Difference between revisions of "Job"

From Final Fantasy XIV Online Wiki
Jump to navigation Jump to search
Line 148: Line 148:
[[File:FFXIV ARR Jobs.jpg|Final Fantasy XIV: A Realm Reborn jobs.|thumb]]Jobs have specialized abilities aimed to perform specific roles in a group setting. Jobs are at the same level as their corresponding classes and can be thought of as specialized modes of the base classes. There are ten jobs in A Realm Reborn (2.0): Warrior, Paladin, Monk, Ninja (2.4), Dragoon, Bard, White Mage, Black Mage, Summoner and Scholar. Heavensward (3.0) added three new jobs: Dark Knight, Astrologian and Machinist. Stormblood (4.0) further added two more jobs: Samurai and Red Mage. Shadowbringers (5.0), like Stormblood, added two new jobs: Gunbreaker and Dancer. Unlocking a job awards its Soul Crystal, which is required to change from the player's current class to a more specialized job. Each job has its own crystal which can be equipped via the Armoury Chest.
[[File:FFXIV ARR Jobs.jpg|Final Fantasy XIV: A Realm Reborn jobs.|thumb]]Jobs have specialized abilities aimed to perform specific roles in a group setting. Jobs are at the same level as their corresponding classes and can be thought of as specialized modes of the base classes. There are ten jobs in A Realm Reborn (2.0): Warrior, Paladin, Monk, Ninja (2.4), Dragoon, Bard, White Mage, Black Mage, Summoner and Scholar. Heavensward (3.0) added three new jobs: Dark Knight, Astrologian and Machinist. Stormblood (4.0) further added two more jobs: Samurai and Red Mage. Shadowbringers (5.0), like Stormblood, added two new jobs: Gunbreaker and Dancer. Unlocking a job awards its Soul Crystal, which is required to change from the player's current class to a more specialized job. Each job has its own crystal which can be equipped via the Armoury Chest.


Jobs have some special features:
Jobs have some unique features:


* Primary Class is the class that a job is tied to.
* Primary Class is the class that a job is tied to.
* To switch to a job, simply equip its Soul Crystal. Returning to a base class works similarly by leaving the crystal slot empty.
* To switch to a job, equip its Soul Crystal. Returning to a base class works similarly by leaving the crystal slot empty.
* Jobs possess all of the abilities and traits of the primary class and are able to select five additional actions shared among all jobs of that role.
* Jobs possess all of the abilities and traits of the primary class and can select five additional actions shared among all jobs of that role.
* Before attaining level 60, Jobs borrow all of their Traits from their primary class. However, any Traits acquired from levels 61 to 70 are restricted to the job upon which they are acquired.
* Before attaining level 60, Jobs borrow all of their Traits from their primary class. However, any Traits acquired from levels 61 to 70 are restricted to the job upon which they are received.
* Note that while most abilities are acquired through gaining levels, some are locked behind Class and Job Quests.
* Note that while most abilities are acquired through gaining levels, some are locked behind Class and Job Quests.
* Level is shared between job and primary class once that job is unlocked. For example, if you level a Summoner to 40, then swap over to its base class (Arcanist), the latter will also be at level 40. This means both primary class and its respective job will always be at the same level, regardless of which you play with.
* Level is shared between job and primary class once that job is unlocked. For example, if you level a Summoner to 40, then swap over to its base class (Arcanist), the latter will also be at level 40. Both the primary class and its respective job will always be the same level, regardless of which you play as.
* Jobs released in Heavensward (3.0): Dark Knight, Astrologian and Machinist, start from level 30 and do not require base classes, starting instead with a full set of abilities of their own.
* Jobs released in Heavensward (3.0) Dark Knight, Astrologian and Machinist start from level 30 and do not require base classes. Instead, they begin with a full set of abilities of their own.
* Jobs released in Stormblood (4.0): Samurai and Red Mage, start from level 50 and do not require base classes.
* Jobs released in Stormblood (4.0) Samurai and Red Mage start from level 50 and do not require base classes.
* Jobs released in Shadowbringers (5.0): Gunbreaker and Dancer, start from level 60 and do not require base classes.
* Jobs released in Shadowbringers (5.0) Gunbreaker and Dancer – begin from level 60 and do not require base classes.


