Krypton

Community Archive

My Way: A Solo's Strategy Guide

CAUTION!
Junction This article is a personal guide. Information expressed in this guide is one player's opinion and may be more opinion than fact. Strategies and information contained herein may not work for everyone.

No non-minor changes should be made without consulting the author. Changes or questions should be discussed on the talk page.

Junction

Construction NOTICE: This article is currently undergoing construction by a single editor or group of editors. Please do not edit or delete this article until this banner is removed or in absence of discussion.

Introduction:

Why would I want to solo? There are a lot of reasons; time constraints, no one you know available to party, farming, weapons trials, antisocial personality disorder, it’s Tuesday, whatever. The question isn’t why to solo, you have your reasons, and you’ve paid your fee, that’s enough. The real question is “what do I want to accomplish solo?” As the answer to that question dictates everything you will do it’s kind of important.

The purpose of this guide is to cover soloing considerations in a general manner. I attempt to lay out the concerns you should address before you attempt to do whatever you plan to do. It is my hope that this guide and the guidelines I venture will allow you to plan a successful soloing strategy at any point from level 1 before you have earned a subjob all the way to the player who is currently level 99 in all 20 jobs. This is why I do NOT make a specific list of "at level 45 as a ninja you should be in Lufaise killing giants" as an example; you may not even want to solo for XP but for crafting materials or skill-ups or something else entirely. Read guides off an individual job's page here on Wiki if you want advice that is that specific; read this guide (or another, I'm not the jealous type) if you want to decide on your own how to solo whatever for your chosen goal.

Two (or more) birds with one stone

Soloing is an inefficient activity. NOTE: INEFFICIENT OR NOT, SOLOING ACCOMPLISHES MORE THAN STANDING STILL LOOKING FOR A PARTY. To make up for this, I always try to accomplish more than one task when I solo. For example:

  • a. I’m after gil but don’t have a lot of inventory space and I also want XP; target level appropriate beastmen that check preferably EP- to EM only, preferably in an out of the way place. This will minimize competition for mobs (always important), beastmen drops tend to be R/EX or stackable, if crystals are available you can get conquest points as well, but if your inventory is full try to fight in a beastman controlled area to prevent crystal drops. The Enemy con choice is deliberate; if I need gil I would rather NOT have to use consumables and you don't generally need them against EM and lower.
  • b. I need 800 AoE Weapon Skills on X mob for trial weapon; go to an area where they spawn EP- to EM and find a camp you can safely pull to without fear of linking or hitting a 2nd mob with your AoE, bring lots of inventory space so you can sell drops from your prey. For a trial to count you must be able to get XP from your prey, if you are lagging on skill this should help so target the hardest mob you can handle and if you have to be there you might as well come away with some gil so have the inventory space to hold whatever drops. Whenever possible if you have Dual Wield and are working 2 trials try to take advantage of any overlaps in your trials.
  • c. I need to farm some “whatever” to sell/craft/satisfy a debt to Guido the Killer Pimp, etc. Farming is tricky and will be dealt with in its own section below.
  • d. I need to skill-up my X offensive skill; depending on the skill gap you are beginning with you may want to go to more than one camp-a massive skill gap can be satisfied easier by speed killing and you don’t need to get much XP until the skill gap narrows. Once it does narrow you need to find a camp that spawns lots of at least DC but preferably EM, maybe even T if you can handle them so you can reach cap. Either way, bring inventory space to make a little cash to off-set the food expense
  • e. XP/Merits-Lots of ways to go here. The best is always the party. That being said, options for soloists abound. FoV and its big brother GoV takes the already doubled XP outside Aby and puts it on steroids. Campaign and Beseiged, once you reach levels that can contribute have extremely high XP every battle and the added advantage of no XP loss if you die. Abyssea, assuming you have gotten your atmas/abyssites can be very good as well, assuming you are able to build and exploit the lights. Of course, almost all other soloing activities can give XP while you do something else, as long as you keep the prey above the “Too Weak” level. See below for some more specific information.

As you can see, planning is VERY important to efficient soloing. Time is always a factor and there are many things you need to do to keep yourself going in the game at peak level.

