Community Paladin Guide

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Latest Updates

  • Beginning the process of updating, cleaning, and streamlining guide. More to come. --Brahmsz (talk) 23:59, 22 November 2025 (UTC)
  • Working top-down:
    • Updated and streamlined Food & Medicine section; Support Jobs are now listed plainly; Blue Mage Spell section now includes MP Cost, Casting & Recast time columns for easier/quicker reference.
    • Further broke down, divided, and collapsed the Sword & Shield entries into subsections for (hopefully) better readability.
    • JSE (Artifact & Relic Armor) sections updated to reflect increase to +4. (Reverence Gauntlets +4 page needs an uploaded icon photo)--Brahmsz (talk) 18:26, 2 January 2026 (UTC)
    • Updated New & Returning Players sections to be in line with more current guide layout. Streamlined or shortened wordy explainers/notes.
    • Added additional information to Enmity section for Enmity Loss Reduction. --Brahmsz (talk) 17:57, 25 January 2026 (UTC)
    • Chipping away in Advanced Section: Modernizing Sets by Brahmsz and updating layout. --Brahmsz (talk) 00:50, 23 February 2026 (UTC)

General Information

  • One of the original six Advanced Jobs, as well as the direct opposite of Dark Knight.
  • One of the two standard tank jobs in the game.
  • Possesses the highest base Physical Defense rating as well as the most Physical Defense & Shield Mastery Traits of any job in the game.
  • Is a safe choice for breaking into content.

Roles

  • Traditional Tank with emphasis on physical damage mitigation.
  • Keeps the monster's attention away from the other front-line and back-line players/characters by maintaining high levels of Enmity.
  • Paladin's role has expanded in the healing category with the addition (and expansion) of the job ability Majesty.
    • Through the use of the ability Majesty, single-target Cures are expanded to Area of Effect status.

Food and Medicines

Food

Recomended:

  • HP+100, STR/VIT+5, DEF+10% (Max. 170), Mag. Def. Bonus+5, Mag. Eva.+10% (Max. 50), Resist Slow+10.
  • Best defensive food there is. Combines HP, Defense, Magic Defense & Magic Evasion all in one.
    • Purchased from the Auction House. Crafted only.
  • HP+11% (Max. 150), VIT/MND+7, Acc.+11% (80), Def.+11% (120), Enm.+4.
  • Comparable to Miso Ramen in HP and Defense; exchanges Magic Defense & Magic Evasion for Accuracy & Enmity+.
    • Purchased from the Auction House. Crafted only.

Alternatives:

  • DEX+2, VIT+4, INT+1, Acc./R. Acc+5, Evasion+5, DEF+15% (Max. 180), Resist Sleep+3, HHP+2, HMP+1.
  • Black Curry Buns have 10 more defense than Miso Ramen, but lacks the other benefits. The good thing is Black Curry Buns are a fraction of the price of Miso (market depending).
    • Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
  • HP/MP+20, DEX/AGI/CHR+4, VIT+6, DEF+25% (Max. 150), HHP/MP+1.
  • Relic of its time. There is no reason to use this anymore, but if you are at lower level it will provide better defense than most of the above foods.
    • Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
  • STR/VIT+5 INT-2 Att./R.Att+25%, DEF+25% (Max. 100).
  • Honorable mention. The Attack & Defense parameters aren't as high but definitely worth keeping in mind.
    • Purchased from Curio Moogle for 3,000 gil, 36,000 gil a stack.

Medicines

Support Jobs

  • Support jobs or "Sub Jobs" can range and see variable use dependent on situation. The standard two support jobs are Warrior and Blue Mage, with special mention for Dark Knight, Rune Fencer, as well as Scholar.
    • All five support jobs have their situations, and should be used accordingly. The higher end / more challenging content will most likely lean towards the use of BLU.
    • However, as Power Creep continues with newer & stronger armor sets (but more specifically Master Level increases), the likelihood is RUN will become the prevalent support job of choice.
  • For the sake of thoroughness, please see below for a variety of support jobs and reasons advocating for their use.


Blue Mage

  • One of the most solid support jobs Paladin can sub. Blue Mage offers strong physical defense through the spell Cocoon as well as an array of enmity generating spells to keep the monster(s) focused on you.
  • Spells are set up within a point system customized to the players particular needs for Job Traits and utility purposes alike.
  • Spells & Traits: Please reference Notes on /BLU section below.

Dark Knight

Rune Fencer

Scholar

Tanking: Mitigation & Enmity

  • A Paladin's job of tanking can be split into two [simplified] schools of thought: 1) Mitigating incoming damage and negative status effects through layering defensive measures; and 2) Maintaining a high(er) level of enmity over other party and/or alliance members. Please see below.

Layering Defenses

  • As mentioned above, the key to mitigating damage and negative statuses is through layering defenses against them.
  • On the physical side for Paladin, it starts with the most basic of stats of Vitality and Physical Defense. Further enhanced by stats such as Physical Damage Taken -% (PDT-%) gear and its more advanced form Damage Taken -% (DT-%) gear. Paladin also specializes in shield blocking which further reduces damage when facing an attacking monster upon successful block. There are various spells and abilities which augment physical defenses such as Protect, Phalanx, Sentinel and Rampart.
  • On the magical side for Paladin, it starts with the the stats of Intelligence, Mind, Magic Defense and Magic Evasion. Further enhanced by magic damage taken -% (MDT-%) gear and its more advanced form Damage Taken -% gear (which covers bother Physical and Magical damage, but also the less often seen Breathe damage). There are various spells and abilities which augment magical defenses such as Shell (which is itself a form of MDT-%) and Fealty for example.

Enmity

  • Enmity itself can be divided into two specific measurable types: Cumulative Enmity and Volatile Enmity.
  • Cumulative Enmity is largely static and typically builds slower than its counterpart. Cumulative Enmity is reduced by outside actions such as taking damage and getting debuffed (negative status effects). See below in Enmity Management for more detail.
  • Volatile Enmity is more fluid in that it builds quickly--typically (but not always) at a rate of three times that of Cumulative Enmity. Volatile Enmity however, natively reduces overtime. Approximately 60 Volatile Enmity per second.
  • Please see Enmity Table section below for the measurable caps on both types of enmity.
  • Enmity in general can be split across three categories: Curing, Damage, and Actions. The first two are fairly self-explanatory but here is a direct link for further explanation: Damage and Cure Enmity Gain. Please see below for Actions.
  • Virtually every player action in the game generates enmity. Although most don't do much, "enmity actions" would be actions with notable enmity value(s) attached. (Such as Flash or Provoke)

Enmity Management: Enmity Loss Reduction

  • Additionally, management of Enmity loss is a key function in a tank's role and responsibilities.
  • Enmity Loss Reduction applies in two separate multiplicative steps, through Enmity+ and Enmity Lost Reduction. Up to total of -75% Cumulative Enmity Loss.
    • The first step is through collective Enmity+ in gear. Every +2 Enmity equals -1% Enmity Loss Reduction, capping at 50% (+100 Enmity).
    • The second step is gained through the "Enmity Loss Reduction" stat, via the following sources:

Enmity Table

  • As per the Enmity page:
  • The cap enmity is 60,000 total (30,000 each of Cumulative (CE) and Volatile Enmity (VE)).
  • If multiple players have enmity on a monster (on the hate list), the monster will target the player on the hate list with the highest combined enmity values.
  • In the case of multiple players having identical enmity values (being at enmity cap for example), a monster will target the player that acted most recently.


Enmity Table
Ability Cumulative Enmity Value Volatile Enmity Value
Invincible 1 CE1 7,200 VE
Shield Bash 450 CE 900 VE
Sentinel 0 CE 900 VE
Rampart 320 CE 320 VE
Palisade 900 CE 1,800 VE
Majesty 0 CE 300 VE
Divine Emblem 0 CE 300 VE
Fealty 1 CE 300 VE
Chivalry 1 CE 300 VE
Intervene ??? CE ??? VE
Spell Cumulative Enmity Value Volatile Enmity Value
Flash 180 CE 1,280 VE
  1. The Cumulative Enmity Value for Invincible is 2,001 with 20/20 Job Points invested in the Invincible Category. Please reference the Job Points section below.

