Forum Discussion
Feel free to ask questions about Thief or the guide in the Forum Discussion.
General Information
Thief is a non-buff support damage dealer in FFXI. It will largely be played as a damage dealer and specifically a skillchain closer. Thief also is capable of placing hate on a player of their choosing. As well as stealing hate from other players; to help maintain control of battle.
Roles
The two most common roles is that of damage over time by dual wielding daggers and gathering rare items due to the Treasure Hunter ability.
Abilities and Traits
Your high damage will be from using the tried and true Sneak Attack and Trick Attack. In the old days you would stack them and use both at the same time. Nowadays it's better to use each with a weapon skill since you can build TP quickly and help the tank maintain hate.
Job Traits
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Lvl.
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Name
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5
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Gilfinder
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10, 30, 50, 70, 76, 88
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Evasion Bonus
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15, 45, 90
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Treasure Hunter
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20, 40, 66, 75, 81
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Resist Gravity
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55, 95
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Triple Attack
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60
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Assassin
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75
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Ambush
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75
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Aura Steal
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78, 84, 91, 97
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Crit. Atk. Bonus
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83, 90, 98
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Dual Wield
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Treasure Hunter
- See also: Volte Armor Set
- During Dark Matter campaigns, Herculean armor may also commonly receive TH+ augments of +1-2.
Look, we all seem to act like Treasure Hunter is some mystery, but it is not.
- A THF also must be on the hate list for TH to be active. It can't just stand there and give the effect.
- TH is actually a debuff. So it is safe to say that the Thief must act offensively against the target to apply the effect, and not simply gain hate with a non-offensive ability or spell on a party member with enmity.
- This means you don't have to melee, but you must use something like Bully or Provoke. Collaborator, Warcry, etc will get you on the list, but not apply TH.
- This can be seen in Voidwatch where TH grants a bonus to uncapped lights. The bonus only occurs if the Thief acts offensively against the target, and not for being in party or idly using something on a party member with hate.
- You may remove TH equipment and retain the current effect.
- If the monster goes idle then TH is lost.
- TH caps at +8 on equipment. This includes your trait of +3.
- Procs increase TH further to 12, and upwards of 14 with Job Point Gifts.
- TH makes things drop more frequently, stop nitpicking how much it matters.
- Here is a the official SE post on TH. It won't mean anything to most players. All you need to know is what was just said prior.
- If an item shares the same drop slot then Treasure Hunter will not increase drop rate.
- Stop being weird and making up rumors:
- A THF doesn't need to land the last hit.
- No special item helps with TH or drop rates other than TH+ items.
- Moon phases are for boobs in tinfoil hats.
- Dying on THF doesn't reset TH value
Procing TH
- Multiple Thieves may work in tandem to each proc and raise the same TH level of a foe.
- No matter how much TH+ equipment you wear, you may not proc higher than TH 8 → 9 for the first proc.
- Wearing a total Treasure Hunter level equal to or lower than the current TH level on an opponent decreases the chance of procing TH.
- You must have at least a level higher than the current level applied to increase the rate of TH procs.
- Proc occurences caps at a set rate.[1] Wearing more TH+ than the next level will not increase the rate it increases.
- This fixed proc rate of TH increase is not static for all levels. TH proc rates are capped at a fixed rate, but that set rate decreases with each level increase on TH. [2]
- Those two official posts are a perfect example of why players are confused. SE's messaging has lead to confusion, but now that we know, it is simple.
- Nonetheless, you need to be above the current level to avoid a decrease in proc rate.
- TH may proc on a WS, but you wont receive a message.
- TH Only procs on the first hit of an attack round.
Merits
Merit Points
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Name
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Description
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Level
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Notes
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Group 1
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Flee Recast
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Shorten recast time by 10 seconds.
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0/5
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This is not really a needed upgrade and the points are better spent elsewhere.
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Hide Recast
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Shorten recast time by 10 seconds.
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0/5
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This is not really a needed upgrade and the points are better spent elsewhere.
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Sneak Attack Recast
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Shorten recast time by 2 seconds.
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0/5~5/5
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You may prefer SA or TA or to do a little of each. Ideally you would want SA 5/5.
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Trick Attack Recast
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Shorten recast time by 2 seconds.
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0/5~5/5
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Situational, it is often easier to connect TA than SA. Let your logic set you free.
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Triple Attack Rate
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Increase triple attack rate by 1 percent.