Tools of the soloing trade

Soloing requires you to do it all. Every role that needs to be performed in a party you will have to do yourself so you need to be prepared with both gear and a proper attitude. Must-haves include:

  • a. Healing. Unless your main job is capable of keeping you alive you will need to find another means, either through your sub-job, your NPC fellow (which will limit your time), Trust NPCs, bloody bolts, pixies (not very reliable), Regen Atmas or simply being resigned to downtime. Casters don’t forget your echo drops
  • b. Stealth. You have to be able to get to your camp safely and that means oils and powders or magic, ninjitsu, jigs, whatever. Plan for it.
  • c. Know your enemy. Note that I said enemy, not prey. The greatest camp in the world can be useless if there’s an impassable wall of True Sight agro mobs in the way. Once you get to your camp, you still need to know what your prey can do and plan accordingly, i.e. don’t wear a bomb queen ring if you are fighting enemies that spam allot of fire, undead are immune to drain, etc.
  • d. Have an exit strategy. With the cost of Instant Warp scrolls being so low now this isn’t as much of an issue, but I’m not just speaking of when you’re done. Sometimes you bite off more than you can chew for whatever reason and your choices are usually run or die. It’s too late to be looking for a safe, quick path to a zone line or river to lose agro then, so know it in advance
  • e. Distance pulling. Necessary in almost every situation is a means of pulling your prey from a distance. The preferred method is almost always a ranged weapon, but magic and job abilities have their place too, depending on prey. You don’t want your cycle broken because you have to wait for the Recast Timer on Chi Blast after every kill. It sucks to get all the way to a difficult to reach camp only to realize you left your crossbow in your mog locker.
  • f. Inventory space. Ok, I know this seems like a stupid thing, but if you are out to farm you need it, and in the field you only have 3 options, transfer stuff to your satchel/sack if you have the room, throw it away or head back to town to sell/send to mule. MUCH better to take care of it before you go, no? This is especially important when doing GoV as you lose your accumulated Prowesses whenever you zone. See the Pack Rat section for further discussion.
  • g. Gear/food. If you are using weapons with consumable ammo, make sure you have enough. If you will need food for whatever reason make sure you have enough of that. If you plan to craft drops on site make sure you have sufficient materials and crystals to do it. If you plan to level and new gear will be usable you may want that within reach, or your next spell scroll.
  • h. Signet. Ok, this is just a fundamental “don’t leave home without it”. That being said, we all do forget it. If you want to hold on to your TP, heal your HP/MP in a reasonable amount of time, get the points you are entitled to, crystals, XP bonuses and possibly buffs get signet, sanction, sigil-whatever works in your camp. Getting a Signet Staff and keeping it in your satchel/sack at your earliest opportunity is advised.
  • i. Kupower. Not a must have so much as a “don’t miss an opportunity” thing. In other words, if Martial Master is up it’s a good time to skill-up, Treasure Hound/Artisan’s Advantage work well with farming, etc. Useless in Campaign, ToAU or Abyssea
  • j. Smoke ‘em if u got ‘em. XP rings should be used any chance you get, every little bit helps. Do not use ring if waiting for an Abyssea invite or planning to Beseiged or Campaign battle, you are wasting a charge.
  • k. Know your limitations. AKA know your job, this means that soloing is NOT the time to over (or under)estimate yourself. I don’t just mean the capability of your jobs, but your own skill as a player too. If you can’t be trusted to get a cure off in a timely manner you may need to rethink everything, etc. By the same token, if you’re killing everything in 5 minutes but there is a 16 minute re-pop timer you may want to move to either a harder or a more plentiful camp.
  • l. Death and Dismemberment Policy. This game is ultimately based on a random number generator that operates within a set pattern of restraints (the rules of the game) and no matter how well you plan or play eventually the game will eat your face. The important thing is how you choose to deal with it. Is it worth it to use a Reraise Item considering the expense? If you are using an Instant Reraise scroll (7 points) do you need to go back to town when it is gone (you can only carry one)? Is Fields of Valor Reraise available? Is it better to simply Home Point and run back out (taking into account a possible inventory dump/resupply run)?
  • m. Check your macros! A biggie that will help your efficiency-solo or group-is to get your macros organized, under control and to the point where they are second nature, simply because it improves your reaction speed, but only if the commands are appropriate. Example, normally you will want an <stnpc> on a sleep macro or something else, but fighting prey that can charm you will want to be able to hit your charmed players, meaning an <st> is more appropriate then. Don't forget to put your macros back to normal after a level sync. For that matter, make sure you have the right set cued up. I've embarrassed myself a couple times in the past by changing to beast to solo, trying to charm a pet and having the game tell me that "no you can't cast Elegy right now you idiot, you're not a bard!" while my potential pet is gnawing my kneecaps off... It isn't often that you will need to modify your macros for solo play, just maybe your use of certain commands (outside of maybe pulling why would a solo warrior need to Provoke, etc.)
  • n. Wish you were here. Soloing is usually repetitive and boring; do you have someone to talk to, either in game or real life? Do you have the sheer stubbornness to just grind it out? Good tunes?

