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Best FFXIV classes for new players

Let’s talk about the best FFXIV classes for new players. Like most MMORPG’s, FF14  has a variety of Tank, Healer, and DPS (melee, ranged physical, or ranged magical) classes to choose from. Unlike other games though, Final Fantasy 14 classes are eventually upgraded to ‘jobs’. Your task as a beginning player is to choose the best starting class while also considering your next employment (which can be anything from Ninja to Bard).

If the Final Fantasy XIV class system sounds a bit complicated to you, don’t worry; you’re not the only one. We’re here to explain the difference between classes and jobs, and why you don’t need to worry too much about choosing your first. We’ll also give you some recommendations based on your preferred playstyle.

FFXIV XP leveling guide | Earn FFXIV Gil fast

FFXIV classes and jobs 

Before we get to the best FFXIV beginner classes, here’s how the class/job system works. While your first choice is between the eight ‘base classes’ you’ll see on the character creation screen, you should know that these are just the starting classes. Once they reach level 30, the classes can be upgraded to their corresponding job (by doing the Job Quest). For example, if you choose the Gladiator as your Final fantasy 14 base class, you can switch to the Paladin job after reaching level  

So you have the base classes (one of which, the Rogue, is added when you reach level 10 with another class), and the upgraded versions of those classes. On top of that, there are some expansion jobs added in the Heavensward, Stormblood, and Shadowbringers DLC. These jobs are not linked to a specific class. However, as you need to reach an even higher level (50 at least) to unlock any of these, new players can ignore them for now.

Speaking of choices, you should know that your first choice of class and job is not a permanent one. After reaching level 10, you’re able to switch your base class. Naturally, that also means you’ll start a path towards a different job. Don’t worry about the cost; your previous class progress is saved automatically, so you can switch back and continue leveling your old class whenever you want.

Every FFXIV starting class

Here’s a list of every FFXIV starting class, their corresponding jobs (leaving out the DLC jobs), and their class type (Tank, DPS, or Healer).

  • Gladiator – Paladin (Tank)
  • Marauder – Warrior (Tank)
  • Pugilist – Monk (Melee DPS)
  • Lancer – Dragoon (Melee DPS)
  • Rogue – Ninja (Melee DPS)
  • Archer – Bard (Ranged Physical DPS)
  • Thaumaturge – Black Mage (Ranged Magical DPS)
  • Arcanist – Summoner (Ranged Magical DPS) or Scholar (Healer)
  • Conjurer – White Mage (Healer)

How to choose the best FFXIV class

So, which of those should become your first FFXIV class? Before we start recommending things, you should know that it’s perfectly fine to choose a class for reasons of style or lore. If you already have a strong preference, just go for it. That said, there are a few more things you might want to consider, especially if you’re still in doubt:

  • Even though you can switch base classes pretty early on, you’ll have to stick with your first choice for at least several hours (depending on your pace). So don’t be too hasty when choosing your base class in Final Fantasy XIV.
  • Consider trying out a few FF14 classes before continuing the leveling process with your favorite. Who knows; maybe you’ll discover a hidden talent for being a living shield. 
  • Of course, you can choose to level every single class one by one, but this would take an incredible amount of time. After trying out a few, it’s best to focus on a single class until you unlock that first job.
  • Different base classes have different starting locations. For the base classes, those cities are Ul’Dah (Gladiator, Pugilist, Thaumaturge), Gridania (Lancer, Archer, Conjurer), and Limsa Lominsa (Marauder, Rogue, Arcanist). 

Even though you can switch base classes pretty early on, you’ll have to stick with your first choice for at least several hours (depending on your pace). So don’t be too hasty when choosing your base class in FFXIV.

Consider trying out a few FFXIV classes before continuing the leveling process with your favorite. Who knows; maybe you’ll discover a hidden talent for being a living shield. 

Of course, you can choose to level every single class one by one, but this would take an incredible amount of time. After trying out a few, it’s best to focus on a single class until you unlock that first job.

Different base classes have different starting locations. For the base classes, those cities are Ul’Dah (Gladiator, Pugilist, Thaumaturge), Gridania (Lancer, Archer, Conjurer), and Limsa Lominsa (Marauder, Rogue, Arcanist). 

The best Final Fantasy XIV classes for new players

Some Final Fantasy XIV classes are more suitable for beginning players than others. On top of that, some will lead to better jobs than others. Here are some recommendations for the best FFXIV classes to start with:

  • Gladiator (upgrades to Paladin). This Final Fantasy 14 class offers a great combination of attack power and tank abilities. The Gladiator is not as strong as specialized DPS classes, but its sturdiness is very helpful on your first Final Fantasy XIV adventures. Naturally, the Gladiator has a high HP and plenty of shield abilities, making him a popular party member. On top of that, the Gladiator transitions to Paladin at level 30, which is generally considered to be one of the best jobs in Final Fantasy XIV.
  • Arcanist (upgrades to Summoner or Scholar). This is an excellent choice for a Final Fantasy 14 starter class as it’s easily one of the most varied ones you can find. The Arcanist is a magical ranged DPS class at its core, but you’ll also get a basic healing spell and a pet familiar. Unlike other base classes, the Arcanist can upgrade to two different jobs: the Summoner (if you want to specialize as a ranged magical DPS), or the Scholar (if healing and providing shields is more your thing). This is great news, because it means you’ll be leveling two jobs at the same time. 
  • Conjurer (upgrades to White Mage). This support class is the best choice if you’re already set on being a healer. As the Arcanist is a hybrid, the Conjurer is the only base class in Final Fantasy 14 fully focused on healing. It’s upgrade, the White Mage, is an equally straightforward and relatively easy job to play. It has some amazing area-of-effect skills and healing over time. As a bonus, the Conjurer’s healing powers are always high in demand, so you won’t have any trouble finding a party. It can be a less attractive first FF14 class if you’re planning on playing mostly solo though.
  • Thaumaturge (upgrades to Black Mage). Maybe you’re not looking for an easy FF14 beginner class at all. Maybe you just want your first class to become the most powerful DPS job in the game. If that’s the case, the Thaumaturge is the best option for you. It will eventually unlock the master of ranged magical explosions: the Black Mage. This class can also teach you a lot about FF14’s combat system, but again; it’s not the most beginner-friendly class on this list.

So, will it be the Conjurer? Or are you going for the Paladin job? Let’s pick a Final Fantasy XIV class and start leveling towards that dream career!

I’m a freelance journalist who (surprise!) kind of has a thing for videogames. When I’m not working on guides for GamesRadar, you can probably find me somewhere in Teyvat, Novigrad, or Whiterun. Unless I’m feeling competitive, in which case you should try Erangel. You can also find my words on PCGamesN, Fanbyte, PCGamer, Polygon, Esports Insider, and Game Rant.

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What classes are really needed in end-game?
I'm a new player, and want to play a class that is desireable to have in a group / useful (not worrying about Flavor of the Month class).

Is there anything on your server that you wish you saw more of? Healers? Tanks? A certain kind of DPS? I just want to be both useful and be able to find gear, so I'd appreciate any input. Thanks!!

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[TOP 7] FF14 Best DPS Class (Latest Patch)

Final Fantasy XIV is an MMORPG (Massively multiplayer online role-playing game) developed and published by Square Enix and directed and published by Naoki Yoshida. Despite its horrendous start in that led the game to close down, it reopened back in November and is now one of the most successful MMORPG out there.

New players looking to start their journey in Eorzea, the world built inside the game, might wonder what kind of jobs are best suited for them. Like most MMORPGs, Final Fantasy XIV has three different roles that a player can choose: tanks, healers, and damage-dealers (DPS). Final Fantasy XIV has a whopping total of 11 DPS jobs out of the 18 battle jobs available. And with the arrival of the Reaper job in Endwalker (), players can have a total of 12 DPS jobs to play from.

The good news for everyone is that: a player is not bound to only one job! They can change their jobs easily by equipping the weapon related to the job they wanted to play for the moment. So, if you were a bard looking to switch to a summoner, it's as easy as to change your equipped bow to a book.

However, players will still want to invest more of their time into a job they like and choose, and so this article will help you choose from the seven best DPS in the game currently. Note that this list may change when Endwalker, the newest expansion of Final Fantasy XIV, drops in November with new skills and rotations for each job. 

7. Dragoon

A Dragoon with his trusted spear.A Dragoon with his trusted spear.

The Dragoons are born from the ongoing conflict between men and dragons in Ishgard, and have been one of the most reputable battle jobs among people out there. It is one of the four melee jobs that a player can choose from.

To become a Dragoon, a player must first start with the lancer class or take the blue quest ‘Way of the Lancer’ to become a Lancer in the Lancer’s guild in Old Gridania. All players may take this blue quest after they reach level 15 and have completed the main story quest ‘Call of the Sea’. After hitting level 30 in Lancer, they can then take the job quest to become a Dragoon.