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5/5
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Max this out.
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Group 2
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Assassin's Charge
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Will triple your next attack. Recast: 5min. Increase chance of fourfold attack by 5 percent.
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0/5
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This JA didn't scale well. We TP so quickly, and TA does little for WS damage, it's not worth it.
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Feint
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Your next attack will greatly reduce an enemy's evasion. Recast: 2min. Increase chance of Treasure Hunter level up by 25 percent.
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4/5
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Helps with Treasurer Hunter gain. So good idea to max this. Can go 5/5 and lose an Ambush if you want.
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Aura Steal
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Adds a Dispel effect to Steal. Occasionally absorbs dispelled effect. Increase absorb rate by 20 percent.
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1/5
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Always go 1/5 to add more utility to the job. Dispelling an Ice Spikes move can solve headaches for you and the group.
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Ambush
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Grants an accuracy bonus to melee and ranged attacks from behind an enemy. Increase accuracy bonus by 3.
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5/5
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This isn't amazing, but a passive minor bonus is better than nothing.
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Support Jobs
This is the highest damage option for sub jobs if your attack isn't capped due to Berserk. However, it lacks Invisible, Sneak, damage mitigation, or healing, and as such is only viable when you have reliable healing or are fighting a monster with no Area of affect moves/spells/abilities.
Enmity shedding with High Jump aside, the WS Damage Boost trait is what makes this the best sub for DDing while attack capped. The Conserve TP isn't terrible either given that Double Attack as a trait is weak for THF.
This offers sufficient utility, as well as healing should you be doing an event where trusts are not allowed or there are some shall we say— issues.
Also provides Sneak and Invisible. This is one of the main subs for soloing as a Thf. While leveling, the time to start using Dancer as your Support is at 40 so you have access to Dual Wield.
Sometimes you just need damage or TP move mitigation. This sub also offers sneak and invisible. Since Thief doesn't get native Dual Wield until Level 83, subbing Ninja starting at Level 20 is the best option until you reach 40. You may then use Dancer as your support.
From 50+ /NIN will still provide another tier of Dual wield until 90/98 when a third is granted and then natively gained.
This is the defensive subjob of choice if shadows aren't viable, which is a lot of endgame content. Magic defense bonus will mean you take less damage from all sources of magic and runes will offer you 58 resistance of an element of your choice.
Thief (as well as Dancer) may also push upwards of a 20% parry rate with this sub, Turms Leggings +1, and a parry +5 augment on an Ambuscade cape. Pretty neat.
Equipment
Weapons
Eminent Dagger
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- More than likely your first ilevel weapon.
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Homestead Dagger
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- This is the most easily obtained ilvl 119 dagger. It will provide you a solid accuracy boost for early levels.
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Atoyac
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- This is from a Wildskeeper Reive so it shouldn't be terribly difficult for a new player to acquire. It can be augmented with occasionally attacks twice. This will be your best in slot farming dagger and best offhand early in your Thieving when you aren't hurting for accuracy.
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Izhiikoh
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Sabebus
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- This dagger is able to serve you as a stop gap if you take a moment to get it. You may offhand it over Atoyac if you need the accuracy, but then again you can just use the Homestead Dagger for that purpose. At least until you move on to a better dagger like the Ternion Dagger +1, Jugo Kukri +1, or Shijo.
- Can't see a reason to get this over the Izhiikoh in the mainhand as they are roughly equal to obtain in difficulty; all things considered.
- Path B and C are both fine if you want to offhand it, take your pick it is only temporary.
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Sandung
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- A good choice for the Treasure Hunter +1 or accuracy, but is poor on DPS despite the bonus to Weapon Skill Damage. If you finished Rhapsodies of Vana'diel you may augment it for +50 Accuracy, +5% Critical Hit Rate and +3% Triple Attack.
- Once augmented this is still only good dagger to help reach necessary levels of accuracy if you fall short, and even then that is an very poor excuse to use this.
- The bottom line is that Taming Sari or an augmented Skinflayer are significantly better daggers.
- TL;DR:Absolute garbage, get a Shijo instead.
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Ipetam
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- Sure you may get this for free from Intermediate RoE objectives, but this isn't worth augmenting to make it worthwhile. Just get the Izhiikoh and save yourself time and money.
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Jugo Kukri +1
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- This dagger is fairly easy to acquire from the UNM Vedrfolnir if you have some friends and Baraera.
