8 End Game Equipment
This guide assumes that you will get your full Artifact set, commonly called AF or AF1. Your AF1 pieces do little in XP situations, but come in handy in level 60 capped situations. Read either of these guides: Fedex's guide http://ffxi.allakhazam.com/db/jobs.html?fjob=9&mid=1101436933335935753&num=27
Crydee's Guide http://ffxi.allakhazam.com/db/jobs.html?fjob=9&mid=10980308967417571&num=8
See Appendix B for the Sha'ir set Recipes.
Don't forget to look at the RSE2 for your race. Some pieces have great stats for your use. 8.1 What endgame equipment should I wear? Is Errant or Osode better for Bard?
Questions like this are loaded - there is no answer to something as general and useless as this. Every situation is different, and every party has different dynamics. Instead of explaining what to wear in 50 different specific situations, this guide will help you to think for yourself. The important question is: WHAT IS MY ROLE IN THIS SITUATION?
How many songs will I be singing? Will they get dispelled? What is the cast time for my entire cycle? The more songs you sing, the less time you will have to take care of other things. Am I concentrating on buffing or doing a mix of things? How long will the fight last? Will hate become an issue?
Longer fights require -Enmity. Buff songs DO generate hate, and over the course of a multiple hour fight, big mean monster will get angry at you and swipe at you. Wear -Enmity gear, and /logout to reset hate if you need to. Beware of Hate-resetting moves.
How much curing and status removal will I be responsible for? If it is a short fight, Hate may not be an issue. However Spamming Cure3 will get you lots of hate over the course of a multiple hour fight.
How much debuffing will I do? Debuffing Sky gods and Wyrms requires a straight CHR build. Debuffing is a waste of time in some short fights, however may be critical in other situations. Don't forget that both successful and failed debuff attempts generate Hate for you.
Many times you will need to do multiple things. Is a balance of CHR, MP or -Enmity optimal? Should I switch mid fight?
The end result is that there is no right or wrong answer in most cases. There are tried and true builds for doing specific tasks, but there is also lots of room for personal play style. Use what works best in YOUR situation. 8.2 Equipment Builds & Guides
All of the above being said, what do you wear? Now this is a good question. Lets ask some of our friends what builds they use. 8.2.1 Etain’s builds Well, the one thing you have to realize about bard is all gear/gear set-ups are situational at best, and its very different from most melee/mage jobs in that there is no ONE uber set of equips that will be the only ones you own.
For longer battles, like Kirin, I'll either go with -enmity or a full +skill setup (particularly if I'm in the monk chi-blast-athon party). My skill set up is as follows (this should be noted that this is my "default" gear):
- Bard's Roundlet (Demon Helm works if you don't have/can't get)
- Wind/String Torques
- 2x Melody Earrings
- Minstrel's Coat
- Sha'ir or Bard's Cuffs (depending on what I'm doing)
- 2x Angel's Rings
- Jester's Cape +1
- Steppe Rope
- Sha'ir or Choral Cannions (purely dependant on my inventory space)
- Bard's Slippers or Rostrums Pumps (depending on what I'm doing)
My enmity set-up is slightly different:
- Bard's Roundlet
- Wind/String Torques (If I'm really concerned about enmity, then Fenrir's Torque)
- Melody Earring, Healer's Earring
- Errant Hoppelaude
- Bard's Cuffs
- Angel's Ring, Peace Ring
- Jester's Cape +1
- Steppe Rope
- Errant Slops
- Bard's Slippers
That gives me something absurd like -15 enmity. I rarely use that set-up though; for kirin I'll usually mix and match a few -enmity pieces in (like switch in errant legs instead of sha'ir).
For Dynamis, unless it's against Dynamis Lord (then I use my "default" set-up), I'll mix in some +MP pieces, since usually I'm helping to keep my party healed up:
- Vermillion Cloak
- Melody Earrings
- Star Necklace
- Sha'ir Hands
- 2x Angel's Rings
- Jester's Cape +1
- Steppe Rope
- Sha'ir Seraweels
- Rostrum Pumps
This also helps me to cast my lullaby's faster when keeping a slime/hecteyes asleep.
Weapons-wise, if you want to seriously cut down on resists, pick up an Apollo's and a Terra's Staff. My success rate on Elegy with a Terra's is extremely good. Likewise for lullaby with the Apollo's- the only resists are usually from mobs that would be naturally resistant to lullaby's light-basedness. You'll also want a dark staff for MP gain, as well as a decent sword to hit things like sky gods up a 300% Spirits Within at the start of the fight (I use Joyeuse/Genbu's Shield).
This is only my gear set-up- every bard has a different set-up and a different approach. That's part of the beauty of the job- there is a lot of room from individuality and different playstyles. I have a guy in my LS who focuses on being a fast-cast bard- getting his songs off as quickly as possible. I have another friend who focuses on cutting down on recast times with +haste% gear. There are a bunch of great and helpful ways to play and gear up as a bard- do some research and experiementing and see what works best for you. ^_^ Good luck!