Notes on Tanking /BLU


Blue Mage as a sub (or support job) has been a main stay for PLD for a quite some time now. "/BLU" provides a number of benefits both directly and indirectly to help bolster the player's defenses and Enmity gain & retention. Those familiar with setting their Blue Magic spell list may already know this but it's worth mentioning that you only are able to set 14 spells or a total of 30 points (whichever comes first) as a Level 49 /BLU. With Master Levels allowing access to Blue Magic spells from Levels 50~59, at Master level 10, those caps increase to 16 spells and 35 set points, respectively.

See below for a list of spells to think about setting:

  • Non-Mastered
  • Direct Uses
    • Cocoon: Increases Physical Defense rating by 50%.
    • Bomb Toss and Cursed Sphere are both Medium Range (13.5 Yalm distance) spells for multi-target Area of Effect pulls (7 Yalm Radius).
    • Blank Gaze: Single-target Enmity spell.
    • Jettatura: Front conal Enmity Spell (9 Yalm range, 30~45° cone).
    • Caster-Focused Area of Effect Enmity Spells: As the bullet point indicates, /BLU has a variety of AoE spells focused around the caster which can be used to either tag a group of mobs or bolster the Enmity already established on a group of enemies.
      • Sheep Song, Stinking Gas, Soporific, and Geist Wall.
      • Please Note: There is a 15 target maximum initial Enmity establishing limit. So for example, if there is a group of 20 monsters and you cast an AoE Enmity spell covering all 20, only 15 will add you to their Enmity List. Anything past that limit has to be either tagged individually one at a time or AoE'd outside of that initial 15 targets.
  • Stat Gains
    Yes, stat gains. Even with the amount of stats given by Item Level equipment, you still will have some spell slots left over to add additional stats according to your own personal preferences. In this case, listing spells which add a few extra points of HP as it's objectively the most reasonable gain one can get out of the list and may push you over a HP threshold:
  • Master Level 5+:

/BLU Enmity Table

Enmity Table
Spell Base Cumulative Enmity (CE) Base Volatile Enmity (VE) MP Cost Cast Time / Recast (Seconds)
Blank Gaze 320 CE 320 VE 25 MP 3s / 10s
Jettatura 180 CE 1,020 VE 37 MP 0.5s / 60s
Sheep Song 320 CE 320 VE 22 MP 3s / 60s
Stinking Gas 320 CE 320 VE 44 MP 4s / 37s
Geist Wall 320 CE 320 VE 46 MP 3s / 30s
Soporific 320 CE 320 VE 24 MP 3s / 90s
Cold Wave
ML15
320 CE 320 VE 37 MP 4s / 60s

Picking your Spells

Brahmsz (talk): This is more of a personal notation, but your set list of spells while limited in capacity by sub is a still a matter of personal preference. All the spells listed here should have their respective links but in an abundance of caution for those who will likely skip over these sorts of things here's some tips:

  • MP Cost, Casting time, Casting & AoE Range, and Stat Gains (HP) are all considerations for what spells you choose.
    • Personally, I lean more into a spell set that favors HP gains to push my HP cap over a given threshold, just as an example.
      • As such, I avoid Soporific & Geist Wall as they both have HP-10.
    • Of the 4 non-Master Level AoE spells available, Sheep Song has the lowest MP Cost (22MP), followed in order by Soporific (24MP), Stinking Gas (44MP), and Geist Wall (46MP).
      • Stinking Gas has the longest casting time at 4 seconds compared to 3 seconds for the others.
        • Geist Wall has the shortest recast time (30 sec), followed by Stinking Gas (37s), Sheep Song (60s), and Soporific (90s).
    • Cursed Sphere has a lower MP Cost (32v42), Cast Time (3v4), and Recast (20v25) over Bomb Toss while having the same Casting & AoE Range.

Abilities, Traits, Merits, and Job Points

Abilities and Traits


Job Traits
Lvl. Name
5 Undead Killer
10 Defense Bonus
20 Resist Sleep
25 Shield Mastery
30 Defense Bonus II
35 Auto Refresh
40 Resist Sleep II
50 Defense Bonus III
50 Shield Mastery II
60 Resist Sleep III
70 Defense Bonus IV
70 Shield Barrier
75 Resist Sleep IV
75 Shield Mastery III
75 Merit Points Iron Will
75 Merit Points Guardian
76 Defense V
77 Shield Defense Bonus
79 Critical Defense Bonus
81 Resist Sleep V
86 Undead Killer II
91 Defense Bonus VI
96 Shield Mastery IV
Job Ability
Lvl. Name Noteworthy Equipment
1 Invincible Caballarius Breeches
5 Holy Circle Reverence Leggings
15 Shield Bash Caballarius Gauntlets
30 Sentinel Caballarius Leggings
35 Cover Reverence Coronet | Caballarius Surcoat
62 Rampart Caballarius Coronet
70 Majesty
75 Merit Points Fealty Caballarius Surcoat
75 Merit Points Chivalry Caballarius Gauntlets
78 Divine Emblem Chevalier's Sabatons
87 Sepulcher
95 Palisade
96 Intervene

Merits


Group 1
Name Description Level Notes
Shield Bash Recast Shorten recast time by 2 seconds. 0/5 Shield Bash timer has been significantly reduced to 60 seconds. The additional seconds off are not worth it.
Holy Circle Recast Shorten recast time by 10 seconds. 0/5 Artifact feet already boost the duration to 4:30 with a recast of 5:00.
Sentinel Recast Shorten recast time by 10 seconds. 5/5 You want to reduce the downtime of this ability. 5/5 takes off 50 seconds from the recast.
High value investment.
Cover effect length Lengthen time of effect by 4 seconds. 0/5 Cover has fallen out of use and extending duration will not help in most situations.
Rampart Recast Shorten recast time by 4 seconds. 5/5 You want to reduce the downtime on Rampart as well.
High value investment.
Group 2
Name Description Level Notes
Fealty Grants a powerful resistance to enfeebling magic. Recast: 10min.
Increase duration by 5 seconds.
1/5 to 4/5 Invest at least one point While the description simply says enfeebling magic, Fealty also has clutch uses against certain non-spell / TP-based status effects and even some elemental damaging spells.
The augmented relic body will increase the duration of Fealty by 4 seconds per merit level.
This is still a 10 minute ability and comes down to person preference.
Chivalry Converts TP to MP. Recast: 10min.
Increase amount of MP granted by 5%.
1/5 to 4/5 Invest at least one pointThe bare minimum return on Chivalry with 1,000 TP should be mid 600's.
The augmented relic hands will increase the TP-based portion of the MP restoration by 10%.
This is still a 10 minute ability and comes down to person preference.
Iron Will Adds a spell interruption down effect to Rampart.
Increase effect by 19%.
0/5 Shield Mastery gives 100% Spell Interruption Rate down upon a successful block, making Iron Will largely antiquated and unnecessary.
Guardian Reduces enmity loss while using Sentinel.
Increase effect by 19 percent.
5/5 Highly Desirable. The enmity loss reduction on this trait is hefty and should be embraced wholeheartedly.

Job Points


Job Points
Name Description Notes on Effects
Invincible Effect Increases the amount of static enmity accrued from activating Invincible. Increases static enmity under Invincible by 100 per point for a total of 2,000.
Intervene Effect Increases damage dealt when using Intervene. Increase damage dealt by Intervene by 2% per point for a total of 40%.
Holy Circle Effect Reduces the amount of damage taken from Undead while under the effects of Holy Circle. Reduces the amount of damage taken from Undead while Holy Circle is active by 1% per point for a total of 10%.
Sentinel Effect. Increases enmity while under the effects of Sentinel. Increases enmity while Sentinel is active by 1 per point for a total of 20 enmity.
Shield Bash Effect Increases damage dealt with Shield Bash. Increases damage dealt by Shield Bash by 10 per point for a total of 200 damage.
Cover Duration Increases the effect duration of Cover. Increase effect duration of Cover by 1 second per point for a total of 20 seconds.
Divine Emblem Effect Increases divine magic damage while under the effects of Divine Emblem. Increases magic damage dealt by the Banish and Holy spells by 2 per point for a total of 40 damage.
Sepulcher Duration Increases the effect duration of Sepulcher. Increases effect duration of Sepulcher by 1 second per point for a point of 20 seconds.
Palisade Effect Increases the effect duration of Palisade. Increases the effect duration of Palisade by 1 second per point for a total of 20 seconds.
Enlight Effect Increases additional light damage and physical accuracy while under the effects of Enlight. Increases Enlight's en-spell damage and physical accuracy by 1 per point for a total of 20 in each category.