== Jobs ==
== Jobs ==
=== [[Tank|Tanks]] ===
=== [[Tank|Tanks]] ===
==== [[File:Paladin_icon.png|20px|top]] [[Paladin]] ====
==== [[File:Paladin_icon.png|20px|top]] [[Paladin]] ====
Paladins are classic tanks, sporting a veritable arsenal of defensive and supportive tools. They have access to a large number of damage mitigation tools and are capable of taking damage intended for allies. The class also uses MP to heal their allies or to deal burst damage.
Paladins are front-line specialists, sporting a veritable arsenal of defensive and supportive tools to protect both themselves and their allies. Paladin's also utilize MP to heal their comrades and to deal burst damage.


==== [[File:Warrior_icon.png|20px|top]] [[Warrior]] ====
==== [[File:Warrior_icon.png|20px|top]] [[Warrior]] ====
Warriors are strong in both offense and defense. While their damage mitigation isn't top-notch, they make up for it with their tremendous HP pool and self-healing abilities, all while filling their Beast Gauge to perform huge burst damage.
Warriors are mighty front-liners wielding terrifying two-handed axes which are used to perform huge burst damage after filling their Beast Gauge. Unlike their tanking counterparts, Warriors forgo some mitigation abilities in exchange for a whopping health-pool and self-healing abilities.


==== [[File:Dark_Knight_icon.png|20px|top]] [[Dark Knight]] ====
==== [[File:Dark_Knight_icon.png|20px|top]] [[Dark Knight]] ====
Dark Knights strive to occupy the proverbial middle ground between Warrior and Paladin, providing the player with a balanced offering of mitigation and damage-dealing tools.
Dark Knights strive to occupy the proverbial middle-ground between Warrior and Paladin, providing the player with a balanced offering of mitigation and damage-dealing tools, complemented by their skill with two-handed greatswords.


==== [[File:Gunbreaker_frame_icon.png|20px|top]] [[Gunbreaker]] ====
==== [[File:Gunbreaker_frame_icon.png|20px|top]] [[Gunbreaker]] ====
Gunbreakers are a well-rounded tank job that blends solid damage, mitigation and utility with a straightforward playstyle. They possess solid, consistent combos that generate Cartridges, which can be used to start a second combo to increase their damage output further or to aim special abilities (such as shields or regen) at party-members.
Gunbreakers blend solid damage, mitigation and utility into a straightforward playstyle. They possess consistent combos that generate Cartridges, which can be used to increase their damage further or to aim special abilities (such as shields or regen) at party-members.


=== [[Healer|Healers]] ===
=== [[Healer|Healers]] ===
==== [[File:Astrologian_icon.png|20px|top]] [[Astrologian]] ====
==== [[File:Astrologian_icon.png|20px|top]] [[Astrologian]] ====
Astrologians provide shields and regeneration to allies in a large area, and can also use Cards to provide damage buffs to fellow party members.
Astrologians are masters of fate that provide shields and regeneration to allies in a large area, and can also use Cards to provide damage buffs to fellow party members through use of their Star Globe.


==== [[File:Scholar_icon.png|20px|top]] [[Scholar]] ====
==== [[File:Scholar_icon.png|20px|top]] [[Scholar]] ====
Scholars, accompanied by their faithful healing pets, pepper allies with powerful barriers whilst debilitating enemies with their damage-over-time (DoT) effects.
Scholars, accompanied by their faithful healing pets, pepper allies with powerful barriers whilst debilitating enemies with their devastating damage-over-time (DoT) effects.


==== [[File:White_Mage_icon.png|20px|top]] [[White Mage]] ====
==== [[File:White_Mage_icon.png|20px|top]] [[White Mage]] ====
White Mage is a straightforward healing class that forgoes utility to provide immense healing output, regeneration effects, and occasional burst damage.
White Mage is a straightforward healing class that forgoes utility to provide immense healing output and regeneration effects to their allies. In times of need, they can also blast their enemies with devastating elemental attacks.


