Community Paladin Guide

==General Information==
* One of the original six Advanced Jobs, as well as the direct opposite of Dark Knight.
* One of the two standard tank jobs in the game.
* Possesses the highest base Physical Defense rating and the most Physical Defense Traits of any job in the game.
* Is a safe choice for breaking into content.
===Roles===
* Traditional Tank with emphasis on physical damage mitigation.
* Keeps the monster's attention away from the other front-line and back-line players/characters by maintaining high levels of Enmity.
* Paladin's role has expanded in the healing category with the addition (and expansion) of the job ability Majesty.
** Through the use of the ability Majesty, single-target Cures are expanded to Area of Effect status.
==Food and Medicines==
===Food===
Recomended:
* Miso Ramen
* Stats: HP+100, STR+5, VIT+5, DEF+10% (Max. 170), "Magic Def. Bonus"+5, Magic Evasion +10% (Max. 50),"Resist Slow" +10.
** The best defensive tanking food there is. It couples HP+, Defense, and Magic Evasion+ all into one food.
*** Purchased from the Auction House. Crafted only.
* Om. Sandwich
* Stats: HP+11% (Max. 150), VIT+7, MND+7, Accuracy+11% (Max. 80), DEF+11% (Max. 120), Enmity+4.
** Introduced in The Voracious Resurgence missionline. Comparable to Miso Ramen in HP and Defense; exchanging Magic Evasion and Magic Defense Bonus for Accuracy and Enmity.
** Purchased from the Auction House. Crafted only.
Alternatives:
* Black Curry Bun 
* Stats: (DEX+2, VIT+4, INT+1, Accuracy+5, Ranged Accuracy+5, Evasion+5, DEF+15% (Max. 180), "Resist Sleep"+3, HP recovered while healing +2, MP recovered while healing +1)
** The next best thing. This food actually has 10 more defense than Miso Ramen, but lacks the other benefits. The silver lining is that they are a fourth to a fifth the price of Miso depending on the market.
*** Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
* Tavnazian Taco 
* Stats: (HP+20, MP+20, DEX+4, VIT+6, AGI+4, CHR+4, DEF+25% (Max. 150), HP and MP recovered while healing +1)
** The once famous food. There is no reason to really use this anymore, but if you are a lower level it will grant more defense than one of these higher level items given its lower cap, but higher percentage increase.
*** Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
* Rabbit Pie
* Stats: (STR+5 VIT+5 INT-2 Attack+25% (Max. 100) Ranged Attack+25% (Max. 100) DEF+25% (Max. 100))
** An honorable mention. The attack and defense parameters aren't as high given it's hybrid status but definitely worth looking at.
*** Purchased from Curio Moogle for 3,000 gil, 36,000 gil a stack.
* Fried Popoto 
* Stats: (HP +30, VIT +2, +20, Defense +20% (Cap:145), Subtle Blow +8)
** This food is as cheap as it gets, excluding the crystal it costs less than 300 gil to make 6 of these a synth. Making these in bulk to store and use for Ambuscade spam and similar events will cost you next to nothing. Even if you have to shout and pay a level 90+ cook 50-100k to make them for you. It would still only cost you roughly 10-20k a stack of Fried Popotos.
*** Purchased from the Auction House, crafted only.
===Medicines===
* Echo Drops
** Useful for when silenced and no one else can (or is able to) Silena you. Keep these stocked.
*** Purchased from the Curio Moogle for 700 Gil.
* Remedy
** Useful for curing most debuffs curable with -na spells (ie: Paralyna). You can receive 12 a month for free from ambuscade. Keep these stocked.
*** Purchased from the Curio Moogle for 3,000 Gil.
* Reraiser / Hi-Reraiser
** Nothing wrong with keeping extra sources of Reraise in your pocket. Keep these stocked.
*** Purchased from the Curio Moogle for 1,000 and 1,500 Gil.
* Holy Water
** Extremely useful to have, especially when spell priority or universal cool downs from back=line supports are bottle necked... Keep them stocked.
*** Purchased from the Curio Moogle for 1,000 Gil.
* Panacea
** Sometimes you are overwhelmed with a number of debuffs (like an Impact) that need Erase and this is much faster than waiting on a support to erase them. Keep these stocked.
*** Purchased from the Curio Moogle for 20,000 Gil.
* Vile Elixir / Vile Elixir +1
** You never know when these might come in handy. Even for other party members... Great for putting in a bazaar for back-line supports when in a pinch as well! A single Vile Elixir or HQ can save you in those situations. Keep these stocked.
*** Purchased from the Curio Moogle; 20,000 Gil for NQ. 40.000 Gil for HQ.
*** Often cheaper to buy off the Auction House.
*** A number of NM's and various content drop these for free as well.
* Antacid
** Great for switching food on the fly when the situation calls for it. Keep a few, just in case.
***Purchased from the Curio Moogle for 1.000 Gil.
==Support Jobs==
* Support jobs or sub jobs can range and vary. The main two are going to be Warrior and Blue Mage with special mention going to Dark Knight as well as Rune Fencer.
** All have their uses and should be used accordingly. The higher end / more challenging content will most likely lean towards the use of BLU.
** However as Power Creep continues with newer & stronger armor sets (but more specifically Master Level increases), the likelihood is RUN will become the prevalent sub job.
*For the sake of thoroughness, please see below for a variety of support jobs and reasons advocating for their use.
------
Warrior
: A classic support job, reminiscent of ye olden level 75 cap days that has fallen by the way side. Warrior still has uses while soloing and/or low-manning content.
* Abilities: Berserk, Aggressor, Warcry.
* Traits: Double Attack I, Attack Bonus I, Smite I, Damage Limit+ I, Fencer I.
: Master Levels
*Double Attack II (ML5)
*Fencer II (ML45)
Blue Mage
: Quite possibly one of the most solid support jobs Paladin can sub. Blue Mage offers strong physical defense through the spell Cocoon as well as an array of enmity generating spells to keep the monster(s) focused on you.
: Spells are set up within a point system customized to the players particular needs for Job Traits and utility purposes alike.
* Spells & Traits: Please reference Notes on /BLU section below.
Dark Knight
:An aggressive support job with high spike enmity options. Dark KnightS sacrifices defense for offense, but with the direction that gear and Master Levels are going, lapses in defensive layers are becoming less of a concern. 
* Abilities: Last Resort, Souleater.
* Spells: Stun, Poisonga.
* Traits: Attack Bonus II, Smite II, Damage Limit+ II, Stalwart Soul I.
: Master Levels
*Attack Bonus III (ML5)
*Smite III (ML30)
*Damage Limit+ III (ML30)
*Consume Mana (ML30)
Rune Fencer
: Regarded as the other main tank of the current game. Rune Fencer aims more broadly at defending against magic damage and status effects. Offers quite a bit in terms of defensive layers & enmity tools.
* Abilities: Sub-menus (see below)--
** Rune Enchantment: Ignis, Gelus, Flabra, Tellus, Sulpor, Unda, Lux, Tenebrae.
** Effusions: Swordplay, Swipe & Lunge.
** Wards: Vallation, Pflug.
** Traits: Tenacity III, Magic Defense Bonus II, Inquartata II, Auto-Regen, 
** Enhancing Magic: Barspell (self), Regen II.
Valiance (ML5)
Stoneskin (ML5)
Magic Defense Bonus III & Accuracy Bonus I (ML5)
Foil!!! (ML45)
Scholar
:With the rise of Aminon being fought, this is a new subjob for PLD's arsenal. This is the most versatile subjob for main healing. It helps boost lacking magic skills up to B+ Rank for Healing Magic, Enhancing Magic and Enfeebling Magic. Storm Spells help maximize their Healing magic, and AOE buff spells are invaluable; such as Regen III, Aquaveil, and Phalanx.
* Abilities: Light Arts, Dark Arts, Sublimation
** Light Arts - Increases your current Skill level for Healing, Enfeebling, and Enhancing to B+ rank. Reduces Mana costs, casting and recasting time for White magic. Increases mana costs, casting and recasting time for black magic. 
*** Stratagems: Penury, Celerity, Accession
** Dark Arts - Increases your current skill level for Enfeebling, Elemental, and Dark Magic to B+. Reduces Mana costs, casting and recasting time for Black Magic. Increases mana costs, casting and recasting time for White Magic. 
*** Stratagems: Parsimony, Alacrity, Manifestation
* Traits: Resist Silence II, Max MP Boost, Conserve MP, Clear Mind II, Tranquil Heart II
* Enhancing Magic: Storm Spells
* Elemental Magic: Helix Spells
:Master Levels
*Third Stratagem: MLv.5
*Clear Mind III: MLv.5
*Rapture: MLv.30
*Ebullience MLv.30
*Regen III: MLv.50
==Tanking: Mitigation & Enmity==
*A Paladin's job of tanking can be split into two [simplified] schools of thought: 1) Mitigating incoming damage and negative status effects through layering defensive measures; and 2) Maintaining a high(er) level of enmity over other party and/or alliance members. Please see below.
===Layering Defenses===
*Ah Defense. As mentioned above, the key to mitigating damage and negative statuses is through layering defenses against them.
