User:Dumo/RUN

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Goblin RUN by Ametrina (Bahamut)

Introduction

I'm not going to claim to hold all the secrets to Rune Fencer. I won't claim to be the most knowledgeable or greatest player. I have however tanked just about everything I can in the game. The current community guide is a mess and I would rather do something very different than attempt to fix it and deal with all the other people who have contributed. So, here we are. This is my guide to Rune Fencer. I hope it helps.

If you have any comments or questions, you can reach out to me in discord if you have access to me. Otherwise, please use the Discussion tab.

General

The info this section will cover is in the table of contents. I guess I could leave you with a quite...

"Feeling Spicy. Might delete later."

Role

RUN is a tank specializing in magic evasion, evasion and parrying as the main source of damage mitigation. It doesn’t have the raw defensive capabilities and healing of PLD but it does have Rayke and Gambit to buff mages in fights. This makes it highly desirable in Sortie for magic bursting strategies. In most content, RUN and PLD are interchangeable. When the differences matter, you take RUN for mage strategies for the buffs.

When do you bring RUN specifically?

  • When magic evasion matters and resisting certain status effects.
  • When you need your tank to do extra damage.

When do you bench the RUN in favour of PLD?

  • When AoE cures are needed from your tank.
  • When a 100% block rate negates mechanics in a fight.
  • When the physical damage is too high for your RUN to tank.

Again, properly geared, RUN and PLD can be interchangeable in most content.

  • All current Alliance Content.
  • Segments in Odyssey.
  • Most NMs in Odyssey.

Tanking

Tanking is holding the monsters attention. This involves surviving while mitigating as much damage and bad effects as possible but also generating enough Enmity to stay ahead of the rest of the party.

Tanking on RUN comes in a few different flavours. You have different needs when tanking for Mage strategies, Melee strategies, AoE Tanking and Super Tanking.

Tanking for Mage strategies is generally much easier. A SCH making Skillchains and everyone Magic Bursting generates a lot less Enmity than Weapon Skills. Any big fights will involve the use of Rayke and Gambit which generate a lot of Enmity while debuffing the monster. Depending on the content, this will be all you are using. A fight like Ongo, for instance, will require you to hold all other job abilities at times so a COR can try to target your Rayke and Gambit for a reset. Often you will be operating with just Flash and Foil for your Enmity generation. In Sortie, you have more options since the fights generally don’t last long enough to bother fishing for a reset. If you need to, something has gone horribly wrong.

Tanking for physical groups will depend on content and setup. Unfortunately many groups ignore buffing their tanks. If you are lucky, you will get a RDM in party with you for Haste, Refresh and a longer Phalanx. If you aren’t buffed for damage, don’t bother trying to deal damage, just come /BLU and spam your Enmity spells. The nice thing is that you can generally hold a fair number of monsters. In Dynamis, it’s common for a BRD to be sleeping everything and common to have a THF trying to tag everything with Treasure Hunter. Since you want to keep these players alive, you will want to use your BLU spells to tag everything to be on your hate list and hold them. This should prevent things from killing your alliance members when they wake up.

The other option when tanking large groups of monsters is to Super Tank them. If you have not taken an action on a monster and it is attacking you, no spells cast on you will generate Enmity on that monster. This means aggroing a group of 10 monsters via sight or sound and performing no actions on them allows you to hold the group while a healer keeps you alive with no risk of being attacked.


Mitigation

The first key component to tanking is your mitigation which consists of preventing damage and dangerous effects. RUN handles mitigation by building up layers of defences.

I want to explain the Damage Taken (DT) stat from your gear. This stat is split into 3 types: Physical Damage Taken (PDT), Magic Damage Taken (MDT) and Breath Damage Taken (BDT). The general “Damage Taken” stat will contain all 3. They all have a cap of 50%. 25 DT and 25 PDT will cap your Physical Damage Taken while giving you half of the cap for Magic Damage Taken and Breath Damage Taken. We also get a limited amount of Physical Damage Taken II (PDT2). This extends the limit of our PDT while also providing that PDT.

  • We can’t currently cap PDT2.
  • Shell V is MDT-29%.
    • This means we can cap with MDT-21%.
    • We can’t always rely on Shell V during Dispel heavy fights so make sure to have MDT-50% in gear for those fights.

Another key component to mitigating physical damage comes from the very basic VIT and DEF stats. You can dig deeper into the stats and the damage formulas if you want. The damage formula works both for and against the player so pay attention to things like pDIF and fSTR. One compares attack to defence while the other compares Strength to Vitality. When pDIF and fSTR are favourable to the attacker, the damage will rapidly increase. When pDIF and fSTR are favourable to the defender, the damage will rapidly decrease. Protect and Cocoon are the largest buffs to help increase your defence.

We can further build layers up using our Evasion, Magic Evasion and Magic Defense Bonus. This includes our Rune Enchantments which we can use for things like Pflug, Valiance and Liement. We also have parry coming in from Inquartata and enhanced via Battuta which negates incoming physical damage.
I’m giving an extra mention to Phalanx in hopes that readers don’t miss this important piece of the puzzle. It reduces a set amount of damage based on the potency of the spell and gear. Typically, you will want to put on your Phalanx set and have a RDM or SCH give you a longer Phalanx than you can cast on yourself. If that’s not an option, you just gotta keep it up on yourself. It is very important to your survival. Don’t overlook it.

  • Phalanx+ on armour is Phalanx Received.

The other layers will be covered when discussing the sets with them. Ideally, you put up as many layers as possible. If you hit caps on one layer, add a new one. Are you at DT cap? Have enough DEF? Consider more Evasion or start adding in Absorb/Nullify damage pieces!

Enmity

The second key component to tanking is Enmity. I’m going to try to simplify here but for a proper understanding, go to the Enmity Page. It’s a major part of the job so the more you understand the better you can perform.

  • Enmity is what decides who the monster will be targeting at any given time.
  • Enmity is generated by nearly all actions taken including, Spells, Job Abilities, Cures and Damage. It also comes in 2 flavours which are separated in the way they decay.
    • Cumulative Enmity (CE) decays when you take damage from the monster or are the target of an enfeebling spell.
      • Has a cap of 30,000.
      • The enmity is lost even when fully resisting the enfeeble.
    • Volatile Enmity (VE) simply decays over time.
      • Has a cap of 30,000.
    • Total Enmity is the combined total and therefor has a combined cap of 60,000.
  • When 2 players share the same enmity amount, the last to perform an action will be the target of the monster.
    • This can often come up during long fights when enmity hits the cap.

Enmity Tables

RUN Enmity Table
Ability CE VE
Elemental Sforzo 1800 7200
Odyllic Subterfuge 1 318
Rune Enchantments 0 0
Vallation 450 900
Valiance1 4501 9001
Pflug 450 900
Liement2 4502 9002
Battuta 450 900
Rayke 640 1260
Gambit 640 1280
Swordplay 160 320
Embolden 160 320
One for All1 1601 3201
Swipe Damage Based Damage Based
Lunge Damage Based Damage Based
Vivacious Pulse Unknown Unknown
Spell CE VE
Flash 180 1280
Foil 320 880
/DRK Enmity Table
Ability CE VE
Last Resort 0 1280
Weapon Bash 0 900
Souleater 0 1280
/DRK Spells CE VE
Absorb-Stat 1 640
Absorb-TP 320 320
Stun 180 1280
Poison(2) 1 320
Poisonga 1 320
Sleep(2) 1 300
/BLU Enmity Table
Ability CE VE
Burst Affinity 1 300
Chain Affinity 1 300
/BLU Spells CE VE
Blank Gaze 320 320
Jettatura 180 1020
Sheep Song 320 320
Stinking Gas 320 320
Geist Wall 320 320
Soporific 320 320
Cold Wave 320 320
Frightful Roar 1 320
/WAR Enmity Table
Ability CE VE
Provoke 1 1800
Warcry1 01 3201
Berserk 0 80
Defender 0 80
Aggressor 0 80
1 AoE effect and Enmity is per player affected.
2 Single target unless Epeolatry equipped. When AoE, Enmity is per player affected. 



One massive source of enmity that is going to give you headaches is physical damage. You can check the Enmity page for the actual calculations but quite simply, you aren’t holding a monster when the DDs are popping weapon skills for capped damage every 4 seconds. Your spells and abilities just can’t generate Enmity that quickly. You can use your own damage to offset this difference but unfortunately few groups properly buff their tanks. Without buffs, your damage will be low enough that you should just spam spells.
Skill chains can work to your advantage. Being part of a skill chain allows you to generate Enmity from your damage while also slowing down the damage output of the DDs.
Magic damage works differently. Both magic bursting and magic weapon skills generate less Enmity and are much more forgiving to tank.


Tanking Types

  • Single Target
    • Holding a single monster and keeping your Enmity ahead of the other party/alliance members.
  • AOE Tanking
    • Holding multiple monsters at once. For this, you need to act on all of the monsters so you can generate Enmity on them. We often refer to this as a tag and we will have to use our subjob tools to AoE tag. Poisonga and Geist Wall are some options used. From there, anything that is self targeting will generate enmity against all of the targets. Foil and Pflug are some wonderful options.
      Note: Rune Enchantments do not generate Enmity.
  • Super Tanking
    • Simple aggro will have the monster target you but you will not be on the monsters list until you act upon them. This means that healers can Cure bomb you all they like without generating Enmity, preventing any risk to the healers. This also means that anyone acting on monster(s) will be the first on the Enmity list and the target of that monster.
    • This is excellent for content like Odyssey where you are pulling for a BRD to sleep the group. You can gather groups of monsters, have them slept and run off to gather more.

Some important things to know, each spell and most job abilities have a set amount of Enmity they generate. Runes do not generate any Enmity but pretty much everything else has a set amount of CE and VE they produce and our gear can amplify those numbers. Enmity+ on gear is a percentage. Enmity+1 adds 1% more Enmity to the action. This caps at 200 but we can’t currently hit the cap so there is no need to worry about going over the cap. We also have the Erilaz Surcoat +3 which decreases the CE lost while taking damage.


Tanking Tips

  • Know when you need to actively stay ahead on the Enmity list. Know when you just need to keep monsters away from the mages.
    • Divergence typically doesn’t require you to tank against the DDs for most monsters. Only the NMs. The hoard of monsters just needs to be looking at you when they aren’t actively being killed by the DDs. The exception will be when the group is at a lower level of gearing. If the majority of your DDs have DT in their TP sets, you won’t need to fight for Enmity against them and you can focus on pulling quickly.
    • If the monsters aren’t being slept or tagged with Treasure Hunter, you are better off Super Tanking them.
  • When tanking Physical Strategies against the DDs, you want to start by spiking your Enmity early. Often I will open with,
  • When tanking for Magic Bursting Strategies I typically,
  • Some bursting strategies like Ongo, involve the use of Rayke and Gambit as the only Job Abilities to start so you can target them directly with Random Deal. After Random, you can pop anything you need before the Wild Card then only Rayke and Gambit again for the next possible Random Deal.
  • Make sure you know if your Runes are going to be used offensively or defensively. Set them accordingly.
    • If you don’t have much support for Refresh and MP is a concern, using Tenebrae for MP returned during Vivacious Pulse will work. This will not be an option against actually difficult content where you need the Runes to prevent nasty status ailments.
  • There are many times where you will be acting more as a Puller than a tank.
    • Dynamis - Divergence will often have you pulling until the NMs when you will tank against the DDs.
    • Omen in groups typically has you pulling a full family or a full floor.
      • Once slept, you either AoE tag and tank them or you help with objectives or killing the monsters.
    • Odyssey Segment farms will see you as a puller until there is a family too dangerous to let the DDs take hits or the monsters cannot be slept.

Job Abilities

Job Abilities do not have a casting or usage time for activation. For this reason, we have 2 basic things to consider for JA specific sets.

  • What affects the Ability on activation.
  • What affects the Ability during the duration.

Anything that will affect a Job Ability on activation is a Precast. Anything that affects the Job Ability during the duration is just an overlay. They are not a Midcast because a Midcast is something that is worn when a spell resolves.

  • As a tank, a LOT of our Job Abilities are used to generate Enmity.
    • Most of our sets will be a form of Enmity set with any possibly helpful pieces in their slots.
  • Anything worn for the duration of the ability will be mentioned but sets will not be provided in this section.
    • The Job Abilities that have armour for the duration of the abilities are,
      • Pflug - we don't typically use the piece.
      • Embolden - The piece is used in conjunction with a buff received set.
      • Battuta - The set involved will be for Parry Based Tanking and covered in that section.
      • Swordplay - The piece is Precast then can be worn to gain the Augment effect but we don't typically put merits in that category.

Rune Enhancements

You can’t discuss RUN without discussing the Rune Enhancements.

  • You can have 3 up at any given time.
  • You can stack 3 of the same elements or mix them up.
  • Your Runes can be used defensively or offensively.

Defensively,

  • Each Rune gives 54 elemental resistance.
  • Though merits and job points, the resistance can be pushed to 84 per Rune for 252 total resistance.
  • Some abilities require Runes harboured to activate.
    • Vivacious Pulse - Stat mod and potency for HP(or MP) recovered based on Runes harboured.
    • The effects of the Ward abilities are affected by the Runes harboured.
      • Vallation/Valiance - Gives SDT per Rune for the elements of Runes harboured.
      • Pflug - Increases resistance to status ailments aligned with Runes harboured.
      • Liement - Absorbs elemental damage based on Runes harboured.
      • Battuta - Potency and element of "Counter"(spikes) damage based on Runes harboured.

Offensively,

  • Has an Additional Effect Damage on melee strikes of the Element which the Rune is offensively aligned.
  • The damage is based on your main hand weapons unmodified DPS and is not affected by haste, dual wield or martial arts.
  • See the Rune page for more details on calculations as well as the interaction with DW and MA.
    • Damage does scale with more of the same Rune active.
    • Day/Weather does affect damage.
    • Elemental Affinity does affect damage.
    • MAB does not affect damage.
    • RUN main job or sub job does not change damage other than maximum Rune count.
    • The element used is either the most abundant Rune or, if using unique Runes, the newest Rune used.
  • Runes can be expended through Effusion type abilities.
    • Lunge - Expends all Runes harboured. Damage of the element of Runes expended.
    • Swipe - Expends one Rune harboured. Damage of the element of Rune expended.
    • Gambit - Expends all Runes harboured. Reduces an enemy's elemental defence. The types of elemental defence reduced depend on the Runes you harbour.
    • Rayke - Expends all Runes harboured. Reduces an enemy's resistance ranks 1 step for each element of the Runes expended.

Enmity and Gear Swaps,

  • Generates 0 Enmity.
  • No gear that affects the job ability or the effects of the Runes.
  • This means Runes can be activated through the menu without being hindered or taking up macro space!
  • The in game menu will show the Runes Offensive alignment.
  • If you do not remember which element is the Defensive alignment,
    • The text line will tell you both offensive and defensive alignments.
    • The Rune Below will show the defensive property of the Rune.
    • Unda loops around to Ignis and is Defensively strong to Element: Fire.
    • LuxElement: Light and TenebraeElement: Dark oppose each other.
Rune Association
Rune Resist Offence Debuff Association
Ignis Element: Ice Element: Fire Paralyze, Bind, Frost, Evasion Down
Gelus Element: Wind Element: Ice Gravity, Silence, Choke, and Defense Down
Flabra Element: Earth Element: Wind Slow, Petrify, Terror, Rasp, Accuracy Down
Tellus Element: Thunder Element: Earth Stun, Shock, Magic Defense Down
Sulpor Element: Water Element: Thunder Poison, Drown, Attack Down
Unda Element: Fire Element: Water Plague, Amnesia, Addle, Burn, Magic Attack Down
Lux Element: Dark Element: Light Dark Sleeps, Bio, Blind, Dispel, Magic Evasion Down
Tenebrae Element: Light Element: Dark Charm, Certain Sleeps, Dia, Flash, Finale, Magic Accuracy Down

You should know ahead of time how your Runes will be utilized.

  • Bursting strategies will always want you to use your Runes for Rayke and Gambit.
    • If you are using a COR to attempt to reset abilities, you set the offensive Runes again.
    • If no resets, build defensive after the Rayke and Gambit
  • Many fights have nasty effects you are trying to mitigate.
  • A3 Odyssey fights are elementally aligned.

Be prepared to change your defensive Runes if,


Vallation, Valiance and Liement

These 3 Wards are grouped together because they share the same effect slot.

Vallation and Valiance

  • Both give -15% SDT per Rune for the related elements.
    • This can be pushed to -20% SDT per Rune through Merits.
    • The term is multiplicative with MDT and passed the MDT cap.
    • Stacking 3 of the same Runes can get us -60% SDT for that element.
  • Can not overwrite each other and will need to ware off or be manually clicked off.
  • Both use yourself as the target.

Vallation is a single target effect on you.

  • 2 minute duration, 3 minute recast.

Valiance is an AoE effect of 14' from you.

  • 3 minute duration, 5 minute recast.

Enmity and Gear Swaps

We will use our Enmity set with the Runeist Coat.


Liement

  • Absorbs elemental damage based on the available Runes.
    • 1 Rune = 100% Absorbed.
    • 2 Runes = 115% Absorbed.
    • 3 Runes = 130% Absorbed.
  • Damage is calculated before Magic Damage Taken but after Magic Defense Bonus.
  • Another great source of Enmity.
  • Overwrites and prevents Vallation and Valiance.
  • With Epeolatry, Liement becomes a 10' party-AOE.
    • Furthering the possible Enmity spike.
  • Uses yourself as a target.

Enmity and Gear Swaps

We will use our Enmity set with the Futhark Coat.
We can add in Bidenhander when we are willing to do weapon swaps.
Using Epeolatry will make the Liement AoE while also adding gear Enmity.


Pflug


Pflug increases your resistance to status ailments by a base value of 15% per Defensive element of each Rune active at time of activation.

  • This base value is reduced to 10% if subjob RUN.
  • Resistances follow the Debuff Association table in the Rune Enhancements section.
  • Generates a large amount of Enmity.

Enmity and Gear Swaps,

  • Cumulative Enmity: 450, Volatile Enmity: 900
  • The Pflug+X gear enhancement is applied during the status resist check (the resolution of the enemies action) rather than on the job ability activation.
  • The equipment must be worn as the enemy's action is finishing for the bonus resistance to apply.
  • It does not necessarily need to be worn during the job ability's activation at all.

The Pflug+ gear is not worth leaning into.

Use your Enmity Set.


Embolden

Embolden enhances the effects of the next Enhancing Magic spell you cast on you by 50%, but reduces effect duration by 50%.

  • Job Points brings this to 70% potency.
  • Embolden and Accession will only give the bonus to you.
  • The potency enhancement is applied before buff gear enhancements like "Phalanx+".
    • (base buff*embolden bonus)+gear bonuses.

One of the absolute best use cases for Embolden is Protect V.

Options for Embolden buffs,

  • Protect V - the DEF covers for a struggle in general. Lasts multiple Emboldens so you can stack another buff.
  • Barspells - the barspells line up really well with our Embolden timer and since we typically tank magic damage, this is a great option.
  • Crusade - Enmity+30 becomes Enmity+51
  • Regen V from a SCH. A 70% increase in Regen potency and a duration long enough to last most of the way back to Embolden again.
  • Temper - it doesn't last very long but the Double Attack rate helpful for TP gain.
  • Phalanx - from a RDM or SCH for the longer duration.
    • This is a rare use case where the danger is very short lived.
    • 70% bonus only applies to the skill based portion of the spell, not your Phalanx+
      • At 500 skill, the 35 damage mitigated becomes 59.
    • Can be used if you are struggling on the last floor halo in Odyssey since the danger decreases quickly as things are killed.
    • You can't rely on this and will need to reapply Phalanx very quickly as it ends.
    • Once the danger is over, you would want to manually click off Phalanx and reapply. You will not be able to overwrite the Embolden Phalanx.

Gear Swaps
Evasionist's Cape can be augmented with Embolden+5%~15%.

  • This increases the duration of the spell received under Embolden.
  • Evasionist's Cape must be worn at the time the spell is received.
    • Does not have to be worn after the spell has been received.

Wear your Evasionist's Cape and any gear for the buff you are receiving.


Vivacious Pulse

Vivacious Pulse restores HP (or MP) based on current Runes and the base stat associated with those Runes.

  • HP Restored = (10 + floor(Divine Skill ÷ 2 × (1 + [Vivacious Pulse Job Point %]) ) + floor(Stat1× 0.5) + floor(Stat2× 0.5) + floor(Stat3× 0.5) × (1 + [Dynamis Divergence RUN Weapon Augment %] )
    • The Divine Magic Skill contribution to the formula equates to 3 HP for every 5 skill.
    • It's not worth fighting for skill to increase your Vivacious Pulse but if you have the gear, you may as well use it.
    • Morgelai does not help this part of the equation.
  • The Stat portion of the formula is based on the Runes in each slot.
    • Each Rune has a different base stat.
      • If there is no Rune in that slot, the Stat is 0.
      • See table below for stat association.
    • Tenebrae does not have a base stat associated.
      • It will recover less HP due to not having the base stat part of the formula.
      • It will make up for this by recovering MP.
      • MP Restored = floor(Divine Skill ÷ 10 × (1 + [Vivacious Pulse Job Point %]) ) × (Number of Tenebrae Runes + 1)
        • The skill contribution for restoring MP equates to a little less than 1 MP per 5 Divine Magic Skill.
        • you will not be gaining enough skill to meaningfully increase your MP returns.
        • Morgelai does not help this part of the equation.
      • If you are under supported, typical in Dyna, you can ride Tenebrae and your own Refresh to try to keep enough MP to function.

You will want to use this as often as you can.

Gear Swaps
Morgelai, Peord Claymore and Futhark Claymore all increase the HP gained using Vivacious Pulse.
Erilaz Galea/+1/+2/+3 will cause Vivacious Pulse to remove a status ailments at random.

Rune Stat
Element: Fire Ignis STR
Element: Ice Gelus DEX
Element: Wind Flabra VIT
Element: Earth Tellus AGI
Element: Thunder Sulpor INT
Element: Water Unda MND
Element: Light Lux CHR
Element: Dark Tenebrae MP

Battuta

Battuta increases the base Parry Rate by 40% regardless of the level of the enemy.

  • Increases to a maximum of 56% when full merits are allocated to the ability.
  • Inquartata is added on top of your base parry rate.
    • RUN gets Inquartata+19% through Job Point Gifts.
    • Base Parry Rate with Battuta active is 59% for a master RUN and can go as high as 75% with 5/5 merits.
    • Armour with Inquartata is added on top of the Base Parry Rate.
    • Ogma's Cape can be augmented with Parrying Rate.
    • This works the same as Inquartata
  • Generates a large amount of Enmity.

Enmity and Gear Swaps

Consider Inquartata and Parrying Rate for the duration of the ability if you aren't already tanking in a Parry Based Tanking Set.

With your parry rate so high, you will want to make use of the Turms Mittens.

We will use our Futhark Bandeau and our Enmity Set for activation.


Rayke and Gambit

Rayke expends runes to reduce elemental resistance of the target.
This reduces an enemy's resistance ranks, which has 3 effects. Increased Skillchain Damage, increased Magic Burst Damage and reduced Elemental Magic Evasion.

  • 30 second, 5 minute recast.
    • Each additional merit increases duration by 3 seconds. Up to 12 addition seconds.
  • Resistance ranks lowered is based on the element of the Runes used, and the number of elements used.
  • Enemy resistance ranks will fall 1 tier per Rune harboured while Rayke is in effect. See the Resist page for tiers.

Rayke also serves as a counter to the magic damage penalty for consecutive elemental spells. Also known as the Nuke Wall.

  • Rayke will reduce the penalty for the Nuke Wall by 50% (-60% → -30%) regardless of the number of corresponding runes used.
  • This effect is separate from the elemental resistance ranks.
  • You will generally want to Rayke 3 of the same element to stack both effects.
  • You can Rayke with multiple elements harboured to remove the Nuke Wall for the Runes harboured.

Often combined with Gambit to increase the monsters damage taken.

Enmity and Gear Swaps

Wear your Enmity set with Futhark Boots.


Gambit expends all runes harboured to reduce an enemy's elemental defence. The types of elemental defence reduced depend on the runes you harbour.

  • 1 minute duration, 5 minute recast.
    • Duration increased to 1 minute 20 seconds through Job Points.
    • Recast can be reduced via Merit Points by 10 seconds per Merit.
      • It is not typically recommended to Merit Gambit recast.
  • Increases damage taken of the appropriate element(s) by 10% per Rune consumed.

Often combined with Rayke to reduce resistance tiers.

Enmity and Gear Swaps

Wear your Enmity set with Runeist Mitons.


Swordplay

Swordplay increases Accuracy and Evasion until you take severe damage.

  • Job Points increase maximum amounts of accuracy and evasion by 1.
  • This ability's potency increases accuracy and evasion upon activation and then each tick:
    • +3 Accuracy/Evasion upon activation.
      • The equipment modifier adds to this base bonus (3 + X*3) where each X+ is a ticks worth.
    • Caps at Evasion/Accuracy+60 regardless of being main or sub RUN.

Enmity and Gear Swaps

You can use an Enmity set with your Futhark Mitons


One for All

One for All grants a Magic Shield effect for party members within area of effect.

  • Duration: 30 seconds, Recast: 5 minutes.

Enmity and Gear Swaps

You can use your Enmity set.


Swipe and Lunge

Swipe expends a single Rune to deal damage to a target.

  • The last activated Rune is consumed first.

Lunge expends all Runes to deal damage to a target.

  • Only expends Runes of the same type.
  • One Rune expended has the same damage as Swipe.

Both are directly influenced by the Combat Skill of the weapon in your main hand. Both are treated as Elemental Damage.

  • Blocked by shadows.
  • Treated as an Elemental Magic damage source.
    • Can Magic Burst, subject to day and weather bonus.
    • Does not have a dINT and so stacking INT will not help the damage.

Enmity and Gear Swaps

Swipe and Lunge are not overly important and should not be a focus early on. The damage you add is minimal and you are better off putting your resources into improving other aspects of your RUN.

Not worth building a set for Swipe and Lunge as a beginner.

We will use sets similar to typical nuke sets and bursting sets.


Elemental Sforzo and Odyllic Subterfuge

Elemental Sforzo Grants immunity to all magic attacks.

  • 30 second duration, 1 hour recast.
  • Recast dropped to 45 minute upon reaching 2100 Job Points.
  • Increase amount of elemental magic damage absorbed via Job Points.
    • The player will absorb 40% of the damage a magic attack would have normally dealt.

Enmity and Gear Swaps

Wear your Enmity set with Futhark Coat.


Odyllic Subterfuge Greatly reduces the target's magic accuracy.

Enmity and Gear Swaps

Wear your Enmity set.


The Setup

In this section we will learn about the options and considerations we should be making before heading out to do some form of content.

  • Merit and Job Point allocation.
  • Sub Job options and when to use them.
  • Food choices for emphasizing different parts of our job.
  • Medicines that will keep us alive and remove excess burden from the mages.

Merit & Job Points Progression

Beyond the typical suggestions for job specific merits, a RUN actually has some important considerations to be made with their Other merits category. I will highly recommend putting merits into Spell Interruption Rate.

