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![]() The Voracious Resurgence |
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Prime Weapons • Ultimate Weapons • Ultimate Augments • Abjurations iL119 • JSE Necks • Divergence Augments • Escutcheons | |
Reforged Armor Artifact: +1 • iL109 • iL119/+2/+3 Relic: +1/+2 • iL109 • iL119/+2/+3 Empyrean: +1/+2 • iL109 • iL119/+2/+3 |
Guides • Crafting • Trusts • Apex Monsters |
Community Rune Fencer Guide
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Forum Discussion
Feel free to ask questions about Rune Fencer or the guide in the Forum Discussion.
Food & Medicines
Food
Recommended:
Miso Ramen
- Stats: HP+100, STR+5, VIT+5, DEF+10% (Max. 170), "Magic Def. Bonus"+5, Magic Evasion +10% (Max. 50),"Resist Slow" +10.
- The best defensive tanking food there is. It couples HP+, Defense, and Magic Evasion+ all into one food.
- Purchased from the Auction House. Crafted only.
- The best defensive tanking food there is. It couples HP+, Defense, and Magic Evasion+ all into one food.
Om. Sandwich
- Stats: HP+11% (Max. 150), VIT+7, MND+7, Accuracy+11% (Max. 80), DEF+11% (Max. 120), Enmity+4.
- Introduced in The Voracious Resurgence missionline. Comparable to Miso Ramen in HP and Defense; exchanging Magic Evasion and Magic Defense Bonus for Accuracy and Enmity.
- Purchased from the Auction House. Crafted only.
Alternatives:
Black Curry Bun
- Stats: (DEX+2, VIT+4, INT+1, Accuracy+5, Ranged Accuracy+5, Evasion+5, DEF+15% (Max. 180), "Resist Sleep"+3, HP recovered while healing +2, MP recovered while healing +1)
- The next best thing. This food actually has 10 more defense than Miso Ramen, but lacks the other benefits. The silver lining is that they are a fourth to a fifth the price of Miso depending on the market.
- Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
- The next best thing. This food actually has 10 more defense than Miso Ramen, but lacks the other benefits. The silver lining is that they are a fourth to a fifth the price of Miso depending on the market.
Tavnazian Taco
- Stats: (HP+20, MP+20, DEX+4, VIT+6, AGI+4, CHR+4, DEF+25% (Max. 150), HP and MP recovered while healing +1)
- The once famous food. There is no reason to really use this anymore, but if you are a lower level it will grant more defense than one of these higher level items given its lower cap, but higher percentage increase.
- Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
- The once famous food. There is no reason to really use this anymore, but if you are a lower level it will grant more defense than one of these higher level items given its lower cap, but higher percentage increase.
Rabbit Pie
- Stats: (STR+5 VIT+5 INT-2 Attack+25% (Max. 100) Ranged Attack+25% (Max. 100) DEF+25% (Max. 100))
- An honorable mention. The attack and defense parameters aren't as high given it's hybrid status but definitely worth looking at.
- Purchased from Curio Moogle for 3,000 gil, 36,000 gil a stack.
- An honorable mention. The attack and defense parameters aren't as high given it's hybrid status but definitely worth looking at.
Fried Popoto
- Stats: (HP +30, VIT +2,
+20, Defense +20% (Cap:145), Subtle Blow +8)
- This food is as cheap as it gets, excluding the crystal it costs less than 300 gil to make 6 of these a synth. Making these in bulk to store and use for Ambuscade spam and similar events will cost you next to nothing. Even if you have to shout and pay a level 90+ cook 50-100k to make them for you. It would still only cost you roughly 10-20k a stack of Fried Popotos.
- Purchased from the Auction House, crafted only.
- This food is as cheap as it gets, excluding the crystal it costs less than 300 gil to make 6 of these a synth. Making these in bulk to store and use for Ambuscade spam and similar events will cost you next to nothing. Even if you have to shout and pay a level 90+ cook 50-100k to make them for you. It would still only cost you roughly 10-20k a stack of Fried Popotos.
Medicines
Echo Drops
- Useful for when silenced and no one else can (or is able to) Silena you. Keep these stocked.
- Purchased from the Curio Moogle for 700 Gil.
- Useful for when silenced and no one else can (or is able to) Silena you. Keep these stocked.
Remedy
- Useful for curing most debuffs curable with -na spells (ie: Paralyna). You can receive 12 a month for free from ambuscade. Keep these stocked.
- Purchased from the Curio Moogle for 3,000 Gil.
- Useful for curing most debuffs curable with -na spells (ie: Paralyna). You can receive 12 a month for free from ambuscade. Keep these stocked.
Reraiser /
Hi-Reraiser
- Nothing wrong with keeping extra sources of Reraise in your pocket. Keep these stocked.
- Purchased from the Curio Moogle for 1,000 and 1,500 Gil.
