Ffxiv best solo class

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Final Fantasy 8 Best Classes For Beginners (& 7 To Avoid)

When Final Fantasy 14arrived for gamers, Square Enix managed to transform its hit fantasy RPG franchise into a spectacular MMO experience. Within the game, Final Fantasyfans can take on iconic Jobs and embark on an adventure with their friends. Moreover, its roster of 20 Classes that transition into one of 10 Jobs provides a ton of flexibility in terms of gameplay. In fact, some beginners might express confusion on the matter.

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After all, transitioning into FF 14 from other MMOs might be tough. Thanks to the game's fast-paced nature and conventional party roles with their respective twists, all characters are expected to know just when to move, cast spells, use their skills, and even retreat. For beginners who want to take it slow and get familiar with the game, just which Classes should they try first?

Updated December 2nd, by Tanner Kinney: In every expansion, the FFXIV team has worked hard to add interesting new jobs to keep the game fresh. Although only one new healer has been added (sorry, healers), the rest of the roles have received exciting new jobs that vary in difficulty. Some are incredibly easy to adapt to, while others take a little bit of practice to really get working optimally. Fortunately, the jobs are balanced enough that casual players won't have to worry about which ones deal the highest DPS, instead focusing on which ones feel good to play. Here are some jobs that are great for newer players as they go into the game past A Realm Reborn, along with two that aren't exactly easy to get a handle on.

15 Perfect For Beginners: Samurai

To fit with the eastern flair of Stormblood, Samurai was added into the expansion as a new and improved combat job. Available upon reaching level 50, the Samurai boasts very high DPS but not much else. After all, what sort of DPS needs situational buffs and debuffs when the best way to dispatch enemies is to overkill them? In this way, Samurai is best compared to a melee Black Mage in its usefulness in party compositions.

Unlike Black Mage, however, Samurai has a very low skill floor. The job is easy to pick up and the rotations are pretty self-explanatory. It's a fairly forgiving melee DPS as well, since positional attacks are not entirely necessary for those unconcerned with maxing out DPS. Just keep in mind the job has a high skill ceiling, with a lot of room for optimization. With enough practice, the job can put out serious numbers. It's a safe job to pick up and one that looks cool as well.

14 Don't Get For Now: Gunbreaker

In Shadowbringers, the FFXIV team gave the people what they wanted in a Gunblade wielder. However, to the surprise of many fans, the job is a tank. It still deals solid damage and operates functionally similar to a DPS, but also has damage mitigation to help it tank hits in heated battles. The job has a ton of different skills to use, both when it's obtained at level 60 and especially at max level. It can be argued that the job might have too many abilities.

Gunbreaker, like other tanks, requires a lot of situational abilities and off-global cooldowns to use effectively. The hotbar of the Gunbreaker is one that can get a little ugly, especially on PC. Without good management of buttons or and MMO-mouse, having these situational abilities at-hand can be a literal reach. The rotations aren't nearly as easy as jobs like Paladin or Warrior, either. It's arguably the hardest tank to learn, but one that can be rewarding if given time.

13 Perfect For Beginners: Dancer

The other Shadowbringers job, Dancer, is another one long-anticipated by fans. Many expected it to be added in Stormblood, based on wrong theories about Lyse in the reveal trailer, but it did finally arrive. And, to the surprise of the community, it was a DPS instead of a Healer. Healers are too hard to design in a way that's unique and balanced, apparently.

Regardless, Dancer is a pretty ideal job for those who like ranged physical DPS and have hit level If maintaining multiple buffs and DoTs on Bard is too annoying and Machinist is too arcane, Dancer is perfect. The job is based around RNG activations of powerful abilities, revolving around a very simple damage rotation. Its utility is easy to use as well, and there's nowhere near the button bloat other jobs have at max level. Dancer is perfect for players looking to be effective at all levels without a lot of effort.

12 Don't Get For Now: Machinist

Machinist has always been a bit of a nightmare of a job that the development team doesn't really know how to handle. It often gets abilities taken away while new gimmicks are added. Stylistically, the job is cool, and controlling machines is a great concept for a job. In practice, it's just incredibly hard to optimize to the level of Bard and Dancer.

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The reason Machinist is challenging, aside from having to optimize gear to a sweet spot of stats since bigger numbers aren't always better, is in the rotation. The opener is fairly complex, and screwing up is punishing. Even in earlier levels, machinist is just a lot to manage. For plays who have just made it to Ishgard and want to try a new class, Dark Knight or Astrologian are much better, easier options to experiment with.

11 Perfect For Beginners: Red Mage

Added in Stormblood and available upon reaching level 50, the Red Mage job is a ranged magic DPS that mixes white and black magic. The translation from the classic Red Mage to the FFXIV version is arguably not true to form, but it's a great compromise that's easy to pick up and understand. On top of all that, what other job has the pure style of the Red Mage?

Compared to other spellcasters, Red Mage is very forgiving in its rotations, allowing players to easily get back into the rhythm of casting. Dualcast also allows them to be slightly more mobile than Black Mage, for instance. As long as you take care not to backflip off a ledge or dualcast jolt, the Red Mage can get a lot done. It even serves a supportive role, as it's very effective at doing massive resurrection chains. The hardest part of Red Mage is making sure your glamour is up to snuff, as poor style leads to a great DPS loss (not really).

10 Perfect For Beginners: Conjurer

Players who want to practice the Healer Role will find the Conjurer an easy healing Class to get into. In fact, Conjurers have the best healing abilities in the early-game. Despite their lack of damage-over-time spells, they have a ton of buffs and healing to go around that Conjurers can easily solo their way into the White Mage Job. They also have a surprising amount of damage at higher levels, which is why they're sometimes called a "green DPS."

Conjurers rely on Cure 2 and Medica 2 for their primary healing abilities, with Stone and Aero serving as their main offensive attacks. Moreover, Conjurers have spells that give regeneration buffs with longer sustains, which enables Conjurers to avoid micromanaging the Healer role. Thanks to the easy-to-master nature of the Conjurer, players can ease into the Healer role in no time.

9 Don't Get For Now: Archer

Archers serve as one of the primary physical damage-dealers in the game. Thanks to their skill with ranged weaponry, Archers easily add much-needed firepower in early-game raids. Moreover, this Class gives players early access to skills that stack high-DPS and high-critical attacks, enabling them to pressure bosses and mobs. For instance, Quick Nock, Venomous Bite, and Straight Shot easily become a reliable combo.

Archers become Bards once they reach Level 30, offering more support abilities. MMO players who are used to going for a straight DPS route might not appreciate this shift towards support. After all, the Bard will eventually focus on buffing the party more than dealing damage. Players who want to strictly go for a DPS class should avoid the Archer for now.

8 Perfect For Beginners: Gladiator

Gladiators serve as great Tanks early in the game, in preparation for the more heavy-duty Paladin Job later down the line. Thankfully, the Gladiator's skill set provides newcomers to the game with decent crowd control abilities and retain aggro. As such, the Gladiator offers a relatively-easy way for beginners to practice tanking.

Unlike the Marauder, Gladiators enjoy higher defense in place for lower HP. Moreover, despite dealing moderate damage unlike other DPS classes, the Gladiator has a great array of tanking skills that their Paladin Job also relies on upon the late-game. While the Paladin offers some healing capabilities, the Gladiator should hopefully offer players with enough opportunities to practice mowing down bosses without having to rely on emergency heals.

7 Don't Get For Now: Marauder

Marauders rely on their ferocious strength and massive weapons to wreak havoc on the battlefield. As they head towards the Warrior Job, they rely on dealing maximum damage. Abilities such as Storm's Path, Storm's Eye, Maim, and Heavy Swing offer decent combo opportunities, with massive damage reaping when timed and aimed correctly.

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In addition, since the Marauder (and eventually the Warrior) focus on damage-dealing, they easily become great Off-Tankers. Unfortunately, those new to FF 14 may find it tricky to master Off-Tanking and Tanking rotations early on. As such, despite the notion of simplicity, a Marauder might not be a great option for a first player Class.

6 Perfect For Beginners: Lancer

Lancers specialize in wielding polearms and attacking with vicious speed. As they soon evolve into the flashier Dragoon Job, Lancers position themselves as one of the best in terms of melee DPS. Lancers can pick off single-targets much easily. Moreover, as Lancers also wear plate armor, they have the same defensive advantage as other Tank Classes.

Thanks to the distance and attack speed offering of their polearms, Lancers can easily take on damage roles without worrying about their health. Interestingly, the Lancer prepares players for the more technical aspects of the Dragoon Job. A lot of the Lancer's skills rely on great positioning, meaning players need to learn to either position themselves on the rear or sides of enemies to deal maximum damage.