:*On the physical side for Paladin, it starts with the most basic of stats of Vitality and Physical Defense. Further enhanced by stats such as Physical Damage Taken -% (PDT-%) gear and its more advanced form Damage Taken -% (DT-%) gear. Paladin also specializes in shield blocking which further reduces damage when facing an attacking monster upon successful block. There are various spells and abilities which augment physical defenses such as Protect, Phalanx, Sentinel and Rampart.
:*On the magical side for Paladin, it starts with the the stats of Intelligence, Mind, Magic Defense and Magic Evasion. Further enhanced by magic damage taken -% (MDT-%) gear and its more advanced form Damage Taken -% gear (which covers bother Physical and Magical damage, but also the less often seen Breathe damage). There are various spells and abilities which augment magical defenses such as Shell (which is itself a form of MDT-%) and Fealty for example.
===Enmity===
*Enmity itself can be divided into two specific measurable types: Cumulative Enmity and Volatile Enmity. 
:*Cumulative Enmity is largely static and typically builds slower than its counterpart. Cumulative Enmity is reduced by outside actions such as taking damage and getting debuffed (negative status effects). 
:*Volatile Enmity is more fluid in that it builds quickly--typically (but not always) at a rate of three times that of Cumulative Enmity. Volatile Enmity however, natively reduces overtime. Approximately 60 Volatile Enmity per second.
*Please see Enmity Table section below for the measurable caps on both types of enmity.
*Enmity in general can be split across three categories: Curing, Damage, and Actions. The first two are fairly self-explanatory but here is a direct link for further explanation: Damage and Cure Enmity Gain. Please see below for Actions. 
:*Virtually every player action in the game generates enmity. Although most don't do much, "enmity actions" would be actions with notable enmity value(s) attached. (Such as Flash or Provoke)
===Enmity Table===
*As per the Enmity page:
:*The cap enmity is 60,000 total (30,000 each of Cumulative (CE) and Volatile Enmity (VE)).
:*If multiple players have enmity on a monster (on the hate list), the monster will target the player on the hate list with the highest combined enmity values.
:*In the case of multiple players having identical enmity values (being at enmity cap for example), a monster will target the player that acted most recently.
Enmity Table 	Enmity Table 	Enmity Table
Ability 	Cumulative Enmity Value	Volatile Enmity Value
Invincible 	1 CE1 	7,200 VE
Shield Bash 	450 CE 	900 VE
Sentinel 	0 CE 	900 VE
Rampart 	320 CE 	320 VE
Palisade 	900 CE 	1,800 VE
Majesty 	0 CE 	300 VE
Divine Emblem	0 CE 	300 VE
Fealty 	1 CE 	300 VE
Chivalry 	1 CE 	300 VE
Intervene 	??? CE 	??? VE
Spell 	Cumulative Enmity Value	Volatile Enmity Value
Flash 	180 CE 	1,280 VE
# The Cumulative Enmity Value for Invincible is 2,001 with 20/20 Job Points invested in the Invincible Category. Please reference the Job Points section below.
===Notes on Tanking /BLU===
Blue Mage as a sub (or support job) has been a main stay for PLD for a quite some time now. "/BLU" provides a number of benefits both directly and indirectly to help bolster the player's defenses and Enmity gain & retention. Those familiar with setting their Blue Magic spell list may already know this but it's worth mentioning that you only are able to set 14 spells or a total of 30 points (whichever comes first) as a Level 49 /BLU. With Master Levels allowing access to Blue Magic spells from Levels 50~59, at Master level 10, those caps increase to 16 spells and 35 set points, respectively.
See below for a list of spells to think about setting:
*Non-Mastered
:*Direct Uses
:**Cocoon: Increases Physical Defense rating by 50%.
:**Bomb Toss and Cursed Sphere are both Medium Range (13.5 Yalm distance) spells for multi-target Area of Effect pulls (7 Yalm Radius).
:***An example of where this is useful would be for Dynamis Divergence Wave 3 fetter pulls.
:**Blank Gaze: Single-target Enmity spell.
:**Jettatura: Front conal Enmity Spell (9 Yalm range, 30~45° cone).
:**Caster-Focused Area of Effect Enmity Spells: As the bullet point indicates, /BLU has a variety of AoE spells focused around the caster which can be used to either tag a group of mobs or bolster the Enmity already established on a group of enemies.
:***Sheep Song, Stinking Gas, Soporific, and Geist Wall.
:***Please Note: There is a 15 target maximum initial Enmity establishing limit. So for example, if there is a group of 20 monsters and you cast an AoE Enmity spell covering all 20, only 15 will add you to their Enmity List. Anything past that limit has to be either tagged individually one at a time or AoE'd outside of that initial 15 targets.
:*Job Traits
:**Healing Breeze + Sheep Song provides Auto Regen
:*Stat GainsYes, stat gains. Even with the amount of stats given by Item Level equipment, you still will have some spell slots left over to add additional stats according to your own personal preferences. In this case, listing spells which add a few extra points of HP as it's objectively the most reasonable gain one can get out of the list and may push you over a HP threshold:
:**Wild Oats HP+10, Feather Storm HP+5, Screwdriver HP+10, Healing Breeze HP+10, Sheep Song HP+5, Helldive HP+5, Wild Carrot HP+5
*Master Level 5+:
:*Direct Uses
:**Caster-Focused Area of Effect Enmity Spells:
:***Cold Wave: Becomes an additional option in your rotation after ML 15 and even has a minor added benefit of applying a Frost DoT.
:*Job Traits
:**Ice Break (ML5) + Magnetite Cloud provides Magic Defense Bonus
:*Stat Gains
:**Radiant Breath HP+5
====/BLU Enmity Table====
Enmity Table 	Enmity Table 	Enmity Table
Spell 	Cumulative Enmity Value	Volatile Enmity Value
Blank Gaze 	320 CE 	320 VE
Jettatura 	180 CE 	1,020 VE
Sheep Song 	320 CE 	320 VE
Stinking Gas 	320 CE 	320 VE
Geist Wall 	320 CE 	320 VE
Soporific 	320 CE 	320 VE
Cold WaveML15	320 CE 	320 VE
====Picking your Spells====
Brahmsz (talk): This is more of a personal notation, but your set list of spells while limited in capacity by sub is a still a matter of personal preference. All the spells listed here should have their respective links but in an abundance of caution for those who will likely skip over these sorts of things here's some tips:
:*MP Cost, Casting time, Casting & AoE Range, and Stat Gains (HP) are all considerations for what spells you choose.
:**Personally, I lean more into a spell set that favors HP gains to push my HP cap over a given threshold, for example.
:***As such, I avoid Soporific & Geist Wall as they both have HP-10, for example.
:**Of the 4 non-Master Level AoE spells available, Sheep Song has the lowest MP Cost (22MP), followed in order by Soporific (24MP), Stinking Gas (44MP), and Geist Wall (46MP).
:***Stinking Gas has the longest casting time at 4 seconds compared to 3 seconds for the others.
:****Geist Wall has the shortest recast time (30 sec), followed by Stinking Gas (37s), Sheep Song (60s), and Soporific (90s).
:**Cursed Sphere has a lower MP Cost (32v42), Cast Time (3v4), and Recast (20v25) over Bomb Toss while having the same Casting & AoE Range.
==Abilities, Traits, Merits, and Job Points==
===Abilities and Traits===
{| style="background:#eef8fe; text-align: center;" class="wikitable mw-collapsible mw-collapsed" cellpadding="2" width="100%"	Job Traits 	Job Traits
Lvl.	Name 	
5 	Undead Killer 	
10 	Defense Bonus 	
20 	Resist Sleep 	
25 	Shield Mastery 	
30 	Defense Bonus II 	
35 	Auto Refresh 	
40 	Resist Sleep II 	
50 	Defense Bonus III 	
50 	Shield Mastery II 	
60 	Resist Sleep III 	
70 	Defense Bonus IV 	
70 	Shield Barrier 	
75 	Resist Sleep IV 	
75 	Shield Mastery III 	
75 	Iron Will 	
75 	Guardian 	
76 	Defense V 	
77 	Shield Defense Bonus 	
79 	Critical Defense Bonus	
81 	Resist Sleep V 	
86 	Undead Killer II 	
91 	Defense Bonus VI 	
96 	Shield Mastery IV 	
===Merits===
Group 1 	Group 1 	Group 1	Group 1
Name 	Description 	Level 	Notes
Shield Bash Recast 	Shorten recast time by 2 seconds. 	0/5 	Shield Bash timer has been significantly reduced to 60 seconds. The additional seconds off are not worth it.
Holy Circle Recast 	Shorten recast time by 10 seconds. 	0/5 	Artifact feet already boost the duration to 4:30 with a recast of 5:00.
Sentinel Recast 	Shorten recast time by 10 seconds. 	5/5 	You want to reduce the downtime of this ability. 5/5 takes off 50 seconds from the recast.High value investment.
Cover effect length	Lengthen time of effect by 4 seconds.	0/5 	Cover has fallen out of use and extending duration will not help in most situations.
Rampart Recast 	Shorten recast time by 4 seconds. 	5/5 	You want to reduce the downtime on Rampart as well.High value investment.
Group 2 	Group 2 	Group 2 	Group 2
Name 	Description 	Level 	Notes
Fealty 	Grants a powerful resistance to enfeebling magic. Recast: 10min.Increase duration by 5 seconds.	1/5 to 4/5	Invest at least one point While the description simply says enfeebling magic, Fealty also has clutch uses against certain non-spell / TP-based status effects and even some elemental damaging spells.The augmented relic body will increase the duration of Fealty by 4 seconds per merit level.This is still a 10 minute ability and comes down to person preference.