– Lady Etain of Fenrir
, off HNMLS.com 8.2.2 Vilurum’s Equipment Guide
Swan Bilbo in Eldieme is the sword you're thinking of. It's got 4 acc and 4 CHR (and -4 AGI but who cares), not to mention 36 DMG and it's usable at level 60. It's a melee weapon that has some CHR on it so your debuffs won't suffer terribly when you're meleeing. (As always, don't melee in exp past the 30's or 40's or so, but there are plenty of other occasions to melee ... then again, you may just wanna take your MNK to those, it's so much better at BRD at meleeing that it ain't even funny.)
For debuffs in exp, elemental staves 4tw, so it ain't so useful there. Basically it's nice to have but not all that important (ditto, btw, for the Kard, except it's a dagger instead of a sword). Kind of annoying to camp too, though I got lucky and not only popped the NM but got the drop on my first attempt (though it did take four hours to show up).
Genbu's Shield is a *very* good shield, even if it's only usable by mage jobs. Use it whenever you're using a 1-handed weapon, once you can equip it. Your only shield skill will come from sub job, so you won't get the shield kicking in for a shield's sake too often, but the stats alone are worthwhile. ...
Lessee ... all Errant is good for -enmity purposes, and body and legs are very good for CHR as well. -Enmity matters for any fight that takes over half an hour or so - particularly wyrms. Having a full set of Errant is not a bad idea, though depending on your alternative equipment options, only the body piece may get regular use. Notable downside of Errant is -VIT and -HP, so if you don't need the -enmity, keep that downside in mind. If -enmity doesn't concern you, Sha'ir hands and legs and feet are probably preferable to Errant for general use. Legs and feet are pricy though, about a million gil each on my server. Hands are dirt cheap and are also really good, be sure to get those. Sha'ir head is pretty pointless, it's about equivalent to Errant head without the big -enmity number. Opo-opo Crown is, -enmity aside, better than both. Sha'ir body (manteel) is, as we all know, not an option for 99% of us. The other 1% are either very rich or are in an HNM LS that kills Vrtra.
Abjuration gear, we can use Hecatomb and Zenith. Hecatomb would only be worth noting for macroing in for WS (that +slow would be nasty on song recast and for normal melee damage over time), and again if you're in a casual situation where you're meleeing in the first place you'd probably do it better as MNK anyway. Zenith is good for MP (every piece has 50 HP -> MP, 55 if by some chance you get HQ), the body has Auto-Refresh (naturally, drool-worthy, particularly since it doesn't take up the head slot like a vermy), and the legs and feet have some CHR too. Head and hands aren't noteworthy to a BRD except for MP - and let the BLMs and RDMs get A.Hands before you, since what the hands *do* have is Magic Attack Bonus. Note that all cursed Zenith gear is very pricy. You can get abjurations (Aquarian, for the record) for head, hands, and legs in sky - gotta tackle land HNMs for body and feet. Head: Genbu and Byakko Legs: Suzaku and Seiryu Hands: Genbu and Fafnir Feet: King Behemoth and Fafnir Body: Aspidochelone and Nidhogg Having MP and CHR options for the other equipment slots (earrings, rings, waist, back) is useful. Depends on how much inventory space you want to use and how much money you want to spend. Some ideas: Death Earring (10 MP) - HQs have 11 and 12 MP, but have +1 and +2 enmity respectively, so probably not smart. Plus they're really rare to HQ. Melody Earring (1 CHR) or HQ (2 CHR) Electrum Ring (20 MP) Astral Ring (25 MP) Serket Ring (50 MP) Angel's Ring (4 CHR) Jester's Cape +1 (10 CHR) Blue Cape (30 MP) or HQ (40 MP) Gleeman's Belt (6 CHR) Level 70 RSE MP belt (notable amount of MP, but varies by race
Also consider the +7 skill torques and the +3 skill earrings. String should be relatively cheap for both cases (so pick it up, because it's quite handy for Lullaby in such things as Dynamis), while Wind will be significantly more expensive. Singing skill isn't really worth bothering with imho. Some god armor is nice for BRD (besides Genbu's Shield). Most notably Kirin's Osode (10 CHR, 30 MP, and other stats that will get less use but are still nice to have) and Byakko's Haidate (5% Haste, nice for song recast). The rest, particularly Genbu's Kabuto and its 15 VIT, is nice to have for defense (such as when soloing or pulling).
And of course there's AF2. Head, hands, and feet offer +skill with -enmity. Body is a melee piece with boosts to melee stats and penalties to mage stats (only when engaged), and legs are a backline piece with boosts to mage stats and penalties to melee stats (only when disengaged). That's about all that comes to mind for BRDly equipment (I'm *sure* I'm forgetting stuff though), though of course there's various multiple-job gear we can use for various purposes (mostly melee) such as Vermillion Cloak, Scorpion Harness, Optical Hat, Sniper's Rings, etc. Assuming you already have light/earth/dark staves. If not, get them.
