Community Rune Fencer Guide

From FFXI Wiki


General Information

  • Part of a duo of Advanced Jobs, released with the expansion, Seekers of Adoulin.
  • One of the two standard tank jobs in the game, along side Paladin.
  • Possesses the highest native Magic Defense Bonus job trait.
  • Requires a bit more work to get off the ground but effort put is very rewarding.

Forum Discussion

Feel free to ask questions about Rune Fencer or the guide in the Forum Discussion.

Latest Updates

Hey, Brahms here (Brahmsz)! This Community Guide is the next one up for updates on my to-do list. As is usually the case, I have less time than I wish I did but will be slowly adding and editing things as I can and go along. --Brahmsz (talk) 17:49, 20 April 2026 (UTC)

Roles

  • Hybrid Tank with emphasis on magic damage mitigation.
    • Essentially, the magic damage equivalent to Paladin.
  • Keeps the monster's attention away from the other front-line and back-line players/characters by maintaining high levels of Enmity.

Food & 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. Rune Fencer has a standard three support jobs: Blue Mage, Dark Knight, and Samurai. With special mention for Scholar, and Ninja.
    • All five support jobs have their situational niches, and should be used accordingly. The higher end / more challenging content will most likely lean towards the use of BLU and SCH.
    • However, as Power Creep continues with newer & stronger armor sets (but more specifically Master Level increases), sub choice may simply become a matter of preference.
  • 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 physically solid support jobs Rune can utilize. 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

Samurai

Scholar

  • With the introduction of Sortie, Scholar has gained popularity as a versatile support job. Aurorastorm helps maximize Cure potency, and Scholar's ability to expand single-target spells into AOE spells is invaluable.
  • Abilities: Light Arts, Dark Arts, Sublimation
    • Light Arts - Increases your current Skill level for Healing, Enfeebling, and Enhancing to B+ rank. Reduces MP costs, casting and recast time for White magic. Increases MP costs, casting and recast time for Black magic.
    • Dark Arts - Increases your current skill level for Enfeebling, Elemental, and Dark Magic to B+. Reduces MP costs, casting and recast time for Black Magic. Increases MP costs, casting and recast time for White Magic.
  • Traits: Resist Silence II, Max MP Boost, Conserve MP
  • Enhancing Magic: Storm Spells
  • Master Levels

Ninja

  • Ninja has become an extremely niche support job for Rune Fencer. Use of Ninja as a support jobs is highly specific fights where physical attacks are extremely dangerous to the player. Lack of skill in Ninjutsu makes most spells outside of Utsusemi Ichi & Ni ineffective in endgame content.
    • Traits: Dual Wield III, Subtle Blow III
    • Buffing Ninjutsu: Tonko: Ichi/Ni, Utsusemi: Ichi/Ni

Tanking: Mitigation & Enmity

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

Layering Defenses

  • Ah Defense. As mentioned above, the key to mitigating damage and negative statuses is through layering defenses against them.
  • On the physical side for Rune Fencer, 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. Rune Fencer also specializes in Parrying which completely negates damage when facing an attacking monster while engaged. There are various spells and abilities which augment physical defenses such as Protect, Phalanx, and Battuta.
  • On the magical side for Rune Fencer, 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 One For All 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).
  • 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 also has a general range limit. Which should be kept in mind for tanking purposes, such as when kiting a mob.
    • The maximum range for registering a Spell or Ability's Enmity with/against a given foe is 25 yalms.

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.
Rune Fencer Enmity Table
Ability Cumulative Enmity Value Volatile Enmity Value
Elemental Sforzo 1,800 CE 7,200 VE
Rune Enchantments 0 CE 0 VE
Vallation 450 CE 900 VE
Swordplay 160 CE 320 VE
Swipe & Lunge Damage Based Damage Based
Pflug 450 CE 900 VE
Valiance 450 CE (per party member) 900 VE (per party member)
Embolden 160 CE 320 VE
Vivacious Pulse No Posted Value No Posted Value
Gambit 640 CE 1,280 VE
Rayke 640 CE 1,260 VE
Battuta 450 CE 900 VE
Liement 450 CE1 900 VE1
One for All 160 CE (per party member) 320 VE (per party member)
Odyllic Subterfuge 1 CE 318 VE
Spell Cumulative Enmity Value Volatile Enmity Value
Flash 180 CE 1,280 VE
Foil 320 CE 880 VE
  1. With Rune Fencer's Ergon Weapon Epeolatry equipped, Liement's effect is augmented to an Area of Effect of 10 yalms. The Enmity Values are multiplied per party member hit with the effect.