Your NPC Fellow

The original soloing tool. While somewhat out-of-date, especially with the 95 level cap this is still quite useful leveling in lower levels, as well as skilling up and doing quested weapon skill trials as it will try to skillchain with you. This thing can be a godsend to the soloist, as long as it's able to stay out. From level 5 onwards your NPC is going to be your soloing best friend. When set to Healer you can avoid having to use a healer sub-job. If you need to work on a mage job or a range damage job the tank version is excellent. If you want to do skill chains the attacker version is great with a little practice on your timing. The downside is that your NPC will need downtime to recover and that it can only be out for a certain number of kills; it also takes a 30% bite out of your XP. Nevertheless, a great tool to use when you can. DO get the enhanced version of each style; trade with friends for the Manuals. Also, use your fellow points to increase your NPC's time.

There have been major changes to this. Notably a level cap increase to 95, more kills (up to 100), a longer deployment and expanded areas for use (ToAU). This is not a complete upgrade, but it will help a ton. However, they are using Magian trials for the upgrades, the 70-75 is simple. The good news is that doing trials is an excellent time to work on skills, so it will fit in nicely with most players "to-do" list. Your NPC seems to level fast, at 71, doing 100 EP- kills with NPC and no XP boosts took my NPC half-way to 72.

Remember to watch the level gap. You cannot level sync to your NPC. If you are depending on your NPC for healing as an example you have to remember that just because you are 99 doesn’t change the fact that your NPC is only level 53, only having access to the HP, MP, Spell list, damage output and durability of a level 53. In other words, always solo with this puppy out if you can to keep that level gap tight. That way it’ll actually be useful when you really do need it.

Trust NPCs

A new addition to the game in the December, 2013 update these guys are made for soloing-litterally, you can't join a party and use them, so it's solo or nothing, although there are plans to change this eventually. There are of course pros and cons to this system. They've also announced a new customization system is coming, no details yet, but supposedly it will help with things like your melee DD hitting like they are in pillow fights with 3 year olds. We'll see...

Pros: no XP penalty unlike your NPC fellow; usable from level 1; you can have up to 3 out at once so you can fill more party roles; they don't interfere with your fellow so you can use both at the same time; no need to level them like your NPC fellow; unlimited use, the timer is short; the quest lines are easy and so far there is only a need to quest once; they can take a pounding and are usable in the SoA content that is past level 99 into the iLevels, including reives; rapid regeneration of both HP and MP when not in combat. They can be used in some battlefields, but certainly not all, hopefully more are being added. me, I'm hoping for VW proccing utility.

Cons: The biggest Con-while these guys are out you can't seek a party. Some of these will be changed in future updates, stay tuned. No partying, so your friends can't benefit; will not work outside of the party, so no cures to friends, etc.; SOME support role job AoE buffs have no effect on them so despite their obvious utility for weaker soloing jobs it isn't as good as it could be and you will remain a weaker soloing job-this also impacts skilling up and downtime; limited areas of use, particularily no Abyssea use so leveling with them won't be quite as fast; their play-style isn't what you are used to if you are used to PLAYERS on those jobs, I'll delve into this a bit more in the individual section; no pullers, so you have to initiate all battles with a melee hit before they will engage, and you have to remain engaged, although not in weapon range; stupid casting; they do not level with you, so you have to dismiss and resummon with each level (it's quick, just an annoyance); they cannot be summoned if you have hate on you; no subjobs on some it seems; limited Weapon skill pools and somewhat stupid use of them.