Merit Point Recommendations
Other
Merit Point-Icon.png Description Notes
Enmity Increase Increases your Enmity 1 point. As a general rule, you don't mess with your Enmity. This is for flexibility purposes.
  • 0/5
Enmity Decrease Decreases your Enmity 1 point. As a general rule, you don't mess with your Enmity. This is for flexibility purposes.
  • 0/5
Critical Hit Rate Adjust your critical hit rate by 1%. This one doesn't help RUN but it may help your other jobs. I don't run it but wouldn't fault you for taking the extra crit rate. I feel like the real choice is between this and Enemy Critical Hit Rate.
  • 0~5/5
Enemy Critical Hit Rate Adjust enemies' your critical hit rate by 1%. Critical hits hurt. They hurt on any job. A bunch of crits landing close together generally ends with you on the ground. I personally put my merits into this category. This helps when I decide to pull on the squishy jobs like Bard and allows me to play those jobs more aggressively. There is an argument to be made for Critical Hit Rate so choose what you feel is best.
  • 0~5/5
Spell Interruption Rate Adjust your spell interruption rate by 2%. For the impact, I don't think there is a better place to put your merits. SIRD-10% is big. Especially for RUN. To be blunt, our SIRD sets suck. They have gotten so much better since Erilaz Armor Set +2/+3 but they still aren't great. This category is the difference between the sets in this guide vs removing something defensive for another piece of the Taeon Attire Set. I would highly recommend this category.
  • 5/5
Group 1
Merit Point-Icon.png Description Notes
Rune Enhancement Effect Increase potency of runes harbored by 2 points. +10 Magic Evasion per Rune is fantastic.
  • 5/5
Vallation Effect Adds an elemental damage reduction to Vallation and a magic defense bonus to Valliance of 1 point per harbored rune. Vallation/Valiance gives -15% SDT per Rune for the related elements. This brings us up to -20% SDT per Rune. This term is multiplicative with Magic Damage Taken and therefor surpasses the MDT cap. This is too good to pass on. If there comes a time you need to move merits around, you will probably be taking from the Rune Enhancement and leave this one alone.
  • 5/5
Lunge Effect Increase the accuracy of Lunge by 3 points per harbored rune. It's just not a good choice.
  • 0/5
Pflug Effect Enhance the likelihood of resistance activating by 1 point per harbored rune. Pflug is halved against NMs. The Runeist Bottes need to be equipped for the duration of Pflug and is overall disappointing. It could be interesting but as it stands, just not worth the merits.
  • 0/5
Gambit Effect Shorten recast time by 10 seconds. Gambit is fantastic but unfortunately, 50 seconds off isn't really helping in any fights. The problem is that when we need it, we are typically fishing for resets from the COR. In Sortie, the NMs need to be dead before Gambit will be back up anyways.
  • 0/5
Group 2
Merit Point-Icon.png Description Notes
Battuta Allows you to use Battuta. Increase chance of parrying by 4 percent per rune harbored. There is also an increase to Counter damage but that's not something to worry about. The base is a 40% Parry Rate and can go as high as 56%. This is massive damage mitigation when you can keep things in front of you. You will generally want at least 1/5 in this at all times and 5/5 when you can. I usually increase these merits when decreasing Rayke merits.
  • 1~5/5
Rayke Allows you to use Rayke. Increase duration of effect by 3 seconds. Rayke and Gambit are why you are the tank for nearly every Bursting strategy. Sortie has a consistent use for RUNs to be tanking for Bursting strategies and you will want 5/5 for those. Otherwise, you want to keep 1/5 just to have another Enmity tool. I would typically suggest sharing the merits with Battuta. Keeping 1 at 1/5 while the other gets 5/5.
  • 1~5/5
Inspiration Grants a “Fast Cast” effect to Vallation and Valiance. Increase cast speed by 10 percent. This solves a lot of your Fast Cast challenges on RUN. Being able to merit a massive increase in Fast Cast allows us to move gear around to balance HP. It can be dispelled so you can't ignore General Fast Cast sets but you will want Inspiration and want it active as often as possible.
For newer RUNs, I would recommend taking away one from Rayke or Battuta to have them at 1/5 and 4/5 just to keep this capped. Once gear improves, you can reduce them. I typically run 4/5.
  • New RUN: 5/5
  • As Fast Cast options improve: 3~5/5
Sleight of Sword Grants a “Subtle Blow” effect during Swordplay. Increase the maximum value of Subtle Blow by 5 points. If we were to 5/5 and wear Futhark Mitons, we would get an extra 35 Subtle Blow. This isn't bad. It's just very niche. There may come a day when this is handy but that day is not today. If that day ever comes, you can decide the needs and move merits around appropriately.
  • 0/5
Job Point Progression
Priority Job Point-Icon.png Notes
1 Rune Enchantment Effect
  • Increases elemental resistance granted by each rune.
  • Increases Magic Evasion from the Rune by 1 per JP
An extra 20 Magic Evasion per Rune is big. Especially starting out. Early on this is basically and extra piece of armours worth of Magic Evasion.
2 Vallation Duration
  • Increases the effect duration of Vallation and Valiance.
  • Increase effect duration by 1 second.
Between the 2 Job Abilities, you can keep the effect on yourself full time. This does however make it a bit easier to keep up with. It's not that the extra 20 seconds is that needed. It's more that the effect is just that important to you early on.
3 Embolden Effect
  • Increases the effect of enhancing magic gained via Embolden.
  • Increases enhancing magic effect by 1%.
It can be a difficult choice between Embolden and Vivacious Pulse but my recommendation is to start with Embolden. You will do well enough against magic damage but struggle against physical when you can't parry. Being able to Embolden and receive a Protect V for 374 DEF instead of the usual 220 DEF is going to make a noticeable difference.
4 Vivacious Pulse
Vivacious Pulse helps your survivability. You will typically be wanting to use it on cool down. With so many uses and the role it plays, it just makes sense to increase it's effect early.
5 Gambit Effect Duration
  • Increases the effect duration of Gambit.
  • Increases effect duration by 1 second.
Rayke and Gambit are some of the most important abilities you have. They are what cements you in Magic Bursting compositions. A longer Gambit means more damage from the mages which means quicker kill times.
6 One for All Effect Duration
  • Increases the effect duration of One for All.
  • Increases effect duration by 1 second.
This can save lives. The magic shield lasts the full duration so extending it can by time for your party when under heavy AoE damage. It can give enough time for mages to get HPs topped off and remove a bunch of debuffs.
Player Choice
7~9
Swordplay Effect
  • Increases the maximum amount physical accuracy and physical evasion may be raised by Swordplay.
  • Increase maximum amounts by 1.
Between Parry and Evasion, we can mitigate quite a bit of physical damage. Each Evasion mitigates 100% of the damage. Swordplay caps at 60 Evasion before JP and 80 after. 20 Evasion isn't amazing but everything counts when trying to stack enough to floor monster Accuracy.
Player Choice
7~9
Elemental Sforzo Effect
  • Adds an absorb elemental damage effect to Elemental Sforzo.
  • Increase amount of damage absorbed by 2 percent.
Elemental Sforzo is our first SP and it can be quite amazing as it is. Adding an absorb effect just makes it that much better. By putting it this low on the list, you can probably tell I don't use it as much as I probably should. It's not going to help you during the Apex grind and for newer RUNs, I tend to be more concerned with their ability to mitigate physical damage.
Player Choice
7~9
Odyllic Subterfuge Effect
Odyllic Subterfuge is our other SP. It floors an enemies Magic Accuracy for 30 seconds. Adding a reduction to MAB just furthers the effect. Since this helps the entire party, this can prevent nasty effects from landing. Adding the job points and it can be another 30 seconds of very little incoming damage.
10 Swipe Effect
  • Increases damage dealt with Swipe and Lunge.
  • Increase damage based on combat skills by 1 percent.
When using Swipe or Lunge, the combat skill of your main hand weapon is used as a multiplier. This can add up to 20% to that multiplier. Even afterwards, you aren't a BLM, you aren't even a NIN. Your damage is not what's winning the fight. It's not terrible but it is not worth walling a proper nuker. That's not to say you won't use the abilities. You just aren't adding any worthwhile damage until you are geared. That portion is a long ways away and not a priority.

Sub Jobs

Assim. Keffiyeh icon.pngBlue Mage
Your go to sub job while tanking. It packs several AoE Enmity tools, Cocoon for the needed defence boost, Healing Breeze for an AoE Cure to wake your party. The AoE tools mixed with a massive defence boost makes it the go to option for content like Dynamis - Divergence and Odyssey.
  • You will be setting Blue Magic spells to gain access to the spells, traits and minor stat increases.
  • You are able to set 14 spells or a total of 30 points.
    • At Master level 10 - You are able to set 16 spells or a total of 35 points.
  • The tools granted from this sub job are excellent for building Enmity.
  • Cocoon is a massive help to your physical DEF.

Recommendation: HIGH


Master Level Changes
Healer's Cap icon.png White Mage
Your go to during mage strategies when /BLU isn’t helping. Basically, your sortie sub job. You gain access to Cures, Erase, ~na spells and your own Sneak and Invisible for mobility. You also get some basic Enfeebles like Silence which you can land on the top floor of sortie but its use is quite limited. Still nice to have the option and not have to wait on someone else. The same holds true for Repose. If one thing needs a quick sleep, use the tools you have on hand.

Recommendation: HIGH


Master Level Traits

Master Level Spells
Scholar's M.board icon.png Scholar
This is similar to /WHM but requires Master Level 30 to get access to Cure IV. You loose Curaga III, Enfeebles and Repose. You drop down to Raise and Reraise but overall, this is considered a direct upgrade. Yes, you do get access to Sleep but only from Addendum: Black and you will be riding Light Arts and Addendum- White.pngAddendum: White the entire time.

Recommendation: MEDIUM


Master Level Abilities

Master Level Spells
Ignominy Burgeonet icon.pngDark Knight
Your main option when needed to hybrid tank and add damage. You don’t get the same AoE Enmity tools as BLU and less Enmity tools in general but you get Stun. Being able to add more damage and increase weapon skill frequency allows you to use your damage to help with Enmity. For anything AoE, you would need to tag with Poisonga and use job abilities and Foil to establish your Enmity. Your damage output isn’t amazing but being part of a skill chain will allow you to add damage while slowing down the DDs enough to help control the monster.
You do not do this unbuffed. Your pitiful damage isn’t doing anything against the Enmity generation from a party of buffed DDs. If you aren’t being properly buffed for damage, go /BLU and do what you can to generate Enmity by spamming spells.

Recommendation: MEDIUM


Master Level Traits
Pummeler's Mask icon.pngWarrior
Similar to /DRK. Your main added Enmity tool is Provoke. Not something you will reach for often but you may be in an ambuscade where you just need the quick JA to get some Enmity before you start doing damage. It doesn’t come up often but it is an option. Just remember that you have NO form of AoE tagging.

Recommendation: LOW


Master Level Traits
Wakido Kabuto icon.pngSamurai
Another damage dealing option. Hasso gives you Job Ability Haste but hinders your Fast Cast. You don't get any notable Enmity tools. Mainly an option for grinding Job Points and Master Levels.

Recommendation: LOW


Master Level Traits

Tanking /BLU

Since BLU is our go to subjob for tanking physical damage and AoE tanking, we should really discuss how this actually works. This isn't a BLU guide so if you wanted to learn more, I would recommend this excellent guide to BLU[1].

Blue Mage does not learn spells or get traits the way other jobs do and their spell list is not filled like other mages.
Instead, BLU sets spells that they will have access to cast and those spells cost points to set and have points towards traits. Those spells must be learned directly from monsters. You will need to have enough Blue Magic Skill to learn the spell, have a monster perform the spell in combat against a party member or yourself and then defeat the monster for the chance to learn the spell. This can be a slow process and rather frustrating to rush so I would suggest accepting that it is time consuming and enjoy the change in pace.

  • At level 99, you will be able to set 14 spells for a total of 30 points.
  • At ML5, you will be able to set 16 spells for a total of 35 points.
Essentials
Spell Points Reason Stat Bonus
Cocoon 1 DEF +50% VIT+3
Grand Slam 2 Used in combination with Terror Touch to get Defense Bonus I INT+1
Terror Touch 3 Used in combination with Grand Slam to get Defense Bonus I HP-5 MP+10
Wild Carrot 3 Used to wake up mages
Can be used to get Resist Sleep
HP+5
Healing Breeze 4 AoE for waking up party
Used to get Auto Regen
CHR+2 HP+10
Sheep Song 2 AoE Enmity
Used to get Auto Regen
CHR+1 HP+5
Jettatura 4 Conal big enmity, big cooldown MP+15
Geist Wall 3 AoE enmity, super fast HP-5 MP+10
Blank Gaze 2 Single Target enmity (lucky dispel) None
Point Total 24
More Options
Pollen 1 Combines with Wild Carrot to obtain Resist Sleep CHR+1 HP+5
Magic Fruit 3 Combines with Pollen to obtain Resist Sleep
Replaces Wild Carrot at ML45
CHR+1 HP+5
Bomb Toss 3 Pulling in Wave 3
One of Bomb Toss or Cursed Sphere
STR+2
Cursed Sphere 2 Pulling in Wave 3
One of Bomb Toss or Cursed Sphere
MND+1
Sound Blast 1 Used in combination with Cursed Sphere to get MAB None
Chaotic Eye 2 Decent Enmity
May get a lucky Silence
AGI+1
Soporific 4 AoE Enmity HP-5 MP+5
Screwdriver 3 Just for Base Stats VIT+1 CHR+1 HP+10
Frightful Roar 3 Quick AoE tag at ML5 AGI+2
Cold Wave 1 AoE Enmity at ML15 INT-1
Killer Effect Traits
Foot Kick 2 Used in combination with Claw Cyclone to get Lizard Killer AGI+1
Claw Cyclone 2 Used in combination with Foot Kick to get Lizard Killer VIT+1
Wild Oats 3 Used in combination with Sprout Smack to get Beast Killer CHR+1 HP+10
Sprout Smack 2 Used in combination with Wild Oats to get Beast Killer MND+1
Power Attack 1 Used in combination with Mandibular Bite to get Plantoid Killer MND+1
Mandibular Bite 2 Used in combination with Power Attack to get Plantoid Killer INT+1
Bludgeon 2 Used in combination with Smite of Rage to get Undead Killer STR+1
Smite of Rage 3 Used in combination with Bludgeon to get Undead Killer AGI+3


As nice as it is to optimize traits and stats from our spellset, the gains are minimal. I personally would avoid stacking too many instances of -HP but otherwise, it’s all fair game.
Typically, I want to stack physical defensive stats and traits as much as I can but with Defense Bonus only being DEF+10, even that can be dropped if the situation calls for something else.
The big pull for /BLU is the toolset you gain. Cures to wake up others, AoE tagging, Enmity tools and Cocoon are your big ticket items.

While tanking /BLU, you will want to keep Cocoon up as much as possible. DEF +50% plus your Embolden Protect V is going to bring that DEF up high enough to tank some serious physical damage. Add Phalanx on top of that and you are mitigating a massive amount of damage.

Remeber,

Food

Miso Ramen icon.pngMiso Ramen
The current go to food for tanking.
Good stats on the food with a resist slow for an added bonus.

  • HP +100
  • STR +5
  • VIT +5
  • DEF +10% (Cap: 170)
  • "Magic Def. Bonus"+5
  • Magic Evasion +10% (Cap: 50)
  • "Resist Slow" +10

Om. Sandwich icon.pngOmelette Sandwich
Another great food.
More HP but giving up MEVA, MDB and 50 DEF for Enmity and Acc.

  • HP+11% (Max. 150)
  • VIT+7
  • MND+7
  • Accuracy+11% (Max. 80)
  • DEF+11% (Max. 120)
  • Enmity+4

Black Curry Bun icon.pngBlack Curry Bun
This food has a hidden effect of getting stronger when more players are in the party.
With 4+ players you get the effect of the HQ version which has 25% DEF and caps at 200 DEF.
The HQ does not have this hidden effect which makes it a rather attractive cheap alternative.

  • DEX +2
  • VIT +4
  • INT +1
  • Accuracy +5
  • Ranged Accuracy +5
  • Evasion +5
  • Defense +15% (Cap: 180@1200)
  • Resist Sleep +3
  • HP Recovered While Healing +2
  • MP Recovered While Healing +1

Fried Popoto icon.pngFried Popoto
Dirt cheap food.
If you just want something as cheap as you can get.

  • HP +30
  • VIT +2
  • Element: Fire +20
  • Defense +20% (Cap:145)
  • Subtle Blow +8

Popo. con Queso icon.pngPopotoes Con Queso
A decent attack food with Evasion and Magic Evasion.

  • STR+5
  • MND+5
  • Attack+20% (Max. 130)
  • Ranged Attack+20% (Max. 130)
  • Evasion+10% (Max. 50)
  • Magic Evasion+10% (Max. 50)

Medicine

Panacea icon.pngPanacea
A lot of player avoid these because of the cost but the benefits are massive. They become more important in fights where you will be hit with multiple effects needing Erase at once. You could wait for the WHM to spam Erase on you but those are casts that could be cures keeping players alive. It's best to just pop a Panacea and have them all disappear at once. 20k sounds like a lot but really, Odyssey gil will handle the cost and you will see less deaths around you because of it.

  • Macro these. You don't have time to look through your items when you need them.

Remedy icon.pngRemedy
Removes Blind, Paralyze, Poison, Silence, and potentially Disease. These are cheap enough to keep and just pop to save your healers the trouble. The one that you will often need help with is Paralyze since it can prevent you from consuming your Remedy. Call it out if you need help.

  • Macro these. You don't have time to look through your items when you need them.

Reraise Earring icon.pngReraise Earring / Reraise Gorget icon.pngReraise Gorget / Reraise Hairpin icon.pngReraise Hairpin
Reraise is always good to keep on you. If something happens in a fight, it can be quite the ask to have a healer raise you while also keeping others alive. Being able to pop back up and start regaining Enmity can save a wipe.

  • I would only keep 1 of these around. Generally which one depends on price and availability in the moment.

Reraiser icon.pngReraiser / Hi-Reraiser icon.pngHi-Reraiser
Quick Reraise effects when something goes wrong or when you are tanking the wave 3 boss and need to keep a Reraise on for Odin. The benefit of these are getting them back up without needing to wait on the cool down after equipping one of the accessories.

  • I would try to keep at least 1 around. Always useful to have in a pinch.
  • Always bring both for a Dynamis - Divergence Wave 3 attempt.
    • If you do not have Reraise up when the boss spawns Odin, you will get 1 shot and everyone will laugh at you.
    • Get Reraise back up as fast as possible. Hence the need for instant Reraise.

Echo Drops icon.pngEcho Drops
Removes Silence. Remedy can also do the same but these are cheaper. I tend to keep a couple stacks around and favour them over Remedy for silence.

  • Macro these. You don't have time to look through your items when you need them.

Antidote icon.pngAntidote
Removes Poison. The only time you would really consider using these is during Sortie. You will need the temp items for them to work against Ghatjot (Ra'Kaznar Metal A) and Dhartok (Ra'Kaznar Metal #E). You will grow out of the need for these as the NMs melt quickly when properly geared but it is worth having them around when you are newer and the fights are taking longer. It's just significantly cheaper than burning multiple stacks of Remedies.

  • Macro these when you need them. Get rid of the macro and stop carrying them as you grow out of the need.

Holy Water icon.pngHoly Water
They save lives! Not every WHM has 100% Cursna sets. Not every WHM has Yagrush. Not every party has a WHM! AOE Doom happens and is nasty. Everyone should have these and you can even macro armour to swap with them to help the effectiveness.

  • Macro these. Macro gear to go with them. Armour options to be discussed later.

Vile Elixir icon.pngVile Elixir / Vile Elixir +1 icon.pngVile Elixir +1
Handy for restoring MP in a pinch. Good to have as a backup during fights where you may run into MP issues.

  • I typically only pick these up before doing content where they may come in handy.
  • You can clear your bazaar before an event and toss these in for 1 gil to give your mages quick access during an event.

El. Pachira Fruit icon.pngElshimo Pachira Fruit
1hp/tick Poison Effect for 2 minutes. Prevents sleep and can also prevent more potent Poison effects.

  • Keep a stack around.

Equipment Progression

I know a lot of what's found hereafter will be basically "shopping list" material for the vast majority of players. However, if you're intent on making the most of your time as a Rune Fencer in FFXI, be sure to expand some of the notes in each set and read through the provided context and section introductions. Hopefully they'll provide some insight and useful information as you progress as a RUN!

The intent behind the progression sets (i.e. BeginnerMid-TierHigh-Tier) is to show character/job progression through certain stages or levels of "Content." (Indicated by the "top caption" of each equipment set that falls under those 3 categories.)

Beginner

This stage is often fairly long as you are placing the building blocks of your character. It starts after you hit level 99 and get into your first i119 Armour Set. In this stage, you will be unlocking content and beginning to partake in that content.

Your goals will consist of,

  • Work on completing the various Missions.
  • Obtain Aettir from Oboro and augment it.
  • Commission your JSE sets.
  • Unlock weapon skills you will need
  • Work on building key Early Game Sets.
    • Tanking, Fast Cast, Enmity and Phalanx+.
  • Start looking for a group to run Dynamis - Divergence and Omen.
    • There are new player friendly Linkshells on every server that will run this content twice a week.
    • There are now Shared Areas in Dynamis which you can enter solo to unlock your Futhark Armor Set +2.
      • Although these can be entered solo, the set will still be saved for the Mid-Tier due to the cost to upgrade.
  • Clear the Vagary bosses so you can upgrade your Empyrean Armour to +1.
  • Work towards getting all of the desired JSE Armour to +1.
  • Clear the Odyssey RoEs for A, B and C.
    • You character will need to be 45 days old in order to begin Odyssey.
    • Attempt reach and interact with any of the Translocators in the zones to allow for fast travel later.
  • This Tier has no Job Point expectations. Your time is better spent working on your Armour Sets and placing the building blocks like Merits.
    • If you get the opportunity to join a group, go get those Job Points!

  • Rhapsodies of Vana'diel
    Players at this level of progress should be close to, if not completely done, with the entire RoV storyline. Completing the RoV storyline will grant you access to both Omen and Dynamis - Divergence. For many, this is the first content you will be playing in groups. It is also content you will be playing constantly throughout your time with FFXI. This will help you upgrade your JSE which contains pieces that last through the highest level of the game. They aren't all used as much as others but as we build jobs out, we want to optimize as many actions as possible and the unique attributes of our JSE will last.

  • Seekers of Adoulin
    You are also going to need to work through the Seekers storyline. This will get you access to Vagary which you will need to upgrade to your Reforged Empyrean Armor +1. You will be able to enter Vagary once you have reached Outer Ra'Kaznar. The other option is to clear the Alternative Vagary Battlefields. To enter all of these battlefields, each party member will require the completion of Abomination.

  • Oboro
    This NPC has many functions but the one we are currently concerned with is the creation of JSE Oboro Weapons. There are several options to open up this service but the easiest will probably be clearing normal Ambuscade on Normal difficulty or higher OR clearing Intense ambuscade on any difficulty. The item we want to create is Aettir. An amazing Great Sword for tanking purposes. SE really gave us a solid option here that is easy to obtain. Get this and you can put off any other weapon for quite a while. Even at the very end of our gearing progression, this still has uses!
    To create our weapon we need to trade Oboro a Cehuetzi Claw, a Zweihander, a Nagan, and 150 of either Plutons, Beitetsu, or Riftborn Boulders. You cannot mix and match the Plutons, Beitetsu, or Riftborn Boulders.
    Next we want to augment our weapon. Trade your Aettir and 1 Pluton, Riftborn Boulder, or Beitetsu. You will then trade 299 of the rock you traded him.
    In all stages, check for the cheapest option. In general, Pluton is the cheapest and Beitetsu is the most expensive. However, markets do crazy things sometimes so just check before investing into your option.