Reasons why dragoon is one of the best DPS jobs out there:

  • Beginner-friendly. The combo is easy to learn, with high damage output
  • Fuels the excitement. Dragoon has many jumping skills that can make a player excited to execute the skills. Not to mention, it also has very appealing visual skills.

A Dragoon doing her ultimate skill--Dragonsong Dive.

  • This job has many buffs that can enhance the damage of your skills as well as your party’s, like Battle Litany, Blood of the Dragon, and Dragon Sight.
  • It has very high mobility, allowing a player to easily dodge attacks and adjust to the mechanics of a boss, even in high-end raids.

There are several builds that a player can choose to make their best version of a dragoon. This set depends on how fast you want your dragoon to be, as well as how many hours and effort you are willing to put in to get your best in slot (BiS) equipment. All builds listed below are credited to The Balance discord.

  • Raid Chest. This build requires a player to clear all four current savage content, the Eden’s Promise raid. http://bit.ly/drgraid
  • Tome Chest. While this build still requires a player to clear the current savage content, they only need to do the first three, as the last raid (Eden’s Promise: Eternity) is the hardest of the current tier. It is a slight downgrade compared to the first build, but easier to achieve. http://bit.ly/drgraid

Overall DPS Score: 70/

6) Dancer

A Dancer elegantly moving her body.

The Dancer is, undoubtedly, one of the most elegant DPS jobs that a player can choose. It is one of the three physical-ranged DPS, and the most played compared to the other two in high-end raids. It is a new job introduced in the third expansion of FFXIV, Shadowbringers.

To be a Dancer, a player must have bought the Shadowbringers expansion and reach level 60 in at least one of the battle jobs. Then, the player can take the blue quest ‘Shall We Dance’ in Limsa Lominsa.

Reasons why Dancer is one of the best battle jobs currently:

  • Very beginner-friendly. Dancer’s combos and rotation are shown by the shining gauge around the skill a player has to press next, making it easy to do the basic rotations.
  •  Has a very powerful buff that can enhance the group’s damage. Dancer’s buffs are considered one of the strongest in the game, able to enhance the group’s damage for a whole 15 seconds.
  • Can choose a ‘dance partner’ and buffs the partner’s buff as well as yourself as the dancer for the entirety of the fight.
  • Has a dash skill (En Avant) that can be used up to 3 times to quickly avoid getting hit by mechanics and preventing death.
  • Have support skills that can support party members as a whole (Curing Waltz for emergency heals, Shield Samba for shields, and Improvisation to increase healing potency).
  • Have aesthetic and elegant moves as attacks, causing players to feel satisfied while playing the class

A Dancer swinging her chakrams to stun her enemies.

The dancer has two available end-game builds, which depend on how much a player is willing to grind for it. These two builds are also credited to The Balance discord server.

Overall DPS Score: 75/

5) Ninja

A Ninja wielding his daggers in the blackest of nights.

Ninja is one of the four melee DPS classes that a player can choose from, and it utilizes its many skills to make the boss more vulnerable to damage, allowing their party members to weaken the boss easier. It utilizes the hiding skills and trick attacks to catch enemy unawares.

To become a Ninja, a player must first reach level 10 if their starting city is in Limsa Lominsa, and they can take the blue quest ‘My First Daggers’ in Limsa Lominsa to become a rogue. If a player’s starting city is in Gridania or Ul’Dah, they first must complete the main story quest ‘Call of the Sea’ to be able to travel to Limsa Lominsa and get the quest. After hitting level 30 in Rogue, they can then take the job quest to become a Ninja.

A Ninja with his trusted shiny daggers, ready to assassinate her enemies.

Reasons why Ninja is one of the best jobs:

  • Trick Attack. This skill helps make the boss more vulnerable to direct and critical damage.
  •  Interesting combo attacks. With the existence of the ninjutsu Ten, Chi, and Jin, players can experiment with the combos and the orders of the ninjutsu to execute different attacks and buffs.
  • The job has very fast attacks, making it fun to play.
  • The damage output is considered big.
  • . Very mobile. They have a skill that allows them to teleport to a safezone out of danger’s clutches.
  • This job is one of the most seeked out in high-end raids for its utility and damage buffs.

Ninja has two available end-game builds, which depends on how fast the player wants their ninjas to be. Of course, a good internet connection is required if you want a faster ninja. Both builds are credited to the Balance discord server.

Overall DPS Score: 80/

4) Red Mage

A Red Mage is the only job that have both melee and magic skills.

The Red Mage is one of the most versatile jobs out there. It has magic, it has swordplay, it has heals. Its flashy skills make the gameplay much more exciting, and it is the easiest caster to play among the four.

Since Red Mage is a new job introduced in the ‘Stormblood’ expansion pack, players must first purchase said expansion pack to become a Red Mage. In addition, a player must first reach level 50 in any of the battle jobs, complete the main story quest ‘The Ultima Weapon’ and take the blue quest ‘Taking the Red’ in Ul’dah to become a Red Mage.

Why Red Mage is one of the best jobs currently:

  • Beginner-friendly. The combos you need to optimize a Red Mage are not as complicated as other casters, as it is very easy to learn.
  • Can solo a lot of content. As Red Mage has quite a big damage as well as heals, they can solo several contents, like the Palace of the Dead. 
  • Can save a party from wipes. With Red Mage’s specialized skill ‘Dual Cast’, a Red Mage is the only job that can resurrect 7 dead people in record time, faster than even the healers themselves. This is a very important skill set to save a party from a wipe, especially for groups that are progging through a difficult content.
  • Very mobile. Because of ‘Dual Cast’, a red mage can move pretty much every 2 seconds, making them a class that can dodge mechanics easier compared to the other jobs.
  • Very flashy skills, making a player enjoy the visual aspects of the job when playing it.

A Red Mage using one of their most powerful skills--Vermillion Scourge.

  • Has both magic skills and melee skills, perfect for those who want both skills in a single job. As Red Mage flings spells at the enemies before finishing their combo with swordplay, it makes players who like the best of both worlds perfect for playing a Red Mage.

The Red Mage has two separate end-game builds. Again, this depends on whether or not the player is willing to grind for a relic weapon or not. Both builds are credited to the Balance discord server.

Overall DPS Score: 83/

3) Samurai

A Samurai ready to wield his sharp katana.

Samurai is a job that is introduced at the Stormblood expansion along with Red Mage. It is a job that uses the katana to be able to deal big damage at the enemies with flashy sword movements, perfect for those who are longing for more Japanese sword-play like features.

To become a Samurai, a player must have bought the Stormblood expansion, have at least one battle job at level 50, and completed the main story quest ‘The Ultima Weapon’. After, the player can take the blue quest ‘The Way of the Samurai’ in Ul’dah to become a Samurai.

Reasons why Samurai is one of the best battle jobs right now:

  • BIG DPS. Samurai have one of the biggest dps in the game right now, and it is satisfying to see big numbers flying around when a player does their proper rotation.
  • Big hits and satisfying swordplay. A swordplay fan or even an anime/manga fan will like to play Samurai because of the satisfying swordplay when doing a Samurai’s rotation

A Samurai using one of the most powerful AoE skill on the enemies.

  • Has utility to increase your DPS more, such as Jinpu and Shifu. 
  • Have an emergency toolkit to save yourself from death, such as Third Eye (mitigating damage), Merciful Eyes, and Second Wind (healing yourself).
  • Have two different gauges (Sen and Kenki) to deal even more devastating damage.

Samurai have two available end-game builds, depending how fast a player wants their Samurai to go. Both sets are credited to the Balance discord server.

Overall DPS Score: 86/

2) Black Mage

A mysterious Black Mage underneath her dark cowl.

The Black Mage deals damage, and deals more. Its job in the party is to deal the biggest damage and nuke explosions at the enemy’s head. If you like seeing numbers and hurling nukes, then this job is the right one for you.

To become a Black Mage, a player must start with the Thaumaturge class, or reach level 15 and complete the main story quest ‘Call of the Sea’ to be able to take the blue quest ‘So You Want to Be A Thaumaturge’ in Ul’dah to become a Thaumaturge. A player can then turn into a Black Mage after reaching level 30 in Thaumaturge and finish the necessary class quests.

Why Black Mage is one of the best DPS jobs right now:

  • Big Damage. It is big enough even to rival a samurai’s, and with the right skillset and gear, can even be bigger.
  • Flashy skills and explosions, that can even wow the players playing the Black Mage themselves

A Black Mage calling a meteor to destroy her enemies.

  • Ley Lines. It speeds up a Black Mage’s casting speed, increases the damage, and reduce the time needed to cast one spell to another. On top of that, Ley Lines also looks very cool.

A Black Mage always has to stay in their own Ley Lines.

