The Pirate's Booty
The Pirate's Magical Booty
Victuals, Tonics, & other Libations
~The Pirate's Booty~ The Pirate's Booty will primarily focus on dealing physical damage - for Quick Draw and Leaden Salute damage, as well as the non-physical damage playstyle, click here. Weapons__________________________
Lv 1 - Onion Sword - DMG: 5, Delay: 228
Lv 1 - Onion Knife - DMG: 4, Delay: 205
Lv 1 - Bronze Knife - DMG: 4, Delay: 195
Lv 7 - Blind Knife - DMG: 4, Delay: 201, Additional effect: Blindness
Lv 7 - Blind Knife +1 - DMG: 5, Delay: 195, Additional effect: Blindness
Lv 7 - Xiphos - DMG: 8, Delay: 228
Lv 7 - Xiphos +1 - DMG: 9, Delay: 222
Lv 10 - Royal Archer's Sword - DMG: 10, Delay: 228
Lv 12 - Aspir Knife - DMG: 5, Delay: 201, Additional effect: MP Drain
Lv 13 - Knife - DMG: 8, Delay: 195
Lv 13 - Knife +1 - DMG: 9, Delay: 189
Lv 13 - Bilbo - DMG: 11, Delay: 226
Lv 13 - Bilbo +1 - DMG: 12, Delay: 220
Lv 13 - Brass Xiphos - DMG: 12, Delay: 228
Lv 13 - Brass Xiphos +1 - DMG: 13, Delay: 222
Lv 13 - Spark Bilbo - DMG: 13, Delay: 226, Additional effect with battery equipped: Lightning damage
Lv 13 - Spark Bilbo +1 - DMG: 14, Delay: 220, Additonal effect with battery equipped: Lightning damage
Lv 15 - San d'Orian Sword - DMG: 11, Delay: 222, HP +4
Lv 15 - Kingdom Sword - DMG: 12, Delay: 216, HP +6
Lv 19 - Burnite Shell Stone - DMG: 9, Delay: 207
Lv 19 - Small Sword - DMG: 13, Delay: 226, DEX +2
Lv 20 - Mercenary's Knife - DMG: 11, Delay: 190, Acc +2
Lv 20 - Degen - DMG: 14, Delay: 224
Lv 20 - Degen +1 - DMG: 15, Delay: 218
Lv 20 - Kukri - DMG: 10, Delay: 200
Lv 20 - Kukri +1 - DMG: 11, Delay: 194
Lv 21 - Poison Knife - DMG: 9, Delay: 201, Additional effect: Poison
Lv 21 - Poison Knife +1 - DMG: 10, Delay: 195, Additional effect: Poison
Lv 22 - Kaiser Sword - DMG: 15, Delay: 228
Lv 23 - Tuck - DMG: 15, Delay: 226
Lv 23 - Tuck +1 - DMG: 16, Delay: 220
Lv 24 - Poison Kukri - DMG: 10, Delay: 206, Additonal effect: Poison
Lv 24 - Poison Kukri +1 - DMG: 11, Delay: 200, Additional effect: Poison
Lv 25 - Parrying Knife - DMG: 11, Delay: 195, Parrying skill +10
Lv 25 - Windurstian Knife - DMG: 12, Delay: 185, Acc +2, Att +3
Lv 25 - Federation Knife - DMG: 13, Delay: 180, Acc +2, Att +5
Lv 25 - Anthos Xiphos - DMG: 17, Delay: 228, STR +1, Additional effect: Water damage
Lv 27 - Gladius - DMG: 17, Delay 228
Lv 27 - Gladiator - DMG: 18, Delay 222
Starting at level 1 until 22 you'll deal the most damage TP'ing and weaponskilling with either a Dagger or a Sword, since Bronze Bullets are such an atrocity. You're going to want to favor Swords here, as their base damage is higher, yet your skill is the same as with a Dagger (there's no difference between B- vs B+ until later on). Some Daggers compete, but it's mostly Swords from 1 to 22..
From 22 to 27 I would recommend Daggers over Swords; not because of anything concerning melee damage - you should be shooting for TP 22+. But at least having a Dagger there will give you the option to use something like Gust Slash - Marksmanship weaponskills are weak in the early going, and Gust Slash can compete with if not surpass the performance of Hot Shot, Split Shot, etc. A couple keys concerning Gust Slash; you can use it from out of melee range (you don't have to move in), and it can't miss since it's an elemental weaponskill - the first point really being the reason why it's viable in comparison to your Marksmanship weaponskills.
Lv 28 - Archer's Knife - DMG: 11, Delay: 195, Raac +10, AGI +1
Lv 38 - Chiroptera Dagger - DMG: 13, Delay: 192, Raac +12
Lv 43 - Junior Musketeer's Tuck +1 - DMG: 22, Delay: 220, In areas outside of nation's control: Raac +4, Raat +4
Lv 43 - Junior Musketeer's Tuck +2 - DMG: 23, Delay: 214, In areas outside of own nation's control: Raac +5, Raat +5
Lv 50 - Mercurial Kris - DMG: 8, Delay: 192, Occasionally attacks 2 to 3 times
Lv 51 - Fire Staff - DMG: 30, Delay: 366, STR +4, Att +10, Raat +10, Additional effect: Fire damage
Lv 51 - Vulcan's Staff - DMG: 35, Delay: 356, STR +5, Att +10, Raat +10, Additional effect: Fire damage
Lv 61 - Trailer's Kukri - DMG: 19, Delay: 195, Raac +14
Here's the meat of your exp'ing weapons.. Once you hit 28 you'll want an Archer's Knife for sure. The Chiroptera Dagger at 38 is 1.5 Raac better than Archer's, though it's Rare/Ex and comes from the NM Tres Duendes bats in Phomiuna Aqueducts - not the easiest mob to kill, and when you do it's a 1 in 3-ish drop. If you can get one, great, it'll last you until 61.. If not, don't sweat it. The Junior Musketeer's Tucks +1 and +2 are an option if your Raac is very solid in an area outside your nation's control (doesn't work in ToAU or WoG areas), but for the most part the 10 Raac from Archers will be preferred.
These weapons to be mentioned are not only valuable during exp, but also at 75. Mercurial Kris at 50 becomes usable at either 53, 54, 55, or 56; whenever you happen to get Slug Shot depending on possible prior Marksmanship merits and use of a Gun Belt. Meleeing with a MK before Slug Shot is a poor choice, as there isn't much of a difference between a regular /ra shot and a weaponskill (Mercurial Kris TPing sinks your DoT but increases your rate of weaponskills).
There eventually become two distinct choices of main weapon when shooting for TP - Trailer's Kukri if your Raac stands to be improved, or a Fire/Vulcan's Staff if your Raac is sufficient. At 75, usually when you're shooting for TP it's because the target mob(s) are very difficult (read: evasive). However, there is certainly a time and a place to get the extra muscle provided by the Staff+Grip, so be ready to utilize either if shooting for TP.
Lv 65 - Phantom Fleuret - DMG: 36, Delay 224, Raac +5, Raat +5, Parrying skill +5
Lv 65 - Company Fleuret - DMG: 36, Delay 224
Lv 66 - Coral Sword - DMG: 36, Delay 233
Lv 66 - Merman's Sword - DMG: 37, Delay: 227
Lv 68 - Tutelary - DMG: 35, Delay: 226, HP +30, Att -10, DEF +14
Lv 69 - Corsair's Scimitar - DMG: 38, Delay 224, Additional effect: Paralysis, Besieged: Att +10, Raat +10
Lv 70 - Rune Blade - DMG: 39, Delay: 236, Latent effect: DMG 43, DEX +5
Lv 70 - Joyeuse - DMG: 35, Delay: 224, Occasionally attacks twice
Lv 70 - Behemoth Knife - DMG: 31, Delay: 211, HP +25, Att +8
Lv 70 - Behemoth Knife +1 - DMG: 32, Delay: 201, HP +30, Att +10
Lv 70 - Assassin's Jambiya - DMG: 30, Delay: 201, Assault: DMG: 33, Critical hit rate +5%
Lv 71 - Matron's Knife - DMG: 31, Delay: 195, DEX +4
Lv 71 - Dagger of Trials - DMG: 27, Delay 200, Latent effect: HP +20
Lv 71 - Sapara of Trials - DMG: 38, Delay: 236, Latent effect: HP +20
Lv 72 - Gully - DMG: 29, Delay: 205, HP +10, DEX +2, VIT +2
Lv 72 - Gully +1 - DMG: 30, Delay: 200, HP +11, DEX +3, VIT +3
Lv 72 - Martial Knife - DMG: 27, Delay: 186, TP Bonus
Lv 72 - Anelace - DMG: 39, Delay: 233, HP +10, DEX +2, VIT +2
Lv 72 - Anelace +1 - DMG: 40, Delay: 227, HP +11, DEX +3, VIT +3
Lv 72 - Martial Anelace - Damage: 39, Delay: 240, TP Bonus
Lv 72 - Mighty Talwar - DMG: 40, Delay: 240, DEX +2, On Windsdsays: DMG: 48
Lv 72 - Pealing Anelace - DMG: 39, Delay: 233, HP +10, DEX +2, VIT +2, Enchantment: Thunder
Lv 72 - Sylphid Epee - DMG: 39, Delay: 224
Lv 72 - Adder Jambiya - DMG: 33, Delay: 201, HP +15, Eva +4, Enhances "Resist Poison" effect, Enhances "Resist Petrify" effect, Additonal effect: Impairs evasion
Lv 72 - Adder Jambiya +1 - DMG: 34, Delay 194, HP +20, Eva +5, Enhances "Resist Poison" effect, Enhances "Resist Petrify" effect, Additional effect: Impairs evasion
Lv 72 - Amir Jambiya - DMG: 34, Delay: 194, HP +20, Eva +5
Lv 72 - Khimaira Jambiya - DMG: 33, Delay: 201, HP +15, Eva +4
Lv 72 - Koggelmander - DMG: 43, Delay: 224, STR +4, DEX +4, Enhances "Vermin Killer" effect, Vs. vermin: Critical hit rate +7%
Lv 72 - Ermine's Tail - DMG: 34, Delay: 194, Eva +8, Enhances "Lizard Killer" effect, Vs. lizards: Critical hit rate +7%
Lv 73 - Heart Snatcher - DMG: 15, Delay 205, Latent effect: DMG: 30, Critical hit rate +6%
Lv 73 - Trilling Dagger - DMG: 28, Delay: 186, Increases light elemental magic damage dealt, Silence: Att +10
Lv 73 - Mighty Knife - DMG: 28, Delay: 200, AGI +1, On Windsdays: DMG: 38
Lv 73 - Mensur Epee - DMG: 39, Delay: 224
Lv 73 - Verdun - DMG: 36, Delay: 224, MP +18, Parrying skill +7
Lv 73 - Verdun +1 - DMG: 37, Delay: 218, MP +20, Parrying skill +9
Lv 73 - Jambiya - DMG: 33, Delay: 201, HP +20, Enhances "Resist Virus" effect
Lv 73 - Jambiya +1 - DMG: 34, Delay: 194, HP +22, Enhances "Resist Virus" effect
Here lies the melee TP weapons of high levels; the Phantom Fleuret can also be used to boost ranged stats, though I would pretty much always favor a Trailer's Kukri or Vulcan's Staff + Axe Grip. It's probably best used for meleeing if you don't have a Joyeuse or Mercurial Kris, though even there it's nothing special. Which leads me to believe it's overrated and mentioned too much, so I'll stop talking about it now!
