Hunter:
Hunter's man draws are fury stance and guard stance. With fury stance, we gain attack power to striking and ranged attacks. A spec with fury stance should also cap out JA bonus, giving us 20% more damage. With guard stance, we gain striking defense at a penalty of striking and ranged attack. It also goes without saying that we'll gain mainly striking attack and defense from this as a subjob, giving us access to melee weapons and armor faster as melee classes. We'll also have more HP than most other classes.
This seems like a strong class for any ranged or melee class. If you need more survivability, it can also provide more striking defense. None of the skills effect teching attack or defense, which might work well for a defense build on the teching classes.
Ranger:
Weak Shot is pretty much the only draw of this class. Shooting weak spots will also deal 50% more damage than normal with both Weak Hit +s capped, but only with guns. A useful subjob against bosses while in a party, or for boosting ranged attack and defense. But doesn't stand out while soloing. Also, weak shot doesn't work without a rifle, which may be a problem for many players.
Rangers also have access to traps, and ability boosting abilities. Both can be used on any class, which will allow Ranger to be a non-specific subclass if you're leveling a class without a better sub.
Force:
Almost every skill in the fire tree is great for teching classes, especially charge PP revival. With force, you'll deal much more damage with techs. However, there's no boost to anything non-teching related, meaning this class is probably only useful for techer.
It should also be noted that using a tech without a melee weapon will be like striking unarmed with a non-melee class. It can provide damage, but I wouldn't recommend it.
Fighter:
The entirety of Fighter's skill tree is providing additional damage when striking certain points of the enemy. For classes that get around to an enemy's front or back, this class can provide a great damage boost. But if you're at a range, you might be gambling too much for this subclass to be useful.
Gunner:
I can't really find a great bonus to this class. You get chain trigger, allowing you to get more damage on a specific point if a combo is built up, at a cooldown. You can also increase the amount of PP you regenerate per hit, or do more damage to flying enemies. Both these make it an interesting choice for dagger users, but I think there are stronger choices.
Techer:
This class has a cooldown that regenerates PP quickly, at a cooldown. It has another skill that boosts passive PP regeneration by 40%. It also has resta, and enough boosts to resta to make it useful even without a teching weapon. But, it doesn't have any real damage bonuses.
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