Now, which ones you should choose to use depends on what you are bringing to the table. Some short notes on the individual NPCs follow, but read up on the section page for more detail.

  • Kupipi-Taru whm, so plenty of MP, garbage HP. Casting priority seems to be Status Ailment removal>>Buffs (pro and shell only)>>Debuffs (para and slow, no Dia or silence)>>Curing. Def is mediocre, damage is nothing special, Moonlight WS is VERY nice when she deigns to use it. Where she comes in handy are fights where you need a Whm that will buff but don't want her to be in melee range as you can pull the mob out of her range.
  • Curilla-Sword and shield pld, uses cures, flash and Sentinel to hold hate, rarely cures anyone but herself. Her MP pool is pretty small but her cures are at max skill for her level. Good durability, lousy damage and serious issues holding hate. I don't believe she Shield Bashes.
  • Naji-damage is pretty weak for a war as is his defense and since he uses Provoke all the time he is an MP sponge.
  • Exenmeille-listed as a DD he's a paladin with a polearm, wierd. He holds hate better than Curilla because of the better damage, but his def is worse since he doesn't have a shield, so he also burns through his MP faster.
  • Nanaa Migho-thief, but only 1 dagger. Has TH1 and seems not to have gilfinder. Good accuracy, decent evasion so her damage is OK... but she doesn't use Sneak or trick attack so the high damage spikes from a real thief aren't there. Beware of King Cobra Clamp, it's a conal AoE with poison, so if you are trying to sleep mobs it can cause you some problems.
  • Ayame-Sam, but her damage REALLY sucks if you are used to playing with sams. Durability isn't there either. She has however had a major overhaul and is now your most useful Trust for quested WS, or any other time you need skill chains, use your preferred WS once and from that point on she will initiate a SC whenever you both have 1k TP for the highest tier your weapons can do. In addition, as she will WS when it kills prey without you getting yours off she will Meditate on the next mob to get TP back so you CAN do the SC. She will not self SC however.
  • Zeid-a drk with a greatsword, he's also a galk so his MP is severely "meh". Unlike most darks you play with he uses his casting, alot, primarily absorb spells, Drain and Aspir, elemental casting seems to have been removed but might just be rare. He doesn't use sleep, so adds are still your problem. Has a nifty unique WS that restores HP so he's not the MP sponge you are used to from playing with darks, and JA use so far seems a bit rare. He will cast stun, but Weapon Bash is rare.
  • Trion-the best tank released so far, pld/war. Slow to cure himself (Kupipi always beats him to it if using both). Uses Royal Bash and flat blade but do not rely on him as a stunner. Also uses Royal something which raises his defense. Very Durable. Has a screwed up haircut, I think it's a wig to cover a bald spot.
  • Volker-war/?, uses berserk-ruf which raises his attack. Also vokes. Less annoying than Naji and likes headbands.
  • Ajido-Marujido-blm/rdm, casts elemental majic almost exclusively, but will cure himself in an emergency. No weapon used so he has no means of even limited MP recovery. Also pulls hate off Trion. Truckloads of MP but since he casts his highest nuke at all times it doesn't last. Will melee if prey comes in range. I haven't seen Refresh or Convert yet despite the /rdm. He does cast Dispel.
  • Shantotto-blm. like Ajido except will not melee or cure. Still crazier than a Lohan. If there is an advantage over Ajido, I haven't seen it.
  • Tenzen-Sam/? More damage than Ayame. Job ability use is still lagging compared to a player sam but much more viable as a Melee DD than any other NPC currently available.
  • MIhli Aliapoh whm/? whm but using the damaging club weapon skills, so MP is more of an issue than Kupipi. will single cast buffs if needed (pro/shell only). Still no silence or regen amongst useful spells. Casting priority is the same as Kupipi. She is a bit more durable. You cannot pull the mob out of melee range as she will move to keep hitting. She is the only Whm in the Trust arsenal using Afflatus Solace.