  • Domain Invasion
    You will want to start DI as soon as possible. Here's a list of noteworthy items you can focus on for RUN:
Domain Invasion Rewards
100~200 Points 600 Points 800 Points 1,000 Points

  • Ambuscade Gear
    Work towards obtaining the NQ armour sets. You can now get a full set upgraded to +2 through Total Hallmarks. This would require a running total of 12,500 Hallmarks which is steep solo but possible. Don't stress yourself out reaching it solo and keep chipping away. You can now get one of the weapons fully made with Total Hallmarks at 9,600 but you would still need a Pulse Weapon. You can however get them to the Kaja Stage at 5,300 which will be more than enough for this stage of progression.
    Note on the weapons! These are NOT needed immediately. These weapons are being listed because the content is accessible at this level of gearing.
    • Kaja Sword is for damage and may be your best option when trying to do Job Points parties.
    • Kaja Chopper is not needed until you are participating in the skillchain while fighting Ongo. May however be a fun option for Job Points parties.
    • Kaja Axe is used for the Ongo V25 fight and you are SOOO far away that you don't even have to think about it.
Ambuscade Rewards
Ambuscade Armor Ambuscade Capes Ambuscade Weapons

  • Unity Base Items
    There are a handful of items from UNM that you will not only want but want to upgrade with RP as well. Work toward upgrading these to their +1 variants by trading them and 50 of the Unity NM's material items to any of the Unity NPCs in the 3 starting nations at a cost of 10,000 Unity Accolades per weapon, armour piece, or accessory. The sheer number of items to upgrade and the associated cost in Accolades can bite into newer players' means of obtaining quick & easy gil through Sparks & Accolades, so be sure to try and farm up as many of the upgrade materials from the NMs as you can. You will likely get lucky on several of them and obtain the +1 variants right from the coffer. Coffers are doubled during Unity Wanted Campaigns, so be on the lookout for those events. This list covers options I believe are worth getting but not all of them are used in the same frequency as others. Check sets and know why you are obtaining/upgrading the item before chasing the item. The cost to upgrade all of the ones you need is overwhelming so don't add to your personal list without having a reason. Some are more obvious than others. Some are nice options for later. Some get used constantly.
    • The ones written in bold are the ones I believe you should focus on for the early stages and the ones I think you should RP first. The rest, help others farm and make the +1 for yourself for later.
Unity Rewards
Unity Weapons Unity Armor Unity Accessories

  • Vagary
    The wonderful thing about Vagary is that if you can put together a group of motivated and capable players, you all can set a weekly Content → Vagary RoE objective and earn extra upgrade materials simply for clearing the NMs! Three weekly objectives is likely more than enough to acquire the materials you need for upgrading JSE.
    Alternative Battlefields were added that will allow solo players the ability to unlock access to the Empyrean Armour Reforging process. These alternative battlefields come with no additional drops or rewards from the NMs within, so for any upgrade materials like Etched Memories and NM specific upgrade drops you'll either have to spend hard-earned gil or brave the eerie depths of Ra'Kaznar after all!
Vagary Rewards
Accessories & Armor JSE Upgrade Materials JSE Upgrade Currency

  • Delve
    Like Vagary, this content requires a minimum of 3 people in a party to enter, but there are a number of items and upgrade materials that can be grabbed from doing this content. Additionally, as you do this content you'll be rewarded with Mweya Plasm which can be used to purchase rewards from NMs you have cleared or stored up and used for Rune Fencer and/or Geomancer Idris (Level 119) icon.pngEpeolatry (Level 119) icon.png Ergon Weapon forging.
    In order to go for your Epeolatry, you will need to complete the quest Quiescence which has multiple parts. It is a long grind that requires a minimum of 3 months earth time, grinding a bunch of content and a significant gil investment. One of grinds involves obtaining a Pristine Yggrete Crystal which costs 2.5 million Plasm. With some help and a campaign, it's not as daunting as it seems.
    Don't concern yourself with Epeolatry yet. Aettir is a fantastic option and has use cases even after Epeolatry. You can tank an absurd amount of content in the game with an Aettir. Eventually you will hit a progression point where you are running out of things to do or simply want more out of RUN specifically. That would be a good time to start targeting your Ergon.
    In the mean time, I suggest you begin working on your Coalition Assignments. They are the 3 month grind but even if you decide not to take RUN that far, they improve your Ionis which you will make use of during Sortie. The assignments are also used if you want the HQ Adoulin Rings or the trust Ygnas.
Delve Rewards
Accessories JSE Upgrade Materials


  • BEGIN! Omen
    With your Artifact JSE reforged to Item Level 119, maybe even a little bit before then if you have a group to run with, now is the time to start getting to know the ropes in Omen. Upon entry for the first time you gain access to your Runeist Coat +2 icon.png Runeist Armor Set +2, and soon thereafter you'll gain access to your +3 Artifact JSE after defeating either 100 foes in Omen or one of the Glassy (Empty) mid-bosses. You'll need a bunch of P. RUN Card icon.png P. RUN Cards anyway, so get in as often as you can!
    Solo you will mostly be killing as many monsters as you can as fast as you can. The struggle will be to get off the first 2 floors, especially early on. You don't have great damage dealing options and a Kaja Sword may make the difference here. Target the objective to get off the floor for floors 1&2 then try to focus as many objectives as you can on floor 3. As you get stronger, killing everything will be less of a problem and you can try for more objectives on the first 2 floors. /WAR would be my recommendation if you are using Kaja Sword and /SAM if you are using a Great Sword.
    In Groups you will most likely be tanking. Often you round up the monsters for sleeps. Buff up the best you can, Cocoon is fantastic here. If you are fighting bosses, you will most likely be tanking. Do your best to hold Enmity and learn all the mechanics of the fights. /BLU is recommended.
  • BEGIN! Dynamis - Divergence
    Same goes for having reforged your Relic JSE to Item Level 119, it's a great time to start getting into Dynamis - Divergence or "Dynamis-D" as it's popularly called. You'll often play a pivotal role in Dynamis-D as a RUN playing a tank role. Typically you will pull a statue which will spawn several monsters. Your goal is to keep enough monsters pulled while not having so many that it overwhelms and kills you. You will also have to control these enemies so they don't kill your healers. You can use spells like Poisonga or Sheep Song to get on the list of these monsters and use something self targeting to produce Enmity against all of them. Foil is a wonderful tool for this purpose but you also have the option of many Job Abilities for the same purpose. The hoard of enemies usually doesn't need too much Enmity built because they will die quickly. You are just keeping them away from the mages.
    Against the NMs, you will want to try to keep your Enmity above that of the DDs. You will need to spike your Enmity early and keep trying to build more and more. The issue is that DDs these days can produce so much damage that their Enmity will be above yours and you have no way of getting it back. Don't worry, this is common for new tanks. They better have good DT sets because they will be taking hits. Keep generating Enmity so that you protect everyone else. Eventually the NM dies or the DD dies and you want to be who it turns to next. Things will get better as your gear improves.
    One tactic you best become familiar with, Phalanx. You of coarse can self cast Phalanx but it is relatively short. Know who has a longer Phalanx? RDM and SCH! If your group doesn't hate you and puts a RDM or SCH in your party, you should communicate with them for Phalanx casts. Your Phalanx+ should actually read Phalanx Received+. Get into all of your Phalanx+ armour and have the spell cast on you. This way, you will get the benefits of your gear with the benefits of their long duration! If your groups hates you, sorry, gotta cast it on yourself.
    If these are your first experiences with this content, do NOT hesitate to ask questions! Any group worth their weight in gold is going to be as informative and helpful to you as possible.
    On first entry, you'll gain access to Futhark Coat +2 icon.png Futhark Armor Set +2. Like Omen before this, you'll swiftly gain access to your +3 Relic JSE after killing either 100 trash mobs, or the Statue mid-boss looming over Wave 1.

Special Note on Spending: in no way is this an attempt to redirect how players spend their hard-earned gil, but I feel so very often the advice of the more established players gets washed in a mix of "... just buy X item to be good," and "... save your gil for your AF, Relic, Empyrean upgrades." For me personally, I like to suggest players follow per slot spending limits for the purpose of saving for item progression.
  • Try to stick to a 1,000,000 gil/equipment slot limit for this tier of progression. This should give you enough overhead to complete your 119 JSE equipment, pick up a few of the more pricey NQ crafted items, and even throw a little extra Unity augmenting materials at any +1 items you might currently have.

Mid-Tier

In this stage, we will continue the unfinished work from the Beginner stage while pushing our gear further. This means staying on top of our merits while not needing to specifically farm them. Spend merits before you do content and spend merits after content has completed. You will eventually get everything capped. The goals will now become,

  • JSE to the +2 versions.
  • Nyame Armor Set unlocked.
    • This is done by simply defeating Bumba and is a task experienced players will often help with very early.
  • Start working on Phalanx+ through Dark Matter Arcane Glyphics Campaign.
  • Get to 500 Job Points and keep working towards Master.
    • This can happen very quickly. If you get the opportunity to get JP in a group, go for it.
  • Work on building a version of all the sets.
    • This adds sets like Enhancing Magic, SIRD, Cursna Received, Cure, Job Ability Specific swaps, Fast Cast and Enmity swaps based on actions, states or situations.
  • Work on Unity Rewards RP.
    • All of your main Unity Items should be taken to R15.
  • Prepare your WHM subjob if you haven't already.
  • Start Odyssey and Sortie.

  • Job Points are not something I push on players until the Mid-Tier because the limitations from gear during the Beginners Tier makes the process painfully slow. This is made even worse for RUN. Mid-Tier gearing helps but to be honest, it's still painfully slow solo. Group up every chance you get. Start solo and every time anyone comes into your Linkshell chat, ask them if they want to join. It is so much more appealing to players to join a party in progress than it is to start one from scratch. Obviously you will need to be the DD if you are solo. In groups, you will most likely be the puller or opening a Skillchain for someone who hits harder than you. Ideally, you would end Skillchains with the hardest hitting Weapon Skill in the group.

  • Omen/Dynamis Progression
    Players should typically be involved with groups that regularly attend Omen and farm both Wave I & Wave II (Divergence) at this stage in their development. The rewards from Omen will help you build your jobs and the gil you can make from Dynamis-D is going to be a massive help. The more consistently you can attend Dynamis-D, the easier it will be to build gil and afford upgrades.

  • Ambuscade Gear
    By now, you should be working toward or close to finished upgrading your armour sets to their +2 variants.
    • Continue working on your never-ending list of Ambuscade Capes, hoarding up as many of the cape augmenting materials as you can each month.
  • Note on the weapons! Lycurgos and Dolichenus are only used for their skillchain properties. The damage in those fight is negligible. You do NOT need to go past the Kaja stage on these. You can if you wish and you can find some fun uses but from a purely progression point of view, it's not needed.
    • Naegling is not really needed on RUN but it is very good and it's use may come up. Maybe you are helping Savage Blade Bumba for your Nyame Armor Set or just trying to help kill monsters in Odyssey. The weapon is heavily used for nearly all jobs that can equip it. This is very worth a pulse even on RUN since there aren't really any other needs through the Ambuscade Weapons.
    • Nandaka does have a use case but it's not one I would worry about. I personally have skipped it so far but for completions sake, it's on the list. If you have an extra pulse, go ahead and play around with this option.
Ambuscade Rewards
Ambuscade Armor Ambuscade Capes Ambuscade Weapons

  • Unity Rewards
    If you have not upgraded your Unity Rewards to the +1 variants, you should put a focus on that now. Very soon, you may be able to begin the augment process on the ones you need. This will be discussed when we begin talking about Odyssey. You will need Lustreless items to augment your Unity Items and some of them become quite strong. The list hasn't changed, you are just focusing on +1s and possible RP now.
    • The bold items are the same and the ones I believe you should focus Augment efforts towards.
    • Loricate Torque +1 is not only very important to RUN but cheap and easy to augment. Ask around for Linkshell members doing constant Odyssey runs. They may be sitting on so many Lustreless Scales that they want them out of their inventory. We typically save ours to give to new players for free. Some of our LS member are sitting on stacks of boxes on mules. Seriously, ask around. If not, they are dirt cheap.
Unity Rewards
Unity Weapons Unity Armor Unity Accessories JSE Upgrade Materials

  • Omen
    You should be familiar with this content by now but this stage of progression will focus mainly around completing this content and gearing up for harder challenges yet to come. This content can vary in difficulty from soloable "card/detritus" farming to Caturae NM battles. Teaming up with a group up to ~18 people strong is possible, but not required at all, even for the Caturae NM battles in many cases.
    • Gin's Scale is used for the +3 upgrades but you should get them early and hold onto them. I am only listing 4 needed and the number of Cards to reflect that we will most likely be skipping the upgrades to our Runeist Bottes.
    • P. RUN Card amount reflects the total needed for all of the +2 and +3 upgrades while skipping our Runeist Bottes.
Omen Rewards
Midboss Accessories Caturae NM Gear JSE Upgrade Materials

  • Delve
    Continue participating in this content. It will always be a fairly decent source of additional income long after you've acquired the upgrade materials you need.
Delve Rewards
JSE Upgrade Materials

  • Dynamis - Divergence
    You should be somewhat familiar with this content by now. Entry into each zone will gain you access to Relic JSE +2. Defeating 100+ squadron foes in Wave 1 of the corresponding zone, or defeating the Mid-Boss Statue will grant you access to Relic JSE +3.
    • Not all of you Relic set needs to be upgraded fully but you can make use of all of the pieces which means full upgrades will be better defensively.
Dynamis - Divergence
Zone for Clear +2 Upgrade Materials +3 Upgrade Materials
Windurst-Flag.jpg Dynamis - Windurst (D)
Jeuno-Flag.jpg Dynamis - Jeuno (D)
Bastok-Flag.jpg Dynamis - Bastok (D)
San d'Oria Flag.jpg Dynamis - San d'Oria (D)
Windurst-Flag.jpgBastok-Flag.jpgJeuno-Flag.jpgSan d'Oria Flag.jpg
All Zones Clear

  • BEGIN! Odyssey
    • Sheol A, B, C
    • Sheol: Gaol
      Consider starting up or joining a group of players at similar points in progression as yourself. Start tackling some of the Gaol NMs. Even at Vengeance 1 these NMs are not terribly hard with some thoughtful organization and party composition planning. I would not recommend Vengeance 0 unless no one in the group has access to a higher Vengence Level. The rewards for gaining access to the gear are overshadowed by the ability to "RP" anything gained from Vengeance 1 up to AugRank15.png.
      Upon completing the 3 RoE for Odyssey, you will be given 3x Moglophone II. If you have 3 jobs at 99 (they don't need to be geared,) you can enter a fight for a clear. If you can get help from someone to clear Bumba you will get access to the Nyame Armor Set which is a MASSIVE leap in you survival capabilities. It is immediately useful as the base armour due to the massive defensive stats on the set. You can tank a lot of the game with this armour.
  • BEGIN! Sortie
    The focus here should be to enter the zone and gain access to your Erilaz Surcoat +2 icon.png Erilaz Armor Set +2. You can just as easily in the same instance get access to your Erilaz Surcoat +3 icon.png Erilaz Armor Set +3 by entering one of the basement (E~G zones), which will give you the Key Item Ardent rune fencer's soul; H zone is locked out by a rather tough objective to solo, and can even put some groups willing to try on their heels. That one will come later when you're actually doing full blown NM runs with a group. Farming Gallimaufry and Ra'Kaz. Sapphires for upgrading to your Erilaz Surcoat +1 icon.png Erilaz Armor Set +1Erilaz Surcoat +2 icon.png Erilaz Armor Set +2 should be your current goal.

    There are fairly easy to perform low man runs to take out some NMs which involve Gravity kiting the NMs while others kill it. For this, you would typically build a Cure set and go /whm. You hold Enmity and run the outside of the room to try to keep the NM in the middle. You are /whm so you do not need to be baby sat by someone to stay alive. Another option is properly tanking a mage setup. A SCH would set up skill chains to be burst by a BLM, GEO, RDM. Since you are tanking, you will pull with Flash, Gambit the correct element, Rayke the same element and survive. You shouldn't need much more Enmity but obviously you still have access to more tools to keep it flowing. It is not hard for a group at this stage to at least take out Ghatjot and Dhartok. A simple run that can be performed by a group that is somewhat newer to the content and will be able to push 20k Gallimaufry a run. Plenty to get your +2s done and build out your +3s which will allow the group to push many more NMs.
  • BEGIN! Limbus
    Currently the newest content in the game. At this point in time you are able to get upgrades for your JSE and some new accessories. Since you are not expected to reach the Runeist Armor Set +3 and the Futhark Armor Set +3 sets until the end of this tier, the only thing we should concern ourselves with is the accessories.
    At this stage, I wouldn't actually focus on RP. Nor would I actually bother with +4s since that comes after the next stage. Do at least 1 climb in Apollyon and 1 in Temenos, get your Ring/Earring and then you can ignore this content for a while. If you catch a run, go for it but don't sink too much time into this yet. There is other content that will give you better results and allow you to make gil. You can and should go pick up the Shiny whenever someone announces where it's location.

    The armour upgrades will be brought up in the next progression tier and discussed in the JSE section.
    • Murky Mantle icon.png Murky Mantle - The weakest of the group. Personally, I wouldn't even bother unlocking this. It could be used for Swipe/Lunge if you had nothing else but it's not worth the effort.
    • Murky Ring icon.png Murky Ring - A better Defending Ring. In fact, if you wanted to skip D. Ring, you could. RP makes it even better but isn't make or break.
    • Alabaster Earring icon.png Alabaster Earring - This thing is amazing and just gets better with RP. DT, HP and Haste allow for some interesting set options and adding STP later through the augment is just too good to pass up. This is nearly the HP of Odnowa Earring +1 while not cutting into your MP.
    • Alabaster Mantle icon.png Alabaster Mantle - Not worth much at base and is an interesting option as you get RP. I wouldn't throw anything into this until your Alabaster Earring is done. It does allow you to drop or change your Dimidiation cape if you wanted to save inventory space. You can't do this until you have RP though since you will want the ACC.


Special Note on Spending:
  • Try to stick to a 5,000,000 gil/equipment slot limit for this tier of progression. This should give you enough overhead to complete your 119+2 JSE equipment, perhaps splurge a little on a +1 crafted item here and there, and keep throwing extra Unity augmenting materials at the ever growing number of +1 Unity items starting to clog your inventory.

High-Tier

Mid-Tier can often be the shortest stage of progression but it is also the stage most players struggle to leave. One issue is the ever growing list of desired jobs. Another issue is the intimidating increase in the price of gear. Want to know what's more expensive than JSE+3s? Starting a couple new jobs and trying to get everything they need to function. Getting firmly into the High-Tier will allow you to do content more efficiently which can also lead to more gil. Unless you need a new job for content, continue into the High-Tier. RUN can tank most of the game so you shouldn't be too worried about other jobs at this point in time. Some groups will have different focuses and you may end up needing to split your resources but ideally, you focus fully on RUN for now. You can tank Omen, Dyna, Ody Segs, Almost all Ody NMs and you can tank Mage strat Sortie. You should be very OK to put the focus into RUN.

That said, lets look at our goals.

  • Job Master (2100 Job Points) and begin the Master Level grind.
  • JSE upgrades completed.
  • If you want to be all the RUN you can be this would be a great time to focus on completing Epeolatry.
    • It's not wrong to do this earlier but at this stage, you should have figured out how to make gil and have some prerequisites completed.
  • Odyssey push for clears and RP.
  • Sortie runs improved.
  • Stabilize your Sets and balance your HP.
    • Sets should not be constantly changing as upgrades are much slower and a lot of options are at the highest level available.
  • Experiment, Test, Have Fun!
    • Not that fun isn't being had throughout this entire process but once gear stabilizes, the only thing left to do is push boundaries. That's just fun.

  • Sortie/Odyssey Progression
    By this stage, you should have a handful of jobs available, and be running with groups that regularly work on Odyssey NM progress and likely even Sortie NM runs.

  • Ambuscade
    At this point, Ambuscade will primarily be about making gil or gathering currency to build REMA Weapons. Continue spam-buscade at your leisure to facilitate this endeavour.
NOTE: There really is only 1 that we use at the highest levels of difficulty and there is little content where you would feel it as a requirement. More on that as we discuss the weapon choices.


  • Omen
    Continue with Omen to get a hold of some of the Regal accessories, if you haven't quite gotten everything on the list yet. Otherwise it can be a viable alternative source for gathering S. Astral Detritus icon.png Astral Detritus to augment any of your REMA weapons you happen to be building.

  • Dynamis Wave III
    By now, you and your group should be well versed in the basic mechanics of the game. Enough that you should be able to work your way through and to victory in Dynamis - Divergence: Wave III. This will round out your development when it comes to REMA weapons since it is the single largest source of S. Astral Detritus icon.png Astral Detritus in a single sitting. Just remember, less is more when it comes to planning a winning strategy. Too many groups often go in unprepared for the significant jumps in required Accuracy, Magic Accuracy, and just general attentiveness and situational awareness.
Dynamis - Divergence
Zone for Clear Disjoined NM Augment Clear
Windurst-Flag.jpg Dynamis - Windurst (D) Disjoined Tarutaru
Jeuno-Flag.jpg Dynamis - Jeuno (D) Disjoined Mithra
Bastok-Flag.jpg Dynamis - Bastok (D) Disjoined Galka
San d'Oria Flag.jpg Dynamis - San d'Oria (D) Disjoined Elvaan

  • Odyssey
    Here's (in my honest opinion) where the real challenge and fun begins. As you progress through Odyssey Vengeance levels, you will find some of the most challenging content that you have ever and likely will ever face in Final Fantasy XI. As such, some absolutely fantastic rewards will come to all of your jobs. Unfortunately, Square decided that this tank should be put on the nuking set... I will forever be sad that we weren't put on the Gleti's Armor Set. That said, the Nyame Armor Set is amazing for us. Through RP, it builds up to being a Weapon Skill set for all jobs while being a tanking and TP set for RUN! Since you will be doing the Agwu's Attire Set during your progression, you may as well RP it and add it to your Swipe and Lunge sets and hammer some home during the bursting strats.
    A lot of the following rewards you should have at least some progress on RP-wise or at the very least have acquired them as you worked through Mid-Tier progression:
Odyssey Rewards
Atonement 1 & 2 Rewards Atonement 3 Rewards Atonement 4 Rewards

For more information, go here.

  • Limbus
    You can tank this content to make it easier for groups to blitz to the end of the floors. Your main goals are Runeist Armor Set +4, Futhark Armor Set +4 and RP on the accessories. Nothing has changed with regards to the accessories but you will want to get RP on them. This content can be gross solo on any job but can be particularly rough on RUN. Having only 3 trusts and lacking damage output from the start is not a fun place to be. The good news is that you can use Shockwave to put mobs to sleep and allow you the time to get off the floor. In groups, you lead the way and pull at the end of the floor. Accessories RP is discussed in the Mid-Tier progression section above. The JSE upgrades will be discussed in the JSE section. The sort version,


Special Note on Spending:
  • Try to stick to a 10,000,000 gil/equipment slot limit for this tier of progression. This should give you enough overhead to complete your 119+3 JSE equipment. At this point, rounding out sets will be all about saving for the higher end +1 crafted items, and still throwing extra Unity augmenting materials at the absolute infestation of +1 Unity items utterly destroying any hope of inventory management you thought you had. Focus your prayers here.
    • Typically the gil limit per slot eventually comes off somewhere during this stage of progression. Pieces from the Turms Armor Set +1 are not cheap but quite desirable. Moonlight Rings are another high priced want as well as adding items for more damage.

Equipment Information

Before getting in to full sets, let's discuss some base information. When building out jobs, often there are a few sets to look at for added options. We can discuss weapons, armours from Alluvion Skirmish, Reisenjima and JSE sets.

Weapons

Weapon Options
Weapon Notes
Eminent Sword icon.png Eminent Sword Obtained via Sparks.
  • ilvl117
  • This exists as a short lived option if you have nothing else.
  • 1 of 2 options you can use until Aettir.
Home. Claymore icon.png Homestead Claymore Obtained via Craggy Bluff using 3,000 Bayld.
  • ilvl119
  • Higher level than Eminent Sword but also short lived.
  • Ideally you pick 1 of the 2 and use that until Aettir.
Bidenhander icon.png Bidenhander Obtained via Zurim using 200 Domain Points.
  • Will take 2 days worth of Domain Invasion to optain.
  • This is a stepping stone if for some reason you still can't obtain Aettir and need something.
Aettir icon.png Aettir
AugRank.png: Accuracy +70, Magic Evasion +50, Weapon Skill Damage +10%
Obtained via Oboro, this is the first serious option you will have access to for tanking.
  • The PDT2-5% makes this Great Sword the best tanking option you can get before Epeolatry. Even afterwards, Aettir is still better at tanking purely magical fights.
  • Lunge+10 also works for Swipe allowing you to burst for more during a bursting strategy.
  • More ACC than Epeolatry if the content needs it.
Soulcleaver icon.png Soulcleaver Obtained via Vagary when defeating Putraxia.
  • Evasion+25
  • Niche option when trying to reach an Evasion Tier for Evasion tanking.
Nandaka icon.png Nandaka Obtained via Ambuscade and generally one of your best options for Swipe and Lunge. I guess you could macro it in for JA use if you don't care about the TP loss. Since Swipe/Lunge work off of your main hand weapons skill, Nandaka allows you to use that A+ Great Sword skill. As with all Ambuscade Weapons, it has some solid stats for magic damage.
Montante +1 icon.png Montante +1
AugRank.png: DMG:+20, Acc./Mag. Acc. +40, HP+100
Obtained via the UNM, Sarama.
  • Damage dealing option.
  • Accessible early with help.
Agwu's Claymore icon.png Agwu's Claymore
AugRank.png: DMG+26, Attack+45, Acc./Mag. Acc.+15, "Counter"+10
Can be purchased after defeating Ongo.
  • AugRank30.png shown.
  • Decent damage dealing option.
Dolichenus icon.png Dolichenus Obtained via Ambuscade and is a Skillchain option. It is not used often but does get used during the V25 Ongo fight.
  • There is no actual need to go past the Kaja Axe for the purposes of RUN.
Lycurgos icon.png Lycurgos Obtained via Ambuscade and is a Skillchain option. I have not used this much outside of the earlier Ongo fights when you are working with the COR to create the Skillchains.
  • There is no actual need to go past the Kaja Chopper for the purposes of RUN.
Naegling icon.png Naegling Obtained via Ambuscade and is a one of the best options most jobs have to deal damage. RUN isn't special here. Equip and spam Savage Blade then you can join in with the rest of the community whining about how useful it is. You may be asked to Savage Blade during fights that punish you for Skillchains.
Loxotic Mace +1 icon.png Loxotic Mace +1
AugRank.png: DMG:+33, Acc./Mag. Acc. +40, WSD+10%
Obtained via the UNM, Grand Grenade. This is your Blunt damage option and one of the only good option you have outside of Slashing damage.
REMA Options at Rank 0
Weapon Notes
Epeolatry (Level 119 III) icon.png Epeolatry (Level 119 III) Ergon Weapon made from Quiescence. This is considered RUNs Ultimate Weapon. It can be a fantastic damage dealing option but it truly shines in it's defensive capabilities. You do not need this to play the job but you will start wanting it around Dynamis - Divergence Wave 3, V20+ in Odyssey and for some of the NMs in Sortie though most of them do magical damage. Almost all of this can be done with Aettir. I have tanked every zones Wave 3 with Aettir, Everything up to V20 Odyssey and again, most of the Sortie NMs are magic based damage where Aettir is better.
  • Our best tanking option.
  • The PDT2 makes us very sturdy.
  • Highest Enmity+ on a weapon available to RUN.
  • Has the Mythic Aftermath granting it "Occasionally attacks twice or thrice"
  • Liement effect extends to party members within a 10' radius.
  • Long grind taking a minimum of 3 months to complete the Coalition Assignments
Lionheart icon.png Lionheart Aeonic Weapon. This has always been a damage dealing option. Unfortunately it hasn't grown so well with our job.
  • Allows us to use the strongest version of Resolution without merits.
  • TP Bonus+500.
  • Base damage is far above even Epeolatry
  • Resolution does not scale as well as it once did due to gear like Nyame favouring single hit Weapon Skills like Dimidiation.
  • Allows you to use an Ultimate Skillchain.
Helheim (Level 119 III) icon.png Helheim (Level 119 III) Prime Weapon. This is our top damage dealing option. The PDL aftermath and a big weapon skill exclusive to the weapon pushes the damage out for us.
  • Fimbulvetr hits very hard.
  • Fimbulvetr can make use of all the Weapon Skill Damage gear we have recently.
  • Physical Damage Limit aftermath is strong when we are fully buffed and able to make use of the extra attack.
  • Long grind to obtain through Sortie.
REMA Options at Rank 15
Weapon Notes
Epeolatry (Level 119 III) icon.png Epeolatry (Level 119 III)
AugRank.png: DMG+39, Dimidiation: Damage +15%, Acc.+30 Mag.Acc.+30
We gain a large chunk of base damage, accuracy and 15% damage for Dimidiation which is one of our strongest weapon skills.
Lionheart icon.png Lionheart
AugRank.png: DMG+16, Resolution: Damage +10%, Acc.+30 & Mag.Acc. +30
At AugRank15.png Lionheart has the highest base damage available to RUN.
  • Falls short of Helheim damage.
  • Doesn't keep up with weapon skill frequency of Epeolatry so falls behind in damage.
Morgelai icon.png Morgelai
AugRank.png: Path C:Pot. of "Regen" effects received +25, "Vivacious Pulse" potency +30%, DMG+14
Crafted Su5 weapon for RUN.
The good:
  • Highest "Regen" effects received option.
  • No other source of "Vivacious Pulse" potency.
  • 20% SIRD is one of the largest sources
  • The SU4 version, Peord Claymore, Is more affordable and has 15% SIRD.

The bad:

  • The SIRD doesn't make up for the stats lost when swapping out Epeolatry. You can make better sets.
    • Before Epeolatry, it would make more sense but for the cost, save the gil and put it into making Epeolatry.
  • You have to give up the TP to gain the "Vivacious Pulse" potency.
    • Not an issue in a lot of content. Especially if you are in a tank party and underbuffed.
  • Often this is nothing more than a prebuff swap.
  • The cost for very niche gains.

JSE Armour

Note: There is no current need to upgrade to the Runeist Armor Set +4 and Futhark Armor Set +4. The stat increases are quite minimal. That said, they are still increases and currently free to obtain. If you have multiple jobs, I would consider a focus on the +4s for the other jobs first. One exception may be the Runeist Coat +4 if you are using it to tank. Do remember that they all increase your HP and almost all of these pieces are used in sets where we expect lower HP values. They certainly are not useless upgrades. They just don't have the same effect on our job as a WSD piece for a DD.


