By: The Dark Mongoose
Basics of a Subjob
How to get your Subjob-check this place out to find out-http: www.killingifrit.com
A Subjob is a great thing-it allows you to use another job along with your main job. Your subjobs will contribute to your stats, abilities list, and job traits. A Subjob can only be half the level of your main job. This does not mean, however, that it lowers the level of that job. If youíre higher with that job, it just means that you can only have the stats of that level.
Example- You have a level 50 dark knight and a level 31 warrior. If you select warrior as your Subjob, it will only be level 25. But if you switch your main job to warrior and Subjob to dark knight, then you will be a level 31 warrior with level 15 dark knight (subjobs are always rounded down in case of odd numbers).
Specializing in the arts of battle, warriors act as shields, protecting their comrades from the enemy attacks. Warriors are great because they are the most flexible class in the game. They can either be a damage dealer or a tank, and can equip most weapons and armor. Many players level this job up to 30 then use it as their Subjob with an advance job.
War/mnk-This is one of the most common combinations. Monk sub gives you more Strength, HP, and Vitality. You also get useful abilities like boost, counter, dodge, focus, and chakra. One of the best subs for warrior
War/thf-You get most evasion and accuracy, along with treasure hunter, gil finder, and steal. Though, you usually wonít be able to take advantage of sneak/trick attack unless another tank is in the party.
War/whm-Very gimped, just wait to get pld instead of this.
War/pld-Viable sub at higher sub. You wonít have much MP for cures, but youíll gain some useful abilities from pld like holy circle, shield bash, cover, and a few physical defense up traits.
War/sam-One of the most balanced combinations in the game. You have great offense and still have good defense. Youíll get third eye, meditation, and store TP traits with this.
War/nin-One of the more controversial combinations for warrior. Youíll get some useful ninjitsu, including Utsesumi Ichi, blink, which makes tanking a lot less painful for you and your healer, but it will drain your wallet a bit. Also, youíll gain the ability to duel wield weapons, making you great offensively.
With their bodies that double as deadly weapons, monks attack enemies with explosive strength. Monks are great because they can dish out some of the best damage in the game with their hand to hand weapons. They get a lot of useful job traits and abilities.
Mnk/war-Most balanced combination for monk. Youíll get provoke, and abilities to increase your offense and defense.
Mnk/thf-More evasion, gil finder, treasure hunter, but unlike warrior (unless for some reason youíre the partyís main tank), youíll be able to take advantage of sneak and trick attack most of the time.
Mnk/sam-TP monster. Youíll gain TP very fast and unleash some of those great hand-to-hand weapon skills faster. See war/sam.
Specializing in covert actions, thieves aim for the perfect opportunity to attack from behind. Thieves are great because they are good pullers, have good weapon skills for skillchains, and have great hate-management skills.
Thf/war-Increased strength and vitality. Provoke isnít too useful as a thf, but youíll be able to survive longer and dish out more damage.
Thf/nin-See war/nin, except youíll be a great puller, not a great tank. Good combo
Thf/rdm-I see a lot of these running around. Itís a decent combo for lower levels, but I advise not to use it past lvl 30.
By using recovery spells, white mages can ensure a party's survival. White mages are great because they just sit back and make sure you donít die. These are usually in very high demand because there arenít enough of them because in most cases every party need one.
Whm/blm-Standard combo. Youíll get more MP, elemental seal, and some useful blm spells like warp, drain/aspir, and elemental Ėga spells.
Whm/smn-More MP than whm/blm, but fewer abilities. At 25 smn will get auto-refresh and garuda will get aerial armor (blinkga), both of which are very useful
Whm/rdm-Viable combo. Youíll get less blm spells than whm/blm, but youíll get fast cast and more MND.
Through devastating magic spells, black mages bring tremendous firepower to the battlefield. Black mages sit back and nuke, and depending on their Subjob, they sometimes fill another role, like being a backup healer. Once they get escape and warp II they can be even more useful for parties.
Blm/whm-Standard combo. Youíll be a back-up healer while still being able to nuke.
Blm/rdm-Less MP and mnd than blm/whm, but youíll get fast cast and more int.
Blm/smn- see whm/smn.
Blm/thf-An early level combo. Used for gil finder/treasure hunter and evasion. Not advised for higher levels.
These fighter-mages can utilize both black and white magic, as well as the arts of the sword. Red mages are great because they can fill many different roles in the party. They are backup healers, nukers, and melee fighters. They can wear more armor than other mages, but not as much as some of the full melee fighters. After level 40 they get in very high demand because of refresh and convert.
Rdm/blm-Good combo, youíll get more mp, elemental seal, and some useful blm spells.
Rdm/whm-Another good combo, youíll get less MP than rdm/blm, but youíll be more of a healer.
Rdm/smn-Not very effective until your sub gets lvl 25 when you get auto-refresh and aerial armor.