  • Can teleport to avoid mechanics. A Black Mage has two teleport skills, which are Aetherial Manipulation and Between the Lines. Aetherial Manipulation allows a Black Mage to teleport to a party member’s location, whilst Between the Lines allow a Black Mage to teleport back to their Leylines. 
  • Emergency skills. A Black Mage has a shield skill, which is Manaward. It can shield a Black Mage player from a whopping 30% of total damage taken, allowing them to escape certain deaths.

There are two available end-game sets for Black Mage, which depends on the player’s playing style of the job. Both sets are credited to The Balance discord server.

Overall DPS Score: 90/

1) Summoner

A Summoner ready to summon his most trusted allies.

A summoner is a caster who wields damage with their summons, and leads a victory with the help of their mighty arsenals. A summoner deals high damage whilst still having party utility to support their team members.

To become a summoner, a player must start with the Arcanist class, or reach level 15 and complete the main story quest ‘Call of the Sea’ to be able to take the blue quest ‘So You Want to be an Arcanist’ in Limsa Lominsa. After reaching level 30 in Arcanist, a player can complete the class quests to become a Summoner.

Why Summoner is the best DPS job currently:

  • You can summon your previous enemies into one of your most powerful summons.

Bahamut--one of the Summoner's most majestic and powerful pet.

  • Have many skill sets for every possible fight. Ifrit for bosses, Garuda for large mobs, and Titan for defenses. 
  • Summoner’s damage over time (Miasma and Bio) is one of the strongest and easiest to apply.
  • Mobility. During the Bahamut and Phoenix phase, a Summoner can move around for more than 10 seconds at a time, allowing them a lot of mobility while dealing a lot of damage. 
  • Buffs. A summoner can increase damage dealt by all party members every 3 minutes, allowing them to be able to deal significantly more damage.
  • Healing. During the Phoenix Phase, a Summoner can help make the fight easier as the Phoenix have an automatic healing over time for 21 seconds for all party members.
  • Emergency skills. A Summoner, along with a Red Mage, can resurrect dead healers and help the party from a wipe.

There are two available end-game builds for a Summoner, which again, depends on whether a player is willing to grind for a relic for it, or clear the current savage raid tier. All builds are credited to The Balance discord server.

Overall DPS Score: 95/

And those are the seven best DPS jobs in FFXIV currently. Which one is going to be your main job in the game?

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Sours: https://www.gamersdecide.com/articles/ffbest-dps

Which job should you choose in Final Fantasy XIV?

Picking the right role from all the different FFXIV classes (which subsequently become jobs) is a crucial choice. The difference in playstyle for each is vast and finding the job that resonates with you is really important. Luckily you're able to change your job at any point in the game if you've reached the appropriate level, so you can try all of them out eventually. 

This means you can play more than one, but not everyone has the time to hit level cap in all of them. With this handy guide, you can get a feel for each of the FFXIV classes and jobs, and whether they are better suited to beginners or those with several hours under their belt. Here's an overview of each job listed in order of appearance, role, and ease of use.

The FFXIV jobs are:

  • Monk
  • Bard
  • Ninja
  • Black Mage
  • Dragoon
  • Summoner
  • White Mage
  • Scholar
  • Paladin
  • Warrior
  • Machinist
  • Astrologian
  • Dark Knight
  • Red Mage
  • Samurai
  • Dancer
  • Gunbreaker

FFXIV A Realm Reborn jobs


  • Type: Melee DPS
  • Prerequisite class: Pugilist
  • Difficulty: 2/5

Monk is all about a constant flow of attacks to sustain a high level of DPS. With the ability to unleash rapid flurries of kicks and punches, the Monk's at their best when flowing effortlessly through their rotation. Once you master that, you'll feel like a damage-dealing god.


  • Type: Ranged physical DPS
  • Prerequisite class: Archer
  • Difficulty: 3/5 

Focused more on supporting the other members of your group. The Bard uses a mix of ballads to rally the team to victory. Damage output is low compared with other FFXIV DPS jobs, but the Bard makes up for it with their support abilities. Unlock this role and glide around the perimeter of the battlefield flinging arrows at anything naive enough to drift within range.


  • Type: Melee DPS
  • Prerequisite class: Rogue
  • Difficulty: 3/5 

Ninja is one of the more exciting jobs in XIV. Weaving the hand-signs of Ten, Chi, and Jin, you can pull off devastating attacks. The myriad combat combos the Ninja has at their disposal means will prepare you for any situation.

Black Mage

  • Type: Magic Ranged DPS
  • Prerequisite class: Thaumaturge
  • Difficulty: 4/5

Even among the game's heaviest of hitters, few can match Black Mage. Transform yourself into a veritable turret that spits damaging destruction to anything in its path. MP management is critical in keeping your damage above all others, but learning the rotation isn't too tricky. 

The challenge comes when you're moving and not casting spells: this is a real hindrance to your overall damage dealing, and can make you pretty vulnerable. 


  • Type: Melee DPS
  • Prerequisite class: Lancer
  • Difficulty: 4/5 

Like being the star? Dragoons are the flashy job in FFXIV as they roam the battlefield with their lance in hand and make quick work of enemies with assertive attacks. Dragoon skills slowly introduce you to the rotation and the importance of positioning.


  • Type: Magic Ranged DPS
  • Prerequisite class: Arcanist 
  • Difficulty: 5/5 

With the ability to wield the force of the Primals—magical beings worshipped by Final Fantasy XIV's beast races—Summoner is for many the most engaging FFXIV job. With Primals as battle pets, the Summoner commands them to sow chaos amid enemy ranks. Master the placement and management of your pet fully while also slinging spells is challenging, but rewarding.

White Mage

  • Type: Healer
  • Prerequisite class: Conjurer
  • Difficulty: 2/5 

Fancy dipping your toe in the world of healing? Then White Mage is for you. Primarily employing HP-restoring spells, White Mage is there to keep everyone in the fight. Quick responses to incoming damage from your opponents is essential in keeping your party in the land of the living.


  • Type: Healer
  • Prerequisite class: Arcanist 
  • Difficulty: 4/5 

Cross Summoner with a healer, and you'd get Scholar. This is a pet job summons healing fairies to help keep your friends alive with shields and heals. There's a steeper learning curve with the Scholar—since you must manage your pet and yourself—but an experienced Scholar is indispensable to any team.


  • Type: Tank
  • Prerequisite class: Gladiator
  • Difficulty: 2/5

The classic 'board and sword' tank job, the Paladin is the holy shield of your party. With a wide array of defensive tools, Paladin is a great introduction to tanking. Keep the enemy focused on you and prepare yourself appropriately, and you'll your squad's knight in shining armour.


  • Type: Tank
  • Prerequisite class: Marauder
  • Difficulty: 3/5 

Fuel your strength from the damage you take, focus, and burst with rage to keep yourself alive; that's the Warrior way. Smashing up the place with a massive axe and keeping all eyes on you is the name of the game here. Cooldown management is essential to being a capable Warrior: they're the perfect role if you're looking to progress from physical DPS to tanking.

FFXIV Heavensward jobs


  • Type: Magic Ranged DPS
  • Prerequisite class: None
  • Difficulty: 3/5

The Machinist obliterates targets with their impressive, but quirky arsenal. Planning your attacks is vital: get the most out of this role by efficiently filling your heat and battery gauges to lay waste to enemies.


  • Type: Healer
  • Prerequisite class: None
  • Difficulty: 3/5

Looking to the stars to help light the way in battle is the remit of this card-wielding healer. The Astrologian is the middle ground for healers: with a great mix of HP-replenishing spells and shields to adorn on the party members, they're useful in most situations. On top of that, you get to throw out cards that buff your party.

Dark Knight

  • Type: Tank
  • Prerequisite class: None
  • Difficulty: 4/5 

The Dark Knight (not that one) is the Paladin's polar opposite. Pulling from the darkness to power themselves up, Dark Knight swings a massive sword to keep opponents at bay. With two gauges of resource to maintain, playing as a Dark Knight takes a lot of concentration. But, once mastered, you'll be the edgiest tank in town.

FFXIV Stormblood jobs

Red Mage

  • Type: Magic Ranged DPS
  • Prerequisite class: None
  • Difficulty: 1/5

While the Red Mage uses white and black magic, their primary purpose is to deal damage. As proficient in swordplay as in magic, Red Mages are easy to grasp. Mixing up your magic use and hitting the right procs at the right time allows you to unleash decent damage and power up a flurry of sword swipes. With healing and resurrection powers in their wheelhouse, too, Red Mage is one of the most useful FFXIV DPS classes in the game.


  • Type: Melee DPS
  • Prerequisite class: None
  • Difficulty: 2/5 

A combo-based job, the Samurai causes serious pain. While they tend to be focused on themselves only, the Samurai is still as stylish as it is deadly. Their combos are easy to understand, and you'll be kicking out significant damage in no time.