Weapons

Swords & Shields

Taking a moment to touch upon sword and shield choices for Paladin. There is a variety of sword choices to choose from. And while your mileage may vary depending on which sword you choose to wield, there are only a handful of shields for use in endgame scenarios.

Swords


Beginner Swords

These swords are your immediate priority if you're a fresh level 99 with no resources.

  • Eminent Scimitar: Quite possibly the earliest and easiest iLvl sword you can obtain (since there is no Homestead/Bayld swords for Paladins).
    • Cost: 7,000 Sparks.
  • Voluspa Sword: Honorable mention. If you started collecting Domain Points from Domain Invasion, an extremely easy iLvl 119 sword. An added bonus is Volupsa Sword gains large stat increases during Domain Invasion.
    • Cost: 80 Domain Points from Zurim.
Intermediate Swords

This subsection represents the next progressive step forward. Obtainable through participation in Domain Invasion, Ambuscade, and other Content.

  • Kaja Sword: Recommended Offensive benchmark target. Grants access to the weaponskill Savage Blade.
    • Cost: 16,250 Hallmarks to upgrade from a base Tokko Sword to Kaja Sword.
  • Nixxer: Recommended Defensive benchmark target. Standard Physical Damage tanking sword. Features PDT-6% and Shield Blockrate+3%. Four augment paths for additional stats. Pairs nicely with Priwen or Ochain.
    • How to obtain:
      • Purchase from Zurim 200 Domain Points.
      • Chance drop from Palila in Escha - Ru'an.
  • Brilliance: Honorable mention. Featuring a base Enmity+7, Enlight damage+15 (Enlight duration +15 seconds), and Damage Taken-3%. Max augment grants Enmity+7 (total Enmity+14), Shield Skill+10, Divine Magic Skill+15, and Base DMG+, respectively. Pairs nicely with Priwen or Srivatsa.
    • How to obtain:
      • Randomized prize from successfully defeating Sajj'aka in Wave 3 of Sinister Reign. Randomized augments at reward screen.
      • Access Requirement: Complete Seekers of Adoulin storyline.
Advanced Swords

Start of "Endgame." Recommended for broad and niche use cases.

  • Naegling: Final form to Kaja Sword. Grants access to the weaponskill Savage Blade.
    • Cost: 10,000 Hallmarks to upgrade from a Kaja Sword. Additionally, one Pulse Weapon required.
  • Sakpata's Sword: HP+100, MP+40, Fast Cast+10%, DT-10%, and Potency of Phalanx Received +5.
    • How to obtain: Purchasable from the Pilgrim Moogle in Rabao after successfully defeating the Atonement 3 NM Kalunga in Sheol - Gaol of Odyssey.
  • Malignance Sword: Honorable mention. VIT/INT/MND+25, Magic Defense Bonus+8, Fast Cast+8%, Refresh+1, and Resist All Status Ailments+10.
    • How to obtain:
      • Chance drop from Maiden of the Dusk High Tier Mission Battle.
      • Access Requirement: Complete Wings of the Goddess storyline.
      • Cost: 10 Merit Points per entry.
DAMPER Swords

Shortened for Divergence, Aeonic, Mythic, Prime, Empyrean, & Relic weapons. Descriptions herein assume 119 (III).

  • (D) Cabal. Sword / Moralltach: Paladin's Divergence weapon, the former being the HQ1 and the latter being the HQ2. On paper, these are decent hybrid melee weapons sporting Accuracy/Attack, HP/MP+, and Converts % of Maximum HP to Defense. However, the real benefit of these swords are their Path C augments: additional HP+, Cure Potency+, and Refresh+, respectively. Pairs very nicely with the job ability Majesty.
    • Requirements:
      • To equip Caballarius Sword, the player requires "Superior 4" status: 1,200 Job Points spent/invested.
      • To equip Moralltach, the player requires "Superior 5" status: Job Mastery; 2,100 Job Points spent/invested.
  • (A) Sequence: The one of the two Aeonic pieces Paladin has access to (the other being the shield Srivatsa). Aeonics are the only ultimate weapon category to boast TP Bonus+500. Sequence's aftermath effect unlocks Level 4 skillchain properties Radiance and/or Umbra, respectively. Fair warning though, Sequence's associated weaponskill Requiescat is mainly a utility weaponskill and as such should not be depended upon for damage.
  • (M) Burtgang (Level 119 III): Paladin's ultimate job-specific Mythic weapon. One of the few in-game weapons that breaks the PDT cap (PDT II-18%), raising it to a maximum of PDT-68%. Has a massive Enmity+23 as well as Enmity Reduction Upon Taking Damage-20%. Burtgang's associated weaponskill Atonement has a finite damage cap, but in exchange gives a massive Enmity boost, which can go a long way in higher end content.
  • (P) Caliburnus (Level 119 III): Paladin's Prime One-Handed Sword. Relatively speaking, Caliburnus is about on par with the other Prime Weapons for damage output. Offers Refresh+2 and DT-5%.
  • (E) Almace (Level 119 III): One of two Empyrean weapons Paladin has access to (The other being the greatsword Caladbolg). Almace comes with an additional DEX+50, which helps to further boost it's associated weaponskill Chant du Cygne as well as an attached Aftermath effect of Occasionally Triples Damage.
  • (R) Excalibur (Level 119 III): Paladin's original ultimate [Relic] weapon. Also, one of two Relic weapons Paladin has access to (the other being the greatsword Ragnarok). Allowing the use of the weaponskill Knights of Round with an attached Aftermath effect of Regen +30 & Refresh +3 on the user.
    • Notes:
      • Has a hidden effect of dealing triple damage on the first swing of an attack round 13% of the time.
        • Deals slashing damage equal to 25% of the wielder's current HP. This displays as an "Additional Effect" line in the in-game chat log.
      • At Rank 15 Augmentation, the wielder also gains an additional Shield Blockrate+10%.

Shields


  • Priwen: Recommended benchmark target for new or returning players to the job. It comes with DT-6%, Phalanx Received+2, and triples blockrate under Reprisal(!!!). Even after you upgrade from Priwen, hold on to it as a Phalanx+ swap.
    • Priwen can be further enhanced through augmentation.
      • At Rank 15, Priwen gains HP +50, Magic Evasion +50, and an additional DT-3%.
    • Requirements:
  • Blurred Shield: Most likely one of the first shield investments into a Hybrid DD build. Offers Accuracy/Attack+15, Shield Blockrate+5%, and WSD+5%. HQ(+1) version offers Fencer Bonus+1, making this an excellent choice for content where you can afford to melee and tank.
    • Requirements:
      • To equip Blurred Shield/+1, the player requires "Superior 2" status: 100 Job Points spent/invested.
  • Ajax +1: A very niche shield that offers Enhancing Magic Received Duration +10% when augmented to Rank 15, making it quite useful for Enhancement duration buff swaps. Enhancing Magic Duration and the Augment version of the effect are added at separate steps in the duration+ formula.
  • Sacro Bulwark: Another fascinating entry deserving of honorable mention. Has DT-10%, Shield Blockrate+15%, Spell Interruption Rate-7%, and Cure Potency+5%. Sacro Bulwark is niche, but makes for an excellent "support tank" shield. Pairs nicely with the job ability Majesty for an increase in cure power.
    • How to Obtain:
      • Chance drop from Divine Interference High-Tier Mission Battlefield.
      • Access Requirement: Complete Treasure of Aht Urhgan storyline.
      • Cost: 10 Merit Points per entry.
  • Adamas: Another very niche shield. Still deserving of honorable mention. The predecessor to Priwen during the Lv.99-Cap era of the game, Adamas is the only other shield in the game with the "Enhances Reprisal" effect (triples blockrate under Reprisal). Adamas also offers a significant boost to Resist All Status Ailments (+20%). Pairs nicely with a Malignance Sword.
REAP Shields

  • Aegis: Paladin's first Ultimate Shield.

