Final Fantasy Xiv Rogue Guide
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Guide to Final Fantasy XIV Jobs and Character classes
An in-depth guide to Final Fantasy XIV Shadowbringers Jobs and Graphic symbol classes
Soul of the Game
Concluding Fantasy XIV Task Guide
Updated for the Shadowbringers Expansion
Introduction
A class system often becomes a foundation upon which the success of an MMORPG is built. In the standard systems, classes are divided into iii main categories (Tanks, Healers, and Damage Dealers), players get to cull a class that they would similar to play as and are stuck with their choice unless they want to make an Alt. The less mutual, merely "classic" (in a sense that it was utilized in some of the oldest games in the genre and and so forgotten just to be reintroduced) solution forgoes the idea of classes altogether and lets players become whoever they desire. The second-mentioned approach is typical to Sandbox MMOs (OSRS is a bully example), while the showtime works the best in Themepark games, like WoW or Guildwars.
Square Enix, developers of the Final Fantasy Fourteen have chosen an interesting heart ground past deciding to implement Classes and Jobs iconic to the Final Fantasy series and giving players an option to play every bit any of them on every Grapheme. This means that a single Character tin can play as every unmarried 1 of the current 10 Base Classes and extend them to all xviii Jobs as long equally he meets the requirements, completes associated Quests and activates an appropriate Soul Crystal (this besides eliminates the demand for Alts, as a single grapheme tin can learn and master all roles, potentially).
This Guide aims to introduce you lot to all xviii of the FFXIV's Jobs and briefly depict their primary features. It volition highlight flavors, strong points and main gameplay features of each of them while also trying to point out the weaknesses in lodge to create a articulate comparison tool for new and experienced players alike. Information technology will besides be focused on changes implemented in the Shadowbringers expansion.
We have just recently published a DPS Tier Listing based on the data in Patch v.35 then if you are still trying to figure out which class is worth playing currently, you may check the article correct hither.
Detailed Jobs Overview
![]() Paladin | |
Role/Discipline | Tank/State of war |
Starting Course | ![]() |
When information technology comes to tanking, Paladins similar to do it the practiced old way - past using Swords, Shields, and sets of heavy Plate Armor. They take admission to potent damage mitigation skills, insanely powerful 10-second invulnerability Cooldown in the form of the Hallowed Ground power (its power is balanced by long, 7 minutes Cooldown, however), and use robust just long 2-part (physical and magical damage) DPS rotation. Physical impairment rotation focuses on edifice up MP that are and then spent during the Magical impairment rotation. Paladins besides offering the most group utility of all Tank Jobs, which makes them great as off-Tanks that focus on babysitting other party members (for example, their Cover ability allows them to divert all harm taken by an ally to themselves for 12 seconds). In Shadowbringers expansion, Paladins did not change too much, but still, they feel more streamlined, and even more solid as Tanks and off-Tanks. Their damage mitigation remains very potent and they received a much-needed charge ability (they were the but tank Chore without one, and at present they get it at level 74). Annotation: Just like in other MMORPGs, Tanks have a much easier time finding a group because of how rare they are. This rarity, however, is non accidental - playing as a Tank is quite challenging and requires skillful knowledge of the game mechanics and dominate encounters. | |
How to Unlock/ Requirements |
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Job'southward Strengths and Weaknesses
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![]() Warrior | |
Role/Discipline | Tank/State of war |
Starting Class | ![]() |
Unlike disciplined Paladins, Warriors tend to lose themselves in combat and often get consumed by battle rage while slashing their enemies with powerful Great Axes. They are definitely the almost ambitious of all Tank Jobs and their toolkit supports all-in offensive playstyle. Warriors utilize a rather simple but surprisingly tricky resource-building/spending rotation that revolves effectually a single starter (Maim) and two separate finishers (Storm'due south Eye - Self Damage Buff, and Storm's Path - Self Heal and resource generator) that generate wrath - Warrior-specific resource. Generated resource, displayed on the Beast Gauge, are then used to fuel a range of powerful abilities. Every bit true Tanks should, Warriors also have tremendous cocky-sustain abilities that don't have negative effects on their DPS, and powerful defensive cooldowns, however, their grouping utility is rather express. With the introduction of Shadowbringers expansion, Warriors lost some of their flavors, as other Tanks gained access to a range of new aggressive tools, but they are nevertheless worthy contenders. All in all, Warriors are easy-to-play, difficult-to-principal, dynamic Tanks who combine devastating offensive abilities with stone-solid defenses. | |
