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 primary (lvl30) classes. Five jobs can only be obtained by purchasing Heavensward (Dark Knight, Astrologian and Machinist) and Stormblood (Samurai and Red Mage).
|Monk||Melee Physical DPS||Pugilist|
|Dragoon||Melee Physical DPS||Lancer|
|Bard||Ranged Physical DPS||Archer|
|Black Mage||Ranged Magical DPS||Thaumaturge|
|Summoner||Ranged Magical DPS||Arcanist|
|Ninja||Melee Physical DPS||Rogue|
|Dark Knight HS||Tank||None|
|Machinist HS||Ranged Physical DPS||None|
|Samurai ST||Melee DPS||None|
|Red Mage ST||Ranged Magical DPS||None|
- Note: You can level all classes and jobs on 1 character.
Jobs have some special features:
- Primary class is the class the job links to.
- ARR requires a secondary class leveled to 15 to unlock the job.
- To switch to a job simply equip its Soul Crystal, returning to a base class works similarly by leaving the crystal slot empty.
- The job has all the abilities and traits of the primary class and can use all the cross-class abilities of secondary and tertiary classes. They gain cross-class ability slots every 10 levels instead of 5 like classes. Jobs don't have traits of their own nor do they earn them through leveling (except for the Heavensward/Stormblood ones), instead they inherit traits from their primary classes which continue to gain traits as they level. All Job abilities are earned through 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.
Dark Knights are a balanced job, specialized in tanking and dealing damage with their specific instances. 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.
Paladins are excellent for tanking due to all damage mitigation actions at your disposal. While having a moderate HP, they have access to many defensive actions and healing actions, can take damage for an ally, can heal allies, and become temporarily invincible. Because this job focus a great part on tanking, they don't have competitive damage when compared to other tankers.
Warriors are a high damage, moderate HP tanking job. Out of all tankers warrior has the least damage reduction capabilities and to compensate they deal the biggest damage among them, often occupying an off-tanker position in endgame content. Warriors are seen as an easy-to-start class, having their learning curve grow exponentially as they level.
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 unmatchable area spells. Their unique mechanics revolve around balancing Astral Fire and Umbral Fire to prevent too much MP consumption, while dealing high damage with offensive fire, ice and lightning spells.
Dragoons have a very active melee gameplay. Their playstyle revolves around jumping, dealing burst damage and some area damage aswell. 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 Grease 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 ninjutsus 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 tanker, 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.