Chivalry 	Converts TP to MP. Recast: 10min.Increase amount of MP granted by 5%. 	1/5 to 4/5	Invest at least one pointThe bare minimum return on Chivalry with 1,000 TP should be mid 600's.The augmented relic hands will increase the TP-based portion of the MP restoration by 10%.This is still a 10 minute ability and comes down to person preference.
Iron Will	Adds a spell interruption down effect to Rampart.Increase effect by 19%. 	0/5 	Shield Mastery gives 100% Spell Interruption Rate down upon a successful block, making Iron Will largely antiquated and unnecessary.
Guardian 	Reduces enmity loss while using Sentinel.Increase effect by 19 percent. 	5/5 	Highly Desirable. The enmity loss reduction on this trait is hefty and should be embraced wholeheartedly.
===Job Points===
{| border="0" width="100%" cellpadding="0" cellspacing="0" valign="top"
Job Points 	Job Points 	Job Points
Name 	Description 	Notes on Effects
Invincible Effect 	Increases the amount of static enmity accrued from activating Invincible. 	Increases static enmity under Invincible by 100 per point for a total of 2,000.
Intervene Effect 	Increases damage dealt when using Intervene. 	Increase damage dealt by Intervene by 2% per point for a total of 40%.
Holy Circle Effect 	Reduces the amount of damage taken from Undead while under the effects of Holy Circle. 	Reduces the amount of damage taken from Undead while Holy Circle is active by 1% per point for a total of 10%.
Sentinel Effect. 	Increases enmity while under the effects of Sentinel. 	Increases enmity while Sentinel is active by 1 per point for a total of 20 enmity.
Shield Bash Effect 	Increases damage dealt with Shield Bash. 	Increases damage dealt by Shield Bash by 10 per point for a total of 200 damage.
Cover Duration 	Increases the effect duration of Cover. 	Increase effect duration of Cover by 1 second per point for a total of 20 seconds.
Divine Emblem Effect	Increases divine magic damage while under the effects of Divine Emblem. 	Increases magic damage dealt by the Banish and Holy spells by 2 per point for a total of 40 damage.
Sepulcher Duration 	Increases the effect duration of Sepulcher. 	Increases effect duration of Sepulcher by 1 second per point for a point of 20 seconds.
Palisade Effect 	Increases the effect duration of Palisade. 	Increases the effect duration of Palisade by 1 second per point for a total of 20 seconds.
Enlight Effect 	Increases additional light damage and physical accuracy while under the effects of Enlight.	Increases Enlight's en-spell damage and physical accuracy by 1 per point for a total of 20 in each category.
==Weapons==
===Swords & Shields===
Taking a moment to touch upon sword and shield choices for Paladin. There is a variety of sword choices to choose from. And while your mileage may vary depending on which sword you choose to wield, there are only a handful of shields for use in endgame scenarios.
====Swords====
*Eminent Scimitar: Quite possibly the earliest and easiest iLvl sword you can obtain (since there is no Homestead/Bayld swords for Paladins).
**Cost: 7,000 Sparks.
*Voluspa Sword: Honorable mention. If you started collecting Domain Points from Domain Invasion, an extremely easy iLvl 119 sword. An added bonus is Volupsa Sword gains large stat increases during Domain Invasion.
**Cost: 80 Domain Points from Zurim.
*Kaja Sword / Naegling: Highly recommended Offensive benchmark target. Granting access to Savage Blade weapon skill AND granting an additional 15% damage bonus to all hits of Savage Blade.
**Cost: 16,250 Hallmarks to upgrade from a base Tokko Sword to Kaja Sword. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to Naegling.
*Nixxer: Recommended Defensive benchmark target. Standard physical damage tanking sword. Featuring Physical Damage Taken -6% and Shield Blockrate +3%. Pairs nicely with a Priwen or Ochain.
**How to obtain:
***Chance drop from Palila in Escha - Ru'an.
***Can also be purchased for 200 Domain points from Zurim.
*Brilliance: Honorable mention. Featuring a base Enmity +7, an additional +15 damage to Enlight (as well as enspell duration +15 seconds), and Damage Taken -3%. Max augment provides an additional Enmity +7 for a total of 14, +10 shield skill, as well as +15 to Divine Magic skill and base DMG, respectively. Pairs nicely with a Priwen or Srivatsa.
**How to obtain:
***Randomized prize from successfully defeating Sajj'aka in Wave 3 of Sinister Reign. Randomized augments upon presentation of prize choice...
****Good luck!
*Malignance Sword: Honorable mention. Magic Defense Bonus +8, Fast Cast +8%, Refresh +1, and Resist All Status Ailments +10. This is definitely a "nice to have in your repertoire" sword.
**How to obtain:
***Chance drop from Maiden of the Dusk High Tier Mission Battle.
***Cost: 10 Merit Points and <ahem> proper access requirement: Complete Wings of the Goddess mission line.
****Good luck!
*Sakpata's Sword: Honorable mention. HP+100, MP+40, Fast Cast +10%, Damage Taken -10%, and Potency of "Phalanx" effects received +5.
**How to obtain: Purchasable from the Pilgrim Moogle in Rabao after successfully defeating the Atonement 3 NM Kalunga in Sheol: Gaol of Odyssey.
=====DAMPER Swords=====
Shortened for Divergence, Aeonic, Mythic, Prime, Empyrean, & Relic weapons. Descriptions herein assume 119 (III).
*(D) Cabal. Sword / Moralltach: Paladin's Divergence weapon, the former being the HQ1 and the latter being the HQ2. On paper, these are decent hybrid melee weapons sporting Accuracy / Attack +40 to +50, HP +120 to 130, MP +60 to 70, and converting 2% to 3% of Maximum HP to Defense. However, the real benefit of these swords are their Path C augments: an additional HP +200 to 250, Cure Potency +20% to 25% and Refresh +3 to 4 respectively. Pairs very nicely with the job ability Majesty.
**Requirements:
***To equip Caballarius Sword, the player requires "Superior 4" status: 1,200 Job Points spent/invested.
***To equip Moralltach, the player requires "Superior 5" status: Job Mastery; 2,100 Job Points spent/invested.
*(A) Sequence: The one of the two Aeonic pieces Paladin has access to (the other being the shield Srivatsa). Aeonics are the only ultimate weapon category to boast TP Bonus +500. Sequence's aftermath effect unlocks Level 4 skillchain properties Radiance and/or Umbra, respectively. Fair warning though, Sequence's associated weaponskill Requiescat is mainly a utility weaponskill and as such should not be depended upon for damage.
*(M) Burtgang: Paladin's ultimate job-specific Mythic weapon. One of the few in-game weapons that breaks the physical damage taken cap (PDT II -18%), raising it to a maximum of PDT -68%. Has a massive Enmity +23 as well as Enmity reduction upon taking damage of approximately -20%. Burtgang's associated weaponskill Atonement has a finite damage cap, but in exchange gives a massive enmity boost upon use, which can go a long way in higher end content.
*(P) Caliburnus (Level 119): Paladin's Prime One-Handed Sword. Relatively speaking, there isn't much to say about it other than it is an ultimate weapon.
*(E) Almace: One of two Empyrean weapons Paladin has access to (The other being the greatsword Caladbolg). Almace comes with an additional DEX+50, which helps to further boost it's associated weaponskill Chant du Cygne as well as an attached Aftermath effect of Occasionally Triples Damage.
*(R) Excalibur: Paladin's original ultimate [Relic] weapon. Also, one of two Relic weapons Paladin has access to (the other being the greatsword Ragnarok). Allowing the use of the weaponskill Knights of Round with an attached Aftermath effect of Regen +30 & Refresh +3 on the user.
**Notes:
***Has a hidden effect of dealing triple damage on the first swing of an attack round 13% of the time.
***Deals slashing damage damage equal to 25% of the wielder's current HP. This displays as an "Additional Effect" line in the in-game chat log.
***At Rank 15 Augmentation, the wielder also gains an additional Shield Blockrate +10%.
====Shields====
* : Recommended benchmark target for new or returning players to the job. It comes with Damage Taken -6%, Phalanx reduction received +2, and triples blockrate under Reprisal(!!!). If you don't mind losing TP switching this in for phalanx is not a bad idea.
**Priwen can be further enhanced through augmentation.
***At rank 15, Priwen gains HP +50, Magic Evasion +50, and an additional Damage Taken -3%.
**Requirements:
***Meet minimum requirements to be "recognized" by Oboro.
****Trade him a Cehuetzi Pelt, Januwiyah, Darksteel Shield, and 150 of either Pluton, Beitetsu, or Riftborn Boulder.
****For augmentation, trade Oboro your Priwen and one of above mentioned currency to start. Then trade 299 more after initial augment to complete the process.
* / : Most likely one of the first shield investments into a dd or hybrid build. Accuracy/Attack +15 to 20, Shield Blockrate +5 to 10%, Weaponskill Damage +5 to 7%, and the HQ version's Fencer bonus +1 make these an excellent choice for content where you can afford to melee and tank.
