FFXIV Best Starting Class 2021

1. FFXIV Best Starting Class 2021

Class Tag Weapon Type Primary
Stat
Disciples
of
Core Mechanics
Gladiator Gladiator Tank Swords, Shields Strength, Vitality War Gladiator Gladiator is a class that specializes in swords and shields. With swords in their main hands and shields in their offhands, gladiators draw the attention of enemies and protect their allies from harm. The Gladiator’s Guild is in the desert city of Ul’dah. If you choose gladiator as your first class, you will start off in the city of Ul’dah. At level 30, gladiator can acquire the job Paladin Paladin.

The gladiator has moderate damage, but as a tradeoff they have good tanking capabilities.

  • Shield Lob – Delivers a ranged attack with a potency of 120.
  • Shield Bash – Delivers an attack with a potency of 110.
  • Circle of Scorn – Delivers an attack with a potency of 120 to all nearby enemies.
Pugilist Pugilist Physical Melee DPS Hand-to-Hand Strength War Pugilist Pugilist is class that specializes in hand-to-hand combat. It is a physical, melee class that forgoes heavy armor in favor of mobility. Pugilist Pugilist’s Guild is in the desert city of Ul’dah. If you choose pugilist as your first class, you will start off in the city of Ul’dah. At level 30, Pugilist Pugilist can acquire the job Monk Monk.

Pugilists work out their damage by regularly alternating combat forms, while positioning correctly to use their damage actions effectively.

  • Snap Punch – Delivers an attack with a potency of 270. 300 when executed from a target’s flank.
  • Perfect Balance – Grants 6 stacks of Perfect Balance, each stack allowing the execution of a weaponskill that requires a certain form, without being in that form.
Marauder Marauder Tank Axe Strength, Vitality War Marauder Marauder is a class that specializes in greataxes. The Marauder Marauder’s Guild is in the marine city of Limsa Lominsa. If you choose marauder as your first class, you will start off in the city of Limsa Lominsa. The Marauder Marauder can acquire the job Warrior Warrior at level 30.

The marauder offers a decent damage and tanking gameplay, but requires expertise as they can grow complex to manage later on.

  • Heavy Swing – Delivers an attack with a potency of 200.
  • Maim – Delivers an attack with a potency of 100.
  • Storm’s Eye – Delivers an attack with a potency of 100.
  • Storm’s Path – Delivers an attack with a potency of 100.

As a tanking class, marauders have to correctly combo Heavy Swing, Maim, Storm’s Eye and Storm’s Path to recover HP, deal damage and increase their beast gauge, while triggering defense-increasing weaponskills.

Lancer Lancer Melee Physical DPS Polearm Strength War Lancer Lancer is a class that specializes in the use of polearms. It is a physical, melee class capable of using long spears, halberds and tridents. Lancer Lancer’s Guild is in the forested city of Gridania. If you choose lancer as your first class, you will start off in the city of Gridania. At level 30, Lancer Lancer can acquire the job Dragoon Dragoon.

The lancer is a master of polearms—weapons which have evolved from humble hunting tools. In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. The lancer’s weaponry has since expanded to include other lethal implements such as the halberd and trident.

While it is no easy task to wield a polearm as if it were an extension of one’s body, those who master the lancing arts come to be as a raging storm before their enemies, capable of delivering a barrage of devastating thrusts and slashes.

Archer Archer Ranged Physical DPS Bow Dexterity War Archer Archer is a class that specializes in bows. It is a ranged, physical class that prefers to strike their targets at a distance. The Archer Archer’s Guild is in the forested city of Gridania. If you choose archer as your first class, you will start off in the city of Gridania. At level 30 Archer Archer can acquire the job Bard Bard.

The archer offers a decent single-target damage by upkeeping critical hit buffs.

  • Straight Shot – Delivers an attack with a potency of 200.
  • Venomous Bite – Delivers an attack with a potency of 100.
  • Quick Nock – Delivers an attack with a potency of 150 to all enemies in a cone before you.

Venomous Bite is an action that assists with damage-over-time, while Quick Nock is an option for AoE damage.

