow! My thoughts are that as a glad/whm you can run in and Aero a bunch to grab 5-6 mobs (or whatever 'pull' spell of choice) and use AoE attacks to burn them down as a group. All while self healing when needed. Rinse and repeat.

I've done similar builds in other MMO's, and while your single target damage is crap, you can fight large groups. Great for grinding and quest item collection.

Understand, I'm looking for unorthodox combos, that seems to be where I belong- in games that allow this type of customization.

What do you all think about the viability of the above?

What other theories can you offer?
#2 Jun 15 2013 at 9:31 PM Rating: Excellent
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1,622 posts
I'm sorry, I don't have an opinion about this. However it makes me nostalgic about long lost times.

http://wiki.ffxiclopedia.org/wiki/Buttersheep
____________________________

Nuit Midril - White Mage/Scholar on Ultros
Nuit the Insane! - Retired Druid on Sentinels.
Ombre - Retired Dragoon/bard on Phoenix.
#3 Jun 15 2013 at 11:26 PM Rating: Good
Sage
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1,675 posts
PhoenixOmbre wrote:
I'm sorry, I don't have an opinion about this. However it makes me nostalgic about long lost times.

http://wiki.ffxiclopedia.org/wiki/Buttersheep



I didn't know there was a name for it, lol.

---

I think this was touched on in 1.0 conversations, but I think ARR is meant to be a little more accepting with unorthodox combinations.

However, there's always going to be the min-maxers and elitists that will shun less than optimal combos.

We'll just have to see...
#4 Jun 15 2013 at 11:31 PM Rating: Good
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205 posts
From a Gladiator's perspective it should be ok. But when you get higher, you'll get abilities that have AoE from your class anyway and they'll probably be more effective than casting and they generate more hate. In addition, you have to be mindful as you get higher of enemy abilities that tend to interrupt. Though I would recommend, from a solo perspective, to keep cure and protect on you till you can unlock Paladin. That's a whole other beast, one in which you will need to have Conjurer leveled to unlock.

Edited, Jun 15th 2013 11:32pm by KayannaBigGrr
#5 Jun 16 2013 at 3:37 AM Rating: Excellent
Guru
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1,310 posts
PhoenixOmbre wrote:
I'm sorry, I don't have an opinion about this. However it makes me nostalgic about long lost times.

http://wiki.ffxiclopedia.org/wiki/Buttersheep


Quoting from the article:

Quote:
Lets say you are a Mad Sheep. You're tough, you're mean, you put people to sleep. Now it's time to subjob.

Elephant would be a good subjob right? The whole Trample effect is a bonus and never forgetting could be handy.

Shark would also kick ***. Instant theme music there!

But do you choose these? no. you chose:

Butterfly.

You are so pretty now. So delicate. People look at you and go MASH MASH MASH MASH!!! YOU DIE NOW YOU SHEEP BUTERFLY! MUH HA HA HA HA HA HA HA HA!!!!!!!!!!!!!


Smiley: dubious FFXIclopedia's really gone to hell since the Gamerescape split.

#6 Jun 16 2013 at 4:07 AM Rating: Good
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728 posts
I got to PUG16, GLA 16 and CON 11 this weekend and did a bit of fiddling around with combos. Once I got my airship pass I leveled CON for Cure and swapped to GLA. It wasn't too bad but the Cure is nerfed by about 40% at level 1. CON heals for 25 while GLA only does 15. It's enough to use in between fights and in emergencies but it isn't that great.

Other than that I also used Second wind from PUG on GLA. this combined with cure and the increased healing ability GLA gets allows for some decent pocket heals when needed. Footwork and the dodge punch pug get would also be prime choices for a GLA tanking in a group. GLA can also use protect so that's great too.

For CON I was using the Crit % buff from PUG for my spells. It seems to work on magic, as I noticed a lot more crits with it up. It helped to take down mobs 3 levels higher than me consistently. the healing effect buff from GLA might also be nice for parties if you ever get aggro.

I'm kind of mad that Fight or Flight from GLA isn't a cross class ability. Of all of GLA's abilities I figured that would be the one for melee.

I didn't get a chance to look at the other classes' abilities, but I'm surethere is room for a ton of interesting combos. Perhaps an ability or two from MAR or LNC would make PUG a bit stronger.
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