Sub jobs ... WHM is all you'll ever *need* for general use. SMN could have its uses for Aerial Armor rotation (but you'd only really need to get it to 25, not 37, for that). RDM is fun but you lose quite a bit of utility in exchange for pumping out your songs slightly slower. So not much use on the HNM front - and for soloing, WHM (for taking care of yourself) or NIN (for doing and avoiding damage) are probably best, and you have those already. BLM is nice to have to 17 for Warp, and if you ever get an urge to use Vorpal Blade you may wanna have a reasonably levelled WAR or PLD or DRK. Levelling PLD is also great for skilling up shield skill, that your WHM sub also has (it'll certainly skill up better than if you tried to do it as WHM). THF sub is good for screwing around (well hell, lots of subs are good if you're just screwing around). On the HNM, Dynamis, and other endgame-stuff front, you're looking at primarily WHM and possibly SMN or RDM, not really much of anything else. Well, unless someone really wanted you to Elemental Seal a debuff (unlikely) in which case BLM wouldn't hurt.
– Vilurum 8.2.3 Tordall Equipment Guide
It's really hard to put together a definative list of endgame bard equipment. The biggest reason for this is because different bards have different playstyles and therefore various equipments will be of different values. If you're going the 'gimped white mage route' then you should look into tacking on as much +mp as possible and picking up a Vermilion's Cloak. It is actually very possible for a bard to put on something like +400mp so you can actually be pretty reasonable in this role. More +mp is definitely possible, but you'll be giving up other items that help you land debuffs (which may be fine with you and your LS for big fights. ex: I think you can swap out the the +16 chr you get from your jester's cape +1 and gleeman's belt for about 110 mp).
It's also possible to do a serious -enmity build (which you'll find out is very valuable since big monsters tend to go after bards if the tanks go down). In this case AF2 is your friend, as are various errant gears. I think you'll end up being slightly more functional in this build as a debuffer than you would with a pure +mp build. The biggest drawback is if you do ever manage to pull hate you'll be going down very fast. I tried to do more of a middle-of-the-road type thing to be able to fill in whatever my party needed at the time. As such I've got a little bit of -enmity, some physical damage reduction, reasonable defense, reasonable vit (I wouldn't overlook vitality), about +40 chr, and between 410 and 430 max mp. I'm able to get some debuffs off on gods/HNM/land kings, I live through hits from Kirin (being weakened really slows down your casting), and I have enough mp so that I can function as a for a couple of minutes while the real mages get back up.
There are a few key peices of gear that you'll want for all setups:
1) Rostrum Pumps. Fast cast is active even if you're not subbing red mage, very nice. Only draw back is it doesn't give +chr, also does 30 hp->mp.
2) Sha'ir gages (or the HQ variant): -2 (-4 for HQ) recast time. This is amazingly useful. About the only thing I'ld consider replacing them with would be either the zenith hands (but only if I was going fully into the +mp thing), or the dusk hands (for the +3% haste, and then only for solo/non-hnm).
3) Light (Apollo's), Earth (Terra's), and Dark staves. These let you take off some of your +chr gear in exchange for something else (mp, -enmity, +vit, -%physical damage) while maintaining low resist rates on debuffs.
The rest of your gear is going to have variants based on playstyle. At 72 most people get errant body and legs, dance shoes, sha'ir hands, and opo-opo crown for the head. Some people use the sha'ir turban at 72. Start with that, then figure out what you really want and what best fits how you play bard, then start building more specialized setups. If you want to skip a set (and spend more money), start out with errant body, sha'ir hands, feet, and legs, and opo-opo crown.
As for body peices, read some of the threads that are already here, there are 4 excellent choices for bard in endgame: Errant body, Kirin's Osode, Sha'ir Manteel, and Dalmantica. Errant body is definitely the easiest to get. You may already have an osode from HNM activities as monk, it's probably the best general use body armor for bards as well. The Manteel is best for trying to land AOE songs on someone kiting a mob (which you'll discover you try to do a lot), the non-vrtra way to get the manteel involves desynthing an 8million gil subligar avalable after CoP mission 4-2. The Dalmantica is probably the hardest to get, and it is definitely the best for function as a quasi-white mage. For legs, most people use one of zenith, sha'ir, and god (I forget which god, the +5% haste one).
For feet, people that previously were using zenith, sha'ir, and god are now migrating to Rostrum Pumps as their linkshells allow. I do not know any bards that consider any of the other options as better than the rostrum pumps. Hands was already covered, get sha'ir.