How to Unlock/ Requirements |
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Job'south Strengths and Weaknesses
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![]() Night Knight | |
Part/Field of study | Tank/War |
Starting Form | None/Boosted Job |
Wicked-looking and heavy-armored, Nighttime Knights embrace the darkness and use it as a weapon to fight for skillful (where is light, there is also a shadow and all that). In the past, Dark Knights were in a peculiar spot... shut to expiry, simply never dying, ever starving for MP, but never wanting to hold off on offensively spending it. They were all almost resource management, which made them both simple and deceptively tricky to play. This made them too unhandy and likewise complex for the majority of players. Luckily for Dark Knights, the Shadowbringers expansion gave them a comprehensive rework. Information technology contradistinct their playstyle, bolstered their defenses, and overhauled their kit. Dark Knight'south rotation nonetheless revolves around good old builder-spender relation, but information technology got streamlined and now allows him to bolster both his offense and defense instead of forcing him to choose just one. Equally all Tanks, Dark Knight supports impressive damage mitigation toolkit. He excels at nullifying enemy'due south magic attacks (which is somewhat niche) but lacks strong health-sustain abilities. Moreover, his invulnerability skill - Living Expressionless forces him to rely on Healers to go along him alive. All in all, Night Knight is solid, but non ideal and rather complex Tank with an interesting, shadowy flavor. | |
Requirements/ How to Unlock |
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Chore's Strengths and Weaknesses
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![]() Gunbreker | |
Office/Discipline | Tank/State of war |
Starting Grade | None/Additional Task |
Guns are fun, but swords are absurd too... why not combine them? The Gunblade, a strange, but powerful amalgamation of melee and a ranged weapon, now utilized by Final Fantasy Xiv'southward newest Tank Chore, is most likely a result of someone asking the foregoing question. Gunbreaker uses this peculiar weapon to evangelize a deadly combination of melee swings and indicate-blank gunfire to his enemies. His primary gameplay mechanic, based on loading cartridges into his Gunblade so he can unleash its devastating power on enemies, ensures engaging and dynamic playstyle more akin to a DPS Job. In improver, Gunbreaker has access to a range of Tank-specific defensive abilities. Thank you to this dynamic system, Gunbreaker is a well-rounded Tank with acceptable defense and a very stiff offense, merely at that place is a cost to pay. He lacks Health-sustain abilities, then he is forced to rely on the balance of his toolkit to stay alive and maintain his health level. If yous are looking for offense-focused Tank who can also shrug off surprising amounts of punishment while delivering devastating combos, Gunbreaker is a fashion to become. | |
Requirements/ How to Unlock |
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Task's Strengths and Weaknesses
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![]() Scholar | |
Office/Discipline | Healer/Magic |
Starting Class | ![]() |
The Scholar is unique, mostly, because of ii things; His Pets and the micromanagement that comes with them. He is a difficult-to-master but besides rewarding Healing Job that focuses on shields instead of classic healing spells. Over the years, Scholar suffered because of his likewise wide kit - he just had besides many abilities. The Nightbringers expansion eliminated this problem past merging or straight up removing a big portion of his abilities (by and large offensive, thankfully patch five.05 reintroduced Free energy Drain). Every bit you can imagine, this handling has left a big pigsty in scholar's arsenal, greatly limiting his offensive capabilities and fortifying his identity as a "Shield-Bot". Changes didn't stop there, nevertheless, and Scholar's Pets likewise received some of the treatment. They are now untargettable, which makes micromanaging them much easier, and simplified - previously Scholar could have two split Fairys at his side, both with a different toolkit; now, while he still can use two Fairys at once, both of them support the aforementioned abilities. Luckily, he also received a new pet summon, Seraph that works as a very potent Healing Cooldown. While non as flexible every bit Astrologian, Sholar is a very powerful Healer that excels at preventing damage and is irreplaceable in newest, incoming damage-heavy Cease-Game content. Moreover, he is the best bodyguard in the game, because naught saves your life better than a potent shield. | |
