
Gear: 01-20
Gear: 20-40
Gear: 40-60
Gear: 60-75
Beginner and Advanced End Game Gear Sets
The stuff I'm writing up is a guideline, and much like guidelines, they're not laws. If you don't want to take the routes I suggest, don't. I'm one of the biggest voices towards Warriors leveling all the weapons. Not for some sadomasochistic desire for efficiency+1 (Outside Axe/Great Axe. Those are mandatory.), but because it's fun to be able to use different weapons. Bored with Rampage or Raging Rush? Switch to Vorpal Blade. Bored with that? Evisceration. Penta Thrust. There are very few weapon skills Warrior can't use, and seeing the same ones day in and day out can drive you insane.
Luckily, most gear choices aren't going to change between weapon choices, so there's little gear swapping involved.
Please, please, please, don't turn yourself into one of those "MUST GET ONE MORE PERCENT ON THE PARSER" drones. That's the fastest way to drain the fun out of the game.
Also, Warrior's main strength comes from being able to switch between weapons. While you're more than welcome to pick a single weapon / build and be done with it, you'll be a gimp Warrior over all. If you want a job that specializes in single weapons, there are several jobs that do it so much easier. Don't waste your time here. I'll always advocate that people that wish to level Warrior to keep at least a feasible Axe and Great Axe build available on them at all times, and I'll always regard people who so choose not to as people who are actively nerfing their own potential. I'll answer their questions, and help where I can, but just know that WARRIOR IS NOT A SINGLE WEAPON JOB.
Now, with the start of the guide ...
Most HQs won't be mentioned, and up to the individual to figure if the cost is worth it. There are a few exceptions, and will be explained. Items in GOLD are basically manditory items. There are few, but they are key items, and should be sought after at all costs, even if it requires you to stop exping and start farming. There are no exceptions for these. Items in RED are in place for people that happen to have them, and not available to first time through people. I mean, at all. Usually not even to people going through a few times. They're added for completion's sake. Also note gear in RED does not mean it is better than available choices. They're just the harder to obtain items that have some use. That's not to say they're not the best, but I digress.
The first section is just gear by level, and in no way meant to be taken as what you upgrade for level for level. You have to take the stats into account before choosing what you want to upgrade. Luckily, at the end of the guide there will be an explanation on how to go about doing so.
[ 01 - 04 ]
Truthfully, this short range of levels is inconsequential when it comes to choosing your gear. You can basically use the Onion Sword you start the game with, the racial start gear, and be done with it in short order. One thing that will make a nice difference isn't gear, but an Au Luit. The monsters you'll be fighting are too weak, there are no weapon skills until about level 3, and the gear itself you could buy just isn't much, if any, upgrade at all from the things you start the game with. Just slaughter the things outside, and use the drops to start funding your job. Also consider Light Crossbow +1. Having Marksmanship leveled can, and will, help you out when you want to solo, and debuffing/pulling. HQs are preferable on your ranged weapon because they tend to be cheap and worth the slight increase in cost from the NQ.
[ 05 - 09 ]
Another level range where there is little necessity to buy anything, except a Butterfly Axe. This is the first step in being a Warrior, and not just the job you started the game with, or whatever your reason is for leveling this job happens to be (Like of, sub job, et cetera) Soon this will give access to one of the best low level weapon skills in the game, SHIELD BREAK. It lowers the monster's evasion by up to 40 points, which is a MASSIVE amount that not only helps you, but everyone taking a swing at the monster. It should NOT be over looked. Note: Here on out, this guide will be more list like than prose. The first ten levels are pretty sparse as far as all this stuff, and I felt an explanation would help more than just put "N/A" or just the two items I mentioned. Also note, you don't have to go item by item. You can skip here and there, depending how you feel. Explanations will be given where I (Or someone else) feels necessary.
Weapons
- 01 - Onion Sword
- 01 - Bronze Axe
- 01 - Light Crossbow+1
- 05 - Butterfly Axe
- 08 - Inferno Axe
[ 10 - 20 ]
Weapons
- 12 - Greataxe
- 12 - Hydro Axe + Hydro Pumps: Not something to look at if this is your first time through and you're just starting off, but if you've found a niche for making money, the proc rate on the Hydro Pumps is actually fairly decent, so you should consider it. *
- 16 - Moth Axe
- 20 - Neckchopper
Ranged
- 12 - Crossbow+1
- 01 - Crossbow Bolt / Bronze Bolt - Interchangeable. Use whichever is cheapest.
