|Gladiator||Tank||Swords, Shields||Strength, Vitality||War|| 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.
The gladiator has moderate damage, but as a tradeoff they have good tanking capabilities.
|Pugilist||Physical Melee DPS||Hand-to-Hand||Strength||War|| 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’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 can acquire the job Monk.
Pugilists work out their damage by regularly alternating combat forms, while positioning correctly to use their damage actions effectively.
|Marauder||Tank||Axe||Strength, Vitality||War|| Marauder is a class that specializes in greataxes. The 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 can acquire the job 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.
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||Melee Physical DPS||Polearm||Strength||War|| 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’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 can acquire the job 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||Ranged Physical DPS||Bow||Dexterity||War|| 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’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 can acquire the job Bard.
The archer offers a decent single-target damage by upkeeping critical hit buffs.
Venomous Bite is an action that assists with damage-over-time, while Quick Nock is an option for AoE damage.
|Conjurer||Healing||Wands, Radicals||Mind, Piety||Magic|| Conjurer is a class that specializes in earth, wind and healing magic. The 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 can acquire the job White Mage.
The conjurer can heal allies while also applying regenerating buffs to them. They can cause damage with earth and wind spells.
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||Ranged Magical DPS||Scepters, Staffs||Intelligence, Piety||Magic|| Thaumaturge is a class that specializes in destructive magic of Fire, Blizzard and Thunder. The 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.
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.
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||Ranged Magical DPS||Grimoire||Intelligence, Piety||Magic|| Arcanist is a class with powerful damage over time spells and the ability to summon carbuncle as their companion. The 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 can acquire the jobs Summoner (DPS) and 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.
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 gameplay consists of correctly positioning their pets, coupled with aetherflow management and casting damage-over-time spells.
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|Class||Class Code||Disciple of||Role||Starting City||Weapons||Armor||Job||Job Code|
|Gladiator||GLA||War||Tank||Ul’dah||Swords and Shields||Plate||Paladin||PLD|
|Arcanist||ACN||Magic||Ranged Magical DPS*||Limsa Lominsa||Books||Cloth|| Summoner
|Archer||ARC||War||Ranged Physical DPS||Gridania||Bows||Leather||Bard||BRD|
|Lancer||LNC||War||Melee Physical DPS||Gridania||Polearms||Plate||Dragoon||DRG|
|Pugilist||PGL||War||Melee Physical DPS||Ul’dah||Fist Weapons||Leather||Monk||MNK|
|Rogue||ROG||War||Melee Physical DPS||Limsa Lominsa||Dual Daggers||Leather||Ninja||NIN|
|Thaumaturge||THM||Magic||Ranged Magical DPS||Ul’dah||Staves/Scepters**||Cloth||Black Mage||BLM|
* Can become both Summoner (DPS) and 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 and unlock the others as they reach level 10 in their starting class.
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.
|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.|
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.
|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.|
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.
|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.|
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.
|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.|
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.
|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.|
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.
|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.|
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.
|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.
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:
|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.|