  • Valaineral-Pld/War good tank, 2nd to Trion, slightly better damage but doesn't have bash or that Def+ WS, does have Uriel Blade. Haircut isn't as stupid either.
  • Joachim-Brd/whm, I use him alot song choice in NOT just the usual March x2 so if that's what you want hire someone else. Needs to use Ballad more, but it IS there. Ranged damage (pebbles maybe?) will also cure and status removal but slower than the whm NPCs so he does manage his MP somewhat.
  • Lion-thf/mnk? the thf is definate and she's better than Nanaa at it. TH1 only. Still no JA use so damage isn't what it could be, but neither is the TH. Not sure on gil-finder yet. Fun WS but I have no idea how to skillchain with any of it.
  • Ulmia-Brd/Whm, does no damage at all but the better bard if going heavy on mage jobs as she will actually ballad, if not heavy on mages she will even pianissimo ballad whoever needs it, but shes VERY slow on reacting. extremely reluctant to use her MP, but will cure or remove debuffs if things get hairy.
  • Prishe-mnk/some kind of healer, pretty much what you would expect out of a monk, a bit waterred down on JA use. Will cure in a SERIOUS emergency but that's it.
  • Iron Eater-War/?, FINALLY a melee who isn't trying to tickle the mobs to death. He can hit. He can take a hit. He farts nails. ok, maybe that last one is a reach... but if you want a good melee DD he outdamages Tenzen, which should shame every Sam in the game on Tenzen's behalf. Occasionally pulls hate off of tanks, but doesn't hold it.
  • Naja Salaheem-Mnk/war, decent, I think Iron or Prishe are better. however, I like to engage and then abandon her in lifethreatening situations to repay my "debt" to her for all the things she's "done for me". That'll teach the bitch...
  • Gadalar-Blm/? maybe war or drk, regardless, great blm but dangerous to play with. pretty much casts only fire spells and prefers AoE. Better about MP management than our other Blms and that scythe does good melee damage-for a Trust NPC anyway.
  • Lehko Habhoka-thf/blm? ok, this guy is WIERD. essentially he's a DD, using melee, ranged and elemental spells, with strange WS including an AoE cure. people call him a thf, likely because of the dagger, but he seems to have no TH, unlike Nanaa or Lion. highly acrobatic fighting style. I tend to think he's a dnc/drk using a dagger (why not, we have a monk using a mace and a pld with a spear). Think of him as a utility DD. He's either really fun or really annoying depending how you like to play
  • Cherukki-whm/? she does nothing but whm spells that I've seen and she likes regen-although she caps at regen 3 for some asinine reason known only to the Devs. she has the best MP pool and best MP management of all of the healers. she will also buff and debuff, including hasting melees, but she's a bit slow on the erase-type casts. all in all my current favorite healer, even if she won't melee. Handy if you want a healer who will not screw up skillchains and the like. The knock on her is she doesn't Erase. Uses Silence, too.
  • Ingrid-Whm/? a nuking whm. yep, your new banish spammer. she does a little buffing, but mostly she's useless, unless you are fighting undead as something other than a monk, pup or some type of blunt weapon mage. still, if you are just out for fun...
  • Zazarg-Mnk/? highest DD monk you have now. you lose the little bit of casting Prishe or your Pup Nashmeira would do but he does hit hard, for a trust melee that is
  • Nashmeira-pup/whm not great damage or durability. she rarely has hate. her primary utility? she is the fastest eraser of all your NPC's, using poisana, erase, whatever, AND she makes both Mnejing and Ovjang tougher. She's also just funny to watch fight, SE had some serious fun with her animation.
