ATTN: Wicky and Roku...
yea.. if you want you can change in-game.. on the map.. go towards the residential area... it lets you change jobs in there..
***
A. Warrior
***
Warriors are the weapon specialists, and they have a nice balance among their
stats. This gives them many options to choose from.
--a. Warrior/Monk--
Monk's great boost in HP makes this a very nice tank combo. When using this
combo, you'll want to use claw-type weapons to take full advantage of the
Monk's abilities. Of course you might want to use the warrior's natural skill
in axes and swords also... Double attack and counter attack make this a heavy
hitting combo, while you can still take great damage and use provoke to become a
nice tank if you don't have a Paladin handy.
b. Warrior/Thief
With less of a boost to defense and HP, this combo is for support attacking
only. The most useful ability it gives you is probably backstab and some nice
agility and dexterity bonuses. You are not as good of a tank as the
Warrior/Monk, so if you have the option don't try. This combo is probably more
useful for solo play than party play with the gil and treasure finding
abilities.
c. Warrior/Black Mage
Don't make me laugh. With nearly no MP or INT, this combo will do very little
damage to enemies with spells, and as with Red Mage and White Mage subs, you
don't get useful stats or abilities. Nearly worthless job, so if you want
attacking magic go with a Dark Knight.
d. Warrior/White mage
This combo is bad as a party combination, and it should probably only be used
when soloing(and soloing is very rare at high levels). See the info for Red
Mage sub. If you want some healing magic, go Paladin.
e. Warrior/Red Mage
Not too good... Red mage is considered more of a mage class than a melee class
by far. However, you will get a few enfeebling spells, which will benefit your
attack power. The very bad side of this combo is that your MP will be
incredibly tiny, as well as your INT and MND, allowing only a few weaker spells
to be cast. Of course, as a Warrior you cannot sit around to recharge your MP,
as your TP will fall when healing. This makes the Red mage a fairly bad combo.
If you want a little magic, I recommend a Paladin or Dark Knight job. You will
not get much of a useful stat or ability increase as well with this combo.
f. Warrior/Paladin
The added defense from the Paladin sub is not as good as you would think. Also,
your White Magic(which is already limited as a Paladin), is halved, making it
almost useless. I would definitely choose Paladin/Warrior over this combo.
g. Warrior/Dark Knight
See the info for a Paladin sub above. The offensive increase isn't as large as
you would think, and your offensive magic is halved, making it useless. Choose
Dark Knight as a main to take advantage of its abilities.
h. Warrior/Summoner
I'm not covering these mage combos again... Summoner is especially bad as a
subjob, since you have tiny MP and half-leveled summons. For the good of the
FFXI world, don't pick this.
i. Warrior/Bard
You would think that the bard songs may give you some useful buffs, but think
again. You can only sing one song with bard as a subjob, and you can't equip
instruments which boost the power of your songs. Another bad combo.
j. Warrior/Beast Master
Not too good either(Notice the pattern with subbing advanced jobs?). You won't
be able to tame any good monsters and Beast Master only gives you mediocre stat
bonuses. Use Beast Master as your main if you want to control monsters.
k. Warrior/Ninja
Although dual wielding weapons might look cool, it doesn't add a bonus at all.
Your weapons' delays are also added together, making the result just as good as
only one weapon. Besides, Warriors specialize in the 2-handed axe, which of
course cannot be dual wielded. The only useful thing this combo would give
would be half-level ninjutsu, which is very expensive, and some
agility/dexterity bonuses. As above, if you want ninja abilities choose Ninja
as a main job.
l. Warrior/Ranger
Although warriors can already use bows and guns, they don't do too well with
them due to their lower dexterity and agility. Subbing ranger helps some, but
it still isn't a very good combo as you'll be missing out on the great weapon
skills that ranger as a main gets.
--m. Warrior/Samurai--
This combo could definitely work, especially at higher levels. Once you get
some of the better TP abilities of the Samurai, you can use them to your
advantage to unleash tons of great Warrior skills such as the great axe skills
that lower enemy stats. You'll be a very valuable member of the party by
leading in weapon skill combos as well.
n. Warrior/Dragoon
Rule 1 of subbing Dragoon: Don't do it. You lose the key ability of Dragoons,
the wyvern. Without your little attacking dragon, you only get the benefit of
the different jumps, with much less damage than if you had a wyvern. The wyvern
always attacks for half of your own damage every time you attack if your main
is Dragoon.