FFXIV Shadowbringers jobs


Type: Physical Ranged DPS

Prerequisite class: None

Difficulty: 3/5 

The Dancer's mesmerising movements demonstrate martial discipline in the form of, well, dance. Chaining the right dance steps together to perform the perfect routine is the ultimate test of a Dancer. Those who put in the practice will be rewarded in damage and utility to the party.


  • Type: Tank
  • Prerequisite class: None
  • Difficulty: 3/5 

The Gunblade (yes, the one Squall uses in FFVIII) is the weapon of choice for this tank. With magical bullets for offensive and defensive purposes, the Gunbreaker is bang in the middle on the damage mitigation and damage output spectrum. Power up its magic bullets to produce a ruinous combos every 30 seconds, and ensure that you'll look flashy while keeping the enemy at bay.

Sours: https://www.pcgamer.com/ffxiv-classes-jobs-guide/

Most class ffxiv wanted

Choosing Your First Class in FFXIV

Your character is the freaking Warrior of Light &#; they&#;re a natural talent and can pick up any weapon they like with deadly proficiency. Swing a sword around, shoot some arrows, cast a few spells that heal, cast a few that harm. See what&#;s fun for YOU. Some people come into the game knowing exactly which Job they want to play. Maybe they loved that Job in a previous Final Fantasy title, or maybe they&#;re attached to a specific aesthetic that makes them feel cool or powerful.

A lot of people don&#;t start off with that connection, and that&#;s fine too. Part of the enjoyment of the game in my opinion is trying on different jobs and seeing what clicks and what doesn&#;t. I&#;m going to give a bit of an overview into the Classes you&#;re presented at the start, and try to help direct you towards a job that sounds like it might click with you based on role, playstyle, and aesthetic.

Which Race Should I Play As? What&#;s the Best Race/Class Combo?

Unlike some other MMOs, there is no practical difference in stats between the difference race options, making the choice of character race based primarily on aesthetics or role play purposes. Make a Roegadyn Ninja, make a Lalafell Warrior; there are no best or worst combinations so do whatever you like!

I&#;m Starting With Friends, What Classes Complement Each Other?

While the Main Scenario Quest (MSQ) does have a lot of solo duties you&#;ll have to do on your own, you and your friends will be able to enter dungeons and trials together regularly throughout the story. These instanced duties have a &#;Light Party&#; makeup of 1 Tank, 1 Healer, and 2 DPS. So if you&#;re starting out with friends and you&#;re all new, try to pick Classes that are different Roles.

Of course, you can still have up to two DPS players together and that would be fine, since there&#;s room for two in a Light Party. You don&#;t need a full Light Party of 4 either; you&#;ll just queue up for the duty with what you have and the game will match you up with other players to fill any missing spots in your party.

If you want to interact with each other from the very first minute, pick classes that start in the same city. Otherwise, it&#;ll probably take somewhere around an hour or so before you get to the point in the story where you meet up. Shorter if you don&#;t read or watch the story, obviously.

Ul&#;dah &#; Gladiator/Paladin is a Tank, Thaumaturge/Black Mage is a Caster DPS, and Pugilist/Monk is a Melee DPS.

Gridania &#; Archer/Bard is a Ranged DPS, Lancer/Dragoon is a Melee DPS, and Conjurer/White Mage is a Healer

Limsa Lominsa &#; Marauder/Warrior is a Tank, and Arcanist is a DPS Class that leads to two Jobs: Summoner (DPS) and Scholar (Healer).  You get two Jobs for the effort of levelling one there, since they both earn Arcanist experience.

There&#;s also Rogue/Ninja, which is a Melee DPS in Limsa Lominsa. You can&#;t choose it to start, but you can pick it up once you&#;ve completed your first level 10 Class Quest.

What&#;s the Difference Between a Class and a Job?

Classes only exist for combat below level 30, and then Jobs are basically upgrades of Classes. At level 30, each Class&#; questline will give you an item to equip called a &#;Soul Crystal&#;. Players often refer to this as your &#;soulstone&#; or &#;jobstone&#;, and it allows you to learn additional skills and continue with a questline for that Job.

For example, if you start the game as the Gladiator Class, follow your Class Quests and you&#;ll eventually become a Paladin, which is a Job. You still have all the same Gladiator skills you had before, you just now get to learn and use more skills, and continue on with quests about being a Paladin. You&#;ll want to do this as soon as you reach level 30, and there&#;s also an MSQ requirement, where you need to have completed the level 20 quest &#;Sylph Management&#;.

There&#;s no reason to go back to being a Gladiator so don&#;t unequip your Soulstone. If you ever find it unequipped, it will be in your Armory Chest, below the rings slot. Just save your Gear Set with the Soulstone equipped and you&#;re good to go.

Some Jobs don&#;t have a base Class because they were released later in one of the game&#;s expansions, so they don&#;t have that introductory Class phase. Noncombat Jobs (Crafters and Gatherers) also do not have a Class to &#;upgrade&#; from.

Can I Change Classes Later?

One of FFXIV&#;s big draws is the ability for you to play every Class and Job on a single character. After you complete your level 10 Class Quest on your first Class, you&#;ll be allowed to unlock new Classes and Jobs by taking on the appropriate entry quests, always marked with the blue sidequest marker.

At the beginning of the game, these will all be named things like &#;So, you want to be a [Class]?&#;, so they&#;re easy to spot on the three starting city maps. You can change as early as level 10, but if the city is different from where you started, you may just have to wait until level 15, when the MSQ takes you to all of them, and you can attune and teleport to their Aetherytes whenever you like.

Expansion Jobs don&#;t follow that quest naming convention, but they&#;re still blue sidequests. They do have other prerequisites though.

The Heavensward Jobs Dark Knight (Tank), Astrologian (Healer), and Machinist (Ranged DPS) require you to have access to Ishgard, because that&#;s where their quests are. You&#;ll need to have started the Heavensward expansion content to unlock them.

The Stormblood Jobs Samurai (Melee DPS) and Red Mage (Caster DPS) require you to own the Stormblood expansion and also have a level 50 job, but their unlock quests are in Ul&#;dah so you can get them without meeting a specific MSQ requirement.

The Shadowbringers Jobs Gunbreaker (Tank) and Dancer (Ranged DPS) require you to own the Shadowbringers expansion and also have a level 60 job, and their unlock quests are in Gridania and Limsa Lominsa, respectively. Again, no specific MSQ requirement.

Which Job is Strongest at Endgame?

I strongly suggest not to worry about endgame meta when picking your first Job. The balance in FFXIV is really good, and you can clear any content in the game using any Job. The difference between a &#;good&#; Job and a &#;bad&#; Job is nowhere near as important as the difference between a skilled player and an unskilled player.

For that reason, I recommend first finding a Job you have fun with and enjoy playing, since that&#;s the one you&#;re more likely to stick with and put in the time to get really comfortable and proficient with it.

If you&#;re worried about finding space in an endgame party, Tanks and Healers are usually less common, so they tend to be more sought after. For DPS, the most common thing endgame parties will try to avoid is having &#;doubles&#;: two players on the same Job.

So, if you are turned away from a party in the Party Finder, it&#;ll most likely be because they already have your slot filled. In these cases, playing a &#;meta&#; Job might actually give you slightly fewer opportunities to raid, if it&#;s strong and popular.

Many endgame players only raid on one Job, but many also have different Jobs geared up and ready to go for flexibility, either in the same role or different ones.

Which Role Should I Play?

FFXIV uses the &#;holy trinity&#; of roles: Tank, Healer, and DPS. If you&#;re starting the game together with other new players, it&#;s advantageous to spread out your roles. Most duties have specific party compositions that need to be met if you&#;re filling any of your party spots using the duty finder.

A dungeon for example will usually have 1 Tank, 1 Healer, and 2 DPS players. Once you get to level 50 you&#;ll start to see other types of duties. Most trials and raids will have 2 Tanks, 2 Healers, and 4 DPS players. Alliance Raids will have 1 Tank, 2 Healers, and 5 DPS.

If you&#;re worried about your solo play experience, don&#;t be. The developers have made it so you can play through the Main Scenario Quest as any job in the game just fine. The solo duty monsters are adjusted based on what you&#;re playing, so a Healer can still deal enough damage and a DPS won&#;t get killed in one hit.

Aside from each job&#;s individual pacing and skills, looking at an entire role first gives you a general idea of what you&#;re paying more attention to during combat.

Tanks will have higher focus than others&#; on enemy positioning, enemy reinforcements, and cast bars (specifically tankbusters or raidwides).

Healers will have higher focus than others&#; on the party&#;s HP, debuffs and enemy cast bars (again looking for tankbusters or raidwides).

DPS will have most of their focus on their own combat rotation and positioning.