One of three Relics Paladin has access to. The first piece of equipment in game to break a specific Damage Taken cap (MDT II -50%). Despite sporting MDT-50%, maximum player MDT caps -87.5%. Makes Magic Damage received barely noticeable, even on the highest content. It also augments Shield Bash by adding an additional 250 damage. Aegis' biggest downside is that as a non-iLevel shield, its blockrate will be floored to the bare minimum, 5%.

  • Ochain: Paladin's original Physical Defense answer to Aegis.

Ochain is one of three Empyreans Paladin has access to. It's also one of two shields with the Size 6 designation. While Ochain is also a non-iLevel shield, it has a hidden effect of a starting blockrate at "~108%".1 The size 6 shield designation of Ochain comes with a small caveat: despite Ochain's size 6 designation, it actually has a reduced physical damage reduction upon successful block.2 All that said, Ochain's blockrate is still noticeably high (even with the widened gap between player skill and mob level in higher end content) and provides one of the best layers of physical defense in the game.

  1. The 108% is reflective of a player character at level 99 player, so long as their Shield Skill is equivalent to mob combat skill/level. At level 99, Shield Blockrate begins to uncap at mob level 107.
  2. Physical damage reduction upon successful block is determined by shield size. Each size up gains an increase in physical damage reduction upon successful block up to size 5. see chart below
  • Srivatsa: Paladin's modern Hybrid Defense.

Srivatsa is one of two Aeonics Paladin has access to. Sporting the second highest defense stat at 150 defense, HP+150, Accuracy/Attack+35, Enmity+15, DT-8%, and Annuls Damage-5%. Prior to Master Levels, the player has to build around it to make it truly effective. Pairs nicely with Caballarius Sword / Moralltach for a massive HP boost. With enough master levels (20+) and enough +block rate (at least +8) against high level enemies this shield can rival Ochain. This does not mean it is always better, but in some situations it might overtake other options and is worth making.

Duban is a part of the Prime Weapon line. Duban must be completed in stages. At Stage II (Lv.119), Duban gains Size 6 designation. Meaning it has the same benefit of Ochain's enhanced blockrate, but with the advantage of Item Level status. At Stage III (Lv.119 II), Duban gains MDT (II)-15%.. a complete Duban offers MDT (II)-25% for a maximum of MDT-75%.

Shield Size Chart


See Shield Skill for information about block rate and damage reduction.

Standard Shields

Shield Size Base Damage Reduction Base Block Rate
1 -20% 55%
2 -40% 40%
3 -50% 45%
4 -65% 30%

Ultimate Shields

Shield Total Damage Reduction Base Block Rate
Aegis Srivatsa -75% 50%
Ochain Duban -60% ~108%


Notes Concerning Priwen, Ochain, Duban, & Srivatsa

--Brahmsz (talk) After a series of conversations, questions, and misunderstandings, adding this set of notes to hopefully clear up and give a better understanding of how these three shields compare and can be used in content. 01:44, 26 October 2022 (EDT)

How They Compare
  • So let's start with some basic comparisons:
    • Priwen is Size 3; Srivatsa is Size 5; and Ochain & Duban is Size 6. Please review above chart for physical damage reduction on successful block and unadjusted starting blockrates.
    • Priwen is the only non-ultimate shield of the three.
      • Priwen is also the only shield of the three that has the rare "Enhances Reprisal" stat attached.
    • Ochain is the only non-item level (iLVL) shield of the four.
      • Ochain has a hidden unnamed status effect (likely tied to its Size 6 classification) that grants it an extraordinarily high blockrate.
    • As of the November 2022 Update, Duban is now officially the second Size 6 shield in the game.
    • Of the three item level shields (Priwen, Dubann, & Srivatsa), Srivatsa has the highest Shield Skill+ attached (More on this later).
How They Work
  • I would strongly encourage people read the Shield Skill page to get a better understanding of how shield blocking works.
    • The extremely simplified explanation is thus: there are four components to shield blocking; (1) Player Shield Skill; (2) Mob Combat Skill; (3) Unadjusted starting blockrate based on the Shield Size; and (4) blockrate adjustment based on level adjustment.
  • So how do these shields function in combat situations?
  • Let's break this down into two (three) situations: Reprisal active; Palisade active; Reprisal AND Palisade on cooldown (or dispelled).
  • Reprisal increases blockrate by 50% (current blockrate x1.50) and increases Shield Skill by 15% (skill x 1.15).
    • Priwen enhances Reprisal's effect, doubling it to a 3.0 multiplier, and gains a moderate increase in its Shield Skill.
    • Ochain's & Duban's blockrates simply gets better with a 1.5 multiplier.
    • Srivatsa sees gains from the 1.5 Reprisal effect, but gains ground via the 1.15 skill multiplier as it has the highest item level Shield Skill+.
  • Palisade is a flat percentage-based increase to blockrate. Base Palisade grants +30% blockrate. With 20/20 Job Points invested in Palisade, the increase is +50% blockrate.
    • The blockrate percentage Palisade grants is applied regardless of player Shield skill or floored (5%) blockrate.
    • What this means is… Palisade can be utilized to close the gap on blockrate when say… Reprisal is on cooldown/dispelled or the fourth component of blockrate adjustment based on level adjustment warrants it.
    • Please be advised that Palisade has a secondary and more prudent purpose for tanking besides increasing blockrate.
  • This leaves the third situation of Reprisal AND Palisade on cooldown (or dispelled).
    • Priwen falls behind in such a situation. Due in part to not only its status as a "normal" Size 3 shield, but the higher level the Mob or Content the player is facing, the dramatically lower Priwen's blockrate becomes in this situation.
    • Ochain's and Duban's blockrates remain high regardless. Due in large part to their special Size 6 shield classifications and the significant blockrate that provides.
    • Srivatsa falls somewhere in the middle between the previous two. As stated, Srivatsa is not only equivalent to ILVL 122, it offers the highest Shield skill of any shield PLD can wear. As a size 5 shield (not to mention classification as an ultimate armament), Srivatsa enjoys higher thresholds of physical damage reduction on successful block and unadjusted starting blockrate.
TL;DR
    • Without diving into my personal view, here is how it breaks down:
      • Priwen works perfectly fine as long as Reprisal is active.
      • Ochain simply works, but Duban effectively replaces it if you have one.
      • Srivatsa takes some work to build around at first but gains significant ground as your gear improves.
    • Ultimately, it is your choice to use whichever shield you feel more comfortable with for physical defense scenarios. This guide exists to provide you with information, in order to make informed choices.

Great Sword Options

REMA Great Swords

Club Options

Spear Options

Equipment

Job Specific Equipment

Artifact Armor

Reverence Armor Set
Item Upgrade? Notes

Rev. Coronet +4366px link=
No Middling HP+ & Enmity+. Cover has lost a lot of use so the duration effect isn't likely to change anything. Fully upgraded +3 isn't worth the cost outside of completionist circles.

Rev. Surcoat +4366px link=
Yes Major piece with high upgrade value. Massive HP+ swap piece with a significant amount of Fast Cast and Damage Taken-% attached.

Rev. Gauntlets +3366px link=
Yes Moderately high HP+ and middling Enmity+. Shield Mastery +2 effect won't move the needle much. Fully upgraded +3 isn't worth the cost outside of completionist circles.

Rev. Breeches +4366px link=
Yes Still a major HP+ swap piece with the highest HP for this slot. Physical Damage Taken -% is still fairly high and helps balance out sets when swapping in accessories or gear with HP+ augments is a pain on the higher end of the spectrum.

