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Community Thief Guide
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Forum Discussion
Feel free to ask questions about Thief or the guide in the Forum Discussion.
General Information
Thief is a non-buff support damage dealer in FFXI. It will largely be played as a damage dealer and specifically a skillchain closer. Thief also is capable of placing hate on a player of their choosing. As well as stealing hate from other players; to help maintain control of battle.
Roles
The two most common roles is that of damage over time by dual wielding daggers and gathering rare items due to the Treasure Hunter ability.
Abilities, Traits, Merits and Job Points
Abilities and Traits
Your high damage will be from using the tried and true Sneak Attack and Trick Attack. In the old days you would stack them and use both at the same time. Nowadays it's better to use each with a weapon skill since you can build TP quickly and help the tank maintain hate.
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Merits
Group 1 | |||
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Name | Description | Notes | Investment |
Flee Recast | Shorten recast time by 10 seconds. | This is not really a needed upgrade and the points are better spent elsewhere. | 0/5 |
Hide Recast | Shorten recast time by 10 seconds. | This is not really a needed upgrade and the points are better spent elsewhere. | 0/5 |
Sneak Attack Recast | Shorten recast time by 2 seconds. | If you prefer to SA more than TA. | 0/5~5/5 |
Trick Attack Recast | Shorten recast time by 2 seconds. | It is sometimes more useful to connect TA than SA or finding the back of the mob is hard. | 0/5~5/5 |
Triple Attack Rate | Increase triple attack rate by 1 percent. | The most important upgrade in Group 1. 5/5 Always. | 5/5 |
Group 2 | |||
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Name | Description | Notes | Investment |
Assassin's Charge | Will triple your next attack. Recast: 5min. Increase chance of fourfold attack by 5 percent. |
This is not really a needed upgrade and the points are better spent elsewhere. | 0/5 |
Feint | Your next attack will greatly reduce an enemy's evasion. Recast: 2min. Increase chance of Treasure Hunter level up by 25 percent. |
Helps with Treasurer Hunter gains. Good idea to max this. | 5/5 |
Aura Steal | Adds a Dispel effect to Steal. Occasionally absorbs dispelled effect. Increase absorb rate by 20 percent. |
Five merit levels of Aura Steal does not necessarily give a 100% absorb rate | 0/5~5/5 |
Ambush | Grants an accuracy bonus to melee and ranged attacks from behind an enemy. Increase accuracy bonus by 3. |
If you're with a group, you're more likely to be attacking from behind. | 1/5~5/5 |
Job Points & Gifts
Job Points | ||
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Job Point Category | Effect | Total Value |
Perfect Dodge Effect | Increases magic evasion while under the effects of Perfect Dodge. | 60 |
Larceny Effect | Increases the duration of effects stolen via Larceny. | 20s |
Sneak Attack Effect | Increases the DEX bonus to Sneak Attack. | DEX+20% |
Trick Attack Effect | Increases the AGI bonus to Trick Attack. | AGI+20% |
Steal Recast | Reduces the recast time of Steal. | 40s |
Mug Effect | Steals HP when using Mug. | 100% of DEX+AGI |
Despoil Effect | Steals TP when using Despoil. | 40% |
Conspirator Effect | Increases physical accuracy while under the effects of Conspirator | 20 |
Bully Effect | Increases the chance of the target becoming intimidated while under the effects of Bully. | 20% |
Triple Attack Effect | Increases the physical attack of Triple Attack | 20 |
Gifts | ||
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Gift Category | Description | Value |
Physical Accuracy Bonus | Increased physical and ranged accuracy | 36 |
Physical Attack Bonus | Increased physical and ranged attack | 50 |
Physical Defense Bonus | Increased physical defense | 28 |
Physical Evasion Bonus | Increased physical evasion | 70 |
Magic Accuracy Bonus | Increased magic accuracy | 36 |
Magic Evasion Bonus | Increased Magic Evasion | 36 |