**Requirements:
***To equip Blurred Shield/ +1, the player requires "Superior 2" status: 100 Job Points spent/invested.
* : A very niche shield that provides Enhancing Magic Received Duration +10% when augmented to Rank 15, making it quite interesting for longer buffs if you don't mind losing TP. The Enhancing Magic Duration effect is an augment and is quite strong. Enhancing Magic Duration effect and the equipment augment version of the effect are added at separate steps in the formula to further multiply the duration of Enhancing spells. 
**See Enhancing_Magic#Equipment_Bonuses for more info.
**How to Obtain:
***Coca UNM.
****Chance drop from Coca's Coffer item. 
* : Another fascinating entry deserving of honorable mention. Has Damage Taken -10%, Shield Blockrate +15%, spell interruption rate -7%, and the Cure Potency +5%. It's a bit niche, but makes for an excellent "support tank" shield. Pairs nicely with the job ability Majesty for an increase in cure power. 
**How to Obtain:
***Chance drop from Divine Interference High-Tier Mission Battlefield.
***Cost: 10 Merit Points and <ahem> proper access requirement: Complete Treasures of Aht Urhgan mission line.
****Good luck!
* : Another very niche shield. still deserving of honorable mention. The predecessor to Priwen during the 99-Cap era of the game, Adamas is the only other shield in the game with the "Enhances Reprisal" effect (triples blockrate under Reprisal). Adamas also provides a significant boost to Resist All Status Ailments of 20%. Pairs nicedly with a Malignance Sword.
**How to Obtain:
***Chance drop from Provenance Watcher.
***Progress up the Voidwatch questline until you gain Provenance access.
=====REAP Shields=====
* : Paladin's long held, original, tried and true shield. One of three Relics Paladin has access to. The first piece of equipment in game to break a particular damage taken cap (MDT II -50%) for a maximum of magic damage taken -87.5%. Makes magic damage received barely noticeable, even on the highest content. It also augments Shield Bash by adding an additional 250 damage. Aegis' biggest downside is that as a non-iLevel shield, its blockrate will be floored to the bare minimum 5%.
* : Paladin's original physical damage answer to Aegis. Ochain is one of three Empyreans Paladin has access to. It's also one of two shields with the Size 6 designation. While Ochain is also a non-iLevel shield, it has a hidden effect of a starting blockrate at "~108%".1 The size 6 shield designation of Ochain comes with a small caveat: despite Ochain's size 6 designation, it actually has a reduced physical damage reduction upon successful block.2 All that said, Ochain's blockrate is still monstrous (even with the widened gap between player skill and mob level in higher end content) and provides one of the best layers of physical defenses in the game.
# The 108% is reflective of a player character at level 99 player, so long as their Shield Skill is equivalent to mob combat skill/level. At level 99, Shield Blockrate begins to uncap at mob level 107.
# Physical damage reduction upon successful block is determined by shield size. Each size up gains an increase in physical damage reduction upon successful block up to size 5. see chart below
* : Srivatsa is one of two Aeonics Paladin has access to. Arguably the best hybrid build shield a Paladin can equip. Sporting the highest defense stat at 150 defense, HP +150, Accuracy/Attack +35, enmity +15, Damage Taken -8%, and a 5% chance of damage annulment. The downside is that prior to Master Levels the player has to build around it to make it truly effective. Pairs nicely with Caballarius Sword / Moralltach for a massive HP boost. With enough master levels (20+) and enough +block rate (at least +8) against high level enemies this shield can rival Ochain. This does not mean it is always better, but in some situations it might overtake other options and is worth making.
* : And a new challenger enters the ring. Duban is a part of the Prime Weapon line. Duban was given a Size 6 designation, meaning it has the benefit of Ochain's enhanced blockrate, but with the advantage of item level status.
====Shield Size Chart====
See Shield Skill for information about block rate and damage reduction.
====Notes Concerning Priwen, Ochain, Duban, & Srivatsa====
--Brahmsz (talk) After a series of conversations, questions, and misunderstandings, adding this set of notes to hopefully clear up and give a better understanding of how these three shields compare and can be used in content. 01:44, 26 October 2022 (EDT)
=====How They Compare=====
*So let's start with some basic comparisons:
**Priwen is Size 3; Srivatsa is Size 5; and Ochain is Size 6. Please review above chart for physical damage reduction on successful block and unadjusted starting blockrates.
**Priwen is the only non-ultimate shield of the three.
***Priwen is also the only shield of the three that has the rare "Enhances Reprisal" stat attached.
**Ochain is the only non-item level (iLVL) shield of the four.
***Ochain has a hidden unnamed status effect (likely tied to its Size 6 classification) that grants it an extraordinarily high blockrate.
**As of the November 2022 Update, Duban is now officially the second Size 6 shield in the game.
**Of the three item level shields (Priwen, Dubann, & Srivatsa), Srivatsa has the highest Shield Skill+ attached (More on this later).
=====How They Work=====
*I would strongly encourage people read the :Shield Skill page to get a better understanding of how shield blocking works.
**The extremely simplified explanation is thus: there are four components to shield blocking; (1) Player Shield Skill; (2) Mob Combat Skill; (3) Unadjusted starting blockrate based on the Shield Size; and (4) blockrate adjustment based on level adjustment.
*So how do these shields function in combat situations?
*Let's break this down into two (three) situations: Reprisal active; Palisade active; Reprisal AND Palisade on cooldown (or dispelled).
:*Reprisal increases blockrate by 50% (current blockrate x1.50) and increases Shield Skill by 15% (skill x 1.15).
:**Priwen enhances Reprisal's effect, doubling it to a 3.0 multiplier, and gains a moderate increase in its Shield Skill.
:**Ochain's & Duban's blockrates simply gets better with a 1.5 multiplier.
:**Srivatsa sees gains from the 1.5 Reprisal effect, but gains ground via the 1.15 skill multiplier as it has the highest item level Shield Skill+.
:*Palisade is a flat percentage-based increase to blockrate. Base Palisade grants +30% blockrate. With 20/20 Job Points invested in Palisade, the increase is +50% blockrate.
:**The blockrate percentage Palisade grants is applied regardless of player Shield skill or floored (5%) blockrate.
:**What this means is… Palisade can be utilized to close the gap on blockrate when say… Reprisal is on cooldown/dispelled or the fourth component of blockrate adjustment based on level adjustment warrants it.
:**Please be advised that Palisade has a secondary and more prudent purpose for tanking besides increasing blockrate.
:*This leaves the third situation of Reprisal AND Palisade on cooldown (or dispelled).
:**Priwen falls behind in such a situation. Due in part to not only its status as a "normal" Size 3 shield, but the higher level the Mob or Content the player is facing, the dramatically lower Priwen's blockrate becomes in this situation.
:**Ochain's and Duban's blockrates remain high regardless. Due in large part to their special Size 6 shield classifications and the significant blockrate that provides.
:**Srivatsa falls somewhere in the middle between the previous two. As stated, Srivatsa is not only equivalent to ILVL 122, it offers the highest Shield skill of any shield PLD can wear. As a size 5 shield (not to mention classification as an ultimate armament), Srivatsa enjoys higher thresholds of physical damage reduction on successful block and unadjusted starting blockrate.
=====TL;DR=====
**Without diving into my personal view, here is how it breaks down:
*** Priwen works perfectly fine as long as Reprisal is active.
***Ochain simply works, but Duban effectively replaces it if you have one.
***Srivatsa takes some work to build around at first but gains significant ground as your gear improves.
**Ultimately, it is your choice to use whichever shield you feel more comfortable with for physical defense scenarios. This guide exists to provide you with information, in order to make informed choices.
==Great Sword Options==
* Voluspa Blade
* Homestead Claymore
* Nibiru Faussar
* Macbain
* Takoba
* Nandaka
* Raetic Algol +1
* Montante +1
* Agwu's Claymore
===REMA Great Swords===
* Ragnarok (Level 119 III)
* Caladbolg (Level 119 III)
==Club Options==
* Divinity
* Beryllium Mace +1
* Blurred Rod +1
==Spear Options==
* Exalted Spear
* Raetic Halberd +1
* Shining One
==Equipment==
===Job Specific Equipment===
====Artifact Armor====
====Relic Armor====
====Empyrean Armor====
===New and/or Returning Players Sets===
*One of the biggest challenges a Paladin will ever face isn't a NM or content event, but balancing their HP pool across various sets.
*All sets herein should be regarded as benchmark targets to gauge gear progression.
*For more advanced sets, please scroll down to Advanced Section (10.3).
====Tanking Sets====
*Generalized Tanking sets for those new to PLD or returning after a long period of time.
		