- 10 - Blind Bolt - Your first debuff bolt. Fire one or two per mob, not constantly.
- 15 - Acid Bolts - Same as Blind Bolts, highly effective and worthwhile.
* Not applicable if using Marksmanship.
Armor (Back)
- 1-20 - Nothing to write home about. Get what you can afford or quest.
Armor (Body)
- 10 - Scale Mail
- 15 - Enyo's Breastplate
- 17 - Lizard Jerkin
Armor (Ear)
- 10 - Optical Earring
- 16 - Bone Earring+1 - HQ is cheap.
Armor (Feet)
- 07 - Leaping Boots / Bounding Boots
- 10 - Scale Greaves
- 15 - Enyo's Leggings
- 15 - San d'Orian Boots
- 18 - Power Sandals
Armor (Finger)
- 14 - Mighty Ring / Courage Ring
* Vision / Balance Rings aren't nearly as big a boost to your stats as Mighty/Courage Rings at this level range.
milich's explanation wrote:
suppose you have 100ATT, and you add 2x mighty rings to that, fighting a mob 7 levels above you that just checks low DEF. you have...
100ATT:
100/80-.35= .9
111ATT (2 m.rings, +10ATT, +2STR)
110/80-.35= 1.025
for a 15% melee damage increase. assuming really low ACC (50%, which isn't uncommon lowby), you'd need 15ACC to catch up to the % bonus of mighty rings. mighty rings' bonus will be higher if you don't have the mob checking low DEF (and lower if you're soloing; level correction makes ATT more potent).
even at 200ATT, mighty rings beat pre-sniper/venerer competitors.
200ATT:
200/160-.35 = .9
211ATT: (2 m.rings)
211/160-.35 = .96875
for a 7.6% melee damage increase. assuming 60% ACC here (by the time you get 200ATT, your ACC should be coming up as well, hopefully to 70%+), you'd need about 9ACC. the progression to snipers actually fits pretty nicely, as the value of 10ATT sort of segues to around the value of 10~ACC right as sniper and venerer become available. (because the bonus of ACC is more or less linear--it's relative to your ACC%, but not to your level or total ACC, like ATT basically is--the % bonus of snipers stays around the same as you level up, while the goodness of mighty rings drops and drops).
100ATT:
100/80-.35= .9
111ATT (2 m.rings, +10ATT, +2STR)
110/80-.35= 1.025
for a 15% melee damage increase. assuming really low ACC (50%, which isn't uncommon lowby), you'd need 15ACC to catch up to the % bonus of mighty rings. mighty rings' bonus will be higher if you don't have the mob checking low DEF (and lower if you're soloing; level correction makes ATT more potent).
even at 200ATT, mighty rings beat pre-sniper/venerer competitors.
200ATT:
200/160-.35 = .9
211ATT: (2 m.rings)
211/160-.35 = .96875
for a 7.6% melee damage increase. assuming 60% ACC here (by the time you get 200ATT, your ACC should be coming up as well, hopefully to 70%+), you'd need about 9ACC. the progression to snipers actually fits pretty nicely, as the value of 10ATT sort of segues to around the value of 10~ACC right as sniper and venerer become available. (because the bonus of ACC is more or less linear--it's relative to your ACC%, but not to your level or total ACC, like ATT basically is--the % bonus of snipers stays around the same as you level up, while the goodness of mighty rings drops and drops).
Armor (Hands)
- 10 - Legionnaire's Mittens / Royal Footman's Gloves
- 15 - Bastokan Mittens / San d'Orean Gloves
- 15 - Enyo's Gauntlets
Armor (Head)
- 10 - Royal Footman's Bandana
- 15 - Enyo's Mask
- 15 - San d'Orian Bandana
Armor (Legs)
- 10 - Scale Cuisses
- 15 - Enyo's Cuisses
- 17 - Lizard Trousers
- 20 - Royal Footman's Trousers
Armor (Neck)
- 1-20 - Nothing to write home about. Get what you can afford or quest.
Armor (Waist)
- 18 - Brave Belt
Edited, Dec 2nd 2009 11:54am by lolgaxe









