- 1 Introduction
- 2 Job chart
- 3 Overview
- 4 Jobs
Jobs are an extension of their base classes, and require a Soul Crystal to activate. Each job acquires additional role specific actions based on the job's role in group content (Tank, DPS, or Healer). With the release of Stormblood, players are no longer required to level a secondary class and can advance to their respective job at level 30.
This list includes all jobs with their base (level 1-30) classes. Seven jobs can only be obtained by purchasing Heavensward (Dark Knight, Astrologian and Machinist), Stormblood (Samurai, Red Mage) and Shadowbringers (Gunbreaker and Dancer).
|Base Class||Job||Role||Starting Location||Prerequisites||Starting Level|
|Rogue||Ninja||Melee DPS||Limsa Lominsa||None(*)||1|
|Archer||Bard||Ranged Physical DPS||Gridania||None||1|
|Thaumaturge||Black Mage||Ranged Magical DPS||Ul'dah||None||1|
|Arcanist||Summoner||Ranged Magical DPS||Limsa Lominsa||None||1|
|None||Blue Mage|| Limited Job
Ranged Magical DPS
|Limsa Lominsa||Level 50||1|
|None||Dark Knight||Tank||Ishgard|| Level 50 HW
|None||Astrologian||Healer||Ishgard|| Level 50 HW
|None||Machinist||Ranged Physical DPS||Ishgard|| Level 50 HW
|None||Samurai||Melee DPS||Ul'dah||Level 50 SB||50|
|None||Red Mage||Ranged Magical DPS||Ul'dah||Level 50 SB||50|
|None||Gunbreaker||Tank||Gridania||Level 60 ShB||60|
|None||Dancer||Ranged Physical DPS||Limsa Lominsa||Level 60 ShB||60|
(*) Although Rogue/Ninja has no specific prerequisites, it is not available as a starting class, so you must first follow the same steps as acquiring any other class: unlock class-changing (level 10) and gain access to Limsa Lominsa (level 15, unless you started there).
Note: You can level all classes and jobs on a single character.
Jobs have some special features:
- Primary Class is the class that a job is tied to.
- To switch to a job, simply equip its Soul Crystal. Returning to a base class works similarly by leaving the crystal slot empty.
- Jobs possess all of the abilities and traits of the primary class and are able to select five additional actions shared among all jobs of that role.
- Before attaining level 60, Jobs borrow all of their Traits from their primary class. However, any Traits acquired from levels 61 to 70 are restricted to the Job upon which they are acquired.
- Note that while most Abilities are acquired through gaining levels, some are locked behind Class and Job Quests.
- Level is shared between job and primary class once that job is unlocked. For example, if you level a Summoner to 40, then swap over to its base class (Arcanist), the latter will also be at level 40. This means both primary class and its respective job will always be at the same level, regardless of which you play with.
- Jobs released in Heavensward (3.0): Dark Knight, Astrologian and Machinist, start from level 30 and do not require base classes, instead starting with a full set of abilities of their own.
- Jobs released in Stormblood (4.0): Samurai and Red Mage, start from level 50 and do not require base classes similar to the Heavensward jobs.
- Jobs released in Shadowbringers (5.0): Gunbreaker and Dancer, start from level 60 and do not require base classes similar to the Heavensward jobs.
Wielding a veritable arsenal of enmity and mitigation tools, Paladins make excellent tanks. While having only moderate HP, they have access to a plethora of defensive and healing actions. They are also capable of taking damage intended for allies. Because this job focuses primarily upon mitigating incoming damage, its damage output is the lowest of the three Tank Jobs.
Boasting a tremendous HP pool and Abilities that lend themselves to high burst damage, Warriors are a force to be reckoned with. They are often chosen to be off-tanks in full-party content, though they are certainly capable of filling the role of Main Tank as well. As a trade-off for their generous HP pool and comparatively high damage potential, Warriors possess somewhat lackluster mitigation tools compared to their Dark Knight and Paladin brethren.
Dark Knights strive to occupy the proverbial middle ground between Warrior and Paladin, providing the player with a balanced offering of mitigation and damage-dealing tools. This job uses MP to perform actions, and is known for draining mana very quickly if not managed well. Dark Knights can greatly increase their next offensive/defense action by using a special ability called Dark Arts.
Astrologians are a healing time-mage job. Their actions are based on both heal-over-time and MP regeneration, as well as using cards to cast offensive buffs and recover mana. Besides having damage increase buffs, astrologians deal the least damage out of all healers.
Scholars are a mixed healing job. Mastering this job is considered difficult because of all the micromanaging involving their own healing spells, and pet healing spells. Due to their access to aetherflow scholars don't see much problems with MP management like white mages for example, and they can also deal the highest continuous DPS from all healers with damage-over-time actions.
White Mages bear the highest healing output in the game. Through the use of HP regeneration abilities, a full HP heal, and occasional DPS bursts, white mages are a very varied healing job. They can swap healing power with damage power to provide a more DPS-oriented gameplay, and are often seen as a very simple starting job.
Bards are a very mobile, ranged physical damage job. They play songs to buff allies, and can lower their mobility to become a caster in exchange for greater damage.
Black Mages resemble the classical elemental mage with unmatched area spells. Their unique mechanics revolve around balancing Astral Fire and Umbral Ice to mitigate MP consumption, while dealing high damage with offensive fire, ice and lightning spells.
Blue Mages learn skills by copying the abilities of their defeated enemies. They have access to a wide variety of spells, which make them more and more versatile and powerful as they learn. However, their status as a Limited Job limits their access to content.
Dragoons have very active melee gameplay. Their playstyle revolves around jumping, dealing burst damage and some area damage as well. Dragoons also have access to a piercing debuff which empowers other DPS jobs.
Machinists' gameplay is very similar to the bard. They're mobile and can place turrets to cause damage and provide buffs, but become less mobile at higher levels to do more damage. While not being the highest DPS job, they have fantastic utility.
Monks are a very agile melee job. The monk aims at keeping up Greased Lightning buff, dealing impressive sustained single-target damage, as well as having access to great area damage on higher levels. One key point for monks is position: many of their attacks deal more damage at certain positions, and some actions can trigger certain effects depending on position.
Ninja is a stealthy melee job. They have access to a variety of ninjutsu which can be cast every 20 seconds, and can deal with enmity with very particular actions. These actions include transferring their enmity to other player, and reducing threat generation from a party member.
Red Mage focuses on the balance between white and black magic. The Red Mage can also use a rapier to do melee damage when it has built up enough of both white and black mana. In addition to dealing damage Red Mages can learn healing magic and can raise fallen party members.
The Samurai uses a two-handed katana to deal melee damage. Samurai uses two gauges, Sen and Kenki to accumulate power based on using specific sword skills to perform more powerful sword skills.
Summoners are a pet-summoning, area damage job. They can summon up to three pets – one of them being a tank, resulting in an excellent solo class. Summoners deal most of its damage through damage-over-time actions, and special abilities available with aetherflow. Summoner and Red Mage are the only DPS jobs that can resurrect dead allies.