As noted above, meleeing for TP doesn't just begin and end with the multi-hit weapons Joyeuse and Mercurial Kris. Even TPing with single-hit weapons can lead to comperable or more damage dealt than ranged TPing. This is because of a severe contrast in melee vs ranged buffs (Haste is the most obvious and influential), as well as the fact that our preeminent guns have exceedingly long delays, which is an issue when mobs are falling fast. By 75, your base Dagger skill (B+) will be 256 in comparison to your Sword's (B-) 240. So in choosing a single-hit weapon, Daggers will have a 14.4 Acc and 16 Att advantage. Even so, there isn't a large difference between the high level single-hit Daggers and Swords; the 16 skill difference does help the Daggers out in relation to the Sword's higher damage unlike your experiances from Lv 1 to 22.
Some of the single hit weapons to zero in on are Ermine's Tail and Koggelmander from Maze Mongers.. Also Behemoth Knife +1, Jambiya, Corsair's Scimitar, Company Fleuret, etc. Though, if you're serious about playing COR at a very high level, you're going to want to go after a Joyeuse and/or Mercurial Kris. Either of these multi-hit weapons will obliterate a single-hitter; Joyeuse in both DoT and weaponskills, MK in weaponskills by a lot.
Martial anelace can be useful for Spirits Within, which is usually only helpful on extremely high-end mobs where your Marksmanship weaponskills won't be doing much - Sky gods for example. Also, some Hidden Effects notes: Mensur Epee's base damage increases as the members in your party decreases; when solo, it comes to 47 base DMG. Company Fleuret acts inverted to that - the more party members the higher the base damage rises, to 41 with a full party of six. Also, of less consequence, on Windsdays the Sylphid Epee gains 10 Attack and becomes Piercing damage. Finally, the Rune Blade's latent is when your MP is greater than 0, and it drains your MP at 4/tick. Some quirky stuff for sure..
Grips__________________________
Lv 55 - Mythril Grip - STR +1, VIT +1, Acc +1
Lv 55 - Mythril Grip +1 +1 - STR +2, VIT +2, Acc +2
Lv 65 - Axe Grip - HP +20, STR +3
Not much to say here.. If Lv 55 to 64 and using a Fire or Vulcan's Staff be sure to use a Mythril Grip +1, and if 65+ make sure it's an Axe Grip. The only relevent statistic here is STR.
Shields__________________________
Lv 30 - Nomad Moogle Shield - DEF: 8, Enhancement: Moogle's Japery
Lv 30 - Town Moogle Shield - DEF: 8, Enhancement: Moogle's Japery
Lv 30 - Mercenary's Targe - DEF: 6, Latent effect: HP +5, Latent effect: MP +10
Lv 30 - Beater's Aspis - DEF: 3, Latent effect: Eva +2
Lv 30 - Genin Aspis - DEF: 6, Latent effect: Att +5
Lv 30 - Healer's Shield - DEF: 2, Latent effect: DEX +2
Lv 30 - Killer Targe - DEF: 4, Latent effect: MP +5, CHR +2
Lv 30 - Magician's Shield - DEF: 2, Latent effect: HP +10, MP +5
Lv 30 - Pilferer's Aspis - DEF: 3, Latent effect: Shield skill +5
Lv 30 - Trimmer's Aspis - DEF: 4, Latent effect: MND +2
Lv 30 - Varlet's Targe - DEF: 6, Latent effect: AGI +2
Lv 30 - Warlock's Shield - DEF: 4, Latent effect: HP +7, MP +7
Lv 30 - Wizard's Shield - DEF: 2, Latent effect: STR +2
Lv 30 - Wrestler's Aspis - DEF: 4, Latent effect: INT +2
Lv 30 - Wyvern Targe - DEF: 4, Latent effect: Haste +1%
Lv 70 - Legion Scutum - DEF: 16, MP +20, Enmity -2, hMP +5
The least important of the sections here, included for completeness. All of the Lv 30 Shields (besides the silly Moogle ones) shown have latent effects activated by the sub job used - you'll notice there are fifteen shields, one for every non ToAU and WoG job class.
For brevity's sake, I'll just hit those most likely to be used; Mercenary's Targe is /War, Beater's Aspis is /Rng, Genin Aspis is /Nin, Trimmer's Aspis is /Bst, Healer's Shield is /Whm, and Wyvern Targe is /Drg - clearly the Wyvern Targe has the most valuable stat to be activated in 1% Haste, and along with the Wyvern Earring (5% Haste) are two item-related reasons some actually use /Drg.
Overall, Shields on COR are basically the appendixes. Whether you have one or not, it hardly matters. If you wanna track one down for the approperiate sub job, or use one of the Moogle-related Shields, go for it. Chances are you don't have and can't get the Moogle Shields, as they are only obtained if you went/go to a FFXI Vana'diel Festival in either California or Japan this year (2008) as a giveaway. Legion Scutum from ZNM's boasts the most defense of any Shield, and has no sub job restrictions like the Moogle Shields. It's too bad we can't use something actually really useful like a Tatami Shield..
Guns__________________________
Lv 5 - Firefly - DMG: 11, Delay: 600, AGI +1
Lv 15 - Bandit's Gun - DMG: 14, Delay: 600
Lv 15 - Bandit's Gun +1 - DMG: 15, Delay: 582
Lv 20 - Platoon Gun - DMG:15, Delay: 600
Lv 27 - Pirate's Gun - DMG: 20, Delay: 600
Lv 27 - Pirate's Gun +1 - DMG: 21, Delay: 582, Raac +5
Lv 30 - Mar's Hexagun +1 - DMG: 22, Delay: 480, Raac +3
Lv 30 - Mars's Hexagun +1 - DMG: 23, Delay: 466, Raac +5
Lv 30 - Military Gun - DMG: 23, Delay: 548, Raat +7
Lv 36 - Darksteel Hexagun - DMG: 25, Delay: 480, Raac +4
Lv 36 - Darksteel Hexagun +1 - DMG: 26, Delay: 466, Raac +6
Lv 40 - Trump Gun - DMG: 28, Delay: 480, Raac +2, AGI +2
Lv 46 - Deluxe Carbine - DMG: 32, Delay: 600
Lv 50 - Seadog Gun +1 - DMG: 26, Delay: 600, Raat +10
Lv 56 - Matchlock Gun - DMG: 36, Delay: 600
Lv 56 - Matchlock Gun +1 - DMG: 37, Delay: 582
Lv 60 - Shark Gun - DMG: 39, Delay: 582, Raac +5, Besieged: Raat +5
Lv 65 - Hexagun - DMG: 30, Delay: 480, Raac +5
Lv 65 - Hexagun +1 - DMG: 31, Delay: 466, Raac +7
Lv 69 - Basilisk - DMG: 39, Delay: 582, Raat +8, Set: Increases Eva, hHP, Reduces Enmity
Lv 69 - Murderer - DMG: 38, Delay: 600, Raac +8, Set: Increases STR, Att, Raat, and MaB
Lv 71 - Gun of Trials - DMG: 39, Delay: 600
Lv 71 - Silver Cassandra - DMG: 33, Delay: 480, Raac +6
Lv 71 - Great Cassandra - DMG: 34, Delay: 466, Raac +8
Lv 72 - Coffinmkaer - Latent effect: DMG: 40, Delay: 600, Raac +9
Lv 72 - Martial Gun - DMG: 39, Delay: 612, TP Bonus
Lv 72 - Peacemaker - DMG: 13, Delay: 270, AGI +5, Emnity -2
Lv 75 - Corsair's Gun - DMG: 41, Delay: 600
Lv 75 - Corsair's Gun +1 - DMG: 42, Delay: 582
Lv 75 - Quicksilver - DMG: 31, Delay: 480
Lv 75 - Death Penalty - DMG: 40, Delay: 480, Enhances "Quick Draw" effect, "Leaden Salute," Aftermath: Increases Raac/Raat, Occasionally deals double damage
Pre level 22, guns are inferior damage to swords, thanks to our bullet selection. The Shark Gun is terrific for 60 cap and uncapped before Lv 72, but requires 16K IS and Corporal Mercenary Rank. Lv 72 brings 3 important guns to the table - Coffinmaker is a strong overall gun, Peacemaker gives us a good pulling tool, along with our best Light/Dark Shot option, and Martial's TP Bonus can add large amounts of ranged accuracy to Slug Shot, or damage to Detonator. At 75 there's Corsairs/+1, which is what you would want when /Mage and your only damage is coming from Quick Draw. Quicksilver is our Nyzul weapon needed to obtain Leaden Salute, and is the base weapon for Death Penalty. Murderer's bonuses when used in conjuction with a Supremacy Earring are minimal, rendering it a side-grade of sorts from Coffinmaker.