Runeist Coat +4 icon.png Artifact Armour
Item Upgrade? Notes
Runeist Bandeau +4 icon.png
Runeist Bandeau +4366px link=
Yes From Runeist Bandeau +1 all the way to the end, this will be used in the same sets and simply get better
  • The Fast Cast is critical to the job which can struggle during heavy dispel fights.
  • Regen is generally constantly on you and when you need to self cast, you want all the duration you can get.
Runeist Coat +4 icon.png
Runeist Coat +4366px link=
Yes You will use this for Valiance and Vallation from the moment you obtain it at 109 and it will keep getting better as you upgrade. With the lower DEF, it is often a tough call to bring in.
  • "Valiance" and "Vallation" duration so you can make up the Fast Cast and special damage taken.
  • Refresh can be a big help during fights where your MP is being drained.
  • Resist all Elements+39 mixed with MEVA+94 comes out to MEVA+133 which is less than more recent options like Nyame.
Rune. Mitons +4 icon.png
Runeist Mitons +4366px link=
Yes One of the times you actually get to shine is using Rayke and Gambit in bursting strategies. These are important to that function.
Rune. Trousers +4 icon.png
Runeist Trousers +4366px link=
Maybe Used in a status ailment resistance set which currently isn't needed for the more important content. Things do change and niche use cases do exist. If it even had Magic Accuracy, it could compete with other options for a niche Repose set but sadly, it has none.
  • Resistance to all status ailments +10
Runeist Boots +4 icon.png
Runeist Bottes +4366px link=
No Unfortunatly, to get the benefit of these, you would need to wear them with Pflug active at the time of the spell being cast on you to receive the effect. If it were for ability activation, these would be a great piece but this is not the case. Go ahead and skip.
  • Must be worn while the Job Ability Pflug is active to receive the benefit of "Pflug"+4.


Futhark Coat +4 icon.png Relic Armour
Item Upgrade? Notes
Fu. Bandeau +4 icon.png
Futhark Bandeau +4366px link= Augment-Icon.png
"Enhances 'Battuta' effect". Increasing counter damage of Battuta by 4% per merit
Yes Phalanx is essential to your role and this is the largest source of improvement you get. The only things close are random Oseem augments during Dark Matter campaigns. It will be useful to you the moment it hits the 119 version and last all the way through the end of your progression.
  • Phalanx+ source that is so important to your role.
  • Has a bit of PDT early on and can be used in some progression tanking sets.
Futhark Coat +4 icon.png
Futhark Coat +4366px link= Augment-Icon.png
Enhances Elemental Sforzo. Duration by +10 seconds.
Yes This will always be worn when using Elemental Sforzo so you may as well +3 it for that alone. The extra duration of Liement means more time absorbing damage instead of taking damage.
Futhark Mitons +4 icon.png
Futhark Mitons +4366px link= Augment-Icon.png
"Enhances 'Sleight of Sword' effect". Adds 2 Subtle Blow per merit.
Maybe You probably wont be putting merits into Sleight of Sword. Swordplay hitting it's cap earlier is nice but not something you will really notice. I made it, I use it. Make your own choice.
Futh. Trousers +4 icon.png
Futhark Trousers +4366px link= Augment-Icon.png
"Enhances 'Inspiration' effect". Fast Cast +2% per merit
up to an additional 10%.
YES Capped Inspiration gives you 50% Fast Cast and these will bring you to 60% whenever Vallation or Valiance are active. You can start using these from the 109 version and keep upgrading them.
Futh. Boots +4 icon.png
Futhark Boots +4366px link= Augment-Icon.png
"Enhances 'Rayke' effect". Rayke Duration+1 second per merit point.
Maybe They look like they could be OK but without any form of DT, I don't see a use case for them. If you are doing anything with parry, you are probably using Turms Leggings or Turms Leggings +1. If you aren't, you are probably using Nyame Sollerets or Erilaz Greaves +3. For the other use case, Rayke, you get the full effect from the time they are made at 109. At the very least, upgrade these to 119. You probably should take them to +3 so you have more defence when using Rayke.


Erilaz Surcoat +3 icon.png Empyrean Armour
Item Upgrade? Notes
Erilaz Galea +3 icon.png
Erilaz Galea +3366px link=
Yes The SIRD will finally make your SIRD sets feel a whole lot better. They are pretty terrible before the +3. Augments "Vivacious Pulse" allowing it to remove status ailments at random.
Erilaz Surcoat +3 icon.png
Erilaz Surcoat +3366px link=
Yes By the time you can get the +2, you are wearing Nyame Mail and I don't like the trade off for the enmity retention. If you can make up for not having DT on your body early on, this can be a good option for early progression. The problem is that it can be difficult to make a good set with it.
Erilaz Gauntlets +3 icon.png
Erilaz Gauntlets +3366px link=
Yes The Great Sword Skill makes this a very high Accuracy and Attack piece. The DT is huge and the resistance to Status Ailments makes this an incredibly attractive tanking piece. Before the +2, it doesn't have the DT to make it worthwhile.
  • Resistance to all status ailments +8
  • DT-11%
Eri. Leg Guards +3 icon.png
Erilaz Leg Guards +3366px link=
YES These come into the world as an excellent tanking piece. Sporting Inquartata, good PDT, and Enmity. Then they end up out classed by Nyame. Then they come roaring back in changing to massive DT and increasing all the great stats they had before. These are fantastic and a great boost in survivability in several sets. They will be in your Enmity sets from start to finish.
Erilaz Greaves +3 icon.png
Erilaz Greaves +3366px link=
Yes Solid DT, highest Enmity in the slot. Massive Evasion and massive Magic Evasion propped up further by All Resistances+35. Early on they will be used in your tanking sets. There are better Enmity options but Ahosi Leggings come from a HELM fight in Reisenjima and are out of reach of most new players. By the time you get to the Erilaz Greaves +2, you have caught up in Enmity. I would suggest sticking to the Erilaz Greaves for your enmity sets the entire way through. The +2 can come pretty quickly these days.


Futhark Torque +2 icon.png JSE Accessories
Item Upgrade? Notes
Futhark Torque icon.png
Futhark Torque366px link= Augment-Icon.png
HP +30
STR & MND +10
Damage Taken -5%
N/A If you have nothing else, this is a dirt cheap option.
Typically not worth the price tag.
Futhark Torque +1 icon.png
Futhark Torque +1366px link= Augment-Icon.png
HP +45
STR & MND +12
Damage Taken -6%
N/A At +1 this becomes competitive with the previously listed options while having a decent amount of enmity. This can be an alternative to the Futhark Torque +2 in all sets although you may want to adjust for the missing DT if the set originally lands at 50%.
Worth the price tag.
Futhark Torque +2 icon.png
Futhark Torque +2366px link= Augment-Icon.png
HP +60
STR & MND +15
Damage Taken -7%
N/A At +2 this give more DT than other options, matches the Enmity of most options and has great Magic Evasion. It still has many of the same alternatives but it closes the gaps better.
Worth the price tag but the +1 version is significantly cheaper and will be plenty for it's use cases. At the price point, I would buy Moonlight Necklace before upgrading the this version.
Erilaz Earring icon.png
Erilaz Earring366px link= Augment-Icon.png
Accuracy & Magic Accuracy +6 ~ 10
N/A Regen Received is a great option to have and one of the best Magic Evasion options for your ear.
Erilaz Earring +1 icon.png
Erilaz Earring +1366px link= Augment-Icon.png
Accuracy & Magic Accuracy +11 ~ 15
Damage Taken -3% ~ 5%
N/A Regen Received is a great option to have and one of the best Magic Evasion options for your ear. Even a low roll makes it tied with Odnowa Earring +1 for the most DT on an ear. Any extra just makes sets easier to build.
Erilaz Earring +2 icon.png
Erilaz Earring +2366px link= Augment-Icon.png
Accuracy & Magic Accuracy +16~20
Damage Taken -6%~8%
STR & MND +7~15
N/A Regen Received is a great option to have and one of the best Magic Evasion options for your ear. A low roll now makes this the most DT on an ear. By far. The STR & MND are unmatched for RUN.

Note on Ambuscade Capes: These are general recommendations. The most important aspect of these capes is the flexibility of options available. Feel free to change things like Damage Taken and Physical Damage Taken as needed for sets. There will be more options for capes. I am not including a TP cape but feel free to make one. If you don't expect to use a cape often, you can put it off. Remember that you can use Abdhaljs Needle to change an augment. If you end up with a cape that can be used over your current Ogma's cape, you can needle it into something else.

JSE Capes
Cape Suggested Augments
Ogma's cape
Enmity HP+80, Evasion/Magic Evasion+20, Damage Taken-5, Enmity+10
Parry HP+80, Evasion/Magic Evasion+20, Parrying rate+5%, Enmity+10
Fast Cast HP+80, Evasion/Magic Evasion+20, Physical Damage Taken-10%, Fast Cast+10
SIRD HP+80, Evasion/Magic Evasion+20, Spell Interruption Rate Down-10%, Enmity+10
Dimidiation DEX+30, Accuracy/Attack+20, Weapon Skill Damage+10%, Damage Taken-5%
Savage Blade/Fimbulvetr STR+30, Accuracy/Attack+20, Weapon Skill Damage+10%, Damage Taken-5%
Resolution STR+30, Accuracy/Attack+20, Double Attack+10%, Damage Taken-5%
Evasionist's Cape
Embolden Embolden+15

Random Augment Sets

Both Alluvion Skirmish and Geas Fete have a set available to players early in progression. These sets can be used to fill in gaps but most importantly, they have unique augments that we can benefit from.

Taeon Tabard icon.pngTaeon Attire Set - Comes from Alluvion Skirmish. Also check for Mellidopt Wings to trade for the pieces through Lorissa at the ??? at (I-10) in Yorcia Weald. Mellidopt Wings can come from Alluvion Skirmish or Mog Pell (Red) which is handed out a few times a year to players for various campaigns. Alluvion Skirmish can easily be soloed but is a different way of setting up a run. Look up some videos on how to solo the content. These used to be incredibly important for RUN because it was the only way to get 4/5 of our Phalanx+ pieces. Now that the Dark Matter Arcane Glyphics Campaign is running full time, we at least have some other options. Sadly we are still locked behind random augments for our Phalanx set.
You get 3 different augment slots on these sets. Each slot can roll different augments so check the tables to see which stone you need for the augment you want. Higher quality stones are more likely to give you higher rolls on your augments.

Herculean Vest icon.pngHerculean Armor Set - Can also be obtained the early in our progression. The pieces typically comes from Geas Fete in Reisenjima but we can also obtain them from Domain Invasion. You will take the piece to Oseem to be augmented. We can also use these to fill in some gaps.

  • Technique will allow us to roll 6 Dark Mater augments for free every day.
    • Phalanx+ 1~5 is the target. 3+ allows us to replace a Taeon piece.
    • Treasure Hunter+ 1~2 is a nice option for farming but far from a need.
  • Melee can be used to help us create some better TP sets. Just remember you aren't a DD so these generally are not a major priority.
  • Magic can be used to get some extra Fast Cast if you are missing. some in a slot.

These can be expensive early on and will eat up your Domain Invasion points so don't focus on these pieces outside of the need for Phalanx+. They are worth checking out again if you are in need of something unique or just filling in a slot. I have avoided putting augmented Herculean Armor Set pieces into sets because the process can be long and frustrating. The one main exception is Phalanx where you really only have 2 option and both are from augments.

Abjuration Sets

Lustratio Harness icon.pngLustratio Armor Set +1 - I personally don't believe the NQ version has much value to us. What you want from the set is the Weapon Skill Damage from the set bonus. For that, you need 2 piece and you would probably want to take the Lustratio Subligar +1 and the Lustratio Leggings +1. However, they aren't currently worth the investment. You would be better served working towards augments on your Nyame Armor Set.

Adhemar Jacket icon.pngAdhemar Attire Set +1 - This was the last time RUN was put on a good TP set but it is showing it's age with how paper thin it is. I am listing the HQ pieces but the NQ will work just fine. These can be used for some glass canon TP if you don't have any risk of death and don't care about holding Enmity. The NQ are generally pretty cheap and accessible. The cursed items are the Vexed or Jinxed items and are purchased from the Auction House. The Abjurations can be obtained via Geas Fete or for 400 Domain Invasion Points. 4 days of DI isn't too bad if you don't have other needs for the points.

SU3

You cannot wear this set until you are SU3 which happens when you have spent 500 Job Points on your RUN.

Turms Harness icon.pngTurms Armor Set

  • Turms Cap/Turms Cap +1 - Only really useful for as an Idle Regain piece. If you have it, you can use it but I wouldn't go out to get one. Probably Skip.
  • Turms Harness/Turms Harness +1 - A lot of Store TP but you can just stick to Ayanmo Corazza +2. Skip.
  • Turms Mittens/Turms Mittens +1 - This is where I will probably annoy some people. I don't think the NQ hold any real value and the HQ are used far more than players should use them. Simply put, wearing these can give some solid returns on parry procs but you are giving up much more defensive options to have them. As you progress further, they tend to fall off in use cases. You aren't able to parry any of the monsters TP moves and a lot of NMs have slow, hard hitting attacks. They certainly have their uses and when you can parry. They freely top off your HP during Battuta and are wonderful against a monster using Hundred Fists. You need to really decided when you will and will not get value out of them. They are a tool to use in the right situation, they are not something you default to in every fight in the game today. They can however decrease the burden of healers when you can parry things and with Null Masque and Adamantite Armor, you can build sets that are very solid around their use.
  • Turms Subligar/Turms Subligar +1 - They could be an Idle piece I guess but why waste the gil? Skip them.
  • Turms Leggings +1/Turms Leggings +1 - Similar to the Turms Mittens +1 in which you need to understand when you can and can't parry things. They work well together but if I were to make a set with just one, it would be the Turms Leggings +1. Adding a flat 5% parry rate on top of what you already have is wonderful. A parry negates the damage completely which can mitigate a lot of damage. The problem comes from wearing them in situations where you either can't parry or the rate of attacks won't mitigate enough damage to be valuable. You are giving up better raw defensive stats to wear these so you don't want to wear them when you could be getting more out of something else. I find it interesting how little these are discussed vs the Mitts when these are part of the pieces that drive the value of the Mitts. I would suggest getting the Turms Leggings +1 as the first HQ piece of this set.

Mission Rewards

Rise of the Zilart

  • Suppanomimi icon.pngSuppanomimi doesn't do anything for you but it really is the only choice. The rest aren't great and Dual Wield+5 is a staple for many jobs.

Chains of Promathia

Apocalypse Nigh

Treasures of Aht Urhgan

  • None. There really isn't a use case for anything from ToaU. The reasons to complete the missions are to make Mythic Weapons and access the HTMBs. ★Puppet in Peril and ★Legacy of the Lost don't have anything RUN cares about. It's always good to have the option and if you play long enough, you will want to build a Mythic Weapon for at least 1 job.

Wings of the Goddess


Seekers of Adoulin

  • Finally rewards with real choices! In the end you may not get to pick something specifically for RUN and you may end up changing out the ring for something another one. The sets in this guide do not have any of these rings so you would be putting them in sets on your own. Most are quite obvious. Let's look at some of our better option.
  • Shneddick Ring icon.pngShneddick Ring - The only other option for Movement Speed+18% is Carmine Cuisses +1. For tanking and pulling, Shneddick Ring just makes for better sets. There are still some jobs that don't get Movement Speed+18% so Shneddick Ring makes things easy.
  • Vocane Ring icon.pngVocane Ring - A wonderful Damage Taken option. Especially before you have Defending Ring. The Reduced Distance Knocked Back is quite noticeable and a rare attribute to get on any piece of gear. There are only 5 pieces in the game that affect Knockback and RUN can only wear 3 of them.
  • Karieyh Ring icon.pngKarieyh Ring - Weapon Skill Damage is a solid option. We do have other Weapon Skill options and RUN is still going to struggle doing damage but if you choose this for another job, it will find a home in sets for RUN.
  • Weather. Ring icon.pngWeatherspoon Ring - The Fast Cast+5% will help your Fast Cast sets. It is not the go to for rings on RUN but it will be used. The Quick Magic is not something I particularly care for but it is nice to have. The strongest part of this ring has no effect on RUN. The Light Element Attack Bonus is considered Light Affinity and is massive for Light based magic Weapon Skills. Seraph Blade on RDM, Trueflight on RNG and Primal Rend on BST are just a few Weapon Skills that love this ring.
  • Janniston Ring icon.pngJanniston Ring - I don't like the negative Enmity but Cure Potency II is nice! The problem is that you are dropping 12 Enmity or dropping below Damage Taken-50% to use this ring in your Cure set.
  • Orvail Ring icon.pngOrvail Ring - Not something that helps RUN but it does help crafting. I can't fault you for taking this option. Just know that it can be rough and a significant investment in time and gil to start making solid gil from crafting in the current state of the game. It is possible, it just isn't easy.

The Voracious Resurgence

  • There are no bad options on this list. They will all be used on RUN but some will get more use than others. I will not be placing these in any sets as I don't want to create sets that can't be obtained by everyone and there really isn't a standard ring people choose.
  • Medada's Ring icon.pngMedada's Ring - Helps fix troublesome Fast Cast Sets. Great for Swipe and Lunge. Both are not things that are holding you back on RUN. Fast Cast sets certainly enjoy the help when you are outside of Vallation and Valiance but it's not going to be game breaking. Swipe and Lunge are not worth investing so much into but... I like the ring.
  • Gurebu's Ring icon.pngGurebu's Ring - Great Idle ring and very strong when trying to resist Ailments.
  • Cornelia's Ring icon.pngCornelia's Ring - Weapon Skill Damage+10% is pretty big and your Weapon Skills certainly could use the help! Don't expect this to suddenly turn RUN into a damage dealer but if you have it for other jobs, it's a great option to drop into your Weapon Skill sets.
  • Ragelise's Ring icon.pngRagelise's Ring - Replaces Defending Ring or used alongside to obtain Damage Taken-20% in your ring slots. It's a fantastic ring that is often overlooked for damage potential. RUN appreciates the DEF and VIT while taking advantage of the Cure Received in the Cure Sets. Most of the time, RUN is curing themselves and and extra 10% means less time curing yourself while getting beat up by a monster.
  • Lehko's Ring icon.pngLehko's Ring - A great TP ring with Haste. It changes a lot of TP sets as the reliance of Haste in the waist slot is no longer needed. It is often talked about as a decent Weapon Skill ring with the large amount of DEX but RUN has better options available for Weapon Skills.
  • Fickblix's Ring icon.pngFickblix's Ring - Double Attack+10% is strong and Fickblix's Ring pairs very nicely with Niqmaddu Ring for the multihit and Subtle Blow. It doesn't really change sets much but it creates some interesting sets. If you want a ring purely for TP, go with Lehko's Ring. If you want the Subtle Blow or decide to pick a ring for pet jobs, Fickblix's Ring will still find uses on [[RUN].
  • Ephramad's Ring icon.pngEphramad's Ring - A Physical Damage Limit version of Regal Ring is a great option. Under full buffs and debuffs, this should be your strongest Weapon Skill ring. Outside of that situation, you have Attack and STR/DEX+10 which plays well with the Weapon Skills RUN uses.

Gear Sets

Lets start with clearing up some of the language we use in the community.

  • Precast Set - A set you put on to initiate an action.
    • Fast Cast sets for spells.
    • Job Ability Sets.
    • Weapon Skill Sets.
  • Midcast Set - A set you wear when a spell resolves.
    • Often potency to make the spell stronger.
  • Idle Set - A set you wear when you are not in combat and not performing an action.

Unless stated otherwise feel free to use the lower tiered item.

  • Ayanmo Cosciales until you manage to upgrade to Ayanmo Cosciales +1 then to Ayanmo Cosciales +2
  • Some lower tiered items lose out on important things like DT or HP.
    • Gelatinous Ring doesn't have access to the extra HP+100 of Augments available to the HQ version.
    • Odnowa Earring has the HP but misses the DT of Augments available to the HQ version.
    • These items will still get used in sets for their advantages but it will be suggested to switch to something else if the missing stats become a problem.

Since there is now so much Damage Taken armour in the game, we have a lot of options presented to us. One slot where we have a lot of options is the Earrings. We have DT options, HP options, DEF options and more. Here is a table you can use to quickly find an earring to suit your needs. Just remember to watch your DT and HP amounts to prevent your HP from bouncing.

Defensive Earring Options
Piece Advantage
Odnowa Earring icon.png Odnowa Earring HP, VIT, MDT
Odnowa Earring +1 icon.png Odnowa Earring +1 HP, VIT, MDT, AugRank.png DEF, DT-3%
Tuisto Earring icon.png Tuisto Earring HP, VIT, DEF
Alabaster Earring icon.png Alabaster Earring HP, DEF, Haste, DT-3%, AugRank.png: All Stats+10
Eabani Earring icon.png Eabani Earring EVA, Magic Evasion
Sanare Earring icon.png Sanare Earring Magic Def. Bonus
Infused Earring icon.png Infused Earring AGI, EVA
Genmei Earring icon.png Genmei Earring DEF, VIT, PDT-2%
Erilaz Earring icon.png Erilaz Earring Magic Evasion
Erilaz Earring +1 icon.png Erilaz Earring +1 Magic Evasion, DT-3%~5%
Arete del Luna icon.png Arete del Luna Resist Stun, Resist Bind, Resist Gravity, Resist Element: Light
Arete del Luna +1 icon.png Arete del Luna +1 Resist Stun, Resist Bind, Resist Gravity, Resist Element: Light, AugRank.pngResist Sleep, Resist Charm

Idle sets

An Idle set is anything that you wear while not performing an action. This could be anything from running places to tanking monsters while not engaged. We can use our set to recover HP/MP, gain TP, move quicker, receive stronger buffs or again, tank.

We want Damage Taken-50% in all of our Idle Sets. This will cover us even if we lose some buffs.

  • As a new player this can be difficult so I would aim for PDT-50% and MDT-21%.
    • Shell V and MDT-21% will cap our magic defence.
    • We will keep Shell V on us moving forward but start to try to cap MDT without.

We should stop for a moment to talk Movement Speed. It is a wonderful quality of life but also something heavily used in fast paced content like Sortie and Odyssey... fast as in we don't want to stand around waiting. We need to run as fast as we can as soon as we can through those purple hallways!

Sortie is 50min or more of running. Most of your group will be at 18% movement speed and you should have Bolter's Roll up. You can get through the run with 12% but everyone will be waiting on you at the end of every long run which is the majority of the content. Especially while new, you may feel the need to have 18% just to stay with everyone so you don't get lost.

For Odyssey, Segment farming, you are pulling. You ideally don't want to be a step behind the rest of the group because the sooner things are pulled, the better.

Know that Movement Speed+ does not stack. It will take the highest bonus on your armour. This means you are sacrificing a single slot when you want to get that extra zoom zoom in your step. So, here are your options.

  • Carmine Cuisses - 12%.
  • Carmine Cuisses +1 - 18%
    • I would recommend saving for the HQ so you can keep up with everyone else.
  • Shneddick Ring(+1) - 18%.
    • This was my choice. It's all jobs and allows for better defensive sets. It just makes life easier for me.


Beginner
Above Set  
32x32.png Refined Grip icon.pngRefined Grip description.png 32x32.png Demonry Stone icon.pngDemonry Stone description.png
Aya. Zucchetto +2 icon.pngAya. Zucchetto +2 description.png Twilight Torque icon.pngTwilight Torque description.png Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring icon.pngOdnowa Earring description.png
Ayanmo Corazza +2 icon.pngAyanmo Corazza +2 description.png Aya. Manopolas +2 icon.pngAya. Manopolas +2 description.png Gelatinous Ring icon.pngGelatinous Ring description.png Ayanmo Ring icon.pngAyanmo Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Flume Belt icon.pngFlume Belt description.png Eri. Leg Guards +1 icon.pngEri. Leg Guards +1 description.png Erilaz Greaves +1 icon.pngErilaz Greaves +1 description.png
  PDT-54%
MDT-21%
Notes:


No the Ayanmo pieces were not chosen for your amazing DD RUN build. They have DT instead of the Meghanada Armor Set +2 and it's larger PDT. The goal is PDT-50% and MDT-21%. I would side on hitting the PDT cap as more of the focus if you have to choose.
There aren't many decent Ammo options at this level. Ideally you would get a Staunch Tathlum but it's not cheap. Especially if you aren't in a LS running Divergence yet. Luckily, this stage is short lived.

  • Defending Ring or Murky Ring are a huge bonus if you have one of them.
  • If you are able to get UNM items to +1, even better.
  • Loricate Torque +1 is an amazing piece of gear if you can get some help early to get it.
  • Kaja Grip is an option but the negative Enmity is going to make a difficult job harder.
    Mensch Strap is an option but it's a lot easier to hit the PDT cap than MDT cap. Irenic Strap might be the better option to try to push towards MDT-21%.


Mid-Tier
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Erilaz Galea +2 icon.pngErilaz Galea +2 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Erilaz Surcoat +2 icon.pngErilaz Surcoat +2 description.png Erilaz Gauntlets +2 icon.pngErilaz Gauntlets +2 description.png Murky Ring icon.pngMurky Ring description.png Warden's Ring icon.pngWarden's Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +2 icon.pngEri. Leg Guards +2 description.png Erilaz Greaves +2 icon.pngErilaz Greaves +2 description.png
  HP+886
DT-56%
Notes:


You can and should use the Nyame Armor Set in full for your idle set but I wanted to give some options in case you don't have the set yet. If you have Nyame, jump to the next set and make something from there.


High-Tier
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Null Masque icon.pngNull Masque description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Adamantite Armor icon.pngAdamantite Armor description.png Nyame Gauntlets icon.pngNyame Gauntlets description.png Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Moonlight Ring icon.pngMoonlight Ring description.png
Null Shawl icon.pngNull Shawl description.png Engraved Belt icon.pngEngraved Belt description.png Nyame Flanchard icon.pngNyame Flanchard description.png Nyame Sollerets icon.pngNyame Sollerets description.png
  HP+1095
DT-Many%
Notes:


This set has a lot of flexibility. The DT needs are well over capped. A lot of defensive stats as well. This means that we have several options to adjust to our needs. Just make sure to watch HP totals and DT. You don't want to drop too low on either by trying to force too many things into the set.
Nyame Helm or Nyame Mail if missing those slots. Nyame Mail if you need the Evasion.
Erilaz Surcoat +3 if you want enmity retention.
Runeist Coat +4 is an option to add Refresh.
Erilaz Greaves +3 are more Evasion, Magic Evasion and adds Resist all elements.
Utu Grip can be brought in without compromising your idle set.
Yamarang for more Magic Evasion.
Check the Defensive Earrings Table above for more options.

Rings

Waist


Buffs Received Idle
I typically start content in an Idle Set that contains armour options for receiving buffs. After the initial buffs are done, I will change to an Idle set that is better suited for the content. My set still retains the typical defensive needs.


Buffs Received Options
Morgelai icon.pngMorgelai description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
32x32.png 32x32.png Brachyura Earring icon.pngBrachyura Earring description.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
32x32.png 32x32.png Sheltered Ring icon.pngSheltered Ring description.png 32x32.png
32x32.png Gishdubar Sash icon.pngGishdubar Sash description.png 32x32.png 32x32.png
Notes:


  • Sheltered Ring and Brachyura Earring do NOT stack. Pick one.
  • I prefer Brachyura Earring so I can wear Rings for the typically larger HP and DT gains when compared to the Ears. My set is still over DT-50% in case I forget to change out of the set.
  • Morgelai is expensive and IMO, not worth the cost. However, Peord Claymore can be often obtained at a reasonable price. Both options are something you pick up near the ending of your progression. The gains are fairly minimal.
  • Clearly Erilaz Earring +2 is better than Erilaz Earring +1 but it's so stupidly rare that I'm not putting it into any actual sets.