No matter which role you choose to start out with, I highly recommend completing the Hall of the Novice at level 15 in order to get a sense of your responsibilities, and earn a strong and stylish set of gear that will get you through your first few dungeons. The Hall of the Novice can be accessed from the Smith NPC in each of the three starting cities, at the Adventurers&#; Guild, which is always right next to the Inn.


The Tank&#;s responsibilities include holding the attention of enemies in combat (also called &#;enmity&#;, &#;aggro&#;, or &#;hate&#;), and staying alive by mitigating incoming damage. You&#;ll hold enmity simply by turning on your Tank Stance and dealing damage. Other than that, you perform a rotation of your Weaponskills to deal as much damage as possible.

In dungeons, your focus is on &#;pulling&#; groups of enemies, effectively balancing how quickly you make progress with how safely you can stay alive. You do this by managing your defensive cooldowns so that your incoming damage doesn&#;t spike so high that the Healer can&#;t keep you up. You&#;ll maintain aggro of everything so that nothing starts attacking your Healer or DPS, pulling things off them if they do, and herding the enemies together so that everyone can use their AoE attacks to maximize damage.

In boss fights, you&#;ll hold the boss&#; attention, positioning it appropriately for the mechanics that are happening, which is different fight to fight. You&#;ll (usually) pick up aggro on &#;adds&#; if they spawn, so they don&#;t attack your squishier teammates. You&#;ll keep an eye on the boss&#; cast bar and mitigate damage for yourself or the party as needed. If the fight has two Tanks, one usually handles the adds, but there may be other mechanics depending on the fight, including a &#;Tank swap&#; where one Tank takes over responsibility for holding the boss.

Many players are scared to start the game off on a Tank, believing that they&#;re expected to lead the party through the dungeon, and that they&#;ll face criticism for being inexperienced. In reality, this is a much smaller roadblock than you might think.

Here&#;s the secret: communicate with your party. A simple &#;Hi, first time tanking this&#; will pre-emptively dispel most teammates&#; frustrations if you do end up making a mistake. If you don&#;t know how to navigate the dungeon, just say so and follow the lead of someone who does know where to go next. Admittedly, some of the dungeons below level 50 can have confusing layouts, but once you get past those, everything that comes after is pretty much just a single linear path that you follow through the dungeon.

Tanks tend to have the fastest queue times, since they have the &#;Adventurer in Need&#; role most often in Roulettes involving Dungeons, Trials, and Normal Raids.


The Healer&#;s responsibility is to keep everyone alive. Aside from that, they&#;ll attack and help kill the enemies as fast as possible. They have the simplest damage-dealing tools out of all roles, which lets players focus on other responsibilities, though it can still be a bit boring.

In dungeons, your focus is on keeping pace with the Tank and making sure they stay alive, as they&#;ll be taking the majority of the damage, sometimes very quickly. It&#;s important to manage your healing tools so you can keep the Tank alive in tough situations, or back to back pulls of dungeon enemies.

In boss fights, the focus is on performing mechanics correctly, anticipating or reacting to cast bars and incoming damage, and quickly raising players to get them back in the fight and dealing damage.

Admittedly, Healers often get the blame if something goes wrong, even if it was someone else&#;s fault. This can be frustrating and intimidating, especially for new players, so prepare yourself mentally if you&#;re planning to learn the game in this role. Most of the playerbase is pleasant and patient with new players, but you will inevitably run into people with bad attitudes at some point.

Healers tend to have fast queue times rivalling Tanks&#;, and may be spotted as the &#;Adventurer in Need&#; role sometimes in pretty much any Roulette.


The majority of combat jobs are DPS, making this the most common role. In general, this role carries the lowest individual responsibility in the group. Or perhaps a better way of phrasing that is: it&#;s the role where mistakes and poor play will be the least obvious.

There is no in-game damage parser, and the developers have no intentions of adding one, so it&#;s harder to detect when a party member is not contributing their &#;share&#; of the damage output unless you&#;re watching closely or using a third-party damage parser. This can give new players some relief, since they will rarely single-handedly cause a party to wipe if they mess up.

On the flip side, this can also make it hard for a new player to improve at their Job, since they have very little feedback or indication from the game that they could be improving in one area or another. It&#;s not uncommon for someone to get to max level before even taking their first hard look at a Job&#;s full toolkit and how it fits together to be its best.

DPS usually have the slowest queue times, and rarely see an &#;Adventurer in Need&#; bonus in Roulettes other than Alliance Raids.

There are lots of DPS Jobs to choose from, and they&#;re split up into three subcategories: Melee, Ranged, and Caster. They all have the same general objective though &#; kill the bad things. Here&#;s a brief rundown of the important differences:

Melee (Monk, Dragoon, Ninja, Samurai)

These Jobs use instant attacks with no cast times (but they may still have skills with a small animation lock). They have free movement but must be in melee range to hit the target with their abilities and autoattacks.

They all have &#;positional&#; skills that require you to hit the target from a certain direction (rear or flank) for increased damage.

They each have a gap closer, small self-sustain tools, and can debuff an enemy&#;s physical attacks. Monk and Samurai share gearsets aside from weapons. Dragoon has its own gearset and shares accessories with Monk/Samurai. Ninja has its own gearset and shares accessories with Ranged DPS.

Ranged (Bard, Machinist, Dancer)

These Jobs also have instant attacks with no cast times, so they have free movement, but are also not restricted to melee range.

They each have a party damage mitigation skill, an interrupt ability for special enemy attacks, and an out-of-combat party movement speed buff. They have access to the same gearsets as each other aside from weapons.

Caster (Black Mage, Summoner, Red Mage)

These Jobs have cast times for many of their attacks which prevents completely free movement, and they mostly attack from a distance.

They all have access to a debuff to the enemy&#;s magical attacks. They have access to the same gearsets as each other aside from weapons.

The Starting Classes &#; Playstyles and Aesthetics

I&#;ll give a brief summary of the playstyle of each of the beginning Classes. Assuming you&#;re playing the Free Trial, you&#;ll be able to get to level 60, but past that you will need to have purchased the base game and expansions, or the complete edition. Most of the Jobs feel slow and boring at lower levels (<50), so I&#;ll try to offer my opinion on how the Job feels in a higher level single-target scenario, and touch on how it handles low level dungeon settings.

I&#;m going to be using a few acronyms in the upcoming descriptions, so here&#;s a very short glossary:

AoE &#; Area of Effect. A skill that affects multiple targets in an area. Could be a damaging skill, or mitigation, or healing. Both players and enemies can have AoEs.

DoT &#; Damage over Time. A skill that applies a &#;bleed&#; type effect to one or more targets. 

CPM &#; Casts per Minute. A metric used to evaluate how frequently actions are pressed by a particular Job, and can indicate how busy a Job feels.

GCD &#; Global Cooldown. A Weaponskill (Disciples of War) or Spell (Disciples of Magic), which shares a cooldown timer with others. Keep that GCD timer rolling!

oGCD &#; off Global Cooldown. An ability that has a cooldown independent of the GCD. These are &#;weaved&#; in between GCDs while the GCD timer is on cooldown.


Gladiator (GLA) / Paladin (PLD)

Paladins are often recommended as a new Tank&#;s first Job, because they&#;re simple (though all Jobs are simple at the start) and the shield gives some built-in mitigation. The shield has a chance to block attacks, reducing damage a little. It&#;s not guaranteed, but it adds up to passive mitigation that makes up for the heals or shields that other Tanks gain in their basic rotations.

The offensive rotation is fairly rigid, cycling between periods of physical damage and magical damage and keeping a relatively consistent damage output. It&#;s got a combo that restores MP for its magic phase, and has an alternate combo finisher to apply a DoT to the enemy. The magic phase can be used to attack from a range, and gives it a nice bit of flavour the other Tanks don&#;t have.

Defensively, Paladin&#;s niche that makes it stand out from other Tanks is how well it protects other party members. It&#;s got the most tools to assist the party&#;s survivability, which can feel really fun and heroic to use if things start to go south in a fight.

In a dungeon setting, Paladins are super straightforward, with a two part point-blank AoE combo and (much) later, AoE magic. Aside from that, not much changes as you level.

In a raid boss setting, Paladins have low-mid CPM, and the longest &#;invulnerability&#; cooldown (7 minutes), Hallowed Ground, but that&#;s because it&#;s the most effective: For 10 seconds you just don&#;t receive any damage at all. It&#;s the only Tank that can sometimes keep reasonable uptime outside of melee range, thanks to the magical phase of their rotation. They have two single-target mitigation skills, a party-wide shield, AoE party mitigation, and a GCD heal (for emergencies! Until proven otherwise, please trust your Healer).