Head: Opo-opo crown if you can: it's the best general use head gear for bards. If you're looking for straight +chr you should consider the sha'ir turban and tuna sushi. If you're looking for straight +mp you should consider either zenith or faerie hairpin + pies. For -enmity either errant hat, Relic head, or the helm that drops off Biast in xarcabard (-5 enmity +2% haste +2 strength, probably some negative stats as well). 8.2.4 Geno’s General Build
Geno echoes the situation nature of Bard, and gives us a very nice general equipment build. Yeah, bard gear is all situational; not only on WHAT and WHERE you are, but on HOW your LS does things. So you could be a BRD at Kirin, and doing something ENTIRELY different from what other BRDs do. You just have to mess around with it, and see what you end up doing the most and make a build from that. My build is generally MP/-emnity, as I've found landing songs @1 is becoming increasingly less important on higher level monsters (though it should be said - i only go to wyrms on SMN now, so I don't really need that much CHR as I don't usually fight the really high level stuff on BRD). Because of this, I end up wearing an overall MP and -emnity build, but also wear some HP gear (because I'm taru and too much MP gear would otherwise kill me)
so my "general" gear going into about any situation looks like this:
Head: mahatma hat
Hands: Sheikh gages
Feet: rostrum pumps
Earring: Morukaka earring + Heavens+1 earring
Rings: Tamas Ring + Heavens Ring
Neck: republic necklace
Waist: Steppe sash
Then, depending on the fight is going (getting resisted too much / we are doing really badly / or whatever), I will change those pieces around. Although I don't have my wind torque atm, I would normally switch that in after starting to get resists, along with some chr gear including: a second CHR ring in tamas's spot, sha'ir/zenith in shoes spot, melody+1(s) in earrings, a gleemens belt for waist, and most importantly errant/mahatma/osode in body slot (honestly I prefer errant to osode for this specific purpose, though I still feel osode is a great piece of gear overall.) It takes about 2-3 resists in a row with no other BRD landing them before I switch in this set of gear though, and thats actually surprisingly rare for the small ammount of +chr and +skill I have originally
BRD can be played a lot of different ways, and I dont really think there is one right way to play it. It all depends on what you use your brd for. For King HNMs / Wyrm set up, i would stick to -emnity +hp(if you are taru only! otherwise skip this) +skill +chr in that order, but it would also help to have MP merits so you could have some substantial stat boosts all around.
– Geno of Shiva 8.3 AF2, AF2+1 & Relic Horn 8.3.1 AF2 Armor
AF2 is the Bard only equipment dropped in Dynamis. See below for descriptions of individual pieces.
AF2 pieces are rarely used in XP situations but are used at other times. The HP and -Enmity make them useful in Wyrm and Kirin fights, for example.
Recent updates have added the Bard’s Cape to your arsenal of equipment. It offers 7 CHR 7 Accuracy and 7 Evasion, a nice addition to your equipment, though not as potent as a Jester’s Cape +1, the Accuracy and Evasion bonus are nice soloing stats.
Relic generally refers just to the weapon, though people often use it to mean AF2 armor. Potato, Potato. 8.3.2 AFII +1
AFII +1 are upgrades of AF2 drops. First you need the AF2 piece from a basic city. Then you need to obtain the -1 version of the AF2, and not much is known about the -1 drops at the moment. In addition to two difficult drops, you need Dynamis currency and Dynamis crafting materials to complete your upgrade. 8.3.3 Relic Horn
While Bards can equip the Relic Dagger, the crown jewel, and arguably the most powerful relic in the game is the Relic Horn. With the August 05 patch, the Dynamis (in Dynamis only) and Gjallarhorn now give Ballad +2 MP per tick, in addition to +24 seconds of duration. With an entire party of mages receiving +2 MP per tick per song, that is a total of 42 MP (3 from Ballad I plus 4 from Ballad II times 6 PCs) per tick at the cost of approximately 16 seconds of casting time.
Pyrrhic Horn (Dynamis : CHR+1 [ICE]+7): Relic Horn, Mammoth Tusk, Chromos Tooth, Sword Belt +1, and 3 L Jade shells.
Dynamis Horn (Dynamis : CHR+1 [ICE]+9): Pyrrhic Horn, Horn, Gemshorn, Shofar, and 14 100 Byne Bills.
Millennium Horn (Dynamis: CHR+3 All songs+2): Dynamis Horn, Attestation of Harmony from Shadow NMs in Dynamis Beaucedine, 60 M Silverpiece
Gjallarhorn (CHR+4 All songs+2 Singing skill+10 Wind Instrument skill+10): Millennium Horn, Mysterial Fragment from Dynamis Xarcabard, and a 10000 piece, however you get 4 100 pieces in return.