- This low delay dagger is a much better offhand than a Sandung and prior options unless you need accuracy. However that opens the door to other arguments like food, better gear (Ternion Dagger +1, even), lacking proper buffs, not being ready for the content in question, etc over using the Sandung.
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Ternion Dagger +1
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- It is roughly equal in its unaugmented form to offhanding a Jugo +1, but with an accuracy boost which likely makes that the determining factor in choosing it.
- This is an incredibly solid offhand when augmented though. Where it gains a further +40 accuracy and +5% WSD. Barring any accuracy needs, it is not the best offhand for the leading combinations such as Tauret/Gletis or Shijo, Aeneas/Twash, TwashR15/Gletis, or TwashR15/Cento, but it has some real value still.
The evasion is slightly better than other offhand options as well. Furthermore, the dagger has Subtle Blow on it, and can also be used as an offhand by other jobs such as BST or NIN if you are a fan of niche situations.
- While this dagger is outclased by Gleti's Knife it is still a good choice, and the best one until then for most weapon combos.
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Shijo
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- With the introduction of this dagger as a reward from Domain Invasion, any Thief can have this with almost no effort in 2-3 real days for a total of 30 minutes or less.
- If you can only obtain one of these then creating a path D will serve as an offhand until you obtain Taming Sari or an augmented Skinflayer.
- While working on Kaja Knife, pair this offhand with your Izhiikoh unless you obtain two. In which case create a Path C for your mainhand with Path D in your offhand.
- Your Izhiikoh has really just about reached the end of it's mileage at this point.
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Taming Sari
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- This is the best mainhand dagger you can get before Tauret, Ultimate Weapon, or a very well augmented Skinflayer. The base stats are solid, but the potential augments are icing on the cake. If you can put up with doing enough Sinister Reign runs.
- The Max Augments are Damage +15, Strength +10, Dexterity +10 and Treasure Hunter +1, but DMG +14, STR and DEX +9/8 are much more common and perfectly acceptable.
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Skinflayer
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- This is a good dagger if you play the augment game with Oseem, and competes with or all things depending may even surpass a Taming Sari if you get great augments. Aim for DEX+ and TA+, if it is a mainhand then DMG+ as well.
- However, even with the inclusion of this to Domain Invasion, I would argue that it is hard to justify even aiming for this dagger anymore given the introduction of the superior Tauret. Even the Kaja Knife is a superior choice and saves you the time and effort of augmenting this. Besides, you have Herculean to spend time augmenting anyway instead, and the DI poits are better spent on an Odr Earring. If this was just handed to you though rather than bought with DI points, then given the aforementioned it may still be a good choice for your THF.
- Use a Kaja Knife, spam Evisceration and SA or TA Rudras when the timers are up and you will outpreform a Skinflayer or Taming Sari in your mainhand.
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Centovente
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- Ah yes, the offhand for THFs trying to win Daddy's Love™ on the parse in the hopes that he return from a 20 year trip to get some cigarettes. All while they just try to prove that "THF IS THE BEST JOB GUIZ!"
When augmented with 1,000 TP bonus this dagger can serve as the best offhand for Rudra's Storm and Mandalic Stab thanks to their fTP scaling. The caveat being that you will be sitting with about ~225 accuracy less in your offhand than your main. As long as that doesn't impair your hitrate too much then this offhand can excel for Twashtar R15 or Vajra R15. This is not an offhand for Aeneas or Tauret.
- When it comes to Twashtar/Centovente, you must be well buffed, and the mob well debuffed so that you aren't being cockblocked by your PDIF. Otherwise, Tauret/Gleti's Knife would be a superior combo, and that is a more common occurrence than people seem to realize or give credit to.
- Don't tell the posters on AH.com that though. They might be thrown into a tailspin when faced with navigating options, and make lots of posts.
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Gleti's Knife
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- This is the best offhand for situations which don't involve Centovente, or offhanding Twashtar. Especially so for Tauret, as this dagger makes the perfect offhand companion for it as well as a Twashtar or Vajra in need of accuracy. Which likely also means being in need of the sweet attack boost a fully augmented Gleti's Knife provides.
Yeah, rank this up to R20 if you can, but it is also good at R0, and replaces Ternion R15 outside of niche stuff.