Ammo__________________________
Lv 1 - Bronze Bullet - DMG: 3, Delay: 240
Lv 10 - Battery
Lv 11 - Tin Bullet - DMG: 8, Delay: 240
Lv 22 - Bullet - DMG: 46, Delay: 240
Lv 35 - Paktong Bullet - DMG: 50, Delay: 240
Lv 50 - Iron Bullet - DMG: 55, Delay: 240
Lv 61 - Corsair Bullet - DMG: 57, Delay: 240, Raac +25
Lv 66 - Steel Bullet - DMG: 70, Delay: 240
Bronze Bullets are complete garbage, but at Lv 22 we finally get something packing a punch to shoot. At 50 you can upgrade to Irons.. The 25 ranged accuracy on Corsair Bullets seems like it could be situationally useful, and maybe so. But they're 13 DMG below our premier bullet, and furthermore the available supply simply makes shooting them regularly not viable (drops from the COR ENM60 only). Steel Bullets at Lv 66 provide us with a potent 70 DMG, and while very expensive the damage increase is worth it.
Head__________________________
Lv 1 - Bronze Cap - DEF: 2
Lv 7 - Leather Bandana - DEF: 3
Lv 9 - Compound Eye Circlet - DEF: 4, Eva +5
Lv 10 - Royal Footman's Bandana - DEF: 5, AGI +1
Lv 15 - San d'Orian Bandana - DEF: 6, HP +4, AGI +1
Lv 15 - Njord's Mask - DEF: 4, Raat +1
Lv 24 - Emperor Hairpin - HP -15, DEX +3, AGI +3, Eva +10
Lv 24 - Empress Hairpin - HP -15, DEX +3, AGI +3, Eva +10
Lv 25 - Freyr's Mask - DEF: 9, AGI +1, Raat +1
Lv 25 - Shade Tiara - DEF: 10, "Empty Killer"
Lv 25 - Shade Tiara +1 DEF: 11, Eva +1, "Empty Killer"
Lv 30 - Noct Beret - DEF: 9, AGI +1
Lv 30 - Noct Beret +1 - DEF: 10, AGI +2
Lv 34 - Republic Circlet - DEF: 12, "In areas under own nation's control: MaB +5"
Lv 35 - Freya's Mask - DEF: 10, DEX +1, AGI +1, Raat +1
Lv 36 - Blink Band - DEF: 6, Enchantment: "Blink"
Lv 39 - Dobson Bandana - AGI +3, Eva +5, Enhances "Resist Poison" effect
Lv 41 - Voyager Sallet - STR +3, DEX +4
Lv 43 - Walkure Mask - DEF: 11, HP +15, Att +6
Lv 44 - Corsair's Hat - DEF: 14, DEX +1
Lv 44 - Corsair's Hat +1 - DEF: 15, DEX +2
Lv 46 - Juggler's Headband - DEF: 9, DEX +2, Eva +5
Lv 50 - Storm Zucchetto - DEF: 15, Acc +4, Magic Acc +2
Lv 51 - Vampire Mask - DEF: 17, Nighttime: Acc +3
Lv 52 - Super Ribbon - HP +5, STR +1, DEX +1, AGI +1 VIT +1, Acc +1, Att +1, Raac +1, Raat +1, Eva +1
Lv 55 - Jaridah Khud - DEF: 21, HP -5, Att +2, Raat +1
Lv 55 - Akinji Khud - DEF: 22, HP -5, Att +3, Raat +2
Lv 60 - Corsair's Tricorne - DEF: 22, HP +8, STR +2, Raac +8, Enhances "Quick Draw" effect
Lv 68 - Cobra Cap - DEF: 22, Acc +4, "Store TP" +2, Enmity -4, Set: Enhances "Counter" effect
Lv 70 - War Beret +1 - DEF: 21, HP +12, Acc +9, Raac +9
Lv 70 - Optical Hat - Acc +10, Raac +10, Eva +10
Lv 70 - Hydra Tiara - DEF: 24, Enchantment: Potency
Lv 70 - Bowman's Mask - DEF: 25, DEX +4, Raac +10, Enhances "Resist Stun" effect, Set: Increases Raat
Lv 70 - Maat's Cap - STR +7, VIT +7, DEX +7, AGI +7
Lv 71 - Zha'Go's Barbut - DEF: 23, Raac +8, Raat +8, Enmity -5, Enhances "Snapshot" effect
Lv 72 - Pahluwan Qalansuwa - DEF: 15, HP +25, Acc +7, Att +5, Raac +7, Set: Enhances "Subtle Blow" effect
Lv 72 - Enkidu's Cap - DEF: 23, DEX +3, AGI +3, Acc +8, Raac +8, "Subtle Blow" +2
Lv 74 - Corsair's Tricorne +1 - DEF: 23, HP +13, STR +4, AGI +4, Raac +9, Enhances "Quick Draw" effect
Lv 75 - Commodore Tricorne - DEF: 24, HP +10, Raat +8, Augments "Phantom Roll"
Lv 75 - Commodore Tricorne +1 - DEF: 25, HP +12, Raat +10, Augments "Phantom Roll"
Lv 75 - Walahra Turban - HP +30, Haste +5%
Lv 75 - Denali Bonnet - DEF: 21, AGI +4, Att +3, Eva +3, Haste +4%, Set: Increases Accuracy
Lv 75 - Skadi's Visor - DEF: 15, DEX +4, AGI +4, Att +6, Raat +6, Haste +3%, Set: Increases rate of critical hits
22+ focus on your AGI options - Emperor/ess Hairpin, HQ Noct Beret, Dobson Bandana, etc - as you'll want all the Raac you can get. The Blink Band is a possible helpful tool once you get Slug Shot to mitigate damage. As far as AF goes, our Tricorne at Lv 60 is pretty much as good as it gets - you won't find a better weaponskill option in the game for the vast majority of instances save only the +1 version, and the enhanced Quick Draw is helpful in any circumstance.
HQ War Beret, Pahluwan Qalansuwa, Enkidu's Cap, Optical Hat, Walahra Turban, Denali Bonnet, and Skadi's Visor present a large variety of melee Head options - it likely depends on your hit rate as to whether you'd favor Haste or Accuracy. When shooting for TP and/or weaponskilling, Corsair's Tricorne, Optical Hat, Enkidu's Cap, Bowman's Mask, and the HQ War Beret are all solid choices. All five are outclassed by Corsair's Tricorne +1 though, our AF +1 hat is it for almost all things ranged. Commodore Tricorne is a big deal for rolls in need of a Job Bonus, and it's also a good Detonator choice if you don't have AF+1. Zha'Go's Barbut is really more of a RNG piece, but if the 8 Raac has you around capped /ra hit rate, by all means do pick up the extra 6 Raat and bit of Snapshot (in comparison to AF+1).
Commodore Tricorne's "Augments Phantom Roll" grants the PR Job Bonus if the corresponding job is not present about 1/3 of the time. Thus useless for rolls which have the job in your party, but a great asset for all rolls lacking a Job Bonus. Without question a big item for COR, it joins the list of highly coveted items from Dyna-Xarc. It doesn't need to be worn after the initial roll; if the Job Bonus is given, it'll stay upon changing to a different Head piece during any potential Double-Ups.