If you are thinking about doing this upgrade, it is a long expensive journey. Even if you RMTed for enough gil to do purchase the currency, you still have to find people willing to sell it. Dementia has summarize achieving the most lofty of goals as follows: Well first you need to get the relic horn drop from dynamis-windurst. Thats probably the easiest part. Then you have to upgrade the relic horn(5 stages total), each stage will cost dynamis currency(only drops in dynamis, i'd say the average dynamis run nets 200-300ish, some will get less some will get a lot more, depends entirely on the number of 100 drops).
Byne Bill(100 Byne Bill) - Quadavs and Demons
T. Whiteshell(L. Jadeshell) - Yagudo and Demons
O. Bronzepeice(M. Silverpeice) - Orcs and Demons
Stage 1 - Relic Horn
Stage 2 - Pyrrhic Horn - Upgrade cost : Mammoth Tusk, Chronos Tooth, Swordbelt+
Stage 3 - Dynamis Horn - Upgrade cost : Horn, Gemshorn, Shofar, 100 Byne Bill x 14
Stage 4 - Millenium Horn - Upgrade cost : Attestation of Harmony, M. Silverpeice x 60
Stage 5 - Gjallarhorn - Upgrade cost : Mysterial Fragment, 10,000 of some currency(shells i think?)
Aside from the currency which requires immense time just to gather(ignoring the enormous price of actually buying it all), most of the drops are simple to obtain in comparison except for the attestation and the fragment.
To get the attestation you must defeat a hydra NM mob in dynamis-beaucedine, Quiebitiel. I can't give you any specifics on how to spawn it, but the NM fight itself isn't a walk in the park. As soon as someone engages Quiebitiel, 2 hydra whitemages, 2 hydra blackmages, and 2 hydra bards will spawn to assist him. All are dynamis mobs and are capable of using their respective 2hour abilities. Quiebitiel himself has three jobs, whm/blm/brd, and can use all three 2hours, multiple times. He can use benediction repeatedly, which sucks, but probably isn't as bad as the NM who uses mijinn gakure repeatedly(i've fought that one personally, not fun).
To get the fragment you must defeat the Animated Horn in dynamis-xarcabard. It's actually just a floating horn that talks(like the beastment kings). I haven't fought the horn, but i've done the katana and gun, and if it's anything like those two, it will summon 5 sattelite horns to help it, and it will warp away if you don't kill it fast enough(once it warps its gone for good). The katana and gun both used the relic weaponskills(blade : metsu and coronarch) when i fought them, so really i have no idea what kind of special attacks the horn would have.
– Dementia 8.4 Weapons
The following weapons are useful to have in your arsenal, though you don't need to carry all of them around with you. HQ elemental staves will do more for your effectiveness that lots of other gear; as such, you should aim to upgrade to HQ as soon as you can afford to. As for weaponry, it all depends on what your role is. In 99.99% of party/alliance settings you will be using Apollo/Terra/HQ staves as your main weapon. While Chanter's or Signa are very very nice they are subpar when you have the HQ staff on your back. Staves are also good solo tools. With a Terra you have a nice -20% Phys Dmg.
– Niwaar Light/Apollo Staff
Level 51 Dmg 30 Delay 366 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR+1 [DKN]+15 Cure Potency +10% Add Effect: Light Damage
The important hidden effect that is it decreases resistances for Light based songs such as Lullaby and Requiem by 10% (15% HQ). Earth/Terra Staff
Level 51 Dmg 30 Delay 266 VIT+4 [LTG]+15 Physical damage taken-20% Add Effect : Earth Damage
The important hidden effect that is it decreases resistances for Light based songs such as Elegy by 10% (15% HQ). Dark Staff
Level 51 Dmg 30 Delay 266 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR+1 [LIT]+15 MP Regeneration While Healing+10 Add Effect : Darkness Damage
The MP rest +10 is the key for this weapon. The HQ does not give additional resting MP. Monster Signa
Level 17 Dmg 12 Delay 366 HP+5 MP+5 VIT-5 CHR+8
Some Bards keep this to use on Misc. Threnodies, and for level capped situations. Warp Cudgel
For situations without Warp II & skill ups Chanter’s Staff
Level 40 Dmg 20 Delay 366 INT -6 MND +6 CHR +6 Singing Skill +4
This is a great staff for capped missions and BCs. You can obtain it via 50cap ENMs. 8.4.1 Do I need all of the HQ staves for Threnodies?
Somnolent communicates the more or less consensus opinion among experienced Bards: If you buy a full set of NQ staves just for threnodies, you are wasting money. If you already have a full set from some other job that is fine. Realistically, brds only need light/earth/dark. Dark is optional, at that. HQ earth and light can be useful, but not specifically for threnodies. Actually spending the 10-20 million required for something so useless as sticking threnodies... Threnodies just aren't really necessary endgame. Even if you can make the staves yourself, they still aren't worth the expense. If you stick one on to a god or wyrm or some such, fine. It would never be required, and the effects are almost always marginal by that point. For exp mobs, threnodies would still never be useful enough/resisted enough to warrant the expense.