Conjurer Conjurer Healing Wands, Radicals Mind, Piety Magic Conjurer Conjurer is a class that specializes in earth, wind and healing magic. The Conjurer Conjurer’s Guild is in the forested city of Gridania. If you choose conjurer as your first class, you will start off in the city of Gridania. At level 30, Conjurer Conjurer can acquire the job White Mage White Mage.

The conjurer can heal allies while also applying regenerating buffs to them. They can cause damage with earth and wind spells.

  • Cure II – Restores target’s HP.
  • Medica II – Restores own HP and the HP of all nearby party members.
  • Stone II – Deals earth damage with a potency of 200.

Conjurers have healing spells and abilities at their disposal. Some spells also place a regeneration buffs on allies to provide longer sustain and alleviate how much the conjurer has to heal. Their primary offensive spell is Stone II, which can be combo’d with Aero II whenever they need to inflict damage on enemies.

Thaumaturge Thaumaturge Ranged Magical DPS Scepters, Staffs Intelligence, Piety Magic Thaumaturge Thaumaturge is a class that specializes in destructive magic of Fire, Blizzard and Thunder. The Thaumaturge Thaumaturge’s Guild is in the desert city of Ul’dah. If you choose thaumaturge as your first class, you will start off in the city of Ul’dah. At level 30, the thaumaturge can acquire the job Black Mage Black Mage.

The thaumaturge can cast fire and ice spells to inflict damage. In order to maintain MP cost at a bearable level they cycle between fire and ice.

  • Fire – Deals fire damage with a potency of 180.
  • Transpose – Swaps Astral Fire with a single Umbral Ice or Umbral Ice with a single Astral Fire.
  • Manaward – Creates a barrier that nullifies damage totaling up to 30% of maximum HP.

Thaumaturges have Astral Fire and Umbral Ice – specific effects attained upon using fire and ice spells, respectively. Each charge of Astral Fire increases MP cost for the next fire spell, while Umbral Ice increases MP regeneration. In order to maintain a low MP cost to use fire spells thaumaturges are required to use spells from the opposite element; using fire spells remove Umbral Ice stacks if there are any, or build Astral Fire if there’s no effect active, using ice spells work the other way around. Transpose is a key ability to balance between both elements.

Arcanist Arcanist Ranged Magical DPS Grimoire Intelligence, Piety Magic Arcanist Arcanist is a class with powerful damage over time spells and the ability to summon carbuncle as their companion. The Arcanist Arcanist’s Guild is in the marine city of Limsa Lominsa. If you choose arcanist as your first class, you will start off in the city of Limsa Lominsa. At level 30, Arcanist Arcanist can acquire the jobs Summoner Summoner (DPS) and Scholar Scholar (Healer).

The arcanists can build stacks with aetherflow to cast strong abilities at their enemies. They can also summon minor primals to help them in fight.

  • Aetherflow – Restores 10% of maximum MP.
  • Summon – Summons a caster-type pet to fight at your side.
  • Summon II – Summons a support-type pet to fight at your side.

Every time the arcanist uses aetherflow, an aether gauge is filled with three stacks. They may then consume these stacks to cast certain abilities which become vital as the class develops into one of the available jobs – summoner and scholar. Arcanist Arcanist gameplay consists of correctly positioning their pets, coupled with aetherflow management and casting damage-over-time spells.

  1. Tank: Tanks are specialized in enduring damage and generating enmity (aggro) so that enemies won’t chase healers or DPS. They have self buffs to support in damage reduction and aggro generation. This role can be identified by the blue-colored class/job golden frame icon.
  2. Healing: Healers are specialized in healing your allies with heal-over-time spells, target spells, and area spells. They can also cleanse conditions from allies and cast restorative buffs on them. This role can be identified by the green-colored class/job golden frame icon.
  3. DPS: DPS (Damage Dealers) include physical and magical damage. Both are aimed at dealing damage in a plethora of ways: precise single-target attacks, area bursts, damage-over-time, summon spells, magical area spells, etc. Some DPS jobs also have healing and tanking properties, but these are very occasional and are not the main focus on endgame content. This role can be identified by the red-colored class/job golden frame icon.
  4. Disciples of War are physical melee and ranged classes that use weaponskills as their primary offensive abilities.
  5. Disciples of Magic are classes that cast magical offensive or healing spells and use MP as their primary resources.