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Tauret
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- An Ultimate Weapon in all but definition, the final two stages of the Ambuscade dagger are the best you can get short of Aeneas or Twashtar. In attack starved situations a Tauret nips at the heels of an R15 Vajra while handily beating one without augments, and should be what you use if under-buffed. Evisceration +50% turns what is already a good weapon skill into the best option when Sneak Attack and Trick Attack aren't ready.
- Tauret is also very obtainable for all players given enough patience.
- The Kaja Knife stage before the Tauret will be the best knife for aspiring Thieves before upgrading to the final stage or an Aeneas or Twashtar.
- Offhand this with a Shijo Path D.
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Ultimate Weapons
Augmented REAM Weapon Notes: For all intents and purposes not much has really changed. I will get around to an updated write-up sometime. If I don't then you guys will never stop being dopes about "BUT THE GUIDE SAYS AENEAS????!" on AH.com. --Spicyryan (talk) 22:57, 22 November 2021 (EST)
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Augment Rank 0
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Mandau
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- Oh how times change. Mandau was once a mighty weapon, but nowadays it is nothing except an ornamental time sink. Rudras and even Mandalic dance all over Mercy Stroke so the pittance of an aftermath from this weapon isn't even worth activating. Normally a Relic weapon is still at least better than other ordinary options, but even a decently augmented Taming Sari is a much better weapon than this. So why bother?
- That is right, this is worse than just using a Taming Sari , and the attack+ doesn't even work in the offhand.
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Vajra
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- It is okay to love the Vag, but not the Vajra as this weapon seems to have somewhat of a cult status. Where certain players will swear by it as the best dagger. Certainly it can be as well, but ultimately it is not the best dagger at R0.
- A Thief already runs a high rate of multi attack, and the order of effects occuring is Quad → Triple → Double → Occ. Attacks twice or thrice. This means the gain in swings from activating AM3 on this weapon is greatly diminished which eats away at its performance. Roughly, you will only be swinging about +10% more depending on your gear and buffs.
- The next caveat of this weapon is that it is very dependent on successfully utilizing Sneak and Trick Attack. Every time the monster turns during SA or a player moves during TA it is a bigger deal than with other weapons.
- Bottom line, this weapon is better than most, but generally not the best. If you are in serious need of only the fusion property from Mandalic to close skillchains or in some situation where you are holding TP to 3,000 regularly then this weapon has a chance at beating out the rest. Overall, these are not a common occurrences, and the bonuses of Aeneas will carry the day time and again.
- Vajra is not a weak dagger or even far behind. The issue is that Rudra's is a beast, and an R0 Aeneas feeds that beast better. Things do change though with the boost to R15.
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Twashtar
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- This is the Empyrean dagger and will be set to one of your two hands if you acquire it. It generally beats out any competition from ordinary weapons, and best sits in your offhand if you acquire it and either the mythic Vajra (Level 119 III) or ideally an Aeneas. I say generally because newer daggers post R15, such as Gleti's Knife. Are power creeping their way into taking the place of R0 options.
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Aeneas
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- Everyone calls this dagger "anus", and that is why you should make it. By everyone I mean me, but hey.
This weapon excels both while performing skillchains and for turning your brain off to spam with, thanks to its TP Bonus and STP+. Given how easy it is to make now, and given how well it preforms at R0. This is the only Ultimate Weapon dagger I feel a casual THFs should go make. The keyword (safeword?) there is make because it is not worth paying others for. This and a Tauret will cover your needs on THF without going down the equipment rabbit hole.
- With Aeneas equipped, THF has the ability to either create solo Umbra or Radiance, but this is more often a gimmick or situational need rather than a mandated playstyle of the weapon. That being said, with buffs such as Allies Roll or SCD+ equipment, Aeneas can bring out powerful Umbra's. The Radiances's would be a matter of the skillchain damage given how weak Exenterator is, but being a later step in the chain helps a little bit at least. Skillchains represent the potential for a huge damage increase, but more often players tend to look for a way to brute force through things instead. Aeneas is both a respectable brute force weapon, and an excellent weapon to skillchain with.
- Radiance:
- Umbra
- These skillchains are still valid for general use without Aeneas, but simply create double light or dark instead.
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Augment Rank 15
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Mandau
- DMG +7
Mercy Stroke: Damage +20% "Triple Attack" damage +10%
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Vajra
- DMG: +15
Mandalic Stab: Damage +15% Accuracy +30, Magic Accuracy +30
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- Mythics in general received the largest boost when it comes to R15s and leveling the playing field. First of all, to get it out of the way. Yes, it does push out our strongest Fusion WS. Then again, it is our only Fushion WS. However will you apply such earth-shattering information?! I can't even fathom.