Now, to put incredulity aside and answer your specific questions. Yes, HQ staves would decrease resistance on threnodies even further. Yes, with NQ staves the resists would be decreased sufficiently that you would not need HQ. But realistically, elemental staves are not required for threnodies. The resist rate is low with decent gear, and considering the crafting levels in your sig you can probably afford to buy the best gear available. Another factor is inventory. I carry between 4 and 12 instruments with me all the time, as well as requisite gear to swap out as needed.
- Somnolent 8.5 Shield
Elegant Shield (BCNM: Undying Promise)
Level 40, Def 1 MP+6 CHR+1
Genbu's Shield (Dropped: Genbu)
Level 24 Def 24 [FIR]-10 [ERT]+10 Evasion+10 Physical damage taken-10% 8.6 Head armor
The Opo Opo Crown is generally the best balance of MP and CHR, however it costs you your food effect to gain benefits. Although it has no CHR boost, the Zenith Crown is unparalleled in MP, as you can still eat Pie to gain more MP. The Errant Hat offers less CHR but more -Enmity than the AF2 Roundlet. Sha'ir Turban offers very little MP and CHR, but gives a 1% Haste, which may prove useful in a Haste gear build - plus it looks cool. For soloing and skilling, get an Optical Hat. The Bard’s Roundlet +1 has the most CHR and –Enmity of all pieces, in addition to nice bonuses of 5 Singing Skill and HP. Opo Opo Crown (Quested)
Level 65 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR-7
While you have the Pamama food effect you gain +50 HP +50 MP and +14 CHR (net of 7) Bard's Roundlet (Drop: Dynamis-Sandoria)
Level 72 Def 19 HP+13 CHR+5 Singing skill+5 Enmity-3 Shair Turban (Crafted: Clothcraft)
Level 72 Def 17 MP+9 CHR+3 Haste+1% Errant Hat (Crafted: Clothcraft)
Level 72 Def 28 STR-2 DEX-2 VIT-2 AGI-2 INT+3 MND+3 CHR+3 Enmity-5 Zenith Crown (Aquarian Abjuration & Crafted: Goldsmithing)
Level 73 Def 30 INT+3 MND+3 Enhances "Resist Silence" effect Converts 50 HP to MP Optical Hat (Triggered Drop)
Level 70 Accuracy+10 Ranged Accuracy+10 Evasion+10
Nice piece for soloing. Choral Roundlet +1 (AFI+1: Limbus upgrade)
Level 74 Def 19 HP+11 MND+6 CHR+6 Parrying skill +5 Enmity-2
Ancient Beastcoin x15 Bard’s Roundlet +1 (AFII+1: Dynamis Buburimbu Drop + Upgrade)
Level 75 Def 20 HP+13 CHR+6 Singing skill+5 Enmity-4
1 Byne Bill x26 8.7 Body armor
Each piece shines in its own aspect; its up to you to collect and use them. The Osode has no drawbacks, unlike the – stats from Errant body; however the -Enmity and +hMP are critical in many situations. The AFI +1 Body, is a nice combination of CHR and –Enmity and has a nice bonus of VIT as well. Military Parade on the AF2 body is a great boost when farming or skilling. Dalmatica's Refresh and MP are unmatched by the other body pieces. The Sha’ir Manteel, while overpriced to some, may be a critical boost in time for the busy Bard. Kirin's Osode (Drop: Kirin)
Level 75 Def 52 MP+30 STR+10 DEX+10 VIT+10 AGI+10 INT+10 MND+10 CHR+10 [LIT]+50 Bard's Justacorps (Drop: Dynamis-Beaucedine)
Level 74 Def 45 HP+19 Attack+18 "Military Parade"
Military Parade adds +8 to STR DEX AGI VIT when engaged in combat. Sha'ir Manteel (Crafted: Goldsmithing)
Level 72 Def 42 MP+14 CHR+7 Haste+2% Song spellcasting time -12% Errant Houppelande (Crafted: Clothcraft
Level 77 Def 42 STR-7 DEX-7 VIT-7 AGI-7 INT+10 MND+10 CHR+10 Enmity-3 MP Regeneration While Healing+5 Dalmatica (Aquarian Abjuration & Crafted: Clothcraft)
Level 73 Def 45 Magic Def. Bonus+5 Adds "Refresh" effect Enhances "Resist Paralyze" effect Converts 50 HP to MP Choral Justacorps +1 (AFI+1: Limbus upgrade)
Level 74 Def 45 HP+20 VIT+10 CHR+10 String instrument skill +6 Enmity-3
Ancient Beastcoin x40 Bard’s Justacorps +1 (AFII+1: Dynamis Unknown Drop + Upgrade)
Level 75 Def 46 HP+19 Attack+20 "Military Parade"
1 Byne Bill x28 8.8 Hands armor
Both the Sha'ir and Shiekh Gages have a good mix of CHR and MP, but also grant the impressive - song recast. In addition to 1 Def, 2 MP and 1 CHR, Sheikh Gages have a -4 to song recast time. Bard's Cuffs offer -Enmity with HP rather than the MP granted by Errant Cuffs. For pure MP builds, Zenith Mitts win Hands down with 50 MP on the hands slot. Bard's Cuffs (Drop: Dynamis-Bastok)