Buffs Received Idle
Peord Claymore icon.pngPeord Claymore description.png
Augment-Icon.png
Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Nyame Helm icon.pngNyame Helm description.png Unmoving Collar +1 icon.pngUnmoving Collar +1 description.png
Augment-Icon.png
Brachyura Earring icon.pngBrachyura Earring description.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
Nyame Mail icon.pngNyame Mail description.png Nyame Gauntlets icon.pngNyame Gauntlets description.png Moonlight Ring icon.pngMoonlight Ring description.png Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Gishdubar Sash icon.pngGishdubar Sash description.png Nyame Flanchard icon.pngNyame Flanchard description.png Nyame Sollerets icon.pngNyame Sollerets description.png
  PDT-59
MDT-51%
HP+1180
Notes:


A reasonably easy buff received set to put together.
Clearly we can add things like Adamantite Armor. We can drop Gishdubar Sash for Platinum Moogle Belt if we want to start playing with HP amounts more. The 20 seconds on Refresh isn't game breaking.
You don't need this set to play the game at a high level. It's just another option to have some stronger buffs.


Regen, Refresh and Regain Options
Sometimes you want to recover while Idle. I personally don’t see the need for these kinds of sets. I don’t do much content where I’m running around enough without engaging to justify a set like this… outside of Sortie. The problem is that in Sortie, I have a RDM, GEO or both. Refresh III or Indi-Refresh between NMs keeps me topped off. If it’s mage strats, SCH Regen will keep me topped off. It’s not bad to have some Regain when running over to slap something with a Weapon Skill but it certainly isn’t moving the needle. Either way, ppl seem to really love these kinds of sets so let’s show the options. Lay them over your Idle set then fill in the gaps to hit your desired DT, HP and whatever else you want to push for in your set.


Regen Options
32x32.png 32x32.png 32x32.png 32x32.png
Turms Cap +1 icon.pngTurms Cap +1 description.png Bathy Choker +1 icon.pngBathy Choker +1 description.png Infused Earring icon.pngInfused Earring description.png 32x32.png
Tu. Harness +1 icon.pngTu. Harness +1 description.png Regal Gauntlets icon.pngRegal Gauntlets description.png Chirich Ring +1 icon.pngChirich Ring +1 description.png Paguroidea Ring icon.pngPaguroidea Ring description.png
32x32.png 32x32.png Turms Subligar +1 icon.pngTurms Subligar +1 description.png Turms Leggings +1 icon.pngTurms Leggings +1 description.png
Notes:



Refresh Options
32x32.png 32x32.png 32x32.png Homiliary icon.pngHomiliary description.png
Null Masque icon.pngNull Masque description.png Sibyl Scarf icon.pngSibyl Scarf description.png 32x32.png 32x32.png
Runeist Coat +4 icon.pngRuneist Coat +4 description.png 32x32.png Stikini Ring +1 icon.pngStikini Ring +1 description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png
32x32.png Fucho-no-Obi icon.pngFucho-no-Obi description.png 32x32.png 32x32.png
Notes:


You can get refresh from dark matter augments but you are much better off fishing for Phalanx+.


Regain Options
32x32.png 32x32.png 32x32.png 32x32.png
Turms Cap +1 icon.pngTurms Cap +1 description.png Rep. Plat. Medal icon.pngRep. Plat. Medal description.png 32x32.png 32x32.png
32x32.png 32x32.png Karieyh Ring +1 icon.pngKarieyh Ring +1 description.png Roller's Ring icon.pngRoller's Ring description.png
32x32.png 32x32.png 32x32.png 32x32.png
Notes:


Tanking Sets

The goal early on will be PDT-50% and MDT-21%.

  • Shell V gives MDT-39% so 21 in gear caps.

As we progress, we will want to have different sets based on the content we are tanking.

  • Physical Tanking
    • Parry Based Tanking
  • Magic Damage Tanking
  • Resistance Focused Tanking

Physical Tanking

Tanking Physical Damage
Early Goal

Late Goals

  • Be as close to DT cap as we can.
  • Have solid DEF, Magic Evasion.
  • Add layers for mitigation.
  • Keep HP balanced so we aren't dipping and losing too much HP during swaps.


Beginner
Physical Tanking  
32x32.png Refined Grip icon.pngRefined Grip description.png 32x32.png Demonry Stone icon.pngDemonry Stone description.png
Aya. Zucchetto +2 icon.pngAya. Zucchetto +2 description.png Twilight Torque icon.pngTwilight Torque description.png Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring icon.pngOdnowa Earring description.png
Ayanmo Corazza +2 icon.pngAyanmo Corazza +2 description.png Aya. Manopolas +2 icon.pngAya. Manopolas +2 description.png Gelatinous Ring icon.pngGelatinous Ring description.png Ayanmo Ring icon.pngAyanmo Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Flume Belt icon.pngFlume Belt description.png Eri. Leg Guards +1 icon.pngEri. Leg Guards +1 description.png Erilaz Greaves +1 icon.pngErilaz Greaves +1 description.png
  PDT-54%
MDT-21%
Notes:


This is the same as your idle set. You don't really have a lot of options to cap DT yet. It's nice that the Ayanmo pieces help build TP but that's not the actual goal. Just like in the idle set, I would side on hitting the PDT cap as more of the focus if you have to choose. Really try to hit MDT-21% to cap with Shell V. Remember that Gelatinous Ring increase the damage you take form magic and account for it.

  • Futhark Coat +1 is another option if you need the extra DT. You are giving up DEF even compared to the Ayanmo Corazza.
  • Ideally you would get a Staunch Tathlum but it's not cheap.
  • Defending Ring is a huge bonus if you have one.
  • If you are able to get UNM items to +1, even better.
  • Loricate Torque +1 is an amazing piece of gear if you can get some help early to get it.
  • Kaja Grip is an option but the negative Enmity is going to make a difficult job harder.
  • Mensch Strap is an option but it's a lot easier to hit the PDT cap than MDT cap.
  • Irenic Strap might be the better option to try to push towards MDT-21%.
  • Solemnity Cape can be an excellent option early on.


Mid-Tier
Physical Tanking  
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Erilaz Galea +2 icon.pngErilaz Galea +2 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Alabaster Earring icon.pngAlabaster Earring description.png
Erilaz Surcoat +2 icon.pngErilaz Surcoat +2 description.png Erilaz Gauntlets +2 icon.pngErilaz Gauntlets +2 description.png Warden's Ring icon.pngWarden's Ring description.png Fortified Ring icon.pngFortified Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +2 icon.pngEri. Leg Guards +2 description.png Erilaz Greaves +2 icon.pngErilaz Greaves +2 description.png
  DT-53%
HP+776
Notes:


Here is a set that isn't relying on parry and doesn't need any UNM augments to hit the needed DT. It has more DEF, more HP, 5% absorb damage and enemy crit-12%. I left the augments on Loricate Torque +1 because it doesn't effect the DT or HP of the set. It is also cheap enough to augment.

  • Doesn't require UNM augments.
  • Will be a better tanking set if you can't force the monsters into the cone for parry.

There are some options,


High-Tier
Physical Tanking  
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Futhark Torque +2 icon.pngFuthark Torque +2 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Erilaz Surcoat +3 icon.pngErilaz Surcoat +3 description.png Erilaz Gauntlets +3 icon.pngErilaz Gauntlets +3 description.png Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Moonlight Ring icon.pngMoonlight Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Turms Leggings +1 icon.pngTurms Leggings +1 description.png
  PDT-52%
MDT-46%
HP+1169
Notes:
Odnowa Earring +1 is more defensive than Alabaster Earring but those can be mostly interchangeable.

Parry/Inquartata Tanking


Parrying allows you to completely avoid an attack and take no damage.

  • You must be engaged and the enemy must be in front of you.
  • A Parry can occur on any attack in front of you, not just attacks from the target with whom you are engaged.
  • Your base Parry Rate is based on the monsters level compared to your Parry Skill.
  • In most content, the Parry rate is floored to 5%.
  • Parry Rate+ directly adds to that rate.
  • It is not efficient to try to increase your Parry Rate by increasing your Parrying Skill.

Inquartata adds to your parry rate. It can be viewed as Parry Rate+%.

Unfortunately newer RUNs don’t have access to the tools to make proper use of Inquartata so I will not be making a set for them.


Mid-Tier
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Fu. Bandeau +2 icon.pngFu. Bandeau +2 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Futhark Coat +2 icon.pngFuthark Coat +2 description.png Turms Mittens icon.pngTurms Mittens description.png Murky Ring icon.pngMurky Ring description.png Warden's Ring icon.pngWarden's Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +2 icon.pngEri. Leg Guards +2 description.png Turms Leggings icon.pngTurms Leggings description.png
  PDT-52%
MDT-46%
HP+740
Notes:


This set needs 500 JP for SU3 in order to be able to equip the Turms Armor Set. Since this is pushing parry, you want to keep monsters in front of you.

The moment you have the Nyame Armor Set you should bring in,


High-Tier
Option 1  
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Null Masque icon.pngNull Masque description.png Futhark Torque +2 icon.pngFuthark Torque +2 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Erilaz Surcoat +3 icon.pngErilaz Surcoat +3 description.png Turms Mittens +1 icon.pngTurms Mittens +1 description.png Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Moonlight Ring icon.pngMoonlight Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Turms Leggings +1 icon.pngTurms Leggings +1 description.png
  PDT-51%
MDT-45%
Parry Rate+36%
HP+1173
Notes:
Still capped with Futhark Torque +1.


High-Tier
Option 2  
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Null Masque icon.pngNull Masque description.png Warder's Charm +1 icon.pngWarder's Charm +1 description.png Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Adamantite Armor icon.pngAdamantite Armor description.png Turms Mittens +1 icon.pngTurms Mittens +1 description.png Warden's Ring icon.pngWarden's Ring description.png Fortified Ring icon.pngFortified Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Turms Leggings +1 icon.pngTurms Leggings +1 description.png
  PDT-55%
MDT-59%
Enmemy Crit-12%
Parry Rate+36%
HP+907
Notes:


A strong set with a lot of options.

Ya, this set has options while being able to parry and being very strong defensively.

Magical Tanking

The idea of these set's are to do fights where you are mostly or only magic damage. Remember to set your Runes to the Defensive Element you need. You can look up the monster you are fighting and check the moves. You will find out if the TP moves are Magical Damage magical and in the majority of cases, know the element. You can also set up to mitigate the magic damage of one element while using Runes to protect yourself against a Status Effect.

For the Mid-Tier, I have presented 2 Options. Both have advantages and disadvantages. I wouldn't be overly concerned with which set is built. The idea is to give 2 options for those that are struggling to get 1 set or the other. If you have both, I would mix the 2 or just build Option 2 since it only requires 1 Moonbeam Ring.


Beginner
Above Set  
Aettir icon.pngAettir description.png
Augment-Icon.png
Irenic Strap icon.pngIrenic Strap description.png 32x32.png Demonry Stone icon.pngDemonry Stone description.png
Aya. Zucchetto +2 icon.pngAya. Zucchetto +2 description.png Warder's Charm icon.pngWarder's Charm description.png Odnowa Earring icon.pngOdnowa Earring description.png Eabani Earring icon.pngEabani Earring description.png
Ayanmo Corazza +2 icon.pngAyanmo Corazza +2 description.png Aya. Manopolas +2 icon.pngAya. Manopolas +2 description.png Purity Ring icon.pngPurity Ring description.png Shadow Ring icon.pngShadow Ring description.png
Solemnity Cape icon.pngSolemnity Cape description.png Carrier's Sash icon.pngCarrier's Sash description.png Aya. Cosciales +2 icon.pngAya. Cosciales +2 description.png Aya. Gambieras +2 icon.pngAya. Gambieras +2 description.png
  MDT-33%
Occ. Absorb MDT+5%
Occ. Annul MDT+12%
Notes:


This is NOT a set I would be concerned with early on. This is being set up to fight purely magic based fights and you probably won't see too many of them. The one I can think of where this would come in handy is farming Lilith and just out lasting her. Generally it's better to just kill her quickly if you are solo but in a duo, this would be a pretty strong set.
You could also use this to help get your initial clear against Ongo.
In this set, we are going to focus on getting Magic Evasion high, MDT well past 21% in case something happens to our Shell. Later on, we can set up something very similar but cap MDT. We don't have the tools yet so I would side with absorb/annul damage in this set.
Warder's Charm and Shadow Ring stack since they are different terms and different checks. Charm is 5% and the Ring is 12%.
In an ideal world you shoot for Engraved Belt instead of Carrier's Sash but the sash does have uses on other jobs.
Solemnity Cape because it's only 100 DI points and solid. Really you would probably be better with Ogma's Cape if you already have one with the HP, Evasion/Magic Evasion. Even if it is PDT. Just make sure you keep Shell V up. Purity Ring is an amazing ring that you will use for other things. You may not be able to get it right away. There will be a Cursna received set that you should make and this can go into that set. For now, it's the Magic Evasion we want but the MDT comes in handy if something happens to Shell. In the meantime, we have some alternatives but they don't have the Magic Evasion.


Mid-Tier
Option 1  
Aettir icon.pngAettir description.png
Augment-Icon.png
Refined Grip +1 icon.pngRefined Grip +1 description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Erilaz Galea +2 icon.pngErilaz Galea +2 description.png Warder's Charm +1 icon.pngWarder's Charm +1 description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Erilaz Earring icon.pngErilaz Earring description.png
Erilaz Surcoat +2 icon.pngErilaz Surcoat +2 description.png Erilaz Gauntlets +2 icon.pngErilaz Gauntlets +2 description.png Moonbeam Ring icon.pngMoonbeam Ring description.png Moonbeam Ring icon.pngMoonbeam Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +2 icon.pngEri. Leg Guards +2 description.png Erilaz Greaves +2 icon.pngErilaz Greaves +2 description.png
  PDT-58%
MDT-50%
Meva+680
MDB+40
Occ. Absorb DT+5%
Occ. Absorb MDT+5%
Resist All Ele+60~70
HP+836
Notes:


Compared to Option 2,

  • Meva is very similar when you include the elemental resistances.
  • More MDB.
  • Lower proc rate to cancel incoming magical damage.
  • Weaker physical defences.
You are able to bring in 5/5 Nyame Armor Set when you get them which changes accessories options. You can bring in Shadow Ring for an extra check as an example.


Mid-Tier
Option 2  
Aettir icon.pngAettir description.png
Augment-Icon.png
Refined Grip +1 icon.pngRefined Grip +1 description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Nyame Helm icon.pngNyame Helm description.png Warder's Charm +1 icon.pngWarder's Charm +1 description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Erilaz Earring icon.pngErilaz Earring description.png
Nyame Mail icon.pngNyame Mail description.png Nyame Gauntlets icon.pngNyame Gauntlets description.png Moonbeam Ring icon.pngMoonbeam Ring description.png Shadow Ring icon.pngShadow Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Nyame Flanchard icon.pngNyame Flanchard description.png Nyame Sollerets icon.pngNyame Sollerets description.png
  PDT-60%
MDT-50%
Meva+704
MDB+29
Occ. Annul MDT+12%
Occ. Absorb MDT+5%
Resist All Ele+30~40
HP+825
Notes:


The defensive stats of the Nyame Armor Set simply can't be denied.
Compared to Option 1,

  • Meva is very similar when you include the elemental resistances.
  • Less MDB.
  • Higher proc rate to cancel incoming magical damage.
  • Much stronger physical defences.

You don't need PDT on your Ogma's Cape but I'm reusing the general Enmity Cape.
You can also mix and match. The Erilaz Armor Set +2 has 3 pieces with more DT which would allow you to change up accessories.

If you don't need Element: Dark or Element: Light, you could swap out the Engraved Belt.


High-Tier
Magic Evasion  
Aettir icon.pngAettir description.png
Augment-Icon.png
Irenic Strap +1 icon.pngIrenic Strap +1 description.png 32x32.png Yamarang icon.pngYamarang description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Futhark Torque +2 icon.pngFuthark Torque +2 description.png
Augment-Icon.png
Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
Augment-Icon.png
Erilaz Surcoat +3 icon.pngErilaz Surcoat +3 description.png Erilaz Gauntlets +3 icon.pngErilaz Gauntlets +3 description.png Moonlight Ring icon.pngMoonlight Ring description.png Shadow Ring icon.pngShadow Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  PDT-51%
MDT-58%
Meva+816
MDB+45
Occ. Absorb DT+5%
Occ. Absorb MDT+5%
Resist All Ele+65~75
HP+741
Notes:


Magic Evasion set for Magic Tanking.

Refined Grip +1 still an option for more physical defences.
Futhark Torque +1 still caps DT.
Warder's Charm +1 is still an option.

Can use Runeist Coat +4.

If you want to push the Magic Evasion further, you bring in parts of the Nyame Armor Set.

Null Masque doesn't end up adding any real value to this set.


High-Tier
Magic Def Bonus  
Aettir icon.pngAettir description.png
Augment-Icon.png
Irenic Strap +1 icon.pngIrenic Strap +1 description.png 32x32.png Vanir Battery icon.pngVanir Battery description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Inq. Bead Necklace icon.pngInq. Bead Necklace description.png Sanare Earring icon.pngSanare Earring description.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
Augment-Icon.png
Adamantite Armor icon.pngAdamantite Armor description.png Erilaz Gauntlets +3 icon.pngErilaz Gauntlets +3 description.png Lunette Ring +1 icon.pngLunette Ring +1 description.png Vexer Ring +1 icon.pngVexer Ring +1 description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Engraved Belt icon.pngEngraved Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  PDT-58%
MDT-63%
Meva+754
MDB+67
Occ. Absorb DT+4%
Resist All Ele+55~65
HP+665
Notes:


Lunette Ring +1 is more Magic Def. Bonus but at the cost of 2 MP/Tic.

Futhark Torque +2 is Magic Evasion+30.
Null Masque brings you up to Haste 25%.

  • Loss of some Magic defensive stats.
  • Massive jump in MND/VIT.

Can still use Shadow Ring and Warder's Charm +1 to Absorb/Annul damage.

  • MDB-12
  • Occ. Annul MDT+12%, Occ. Absorb MDT+5%
  • This is my personal preference.

Resist Ailments and Knockback

At the moment, there are no fights where I specifically gear for Resisting Ailments or Knockback but things can always change. At this point in time, I swap to Magic Evasion based tanking sets instead of trying specific Ailment resistances. For now, here are the pieces available for these options.

Resist All Ailments Notes.

  • Remember you still need enough survivability to tank the enemy.
  • Gurebu's Ring is a Voracious Resurgence Reward.
    • It's a fantastic ring but so are all of the others. Taking this gives up other options.
    • I did not take this ring myself and it is not a common option.


Resistance options for each Ailment.
Many of the specific resistances to Ailments have unknown amounts. Since there are so many pieces, I'm not going to list them all. In the table beflow, I will list the ones with known amounts. I will also link the individual resistance pages to make it easier to find more pieces. I would highly recommend sticking to accessories or the i119 Armours so you don't drop below 119. Remember, you are still tanking and dropping core defences from your level as well as all of the DEF, Magic Evasion and base stats may not be worth the added resistance chances. A lot of effects wind up being mitigated by our obscene amounts of Magic Evasion that we can hit.

Specific Ailment Resistance Options
Armour Resist
Amnesia
Mantoptera Eye 10%
Bind
Arete del Luna 15
Arete del Luna +1 20
Shneddick Ring 15
Shneddick Ring +1 17
Blind
Charm
Solemnity Cape 15%
Arete del Luna +1 AugRank.png 15%
Unmoving Collar 8%
Unmoving Collar +1 9%
Dusksoul Ring 1%
Curse
Death
Shadow Ring 25%
Samnuha Coat 15%
Eihwaz Ring 10%
Warden's Ring 10%
Gravity
Arete del Luna 15
Arete del Luna +1 20
Shneddick Ring 15
Shneddick Ring +1 17
Paralyze
Icecrack Ring 15%Verification Needed
Petrify
Shneddick Ring 15
Shneddick Ring +1 17
Poison
Tantalic Cape 15%
Silence
Etiolation Earring 15%
Sleep
Acipayam Belt 10%
Insomnia Earring 5%
Nesanica Ring 5%
Arete del Luna +1 AugRank.png 15%
Stun
Arete del Luna 15
Arete del Luna +1 20
Slow
Ginger Cookie 10%
Wizard Cookie 12%
Stun
Arete del Luna 15%
Arete del Luna +1 20%
Anu Torque 10%
Icecrack Ring 5%
Terrasoul Ring 1%
Tantalic Cape 15%
Dominance Earring 10%
Dominance Earring +1 11%


Knockback Notes.

  • There are only 3 options but they have a noticeable effect.
  • The knockback resistance only has to be worn by the player being targeted by the monster.
    • Their knockback resistance will be given to the rest of the party.
Knockback Reduction Options
Armour Resist
Dashing Subligar Reduces distance knocked back +2
Repulse Mantle Reduces distance knocked back +2
Vocane Ring Reduces distance knocked back +2

Enmity Sets

Progression Options
If you are missing something from the set, put something defensive in that slot instead. Often this is just pulling from your Tanking and Idle sets. Remember, there is the Earring Table above for the wide options for defensive earrings. Often, you will either be focused on balancing your HP or finding more DT.

If you can't make an Ogma's Cape right away or just have one of the other options, you can use that until you have a proper Enmity cape. See the table for the alternative options.

Back Alternatives
Piece Enmity Notes
Evasionist's Cape icon.png Evasionist's Cape AugRank.png~7 Reive JSE Cape
PDT-3%, AugRank.pngDT-1~5%
Earthcry Mantle icon.png Earthcry Mantle 7 Easy to obtain
DEF, HP, VIT
Enuma Mantle icon.png Enuma Mantle 6 From Ark Angel MR
Fravashi Mantle icon.png Fravashi Mantle 6 From Ark Angel TT
DEF, HP, EVA
Reiki Cloak icon.png Reiki Cloak 6 From Kouryu.
DEF, HP+130, Enemy Crit Rate-3%, MDT-8%

There are also a number of Ring alternatives. Realistically the first 3 tend to stand above the rest.

Ring Options
Piece Enmity Notes
Eihwaz Ring icon.png Eihwaz Ring 5 HP+70, Resist Death+10%
Supershear Ring icon.png Supershear Ring 5 HP+30, VIT+5
Provocare Ring icon.png Provocare Ring 5 DEF:15 VIT+3
Pernicious Ring icon.png Pernicious Ring 5 HP+30
Begrudging Ring icon.png Begrudging Ring 5 Only offers Enmity.
Increases damage from Tonberry.
Petrov Ring icon.png Petrov Ring 4 VIT+3 AGI+3
Vexer Ring +1 icon.png Vexer Ring +1 4 HP+55 MDB+4
Odium Ring icon.png Odium Ring 4 DEF+10
Defending Ring icon.png Defending Ring 0 DT-10%
Murky Ring icon.png Murky Ring 0 DT-10%, DEF+10, SIRD-3%
AugRank.png:25 Eva+10 MEva+10
Moonbeam Ring icon.png Moonbeam Ring 0 HP+100,DT-4%
Moonlight Ring icon.png Moonlight Ring 0 HP+110,DT-5%
Gelatinous Ring icon.png Gelatinous Ring 0 HP+35, PDT-6%, MDT+2%
Gelatinous Ring +1 icon.png Gelatinous Ring +1 0 HP+35, PDT-7%, MDT+1%
AugRank.pngVIT +15, HP +100

The Erilaz legs and Feet start well and grow into our best options. There are some options that compete with the Enmity on the pieces I have shown. These are short lived. I would run Erilaz the entire time and bypass the other options. The Futhark Mitons are rarely the best option but they are desired at +3 so you are already building them. May as well pull double duty until you get the Kurys Gloves.

I could leave the grips out of the sets but for some, they are needed to get DT into a decent place. You will also be tanking most things wearing Refined Grip +1 that are of any actual danger. If you need sets with other grips, say Utu Grip for instance, either go with 3 less DT or adjust the set to make up for the loss.

For spells,

  • Use the most Enmity you can get.
  • Make considerations for safety and HP values.
  • Cast in your Enmity Set

Foil is Enhancing Magic which gives a buff and Enmity.

  • Amazing Enmity tool which is self targeting so applies the enmity to everything you have tagged.
  • Provides a substantial amount of Evasion when facing "Special Attacks" (starting at 150 evasion).
    • This effect decays at a rate of 3 evasion loss per tick.
    • "Special Attacks" typically means TP moves.
  • Cast in your Enmity set with Futhark Trousers +4 to extend the duration of the buff.

Remember to keep Crusade up to increase your Enmity further.


Beginner
32x32.png Refined Grip icon.pngRefined Grip description.png 32x32.png Aqreqaq Bomblet icon.pngAqreqaq Bomblet description.png
Rabid Visor icon.pngRabid Visor description.png Warder's Charm icon.pngWarder's Charm description.png Cryptic Earring icon.pngCryptic Earring description.png Trux Earring icon.pngTrux Earring description.png
Emet Harness icon.pngEmet Harness description.png Futhark Mitons +1 icon.pngFuthark Mitons +1 description.png Eihwaz Ring icon.pngEihwaz Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Kasiri Belt icon.pngKasiri Belt description.png Eri. Leg Guards +1 icon.pngEri. Leg Guards +1 description.png Erilaz Greaves +1 icon.pngErilaz Greaves +1 description.png
  PDT-32%
MDT-2%
Enmity+78
Notes:
Iron Gobbet and Sapience Orb are also options for the ammo slot use whatever you can get.
Highwing Helm is another option for the head.
Passion Jacket might be easier to obtain but you will want Emet Harness +1 anyways.
Nilas Gloves are 1 more Enmity on the hands. I would stick to the Futhark Mitons line until you get Kurys Gloves.
Warwolf Belt can be a cheap alternative. Also a good slot to use for balancing HP.


Mid-Tier
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Aqreqaq Bomblet icon.pngAqreqaq Bomblet description.png
Halitus Helm icon.pngHalitus Helm description.png Unmoving Collar +1 icon.pngUnmoving Collar +1 description.png
Augment-Icon.png
Cryptic Earring icon.pngCryptic Earring description.png Trux Earring icon.pngTrux Earring description.png
Emet Harness +1 icon.pngEmet Harness +1 description.png Kurys Gloves icon.pngKurys Gloves description.png Eihwaz Ring icon.pngEihwaz Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Kasiri Belt icon.pngKasiri Belt description.png Eri. Leg Guards +2 icon.pngEri. Leg Guards +2 description.png Erilaz Greaves +2 icon.pngErilaz Greaves +2 description.png
  DEF+656
PDT-43%
MDT-27%
Enmity+90
HP+807
Notes:
Aqreqaq Bomblet was chosen for the HP.
You can use Futhark Torque +1 as a DT option. You give up 3 Enmity and HP for DT.
Ahosi Leggings are an option if you don’t have the Erilaz Greaves +2 for some reason.
Platinum Moogle Belt if you need the HP/DT.
Defensive earrings are also an option.


