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Final Fantasy XIV: A Realm Reborn – The Armoury System

At the core of everything that is Final Fantasy XIV: A Realm Reborn, and in truth one of the most unique aspects of the Final Fantasy MMO brand is the way both online titles (Final Fantasy XI and Final Fantasy XIV: A Realm Reborn) manage their various classes and professions. While in the older game, Final Fantasy XI had no fanciness to its simple but effective management, Final Fantasy XIV: A Realm Reborn steps it up a bit for the aptly named Armoury System.

While most games only permit one job, class or profession per character which more than often results in an army of “alts” Final Fantasy XIV: A Realm Reborn allows a single character to play any and all classes, jobs and professions in the world at large without penalty. In fact, the Armoury System rewards the players who take the time to level up multiple jobs and classes with greater flexibility and the addition of useful skills that can be used on different classes or job combinations. As I mentioned before, most MMORPGs necessitate the use of what are referred to as “alts” which are characters specifically created to be able to enjoy the depth and breadth of the game’s various jobs or classes. Luckily with Final Fantasy XIV: A Realm Reborn that’s not necessary, a single character can experience all the game has to offer without ever needing another. This is a unique benefit of FFXIV: ARR and of its predecessor FFXI, both of which allowed a greater degree of bonding between player and character by keeping that character as persistent.

From the player’s standpoint this has several advantages, particularly of note is the lack of needing to familiarize everybody to each and every alt a given person might use. It also prevents the main story line (which often tends to give large chunks of EXP) from being repeated over and over, which adds to a feeling of repetition and weariness over time. While the unique (but typically high yielding) quests can’t be redone ad nauseum on a single character; the benefits of keeping a single attached entity in the game is a thing that cannot be overstated. Of course for people who prefer to troll, grief, and generally harass people, having a single character everybody associates with you might possibly be something of a downside. For everybody else, these associations help to create lasting bonds of friendship, kinship and even rivalry that last long after the game has been shuttered and people have moved onto something else.

Many studios go through several games trying to capture that emergent gameplay that having a singular character associated with you achieves. As I said above, the trolls and griefers may not like it but it helps everybody else to easily identify them, with their only real option being to completely remake a new character and go through all the progression they already went through just to avoid the scrutiny and the black marks they collected by generally being an ass to people. By forcing people to spend longer than they usually would with a single character, people end up caring more for how they act and how they’re representing themselves out in the online world of Eorzea, time and time again it’s been proven that people who are more connected to their online personas begin to treat others as they would if they were in close proximity. Though the anonymity is still there, it’s lessened to the degree that provides both the protection of not literally being near others, but at the same time it affords the recognition and camaraderie that the lack of anonymity can provide.

Unlike Final Fantasy XI, where the Job System required a bit more understanding of stats and how various Jobs interacted each other, particularly with the advent of the Sub Job System. Final Fantasy XIV: A Realm Reborn does away with the Sub Job System and the addition of stats based on the combined classes. Instead it simplifies the whole ordeal while adding a new layer to the mix.

The Basics of the Armoury System

At its heart the Armoury System is the manner in which a player changes roles. While in Final Fantasy XI, changing a Job required a player to return to their Mog House, or find a Moogle out in a town or nearby locale, changing roles can be done on the fly in FFXIV: ARR. The only exception being that while a player is currently engaged in a duty, they cannot change roles; this involves everything from currently being engaged in combat to being in a raid or instance even if no enemies are present to do battle with. In this way, out in the field a player can change to suit what they need wherever they may be, but it still preserves balance, preventing people from needing to change roles several times during a dungeon run or a raid.

Since FFXIV: ARR was remade it has gone through painstaking measures to streamline all of its core concepts and mechanics. Compared to other concepts the Armoury System is shockingly easy but has so many layers to it that it doesn’t leave those who desire a more complicated system wanting. Simply by equipping a different weapon or tool in the main hand, a player is capable of changing role instantly, no matter where they are (except where the aforementioned limitations are in effect) and switch back just as easily when they are done. If a player starts their day off as a Marauder (MRD), and then after a few hefty sessions of axing the local wildlife decide to switch to a Fisher (FSH) they can do it with the click of a single button.

Equipping a Sword changes the class to a Gladiator, changing that out for a Skillet changes the class yet again to Culinarian, and equipping a Bow changes once more to an Archer. Now this seems all very simple and the truth of it is, that is completely is as easy and simple as that. And we can see the ease of use and streamlining that was done in order to make the system operation. However now we begin to delve into the more complicated matters of the subject at hand. There are currently four Disciplines, three if you paint them with even broader strokes. The four main categories will be listed below:

  • Disciples of War (DOW)
    • Gladiator (GLA)
    • Marauder (MRD)
    • Pugilist (PGL)
    • Lancer (LNC)
    • Archer (ARC)
  • Disciples of Magic (DOM)
    • Thaumaturge (THM)
    • Conjurer (CNJ)
    • Arcanist (ARC)
  • Disciples of the Hand (DOH)
    • Carpenter (CRP)
    • Culinarian (CUL)
    • Blacksmith (BSM)
    • Alchemist (ALC)
    • Armorer (ARM)
    • Weaver (WVR)
    • Goldsmith (GSM)
  • Disciples of the Land (DOL)
    • Fisher (FSH)
    • Miner (MIN)
    • Botanist (BTN)

As I mentioned above, you could paint these into three broad stroked categories of: Combat, Crafting and Gathering respectively and for all intents and purposes that would be most correct, as what is capable of being borrowed from one category as the above is disallowed across others. Such that a GLA can take Cure from CNJ because they are in the same ‘category’ of Combat class. While on the other hand no ability from the DOH or DOL branches can be crossed over to either each other or the combat classes. The benefit of having a slightly more exacting definition of the four Disciplines is that Offensive skills and spells are confined to their specific Discipline. Such as, Aero from CNJ can only be utilized by classes of DOM, but cannot be used by classes of DOW. Abilities and non-offensive spells or skills that are not specific to a given class are allowable throughout both Disciplines. A good example for an ability is Surecast from THM which can be used by any of the combat classes. While a good spell example aside from the one provided above, is Flash from GLA which is also usable (once set) by any combat class. However if Flash inflicted damage, we would see that it wouldn’t be allowed to be used to freely.

Even still, the system is far more restrictive than it lets on. This is largely due to the major issues that occurred at launch, where there were only a set number of slots that could be used to equip skills and spells from any class you had leveled. This inevitably was touted as “complete freedom” but what it really did was make it so people had no distinctive difference between their roles. A person could have curing spells and offensive black magic as well as physical weapon skills all in a mashed up mess and it made roles very hard to define. In the end everybody just picked the same skills regardless of their role and everybody was a copy of each other regardless of the role they tried to fit into. This, unfortunately was a major failing of the game but thankfully it was renovated while Version 1.0 was still in progress and hasn’t been changed much since.