=== [[DPS]] ===
=== [[DPS]] ===
==== [[File:Bard_icon.png|20px|top]] [[Bard]] ====
==== [[File:Bard_icon.png|20px|top]] [[Bard]] ====
Bards are a very mobile, ranged physical damage job with some abilities on the side. The Bard's kit is very proc-based, requiring quickening their attacks to maximize their damage output. They can use songs in combination with their damage-over-time to gain Repertoire, enhancing their offense, and can occasionally provide party-wide buffs.
Bards are ranged damage dealers sporting mobility, utility, and a proc-based combat style that debilitates enemies through damage-over-time effects wrought by their bow and arrows. Through the power of song, they can also provide party-wide buffs and inspire their allies to greater feats of damage.


==== [[File:Black_Mage_icon.png|20px|top]] [[Black Mage]] ====
==== [[File:Black_Mage_icon.png|20px|top]] [[Black Mage]] ====
Black Mages resemble the classical elemental mage, trading defense and mobility for unmatched area spells. Their unique mechanics revolve around balancing Astral Fire and Umbral Ice to mitigate MP consumption while dealing massive damage with offensive fire, ice and lightning spells.
Black Mages resemble the classical elemental mage, trading defense and mobility for unmatched area spells. Their unique mechanics revolve around balancing Astral Fire and Umbral Ice to mitigate MP consumption while dealing massive damage with offensive fire, ice and lightning magicks.


==== [[File:Blue_Mage_icon.png|20px|top]] [[Blue Mage]] ====
==== [[File:Blue_Mage_icon.png|20px|top]] [[Blue Mage]] ====
Line 195: Line 195:


==== [[File:Dancer_frame_icon.png|20px|top]] [[Dancer]] ====
==== [[File:Dancer_frame_icon.png|20px|top]] [[Dancer]] ====
The Dancer is a varied job with both damage and support capabilities, with combos that require watching your skills and distance. Their combos are chance-procced, so their rotation can change on a whim. They can also use dances or steps to heal or buff their allies. Dancer's can choose a party member as their Dance Partner, causing some of their skill's effects to activate on their partner.
The Dancer is a highly-mobile job providing damage, utility and support capabilities to those around them while slicing their enemies with their vicious Chakra. Dancer's can also choose a party member as their Dance Partner, causing some of their skill's effects to activate on the selected player.


==== [[File:Dragoon_icon.png|20px|top]] [[Dragoon]] ====
==== [[File:Dragoon_icon.png|20px|top]] [[Dragoon]] ====
Dragoons have very active melee gameplay. Their playstyle involves jumping around the battlefield and dealing damage with long combos with some positional requirements that can output both good single-target and area damage.
Dragoons are famous for launching themselves across battlefields and decimating their foes using lance-based weapons, often bombarding enemies with vicious leaping attacks and positional combos.


==== [[File:Machinist_icon.png|20px|top]] [[Machinist]] ====
==== [[File:Machinist_icon.png|20px|top]] [[Machinist]] ====
The Machinist is a ranged job that capitalizes on squeezing in as much damage as possible in a short period of time. Their attacks build up the Heat gauge, which is used to activate Overheat, increasing their damage and arsenal for a brief moment. They can also deploy an automaton to temporarily assist the player in combat.
Machinists are gun-toting tinkerers that specialize in blasting foes in rapid succession, building up their Heat gauge, which is used to fuel their abilities further. They can also deploy an automaton to assist the player in combat temporarily.


==== [[File:Monk_icon.png|20px|top]] [[Monk]] ====
==== [[File:Monk_icon.png|20px|top]] [[Monk]] ====
Monks are a very agile melee job. The monk aims at keeping up Greased Lightning buff, dealing impressive sustained single-target damage, as well as having access to great area damage on higher levels. One key point for monks is position: many of their attacks deal more damage at certain positions, and some actions can trigger certain effects depending on position.
Monks are very agile combatants that deal impressive sustained single-target damage, darting across the battlefield to annihilate foes with lightning speed using their fist-based weapons and martial techniques.