High-Tier
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Aqreqaq Bomblet icon.pngAqreqaq Bomblet description.png
Halitus Helm icon.pngHalitus Helm description.png Moonlight Necklace icon.pngMoonlight Necklace description.png Cryptic Earring icon.pngCryptic Earring description.png Trux Earring icon.pngTrux Earring description.png
Emet Harness +1 icon.pngEmet Harness +1 description.png Kurys Gloves icon.pngKurys Gloves description.png Eihwaz Ring icon.pngEihwaz Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Kasiri Belt icon.pngKasiri Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  DEF+651
PDT-45
MDT-35
Enmity+97
HP+627
Notes:
Futhark Torque +1 will cap your PDT and you already have enough MDT with Shell V.
To balance HP, Unmoving Collar +1, Plat. Mog. Belt, Moonlight Ring and Odnowa Earring +1 are the first places to look.
Futhark Torque +2 has the same enmity as Unmoving Collar +1 but significantly less HP. Always nice to have some options.

Changes Based on Job Ability

Several of our Job Abilities have a piece of armour that increases the effectiveness of the ability while also having high Enmity values. For those sets, use your Enmity set with that piece swapped in it's slot. Be sure to ballance HP to the best of your ability.
I am going to include the fully upgraded pieces in the table but you can use whichever version you have at the time.

  • Note the weapon swaps are only if you are willing to lose TP and are allowing weapon swaps.
  • See each abilities section for more information!
Job Ability Swaps
Job Ability Armour Notes
Vallation Runeist Coat +4 Extends duration by 19 seconds.
Valiance Runeist Coat +4 Extends duration by 19 seconds.
Pflug Runeist Bottes +4 Not worth using.
Used for duration of ability. Not activation.
Embolden Evasionist's Cape Worn while receiving the next buff along with that buffs received gear.
Not on activation.
Battuta Futhark Bandeau +4 Increases counter damage of Battuta by 4% per merit.
May want to change to a Parry Tanking set for duration.
Rayke Futhark Boots +4 Extends duration of by 1 second per merit point.
Gambit Runeist Mitons +4 Extends duration of by 16 seconds.
Swordplay Futhark Mitons +4 Starts Swordplay 9 tics into the ability.
Enhances Sleight of Sword by 2 Subtle Blow per merit.
One for All None No gear affects the ability. You can use your full Enmity set.
Elemental Sforzo Futhark Coat +4 Extends duration by 10 seconds.
Odyllic Subterfuge None No gear affects the ability. You can use your full Enmity set.
Liement Futhark Coat +4 Extends duration by 5 seconds
Bidenhander
Epeolatry
Extends duration by 3 seconds.
If willing to swap weapons.
Epeolatry Makes the Liement AoE.
If willing to swap weapons.
Foil Futhark Trousers +4 Extends duration of by buff due to Enhancing Duration.
  • This is not a JA but the set is in a similar fashion.

Safe Enmity Sets

Typically, you need all the Enmity you can get. However, there are fights where you may face the risk of Encumbrance. For these fights, you change your Enmity sets to be more defensive. This prevents you from being locked into a set that could get you killed.

  • Arebati is a good candidate for needing to use Safe Enmity Sets.


Safe Enmity
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Aqreqaq Bomblet icon.pngAqreqaq Bomblet description.png
Nyame Helm icon.pngNyame Helm description.png Unmoving Collar +1 icon.pngUnmoving Collar +1 description.png
Augment-Icon.png
Cryptic Earring icon.pngCryptic Earring description.png Trux Earring icon.pngTrux Earring description.png
Nyame Mail icon.pngNyame Mail description.png Nyame Gauntlets icon.pngNyame Gauntlets description.png Eihwaz Ring icon.pngEihwaz Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  DEF+818
DT-53
Enmity+62
HP+941
HP+10%
Notes:
Adamantite Armor blows the DT needs out of the water but makes this by far the most sturdy option. I did want to show a set without for those that don't have it.
Iron Gobbet and Sapience Orb are also options fpr the ammo slot. Aqreqaq Bomblet is there for added HP.
Odnowa Earring +1 is always an option for more HP.
The cape just needs the Enmity but most of our capes run HP+80. Your parry cape would work just fine.
You are over the DT cap and won't be changing anything out to make much gains.


Safe Enmity w/ Null
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Aqreqaq Bomblet icon.pngAqreqaq Bomblet description.png
Null Masque icon.pngNull Masque description.png Unmoving Collar +1 icon.pngUnmoving Collar +1 description.png
Augment-Icon.png
Cryptic Earring icon.pngCryptic Earring description.png Trux Earring icon.pngTrux Earring description.png
Nyame Mail icon.pngNyame Mail description.png Kurys Gloves icon.pngKurys Gloves description.png Eihwaz Ring icon.pngEihwaz Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  DEF+751
DT-51
Enmity+71
HP+884
HP+10%
Notes:
Same options as the previous set but now you can bring in Enmity on your hands. You could make swaps in your hands to move the Enmity to your body but again Emet Harness +1 is a big loss defensively while only gaining Enmity+1.
If you need emphasize the Safe part of the set, the non Null version will do the job. If you want to sneak in some more Enmity, this set should do the trick.
As always, try to balance your own HP. If you need more, a good place to look is Moonlight Ring and Odnowa Earring +1.


Safe Enmity w/ Adamantite
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Aqreqaq Bomblet icon.pngAqreqaq Bomblet description.png
Halitus Helm icon.pngHalitus Helm description.png Unmoving Collar +1 icon.pngUnmoving Collar +1 description.png
Augment-Icon.png
Cryptic Earring icon.pngCryptic Earring description.png Trux Earring icon.pngTrux Earring description.png
Adamantite Armor icon.pngAdamantite Armor description.png Kurys Gloves icon.pngKurys Gloves description.png Eihwaz Ring icon.pngEihwaz Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  DEF+732
DT-52%
Enmity+79
HP+918
HP+10%
Notes:


Null Masque would put you over DT cap while freeing up the waist/grip. You aren't often tanking in Utu Grip and certainly not when the monster is dangerous enough for these sets so you aren't dropping Refined Grip +1. You could free up the waist for an extra Enmit+3 but you lose one of your better tools for hp balancing.

  • You could swap in Nyame Helm for the defensive stats beyond DT.
  • Null Masque again gives you more defensive stats but more importantly, allows you to cap gear haste.

Precast

A precast set is any set that comes on before we start the action. For many Job Abilities, we will bring in something specific to the JA but we also want as much Enmity as possible on many of our actions. For spells, we ideally want to bring in Fast Cast before all of them.

Some notes for those using in game gear sets,

Our Fast Cast sets pose bit of a problem for us. All of this effort to balance HP hinges on the fact that these sets will be the lowest HP we have and therefore gaining more here will allow us to add more to other sets. One issue is that we often need everything to cap our Fast Cast. This makes it difficult to have extra slots for HP balancing.

  • Your Fast Cast set HP dictates what your other sets need to hit.
  • Platinum Moogle Belt is always a solid choice but it needs to be a priority swap to come on first.
  • Keep at least 1 Merit in Inspiration and as many as you can as often as you can.

If you happened to have taken a reward ring with Fast Cast you can put it into the sets. I will not be placing any reward rings in actual sets.


Spells

General Fast Cast This is your Fast Cast set when you either don't have Merits in Inspiration, didn't put up Vallation/Valiance or your Vallation/Valiance was dispelled. Ideally, you would never actually need to use this but in practice, it happens quite a bit.
Probably the most common instance is when casting after some short down time. You want to save Vallation and Valiance for Enmity so the initial Flash will go out with the General Fast Cast set. It's not game breaking but you certainly feel it when you are stuck getting dispelled often and aren't set up to use your General Fast Cast set.


Beginner
General Fast Cast  
32x32.png 32x32.png 32x32.png Sapience Orb icon.pngSapience Orb description.png
Rune. Bandeau +1 icon.pngRune. Bandeau +1 description.png Orunmila's Torque icon.pngOrunmila's Torque description.png Loquac. Earring icon.pngLoquac. Earring description.png Tuisto Earring icon.pngTuisto Earring description.png
Adhemar Jacket icon.pngAdhemar Jacket description.png
Augment-Icon.png
Leyline Gloves icon.pngLeyline Gloves description.png Naji's Loop icon.pngNaji's Loop description.png Gelatinous Ring icon.pngGelatinous Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Flume Belt icon.pngFlume Belt description.png Aya. Cosciales +2 icon.pngAya. Cosciales +2 description.png Carmine Greaves icon.pngCarmine Greaves description.png
Augment-Icon.png
  FC+55%
Notes:


For the rest of the set, wear your Tanking or Idle pieces for any HP/DT gains you can get.


Mid-Tier
General Fast Cast  
32x32.png 32x32.png 32x32.png Sapience Orb icon.pngSapience Orb description.png
Rune. Bandeau +2 icon.pngRune. Bandeau +2 description.png Orunmila's Torque icon.pngOrunmila's Torque description.png Loquac. Earring icon.pngLoquac. Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Erilaz Surcoat +2 icon.pngErilaz Surcoat +2 description.png Leyline Gloves icon.pngLeyline Gloves description.png
Augment-Icon.png
Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Kishar Ring icon.pngKishar Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Agwu's Slops icon.pngAgwu's Slops description.png Carmine Greaves icon.pngCarmine Greaves description.png
Augment-Icon.png
  FC+67%
HP+707
HP+10%
Notes:


It's hard to build a General Fast Cast set on RUN but the earlier stages are especially rough. Luckily we can lean into Inspiration. The only cast you will typically be using this set for is an opening Flash then popping Vallation or Valiance.


High-Tier
General Fast Cast  
32x32.png 32x32.png 32x32.png Sapience Orb icon.pngSapience Orb description.png
Runeist Bandeau +4 icon.pngRuneist Bandeau +4 description.png Orunmila's Torque icon.pngOrunmila's Torque description.png Loquac. Earring icon.pngLoquac. Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Erilaz Surcoat +3 icon.pngErilaz Surcoat +3 description.png Leyline Gloves icon.pngLeyline Gloves description.png
Augment-Icon.png
Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Kishar Ring icon.pngKishar Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Agwu's Slops icon.pngAgwu's Slops description.png Carmine Greaves +1 icon.pngCarmine Greaves +1 description.png
Augment-Icon.png
  FC+73%
HP+747
HP+10%
Notes:


This set actually brings you above the HP total of the max Enmity set. If we want to start using sets with larger HP pools, we need to start with our Fast Cast and Enmity sets. I would start with some of the smaller Fast Cast values in slots we have access to large amounts of [HP]]. The swaps I would do in the order I would do them,

With those 4 swaps done and using Aqreqaq Bomblet, we are at HP+1085.


Inspiration Fast Cast Template Inspiration grants a "Fast Cast" effect to Vallation and Valiance.


Beginner
Inspiration Fast Cast  
32x32.png Refined Grip icon.pngRefined Grip description.png 32x32.png Demonry Stone icon.pngDemonry Stone description.png
Rune. Bandeau +1 icon.pngRune. Bandeau +1 description.png Twilight Torque icon.pngTwilight Torque description.png Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring icon.pngOdnowa Earring description.png
Ayanmo Corazza +2 icon.pngAyanmo Corazza +2 description.png Aya. Manopolas +2 icon.pngAya. Manopolas +2 description.png Gelatinous Ring icon.pngGelatinous Ring description.png Ayanmo Ring icon.pngAyanmo Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Flume Belt icon.pngFlume Belt description.png Futhark Trousers icon.pngFuthark Trousers description.png Erilaz Greaves +1 icon.pngErilaz Greaves +1 description.png
  FC+80%
PDT-44%
MDT-18%
Notes:


Look at that!
All that struggle to make a Fast Cast set from before wiped away by 2 pieces of armour! Futhark Trousers and a FC Ogma's Cape are all you need at 5/5 Inspiration.
As you drop your Merits, you need to add 12 Fast Cast to these sets to cover the Inspiration and the bonus from the Futhark Trousers.

As a new RUN, I do not recommend going below 4/5. This will give you the option to do,

With all that extra room in the set, you can balance your HP. You could also just wait on balancing HP since things tend to be constantly changing in this phase. I wouldn't blame you for not wanting to balance everything hour by hour as you get new things.


Mid-Tier
Inspiration Fast Cast  
32x32.png 32x32.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Rune. Bandeau +2 icon.pngRune. Bandeau +2 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Futhark Coat +2 icon.pngFuthark Coat +2 description.png Erilaz Gauntlets +2 icon.pngErilaz Gauntlets +2 description.png Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Moonbeam Ring icon.pngMoonbeam Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Futhark Trousers +2 icon.pngFuthark Trousers +2 description.png Erilaz Greaves +2 icon.pngErilaz Greaves +2 description.png
  FC+82%
PDT-64%
MDT-47%
HP+967
HP+10%
Notes:


You can put DT-5% on the Ogma's Cape but as you lower the Inspiration Merits, the PDT will be needed.

Dropping to Inspiration 4/5

Dropping to Inspiration 3/5

Dropping to Inspiration 2/5


High-Tier
Inspiration Fast Cast  
32x32.png 32x32.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Runeist Bandeau +4 icon.pngRuneist Bandeau +4 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Nyame Mail icon.pngNyame Mail description.png Erilaz Gauntlets +3 icon.pngErilaz Gauntlets +3 description.png Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Moonlight Ring icon.pngMoonlight Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Futh. Trousers +4 icon.pngFuth. Trousers +4 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  FC+84%
PDT-68%
MDT-51%
HP+1044
HP+10%
Notes:


Again, you can put DT-5% on the Ogma's Cape but as you lower the Inspiration Merits, the PDT will be needed. Plus you still want the PDT for your general Fast Cast Sets.

Dropping to Inspiration 4/5

Dropping to Inspiration 3/5

Dropping to Inspiration 2/5

Dropping to Inspiration 1/5

  • Use your General Fast Cast set and accept being at 78% Fast Cast.
Obviously your reward rings can make a big difference but I'm not including them in any sets. You should have the general idea by now so just mix and match for the closest numbers.

Enhancing Fast Cast This is pretty simple. The Futhark Trousers have Enhancing Magic Casting Time reduction on them. Add in the Inspiration bonus and we have some easy Fast Cast sets.
For our In Game Gear Sets RUNs, you can just slap these on for you precast while ignoring the gear sets. This allows you to go right into the spell casting and do an equip set without the delay.
For Foil you can,

  • /equip legs "Futh. Trousers +4"
  • /ma "Foil" <me>
  • /equip set 1

With 5/5 Inspiration this will give you 75% Fast Cast with no other swaps.

Instead of me doing full sets for each these, just understand that each piece has not only it's Enhancing Magic FC Value as well as a value from Inspiration Merits. This means that Enhancing Magic can treat your Trousers as,

Futhark Trousers Enhancing FC Values
Inspiration Value
Piece 0/5 1/5 2/5 3/5 4/5 5/5
Futhark Trousers icon.png Futhark Trousers 12 24 36 48 60 72
Futhark Trousers +1 icon.png Futhark Trousers +1 13 25 37 49 61 73
Futhark Trousers +2 icon.png Futhark Trousers +2 14 26 38 50 62 74
Futhark Trousers +3 icon.png Futhark Trousers +3 15 27 39 51 63 75
Futh. Trousers +4 icon.png Futhark Trousers +4 15 27 39 51 63 75

With that understanding, you can make the sets pretty easily with your Idle or Tanking sets, your Futhark Trousers and whatever else from your Inspiration Fast Cast sets to meet the needs of your Enhancing Magic Fast Cast sets.


Enhancing Magic

When casting our Enhancing Magic spells, we will have to take into account,

  • Spell specific enhancements.
  • Enhancing Magic Skill.
  • Enhancing Magic Duration.

At times we will have to create a balance between the 3.


Enhancing Magic
Enhancing Skill  
Pukulatmuj +1 icon.pngPukulatmuj +1 description.png Fulcio Grip icon.pngFulcio Grip description.png 32x32.png 32x32.png
Carmine Mask +1 icon.pngCarmine Mask +1 description.png Incanter's Torque icon.pngIncanter's Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Manasa Chasuble icon.pngManasa Chasuble description.png Rune. Mitons +4 icon.pngRune. Mitons +4 description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png
Merciful Cape icon.pngMerciful Cape description.png Olympus Sash icon.pngOlympus Sash description.png Carmine Cuisses +1 icon.pngCarmine Cuisses +1 description.png 32x32.png
  Enhancing Skill+114~122
Notes:


Pukulatmuj +1 and Fulcio Grip can NOT be equipped at the same time.
Carmine Cuisses and Carmine Mask are both very cheap and only 1 less Enhancing Magic Skill each.
Fulcio Grip is only 3 Enhancing Magic Skill and can be skipped so you don't lose TP.
You can opt to get the NQ versions of everything and be fine. Some spells will suffer more than others. You can also make up the missing skill via master levels.

This set will give you Enhancing Magic Skill 554 as a ML0 RUN.


Enhancing Magic
Enhancing Duration  
32x32.png 32x32.png 32x32.png 32x32.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png 32x32.png 32x32.png 32x32.png
32x32.png Regal Gauntlets icon.pngRegal Gauntlets description.png 32x32.png 32x32.png
32x32.png 32x32.png Futh. Trousers +4 icon.pngFuth. Trousers +4 description.png 32x32.png
  Enhancing Duration+75%
Notes:

Phalanx

Phalanx reduces damage by a set amount, which depends on Enhancing Magic skill, and caps at 500, which gives -35 damage.

  • Phalanx+ further reduces the damage by the amount on the armour.
    • Phalanx+3 and 500 skill will reduce damage by 38.
    • Phalanx+ is Phalanx Received.
  • Damage reduction from Phalanx is calculated after Damage Taken equipment.

Start working on your Phalanx sets as soon as you can. You can always repurpose the Taeon Attire Set pieces later. Get a piece of the Herculean Armor Set early, that is not the head, and start doing your 6 Daily Dark Matter rolls with Oseem. Once you have a piece of Herc with Phalanx+3 or more, you can turn the Taeon of that slot into something else. Regen and SIRD are prime options.

For every set, we can add Deacon Sword if we are willing to swap weapons and lose the TP.

Phalanx Received
It is very common to have a tank and RDM or SCH collaborating for the casting of Phalanx. The tank will equip their Phalanx set so the RDM or SCH can cast on them. This gives the benefit of the higher Enhancing Skill along with the much higher duration.

  • You generally want a separate set for receiving the spell vs self casting the spell.
  • This is so you can receive Phalanx while still tanning to reduce down time.


Beginner
Phalanx Received  
32x32.png Refined Grip icon.pngRefined Grip description.png 32x32.png Demonry Stone icon.pngDemonry Stone description.png
Fu. Bandeau +1 icon.pngFu. Bandeau +1 description.png Twilight Torque icon.pngTwilight Torque description.png Tuisto Earring icon.pngTuisto Earring description.png Odnowa Earring icon.pngOdnowa Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
Gelatinous Ring icon.pngGelatinous Ring description.png Ayanmo Ring icon.pngAyanmo Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Flume Belt icon.pngFlume Belt description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  Phalanx+17
PDT-35%
MDT-9%
HP+577
Notes:
Not much to say. Get as much Phalanx+ as you can. Load up with defensive stats in case you are tanking when you need to have the spell cast on you.


Mid-Tier
Phalanx Received  
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Fu. Bandeau +2 icon.pngFu. Bandeau +2 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Alabaster Earring icon.pngAlabaster Earring description.png
Herculean Vest icon.pngHerculean Vest description.png
Augment-Icon.png
Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Moonbeam Ring icon.pngMoonbeam Ring description.png
Moonbeam Cape icon.pngMoonbeam Cape description.png Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Herculean Trousers icon.pngHerculean Trousers description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  Phalanx +18~26
PDT-46%
MDT-28%
HP+944
HP+10%
Notes:
Not much to say. Get as much Phalanx+ as you can. Load up with defensive stats in case you are tanking when you need to have the spell cast on you.


High-Tier
Phalanx Received  
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Fu. Bandeau +4 icon.pngFu. Bandeau +4 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Tuisto Earring icon.pngTuisto Earring description.png Alabaster Earring icon.pngAlabaster Earring description.png
Herculean Vest icon.pngHerculean Vest description.png
Augment-Icon.png
Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Moonlight Ring icon.pngMoonlight Ring description.png
Moonlight Cape icon.pngMoonlight Cape description.png Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Herculean Trousers icon.pngHerculean Trousers description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  Phalanx+19~27
PDT-50%
MDT-30%
HP+989
HP+10%
Notes:
Not much to say. Get as much Phalanx+ as you can. Load up with defensive stats in case you are tanking when you need to have the spell cast on you.

Self Casting Phalanx
When discussing a self casting Phalanx, we need to account for the Enhancing Magic Skill.

You will also get Enhancing Magic Skills through Job Point Gifts.

Now we check the table to see the benchmarks when we get another damage mitigated.

Notable Phalanx Tiers
Skill: 300 329 358 386 415 443 472 500
-Dmg: -28 -29 -30 -31 -32 -33 -34 -35
  • NOTE: Understand that we are going to have to eat an HP dip when casting Phalanx. Luckily, we don't spam the spell and ideally, we cast it before the pull so less of an issue to deal with.


Beginner
Self Cast Phalanx  
32x32.png 32x32.png 32x32.png 32x32.png
Fu. Bandeau +1 icon.pngFu. Bandeau +1 description.png Enhancing Torque icon.pngEnhancing Torque description.png Andoaa Earring icon.pngAndoaa Earring description.png Mimir Earring icon.pngMimir Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
32x32.png 32x32.png
Merciful Cape icon.pngMerciful Cape description.png Olympus Sash icon.pngOlympus Sash description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  Phalanx+17
Notes:


We can't reach the 443 tier without removing Phalanx+, adding Stikini Rings or Job Points. This leaves us targeting the 415 tier which will only require 11 Enhancing Magic Skill through armour.

If you happen to hit some of the Job Point Gifts, you may be able to stack all of your Enhancing Magic Skill to high higher tiers so check back as you get Job Points. Or just stick with what you have until you are ready for the Mid Tier gearing because the changes can come pretty fast.

  • At 125 Job Points you can try to get Melic Torque and that would put you into the 443 tier.
  • At 1900 Job Points, with Melic Torque, it is possible to hit the 472 tier.
    • Don't stress about it early on. Your Phalanx Received set should do most of the heavy lifting and you can focus on other sets.


Mid-Tier
Self Cast Phalanx  
32x32.png 32x32.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Fu. Bandeau +2 icon.pngFu. Bandeau +2 description.png Melic Torque icon.pngMelic Torque description.png Andoaa Earring icon.pngAndoaa Earring description.png Mimir Earring icon.pngMimir Earring description.png
Herculean Vest icon.pngHerculean Vest description.png
Augment-Icon.png
Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Stikini Ring icon.pngStikini Ring description.png Stikini Ring icon.pngStikini Ring description.png
Merciful Cape icon.pngMerciful Cape description.png Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Herculean Trousers icon.pngHerculean Trousers description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  Phalanx +18~26
HP+174
HP+10%
Notes:


Deacon Sword is an option but know that you will have to swap to it if you want to be able to overwrite and extend the duration of your Phalanx. If you are concerned with losing TP, don't start with a weapon swap.
Olympus Sash adds 5 Enhancing Magic Skill but doesn't get you to any more damage reduction. You are better off trying to offset the absurd amount of HP you are dipping.


High-Tier
Self Cast Phalanx  
32x32.png 32x32.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Fu. Bandeau +4 icon.pngFu. Bandeau +4 description.png Incanter's Torque icon.pngIncanter's Torque description.png Andoaa Earring icon.pngAndoaa Earring description.png Mimir Earring icon.pngMimir Earring description.png
Herculean Vest icon.pngHerculean Vest description.png
Augment-Icon.png
Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Stikini Ring +1 icon.pngStikini Ring +1 description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png
Merciful Cape icon.pngMerciful Cape description.png Olympus Sash icon.pngOlympus Sash description.png Herculean Trousers icon.pngHerculean Trousers description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  491 Enhancing Skill
HP+184
Phalanx+19~27
Notes:


Deacon Sword is an option but know that you will have to swap to it if you want to be able to overwrite and extend the duration of your Phalanx. If you are concerned with losing TP, don't start with a weapon swap.
Mastered with all the Enhancing Magic Skill gear puts you at 491. 9 Shy of the 500 cap. You will not be able to cap until Master Level 9. Master Level 15 if you only have a pair of Stikini Rings.
This means we can drop 19 Enhancing Magic Skill from the set and stay at the 472 tier. This allows us to balance our HP much easier.
Option 1,

Option 2,

Regen

Regen restores HP over time in 3 second intervals (Ticks).

  • Regen IV - 30 HP/tick base.
  • Regen V - 40 HP/tick base. Only SCH has access.
  • Light Arts provides a bonus of 24 HP/tick recovery and +48 seconds of duration. This only applies to SCH main.

We can further enhance this with Regen Potency and Regen Received gear.

  • Below are the viable options for Regen Potency, Received, Duration and Enhancing Duration.
  • The Taeon Attire Set can be augmented to have Regen Potency +1~3 Duskdim Stones.

Regen+ does not help when casting or receiving the spell.


Regen Potency
Regen Potecy Options  
32x32.png 32x32.png 32x32.png 32x32.png
Taeon Chapeau icon.pngTaeon Chapeau description.png
Augment-Icon.png
Sacro Gorget icon.pngSacro Gorget description.png 32x32.png 32x32.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
32x32.png 32x32.png
32x32.png Sroda Belt icon.pngSroda Belt description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
Notes:


Regen Duration
Regen Duration Options  
32x32.png 32x32.png 32x32.png 32x32.png
Runeist Bandeau +4 icon.pngRuneist Bandeau +4 description.png 32x32.png 32x32.png 32x32.png
32x32.png Regal Gauntlets icon.pngRegal Gauntlets description.png 32x32.png 32x32.png
32x32.png Sroda Belt icon.pngSroda Belt description.png Futh. Trousers +4 icon.pngFuth. Trousers +4 description.png 32x32.png
Notes:


The entire Runeist Bandeau/+1/+2/+3 line has Regen Duration. Runeist Bandeau +4 does not get an increase.

  • This is in seconds added to Regen.

The entire Futhark Trousers/+1/+2/+3 line has Enhancing Magic Duration.

The entire Erilaz Galea/+1/+2/+3 line has Enhancing Magic Duration.


Regen Received
Regen Received Options  
Morgelai icon.pngMorgelai description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
32x32.png 32x32.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
Notes:


Peord Claymore is the more reasonable option.

The entire Erilaz Earring/+1/+2 line has Regen Received but I refuse to put a +2 earring into a guide.

Self Regen

For this set we will be trying to combine our options to give us a decent duration then add potency.


