User:Celvantes/GuideEquipment

Glory Road: Paladin Gear 1 to 75
This equipment guide is more than just a list of armor you should buy. Instead, it is a guide as to the how and why you should use it.

While gear does not a good Paladin make, it goes a long way towards making a good Paladin superb. Fortunately, Paladin is not a job that requires a large amount of gil to be good. However, there are some times where you need to drop large amounts of money, and I'll be sure point those out and explain why you should be investing your hard earned gil.

Before we begin, a quick word about keeping your gear up to date: Your equipment shows your commitment to your job. As a Paladin, you hold a position of special trust within the party. It is you that everyone else looks to for their own safety. You are the cornerstone around which a party is built. How would you feel if you saw the White Mage come to a Qufim Island party wearing level 1 starting armor? Would you feel confident that they could keep you alive while you're getting your face beaten in? That's the same way the DDs feel if they see you stride into camp with gear that's grossly out of date. "This guy is supposed to keep hate off of us?"

Paladin has a hard enough time getting parties when competing against our Ninja brethren. Don't be the guy that makes the rest of us look bad. Our gear is not that expensive, and downright cheap compared to damage dealers of the same level. Have some pride and don't skimp on yours.

Alright, enough soapbox... ONTO THE GUIDE!

First Steps: The Starting Zones
Level 1-4 New Stuff: Invincible

Congratulations, you're now a Paladin! Which means you're.... well, at the moment, nothing more than a gimped WAR. About the only thing special about you is Invincible, and compared to the Mighty Strikes you used to have when levelling your Warrior subjob (you DO have Warrior to 37, right?), it's not all that useful when soloing your way to the Valkurm Dunes. Soloing on Paladin is slightly longer and more painful than levelling on Warrior, but it's basically the same idea. Trudge out there into the starting zones with your sword and shield in hand and start whacking away. Gear doesn't matter *too* terribly much at this level, but if you have the gil, and you want to make life easier on yourself, get every piece that can help. If you want to run out in your starting armor and an onion sword, that's fine too, just realize that you'll be eating dirt and returning to your homepoint more often on the way to level 10. Here are a few pieces to consider or avoid:


 * Wax Sword +1 gets you the most bang for your buck, but any of the other swords work just fine.
 * Marine Shield you can use all the way to 10, but Lauan Shield is OK if you don't have the gil.
 * Happy Egg. If you have one of these, use it... it's going to be with you for a long time. If not, you'll have to wait until next spring.
 * Bronze Harness Set - not so zesty on Galka, but it's the basic stuff we all start on. +1 completely optional.
 * Cache-nez - If you have the gil and you're actually partying at this level, this is nice to have. That said, by the time you actually *do* start partying, there are head pieces with better defense. Since you don't want to flash in and out when you're curing or using JAs, you won't be macroing this piece. I would recommend NOT getting this.
 * Cassie Earring. If you have one of these, you're WAY ahead of the game, and more power to you. HOWEVER, you're going to take it off at level 5, because once you get Cure, you're going to need every bit of MP you have. Don't worry, you'll be using this a *lot* much later in your career.
 * Bastokan Ring / San d'Orian Ring / Windurstian Ring all work great if you have them. Don't worry about the second rings slot for now. If you *must* get another ring, get an Ascetic's Ring. The only other options you have at this point trade MP for HP, and you don't want to do that.
 * Rabbit Mantle +1. Get this when you hit 4. The HQ isn't that much more expensive, and the gil is worth it because you'll be using this for a while.
 * Gold Moogle Belt is the best if you're lucky enough to have one. If not, any of the Moogle belts work. The Dash Sash works as well if you have one. If you have the Dash Sash, get used to it, you'll be macroing it in and out for a very long time.

Level 5-9 New Stuff: Cure, Holy Circle, Undead Killer, Banish

Just because you can intimidate undead does not mean you should be attacking them. DO, however, use Holy Circle to look cool and distinguish yourself as a Paladin when standing next to all the other melee jobs wearing the exact same armor as you are.


 * Xiphos +1 and then the Spatha +1 will take you the rest of the way through your soloing levels. HQs not mandatory here, the NQs will serve you just fine.
 * Get the Maple Shield or the +1 if you did not get the Marine Shield earlier. Do NOT get the Shell Shield. The -2 AGI is not worth the +1 VIT. Transition up to the Aspis or +1. HQ is recommended because you will be using it for a long time. If you have the time to farm for it, the Clipeus is the best shield you can have at level 9.
 * Leather Vest Set. Your first major upgrade, and hey - it's not subligar! /cheer
 * Bounding Boots or Leaping Boots are nice if you have them but by no means required.
 * The Wing Pendant is a nice free piece of gear that you can use in conjunction with the Justice Badge. Wear the Wing Pendant full time and macro in the Justice Badge on your cures. It doesn't do that much for you, but since you can get both pieces for free, it's good practice. The small delay between macro activation and cure on a single-macro gear swap is something you'll need to get used to as you'll be using it for the majority of your FFXI career.
 * Leather Belt or the +1 can be a good upgrade depending on what you had before. You might just want to wait a level though for the Heko Obi +1 which will last you a little bit.