==== [[File:Ninja_icon.png|20px|top]] [[Ninja]] ====
==== [[File:Ninja_icon.png|20px|top]] [[Ninja]] ====
The Ninja is a quick and elusive melee job. They can use [[ninjutsu]] by using the right combination of mudras for a variety of elemental attacks. Their ace-in-the-hole, [[Trick Attack]], increases the damage a target takes, making them valuable against bosses.
Ninja's are agile and elusive fighters that utilize [[ninjutsu]] and dual-daggers, slicing unsuspecting foes from the shadows in the blink of an eye. By using the right combination of mudras, they can also blast enemies with a variety of elemental attacks. Their ace-in-the-hole, [[Trick Attack]], also increases the damage a target takes from all sources.


==== [[File:Red_Mage_icon.jpg|20px|top]] [[Red Mage]] ====
==== [[File:Red_Mage_icon.jpg|20px|top]] [[Red Mage]] ====
The Red Mage is a versatile class capable of using both magic and weaponskills effectively. The class focuses on building and balancing white and black mana by casting magic, then expend them on their melee rapier skills to deal a finishing blow. In addition to dealing damage, Red Mages can learn healing magic and can raise fallen party members.
The Red Mage is a versatile class capable of using both magic and weapon skills effectively. The class focuses on building and balancing white and black mana by casting magic, then expending them on their melee rapier skills to deal a finishing blow. In addition to dealing damage, Red Mages can learn healing magic and can even raise fallen party members.


==== [[File:Samurai_icon.jpg|20px|top]] [[Samurai]] ====
==== [[File:Samurai_icon.jpg|20px|top]] [[Samurai]] ====
The Samurai uses a two-handed katana to deal melee damage. Samurai uses two gauges, Sen and Kenki to accumulate power based on using specific sword skills to perform more powerful sword skills. Their attacks are slow to build up and have low utility, but are extremely potent.
The Samurai uses a two-handed katana to deal out tremendous single-target damage. Their attacks are slow, methodical and deliberate, yet extremely potent, able to carve even the most stalwart opponent into mere ribbons.


==== [[File:Summoner_icon.png|20px|top]] [[Summoner]] ====
==== [[File:Summoner_icon.png|20px|top]] [[Summoner]] ====
Summoners are a pet-summoning, area damage job. They can summon up to three pets – one of them being a tank, resulting in an excellent solo class. Summoners deal most of its damage through damage-over-time actions, and special abilities available with [[aetherflow]]. Summoner and Red Mage are the only DPS jobs that can resurrect dead allies.
Summoners conjure one of three battle-pets into the fray and bombard their enemies with devastating damage-over-time effects, as well as other abilities performed through their use of [[aetherflow]]. Summoner, like Red Mage, is also one of the few DPS jobs that can resurrect fallen allies in combat.


{{Job navbar}}
{{Job navbar}}


[[Category:Jobs|*]]
[[Category:Jobs|*]]

Revision as of 01:20, 20 September 2019

Introduction

Jobs are an extension of their base classes, and require a Soul Crystal to activate. Each job acquires additional role-specific actions based on the job's role in group content (Tank, DPS, or Healer). With the release of Stormblood, players are no longer required to level a secondary class and can advance to their respective job at level 30.

Job chart

This list includes all jobs with their base (level 1-30) classes. Seven jobs can only be obtained by purchasing Heavensward (Dark Knight, Astrologian and Machinist), Stormblood (Samurai, Red Mage) and Shadowbringers (Gunbreaker and Dancer).