  • Ovjang-rdm/whm I like this little guy, he's a rdm auto. He and Cherukki are so far the ONLY NPCs we have who will silence casters-although we have the same problem as we had with the old fellow NPC, he's silencing anything with MP, even if it never uses it. His nukes are nothing special so he doesn't take hate that often. curing is rare if at all, and unlike a real rdm auto he doesn't waste all his time buffing you. MP is a problem though, so there will be downtime. very quick on the draw on dispells. Best used with Nashmeira in the party, and Ulmia is a good idea too for the ballad.
  • Mnejing-pld/war Not a bad little tank, prolly the best at getting/holding hate, especially with Nashmeira in the party. He also has a disruptor so he can dispel. That being said, he's not THAT durable and since he will not cast at all he's an MP sponge-not useless, but you must have healers in the party and it doesn't hurt for you to be back-up if not main healing with this guy.
  • Luzaf-cor/nin basically just a DD, uses alot of ranged damage but always in melee range. uses no corsair rolls at all, but as near as I can tell uses all elemental shots, and fairly intelligently at that. No idea if there is a synergystic effect with Nashmeira but they do react to eachother. He does skillchain well, but be aware that some of his WS are AoE.
  • Sakura-Geo does nothing but a regen aura as far as doing anything for the party and even that's not much, 6/tick max (which really needs a boost SE, give a fully skilled Geo output, please). There IS an increase in combat skill-up rate-basically the melee skills (weapon class +shield/guard/parry), but no effect on magic and this is the selling point to having her out. But I think mostly it's to look cute...
  • Moogle-I love this thing, he is to Magic skill what Sakura is to melee skill. Invulnerable to all damage and radiates MP, up to 3/tic at 99 (which really needs a boost SE, give a fully skilled Geo output, please).
  • Fablinx-another weird one, seems to be a drk/healer using a crossbow and maybe a dagger? Decent damage but watch for AoE. Does heal but not fast enough to be a main healer unless you are fighting weak stuff.
  • Elvira-one of our ranger trusts, good damage both melee and ranged. Durability lacks and same AoE issues as...
  • Najeleth-our other ranger trust. As near as I can tell she and Elvira are interchangeable, so redhead or brunette, your choice (works for me, never much cared for blondes anyway).
  • Norilure-or however it's spelled. Sam/Pld, she's our only Sam who can and will self-SC. Don't expect anything from the pld sub, she does so little it's very easy to miss. Fairly durable.
  • Gessho-our only blink tank he's a damn good one. Think of your friend the nin tank and imagine he remembered he has other ninjitsu to use, that's Gessho. Only real issue is the same anyone using nin does end-game, all the boss-type mobs love to spam AoE or stuff that ignores shadows. Luckily Gessho is evasive and seems to have good def in addition, as well as a ton of HP. Watch out for his Aoe WS though, you need to actually pull if using him.
  • Star Sibyl-kinda pointless actually, has an MaB aura, may have some Macc as well but I haven't used her yet where I notice it. Otherwise she just stands there it seems.
  • Ferreous Coffin-good DD for a whm, but really prioritizes the tank which can be an issue if you are playing or using trusts playing squishy jobs. His MP also sucks-but he's a Galk, what were you expecting? Does WS a lot, but only Randgrith-if you have a compatible WS it can be a nice SC, but he will not hold for you to get TP.
  • Domina Shantotto-regular Shantotto but with a scythe. casts a little slower but does decent melee damage, with severe AoE issues and her durability is the pits. I haven't seen her Entropy YET, so MP problems as well.
  • Rainemard-red mage he has all of the traits of a BAD rdm-he casts on noone but himsef, won't heal and isn't a particularly good damage source. He can be ok if you confine yourself to 1 type of prey, but everything he does can generally be done better by other trusts. Although he will confine himself to a prey's elemental weakness, so-except against light or dark weak prey watching his enspell can be good for a mage who needs to learn them I guess. I don't see much other use for him.