Meet the Disciples

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Before we delve into the more restrictive Jobs of Final Fantasy XIV: A Realm Reborn, let’s go over the basics of all the Classes and their respective Disciples to get an idea of what each role is and how they fit into the scheme of FFXIV: ARR’s party system. Each Discipline is its own ecosystem, particularly so for DOH and DOL due to their lack of abilities that can be utilized by one another. For the most part each Discipline represents a particular role in the game with DOW and DOM being the only combat category in the game. It’s unlikely that there will ever be any additional Disciplines due to the all-encompassing nature of the four categories.

While Jobs are derived from Classes, the two operate on different but similar systems, because of this I’ll be expanding on each Class to illustrate what Job comes off of said Class. For the uninitiated, every Job comes primarily from a single Class, though they also require a lower leveled “sub class” to unlock the quest to obtain the Soul Crystal that allows the character to become that Job. If it doesn’t make too much sense now, don’t worry. Everything will be explained in its proper section below.

Further information on Classes and their subsequent Jobs can be found below under the “Jobs” section, where each Job will have an image showing you its Artifact Armor and the image will double as a link to that Job’s page. On each Job’s relevant page, the whole of the Class’ abilities will be detailed and analyzed since every Job comes from a single Class and most people prefer to play as Jobs, leading many to wonder why Classes still exist.

Disciples of War (DOW)

DOW Classes are all physical based, whether ranged or melee all classes operate based on physical damage, currently non-elemental damage as well, but that could possibly change in the future. For now there is only a single ranged class and job, but FFXIV: ARR is slated to get the Musketeer Class and subsequent Job split (whatever that may be) in the near future which will round out the DOW Classes significantly. At the present time as of Patch 2.16 (and this writing) every Class has a “Partner” so to speak, for the function that each Class fulfills, there is another that does the same thing in a different way. Also there exists another form of partnership among Classes within the same Disciple, these are typically Classes that utilize the same weapon type or damage type.

For example, MRD and GLA are both tanks, thus their role is “partnered” as they fulfill the same role (tanking) and allow players to choose which form of tank they prefer to play, or what the encounter is better suited for. This keeps with the ethos of FFXIV: ARR and the Armoury System about keeping choices and options open to the players, allowing them do as they desire without forcing them into particular roles or classifications they would rather not. Additionally, MRD and GLA also have the same Damage Type (Slashing) and MRD possesses the ability to lower resistance to Slashing against any particular opponent in the game. This provides a synergy among the classes, allowing them both to deal increased damage and in turn hold enmity much better.

DOW Classes all rely upon Tactical Points (TP) and either use STR or DEX for their main damaging stat, depending if they are ranged or not. For more information on stats reference this page: Final Fantasy XIV - Stats. It would also be a good idea to reference Final Fantasy XIV - Races in order to get a good understanding of what races are best for a particular Class or Job.

Gladiator (GLA)

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  • Role: Tank
  • Damage Type: Slashing
  • Weapon: Swords & Daggers
  • Off-Hand: Shields
  • Job: Paladin (PLD)

Gladiator (GLA) is from Ul’dah and in order to get the Class, if it wasn’t initially chosen you’ll need to head to the city and sign up at the Guild. GLA is a primary tank role and evolves into the Job Paladin (PLD) to become a better tank while losing some capacity as a damage dealer, which to be perfectly honest, they weren’t capable of being on the same footing as any other Class. GLA works best with a MRD in a two-tank team, allowing for both to achieve better capacity as tanks than they could apart. GLA are the only class in the game with shields good enough to consistently mitigate damage, and they possess several abilities revolving around their shields as well, making a shield mandatory for the class.

Marauder (MRD)

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  • Role: Tank
  • Damage Type: Slashing
  • Weapon: Great Axes (2-Handed)
  • Off-Hand: None
  • Job: Warrior (WAR)

Marauder (MRD) hails from Limsa Lominsa, and like GLA requires signing up at the guild in order to join. They are the only Class in the game who shares a Guild Space with another, though ironically enough the other Class still does not exist in the game. This Class would be the infamous Musketeer Class both of which are located in the Coral Tower. It’s worth mentioning because no other Class in the game currently does that, as well every Class lists themselves plainly as “Class’s Guild” where you can replace the word Class with any applicable Class, such as Botanist or Miner or whatever you prefer.

Unlike GLA, MRD can actually put out some decent damage, still nowhere near enough to be considered a DPS, it’s still somewhat respectable on its own, equal to a bit more than half of a good DPS if the MRD is equally skilled and properly geared. Though the real advantage of going MRD over WAR is the access to various DPS abilities, chief among them being Invigorate and the ability to cure themselves or use stoneskin to stay alive in tough solo or low man fights.

Pugilist (PGL)

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  • Role: Close DPS
  • Damage Type: Blunt
  • Weapon: Dual Fists / Knuckles
  • Off-Hand: None
  • Job: Monk (MNK)

Pugilist (PGL) comes from the same location as GLA, Ul’dah and requires the player to sign up at their guild just like every other Class in the game. PGL excels at close range combat and their DPS is among the highest in the entire game. They’re “Partnered” with Lancer who is also a close-range DPS, though their weapon types and damage types are not partnered. So far as of Patch 2.16 (as of this writing) no Class shares the Blunt damage type and so the resistance debuff PGL is capable of placing on the mob is only useful for themselves.

PGL is one of the strongest DPS in the game, in the proper hands they are the tip of the DPS pyramid without any other capable of touching them. This is largely due to the recent buffs they received in 2.15 but their primary downside is also their primary benefit. PGL needs to continually chain through their combos to provide themselves with Greased Lightning stacks, which culminates into a large speed and damage boost. If the combos are stopped, or not properly done in the right order their Greased Lightning stacks can fall off, severely reducing their damage. In this way PGL is always moving around the mob to make sure they’re in the right location for each of their skills, as PGL skills are highly positional. Many require either Flanking or Rear to get the added benefits and thus higher damage.

Lancer (LNC)

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  • Role: Close DPS
  • Damage Type: Piercing
  • Weapon: Spears / Lances / Halberds (2-Handed)
  • Off-Hand: None
  • Job: Dragoon (DRG)

LNC comes from Gridania, and if it hasn’t become obvious by now each of the three City-States attempt to evenly split the various Classes and Jobs in the game. Odds are high that when another tank Job is released it will hail from Gridania to balance out the two cities that currently have a tank each. As well each city possesses a magic Class and usually one melee DPS, with the exception of Gridania which has both Archer and Lancer. LNC is partnered with Archer as they both use the same damage type (Piercing) and so LNC’s Piercing resistance debuff affects both parties equally.

LNCs are excellent DPS, though their abilities are stronger than PGL, their abilities are also quite positional and require the player move to the proper location in order to chain the combo. Whereas PGL will simply give a weaker attack, LNC requires the position or the combo will not chain, inflicting a harsher penalty onto LNC but with the trade off that LNC attacks are more powerful, and don’t require the constant buff of Greased Lightning to maintain a high damage like PGL does.