*Think of this set as more of a bookmark.
*NQ Sulevia set is the absolute bare minimum entry-level set a new PLD should have.
**The Sulevia set also doubles as a solid foundation for building Hybrid sets which will be covered later.	
*NQ Souveran is the basic benchmark of a PLD's tank sets.
*NQ Souveran will be a noticeable upgrade in just HP+ alone.
**All 119 Abjurations can now be bought for 400 Domain Invasion points each from Zurim.	
*HQ Souveran set.
**The advantages the HQ set has over the NQ is increased HP as well as the set bonus:
***Damage Taken-2% per piece for a total of Damage Taken -10% while wearing all 5 pieces.
**Please note: Only the Body and Legs have "Cure Received +15%" as the cap on Cure Received is 30%.
*This HQ set is just a benchmark and not indicative of the next step forward.
=====A Note on Shield Block Tank Sets=====
-- Brahmsz (talk) -- Been giving this a fair amount of thought and decided Shield Block builds deserved a mention here in the New/Returning section. 16:35, 8 June 2021 (EDT)
*There are currently two approaches to a Paladin Shield Block build: 1) Shield Skill+. 2)Shield Block+. Each with their own strengths and weaknesses.
**The idea behind a Shield Skill+ build is to close the gap between you the player's Shield skill and the target enemy's combat skill (specifically under Reprisal).
***Please see the Shield Skill page for the most up-to-date formula on how shield skill works and effects blockrate.
**The idea behind a Shield Block+ build is to raise the "floor" of a given shield size's Blockrate (and further augment Reprisal).
*Will focus on Skill+ suggestions in this section. For Block+ suggestions, please refer to 7.3.1 below.
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*By no means a fully functional set.
**Fit as many examples of Shield-Skill-focused gear as I could think of.
====Enmity (General) Sets====
*General use enmity set(s) for non-specific actions/abilities.
		
