subjob for DRG

Moderator: Moderator

SewingMachine
Posts: 7
Joined: Thu Mar 14, 2019 3:09 am

subjob for DRG

Post by SewingMachine » Tue Apr 09, 2019 3:41 pm

I started to level up DRG/WAR and having a blast in dunes blowing up flies. But in the future for soloing and farming I should be leveling /THF and /WHM ? I already started to lvl WHM some but its painful the first 10lvls.
Question: What common subs do you use for DRG ? I was thinking /WAR /THF /WHM.

BengtJonssonJr
Posts: 140
Joined: Sun Dec 09, 2018 3:51 pm

Re: subjob for DRG

Post by BengtJonssonJr » Tue Apr 09, 2019 4:29 pm

I don't play DRG but my friend who does highly recommends /SAM in PT and /BLU solo. I imagine/NIN isn't bad for DRG just like on most DDs depending on the situation?

User avatar
demi
Posts: 23
Joined: Mon Dec 10, 2018 6:49 pm

Re: subjob for DRG

Post by demi » Tue Apr 09, 2019 6:00 pm

/WAR - Great for exp parties early and mid levels, performs exceptionally in parties that can manage hate really well even in later levels due to the sheer power of Berserk and Double-attack. With the kind of damage you're doing later on, having a Thief in the party can really potentiate this subjob by pinning hate back on tank. You can not Super Jump *nearly* often enough to mitigate the damage you will take; throttling damage subverts the whole idea of going /WAR to begin with. Therefore, make sure party can accommodate this hefty loadout.

/SAM - You get access to Hasso at DRG50/SAM25 and Meditate at DRG60/SAM30 - while it lacks the sheer power of /WAR, it compensates with more weapon skills, the Hasso 2H buff, and it can also convert misses to hits with Zanshin. Put Third Eye up before you use a WS on a mob that likely has TP so that you can try and "anticipate" a physical TP if you pull hate. Weapon skills can help indirectly mitigate damage if you open for somebody else with a strong closer, so if that person is the tank or somebody else who is /NIN, you can flex that quite a bit. Or close if it would kill it, you don't have to worry about hate from a dead mob. (This is a fun, flexible sub that you really oughta consider leveling once you're in the 50+ range if you hadn't already: should be a fast one to level since SAM is also loved as melee DD in parties!)

/NIN - I haven't used this yet, but once I hit colibri parties I started being asked to come as this. Mission content may demand it as well. Thing is, while /NIN doesn't directly buff your offense, DRG is a bit strong right now and you can very easily pull hate anyway. I recently had a party where I had myself and another DRG come /SAM and due to a variety of factors, it became very clear that /NIN would have been better for both of us that time. I tried to argue myself out of "needing" /NIN when I leveled /SAM, but even within the scope of exp parties you'll want this on more than one occasion.

--

It'll be good to have a Mage sub for soloing or doing some non-exp adventuring. I can't speak to these in detail though as I haven't leveled any mage sub too high yet. I believe they are fairly useful in similar ways.
/WHM - straightforward, can proc healing breaths quickly and lay Protect down. Also later you could do like Divine Seal > Curaga > Super Jump in a pinch. Self sneak/invis!
/RDM - lots of shared benefits with WHM, Poison is a cheaper & faster proc spell for Breath however.
/BLU - not directly helpful to others around you, but Cocoon sky-rockets your defense and it also has cheap, fast, spells for Healing Breath. Lacks sneak/invis

As far as /THF goes, it doesn't offer nearly enough damage/utility in exp/dps settings to be lumped with the three melee subs above, but specifically for farming it's up to you how much time you want to put into it: THF15 is Treasure Hunter 1, THF25 is Flee, THF37 is mostly some extra stats. The main point is TH1 is the highest level you can get with Thief as a sub, so invest your time accordingly!

Enjoy DRG, i've had a lot of fun taking it as a first 75!

SewingMachine
Posts: 7
Joined: Thu Mar 14, 2019 3:09 am

Re: subjob for DRG

Post by SewingMachine » Wed Apr 10, 2019 2:02 am

demi wrote:
Tue Apr 09, 2019 6:00 pm
/WAR - Great for exp parties early and mid levels, performs exceptionally in parties that can manage hate really well even in later levels due to the sheer power of Berserk and Double-attack. With the kind of damage you're doing later on, having a Thief in the party can really potentiate this subjob by pinning hate back on tank. You can not Super Jump *nearly* often enough to mitigate the damage you will take; throttling damage subverts the whole idea of going /WAR to begin with. Therefore, make sure party can accommodate this hefty loadout.