5 Don't Get For Now: Pugilist

Pugilists specialize in dealing close-combat damage with their martial arts. As they soon become the faster Monk Job, Pugilists get oriented early on in the importance of their Stances to deal damage and generate debuffs. Moreover, the Pugilist has to focus on switching Stances mid-battle to maximize their combos.

Players looking for a more technical Class should opt for a Pugilist, as their skills offer a ton of combo opportunities. Perfect Balance, Internal Release, and Snap Punch synergize great when it comes to maximizing combos. Fighting game fans will have a blast maximizing their Pugilists with their Stances. Unfortunately, the technical nature of the Pugilist may make it a bit overwhelming to handle as a first Class.

4 Perfect For Beginners: Thaumaturge

Players with a penchant for the dark arts should tap into the Thaumaturge for their first Class. Thaumaturges possess Astral Fire and Umbral Ice, states which adjust their gameplay depending on their favored element. Astral Fire increases MP consumption but beefs up Fire spells. Meanwhile, Umbral Ice helps Blizzard spells regenerate MP. When Thaumaturges master switching between these states, they can dish out huge numbers easily.

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Moreover, unlike other spellcasters and most DPS classes, Thaumaturges have the potential to deal the most damage in early-level raids – indicative of the massive DPS spike of their Black Mage evolution. Unfortunately, Thaumaturges also need to focus on positioning, as AOEs and enemy abilities can interrupt their casts.

3 Don't Get For Now: Rogue

Rogues rely on using their daggers to attack when enemies least expect them. They're extremely mobile and agile fighters well-versed in the assassination. They eventually become the Ninja Job, and the Rogue is the best way for them to get acquainted with their necessary tools.

Thanks to their mastery of stealth and subterfuge, Rogues also rely on quick-battle abilities such as Hide, Trick Attack, and Death Blossom. Similar to the Pugilist and Lancer, they deal more damage in certain positions. Moreover, they rely on various status ailments to debilitate enemy forces. Despite the utility potential of the Rogue as a DPS class, they do tend to become complicated for first-time players.

2 Perfect For Beginners: Arcanist (Summoner)

Arcanists study the arcane arts, gaining enough mastery to either hex enemies with curses or even summon allies to their aid. Interestingly, the Arcanist is the only Class to branch out into two Jobs. This factor makes this Class perhaps the most recommended for spellcasters who want to maximize their experience.

For instance, Arcanists can enjoy the solo route with the Summoner Job since their pets can serve as tanks. Arcanists enjoy the benefits of a DPS-oriented pet with Summon and a tanking pet with Summon 2. Thanks to the relative ease of access to buffing spells, the Arcanist-Summoner will get early training on buffing and supporting their allies. Moreover, their minions can easily get them through difficult dungeons.

1 Don't Get For Now: Arcanist (Scholar)

Arcanists don't just study to summon minions, though. A lot of Arcanists also master the healing arts to provide support from the sidelines. These Arcanists choose to become Scholars, which focus more on buffing allies and providing support in raids. Unfortunately, unlike the Arcanist-Summoner, the Arcanist-Scholar tends to become a bit more technical when it comes to the Class's healing combos and abilities.

For first-timers, this caveat means knowing which spells work best to generate the least aggro, and which spells synergize with the White Mage's to avoid unnecessary overlaps.

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About The Author
Rhenn Taguiam ( Articles Published)

Rhenn is a Manila-based content writer with a love for all things geek and pop culture, and science and technology. He has a BA Journalism degree, and has since then pursued making content about geek culture. Rhenn used to write for a couple of geek and gaming publications, and also served as editor-in-chief for Philippines-based What's A Geek!. He constantly plays video games but also takes the time to try out older titles. If he's not playing video games, he's probably playing TTRPGs.

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FFXIV Best Solo Class

ArcanistArcanist is a great way to start if you want the ease of soloing content, taking it to summoner after. You will have a pet that can tank for you and one of your skills heals it over time.

FFXIV Best Solo Class: Arcanist

ArcanistArcanist is the best FFXIV class for solo players. I recommend the Arcanist for beginners. You have a Partner at the beginning who fights by your side and you learn as a damage class also to heal spells. Further, you are leveling two Jobs at the same time later, the scholar (healer) and summoner (damage dealer).

Before the advent of Red MageRed Mage, SummonerSummoner was said to be the most solo-friendly DPS due to the pet. And Summoner does technically have a heal, though it sucks. But the reason why Summoner has a heal is that it shares levels and some actions with Scholar - both are Arcanist as the base class, so leveling Summoner also levels up Scholar simultaneously. The gear is different, but the levels are shared. This means that if you do need a faster queue pop, you CAN be a healer for group content, and it means that if you run into something where your Summoner isn't soloing it so well for whatever reason, you could try going in as the Scholar instead. Granted, the question is whether you like the Scholar or Summoner playstyles. It is a pet class, some people like that, others do not, and Summoners are said to have had a very finicky rotation and are hard to optimize at a high level of play. I have no experience with this myself, but that is what Summoner's main friends have told me. Though if you're running solo, you probably don't NEED to be fully efficient with your Summoner gameplay, so the 'Summoner is hard lol' aspect may not even be relevant.

Level Arcanist. You get both scholar and summoner for the price of one. If you need to queue for dungeons, play as a scholar. If you would like to do fates, play as a summoner and summon titan-egi. You just have to get gear for either job but your leveling is the same for both.

ClassClass CodeDisciple ofRoleStarting CityWeaponsArmorJobJob Code
ArcanistArcanistACNMagicRanged Magical DPSLimsa LominsaBooksClothSummonerSummoner

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, arcanists may specialize into either summoner or scholar.

The arcanist is a disciple of magic and wears cloth armor. They use books as weapons. The following crafting classes can create items that are useful to the arcanist:

  • AlchemistAlchemist — Books.
  • WeaverWeaver — Cloth armor.
  • GoldsmithGoldsmith — Earrings, bracelets, necklaces and rings.

Core mechanics

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. ArcanistArcanist gameplay consists of correctly positioning their pets, coupled with aetherflow management and casting damage-over-time spells.

PvE actions

ArcanistArcanist has the best solo endurance and mistake recovery while you learn to play, but if you don&#;t like its flavor or play style feel free to pick another class.

RuinACN1SpellssDeals unaspected damage with a potency of
BioACN2SpellInstantsDeals unaspected damage over time.
PhysickACN4SpellssRestores target&#;s HP.
SummonACN4AbilityInstant3sSummons a caster-type pet to fight at your side.
MiasmaACN6SpellssDeals unaspected damage with a potency of
Egi AssaultACN10SpellInstant30sOrders 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.
ResurrectionACN12Spell2,8ssResurrects target to a weakened state.
Summon IIACN15AbilityInstant3sSummons a support-type pet to fight at your side.
FesterACN18AbilityInstant5sDeals unaspected damage with a potency of
Energy DrainSCH45AbilityInstant3sDeals unaspected damage with a potency of
Bio IIACN26SpellInstantsDeals unaspected damage over time.
BaneACN30AbilityInstant10sSpreads a target&#;s Bio and Miasma effects to nearby enemies.
Summon IIISMN30AbilityInstant3sSummons an attacker-type pet to fight at your side.
Energy SiphonSMN35AbilityInstant30sDeals unaspected damage with a potency of 40 to target and all enemies nearby it.
Ruin IIACN38SpellInstantsDeals unaspected damage with a potency of
OutburstSMN40SpellssDeals unaspected damage with a potency of 70 to target and all enemies nearby it.
Egi Assault IIACN40SpellInstant30sOrders 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.
EnkindleSMN50AbilityInstantsCommands pet to use its signature attack.

Magic Ranged DPS actions

If you&#;re looking for a DPS that can solo alright, give arcanist/summoner a try. They have a tank-type summon that can let you play solo with a lot of non-endgame PVE content if you want to relax a bit and not dodge as much.

AddleMagic Ranged DPS8AbilityInstant90sLowers target&#;s intelligence and mind by 10%.
SwiftcastMagic Ranged DPS
18AbilityInstant60sNext spell is cast immediately.
Lucid DreamingMagic Ranged DPS
24AbilityInstant60sGradually restores own MP.
SurecastMagic Ranged DPS
44AbilityInstantsSpells can be cast without interruption.

Shared pet actions

ArcanistArcanist is a fine class to start with. It unlocks a tank pet relatively early (level 15) which can keep enemies off you when you&#;re doing solo stuff like quests — really good if you&#;re inexperienced and need a little more protection. Being able to heal yourself is great too.