Notes on Tanking /BLU


Blue Mage as a sub (or support job) has been very effective for 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.
  • Job Traits

  • 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+:
  • Direct Uses
    • Caster-Focused Area of Effect Enmity Spells:
      • Cold Wave: Becomes an additional option in your rotation after ML 15 and even has a minor added benefit of applying a Frost DoT.
  • Job Traits

  • Stat Gains

/BLU Enmity Table

Enmity Table
Spell Cumulative Enmity Value Volatile Enmity Value
Blank Gaze 320 CE 320 VE
Jettatura 180 CE 1,020 VE
Sheep Song 320 CE 320 VE
Stinking Gas 320 CE 320 VE
Geist Wall 320 CE 320 VE
Soporific 320 CE 320 VE
Cold Wave
ML15
320 CE 320 VE

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, for example.
      • As such, I avoid Soporific & Geist Wall as they both have HP-10, for example.
    • 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.

Job Traits and Abilities

Job Traits
Lvl. Name
5 Tenacity
10 Magic Defense Bonus
15 Inquartata
25 Tenacity II
30 Magic Defense Bonus II
35 Auto Regen
40 Tactical Parry
45 Inquartata II
45 Tenacity III
50 Magic Defense Bonus III
50 Accuracy Bonus
65 Auto Regen II
70 Magic Defense Bonus IV
70 Accuracy Bonus II
75 Inquartata III
75 Tenacity IV
75 Merit Points Curative Recantation
75 Merit Points Primordial Zeal
76 Magic Defense Bonus V
80 Tenacity V
90 Accuracy Bonus III
90 Inquartata IV
91 Magic Defense Bonus VI
95 Auto Regen III
95 Tenacity VI
99 Magic Defense Bonus VII
Job Ability
Lvl. Name Noteworthy Equipment
1 Elemental Sforzo Futhark Coat
5 Ignis Element: Fire
5 Gelus Element: Ice
5 Flabra Element: Wind
5 Tellus Element: Earth
5 Sulpor Element: Thunder
5 Unda Element: Water
5 Lux Element: Light
5 Tenebrae Element: Dark
10 Vallation Runeist Coat | Ogma's Cape
20 Swordplay Futhark Mitons
25 Swipe
25 Lunge
40 Pflug Runeist Bottes *
50 Valiance Runeist Coat | Ogma's Cape
60 Embolden Evasionist's Cape
65 Vivacious Pulse Erilaz Galea
70 Gambit Runeist Mitons
75 Merit Points Battuta Futhark Bandeau
75 Merit Points Rayke Futhark Boots
85 Liement Futhark Coat | Epeolatry
95 One for All
96 Odyllic Subterfuge

Note: Runeist Bottes enhancement is applied during the status resist check rather than on JA activation.

Merits

Group 1
Name Description Level Notes
Rune Enhancement Effect Increase potency of runes harbored by 2 points. 5/5 This is nice, and provides up to 10 magic evasion per rune. Only alternative would be Pflug.
Vallation Effect Add elemental damage reduction to Vallation and Valiance of 1 point per rune. 5/5 Not optional.
Increases the elemental damage reduction of the JAs from 15% to 20% per rune.
This is not counted as MDT and is multiplicative with and thus passes the MDT cap for those elements though.
This is similar to Barrier Tusk, and the potency over DT cap.
Given that you may AoE this to your party. This is a crucial category for fulfilling your role as a magic reduction tank.
Lunge Effect Increase the accuracy of Lunge/Swipe by 3 per rune. 0/5 Hey look ma', garbage!
Pflug Effect Enhance the likelihood of resisting opposing rune elements by 1% 0/5 If it weren't for the fact that resistance is halved against NMs (so +2% at 5/5, woah!) and the Runeist's Bottes +3 needing to be equipped while the ability is on, then this would be a nicer option.
The best way to use this would be against an enemy like Arebati V15. Where Amnesia and Encumbrance, which are both fire based enfeebles, are plaguing your existence, but are a different element than the runes you need to run to not get destroyed by Blizzard VI and ice based TP moves. You may use Unda x3 and Pflug then go back to Ignis runes and evade some of the Amnesia and Encumbrance.
However, you are probably much better off just running a barfire/baramnesia to combat those effects (despite the dispelling..) and running 3 ignis full time to nerf any damage and hate loss. So, lets go Rune Enhancement 5/5.
This is not bad, but its "so SE".
Gambit Recast Shorten recast time by 10 seconds. 0/5 No.
Group 2
Name Description Level Notes
Battuta Parry +4% per level. We don't care about counter-spike damage. 4/5 or 5/5 Inquartata is your best way of mitigating physical damage for overall tanking.
Battuta not only protects you from hordes of well positioned foes spitting on your face, but also allows you to situationally take risks in the name of DPS by more safely wearing offensive sets while gaining TP from Tactical Parry and going shall we say, apeshit. Such a situation is most common in something like Ambuscade, but it sure feels good.
Rayke Expends runes to reduce the resistance (SDT) of a target. 1/5 This is something which I historically had at 5/5 when BLM MBing was the way many moons ago. It also helps dramatically with SC damage, and landing debuffs (see SDT page and resistance tiers) despite its short duration of 33-45 seconds. Rayke also works as a last resort for grabbing enmity after a hate reset. This ability is one of the best magical niches RUN can fulfil. Use it after throwing on Gambit as it lasts twice as long (like this should!).
Inspiration Grants a Fast Cast effect to Vallation and Valiance, 10% per level. 4/5 or 5/5 This may sound underwhelming at first, but a Paladin would give their left ovary to have this.
The real benefit isn't obvious at first to some, but being able to reduce your FC by 60% (with Futhark Trousers) allows for more DT, Enmity, HP, and survivability. Dying midcast is probably going to be your most likely event over time, and this helps prevent that.
Properly gearing around this is critical in being all the RUN you can be.
Alternatively, if you needed points, RUN gets enough FC (~70% out of 80% cap) to run this at 1/5.
This 10%/tier FC bonus also applies to your party during Valiance, so be the guy.
Sleight of Sword Grants a "Subtle Blow" effect during Swordplay. 0/5 This is really only useful for niche situations such as Sealed Fate strategies, but it does have a use.