Neck__________________________
Lv 7 - Wing Pendant - AGI +1
Lv 7 - Feather Collar +1 - DEF: 2, Raac +2
Lv 21 - Spike Necklace - STR +3, DEX +3
Lv 33 - Peacock Charm - Acc +10, Raac +10
Lv 33 - Peacock Amulet - Acc +10, Raac +10
Lv 40 - Agile Gorget - DEF: 3, AGI +2, Eva +1
Lv 54 - Ashura Necklace - DEF: 1, STR +1, DEX +1, AGI +1, VIT +1
Lv 59 - Spectacles - DEF: 2, Acc +7, Raac +7
Lv 69 - Sniper's Collar - Raac +6, Raat +5, Emnity -1, "Subtle Blow" +1
Lv 70 - Diabolos's Torque - Raac +8, Dark weather: Raac -8, Raat +8
Lv 72 - Aqua Gorget - Latent effect: Increases weapon skill accuracy and damage
Lv 72 - Light Gorget - Latent effect: Increases weapon skill accuracy and damage
Lv 72 - Breeze Gorget - Latent effect: Increases weapon skill accuracy and damage
Lv 72 - Faith Torque - MND +5, Marksmanship skill +7, Hand-to-Hand skill +7
Lv 73 - Fortitude Torque - VIT +5, Sword skill +7, Great Sword skill +7
Lv 73 - Love Torque - DEX +5, Dagger skill +7, Polearm skill +7
Lv 74 - Qiqirn Collar - Att -4, Att -4, Raac +4, Raat +8
Lv 74 - Ancient Torque - DEX +4, Acc +9
Lv 75 - Orochi Nodowa - DEF: 1, Att +6, Enhances "Resist Poison" effect, Adds "Regen" effect
Lv 75 - Orochi Nodowa +1 - DEF: 2, Att +7, Enhances "Resist Poison" effect, Adds "Regen" effect
Lv 75 - Kappa Necklace - Raat +8, Salvage: Adds "Recycle" effect, "Ninja tool expertise"
The Feather Collar +1 at Lv 7 can last you a very long time - the PCC/PCA at 33 are our best strait Raac option in the game, and very nearly our best Acc as well (Ancient Torque just edges it out). Spectacles at 59 provide a very solid alternative as far as Acc/Raac.
Sniper's Collar, Diabolos's Torque, Qiqirn Collar, and Faith Torque round out an interesting array of /ra options (along with Peacock Charm/Amulet and Specs) - but when it comes to weaponskilling, the Sea gorgets are unequaled. Breeze and Aqua's latent works on Slug Shot, but the Light Gorget works for both Slug Shot and Detonator - Detonator in some situations competing with or even possibly surpassing Slug's performance.
Earrings__________________________
Lv 1 - Cassie Earring - DEF: 2, STR +1, VIT +1, Converts 50 MP to HP
Lv 10 - Optical Earring - DEF: 1, Acc +1, Att -2
Lv 16 - Bone Earring - Att +1, Eva -1
Lv 16 - Bone Earring +1 - Att +2, Eva -1
Lv 21 - Beetle Earring - Att +2, Eva -2
Lv 21 - Beetle Earring +1 - Att +3, Eva -2
Lv 30 - Beater's Earring - Latent effect: Raac +3
Lv 30 - Genin Earring - Latent effect: AGI +4
Lv 30 - Wyvern Earring - Latent effect: Haste +5%
Lv 35 - Drone Earring - AGI +3
Lv 40 - Intruder Earring - DEF: 6, AGI +1, DEX +1, In areas outside own nation's control: Converts 40 MP to HP
Lv 50 - Vision Earring - Raac +2, Enhances "Resist Blind" effect
Lv 50 - Storm Loop - Att +5, Assault: Att +10
Lv 52 - Accurate Earring - Acc +2
Lv 55 - Waetoto's Earring - STR +2, VIT +1
Lv 63 - Coral Earring - Att +5, Eva -5, Magic damage taken -1%
Lv 63 - Merman's Earring - Att +6, Eva -4, Magic damage taken -2%
Lv 65 - Diabolos's Earring - Acc +3, Dark weather: Acc -3, Magic Acc +2
Lv 65 - Ladybug Earring - Daytime: Raat +3
Lv 65 - Ladybug Earring +1 - Daytime: Raat +4
Lv 67 - Triumph Earring - STR +2
Lv 67 - Triumph Earring +1 - DEF: 1, STR +2
Lv 69 - Brilliant Earring - Set: Increases Eva, hHP, Reduces Enmity
Lv 69 - Supremacy Earring - Set: Increases STR, Att, Raat, and MaB
Lv 70 - Fenrir's Earring - Daytime: Att +10, Nightttime: Raat +10
Lv 70 - Pixie Earring - DEX +3
Lv 72 - Bushinomimi - STR +2, Great Katana skill +5, Parrying skill +5
Lv 72 - Suppanomimi - AGI +2, Sword skill +5, Enhances "Dual Wield" effect
Lv 72 - Hollow Earring - DEX +2, Acc +3, Raac +3, Sword enhancement spell damage +3
Lv 75 - Brutal Earring - Enhances "Double Attack" effect, "Store TP" +1
Lv 75 - Beta Earring - Raac +2, Salvage: Haste +1%
As with so much else for COR, the real helpful options start appearing at Lv 30. Do make use of the minimal +Att, -Eva choices when meleeing prior to Lv 22 though. The Beater's Earring's latent 3 ranged accuracy activates when /Rng. The Genin's latent activates when /Nin. 2 AGI = 1 Raac, so the Genin Earring equates to 2 Raac. The 3 AGI Drone Earring makes a solid choice for the other ear starting at 35. At 50 the Vision Earring's 2 Raac is also a good choice - I think 3 AGI vs 2 Raac could go either way. While the 2 Raac is .5 Raac higher, Slug Shot and Detonator both have a 30% AGI modifier. While that isn't enormous, it is a legitimate stat to boost to improve damage.
For melee Ear options, the Suppanomimi is widely regarded as an excellent piece as the 5 Sword skill will translate to 4.5 Acc and 5 Att; it also of course has the Dual Wield enhancement which is terrific - a 5% Delay reduction. The Hollow Earring's 3 Acc and 2 DEX (4 total Acc) is also very strong (note the Hollow also has 3 Raac, making it great for ranged as well). Diabolos's Earring is also a good Acc choice. The Brutal Earring is an interesting debate for CORs, as the impact is cut dramatically if using a multi-hit weapon as many CORs do. If not using a multi-hit weapon, I think that surely pushes the Brutal over the edge as an earring you have to make use of if you have it. For the multi-hitters out there, either combination of Suppa/Brutal or Suppa/Hollow is great.
A couple things to consider in terms of Hollow vs Brutal - there are many various Hand equips that can give you a temporary enspell, and having a Hollow makes that more legitimate. Meanwhile, set-up depending, you may find yourself 1 Store TP away from breaking a tier during melee, and getting that here with Brutal instead of something like an Ecphoria Ring can free up a few Acc (say, from 4 -> 7). So the point keeps being hammered, both Earrings are situationally the best and have their place alongside Suppa.
Coral/Merman's make a helpful melee Ear macro even if you don't have some Suppa/Hollow/Brutal combo. The 2 STR Triumph Earring makes a delicous weaponskill item - 4 STR vs at most 6 Raac, I like the STR most of the time. They are extremely expensive though, so don't sweat it if you don't have the funds right away. Waetoto's Earring (Taru only) and Bushinomimi are other 2 STR earrings, if you happen to be a Tarutaru and/or a SAM. Fenrir's earring is especially helpful at nighttime, giving 10 Raat. Night is 18:00 to 6:00 Vana'diel time.
Body__________________________
Lv 1 - Bronze Harness - DEF: 4
Lv 7 - Leather Vest - DEF: 7
Lv 15 - San d'Orian Vest - DEF: 11, HP +4
Lv 15 - Kingdom Vest - DEF: 12, HP +6
Lv 15 - Republic Harness - DEF 12, HP +3, MP +3
Lv 15 - Njord's Jerkin - DEF: 11, Raac +1
Lv 16 - Bone Harness - DEF: 14
Lv 16 - Bone Harness +1 - DEF: 15, Eva +1
Lv 21 - Beetle Harness - DEF: 17
Lv 21 - Beetle Harness +1 - DEF: 18, Eva +1
Lv 25 - Freyr's Jerkin - DEF: 19, Raac +1
Lv 30 - Noct Doublet - DEF: 18, Raac +2
Lv 30 - Noct Doublet +1 - DEF: 19, Raac +3
Lv 40 - Iron Musketeer's Gambison - DEF: 27, Raac +3, Raat +3
Lv 45 - Brigadine Armor - DEF: 32, HP +10, DEX +2, VIT +2
Lv 45 - Brigadine Armor +1 - DEF: 33, HP +15, STR +1, DEX +3, VIT +3, AGI +1
Lv 50 - Shikaree Aketon - DEF: 29, Raat +7, Emnity -1
Lv 55 - Jaridah Peti - DEF: 42, HP -15, Acc +5, Att +5, Raac +5
Lv 55 - Akinji Peti - DEF: 43, HP -25, Acc +6, Att +6, Raac +6
Lv 57 - Scorpion Harness - DEF: 40, HP +15, Acc +10, Eva +10
Lv 57 - Scorpion Harness +1 - DEF: 41, HP +20, Acc +12, Eva +12
Lv 58 - Corsair's Frac - DEF: 42, HP +15, DEX +2, AGI +2, Raac +8
Lv 67 - Assault Jerkin - DEF: 42, HP -1%, Acc +3, Att +18
Lv 69 - Blue Cotehardie - DEF: 43, STR +4, AGI +4, DEX +3, VIT -3, Converts 40 HP to MP
Lv 69 - Blue Cotehardie +1 - DEF: 44, STR +5, AGI +5, DEX +4, VIT -3, Converts 50 HP to MP
Lv 70 - Hydra Harness - DEF: 44, Enchantment: Att +25, Raat +25
Lv 71 - Antares Harness - DEF: 50, HP +15, DEX +8, AGI +8, Acc +8, Eva +8
Lv 72 - Pahluwan Khazagand - DEF: 42, HP +20, Acc +10, Raac +10, Increases rate of critical hits, HP recovered while healing +2, Set: Enhances "Subtle Blow" effect
Lv 72 - Enkidu's Harness - DEF: 50, STR +5, AGI +5, Acc +10, Att +10, Eva +5, "Subtle Blow" +5
Lv 74 - Corsair's Frac +1 - DEF: 43, HP +20, DEX +5, AGI +5, Raac +10, Raat +5
Lv 74 - Commodore Frac - DEF: 45, STR +3, Acc +8, Raat +8, Enhances "Random Deal" effect
Lv 75 - Mirke Wardecors - DEF: 42, HP +10, MP +10, STR +5, DEX +5, AGI +5, [Augment*], [Augment*]
Lv 75 - Commodore Frac +1 - DEF: 46, STR +3, Acc +10, Raat +10, Enhances "Random Deal" effect
Lv 75 - Denali Jacket - DEF: 43, HP +25, AGI +10, Att +9, Raat +9, "Subtle Blow" +3, Set: Increases Accuracy
Lv 75 - Skadi's Cuirie - DEF: 40, DEX +8, AGI +8, Acc +10, Att +5, Raac +10, Raat +5, Eva -10, Set: Increases rate of critical hits
Make due with what you can until it picks up at 30 with the HQ Noct Doublet. Ten levels later you can add some defense and 3 ranged attack with the Iron Musketeer's Gambison. At 50 there's the Shikaree Aketon, which comes from the RNG/COR panties in the Sacrarium. Come mid 50's there's the Jaridah/Akinji gear, but just 3 levels later is the Corsair's Frac which is a stellar piece of AF. The Blue Cotehardies are interesting, and valuable as both DD and /Mage gear.. The HQ would act as half an Osode for a COR, with the NQ acting as slightly less than half. This has particular potential when using Detonator, as the ranged accuracy needs are far less, allowing you to pack on STR (and AGI).