Fear and Loathing in the Valkurm Dunes
Level 10-14 New Stuff: Provoke, Defense Bonus, Protect

Yay! You can finally start a real hate routine!. Granted, it's just Provoke > Cure > Cure > Provoke but everyone has to start somewhere, right? Welcome to your new life tanking for a party.


 * Bee Spatha +1. The HQ is required here, not because you're a DD, but rather because it is a good investment. This sword has great stats that will last you all the way through the Valkurm Dunes.
 * Scale Mail Set (or +1) with a few exceptions:
 * Royal Footman's Bandana for the AGI.
 * Royal Footman's Gloves or Legionnaire's Mittens for the attack. Again, you're not a DD, but you can get these for Conquest Points of you're from Bastok or San d'Oria. It's a cheap bonus that does nothing but help.
 * 2x Onyx Earrings. HQ optional. Why MP instead of HP? Because MP = cures which = HP and you get hate in the process. The only players who should consider getting the Opal Earrings instead are Tarutaru. The Physical Earring may be a possibility for Tarutaru who can afford it, but be careful that you don't increase party downtime because you have to rest more for MP.
 * Astral Rings are expensive and not required. That said - they're nice to have if if you're playing as a Galka. Do not use them if you're playing as a Tarutaru. That will just result in you getting punted across the Valkurm Dunes by whatever mob you're fighting.
 * Saintly Ring, the +1, or the Safeguard Ring are decent upgrades at this level, but not required.
 * The Traveler's Mantle is nice to have, but it can be expensive for a new player. Optional upgrade. This would not be optional for a Ninja, but Paladin Evasion skill terrible. +Evasion gear for us is like putting rims on a Pinto... the money is probably best spent elsewhere. That said, this is one of the few times where it's perfectly alright to spend on evasion gear because there's nothing better for that gear slot for quite some time.

Level 15-19 New Stuff: Shield Bash, Cure II

Shield Bash is nice for when you want to stop those pesky Bomb Tosses. Resist Sleep is there just to toy with you - it never works when you need it. In any case, here's where we first start getting some good gear.


 * Kingdom Sword might look good if you're a Tarutaru, but otherwise, just stick with your trusty Bee Spatha +1. Upgrade to a Flame Sword at 18. Again, the HQ is worth getting here simply because its stats will last you a long time. If you're fortunate enough to get an Auriga Xiphos, that trumps anything else.
 * Lantern Shield is nice but not required. If you have a Clipeus, I'd just stick with that.
 * At 16, you can upgrade to the Bone Harness Set or the HQ set. The HQ set is expensive and the added cost only gets you more evasion (see comment on Traveler's Mantle above). Your next upgrade won't come until 21, so you might be better off waiting for the Lizard Jerkin Set or it's HQ version at 17. As before, there are exceptions:
 * San d'Orian Bandana or a Kingdom Bandana, whichever fits your budget.
 * I prefer Republic Mittens here, but Kingdom Gloves or Battle Gloves are perfectly suitable depending on your race. Tarutaru should go for Kingdom and Galka for Republic Mittens. The HQ1s are also perfectly acceptable here instead (these are HQ2s).
 * The Power Sandals are an absolutely, positively, must get item. If you're not of a high enough level to solo this quest, get a friend to help you. These are the only shoes you need until level 29.
 * Obviously, if you have any of the Enyo's Breastplate Set, you will be wearing that in lieu of most of this armor.
 * Valor Earring is a nice addition if you can afford it. Optional.
 * If you don't have the Traveler's Mantle, the Lizard Mantle, Breath Mantle, and Dhalmel Mantle and their respective +1s are all viable replacements. HQ if you have the gil.
 * Warrior's Belt +1 is a MANDATORY item. You will be using this for a long, long time. I still have mine for capped missions.
 * 2x Stamina Rings. These are another MANDATORY purchase. Yes, the HQ is more expensive, but it is well worth it. Rings are your single biggest stat booster, and VIT is the core of a Paladin. HQ rings are one of the best investments you can make. These will last you until level 36. HQ2s on the other hand(Stamina Ring +1), are not worth the gil. The added defense is not worth the vastly steeper price.