For experience point party situations, gear considerations should focus on:Paladin is the traditional tank. Mitigate, prevent, deflect, absorb, and recover. Great choice for experience point parties lower-levels, but less so higher-levels (especially approaching 75). However, they are the masters of kiting and intimidating the undead.
- 1st Defense (damage over-time mitigation)
- 2nd Vitality (lowers critical hit maximum and boosts defense)
- 3rd Agility (lowers chance of critical hits)
- 4th Evasion (outright dodging attacks)
Partying tips; while this is highly dependent upon the location and make-up, all apply in-general.
- Do provoke when it is up. There is an exception, and that is if the target is nearly defeated and another is soon to be pulled.
- Do face all targets away from other members of the party. Keep those frontal TP attacks from hitting others.
- Do position the target consistently. In fact, define a spot to keep the target. This gives everyone an expectation. However, be mindful of repops/linkage potential.
- Do heal other members to gain enmity and heal yourself. Rest between pulls, if time allows.
- Do regulate your MP usage once you acquire Flash. Depending on the party performance, you may need to devote all your MP to Flash.
- Don't move around a lot so Sneak Attack/Trick Attack DPS don't have to dance. Dancing doesn't do damage.
- Don't keep hate if you are going to die AND everyone else has HP to absorb a few hits. A dead tank slows everyone down far more than a little rest.
- Carrying a ranged weapon is not necessary, but can be very useful in some situations.
- Make Pine Apple Juice (Cooking 30) or Yagudo Drink (Cooking 60), defensive or accuracy food depending on situation (Crab Sushi), and resting MP gear are all wonderful if you can afford them.
- Keep your weapon up-to-date with your level. This will help you hold enmity and favor offensive stat weapons (Tactician Magician's Espadon at 50).
- Past level 40, and depending on party performance, you may start to consider more offensive pieces. This will help you hold enmity and make you a more valuable member in the DPS department.
- Large shields block less often than small shields. Take this into consideration given the attack rate of the mobs you fight. For example, against a MNK job mob, a smaller shield should provide better mitigation. On a slow, but hard,hitting mob, the large shield could save you from big TP hits, whereas the small probably won't absorb much.
HNM tips - TBD
Thank You Contributors
Beniyahou, Kurma, truewatts, Strider, and Gweivyth