*Again, consider this set as more of a bookmark.
*Very reasonable and obtainable as an entry set.	
*Abj. 119 sets are Exclusive only.
**So you can have multiple copies of individual pieces in order to suit your needs.
**All 119 Abjurations can now be bought for 400 Domain Invasion points each from Zurim.
*A significantly higher amount of +enmity.
*Note:
**Brilliance gains up to +7 Enmity as an augment.
***Randomized prize from successfully defeating Sajj'aka in Wave 3 of Sinister Reign
****Good Luck!	
*HQ set.
*A significantly higher amount of +enmity over the first set.
*Foot Slot Alternative: Augmented Yorium Sabatons (Enm+10, PDT+4, M.Eva+20)
*This HQ set is just a benchmark and not indicative of the next step forward.
====Flash (Magic Enmity) Sets====
*Enmity sets for use with Flash.
**Can be used for additional single-target enmity spells such as Blank Gaze and Jettatura; as well as AoE enmity spells such as Sheep Song, Stinking Gas, Soporific, and Geist Wall.
*Flash/Magic Enmity sets are slightly more complicated than the above Enmity (General) Sets, balancing enmity with recast time. 
		
*This set isn't a large deviation from the above general enmity set.	
*See above set comment about Abjuration 119 pieces.
*A noticeable increase in Fast Cast and Enmity over the first set.	
*HQ set.
*This HQ set is just a benchmark and not indicative of the next step forward.
====Phalanx Sets====
*General equipment sets to further enhance the damage mitigation effect of Phalanx on the Paladin.
*Enhancing Magic on Paladin (with merits) caps at 350 skill before gear.
**Phalanx potency caps at 500 Enhancing Magic skill.
**Phalanx is roughly 1 damage absorbed every 29 Enhancing Magic skill.
**Which is why "Phalanx+" gear is always better as it is added as a flat dmg reduction after the enhancing skill is counted up, for example if you have -32 from skill and 20 from gear it would become -52.
**As the formula for Phalanx floors the result, keep in mind that overshooting or undershooting a threshold means you're likely wasting stats. Keep this in mind when gearing as you might be able to substitute +enhancing skill items that are not contributing.
**Master Levels will change the skill tiers for the player, but that is more of a concern for the Advanced Section Magic Casting Sets. (11.4.6)
*If a Red Mage (or a SCH/RDM for Accession + Phalanx) is in the party with you, the "phalanx received" will also effect the potency of Phalanx II when cast on you.
Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers	Notable Phalanx Tiers
Skill: 	300 	329 	358 	386 	415 	443 	472 	500 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
-Dmg: 	-28 	-29 	-30 	-31 	-32 	-33 	-34 	-35 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
		
*Very reasonable entry benchmark set.
**Hand and foot slots can be skipped if you can get Souveran.
*Note:
**The Yorium set is obtained via (1)Alluvion Skirmish and/or
***(2)exchanging Mellidopt Wing; (3)exchange Kupon A-ASYW
**Phalanx+ is obtained via Augmenting NPC: Divainy-Gamainy
***Good Luck!	
*Souveran Hands and Feet have a default Phalanx+4 attached.
**All 119 Abjurations can now be bought for 400 Domain Invasion points each from Zurim.	
*Souveran+1 Hands and Feet have a default Phalanx+5 attached.
*As mentioned above, this HQ set is just a benchmark
*With Odyssey gear added.
====Reprisal Sets====
*General equipment sets to further enhance the damage mitigation effect of Reprisal on the Paladin.
*Reprisal increases block rate by 50% of your current block rate. (Current block rate × 1.5)
**For Priwen: Current block rate × 3.
*Also increases current shield skill by +15%.(x1.15)
**The skill bonus is based on your current total shield skill at any given time, not statically calculated upon casting.
*Reprisal no longer requires maximum HP swaps.
**My suggestion: Focus on spell duration & enmity, with a bit of Fast Cast thrown in for good merit.
		