/SAM - You get access to Hasso at DRG50/SAM25 and Meditate at DRG60/SAM30 - while it lacks the sheer power of /WAR, it compensates with more weapon skills, the Hasso 2H buff, and it can also convert misses to hits with Zanshin. Put Third Eye up before you use a WS on a mob that likely has TP so that you can try and "anticipate" a physical TP if you pull hate. Weapon skills can help indirectly mitigate damage if you open for somebody else with a strong closer, so if that person is the tank or somebody else who is /NIN, you can flex that quite a bit. Or close if it would kill it, you don't have to worry about hate from a dead mob. (This is a fun, flexible sub that you really oughta consider leveling once you're in the 50+ range if you hadn't already: should be a fast one to level since SAM is also loved as melee DD in parties!)

/NIN - I haven't used this yet, but once I hit colibri parties I started being asked to come as this. Mission content may demand it as well. Thing is, while /NIN doesn't directly buff your offense, DRG is a bit strong right now and you can very easily pull hate anyway. I recently had a party where I had myself and another DRG come /SAM and due to a variety of factors, it became very clear that /NIN would have been better for both of us that time. I tried to argue myself out of "needing" /NIN when I leveled /SAM, but even within the scope of exp parties you'll want this on more than one occasion.

--

It'll be good to have a Mage sub for soloing or doing some non-exp adventuring. I can't speak to these in detail though as I haven't leveled any mage sub too high yet. I believe they are fairly useful in similar ways.
/WHM - straightforward, can proc healing breaths quickly and lay Protect down. Also later you could do like Divine Seal > Curaga > Super Jump in a pinch. Self sneak/invis!
/RDM - lots of shared benefits with WHM, Poison is a cheaper & faster proc spell for Breath however.
/BLU - not directly helpful to others around you, but Cocoon sky-rockets your defense and it also has cheap, fast, spells for Healing Breath. Lacks sneak/invis

As far as /THF goes, it doesn't offer nearly enough damage/utility in exp/dps settings to be lumped with the three melee subs above, but specifically for farming it's up to you how much time you want to put into it: THF15 is Treasure Hunter 1, THF25 is Flee, THF37 is mostly some extra stats. The main point is TH1 is the highest level you can get with Thief as a sub, so invest your time accordingly!

Enjoy DRG, i've had a lot of fun taking it as a first 75!
That was a 10/10 reply thanks !

Archaeopteryx
Posts: 1
Joined: Wed May 01, 2019 5:39 pm

Re: subjob for DRG

Post by Archaeopteryx » Wed May 01, 2019 7:11 pm

Subs to level:

High priority:

WAR
SAM
RDM or BLU
THF

Lower priority:

WHM
NIN


To expand a bit:

/WAR and /SAM are your choices for straight DD when grouped. If I remember the 75cap days correctly, /WAR for maximum damage with little to no concern for personal safety, /SAM when you want to do solid damage and have a little more self-preservation in the form of Seigan/Third Eye.

10% Haste vs Berserk and 10% Double Attack is what it comes down to, really, but what it REALLY comes down to is shit is situational.


/RDM and /BLU are the best solo choices by far.

/RDM:

Fastcast II (15% faster cast time, 7.5% recast reduction)
Resist Petrify I
Magic Def Bonus I
Elemental Barspells (6mp, .5 sec cast time before FCII)
Protect II
Shell II
Phalanx
Stoneskin
Dia II
Blink
Aquaveil
Sneak/Invis
Enspells

/BLU:

Cocoon (+50% def)
Head Butt (not sure how reliable that stun will be when subbed)
More HP from passive set spell bonuses = higher HB trigger
Power Attack and Foot Kick only 5mp and .5 sec cast time for HB triggers
Auto Regen from set spell traits (can actually be detrimental when it ticks you over your HB trigger threshold)
A few extra main stat points from set spells

There's no doubt, Cocoon is a game changer, but imo its really the only draw to /BLU and I've always preferred the better utility and slightly faster HBs of /RDM. Additionally, using Barspells as your HB triggers are more reliable, since they are self targeting. This also makes /RDM better for a DD/support role in a group.


Basically, /BLU may be slightly better, purely for soloing exp, just because Cocoon is so beast, but /RDM is the better overall solo SJ, as well as the best "runnning around doing random stuff" SJ, and imo the best hybrid DD/support SJ for groups. A real winner when farming Sky/Sea pops for instance.
Keeping in mind that I rarely played /BLU, so I may well have missed some additional advantage to the job.


/WHM is obviously best used in a support role when grouped, pretty garbage for solo when compared to /RDM or /BLU. tbh, I almost think /RDM is better for group support/healing due to cheaper barspells

/NIN's uses are so niche, its practically not worth discussing. (imo if you're going /NIN to exp, you may as well go /RDM or/BLU instead because casting Ichi is such a dps loss i'd rather just use Heal Breath)

/THF is for farming

Post Reply