Self Regen
Self Regen Base  
Morgelai icon.pngMorgelai description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Runeist Bandeau +4 icon.pngRuneist Bandeau +4 description.png Sacro Gorget icon.pngSacro Gorget description.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png 32x32.png
Taeon Tabard icon.pngTaeon Tabard description.png Regal Gauntlets icon.pngRegal Gauntlets description.png 32x32.png 32x32.png
32x32.png Sroda Belt icon.pngSroda Belt description.png Futh. Trousers +4 icon.pngFuth. Trousers +4 description.png Taeon Boots icon.pngTaeon Boots description.png
Notes:


Self Regen
Self Regen Set  
Morgelai icon.pngMorgelai description.png
Augment-Icon.png
Refined Grip +1 icon.pngRefined Grip +1 description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Runeist Bandeau +4 icon.pngRuneist Bandeau +4 description.png Sacro Gorget icon.pngSacro Gorget description.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
Augment-Icon.png
Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Taeon Tabard icon.pngTaeon Tabard description.png Regal Gauntlets icon.pngRegal Gauntlets description.png Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Murky Ring icon.pngMurky Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sroda Belt icon.pngSroda Belt description.png Futh. Trousers +4 icon.pngFuth. Trousers +4 description.png Taeon Boots icon.pngTaeon Boots description.png
  PDT-27%
MDT-16%
HP+1053
Notes:
The Ogma's Cape is just our basic Enmity Cape. The Enmity on it doesn't matter. We just want the HP, Evasion, Magic Evasion and PDT.

Regen Received

There are only 2 options at this current time for Regen Received. If you have an Erilaz Earring +1, you may opt to keep it in your idle and tanking sets so that you always have the added Regen Received effect form it. If you bother to pick up Morgelai, or more likely Peord Claymore, you can choose to bring it in when having Regen cast on you. I usually start with it at the beginning of fights and don't typically switch back mid fight. I will generally accept the weaker Regen over removing my Epeolatry. You can decide what is right for you. If that includes not putting together a Received set at all, that is perfectly acceptable in my mind. It's 1 earring and an over priced toy. I will say though, the amount of Regen you get with just Erilaz Earring +1, Peord Claymore and a SCH with Musa is pretty fun.


Refresh

We get Refresh natively which means we always have the option. Unfortunatly, not having the higher tiers means it can still be rough on MP management and we will greatly appreciate Refresh III and Ballads when we can get them.

  • Refresh (Base 3 MP/tick over 150 seconds for 150 MP)
    • From yourself or a SCH for added duration.
  • Refresh II (Base 6 MP/tick over 150 seconds for 300 MP)
    • From a RDM.
  • Refresh III (Base 9 MP/tick over 150 seconds for 450 MP)
    • From a RDM with 1200 Job Points.

The potency is not increased via Enhancing Magic Skill.

  • We will focus on Refresh Potency and Enhancing Duration.


Refresh
Refresh  
32x32.png 32x32.png 32x32.png 32x32.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png 32x32.png 32x32.png 32x32.png
32x32.png Regal Gauntlets icon.pngRegal Gauntlets description.png 32x32.png 32x32.png
32x32.png Gishdubar Sash icon.pngGishdubar Sash description.png Futh. Trousers +4 icon.pngFuth. Trousers +4 description.png 32x32.png
  Refresh Potency+4
Enhancing Duration+75%
Refresh+20s
Notes:


Gishdubar Sash adds 20 seconds to Refresh.

  • This is all you need if you want a Refresh received set.

Aquaveil/Bar-Spells/Temper

Aquaveil prevents X interruptions, where X is a function of Enhancing Magic Skill and enhancing gear.

  • At 300 skill and below, Aquaveil prevents 1 interruption.
  • At 301 skill and above, Aquaveil prevents 2 interruptions.
  • At 501 skill and above, Aquaveil prevents 3 interruptions.
  • Aquaveil+ gear will transfer when using Accession.

We always want Aquaveil active. Server lag makes it impossible to say you will always have perfect timing to get spells through so this creates a wonderful fall back. Don't ignore your cast timing because you have it active but enjoy the benefits when you need it to cover for you. It is a very short cast spell with a long duration that we can pump up.
We will want to hit 501 Enhancing Magic Skill then add in Enhancing Duration.
Receiving the spell from a RDM or SCH via Accession grants a few benefits.

  • 501 Enhancing Magic Skill prevents 3 interruptions.
  • Their Aquaveil+ transfers to you for that many added interruptions prevented.
  • Much longer duration.



Barspells are Enhancing Magic Spells that increase Magic Evasion against specific elements or negative status effects. The resistance increased will depend on the spell, and they can typically be divided into two categories based on the kind of resistance they increase:

  • Bar-Element Spells increase Magic Evasion against a specific element.
  • Bar-Status Spells increase Magic Evasion against a specific status effect.
  • Only 1 Barspell from each category can be active at any one time.
  • Single Target Barspells will overwrite AoE Barspells.
  • AoE Barspells cannot overwrite Single Target Barspells.
  • Base duration of both Bar-element and Bar-status spells is 8 minutes.

Bar-Element Spells

  • Based on Enhancing Magic Skill and caps at 500 skill.
  • WHM gets a lot of armour to increase the effectiveness of Bar-Element Spells.
    • Do not overwrite a WHMs Bar-Element Spells.
    • Do not cast your own Bar-Element Spell with a WHM in the party because they cannot overwrite your spell.

Bar-Status Spells

  • Single target Bar-Status are more potent than AoE Bar-Status.
    • The only armour to increase the effect is Sroda Necklace which is RDM and WHM only.



Temper grants the ability to occasionally attack twice.

Ideally, try to stay as close to the even 10s. You could fill the rest up with HP or DT.

  • There won't be much space left.

Use your Enhancing Magic Skill set.

  • Don't switch for a weapon or grip because you want TP if you are using Temper.


Beginner
0 JP, Merits+16  
Pukulatmuj icon.pngPukulatmuj description.png 32x32.png 32x32.png 32x32.png
Carmine Mask icon.pngCarmine Mask description.png Melic Torque icon.pngMelic Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Manasa Chasuble icon.pngManasa Chasuble description.png Runeist Mitons +1 icon.pngRuneist Mitons +1 description.png 32x32.png 32x32.png
Merciful Cape icon.pngMerciful Cape description.png Olympus Sash icon.pngOlympus Sash description.png Carmine Cuisses icon.pngCarmine Cuisses description.png 32x32.png
  Enhancing Skill 508
Notes:


Enhancing Magic Skill,

  • Skill at 99 is 388.
  • Merits +16 is 404.

Unfortunately this needs a weapon swap to reach 501 skill. Things will be easier soon enough.

Temper - set as shown.


Mid-Tier
500 JP, Merits+16  
32x32.png 32x32.png 32x32.png 32x32.png
Carmine Mask icon.pngCarmine Mask description.png Incanter's Torque icon.pngIncanter's Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Manasa Chasuble icon.pngManasa Chasuble description.png Runeist Mitons +2 icon.pngRuneist Mitons +2 description.png Stikini Ring icon.pngStikini Ring description.png Stikini Ring icon.pngStikini Ring description.png
Merciful Cape icon.pngMerciful Cape description.png Olympus Sash icon.pngOlympus Sash description.png Futhark Trousers +2 icon.pngFuthark Trousers +2 description.png 32x32.png
  Enhancing Skill 501
Enhancing Duration+25%
Notes:


Enhancing Magic Skill,

  • Skill at 99 is 388.
  • Merits +16 is 404.
  • 125 JP +5 is 409.
  • 450 JP +8 is 417.

We can hit 501+ Enhancing Magic Skill while adding back in some duration. We also managed to drop the grip so we can keep TP. If you have 1 or 0 Stikini Rings,

  • Carmine Cuisses can come back in to cover the missing skill.
  • Still able to drop a 5 skill piece.

If you are willing to lose the TP, Pukulatmuj +1 will allow you to skip both Stikini Rings.

Temper - set as shown.


High-Tier
ML 0, Merits+16  
32x32.png 32x32.png 32x32.png 32x32.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Incanter's Torque icon.pngIncanter's Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Manasa Chasuble icon.pngManasa Chasuble description.png Regal Gauntlets icon.pngRegal Gauntlets description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png
Merciful Cape icon.pngMerciful Cape description.png Olympus Sash icon.pngOlympus Sash description.png Futh. Trousers +4 icon.pngFuth. Trousers +4 description.png 32x32.png
  Enhancing Skill 503
Enhancing Duration+75%
Notes:


Enhancing Magic Skill,

  • Skill at ML 0 is 424.
  • Merits +16 is 440.

Stikini Ring +1 isn't a fun purchase. If you don't spend the gil, bring in skill over duration to hit 501.

If you are willing to lose the TP, Pukulatmuj +1 will allow you to skip a Stikini Ring +1.

Temper - set as shown.


Stoneskin

Stoneskin absorbs a certain amount of damage from physical and magical attacks.

Common uses for Stoneskin are pulls or when trying to feed 0 TP in fights. By lowering the incoming damage by enough, we have have our Stoneskin last the full duration. Keeping [[Stoneskin] up prevents the monster from gaining TP from their auto attacks which makes it more manageable to prevent TP moves.

Our options will drop us below i119.
Use all of our Stoneskin+ options, add duration, try to keep DT high.


Stoneskin
Stoneskin Options  
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png Stone Gorget icon.pngStone Gorget description.png Earthcry Earring icon.pngEarthcry Earring description.png 32x32.png
32x32.png Stone Mufflers icon.pngStone Mufflers description.png 32x32.png 32x32.png
32x32.png Siegel Sash icon.pngSiegel Sash description.png Haven Hose icon.pngHaven Hose description.png 32x32.png
  Stoneskin+110
Notes:
These allow you to add 110 to your Stoneskin. Bringing your total to 460 damage absorbed.


Stoneskin
Stoneskin Set  
32x32.png 32x32.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Null Masque icon.pngNull Masque description.png Stone Gorget icon.pngStone Gorget description.png Earthcry Earring icon.pngEarthcry Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Adamantite Armor icon.pngAdamantite Armor description.png Stone Mufflers icon.pngStone Mufflers description.png Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Moonlight Ring icon.pngMoonlight Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Siegel Sash icon.pngSiegel Sash description.png Haven Hose icon.pngHaven Hose description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  PDT-59
MDT-51%
Stoneskin+110
HP+775
Notes:
Be as defensive as possible. Add as much Haste as possible. If you are using it to prevent TP feed, it should last a significant amount of time. It's OK not to have a great recast timer but obviously, the quicker the option to reapply, the safer you will be if something happens. If you have to choose between more haste or more defences, go with more defences.

Protect, Shell and Spikes

Protect and Shell are set potency.


We have access to 3 Spikes Spells.

  • Blaze Spikes
    • Offensive effect only and does more damage than the other 2 options.
  • Ice Spikes
    • Can Paralyze the attacking enemies on contact.
    • Great for damage mitigation.
    • Avoid if you have a RDM that will be enfeebling because they cannot overwrite the Spikes Paralyze with their stronger version.
  • Shock Spikes
    • Can Stun the attacking enemies on contact.
    • Can be great for Kiting/Pulling as a short stun will allow you to create distance and prevents you from being hit.

The strength of the spikes is based on your INT at the time of casting and is treated as Magic Damage.

  • Caps at 250 INT at time of casting.
  • Magic Damage affected by armour at the time the enemy makes contact.

Cast in your Enhancing Duration Set.


Damage Dealing Sets

I put very little importance on these sets. You are a Tank, not a DD. RUN has been left off relevant TP and WS gear for years. They have no JSE to help with either aspect of the job. That’s not to say it can’t add damage, it just isn’t the DD I often hear the community yelling it is.
RUNs TP sets are somewhat similar to jobs like GEO and SCH. Even WHM has more recent TP additions. Just keep that in mind when you decide you are a DD RUN. The BRD is better equipped for damage. However, there are times where danger is low and you actually have buffs. There are situations where you need to partake in skillchains or the strategy is for you to hybrid tank. We have sets for that.

TP Sets

Beginner
32x32.png 32x32.png 32x32.png Ginsen icon.pngGinsen description.png
Aya. Zucchetto +2 icon.pngAya. Zucchetto +2 description.png Sanctity Necklace icon.pngSanctity Necklace description.png Brutal Earring icon.pngBrutal Earring description.png Cessance Earring icon.pngCessance Earring description.png
Ayanmo Corazza +2 icon.pngAyanmo Corazza +2 description.png Adhemar Wristbands icon.pngAdhemar Wristbands description.png Meghanada Ring icon.pngMeghanada Ring description.png Ayanmo Ring icon.pngAyanmo Ring description.png
Letalis Mantle icon.pngLetalis Mantle description.png Sailfi Belt icon.pngSailfi Belt description.png Meg. Chausses +2 icon.pngMeg. Chausses +2 description.png Meg. Jam. +2 icon.pngMeg. Jam. +2 description.png
  STP+19
DA+18%
TA+9%
Notes:


At this stage I am looking at trying to get enough ACC to hit Apex monsters in Dho Gates or lower. The idea is to gear for obtaining Job Points since that's where you would actually be using these sets the most.
One of the largest issues you are going to run into right of the bat, you don’t have Temper yet. That’s a large source of Double Attack that you are missing.
Ayanmo Manopolas +2 has no effect on our Rune damage.
Meg. Jam. +2 are there for the ACC they get and nothing else. Adhemar Attire Set has the head/body/hands which are good for tp but it’s a lot of DI for a set you otherwise won’t bother with. Maybe get the hands to have a solid option since you will be fine with Ayanmo in the other 2 slots and want them anyways.
There are a bunch of accessories that are direct improvements but may be out of reach without help.


Mid-Tier
32x32.png 32x32.png 32x32.png Coiste Bodhar icon.pngCoiste Bodhar description.png
Aya. Zucchetto +2 icon.pngAya. Zucchetto +2 description.png Anu Torque icon.pngAnu Torque description.png Dedition Earring icon.pngDedition Earring description.png Sherida Earring icon.pngSherida Earring description.png
Ayanmo Corazza +2 icon.pngAyanmo Corazza +2 description.png Adhemar Wrist. +1 icon.pngAdhemar Wrist. +1 description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png Epona's Ring icon.pngEpona's Ring description.png
Null Shawl icon.pngNull Shawl description.png Sailfi Belt +1 icon.pngSailfi Belt +1 description.png Samnuha Tights icon.pngSamnuha Tights description.png Carmine Greaves icon.pngCarmine Greaves description.png
Augment-Icon.png
Notes:


Utu Grip is generally the desired choice.
Yamarang for more acc.
I would stick to Meg. Chausses +2. I know we are going more glass cannon here but Samnuha Tights are just a step too far for me.
For the Adhemar Wristbands +1, we would typically go Path:A for TP and Path: B for WS but at this stage, our ACC issues shouldn't be as rough. Check the next tier as well to decide but remember, TP sets are not as common of a need on the job and when we need TP in content, we are often fine with Hybrid Tanking Sets.

If the Dedition Earring is causing acc issues or you just don't have it,

I expected the Adhemar pieces to beat out the Ayanmo but they didn't. They were insanely close but a loss and costing several mil more each? No DT? No thanks.


High-Tier
32x32.png 32x32.png 32x32.png Coiste Bodhar icon.pngCoiste Bodhar description.png
Adhemar Bonnet +1 icon.pngAdhemar Bonnet +1 description.png Anu Torque icon.pngAnu Torque description.png Dedition Earring icon.pngDedition Earring description.png Sherida Earring icon.pngSherida Earring description.png
Tu. Harness +1 icon.pngTu. Harness +1 description.png Adhemar Wrist. +1 icon.pngAdhemar Wrist. +1 description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png Epona's Ring icon.pngEpona's Ring description.png
Null Shawl icon.pngNull Shawl description.png Sailfi Belt +1 icon.pngSailfi Belt +1 description.png Samnuha Tights icon.pngSamnuha Tights description.png Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
Notes:


Ashera Harness is much less STP but has DT so you could take your pick. I personally wouldn't spend the gil and go with Ashera or Ayanmo if I didn't have that option.
At this point, you are gaining Master and working on Master Levels. The early ones are fine on Apex monsters but Locus will eventually be the go to. The ACC needs are much higher.

Hybrid TP

For all of these sets, Alabaster Earring AugRank.png: 30 is an option. The haste also allows us to change belts. Kentarch Belt +1 becomes an option for more Accuracy.

Your skillchain for for Ongo from V0 to V20 will be Upheaval > Leaden Salute > Steel Cyclone > Wildfire.


Hybrid TP
32x32.png Utu Grip icon.pngUtu Grip description.png 32x32.png Coiste Bodhar icon.pngCoiste Bodhar description.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Anu Torque icon.pngAnu Torque description.png Sherida Earring icon.pngSherida Earring description.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
Augment-Icon.png
Ashera Harness icon.pngAshera Harness description.png Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Moonlight Ring icon.pngMoonlight Ring description.png Moonlight Ring icon.pngMoonlight Ring description.png
Null Shawl icon.pngNull Shawl description.png Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:


Odnowa Earring +1 is an excellent swap with the Erilaz Earring +1.

The belts in this set are an odd bunch.


Early Ongo TP
Kaja Chopper icon.pngKaja Chopper description.png Refined Grip +1 icon.pngRefined Grip +1 description.png 32x32.png Coiste Bodhar icon.pngCoiste Bodhar description.png
Aya. Zucchetto +2 icon.pngAya. Zucchetto +2 description.png Warder's Charm +1 icon.pngWarder's Charm +1 description.png Sherida Earring icon.pngSherida Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Ayanmo Corazza +2 icon.pngAyanmo Corazza +2 description.png Nyame Gauntlets icon.pngNyame Gauntlets description.png Moonbeam Ring icon.pngMoonbeam Ring description.png Shadow Ring icon.pngShadow Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Nyame Flanchard icon.pngNyame Flanchard description.png Nyame Sollerets icon.pngNyame Sollerets description.png
Notes:
The expectation is that you do not have DA on your Nyame at this stage. No Ashera Harness as an option. For those reasons, we land on this set. You may not be able to run the entire 4 step consistently but you can certainly beat the V:15 with a 3 step. Other jobs may be able to do more for their damage output but unfortunately, you don't have great options for a magic based fight where you need to survive and also participate in the SC.
Remember how I said earlier that RUN hasn't been put on proper DD gear for a long time? This is what I mean. We can't run Adhemar/Samnua and expect to be on our feet for long.

Ioskeha Belt +1 is slightly better but if you didn't want to purchase it yet, Sailfi Belt +1 is very close and you will be using it for a lot of different things across any job that can wear it.


V:20 Ongo TP
Kaja Chopper icon.pngKaja Chopper description.png Refined Grip +1 icon.pngRefined Grip +1 description.png 32x32.png Coiste Bodhar icon.pngCoiste Bodhar description.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Warder's Charm +1 icon.pngWarder's Charm +1 description.png Sherida Earring icon.pngSherida Earring description.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
Ashera Harness icon.pngAshera Harness description.png Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Moonlight Ring icon.pngMoonlight Ring description.png Shadow Ring icon.pngShadow Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Ioskeha Belt +1 icon.pngIoskeha Belt +1 description.png Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:


Why R:20? Because at V:25, the fight is running off of Tactician's Roll and you are rocking Dolichenus.
Odnowa Earring +1 if your Erilaz Earring +1 only has DT-3% or doesn't exist.

Nyame Mail and Null Shawl coming in together are very close.

  • Great option if you don't have Ashera Harness.
  • Worth choosing over the current set if you are taking too much damage.

Weapon Skill Sets

We don't have a lot of great options for Weapon Skill sets on RUN. Early on you are basically going to be stacking attack then adding either multihit or base stats. As things branch out further into the higher tiers, it becomes full Nyame. The only real exceptions are full acc sets.

I will start with the Beginner options since there really is 1 set with some accessories changed at this point.


Beginner
Dimidiation
Savage Blade
 
32x32.png 32x32.png 32x32.png Amar Cluster icon.pngAmar Cluster description.png
Meghanada Visor +2 icon.pngMeghanada Visor +2 description.png Caro Necklace icon.pngCaro Necklace description.png Odr Earring icon.pngOdr Earring description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Meg. Cuirie +2 icon.pngMeg. Cuirie +2 description.png Meg. Gloves +2 icon.pngMeg. Gloves +2 description.png Rajas Ring icon.pngRajas Ring description.png Petrov Ring icon.pngPetrov Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Grunfeld Rope icon.pngGrunfeld Rope description.png Meg. Chausses +2 icon.pngMeg. Chausses +2 description.png Meg. Jam. +2 icon.pngMeg. Jam. +2 description.png
Notes:


  • You are looking to stack as much attack as you can.
  • Leave the Meg. Gloves +2 for the WSD.
  • Put any large amounts of DEX you can find.
  • Anything else can get STR.

Some options with varying difficulty to obtain.


Beginner
Resolution  
32x32.png 32x32.png 32x32.png Amar Cluster icon.pngAmar Cluster description.png
Meghanada Visor +2 icon.pngMeghanada Visor +2 description.png Fotia Gorget icon.pngFotia Gorget description.png Brutal Earring icon.pngBrutal Earring description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Meg. Cuirie +2 icon.pngMeg. Cuirie +2 description.png Meg. Gloves +2 icon.pngMeg. Gloves +2 description.png Rajas Ring icon.pngRajas Ring description.png Petrov Ring icon.pngPetrov Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Fotia Belt icon.pngFotia Belt description.png Meg. Chausses +2 icon.pngMeg. Chausses +2 description.png Meg. Jam. +2 icon.pngMeg. Jam. +2 description.png
Notes:


  • Stack as much attack is you can.
  • Multihit afterwards. Ayanmo Corazza +2 was decently close if you had a lot of buffs.
  • The Meg. Chausses +2 are the star piece in the set.
  • STR is a modifier and gets you more attack so stack it the best you can.

Some ring options with varying difficulty to obtain.

From here on, there will be no Beginner sets. This would be a lot harder to do if we had more options but really it boils down to Nyame RP. Once you have R... anything, it becomes your go to for anything wsd. as you hit R20 and the Double attack comes in, you will start running that in slots for multihit weapon skills.

All 2 hand weapon skills are improved by Utu Grip.


Dimidiation is a 2 hit weapon skill.

  • Scales well with more TP.
  • Does not transfer fTP across both hits.
    • This makes WSD very good.
  • 80% DEX modifier.
  • Gets an Attack modifier giving it 25% more Attack.


Mid-Tier
Dimidiation  
32x32.png 32x32.png 32x32.png Knobkierrie icon.pngKnobkierrie description.png
Adhemar Bonnet +1 icon.pngAdhemar Bonnet +1 description.png
Augment-Icon.png
Rep. Plat. Medal icon.pngRep. Plat. Medal description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Odr Earring icon.pngOdr Earring description.png
Adhemar Jacket +1 icon.pngAdhemar Jacket +1 description.png
Augment-Icon.png
Meg. Gloves +2 icon.pngMeg. Gloves +2 description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png Ilabrat Ring icon.pngIlabrat Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Lustr. Subligar +1 icon.pngLustr. Subligar +1 description.png
Augment-Icon.png
Lustra. Leggings +1 icon.pngLustra. Leggings +1 description.png
Augment-Icon.png
Notes:
Check the beginners set notes for more ring options.

Ayanmo Corazza +2 will give very similar results when buffed properly.

Nyame becomes competitive at AugRank.png: 15 and will replace everything by AugRank.png: 20.

Alabaster Earring R:25 will take over Odr Earring


High-Tier
Dimidiation  
32x32.png 32x32.png 32x32.png Knobkierrie icon.pngKnobkierrie description.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Rep. Plat. Medal icon.pngRep. Plat. Medal description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Alabaster Earring icon.pngAlabaster Earring description.png
Augment-Icon.png
Nyame Mail icon.pngNyame Mail description.png
Augment-Icon.png
Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Epaminondas's Ring icon.pngEpaminondas's Ring description.png Ilabrat Ring icon.pngIlabrat Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:


Dominance Earring +1 and Odr Earring are both options before Alabaster Earring AugRank.png: 25.
The difference between Dominance Earring +1 and Odr Earring is 1-5 ACC.

  • You can skip Dominance if you want.


High-Tier
Dimidiation
*Attack Capped
 
32x32.png 32x32.png 32x32.png Knobkierrie icon.pngKnobkierrie description.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Fotia Gorget icon.pngFotia Gorget description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Alabaster Earring icon.pngAlabaster Earring description.png
Augment-Icon.png
Nyame Mail icon.pngNyame Mail description.png
Augment-Icon.png
Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Epaminondas's Ring icon.pngEpaminondas's Ring description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Kentarch Belt +1 icon.pngKentarch Belt +1 description.png
Augment-Icon.png
Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:


Dominance Earring +1 and Odr Earring are both options before Alabaster Earring AugRank.png: 25.
The difference between Dominance Earring +1 and Odr Earring is 1-5 ACC.

  • You can skip Dominance if you want.

You would bring in reward rings for WSD or PDL over Epaminondas's Ring and keep your Niqmaddu Ring.


Resolution is a 5 hit weapon skill.

  • Scales well with more TP.
  • fTP is transferred across all 5 hits.
    • This makes Elemental Gorgets and Elemental Belts good options.
  • 73~85% STR modifier depending on merits.
  • Gets an Attack modifier giving it 15% less Attack.

When being used with Lionheart,

I muled my Lustratio stuff when I got Nyame R:20. It's not that much more of a boost and I don't care that much about a small amount of added damage on a job that just doesn't hit well and is rarely buffed to hit well. You can still do the majority of the work with 5/5 Nyame and dropping the hands for Erilaz Gauntlets +3 when not meeting pdif.


Mid-Tier
Resolution  
32x32.png 32x32.png 32x32.png Seeth. Bomblet +1 icon.pngSeeth. Bomblet +1 description.png
Augment-Icon.png
Adhemar Bonnet +1 icon.pngAdhemar Bonnet +1 description.png
Augment-Icon.png
Fotia Gorget icon.pngFotia Gorget description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Sherida Earring icon.pngSherida Earring description.png
Adhemar Jacket +1 icon.pngAdhemar Jacket +1 description.png
Augment-Icon.png
Erilaz Gauntlets +2 icon.pngErilaz Gauntlets +2 description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png Epona's Ring icon.pngEpona's Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Fotia Belt icon.pngFotia Belt description.png Meg. Chausses +2 icon.pngMeg. Chausses +2 description.png Lustra. Leggings +1 icon.pngLustra. Leggings +1 description.png
Augment-Icon.png
Notes:


Coiste Bodhar AugRank.png: 0 tends to be a better option than Seething Bomblet +1 AugRank.png: 0.

Adhemar Wristbands +1 AugRank.png: B will be better for attack capped situations.


High-Tier
Resolution  
32x32.png 32x32.png 32x32.png Coiste Bodhar icon.pngCoiste Bodhar description.png
Augment-Icon.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Fotia Gorget icon.pngFotia Gorget description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Sherida Earring icon.pngSherida Earring description.png
Nyame Mail icon.pngNyame Mail description.png
Augment-Icon.png
Erilaz Gauntlets +3 icon.pngErilaz Gauntlets +3 description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png Regal Ring icon.pngRegal Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Fotia Belt icon.pngFotia Belt description.png Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:
Erilaz Surcoat +3 until Nyame Mail AugRank.png: 25.
Adhemar Bonnet +1 Path: B until Nyame Helm AugRank.png: 25.
Lustratio Leggings +1 Path: B until Nyame Sollerets AugRank.png: 25.
Seeth. Bomblet +1 AugRank.png: 15 until Coiste Bodhar AugRank.png: 25.

Alabaster Earring matches the STR at AugRank.png: 20 but lacks the Double Attack.


High-Tier
Resolution
*Attack Capped
 
32x32.png 32x32.png 32x32.png Coiste Bodhar icon.pngCoiste Bodhar description.png
Augment-Icon.png
Blistering Sallet icon.pngBlistering Sallet description.png
Augment-Icon.png
Fotia Gorget icon.pngFotia Gorget description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Sherida Earring icon.pngSherida Earring description.png
Nyame Mail icon.pngNyame Mail description.png
Augment-Icon.png
Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Niqmaddu Ring icon.pngNiqmaddu Ring description.png Sroda Ring icon.pngSroda Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Fotia Belt icon.pngFotia Belt description.png Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Lustra. Leggings +1 icon.pngLustra. Leggings +1 description.png
Augment-Icon.png
Notes:
Ephramad's Ring can come in over Niqmaddu Ring.