Base Class Job Role Starting Location Prerequisites Starting Level
Marauder frame icon.png Marauder Warrior frame icon.png Warrior Tank Limsa Lominsa Flag.png Limsa Lominsa None 1
Gladiator frame icon.png Gladiator Paladin frame icon.png Paladin Tank Uldah Flag.png Ul'dah None 1
Lancer frame icon.png Lancer Dragoon frame icon.png Dragoon Melee DPS Gridania Flag.png Gridania None 1
Pugilist frame icon.png Pugilist Monk frame icon.png Monk Melee DPS Uldah Flag.png Ul'dah None 1
Rogue frame icon.png Rogue Ninja frame icon.png Ninja Melee DPS Limsa Lominsa Flag.png Limsa Lominsa None(*) 1
Archer frame icon.png Archer Bard frame icon.png Bard Ranged Physical DPS Gridania Flag.png Gridania None 1
Thaumaturge frame icon.png Thaumaturge Black Mage frame icon.png Black Mage Ranged Magical DPS Uldah Flag.png Ul'dah None 1
Arcanist frame icon.png Arcanist Summoner frame icon.png Summoner Ranged Magical DPS Limsa Lominsa Flag.png Limsa Lominsa None 1
Arcanist frame icon.png Arcanist Scholar frame icon.png Scholar Healer Limsa Lominsa Flag.png Limsa Lominsa None 1
Conjurer frame icon.png Conjurer White Mage frame icon.png White Mage Healer Gridania Flag.png Gridania None 1
None Blue Mage frame icon.png Blue Mage Limited Job
Ranged Magical DPS
Limsa Lominsa Flag.png Limsa Lominsa Level 50 1
None Dark Knight frame icon.png Dark Knight Tank Ishgard Flag.png Ishgard Level 50 HW
Main story
30
None Astrologian frame icon.png Astrologian Healer Ishgard Flag.png Ishgard Level 50 HW
Main story
30
None Machinist frame icon.png Machinist Ranged Physical DPS Ishgard Flag.png Ishgard Level 50 HW
Main story
30
None Samurai frame icon.png Samurai Melee DPS Uldah Flag.png Ul'dah Level 50 SB 50
None Red Mage frame icon.png Red Mage Ranged Magical DPS Uldah Flag.png Ul'dah Level 50 SB 50
None Gunbreaker frame icon1.png Gunbreaker Tank Gridania Flag.png Gridania Level 60 ShB 60
None Dancer frame icon1.png Dancer Ranged Physical DPS Limsa Lominsa Flag.png Limsa Lominsa Level 60 ShB 60

HW requires Heavensward.
SB requires Stormblood.
ShB requires Shadowbringers.

(*) Although Rogue/Ninja has no specific prerequisites, it is not available as a starting class, so you must first follow the same steps as acquiring any other class: unlock class-changing (level 10) and gain access to Limsa Lominsa (level 15, unless you started there).

Note: You can level all classes and jobs on a single character.

Overview

Final Fantasy XIV: A Realm Reborn jobs.

Jobs have specialized abilities aimed to perform specific roles in a group setting. Jobs are at the same level as their corresponding classes and can be thought of as specialized modes of the base classes. There are ten jobs in A Realm Reborn (2.0): Warrior, Paladin, Monk, Ninja (2.4), Dragoon, Bard, White Mage, Black Mage, Summoner and Scholar. Heavensward (3.0) added three new jobs: Dark Knight, Astrologian and Machinist. Stormblood (4.0) further added two more jobs: Samurai and Red Mage. Shadowbringers (5.0), like Stormblood, added two new jobs: Gunbreaker and Dancer. Unlocking a job awards its Soul Crystal, which is required to change from the player's current class to a more specialized job. Each job has its own crystal which can be equipped via the Armoury Chest.

Jobs have some unique features:

  • Primary Class is the class that a job is tied to.
  • To switch to a job, equip its Soul Crystal. Returning to a base class works similarly by leaving the crystal slot empty.
  • Jobs possess all of the abilities and traits of the primary class and can select five additional actions shared among all jobs of that role.
  • Before attaining level 60, Jobs borrow all of their Traits from their primary class. However, any Traits acquired from levels 61 to 70 are restricted to the job upon which they are received.
  • Note that while most abilities are acquired through gaining levels, some are locked behind Class and Job Quests.
  • Level is shared between job and primary class once that job is unlocked. For example, if you level a Summoner to 40, then swap over to its base class (Arcanist), the latter will also be at level 40. Both the primary class and its respective job will always be the same level, regardless of which you play as.
  • Jobs released in Heavensward (3.0) – Dark Knight, Astrologian and Machinist – start from level 30 and do not require base classes. Instead, they begin with a full set of abilities of their own.
  • Jobs released in Stormblood (4.0) – Samurai and Red Mage – start from level 50 and do not require base classes.
  • Jobs released in Shadowbringers (5.0) – Gunbreaker and Dancer – begin from level 60 and do not require base classes.

Jobs

Tanks

Paladin icon.png Paladin

Paladins are front-line specialists, sporting a veritable arsenal of defensive and supportive tools to protect both themselves and their allies. Paladin's also utilize MP to heal their comrades and to deal burst damage.

