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User:Microcuts/Sandbox/test1
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Preface
This guide will provide information as to which support jobs provide what for WARs, and how they are utilized. For other information, please check other wonderful guides linked at the bottom.
That being said, this is just a guide, and it is not meant limit or discourage the reader to a firm, set-in-stone mentality. In fact, I encourage everyone to try and think outside the box (in appropriate times and situations). You just might stumble across something useful, or at least have you think "Ohhh that was interesting.", but most importantly, it can prove to be fun! Cheers.
Job Overview
Seemingly plain and simple, but a deeper look reveals a versatile damage dealer that is Warrior. As one of the initial 6 jobs to choose from, it is available to anyone and everyone right from the get-go. Warriors typically fill in to tank, pull, deal damage, and serve as one of the most efficient SATA partner for Thiefs. WARs are unique in a sense that it overcame the "just a support job" mentality to one of the more sought after melee damage dealers, with minimal adjustments made to the job itself.
Strengths
- Proficient in many different types of weapon, specializing in Axe and Great Axe.
- Access to highly damage-dealer oriented job abilities and traits, such as Double Attack, Berserk, and Aggressor.
- Ability to tank efficiently at lower levels, and situationally at higher levels.
- Unique break-type weapon skills, such as Shield Break, allows Warrior to enhance the entire party's performance.
Weaknesses
- Very inefficient in terns of survival, especially at higher levels; highly dependent on cooperation and level of support.
- As with other damage dealer, heavily equipment dependent to perform well and to excel.
- WAR has what I call the "Red Mage stigma" - skilled in many, masters of few. While WAR is an excellent all-around damage dealer, it will not have the ability to throw out a huge spike damage like that of a RNG or THF, nor the steady damage-over-time like that of a MNK, nor have excellent damage output to enmity ratio like that of a DRG.
Support Job options
"Main stream" support jobs
These support jobs are what most people would consider to be useful in most situations, including EXP PTs. WARs are expected to have these leveled, and will use them at one point or another.
Monk
Monk is what I consider the blue collar combination for tanking, especially at lower levels. It provides decent all-around stat boost, with extra HP. It also provides Counter and Boost to aid in tanking. As other jobs emerge as more efficient solo tanks, Warriors generally shift towards more of a damage dealer role, making this support job not as attractive at higher levels.
Job Abilities
Job Traits
| Level | Name | Description |
|---|---|---|
| 20 | Counter | May counter (nullify) the mob's attack with an attack of your own. |
| 30, 70 | Max HP Boost | Adds 30 Max HP for each tier. |
<Pros and Cons?>
Ninja
Perhaps the most widely used, and one of the best all-around support jobs available. It adds a bit of survival with Utsusemi, adds a bit of damage with Dual Wield job trait, and adds a bit of utility with Tonko and Monomi. Unfortunately, some people tend to have a misunderstanding when choosing this support job:
- Dual Wield, as wonderful as it may seem at times, does not excel in any form until its second tier at level 50 WAR/NIN.
- Having the dual wield job trait does not mean you have to use two axes! Sometimes great axes will be preferred simply due to type of mobs being fought, using break weapon skills as needed, or the selection at the level will be better. Having a NIN support job does not take it away from WAR.
- Utsusemi is a great way to mitigate damage, both physical and magical, but this in any way does not make WAR a traditional blink tank that a NIN is. Pre-74, a WAR trying to tank is no better, if not worse than a pre-37 NIN trying to solo tank. A duo of WAR/NINs sharing hate works very well, but it requires good understanding of hate and team work.