The Scorpion Harness and the +1 version provide very nice options when meleeing at a lower level than the 72+ gear. This can be useful to Mercurial Kris users, Joyeuse from 70-71, or even at 75. Pahluwan Khazagand is a terrific piece of equip, and it's relatively easy to obtain given time invested in Ilrusi Atoll Assaults. It's a very solid piece for both melee and ranged. The Denali Jacket offers the most AGI (10), making it our best Quick Draw Body piece. Along with 10 AGI it has 9 ranged attack, pushing it around the top for pure damage statistics. The best Body equip out there by most accounts is Skadi's Cuirie though, offering 8 AGI, 8 DEX, 10 Acc, 5 Att, 10 Raac, and 5 Raat... It comes in as our best Acc & Raac piece, with some Att and Raat on top of it. Requiring a Freya's Jerkin and a stack of Imperial Wootz Ingots (among other things), however, ensures this to be incredibly difficult to obtain.
Antares Harness is very strong, basically a Skadi's Cuirie -1 from the melee perspective. The AF+1 Frac compliments that well, and is basically a Skadi's Cuirie -1 from the ranged perspective -a great ranged piece. Commodore Frac is rather good for Detonator (and a Random Deal macro!). Enkidu's Harness' greatest value isn't to a COR, but it's very strong for melee TP, as well as Detonator (essentially a Blue Cotehardie +1 for Det).
*With our ACP body, Mirke Wardecors, there are two augment additions you can choose. Those most relevent to Corsair are shown below:
Accuracy+10 Attack +10 Ranged Accuracy+10 Ranged Attack+10 Magic Accuracy+4 "Magic Attack Bonus"+4 "Snapshot"+5% "Quick Draw" ability delay -5Different sets of jobs means some may want to compromise, and consider mulitple jobs when selecting.. For example, while COR doesn't really ranged TP enough to warrant Snapshot as a very influencial augment, it may be the way to go for those with RNG. For those only focusing on COR, reducing Quick Draw delay by 5 seconds is fantastic, and the MaB is a natural choice to go with it - easily making it far and away the best QD body piece. Raac and Raat is also being chosen by some, and with it it becomes the best WS and /ra TP body. One way or another, it's a seriously strong piece.
Fortunately your choices are not set in stone, and can be changed.
Hands__________________________
Lv 1 - Bronze Mittens - DEF: 1
Lv 7 - Leather Gloves - DEF: 2
Lv 10 - Legionnaire's Mittens - DEF: 3, Att +3
Lv 14 - Battle Gloves - DEF: 4, Acc +3, Eva +3
Lv 15 - Njord's Gloves - DEF: 4, Raat +1
Lv 25 - Shade Mittens - DEF: 7, "Empty Killer"
Lv 25 - Shade Mittens +1 - DEF: 8, Eva +1, "Empty Killer"
Lv 25 - Freyr's Gloves - DEF: 7, Att +1, Raat +1
Lv 30 - Noct Gloves - DEF: 5, Raac +1
Lv 30 - Noct Gloves +1 - DEF: 6, Raac +2
Lv 30 - Aiming Gloves - DEF: 7, Enhantment: Raac +3
Lv 34 - Federation Gloves - DEF: 8, AGI +1, In areas under own nation's control: Att +7, Raat +7
Lv 35 - Freya's Gloves - DEF: 8, AGI +1, Att +1, Raat +1
Lv 38 - Mage's Cuffs - DEF: 9, AGI +2
Lv 45 - Thunder Mittens - DEF: 10, Enchantement: "Enthunder"
Lv 47 - Stone Bangles - DEF: 10, Enchantment: "Enstone"
Lv 48 - Blizzard Gloves - DEF: 12, Enhantment: "Enblizzard"
Lv 48 - Fire Bracers - DEF: 10, Enchantment: "Enfire"
Lv 54 - Corsair's Gants - DEF: 11, HP +10, DEX +2, Parrying skill +5
Lv 55 - Jaridah Bazubands - DEF: 14, HP -9, Acc +3, Raac +2, Eva +2
Lv 55 - Akinji Bazubands - DEF: 15, HP -9, Acc +4, Raac +3, Eva +3
Lv 58 - Sand Gloves - DEF: 13, DEX +2, AGI +2, In Sandstorms: Eva +7
Lv 60 - Deadeye Gloves - DEF: 12, Raac +6, "Slow" +5%, Paralysis: Raac +10
Lv 68 - Cobra Mittens - DEF: 13, Acc +4, "Store TP" +3, Enmity -3, Set: Enhances "Counter" effect
Lv 70 - Tarasque Mitts - DEF: 7, Att +10
Lv 70 - Tarasque Mitts +1 - DEF: 8, Att +12
Lv 70 - Alkyoneus's Bracelets - DEF: 16, HP +40, STR +11, DEX -6, AGI -6,
Lv 70 - Hyrda Mittens - DEF: 16, Enchantment: Acc +15, Raac +15
Lv 70 - War Gloves - DEF: 15, HP +13, VIT -2, Acc +5, Eva +5
Lv 70 - War Gloves +1 - DEF: 16, HP +15, VIT -3, Acc +6, Eva +6
Lv 72 - Pahluwan Dastanas - DEF: 19, Acc +5, Raac +5, Raat +5, Set: Enhances "Subtle Blow" effect
Lv 72 - Enkidu's Mittens - DEF: 24, STR +4, DEX +4, Acc +5, Raac +5, "Subtle Blow" +2
Lv 72 - Dusk Gloves - DEF: 24, HP +20, Att +5, Haste +3%, Decreases movement speed
Lv 72 - Dusk Gloves +1 - DEF: 25, HP +22, Att +6, Haste +4%, Decreases movement speed
Lv 72 - Commodore Gants - DEF: 14, HP +12, AGI +2, Raac +5, Enhances "Snapshot" effect
Lv 73 - Crimson Finger Gauntlets - DEF: 26, HP +20, MP +20, Raac +10, Raat +10, Hidden effect: Dragon Affinity
Lv 73 - Blood Finger Gauntlets - DEF: 27, HP +22, MP +22, Raac +11, Raat +11, Hidden effect: Dragon Affinity
Lv 73 - Barbarossa's Moufles - DEF: 22, Raac +7, Raat +7
Lv 74 - Corsair's Gants +1 - DEF: 12, HP +15, DEX +5, MND +5, Eva +3, Parrying +5
Lv 75 - Commodore Gants +1 - DEF: 15, HP +15, AGI +3, Raac +5, Enhances "Snapshot" effect
Lv 75 - Denali Wristbands - DEF: 17, STR +4, Att +6, Eva +6, Damge taken -2%, Set: Increases Accuracy
Lv 75 - Skadi's Bazubands - DEF: 17, STR +5, AGI +5, Att +10, Raat +10, Set: Increases the rate of critical hits
The best path once you begin shooting for exp is HQ Noct -> Jaridah/Akinji -> Deadeye, prioritizing ranged accuracy. I think the Deadeye Gloves are kinda silly - Slow doesn't effect ranged attacks, and they (should be) used for ranged only... So the joke's on them, lol. Also, stat increases when Para'd is cool.
Anyway, melee gloves.. War Gloves, HQ War Gloves, Pahluwan Dastanas, Cobra Mittens, and Enkidu's Mittens are ways to go for accuracy. Dusk and Dusk +1 offer nice amounts of Haste.