"Treasure Hunter" Bonus | Increases the chances that the effects of Treasure Hunter will increase | 23% |
Triple Attack Chance | Increases the chance of attacking thrice | 8% |
Critical Damage Bonus | Increased critical damage dealt | 8% |
Capacity Point Bonus | Increased Capacity Points Earned | 330% |
Milestone Gifts | ||
Superior 1 (50) | Enables the player to equip items marked as Superior 1 (Su1) | |
Superior 2 (100) | Enables the player to equip items marked as Superior 2 (Su2) | |
Maximum Treasure Hunter Value (100) | Increases the maximum value of Treasure Hunter by 1, for a value of 13. | |
Superior 3 (500) | Enables the player to equip items marked as Superior 3 (Su3) | |
Critical Damage Bonus (500) | Increases critical damage dealt by 2%. | |
Dual Wield Effect (550) | Reduces attack delay by 5% when a weapon is equipped in each hand. spells by 5 | |
Superior 4 (1200) | Enables the player to equip items marked as Superior 4 (Su4) | |
Maximum Treasure Hunter Value (1200) | Increases the maximum value of Treasure Hunter by 1, for a value of 14. | |
Superior 5 (2100) | Enables the player to equip items marked as Superior 5 (Su5) | |
★Master! (2100) | Reduces the recast of Perfect Dodge and Larceny |
Treasure Hunter
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- See also: Volte Armor Set
- During Dark Matter campaigns, Herculean armor may also commonly receive TH+ augments of +1-2.
Look, Treasure Hunter is not some mystery.
- A THF also must be on the hate list for TH to be active. It can't just stand there and give the effect.
- TH is actually a type of debuff. So it is safe to say that the Thief must act offensively against the target to apply the effect, and not simply gain hate with a non-offensive ability or spell on a party member with enmity.
- This means you don't have to melee, but you must use something like Bully or Provoke. Collaborator, Warcry, etc will get you on the list, but not apply TH.
- This can be seen in Voidwatch where TH grants a bonus to uncapped lights. The bonus only occurs if the Thief acts offensively against the target, and not for being in party or idly using something on a party member with hate.
- You may remove TH equipment and retain the current effect.
- If the monster goes idle then TH is lost.
- TH caps at +8 on equipment. This includes your trait of +3.
- Procs increase TH further to 12, and upwards of 14 with Job Point Gifts.
- TH makes things drop more frequently, stop nitpicking how much it matters.
- Here is a the official SE post on TH. It won't mean anything to most players. All you need to know is what was just said prior.
- If an item shares the same drop slot then Treasure Hunter will not increase drop rate.
- This is rare, but examples include Defending Ring and Omen bodies.
- Stop being weird and making up rumors:
- A THF doesn't need to land the last hit.
- No special item helps with TH or drop rates other than TH+ items.
- Moon phases are for boobs in tinfoil hats.
- Dying on THF doesn't reset TH value
Procing TH
- Multiple Thieves may work in tandem to each proc and raise the same TH level of a foe.
- No matter how much TH+ equipment you wear, you may not proc higher than TH 8 → 9 for the first proc.
- Wearing a total Treasure Hunter level equal to or lower than the current TH level on an opponent decreases the chance of procing TH.
- You must have at least a level higher than the current level applied to increase the rate of TH procs.
- Proc occurrences caps at a set rate.[1] Wearing more TH+ than the next level will not further increase the rate it increases.
- This fixed proc rate of TH increase is not static for all levels. TH proc rates are capped at a fixed rate per tier, and that set rate decreases with each level increase on TH. [2]
- Those two official posts are a perfect example of why players are confused. SE's messaging has lead to confusion, but now that we know, it is simple.
- There is an increased chance to proc TH while using Sneak Attack or Trick Attack as well as stacking them with Feint.
- Nonetheless, you need to collectively be at a single TH level above the current level on the foe in order to avoid a decrease in proc rate.