Rev. Leggings +4366px link=
Yes Provides one of the largest chunks of shield skill for a shield block build; significant Damage Taken to MP conversion (Your Mileage May Vary); as well as extending Holy circle's duration to four and half minutes and augmenting its damage reduction & damage multiplier effects. Niche but still significant.

Relic Armor

Caballarius Armor Set
Item Upgrade? Notes

Cab. Coronet +4366px link=
Enhances "Iron Will" effect
Yes Worth it just for the Rampart duration alone. HP+ and Enmity+ are bonuses. Iron Will augment is only active while worn.

Cab. Surcoat +4366px link=
Enhances "Fealty" effect
Yes High HP+, Damage Taken-%, and Enmity+. While Cover may not see as much use, the damage conversion is still noticeable. Fealty Duration is also a significant gain when it is available.

Cab. Gauntlets +4366px link=
Enhances "Chivalry" effect
Yes Significant HP+ and matching Enmity+ with other sources. Augment increases TP to MP conversion of Chivalry. Worth it just for transforming Shield Bash into a highly accurate non-elemental dispel.

Cab. Breeches +4366px link=
Enhances "Invincible" effect
YMMV A middle of the road all-round piece. Upgrade discretion up to the player, but keep it around and upgrade at your leisure. Augment extends Invincible by 10 seconds.

Cab. Leggings +4366px link=
Enhances "Guardian" effect
Yes Low to average HP+ and Enmity+ compared to other sources. Worth upgrading just for augmenting and extending Sentinel window. Make it and embrace it.


Divergence Weapon
Item Upgrade? Notes

Cabal. Sword366px link=
Path C
Great sword when you are needing to be the main healer.

Moralltach366px link=
Path C
Step up from the su4, but for the additional benefits of HP+50, +5% cure, and +1 refresh. Not worth the price tag, unless you're a HQ collector.


Divergence Neck Accessory
Item Upgrade? Notes

Kgt. Beads +2366px link=
R15/20/25:
HP+30/45/60
VIT&MND+10/12/15
DT-5/6/7%
N/A The HQ1 and HQ2 have use cases from the HP+ & DT-% stats. Beneficial for general tanking purposes and is a useful swap for Savage Blade due to the MND+. Don't bother with the NQ...

Empyrean Armor

Chevalier Armor Set
Item Upgrade? Notes

Chev. Armet +3366px link=
Yes! Moderate HP+, Fast Cast+%, Shield Skill+, and Converts Physical Damage to MP with significant Damage Taken-%.

Chev. Cuirass +3366px link=
Yes Moderately high HP+ and significant Spell Interruption Rate Down+%. Tying the damage taken-% stat to the player's enmity is both a gift and a curse.

Chev. Gauntlets +3366px link=
Maybe Low HP+. Lacks Enmity but significant damage taken-%. Rare stat of Shield Defense Bonus+.

Chev. Cuisses +3366px link=
Yes! Moderate HP+ and high damage taken-%. Adds rare stat of Enmity Retention +12.

Chev. Sabatons +3366px link=
Yes Low HP+ but moderately high Enmity+ as well as Fast Cast compared to other sources. Worth it just for Divine Emblem+ enhancement.


Empyrean Armor Accessories
Item Upgrade? Notes

Creed Collar366px link=
N/A Rare stat of enmity retention. Your May Mileage Vary, but still recommended.

Creed Baudrier366px link=
N/A High use piece. Moderate Defense & Magic Defense Bonus , High HP & Enmity. Highly recommended!!

Chev. Earring +2366px link=
Acc/MAcc+16~20
DT-6%
STR/VIT+7~15
N/A High physical defense, moderate Shield Skill+, and Cure Potency+ for its slot. Augment offers high amount of damage taken -%, all of which is helpful for building future sets around.

Notes on Gear Prioritization & Acquisition


In an effort to better understand where some people may be having trouble, an interesting conversation occurred about gear prioritization. My original assumption when writing this Community Guide was that people would naturally follow the order below in the New/Returning Player section (Tank Set, then onto Casting or Enmity Actions). However, as time has passed on, that may not always be the case... So, with that in mind I came up with a series of questions that one could ask themselves--to perhaps better contextualize and facilitate that thought process.
--Brahmsz (talk) 03:10, 1 October 2025 (UTC)

Gear Prioritization Questions...

  • Thoughtful: Do I have enough Defense+ and Damage Taken- to take low damage / survive?
    • Intermediate: How much damage am I taking and where can I improve to make it lower?
      • Advanced: How much of that damage will my Phalanx set cover?
  • Thoughtful: Do I have enough Fast Cast+ to get a spell off in time?
    • Intermediate: What is the time frame (in seconds) I'm aiming for?
    • Intermediate: If in a pinch, can I time my spell casts between attack rounds?
      • Advanced: If not, do I have enough SIRD (Spell Interruption Rate Down (gear + merits) to simply cast without caring?
  • Thoughtful: Do my spell casting sets have enough Defense+ and Damage Taken- to take low damage / survive?
  • Thoughtful: Do my Job Ability and/or Spell sets have enough Enmity+ to both draw and maintain mob attention from the party?
    • Intermediate: What's the maximum amount of Enmity+ I can put into a Spell or Job Ability?
    • Intermediate: Do my Job Ability and/or Spell sets have enough Defense+ and Damage Taken- to take low damage / survive?
      • Advanced: Based on the damage I'm taking, how is this effecting my Enmity Retention?
      • Advanced: What does a balanced ratio between Defense+ and Enmity+ look like for me?

New and/or Returning Players Sets


  • One of the biggest challenges a Paladin will ever face isn't a NM or content event, but balancing their HP pool across various sets.
  • All sets herein should be regarded as benchmark targets to gauge gear progression.
  • For more advanced sets, please scroll down to Advanced Section (10.3).

Tanking Sets


  • Generalized Tanking sets for those new to PLD or returning after a long period of time.


Fresh to 99 (119)
  DT-50%.
Notes:
  • Consider this a starting benchmark.
  • NQ Sulevia set is the absolute bare minimum entry-level set a new PLD should have.
    • The Sulevia set also doubles as a solid foundation for building Hybrid sets which will be covered later.


Basic Abjuration 119
  DT-34%
PDT-22%
MDT-6%
MDT(II)-50%
Notes:
  • NQ Souveran is the functional benchmark of a PLD's tanking sets.
  • NQ Souveran will be a noticeable upgrade in HP and other stats.
    • All 119 Abjurations can be bought for 400 Domain Invasion points each from Zurim.


HQ Abjuration 119
  DT-38%
DT-10% (Set Bonus)
PDT-26%
MDT -11%
Notes:
  • HQ Souveran set.
    • The advantages the HQ set has over the NQ is increased HP as well as the set bonus:
      • Damage Taken-2% per piece for a maximum of Damage Taken-10% while wearing all 5 pieces.
    • Please note: Only the Body and Legs have "Cure Received +15%" augment. "Cure Received" caps at 30%.
  • This HQ set is a benchmark and not indicative of the next step forward.
Notes on Shield Block Tank Sets

-- Brahmsz (talk) -- Been giving this a fair amount of thought and decided Shield Block builds deserved a mention here in the New/Returning section. 16:35, 8 June 2021 (EDT)

  • There are currently two approaches to a Paladin Shield Block build: 1) Shield Skill+. 2)Shield Block+. Each with their own strengths and weaknesses.
    • The idea behind a Shield Skill+ build is to close the gap between you the player's Shield skill and the target enemy's combat skill (specifically under Reprisal).
      • Please see the Shield Skill page for the most up-to-date formula on how shield skill works and effects Block Rate.
    • The idea behind a Shield Block+ build is to raise the "floor" of a given shield size's Block Rate.


Shield Skill+
  Skill+233
Skill+267 Reprisal
Notes:
  • By no means a fully functional set.
    • Fit as many examples of Shield-Skill-focused gear as I could think of.

Enmity (General) Sets

  • General use enmity set(s) for non-specific actions/abilities.


