Want to know the best class combinations for leveling your character? Curious what affinities you absolutely need to take advantage of? Which jobs are the best at making Gil? Our Final Fantasy XIV Class Guide answers these questions and more. Gladiator or Alchemist? White Mage or Black Mage? Monk or Scholar? We'll show you the pros and cons of each class and job and tell you exactly how to vanquish enemies with ease.
|Highlights of Killer Guides' FFXIV Class Guide:
FFXIV: ARR Class and Jobs 101: Are you about to give up on your chosen class or job? Fear not, we tackle every class and job in this class guide. Our comprehensive analysis of each class and job shows you step-by-step how to master them. Our game experts help you master your chosen class or job, and steer you to success. Do you like to get into the thick of fights, or would you rather stay at a distance sniping at enemies or supporting your allies? We'll advise you on which type of class or job suits your combat playstyle so you don’t waste time re-rolling. Plus, if you're wondering how to make the most of out of your existing characters, we provide you with extensive build recommendations and exclusive class leveling strategies so you can learn to excel in any class. At the very least, you can hit that level cap before your friends and be one of the first to explore the game’s exciting endgame adventures.
Skills and Abilities: Are you intimated by the insane amount of skills available for each class? Don't be, not with our handy e-book by your side. We'll enlighten you on what each and every skill and ability can do in the battlefield, and possible combos and synergies you can use to exponentially increase your damage, tanking, healing or support performance.
Our veteran Final Fantasy XIV: A Realm Reborn contributors have compiled a complete list of skills and talents available, and infused each section with valuable advice to turn you into an unstoppable warrior of light. Flip through our organized selection of talents plus proven suggestions on which ones are worth taking. With the aid of our guide, you can strategically place points into your talent trees with full confidence and knowledge.
Class Pros and Cons: Save time on re-rolls by choosing the best class for you. This guide runs through the strengths and weaknesses of each class so new players can get their class right the first time around. Alt lovers who want to test out every single class will also be thrilled to have our Final Fantasy XIV: A Realm Reborn booklet. All classes are meticulously analyzed, including each one’s combat advantages and disadvantages and contributions to team compositions. The book teaches you which classes and jobs excel at leveling, which ones are fantastic for solo questing, and which ones can dominate PvP fights. In addition, the guide reveals the most powerful skills and rotations that took veterans a lot of trial-and-error to discover. We want to make sure you use the right builds essential to becoming a powerful hero and indispensable team member.
Solo and Group Strategies: Looking for solo and group strategies tested and proven to for success? Read the expert tips, tricks and tactics featured in the FF14: ARR digital book, and you can turn your character into a fearless solo adventurer or a fantastic team player!
A Beginner’s Gil Farming Guide: If you think every class makes gold the same way, then you're absolutely right! Money makes the world go round, even in Eorzea. However, grinding for Gil can be tedious and discouraging at times. Check out the Gil farming chapter and try out each farming method provided by farming experts, and thoroughly tested for maximum Gil income under an hour. But if you want the ultimate guide on earning Gil, our separate KillerGuides FFXIV: ARR Gil Guide offers the secrets to long-lasting wealth in final Fantasy XIV.
Here’s a sample of this guide:
How Class-Switching Works
Switching Between Classes
By talking to a Guild Receptionist, completing the simple quest and choosing to learn that class, you're given a weapon. For crafting/gathering classes, you're given a tool to equip. Upon equipping that weapon/tool, you automatically change your class and unequip all other gear.
Due to the fact that you can't travel between the main cities and all of the class Guildmasters at level 10, it's often best to wait until level 15 to begin leveling various combat-oriented classes. This lets you switch to a new level 1 class in an unfamiliar city and gain a few easy levels by completing that city's prerequisite quests.
Crafting/gathering classes can be leveled up anywhere and at any level. These are not combat-based, but rather leveled through running around and harvesting nodes or crafting items. It's often best to work on gathering classes first.
At any time, you can switch back to your main class by equipping the main-hand weapon that class uses. Your level and quest progress is saved right where you left it.
Gear Sets and Tips
One issue with leveling new classes is the fact that you're not given any gear except a main-hand weapon. For this reason, it's sometimes a good idea to save your low-level gear as you level your first class. The Armoury Chest has plenty of room during these early levels, and you won't have to worry about buying much extra gear.
When leveling a new crafting/gathering class, you won't really need gear that's suitable for combat. It's possible to just run around naked while gathering raw materials. Upon leveling up a bit and completing a couple class quests, you'll be given useful gear.
