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PikaPuff Horribly explaining sub jobs:
Anyone play FFXI? Basically, you have one character that can change to any class. Like in WoW you make seven different characters to play seven different classes, but in DOMO/FFXI you make one character that can play all 7+ classes. Got that part? Good.
First, you level a citizen to level 10. Then you do the unlock quest for what class you want to unlock. I myself spent a half day unlocking every available class. The main thing this "paragraph" is trying to get across is (after the tutorial 10 levels) every class starts at level 10.
USUALLY, each class can use two other "attack skill sets," two "support skill sets," and one "counter skill set."
I haven't seen a counter skill set yet, but each class comes with two attack skill sets and one support skill set. Support skill sets are for equipping armor and weapons, but you can't get those skills until level 30. So you can't let a doctor equip a sword until you get a swordsman to level 30 and put points into the "Equip sword skill." Most attack skills have equipment requirements, so most skills can't be used by other classes until you level that class to 30 can open up the equipment skill.
Equipping a skill set from another class gives you every unlocked skill in that class available immediately. If the skill is a way higher level than you currently are, you get less effectiveness while using it. So you can get a doctor and equip the thief's attack skills and get "fast run," "free mana," and some knife skills you can't use. So you can regen mana for healing when you need it, or be able to run away when mobbed. Or equip his sneak attack skill which gives "throw arrow" and "blind," which don't need a knife equipped but require consumables to use. So you can give your doctor attack skills if he's forced to level alone.
Example of a guy playing:
Ok, so I choose to play a wizard. I play him up to level 12 and put some skill points into his AoE spell he gets at 12. I get bored of the class and decide to play a shaman. First time, so he's level 10. After changing to shaman, it asks what other job skills I want to bring in. So I bring in my Wizard Scroll skills, since that's all I put skill points into. I now can use the level 12 Wizard AoE as a level 10 shaman. The wizard skill requires a wand to use, but my shaman can use wands, so that's ok. So I level up the shaman pretty quick using hte wizard's aoe spell. Get him to 14 and get the Mana Regen spell. Get bored of mage classes. I switch to thief. I decide to bring in the shaman support skills and the wizard scroll skills. That Wizard AoE needs a wand, and the thief can't use wands, so I can't use that AoE spell. But the shaman's mana regen spell doesn't have an equipment requirement, so now my thief can use mana regen while kicking ass using a lot more thief skills than usual. Fun times.
Notes:
-Each class has their own level. Each class distributes their own stat points. (Level 30 thief put all their points into agi, then switches to their level 10 doctor, gets to level 20, and puts all his stat points into wisdom. Switch back to thief and you'll have that stat build with the ton of agi and be level 30 thief again.
-Almost every skill set has one or two skills that don't require an equipment. These are the skills to consider when subclassing.
-Every weapon has two+ classes that can equip it. Shaman and Wizard are great for subbing each other since they both use wands, so they can use any spell the other one has. Mercenary can equip any fighting weapon, so works with swordie, thief, and staff martial artist.
-Citizen skills are support and are the gathering skills. You'll have this equippied constantly until 30 and you unlock other defensive equip skills.
-THE SUPPORT SKILLS YOU CAN PUT POINTS INTO ARE USELESS UNTIL LEVEL 30! The "equip knife better on other classes" skill that opens up at level 12 is useless until you get the "equip a knife on other classes" skill at level 30. Don't fall for it
Useful subclass skills:
Thief: Fast Getaway: run away fast. MP Regen skill: 8 free mp. reusable every 40 seconds. Premonition: raise atk speed and dodge rate. pilfer: steal skill. attack skills and buffs that require consumables, but no weapon.
Wizard: AoE spell
Shaman: Mana Regen over time
Hunter: Specifically for musician. There's a skill in the second skill set that raises attack but lowers magic accuracy. Muscians do aoe buffs that 100% hit allies but also "annoy" monsters and gains aggro. This Hunter skill can apparently make you "miss" monsters while buffing your party, thus getting you less aggro.
Doctor: every class should get doctor and get level 1 first aid for free. tiny healing spell that's helpful until you get some real subjobs.
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