As far as ranged, as with the body piece the Hydra is pretty much impossible to get. The two runaway winners as far as ranged are Crimson/Blood Gauntlets and Skadi's Bazubands. Wyrmal (10 Raac/10 Raat or 11 Raac/11 Raat) and the Skadi (5 STR, 5 AGI, 10 Raat) clearly separate themselves from the rest. The Alkyoneus's Bracelets are interesting - 11 STR is simply eye-popping to a COR, but -6 AGI really leaves a nasty aftertaste to the piece. Perhaps something that could use further testing, especially with Detonator.
Any of Thunder Mittens, Stone Bangles, Blizzard Gloves, and Fire Bracers can be useful for the corresponding enspell. The enspell lasts 3 minutes -you can change gloves and it will stay active, so if you have one of these, use it as everyone is buffing up and immediately change to your normal melee gloves. Nothing gamebreaking, but a neat way to really do your best - a Hollow Earring will amp up the damage a little, so you'll probably want to use it if you have one. This is assuming there is no SCH who's going to enspell the melee -if there is, don't bother of course lol.
Rings__________________________
Lv 14 - Mighty Ring - STR +1, Enchantment: Att +5, Raat +5
Lv 14 - Vision Ring - DEX +1, Enchantment: Acc +2, Raac +2
Lv 14 - Reflex Ring - AGI +2
Lv 14 - Courage Ring - STR +2
Lv 21 - Beetle Ring +1 - Acc -3, Raac +4
Lv 29 - Bowyer Ring - Raac +3, Raat +3
Lv 30 - Rajas Ring - STR +2~5, DEX +2~5, "Store TP +5", "Subtle Blow" +5
Lv 30 - Divisor Ring - Latent effect: Acc +6, Att +3
Lv 34 - Venerer Ring - Acc +3
Lv 35 - Horn Ring +1 - Raac +5, Acc -4
Lv 35 - Jaeger Ring - Acc +4, Raac +4
Lv 40 - Marksman's Ring - Raac +6
Lv 40 - Woodsman Ring - Acc +5, Raac +5, Eva -5
Lv 40 - Sniper's Ring - Acc +5, Raac +5, DEF -10
Lv 40 - Sniper's Ring +1 - Acc +7, Raac +7, DEF -12
Lv 40 - Crossbowman's Ring - Raat +5, -14 DEF
Lv 40 - Luzaf's Ring - Increases "Phantom Roll" area of effect
Lv 45 - Carapace Ring +1 - Raac +7, Acc -6
Lv 49 - Ecphoria Ring - 4 Acc, "Store TP" +1, Enchantment: Cure Amnesia
Lv 50 - Garrulous Ring - STR +3, AGI +3
Lv 50 - Jalzahn's Ring - Raac +6, Raat +6, Assault: AGI +6, Enhances "Snapshot" effect
Lv 50 - Ulthalam's Ring - Acc +4, Att +4, Assault: STR +4, DEX +4, Adds "Regen" effect
Lv 50 - Imperial Ring - Assault: Haste +4%
Lv 50 - Storm Ring - Assault: Acc +10
Lv 55 - Scorpion Ring +1 - Raac +8, Acc -6
Lv 57 - Toreador's Ring - DEF: 1, HP +10, Acc +7
Lv 65 - Fire Ring - DEF: 2, on Firesdays: HP -15%, Att +15, Raat +15
Lv 65 - Lightning Ring - DEF: 2, on Lightningdays: HP -15%, Acc +15, Raac +15
Lv 67 - Marid Ring +1 - DEF: 2, Acc -10, Raac +10
Lv 70 - Merman's Ring - Acc -8, Raac +10, Magic damage taken -4%
Lv 70 - Behemoth Ring - DEF: 2, HP +10, Raac +11, Acc -11
Lv 70 - Behemoth Ring +1 - DEF: 3, HP +12, Raac +12, Acc -10
Lv 70 - Blood Ring - Acc +5, Enhances "Resist Blind" effect, Enhances "Resist Paralyze" effect, Enhances "Resist Curse" effect
Lv 72 - Ruby Ring - STR +4
Lv 72 - Harmonius Ring - HP +20, STR +5
Lv 72 - Triumph Ring - STR +5
Lv 72 - Triumph Ring +1 - DEF: 4, STR +5
Lv 73 - Dragon Ring - DEF: 1, Raac +10, Acc -10, Breath damage taken -1%
Lv 73 - Dragon Ring +1 - DEF: 2, Raac +12, Acc -12, Breath damage taken -1%
Lv 74 - Flame Ring - STR +5
Lv 75 - Iota Ring - DEX +3, AGI +3, VIT +3, Acc +3
Lv 75 - Psi Ring - AGI +5, Salvage: "Store TP" +5
Lv 75 - Omicron Ring - STR +5, Salvage: "Counter" +2
Lv 75 - Mars's Ring - Acc +8, Att +8, Eva -8, DEF -8
Lv 75 - Bellona's Ring - Raac +8, Raat +8, Eva -8, DEF -8
The enchantments on the Mighty/Vision rings are nice early on, but once you start shooting at 22 the -Acc +Raac rings are your best bet (first one being Beetle +1). They're often very cheap, so getting the HQ is usually no problem. After HQ Beetle, Horn +1, then Marksman's, then Carapance +1, Scorpion +1, Marid +1, Merman's, and finally Behemoth/+1 round out the strait Raac options. Most Corsairs usually opt for Mermans or Behemoth/+1 at 75 - Behemoths offer slightly more Raac, but Mermans have -magical damage taken, which can be useful in certain situations.
For meleeing at high levels, Woodsmans/Jaeger/Ulthalam's/Ecphoria/Snipers/etc suit us well just as they do any melee. If you're in need of 1 Store TP to break a tier, Ecphoria is a smart choice. Of course, HQ Snipers/Divisor/Toreador's/etc provide a slight upgrade in terms of strait Acc, but are incredibly expensive/difficult to get. Rajas is an extremely strong ring, with Store TP to help take a swing off en route to 100 TP, as well as 5 DEX (2.5 Acc, 0.5% crit increase), 5 STR (2.5 Att), and 5 'Subtle Blow' thrown in for good measure. The 4 and 5 STR rings are very nice for weaponskilling - especially so for Detonator which requires far less ranged accuracy than Slug Shot. Jalzahn's Ring is a good ranged ring by itself, but inside "Assault" areas it becomes arguably our best ring with 6 Raac, 6 Raat, 6 AGI, and a taste of the Ranger Group 2 merit "Snapshot". Snapshot is like a small amount of Haste for ranged attacks. Bellona's is awesome with 8 Raac and 8 Raat, but good luck against Absolute Virtue.
Luzaf's Ring doubles the PR AoE, which situationally is a blessing. Whether it's the ability to hit everyone with Corsair's Roll during merits, hitting all the mages (who sometimes love to scatter) during an event, or any other instance where you want a larger roll AoE, this ring is a must. Only costs 4,000 IS. Works on the initial roll and all subsequent Double-Ups; does not work with Random Deal or Wild Card.
Back__________________________
Lv 4 - Rabbit Mantle - DEF: 1
Lv 4 - Rabbit Mantle +1 - DEF: 2
Lv 12 - Traveler's Mantle - DEF: 1, Eva +3
Lv 24 - Nomad's Mantle - DEF: 2, AGI +1, Eva +3
Lv 24 - Nomad's Mantle +1 - DEF: 3, AGI +2 Eva +3
Lv 30 - Beater's Mantle - DEF: 2, Latent effect: Increases Rapid Shot activation rate
Lv 50 - Thunderer's Mantle - DEF: 7, HP -1%, Raac +4, Eva +4, Lightning damage: TP +10
Lv 60 - Pirate's Cape - DEF: 2, Latent effect: Enhances "Resist Paralyze" effect
Lv 60 - Bullseye Cape - DEF: 7, AGI +1, Raat +12
Lv 61 - Amemet Mantle - DEF: 7, STR +1, Att +10, Raat +10
Lv 61 - Amemet Mantle +1 - DEF: 8, STR +2, Att +15, Raat +15
Lv 64 - Smilodon Mantle - DEF: 9, STR +4
Lv 64 - Smilodon Mantle +1 - DEF: 10, STR +5
Lv 69 - Psilos Mantle - DEF: 6, Acc +1, Att +12, Raac +1, Raat +12
Lv 70 - Charger Mantle - DEF: 7, Att +20, Raac -10, Raat -10
Lv 70 - Gunner's Mantle - DEF: 7, Att -10, Raac -10, Raat +20
Lv 70 - Jaeger Mantle - DEF: 7, Att -10, Raat -10, Raac +20
Lv 71 - Aileron Mantle - DEF: 5, Acc +6, Raac +6
Lv 71 - Forager's Mantle - DEF: 7, STR +3, Att +15
Lv 72 - Marid Mantle - DEF: 10, HP +2%, Raat +10
Lv 72 - Marid Mantle +1 - DEF: 11, HP +3%, Raat +11
Lv 73 - Commander's Cape - DEF: 8, STR +3, DEX +3, AGI +3
Lv 74 - Cuchulain's Mantle - DEF: 8, STR +4, DEX +4, Acc +5
Lv 75 - Cerberus Mantle - DEF: 12, STR +3, Att +12, Emnity +3
Lv 75 - Cerberus Mantle +1 - DEF: 13, STR +4, Att +15, Emnity +4
There's nothing to enhance ranged attacks until the 1/2 AGI on the Nomads/+1 at 24. You could either go with one of those, or the Beater's Mantle if /Rng (the latent on the Beater's Mantle is activated by /Rng only) until the 60's - Back options are pretty weak for a long time. The Rapid Shot enhancement (and the JT in general) is not very helpful because it rarely ever procs. The Bullseye Cape would be particularly useful for 60 cap, but at 61 there's the Amemet +1 that pretty much all DD's utilize or can utilize. 2 STR, 15 Att, and 15 Raat make it a very strong overall piece - if the +1 is out of your price range right away, the NQ is very cheap, and still a good piece. Psilos at 69 is an intriguing piece, but you're trading 3 Raat and 2 STR for 1 Raac (or 3 Att and 2 STR for 1 Acc if meleeing). Not bad during TP, but during weaponskills most of the time you're going to want the HQ Amemet.