Archer (ARC)

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  • Role: Ranged DPS
  • Damage Type: Piercing
  • Weapons: Bows (2-Handed)
  • Off-Hand: None
  • Job: Bard (BRD)

Archer (ARC) is the only current physical ranged class in the game, as of patch 2.16 (and this writing). In the future this looks to be changing with the coming of Musketeer, but when that’ll happen nobody knows and there’s been scant to no information about the class since it was hinted at quite some time ago. There still exists a Guild for it in Limsa, sharing the Coral Tower with the MRD Guild, but that’s all.

ARC comes from Gridania and shares a Damage Type with LNC, benefiting from LNC’s piercing resistance debuff just as much as LNC does. ARC does good consistent damage but relies less on lingering buffs like PGL or positional combos like LNC. In fact ARC has no combos at all in the traditional sense. ARC operates on Chance, in such that their main utility is having the chance for an ability to reset, allowing them to use said abilities in quick succession, faster than the GCD would normally allow. Of all the melee DPS ARC is the only one with a good AOE damage capability and as an added bonus their AOE abilities have a chance to chain to make another ability free in terms of TP, though that ability (Rain of Death) is specific to Bard and therefore not usable on ARC.

Disciples of Magic (DOM)

Unlike the DOW, DOM Classes and their subsequent Jobs utilize Magic Points, or MP to deal their damage and rely upon either INT or MND as their main stat, INT for offensive spells and MND for curing. For more information on stats reference this page: Final Fantasy XIV - Stats. It would also be a good idea to reference Final Fantasy XIV - Races in order to get a good understanding of what races are best for a particular Class or Job.

All Casters are considered ranged Classes and they all are relatively feeble in terms of defense and the capacity to take damage, even for short periods of time. As of patch 2.16 (and of this writing) there are only three DOM Classes and four DOM Jobs, two healing Jobs and two damage dealing Jobs. The problem is with the recent adjustments and balancing, DOM DPS are always at a relatively behind the melee DPS due to their capacity to deal damage and stay out of most damaging attacks, while the close range melee have to be much more careful, these adjustments leaned the game in favor of skilled close range melee DPS but the justification holds true as it is far easier to die as a melee and ruin the raid than it is to as a ranged DPS, even a magical one.

Arcanist (ACN)

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  • Role: Caster / Pet DPS
  • Damage Type: Magic
  • Weapons: Books (2-Handed)
  • Off-Hand: None
  • Job: Summoner (SMN) & Scholar (SCH)

Arcanist (ACN) hails from Limsa Lominsa and as of Patch 2.16 (and this writing) it is the only other Class to come from Limsa Lominsa aside from Marauder. Of course I mean combat classes specifically, and not DOH or DOL Classes. ACN is also the first and only pet Class, added when Final Fantasy XIV became Final Fantasy XIV: A Realm Reborn, the so called “2.0” version of itself.

ACN is a unique Class in that it utilizes pets, as an ACN it only has two, Emerald and Topaz Carbuncle the former is the DPS pet and the latter is the Tank oriented pet. They are able to fill a variety of roles in a party and are among one of the more flexible Classes. Arcanists possess the capacity to tank with Topaz Carbuncle in early, easier content as well as Healing with their native Physick spell and on top of that they can fulfill a DPS role quite handily with the use of Emerald Carbuncle and their offensive magic. Arcanist is also unique in that it employs largely Damage Over Time spells and abilities revolving around that, rather than large bursts of damage with longer casting time like Black Mage. ACN is about weaving in DOTs whenever possible which allows them some breathing room to maneuver and utilize their pet without having to always be casting a new spell.

They are also the first and only Class that expands into two different Jobs, Summoner and Scholar. Summoner is a DPS, pet-oriented damage dealer, specializing in DOT capacity and pet commands to a much higher capacity than ACN. While Scholar is a Healer with two pets that aid in buffing and healing as well. SMN replaces Emerald and Topaz Carbuncle with Garuda and Titan Egi respectively, getting an additional Ifrit Egi summon as well. While Scholar gets rid of the ability to summon Topaz or Emerald Carbuncle in exchange for summoning one of two cute little Faerie pets, Eos whose primary role is to Heal, and Selene who is more focused on buffs.

Conjurer (CNJ)

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  • Role: Healer
  • Damage Type: Magical
  • Weapons: Staves and Wands
  • Off-Hand: Mage Specific Shields
  • Job: White Mage (WHM)

Conjurer (CNJ) is found in Gridania and is your typical healing class. It comes with a few buffs such as Protect and Stoneskin the former raises Defense and then later on with a trait raises Magic Defense as well, while the latter provides an HP buffer based on 10% then 18% (with another trait gained as CNJ levels up) of the target’s max HP. For more information on HP and Defense see Final Fantasy XIV – Stats.

Like any good healer they have plenty of curing potency and strong spells such as Esuna to take away debuffs placed on the party and AOE heals like Medica as well as Healing Over Time spells (HOTs) like Regen. They are one of the only two healers in the game, just like tanks they’re in short supply and are often capable of getting fast queues into any dungeon or raid they want, when a tank and a healer team up to duo queue up for an instance the time to get in is almost instant which illustrates how short supply both types are. Unlike Scholar, CNJ and subsequently White Mage heals slower, but for more versus the faster but smaller cures of Scholar. Contrary to popular belief a CNJ makes a decent DPS with their capacity to switch to a “Damage Stance” through Cleric Stance which swaps their INT and MND, giving them good reason to stack MND even when they’re aiming to deal damage.

Thaumaturge (THM)

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  • Role: Caster DPS
  • Damage Type: Magical
  • Weapons: Staves & Rods
  • Off-Hand: Mage Specific Shields
  • Job: Black Mage (BLM)

Black Mages (BLM) originates from Ul’dah and is your typical Caster Class, replete with different elements to use. Except in Final Fantasy XIV: A Realm Reborn there are no such things as Elemental Weaknesses, at least not pertaining to the mobs in the game. Ifrit, who is a Primal of Fire is not going to be stronger to Fire spells than anything else, this was meant to preserve a sort of balance so particular classes weren’t required just because of the elemental affinities they had. This does have the unintended effect of reducing tactical skill of a particular player and it feels like the game has sort of stripped one of the hallmarks of Final Fantasy, which is knowing which spells to use on what boss or mobs and correctly exploiting weaknesses to those elements. But as it’s already said and done, there’s nothing that can be done about it and we’re best left to focus on the benefits of it.

One such benefit is, without needing to exploit weaknesses, each element can be given an interesting ‘gimmick’. A specialized mechanic makes a spell unique and interesting compared to just being another spell that deals damage and has a flashy animation. As such THM has a unique rotation where Fire spells build Astral Fire, which increases damage of casted spells but also increases their MP cost. Conversely, Blizzard spells grant Umbral Ice stacks which increases MP regeneration and lower damage dealt. By constantly cycling through Fire the then Blizzard spells a THM can have infinite MP while never stopping any damage being dealt. This will be gone into further detail as well as other spells and abilities in the Jobs Section below under the appropriate Job image of Final Fantasy XIV - Black Mage.