Arcanist is pretty solo-friendly since it has a tank pet. The following are shared actions used to control a pet behavior.

AwayOrder pet to leave the battlefield.
HeelOrder pet to follow behind you.
PlaceOrder pet to move to a specific location.
StayOrder pet to remain where it is.
GuardOrder pet to refrain from attacking until you attack or are attacked.
SteadyOrder pet to refrain from attacking until ordered to do so.
SicOrder pet to attack.

Emerald Carbuncle

GustEmerald Carbuncle1Spell1s3sDeals wind damage with a potency of 20 to target and all enemies nearby it.
DownburstEmerald Carbuncle10SpellInstantsDeals wind damage with a potency of to target and all enemies nearby it.
Glittering EmeraldEmerald Carbuncle40SpellInstantsDeals wind damage with a potency of 30 to target and all enemies nearby it.

Topaz Carbuncle

GougeTopaz Carbuncle1SpellInstant3sDeals earth damage with a potency of
Glittering TopazTopaz Carbuncle10SpellInstantsCreates a barrier around you that absorbs damage totaling 30% of your maximum HP.
Shining TopazTopaz Carbuncle40SpellInstantsDeals earth damage with a potency of to all nearby enemies.

PvE traits

Maim and MendCNJ
20Increases base action damage and HP restoration by 10%.
Corruption MasteryACN26Upgrades Bio to Bio II.
Maim and Mend IICNJ
40Increases base action damage and HP restoration by 30%.


The best Solo class in FFXIV tends to be Arcanist. You get to double up a DPS caster and healer class at the same time all the way to

The arcanist is a rather unique class in that they may specialize into two jobs:

  •  SMN &#; a DPS job.
  •  SCH &#; a healing job.


QuestLevelQuest GiverUnlocks
Way of the Arcanist1Murie
My First Grimoire1Thubyrgeim
What&#;s in the Box5Thubyrgeim
Tactical Planning10Thubyrgeim
Topaz Teachings15ThubyrgeimSummon II
Over the Rails15Thubyrgeim
Pincer Maneuver20Thubyrgeim
Grimoire Fandango25Thubyrgeim
Sinking Doesmaga30ThubyrgeimBane

At 15 you should catch up and do your class quests, as you do get a skill form it – Summon II, which is pretty alright. It’s a better summon for soloing.

I would definitely recommend ArcanistArcanist if it&#;s your first class. You&#;ll do great DPS and you&#;ll have a pet to help with it and to, eventually, tank. And once you hit 30, you can use a Chocobo as well (for soloing) and you could either go all-out DPS or have your pet&#;s tank and heal for you, while you do the bulk of the DPS. It&#;s like having your own personal party and it&#;s kind of awesome.

Guides & Tips

Sours: http://www.vhpg.com/ffxiv-best-solo-class/
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What is the best solo class FF14?

Magicka Sorcerer. Magicka Sorcerer Build.

What is the best solo PVE class in eso?

Magicka Sorcerer is one of the best and easiest Solo classes for new and veteran players. Summon Twilight Matriarch is a powerful skill/Pet that deals damage but also works as a self-heal. With Boundless Storm, Bound Aegis and Critical Surge the Class is unstoppable and can complete almost everything alone.

What is the best DPS class in ff14?

Summoner, BLM, and SAM are considered top DPS because of their big numbers, but other DPS classes have party utility that a selfish DPS like BLM lacks. Like Dancer, which has the lowest personal damage but brings free damage buffs to other DPS classes.

Is machinist good Ffxiv ?

Overall Machinist is a more common dps but that feels really great in FFXIV. Once you get your big robot and few last spells the rotation get even better. It&#;s just a very nice and chill job. You can play music too!

Can you solo all of Torghast?

While you can play through Torghast solo, depending on your gear, class, and luck with Anima Powers, it can be extremely challenging to survive certain types of enemies.

Can you solo Torghast layer 8?

Beginning at Floor 7 the difficulty will jump, but if you&#;ve completed Layer 8 in standard Torghast, this may still feel pretty easy. If you&#;ve run higher Torghast Layers solo before, and if you have decent gear, go ahead and solo Twisting Corridors at your leisure.

Is ESO fun solo ?

Virtually everything in ESO can be played Solo with the exception of the highest level Veteran Dungeons and of course 12 Player Trials. This means as a Solo Player you can expect to enjoy: Questing and Story Content.

Dancer is the easiest out of the physical ranged classes, samurai for the melees (dragoon is pretty easy too but they both have combos), and red mage is the easiest caster (simple back and forth, then dive in one combo, then back to back and forth magic) I&#;d personally recommend red mage since it can heal and Rez so &#;

Does DPS matter in FF14?

In Final Fantasy XIV, DPS (“damage per second”) is king. The more DPS a party puts out, the quicker a battle will end, period. Higher DPS can even make a fight easier by limiting the number of mechanics and attacks that appear, commonly called “pushing phases” by the game&#;s community.

Which is the Best Solo class in RuneScape?

Sure, some have an easier time than others, but ultimately, we recommend playing whatever class looks or feels more fun to you rather than worrying too much about what the best solo class is. If you’re ever having a hard time, you can always lower the world tier and that will make the game more manageable regardless of your class.

Which is the Best Solo class in outriders?

However, you came here for an answer to a question, so let’s get to it. Your experience may vary, and obviously, our answer is going to be subjective, but our choice for the best solo class in Outriders (at least as of launch) is going to have to be the Devastator.

Which is the best class to solo in EverQuest?

Well it all really depends on playstyle and skill, but there are a few classes that are better than others at soloing. The different classes are also good at soloing different things, some are good at soloing old raid content, some are good at single mobs and others are good at soloing multiple mobs.

Which is the fastest class to solo level AA?

This makes them the fastest class to solo level AA’s with. They are also very versatile and have abilities and spells like damage shields, heals, good dps and buffs to name a few. Rogues have high melee DPS and are very good in groups.

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7 Things YOU Can SOLO In FFXIV
Is Paladin the best solo class?
Self healing, high survivability, easy to regen MP with the MP regen combo repeatedly. I play WHM as well but although it has better self healing and ranged capability it's also much squishier without survival cooldowns, and dependent on lucid dreaming/ethers for MP regen

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Class solo ffxiv best

[Top 5] FF14 Best Solo Class - What&#;s the Best Job For Solo?

Final Fantasy XIV has a variety of battle jobs that a player can play. Even better, one player can play all battle jobs available in the game, instead of having to choose only one of them. 

Despite being an MMORPG, some players who play FFXIV might still have a preference to playing solo, whether sometimes, or maybe even all the time. As the game itself provides a lot of solo content for players to wade through, a question comes to mind, what are the best jobs to beat solo content?

These solo content can range from deep dungeons, to even tackling dungeons, trials, and raids for glamour and new weapons. Unsyncing old trials and raids can even earn a player shiny mounts and minions.

5) White Mage

A White Mage wielding his staff on a fierce battle.

White Mage is one of the three healers available to be played in FFXIV right now, aside from Scholar and Astrologian. Despite being a healer, White Mage deals a lot of damage to the enemies, comparable even to some of the tanks. White Mage deals the most personal DPS compared to the other healers, making them great for solo content.

Why White Mage is good for solo content:

  • Their AoE spell, Holy, can stun enemies. This is a very great skill that stops the mobs from attacking the player for seconds, allowing them to deal more damage without worrying about taking any.
  • As a healer, they can heal themselves consistently, allowing them to breeze through solo content without the fear of dying.
  • High DPS output even as a healer. White Mage has the highest personal DPS out of the three healers in expense of no utility to the party, making it one of the best jobs for solo content.
  • Regen. White Mages can insta-cast a Regen on themselves before they continue to attack the enemies so that they would be able to heal through any damage taken.
  • Benediction. Can heal themselves at a crisis back to full HP, allowing them to escape death easily.

Pick White Mage if:

  • You like to play healer, but want to try solo content.
  • You like to play it safe while playing solo content, as White Mage has a lot of healing and emergency spells in their disposal.
  • Being able to play solo content safely while still doing decent damage to the enemies.

4) Gunbreaker

A Gunbreaker ready to jump into battle underneath the sunset.

Gunbreaker is one of the four tanks available to be played in Final Fantasy XIV right now. In addition, it also has the most personal DPS output among the four tanks, making it easy to breeze through solo content with their high DPS that is comparable to some of the DPS classes.

