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THF Subjobs and TH
Section II. Subjobs Numbers in parentheses describe the required master level to unlock that ability or trait. For example, 2% Double Attack (5) means at master level 5 you will gain 2% Double Attack when /WAR.Warrior The DD subjob of choice when not attack capped. Boosts damage passively with Attack and Double Attack bonuses (though Double Attack isn't super useful), and you can use Berserk, Warcry, and Aggressor for even more damage! Absolutely no defensive utility. Master Level bonuses: +2% Double Attack (5) Dark Knight More passive attack bonus than Warrior, and Last Resort is equivalent to Berserk. Also you get Damage Limit+ traits if you manage to be attack capped. You lose Warcry and Aggressor but gain spells! Worth considering. Aaaaand there's Souleater for funsies :3 Master Level bonuses: +13 Attack (5), +10% Physical Damage Limit (30) Dragoon The DD subjob of choice when attack capped for its Weaponskill Damage+ bonuses. Comes with accuracy bonuses too, and with master levels you get Super Jump for even more enmity control! Sadly no cute baby dragon :( Master Level bonuses: Super Jump (5), +3% Weaponskill Damage (30), +3% chance of Conserve TP (45) Dancer The solo/utility subjob of choice. You get cures, Sneak/Invis, Subtle Blow, Skillchain Bonus damage, steps to lower target evasion or defense, and movement speed at master levels. Very useful even in party settings! Also good when leveling THF from 40-49 because it provides native Dual Wield. Master Level bonuses: Contradance and Building Flourish (5), Chocobo Jig (30), +4% Skillchain Damage (45) Ninja The choice subjob at 75, but still viable at 99! Just not to top your damage meters. You get lots of Subtle Blow and Utsusemi to help with damage mitigation, and you even get Sneak/Invis. The best subjob when leveling THF from 50-90. Master Level bonuses: none Rune Fencer When Utsusemi isn't going to work for damage mitigation, bring Rune Fencer! You get magic defense bonus, elemental resistance to chosen elements, and parry rate increase. Master Level bonuses: Valiance, +10 Accuracy, +2 MDB, and Shell III (5), Stoneskin (30), Foil (45) Section III. Thief Roles in Endgame Content Section IV. Treasure Hunter Treasure Hunter is actually somewhat understood these days. There are actually several pieces of gear that a Thief can wear to increase their Treasure Hunter rating, but here are a few I recommend pursuing: Your maximum TH from equipment is 5, and you get 3 from your job traits, for a total of 8. The gear set here lists 11 TH from gear, so you have lots of options to get your 5 (including lower tiers of the hands/feet if you don't have the +3's). Treasure Hunter works as a monster debuff. When you do an aggressive action against the monster, your total TH level is applied to the monster. Every damage-dealing attack from that initial action has a small chance of increasing that monster's TH level. This chance is affected by a few things:
There are many cases where TH does nothing at all, for example if a monster has a 100% drop rate of SOME item, 95% being the item you don't want and 5% being defending ring. TH does not change the drop ratio of things. Square Enix published official drop rates, wowza! The quick rundown is, for common drops, get that initial TH8 hit on and swap back to your normal gear. The rarer the drop, the more worthwhile it is to take the time to cap the TH level. So the question everyone cares about, when do I wear TH gear? Non-dagger equipment: fortunately, you can swap these in and out, and you should have little difficulty hitting TH8 with gear. (If you can't, prioritize that!) If your damage output matters, put these on for your first hit, then swap them out for DD gear. If your damage output doesn't matter, go ahead and full time them and start using SA/TA solo as well, since those two abilities have the highest chance of Treasure Hunter increase. If you absolutely need capped TH (SE has capped this at 12, 14 with job gifts) here is what BG has to say: Quote: In situations where you want to maximize Treasure Hunter level and killspeed/the Thief's contribution to damage is irrelevant, the best option is to single-wield Author:
Malizia
Date Created: 2014-08-03 15:39:59
Date Last Modified: 2024-09-14 15:04:42
Updates: 8
Bytes: 7755
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