- TH may proc on a WS, but you wont receive a message.
- TH Only procs on the first hit of an attack round.
Support Jobs
- Warrior
- /49: Berserk, Aggressor, Warcry, Attack Bonus I, Double Attack I, Max HP Boost I
- /50+: Double Attack II, Max HP Boost II
This is your highest damage option for sub jobs if your attack isn't capped due to Berserk and Warcry. Aggressor is not the worst thing to have either. However, it lacks Invisible, Sneak, damage mitigation, or healing, and as such is only viable when you have reliable healing or are fighting a monster with no Area of affect moves/spells/abilities.
- Dark Knight
- /49: Arcane Circle, Last Resort/ Souleater, Attack Bonus II, Damage Limit+ II
- /50+: Consume Mana, Attack Bonus III, Damage Limit+ III
This is a more useful sub than you might think, and not just for niche situations. The Attack Bonus trait is the highest you will get and Last Resort will be identical to Berserk for a Thief. Since this guide clearly only advocates for Wanton Disregard, you also get Soul Eater to eat away at 8.5%-7% of your HP a swing. Whew baby! Otherwise, if you go from needing attack to capping it. Then the Damage Limit+ trait is actually a solid boost.
As for niche situations, Poisonga is really useful for applying Treasure Hunter to a field of monsters in an event such as Omen or Divergence. Especially since it gets resisted most of the time against anything foe of consequence. Stun isn't the worst thing, and allows for slight enmity control of stray foes.
- Dragoon
- /49: Ancient Circle, High Jump, Accuracy Bonus I, Conserve TP I, WS Damage Boost I
- /50+: Super Jump, Conserve TP II, WS Damage Boost II
Enmity shedding with High Jump aside, the WS Damage Boost trait is what makes this the best sub for DDing while attack capped. The Conserve TP isn't terrible either given that Double Attack as a trait is weak for THF. The Accuracy Bonus will certainly come into play too. Despite lacking an ability to raise your attack when needed. The sub offers you a lot without lowering your defense further. Once you gain Super Jump this sub synergizes nicely with Collaborator, Accomplice, and Sneak Attack.
- Dancer
- /49: Spectral Jig, Curing Waltz, Healing Waltz, Quickstep, Box Step, Haste Samba, Accuracy Bonus I, Skillchain Bonus I, Subtle Blow II
- /50+: Contradance, Skillchain Bonus II
This sub offers sufficient utility, as well as healing should you be doing an event where trusts are not allowed or there are some shall we say— issues.
Dancer provides Sneak and Invisible, and eventually the most important bonus from any sub, Chocobo Jig. Haste Samba is "aggressively medium", while lacking buffs, but a Box Step right before you go to WS is a nice contribution to the group. Skillchain Bonus is generally underrated, and can really make the sub worthwhile in the right hands. Speaking of which: Subtle Blow.
This is one of the main subs for "soloing" as a Thf. While leveling, the time to start using Dancer as your Support is at 40 so you have access to Dual Wield.
- Ninja
- /49: Shadows, Max HP Boost II, Subtle Blow II
- /50+: Subtle Blow III
Sometimes you just need damage or TP move mitigation. This sub also offers sneak and invisible.
Since Thief doesn't get native Dual Wield until Level 83, subbing Ninja starting at Level 20 is the best option until you reach 40. You may then use Dancer as your support.
From 50+ /NIN will still provide another tier of Dual wield until 90/98 when a third is granted and then natively gained.
- Runefencer
- /49: Runes, Vallation, Pflug, Tenacity, Auto Regen I, Magic Defense Bonus II, Inquartata II
- /50+: Valiance, Accuracy Bonus I, Magic Defense Bonus III
This is the defensive subjob of choice if shadows aren't viable, which is a lot of endgame content. Magic defense bonus, Runes, Vallation/Valiance are sweet for magical mitigation. Runes will offer you 58 resistance of an element of your choice. Thief (as well as Dancer) may also push upwards of a 20% parry rate with this sub, Turms Leggings +1, and a parry +5 augment on an Ambuscade cape. Pretty neat.