Why Gunbreaker is great for solo content:

  • High HP. As a Tank, Gunbreaker has higher HP than DPS and Healer classes, allowing them to survive longer.
  • Mitigations. Gunbreaker has many personal mitigations, allowing them to be able to survive through a barrage of attacks much longer.
  • High DPS. Even as a tank, Gunbreaker can deal a lot of damage if played correctly, allowing them to defeat the enemies in solo content much easier compared to other tanks.
  • Have a regen (Aurora), that allows them to recover some of their HP whilst in a crisis.
  • Has two damage over time (DoTs), that can help make the enemies and bosses bleed and die easier.
  • Has a more complicated combo and rotation compared to other tanks, making it more fun to play solo.

Pick Gunbreaker if:

  • You want to survive longer in solo content, as a tank won’t die easily due to their high HP as well as a myriad of mitigation skills.
  • You like to deal a lot of damage while still surviving most of the enemy’s attacks.
  • You want to learn a more complicated class that have varieties of combos and rotations during solo content, improving your skills further in the game.

3) Paladin

A Paladin ready to conquer the moon.

Paladin is another tank that is great for solo content aside from Gunbreaker. The main reason for this is because they have a healing spell, clemency, that can allow them to survive longer under the siege of even the worst of the enemies.

Why Paladin is great for solo content:

  • Clemency. Paladin is the only tank that can consistently heal themselves throughout a barrage of enemies, provided they have the mana necessary to cast it.
  • As a tank, Paladin also has higher HP and lots of mitigations to survive longer, just like a Gunbreaker.
  • Hallowed Ground. Paladin has the best invulnerable skill out of the four tanks. When using Hallowed Ground, a Paladin will stay at maximum HP while being invulnerable to any attack from the enemies for 10 seconds.
  • Has a consistent damage over time skill (DoT) that can be applied whenever necessary without any cooldowns, allowing them to burn through the boss much easier.
  • Beginner-friendly. Paladin has a fairly easy and straightforward rotation.

Pick Paladin if:

  • You like to play the contents safely. With the help of mitigations, Hallowed Ground, as well as Clemency, Paladin is the tank that can survive the longest in any solo content.
  • You are an amateur trying to tank solo content. As Paladin have a fairly easy rotation as well as high survivability, it is very compatible for beginners.

2) Red Mage

A Red Mage learning new skills through the Soul Stone.

Red Mage is one of the most versatile jobs out there. As a caster, they can deal a lot of devastating damage to the enemies. However, they also have the most powerful healing spell compared to the other DPS jobs, making them able to survive in solo content much longer.

Why Red Mage is great for solo content:

  • They have a variety of powerful single as well as AoE spells, making them capable of tackling mobs as well as a powerful boss.
  • Dualcast. Red Mages can instant-cast their second spell after every spell casted, making them a very mobile job even as a caster. This makes it much easier for them to move to dodge mechanics and weave in oGCD skills.
  • Beginner-friendly. Red Mages has a quite simplistic rotation compared to other casters, making it an easier job to play.
  • Ping-friendly. Because of Dualcast and simple rotation, it makes it easy for players with lower internet connections to play a Red Mage compared to other casters.
  • Vercure. A Red Mage can heal themselves indefinitely, as long as they have enough mana to do so. This makes them survive much longer in solo content compared to other DPS classes.

Pick Red Mage if:

  • You are a beginner trying to play a DPS in solo content.
  • You want to deal a lot of damage to the enemies to make the solo content run much faster.
  • You want to have the skills necessary to heal yourselves when finding yourself in a bad situation. 
  • You have a mediocre internet connection that doesn’t allow you to play some of the other DPS easily.

1) Blue Mage

A Blue Mage has the power to learn their enemies' skills and spells.

Blue Mage is a limited job that comes with many limitations, but undoubtedly the most powerful job for solo content. While a player could not bring a Blue Mage to the most recent content as their level is capped at 70 currently, they can tackle older contents to get glamour, mounts, and minions much faster with a Blue Mage.

Why Blue Mage is the best job for solo content:

  • It has spells in total, and a player can fit in 24 spells to be used in their hotbar, and can change it out of combat anytime. This makes the player able to adjust the spells needed for specific fights.
  • Has fun, various rotations that can be adjusted to each fight, making each solo content incredibly fun to play through.
  • Is VERY versatile. Can adjust their spells accordingly to become a tank, dps, or even a healer, or a combination of the three.
  • Has many life-saving spells like Diamondback (able to mitigate up to 90% of damage taken), White Wind (heal themselves), and much more.
  • Able to deal out a lot of DPS with the right spells and combinations. Even one-shotting bosses in unsynced trials is not impossible.
  • Can insta-kill mobs with Ultravibration / Level 5 Death, and even some dungeon bosses with Tail Screw / Missile.
  • The only class that can kill themselves while dealing a LOT of damage to the boss.

Pick Blue Mage if:

  • You like the idea of collecting the spells you would use yourself, as Blue Mage needs to collect all necessary spells before being able to use it.
  • You are a creative person who tries to find the correct spells and combinations for specific fights.
  • You want an excitable job that can run through solo content easily.
  • You want to kill the enemies and bosses fast while still having life-saving skills in case things go south.
  • You want to play a class that has different rotations and spell combinations.
  • You don’t mind running through older contents, or have finished all current content and is looking to beat the older contents.

Those are the five jobs best suited for solo content. Which one are you willing to try out?

You May Also Be Interested In: 

Sours: https://www.gamersdecide.com/articles/ffbest-solo-classes
Best NEWCOMER Classes/Jobs for FFXIV

Choosing Your First Class in FFXIV

Your character is the freaking Warrior of Light &#; they&#;re a natural talent and can pick up any weapon they like with deadly proficiency. Swing a sword around, shoot some arrows, cast a few spells that heal, cast a few that harm. See what&#;s fun for YOU. Some people come into the game knowing exactly which Job they want to play. Maybe they loved that Job in a previous Final Fantasy title, or maybe they&#;re attached to a specific aesthetic that makes them feel cool or powerful.

A lot of people don&#;t start off with that connection, and that&#;s fine too. Part of the enjoyment of the game in my opinion is trying on different jobs and seeing what clicks and what doesn&#;t. I&#;m going to give a bit of an overview into the Classes you&#;re presented at the start, and try to help direct you towards a job that sounds like it might click with you based on role, playstyle, and aesthetic.

Which Race Should I Play As? What&#;s the Best Race/Class Combo?

Unlike some other MMOs, there is no practical difference in stats between the difference race options, making the choice of character race based primarily on aesthetics or role play purposes. Make a Roegadyn Ninja, make a Lalafell Warrior; there are no best or worst combinations so do whatever you like!

I&#;m Starting With Friends, What Classes Complement Each Other?

While the Main Scenario Quest (MSQ) does have a lot of solo duties you&#;ll have to do on your own, you and your friends will be able to enter dungeons and trials together regularly throughout the story. These instanced duties have a &#;Light Party&#; makeup of 1 Tank, 1 Healer, and 2 DPS. So if you&#;re starting out with friends and you&#;re all new, try to pick Classes that are different Roles.

Of course, you can still have up to two DPS players together and that would be fine, since there&#;s room for two in a Light Party. You don&#;t need a full Light Party of 4 either; you&#;ll just queue up for the duty with what you have and the game will match you up with other players to fill any missing spots in your party.

If you want to interact with each other from the very first minute, pick classes that start in the same city. Otherwise, it&#;ll probably take somewhere around an hour or so before you get to the point in the story where you meet up. Shorter if you don&#;t read or watch the story, obviously.

Ul&#;dah &#; Gladiator/Paladin is a Tank, Thaumaturge/Black Mage is a Caster DPS, and Pugilist/Monk is a Melee DPS.

Gridania &#; Archer/Bard is a Ranged DPS, Lancer/Dragoon is a Melee DPS, and Conjurer/White Mage is a Healer

Limsa Lominsa &#; Marauder/Warrior is a Tank, and Arcanist is a DPS Class that leads to two Jobs: Summoner (DPS) and Scholar (Healer).  You get two Jobs for the effort of levelling one there, since they both earn Arcanist experience.

There&#;s also Rogue/Ninja, which is a Melee DPS in Limsa Lominsa. You can&#;t choose it to start, but you can pick it up once you&#;ve completed your first level 10 Class Quest.

What&#;s the Difference Between a Class and a Job?

Classes only exist for combat below level 30, and then Jobs are basically upgrades of Classes. At level 30, each Class&#; questline will give you an item to equip called a &#;Soul Crystal&#;. Players often refer to this as your &#;soulstone&#; or &#;jobstone&#;, and it allows you to learn additional skills and continue with a questline for that Job.