Marauder (MRD) / Warrior (WAR)

Warriors are known for having the simplest rotation among the Tanks, and a burst style of damage output. They have a combo with a passive heal, as well as an alternate combo finisher to refresh a damage buff, and their focus will mostly be on managing their Beast Gauge. There&#;s a bit of flexibility in spending this resource, so optimizers can wait for party buff windows to eke out those extra bits of damage.

The offensive rotation for Warriors is often criticized as being boring, since it&#;s pretty much just a single combo chain over and over with few oGCDS, and a 10 second burst window every 90 seconds. This gives it more time to think about and weave defensive cooldowns. Managing the Beast Gauge is also pretty easy as long as you can do simple math (e.g. &#;I have X amount, I&#;m about to add 20 then subtract 50, will I have 20 left?&#;)

Defensively, all Tanks are similar for much of the levelling process, having nearly identical mitigation tools. Towards endgame the Warrior&#;s niche is self-healing, able to take a beating and then rapidly recover from low HP, especially in dungeons and during its iconic Inner Release burst window where you spam Fell Cleave or Decimate, depending on the number of enemies.

In a dungeon setting, Warriors are the only Tank Job that have a conal AoE in their rotation (everyone else using exclusively point-blank AoEs). Some people enjoy this and some people find it annoying. It can make targeting a group of enemies a tiny bit more complicated, but for the most part I don&#;t find it to be that big a difference. Personally I find Warrior to feel worse when synced down to low levels, as you lose the oomph of your iconic level 70 burst.

In a raid boss setting, Warriors have low-mid CPM, and have the shortest cooldown (4 minutes) on their &#;invulnerability&#; skill, Holmgang, which prevents them from falling below 1HP for 8 seconds, and is most convenient in a coordinated group. They also assist with a party shield and their single-target mitigation + healing skill.


Conjurer (CNJ) / White Mage (WHM)

White Mage is a classic Healer, wielding very strong GCD heals and regen effects, but feeling a little slow and relatively immobile until later levels when you get a few more opportunities to cast instant Spells. You&#;ll get a lot of practice slidecasting if you&#;re a White Mage main.

Offensively, you&#;ll have a flat damage Spell, a DoT Spell, and later, a point-blank AoE Spell with a stun. Much later on, you&#;ll get one damaging oGCD and another occasional &#;nuke&#; Spell that charges up based on spending Lily heals from your Healing Gauge. White Mages only have personal damage tools, and do not buff other players&#; damage.

In their Healer toolkit, White Mage has tons of strong GCD heals and regens, boosted or supplemented by a few oGCD heals, healing buffs, and a single shield. They certainly feel like a strong and powerful healer when they&#;re able to recover the whole party from very low HP.

In a dungeon setting, White Mage is strong and capable at keeping a Tank alive, but can feel boring as you don&#;t get oGCD healing tools for a long time (50+). They do get a fun (and blinding) AoE at level 45, Holy, which damages and stuns enemies. The lack of instant heals at lower levels means you&#;ll want to keep a very close eye on the Tank&#;s HP bar, but it&#;s a good Job for beginners to learn the Healer role.

In a raid boss setting, White Mages have low CPM, and make use of highly efficient, potent heals to keep the party healthy. By endgame they still have very few mitigation tools, which are a single-target shield and one party-wide mitigation skill on a long cooldown. Throughout most of the game they will have few instant cast Spells and will sometimes be forced to clip their casts in order to move around.

Scholar (SCH)

Scholars have a lot in contrast with White Mages, leaning more on oGCDs for healing, which have varying cooldowns and should be dispensed as needed. This translates to them reaching for a wide variety of skills throughout a fight, and rewards planning. Their many shield effects are also more effective if the user can look ahead and be ready for what an enemy will throw at them.

Offensively, Scholar is more mobile than White Mage, with an instant cast Spell (Ruin II) they can use when they need to move or weave oGCDs. The Spell with a cast time deals more damage, but it&#;s nice to be able to move around without bringing your casts to a complete standstill. They also have a DoT, and a point-blank AoE. At higher levels, they gain Chain Strategem, a party damage buff ability on a 2 minute cooldown.

In their Healer toolkit, Scholar has plenty of shields and mitigation skills, and a number of oGCD heals to use. The GCDs are a little weak at bringing a party back to full health, since they have shield effects instead of regen, but that also means they can sometimes be used to proactively protect people from damage that would otherwise kill them. Scholar rewards players who have good knowledge of a fight, and are able to plan efficient uses for their many healing tools.

In a dungeon setting, Scholars have a pretty easy time at low levels. The fairy does a lot of the heavy lifting in keeping the Tank alive, and the Scholar can sometimes find themself playing similarly to a low level Summoner, placing a DoT and spamming their damage Spell. They diverge towards the end of the base game, as the Scholar gets more healing tools to play with, notably the oGCD Lustrate at level 45, and the AoE Art of War at level

In a raid boss setting, Scholars have low-mid CPM, and are valued for their party damage buff and their strong shields, which can often prevent deaths in fresh endgame content when damage is high compared to health totals.

Melee DPS

Pugilist (PGL) / Monk (MNK)

Monks have a faster GCD than other Melee Jobs, and an unusual combo system. They shift between three fighting &#;forms&#; (stances) with each Weaponskill, which enable and empower their attacks with buffs. They also have positionals on almost all Weaponskills.

They have comparatively few oGCDs to weave, but the faster GCD and the focus on positionals keep the Job feeling busy over most of the fight. Learning it, you may feel like a failure by hesitating or overthinking your next GCD, but once you get the rotation into muscle memory, it should feel smooth and powerful, as you methodically wear down the enemy with an onslaught of fast and strong attacks.

In a dungeon setting, Monks get AoE tools starting at level 26, and deal steady AoE damage before they hit

In a raid boss setting, Monks are mid-high CPM, move around frequently to hit their positionals, and have a buff window for the party&#;s physical damage dealers. Knowing a fight&#;s timeline will help Monks make important optimizations around their &#;downtime&#; when the boss is invulnerable or out of Melee range.

Monks also have slightly increased movement speed, and share most of their equipment with the Samurai Job. They&#;re also the only Melee Job that lacks a ranged Weaponskill.

Lancer (LNC) / Dragoon (DRG)

Compared to the other Melee Jobs, Dragoons have a slower, more rigid GCD rotation, and more oGCDs to weave in between them. They have two combo chains that they alternate between, and have party buffs and damaging jumps, dives, and thrusts to weave in as well.

The combo chains grow as you level up, reaching two sequences of 5 Weaponskills, though some skills appear in both chains. including 3 positionals. You&#;ll weave in jumps and dives which will charge up your Dragon Gauge, allowing you to unleash more powerful damaging oGCDs for a short time. This helps fulfill the class fantasy of unlocking and wielding strong attacks through your battle prowess.

Jumps can get you in trouble sometimes, as they cause a brief animation lock that prevents you from moving. You may die from an unfortunately timed jump as a damaging AoE appears beneath your feet, and it&#;s why people are used to seeing Dragoons &#;tank the floor&#;. Remembering a fight&#;s mechanics and timings will help you make small adjustments to your jumps, and are key to honing your skill as a Dragoon.

In a dungeon setting, Dragoons don&#;t gain AoE skills until level 40, but many of their higher level Weaponskills and oGCD thrusts deal AoE damage in a line in front of them, and a couple of jumps are AoEs as well.

In a raid boss setting, Dragoons are on the low-mid CPM side. They contribute to party buff windows, and must be careful of their jumps&#; animation locks not getting them killed learning new mechanics.

Dragoons have several jumps which work like damaging dashes, and one backflip that can be used inside or outside of combat.

Rogue (ROG) / Ninja (NIN)

While not technically available as your very first Class, you can still choose to be a Rogue as early as level 10, before you even enter your first dungeon, so I&#;m counting this one as a beginning Class.

As a Melee Job, Ninja follows a standard combo throughout the entire levelling process, with a flexible combo finisher to refresh a haste buff as needed. Once you gain your Jobstone, you&#;ll sometimes interrupt your Weaponskill rotation in order to perform elemental Ninjutsu in a window of high burst damage. The Ninja will use this window (with the skill Trick Attack) to make a target vulnerable, increasing the party&#;s damage dealt for the duration.

Ninjustu are activated by combining Mudra in specific orders, and there are 6 patterns that are important to learn and memorize. The Mudras are also on a slightly faster GCD, so you&#;ll bounce between the two Weaponskill and Ninjustu GCD speeds frequently. In contrast to the rigid GCD pattern of the Dragoon, Ninjas have a bit more flexibility in the order of their GCDs due to their haste buff refresh and their Ninjutsu charges.

Just like the other Melee Jobs, Ninjas make use of flank and rear positionals to deal their highest potential damage. Their 3 positionals are on the two combo finishers and the vulnerability skill.

In a dungeon setting, Ninjas gain AoE tools starting at level 35, and their late game toolkit uses pointblank Weaponskills and Ninjustu for high burst AoE. 