The three main leveling attributes for Gladiators are Strength, Dexterity and Vitality. Strength ups melee damage (and threat) as well as the amount of damage reduction parry and block grant. Dexterity ups parry/block rates. Vitality adds to the Gladiator's maximum HP.
Gladiators are sworn protectors who wield sword and shield and charge into battle fearless. They're one of the two early tanking classes in FFXIV: ARR and specialize in single-target threat and maximum mitigation. They use melee combo actions and a myriad of defensive abilities and enmity-raising abilities to keep the attention of mobs and survive under pressure.
The first 10 levels of Gladiator come quickly and essentially help you understand the game. After that, the world opens up and you're given the chance to explore other classes. You should stick to Gladiator until at least level 15 in order to unlock airship travel. Make sure to keep as current as possible on your class quests and story scenarios. Class quests usually become obtainable every 5 or 10 levels. These grant you large gear upgrades and even new abilities. The level 15 class quest is vitally important, as it grants you your one ranged ability-- Shield Lob.
Your starting rotation is Fast Blade -> Savage Blade and repeat. When you get Riot Blade, you'll then want to switch out Savage Blade and use Riot Blade instead except when you're tanking and need the threat (also known as Enmity). Riot Blade does more damage, however. Also, if you're new to tanking in MMORPGs, don't hesitate to queue up for the training Guildhest that becomes available at level 10. This will help you learn how to hold enmity and work with other players.
Pugilists fight with two fist weapons that are made of bone or metal and wear cloth or leather armor. They focus on dealing melee damage and specialize in dealing brutal blows from behind the enemy where they can unleash powerful combo attacks. They are a pure damage dealing class that has some area-of-effect utility but shines when up against a single enemy.
As far as leveling attributes go, Pugilists will want to focus on Strength and a bit of Vitality. Their damage all comes from Strength while Vitality will come in handy where survivability may be an issue.
Pugilists are fast and furious and strike opponents with fist weapons using brutal martial arts moves that utilize various forms and can hit an enemy where it hurts most. Pugilists focus on pure melee DPS and gain advantages for attacking enemies from behind.
Starting out as a Pugilist at level 1, you'll have to gain the first 10 levels in Pugilist before you can branch off and learn another class. These first 10 levels come easily. Prioritize your class quests and main scenario (story) quests, as these will move you forward and grant you new abilities.
Focus on becoming comfortable with the basic ability chain of Bootshine -> True Strike -> Snap Punch, as this is the basic combo you'll be using for a while. Keep up Touch of Death when you get it at level 15 and add in Haymaker when it lights up on your ability bar. Remember to continue your combo chain when switching between defeated opponents.
Marauders fight with a two-handed axe and wear heavy armor. They focus on dealing melee damage and have a large amount of attacks and moves that specialize in area-of-effect damage. They also have a solid amount of abilities that help control fights and boost their own survivability. This allows them to tank for teammates. They are one of the game's two tanking classes.
While leveling, Marauders will want to focus on Strength and Vitality as far as attributes go. Strength ups their damage and therefore threat. Vitality increases their maximum health points and helps increase survivability.
Marauders are powerful melee fighters that fight with a two-handed axe and lay waste to any enemy they encounter. They are one of the two starting tank classes in FFXIV: ARR and tank while unleashing a whole lot of damage. They are masters of area-of-effect damage and even gain a few self-healing abilities as they level.
The first 10 levels of Marauder come quick. You'll become comfortable with using Heavy Swing -> Skull Sunder, which is the first starting combo attack. Keep an eye out for mobs that are part of your Hunting Log and have a special half-circle icon above their heads. Completing Hunting Log objectives grants you nice EXP bonuses.
As you level, you'll gain Fracture, which is a damage-over-time ability you should always keep up. Bloodbath is a great ability that will heal you as you deal damage. Use this when you health starts dropping or when you gather all of the attention of mobs during a hectic FATE event.
Prioritize class quests and scenario (story) quests as you level. These advance the story and grant you extra abilities and equipment items. The level 15 class quest is especially important, as it grants you your ranged pulling ability-- Tomahawk.
Lancers are masters of lance and polearm weapons and wear a variety of different armor types including leather and heavier types of plate. They focus on melee damage and have a wide variety of attacks that help debuff their enemies and provide bonuses when they are attacking from the flank of an enemy. They are a pure damage dealing class.
Leveling attributes of interest for Lancers include Strength and Vitality. Strength will up a Lancer's damage while Vitality will boost their total health pool and survivability.
Lancers are masters of the spear and lance and concentrate on dealing as much damage as possible while utilizing flank and rear attacks and a host of useful debuffs. They are a pure damage dealing class that can advance to the iconic Dragoon. They also gain a useful self-heal and a solid amount of area-of-effect abilities.