Furthermore, while Vajra takes less of a DPS hit from a full Malignance DT set than the other daggers. THF still does have all that native TA as well as other MA gear. Malignance alone doesn't abruptly flip the landscape of a competent THF with Aeneas or Twashtar in favor of Vajra. No matter how thoroughly parroted into a platitude 5/5 Malignance is. However, your Malignance set and its obvious utility does level the playing field. To the point where you could write off such a potential DPS Vajra win on paper. As being edged out due to the fact that AM3 maintenance and landing consistent SA/TAs is not to be taken for granted. Despite any of this, it would stand to reason that given all of this. There is a case to be made that it makes more sense to forge a Vajra first before the far less versatile Twashtar. Now, as far as the less beaten path goes. Yes, this weapon does still lag behind during those moments where you are fully buffed. Which is to say that you are capping attack, spamming Rudras, and pretending to be all the WAR-esque THF that you can be. Hopefully that is not why you are reading this though. All in all, Vajra excels in three notable situations.
- SkIlLcHaInInG.
Vajra provides a powerful Fusion option, but the extra 30% critical damage bonus to SA/TA allows Vajra to provide the strongest stacked SC closers. Yes-- stronger. This does happen.
- Severely low pDif.
The buffed Mandalic Stab is really great for times when you are not anywhere near capping attack, and R15 excels at this over Tauret. This will happen.
- Underestimating your pDif.
Just because you are buffed, doesn't mean you are capping attack. Vajra can bridge that gap while potentially also utilizing Pdl bonuses. This will happen.
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Twashtar
- DMG: +4
Rudra's Storm: Damage +10% DEX & AGI +20
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- Everyone's favorite pie server, and in-law stabber at an American Thanksgiving.
R15 really recaptured the weapon in everyone's imagination. Well, that and Centovente TP Bonus in the offhand. In a buffed to the 9s sort of situation, Twash/Cento will represent your maximum DPS output potential. Be all the THF that you can be while you chase after daddy's love on the parse. Unless you start the fight with 3k TP, do not aim for AM3. Instead you should have a constant stream of AM1 and during SA and/or TP overflow, AM2. AM3 is wasted damage potential, especially with Centovente. Otherwise, this dagger is straight forward. Do not mistake the importance of your pDif though when it comes to Rudras spam, ergo the focus of this weapon. If things aren't lining up in your favor for buffs/debuffs then even Tauret/Gleti's would be a superior combo to Twash or Aeneas.
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Prioritizing Equipment
There are two main sets a THF needs. The first major one is the TP set in which you first want to cap your delay reduction. The next are your WS sets, and obviously you should have some DT sets as a third priority if you want to be valued. Woah, lets cool it on that sick elitist rhetoric, right?
Well, if you didn't care then you wouldn't be reading any advice on being better. So, dont be that guy, and make some defensive sets for physical, magical, magic evasion, evasion, etc. As long as you cap Damage Taken you can always go back later and min max out some sets, but have something worthwhile to resort to. Fortunately, there are sets below for you!
So your TP set on THF generally requires 26% equipment haste, 44% magic haste, and a certain amount of dual wield based on the buffs you have. You can go to Attack Speed for the more intricate numbers. If you're fully buffed though, you need DW+11, or DW+6 if you've acquired 550 JP.
After you've reached that (or very close) you need to stack accuracy until you are around the accuracy cap for the content you're doing. This is going to vary, but sometimes other players or pages on the wiki will explain the accuracy required. Parsing with third party tools is the best way to get this right otherwise.
Next step is to stack Triple Attack and Store TP. I'd value +2~2.5 STP similar to 1% Triple Attack. This comparison is going to change based on your gear and buffs, as the more TA you get, the more STP helps, and vice versa, so try for a general balance around that ratio.
If you can't decide between two pieces after all of that is considered, choose the one with more magic evasion or defensive stats, as you can't deal any damage while dead.