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2. FFXIV Starting Classes & Jobs

Class Class Code Disciple of Role Starting City Weapons Armor Job Job Code
Gladiator Gladiator GLA War Tank Ul’dah Swords and Shields Plate Paladin Paladin PLD
Marauder Marauder MRD War Tank Limsa Lominsa Greataxes Plate Warrior Warrior WAR
Arcanist Arcanist ACN Magic Ranged Magical DPS* Limsa Lominsa Books Cloth Summoner Summoner
Scholar Scholar
SMN
SCH
Archer Archer ARC War Ranged Physical DPS Gridania Bows Leather Bard Bard BRD
Lancer Lancer LNC War Melee Physical DPS Gridania Polearms Plate Dragoon Dragoon DRG
Pugilist Pugilist PGL War Melee Physical DPS Ul’dah Fist Weapons Leather Monk Monk MNK
Rogue Rogue ROG War Melee Physical DPS Limsa Lominsa Dual Daggers Leather Ninja Ninja NIN
Thaumaturge Thaumaturge THM Magic Ranged Magical DPS Ul’dah Staves/Scepters** Cloth Black Mage Black Mage BLM
Conjurer Conjurer CNJ Magic Healer Gridania Canes/Wands** Cloth White Mage White Mage WHM

* Can become both Summoner Summoner (DPS) and Scholar Scholar (Healer).
** Can also equip some Shields with these one-handed weapons.

Note: Players can start the game as any of these classes except Rogue Rogue and unlock the others as they reach level 10 in their starting class.

3. FFXIV Starting Class for Beginners

3.1 Gladiator

Gladiators choose to protect their allies, shielding them from harm. They use their holy power to draw all enemies to them and encourage allies to battle forward.

The gladiator is a disciple of war and wears plate armor. They use swords as weapons, and shields as defense.  The gladiator can specialize into  PLD, a tanking job.

PvE actions

Action Acquired Level Type MP Casting Recast Description
Fast Blade GLA 1 Weaponskill Instant 2.5s Delivers an attack with a potency of 200.
Fight or Flight GLA 2 Ability Instant 60s Increases physical damage dealt by 25%.
Riot Blade GLA 4 Weaponskill Instant 2.5s Delivers an attack with a potency of 100.
Total Eclipse GLA 6 Weaponskill Instant 2.5s Delivers an attack with a potency of 120 to all nearby enemies.
Shield Bash GLA 10 Weaponskill Instant 2.5s Delivers an attack with a potency of 110.
Iron Will GLA 10 Ability Instant 10s Significantly increases enmity generation.
Shield Lob GLA 15 Weaponskill Instant 2.5s Delivers a ranged attack with a potency of 120.
Rage of Halone GLA 26 Weaponskill Instant 2.5s Delivers an attack with a potency of 100.
Spirits Within PLD 30 Ability Instant 30s Delivers an attack with a potency of 370.
Potency decreases as own HP decreases.
Sheltron PLD 35 Ability Instant 5s Blocks incoming attack.
Sentinel GLA 38 Ability Instant 120s Reduces damage taken by 30%.
Prominence PLD 40 Weaponskill Instant 2.5s Delivers an attack with a potency of 100 to all nearby enemies.
Cover PLD 45 Ability Instant 120s Take all damage intended for another party member.
Circle of Scorn GLA 50 Ability Instant 25s Delivers an attack with a potency of 120 to all nearby enemies.
Hallowed Ground PLD 50 Ability Instant 420s Renders you impervious to most attacks.

3.2 Pugilist

Armed with claws and knuckles, pugilists are trained to engage in one-on-one melee fights. They excel at martial arts with intense training in many aspects, making up for a dangerous opponent.

The pugilist is a disciple of war and wears leather armor. They use fist weapons.  The pugilist can specialize into  MNK, a DPS job.