The 3 mantles from Sea (Charger, Gunner's, and Jaeger) are perplexing with their large negatives and boosts. The Charger Mantle could be used for TP if meleeing. Unfortunately I have a hard time placing how Gunner's (-10 Att, -10 Raac, +20 Raat) could be helpful in any real meaningful situation. COR's can ill afford -10 Raac, and the 20 Raat isn't a far cry better than the 15 Raat and 2 STR from the HQ Amemet - in fact during weaponskills (Detonator would be the saving grace for a -Raac item) you may even favor 15 Raat and 2 STR over 20 Raat. Either way, no matter how you look at it, it's simply not a very helpful item. Jaeger however, probably has the most potential of the three. With 20 Raac, albiet with the nasty drawback of -10 Raat, it fills out an all-out Raac set-up very nicely. That could be useful for shooting at something obscenely evasive with sushi, or bridging the gap to allow you to eat meat. No doubt very situational, but I think it does have a valuable nitche. Aileron is a subtley impressive TP Back piece (for both melee and ranged), but is one of those ??? appraisal items from Assault, meaning it can be extaordinarily difficult to get. Finally, the Cerberus/+1 give us more melee TP options.
The recently added Cuchulain's Mantle is particularly helpful for COR melee -although it's crazy expensive at the moment, it's better than Aileron for melee TP, and something you can work towards, rather than a fluke ??? Assault appraisal. Here's to hoping the price gets a bit more reasonable in the future though.
Waist__________________________
Lv 5 - Bronze Bandolier - Raac +1, Dispense: Bronze Bullet
Lv 7 - Leather Belt - DEF: 1
Lv 7 - Leather Belt +1 - DEF: 2
Lv 15 - Warrior's Belt - DEF: 1, HP +3, VIT +2
Lv 15 - Warrior's Belt +1 - DEF: 2, HP +4, VIT +3
Lv 30 - Gun Belt - Latent effect: Marksmanship skill +5
Lv 30 - Mercenary Captain's Belt - DEF: 3, DEX +1, AGI +1, VIT +1
Lv 41 - Quick Belt - HP -15, Haste +2%
Lv 48 - Life Belt - Acc +10
Lv 50 - Swift Belt - Acc +3, Att -5, Haste +4%
Lv 50 - Royal Knight's Belt - DEF: 5, STR +2, AGI +2, DEX +2,
Lv 52 - Royal Knight's Belt +1 - DEF: 6, STR +2, AGI +2, DEX +2, In areas under own nation's control: Raat +5
Lv 52 - Royal Knight's Belt +2 - DEF: 7, STR +2, AGI +2, DEX +2, In areas under own nation's control: Raat +6
Lv 55 - Speed Belt - Haste +6%
Lv 55 - Velocious Belt - Haste +6%
Lv 58 - Grace Corset - DEF: 2, AGI +3
Lv 60 - Precise Belt - DEF: 5, Acc +5, Raac +5
Lv 60 - Hurling Belt - DEF: 5, Raac +4
Lv 60 - Potent Belt - DEF: 5, STR +3, Acc +8
Lv 65 - Sonic Belt - DEF: 3, Haste +6%
Lv 65 - Sonic Belt +1 - DEF: 4, Haste +6%
Lv 69 - Grenadier Belt - DEF: 4, Att +3, STR +3, DEX +3, AGI +3, Campaign: STR +8, DEX +8, AGI +8
Lv 70 - Commodore Belt - DEF: 4, STR +4, Raac +8, Raat +5
Lv 71 - Warwolf Belt - DEF: 6, STR +5, DEX +5, VIT +3, Emnity +3
Lv 71 - Venturer's Belt - DEF: 5, HP +12, Att +5, Raat +5
Lv 75 - Ninurta's Sash - DEF: 6, Att +6, Haste +6%, "Subtle Blow" +6, Spell interruption rate down 6%
Lv 75 - Zeta Sash - DEF: 6, Att +10, Salvage: Increases rate of critical hits
Lv 75 - Nu Sash - DEF: 6, Acc +10, Salvage: "Subtle Blow" +5
Lv 75 - Buccaneer's Belt - DEF: 4, STR +4, Raac +7, Emnity -4
The first bright and shiny Waist piece is the Gun Belt at 30 - the latent of 5 Marksmanship skill is activated by /Rng. That equates to 5 Raac and 5 Raat under 200 Marksmanship skill, and 4.5 Raac and 5 Raat over 200 Marksmanship skill - a terrific ranged item, especially early on. If not /Rng, or without a Gun Belt, you have things like the Mercenary Captain's Belt at 30, and the three Royal Knight's Belts in the early 50's. Precise and Hurling give some more substancial Raac if not /Rng at 60.
Warwolf's with 5 STR makes it a strong weaponskill item, though the 3 Enmity is an unfortunate additon. Buccaneer's though, our most prestigeous Einherjar item, offers 4 STR alongside 7 Raac, and -Enmity to boot.. Clearly a fantastic belt, it was our best bet before relic was put in. Our melee options include Haste (Quick, Swift, Speed, Sonic, Sonic +1, Ninurta's), and Accuracy (Life and Potent Belts, Nu Sash). As with the other COR melee decisions, whether you favor Haste or Accuracy will depend on the target mob(s) Evasion.
Any CORs ears should perk up at the phrases Dyna-Qufim and Dyna-Valkurm; Commodore Belt is an absolute beast, and while not a whole lot better than Buccaneer's, it's the crown jewel of our relic from a damage perspective and the best ranged belt in the game.
Legs__________________________
Lv 1 - Bronze Subligar - DEF: 3
Lv 7 - Leather Trousers - DEF: 5
Lv 15 - Njord's Trousers - DEF: 8, Raac +1
Lv 16 - Bone Subligar - DEF: 9
Lv 16 - Bone Subligar +1 - DEF: 11, Eva +1
Lv 25 - Bastokan Subligar - DEF: 12, Att +3, Raat +3, VIT +1
Lv 25 - Republic Subligar - DEF: 13, Att +5, Raat +5, VIT +1
Lv 25 - Freyr's Trousers - DEF: 13, Att +1, Raac +1
Lv 30 - Noct Brais - DEF: 12, DEX +1, Raac +1
Lv 30 - Noct Brais +1 - DEF: 13, DEX +2, Raac +2
Lv 52 - Corsair's Culotte - DEF: 28, HP +20, Enmity -3
Lv 55 - Jaridah Salvars - DEF: 30, HP-12, Raac +2, Raat +3, Eva +3
Lv 55 - Akinji Salvars - DEF: 31, HP-12, Raac +3, Raat +4, Eva +4
Lv 68 - Cobra Unit Subligar - DEF: 26, Acc +5, "Store TP" +3, Enmity -4, Enhances "Counter" effect
Lv 70 - War Brais - DEF: 27, HP +25, AGI +4, Physical damage: "Blaze Spikes" effect
Lv 70 - War Brais +1 - DEF: 28, HP +27, AGI +5, Physical damage: "Blaze Spikes" effect
Lv 70 - Hydra Tights - DEF: 32, Enchantment: "Haste"
Lv 71 - Vendor's Slops - DEF: 39, HP +25, MP +25, Acc +3
Lv 71 - Prince's Slops - DEF: 40, HP +30, MP +30, Acc +4
Lv 71 - Commodore Culottes - DEF: 30, HP +22, STR +3, AGI +3, Attack +3, Eva +3
Lv 72 - Dusk Trousers - DEF: 47, HP +35, Att +14, Raac +10, Decreases movement speed
Lv 72 - Dusk Trousers +1 - DEF: 48, HP +37, Att +15, Raac +11, Decreases movement speed
Lv 72 - Pahluwan Seraweels - DEF: 36, STR +3, Acc +4, Raac +4
Lv 72 - Enkidu's Subligar - DEF: 40, STR +4, DEX +4, "Store TP" +5, "Subtle Blow" +5
Lv 73 - Crimson Cuisses - DEF: 43, HP +25, MP +25, Movement speed +12%
Lv 73 - Blood Cuisses - DEF: 44, HP +27, MP +27, Movement speed +12%
Lv 74 - Oily Trousers - DEF: 35, DEX +5, AGI +5, Acc +5, Raac +5, Decreases Movement Speed
Lv 74 - Corsair's Culotte +1 - DEF: 29, HP +25, INT +5, AGI +5, Enmity -4
Lv 75 - Commodore Culottes +1 - DEF: 31, HP +22, STR +3, AGI +3, Att +7, Eva +7
Lv 75 - Galliard Trousers - DEF: 30, HP +20, STR +2, VIT +2, DEX -2, AGI -2, Acc +5, Raac +5
Lv 75 - Barbarossa's Zerehs - DEF: 36, STR +4, VIT +4, Haste +3%
Lv 75 - Denali Kecks - DEF: 35, DEX +3, AGI +3, Acc +3, Raac +3, Eva +3, "Magic Attack Bonus" +3, Magic Accuracy +3, Set: Increases Acccuracy
Lv 75 - Skadi's Chausses - DEF: 28, Acc +4, Att +5, Raac +4, Raat +5, "Store TP" +7, Haste +2%
Bastokan/Repbulic subligar isn't bad early on, especially if your character isn't male. HQ Noct Brais will work for a long time, until Jaridah/Akinji. Vendors/Princes slops begin our melee Leg options at 71, and there are plenty of good ones. Pahluwan Seraweels and Galliard Trousers are both good choices for melee and ranged -Pahluwan only slightly better-, as are the Denali Kecks. Denali works out to 4.5 total Acc, 4.5 total Raac, as well as being one of the best Quick Draw leg pieces (3 MaB, 3 Magic Acc). Cobra Unit Subligar has decent Acc, though again if your character is male the sights won't be easy to stomach. Oily Trousers are great for Acc, coming to 7.5; the best out there, and theyre also decent for Raac.