Disciples of the Hand (DOH)

Unlike the Classes we’ve gone over so far, the Disciples of the Hand, or DOH for short are not combat oriented. They’re what most MMORPGs would call Professions, crafting classes whose sole purpose is to help drive the economy by making raw products into refined goods to wear or use by the adventuring populace. While they cannot participate in combat, their actions and contributions are felt across all of Eorzea and without them very little in the way of armaments would exist. Even the items gotten from quests pale in comparison to the depth and breadth of gear that a crafter can create. Further along we’ll go into Disciples of the Land, who are the primary farmers of the raw ingredients that the DOH Classes use.

All DOH Classes share a large subset of skills, unlike DOL which has similar but mostly different skills per class, and unlike DOW or DOM which share no skills or spells that aren’t cross-classed. DOH Classes do have the capacity to cross-class ten skills, just like DOM and DOW but the typical ‘main’ skills are shared among all DOH Classes. For the sake of simplicity I’ll list just the ability names here, whereas on the Disciples of the Hand page you’ll be able to find out exactly what these abilities do and what level they’re attained, which can be found by clicking the previous link or the image for DOH above.

  • Basic Synthesis
  • Master’s Mend
  • Inner Quiet
  • Great Strides
  • Standard Synthesis
  • Basic Touch
  • Steady Hand
  • Observe
  • Standard Touch
  • Master’s Mend II
  • Advanced Touch

Below I’ll display a linked image of the Class, the name atop and a small list of four relevant categories for the class. Material Type(s) regards what sort of materials the class deals with, most DOH deal in wildly different ingredients and it’s good to know which DOH uses what sort of material. Main Product Type(s) refers to the types of things created by that DOH. For example, a Carpenter (CRP) creates primarily weapons of wood, such as Bows and Staves, but they also make small bits of armor, here and there such as clogs. Primary Crystal(s) are the main type, or types, depending on the DOH Class, that they utilize. This is good to know since every Class tends to have a different crystal element or pair of crystal elements to use for their everyday crafting. Finally, Best Ability refers to the ability or set of abilities in the case of a tier one and tier two (Careful Synthesis and Careful Synthesis II, Waste Not and Waste Not II, etc.) that is mostly considered ‘best’ from that class. Particularly when talking about cross-classing those skills to use on a different DOH Crafter.

DOH Classes have their own stats, Crafting Points (CP), Craftsmanship (Craft), and Control (CTRL). They also have their own stats to overcome, similar to how HP and MP and TP work for battle classes so too does Quality, and Progress act as a sort of HP bar for the life of the synth. Below you’ll find the images for each of the Classes for DOH, each image is a link that takes you to that Class’ page with further information and a full recipe list, broken up into level brackets for ease of viewing. Be sure to click on the images so you can get a better look at each of the crafting jobs Eorzea has to offer!

Blacksmith (BSM)

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  • Material Type(s): Ores, Ingots
  • Main Product Type(s): Metal Weapons and Tools
  • Primary Crystal(s): Fire and Earth
  • Best Ability: Ingenuity and Ingenuity II

Blacksmiths (BSM) hail from Limsa Lominsa, and are the de facto weapon makers of Eorzea. Just about every sort of weapon is made by a BSM, with the general exception of magical weapons like Staves, Wands, Radicals and Tomes. They provide tools for just about every DOL, DOH, and DOW Class or Job in the game and as such would be normally thought of as incredibly useful and integral to the Crafting Community. However the reality of this is far less in fact. Largely due to the way FFXIV’s endgame and playerbase works, Weapons and Tools are generally quested or received as drops from a dungeon or boss fight in the exclusive case of weapons. Because of this, once people begin to reach around Item Level 70, they stop being able to make or buy crafted weapons. FFXIV is very raid-centric, preventing crafters, DOH or DOL from having any hold over the economy or role in end game. Because of the vast strength of Weapon Damage on weapons, once a player is sufficiently leveled, they can quickly get a relatively easily obtained weapon of higher Weapon Damage, and greater stats in less time than it would take to make the gil in order to buy an Item Level 70 (the highest crafted weapon Item Level). Consider that the highest Item Level as of patch 2.2 is 115 and you can begin to see the futility of BSM at end game and relevant levels.

A small upside is that BSM can make furniture and parts for other weapons, armor or items that may end up being useful. For example in patch 2.2 BSM is responsible for making Wolfram Ingots, in truth, it is the only DOH that can, and even odder they cannot make any tools or weapons out of Wolfram Ingots. Instead they can make items for decorating a Player House, or they can if they so choose, give Wolfram Ingots to an Armorer (ARM) and they can use Wolfram Ingots to make various bits of Item Level 90 Wolfram armor for Tanks and Lancer / Dragoons. As of patch 2.25 Blacksmiths are still, unfortunately, greatly undervalued and undesired compared to just about any other DOH except perhaps Alchemist (ALC).

Armorer (ARM)

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  • Material Type(s): Ores, Ingots
  • Main Product Type(s): Metal Armor
  • Primary Crystal(s): Earth and Ice
  • Best Ability: Piece by Piece

Armorer’s (ARM) come from Limsa Lominsa as well, and as such can only be quickly and easily obtained by starting in Limsa. BSM and ARM overlap each other, using many of the same materials and indeed having much of the same recipes. However whereas BSM creates mostly tools and weapons from metal, an ARM makes – as the name would imply – armor and shields primarily, making a small quantity of Class Specific equipment for DOH and DOL as well.

However, unlike BSM the ARM’s prognosis isn’t quite as grim. They’re capable of remaining relevant at end game even though the best armor they can make is Item Level 90 versus Item Level 110 attainable. At least it’s a far cry closer than the forty Item Levels BSM has to endure. Because of this, and because of the multiple slots any given person needs to outfit themselves with ARM is much easier to make money with and remains far more relevant due to the lack of easily producing gear for one slot. On average an ARM can produce head, body, hands, legs, waist, feet and off-hand making seven total slots an ARM can outfit at most, generally being five or six based on the Class or Job. Because of this, ARM has a lot more items that they can make for gil and in turn there is more demand for ARM goods. As opposed to BSM which can only make items (generally) for a single slot, with DOL and DOH benefiting from having both Main Hand and Off-Hand being used.

In the end, ARM retains its usefulness, however its abilities are among the weakest and least desirable unless attempting Master Recipes, in which case the Piece by Piece skill is invaluable. But with such a niche use for its skills, ARM can largely be ignored by all but the most diehard Crafters seeking to master everything and have the best of everything.