PvE actions

Action Acquired Level Type MP Casting Recast Description
Bootshine PGL 1 Weaponskill Instant 2.5s Delivers an attack with a potency of 200.
True Strike PGL 4 Weaponskill Instant 2.5s Delivers an attack with a potency of 270. 300 when executed from a target's rear.
Snap Punch PGL 6 Weaponskill Instant 2.5s Delivers an attack with a potency of 270. 300 when executed from a target's flank.
Fists of Earth PGL 15 Ability Instant 3s Reduces damage taken by 10%.
Twin Snakes PGL 18 Weaponskill Instant 2.5s Delivers an attack with a potency of 230. 260 when executed from a target's flank.
Arm of the Destroyer PGL 26 Weaponskill Instant 2.5s Delivers an attack with a potency of 110 to all nearby targets.
Demolish PGL 30 Weaponskill Instant 2.5s Delivers an attack with a potency of 80. 110 when executed from a target's rear.
Fists of Wind PGL 34 Ability Instant 3s Increases movement speed.
Mantra PGL 42 Ability Instant 90s Increases HP recovery via healing actions by 10% for self and nearby party members.
Perfect Balance PGL 50 Ability Instant 90s Grants 6 stacks of Perfect Balance, each stack allowing the execution of a weaponskill that requires a certain form, without being in that form.

3.3 Marauder

Marauders are strong heroes who bear greataxes to crush their enemies. This class approaches defending allies by trusting in steel and ferocity, and will do all they can to protect their comrades.

The marauder is a disciple of war and wears plate armor. They use greataxes as weapons.  The marauder can specialize into  WAR, a tanking job.

PvE actions

Action Acquired Level Type MP Casting Recast Description
Heavy Swing MRD 1 Weaponskill Instant 2.5s Delivers an attack with a potency of 200.
Maim MRD 4 Weaponskill Instant 2.5s Delivers an attack with a potency of 100.
Berserk MRD 6 Ability Instant 90s Guarantees that all attacks are critical and direct hits.
Overpower MRD 10 Weaponskill Instant 2.5s Delivers an attack with a potency of 130 to all enemies in a cone before you.
Defiance MRD 10 Ability Instant 10s Significantly increases enmity generation.
Tomahawk MRD 15 Weaponskill Instant 2.5s Delivers a ranged attack with a potency of 140.
Storm's Path MRD 26 Weaponskill Instant 2.5s Delivers an attack with a potency of 100.
Thrill of Battle MRD 30 Ability Instant 90s Increases maximum HP by 20% and restores the amount increased.
Inner Beast WAR 35 Weaponskill Instant 2.5s Delivers an attack with a potency of 350.
Vengeance MRD 38 Ability Instant 120s Reduces damage taken by 30% and delivers an attack with a potency of 55 every time you suffer physical damage.
Mythril Tempest WAR 40 Weaponskill Instant 2.5s Delivers an attack with potency of 100 to all nearby enemies.
Holmgang MRD 42 Ability Instant 240s Brace yourself for an enemy onslaught, preventing most attacks from reducing your HP to less than 1.
Steel Cyclone WAR 45 Weaponskill Instant 2.5s Delivers an attack with a potency of 220 to all nearby enemies.
Storm's Eye MRD 50 Weaponskill Instant 2.5s Delivers an attack with a potency of 100.
Infuriate WAR 50 Ability Instant 60s Increases Beast Gauge by 50.

3.4 Lancer

Lancers are agile fighters who strive to keep balance between a flurry of attacks and the weight of their armor. Through the art of wielding polearms, the lancer can build a strong offensive against foes.

The lancer is a disciple of war and wears plate armor. They use polearms as weapons.

PvE actions

Action Acquired Level Type MP Casting Recast Description
True Thrust LNC 1 Weaponskill Instant 2.5s Delivers an attack with a potency of 290.
Vorpal Thrust LNC 4 Weaponskill Instant 2.5s Delivers an attack with a potency of 140.
Life Surge LNC 6 Ability Instant 45s Ensures critical damage for first weaponskill used while Life Surge is active.
Piercing Talon LNC 15 Weaponskill Instant 2.5s Delivers a ranged attack with a potency of 150.
Disembowel LNC 18 Weaponskill Instant 2.5s Delivers an attack with a potency of 150.
Full Thrust LNC 26 Weaponskill Instant 2.5s Delivers an attack with a potency of 100.
Lance Charge LNC 30 Ability Instant 90s Increases damage dealt by 15%.
Chaos Thrust LNC 50 Weaponskill Instant 2.5s Delivers an attack with a potency of 100. 140 when executed from a target's rear.

