>> Added- Here is kinda an over view of some sub jobs for 60 and Uncapped ballista.
SAM/THF- Very good sub for Uncapped and pretty good for 60 cap. What makes it so good in No-cap is Tachi: Gekko and Tachi: Kasha mixed with Sneak Attack, being able to silence and paralyze people is awsome. Also Flee is very good. Not a good sub for any 1vs1 matches.
SAM/RNG- My favorite sub for 60 cap, but its not very good for public matches in uncapped. Very good for 1vs1 and Diorama ballista.
SAM/WAR- Ok for 60 and Uncapped, and good for 1vs1 against people that cast spells (sometimes), but i would say that you need to be very skillfull to use this in public matches.
SAM/NIN- Not one of my favorite subs but if you wanna live a little longer this might be ok.
SAM/DRG- This is a really fun for 1vs1 in Diorama but im doing more research on this sub.
Soo... to buisness, ill start with my gear/techniques for 60 cap as SAM/RNG.
Team/public matches:
1. Speed and power- I am able to dish out alot of damage in a small amout of time and, catching alot of people off guard. Tachi: Yukikaze then Barrage then Sidewinder usually is about over 1k damage(Some jobs excluded), and depending who im fighting(Team or 1vs1) and if i use third eye at the right time alot of jobs are low on hp or running away.
2. Skillchaining posibilities at long range- With Sidewinder I can close the SC after DE, Vorpal blade, Rampage, Guillotine, Sidewinder/slugshot, Raging rush, Raging fists, Howling fist, Penta thrust, Blade: Jin, and Tachi: Yukikaze. That gives me alot of versatility to be more of a team player, because those are some of the most widly used WS in 60 cap. If I am able to see/hear someone do a WS then use sidewinder fast enough i can sometimes get my teamate and i GB without letting the other team get me.
3. Camouflage- It has allowed me to get by the other team, pick off someone who is low on hp, score easier, quarry with low hp and still be invisible, a quick getaway etc. Using your 2hr in ballista is risky because its just so damn...shiny D:, pop your 2hr a little ways from battle then use camo to give someone a nice surprise. But its reliability is kinda low :/
4. Barrage- Barrage is like a second meditate mixed with a WS. It somtimes gives me enough TP to do another WS while at the same time doing pretty good damage on some targets. If i use it far away then get into shooting range, most people when they see me think oh its just a ranged attack but then when it does 200-400 damage most people will back up a little and if they dont i can usually hit then with a WS.
Also like multi-hit WSs barrage will be absorbed by Third eye. (When using Barrage i would recomend using Sharpshot)
5. Running- Usually when people get hit by a WS and see meditate they will try to run. With melee WS its harder to hit a person with a WS if your running after an them. With /rng using Sidewinder if they run i can stand still for a momment and just get a better damage/ range ratio making it very dangerous for them to run from me.
So when the match starts, use Meditate then Third eye (Just incase a THF wants to be sneaky and SA you then run away), dont use /quarry just yet because if you do meditate will be stopped (If you have Ballista points i would consider buying a Body Boost from the Npc). After you have quarried for a bit, pop a poison potion then kinda just sit back for a while and scope out the scene. People will be casting Ga spells, Ninjutsu, and others things like RAs/ Chiblasts (Chiblast can hurt quite a bit if the Mnk has boosted enough), then people will start runnning in and trying to get TP (they will use /sprint then hit and run). What you wanna do is wait for someone to slip up and get hit with a Ga spell or WS, also if someone on your team binds someone just wait for people to hit on then a little bit to make sure buffs are kinda gone (Blink/ Third eye). Then when they are at or below half HP use Sidewinder and hopefully half shot them and get Gate Breach. Ive found that SW(sidewinder) can half shot some people but not all, WAR, MNK, PLD, buffed RDM, and just Galkas in general are a bit tougher. As SAM/RNG you want to kinda be an Sniper, picking people off and getting GB quickly while staying far enough back so you dont die and give others GB. When i use my TP im trying to make sure it will count(Get in, get out), because after i use all my TP and JAs (excluding 2hr) im kinda a easy target, thats one of the cons about SAM/RNG your easy to hit, so i try to lessen that as much as i can. MNK/THF, SAM/THF, THF/~, NIN/~ seem to be kinda evasive in 60caps, i would suggest using Sharpshot before trying to use SW on these jobs. Aslo when using SW you want to have over 125-140TP to make it more accurate, firing it off earlier can result in missing and be a waste of TP.
GEAR: the gear here will be from mostly~ from lowest price to highest. I will bold the stuff i use just to show you that the more expensive items are not always needed
Head: Myochin Kabuto, this gives you more TP for better SWs so i wouldnt suggest anything else.