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Chore'due south Strengths and Weaknesses
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![]() White Mage | |
Role/Discipline | Healer/Magic |
Starting Class | ![]() |
White Mage is the only Healer Task attainable to new players, which is good considering it'due south too the most straightforward (which translates to "boring" for some people). He excels at raw Heal output, managing the highest HPS of all Healers (which can result in overhealing, every bit Healing numbers that Withe Mage produces are simply non needed in most encounters), simply lacks the power to shield allies and his utility is express, especially for a Healing Job. What may come as a pleasant surprise to more DPS-focused players is White Mage's AoE Damage output, which is very solid for a Job designated for Healing (but other Healing Jobs are capable of dealing higher Single-Target harm these days). He is even capable of dealing solid burst AoE harm if needed. Utilizing White Mage'south traits to their full potential might be quite catchy, however, considering he is rather squishy and plays similar a glass cannon. White Mage is a skillful (and only available) place to start the game every bit a Healer and earn experience necessary to master other available Healing Jobs. | |
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Job'south Strengths and Weaknesses
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![]() Astrologian | |
Part/Discipline | Healer/Magic |
Starting Class | None/Additional Job |
Astrologian is a Healing Job that utilizes an interesting, but somewhat RNG-dependant mechanic - a Carte du jour Arrangement. Basically, he has a Deck of cards that he can Draw random Cards from and Play them for various buffs. This mechanic, while a flake random, keeps the gameplay engaging. On peak of that, Astrologian can select 1 of ii stances - Diurnal (adds regen issue to some of your healing spells) and Nocturnal (allows you to shield your allies from incoming Damage). Shadowbringers expansion has left Astrologian in a sorry spot. The Job felt underpowered and players were forced to work hard to attain the same outcome, equally other healer Jobs could without breaking a sweat. Thankfully, patch v.05 brought a range of buffs that revitalized Astrologian, allowing him to dish out competitive Raid DPS while keeping the heals upward. Every bit of correct now, Astrologian is a flexible, competitive Healer with a lot of potential, and piloting him feels smoothen and rewarding. | |
Requirements/ How to Unlock |
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Job's Strengths and Weaknesses
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![]() Samurai | |
Role/Discipline | Melee DPS/State of war |
Starting Class | None/Additional Job |
Samurai is the pure DPS Class of the Final Fantasy Xiv, and the word "pure" translates to "selfish". While virtually other DPS Jobs bring at to the lowest degree some group utility to the tabular array, Samurai focuses exclusively on slashing his enemies to very small bits with his deadly Katana. This results in a Chore with potential to meridian DPS meters throughout all content while not aiding the group in whatever style except damage. Shadowbringers expansion didn't change much when it comes to Samurai's gameplay. He still remains powerful, well designed, melee DPS with an explosive resources building/spending rotation. Samurai feels polish during combat and his resource are generated organically while he performs his combo, which makes the gameplay dynamic and enjoyable. If y'all are looking for a straightforward, but engaging and enjoyable Chore focused on one thing, and excelling at that ane thing - await no further, Samurai is the all-time choice. Note: Samurai, like a Task based on Japanese culture should, has his abilities named later on real Samurai sword techniques (Iaijutsu, for instance)... in Japanese, which can exist confusing and difficult to remember for some players. | |
Requirements/ How to Unlock |
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Task's Strengths and Weaknesses
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![]() Ninja | |
Role/Discipline | Melee DPS/War |
Starting Grade | ![]() |
