Originally Posted by
Morgana
Here's my impressions on the 3rd job build, based on my experiences so far.
I got 1 each in Tele Mastery, Quint, Dark Shock, Conversion, and Adv Chain to start off. Then I went Battle Mastery first, followed by Tele Mastery, then Quint, then got Adv Chain to 11 and maxed Dark Shock. I would have mixed Body Boost in at some point, but A. I didn't like the instability with the cooldown and B. The extra speed with Yellow Aura is useless to me since I'm still using an Evil Wings. Also, I got glitched because the patch hit when I was level 88. Currently saving points for it now (level 99).
Honestly I haven't had any problems with wanting more damage. I can fund the char with some of my bishop's equips and Blessing, so that's one reason why, but in general I think BaMs do a ton of damage for how mobile they are. I like Dark Shock because people think twice about KSing you when you're popping high 5 digits in the middle of 3rd job, and the cooldown usually isn't a problem since you save it for a big mob anyway.
I'm planning on maxing Reaper because, although I use Adv Chain a lot (hardly ever used regular Chain in 2nd), I don't tend to need the extra damage from it. I'm pretty much killing things with an Adv Chain and a telecast Quint, with Dark Aura because, well, Evil Wings hits the speed cap with just Booster so I don't need Yellow. That's one reason I maxed Tele Mastery so early, because it was my lowest damage attack and it costs me virtually no extra time if I telecast my other skills. (And it speeds you up way more than Yellow Aura, with the passive extra distance.)
Anyway... My preferences as someone relatively funded, with mage experience, might not be that of the typical guide follower. But Tele Mastery early is so useful and it's amazing just at level 1. I'm really surprised you don't have it included as a one point wonder at 70 or 71 for all your builds.