Hands: Myochin Kote, Windurstian Tekko, Federation Tekko, R.K. Mufflers +1 or +2 (If your Nation is in control of that area), O.Kote (Never really found these needed for /rng)
Body: Myochin Domaru (Added effect is kinda nice if it kicks in), Shinimusha Hara Ate (Very nice w/ Soboro Sukehiro and the Shinimusha Haidate) R.K. Chainmail, Byrnie, Haubergeon (I do not recomend this for ballista the -EVA and -AGI make you even easier to hit), SH.
Legs: Myochin Haidate (+HP, +Parry skill, and +Str in one package is very nice, and they free
), Bastokan/Republic Subligar...yeah, R.K. Breeches, Shinimusha Haidate.
Feet: Myochin Sune-Ate (+EVA skill is very nice), Windustian/Federation Kyahan, R.K. Sollerets, Leaping/Bounding Boots.
Neck: Coral Gorget, Merman's Gorget, Spectacles, Peacock Charm.
Fingers: Rajas Ring, Sattva ring, Scorpion Rings, Scorpion Rings +1, Woodsman and Snipers you could use but the -EVA and -DEF can hurt you.
Waist: Life belt (More for 1vs1 matches), R.K. Belt (The regular, +1, and +2 are about the same)
Back: Nomad's Mantle, Nomad's Mantle +1, Jaguar Mantle, Sniper's Mantle, Beak Mantle, Beak Mantle +1
Ear: Wing Earring, Drone Earring, Beater's Earring (Latent activated with Ranger Subjob I think)
MAIN WEAPONS: There are a couple choices that you can use in this slot. Great Katana, Polearm, and Dagger/Shield combo can all be used in different ways/styles.
GKT: Magoroku (Because its so low a weapon for 60 cap i dont recomend it but if your broke the +STR and +AGI cant hurt), Soboro Sukehiro (Probably the best GKT for SAM/RNG, your TP gain and ablity to remove Blink/Third eye will bye a big help and make you able to take down people with ease), Dotanuki (Low DMG but the EVA down effect is nice), Jindachi, G.M. Uchigatana (Again low DMG but the +ACC and ATT here r helpfull), Omokage, Daihannya.
Polearm: PLM is good for getting rid of Blink with Penta Thrust
PLM: Couse, Couse +1, Dispel Couse (Anyone ever tried this one) (Not too many options we can use here)
Dagger/Shield Combo: This is for if you want more Ranged ACC or AGI. Meikyo Shisui + Cyclone is annoying to the other team, also if you have alot of people with Blink, or you get ambushed by someone with Shadows you can use Cyclone to erase shadows then Meikyo Shisui for a clear SW X3 @_@;;
Dagger: Archer's Knife (Really the only dagger i could see that would help with SW), Mercurial Kris (Maybe? im not sure about this one)
Shield: Musketeer Commander's shield.
Ranged Weapons: Speed Bow(For 1vs1 and solo SCing people), War bow, War Bow +1,
Ammo: Scorpion Arrows, Bodkin Arrows, Sleep Arrows, Demon Arrows (Sleep Arrows are just kinda handy to have, surprisingly even with their low DMG they still pack a punch with SW)
Note: Its strange and i think they need to change it but you can macro switch Ranged Ammo w/o being penilized
...Welll i guess that it for tonight ill post tomorrw with SAM/RNG 60 CAP 1vs1 strategies and hopefully techniques for fighting different jobs.
D:< No one posted yet and im awake now so i guess ill just keep adding to this one :cry
This next part i will be talking about 1vs1 matches as SAM/RNG against certain melee jobs, and the best approaches to taking down certain melee in public matches (Thats alot of bold D:<), Im not going to get into melee vs mage matches just because one way or another i dont think they are fair most of the time. This might take a while so ima take my time.
MNK~(Team)60cap: Mnks are a very good DD class in 60cap ballista, they have alot of HP....alot, but this is one of their downfalls. Alot of Mnks just kinda leave themselves open to alot of attacks and abuse. Ive seen Mnks that just stand there while people are Ga-ing/ RA-ing them, because they kinda think they are invincible (kinda true but not really). Mostly for taking a Mnk down stick to a mix of melee and RAs to chip away at their HP, just RA-ing for a while works also. Once you have close to or over 120TP go in for the kill, meditate use SW then kinda chase them if they are running or stand toe-to-toe with them and SW again, if they are still alive you always have barrage. If you ever see a Mnk use Counterstance WS them with SW as fast as you can, CS drops their DEF so low that you can easily break 1k one them with one Sidewinder. Ragaing Fists can do good damage but its nothing to be afraid of if you have enough HP, also alot or Mnks like to use Boost + Focus before RF so it is sometimes~ easy to see when its coming and hit Third Eye in time to absorb it. Some Mnks get smart with this and try to fake you out and make you waste Third Eye, you just gotta kinda feel~ it out, sounds kinda strange but its worked for me, but you also gotta be smart with it, like if you have hit a Mnk with 2 WSs and he is still beating on you and he is low on HP, if you see Boost i would just Third Eye anyway because he will probably try to take you out. Also if you see Hundred Fists, just use Meikyo Shisui to end it as fast as possible, HF is a good 2hr in 60cap if you dont see it coming, (your just kinda running around getting hit and then your just start notice that you are losing alot of HP fast, thinking "WTF! ohhs.....HF >.>;;". Meikyo Shisui > Hundred Fists for killing quickly. MNK/SAM is a little tricky becuase 1 RF hurts, but 2 can kill. (Hopefully ill go over each subjob combo later but... thats alot of stuff D:<) Note: MNK/THF can be really annoying because landing SW can be a pain on them.