Alabaster Earring matches the STR at AugRank.png: 20 but lacks the Double Attack.

Savage Blade is a 2 hit weapon skill.

  • Scales very well with more TP.
  • Does not transfer fTP across both hits.
    • This makes WSD very good.
  • 50% STR and 50% MND modifiers.

With Naegling,


Mid-Tier
Savage Blade  
Naegling icon.pngNaegling description.png Regis icon.pngRegis description.png 32x32.png Knobkierrie icon.pngKnobkierrie description.png
Adhemar Bonnet +1 icon.pngAdhemar Bonnet +1 description.png
Augment-Icon.png
Futhark Torque +1 icon.pngFuthark Torque +1 description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Sherida Earring icon.pngSherida Earring description.png
Erilaz Surcoat +2 icon.pngErilaz Surcoat +2 description.png Meg. Gloves +2 icon.pngMeg. Gloves +2 description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png Regal Ring icon.pngRegal Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Meg. Chausses +2 icon.pngMeg. Chausses +2 description.png Lustra. Leggings +1 icon.pngLustra. Leggings +1 description.png
Augment-Icon.png
Notes:
Check the notes in the beginner sets for more ring options.
Erilaz Galea +2 is competitive with Adhemar Bonnet +1.


High-Tier
Savage Blade  
Naegling icon.pngNaegling description.png Regis icon.pngRegis description.png 32x32.png Knobkierrie icon.pngKnobkierrie description.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Futhark Torque +2 icon.pngFuthark Torque +2 description.png
Augment-Icon.png
Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Alabaster Earring icon.pngAlabaster Earring description.png
Augment-Icon.png
Nyame Mail icon.pngNyame Mail description.png
Augment-Icon.png
Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Niqmaddu Ring icon.pngNiqmaddu Ring description.png Sroda Ring icon.pngSroda Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:


High-Tier
Savage Blade
*Attack Capped
 
Naegling icon.pngNaegling description.png Regis icon.pngRegis description.png 32x32.png Knobkierrie icon.pngKnobkierrie description.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Futhark Torque +2 icon.pngFuthark Torque +2 description.png
Augment-Icon.png
Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Alabaster Earring icon.pngAlabaster Earring description.png
Augment-Icon.png
Nyame Mail icon.pngNyame Mail description.png
Augment-Icon.png
Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Epaminondas's Ring icon.pngEpaminondas's Ring description.png Sroda Ring icon.pngSroda Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:


You would bring in reward rings for WSD or PDL over Epaminondas's Ring and keep your Sroda Ring.


These set are strickly for situations where you absolutly need the weapon skill to land. You can use these for your Great Axe weapon skills during Ongo. Your damage has no real meaning but you cannot miss your weapon skill. These will also be used for anything that needs an added effect. You will want both Physical and Magical Accuracy to land the hit and then not have the effect resisted. You are free to do a more damaging set for things like Armor Break but if you just want the effect to land and minimize the chances of a resist, this is the way to go.


High-Tier
Accuracy  
32x32.png 32x32.png 32x32.png Yamarang icon.pngYamarang description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Null Loop icon.pngNull Loop description.png Alabaster Earring icon.pngAlabaster Earring description.png
Augment-Icon.png
Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
Erilaz Surcoat +3 icon.pngErilaz Surcoat +3 description.png Erilaz Gauntlets +3 icon.pngErilaz Gauntlets +3 description.png Murky Ring icon.pngMurky Ring description.png
Augment-Icon.png
Chirich Ring +1 icon.pngChirich Ring +1 description.png
Null Shawl icon.pngNull Shawl description.png Null Belt icon.pngNull Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
Notes:
Before Alabaster Earring AugRank.png: 10+, use Telos Earring.

Moonbeam Ring and Moonlight Ring can also be used to have the ACC and keep that HP from bouncing so much.
Crepuscular Earring is another with both ACC and MACC.

You can use the Erilaz Armor Set +2 if that is where you are at in progression. The Nyame Armor Set even without RP would do a decent job as well.

Fimbulvetr is a single hit weapon skill.

  • Can only be used with Helheim.
    • Stage 3 can only use the weapon skill in Sortie.
    • Stage 4 and 5 can use the weapon skill anywhere.
  • Scales well with TP.
    • This makes WSD very good.
  • 60% STR and 60% VIT modifiers.


High-Tier
Fimbulvetr  
Helheim (Level 119 II) icon.pngHelheim (Level 119 II) description.png Utu Grip icon.pngUtu Grip description.png 32x32.png Knobkierrie icon.pngKnobkierrie description.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Rep. Plat. Medal icon.pngRep. Plat. Medal description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Alabaster Earring icon.pngAlabaster Earring description.png
Augment-Icon.png
Nyame Mail icon.pngNyame Mail description.png
Augment-Icon.png
Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Niqmaddu Ring icon.pngNiqmaddu Ring description.png Regal Ring icon.pngRegal Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:
Sherida Earring until enough RP on Alabaster Earring.


High-Tier
Fimbulvetr
*Attack Capped
 
Helheim (Level 119 II) icon.pngHelheim (Level 119 II) description.png Utu Grip icon.pngUtu Grip description.png 32x32.png Knobkierrie icon.pngKnobkierrie description.png
Nyame Helm icon.pngNyame Helm description.png
Augment-Icon.png
Futhark Torque +2 icon.pngFuthark Torque +2 description.png
Augment-Icon.png
Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Alabaster Earring icon.pngAlabaster Earring description.png
Augment-Icon.png
Nyame Mail icon.pngNyame Mail description.png
Augment-Icon.png
Nyame Gauntlets icon.pngNyame Gauntlets description.png
Augment-Icon.png
Epaminondas's Ring icon.pngEpaminondas's Ring description.png Sroda Ring icon.pngSroda Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Sailfi Belt +1 icon.pngSailfi Belt +1 description.png
Augment-Icon.png
Nyame Flanchard icon.pngNyame Flanchard description.png
Augment-Icon.png
Nyame Sollerets icon.pngNyame Sollerets description.png
Augment-Icon.png
Notes:
Sherida Earring until enough RP on Alabaster Earring.

Utility Sets

Vivacious Pulse Set

Just a reminder of the Stat Association Table.

Rune Stat
Element: Fire Ignis STR
Element: Ice Gelus DEX
Element: Wind Flabra VIT
Element: Earth Tellus AGI
Element: Thunder Sulpor INT
Element: Water Unda MND
Element: Light Lux CHR
Element: Dark Tenebrae MP

Things to consider,

  • Have a few pieces for HP+ so aren't losing the HP you are restoring.
  • Use pieces that have all around high base stats to attempt to cover for any Runes you have at the time.
  • You will lose TP if you weapon swap.

For more information you can visit the Vivacious Pulse page.
To jump back up to the Vivacious Pulse section of the guide, Click Here.


Vivacious Pulse
Morgelai icon.pngMorgelai description.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Incanter's Torque icon.pngIncanter's Torque description.png Beatific Earring icon.pngBeatific Earring description.png Saxnot Earring icon.pngSaxnot Earring description.png
Adamantite Armor icon.pngAdamantite Armor description.png Regal Gauntlets icon.pngRegal Gauntlets description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png
Altruistic Cape icon.pngAltruistic Cape description.png Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Rune. Trousers +4 icon.pngRune. Trousers +4 description.png Nyame Sollerets icon.pngNyame Sollerets description.png
  PDT-41%
MDT-36%
Divine Skill+64
Notes:


Remember you will lose TP if you swap weapons. Be sure you want to sacrifice the TP. Peord Claymore works just fine.
Nyame Mail is a good alternative.
Nyame Sollerets are chosen because they have INT which can be rare in the slot.
Runeist Trousers +4 has no DEX but does have 20 Divine Magic Skill.
If you don't already have the accessories, I wouldn't chase them. The returns on Divine Magic Skill are very low.


Swipe and Lunge Sets

Swipe expends a single Rune to deal damage to a target.

  • The last activated Rune is consumed first.

Lunge expends all Runes to deal damage to a target.

  • Only expends Runes of the same type.
  • One Rune expended has the same damage as Swipe.

Best performed with a Great Sword due to it being our highest Combat Skill.

Orpheus's Sash vs Hachirin-no-Obi.

  • There are 3 terms taken into account for the Obi.
    • First Weather, Second Weather, Matching Day.
    • If 2/3 terms match the element of your Rune(s), Hachirin-no-Obi will be better.

Swipe and Lunge are not overly important and should not be a focus early on. The damage you add is minimal and you are better off putting your resources into improving other aspects of your RUN.

Not worth building a set for Swipe and Lunge as a beginner.

We will use sets based similar to typical nuke sets and bursting sets.


Swipe/Lunge
Swipe/Lunge  
32x32.png 32x32.png 32x32.png Pemphredo Tathlum icon.pngPemphredo Tathlum description.png
Agwu's Cap icon.pngAgwu's Cap description.png Baetyl Pendant icon.pngBaetyl Pendant description.png Friomisi Earring icon.pngFriomisi Earring description.png Crematio Earring icon.pngCrematio Earring description.png
Agwu's Robe icon.pngAgwu's Robe description.png Agwu's Gages icon.pngAgwu's Gages description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Gelatinous Ring +1 icon.pngGelatinous Ring +1 description.png
Augment-Icon.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Orpheus's Sash icon.pngOrpheus's Sash description.png Agwu's Slops icon.pngAgwu's Slops description.png Agwu's Pigaches icon.pngAgwu's Pigaches description.png
Notes:


INT does not increase damage. Metamorph Ring +1 is there for MACC. Gelatinous Ring +1 is there so we don't dump all of our HP. You could use a Stikini Ring but I feel like the HP will matter more than your damage. You could even put a Moonlight Ring into the set for even more HP.

If no O Sash, Eschan Stone or Null Belt for the MACC.

  • Hachirin-no-Obi is the better option when you have double favourable weather or a favourable day with favourable weather.

Evasionist's Cape and Seething Bomblet +1 are good alternatives.

For Tenebrae,

For Lux,


Cure

You can use your Cure Set with Blue Magic Cures but the real reason you want this set is to tank during Sortie mage strategies. This also works quite well if you are doing low man runs kiting the NMs. The purpose is to be self sufficient instead of needing to be baby sat. Since the mages don't have to be worried about you, they can focus on zerging the NMs. Enmity during bursting strategies is pretty easy to maintain so you will have time to get Cures off on yourself. Make sure you have Echo Drops/Remedies and you may have to call for a Paralyna if you are having issues. Otherwise, you should have any issues Curing yourself.

  • We want to have Cure Potency +50%.
  • We want to have capped DT.
  • We need to be at or close to the Gear Haste cap for recast purposes.
  • We will put more emphasis on tanking magical damage during this set.


Cure
Option 1  
32x32.png 32x32.png 32x32.png Sapience Orb icon.pngSapience Orb description.png
Nyame Helm icon.pngNyame Helm description.png Sacro Gorget icon.pngSacro Gorget description.png Mendi. Earring icon.pngMendi. Earring description.png Alabaster Earring icon.pngAlabaster Earring description.png
Nyame Mail icon.pngNyame Mail description.png Regal Gauntlets icon.pngRegal Gauntlets description.png Moonlight Ring icon.pngMoonlight Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Reiki Cloak icon.pngReiki Cloak description.png Sroda Belt icon.pngSroda Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  Cure Pot.+50%
DT-50%
Enmity+39
HP+1000
Notes:


Ogma's Cape is another good option. More Enmity but less HP in a set that is already lower than we would like.


Cure
Option 2  
32x32.png Refined Grip +1 icon.pngRefined Grip +1 description.png 32x32.png Sapience Orb icon.pngSapience Orb description.png
Null Masque icon.pngNull Masque description.png Sacro Gorget icon.pngSacro Gorget description.png Mendi. Earring icon.pngMendi. Earring description.png Cryptic Earring icon.pngCryptic Earring description.png
Nyame Mail icon.pngNyame Mail description.png Regal Gauntlets icon.pngRegal Gauntlets description.png Moonlight Ring icon.pngMoonlight Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Reiki Cloak icon.pngReiki Cloak description.png Sroda Belt icon.pngSroda Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  Cure Pot.+50%
DT-51%
Enmity+43
HP+984
Notes:


Reiki Cloak adds some Enmity and a bunch of HP. You could run Ogma's Cape for more Enmity, more Magic Evasion but less HP.

If you wanted to bring in Adamantite Armor, you would drop down to 24% Gear Haste which is still fine. At that point, it would be wise to switch to Ogma's Cape for the extra 20 Magic Evasion. We are already giving up Magic Evasion on the head and hands. Adding the body means we better start adding some back into the set. At that point, you are only gaining HP+14. You do make a large improvement on MDB.


Enfeebling

Not something that gets broken out often but sure can come in handy to toss out a Repose or Silence pull. This is not a set I would bother with before you get the Erilaz Armor Set +2. Even then, piece it together with whatever Magic Accuracy you have or can easily acquire.

  • This is mainly used in Sortie and generally only upstairs.


Enfeebling
32x32.png 32x32.png 32x32.png Yamarang icon.pngYamarang description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Incanter's Torque icon.pngIncanter's Torque description.png Vor Earring icon.pngVor Earring description.png Erilaz Earring +1 icon.pngErilaz Earring +1 description.png
Erilaz Surcoat +3 icon.pngErilaz Surcoat +3 description.png Erilaz Gauntlets +3 icon.pngErilaz Gauntlets +3 description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png
Ogma's Cape icon.pngOgma's Cape description.png Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
Notes:


I just use my Parry Cape. You are just staying somewhat defensive while putting on a bunch of Macc.


Spell Interruption Rate Down

When casting spells, your casts can be interrupted by Physical Damage. Typically we time our casting between attacks and avoid the need for SIRD. For issues with lag or tanking a few monsters at once, we have Aquaveil which should always be active on you. We will want to have access to casting certain things in SIRD while doing content where we are tanking several monsters at once.

SIRD is a bit tricky. It is represented as a percentage in game but in actuality, it is a value of x/1024. For this reason we typically look for 102% SIRD or more to be sure we cannot be interrupted.
To be quite honest, our SIRD sets kinda suck. Especially in the beginning. We really want to use the SIRD merits to help make decent sets viable. Even then, the set is so rough that, as a Beginner, I would rather you focus that gear into a Phalanx set. Luckily, a lot of the content where you would be reaching for SIRD can be reasonably easy to sleep. In Odyssey, Shaol A, everything can be slept and the Magic Accuracy needs are pretty low. You can get by without and start focusing these sets in the Mid-Tier.
Some good use cases for SIRD are,

  • Getting buffs back up mid fight such as Cocoon. Even weaker versions of your buffs are better than nothing.
  • Getting a tag on things so you can generate Enmity with Job Abilities which can't be interrupted.
  • Flash and Foil can be difficult when tanking a lot of monsters. We can use SIRD at those times to get it out but we will use a more specialized set.


Beginner
32x32.png Refined Grip icon.pngRefined Grip description.png 32x32.png Demonry Stone icon.pngDemonry Stone description.png
Taeon Chapeau icon.pngTaeon Chapeau description.png
Augment-Icon.png
Twilight Torque icon.pngTwilight Torque description.png Magnetic Earring icon.pngMagnetic Earring description.png Halasz Earring icon.pngHalasz Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Rawhide Gloves icon.pngRawhide Gloves description.png Evanescence Ring icon.pngEvanescence Ring description.png Gelatinous Ring icon.pngGelatinous Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Audumbla Sash icon.pngAudumbla Sash description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  PDT-14%
MDT-5%
Notes:


Honestly? I wouldn't even bother building this set. You can get by early on without SIRD. It's a great tool but the cost to augment and time invested is rough when you are trying to build out so many sets. You aren't really going to see a reasonable SIRD set until Erilaz Armor Set +2. This is your early game options in case you feel you need it and have the Taeon pieces to spare.
I would rather see a new RUN focus on their Phalanx Sets.
Taeon is your only real source of SIRD early. The augments are to make it less paper thin but it's still pretty terrible.


Mid-Tier
32x32.png 32x32.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Erilaz Galea +2 icon.pngErilaz Galea +2 description.png Moonbeam Necklace icon.pngMoonbeam Necklace description.png Magnetic Earring icon.pngMagnetic Earring description.png Alabaster Earring icon.pngAlabaster Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Rawhide Gloves icon.pngRawhide Gloves description.png Murky Ring icon.pngMurky Ring description.png Defending Ring icon.pngDefending Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Audumbla Sash icon.pngAudumbla Sash description.png Eri. Leg Guards +2 icon.pngEri. Leg Guards +2 description.png Erilaz Greaves +2 icon.pngErilaz Greaves +2 description.png
  DT-49%
HP+493
SIRD-91%
Notes:


The set needs SIRD merits to cap. Even then, it's less than ideal at 101% instead of 102%. It should be find though. Otherwise, you need to replace the Defending Ring with Evanescence Ring
You can use Gelatinous Ring +1 R:15 or Moonbeam Ring for the HP but a cut in DT. This would be over the Defending Ring.

Peord Claymore has SIRD-15%. If you are ok with losing the TP, you can bring it in as a SIRD swap and make the set much easier to build. After Epeolatry, it is difficult to say what the right call is at this stage. If you have Nyame Mail, its a lot of defensive stats to bring in but less PDT overall.


High-Tier
32x32.png 32x32.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Moonlight Necklace icon.pngMoonlight Necklace description.png Magnetic Earring icon.pngMagnetic Earring description.png Alabaster Earring icon.pngAlabaster Earring description.png
Nyame Mail icon.pngNyame Mail description.png Regal Gauntlets icon.pngRegal Gauntlets description.png Evanescence Ring icon.pngEvanescence Ring description.png Murky Ring icon.pngMurky Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Audumbla Sash icon.pngAudumbla Sash description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  DT-51%
HP+780
SIRD-92%
Notes:


You need SIRD merits to make this set work. Otherwise, you drop Nyame Mail for Taeon Tabard with a SIRD augment.

This set has both pieces for Enhancing Duration which makes it great for putting up things like Aquaveil, Refresh and Temper Peord Claymore and Morgelai allow for some interesting swaps for more defences. Just remember you are giving up TP every time you use your SIRD set with a weapon swap. Not as big of an issue if your damage isn't being used to help with Enmity.


Enmity SIRD

With how terrible the SIRD set is for Beginners, there really isn't a point in attempting an Enmity SIRD set. Peord Claymore can be a big help with your SIRD sets if you are willing to lose the TP. At the High-Tier, you would be better served with Epeolatry so if you wanted to completely skip Peord Claymore, you could. If, for some crazy reason you have, Morgelai but not Epeolatry, you can use that to make a solid set at the High-Tier. The Mid-Tier set gains nothing of real value from the added 5 SIRD compared to Peord Claymore.

If you are considering Morgelai and do not have Epeolatry, put your gil into H-P Bayld for Epeolatry. You will get far more value from your Ergon Weapon.

You will be trying to avoid using SIRD sets for your spells so you can gain the largest effects you can from them. However, sometimes you just need the spell to get through the crowd. If it is an Enmity spell, we will want these sets.

Here are some of the Enmity spells that will specifically want Enmity SIRD sets,


Mid-Tier
Option 1  
32x32.png 32x32.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Erilaz Galea +2 icon.pngErilaz Galea +2 description.png Moonbeam Necklace icon.pngMoonbeam Necklace description.png Magnetic Earring icon.pngMagnetic Earring description.png Cryptic Earring icon.pngCryptic Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Rawhide Gloves icon.pngRawhide Gloves description.png Eihwaz Ring icon.pngEihwaz Ring description.png Murky Ring icon.pngMurky Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Audumbla Sash icon.pngAudumbla Sash description.png Eri. Leg Guards +2 icon.pngEri. Leg Guards +2 description.png Erilaz Greaves +2 icon.pngErilaz Greaves +2 description.png
  DT-34%
HP+503
SIRD-91%
Notes:


Without merits you need to remove Erilaz Greaves +2 for Taeon Boots. You thought the set was gross before? Think of the numbers with 10 less DT and 8 less Enmity. That's not even considering the other defensive stats.

Even still, SIRD-101% isn't the ideal. I would rather go with the Murky Ring Over Evanescence Ring which is what it would take to get to a safer percentage. You should be fine but if you start seeing interrupts, you gotta make that switch.

You can also bring in Alabaster Earring over your Cryptic Earring for an extra DT-5% and HP+60.


Mid-Tier
Option 2  
Peord Claymore icon.pngPeord Claymore description.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Erilaz Galea +2 icon.pngErilaz Galea +2 description.png Moonbeam Necklace icon.pngMoonbeam Necklace description.png Magnetic Earring icon.pngMagnetic Earring description.png Cryptic Earring icon.pngCryptic Earring description.png
Nyame Mail icon.pngNyame Mail description.png Rawhide Gloves icon.pngRawhide Gloves description.png Eihwaz Ring icon.pngEihwaz Ring description.png Supershear Ring icon.pngSupershear Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Audumbla Sash icon.pngAudumbla Sash description.png Eri. Leg Guards +2 icon.pngEri. Leg Guards +2 description.png Erilaz Greaves +2 icon.pngErilaz Greaves +2 description.png
  DT-36%
Enmity+53
HP+645
SIRD-93%
Notes:


Again, those SIRD merits are holding this slop together. Note you are losing TP every time you cast as you will want to keep Aettir equipped for actually tanking things. Peord Claymore actually makes a big difference in this set.

If you are lucky enough to have Regal Gauntlets at this stage, check the High Tier set with Peord Claymore. It will give you a better look at options when you can also bring in Murky Ring.


High-Tier
Option 1  
Peord Claymore icon.pngPeord Claymore description.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Moonlight Necklace icon.pngMoonlight Necklace description.png Trux Earring icon.pngTrux Earring description.png Cryptic Earring icon.pngCryptic Earring description.png
Emet Harness +1 icon.pngEmet Harness +1 description.png Regal Gauntlets icon.pngRegal Gauntlets description.png Eihwaz Ring icon.pngEihwaz Ring description.png Murky Ring icon.pngMurky Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Audumbla Sash icon.pngAudumbla Sash description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  PDT-46%
MDT-40%
Enmity+70
HP+870
SIRD-94%
Notes:


You either need SIRD merits or you need to augment Taeon Tabard and give up the Enmity or defensive stats in the body slot.

Peord Claymore is significantly cheaper than Morgelai. I'm not a Morgelai fan for this reason. Take that gil and put it into Epeolatry. Once you have Epeo, I would just build the Epeo based set instead.
You can drop Trux Earring for Alabaster Earring to swap 5 Enmity for 5 DT and Haste. This allows you to swap Emet Harness +1 for Adamantite Armor]].

  • You can then choose to drop Murky Ring and go with SIRD-91%.

Advantages:

  • Cheapest option.
  • Regal Gauntlets used. Enhancing duration makes this great to get Aquaveil Back up.
  • Highest HP option

Disadvantages:

  • Least defensive.


High-Tier
Option 2  
Morgelai icon.pngMorgelai description.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Moonlight Necklace icon.pngMoonlight Necklace description.png Alabaster Earring icon.pngAlabaster Earring description.png Cryptic Earring icon.pngCryptic Earring description.png
Emet Harness +1 icon.pngEmet Harness +1 description.png Rawhide Gloves icon.pngRawhide Gloves description.png Murky Ring icon.pngMurky Ring description.png Eihwaz Ring icon.pngEihwaz Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  PDT-49%
MDT-43%
Enmity+65
HP+800
HP+10%
SIRD-94%
Notes:


You either need SIRD merits or you need to augment Taeon Tabard and give up the Enmity or defensive stats in the body slot.

This is a very expensive set but it is an option. You need to be willing to swap weapons and lose TP.

You can free up the body slot at the expense of 10 Enmity. It does allow you to have more HP and Defences.

Advantages:

  • Significantly more HP.
  • More options to customize the set.

Disadvantages:

  • Cost.
  • TP loss when swapping weapons.
  • Less defensive due to no PDT2.
  • Less Enmity.


High-Tier
Option 3  
Epeolatry (Level 119 III) icon.pngEpeolatry (Level 119 III) description.png Refined Grip +1 icon.pngRefined Grip +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Erilaz Galea +3 icon.pngErilaz Galea +3 description.png Moonlight Necklace icon.pngMoonlight Necklace description.png Magnetic Earring icon.pngMagnetic Earring description.png Cryptic Earring icon.pngCryptic Earring description.png
Emet Harness +1 icon.pngEmet Harness +1 description.png Rawhide Gloves icon.pngRawhide Gloves description.png Eihwaz Ring icon.pngEihwaz Ring description.png Murky Ring icon.pngMurky Ring description.png
Ogma's Cape icon.pngOgma's Cape description.png
Augment-Icon.png
Audumbla Sash icon.pngAudumbla Sash description.png Eri. Leg Guards +3 icon.pngEri. Leg Guards +3 description.png Erilaz Greaves +3 icon.pngErilaz Greaves +3 description.png
  PDT-46%
PDT2-25%
MDT-40%
Enmity+88
HP+570
SIRD-92%
Notes:


You either need SIRD merits or you need to augment Taeon Tabard and give up the Enmity or defensive stats in the body slot.

Morgelai is expensive and used in 1 set. Personally I don't think it's worth the purchase. I use this set instead.

Advantages:

  • More Enmity.
  • More defensive.
  • No TP loss.

Disadvantages:

  • Significantly less HP.

Cursna Received and Holy Water

Cursna
When you get Doomed, you are on a very obvious timer. It sucks watching casters repeatedly cast Cursna on you and fail to remove the Doom. If only they had better sets! Or you could just make this simple set, which you should have on all jobs. It comes in over whatever you have on at the time and greatly assist the chances of Cursna being successful. Pair that with your healers making proper Cursna sets and you will actually find it rare to see it fail to go 1/1.

Holy Water
Holy water specific sets are for times where you want to be able to simply holy water yourself instead of the healers needing to cast on you. Sgili is a perfect example. You can spike Enmity very early in the fight and do not need much to maintain it. By running this set, your SCH can stay in Addendum: Black for the entire fight while you use Holy Water to stay alive.


Cursna Received
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png Nicander's Necklace icon.pngNicander's Necklace description.png 32x32.png 32x32.png
32x32.png 32x32.png Eshmun's Ring icon.pngEshmun's Ring description.png Purity Ring icon.pngPurity Ring description.png
32x32.png Gishdubar Sash icon.pngGishdubar Sash description.png 32x32.png 32x32.png
Notes:


This set just comes in over whatever I'm currently using.

You can double up on the Eshmun's Ring or Saida Ring. I find this works perfectly fine with my healers have Cursna sets and allows me to have a better chance removing with Holy Water if the mages can't cast on me for whatever reason.


Holy Water Effect
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png Nicander's Necklace icon.pngNicander's Necklace description.png 32x32.png 32x32.png
32x32.png 32x32.png Blenmot's Ring +1 icon.pngBlenmot's Ring +1 description.png Blenmot's Ring +1 icon.pngBlenmot's Ring +1 description.png
32x32.png Plat. Mog. Belt icon.pngPlat. Mog. Belt description.png 32x32.png 32x32.png
Notes:


This set just comes in over whatever I'm currently using.