Level 73 Def 18 HP+16 Evasion+5 Enmity-3 Wind Instrument skill+3 Shair Gages (Crafted: Leathercraft)
Level 72 Def 19 MP+12 CHR+5 Song recast delay -2 Errant Cuffs (Crafted: Clothcraft)
Level 72 Def 20 HP-20 MP+20 INT+5 Enmity-2 Zenith Mittens (Aquarian Abjuration & Crafted: Clothcraft)
Level 72 Def 23 Magic Atk. Bonus+5 Converts 50 HP to MP Choral Cuffs +1 (AFI+1: Limbus upgrade)
Level 74 Def 18 HP+14 VIT+7 CHR+7 Singing skill+10 Enmity-1
Ancient Beastcoin x25 Bard’s Cuffs +1 (AFII+1: Dynamis Qufim Drop + Upgrade)
Level 75 Def 19 HP+16 Evasion+5 Wind Instrument skill+5 Enmity-4
1 Byne Bill x28 8.9 Leg armor
The 42 MP from the AF2 pants are only matched by the Zenith Pants, which cost -50 HP. Both the Errant pants and Bard's Cannions have - to Melee stats and + to mage stats, however the AF2 does not feature -Enmity, but the Errant Clops do not have the MP. The Sha'ir pants give a static CHR bonus, and have none of the - melee attributes, however the HP and MP bonuses are small on the NQ version. Choral Cannions +1 are great for soloing. Bard's Cannions (Drop: Dynamis-Xarcabard)
Level 75 Def 31 HP+17 MP+42 "Courtly Measure"
Courtly Measure adds +8 to INT MND CHR -8 to STR DEX AGI VIT while NOT Engaged in combat. Sha'ir Seraweels (Crafted: Clothcraft)
Level 72 Def 37 HP+2% MP+1% CHR+8 Errant Slops (Crafted: Clothcraft)
Level 72 Def 38 STR-5 DEX-5 VIT-5 AGI-5 INT+7 MND+7 CHR+7 Enmity-3 Zenith Pants (Aquarian Abjuration & Crafted: Clothcraft)
Level 73 Def 40 MND+4 CHR+4 Evasion-3 Converts 50 HP to MP Choral Cannions+1 (AFI+1: Limbus upgrade)
Level 74 Def 31 HP+12 STR+8 DEX+8 Wind instrument skill +8 Enmity-2
Ancient Beastcoin x25 Bard’s Cannions +1 (AFII+1: Dynamis Unknown Drop + Upgrade)
Level 75 Def 32 HP+26 MP+42 "Courtly Measure"
1 Byne Bill x28 8.10 Foot armor
Both the AF2 feet and Errant feet have -Enmity, but the Errant piece features more MP. The Sha'ir set wins in CHR, gives some MP, and has a small Haste % bonus. The hands down winner for MP is the Zenith feet piece. Dance shoes give a nice evasion bonus in addition to more CHR than all but the Sha'ir Crakows, however the –VIT may be a durn off for some. Rostrum Pumps offer the most MP, at the cost of HP, but give Fast Cast, which is a very nice bonus in several situations. Bard's Slippers (Drop: Dynamis-Jeuno)
Level 71 Def 14 HP+12 Parrying skill+3 Enmity-2 Stringed Instrument skill+3 Shair Crakows (Crafted: Leathercraft)
Level 72 Def 18 MP+11 CHR+4 Haste+1% Errant Pigaches (Crafted: Leathercraft)
Level 72 Def 18 HP-20 MP+20 MND+5 Enmity-2 Zenith Pumps (Crafted: Leathercraft)
Level 73 Def 20 INT+2 CHR+2 Converts 50 HP to MP Dance Shoes (Crafted: Bonecraft)
Level 72 Def 21 VIT-2 CHR+3 Evasion+6 Rostrum Pumps (Triggered Drop: Antlion Trap + Alastor Antlion)
Level 75 Def 20 HP-30 MP+30 INT+3 MND+3 Enhances Fast Cast Effect Choral Slippers+1 (AFI+1: Limbus upgrade)
Level 74 Def 14 HP+10 DEX+5 AGI+5 Evasion+5 HP recovered while healing +2 MP recovered while healing +2
Ancient Beastcoin x25 Bard’s Slippers +1 (AFII+1: Dynamis Valkurm Drop + Upgrade)
Level 75 Def 15 HP+12 Parrying skill+4 Stringed Instrument skill+3 Enmity-3
1 Byne Bill x28 8.11 Bard Rare/Ex collectables
The collectable toys of the Bard. Most aren't really necessities, rather things that are nice (and fun) to have. Opo Opo Crown (Head)
FedEx wrote a great guide on how to get the Opo Opo Crown. This head piece is your Optical Hat. It is challenging to get this without a HNMLS or lots of high level friends. http://ffxi.allakhazam.com/db/jobs.html?fjob=9&mid=1102252657257997009&num=33 Joyeuse (Sword)
Level 70 Dmg 35 Delay 224 Dark +14
The joy is a great soloing weapon with only one down side. Unless you are subbing warrior you have completely useless weaponskills to work with. As Brd/war you have vorpal blade and can actually do decent dmg with the sword. - Niwaar
The sword is a 100% drop from Charybdis http://ffxi.allakhazam.com/db/bestiary.html?fmob=1622
in Sea Serpent's Grotto. It is generally accepted to be a 8-24 lottery from the nearby (inside/outside of the door not the second inside) Devil Mantas, which are on 16 minute timers. This is how to get to Charybdis, courtesy of Alatunos of Kujata http://www.laststands.com/jaysfiles/7-6/ssgnmmap.jpg.