Skillchains
- Light
- Shark Bite → Mandalic Stab = Light
- Evisceration → Shark Bite = (Fragmentation) → Mandalic Stab = Light
- Evisceration → Exenterator = (Fragmentation) → Mandalic Stab = Light → Exenterator = Radiance
- Rudra's Storm → Mandalic Stab = (Fusion) → Exenterator = Light → Exenterator = Radiance
- Mandalic Stab → Evisceration = (Gravitation) → Shark Bite = (Fragmentation) → Mandalic Stab = Light
- Ruthless Stroke → Ruthless Stroke = (Fusion) → Ruthless Stroke = Light
- Darkness Skillchains
- Rudra's Storm → Rudra's Storm = Darkness
- Evisceration ↔ Rudra's Storm = Darkness → Rudra's Storm = Darkness
- Evisceration → Dancing Edge = (Distortion) → Evisceration = Darkness → Rudra's Storm = Darkness
- Mandalic Stab → Evisceration = (Gravitation) → Rudra's Storm = Darkness → Rudra's Storm = Darkness
- Exenterator → Rudra's Storm = (Distortion) → Evisceration = Darkness → Rudra's Storm = Darkness/Umbra
- Evisceration → Shark Bite = (Fragmentation) → Rudra's Storm = (Distortion) → Evisceration = Darkness → Rudra's Storm = Darkness
- Rudra's Storm → Mandalic Stab = (Fusion) → Evisceration = (Gravitation) → Rudra's Storm = Darkness → Rudra's Storm = Darkness
Equipment
Weapons
Eminent Dagger |
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Homestead Dagger |
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Atoyac Acc +30 Occ. Atk. Twice Acc +15 |
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Izhiikoh |
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Sabebus Path B ACC+ |
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Sandung Acc +50 Crit +5% TA +3% |
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Ipetam DMG+ Acc/Atk+ Crit Dmg. + DEX + |
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Jugo Kukri +1 DMG +13 Acc +40 Eva +20 |
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Ternion Dagger +1 DMG +17 Acc +40 WSD +5% |
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Shijo D) TA +2 DW +5% DEX +15 |
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Taming Sari DMG +15 STR/DEX +10 TH +1 |
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Skinflayer DMG + Acc/Atk + Crit. Dmg + |
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Centovente TP Bonus +1k |
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Gleti's Knife DMG +10 Atk +40 Acc +10 |
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Crepuscular Knife |
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Tauret |
Ultimate Weapons
Augment Rank 0 |
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Mandau (Level 119 III) |
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Vajra (Level 119 III) |
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Twashtar (Level 119 III) |
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Aeneas |
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Mpu Gandring (Level 119 III) |
Augment Rank 15 |
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Mandau (Level 119 III)366px link= DMG +7 Mercy Stroke +20% TA dmg +10% |
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Vajra (Level 119 III) DMG: +15 Mandalic Stab +15% Acc/MAcc +30 |
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Twashtar (Level 119 III) DMG: +4 Rudra's Storm +10% DEX/AGI +20 |
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Aeneas DMG: +6 Exenterator +10% Acc/MAcc +30 |
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Gandring DMG +5 EVA +100 EVA TP +50 -or- DMG +5 Follow-up attack +50% "Subtle Blow II" +25 |
Prioritizing Equipment
There are two main sets a THF needs. The first major one is the TP set in which you first want to cap your delay reduction. The next are your WS sets, and obviously you should have some DT sets as a third priority if you want to be valued. Woah, lets cool it on that sick elitist rhetoric, right?
Well, if you didn't care then you wouldn't be reading any advice on being better. So, dont be that guy, and make some defensive sets for physical, magical, magic evasion, evasion, etc. As long as you cap Damage Taken you can always go back later and min max out some sets, but have something worthwhile to resort to. Fortunately, there are sets below for you!