The first 10 levels of Lancer come quick if you concentrate on your class quests and main story (scenerio) quests as well as keep up with normal quests, FATEs and the mobs that appear in your Hunting Log. Focus on taking part in numerous activities on the same map, as this will let you level up the quickest throughout all areas of the game.
At level 6, you'll gain your first primary melee combo: True Thrust -> Vorpal Thrust. Feint can be used if you're looking to lessen the amount of damage you're taking, but it generally isn't required on mobs that die quickly. Impulse Drive and Heavy Thrust are useful when another player is tanking a mob, but when you're solo it's often hard to use these abilities except when opening up combat on a non-aggressive monster.
Archers specialize in ranged combat and are masters of the bow and arrow. They wear leather armor and can help out their teammates with enhancing buffs and support abilities. They are a pure damage dealing class.
As far as attributes go while leveling, Archers will want to focus on Dexterity and Vitality. Piety may be of interest if they choose to specialize in the Bard job. Dexterity is where an Archer's damage will come from. Vitality will boost their survivability. Piety will up a Bard's overall mana pool that will help them keep songs going.
Archers are quick and effective with a bow and set of arrows. The are the masters of physical ranged damage in FFXIV: ARR and are a pure damage dealing class. They also get a wide array of useful abilities that debuff enemies and help their teammates out. They are proficient in both single target damage and area-of-effect damage. They're also the only damage class that can cast abilities while on the run. This makes them excellent at kiting.
Starting out in Gridania, an Archer will have an easy time leveling to level 10. Focus on keeping on top of your class quests and story-based scenario quests, as these quests move the story forward and grant you better gear and key abilities.
One key ability you'll need to maintain while leveling is Straight Shot, which gives you an excellent boost to critical hit rate. Keep the damage-over-time effect up on Venomous bite and Heavy Shot when the other two effects are not coming off cooldown. When you get Misery's End at level 8, use it whenever you are able to do so.
Conjurers are masters of the natural elements and healing arts. Their magic is balanced with earth, wind and water elemental attacks along with plenty of support abilities and healing spells to keep themselves and their team alive and well. They are the main healing class of FFXIV, but can solo decently thanks to a decent range of offensive spells. They wear cloth armor and carry either a staff or a wand and shield.
While leveling, Conjurers will want to focus on Mind, Piety and a fair bit of Vitality. Mind increases the potency of a Conjurer's heals while Piety increases their maximum mana pool and Vitality helps them live a bit longer. A Conjurer who is concentrating on leveling as quickly as possible will still probably forgo Intelligence and keep stacking Mind, since Cleric Stance swaps the two stats.
The Conjurer is a spellcaster that is attuned to the elements of air, earth and water as well as the art of healing magicks. They are the main starting healing class in FFXIV: ARR and are in high demand for all aspects of group play due to their potent healing and supportive abilities. They can also solo decently thanks to a wide range of offensive spells.
A Conjurer begins in Gridania and starts off with an arid of useful spells that will make the first 15 levels quite easy. Begin fights by casting Aero and following up with chain casts of Stone. Keep up Cleric Stance when soloing and keep up Protect at all times when you gain access to it.
As you level, make sure to prioritize your class quests and story-based scenario quests. These progress the main story and help unlock features of the game as well as help you gain new abilities and new equipment. When taking part in FATE events, it often helps to tab target between enemies and spam Aero. This lets you quickly tag enemies when solo as well.
A Thaumaturge is a master of powerful offensive magic who weaves a destructive wave of fire, ice and lightning everywhere he/she walks. The class wears cloth armor and carries a staff. While they are one of the weakest classes defensively, they make up for it by the sheer amount of havoc they can cause on a battlefield. They are a pure damage dealing class.
While leveling, a Thaumaturge will want to concentrate on Intelligence and Vitality. Intelligence raises the offensive power of their spells while Vitality can be helpful if survivability does become an issue. Piety may also be of use, which will increase the Thaumaturge's maximum mana pool.
A Thaumaturge is a magician that is attuned to the elements of fire, lightning and ice. They are an unstoppable force of destruction and can turn a calm field into one that rains down thunder, ice storms and fire balls aplenty. They are a pure damage dealing class and are one of the squishiest classes. They deal a lot of damage, however. They also have one of the more complicated DPS rotations among the DPS classes.
When starting out, a Thaumaturge will want to get accustomed to the basic single target rotation that can seem confusing at first. Once you get Transpose at level 4, you'll want to chain cast Fire repeatedly whenever possible, as this will deal the most amount of damage as quickly as possible.