For example, if you start the game as the Gladiator Class, follow your Class Quests and you&#;ll eventually become a Paladin, which is a Job. You still have all the same Gladiator skills you had before, you just now get to learn and use more skills, and continue on with quests about being a Paladin. You&#;ll want to do this as soon as you reach level 30, and there&#;s also an MSQ requirement, where you need to have completed the level 20 quest &#;Sylph Management&#;.

There&#;s no reason to go back to being a Gladiator so don&#;t unequip your Soulstone. If you ever find it unequipped, it will be in your Armory Chest, below the rings slot. Just save your Gear Set with the Soulstone equipped and you&#;re good to go.

Some Jobs don&#;t have a base Class because they were released later in one of the game&#;s expansions, so they don&#;t have that introductory Class phase. Noncombat Jobs (Crafters and Gatherers) also do not have a Class to &#;upgrade&#; from.

Can I Change Classes Later?

One of FFXIV&#;s big draws is the ability for you to play every Class and Job on a single character. After you complete your level 10 Class Quest on your first Class, you&#;ll be allowed to unlock new Classes and Jobs by taking on the appropriate entry quests, always marked with the blue sidequest marker.

At the beginning of the game, these will all be named things like &#;So, you want to be a [Class]?&#;, so they&#;re easy to spot on the three starting city maps. You can change as early as level 10, but if the city is different from where you started, you may just have to wait until level 15, when the MSQ takes you to all of them, and you can attune and teleport to their Aetherytes whenever you like.

Expansion Jobs don&#;t follow that quest naming convention, but they&#;re still blue sidequests. They do have other prerequisites though.

The Heavensward Jobs Dark Knight (Tank), Astrologian (Healer), and Machinist (Ranged DPS) require you to have access to Ishgard, because that&#;s where their quests are. You&#;ll need to have started the Heavensward expansion content to unlock them.

The Stormblood Jobs Samurai (Melee DPS) and Red Mage (Caster DPS) require you to own the Stormblood expansion and also have a level 50 job, but their unlock quests are in Ul&#;dah so you can get them without meeting a specific MSQ requirement.

The Shadowbringers Jobs Gunbreaker (Tank) and Dancer (Ranged DPS) require you to own the Shadowbringers expansion and also have a level 60 job, and their unlock quests are in Gridania and Limsa Lominsa, respectively. Again, no specific MSQ requirement.

Which Job is Strongest at Endgame?

I strongly suggest not to worry about endgame meta when picking your first Job. The balance in FFXIV is really good, and you can clear any content in the game using any Job. The difference between a &#;good&#; Job and a &#;bad&#; Job is nowhere near as important as the difference between a skilled player and an unskilled player.

For that reason, I recommend first finding a Job you have fun with and enjoy playing, since that&#;s the one you&#;re more likely to stick with and put in the time to get really comfortable and proficient with it.

If you&#;re worried about finding space in an endgame party, Tanks and Healers are usually less common, so they tend to be more sought after. For DPS, the most common thing endgame parties will try to avoid is having &#;doubles&#;: two players on the same Job.

So, if you are turned away from a party in the Party Finder, it&#;ll most likely be because they already have your slot filled. In these cases, playing a &#;meta&#; Job might actually give you slightly fewer opportunities to raid, if it&#;s strong and popular.

Many endgame players only raid on one Job, but many also have different Jobs geared up and ready to go for flexibility, either in the same role or different ones.

Which Role Should I Play?

FFXIV uses the &#;holy trinity&#; of roles: Tank, Healer, and DPS. If you&#;re starting the game together with other new players, it&#;s advantageous to spread out your roles. Most duties have specific party compositions that need to be met if you&#;re filling any of your party spots using the duty finder.

A dungeon for example will usually have 1 Tank, 1 Healer, and 2 DPS players. Once you get to level 50 you&#;ll start to see other types of duties. Most trials and raids will have 2 Tanks, 2 Healers, and 4 DPS players. Alliance Raids will have 1 Tank, 2 Healers, and 5 DPS.

If you&#;re worried about your solo play experience, don&#;t be. The developers have made it so you can play through the Main Scenario Quest as any job in the game just fine. The solo duty monsters are adjusted based on what you&#;re playing, so a Healer can still deal enough damage and a DPS won&#;t get killed in one hit.

Aside from each job&#;s individual pacing and skills, looking at an entire role first gives you a general idea of what you&#;re paying more attention to during combat.

Tanks will have higher focus than others&#; on enemy positioning, enemy reinforcements, and cast bars (specifically tankbusters or raidwides).

Healers will have higher focus than others&#; on the party&#;s HP, debuffs and enemy cast bars (again looking for tankbusters or raidwides).

DPS will have most of their focus on their own combat rotation and positioning.

No matter which role you choose to start out with, I highly recommend completing the Hall of the Novice at level 15 in order to get a sense of your responsibilities, and earn a strong and stylish set of gear that will get you through your first few dungeons. The Hall of the Novice can be accessed from the Smith NPC in each of the three starting cities, at the Adventurers&#; Guild, which is always right next to the Inn.


The Tank&#;s responsibilities include holding the attention of enemies in combat (also called &#;enmity&#;, &#;aggro&#;, or &#;hate&#;), and staying alive by mitigating incoming damage. You&#;ll hold enmity simply by turning on your Tank Stance and dealing damage. Other than that, you perform a rotation of your Weaponskills to deal as much damage as possible.

In dungeons, your focus is on &#;pulling&#; groups of enemies, effectively balancing how quickly you make progress with how safely you can stay alive. You do this by managing your defensive cooldowns so that your incoming damage doesn&#;t spike so high that the Healer can&#;t keep you up. You&#;ll maintain aggro of everything so that nothing starts attacking your Healer or DPS, pulling things off them if they do, and herding the enemies together so that everyone can use their AoE attacks to maximize damage.

In boss fights, you&#;ll hold the boss&#; attention, positioning it appropriately for the mechanics that are happening, which is different fight to fight. You&#;ll (usually) pick up aggro on &#;adds&#; if they spawn, so they don&#;t attack your squishier teammates. You&#;ll keep an eye on the boss&#; cast bar and mitigate damage for yourself or the party as needed. If the fight has two Tanks, one usually handles the adds, but there may be other mechanics depending on the fight, including a &#;Tank swap&#; where one Tank takes over responsibility for holding the boss.

Many players are scared to start the game off on a Tank, believing that they&#;re expected to lead the party through the dungeon, and that they&#;ll face criticism for being inexperienced. In reality, this is a much smaller roadblock than you might think.

Here&#;s the secret: communicate with your party. A simple &#;Hi, first time tanking this&#; will pre-emptively dispel most teammates&#; frustrations if you do end up making a mistake. If you don&#;t know how to navigate the dungeon, just say so and follow the lead of someone who does know where to go next. Admittedly, some of the dungeons below level 50 can have confusing layouts, but once you get past those, everything that comes after is pretty much just a single linear path that you follow through the dungeon.

Tanks tend to have the fastest queue times, since they have the &#;Adventurer in Need&#; role most often in Roulettes involving Dungeons, Trials, and Normal Raids.


The Healer&#;s responsibility is to keep everyone alive. Aside from that, they&#;ll attack and help kill the enemies as fast as possible. They have the simplest damage-dealing tools out of all roles, which lets players focus on other responsibilities, though it can still be a bit boring.

In dungeons, your focus is on keeping pace with the Tank and making sure they stay alive, as they&#;ll be taking the majority of the damage, sometimes very quickly. It&#;s important to manage your healing tools so you can keep the Tank alive in tough situations, or back to back pulls of dungeon enemies.

In boss fights, the focus is on performing mechanics correctly, anticipating or reacting to cast bars and incoming damage, and quickly raising players to get them back in the fight and dealing damage.

Admittedly, Healers often get the blame if something goes wrong, even if it was someone else&#;s fault. This can be frustrating and intimidating, especially for new players, so prepare yourself mentally if you&#;re planning to learn the game in this role. Most of the playerbase is pleasant and patient with new players, but you will inevitably run into people with bad attitudes at some point.

Healers tend to have fast queue times rivalling Tanks&#;, and may be spotted as the &#;Adventurer in Need&#; role sometimes in pretty much any Roulette.


The majority of combat jobs are DPS, making this the most common role. In general, this role carries the lowest individual responsibility in the group. Or perhaps a better way of phrasing that is: it&#;s the role where mistakes and poor play will be the least obvious.

There is no in-game damage parser, and the developers have no intentions of adding one, so it&#;s harder to detect when a party member is not contributing their &#;share&#; of the damage output unless you&#;re watching closely or using a third-party damage parser. This can give new players some relief, since they will rarely single-handedly cause a party to wipe if they mess up.