Despite having quite severe DPS bug, Ninja was one of the nearly sought later on Impairment Dealers in the Terminal Fantasy 14. He owes this popularity in Raid groups to a single ability from his broad utility kit - the Trick Set on. Trick Attack is a straightforward melee ability... that besides applies a ten-second debuff that increases Target'south damage taken by ten%, making it one of the nearly powerful group-utility abilities in the unabridged game (it has 60s Cooldown). However, having 1 of the all-time group-utility abilities in the game is oft not enough to secure a Raid spot and Ninjas accept to work difficult to squeeze every last bespeak of DPS out of their class to be competitive. The Shadowbringers expansion has left Ninja in a rather bad spot. His damage output is oftentimes likewise low to secure him a spot in near groups, even if the Play tricks Attack'southward Damage bonus is taken into business relationship. Withal, patch v.ane might shake things around and increment the Ninja'southward ability level enough to make him a viable Chore again (fingers crossed). | |
Requirements/ How to Unlock |
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Chore's Strengths and Weaknesses
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![]() Monk | |
Part/Subject | Melee DPS/War |
Starting Class | ![]() |
Unlike other Jobs, Monk does non use weapons, every bit weapons are for people who tin can't finer fight without them, instead, his whole trunk is a Weapon. He is a straightforward, easy-to-learn, but likewise difficult-to-master melee DPS that supports very engaging gameplay. Many of the Monk'south abilities accept positional requirements and force him to exist on the motility about constantly. Thanks to this, He is i of the most dynamic Jobs in the game. Playing as a Monk revolves around maintaining the Greased Lightning vitrify (ten% attack Damage bonus + 5% assail speed bonus, stacks upwards to 3 times, or up to 4 while nether the event of the Fist of Current of air power). Monk is not all about dealing harm, withal. He also brings some quite good group utility to the table. Shadowbringers expansion introduced some well-received quality of life changes to a Monk, making Greased Lightning uptime manipulation much easier while also providing tools that enable the preservation of stacks even between encounters. Overall, Monk is a very strong DPS Job, well-suited for Players who are looking for a dynamic experience and similar to stay engaged for the whole duration of an encounter. | |
Requirements/ How to Unlock |
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Task'south Strengths and Weaknesses
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![]() Dragoon | |
Role/Discipline | Melee DPS/War |
Starting Course | ![]() |
Have you ever seen an action fantasy Korean motion-picture show? Dragoon plays (and looks) similar a character taken straight from one. He uses Armor designed to make him wait like a dragon and fights with a giant polearm. His playstyle revolves effectually jumping around (a lot) and executing some of the longest combos, with positional requirements, in the game which is very satisfying, dynamic, and spectacularly flashy. Dragoon'due south trademark, jumps, are besides one of his main drawbacks in some situations, as they lock him in identify, making badly timed leap attack sometimes event in death to dominate'southward AoE set on. His long combos, while more than complicated than well-nigh other, feel very impactful when executed correctly, especially if you get all positional requirements right. Shadowbringers expansion brought some quality-of-life changes to the Job (mainly, the rotation got streamlined and feels a lot smoother) and added a new Jump, for the new total of v. Dragoon as well received a iii-function AoE philharmonic that fits his theme of having long combos perfectly. All in all, the expansion didn't change Dragoon much but fabricated him a lot smoother and fixed some of his master rotation problems. | |
Requirements/ How to Unlock |
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Job's Strengths and Weaknesses
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![]() Dancer | |
Role/Subject area | Ranged DPS/War |
Starting Class | None/Additional Chore |
Dancer is a new Ranged Concrete DPS Chore introduced in the Shadowbringers expansion. He uses Chakrams and supports an interesting combo mechanic, where his chief moves (both single-target and AoE, which means that Dancer has two flourishing rotations) have a 50% gamble to flourish, triggering ane of two combo abilities that in plough take a chance to give y'all a Dancer-specific resource, the fourfold plumage, that stacks upward to 4 and can be used to trigger special abilities called fan darts (there are two; a single-target and AoE, and both of them can flourish into third one). This system, while a bit confusing at offset, is quite simple to learn and pleasant to use, simply as well RNG-based. On height of that, Dancer has access to some interesting buffs that make him, and a selected teammate (then-called "trip the light fantastic toe partner"), more effective in combat. Although the Dancer's DPS is not the highest, His Raid contribution more than compensates for it. Dancer feels like a complete Job. His kit is well-designed and makes him fit into a group setting almost perfectly. Overall, He is a adept Support DPS Job with fun and solid, but also quite random mechanics. | |