In a raid boss setting, Ninjas have the overall highest CPM, with a busy window of about 15 seconds every minute, during which the whole party deals increased damage. The rest of the rotation can feel relaxed or boring in comparison. They do have one skill (Assassinate) with a brief animation lock, but flexible timing, so be careful of that.

Ninjas also have slightly increased movement speed, reduced fall damage, and a non-damaging dash that can be used in or out of combat. At higher levels they share some of their equipment (accessories) with Ranged DPS.

Ranged DPS

Archer (ARC) / Bard (BRD)

Bard is the only Ranged Job available right from the start of the game, and in my opinion is a little easier for a beginner to learn because they don&#;t have to think about the cast times of Caster DPS, or the positional requirements like Melee DPS. It&#;s also a supportive Job, increasing the damage dealt by party members.

The Bard&#;s rotation is pretty basic, because it&#;s a little more reactive rather than memorizing a sequence like Dragoon or Black Mage. There are a couple of DoTs to apply, and then you fill the time with one regular GCD attack, which may trigger a second, stronger GCD attack to use. You&#;ll also weave several damaging oGCDs when they&#;re available, so the Job still feels busy and even a little chaotic.

The songs you play split the Bard&#;s playstyle into three phases: During The Wanderer&#;s Minuet, you&#;ll gain charges over time that you spend in a single, powerful oGCD. During Mage&#;s Ballad, your regular oGCD attack will be available more frequently to fire off, and during Army&#;s Paeon, your GCD speed will slowly ramp up, allowing you to attack faster.

In a dungeon setting, Bards probably have the best early AoE, at level This allows them to outpace most other DPS, and they&#;re also able to easily attack while running through the dungeon, which not every Job is capable of. 

In a raid boss setting, Bards have high CPM, and buff the party&#;s damage output with their songs, at the cost of having slightly lower personal damage themselves.

Like all Ranged DPS, Bards can increase the party&#;s movement speed outside of combat using the role skill Peloton. They also have a fun side mechanic in the game where they can Perform, using various instruments to play notes and make music.

Caster DPS

Thaumaturge (THM) / Black Mage (BLM)

Black Mage is sometimes referred to as being a &#;turret&#; style DPS because of how badly they want to stay right where they are and just cast Spells. They&#;re not completely immobile though, and later levels will allow for a few more instant cast Spells and even a couple of movement tools to teleport you around.

The rotation is simple compared to many other DPS Jobs, and revolves around filling your MP with a phase of ice Spells, then emptying it with powerful fire Spells, all while keeping up a DoT effect with thunder Spells. The Job serves the classic fantasy of being a powerful spellcaster, and the whole aesthetic and animations are great if you love the idea of channelling energy into big explosive attacks.

In a dungeon setting, Black Mages get AoE tools very early on, and even in the first dungeon are able to push out more damage than some other Jobs that are limited to single-target rotations. However, the Black Mage rotation changes as you level up, so you will have to adjust several times throughout the process, and syncing down to lower levels can be frustrating as a result.

In a raid boss setting, Black Mages have low CPM, and much of their optimization comes from carefully planning positioning and movement, to maximize the time spent casting Spells. It can be a struggle to constantly move around while learning a fight, but Black Mages do have high damage potential.

Arcanist (ACN) / Summoner (SMN)

Summoner is a way more mobile Caster compared to the Black Mage. You&#;ll still have cast times on some of your high damage Spells, but Spells to command Pets are instant, and you can make smart use of these to allow you to frequently double weave important oGCD abilities.

I find the Job to be aesthetically pleasing with its animations, and it feels powerful to frequently command your pets to execute high damage attacks. It feels fairly consistent in terms of how busy it is throughout a fight, perhaps somewhere in between Monk and Ninja. While a lot of stuff is frontloaded, its downtime windows still seem small because of how frequently you gain and spend Aetherflow.

In a dungeon setting, Summoners have a bit of a slow start, focusing on DoTs, but they have some very satisfying AoE damage once they finish their level 45 Job Quest and can summon Garuda-Egi. They&#;re able to spread DoTs with Bane, and command the Pet to use powerful wind attacks on groups of enemies.

In a raid boss setting, Summoners have low-mid CPM, and one of the more complex rotations with a lot of different button presses and double weaving. The idea is to keep your DoTs up and use your Pet&#;s attacks to create opportunity for movement or weaving when needed. You also have an occasional party damage buff.

Summoners are one of the rare DPS Jobs that can Resurrect other players, making them an asset when teammates slip up &#; kind of an extra layer of security.


I hope you gained a better sense of the different starting Classes from this write-up; There are lots of different playstyles and aesthetics to choose from, so hopefully you find one that sits well with you. Of course, many of the Jobs will feel a little dull at low levels, and you may need to give it a bit of time to ramp up to its full potential. This is an RPG after all.

If you&#;re really not feeling your first pick, don&#;t be afraid to try something else. Like I said earlier, one of the things I find enjoyable about FFXIV is being able to try out all the different Jobs without needing to create a new character. Experimenting with different combat Jobs keeps the game fun and fresh, and I&#;ve discovered Jobs I never knew I would like, even after playing the game for years.

Have you ever switched your Job up for a change of pace? Do you think some of these starting Classes are better for beginners over others? Let me know in the comments.

Sours: https://latetothepartyfinder.com/choosing-your-first-class-in-ffxiv/
Best NEWCOMER Classes/Jobs for FFXIV

Deciding on what class to play in Final Fantasy 14 Online is the biggest decision you’ll make when starting the game. The role you play influences the start of your story and what your multiplayer experiences will be like.

In this FFXIV guide, we’ll explain what you need to know before choosing a class. We’ll show you how roles work and how classes evolve into jobs. We’ll also explore the other jobs you’ll have access to in the game’s expansions.

Table of contents

The difference between classes and jobs

Understanding the three roles

Melee DPS
Physical Ranged DPS
Magic Ranged DPS

The difference between classes and jobs

After you create your character in FFXIV, you’ll have to choose your starting class.

Classes strictly refer to the starter roles you get to play, but you’ll eventually abandon them for their more powerful jobs. In the world of FFXIV, jobs describe the different character types you can play as. At the very beginning of the game, you only have access to a few character classes, which serve as lesser versions of the jobs they evolve into at Lv. 30.

Image: Square Enix via Polygon

The game’s expansions also introduce new jobs that don’t require you to play certain roles to a particular level. All you need to do to switch to the game’s new jobs is to meet a certain level requirement in addition to owning the job’s related expansion.

Your character can play every job. When choosing your starting class, you’re not locked into any archetype. You can freely switch roles in FFXIV.

Understanding the three roles

The classes you have access to in the beginning of the game also act as an introduction to the types of roles you’ll play in the game: tank, healer, or a damage dealer (DPS).

These three role are an essential aspect of the game’s multiplayer mode. When matching up with other players while playing dungeons, trials, and raids, you’ll be paired up depending on which role you’re playing. Dungeons, for instance, require one healer, one tank, and two DPS players. Each of the game’s numerous classes and jobs fall into one of these three archetypes.

Image: Square Enix

Tanks are represented with a blue character icon. They lead the charge in dungeons by taking the brunt of enemy attacks. They are the living shields that fight at the head of the pack. They can protect themselves with spells and powerful armor. While they can hit hard, their main goal is withstand enemy attacks so healers and DPS can do their jobs.

Healers have green character icons. They support the party from the backline with spells that restore health or grant lifesaving shields. While they can dish out some punishment on their own with magical attacks, they primarily act as the team’s saviors. Healers can also dispel negative effects enemies cast on their party and some can even revive downed party members.

DPS characters have red character icons. These damage dealers either attack at close range or at a distance with weapons or magic. Their main goal is to dispatch foes with powerful attacks. Some specialize in dealing heavy damage to single enemies, while others can attack multiple adversaries at once. While the party relies on them to defeat all the enemies that stand before them, DPS characters need tanks and healers to keep them alive.


If you want to lead the charge in battle, then consider one of the four tank jobs: Paladin, Warrior, Dark Knight, or Gunbreaker.

Image: Square Enix


Paladins are the shining knights of FFXIV. They are valiant fighters who wield swords and shields. Their combat abilities focus on cutting down foes one-by-one, but they also dish out large attacks that target groups. They have multiple abilities that further increase their toughness in battle and can even totally negate damage. At higher levels, Paladins can heal themselves and use magic attacks.

Paladins are perfect for players who want an easily understood tank role with powerful defensive options and strong attacks. If you want to play as a Paladin, you must first become a Gladiator class and get them to Lv.


Warriors are powerful brutes that are hard to put down. They are fierce combatants who cleave enemies with massive axes. Their fighting style involves hard-hitting moves that only get stronger with abilities that amplify their strength. They can boost their health to become even harder to defeat in battle and dish out heavy burst damage.