MNK~(1vs1)60cap It is possible to beat Mnks in 60cap 1vs1, it take a little more skill but its possible. *Hopefully your both knowledgeable about the ways that a 1vs1 match goes.* Engage and Start with a RA, then he will run in close to you and start the beatdown, use a mix of melee and RAs to get TP to 100+ then (This is what i do) use Sharpshot, Meditate and, Barrage, then use SW. Around this time he will be getting close to 100tp and hes going to use it, this is where i use barrage to boost my TP faster so i can SW again quicker than normal (Sometimes ill use Third Eye here before barrage just incase he uses RF and im stuck in the RA position), after that use SW again and pretty much either he dies or you get blasted by RF. A little way to get more damage on your SW it to use /sprint right before your gonna use SW then run past him a litttle, kinda catching him off guard, turn and SW to get a little better damage. You could also just Meditate use Sharpshot, then SW, then use Barrage, then SW again a duke the rest out. W/e works best for you.
WAR~(Team)60cap: Most Warriors will come to 60cap as WAR/NIN, i have see WAR/SAM, WAR/RNG, and some other combos but it seems that /NIN is the most popular choice. So to get TP Wars will most likely try a mix of using RAs(Bolts can be really annoying), and putting up blink then using /sprint and running in to melee someone for a little TP then running out, most likely they will go after you because you have no Blink. Gotta watch out for this because after they hit you a couple times, then you get Ga-spelled, then get hit by a RA, you might not notice but your HP is gonna be kinda low and your now a prime target for a nice Rampage in the face. If you do not have a Soboro Sukehiro and/or are new to ballista i would not recomend taking a WAR/NIN head on because Utsusemi is really annoying if not dealt with correctly. There are some ways to get around it though: Example1- If your using Polearm and have tp already and meditate it up, shoot a RA first then run in a swing once (You might be lucky and have Zanshin turn on), now he might be starting to cast Utsusemi again, when hes done casting, RA once then swing, Meditate and use Penta Thrust, then turn on barrage(suggest using sharpshot also), now he has no shawdows up and cant cast Utsusemi for a little while. Now use sidewinder and then barrage for TP/damage and if hes still there try for another SW. Now.... this whole plan can be destroyed by a well placed Provoke(Provoke stops you from using JAs and make you target the Provoker for a time) and if he has TP, Berserk + Agressor + Warcry + Rampage does quite a bit of damage, if that does happen just run away and try to get healed. Provoke can turn a battle so quickly, my mind thinks about provoke like this [Provoke = Cockblock]. Also people always forget that Wars are tanks, and good ones at that, they dont have too much evasion so landing hits will not be a problem most of the time, its just that they can take your hits and survive them. Best way to take them is if alot of people are hitting on one and you can then get a clean SW off. Basically fighting a War gets more dangerous if Provoke lands. Note: Just think of Provoke as a fat chick at a bar that wants to leave with her hot friend >.>;;
WAR~(1vs1)60cap: Fighting a WAR/NIN can be kinda tricky because of Provoke(Some Wars i have fought 1vs1 have even passed on using Provoke becasue they know how annoying it can be). If you have a Soboro this fight will be a ton easier, but if you dont grab a Life belt and a speed bow. Also if your fighting a WAR/NIN 1vs1 and they want to use Utsusemi before the fight and let the timer reset before the fight, tell them you want to meditate and let that timer cool down. If you dont then its kinda an unfair fight. But good 1vs1 fights usually have no buffs at start anyway. Start with turning on Barrage and Sharpshot then use a RA then swing then RA again(using speed bow this is relativly quick) now you need to meditate and hit them with Barrage followed by a WS(Kinda want to do this quickly because there Ustsusemi timer is almost back up). Now because you used barrage and Meditate you have TP left over from meditate and hopefully are ready to do another WS but guess what D:<. Ustsusemi is ready again, so now you need to get rid of that with RAs and regular swings(Again hopefully Zanshin will kick in) now you are ready to WS again but.... he has TP D:< and has been beating on you for a while. Use your TP and get ready for Rampage if he hasnt used it already. Hopefully your WS will be stong enough to take him down becuase if you dont time Third Eye right Rampage will most likey own you.