*Very reasonable and obtainable as an entry set.	
*See above comments about Abj. 119 gear.	
*HQ set.
*This HQ set is just a benchmark and not indicative of the next step forward.
====Enlight Sets====
*General equipment sets to further enhance the damage of Enlight and by extension Enlight II.
**Similar to Dark Knight's Endark, a Paladin's Enlight spell comes with a secondary effect: Enhanced physical accuracy based upon Divine Magic skill at time of cast.
*Divine Magic on Paladin (with merits and job points) caps at 440 before gear.
**The pool of Divine Magic Skill gear a Paladin has access to is limited.
***Not all gear listed here is necessary but is listed none-the-less as honorable mentions.
		
*Very reasonable and obtainable as an entry set.	
*Note:
**Brillaince gains up to +15 Divine Magic Skill as an augment.
**Brilliance and Jumalik Helm are both randomized prizes from successfully defeating Sajj'aka in Wave 3 of Sinister Reign
***Good Luck!	
*This set is just a benchmark and not indicative of the next step forward.
====Fast Cast Sets====
*Pretty self-explanatory but general equipment sets to reduce spell casting & spell recast times.
**Maximum achievable Fast Cast is 80%.
**Recast reduction is half of the cast time reduction, rounded down to the nearest whole percentage.
***Thus, Fast Cast's maximum contribution to recast reduction is 40%.
		
*Enchntr. Earring +1 may set you back some in Gil if you were to buy it, however, but it is an easily accessible option.
**Also obtainable as a possible reward for successful completion of Walk of Echoes battlefield #10 (Surged Only).
*Odyssean Armor can be augmented with Fern Stones for up to 6% Fast Cast with Oseem in Norg	
*NQ Aburation-based set.
*See above comments about Abj. 119 gear.	
*Third set may seem a bit out of order as it carries pieces from lvl 99 content.
*Enif Cosciales' Fast Cast value is 8%.
*As stated above, this set is just a benchmark and not indicative of the next step forward.
===="Spell Interruption Rate Down"====
*Fairly self-explanatory but equipment sets designed to reduce likelihood of having spell casting interrupted by physical damage towards the user.
**For situations where Fast Cast just isn't going to cut it and you NEED to get a specific spell off.
*"SIRD" is a bit more advanced than the above mentioned Fast Casts sets. Listing it none-the-less for reference.
*It is possible to reach -100% Spell Interruption Rate though gear and/or a combination of gear and merits.
**Due to how Spell Interruption Rate is calculated, user must have a total of -102% Spell Interruption Rate Down.
*As mentioned, Spell Interruption Rate can also be increased by merits.
**Each increase to this merit category will grant you a 2% Spell Interruption Rate reduction, for a possible total of -10%.
***It costs 15 merits to fully upgrade (1>2>3>4>5).
		
*Capped with 2 merits invested for -103%.
*See above comments on Alluvion Skirmish armor Augmenting.
*Audumbla Sash obtained in exchange for 1,000 Domain Invasion points to Zurim.	
*Capped with 0 merits invested.	
*WELL overcapped! But listing all pieces to give you a choice and familiarity for various spells.
	
*Alternatives listed to help a player reach 102% SIRD
*Rumination Sash come from Putraxia in Vagary.
*Regal Gauntlets come from Ou in Omen.	
*A few more alternative pieces of equipment
*Cab. Breeches +2 Provide SIRD-7%
===Advanced Section===
*Inputting base HP values of each race for reference herein. Non-mastered but 15/15 HP Merits assumed.
**Tarutaru: 1,798 HP
**Mithra: 1,828 HP
**Hume: 1,828 HP
**Elvaan: 1,868 HP
**Galka: 1,928 HP
*Master Level HP per Level: +7.
**Notable Master Level HP Values:
***ML15. HP +105
***ML29. HP +203
***ML36. HP +252 HP
***ML43. HP +301 HP
***ML50. HP +350 HP
===Sets by Brahmsz===
*Advanced Section with my own personal recommendations.
*The following sets reflect an Elvaan with full HP merits. Non-Mastered.
*No weapon(s) or shields will be included.
====Tanking Sets====
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*This set doesn’t deviate much from the above 119 HQ Souveran Set.
*It’s Weapon/Shield agnostic, and offered an all-round defense build.
*Please refer to the below Idle Set II (Odyssey).
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*This set puts a strong emphasis on increasing shield blockrate.
**Fair warning, the head and legs require Dark Matter augments. The highest I’ve personally managed to see/attain is ‘’’blockrate +9%’’’ but assume a possible cap of +10%.
*This build has a potential Chance of Successful Blockrate of +36%.
**Augemented Zwazo Earring +1 would bring that total to +39% in exchange for the HP+100/DT-3% from augmented Odnowa +1.
*An Alternate leg swap is Arjuna Breeches for +3% block chance.
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*With the advent of Odyssey, this set appears to be the next step forward.
**Introduction of Sortie post-Odyssey makes capping Damage Taken even easier.
*Offers higher Physical Defense, Magic Evasion, and Magic Defense Bonus over most anything else.
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*With an increasing focus on defensive measures (both physical and magical), this set emphasizes shield skill+ over blockrate+.
*While I personally still like block chance+ gear, Master Levels and gear creep itself continue to make Reisenjima-based gearsets that much more outdated.
**Foresti Earring can substituted in the Left Ear for further skill+.
***Due to the current rarity of Chevalier's Earring +2, substitute neck slot to Knight's Beads +1/2 and utilize Thureous/Foresti earrings.
****Augemented Zwazo Earring +1 is still an option as well, as it offers 1% more block chance+ over Thureous Earring.
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*Emphasis on MP restoration Idle.	
*Fairly self-explanatory. Multiple defensive layers. Survive.
====Situational Sets====
*Situational awareness goes a long way...
*Sets herein may or may not see as much use but are nice to have around when the circumstances come up.
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*The Crepuscular set is the Item Level version to these, but with a far lower droprate.
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*I prefer to lean on Holy Waters over waiting on a Cursna.
*Ring slot can easily be replaced with Eshmun's Ring if you prefer Cursna Received instead.
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*Mainly just the Maximum Enmity set (see below) with Cab. Gauntlets +3 swapped in.
*+2 is enough to gain the Dispel additional effect.
**Dispel effect on the gauntlets is 95% accuracy.	
*To my knowledge, Vocane Ring is the only way to reach a full +6 in Knock Back Reduction gear.
**There are multiple back slot options & the single leg slot option.	
*Not capped on PDT.
*Reminder, "Resist [Status]" gear is halved against NM's.
====Enmity Sets====
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*Same set as the above 119 HQ Souveran Set in New/Returnees Section.
*Assumes you're in the top ranked Unity.
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*Changes out four pieces of gear for a gain of 17 Enmity.
**You also drops HP by approximately 414...
*Assumes you're in the top ranked Unity.
|-
*Sparked by conversations around Odyssey fights and Enmity swaps.
**Currently, to the best of my knowledge the best M.Eva/MDB focused Enmity+ swaps you can wear.
*Neck, R.Ring & Ammo slots negotiable depending on HP preferences.
*Assumes you're in the top ranked Unity.
====Hybrid Sets====
*Designed to contribute damage safely prioritizing HP > DT/PDT/MDT > Accuracy/Attack > STP/DA/TA/QA. In that order.
		