3.5 Archer

Archers are light-footed hunters who deal precise damage from afar. This class stacks up critical-damage buffs and chain hard-hitting attacks, rendering an intense pressure on enemies.

The archer is a disciple of war and wears leather armor. They use bows as weapons.  The archer can specialize into  BRD, a DPS job.

PvE actions

Action Acquired Level Type MP Casting Recast Description
Heavy Shot ARC 1 Weaponskill Instant 2.5s Delivers an attack with a potency of 180.
Straight Shot ARC 2 Weaponskill Instant 2.5s Delivers an attack with a potency of 200.
Raging Strikes ARC 4 Ability Instant 80s Increases damage dealt by 10%.
Venomous Bite ARC 6 Weaponskill Instant 2.5s Delivers an attack with a potency of 100.
Bloodletter ARC 12 Ability Instant 15s Delivers an attack with a potency of 150.
Shares a recast timer with Rain of Death.
Repelling Shot ARC 15 Ability Instant 30s Jump 10 yalms away from current target. Cannot be executed while bound.
Quick Nock ARC 18 Weaponskill Instant 2.5s Delivers an attack with a potency of 150 to all enemies in a cone before you.
Windbite ARC 30 Weaponskill Instant 2.5s Deals wind damage with a potency of 60.
Barrage ARC 38 Ability Instant 80s Triples the number of strikes for a single-target weaponskill. Additional effects added only once.

3.6 Conjurer

Conjurers are healers of nature who calls upon the land to aid them in battle. Using water magical spells, conjurers can support their allies in battle, while also providing some minor damage with earth and wind.

The conjurer is a disciple of magic and wears cloth armor. They use wands and canes as weapons. The conjurer can specialize into  WHM, a healing job.

PvE actions

Action Acquired Level Type MP Casting Recast Description
Stone CNJ 1 Spell 400 2.5s 2.5s Deals earth damage with a potency of 140.
Cure CNJ 2 Spell 400 1.5s 2.5s Restores target's HP.
Aero CNJ 4 Spell 400 Instant 2.5s Deals wind damage with a potency of 50.
Medica CNJ 10 Spell 1,000 2.5s 2.5s Restores own HP and the HP of all nearby party members.
Raise CNJ 12 Spell 2,400 8s 2.5s Resurrects target to a weakened state.
Fluid Aura CNJ 15 Ability Instant 30s Binds target.
Stone II CNJ 18 Spell 400 2.5s 2.5s Deals earth damage with a potency of 200.
Cure II CNJ 30 Spell 1,000 2s 2.5s Restores target's HP.
Presence of Mind WHM 30 Ability Instant 150s Reduces spell cast time and recast time, and auto-attack delay by 20%.
Regen WHM 35 Spell 500 Instant 2.5s Grants healing over time effect to target.
Cure III WHM 40 Spell 1,500 2s 2.5s Restores HP of target and all party members nearby target.
Holy WHM 45 Spell 600 2.5s 2.5s Deals unaspected damage with a potency of 140 to all nearby enemies.
Aero II CNJ 46 Spell 400 Instant 2.5s Deals wind damage with a potency of 60.
Medica II CNJ 50 Spell 1,300 2.5s 2.5s Restores own HP and the HP of all nearby party members.
Benediction WHM 50 Ability Instant 180s Restores all of a target's HP.

3.7 Thaumaturge

Thaumaturges are mages specialized in dark magic. Their affinity with dark arts allow them to cast strong spells to inflict damage either on an opponent or a group of enemies. Using destructive spells also drains their magical endurance, and to maintain stability they have to shift between fire and ice.

The thaumaturge is a disciple of magic and wears cloth armor. They use scepters and staves as weapons, as well as wooden shields as defense.  The thaumaturge can specialize into  BLM, a DPS job.