Enmity Set 1
  Enm.+59~63
Notes:
  • Consider this set a starting benchmark.
  • Very reasonable and obtainable as an entry set.


Enmity Set 1
  Enm.+103~114
Notes:
  • Abj. 119 sets are Exclusive only.
    • So you can have multiple copies of individual pieces to suit your needs.
    • All 119 Abjurations can be bought for 400 Domain Invasion points each from Zurim.
  • Significantly higher Enmity+.
  • Note:


Enmity Set 3
  Enm.+128
Notes:
  • HQ set.
  • Significantly higher Enmity+ from second set.
  • Foot Slot Alternative: Augmented Yorium Sabatons (Enm+10, PDT+4, M.Eva+20)
  • This HQ set is a benchmark and not indicative of the next step forward.

Flash (Magic Enmity) Sets

  • Enmity sets for use with Flash.
  • Flash/Magic Enmity sets are slightly more complicated than the above Enmity (General) Sets, balancing enmity due to recast times of spells.


Flash Set 1
  FC+18%
Enm.+49~53
Notes:
  • This set isn't a large deviation from the above first general enmity set.


Flash Set 2
  FC+31%
Enm.+71~82
Notes:
  • See above set comment about Abjuration 119 pieces.
  • Notable increase in Fast Cast and Enmity over the first set.


Flash Set 3
  FC+34%
Enm.+92
Notes:
  • HQ set.
  • This HQ set is a benchmark and not indicative of the next step forward.

Phalanx Sets

  • General equipment sets to further enhance the damage mitigation effect of Phalanx for Paladin.
  • Enhancing Magic on Paladin (with merits, non-master) caps at 350 skill before gear.
    • Phalanx potency caps at 500 Enhancing Magic skill.
    • Phalanx is roughly 1 damage absorbed every 29 Enhancing Magic skill. Please check table below.
    • Which is why "Phalanx+" gear is always better, as it is added as a flat damage reduction after the enhancing skill is counted up.
      • For example if you have -32 damage from skill and -20 damage from gear, that equals -52 physical damage.
    • As the formula for Phalanx floors the result, keep in mind that overshooting or undershooting a threshold means you're likely wasting stats. Keep this in mind when gearing as you might be able to substitute +enhancing skill items that are not contributing.
    • Master Levels will change the skill tiers for the player, but that is more of a concern for the Advanced Section Magic Casting Sets. (11.4.6)
  • If a Red Mage (or a SCH/RDM for Accession + Phalanx) is in the party with you, then "Phalanx Received" gear will also effect the potency of Phalanx II when cast on you.
Notable Phalanx Tiers
Skill: 300 329 358 386 415 443 472 500
-Dmg: -28 -29 -30 -31 -32 -33 -34 -35


Phalanx Set 1
  Enh. skill: 358
Add. -22 Dmg
after Enh. Skill
Notes:
  • Very reasonable entry benchmark set.
    • Hand and foot slots can be skipped if you can get Souveran.
  • Note:
    • The Yorium set is obtained via:
  1. Alluvion Skirmish
  2. Exchanging Mellidopt Wing with
  3. exchange Kupon A-ASYW


Phalanx Set 2
  Enh. skill: 358
Add. -24 Dmg
after Enh. Skill
Notes:
  • NQ Souveran Hands and Feet have a default Phalanx+4 attached.
    • All 119 Abjurations can be bought for 400 Domain Invasion points each from Zurim.


Phalanx Set 3
  Enh. Skill: 388
Add. -30 Dmg
after Enh. Skill
Notes:
  • Souveran+1 Hands and Feet have a default Phalanx+5 attached.
  • As mentioned above, this HQ set is a benchmark.


Phalanx Set 4
  Enh. Skill: 388
Add. -33 Dmg
after Enh. Skill
Notes:
  • With Odyssey gear added.

Reprisal Sets

  • General equipment sets to further enhance the damage mitigation effect of Reprisal on the Paladin.
  • Reprisal increases block rate by 50% of your current block rate. (Current block rate × 1.5)
    • For Priwen: Current block rate × 3.
  • Also increases current shield skill by +15%.(x1.15)
    • The skill bonus is based on your current total shield skill at any given time, not calculated upon casting.
    • My suggestion: Focus on spell duration & enmity, with a bit of Fast Cast thrown in for good merit.


Reprisal Set 1
  DT-9%
PDT-24%
MDT-3%
Enm.+68
FC+12%
Notes:
  • Very reasonable and obtainable entry set.


Reprisal Set 2
  DT-12%
PDT-16%
MDT-7%
Enm.+63
FC+24%
Notes:
  • See above comments about Abj. 119 gear.


Reprisal Set 3
  DT-16%
PDT-16%
MDT-8%
Enm.+75
FC+27%
Notes:
  • HQ set.
  • This HQ set is a benchmark and not indicative of the next step forward.

Enlight Sets

  • General equipment sets to further enhance the damage of Enlight and Enlight II.
  • Enlight comes with a secondary effect: Enhanced physical accuracy based upon Divine Magic skill at time of cast.
    • Divine Magic on Paladin (with merits and job points) caps at 440 before gear.
    • The pool of Divine Magic Skill gear a Paladin has access to is limited.
      • Not all gear listed here is necessary but is listed none-the-less as honorable mentions.


Enlight Set 1
Notes:
  • Very reasonable and obtainable entry set.


Enlight Set 2
Notes:


Enlight Set 3
Notes:
  • This set is just a benchmark and not indicative of the next step forward.

Fast Cast Sets

  • Pretty self-explanatory. General equipment sets to reduce spell casting & spell recast times.
    • Maximum achievable Fast Cast is 80%.
    • Recast reduction is half of the cast time reduction, rounded down to the nearest whole percentage.
      • Thus, Fast Cast's maximum contribution to recast reduction is 40%.


Fast Cast Set 1
  Fast Cast+37%
Notes:
  • Enchntr. Earring +1 may set you back some in Gil if you were to buy it, however, it is an easily accessible option.
    • Also obtainable as a possible reward for successful completion of Walk of Echoes battlefield #10 (Surged Only).
  • Odyssean Armor can be augmented with Fern Stones for up to +6% Fast Cast with Oseem in Norg.


Fast Cast Set 2
  Fast Cast+58%
Notes:
  • NQ Aburation-based set.
  • See above comments about Abj. 119 gear.


Fast Cast Set 3
  Fast Cast+79%
Notes:
  • Third set may seem a bit out of order as it carries pieces from lvl 99 content.
  • Enif Cosciales Fast Cast value is +8%.
  • This set is a benchmark and not indicative of the next step forward.

"Spell Interruption Rate Down"

  • Spell Interruption Rate Down, or "SIRD" equipment reduces the likelihood of a player's spell casting being interrupted by a physical attack. Specifically for situations you want to make certain a spell finishes casting
  • It is possible to reach -100% Spell Interruption Rate though gear or a combination of gear and merits.
    • Due to how Spell Interruption Rate is calculated, the player must have a total of -102% Spell Interruption Rate Down.
  • As mentioned, Spell Interruption Rate can also be increased by merits.
    • Each increase to this merit category will grant the player a global -2% Spell Interruption chance, up to a total of -10%.
      • Fully upgraded SIRD merits costs 15 merit points (1>2>3>4>5).


SIRD Set 1 (Escha Route)
  Interruption-104%
Notes:


SIRD Set 2 (Adoulin Route)
  Interruption-104%
Notes:
  • See above comments on Alluvion Skirmish armor Augmenting.
  • Two different routes for a beginning or returning player with the same result: Capped SIRD with 0 merits invested.


SIRD - Max Per Slot
  Interruption -173%
Notes:
  • Not to be taken literally!
  • Listing all pieces for choice and familiarity, depending upon spell.


Alternative SIRD Pieces
Notes:

Advanced Section

  • If you've made it down to here, then you're crossing over into Endgame territory. This space was setup to curate sets in an efficient and reasonably optimized manner. Different contributors have their own specific section with their personal recommendations on what to wear, circumstances depending.