Equipment Sets

Sets by Brahmsz


Preliminary Information

  • Inputting base HP values of each race for reference herein. Non-mastered; 15/15 HP Merits assumed.
    • Tarutaru: 2,043 HP
    • Mithra: 2,073 HP
    • Hume: 2,073 HP
    • Elvaan: 2,113 HP
    • Galka: 2,173 HP
  • Master Level HP per Level: +7.
    • Support Job Level increase (per 5 Master Levels) not factored into this.
  • Notable Master Level HP Values:
      • ML15. HP +105
      • ML29. HP +203
      • ML36. HP +252 HP
      • ML43. HP +301 HP
      • ML50. HP +350 HP

Tanking Sets


Foreword

  • When it comes to Rune Fencer, it's a difficult task for me to tell people "Where to start". As content has been introduced over the years and as The Meta™ has changed, so have entry sets.
  • What I can advocate for, and still stick to however, is that Rune Fencer's Artifact, Relic, and Empyrean armors remain at the core of their sets (from Entry Level to High-End). So collect those first and foremost!
Entry Tanking Sets
Entry Tank Set 1
Notes: This set is, in my honest opinion, the bare minimum of tanking content without feeling underwhelmed.
Intermediate Tanking Sets

Stuff

High-End 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."


High-End Tanking Set I
  Standard


High-End Tanking Set II
  Parry Focused


High-End Tanking Set III
  Sortie
M.Eva/Null/Abs.
Notes:
  • Note this set uses an Aettir. Yes, it's still useful even at High-End.
  • I also use a Nibiru Faussar to get as close to capping Cure/Cure Received while sub SCH.
    • An augmented Ushenzi +1 is also a notable alternative.


High-End Tanking Set IVA
  Evasion
Goal: 80% Evade


High-End Tanking Set IVB
  Phy. Def. &
Crit. Hitrate-%
Notes:
  • I don't use this set often, however, it's still worth mentioning.
    • Personally, I'm not a big physical defense build person. In most cases, I'd rather Evade or Parry a hit if it can be helped.

Magic Casting Sets

Fast Cast
  • Pretty self-explanatory but general equipment sets to reduce spell casting & spell recast times.
  • That said, please keep in mind:
    • Rune Fencer's access to FC is, and can be, augmented by the merited trait Inspiration. Inspiration grants +10% fast cast per merit while the effect of Vallation / Valiance.1. Inspiration can take significant pressure off the need to gear towards capping Fast Cast2.
  • The natural Fast Cast+ (FC) gear cap is 80%.
    • Recast reduction is half of the cast time reduction, rounded down to the nearest whole percentage.
      • Thus, FC's maximum contribution to recast reduction is 40%3.
  1. Potentially granting up to +50% FC for the player while under the effect of Vallation / Valiance.
  2. That said, Inspiration is dispelable (or cancelable by the player). Which means there is still a need for a back-up capped Fast Cast set.
  3. Inspiration's recast reduction effect can exceed the normal 40% cap, by up to +25% (merit dependent). This can not bypass the global recast reduction cap.
"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).