On the flip side, this can also make it hard for a new player to improve at their Job, since they have very little feedback or indication from the game that they could be improving in one area or another. It&#;s not uncommon for someone to get to max level before even taking their first hard look at a Job&#;s full toolkit and how it fits together to be its best.

DPS usually have the slowest queue times, and rarely see an &#;Adventurer in Need&#; bonus in Roulettes other than Alliance Raids.

There are lots of DPS Jobs to choose from, and they&#;re split up into three subcategories: Melee, Ranged, and Caster. They all have the same general objective though &#; kill the bad things. Here&#;s a brief rundown of the important differences:

Melee (Monk, Dragoon, Ninja, Samurai)

These Jobs use instant attacks with no cast times (but they may still have skills with a small animation lock). They have free movement but must be in melee range to hit the target with their abilities and autoattacks.

They all have &#;positional&#; skills that require you to hit the target from a certain direction (rear or flank) for increased damage.

They each have a gap closer, small self-sustain tools, and can debuff an enemy&#;s physical attacks. Monk and Samurai share gearsets aside from weapons. Dragoon has its own gearset and shares accessories with Monk/Samurai. Ninja has its own gearset and shares accessories with Ranged DPS.

Ranged (Bard, Machinist, Dancer)

These Jobs also have instant attacks with no cast times, so they have free movement, but are also not restricted to melee range.

They each have a party damage mitigation skill, an interrupt ability for special enemy attacks, and an out-of-combat party movement speed buff. They have access to the same gearsets as each other aside from weapons.

Caster (Black Mage, Summoner, Red Mage)

These Jobs have cast times for many of their attacks which prevents completely free movement, and they mostly attack from a distance.

They all have access to a debuff to the enemy&#;s magical attacks. They have access to the same gearsets as each other aside from weapons.

The Starting Classes &#; Playstyles and Aesthetics

I&#;ll give a brief summary of the playstyle of each of the beginning Classes. Assuming you&#;re playing the Free Trial, you&#;ll be able to get to level 60, but past that you will need to have purchased the base game and expansions, or the complete edition. Most of the Jobs feel slow and boring at lower levels (<50), so I&#;ll try to offer my opinion on how the Job feels in a higher level single-target scenario, and touch on how it handles low level dungeon settings.

I&#;m going to be using a few acronyms in the upcoming descriptions, so here&#;s a very short glossary:

AoE &#; Area of Effect. A skill that affects multiple targets in an area. Could be a damaging skill, or mitigation, or healing. Both players and enemies can have AoEs.

DoT &#; Damage over Time. A skill that applies a &#;bleed&#; type effect to one or more targets. 

CPM &#; Casts per Minute. A metric used to evaluate how frequently actions are pressed by a particular Job, and can indicate how busy a Job feels.

GCD &#; Global Cooldown. A Weaponskill (Disciples of War) or Spell (Disciples of Magic), which shares a cooldown timer with others. Keep that GCD timer rolling!

oGCD &#; off Global Cooldown. An ability that has a cooldown independent of the GCD. These are &#;weaved&#; in between GCDs while the GCD timer is on cooldown.


Gladiator (GLA) / Paladin (PLD)

Paladins are often recommended as a new Tank&#;s first Job, because they&#;re simple (though all Jobs are simple at the start) and the shield gives some built-in mitigation. The shield has a chance to block attacks, reducing damage a little. It&#;s not guaranteed, but it adds up to passive mitigation that makes up for the heals or shields that other Tanks gain in their basic rotations.

The offensive rotation is fairly rigid, cycling between periods of physical damage and magical damage and keeping a relatively consistent damage output. It&#;s got a combo that restores MP for its magic phase, and has an alternate combo finisher to apply a DoT to the enemy. The magic phase can be used to attack from a range, and gives it a nice bit of flavour the other Tanks don&#;t have.

Defensively, Paladin&#;s niche that makes it stand out from other Tanks is how well it protects other party members. It&#;s got the most tools to assist the party&#;s survivability, which can feel really fun and heroic to use if things start to go south in a fight.

In a dungeon setting, Paladins are super straightforward, with a two part point-blank AoE combo and (much) later, AoE magic. Aside from that, not much changes as you level.

In a raid boss setting, Paladins have low-mid CPM, and the longest &#;invulnerability&#; cooldown (7 minutes), Hallowed Ground, but that&#;s because it&#;s the most effective: For 10 seconds you just don&#;t receive any damage at all. It&#;s the only Tank that can sometimes keep reasonable uptime outside of melee range, thanks to the magical phase of their rotation. They have two single-target mitigation skills, a party-wide shield, AoE party mitigation, and a GCD heal (for emergencies! Until proven otherwise, please trust your Healer).

Marauder (MRD) / Warrior (WAR)

Warriors are known for having the simplest rotation among the Tanks, and a burst style of damage output. They have a combo with a passive heal, as well as an alternate combo finisher to refresh a damage buff, and their focus will mostly be on managing their Beast Gauge. There&#;s a bit of flexibility in spending this resource, so optimizers can wait for party buff windows to eke out those extra bits of damage.

The offensive rotation for Warriors is often criticized as being boring, since it&#;s pretty much just a single combo chain over and over with few oGCDS, and a 10 second burst window every 90 seconds. This gives it more time to think about and weave defensive cooldowns. Managing the Beast Gauge is also pretty easy as long as you can do simple math (e.g. &#;I have X amount, I&#;m about to add 20 then subtract 50, will I have 20 left?&#;)

Defensively, all Tanks are similar for much of the levelling process, having nearly identical mitigation tools. Towards endgame the Warrior&#;s niche is self-healing, able to take a beating and then rapidly recover from low HP, especially in dungeons and during its iconic Inner Release burst window where you spam Fell Cleave or Decimate, depending on the number of enemies.

In a dungeon setting, Warriors are the only Tank Job that have a conal AoE in their rotation (everyone else using exclusively point-blank AoEs). Some people enjoy this and some people find it annoying. It can make targeting a group of enemies a tiny bit more complicated, but for the most part I don&#;t find it to be that big a difference. Personally I find Warrior to feel worse when synced down to low levels, as you lose the oomph of your iconic level 70 burst.

In a raid boss setting, Warriors have low-mid CPM, and have the shortest cooldown (4 minutes) on their &#;invulnerability&#; skill, Holmgang, which prevents them from falling below 1HP for 8 seconds, and is most convenient in a coordinated group. They also assist with a party shield and their single-target mitigation + healing skill.


Conjurer (CNJ) / White Mage (WHM)

White Mage is a classic Healer, wielding very strong GCD heals and regen effects, but feeling a little slow and relatively immobile until later levels when you get a few more opportunities to cast instant Spells. You&#;ll get a lot of practice slidecasting if you&#;re a White Mage main.

Offensively, you&#;ll have a flat damage Spell, a DoT Spell, and later, a point-blank AoE Spell with a stun. Much later on, you&#;ll get one damaging oGCD and another occasional &#;nuke&#; Spell that charges up based on spending Lily heals from your Healing Gauge. White Mages only have personal damage tools, and do not buff other players&#; damage.

In their Healer toolkit, White Mage has tons of strong GCD heals and regens, boosted or supplemented by a few oGCD heals, healing buffs, and a single shield. They certainly feel like a strong and powerful healer when they&#;re able to recover the whole party from very low HP.

In a dungeon setting, White Mage is strong and capable at keeping a Tank alive, but can feel boring as you don&#;t get oGCD healing tools for a long time (50+). They do get a fun (and blinding) AoE at level 45, Holy, which damages and stuns enemies. The lack of instant heals at lower levels means you&#;ll want to keep a very close eye on the Tank&#;s HP bar, but it&#;s a good Job for beginners to learn the Healer role.

In a raid boss setting, White Mages have low CPM, and make use of highly efficient, potent heals to keep the party healthy. By endgame they still have very few mitigation tools, which are a single-target shield and one party-wide mitigation skill on a long cooldown. Throughout most of the game they will have few instant cast Spells and will sometimes be forced to clip their casts in order to move around.

Scholar (SCH)

Scholars have a lot in contrast with White Mages, leaning more on oGCDs for healing, which have varying cooldowns and should be dispensed as needed. This translates to them reaching for a wide variety of skills throughout a fight, and rewards planning. Their many shield effects are also more effective if the user can look ahead and be ready for what an enemy will throw at them.

Offensively, Scholar is more mobile than White Mage, with an instant cast Spell (Ruin II) they can use when they need to move or weave oGCDs. The Spell with a cast time deals more damage, but it&#;s nice to be able to move around without bringing your casts to a complete standstill. They also have a DoT, and a point-blank AoE. At higher levels, they gain Chain Strategem, a party damage buff ability on a 2 minute cooldown.

