Final Fantasy 14 New Jobs
Jobs are an extension of their base classes, and crave a Soul Crystal to activate. A job is an upgrade to its grade, which means there is no reason to continue using the class once the job is available.
Each job acquires additional role-specific actions based on the job's role in group content (Tank, DPS, or Healer). A chore's role is very important, because most duties have role requirements:
- Dungeons (4-player) require 1 tank, 1 healer, and 2 DPS.
- Trials and raids (8-histrion) require 2 tanks, 2 healers, and four DPS. At casual difficulties, subroles don't matter, simply at Savage level it is recommended to have at least one of each subrole: 1 pure healer, 1 barrier healer, 1 melee DPS, i physical ranged DPS, 1 magical ranged DPS.
- Alliance raids (24-player) require 1 tank, 2 healers, and 5 DPS for each of the three parties.
Originally, a secondary grade was required to unlock each chore. With the release of Stormblood, this is no longer required. Each course tin accelerate to its respective job at level 30 regardless of the levels of your other classes. Advancing from a class to a job requires yous to finish your level thirty form quests besides as the main story quest Sylph-direction.
Jobs added with expansions practice not have a base class and receive their Soul Crystal as soon as they are unlocked. They as well start out at college base levels.
Jobs are non mutually exclusive. Given enough time, you tin can level all classes and jobs on a single character.
Job Chart
This list includes all jobs with their base classes.
| Base Class (Level one-30) | Job (Level xxx+) | Role | Starting Location | Prerequisites | Starting Level | Weapon |
|---|---|---|---|---|---|---|
| A Realm Reborn | ||||||
| | | | | None | 1 | Swords and Shields |
| | | | | None | ane | Greataxes |
| | | | | None | ane | Polearms |
| | | | | None | 1 | Fist Weapons |
| | | | | None [1] | one | Daggers |
| | | | | None | ane | Bows |
| | | | | None | 1 | Scepters and Staves |
| | | | | None | i | Books |
| | | | | None | one | Books |
| | | | | None | 1 | Wands and Canes |
| None | | Limited Job | | Level 50 | 1 | One-Handed Canes |
| Heavensward | ||||||
| None | | | | Level 50 Main story [three] | 30 | Greatswords |
| None | | | | Level 50 Main story [three] | thirty | Firearms |
| None | | | | Level 50 Master story [3] | 30 | Star Globes |
| Stormblood | ||||||
| None | | | | Level 50 | fifty | Katanas |
| None | | | | Level fifty | fifty | Rapiers |
| Shadowbringers | ||||||
| None | | | | Level 60 | threescore | Gunblades |
| None | | | | Level 60 | 60 | Throwing Weapons |
| Endwalker | ||||||
| None | | | | Level 70 | 70 | Scythes |
| None | | | | Level lxx | 70 | Nouliths |
- Although Rogue/Ninja has no specific prerequisites, information technology is non available as a starting course (due to being added in patch 2.4), so you must first follow the aforementioned steps every bit acquiring whatever other form: unlock class-changing (level 10 class quest) and gain admission to Limsa Lominsa (level 15 main story quest, unless yous started there).
- Summoner and Scholar are both based on Arcanist. That means that Summoner and Scholar share levels with each other.
- To unlock Heavensward jobs, you lot must progress the main story to the end of A Realm Reborn and unlock the city of Ishgard.
- Although
Blue Mage was released during Stormblood, it was fabricated available to all players regardless of whether they endemic expansions, hence its position in this table.
Overview
Last Fantasy Xiv: A Realm Reborn jobs.
Jobs accept specialized abilities aimed to perform specific roles in a group setting. Jobs are at the same level every bit their corresponding classes and can be idea of as specialized modes of the base classes. In that location are x jobs in A Realm Reborn (ii.0): Warrior, Paladin, Monk, Ninja (two.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 than jobs: Samurai and Red Mage. Shadowbringers (v.0), similar Stormblood, added two new jobs: Gunbreaker and Dancer. Continuing the blueprint, Endwalker added 2 more jobs: Reaper and Sage. Unlocking a chore awards its Soul Crystal, which is required to change from the player's electric current class to a more specialized job. Each task has its own crystal which can be equipped via the Armoury Chest.