Barbarossa's Zerehs and Skadi's Chausses are terrific Haste options - the Zerehs are mainly for melee, but with 4 STR they have weaponskill (Detonator mostly) potential as well. The Chausses though, are truly special. Offering a Homam-esque blend of both Accuracy and Haste (Att on there, too), along with seven Store TP which will most likely bump you up to the next Store TP tier depending of course on which weapon you're using and the rest of your gear.
You're generally going to want to weaponskill in either Pahluwan (3 STR, 4 Raac), Dusk Trousers (10 Raac for NQ, 11 for HQ), Enkidu's (4 STR, 5 Store TP, 5 Subtle Blow) or Skadi (4 Raac, 5 Raat, 7 Store TP). Like all Dusk gear, the decreased movement speed is abhorred, but Dusk Trousers are generally looked upon as ranged gear. The 14 Att may be considered for melee TP, but Acc and Haste are far more beneficial to COR melee in most any instance.
Feet__________________________
Lv 1 - Ash Clogs - DEF: 1
Lv 1- Bronze Leggings - DEF: 1
Lv 1 - Sprinter's Shoes - DEF: 1, Enchantment: Increases movement speed
Lv 7 - Leather Highboots - DEF: 2
Lv 7 - Leaping Boots - DEF: 3, AGI +3, DEX +3
Lv 7 - Bounding Boots - DEF: 3, AGI +3, DEX +3
Lv 10 - Royal Footman's Boots - DEF: 3
Lv 15 - Njord's Ledelsens - DEF: 4, Acc +1
Lv 20 - Royal Footman's Clogs - DEF: 5, AGI +1
Lv 25 - Kingdom Clogs - DEF: 7, HP +4, MP +4, AGI +1
Lv 25 - Freyr's Ledelsens - DEF: 5, Acc +1, VIT +1
Lv 29 - Custom F Boots - DEF: 5, HP +4, MP +12, DEX -1, AGI +3, INT +3, MND -1
Lv 29 - Custom M Boots - DEF: 5, HP +4, MP +12, DEX -1, AGI +3, INT +3, MND -1
Lv 29 - Elder's Sandals - DEF: 5, MP +12, AGI +3, INT +2
Lv 29 - Magna F Ledelsens - DEF: 5, MP +20, AGI +3, INT +2
Lv 29 - Magna M Ledelsens - DEF: 5, MP +20, AGI +3, INT +2
Lv 29 - Wonder Clomps - DEF: 5, HP +20, STR +2
Lv 29 - Savage Gaiters - DEF: 5, HP +16, STR +3
Lv 34 - Federation Gaiters - DEF: 7, AGI +1, In areas under own nation's control: Att +7, Raat +7
Lv 35 - Freya's Ledelsens - DEF: 6, STR +1, VIT +1, Acc +1
Lv 55 - Jaridah Nails - DEF: 12, HP -7, Acc +1, Raac +2, Eva +1
Lv 55 - Akinji Nails - DEF: 13, HP -7, Acc +2, Raac +3, Eva +2
Lv 56 - Corsair's Bottes - DEF: 11, HP +10, STR +2, AGI +2, Raac +2
Lv 62 - Marine F Boots - DEF: 9, HP +60, STR +3, DEX +3, VIT +2, AGI +2
Lv 62 - Marine M Boots - DEF: 9, HP +60, STR +3, DEX +3, VIT +2, AGI +2
Lv 62 - Wood F Ledelsens - DEF: 9, MP +30, STR -3, AGI +6
Lv 62 - Wood M Ledelsens - DEF: 9, MP +30, STR -3, AGI +6
Lv 65 - Marid Leggings - DEF: 13, HP +20, Raac +1
Lv 65 - Marid Leggings +1 - DEF: 14, HP +25, Raac +2
Lv 67 - Rutter Sabatons - DEF: 16, STR +3, VIT +2, Att +5, Slow +2%
Lv 68 - Cobra Unit Leggings - DEF: 10, Acc +4, "Store TP" +4, Enmity -3, Enhances "Counter" effect
Lv 70 - War Boots - DEF: 14, HP +12, VIT -1, Att +5, Raat +5
Lv 70 - War Boots +1 - DEF: 15, HP +14, VIT -2, Att +6, Raat +6
Lv 70 - Bowman's Ledelsens - DEF: 13, Acc +4, Raac +4, Set: Increased Raat
Lv 70 - Hermes' Sandals - DEF: 17, HP +12, Eva +5, Enmity +3, Movement speed +12%
Lv 70 - Hermes' Sandals +1 - DEF: 18, HP +14, Eva +6, Enmity +4, Movement speed +12%
Lv 72 - Pahluwan Crackows - DEF: 13, DEX +4, Acc +3, Raac +3, Set: Enhances "Subtle Blow" effect
Lv 72 - Enkidu's Leggings - DEF: 23, DEX +3, AGI +3, Att +4, Raat +4, "Subtle Blow" +2, Haste +2%
Lv 72 - Dusk Ledelsens - DEF: 23, HP +25, Att +4, Haste +2%, Decreases movement speed
Lv 72 - Dusk Ledelsens +1 - DEF: 24, HP +27, Att +5, Haste +3%, Decreases movement speed
Lv 73 - Commodore Bottes - DEF: 16, HP +12, DEX +3, INT +3, Acc +5, Enmity -3
Lv 74 - Corsair's Bottes +1 - DEF: 12, HP +15, STR +5, AGI +5, Raac +4, Acc +4
Lv 75 - Commodore Bottes +1 - DEF: 17, HP +12, DEX +3, INT +3, Acc +7, Enmity -4
Lv 75 - Denali Gamashes - DEF: 15, STR +3, Acc +5, Magic Acc +3, Set: Increases Accuracy
Lv 75 - Skadi's Jambeaux - DEF: 16, STR +3, VIT +3, Acc +5, Raac +5, Eva -5, Increases movement speed
Of course the most well-known low level footwear for a litany of job classes are the Leaping Boots, or the Rare/Ex version Bounding Boots. They're nice to have, but you can get by alright without if need be. The RSE at 29 can equal what Leaping/Bounding boots give to /ra for most races, and for those who don't get the 3 AGI at least get something helpful in STR. The Federation Gaiters are good, especially so if your nation controls the area you're in. At 55 are the Jaridah/Akinji set, but they end up only being worth it for one level. The Lv 56 AF Bottes are great for ranged TP and weaponskill, and the +1 version will only cement it as the best there is in that vein.
Cobra Unit Leggings, Pahluwan Crackows, Denali Gamashes, Skadi's Jambeaux, Corsair's Bottes +1, and Commodore Bottes/+1 provide the melee Acc options. The relic, Commodore, appeared with a surprising amount of Accuracy, especially the +1 which comes to 8.5 Acc. Even the NQ Commodore is 2nd best, though by a slim margin. If meleeing and prior to obtaining one of these Acc equips, War Boots or War Boots +1 are better than nothing.
Feet though, have a couple Haste options that can really complete a solid Haste set-up. As with Hands there's Dusk, though the additions are 2 and 3% instead of 3 and 4. With ZNM's came Enkidu's Leggings, and with 2% Haste and 3 DEX their value falls in between NQ and HQ Dusk.
AF, Pahluwan, and Skadi have the Raac needed for ranged TP; and Pahluwan < AF < Skadi in terms of weaponskilling. But the Corsair's Bottes +1 trump everything else for everything ranged with 4 Raac, 5 AGI, and 5 STR. They even have 4 Acc for Acc TP, but their value clearly is when you've got a gun out.
Skadi's Jambeaux, Hermes' Sandals, and Wyrmal legs are the 3 most valuable +movement speed items on COR. Any of these are very beneficial in so many different ways - you only need one as they do not stack with eachother; it's definitely something to pursue for a 'running' macro. Whether it's kiting something, or simply getting around places quicker, moving 12% faster is a significant gain. The +movement speed on the Jambeaux is 12% just like Hermes and Wyrmal legs.. Storm Crackows technically belong with these, but are restricted to working in 'Assault' areas, as well as Desert Boots in a sandstorm.
I suppose if we're talking +movement gear, Sprinter's Shoes should at least be mentioned - the enchantment increases movement speed by 12% (though the status is called 'Quickening') like the above 3, and it does stack with them. You can remove the Sprinter's Shoes while keeping the enchantment. However, "Quickening" has limitations unlike the others, explained here.
Edited, May 20th 2009 2:05pm by Carrilei