***
A. Warrior
***
Warriors are the weapon specialists, and they have a nice balance among their
stats. This gives them many options to choose from.
--a. Warrior/Monk--
Monk's great boost in HP makes this a very nice tank combo. When using this
combo, you'll want to use claw-type weapons to take full advantage of the
Monk's abilities. Of course you might want to use the warrior's natural skill
in axes and swords also... Double attack and counter attack make this a heavy
hitting combo, while you can still take great damage and use provoke to become a
nice tank if you don't have a Paladin handy.
b. Warrior/Thief
With less of a boost to defense and HP, this combo is for support attacking
only. The most useful ability it gives you is probably backstab and some nice
agility and dexterity bonuses. You are not as good of a tank as the
Warrior/Monk, so if you have the option don't try. This combo is probably more
useful for solo play than party play with the gil and treasure finding
abilities.
c. Warrior/Black Mage
Don't make me laugh. With nearly no MP or INT, this combo will do very little
damage to enemies with spells, and as with Red Mage and White Mage subs, you
don't get useful stats or abilities. Nearly worthless job, so if you want
attacking magic go with a Dark Knight.
d. Warrior/White mage
This combo is bad as a party combination, and it should probably only be used
when soloing(and soloing is very rare at high levels). See the info for Red
Mage sub. If you want some healing magic, go Paladin.
e. Warrior/Red Mage
Not too good... Red mage is considered more of a mage class than a melee class
by far. However, you will get a few enfeebling spells, which will benefit your
attack power. The very bad side of this combo is that your MP will be
incredibly tiny, as well as your INT and MND, allowing only a few weaker spells
to be cast. Of course, as a Warrior you cannot sit around to recharge your MP,
as your TP will fall when healing. This makes the Red mage a fairly bad combo.
If you want a little magic, I recommend a Paladin or Dark Knight job. You will
not get much of a useful stat or ability increase as well with this combo.
f. Warrior/Paladin
The added defense from the Paladin sub is not as good as you would think. Also,
your White Magic(which is already limited as a Paladin), is halved, making it
almost useless. I would definitely choose Paladin/Warrior over this combo.
g. Warrior/Dark Knight
See the info for a Paladin sub above. The offensive increase isn't as large as
you would think, and your offensive magic is halved, making it useless. Choose
Dark Knight as a main to take advantage of its abilities.
h. Warrior/Summoner
I'm not covering these mage combos again... Summoner is especially bad as a
subjob, since you have tiny MP and half-leveled summons. For the good of the
FFXI world, don't pick this.
i. Warrior/Bard
You would think that the bard songs may give you some useful buffs, but think
again. You can only sing one song with bard as a subjob, and you can't equip
instruments which boost the power of your songs. Another bad combo.
j. Warrior/Beast Master
Not too good either(Notice the pattern with subbing advanced jobs?). You won't
be able to tame any good monsters and Beast Master only gives you mediocre stat
bonuses. Use Beast Master as your main if you want to control monsters.
k. Warrior/Ninja
Although dual wielding weapons might look cool, it doesn't add a bonus at all.
Your weapons' delays are also added together, making the result just as good as
only one weapon. Besides, Warriors specialize in the 2-handed axe, which of
course cannot be dual wielded. The only useful thing this combo would give
would be half-level ninjutsu, which is very expensive, and some
agility/dexterity bonuses. As above, if you want ninja abilities choose Ninja
as a main job.
l. Warrior/Ranger
Although warriors can already use bows and guns, they don't do too well with
them due to their lower dexterity and agility. Subbing ranger helps some, but
it still isn't a very good combo as you'll be missing out on the great weapon
skills that ranger as a main gets.
--m. Warrior/Samurai--
This combo could definitely work, especially at higher levels. Once you get
some of the better TP abilities of the Samurai, you can use them to your
advantage to unleash tons of great Warrior skills such as the great axe skills
that lower enemy stats. You'll be a very valuable member of the party by
leading in weapon skill combos as well.
n. Warrior/Dragoon
Rule 1 of subbing Dragoon: Don't do it. You lose the key ability of Dragoons,
the wyvern. Without your little attacking dragon, you only get the benefit of
the different jumps, with much less damage than if you had a wyvern. The wyvern
always attacks for half of your own damage every time you attack if your main
is Dragoon.
roku... not sure how many more ppl you got comin.. but ill let you know about the code by this weekend... in the meantime jus tell your friend to play around with the game to learn how to play it..




