Many of these really should go without saying, but it's been my experience that some people require more direction than conventional wisdom would suggest.



For all backline jobs:

  • Idle sets: In addition to having the typical refresh-oriented idle set, it's important that you also have something more defensive available as well. This is particularly true for WHM. An example would look something like this:



    This has capped PDT, capped MDT, high magic evasion, +4 Refresh, and is comprised of "free" and cheap items. All of the items are usable by both BRD and WHM.
  • Magic haste capping: I think there has been a lot of confusion about this, as I often notice notice buff selections that either fall under or way over the cap- so to review:

    • Magic Haste Cap: 43.75%

    Spell% Potency
    Haste       
    15
    Haste II     
    30
    Erratic Flutter   
    30
    Mighty Guard   
    15
    Hastega II     
    30
    Indi-Haste (Idris)     
    40.9
    Indi-Haste (Entrust)   
    29.9
    Advancing March (+8) 
    18.95
    Honor March (+4) 
    16.99
    Victory March (+8) 
    28.61
  • Generally the easiest (though not always the best) way to cap magic haste is to just do Honor+Victory. Haste I is needed as well if the songs are +3/+7.
  • In a zerg, the best way to cap haste is generally SV Honor+Haste I.
  • You usually don't want to waste a geomancy effect on Haste if you can avoid it.


    Overcapping magic haste can be useful in one particular case- overcoming a Slow effect, such as the potent Slow aura the Bastok Wave 2 boss has after 50%.

    Most jobs need to hit the magic haste cap in order to cap attack speed, and amongst those that can make up the difference via Dual Wield, it's still generally desirable in order to maximize TP generation.


    For melee:
  • Similarly, it's also important to have defensive oriented/hybrid sets available for use. Additionally, you'll also need a high accuracy set for some of the more evasive mob types (THF/NIN)- though ideally we'll be switching buffs for these as well.
  • Remember that performing the same WS or Blood Pact multiple (twice or more) times in a row on NMs will incur significant and increasingly large damage penalties. As such, pick your WS accordingly. If there's a COR spamming Savage Blade, you probably shouldn't do the same on BLU. If there are two warriors, they shouldn't both be using Upheaval (or at least not in succession).



    Specific job notes:

    RUN

    • It's generally best for the primary tank to be /BLU for AoE enmity tools (Geist Wall, Sheep Song, Soporific, and/or Stinking Gas) and Cocoon. Unlike Ambuscade, you do need to take measures to get onto the enemy hate lists.
    • /DRK can also work (Poisonga to tag, then Foil) and gives some DD tools, but is probably not advisable for a main tank.

    BLU

    • While melee damage potential may be lower than some other jobs, AoEing is quite useful.
    • Be prepared to switch spell sets when cleaving fodder versus fighting bosses.
    • Blistering Roar can be used to terrorize Wave 3 volte parties to buy about ~20 seconds worth of painless DDing. However, a good magic accuracy set is needed.

    WAR

    Full Break/Armor Break/Weapon Break (depending on what other jobs are present) are useful on NMs.

    A set for this looks something like this:



    Obvious substitutions can be made for Weatherspoon +1 (something with accuracy and/or magic accuracy, such as Flamma Ring).


    SAM

    • Tachi: Ageha is useful on NMs. (See the above Break set)
    • For San d'Oria in particular, Overwhelm will be largely unusable on NMs due to Orcish Counterstance.


    DRG

    • Angon is of course useful and 100% reliable, though it does have only 50% upkeep with a single DRG.
    • High Jump/Super Jump are incredibly useful for enmity reduction on longer fights.
    • Leg Sweep can also be useful (refer to the above set for Breaks on WAR).


    DRK

    • Infernal Scythe is a potent enemy Attack Down.
    • Drain III's HP boost should be utilized to offset DRK's generally poor defense.

    DNC

    • Steps stack with everything else, and given that geomancy is nerfed, this can be a huge help.
    • Haste Samba also allows for WAR to fully cap attack speed.

    PUP

    • While perhaps not a top choice as a job, it can be helpful as a puller/holder.
    • Specific for Wave 3, you have the option of engaging the puppet onto the fetter, which will cause the adds to also attack the puppet. You can then use Retrieve to pull the adds to another location, then Deploy the puppet onto the Disjoined ???. DDs can attack and destroy the fetter in the meantime; once the Circle is destroyed, Deactivate the puppet. The adds won't have enmity towards anyone in the alliance and they'll just wander back to their spawn points.
    • Dynamis-Jeuno is too cramped to do this for every Circle and certain Volte jobs, such as Red Mages, can be more problematic than others for puppet survival.
    • Full tanking attachments are needed for holding a Volte pull.

    SMN

    SMN takes on more of a support role for Dynamis.

    • Pacifying Ruby is great for reducing enmity on the DDs.
    • Crystal Blessing is basically a second Moonshade Earring.
    • Impact and Conflag Strike are both particularly useful for reducing enemy INT and thus enhancing elemental WS damage.
    • Earthen Armor stacks with Scherzo.
    • Shock Squall is a long-lasting stun that can potentially allow DDs to dispatch fodder before they can SP. Note that Wave 3 is largely unsleepable, so this is of particular use there.
    • Hastega II can allow us to drop a March.
    • Atomos's dispel/buff drain has niche usefulness on some NMs, and can be used outside of the BP timers. It can be cast in full Fast Cast gear and is 100% accurate on anything applicable.
    • It might not be a bad idea to use Perfect Defense for zerging the Wave 2 NMs.
    • Can use avatars to pull Wave 3 enemies away from circles

    RDM
    • Take careful consideration of the overall alliance setup when choosing a subjob.
    • /BLM is often the right choice due to Sleepga, Stun, and Elemental Seal.
    • Bring that melee gear you've always wanted to use.

    BRD

    • If we're zerging something with 3+ melees, you should also be prepared to add in some damage as well.

    GEO

    • Make sure you're on the hate list of every mob. Curing the tank after he performs an AoE will accomplish this.
    • Similar to bard, you should also be prepared to melee.
    • Since GEO has the easiest time changing buffs, it will largely be responsible for correcting accuracy on the more evasive monster types (thieves and ninjas).
    • Make sure you're healing (/WHM is generally your best bet for Dynamis) and nuking statues as needed
    • Remember that Entrusted geomancy does not receive any potency boosts from Geomancy+; therefore, you should be substituting Solstice or an augmented Gada for Idris.
    • Bagua Charm +2 is pretty sweet hint hint hint

    SCH

    • Help take out statues.
    • Apply weather to those who want it (RNG and WHM in particular come to mind. Corsairs may also want Firestorm II for Wave 3).
    • Embrava for the Wave 2 Boss.
    • Know how to SC.