Spells
| Level | Name | Description |
|---|---|---|
| 18, 68 | Tonko: Ichi, Tonko: Ni | Grants the caster effect of Invisible (Status Effect). |
| 24 | Utsusemi: Ichi | Creates 3 Copy Image to absorb enemy attacks. |
| 50 | Monomi: Ichi | Grants the caster effect of Sneak (Status Effect). |
| 74 | Utsusemi: Ni | Creates the same 3 shadows as Ichi, but much shorter casting time and much longer recast time. |
Job Traits
| Level | Name | Description |
|---|---|---|
| 20, 50 | Dual Wield | Allows the user to equip two singled handed weapons in each hand. Higher tier increases the total weapon delay reduction. |
<Pros and Cons?>
Samurai
SAM as support job for 2 handed weapon users is what NIN does for single handed weapon users do. It provides a little bit of strength, accuracy, and haste boost, or it can provide a form of damage mitigation, and to top it off, it provides more TP through Store TP job trait and Meditate. It does have some limitations due to Seigan and Third Eye's random nature, and using Hasso without any form of damage mitigation can prove to be a bit handful for the tank and the healer. Because of this, it is generally recommended to use SAM support job at level 70+.
<Insert job traits and abilities by level> <Pros and Cons?>
Situational support jobs
These support jobs are very niche in a sense that they are useful in specific situations, such as during Campaign Battle, a bit of soloing, or they simply excel ahead of other choices during a certain level range. They are not required or expected by any means, but they are very useful and sometimes just plain fun to have around.
Thief
Thief was once considered the support job for damage dealing, but over time, with better understanding of game mechanics and some number crunching, it has taken the back seat behind the likes of NIN and SAM. It adds a guaranteed critical hit every minute via Sneak Attack, or stacking it with a weapon skill does throw some big numbers whenever the timer is up. However, from a hit-to-hit and overall damage dealt over time perspective (DoT, not to be confused with weapon damage to weapon delay ratio), it falls behind. Top the spike damage with lack of damage mitigation, it adds up to be a double-edged sword that ends up hurting yourself and your PT more so than the mob. It is, however, one of the preferred support jobs used against the bigger mobs in the end-game scene, where you want to plant all the hate you can to the tanks with Trick Attack. Stacking several job abilities, (SA +) TA + Warrior's Charge, with strong weapon skill, such as Steel Cyclone is a common practice in such situations.
<Insert job traits and abilities by level> <Pros and Cons?>
Dragoon
I believe DRGs can be very exciting to play around with, especially with the support job latent equipment, Wyvern Earring, and to lesser extent Wyvern Mantle. You won't get to summon the wyvern, but Jump and High Jump adds free round of attacks with respective timers, and even adds Accuracy Bonus job trait. While the Attack Bonus trait does not stack with WARs counter part, it is available at earlier level at level 20 WAR/DRG. DRG proves to be a very damage heavy oriented support job, and it may prove to be too much to handle for most PTs.
Job Abilities
Job Traits
| Level | Name | Description |
|---|---|---|
| 20 | Attack Bonus | +10 Attack. Does not stack with Warrior's own level 30 job trait. |
| 60 | Accuracy Bonus | +10 Accuracy . |
<Pros and Cons?>
Dancer
While some people are turned away from the dancing animation, DNC adds up to be one of the most fun and useful support jobs to have around. Some notable dances available via subbing it are Curing Waltz II, Drain Samba II, Healing Waltz, and, to lesser extent, Spectral Jig. DNC as a support job is widely used for soloing purposes, and is widely seen in Campaign Battles. While WAR/DNC looks promising in a PT situation as an off tank, it is severely limited due to the fact that the dances use up Tactical Points, which is a prominent tool for dealing damage and holding hate.
<Insert job traits and abilities by level> <Pros and Cons?>
Ranger
RNG proves to be a very useful support job with only a single job trait - Accuracy Bonus; however, due to this, it is only viable during a very limited range of levels 20 until low/mid 30's, when accuracy becomes available through equipment. The job trait adds 10 accuracy and, to lesser importance 10 ranged accuracy. Its utility is further limited by the fact that during those level ranges, WAR is often called to, and excel with MNK support job, to tank.
<Insert job traits and abilities by level> <Pros and Cons?>
Corsair
Still being tested and inquired about. The main attraction here is Hunter's Roll, which adds some accuracy bonus like RNG would, but to the entire party. The roll's effectiveness used as support job ability is currently unknown.
<Insert job traits and abilities by level> <Pros and Cons?>
testing testing testing
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Source entry: User:Microcuts/Sandbox/test1. Cached on this server on 4 November 2026.