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The various weapons and armor pieces available in Vana'diel give adventurers countless ways to gear up for battle. In some cases, gear can be used to enhance a jobs strengths, leading to job specialization. Sometimes, adventurers can use the stat bonuses from armor and weapons to shore up weaknesses -- such as protecting themselves against a certain elemental spell, or boosting evasion for soloing easy preys.
Whatever the case, choosing the proper gear for the tough road ahead is perhaps the most crucial -- and enjoyable -- dilemmas that adventurers face.
Different jobs are better at wielding different types of weapons. This graph shows the grades of each job class in each area of combat.
BLM | BLU | BRD | BST | COR | DRG | DRK | MNK | NIN | PLD | PUP | RDM | RNG | SAM | SMN | THF | WAR | WHM | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Archery | - | - | - | - | - | - | - | - | E 200 | - | - | D 210 | A- 269 | C+ 230 | - | C- 220 | D 210 | - |
Axe | - | - | - | A- 269 | - | - | B- 240 | - | - | - | - | - | B- 240 | - | - | - | A- 269 | - |
Club | C+ 240 | B- 240 | D 210 | D 210 | - | E 200 | C- 220 | C+ 230 | E 200 | A- 269 | D 210 | D 210 | E 200 | E 200 | C+ 230 | E 200 | B- 240 | B+ 256 |
Dagger (FFXI Weapon Class) | D 210 | - | B- 240 | C+ 230 | B+ 256 | E 200 | C 225 | - | C+ 230 | C- 220 | C- 220 | B 250 | B- 240 | E 200 | E 200 | A- 269 | B- 240 | - |
Great Axe | - | - | - | - | - | - | B+ 256 | - | - | - | - | - | - | - | - | - | A+ 276 | - |
Great Katana (FFXI Weapon Class) | - | - | - | - | - | - | - | - | C- 220 | - | - | - | - | A+ 276 | - | - | - | - |
Great Sword (FFXI Weapon Class) | - | - | - | - | - | - | A- 269 | - | - | B 250 | - | - | - | - | - | - | B+ 256 | - |
Hand-to-Hand | - | - | - | - | - | - | - | A+ 276 | E 200 | - | C 225 | - | - | - | - | E 200 | D 210 | - |
Katana | - | - | - | - | - | - | - | - | A- 269 | - | - | - | - | - | - | - | - | - |
Marksmanship | - | - | - | - | B- 250 | - | E 200 | - | C 225 | - | - | - | A- 269 | - | - | C+ 230 | D 210 | - |
Polearm | - | - | - | - | - | A+ 276 | - | - | - | E 200 | - | - | - | B- 240 | - | - | B- 240 | - |
Scythe | E 200 | - | - | B- 240 | - | - | A+ 276 | - | - | - | - | - | - | - | - | - | B+ 256 | - |
Staff | B- 240 | - | C+ 230 | - | - | B- 240 | - | B 250 | - | A- 269 | - | - | - | - | B 250 | - | B 250 | C+ 230 |
String Instruments | - | - | C 255 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Sword | - | A- 269 | C- 220 | E 200 | B- 240 | C- 220 | B- 240 | - | C+ 230 | A+ 276 | - | B 250 | D 210 | C+ 230 | - | D 210 | B 250 | - |
Throwing | D 210 | - | E 200 | - | C- 220 | - | - | E 210 | A- 269 | - | - | F 189 | C- 220 | C 225 | - | D 210 | D 210 | E 200 |
Wind Instruments | - | - | C 255 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Generally speaking, the most optimal weapon for melee jobs is their highest rated weapon. See the bolded skill caps above for reference.
Reason being that weapon will have more accuracy and attack then any other weapon the job can use. This especially becomes important at endgame where mobs defense and evasion are considerably high.
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Mages can equip a variety of weapons in the early and mid levels depending on their specific jobs and styles of play.
With the exception of blue mages, most mages switch to using the Elemental Staves upon hitting level 51. These staves are virtually unrivaled in most situations because they contain several hidden effects for spells and avatar perpetuation that correspond with each staff's element:
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Macro swapping is as easy as /equip slot "Item Name" Slot can be any one of the armor slots on your character. Here is a list of slots that can be swapped:
Note that swapping out main, sub, or ranged will cause you to lose your tp. So say for example you would like to swap out your head slot for weapon skills you would use the following:
/equip head "Optical Hat"
This macro would swap whatever gear your currently wearing for the Optical Hat. It's as easy as that, enjoy gear swapping to your heart's content.