So your TP set on THF generally requires 26% equipment haste, 44% magic haste, and a certain amount of dual wield based on the buffs you have. You can go to Attack Speed for the more intricate numbers. If you're fully buffed though, you need DW+11, or DW+6 if you've acquired 550 JP.
After you've reached that (or very close) you need to stack accuracy until you are around the accuracy cap for the content you're doing. This is going to vary, but sometimes other players or pages on the wiki will explain the accuracy required. Parsing with third party tools is the best way to get this right otherwise.
Next step is to stack Triple Attack and Store TP. I'd value +2~2.5 STP similar to 1% Triple Attack. This comparison is going to change based on your gear and buffs, as the more TA you get, the more STP helps, and vice versa, so try for a general balance around that ratio.
If you can't decide between two pieces after all of that is considered, choose the one with more magic evasion or defensive stats, as you can't deal any damage while dead.
For weapon skills you largely need one type of gear, which is to stack DEX and Weapon skill damage+. Rudra's Storm and Mandalic Stab are our two strongest WS and both scale nicely with just those two main stats. Evisceration needs crit damage and then crit rate gear, as well as some more Accuracy+ to consider
For Exenterator, just stack AGI/ACC/ATT as it doesn't crit and doesn't scale well with WSD. Rudra's is your bread and butter WS, strong both stacked and unstacked, but you need attack buffs to really pump out any cool numbers. In a scenario where you have to deal without attack buffs, Mandalic, which has a native attack boost to it, can outpace Rudra's. This is true in general, but especially is with an augmented mythic.
If you are just a mule/new THF looking to be better than worthless. Toss on your Tauret/Shijo and spam Evisceration while SCing with SA or TA Rudras.
Artifact Armor
Artifact Armor | ||
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Item | Upgrade? | Notes |
Pill. Bonnet +3 |
Maybe | Best for some stacked Weapon skills, but don't use otherwise unless Nyame Helm is lacking the Weapon Skill Damage + to overtake. |
Pillager's Vest +3 Hide Duration +100 |
Yes | Highest Triple Attack body piece available. |
Pill. Armlets +3 Trick Attack +20 |
Meh | Min/Maxer piece as it needs to be on during the time of attack. Best for Trick Attack stacked auto-attacks, but would advise against using on a stacked Weapon skill. |
Pill. Culottes +3 |
Maybe | Good TP piece if Gleti's Breeches isn't augmented with Triple Attack yet. Can be substituted by Samnuha Tights with high Triple Attack Augments. |
Pill. Poulaines +3 Steal +15 Flee Duration +18 |
Yes | Steal+15 alone makes this worth making if you use THF for gathering Impish Box.Movement Speed +18% |
Relic Armor
Relic Armor | ||
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Item | Upgrade? | Notes |
Plun. Bonnet +3 Aura Steal |
Not anymore | Empy +3 have left these in the past. Skulker's Bonnet +3 has better TP set synergy. If you want to Min/Max Mug, have at it! |
Plunderer's Vest +3 Ambush |
Maybe | This piece has a niche spot, it may be better when Sneak Attack or Trick Attack is stacked with a weapon skill, but you may get more out of Skulker's Vest +3 or Nyame MailR25. Best for Sneak Attack or Trick Attack auto-attacks. It also has 5% Triple Attack from 5/5 Ambush Merits, making it a solid competitor for Pillager's Vest +3, especially when under attack cap. |
Plun. Armlets +3 Perfect Dodge |
Must | Between these and Skulker's Poulaines +2, Treasure Hunter is at an ideal level. |
Plun. Culottes +3 Feint |
Maybe | If you need a stop-gap between Odyssey RP, these are for you. If you already have Nyame R15+, skip. |
Plun. Poulaines +3 Assassin's Charge |
Yes | Thief's Go-to TP feet slot. Don't leave home without them. |
Divergence Weapon | ||
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Item | Upgrade? | Notes |
Gandring |