- Nothing wrong with keeping extra sources of Reraise in your pocket. Keep these stocked.
Holy Water
- Extremely useful to have, especially when spell priority or universal cool downs from back=line supports are bottle necked... Keep them stocked.
- Purchased from the Curio Moogle for 1,000 Gil.
- Extremely useful to have, especially when spell priority or universal cool downs from back=line supports are bottle necked... Keep them stocked.
Panacea
- Sometimes you are overwhelmed with a number of debuffs (like an Impact) that need Erase and this is much faster than waiting on a support to erase them. Keep these stocked.
- Purchased from the Curio Moogle for 20,000 Gil.
- Sometimes you are overwhelmed with a number of debuffs (like an Impact) that need Erase and this is much faster than waiting on a support to erase them. Keep these stocked.
Vile Elixir /
Vile Elixir +1
- You never know when these might come in handy. Even for other party members... Great for putting in a bazaar for back-line supports when in a pinch as well! A single Vile Elixir or HQ can save you in those situations. Keep these stocked.
- Purchased from the Curio Moogle; 20,000 Gil for NQ. 40.000 Gil for HQ.
- Often cheaper to buy off the Auction House.
- A number of NM's and various content drop these for free as well.
- You never know when these might come in handy. Even for other party members... Great for putting in a bazaar for back-line supports when in a pinch as well! A single Vile Elixir or HQ can save you in those situations. Keep these stocked.
Antacid
- Great for switching food on the fly when the situation calls for it. Keep a few, just in case.
- Purchased from the Curio Moogle for 1.000 Gil.
- Great for switching food on the fly when the situation calls for it. Keep a few, just in case.
El. Pachira Fruit
- Effect: 1hp/tick Poison Effect for 2 minutes.
- Perhaps you aren't engaged and can't swap to a particular piece of equipment with a damage over time effect. Poisoning yourself is a good option. Keeps you awake when you know the mobs you are fighting will spam sleep. Keep a few on hand.
- Purchased from the Ghemi Sinterilo for 154 Gil in Kazham.
- Perhaps you aren't engaged and can't swap to a particular piece of equipment with a damage over time effect. Poisoning yourself is a good option. Keeps you awake when you know the mobs you are fighting will spam sleep. Keep a few on hand.
Roles
Hybrid Tank with emphasis on magic damage mitigation.
Support Jobs
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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 | ||
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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 |
- 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).
- An example of where this is useful would be for Dynamis Divergence Wave 3 fetter pulls.
- 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.
- Direct Uses
- Job Traits
- 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:- Wild Oats HP+10, Feather Storm HP+5, Screwdriver HP+10, Healing Breeze HP+10, Sheep Song HP+5, Helldive HP+5, Wild Carrot HP+5
- Wild Oats HP+10, Feather Storm HP+5, Screwdriver HP+10, Healing Breeze HP+10, Sheep Song HP+5, Helldive HP+5, Wild Carrot HP+5
- Stat Gains
- 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.
- Caster-Focused Area of Effect Enmity Spells:
- Job Traits
- Stat Gains
- Radiant Breath HP+5
- Direct Uses
/BLU Enmity Table
Enmity Table | ||
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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).
- Stinking Gas has the longest casting time at 4 seconds compared to 3 seconds for the others.
- Cursed Sphere has a lower MP Cost (32v42), Cast Time (3v4), and Recast (20v25) over Bomb Toss while having the same Casting & AoE Range.
- Personally, I lean more into a spell set that favors HP gains to push my HP cap over a given threshold, for example.
- MP Cost, Casting time, Casting & AoE Range, and Stat Gains (HP) are all considerations for what spells you choose.
Job Traits and Abilities
Merits
Group 1 | |||
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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 | |||
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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 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
New Players Sets
Foreword
- When it comes to Rune Fencer, I find it to be a slightly difficult task 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!
- Some accessory examples to consider (if you don't have them of course) are Defending Ring, Loricate Torque, Odnowa Earring & Tuisto Earring, and Staunch Tathlum for defensive purposes.
Equipment Sets: Work in Progress.
High-End Endgame Sets
- You may notice that Defending Ring changes slots based on the set. While this may not seem like a glaring error it would bad not to point this out. Personally, I use Vocane Ring +1 as well as Ragelise's Ring and officially retired my Defending Ring as of this year (2024). Not a choice I would ask anyone else to make but for the sake of being transparent, there it is.
- 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. Not a fan of the "You only need MDT-21% approach" to gearing. It makes gearing a bit easier in some respects though. As always, "Your Mileage May Vary" & "Sh*t's Situational."
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Magic Casting Sets
Endgame Tanking Sets By Kingkitt
Last updated January 2022 by Kingkitt.
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Notes:
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Sets by Epic
Last updated June 2024 by Epicgalka. These are the sets I most commonly use
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Utility Sets
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- Alternatives Taeon+3 until dark matter Herc
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