PvE actions

Action Acquired Level Type MP Casting Recast Description
Blizzard THM 1 Spell 400 2.5s 2.5s Deals ice damage with a potency of 180.
Fire THM 2 Spell 800 2.5s 2.5s Deals fire damage with a potency of 180.
Transpose THM 4 Ability Instant 5s Swaps Astral Fire with a single Umbral Ice or Umbral Ice with a single Astral Fire.
Thunder THM 6 Spell 200 2.5s 2.5s Deals lightning damage with a potency of 30.
Sleep THM 10 Spell 800 2.5s 2.5s Puts target and all nearby enemies to sleep.
Blizzard II THM 12 Spell 800 2s 2.5s Deals ice damage with a potency of 50 to all nearby enemies.
Scathe THM 15 Spell 800 Instant 2.5s Deals unaspected damage with a potency of 100.
Fire II THM 18 Spell 1,500 3s 2.5s Deals fire damage with a potency of 80 to target and all enemies nearby it.
Thunder II THM 26 Spell 400 3s 2.5s Deals lightning damage with a potency of 30 to target and all enemies nearby it.
Manaward THM 30 Ability Instant 120s Creates a barrier that nullifies damage totaling up to 30% of maximum HP.
Fire III THM 34 Spell 2,000 3.5s 2.5s Deals fire damage with a potency of 240.
Aetherial Manipulation THM 50 Ability Instant 10s Rush to a target party member's side.
Unable to cast if bound.

3.8 Arcanist

Arcanists have chosen the path to study the arcane arts. Through the affinity with arcanism they can bring forth minor primals to aid them in battle, while conjuring curses and venom to assault their enemies. As a disciple of magic, arcanists wear cloth armor.

The arcanist is a disciple of magic and wears cloth armor. They use books as weapons. The arcanist is a rather unique class in that they may specialize into two jobs:

  •  SMN - a DPS job.
  •  SCH - a healing job.

PvE actions

Action Acquired Level Type MP Casting Recast Description
Ruin ACN 1 Spell 200 2.5s 2.5s Deals unaspected damage with a potency of 180.
Bio ACN 2 Spell 400 Instant 2.5s Deals unaspected damage over time.
Physick ACN 4 Spell 400 1.5s 2.5s Restores target's HP.
Summon ACN 4 Ability Instant 3s Summons a caster-type pet to fight at your side.
Miasma ACN 6 Spell 500 2.5s 2.5s Deals unaspected damage with a potency of 20.
Egi Assault ACN 10 Spell Instant 30s Orders your Egi to use Aerial Slash if Garuda-Egi is summoned, Crimson Cyclone if Ifrit-Egi is summoned, or Earthen Armor if Titan-Egi is summoned.
Resurrection ACN 12 Spell 2,400 8s 2.5s Resurrects target to a weakened state.
Summon II ACN 15 Ability Instant 3s Summons a support-type pet to fight at your side.
Fester ACN 18 Ability Instant 5s Deals unaspected damage with a potency of 100.
Energy Drain SCH 45 Ability Instant 3s Deals unaspected damage with a potency of 100.
Bio II ACN 26 Spell 600 Instant 2.5s Deals unaspected damage over time.
Bane ACN 30 Ability Instant 10s Spreads a target's Bio and Miasma effects to nearby enemies.
Summon III SMN 30 Ability Instant 3s Summons an attacker-type pet to fight at your side.
Energy Siphon SMN 35 Ability Instant 30s Deals unaspected damage with a potency of 40 to target and all enemies nearby it.
Ruin II ACN 38 Spell 400 Instant 2.5s Deals unaspected damage with a potency of 150.
Outburst SMN 40 Spell 400 2.5s 2.5s Deals unaspected damage with a potency of 70 to target and all enemies nearby it.
Egi Assault II ACN 40 Spell Instant 30s Orders your Egi to use Slipstream if Garuda-Egi is summoned, Flaming Crush if Ifrit-Egi is summoned, or Mountain Buster if Titan-Egi is summoned.
Enkindle SMN 50 Ability Instant 120s Commands pet to use its signature attack.

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