  • Klara-likely war, not any better than your other wars, so just use her if you like, the damage is nothing special
  • Exenmille (S)-War or Pld, using a Greatsword and his WS are AoE buffs. Still, nothing special but there are worse.
  • Romaa Migho-thief, think Nanaa but with better damage and worse for farming, no seeming TH or Gilfinder, she's ok, doing decent damage in spikes from TP moves
  • Maat-monk, and a good one but no sup-job benefits, a decent DD
  • Lilisette-dancer obviously, her moves are... weird. She really isn't that good but she is pretty accurate so a decent DD for a dagger wielder. Her dances have some effect on the party, so feel free to play with her, you won't lose anything even though you won't gain much.
  • Lhu Mhakaracca-beast and about as useful as a beast without a pet usually is, i.e. not at all
  • Cid-war, well if you need a war doing blunt damage he's ok, but really you are better off with a monk in those circumstances, he's kinda meh...
  • Koru-Moru-red mage, this guy is amazingly useful, one of our best. He buffs, debuffs and is the best MP source amongst the trusts for mage players as he can Refresh 2, and he cures, too. He even has convert so his MP almost never runs out unless he gets stuck in cure spam. Note, has never refreshed me at any level on Blue Mage.
  • Karaha Baruha-whm/smn while his primary utility is as a healer he does use 2 Fenrir WS that SC nicely as well, but he doesn't have the TP for it very often. Still, my current favorite whm trust
  • Rahal-my new favorite tank, he'll even try to SC with you, although his priority on casting makes him iffy as an SC partner. Holds hate pretty well for a trust and his shield means good defense as well.
  • Kukki-Chebukki-blm, no melee. He casts smarter than our other blm trusts. There are AoE issues like Gadallar, but he uses the better spells situationally, generally matching the day's element but not always. He'll actually sleep as well, but it's the mob the party is fighting, not adds. Not a bad choice at all if you seek magic damage. His durability is crap as you might expect.
  • Gilgamesh-Sam, good melee DD for a trust, but watch out for the AoE. Also tries to SC, including with himself. Good use of Sam JA as well, not a bad choice at all for melee DD, especially if you want slashing damage.
  • Uka Totlihn-dnc/war, decent dnc, decent DD, nothing special. She is NOT quick to react so do not depend on her to keep the party alive but she's likely our best dancer trust so far
  • Kuyin Hathdenna-geo, gives acc buff, that's it. While probably the highest acc buff you can get you are probably better off with one of the bards who may madrigal or with Koru who will given time cast Distract, so mostly cuteness value
  • Abenzzio-goobue, mostly a melee fighter with all the TP moves Goobue are known for and decent durability. But nothing special and has a tendency to block your view.
  • Rugahadjeen-Pld with a greatsword. Not a bad tank actually, and better damage than Rahal. Permanent enfire as well. Casts cures more readily so handy in a party where just a whm isn't quite enough healing.
  • Areuhat-Blue, uses blue spells as WS, particularly Hurricane wing, so watch for AoE. Durability is suspect but she does put up decent damage numbers. Sword WS too and will SC fairly intelligently with whoever last did a WS.
  • Babban-monk, but basically a mandy. Most useful for petal pirouette but it's not reliable. So I guess it's a cuteness thing again.
  • Arciela-rdm/something, primarily buffing/debuffing, has a great heal from a TP move called Illustrious Aid, and has Regain. So far is the only Trust who will refresh my Blue, but won't refresh other trusts.
  • Adelheid-Scholar, plays like a scholar but not much on buffing. Basically think of a scholar who will cure, DoT and Nuke but not buff. Frankly you get more out of your Rdm, Whm or Blm trusts and she has MP issues.