Requirements/ How to Unlock |
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Job's Strengths and Weaknesses
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![]() Machinist | |
Role/Bailiwick | Ranged DPS/War |
Starting Class | None/Additional Job |
Machinist is a Ranged Physical DPS Job that uses Guns and various technological inventions, like Turrets and Automatons. He is very dynamic and action-packed, particularly for a job that is supposed to keep a altitude and spam ranged abilities at a target. Machinist is 1 of the Jobs that received the near complex rework handling in Shadowbringers. Offset of all, His rotation was freed from the RNG elements, and he tin now freely spam his Divide Shot ⇒ Slug Shot ⇒ Clean Shot combination. His Ammunition resources was removed completely and replaced with a double resource system focused on building up Estrus and Battery resource past using abilities. The Battery tin be used to summon machines (Turret or an Automaton Queen) that help in gainsay, while Estrus tin can provide the "Overheated" buff that boosts weapon skill authority and unlocks ii very powerful special abilities. The newest expansion has left Machinist in almost a perfect spot, his DPS is high, his rotations feel polished, and there is null "wrong" with the current iteration of the Job. | |
Requirements/ How to Unlock |
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Task'due south Strengths and Weaknesses
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![]() Bard | |
Role/Discipline | Ranged DPS/State of war |
Starting Class | ![]() |
Bard is a proc-based Concrete Ranged DPS with a lot of buffing potential, which makes him a skilful teammate in a group. Ane of his master features is dynamic playstyle. Bard is able to execute his combos while on the move thanks to his instant-cast abilities. This makes him great at dodging incoming AoE while keeping up his DPS and managing buffs. Equally a true battle-vocalizer should, Bard can utilise his Vocal mechanic to utilize buffs to himself and his teammates. Shadowbringers brought some impactful changes to Bards. They lost their Crit buff, but their raw damage output was significantly increased, making them less Crit-reliant and much more consistent. Their Song arrangement was besides revamped and they received a new resource, chosen Soul Voice that charges when they play Songs and can be used to empower their new special attack, Apex Arrow. This new Attack deals massive Damage to enemies in a straight line and makes Bard's toolkit experience more than complete. At that place is cypher more satisfying than a powerful BANG at the end of ane'southward performance, afterwards all. | |
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Chore'southward Strengths and Weaknesses
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![]() Red Mage | |
Role/Discipline | Ranged DPS/Magic |
Starting Class | None/Boosted Job |
Red Mage is a combat caster Job that combines magic and martial arts. This battle mage fights past casting spells and building up his resource, Black and White Mana, that are then used for devastating Rapier (Red Mage'due south weapon of option) attacks. Red Mage is also one of few Final Fantasy XIV Jobs capable of resurrecting players and although he is a DPS, he has admission to some healing abilities. As a Job, Red Mage is rather unproblematic to play, because of quite straightforward mechanics that just crave him to follow combo prompts and unleash his melee philharmonic when he collects enough resources. Red Mage remains by and large unchanged in Shadowbringers. He received some quality-of-life improvements, some of his Damage/Cast Time values were tinkered with, and he gained access to a brand-new AoE rotation. Patch five.05 adapted Red Mage's power costs (a lot of his abilities now price 100 less MP than they used to) and the Enchanted Reprise got buffed. Overall, He nevertheless remains one of the most versatile jobs, considering of the utility and back up that he provides. | |
Requirements/ How to Unlock |
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Job'due south Strengths and Weaknesses
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![]() Summoner | |
Role/Subject | Ranged DPS/Magic |
Starting Class | ![]() |