HP Values by Race

  • Inputting base HP values of each race for reference herein. Non-mastered but 15/15 HP Merits assumed.
    • Tarutaru: 1,798 HP
    • Mithra: 1,828 HP
    • Hume: 1,828 HP
    • Elvaan: 1,868 HP
    • Galka: 1,928 HP

Notable Master Level HP Thresholds

  • Master Level HP increase per Level: +7.
    • Notable Thresholds:
      • ML15. HP +105
      • ML29. HP +203
      • ML36. HP +252 HP
      • ML43. HP +301 HP
      • ML50. HP +350 HP

Notes on Optimizing for HP Management

So, originally I thought this wasn't something I thought needed to address, but after reading elsewhere I'm addressing it here. Brahmsz (talk)

  • HP management when swapping gear is one of the most important (and often times unspoken) responsibilities of tanking. Some may find this surprising, but I'm a Vanilla XI player. I wrote the Community Guide from that perspective. With that said, taking some time to address the styles of play that accompany HP swaps for optimal and efficient HP Management.
  • A Bit of History:
    • Long, long ago, Vanilla XI players used to swap gear via macros (up to six pieces at a time per macro) for an action--such as a weaponskill, job ability, or spellcasting. Whatever order equipment was written in, was the order it would swap (more on this later). Later on, early adapters of Windower & Ashita used text files to swap full sets of gear in much the same way (line by line), but without the extra button pushes.
  • Currently:
    • Today, we have Equipsets for Vanilla XI; Gearswap for Windower; and Luashitacast for Ashita users.
      • Equipsets read & load all 16 equipment slots in this order: From left to right, top to bottom. Mainhand weapon slot is first (1), Foot slot is last (16).
      • Gearswap (and assumedly Luashitacast) are written as a gear list, with main visible armor pieces first and accessories following after. The caveat being, they both offer the capability of assigning a priority order to each individual piece of gear in a set.
      • It's my personal belief that setting gear priority is based off the same principle as early equipment macro & text file equipment swaps.
  • Things To Keep In Mind:
    • Equipsets are subject to a global one (1) second delay between swaps. Third party swaps are not.
    • Comparatively, the differences in individual gear slots' HP values can cause radical HP swings. Typically resulting in significant drops in HP if you're not mindful of swaps.
  • TL;DR:
    • While I've done my best to keep equipment sets as close in HP values as possible, the best advice I can give is this:
      • Prioritize your highest HP swaps first: Reverence Surcoat +2/3/4; Moonbeam/light Rings; Odnowa Earring+1, Tuisto and Alabaster Earrings; and Souveran +1 (when unavoidable/absolutely necessary).
      • Please note: Personally, I adapted by writing in up to three (3) items (per action, per macro) preceding an Equipset change. While this may sound dramatic, if you're sets have progressed anything like mine have, you likely have certain pieces that are essentially "Anchors." Anchors, being specific pieces of gear that everything swaps around, making swaps less obnoxious in the long run.

Sets by Brahmsz


  • These my recommendations, based on my sets and personal preferences.
  • No weapon(s) or shields will be included.

Tanking Sets


  • Please Note:
    • I've changed over Defending Ring to Murky Ring.
      • Personally, I use Vocane Ring +1 as well as Ragelise's Ring, and officially retired my Defending Ring in 2024. This is by no means a choice I would ask anyone else to make. For the sake of transparency, I wanted to make sure I included that information.
    • Additionally, I don't use Gelatinous Ring +1 either...
      • My approach has always been to cap (or at least get as close as possible to capping) the Damage Taken-% stat. I'm not a fan of the "You only need MDT-21%" approach to gearing.
    • As always: "Your Mileage May Vary" & "Sh*t's Situational."
Standard Sets
General Purpose Tank Set (Odyssey/Sortie/Limbus)
  HP+877 (+10%)
DEF+868
DT-50%
M.Eva.+655
MDB+36
Shield Skill+15
Notes:
  • This is my baseline general tanking set.
    • Empyrean+2/3 has made capping DT-% extremely easy.
  • Various builds can be built around and branch off from here.
  • Offers higher Physical Defense, Magic Evasion, and Magic Defense Bonus over most anything else prior to it.


Shield Block Set
  HP+925 (+10%)
DEF+799
DT-50%
M.Eva.+538
MDB+45
Shield Skill+89
Blockrate+8%
Enemy Cr.Rate-9%
Notes:
  • Heavy emphasis on shield skill+.
  • Chevalier's Earring +1 is advised bare minimum.
  • Hoxne Torque is the highest available source of Shield Skill at +30.


Layered Defense Set
  HP+699 (+10%)
DEF+819
DT-50%
M.Eva.+660
MDB+34
Shield Skill+27
Shld. Def. Bon.+5
Enemy Cr.Rate-7%
Notes:
  • Multiple defensive layers. Missing Light/Dark resistance.
  • Survival by all available means.
  • Honorable mention for Adamantite Armor.
    • Whichever body you prefer at this point is highly subjective, and is by no means set in stone.
Specialized Sets
Aminon Tanking Set
  HP+601
DEF+835
DT-50%
M.Eva.+677
MDB+61
Notes:
  • This is my baseline for a full set. Please see below.1
  1. So, I wanted to take my time and review this set. Both in conversation people I know and within the community, the general consensus is that this is the direction an Aminon Tanking Set will go.
    The commonly accepted gear pieces for both ears and waist slots are: Spellbreaker Earring, Sanare Earring, and an Asklepian Belt, for a combined 71 MDB, respectively.

    That said, that much MBD comes at a cost of lower than average HP (which makes me uncomfortable to say the least).

    With that in mind, here are some alternative swaps and suggestions:
  • Foot Slot; Swap Sakpata's Leggings to Nyame Sollerets for a gain of 25 INT.
    • INT on Foot slot is typically very uncommon, and that big of an increase is difficult to ignore.
  • Cape Slot; change INT+20 to HP+60.
    • At HP+601, that leaves me in the mid-2,000's. Every little bit helps.
  • Main Hand and Earrings are good examples of viable swaps:
    • Consider Cabal. Sword / Moralltach; Augmented Path C provide an additional 300+ HP (as well as Cure Potency+, and Refresh+) in a single slot and keep Spellbreaker/Sanare equipped.
    • Consider Malignance Sword; VIT/INT/MND+25, MDB+8 (as well as FC+, Refresh+, and Resist All+) and keep HP Earrings equipped.
  • Aegis is obviously a must and will not leave sub slot.
    • Unless you're crazy enough to use a Duban (Stage 3/4/5).

Notes on Magic Evasion & Resistance


  • Magic Evasion, Elemental Resistance, and Status Resistance all act as checks against various enemy attacks.
    • Magic Evasion helps resist direct Magic damage, most Status Ailments, as well as certain forms of Non-Elemental damage such as Mijin Gakure.
    • Elemental Resistance functions similarly, except only for Damage and Ailments aligning with that element.
      • ie: Paralyze = Ice, Silence = Wind.
    • Equally beneficial is that Magic damage (and Breathe damage) are reduced via the resistance check system:
      • ie: 1/2 resist (50% damage taken); 1/4 resist (25% damage taken); 1/8 resist (12.5% damage taken).
      • 1/8 resistance tier on elemental damage is achievable if Magic Evasion is high enough and the correct Elemental Resistance is present as well.
    • Status Resistance applies directly to a named Ailment, and when it procs, provides complete immunity.
      • Please Note:
        • Resist Ailment (and Resist All) caps at 90%.
        • "Resist All" and "Resist [Ailment]" from gear is halved against NM's. 90% cap is still achievable, but double the resistance value (180) would be required.
        • "Resist [Ailment]" from food is not halved against NM's.

Situational Sets


  • Situational awareness goes a long way...
  • Sets herein may or may not see as much use but are nice to have around when the circumstances come up.


Shield Bash (Dispel)
Notes:
  • Mainly just the Maximum Enmity set (see below) with Cab. Gauntlets +4 swapped in.
    • +2 is enough to gain the Dispel additional effect.
    • Dispel effect on the gauntlets is 95% accuracy.