WIP:


SIRD Set I
  108%
Notes:
  • Capped with 0 merits invested.
  • This set is janky, the say the least but as an entry set is the best one can hope for.
  • Halasz Earring is a reasonable alternative if you don't have/don't choose a Magnetic Earring.


SIRD Set II
  104%

Endgame Tanking Sets By Kingkitt


Last updated January 2022 by Kingkitt.




 
Tanking Inquartata  
  PDT II -25%, PDT-7%
MDT -2%
DT -47%, 677 M.Eva.


 
Hybrid Tanking/DD  
  PDT -37%, DT -12%
413 M.Eva.
Notes:
  • Can play with hybrid set as much as you want based on gear/augments to fit your specific needs.


 
MEVA/Resist  
  MDT -9%
DT -50%, 801 M.Eva.
+36 Resist Stat. Ailments

}}

Sets by Epic


Last updated June 2024 by Epicgalka. These are the sets I most commonly use



 
Idle Tank  
Notes:
  • Can use JSE Neck+2 and JSE Earring +1/+2.


 
Parry Tanking  


 
Tanking  

Misc. Sets


Please feel free to add sets where gaps exist in the existing community guide.



 
Max Enmity  
  Enmity + 121
Notes:
  • Max enmity per slot, use judgment when choosing pieces for HP dips and/or whether you really want to lose TP by swapping in something like Alber strap.
  • Don't forget Crusade to help with your enmity generation!


 
Intermediate Enmity  
  Enmity + 76
26% DT 25% PDT 10% PDT II
HP+ ~900 for ~2.9k-3k HP
Notes:
  • Assumed pre-Sortie gearing with minimal JSE upgrades available.
  • Check the options below for incremental upgrades and possible swaps where you might be farther/less advanced in some areas.


 
High-end Enmity  
  Enmity + 97
49% DT 25% PDT II
HP+ 1,073 for ~3.1-3.2k HP
Notes:
  • A lot of gear to gather, but gives a target to aim for.
  • Remember to swap in JA enhancing JSE where necessary like Runeist Coat +3 for Valiance and Vallation, Futhark Coat +3 for Liement and so on.
  • May require rebalancing the set for HP for these JSE swaps, Plat. Mog. Belt or Moonlight Cape can help.

Enmity alternatives by slot:

  • Weapon: Aettir is a good alternative for a newer Rune Fencer or where you want more magic evasion.
  • Grip: Balarama Grip for HP and still +3 enmity, Refined Grip +1 for more defensive stats, Utu Grip for pure HP and more damage.
  • Ammo: Sapience Orb for fast cast for a tiny recast reduction, Iron Gobbet for -crit rate.
  • Head: No good enmity+ swaps, but could replace with tanky pieces such as Futhark Bandeau +1 or better for a new player, or Nyame Helm for more established players.
  • Body: Adamantite Armor is a great swap if you're lacking defense elsewhere, Passion Jacket is slightly better magic defense than Emet Harness +1 while still maintaining Enmity+.
  • Hands: Futhark Mitons +3 or Futhark Mitons +4 are both decent enmity+ pieces that have overall better defensive stats than Kurys Gloves.
  • Legs: The second, third and arguably the fourth best options are the +2, +1 and NQ empyrean leg pieces, Zoar Subligar +1 is ok in a pinch but try to work towards the Emyprean gear here.
  • Feet: Similar to the legs, there aren't really any great competitors to the empyrean JSE for this slot. Use the NQ/+1 if you're starting out, but it should be your second upgrade after the legs when possible.
  • Neck: Unmoving Collar +1 R15 is a good option to keep HP high, Warder's Charm is good if you're looking for magic absorb during cast, Futhark Torque +1 or Futhark Torque +2 for a well rounded option of HP, M.Eva and Enmity all together.
  • Earrings: Replace one with Odnowa Earring +1 or Tuisto Earring for more HP, Friomisi Earring for a tiny bit of enmity if you lack the two options, Pluto's Pearl if you can find someone to craft one for you.
  • Rings: Provocare Ring, Pernicious Ring or Begrudging Ring all have equivalent enmity+ but are lacking the HP of the shown options. Alternatively, rings can be used as DT sources to allow you to use more aggressive other pieces.
  • Waist: Goading Belt is a great alternative if you need more haste+% to help cap your recast timers. Kasiri Belt is also a good HP+ swap with some haste+% but less than Goading. Defensively, Plat. Mog. Belt can be a big chunk of HP to prevent other drops, and Engraved Belt is wonderful as always for general magic evasion.

Utility Sets

Phalanx (Mlvl50)  
  Phalanx +27
  • Alternatives Taeon+3 until dark matter Herc
Cure Set  
  50% Cure

Gearswaps