In their Healer toolkit, Scholar has plenty of shields and mitigation skills, and a number of oGCD heals to use. The GCDs are a little weak at bringing a party back to full health, since they have shield effects instead of regen, but that also means they can sometimes be used to proactively protect people from damage that would otherwise kill them. Scholar rewards players who have good knowledge of a fight, and are able to plan efficient uses for their many healing tools.

In a dungeon setting, Scholars have a pretty easy time at low levels. The fairy does a lot of the heavy lifting in keeping the Tank alive, and the Scholar can sometimes find themself playing similarly to a low level Summoner, placing a DoT and spamming their damage Spell. They diverge towards the end of the base game, as the Scholar gets more healing tools to play with, notably the oGCD Lustrate at level 45, and the AoE Art of War at level

In a raid boss setting, Scholars have low-mid CPM, and are valued for their party damage buff and their strong shields, which can often prevent deaths in fresh endgame content when damage is high compared to health totals.

Melee DPS

Pugilist (PGL) / Monk (MNK)

Monks have a faster GCD than other Melee Jobs, and an unusual combo system. They shift between three fighting &#;forms&#; (stances) with each Weaponskill, which enable and empower their attacks with buffs. They also have positionals on almost all Weaponskills.

They have comparatively few oGCDs to weave, but the faster GCD and the focus on positionals keep the Job feeling busy over most of the fight. Learning it, you may feel like a failure by hesitating or overthinking your next GCD, but once you get the rotation into muscle memory, it should feel smooth and powerful, as you methodically wear down the enemy with an onslaught of fast and strong attacks.

In a dungeon setting, Monks get AoE tools starting at level 26, and deal steady AoE damage before they hit

In a raid boss setting, Monks are mid-high CPM, move around frequently to hit their positionals, and have a buff window for the party&#;s physical damage dealers. Knowing a fight&#;s timeline will help Monks make important optimizations around their &#;downtime&#; when the boss is invulnerable or out of Melee range.

Monks also have slightly increased movement speed, and share most of their equipment with the Samurai Job. They&#;re also the only Melee Job that lacks a ranged Weaponskill.

Lancer (LNC) / Dragoon (DRG)

Compared to the other Melee Jobs, Dragoons have a slower, more rigid GCD rotation, and more oGCDs to weave in between them. They have two combo chains that they alternate between, and have party buffs and damaging jumps, dives, and thrusts to weave in as well.

The combo chains grow as you level up, reaching two sequences of 5 Weaponskills, though some skills appear in both chains. including 3 positionals. You&#;ll weave in jumps and dives which will charge up your Dragon Gauge, allowing you to unleash more powerful damaging oGCDs for a short time. This helps fulfill the class fantasy of unlocking and wielding strong attacks through your battle prowess.

Jumps can get you in trouble sometimes, as they cause a brief animation lock that prevents you from moving. You may die from an unfortunately timed jump as a damaging AoE appears beneath your feet, and it&#;s why people are used to seeing Dragoons &#;tank the floor&#;. Remembering a fight&#;s mechanics and timings will help you make small adjustments to your jumps, and are key to honing your skill as a Dragoon.

In a dungeon setting, Dragoons don&#;t gain AoE skills until level 40, but many of their higher level Weaponskills and oGCD thrusts deal AoE damage in a line in front of them, and a couple of jumps are AoEs as well.

In a raid boss setting, Dragoons are on the low-mid CPM side. They contribute to party buff windows, and must be careful of their jumps&#; animation locks not getting them killed learning new mechanics.

Dragoons have several jumps which work like damaging dashes, and one backflip that can be used inside or outside of combat.

Rogue (ROG) / Ninja (NIN)

While not technically available as your very first Class, you can still choose to be a Rogue as early as level 10, before you even enter your first dungeon, so I&#;m counting this one as a beginning Class.

As a Melee Job, Ninja follows a standard combo throughout the entire levelling process, with a flexible combo finisher to refresh a haste buff as needed. Once you gain your Jobstone, you&#;ll sometimes interrupt your Weaponskill rotation in order to perform elemental Ninjutsu in a window of high burst damage. The Ninja will use this window (with the skill Trick Attack) to make a target vulnerable, increasing the party&#;s damage dealt for the duration.

Ninjustu are activated by combining Mudra in specific orders, and there are 6 patterns that are important to learn and memorize. The Mudras are also on a slightly faster GCD, so you&#;ll bounce between the two Weaponskill and Ninjustu GCD speeds frequently. In contrast to the rigid GCD pattern of the Dragoon, Ninjas have a bit more flexibility in the order of their GCDs due to their haste buff refresh and their Ninjutsu charges.

Just like the other Melee Jobs, Ninjas make use of flank and rear positionals to deal their highest potential damage. Their 3 positionals are on the two combo finishers and the vulnerability skill.

In a dungeon setting, Ninjas gain AoE tools starting at level 35, and their late game toolkit uses pointblank Weaponskills and Ninjustu for high burst AoE. 

In a raid boss setting, Ninjas have the overall highest CPM, with a busy window of about 15 seconds every minute, during which the whole party deals increased damage. The rest of the rotation can feel relaxed or boring in comparison. They do have one skill (Assassinate) with a brief animation lock, but flexible timing, so be careful of that.

Ninjas also have slightly increased movement speed, reduced fall damage, and a non-damaging dash that can be used in or out of combat. At higher levels they share some of their equipment (accessories) with Ranged DPS.

Ranged DPS

Archer (ARC) / Bard (BRD)

Bard is the only Ranged Job available right from the start of the game, and in my opinion is a little easier for a beginner to learn because they don&#;t have to think about the cast times of Caster DPS, or the positional requirements like Melee DPS. It&#;s also a supportive Job, increasing the damage dealt by party members.

The Bard&#;s rotation is pretty basic, because it&#;s a little more reactive rather than memorizing a sequence like Dragoon or Black Mage. There are a couple of DoTs to apply, and then you fill the time with one regular GCD attack, which may trigger a second, stronger GCD attack to use. You&#;ll also weave several damaging oGCDs when they&#;re available, so the Job still feels busy and even a little chaotic.

The songs you play split the Bard&#;s playstyle into three phases: During The Wanderer&#;s Minuet, you&#;ll gain charges over time that you spend in a single, powerful oGCD. During Mage&#;s Ballad, your regular oGCD attack will be available more frequently to fire off, and during Army&#;s Paeon, your GCD speed will slowly ramp up, allowing you to attack faster.

In a dungeon setting, Bards probably have the best early AoE, at level This allows them to outpace most other DPS, and they&#;re also able to easily attack while running through the dungeon, which not every Job is capable of. 

In a raid boss setting, Bards have high CPM, and buff the party&#;s damage output with their songs, at the cost of having slightly lower personal damage themselves.

Like all Ranged DPS, Bards can increase the party&#;s movement speed outside of combat using the role skill Peloton. They also have a fun side mechanic in the game where they can Perform, using various instruments to play notes and make music.

Caster DPS

Thaumaturge (THM) / Black Mage (BLM)

Black Mage is sometimes referred to as being a &#;turret&#; style DPS because of how badly they want to stay right where they are and just cast Spells. They&#;re not completely immobile though, and later levels will allow for a few more instant cast Spells and even a couple of movement tools to teleport you around.

The rotation is simple compared to many other DPS Jobs, and revolves around filling your MP with a phase of ice Spells, then emptying it with powerful fire Spells, all while keeping up a DoT effect with thunder Spells. The Job serves the classic fantasy of being a powerful spellcaster, and the whole aesthetic and animations are great if you love the idea of channelling energy into big explosive attacks.

In a dungeon setting, Black Mages get AoE tools very early on, and even in the first dungeon are able to push out more damage than some other Jobs that are limited to single-target rotations. However, the Black Mage rotation changes as you level up, so you will have to adjust several times throughout the process, and syncing down to lower levels can be frustrating as a result.

In a raid boss setting, Black Mages have low CPM, and much of their optimization comes from carefully planning positioning and movement, to maximize the time spent casting Spells. It can be a struggle to constantly move around while learning a fight, but Black Mages do have high damage potential.

Arcanist (ACN) / Summoner (SMN)

Summoner is a way more mobile Caster compared to the Black Mage. You&#;ll still have cast times on some of your high damage Spells, but Spells to command Pets are instant, and you can make smart use of these to allow you to frequently double weave important oGCD abilities.