*The primary function for this build is to contribute damage without sacrificing much HP.
*The damage you put out won't be spectacular but whatever you're facing's damage won't be either. lol	
*A more realistic hybrid build.
*Sacrifices some HP, DT/PDT/MDT for STP/DA/TA.	
*Unrealistic expectations. A fun build non-the-less!
		
* Sakpata.
** Get it. Embrace it.		
====Weaponskill Sets====
*Here's where things start to get into the weeds. "How much of my defenses am I willing to sacrifice for bigger numbers?"
**Insert Thanos.gif "Everything."
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*Pre-Odyssey Set.
*Weeeee! Throw caution to the wind!
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*Safe Set.
*Doubles as a Knights of Round set.
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*Notes on Neck:
**If you wanna be a cheapskate: Fotia Gorget. If you wanna Savage like a big boi: Kgt. Beads +1 or +2.
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*Doubles as a General Enmity Set.
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*Safe set.
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*All in.
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*Requiescat is already a poopy weaponskill...
*You can quite legitimately get away with just filling in as much Acc/Att and Mult-Attack as possible and call it a day.
====Magic Evasion Sets====
*Resisting Status Ailments as well as Non-Elemental damage such as Mijin Gakure.
**Secondary benefit being Magic damage and Breathe damage reduction via resistance check.
***ie: 1/2 resist (50% damage taken); 1/4 resist (25% damage taken); 1/8 resist (12.5% damage taken).
****1/8 resistance tier on elemental damage is also a possibility if Magic Evasion is high enough and a modicum amount of elemental resist is stacked on as well.
**Note: "Resist All" and "Resist [Insert Ailment]" gear's effectiveness is automatically halved against NM's.
		
*With the exception of gear from the Volte Armor Set, this set is fairly simple to put together.
*Don't forget you can equip an augmented Priwen for an additional M.Eva+50.
*Skip to sets IV ~ VI if you have Odyssey: Sheol Goal (Atonement's 3 & 4) & Sortie access access.	
*Next step up from first set.
*Skip to sets IV ~ VI if you have Odyssey: Sheol Goal (Atonement's 3 & 4) & Sortie access.	
*Alternate body swap: Fully Augmented Obviat. Cuirass +1 for an equal amount of M.Eva.
*Skip to sets IV ~ VI if you have Odyssey: Sheol Goal (Atonement's 3 & 4) & Sortie access.
		
* Odyssey gear, particularly Sakpata has changed the standard.
** Get access to Kalunga and embrace the blurple.	
* Nyame set has equal Magic Evasion and HP.
** Has lower MDB but has much higher INT/MND.
** Accessible after defeating Bumba.	
* This set is a new addition after the previous two.
* Takes a dip in Magic Evasion to focus on more balanced stats.
** Utilizes Empyrean +3 as other choice swaps to focus gain additional Absorption and Nullification properties.
*** Accessible from Sortie Basement access and appropriate currency & materials.
* Waist and Earring left open as these options are open to personal preference:
** Waist options- Platinum Moogle Belt or Carrier's Sash.
** Ear1 options- Eabani Earring or Sanare Earring.
====Magic Casting Sets====
*Keep in mind you tend to lose HP while swapping. Especially for FC, so add in HP+ gear where you can or feel that you should.
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*This should be the maximum amount of Fast Cast a Paladin can wear.
*Enif Cosciales grants FC+8%.
*As seen above, this set drops your HP... hard.
*Pick and choose which pieces are worthwhile.
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*Here as a reminder of all the options available.
*Also, a quick reminder that Spell Interruption Rate can be merited!
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*Can be used with the Protect & Shell line, Phalanx, Reprisal, and Crusade, if self-cast, respectively. (If you so choose.)
*Can be pushed further with an augmented Ajax +1 shield for an additional 10%*.
** *Gear with Augmented Enhancing Magic Duration is a separate term from the non-augmented variety and will act multiplicatively.
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*When casting under Divine Emblem, a Fast Cast Augment cape is preferable.
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*Flash SIRD set can still reach capped Spell Interruption Rate by swapping in Chev. Cuirass +3, Chev. Sabatons +3.
**Enmity gain of 17, Fast Cast gain of 4%.
**These swaps would also drop HP by approximately 71 HP.
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*Capped Cure Potency, Cure Potency Received, and PDT.
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*A drop of 100 HP in exchange for uninterruptible self-cure bombing.
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*
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*Phalanx SIRD set can still reach +30 with DM augmented Odyssean Helm, Knightly Earring, Unity augmented Nourish. Earring +1 and 2 Merits invested in SIRD.
**These swaps would also drop HP by approximately 273 HP...
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*Reprisal no longer requires maximum HP swaps.
**My suggestion: Focus on spell duration & enmity, with a bit of Fast Cast thrown in for good merit.	
===Sets by Galkapryme===
*PLD According to G-Pryme: Est. 1 Jan. 2025 (Under Construction)
*These sets are based off a Galka PLD/RUN ML 44 with full HP merits, Enmity+ merits, and SIRD merits. The numbers may vary depending on subjob, Unity rankings, and whichever way the Van A'Diel winds blow. 
*I don't bother with "Old" sets, "New and Returning Player" sets or TP sets/Hybrid sets. You can find those above. A PLD's primary function is to tank, and in many cases cure (though my base set includes a nice balance of defense and offense). I will try limit the sets to those, and I will also provide WS sets, as they have utility in Endgame. However, there's already a wiki page for almost all job WS sets. 
*Sword and Shield will be included in the sets; While I understand that we use different weapons with different sets, my intent is to match the optimal sword and shield with the appropriate set.
*Upcoming Sets: Enmity (spiked), FC, Bash, Cure, Phalanx, SIRD, 
====Tanking Sets====
		
*Base tank set that balances DEF, HP, Acc, Attk, block rate, and enmity.
*Suitable options include Aegis, Srivatsa, Adamantite Armor, Staunch Tathlum +1, and some others. However, I find this to be a good balance.	
*This set focuses on maintaining capped CE loss reduction and balancing that with DEF, HP, and DT down.
*Some better stats than the base set, but a little less DEF and weak in the MEVA department.	
*This set focuses specifically on MEVA but does have 44 MDB. A specific MDB set will be added later.
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===Sets by Community, for community===
====Weaponskill Sets====
====Situational Sets====
	
*Other noteworthy pieces:
**
**
**
**Coatl Gorget | Coatl Gorget +1