Jobs take some unique features:
- Primary Course is the class that a job is tied to.
- To switch to a job, equip its Soul Crystal. Returning to a base of operations course works similarly past leaving the crystal slot empty.
- Jobs possess all of the abilities and traits of the master form and take a large number of boosted abilities and traits on pinnacle of it. Classes typically just gain at about a couple of abilities after level 30, with the majority being vested in the task instead after that level. Both classes and jobs accept access to the full set of function abilities (ex. Swiftcast), however.
- All traits acquired earlier level thirty are shared between the class and task. Traits acquired betwixt level xxx and 50 may be shared betwixt the grade and job, or may be exclusive to the job, with numerous examples of both. All traits caused after levels 50 are restricted entirely to the job and unavailable to the associated base form.
- While nearly abilities are caused through gaining levels, some are instead rewarded past Class or Task Quests.
- Level is shared between job and primary class once that job is unlocked. For example, if yous level a Summoner to 40, then swap over to its base of operations class (Arcanist), the latter will also be at level 40. Both the primary class and its respective job(s will ever be the same level, regardless of which yous play as. A side effect of this is that the two jobs that stem from the Arcanist base class, Summoner and Scholar, likewise share level, so increases in level to either one are as well reflected in the other.
- With one exception, there exists no content after level xxx oriented towards classes rather than jobs. In that location'south just one level thirty quest that can only be accessed past the base grade, not the chore it transforms into (
Unicorn Power is merely available to Conjurers, non to White Mages, despite being a level thirty quest and only becoming attainable later the level 30 Conjurer quest), but nothing else after level 30. - Hotbar configuration is not shared between classes and the jobs they transform into.
- Jobs released in Heavensward (3.0) – Nighttime Knight, Astrologian and Machinist – start at level 30 and do not require base classes. Instead, they brainstorm with a total fix of abilities of their ain.
- Jobs released in Stormblood (4.0) – Samurai and Ruby-red Mage – offset at level l and do not require base of operations classes.
- Jobs released in Shadowbringers (v.0) – Gunbreaker and Dancer – start at level 60 and practice not require base of operations classes.
- Jobs released in Endwalker (half dozen.0) – Sage and Reaper - start at level seventy and practise not require base classes.
Jobs
Tanks
Paladin
Paladins are front-line specialists, sporting a veritable arsenal of defensive and supportive tools to protect both themselves and their allies. Paladins also utilise MP to heal their comrades and to deal burst impairment. Paladins possess a unique ranged spellcasting period in their rotation allowing them to assault targets without existence in melee range, and a strong cooldown that makes them completely allowed to all impairment for a period.
Warrior
Warriors are mighty forepart-liners wielding two-handed axes which are used to perform huge burst damage using their Beast Gauge and have a very unproblematic damage rotation. Warriors have strong cocky-healing abilities, equally well as a strong cooldown that, rather than preventing damage, simply prevents them from dying for the elapsing.
Dark Knight
Night Knights provide the actor with a balanced offering of mitigation and damage-dealing tools, complemented by their skill with two-handed greatswords. They use MP as a secondary resources for executing potent magical attacks and very powerful flare-up damage. Dark Knights possess powerful self-shielding abilities, and have a cooldown that lets them go along attacking even after having been "killed", potentially returning to life without interruption if healed sufficiently during the short period afterwards their ostensible death.
Gunbreaker
Gunbreakers alloy solid damage, mitigation, and utility into a straightforward playstyle. They possess consistent combos that generate Cartridges, which can exist used on multiple strong attacks. The possess a cooldown that, while it reduces them to only ane HP, makes them allowed to nearly all attacks and abilities for a elapsing thereafter.
Healer
"Pure" healers take admission to college healing output in response to impairment and stronger healing-over-time abilities.
White Mage
White Mage is a straightforward healing class that forgoes utility to provide immense healing output and regeneration effects to their allies. They can too blast their enemies with devastating elemental attacks, including a powerful AoE stun. At higher levels, they proceeds access to Lilies, which can be used on instant healing spells without needing MP, and afterward on will gain access to an exceptionally powerful set on that is fueled by Lilies.