I find the Job to be aesthetically pleasing with its animations, and it feels powerful to frequently command your pets to execute high damage attacks. It feels fairly consistent in terms of how busy it is throughout a fight, perhaps somewhere in between Monk and Ninja. While a lot of stuff is frontloaded, its downtime windows still seem small because of how frequently you gain and spend Aetherflow.

In a dungeon setting, Summoners have a bit of a slow start, focusing on DoTs, but they have some very satisfying AoE damage once they finish their level 45 Job Quest and can summon Garuda-Egi. They&#;re able to spread DoTs with Bane, and command the Pet to use powerful wind attacks on groups of enemies.

In a raid boss setting, Summoners have low-mid CPM, and one of the more complex rotations with a lot of different button presses and double weaving. The idea is to keep your DoTs up and use your Pet&#;s attacks to create opportunity for movement or weaving when needed. You also have an occasional party damage buff.

Summoners are one of the rare DPS Jobs that can Resurrect other players, making them an asset when teammates slip up &#; kind of an extra layer of security.


I hope you gained a better sense of the different starting Classes from this write-up; There are lots of different playstyles and aesthetics to choose from, so hopefully you find one that sits well with you. Of course, many of the Jobs will feel a little dull at low levels, and you may need to give it a bit of time to ramp up to its full potential. This is an RPG after all.

If you&#;re really not feeling your first pick, don&#;t be afraid to try something else. Like I said earlier, one of the things I find enjoyable about FFXIV is being able to try out all the different Jobs without needing to create a new character. Experimenting with different combat Jobs keeps the game fun and fresh, and I&#;ve discovered Jobs I never knew I would like, even after playing the game for years.

Have you ever switched your Job up for a change of pace? Do you think some of these starting Classes are better for beginners over others? Let me know in the comments.

Sours: https://latetothepartyfinder.com/choosing-your-first-class-in-ffxiv/

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Best FFXIV classes for new players

Let’s talk about the best FFXIV classes for new players. Like most MMORPG’s, FF14  has a variety of Tank, Healer, and DPS (melee, ranged physical, or ranged magical) classes to choose from. Unlike other games though, Final Fantasy 14 classes are eventually upgraded to ‘jobs’. Your task as a beginning player is to choose the best starting class while also considering your next employment (which can be anything from Ninja to Bard).

If the Final Fantasy XIV class system sounds a bit complicated to you, don’t worry; you’re not the only one. We’re here to explain the difference between classes and jobs, and why you don’t need to worry too much about choosing your first. We’ll also give you some recommendations based on your preferred playstyle.

FFXIV XP leveling guide | Earn FFXIV Gil fast

FFXIV classes and jobs 

Before we get to the best FFXIV beginner classes, here’s how the class/job system works. While your first choice is between the eight ‘base classes’ you’ll see on the character creation screen, you should know that these are just the starting classes. Once they reach level 30, the classes can be upgraded to their corresponding job (by doing the Job Quest). For example, if you choose the Gladiator as your Final fantasy 14 base class, you can switch to the Paladin job after reaching level  

So you have the base classes (one of which, the Rogue, is added when you reach level 10 with another class), and the upgraded versions of those classes. On top of that, there are some expansion jobs added in the Heavensward, Stormblood, and Shadowbringers DLC. These jobs are not linked to a specific class. However, as you need to reach an even higher level (50 at least) to unlock any of these, new players can ignore them for now.

Speaking of choices, you should know that your first choice of class and job is not a permanent one. After reaching level 10, you’re able to switch your base class. Naturally, that also means you’ll start a path towards a different job. Don’t worry about the cost; your previous class progress is saved automatically, so you can switch back and continue leveling your old class whenever you want.

Every FFXIV starting class

Here’s a list of every FFXIV starting class, their corresponding jobs (leaving out the DLC jobs), and their class type (Tank, DPS, or Healer).

  • Gladiator – Paladin (Tank)
  • Marauder – Warrior (Tank)
  • Pugilist – Monk (Melee DPS)
  • Lancer – Dragoon (Melee DPS)
  • Rogue – Ninja (Melee DPS)
  • Archer – Bard (Ranged Physical DPS)
  • Thaumaturge – Black Mage (Ranged Magical DPS)
  • Arcanist – Summoner (Ranged Magical DPS) or Scholar (Healer)
  • Conjurer – White Mage (Healer)

How to choose the best FFXIV class

So, which of those should become your first FFXIV class? Before we start recommending things, you should know that it’s perfectly fine to choose a class for reasons of style or lore. If you already have a strong preference, just go for it. That said, there are a few more things you might want to consider, especially if you’re still in doubt:

  • Even though you can switch base classes pretty early on, you’ll have to stick with your first choice for at least several hours (depending on your pace). So don’t be too hasty when choosing your base class in Final Fantasy XIV.
  • Consider trying out a few FF14 classes before continuing the leveling process with your favorite. Who knows; maybe you’ll discover a hidden talent for being a living shield. 
  • Of course, you can choose to level every single class one by one, but this would take an incredible amount of time. After trying out a few, it’s best to focus on a single class until you unlock that first job.
  • Different base classes have different starting locations. For the base classes, those cities are Ul’Dah (Gladiator, Pugilist, Thaumaturge), Gridania (Lancer, Archer, Conjurer), and Limsa Lominsa (Marauder, Rogue, Arcanist). 

Even though you can switch base classes pretty early on, you’ll have to stick with your first choice for at least several hours (depending on your pace). So don’t be too hasty when choosing your base class in FFXIV.

Consider trying out a few FFXIV classes before continuing the leveling process with your favorite. Who knows; maybe you’ll discover a hidden talent for being a living shield. 

Of course, you can choose to level every single class one by one, but this would take an incredible amount of time. After trying out a few, it’s best to focus on a single class until you unlock that first job.

Different base classes have different starting locations. For the base classes, those cities are Ul’Dah (Gladiator, Pugilist, Thaumaturge), Gridania (Lancer, Archer, Conjurer), and Limsa Lominsa (Marauder, Rogue, Arcanist). 

The best Final Fantasy XIV classes for new players

Some Final Fantasy XIV classes are more suitable for beginning players than others. On top of that, some will lead to better jobs than others. Here are some recommendations for the best FFXIV classes to start with:

  • Gladiator (upgrades to Paladin). This Final Fantasy 14 class offers a great combination of attack power and tank abilities. The Gladiator is not as strong as specialized DPS classes, but its sturdiness is very helpful on your first Final Fantasy XIV adventures. Naturally, the Gladiator has a high HP and plenty of shield abilities, making him a popular party member. On top of that, the Gladiator transitions to Paladin at level 30, which is generally considered to be one of the best jobs in Final Fantasy XIV.
  • Arcanist (upgrades to Summoner or Scholar). This is an excellent choice for a Final Fantasy 14 starter class as it’s easily one of the most varied ones you can find. The Arcanist is a magical ranged DPS class at its core, but you’ll also get a basic healing spell and a pet familiar. Unlike other base classes, the Arcanist can upgrade to two different jobs: the Summoner (if you want to specialize as a ranged magical DPS), or the Scholar (if healing and providing shields is more your thing). This is great news, because it means you’ll be leveling two jobs at the same time. 
  • Conjurer (upgrades to White Mage). This support class is the best choice if you’re already set on being a healer. As the Arcanist is a hybrid, the Conjurer is the only base class in Final Fantasy 14 fully focused on healing. It’s upgrade, the White Mage, is an equally straightforward and relatively easy job to play. It has some amazing area-of-effect skills and healing over time. As a bonus, the Conjurer’s healing powers are always high in demand, so you won’t have any trouble finding a party. It can be a less attractive first FF14 class if you’re planning on playing mostly solo though.
  • Thaumaturge (upgrades to Black Mage). Maybe you’re not looking for an easy FF14 beginner class at all. Maybe you just want your first class to become the most powerful DPS job in the game. If that’s the case, the Thaumaturge is the best option for you. It will eventually unlock the master of ranged magical explosions: the Black Mage. This class can also teach you a lot about FF14’s combat system, but again; it’s not the most beginner-friendly class on this list.

So, will it be the Conjurer? Or are you going for the Paladin job? Let’s pick a Final Fantasy XIV class and start leveling towards that dream career!

I’m a freelance journalist who (surprise!) kind of has a thing for videogames. When I’m not working on guides for GamesRadar, you can probably find me somewhere in Teyvat, Novigrad, or Whiterun. Unless I’m feeling competitive, in which case you should try Erangel. You can also find my words on PCGamesN, Fanbyte, PCGamer, Polygon, Esports Insider, and Game Rant.

Sours: https://www.gamesradar.com/ffxiv-classes/

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