DRG~(Team)60cap: DRG/WAR, DRG/SAM, DRG/WHM, DRG/RDM, DRG/NIN, DRG/BLM(Rarely) are the usual job combos i see in ballista. The first thing about Drgs is... kill the wyvern, its like a mini version of them that cant really fight back, a couple of RAs and a SW and it will go down. Killing the wyvern is very good way to get Gate breech(GB) without much danger to yourself, it also cripples the Drg (Kinda) Note*. DRG/SAM seem to be the most dangerous Drg job combo in 60 cap, with Meditate, Jump, and High Jump they can get 100+ TP kinda quick and then unleash a nice Penta Thrust while doing ok damage with their jumps. If you ever kill a Drg and r kinda weakened, dont stick around for long becasue when they get up they might have two jumps coming your way, fatal if you have low HP. DRG/NIN is kinda annoying like most people /nin, when they get TP they pop Tonko then try to ambush people with Penta Thrust and jumps. Also might~ be kinda annoying with alot of evasion gear. Spirit Surge has alot of uses that can help them when in a sticky situation, +HP, +TP, +STR, Jump gives DEF down, High Jump gives TP down. This new 2hr has given Drgs more of an edge in ballista, but to my knowledge once you kill the wyvern they cant use 2hr so always kill wyvern first. For taking them down in team matches just kinda beat on them with RAs and melee attacks then just back up and fire off SW.
DRG~(1vs1)60cap: For a 1vs1 with a Drg there is always the debate about the use of the Wyvern. Some Drgs will say they want to use it while others will pass, for the one that want to use it just macro in Sleep Arrows and sleep it at the start. Since im not going over /mage combos most Drg will either be DRG/WAR or DRG/SAM or DRG/NIN (Never really seen this in 1vs1 O_o;). Penta Thrust from a DRG/WAR will hurt a little more that the other subs, thats why you dont let them live that long to use it. For DRG/SAM once they get 100TP they are going to most likely be using Penta Thrust so they can start building TP again. Im not totally sure but after about 1 or 2 swings, Jump, High Jump and Meditate they will have enough for a WS. This kinda makes them predictable sometimes~ once you thing they have enough TP pop Third Eye if you do it right you won the match if not your still ok also. My use for Third Eye is to block WSs but alot of people that use /SAM use Third Eye for slowing peoples TP gain. There is alot of different ways to fight this but ill show you a couple that i would be using. So start with a RA, and then go in for a mix of RA/ melee attacks, when you have @45-60TP hit Sharp Shot, Meditate, and Barrage. Now wiat for your TP to reach about 115-125, then use SW, fire off barrrage, then hopefully you will have enoguh TP for another SW soon. If everything go right you prolly got this fight. Another way is to hit Sharpshot + Meditate + Barrage, hit them with barrage and then a SW, then melee and RA for a little and SW again.
DRK~(Team 60cap): DRK/NIN and DRK/SAM are the two most popular subs for Drks in ballista, ive also seen DRK/WHM, DRK/WAR, and DRK/THF. Drks are somewhat a tricky thing to fight, just cause they have alot of things to use in a fight(Stun, Drain, Poisonga, Soul Eater, Last Resort are a few). The thing really that you need to watch out for is Stun, Stun + SE/ LR + Rampage or Guillotine is a posssible one shot for some jobs. Unlike alot other jobs that have to wait for a person to stop to WS, Drks can just stun you in your steps and boost up there attack and rape you, sometimes. If you ever get Stunned and you see a Drk starting to use SE/LR ...SPAM your Third Eye macro, then try to get some space between you two, if you dont get one shoted try to get away as fast as you can. But you have to remember that once a Drk uses SE he himself has lost quite a bit of HP, so if you ever see the SE animation you know whats coming next, try to target him and make sure hes not coming after you, once you see him make sure he has no blink or TE(third eye) up and unleash a SW, now he might get someone on your team but you have a good chance of taking him out as well. DRK/NIN will act kinda like a WAR/NIN but a little more dangerous at sometimes. When DRK/NIN get TP this is a common thing you will see, SE/LR + Tonko + /sprint, they will target a person then run in Stun + WS then run out. DRK/SAM are pretty dangerous also cause they dont have to melee to get TP, then they can boost their ATT via SE/LR. Drks can also get rid of Blink pretty easy with Poisonga so /nin jobs kinda useless when fighting a Drk. They don have that much defense and can be pretty much halfshotted by SW.
DRK~(1vs1 60cap): Pretty much the only subs that should be able to beat you is DRK/SAM and DRK/NIN. When fighting these jobs its pretty much kill them before they get TP. Treat DRK/NIN like a WAR/NIN. DRK/SAM is very dangerous, just try to pump out as much Damage as you can in the short time that this match will last.
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