Alchemist (ALC)

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  • Material Type(s): Organic Materials
  • Main Product Type(s): Tomes, Potions
  • Primary Crystal(s): Lightning and Water
  • Best Ability: Comfort Zone

Alchemists (ALC) can be found in Ul’dah and are one of the more odd DOH Classes of FFXIV. Odd because, as beneficial as their potions are, they have very little impact on the game and in general are not regarded as highly as they should be. Whereas in a game such as FFXI, Alchemists are very highly regarded and play a key role in any adventurer’s life by being able to make various potions that can be used for the betterment of their adventures. While in FFXIV, the sharp attempt (often considered heavy handed) at balance makes potions give a strong boost, but only for a few spells or weapon skills and applies a very long cool down from not just using that specific potion, but those like it again. This turns off a lot of people from carrying or using potions in all but the most dedicated groups trying to squeeze every last little bit of efficiency from themselves. However, as it was obviously designed, at the end of the day it makes truly little difference between using them, or not. When used they provide a sharp but very brief period of strength but unfortunately the long cool down greatly diminishes their effects on overall damage and strength.

Because of the aforementioned points, ALC is in an odd place, not quite as bad as BSM as people still do buy some potions, but not much more as only some people do. There are no “TP Wings” ie, Icarus Wings like used in FFXI, while there are Icarus Wings in FFXIV they are a PvP exclusive that very few people use because even fewer people bother with PvP much less care enough about it to spend any sort of gil or effort on it. Though because ALC has some of the best abilities for cross-classing, such as Comfort Zone and Tricks of the Trade, it is a very good DOH Class to get up, if only to get those abilities and then never touch it again. But there is something to be said for a well prepared adventurer who makes their own potions to make sure that they are always playing at the top of their game. Not to mention the relative cheapness of crafting one’s own potions.

Goldsmith (GSM)

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  • Material Type(s): Ores and Raw Stones
  • Main Product Type(s): Accessories
  • Primary Crystal(s): Fire and Wind
  • Best Ability: Innovation

Goldsmiths (GSM) also come from Ul’dah and as such aren’t quite so difficult to break into at an early level since a person can rather easily trek from Gridania to Ul’dah in a short period of time without any worry or fear of being killed along the way. GSM, by the large makes mostly gear for the accessory slots, being the entire right side of the equipment window sans the Off-Hand slot. This amounts to two ring slots, an ear slot, neck slot, and wrist slot. And so, like ARM, GSM has the opportunity of five slots to fill, and since every Class in the game can use jewelry and GSM is the primary supplier, they have quite a lot of business to see to. Because of this, GSM is an excellent choice for making gil and for reducing the need to buy other’s items, because they can be made by leveling up and mastering crafting through GSM.

However there is a caveat, because of their use, High Quality items are generally the only pieces that truly move with any speed. Normal Quality pieces will move, but not quite as much as and for generally a good deal less than their Higher Quality counterparts. This means spending more time on each synth in order to get it to 100% quality, as well as the need for having material melded to gear and High Quality (HQ) gear itself. Which presents a bit of a problem when first starting out, but after either buying a set or making it yourself, all subsequent synths will become much easier and obtaining those HQ results will be a lot easier. Because the items are HQ however, it means that more people will be forced into making them and so the price for a HQ will be less due to the common nature of it. Additionally, because accessories for whatever reason are viewed as somehow less than armor pieces, they generally sell for a great deal less. Added to this issue is that in patch 2.2 there were no Item Level 90 jewelry pieces or synths added to the game, largely because SE assumed it was too easy to stack VIT (and thus have more HP) for mages and other classes, making the Second Coil of Bahamut easier. This makes some sense, since a lot of mechanics are difficult AOE that cannot be avoided by the party and must be healed through.

Culinarian (CUL)

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  • Material Type(s): Foodstuffs
  • Main Product Type(s): Food
  • Primary Crystal(s): Water and Fire
  • Best Ability: Hasty Touch and Steady Hand II

Culinarians (CUL) hail from Limsa and are the last DOH class to come from the watery city-state. As the name suggests this is the cooking class, responsible for every piece of food in the game that isn’t bought at an NPC vendor. Because of this, one might begin to think that CUL is a very lucrative Class with several good ways of making a great deal of gil. However due to the relative ineffective nature of food, and how it’s only real use is in the hardest endgame encounters which only about 10% (as per SE’s statement) participates in, their market is quite small. As well, food lasts even through death and so with a Free Company buff, each piece of food lasts around 40 minutes, 30 minutes without any buff. Typically a run of Coil for turns 1-5 will take about an hour, while turns 6-9 take about 15 minutes each, counting prep and doling out loot at the end, which equates to about an hour as well. Considering that most players who are doing the Second Coil of Bahamut are not doing Turns 1-5, most groups fully clearing are only using two pieces of food a week which results in a drastically reduced need for food. All of this is on top of the fact that food itself isn’t highly effective, it only increases VIT and secondary or tertiary stats, making it less effective. Were it like food in a lot of other MMOs, including FFXI, it would increase Attack, Defense, and other important stats like Strength or Mind. However that is not the case and because of this, CUL actually has quite a difficult time making good gil compared to some other avenues such as gathering or another DOH that can make better gil for less time. As each piece of food has to be crafted by itself and usually requires to be made into HQ, CUL can take a vast amount of time to make an adequate amount of food for any encounter, much less enough to use and sell at the same time. Because of this it can be very difficult to move enough product to make any sort of profit margin that feels acceptable.

Add into the mix that the CUL can choose between gathering their own materials, some of which are rare and hard to find or time consuming, or buying them and the margins for profit thin further. Usually gathering them, while cheaper in the short run is more expensive in the long run because the time used to go out and find the areas to farm, or gather from, and get a sufficient number of materials could have been better spent making more HQ food to sell and once it sells, despite having a lesser profit margin, the total amount of food sold will be higher and that’ll equal a greater amount of profit in a given timeframe. People often forget to overlook this and with CUL particularly, any way to eke out a little more profit is going to be necessary to see adequate returns on investment and effort.

CUL is useful however if only to occasionally make one’s own food and to be able to gain access to two of the most used skills of all DOH, Steady Hand II and Hasty Touch, both of which provide unique and powerful boosts to all other DOH. Steady Hand II profits a 30% increase to chance of success, and can make Basic Touches go from a 70% chance to a 100% while Hasty Touch provides a 50% chance to increase quality at a 100% rate, but costs no CP. This allows you to bank on luck or pair it with Steady Hand II for an 80% chance of increasing quality without spending a great deal of CP. Regardless of how a person crafts, inevitably in search of a highly efficient and effective rotation, Steady Hand II or Hasty Touch will find its way into that rotation.

Carpenter (CRP)

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  • Material Type(s): Lumber, Animal Parts
  • Main Product Type(s): Wooden Weapons, Furniture
  • Primary Crystal(s): Wind and Ice
  • Best Ability: Byregot’s Blessing

Carpenter (CRP) originates in the wooded region of Gridania and has easily the best HQ skill in the entire game, which is Byregot’s Blessing. If for no other reason than to acquire this ability, every half serious Crafter should level CRP and cap (as Byregot’s Blessing is a Level 50 skill). That aside, CRP offers a good deal of things to make, mostly it’s furniture, some tools a couple shields and shoes and the rest is weapons. However because furniture still isn’t something people care about with housing being so expensive and Personal Housing not yet in the game, the market is incredibly small for any Carpentry items. This places CRP in the same boat as BSM, as both are largely responsible for creating weapons and tools but little else. Owing to the lack of Item Level 90 or higher crafted weapons, CRP suffers from a lack of buyers and with so many players having capped CRP if only for the ability, there is a great deal of competition even for the little market that exists.