Warriors are a great option for players who want a tank role that shrugs off attacks and overpowers enemies. If you want to play Warrior, you must first become a Marauder class and get them to Lv.

Dark Knight

Dark Knights are the mirror image of Paladins: They are dark, brooding, and wield massive swords. Their combat style focuses on keeping up pressure on enemies with darkness-infused physical and magical attacks to build power. They are not only heavy-hitters, but can sustain a great deal of damage with all their skills.

Dark Knights are great for players want a well-rounded and edgy tank to play as. To play as a Dark Knight, you need the Heavensward expansion, and you have another job at Lv.


Gunbreakers are tanks that have a more involved moveset that makes them feel a bit like a DPS character. They fight with a gunblade that is, unsurprisingly, a sword that can shoot bullets. The job uses combos to gain resources and do even more combos. While Gunbreakers have a strong focus on combat, they still have plenty of defensive options to mitigate damage.

Gunbreakers are an ideal role for players who want to play a tank but also want a play style that’s a bit more involved compared to their counterparts. To play as a Gunbreaker, you need the Shadowbringers expansion and have another job at Lv.


If you want to be the magical backbone of your party that keeps everyone alive, then consider playing a healer. The role has four jobs: White Mage, Scholar, Astrologian, and Sage.

Image: Square Enix

White Mage

In FFXIV, White Mages fit the classical idea of a healer in most other games. They use their canes to draw upon the elements to attack enemies, and cast restorative magic to aid allies. They can heal their teammates in large bursts or over time with different spells. They also have a unique system that lets them expend special resources for large, instant heals or to deal damage.

White Mages are great choices for players who want a clear set of powerful options for protecting their party. To play as a White Mage, you must choose the Conjurer class and get it to Lv.


Scholars are unique healers who can summon partners to help the team. While they can cast healing abilities and lifesaving shields for the party, a Scholar’s companion assists them by using their own skills to protect the party as well. Scholars can also modify their skills in the heat of battle to meet the needs of their party.

Scholars are good for players who like the idea of having passive support system from a summoned ally. To play as a Scholar, you must start as the DPS Arcanist class, and then switch to the Scholar healer job at Lv.


Astrologians are healers who use magic and special cards to aid their team. Their support abilities focus on regenerating health over time. They also cast special buffs for their party by pulling cards from a deck. Once an Astrologian pulls enough cards from their deck, they can modify their spells to make them even more powerful.

Astrologians are great for healers who want flexibility in how they support their party. To play as a Astrologian, you need the Heavensward expansion and a character at Lv.


Not much is known about the brand new job coming to Endwalker later this year. What we do know is that the Sage will focus on shield-based abilities and uses a new weapon type called Nouliths.

Melee DPS

If you want to be a damage dealer and like the idea of attacking up close and personal, consider one of the four melee DPS classes: Monk, Dragoon, Ninja, or Samurai.

When playing a melee DPS character, there is one aspect of combat they have that other jobs do not: positionals. Each of these jobs have attacks that are their most effective when they hit enemies at a certain angle, like from behind.

Image: Square Enix


Monks are living weapons that get right in the face of their enemies to fight. They use martial arts to kick and punch and deal damage to their opponents. Their combat style is very combo-focused and has so many of positionals that you might feel like you’re playing a fighting game, not an MMO. They can also casts buffs on their party to increase damage.

Monks are great for players who want an involved fighting style with a lot of movement and combos. To play as a Monk, you must choose the Pugilist class and get it to Lv.


Dragoons are high-flying damage dealers. They use their polearms to stab enemies and can take to the skies with leaping attacks that impale enemies. Their combat style focuses on a few combos and positionals, but their heavy strikes and damage buffs make up for the steady play style. They can also buff critical damage for their party.

Dragoons are great for players who want a straightforward and powerful job. To play as a Dragoon, you must get a Lancer class up to Lv.


Ninjas employ mystical arts to deal damage and augment their attacks. Their ninjutsu skills allow them to mix and match different seals to perform a wide range of attacks and close-range spells to defeat enemies. Mastering all their moves requires remembering how to combo different abilities together, which could intimidate or excite players.

Ninjas are great for players who want an involved, flexible style of combat with a lot of options. To become a Ninja, you must first get a Rogue class to Lv.


Samurais are powerful fighters with heavy-hitting attacks. They wield katanas that deal massive damage to single targets, and they also have a few area of effect attacks. Their combat style focuses on building resources from combos and spending different amounts to pull off various special attacks.

Samurais are great for players who want to deal big damage. To play as a Samurai, you must have the Heavensward expansion and a character at Lv.

Physical Ranged DPS

If you want to deal damage but keep your distance, try one of these physical ranged DPS classes: Bard, Machinist, or Dancer.

While physical ranged DPS characters are focused on dealing damage like their melee counterparts, they also have abilities that support their party.

Image: Square Enix


Bards use the power of music to power up their abilities. Their bows can attack enemies and play songs that augment their skills and can boost the strength of their party. While they deal consistent damage with long range attacks, their various songs can support their party throughout an entire fight.

Bards are great for players who want an active play style focused on casting buffs for themselves and their party. To play as a Bard, you need to get an Archer class to Lv.


Machinists use technology to deal a barrage of damage. They shoot at their enemies with guns and can deploy various automatons to fight alongside them. While they don’t support their party like other physical ranged DPS characters, they make up for it by summoning a powerful robot to deal extra damage.

Machinists are great for players who want to fight alongside a robot companion. To play as a Machinist, you must own the Heavensward expansion and get a character up to Lv.


Dancers are graceful fighters that, well, use dance moves to fight. While not as strong as the other physical ranged DPS, their abilities can buff a “dance partner” to amplify their damage output. Their combat style is rhythmic, lending to a unique flow of combat.

Dancers are great for players who want an involved combat style that has a lot of party utility. To play as a Dancer, you need the Shadowbringers expansion and a character at Lv.

Magic Ranged DPS

If you like the idea of casting spells to damage enemies in FFXIV, then try one of these magic ranged DPS characters: Black Mage, Summoner, Red Mage, or Blue Mage.

These characters require time to cast their spells, so they aren’t as mobile as their physical ranged DPS counterparts, but their attack power offsets their lack of movement.

Image: Square Enix via Polygon

Black Mage

Black Mages cast high-powered magical spells. They have longer casting times than most, so expect to stick to a good position while you cast explosive and deadly magic. At higher levels, these mages must change the type of magic they cast to regenerate their mana so they can continuously bombard the enemy with attacks.

Black Mages are great for players who want to let loose powerful spells to devastate enemies. To play as a Black Mage, you must get a Thaumaturge class to Lv.


Summoners fight enemies with the aid of different allies. Each of the summoner’s creatures have different attack styles, giving this class a handful of damage options. Some of these allies even augment the Summoner’s attacks to make them more powerful. This role is a bit more complex as Summoners need to manage their own spells while controlling their companions.

Summoners are great for players who like the idea of summoning minions to help them fight enemies. To play as a Summoner, you must get the Arcanist class to Lv.

Red Mage

Red Mage is a unique class that mixes melee damage with black magic for attacks and white spells to protect and heal. They use a short sword to stab and swipe at enemies while also casting. These characters deal a range of elemental magic attacks along with healing and even a resurrection spell.

Red Mages are great for players who want a character that can do a little bit of everything. To play as a Red Mage, you need the Stormblood expansion and a character at Lv.

Blue Mage

The Blue Mage is a unique limited job that has some restrictions. Their play style involves learning attacks from monsters to build up their repertoire of skills. However, because of this special mechanic, Blue Mages can’t be used in most situations like main story quests or dungeon roulettes.

To play as a Blue Mage, you need a class at Lv.

Sours: https://www.polygon.com/ffxiv-guides-fffinal-fantasy//job-guide-class-role-tank-healer-dps

Now discussing:

With the only metric here being "most popular", i'll safely assume it is equivalent to which job is the most used, and not necessarily what is the most "liked" among the fanbase, because that gets too heated too quick in a serious public discussion.

Upon entering this topic, I thought to myself that White Mage and Paladin are without a shadow of a doubt the most popular healer and tank. DPS is harder to guess but I would go with either Black Magic because classic mage job, or Samurai because of course it would be, this is a MMORPG's community we're talking about.

As usual in these situations, referring to Lucky Bancho's routine census is the safe route to go, so I did just that:


It turns out that according to Lucky, the most played jobs for each role are White Mage, Paladin, and Samurai. Is Lucky Bancho the most accurate source of information available? No, but it's the best source we've got until Yoshi-P/Square themselves gives us actual numbers.

Remembering the EPICNESS one GameFAQs post at a time.

Sours: https://gamefaqs.gamespot.com/boards/final-fantasy-xiv-online-a-realm-reborn/

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