- 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.
Paladins are classic tanks, sporting a veritable arsenal of defensive and supportive tools. They have access to a large number of damage mitigation tools, and are capable of taking damage intended for allies. The class also uses MP to heal their allies or to deal burst damage. The Paladin is a jack-of-all-trades and can do one particular thing well when focused on it, but have rigid playstyles.
Warriors are strong in both offense and defense. While their damage mitigation isn't top notch, they make up for it with their tremendous HP pool and self-healing abilities, and can use their Beast Gauge and buffs to deal huge burst damage. They are good at dealing and absorbing damage on a whim, but lack utility.
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. The job uses large amounts of MP to perform actions which enhance their damage or defense, and can find themselves running out of MP quick if not managed well. If they can gauge their resources and the situation well, however, they can perform both good damage dealing and mitigation at the same time.
Gunbreakers are a well-rounded tank job with a straightforward playstyle resembling a DPS job. They possess solid, consistent combos that deal good damage and can generate Cartridges, which can be used to start a second combo to further increase their damage output. The job possesses high damage and good mitigation and passive sustain, but don't excel in areas outside of damage.
Astrologians are a healing time-mage job. Their skills provide regeneration and barrier to allies in a large area, and can use Cards to provide damage buffs. While Astrologians pack a lot of utility, their burst healing and damage output is the lowest of the 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 put up powerful barriers on their allies and also deal the highest continuous DPS from all healers with damage-over-time actions.
White Mages are the most straightforward healing class, and bear the highest healing output in the game. Through the use of burst healing, HP regeneration, and the occasional burst damage, White Mages are prime when it comes to raw numbers, although it comes at a cost of some utility compared to other healers.
Bards are a very mobile, ranged physical damage job with some abilities on the side. The Bard's kit is very proc-based, requiring quickening their attacks to maximize their damage output. They can use songs in combination with their damage over time to gain Repetoire, enhancing their offense, and can occasionally provide party-wide buffs.
Black Mages resemble the classical elemental mage, trading defense and mobility for 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 restricts their access to content.
The Dancer is a varied job with both damage and support capabilities, with combos that require watching your skills and distance. Their combos are chance-procced, so their rotation can change on a whim. They can also use dances or steps to heal or buff their allies. Dancer can choose a party member as their Dance Partner, causing some of their skill's effects to activate on their partner.
Dragoons have very active melee gameplay. Their playstyle revolves around jumping around the battlefield and dealing damage with long combos with some positional requirements, and can output both good single-target and area damage.
The Machinist is a ranged job that capitalizes on squeezing in as much damage as possible in a short period of time. Their attacks build up the Heat gauge, which is used to activate Overheat, increasing their damage and arsenal for a brief moment. They can also deploy an automaton to temporarily assist the player in combat.
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.
The Ninja is a quick and elusive melee job. They can use ninjutsu by using the right combination of mudras for a variety of elemental attacks. Their ace-in-the-hole, Trick Attack, increases the damage a target takes, making them valuable against bosses.
The Red Mage is a versatile class capable of using both magic and weaponskills effectively. The class focuses on building and balancing white and black mana by casting magic, then expend them on their melee rapier skills to deal a finishing blow. 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. Their attacks are slow to build up and have low utility, but are extremely potent.
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.