Astrologian
Astrologians are masters of fate that provide healing and regeneration to their allies. They have a unique Card arrangement that allows them to provide harm buffs to swain party members, an power that buffs the entire party's impairment for a short menses, and a large number of cooldowns to provide all manner of utility or impairment as the fight demands. Several of their healing abilities accept a strong but delayed healing upshot, pregnant proactive usage and knowledge of specific encounters are key to effective healing.
"Bulwark" healers have admission to more abilities which provide shields to party members, increasing their effective max HP, and abilities that reduce damage taken, allowing them to better prepare the party for strong incoming enemy attacks.
Scholar
Scholars, accompanied by their faithful healing fairies, pepper allies with powerful barriers whilst debilitating enemies with an ability that increases critical hits taken. Their fairies volition automatically heal injured players. At great need, they tin phone call a more powerful version of their fairy to the battlefield to augment their allies' defenses. They are the only job in the game that tin increment the movement speed of the party in gainsay with a special ability.
Sage
The Sage is a task that provides a solid balance of healing, mitigation, and harm. They can choose one ally to receive Kardia, which volition automatically heal them every time the Sage uses an assault spell. Using their Nouliths, they can raise their spells to make them instant bandage and provide their party with potent barriers or harm-over-fourth dimension on enemies. Sages also feature skills which provide shields that automatically regenerate once they accept been depleted, making them especially potent on multi-hit attacks. Sages take adept mobility with an ability that allows them to dash to another histrion or enemy.
Melee DPS
Melee DPS jobs typically deal the most damage among the DPS roles but require beingness in melee range to enemies and have positional-based attacks, which volition do more impairment if the player attacks from the rear or flank of an enemy, depending on the attack. Some melee DPS jobs also have cast times for their strongest attacks, requiring them to briefly stand however.
Monk
Monks are very agile combatants that deal impressive sustained harm, darting across the battleground to annihilate foes with lightning speed using their fist-based weapons and martial techniques. Their basic weaponskills are more freeform than other Melee DPS jobs and practise not follow a strict combo system, instead employing a "form" organisation which allows usage of specific weaponskills depending on the monk's form, which changes after using a weaponskill. They also take a Chakra organisation that allows them to build to powerful attacks every bit combat progresses, and Masterful Blitz, allowing them to unleash powerful attacks based on specific sequences of their basic weaponskills.
Dragoon
Dragoons are famous for launching themselves across battlefields and decimating their foes using lance-based weapons, bombarding enemies with vicious leaping attacks and lengthy combos while empowering allies with buffs. They draw upon the Blood of the Dragon to augment their abilities, occasionally being even farther empowered for short periods past Life of the Dragon. Dragoons take very potent AoE harm, with several attacks that cleave in a line.
Ninja
Ninja are agile and elusive fighters that utilize ninjutsu and dual-daggers, slicing unsuspecting foes from the shadows in the blink of an eye. Past using the right combination of mudras, they can also blast enemies with a diverseness of elemental ranged attacks. Their ace-in-the-hole, Mug, too increases the damage a target takes from all sources. Ninja take higher motion speed than other jobs and an power that allows them to motion quickly to a specified location. The ninja is the only melee DPS job that uses Dexterity as its main offensive stat instead of Force.
Samurai
The Samurai uses a 2-handed katana to bargain out tremendous damage at the expense of providing party buffs. Samurai use their combos to generate three kinds of Sen, symbols of their mastery of the blade, which they can then leverage to unleash 1 of several powerful Iaijutsu finishers. At higher levels, Samurai'due south combos will build Kenki gauge and their Iaijutsu volition build Meditation stacks, which are additional resources that tin can be used on other stiff attacks.
Reaper
Reapers fight using both the scythe they wield and the void avatar they control. They must kickoff harvest their victims to build up the Soul estimate, which is used to feed their avatar to evangelize powerful attacks. The avatar builds up the Shroud approximate, which tin exist utilise to combine with the avatar for an even more powerful, temporary boost in ability.
Concrete Ranged DPS
Physical Ranged DPS jobs typically deal the least damage amongst the DPS roles merely do not need to be in melee range or have mobility-limiting bandage times. With the exception of Machinist, Physical Ranged DPS jobs provide the strongest political party buffs and other utility among the DPS jobs.