Until Crafting changes dramatically and Crafters are allowed to take part in end game, either by synthesizing rare ingredient or recipe drops from raids, or going FFXI’s path and creating a ‘cursed’ item that gets ‘uncursed’ by obtaining a drop from a difficult boss, there will be no real market for Crafters to service the battle classes (which makes up the majority of the game). Regardless, CRP is still useful if only for that singular ability, and that is enough to make any Crafter painstakingly level up CRP.

Leatherworker (LTW)

  • Material Type(s): Animal Parts
  • Main Product Type(s): Leather Armor
  • Primary Crystal(s): Wind and Earth
  • Best Ability: Waste Not and Waste Not II

Leatherworker (LTW) comes from Gridania where the game is rich and dense, allowing for such a trade to naturally thrive. As an “armorer” style class, LTW is quite lucrative, having almost every Class in the game requiring some piece of armor be made by them. Even more so than GSM, LTW has a very high demand on all its goods and because they must be farmed from mobs in the game rather than easily gathered, supply is not always in great amount. This means that the goods produced ebb and flow based on market saturation of various items, and it means that a smart Crafter can hold some items behind for when supply dwindles, and put them up for sale when they’ll sell for more.

Unlike ARM, LTW makes pieces for every Class in the entire time. Even tanks often use LTW in waist, wrists, neck, or legs. And every other Class in the game often uses LTW, or some product of LTW in one or various parts of their outfit. ARM itself relies quite heavily on both LTW and Weaver (WVR) to supply them with the goods that go beneath the heavy metal breastplates and thick steel gauntlets.

Despite the fact that LTW is quite lucrative, its two skills Waste Not and Waste Not II are incredibly useful for Crafters the world over. Both reduce the amount of Durability lost with each action by half, reducing the normal 10 Durability Loss to 5, effectively doubling the amount of actions that can be taken and allowing the synth to continue on for longer before breaking or worry of Durability Loss becomes a sincere concern. Though the abilities incur a heavy Crafting Points (CP) cost, they are among the most effective reducers of Durability for the amount of CP spent in the game. As if there weren’t enough reasons to level LTW as it were already!

Weaver (WVR)

  • Material Type(s): Plant Fibers
  • Main Product Type(s): Cloth Armor
  • Primary Crystal(s): Wind and Lightning
  • Best Ability: Careful Synthesis II

Weaver (WVR) is the last DOH to come from Ul’dah and the last in this list, that is unless they end up creating another DOH Crafting Class, of which is highly unlikely. WVR is one of the most lucrative DOH Classes in the entire game, largely because of their high demand and far reach into every Class. Much like LTW, WVR is capable of supplying items and products to every Class that exists, not a single one is without at least one piece either made by WVR or heavily laden with WVR items, so much so that they are effectively a WVR piece. They also make some very nice glamour pieces, though the game (as of patch 2.2) is just starting to get some pieces in, enough for them to matter at any rate. Because of this, WVR is highly sought after and desired to level and cap so players can make gil. Due to its far reaching nature and lucrative design, it is able to sustain many Crafters at once, all selling their wares because the array of things to sell is so vast, the competition is lowest among all DOH on most servers.

WVR however does fall prey to often needing several synthesizing steps to make one item. Such that from start to finish they often need to turn plant fibers, wool, or webbing into thread, then that thread into cloth, and then finally use that cloth to synthesize something. While most other DOH only have two steps at most, WVR has three which adds to their difficulty, but not by a wide margin. BSM and ARM can sometimes contain three steps, turning ore into ingots and then ingots into plate, rivets or nails before making the final product, but it is vastly rarer than the common thread (no pun intended!) of WVR.

However, even if spinning the thread and working the loom aren’t appealing (and all of that potential gil) then their ability Careful Synthesis II should be. It is a Progress ability that has 120% efficiency and a 100% success rate, and costs 0 CP. It is, effectively, the ‘holy trinity’ of DOH. It has a higher than average (or baseline) efficiency, it never can fail, and it costs no CP making it useful in every possible scenario imaginable. Without Careful Synthesis II a lot of synths will have difficulty completing, much less being HQ’d. Get it.

Disciples of the Land (DOL)

Disciples of the Land (DOL) are the Gatherers of FFXIV; they are the ones that get the majority of the materials to be crafted into usable items. The workflow is typically that DOL gather rough or raw materials, DOH spend one synth to turn the raw material into workable products, and then turn those products into items for the rest of the Classes, and thus the cycle of items is made. In the case of Fisher, it’s less about catching raw usable fish and more about doing something that is a relaxing sort of mini-game. Admittedly there isn’t much to the FSH mini-game, less than FFXI or even 1.0 but that is how FSH currently is, with only a small handful of catchable fish that actually do anything besides being recorded in your logs or getting graded up to an A. While Miner and Botanist actually contribute to the world of FFXIV and help to make sure that all its Crafters are able to keep supplied with the items they need to make the goods that the adventurers require. Below you’ll find an image for each of the three DOL Classes with a brief introduction to them as well as their utility.

Unlike DOH or even DOM and DOW, DOL skills - while they can cross-class – are not particularly useful to one another as they are either specific to their type (such as shrubs or trees for BTN or mining points or quarry points for MIN) or they are carbon copies of one another with different wording but the same exact function. In the general sense, MIN and BTN mirror each other, each with different abilities that do the same thing. Solid Reason for MIN grants another gathering attempt, while Ageless Words for BTN does the same thing, despite an entirely different icon and skill name, they perform the same function. The only difference is the presence of “Wards.”

Wards are the way 2.0 was able to grant crystals to players. Unlike in 1.0 where most of the crystals were either found on mobs, or generally gotten through desynthesizing fish, in 2.0 there are no random crystal, shard, or cluster drops from mobs. While this breaks a trend from FFXI to FFXIV 1.0, it makes DOL Gatherers a bit more useful, or as some would say, more prone to botting and RMT. Now, in 2.0 the only way to get shards, crystals or clusters is to either get them from a quest or Leve reward, or to gather them. To that end both BTN and MIN each have three wards to cover all six elements in FFXIV. And aside from being able to gather both plants and ores, the ability to cross-equip these abilities allows a player on either Class to get a significant boost to any shards, crystals, or clusters they’re trying to gather. Wards, when fully utilized on a Level 50 BTN or MIN increases the yield of that element’s shard, crystal or cluster by two, giving a total of three shards, crystals or clusters of that particular element. The cost is very steep at 400GP but should be no issue for any Level 50 BTN or MIN, even without special gear and strong melds or food.