The Astral Fire debuff will stack which will up Fire's damage but also quickly deplete your MP. When you're about out of MP, you'll hit Transpose and switch to chain casting Blizzard in order to regen your MP. When Transpose comes off cooldown, you then hit it again and switch back to Fire. Fights should also be started with Thunder for the damage-over-time effect.
Make sure to prioritize class quests and story-based scenarios in order to gain access to everything the game has to offer. Area-of-effect abilities like Blizzard II can be used during FATE events to tap multiple mobs at once, but be careful about drawing the attention of everything at once.
Arcanists are casters who deal with magic that causes nasty status effects and deals damage over time to an enemy. They are also the pet class of FFXIV and befriend Carbuncle, a pet that can help deal damage as well as heal. An Arcanist is a very versatile and powerful ally due to their support abilities but also a dangerous foe. They utilize wands and grimoires and wear cloth armor. They primarily focus on dealing damage, but can eventually learn to heal as a Scholar.
As a leveling Arcanist, you should focus on Intelligence and perhaps a bit of Vitality. Intelligence increases the power of offensive magic spells while Vitality will provide a boost to maximum HP and survivability. If you intend on becoming a healing Scholar, you may wish to build up a gear set containing plenty of Mind as well, since that will boost your healing spells when you gain access to them.
The Arcanist is a spellcaster who specializes in magical ailments and status effects as well as supportive abilities. They are the only class currently capable of choosing between two advanced classes upon reaching level 30. They can advance to a Scholar or a Summoner. Scholars are healers while Summoners are pure damage dealers. This makes the Arcanist a great class for someone who is unsure of what they would like to do in FFXIV: ARR. They're also a pet class.
From levels 1-15, Arcanists will want to focus on completing all class quests and main story (scenario) quests. These will help unlock important game features. Combat-wise, you'll want to begin fights with Bio, which is a damage-over-time (DoT) effect. Make sure your pet is summoned and spam Ruin when Bio doesn't need to be recasted.
Use Aetherflow as necessary, and be sure to follow up with Energy Drain when you gain access to it. As you level you'll gain additional spells that deal nasty status ailments to enemies. Make sure to keep these up. Upon reaching level 15, you'll get a new pet that will tank for you.
Scholars take the Arcanist support-like playstyle and bump it up a notch and turn into a full-blown healer. The healing abilities Scholars gain are almost all group-focused, which means Scholars are excellent group healers. They also gain a useful group ability to help mitigate raid damage.
Scholar is one of the advanced job choices for the Arcanist class. To become a Scholar, you must level Arcanist to level 30 as well as Conjurer to level 15. Jobs in FFXIV: ARR are intended to maximize particular roles for endgame content such as difficult dungeons and raids. A Scholar specializes in healing and can begin to queue up as a healer in the Duty Finder at this point.
Recommended solo cross-class skills:
Cure (level 2 in Conjurer) - A heal with a cast time that's great for healing yourself or your pet between fights. It can also be used mid-fight if things get messy.
Protect (level 8 in Conjurer) - A buff that lasts for 30 minutes and makes you and your pet take less damage. Extremely useful while solo.
Stoneskin (level 34 in Conjurer) - A useful ability you can keep on yourself most of the time while solo that will absorb damage.
Thunder and Thunder II (level 6 and level 22 in Thaumaturge) - A nice 15-second damage-over-time (DoT) effect that can easily be useful while soloing. Thunder II lasts a bit longer.
Surecast (level 8 in Thaumaturge) - This makes the next spell cast within 10 seconds unable to be interrupted. A solid ability to use when you're facing an enemy that you know may interrupt you.
Swiftcast (level 26 in Thaumaturge) - Allows your next spell to be cast instantly. Insanely useful for all areas of gameplay.
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|- valerie buras, Rating: ★★★★★|
|"Very Helpful Informing me the right way do do my skills and everything"|
|- william walker, Rating: ★★★★☆|
|"great guide but when downloaded how do you tell the diffr4ence between guides."|
|- Jason Perry, Rating: ★★★★☆|
|"The content is excellent, and the prose is well written. I would like more "lookup/table information" such as weapons, armor, spells, etc. to aid planning on what to buy and how to level my character using these items most effectively."|
|- Page Boutiette, Rating: ★★★★☆|
|"I had a pretty good understand of the classes anyway, but for some one new, this guide would be very helpful in choosing the right class for you."|
|- Devon Leach, Rating: ★★★★☆|
|"the only reason i didnt leave 5 stars is that you label blacksmith as alchemist on page 43. but i absolutely love the guide!"|