For weapon skills you largely need one type of gear, which is to stack DEX and Weapon skill damage+. Rudra's Storm and Mandalic Stab are our two strongest WS and both scale nicely with just those two main stats. Evisceration needs crit damage and then crit rate gear, as well as some more Accuracy+ to consider
For Exenterator, just stack AGI/ACC/ATT as it doesn't crit and doesn't scale well with WSD. Rudra's is your bread and butter WS, strong both stacked and unstacked, but you need attack buffs to really pump out any cool numbers. In a scenario where you have to deal without attack buffs, Mandalic, which has a native attack boost to it, can outpace Rudra's. This is true in general, but especially is with an augmented mythic.
If you are just a mule/new THF looking to be better than worthless. Toss on your Tauret/Shijo and spam Evisceration while SCing with SA or TA Rudras.
TP Sets
THF sets by Spicyryan.
- I wanted to make up some good tiered TP sets for THF. The following tries to balance progression while avoiding pointless time sinks like augmenting full sets of skirmish weapons and armor.
TP Sets last Updated: --Spicyryan (talk) 23:30, 8 October 2018 (EDT), last I went balls deep into this, but I have addedSOME updates otherwise.
I will state when I find this to be overall satisfactory for the sets as a whole. I have too many other guides to focus on in the meantime. Otherwise, these sets aren't far off at worst.
TP sets abide with the following criteria:
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- Lowest Tier: Basic/pre ilvl stuff or things purchased from the AH.
- Lower Tier: Delve, Skirmish, and WKR equipment.
- Low Tier: Alluvion Skirmish, Ambuscade NQ Armor, Reforged Armor ilvl 109, High-Tier Mission Battlefields, easier UNMs
- Mid Tier: Ambuscade +1 Armor and Capes, Reforged Armor ilvl 119, Sinister Reign, Incursion, harder UNMs, Vagary, Escha, 119 Abjurations (NQ), AF +2 Omen only
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- Includes the 5% DW+ gift, anything lower doesn't.
- Max Tier: 119 Abjurations (HQ), Divergence +3, Odyssey, Expensive HQ Synths, Odyssey Augmented, Nyame B R20, etc.
- No DM augments, figure it out.
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- Uk'uxkaj Cap with DEX+ augmented is also good.
- You will struggle with accuracy on anything semi-challenging until the next tier.
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- At capped haste you want ~11% DW before the Job Trait gift.
- Don't go nuts since you replace this all soon. Canny is your best back before the Ambuscade cape despite overshooting your DW.
- If you had a max 5% DW, you should know to change your Ear or Waist so that you have 10% DW and not 15%.
- 119ing your the Poulaines would bring you closer to parity and save effort.
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- Just keep your DW level between your ear, waist, and offhand in this set.
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- It is tight on the feet here, but this is what I think is the case.
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- In general it is competitive when attack isn't capped, and always better when making use of the augment.
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TP Accuracy Sets
Based off of the Max Tier set.
Accuracy sets last updated: --Spicyryan (talk) 14:14, 8 July 2019 (EDT)
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- Yes, the hands change paths here.
- May simply ignore this, still almost +100 acc
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- Last set you should rarely need to hit.
- Plunderer's Bonnet +3 is nice for situations where you need accuracy (good chance you need attack too), and may be used in a "mid-size fits all" set.
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- Other slot options, more so for newer players.
- Pillager's +2 instead if you have it.
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- You should never need really need this set.
- DPS starts flying downhill at this point for less gains in accuracy.
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DT Sets
Philosophy: There is no universal best set. So, if you aren't going to make more than one DT set then stop reading this guide.
- While you can get very granular, IMO at the very least, you should have a capped DT set, a hybrid set, and and a decent idle DT set.
- I know people won't like it, but Moonlight Ring always seems to lose out in a full DT set.
- Gaining 2 more PDT instead with Gelatinous lets you shift pieces around to ultimately make a better set. This turns what is a very good ring on its own into a generally subpar choice for an overall build. I would say that rings make or break entire sets.
- I see this over and over and over again when I try to make DT sets for RUN too. Just my opinion though.
DT sets last updated: --Spicyryan (talk) 19:39, 19 October 2020 (EDT)
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- This set is made with new players in mind.
- If you are an even newer player, you may simply use the Meghanada/Mummu +1/2 pieces.
- DW Earring if you lack JPs.
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- Just a better DDing set than the previous, but requires more work/gil.
- +1 Neck is fine.
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Goal is to keep the highest DPS with the most reasonable DT gains without going too high.
- Ammo is a weak slot, so picking up 2-3% there is ideal.
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-50% PDT -48% MDT "Very suspect!"