Bard
Bards are bow-wielding ranged damage dealers sporting mobility, utility, and a proc-based combat style that debilitates enemies through damage-over-time effects wrought by their skillful bow shots. Through the power of song, they can also provide party-wide buffs and inspire their allies to greater feats of damage, whilst their own attacks wheel through three unlike singled-out periods based on the vocal they are currently playing. They are the merely non-healer job that tin remove a detrimental status effect from a party member, using a unique ability.
Machinist
Machinists are gun-toting tinkerers that specialize in blasting foes in rapid succession, building upward their Heat gauge, which is used to fuel their abilities further. They take access to multiple powerful Tool attacks to farther damage foes. They can also deploy an automaton to assist the player in combat temporarily. Their relatively high personal harm is at the expense of providing party buffs or unique utility.
Dancer
The Dancer is a highly mobile job providing impairment, utility, and back up capabilities to those around them while slicing their enemies with throws of their bladed chakrams. Dancers can also choose a party member every bit their Dance Partner, further empowering that political party member by echoing the effects of several of the Dancer'south abilities on that player. Their combat style relies heavily on random procs, with several layers of procs feeding into further (potential) procs. Dancers feature "Steps" in their rotation, which are abilities that require executing either two or four random Trip the light fantastic Steps to unleash powerful AoE attacks that besides boost allies' damage, with the forcefulness increasing depending on how many Trip the light fantastic Steps were correctly executed. They possess a unique ability to rapidly nuance effectually the battleground and support abilities which tin can heal nearby party members or provide shields.
Magical Ranged DPS
Magical Ranged DPS jobs provide strong damage (albeit usually less than melee DPS) simply several of their attacks require them to stand still and cast, limiting their mobility at times. With the exception of Blackness Mage, Magical Ranged DPS jobs usually provide decent party utility and can even resurrect fallen allies during battle.
Black Mage
Black Mages resemble the classical elemental mage, trading party buffs and mobility for unmatched spells harm, stronger than near melee DPS jobs. Their unique mechanics revolve around balancing Astral Fire and Umbral Ice, consuming their MP with powerful simply plush spells during Astral Fire, and then rapidly regenerating information technology during Umbral Ice, all the while weaving in deadly lightning magicks that inflict damage over fourth dimension. At higher levels, Black Mages will gain access to more instant cast spells and other mobility options, which must be skillfully used to maximize their functioning.
Summoner
Summoners conjure one of three boxing-pets to deliver a diverseness of attacks based on what they have summoned, cycling between fire, earth, and wind aspects throughout the fight. Equally a consequence, Summoners are surprisingly versatile and mobile for a Magic job. At higher levels, Summoners are able to manifest powerful echoes of the primals Bahamut and Phoenix to devastate their foes with high burst damage and provide regenerative healing. Summoner, similar Ruby-red Mage, is also one of the few DPS jobs that can resurrect fallen allies in combat.
Red Mage
The Red Mage is a versatile job capable of using both magic and melee weapon skills finer. The job focuses on building and balancing white and black mana past casting magic, and so expending them on their melee rapier skills, followed by strong instant cast spells to bargain a finishing blow. In addition to dealing damage, Ruddy Mages can describe upon healing magic and even raise fallen party members, equally well as augmenting the damage of their allies for a short period of time, and decreasing magic damage the party takes. The combat manner of Red Mages revolves around a unique pattern of casting a quick spell followed by a powerful spell fabricated instant-cast due to their Dualcast trait, which can too be used on their resurrection spell to revive multiple allies in quick succession.
Blue Mage (Express)
Blue Mages learn skills past copying the abilities of their defeated enemies. They accept admission to a wide variety of spells, which make them more and more than versatile and powerful as they learn more than spells, to the point where they tin can emulate any of the 3 major roles (tank, healer, DPS). However, their status as a Limited Job restricts their admission to content, and they have a lower max level than non-limited jobs. Unlike other jobs, Blue Mages retain access to all of their learned spells even when level synced, providing unique advantages in content they can participate in.
Final Fantasy 14 New Jobs,
Source: https://ffxiv.consolegameswiki.com/wiki/Job
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