Rdm/war-Not very effective at any level.
Rdm/nin-Viable, youíll get duel wield, ninjitsu, and stealth.
Rdm/drk-Not very effective until higher levels. Absorbs, drain/aspir, and more weapon skills with your sword.
Paladins specialize in close-range combat, just like warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast white magic spells, making them even more valuable on the battlefield. Paladins are great because they make the best tank (that takes damage). They are almost always in high demand.
Pld/war-Best combo for partying. Provoke and added survivability.
Pld/rdm-Very good soloing combo for higher levels. Stoneskin/phalanx/MP.
Pld/mnk-Another viable soloing combo. More HP, strength, and vitality.
Pld/drk-A lot of people would think this is good, but itís not.
To strengthen themselves in battle, not only have these outlaw warriors mastered the ways of numerous weapons, but they have also acquired certain black magic spells to torment their enemies. Dark knights are great because they are a very good damage dealing class that can fill other roles in a party, such as puller and enfeebler. With drain and aspir they can be some of the best farmers too.
Drk/war-Great combo. You get offensive boosts like berserk and double attack, along with provoke if needed.
Drk/thf-Another good combo. After level 60 youíll have trick attack, which enables you to control aggro better.
Drk/sam-Not so good. Before the last update you could use this sub to spam guillotine, but itís been nerfed.
With their lances in hand and their faithful wyverns by their sides, dragoons suprise their enemies with their extraordinary jumping abilities. Dragoons are great because, with their wyvern, they can be a great damage dealer as well as setting up some good skillchains.
Drg/war-Good combo. See drk/war.
Drg/sam-See drk/sam. Though this is still a decent combo for drgs.
Drg/mage class-Youíre wyvern will do dif
Drg/drk-Some say at higher level this is a good combo, but itís not recommended.
Through the study of Far Eastern martial arts techniques, these lone warriors have learned to devote their lives to their cause and to their blades, the mighty katana. Samurai are great because they can deal good damage and use weapon skills out the wazoo. They can start, finish, or participate in every type of skillchain in the game.
Sam/thf-More accuracy and evasion. Decent Combo.
Sam/rng-samurai may not be able to use different blades, but they are pretty good with bows. With a ranger sub youíll get more accuracy, tracking abilities, and some great bow weapon skills.
Strict training in the forbidden arts of the Far East have transformed these fighters into cold, hard killing machines. Ninja are great because they can be a great blink tank, pull very well, and enfeeble with their ninjitsu very well. Ninjas are pretty scarce at the moment and are in very high demand.
Nin/war-You can be one of the best tanks in the game with this combo. With Utsesumi you can blink tank, along with evading everything else.
Nin/thf-great puller, youíll evade every hit
With unparalleled tracking abilities and skill with the bow and arrow, rangers are experts in the field of hunting. Rangers are great because they can deal some of the best damage in the game, though, at a cost of expensive bows and lots of arrows. Rangers get some of the most powerful weapon skills in the game and can fill any damage dealing slot in a party. Because it takes a lot of money to be one, there arenít very many rangers, and are in high demand.
Rng/war-good combo. Youíll hit harder and have better survivability
Rng/thf-another good combo. Youíll hit more often and evade more
Rng/sam-decent tp gains at higher lvls
Rng/nin-very nice combo, youíll hit a lot more, have better evasion and stealth, and have all that useful ninjitsu
A bright tune to soothe a party's wounds... A brisk march to raise a party's spirits... A forbidden chant to weaken a party's foes... The bards of Vana'diel use music as their weapon. Bards are great because they sing to enhance the party in a variety of ways and enfeeble enemies. Bards usually serve as a backup healer. Because bards are so useful, they are high demand.
Brd/whm-great support class. Youíll be able to sing and backup heal very well.
Brd/blm-singing and nuking, very useful
Brd/rdm-all around support. Decent healing, nuking, and melee, as well as singing support
These experts in monster research have trained tirelessly to communicate with--and even control--the animals of Vana'diel. Beastmasters are the only class in the game that is capable of soloing to level 75. They charm creatures and fight with them to gain experience. Though, they arenít useful to parties.
Bst/war-good survivability and offense
Bst/thf-added evasion and more treasure
Bst/mnk-more vit, str, and hp
Bst/whm-added survivability due to your cure spells
Bst/pld-added survivability through high hp, vitality, and some cure spells
By making pacts with the the legendary "avitars," these heretic mages have unlocked the secrets to the forbidden magic of Vana'diel. Summoners are great because they can do quests to get powerful avitars, which in turn allow them to use their power to buff parties in great ways. Most summoners sub whm or blm to because even more useful.
Smn/whm-great support through avitarsí buffs and backup healing
Smn/blm-more MP than smn/whm and nuking spells, stronger avatars
Smn/rdm-both nuking and healing abilities
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