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Evasion +684 AGI +223 PDT -39%
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- As a naked Hume with Master, I have 606 Evasion on THF.
Random Evasion Cap Numbers
These numbers are educated guesses, but probably aren't far off. Keep in mind that mages have lower combat skills and you will evade easier.
- W1 Divergence Fodder: ~1350 (rough guess, could be ~1300-1325)
- W1 Divergence NMs: ~1400 (eyeballing without parsing)
- W2 Divergence Fodder: ~1500 (rough guess, could be ~1400-1450)
- Maybe ~1450 is fine, but I am at 1500 with mambo in my evasion set.
- W2 Divergence NMs: ~1600+
Any data anyone wishes to provide would be helpful.
- Also, while I can evade statues in W1 I can not in W2. They have very high accuracy.
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WHO LIKES NITPICKING?! . . Kicking?! Oh! I wanna do some kicking!
- Speaking of, Eabani is a big dip for the loss in DW. Who cares though?!
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- You should have a 20% parry rate in this, which is neat.
- You are going to need buffs such as Mambo or Geo-Voidance.
- You are going to need debuffs such as Blind, Barbed Crescent, Geo-Slip.
- You are going to need to find the Accuracy of the foe in question.
- Salt Ramen may be helpful.
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WS Sets
WS Sets by Spicyryan
WS Sets last Updated: --Spicyryan (talk) 22:22, 22 November 2021 (EST)
Rudras
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- It is one of the single largest boosts to your Rudras.
- WS at about 1600+ TP.
- Regal will likely elude you for awhile until you have a decent LS/shout group.
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- Plunderer +3 > Lust +1 > Plunderer +2 > NQ Lust.
- Plunderer's Vest +2 unless you have a nice DEX/WSD Herc Body.
- You know you want to just skip Oseem, don't you?.
- Meg Cuirie +2 is your next best bet.
- Seething Bomblet +1 if you lack the stone.
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Max Tier (Uncapped) No Nyame
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Max Tier (Uncapped) With Nyame
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- Seething must be augmented max, otherwise use a Cath Stone.
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- Seething must be augmented max, otherwise use a Cath Stone.
- If Nyame Helm is not R19+ then Plunderer's Bonnet +3.
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- Look at your legs. Now back to me. Now back to your legs.
- Sadly, +43 DEX is unheard of to this day for the slot.
- This is why they are competitive/hard to beat (w/feet) at cap pDif.
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- Moonshade Earring is not optional. It is one of the single largest boosts to your Rudras at any tier.
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Max Tier (Uncapped) No Nyame
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Max Tier (Uncapped) With Nyame
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- +2 Plunderer's are weaker than +3 Pillager.
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- Plunderer's Culottes +3 are better for TA as Lust Subligar +1 lack any AGI.
- The rings don't add much for SA/TA like they do for solo spam.
- That means use Regal over Karieyh, for example.
- Pillager's Vest +3 if you lack Gleti.
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Evisceration
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- Meghanada +2 if you lack the Plunderer +2.
- The higher your TP, the more dex/crit dmg+ herc boots are valued, but this assumes you aren't holding TP.
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- R20 Gleti's Knife is situationally a slightly better or worse choice, but only at a high rank and not at cap pDif.
- So, I can't see recommending making it if you have Twash.
- If you didn't then you are already using the knife, its moot.
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- Fun little bit of Min-Maxing for any Evis set, but..
- If you aren't capping dDex with Pillager's Legs +3, then...
- Lustratio Subligar +1 [B] would be the better piece, but....
- It is easier to stick with Pillagers for more consistency.
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Exenterator
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- Infused Earring over Tati if attack is capped.
- Mummu +1 body, hands, and feet over Meg. if attack is capped.
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- Meghanada +2 if you lack the Plunderer +2.
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Aeolian
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- Use Hachirin-no-Obi when applicable.
- Focus on WSD, MAB, and INT with lesser importance on DEX since you aren't going to be capping INT on anything that isn't fodder.
- For example Apex mobs in Doh Gates have around 256-300 INT depending on the mob and level. You wont hit even 288 INT in gear to free up room for DEX.
- Feel free to just use your 30 DEX 10 WSD Rudra's Cape and save a slot too.
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Mercy Bite
Misc Sets
Sets last updated: --Spicyryan (talk) 18:29, 2 October 2020 (EDT)
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You know, cuz sometimes enmity matters.
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Current Guides:
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- Here is my podcast episode on THF:
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