Disciples of War

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Gladiator

Disciples of War (DoW) are physical combat classes and jobs that use weaponskills as their primary offensive abilities. In the starting classes, Gladiator, Marauder, Pugilist and Lancer are melee classes while Archer is a ranged class.

DoW Jobs and Classes

Job Role Primary Class
Paladin frame icon.png PLD Tank role.png Tank Gladiator frame icon.png GLA
Warrior frame icon.png WAR Tank role.png Tank Marauder frame icon.png MRD
Dragoon frame icon.png DRG Melee DPS role.png Melee DPS Lancer frame icon.png LNC
Monk frame icon.png MNK Melee DPS role.png Melee DPS Pugilist frame icon.png PGL
Bard frame icon.png BRD Physical Ranged DPS role.png Physical Ranged DPS Archer frame icon.png ARC
Ninja frame icon.png NIN Melee DPS role.png Melee DPS Rogue frame icon.png ROG
Dark Knight frame icon.png DRK HW Tank role.png Tank None
Machinist frame icon.png MCH HW Physical Ranged DPS role.png Physical Ranged DPS None
Samurai frame icon.png SAM SB Melee DPS role.png Melee DPS None
Gunbreaker frame icon1.png GNB ShB Tank role.png Tank None
Dancer frame icon1.png DNC ShB Physical Ranged DPS role.png Physical Ranged DPS None
Reaper frame icon.png RPR EW Melee DPS role.png Melee DPS None
Viper frame icon.png VPR DT Melee DPS role.png Melee DPS None

DoW Starting Classes

Marauder
Pugilist
Lancer
Archer

Gladiator frame icon.png Gladiator

Gladiator is one of the starting Tank classes for A Realm Reborn. They utilize Swords with Shields and must become Paladins at level 30.

Marauder frame icon.png Marauder

Marauder is one of the starting Tank classes for A Realm Reborn. They utilize Greataxes and must become Warriors at level 30.

Pugilist frame icon.png Pugilist

Pugilist is one of the starting Melee DPS classes for A Realm Reborn. They utilize Fist Weapons and must become Monks at level 30.

Lancer frame icon.png Lancer

Lancer is one of the starting Melee DPS classes for A Realm Reborn. They utilize Polearms and must become Dragoons at level 30.

Archer frame icon.png Archer

Archer is the starting Ranged Physical DPS class for A Realm Reborn. They utilize Bows and must become Bards at level 30.

Rogue frame icon.png Rogue

Rogue was introduced in Patch 2.4 and is a Melee DPS class that utilizes Daggers. Unlike the other classes, it cannot be chosen as a starting class upon creating a character and must be unlocked by completing a quest. Rogues must become Ninjas at level 30.

Expansion Jobs

Dark Knight frame icon.png Dark Knight

Dark Knight was introduced as a Tank job with the Heavensward expansion. They start at level 30 and utilize two-handed Greatswords.

  • Dark Knights have no guild and are instead unlocked by completing the quest Feature QuestA Dark Spectacle.

Machinist frame icon.png Machinist

Machinist was introduced as a Ranged Physical DPS job with the Heavensward expansion. They start at level 30 and utilize Firearms.

Samurai frame icon.png Samurai

Samurai was introduced as a Melee DPS job with the Stormblood expansion. They start at level 50 and utilize Katanas.

Gunbreaker frame icon1.png Gunbreaker

Gunbreaker was introduced as a Tank job with the Shadowbringers expansion. They start at level 60 and utilize Gunblades.

Dancer frame icon1.png Dancer

Dancer was introduced as a Ranged Physical DPS job with the Shadowbringers expansion. They start at level 60 and utilize Throwing Weapons.

  • Dancers have no guild and are instead unlocked by completing the quest Feature QuestShall We Dance.

Reaper frame icon.png Reaper

Reaper was introduced as a Melee DPS job with the Endwalker expansion. They start at level 70 and utilize War Scythes.

Viper frame icon.png Viper

Viper was introduced as a Melee DPS job with the Dawntrail expansion. They start at level 80 and utilize Dual Blades.

  • Reapers have no guild and are instead unlocked by completing the quest Feature QuestEnter the Viper.

Lore

Specialized Disciplines

In recent years, adventurers have begun exploring specialized forms of combat, including arts both new and newly rediscovered. The following sections seek to explore these alternative practices and the manner in which they differ from the more established adventuring professions.

Rediscovered Disciplines

In the present age, those martial and arcane disciplines that have stood the test of time have seen their techniques gradually standardized by the establishment of the various guilds. But while such institutions have eased the passage of knowledge from one generation to the next, the simplified structure of their lessons gradually eschewed the complex, and often dangerous, skills required to master older forms of battlecraft. Ever since the Calamity first threatened to break over Eorzea, however, adventurers began to reconsider the risk and rewards of these forgotten ways.

Towards the end of the Sixth Astral Ern, the reformation of the grand companies after a thousand-year absence served to kindle a realm-wide obsession with past glories. The old and the ancient became the focus of renewed interest, from the works that recreated the classic brush strokes of long-dead masters to the Allagan relics of budding antique dealers. But this phenomenon did not end with paintings and crumbling pottery. Even those desperately seeking the means to survive the Calamity were swept along in the furor, and began searching for salvation in the records and ruins of history.

What began with a few stray adventurers practicing the wisdom of old, quickly swelled into a movement that caught the attention of entire nations. It is said that the Maelstrom has formed a provisional unit of elite troops who are being trained in the ways of the Abalathian warrior clans. In similar fashion, the Order of the Twin Adder is rumored to be considering the integration of bards and their traditional battlesongs into the company's regular army. Military leaders across the realm are taking notice, and none can deny that the race to revive disciplines long thought lost is steadily gaining momentum.

Unknown and unpracticed outside of Ishgard for many centuries, the traditional combat arts of the dragoon are said to have prevented the city-state's downfall during many a siege battle. [1]

New Disciplines

Disciplines that are referred to as rediscovered," after being lost or simply falling out of favor, are not defined by any one period in history. The art of the summoner began in the Third Astral Era, whilst black mages, white mages, and scholars did not emerge until the Fifth. Even more recently, the techniques of paladins and dark knights were not established until after the beginning of the Sixth Astral Era. What all of These disciplines do have in common, however, is the use of soul crystals to pass on the knowledge and experience of their forebears.

This brings us to the present time, and the emergence of entirely new professions. The most prominent of these must be said to be the firearm-wielding machinists and their inception in the city-state of Ishgard. Combining the techniques of Lominsan musketeers with the revolutionary technology of the aetherotransformer, this unique discipline has continued to evolve on the very crest of modern accomplishment. In the absence of established guilds, the proponents of such nascent arts will be responsible for taking up newly crafted soul crystals, and recording their discoveries and achievements for the benefit of future generations. [2]

References