Warrior icon.png Warrior

Warriors are mighty front-liners wielding terrifying two-handed axes which are used to perform huge burst damage after filling their Beast Gauge. Unlike their tanking counterparts, Warriors forgo some mitigation abilities in exchange for a whopping health-pool and self-healing abilities.

Dark Knight icon.png Dark Knight

Dark Knights strive to occupy the proverbial middle-ground between Warrior and Paladin, providing the player with a balanced offering of mitigation and damage-dealing tools, complemented by their skill with two-handed greatswords.

Gunbreaker frame icon.png Gunbreaker

Gunbreakers blend solid damage, mitigation and utility into a straightforward playstyle. They possess consistent combos that generate Cartridges, which can be used to increase their damage further or to aim special abilities (such as shields or regen) at party-members.

Healers

Astrologian icon.png Astrologian

Astrologians are masters of fate that provide shields and regeneration to allies in a large area, and can also use Cards to provide damage buffs to fellow party members through use of their Star Globe.

Scholar icon.png Scholar

Scholars, accompanied by their faithful healing pets, pepper allies with powerful barriers whilst debilitating enemies with their devastating damage-over-time (DoT) effects.

White Mage icon.png White Mage

White Mage is a straightforward healing class that forgoes utility to provide immense healing output and regeneration effects to their allies. In times of need, they can also blast their enemies with devastating elemental attacks.

DPS

Bard icon.png Bard

Bards are ranged damage dealers sporting mobility, utility, and a proc-based combat style that debilitates enemies through damage-over-time effects wrought by their bow and arrows. Through the power of song, they can also provide party-wide buffs and inspire their allies to greater feats of damage.

Black Mage icon.png Black Mage

Black Mages resemble the classical elemental mage, trading defense and mobility for unmatched area spells. Their unique mechanics revolve around balancing Astral Fire and Umbral Ice to mitigate MP consumption while dealing massive damage with offensive fire, ice and lightning magicks.

20px Blue Mage

Blue Mages learn skills by copying the abilities of their defeated enemies. They have access to a wide variety of spells, which make them more and more versatile and powerful as they learn. However, their status as a Limited Job restricts their access to content.

Dancer frame icon.png Dancer

The Dancer is a highly-mobile job providing damage, utility and support capabilities to those around them while slicing their enemies with their vicious Chakra. Dancer's can also choose a party member as their Dance Partner, causing some of their skill's effects to activate on the selected player.

Dragoon icon.png Dragoon

Dragoons are famous for launching themselves across battlefields and decimating their foes using lance-based weapons, often bombarding enemies with vicious leaping attacks and positional combos.

Machinist icon.png Machinist

Machinists are gun-toting tinkerers that specialize in blasting foes in rapid succession, building up their Heat gauge, which is used to fuel their abilities further. They can also deploy an automaton to assist the player in combat temporarily.

Monk icon.png Monk

Monks are very agile combatants that deal impressive sustained single-target damage, darting across the battlefield to annihilate foes with lightning speed using their fist-based weapons and martial techniques.

Ninja icon.png Ninja

Ninja's are agile and elusive fighters that utilize ninjutsu and dual-daggers, slicing unsuspecting foes from the shadows in the blink of an eye. By using the right combination of mudras, they can also blast enemies with a variety of elemental attacks. Their ace-in-the-hole, Trick Attack, also increases the damage a target takes from all sources.

Red Mage icon.jpg Red Mage

The Red Mage is a versatile class capable of using both magic and weapon skills effectively. The class focuses on building and balancing white and black mana by casting magic, then expending them on their melee rapier skills to deal a finishing blow. In addition to dealing damage, Red Mages can learn healing magic and can even raise fallen party members.

Samurai icon.jpg Samurai

The Samurai uses a two-handed katana to deal out tremendous single-target damage. Their attacks are slow, methodical and deliberate, yet extremely potent, able to carve even the most stalwart opponent into mere ribbons.

Summoner icon.png Summoner

Summoners conjure one of three battle-pets into the fray and bombard their enemies with devastating damage-over-time effects, as well as other abilities performed through their use of aetherflow. Summoner, like Red Mage, is also one of the few DPS jobs that can resurrect fallen allies in combat.