Knock Back Redux
  Knockback Redux-6
Notes:
  • To my knowledge, Vocane Ring is the only way to reach a full +6 in Knock Back Reduction gear.
    • There are multiple back slot options & the single leg slot option.


"Resistance All" Set
  Resist!+109%
Notes:
  • Not capped on PDT.
  • Honorable mention for Gurebu's Ring. Resist All+20%.
  • Reminder, "Resist [Status]" gear is halved against NM's.


H.Water & Cursna
  Cursna Rec.+57
Holy Water+47
Notes:
  • I prefer to lean on Holy Waters over waiting on a Cursna.
  • Ring slot can easily be replaced with Eshmun's Ring if you prefer Cursna Received instead.


Zombie Set
Notes:
  • Emergency set for when death is imminent or the need to "zombie" hold a monster is required.
  • The Crepuscular set is the Item Level version to these, but with a far lower drop rate.


"Resist Death" Set
  Resist Death+35

Enmity Sets



Functional General Enm. Set
  Enmity+122
HP+1,054
DEF+711
DT-50%
M.Eva.+369
MDB+22
Notes:
  • This is the HQ Souveran Set with minor tweaks.
  • This set assumes you're in the top ranked Unity.


Maximum Enmity Set
  Enmity+144
HP+551
DEF+670
DT-39%
M.Eva.+372
MDB+24
Notes:
  • This set changes out five pieces of gear for a gain of +22 Enmity.
    • Also drops your maximum HP and Damage Taken stats significantly.
    • Ideal for kiting.
  • Assumes you're in the top ranked Unity.


Functional M.Eva/MDB Enm. Set 1.0
  Enmity+106
HP+840
DEF+738
DT-11~19%
PDT-8
M.Eva.+540
MDB+33
Notes:
  • Sparked by conversations around Odyssey fights and Enmity swaps.
    • Pre-Limbus (3.0) and AF/Relic+4.
    • Increases Magic Evasion & MDB, but takes hits to HP, DT, and Enmity...
  • Neck, Ring & Ammo slots are negotiable depending on HP preferences.
  • Assumes you're in the top ranked Unity.


Functional M.Eva/MDB Enm. Set 2.0
  Enmity+106
HP+820
DEF+818
DT-50%
M.Eva.+483
MDB+49
Notes:
  • Currently, to the best of my knowledge the best M.Eva/MDB focused Enmity+ swaps you can wear.
  • Neck, R.Ring & Ammo slots negotiable depending on HP preferences.
  • Assumes you're in the top ranked Unity.

Hybrid Sets


  • Designed to contribute damage safely prioritizing HP > DT/PDT/MDT > Accuracy/Attack > STP/DA/TA/QA. In that order.


Hybrid (Odyssey+)
  HP+880
DEF+869
DT-50%
M.Eva.+674
MDB+39
DA+38 / STP+33
Notes:
  • Sakpata. Obtain and embrace it.

Weaponskill Sets


SB, KoR, and Imperator
Savage Blade
  HP+610
DEF+747
DT-43%
M.Eva.+674
MDB+29


Knights of Round
  HP+610
DEF+747
DT-43%
M.Eva.+674
MDB+29


Imperator
  HP+670
DEF+801
DT-43%
M.Eva.+674
MDB+29
Atonement
Atonement
  Enmity+109
HP+834
DEF+704
DT-39%
M.Eva.+374
MDB+21
Chant du Cygne
Chant Du Cygne I
  HP+701
DEF+706
DT-34%
M.Eva.+470
MDB+32
DA+25/TA+2/STP+22
Cr.Rate+34%


Chant Du Cygne II
  HP+514
DEF+599
DT-7%
M.Eva.+319
MDB+21
DA+6/STP+22
Cr.Rate+51%
Cr.Dmg.+5%
Requiescat
Requiescat
  HP+545
DEF+759
DT-42%
M.Eva.+540
MDB+38
DA+50 / STP+24

Magic Casting Sets


Quick reminder from "Notes on Optimizing for HP Management":

  • HP management when swapping gear is one of the most important (and often times unspoken) responsibilities of tanking.
    • While I've done my best to keep equipment sets as close in HP values as possible, the best advice I can give is this:
      • Prioritize your highest HP swaps first: Reverence Surcoat +2/3/4; Moonbeam/light Rings; Odnowa Earring+1, Tuisto and Alabaster Earrings; and Souveran +1 (when unavoidable/absolutely necessary).
    • Add in HP+ gear where you feel that you should.


Fast Cast - Max Per Slot
  FC+90%
Notes:
  • Not to be taken literally!
  • This should be the maximum amount of Fast Cast a Paladin can wear.
  • As seen above, this set drops your HP... hard.
  • Pick and choose which pieces are worthwhile.


SIRD - Max Per Slot
  SIR-183%
Notes:
  • Not to be taken literally!
  • Here as a reminder of all the options available.
  • Also, a reminder that Spell Interruption Rate can be merited.


Enhancing Magic Duration - Max Per Slot
  +44% Enh. Duration
Notes:

Flash
Flash
  Enmity+???
FCast+??%
HP+?,???


Flash SIRD
  Enmity+??
FCast+??%
HP+?,???
Cures
Cure
  Cure Pot.+50%
Cure Rec.+30%
HP+
Notes:
  • Capped Cure Potency, Cure Potency Received, and PDT.


Cure (SIRD)
  Cure Pot.+50%
Cure Rec.+30%
HP+
Phalanx
Phalanx
  Phalanx+30
HP+
Notes: Trust Platemail or the HQ1/2 Variants has a Phalanx+6 augment.


Phalanx SIRD
  Phalanx+20
HP+
Notes:
Reprisal
Reprisal
  3,041 HP


Reprisal (SIRD)
  2,720 HP
Notes:
  • Reprisal no longer requires maximum HP swaps.
    • My suggestion: Focus on spell duration & enmity.

Sets by Galkapryme


  • PLD According to G-Pryme: Est. 1 Jan. 2025 (Under Construction)
  • These sets are based off a Galka PLD/RUN ML 44 with full HP merits, Enmity+ merits, and SIRD merits. The numbers may vary depending on subjob, Unity rankings, and whichever way the Van A'Diel winds blow.
  • I don't bother with "Old" sets, "New and Returning Player" sets or TP sets/Hybrid sets. You can find those above. A PLD's primary function is to tank, and in many cases cure (though my base set includes a nice balance of defense and offense). I will try limit the sets to those, and I will also provide WS sets, as they have utility in Endgame. However, there's already a wiki page for almost all job WS sets.
  • Sword and Shield will be included in the sets; While I understand that we use different weapons with different sets, my intent is to match the optimal sword and shield with the appropriate set.
  • Upcoming Sets: Enmity (spiked), FC, Bash, Cure, Phalanx, SIRD,

Tanking Sets


Primary Engaged Set  
  DT: Capped
DEF: 1998
HP: 3109
Enmity: 74
MEVA: 642
MDB: 34
SIRD: 20
Enmity Retention  
  DT: Capped
DEF:1939
HP: 3219
Enmity: 102
MEVA: 548
MDB 46
MEVA  
  PDT: 41%
MDT: Capped
MEVA: 794
MDB: 44
HP: 3,101
  • Base tank set that balances DEF, HP, Acc, Attk, block rate, and enmity.
  • Suitable options include Aegis, Srivatsa, Adamantite Armor, Staunch Tathlum +1, and some others. However, I find this to be a good balance.
  • This set focuses on maintaining capped CE loss reduction and balancing that with DEF, HP, and DT down.
  • Some better stats than the base set, but a little less DEF and weak in the MEVA department.
  • This set focuses specifically on MEVA but does have 44 MDB. A specific MDB set will be added later.

MDB  
  DT: Capped
DEF:1761
HP: 3035
MDB 69
Aminon  
  DT: Capped
DEF: 1741
HP: 2830
Enmity: 14
MEVA: 678
MDB: 66
SIRD: 20

Sets by Community, for community


Weaponskill Sets


Knights of Round  

Situational Sets


Idle Full Refresh  
  +15~19
Stoneskin  
  +110