As clusters are from unspoiled nodes (more on this in the DOL page here: FFXIV - DOL) and as such are rare, the clusters therein cannot be gathered by a bot or RMT very easily, as they have to wait for the right time for a node to become available rather than running in a circle hitting three nodes in constant quick succession. Because of this, while shard and crystal prices can sometimes get so low that they’re almost worthless, clusters stay relatively lucrative. With the Wards, a player is free to choose which type of shards, crystals or clusters they want to go after for either profit or to use, as each DOH Class will use thousands of shards and nearly as much crystals on the path to Level 50. Aside from Wards however, there’s nothing to benefit from getting both BTN and MIN to 50 in terms of cross-classing skills. To that end, FSH is off in its own little world and brings next to nothing to the table for the DOL Classes, effectively making MIN and BTN the only two “real” DOL Classes in the game.

Botanist (BTN)

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  • Main Hand: Hatchet
  • Off Hand: Scythe

Botanist (BTN) comes from Gridania, and is responsible for keeping CRP, ALC, CUL and WVR supplied with various materials from nature. For CRP they gather lumber and branches, for ALC they gather sap, fragrant flowers that turn into oil, mistletoe and other wonders, for CUL BTN gathers apples, oranges and foodstuffs and for WVR various fibers and cocoons are gathered to make the assorted threads and cloths that are in such demand. While BTN helps these DOH to stay in business and provides them with a steady stream of materials to turn into ever increasing valuable items, it should be known that with less work comes less reward. Just as it’s a great deal easier to run out to a shrub or a tree and select the item to gather and click away until it’s drained, so too is it easier for every other person (or bot) to do the same. Because so many more are doing it, the DOH Crafters have a great supply to do their work with. With a greater supply comes falling prices as the DOL Gatherers fight each other to sell their items first and fastest so they can go out and gather again and continue the cycle anew.

While it may seem more fruitful to go out and gather each and every material yourself, the time it takes to do so is quite high and though it does not require much effort or concentration, it does take time to do so that could be spent on crafting. It’s because of that that DOL Gatherers generally don’t make a great deal of gil, or if they do the profit margins are relatively low. With items from Unspoiled Nodes being worth the most simply because they cannot constantly be gathered from. Of the items that are not Unspoiled Nodes, the highest items are generally in the 100-200 gil range depending on what the item is, and often it’s less. While the Unspoiled Nodes are between 300-600 gil a piece if not more. While this may not seem like much, bear in mind that all it takes is to go out to an area you know the Unspoiled Node will be at, wait for it to pop and then mine or log at the point in question. It takes less than 30 seconds to completely deplete an Unspoiled Node, and a player can generate anywhere from about five to twenty-five items in one go. If each item is worth the least at 300g and they’re able to get only five, that’s still 1,500 gil for less than a minute’s work, and it costs nothing (aside from the teleport, if it was used) to run out and mine, no shards or materials are used unlike DOH has on every synth that needs to be accounted for.

For the most part it is simply easier, cheaper (overall) and simpler to out-source Gathering to those who sell their wares on the Market Boards. The alternative is to take a lot of time to gather items that would otherwise be bought and then quickly turned into profit. The only exceptions being HQ items that are expensive or rarely on the Market Board and when your retainers are filled with selling items and you cannot quickly put more up. During such a backlog, should the you already have plenty of products to sell as soon as a chunk of it goes, then gathering your own items to reduce overhead while waiting for things to sell is not a bad way to spend time but overall, the most lucrative method is to buy items for a reasonable price and then sell the goods made from them faster and in higher quantities.

Miner (MIN)

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  • Main Hand: Pickaxe
  • Off Hand: Sledgehammer

Miners (MIN) come from the city-state of Ul’dah and are one of the two “real” DOL Classes, containing the other half of the Ward abilities and Gathering materials for ARM, BSM, GSM, ALC, and LTW. For ARM, BSM, and GSM ores are the order of the day for MIN to gather, with the latter having raw stones and gems as well. ALC is mostly powders and reagents of a sort that are found through mining and LTW gets their stores of Alumen. Even CUL gets salt and the rare Unspoiled Node item of Volcanic Rock Salt from MIN.

MIN is often thought of as the second to BTN if only because the items gained from Mining tends to be lesser in value than those of BTN, either because supplying ARM and BSM limits the range of items that require the raw materials or because both BSM and ARM make ample use of cobalt ore, making one item used for two Classes and relatively easy to get at that. Either way, MIN is still useful though the same warning placed above for BTN applies to MIN as well. It is typically not effective or lucrative to go gathering your own items for crafting unless the conditions above are met, or you simply do not have a Crafter, or care to craft.

Fisher (FSH)

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  • Main Hand: Rod
  • Off Hand: Nothing

The Fisher (FSH) Guild is located in Limsa Lominsa, and is by and large not considered a “real” DOL Class. This is mostly because the vast majority of its items aren’t usable, either through DOH Crafters or any other means that bears any weight. Even with the recent (patch 2.2) advent of Big Fishing, there is still no use for it. To date, FSH is the only mini-game in FFXIV that offers little to no real reward for the work. This is odd to many considering that FSH should be able to cause a great deal of supply however this doesn’t seem to be the case as a relatively simple mini-game of pressing one button to cast, another to reel in when signaled is all there is. It is slightly deeper than BTN or MIN in terms of complexity, but the items you get are completely random, as is the proc rate of getting a HQ fish in order to Mooch. That is not to say that FSH is not without its charms or small utility. Some of its fish are usable in recipes, but they are relatively few and far between and not usually of great value save for one or two fish at most. Again, unlike FFXI, food isn’t that useful in FFXIV and as such where in FFXI fish was highly useful for sushi and other food goods.

However, unlike BTN and MIN there is not much to be gained from leveling FSH aside from any achievements (if you’re into that sort of thing, FFXIV has plenty of achievements to get) and being able to catch a few fish that can be sold or used by a DOH. There are no cross-class abilities, everything to do with FSH is all-inclusive and unfortunately it is a massive inventory hog. Perhaps one day FSH will implement an Off-Hand tacklebox item that can store all the lures a proper FSH needs, but until that day occurs, FSH will remain a massive inventory clutter and as such, is not a DOL that should be taken up lightly or on a whim due to the havoc it can easily wreck on one’s inventory. I cannot in good faith recommend anybody levels FSH because even the fish that are either slightly valuable or usable can easily be bought for much less time invested and in turn you can engage in generally better mini-games such as normal Gathering, and that of Crafting as opposed to a somewhat relaxing, but all too easy game of pressing a button when your rod is pulled on.

The Job System

And that concludes the overview of the Armoury System! That is, until new Classes are discovered and added to the game. As such this page will see multiple revisions and edits over the years as FFXIV adds more Classes through patches and updates. But for now (patch 2.2) we have reached the end of all Classes that FFXIV contains within itself. A total of 19 Classes exist in FFXIV as of patch 2.2 and each one needs to be leveled up to the current cap of 50, doing so generally takes a player on average at least a week depending on their availability and how fast they can find a group or ingredients (in the case of DOH) to quickly level their Class. On average it would take a new player around three to five months to fully cap every Class in the game, mostly longer for others as some Classes level considerably slower than others.