If you didn't put in the work to kill the placeholders, please don't kill the NM. Kard (Dagger)
Level 68 Dmg 22 Delay 190 CHR +5
There is the Kard, the goblin butcher knife. This dagger not only looks cool, it does in fact have a decent dmg/delay. As Brd/Nin with Kard in main hand and joyeuse in off hand you become an evisceration spamming machine. - Niwaar
This dagger is dropped by Soulstealer Skullnix http://ffxi.allakhazam.com/db/bestiary.html?fmob=1605
in the Labyrinth of Onzozo. Star Necklace (Neck)
Level 59 Def 1 CHR 5 Converts 15 HP to MP
In addition to the prerequisite SOB quests, this neck piece is the reward for Crying over Onions http://ffxi.allakhazam.com/db/quests.html?fquest=268.
The quest entails obtaining a r/ex drop, a Star Spinel, from Spelunking Sabotenders in QSC. The area with the 5 Spelunking Sabotenders is on the way to the Chamber of Oracles (featured in ZM6). To get there, take the Quicksands entrance in D-12 of W Altepa (marked 8 on the W Altepa map below), which brings you to entrance 8 in J-11 of one of the Quicksands maps. Walk around to J-9 and use the weight sensor; have 1 galka, 2 hume/elvaan/mithra, or 3 taru stand on it to open the door. Continue west to another weight sensor in H-7, then through a normal door, and drop down into the gap in the floor in F-7.
The only things in these tunnels are 5 Spelunking Sabotenders (62-68) and 2 Girtabs (62-65). The Girtabs are very useful for killing the Sabotenders if you have a BST. The tunnels lead to the Chamber of Oracles and out to W Altepa #9.
– Valyana of Ramuh Minstrel's Coat (Body)
Level 62 Def 40 HP+15 Evasion+3 Wind instruments skill+3 Stringed Instrument skill+3
Drops from Novv the Whitehearted in SSG, in the open area right past the Gold door. Novv is a 2 hour lottery spawn off of the surrounding Lagoon Sahagins (WHM). He is often camped for the Siren's Hair which he drops. Use this to your advantage by asking to join the groups trying to farm for the Hair. They will usually let you in if you only want the Coat, as it is thrown away lots of the time. Rostrum Pumps (Feet)
Level 75 Def 20 HP-30 MP+30 INT+3 MND+3 Enhances Fast Cast Effect
Though it provides less MP than Zenith, it is much cheaper. Drops from Alastor Antlion - which is a triggered spawn using an Antlion Trap. http://ffxi.allakhazam.com/db/bestiary.html?fmob=3676 Swan Bilbo (Sword)
Level 60 Dmg 36 Delay 240 Accuracy +4 CHR +4 AGI -4
Drops off Cyn Cwyff in Eldieme Necropolis. http://ffxi.allakhazam.com/db/bestiary.html?fmob=3746 8.12 HQ3 Instruments
A recent update added HQ2/3 instruments to the game. While you do not get +3 to song strength, you get some neat little bonus stats, and are always nice additions to add to your collection of toys.
Flute +2 HP+5 "Requiem"+1
Cornette +2 AGI+1 "Minuet"+2
Traversiere +2 MP+10 "Madrigal"+2
Crumhorn +2 INT+1 "Carol"+2 Edited, Sun Oct 2 18:42:53 2005 by Jaysensen Edited, Sun Oct 2 18:44:45 2005 by Jaysensen Edited, Thu Jan 19 16:31:17 2006 by Jaysensen Edited, Thu Jan 19 17:03:08 2006 by Jaysensen