Summoner is a Terminal Fantasy 14'due south pet Grade (Chore). He can cull from 3 different (AoE and ST DPSs and a Tank) normal pets and has admission to the powerful, time-express special summons. In combat, he relies not only on His companions but as well on powerful Damage over Time abilities and spells that synergize with them. Moreover, he has access to a powerful utility spell, resurrection, that makes him one of just two Jobs that can revive fallen comrades. Micromanaging Summoner'south DoTs, Pets, Resources, and Job-specific mechanics all at the same time is complicated, making him one of the most difficult to learn Jobs in the game. Luckily for aspiring Summoners, Shadowbringers expansion brought a range of welcome changes to the Chore. Pets are no more targetable, which makes micromanaging them much easier, moreover, Pet-specific actions were moved to summoner's activeness bars, simplifying pet gameplay even farther. In that location is also a new super-summon, the Demi-Phoenix that distributes political party-wide, 20-second Heal over Time when activated and then functions similarly to the Demi-Bahamut. His DoTs now have a duration of 30 seconds, making them easier to maintain, which is good, because they are now more important than ever, every bit Ruin spell deals bonus Damage to targets affected past Summoner's DoTs. All in all, Summoner remains a very complicated, just also very rewarding Job, suited well for players who like a claiming. | |
Requirements/ How to Unlock |
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Chore's Strengths and Weaknesses
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![]() Black Mage | |
Office/Discipline | Ranged DPS/Magic |
Starting Class | ![]() |
Black Mage is a master of elemental magic able to scorch his enemies with fire, merely to freeze and shatter them with strong Ice-based spells seconds later. As most other casters, he suffers from mobility problems caused past cast times and is less mobile than ranged concrete Jobs. This, combined with a lack of defenses, forces Blackness Mage players to pay close attention to environment in order to non get defenseless in Bosse's AoE mid cast (moving around as a Black Mage creates Downtime and Reanimation significantly reduces DPS, keep this in heed and larn your encounters well to avoid unnecessary motility). Square Enix must have decided that Black Mage was in a good spot before Shadowbringers because they left him almost unchanged. The virtually notable change is the addition of Aspect Mastery that allows Black Mage to switch betwixt Astral Burn and Umbral Water ice for gratis as long every bit he is stacked up. If yous are looking for an explosive (and chilly, at the same fourth dimension) Caster DPS, Black Mage will exercise the task. | |
Requirements/ How to Unlock |
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Task's Strengths and Weaknesses
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*This is a Express Job focused on story and skill-based solo gameplay experience that has some limitations imposed on it. | |
Role/Discipline | Ranged DPS/Magic |
Starting Form | None/Boosted Chore |
Blue Mage tin can mimic the abilities of his enemies, finer defeating them with their own weapons. In theory, the more powerful the enemy, the more powerful the Blue Mage and his arsenal, but... As a limited Task, he suffers from a range of crippling limitations, including inaccessibility of PvP and most of the grouping content. On top of that, he can't reach max level. The main focus of the Job is the Blue Mage-specific content, the "Masked Carnivale" that is comprised of a collection of combat challenges that force players to use Chore's mechanics to their total advantage. At some point during Shadowbringers, Blue Mage'southward level cap will, most probable, be raised but not to the max. | |
Requirements/ How to Unlock |
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Job's Strengths and Weaknesses
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Cease Annotation
Picking up the Right Job is a difficult task, especially in a game equally complex as the FFXIVV. We hope that this overview volition assist you make the right choice and contribute to your fun and progressive in-game experience.
Nosotros hope that you have found this guide useful and informative. If we have missed a slice of information that is important to y'all, please let us know!
Please do note that this is an early version of our guide, and we will be happy to receive effective criticism, that will aid us improve it, and then exit your suggestions in the comments section below.
Pictures used in this commodity are the intellectual belongings of Square Enix Co., Ltd.
Final Fantasy Xiv Rogue Guide,
Source: https://odealo.com/articles/guide-to-final-fantasy-xiv-jobs-and-character-classes
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