Amuchuchu-Rune, plays as a tank, and actually plays well, especially useful against prey that confines their damage to a single or very few elemental types. and frankly it's always funny watching a Taru tank.

  • Brygid-Geo, boosts charisma and seems to have a small defensive boost. unless you are leveling something that mains Charisma she's basically useless and frankly there is greater utility in other Trusts.

There are more to come, specifically all the Heroines we don't already have (so Aricella is likely) but no real info yet.

Eminence Quests

These work party or solo, but they are especially useful solo due to the rapid rewards accumulation, known as sparks. In addition, you get other rewards occasionally, like pluton cases, etc., and those also can really add up. They also get you good gear for endgame, just under Delve level but above the best you can get from Skirmish 1 and 2, the Skirmish 3 gear is better, but dependent on augments, on average-there are of course a few situational pieces, especially considering your luck on the random buffs for a specific gear piece.

You can have up to 15 quests active at a time, although personally I usually keep it to about 13 so that I can sub in a quest or 2 depending on what I'm doing and the job I'm playing. In addition, sometimes the game just adds one on its own, dictated by time of day; this has put me in the past to 16 active. Some quests are repeatable, some are "one and done". Personally, some of the repeatable ones I keep active at all times, like "vanquish 200 mobs" because you are always working on that.

Review your available quests regularly-more get added as you complete earlier ones-and it seems SE plans to add more to the pool down the road. Use the couple empty slots to add quests specific to your current activity.

As to reward redemption, a bit of advice. The gear rewards below level 99, basically don't bother; leveling is quick and gear for most levels before 99 is generally available from NPCs, fight rewards and stuff people are dumping on the AH while leveling crafting. The skill-up scrolls, I've never seen anyone get more than +.1 so there are probably better ways to spend your sparks. The 99 gear, this is where you want to spend points. It's iLevel 115-117, so as an example the Animator is better than the Alternator. Unless you already have better gear from Delve or the like all of the stuff in here is decent, and at the rate sparks are accumulated if you run the quests heavily, you can get most of it in a big hurry. In addition, most pieces are useful for several jobs.

Now, once you HAVE gotten all the armor and weapons for your job the best use is probably Rem's chapters. AF and Relic have both used them and there is no reason to think AF3 (aka Empy) JSE won't use the same chapters. And with 3 different JSE sets between the 3 sets you can likely make a pretty bad-ass whatever.

Check Unity quests as well, they work identically to RoE quests but also give separate points needed for Unity NMs.

I HATE EVERYTHING ABOUT YOU

ok, SE has been toying with the hate mechanics for some time now and are likely on their last major change. This effects tanking in a major way for every type of tank so until I can revise each section I'm just going to do a collected note here.

Changes in calculation, what we are talking about primarily is what is called on some sites "volatile enmity", i.e. the stuff that changes rapidly. Basically, damage inflicted has had its hate generation severely nerfed. Damage still inflicts enmity but it is in much smaller numbers. The enmity cap has also been tripled. No other changes have been made but nonetheless the effect is VERY profound. Punching bag tanks are thus back in vogue, and EVA tanks are not near as effective, DD tanks are almost non-existent. Here's why: there is an enmity decrease for damage you receive which is much higher than the enmity you generate inflicting damage. Therefore your Sam while putting up substantial damage isn't generating as much hate, but you don't have the damage resistance of a paladin so you take more damage from mob attacks, meaning a faster decay on the lesser enmity you had generated. If you get a cure from your healer that will almost always pull hate to them, but healing doesn't generate as much enmity as the dedicated hate tools of the designated tank and/or hate control jobs do, meaning the paladin|rune|ninja|dancer in tank mode is much more effective getting and keeping hate, especially if self-curing. The thief hate shifting abilities are much more effective now, but only if you allow the tank to get hate initially-SATA is very difficult when the mob is spinning like a top. The bard songs are effective for this but are never used because of the greater utility of other songs, and Scherzo, Mambo and Minne can actually help the tank retain hate from less damage taken, although their use is situational-Carols are handy in the same way against heavy elemental damage dealers, as are rune's defensive measures.

Blink tanking is still less effective than the punching bags-SE hasn't toned down the AoE in the least so shadows still don't last-but it is superior to EVA tanks who were dependent on their damage generated to get/hold hate.

Pet jobs, only viable without seriously specialized play when soloing as a tank, but hate can be held by your pets now if you play/gear that way, i.e. boost the pet's output and limit what you do to primarily damage infliction. For Beasts using jug pets judicious use of Snarl is helpful, pups are less useful using Ventriloquy/Role Reversal but still better than they've been the last couple years.

Rangers unfortunately cannot pile as much hate as you were onto the tank using Decoy Shot but conversely are less likely to pull hate when Decoy is down.

Trusts, Gessho can't tank worth a flip now, Amchuchu and all your paladin tanks are much more effective now. Warriors however are dangerous as they will Provoke, generally have bad defense and the Provoke hate does NOT decay quickly, this leads to healer trusts (or you) spamming cures and can end up with your healers as your tank, and that's bad news as your healers don't take damage well. Your dancer trusts don't use Animated Flourish as a rule, rarely heal and frankly don't hit that much or hard so their tanking isn't that viable unless you are playing bard or some other buffer.

Your NPC Fellow, if set to Shield/Stalwart Shield they are actually pretty viable tanking now IF you are even level with them and don't go over the top on your enmity generation.

Source entry: My Way: A Solo's Strategy Guide. Cached on this server on 4 November 2026.

Map