The upside to this is that the Job System derives itself from the Classes that they stem from, meaning that any experience earned on Paladin also is gained by Gladiator, and in truth Gladiator is the “core” of Paladin, as such any jobs that stem from Gladiator will be whatever level your GLA is. And so as they add more Jobs to existing and new Classes, those who have already gone through the effort to level their Classes will be pleased to find they have a Job that is already Level 50 and only needs its quests done to complete it. Some criticize the system, saying that it makes the game too easy, too quick and the correlation to Classes and Jobs should be done separately or at least in terms of Basic and Advanced. As such at Level 30 a Gladiator becomes a Paladin upon undertaking the PLD quest line and they cease to be a GLA. But that is not the case, and while many dislike the Classes, it does make the work on the developers easier and they can then add more Jobs that are interesting without as much work. Additionally for players with less time this system is greatly beneficial and as such FFXIV caters directly to the majority of casual players who have limited amounts of time and want to get the most for their money. In this case leveling ACN could be seen as leveling three times as fast as most other MMOs that only allow one Class or one Job per character. Through FFXIV such a person would be leveling ACN, SMN and SCH all at once, even if they did not intend to play one or the other Jobs, they’d be ready should they ever decide they want to try.

The Job System itself is incredibly simple, each Job comes from a Soul Stone that is acquired through a quest, equipping this Soul Stone changes the character to that Job and grants them access to the Jobs unique abilities, spells or weapon skills that they possess. Every Job grants either of the aforementioned endowments through a quest, rather than leveling the Job directly, the Job is strengthened through its quest line. Allowing the player to undergo the story of their Job as well as learning more about it. The way FFXIV developed their Job Quests is part tutorial on how to properly utilize some elements of the Job, and an interesting story about the Job and those who wield the Job. Every Job imparts around six abilities, weapon skills or spells or some mix therein. For example Paladin provides the following abilities that Gladiator cannot use unless they equip the Paladin Soul Stone and become a Paladin: Sword Oath, Cover, Shield Oath, Spirits Within, Hallowed Ground and Circle of Scorn.

Added to this, most Jobs have one particularly strong ability that grants them some aspect that is unique to their Job, usually at the heart of what their Job is capable of that sets them further apart. These uniquely strong abilities are most often tied to the way the Job works and is meant to enhance its playability, the cool down on these abilities for which there is no name is generally quite long, though it ranges from Job to Job and based on the strength of the ability in question. For example, going back to Paladin we have Hallowed Ground, an ability that renders the Paladin impervious to most forms of damage for 10 seconds. Those who have played FFXI may find this similar to Invincible, the “2 Hour” ability of Paladin in said game. While each job in that game had an ability called “2 Hour” it was because the cool down for those skills was two real life hours. In FFXIV, Hallowed Ground is only a seven minute cool down, and does nothing but make most forms of damage deal 0 to the Paladin. There is however a very large amount of animation lag before the ability takes hold, and many a Paladin has died in the brief moments before the ability activates, rendering the cool down triggered but no effect given. Several of these powerful abilities have such quirks, White Mage’s Benediction being another notable example.

While not all Jobs possess an ability such as that, they all have something that sets them apart and makes them much stronger because of it. One good example is Monk, which does not have a long cool down ability, as Perfect Balance (what one would assume to be Monk’s unique skill) is actually a Pugilist skill on a 3 minute cool down. While Dragon Kick is the Level 50 weapon skill Monk’s get. This skill though not very strong in itself applies a 10% resistance debuff to Blunt damage, the damage that all attacks and weapon skills of a Monk inflict. Due to the way the game is designed this translates to a straight +11% damage from all abilities, auto attacks, and weapon skills from any Monk who attacks a mob with Dragon Kick’s debuff attached. This provides a pretty significant, straight buff to damage that when two Monks are paired together, allows one to cover Dragon Kick, allowing the other to constantly deal Bootshine crits which amounts to a staggering increase in DPS as Bootshine in its proper form (which would otherwise be used for Dragon Kick) is the equivalent of 225 Potency compared to Dragon Kick’s 150. Dragon Kick also reduces INT by 10%, making any offensive magic cast deal less damage accordingly too. This is just one example of a Job possessing a strong skill that is not an ability tied to a long cool down.

Added to this, the Relic and Zodiac quest lines are exclusively for Jobs, as those weapons cannot be used elsewhere, on top of this there are two definitive sets of Job Specific Armor, one gotten through the quest lines and another gotten through spending Mythology on recolored sets of armor like the originals. Jobs in general are meant to be focused points, only capable of pulling additional abilities of limited selection from two other Classes. This makes Jobs more focused in their aim, and makes performing any other role than the designated one hard, or nigh impossible while as a Job. Soul Stones also add stats relevant to that job when equipped, while lowering others, tanks often get a good boost to VIT but suffer elsewhere, while DPS often lose some VIT to make up for their stronger main stats. So far all raid gear has been both Class and Job, and no gear as of 2.0 onward has been Class only (as opposed to 1.0 having Class Only gear and weapons). It is unlikely that any raid drops will be locked to a specific Job, and considering the snail’s pace of the Zodiac quest line and the inferiority to the raid weapons and the general difficulty or time consumed to acquire them, it is often best to collect whatever tomes needed to buy the best weapon available. With patch 2.3 providing sands of time and oils of time from Crystal Tower, and the new Novus weapons in patch 2.28 only providing an upgrade to Item Level 110, they will be nothing more than equivalent to a much easier to get weapon and thus are not really worth the time as of yet.

In the future each Class will have at least two Jobs split from it, giving two different play styles to the players. We currently only have one such Class, ACN that fills that role and it does so quite well. SCH and SMN could not be more difficult Jobs and operate as such. The only major downside being that in a game where you are urged to play as many Classes and Jobs as possible, essentially doing it all on one character, FFXIV oddly limits your ability with Jobs. This is because allotments of stat points (30 by Level 50) are based on the Class, and not the Job. Meaning that player with a Job like SCH who needs MND to heal properly will have a hard time switching to SMN who needs those 30 points allotted to INT instead. Until this is fixed any massive splits such as that will be difficult on the players at the least and impossible to change realistically at the worst. This is the only significantly odd design choice given that they want players to experience all they can. And splitting the points evenly, 15 into MND and 15 into INT unnecessarily weakens both Jobs at the same time and is not an appropriate response. Though this is likely to be less of an issue going forward, the only possibility of it likely stemming from another case of splitting the Jobs across the five categories, Melee, Ranged, Mage, Healer or Tank and only in those cases would the problem arise again.

The intricacies of the Jobs will be outlined on each applicable Class page, such that the ACN Class page will have fully detailed information on both SCH, and SMN as well as all skills for ACN and information about playing the class and much more.

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