N/A | Not impressed. Multiple Treasure Hunter+ gear tests have concluded anything over +8 treasure hunter equipment total is a waste. If I was to choose a path it would be Path B for the 50% chance to quad attack during triple attack procs. |
Divergence Neck Accessory | ||
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Item | Upgrade? | Notes |
Asn. Gorget +2 DEX & AGI +15 Evasion +25 Trip. Atk. +4% |
N/A | HQ1 and HQ2 are pretty close, worth the expendature if you enjoy playing Thief. Nearly fill-time necklace. Great TP and WS slots, just need your idle piece to have your neck slots fulfilled. |
Empyrean Armor
Empyrean Armor | ||
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Item | Upgrade? | Notes |
Skulker's Bonnet +3 Collaborator & Accomplice +21% |
Must | If you like triple attacks and capped attack situations, this is the piece for you. +10 Phys. Damage Limit coupled with +5 Triple Attack make this a great TP piece and situational WS Best in Slot. Bonus Points for Augmenting Collaborator and Accomplice. |
Skulker's Vest +3 Conspirator |
Yes | +12% Weapon Skill Damage makes this an amazing piece for WS's, especially when wielding a Dagger with the whooping +38 Dagger Skill. Bonus Points for Augmenting Conspirator. |
Skulk. Armlets +3 Sneak Attack +30 |
Optional | Need to do more testing on these, so far appears to apply bonus upon Job Ability usage. Will update at a later time. |
Skulk. Culottes +3 Despoil +13% |
Not Necessary | So much lost potential... Too bad no Triple attack mods. Despoil +11% and DT-13%. Completionist's piece. |
Skulk. Poulaines +3 Despoil +8% |
Must | All the Treasure Hunter! Definitely worth upgrading, especially if the Relic Hands have not been made yet. Despoil +8% for the min/maxers, paired with DT-11% to boot~!(Sorry, had to do it.) |
Empyrean Armor Accessories | ||
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Item | Upgrade? | Notes |
Skulker's Earring |
N/A | Even though this is NQ, it still has a nice home in TP sets. Not vey benfitial for WS or Idle. |
Skulk. Earring +2 Accuracy/Magic Accuracy+16~20 Store TP-6~8 DEX/AGL+7~15 |
N/A | Absolute amazing for Thief. This has everything you need all one one earring(except DT!) Use in TP and WS sets. |
Equipment Sets
TP Sets
TP Sets by:
Thanks to Tyconus for assisting with the sets. I think we have established some decent sets for most situations, but if there's something we missed feel free to add or message about it. --Nvee666 (talk) 22:07, 6 July 2024 (UTC)
- Glass cannon = 10~25%
- Hybrid = 30~40%
- DT = >40%
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Idle Sets
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WS Sets
All sets imply swapping from Moonshade Earring to best alternative when TP>2700. Skulker's Earring +2,Ishvara Earring, Odr Earring, Dominance Earring are some examples.
Note: After obtaining Skulker's Earring +1 or Skulker's Earring +2, it may be necessary to swap moonshade from Right Ear slot to Left Ear slot.
WS Sets by:
Thanks to Tyconus for assisting with the sets. I think we have established some decent sets for most Weapon skills in use(or not), but if there's something we missed feel free to add or message about it. --Nvee666 (talk) 22:08, 6 July 2024 (UTC)
Rudra's Storm & Mandalic Stab
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Ruthless Stroke
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Evisceration
Critical Hit Rate / Critical Hit Damage + ƒTP → DEX
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Exenterator
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Aeolian Edge
Magic Attack Bonus → 40% DEX / 40% INT
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Other WS
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Misc Sets
Steal
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Despoil
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Enmity
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Waltz
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Consider Gleti's Cuirass if more DEF/PDT is needed.