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yui

post and i'll give you a final fantasy 14 job

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specifically 14, since it's the only one i know

There are currently 18 combat jobs in Final Fantasy XIV, with two more on the way this November. Now seems like a good time to make one of these since Endwalker is on the horizon.

(disclaimer: nobody gets Reaper, because i only understand its mechanics and not the job's kit itself, and also because i said so)

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2 hours ago, Doggo said:

Pray return to the Waking Sands.

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Job: Red Mage

Role: Magic DPS

Weapon: Rapier

Official website description:
On the eastern edge of Abalathia's Spine lies the mountainous region of Gyr Abania.

It is in these elevated lands that people took shelter, when a burning star guided them away from the Sixth Umbral Calamity's treacherous floodwaters. The survivors gathered from near and far, and amongst them were refugees of the sorcerous cities of Mhach and Amdapor.

These sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction.

Summary:
Red Mage is a DPS job all about balance. You need to balance out your melee and magic phases, and to even have a melee phase you need to balance out black and white magic. Using spells from each respective school of magic will increase an unique job gauge you have for black and white magic, and when both gauges have enough magic built up, you can close the gap with your enemy and go into melee range, expending your saved-up black & white mana to enhance your physical attacks, before leaping away and repeating the process. Just take care that when you jump back into your magic phase, you don't accidentally jump off the edge of the boss arena.

Red Mage also has a distinct trait called Dualcast, which causes every other spell they cast to become instant. Combined with being one of only two DPS jobs that can raise dead party members, having lots of off-global abilities for a caster, and having to manage your balancing act of black and white magic, Red Mage is a wildly versatile and super fun job, albeit incredibly difficult to optimize.

1 hour ago, radio414 said:

call me a jobber and job me a job

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Job: White Mage

Role: Healer

Weapon: Cane

Official website description:
White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.

Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.

Summary:
White Mage has always been Final Fantasy's iconic healer job, so it's hardly surprising that they're the biggest healers of the three (soon to be four) healers FF14 has to offer. While Scholar and the upcoming Sage focus more on shielding allies from damage before it happens in the first place, the White Mage excels in regeneration to keep allies topped off, and big boy heals for those occasions where regen just doesn't cut it. What sets White Mage apart from fellow regen-based healer Astrologian is the simple fact that White Mage is the more defensive of the two. In exchange for Astrologian having damage buffs to provide the party, White Mage focuses entirely on healing, and has several buttons to help them heal better.

Also of note is White Mage's possession of indisputably the best multi-target spell in the healer roster. While each healer's multi-target spell is unique in some way (Scholar's does more damage and is instant, Astrologian's can be cast from a distance), the White Mage spell Holy has the special honor of having a four-second stun on top of its damage. Just keep in mind that this spell not only damages nearby enemies, but also the eyeballs of your entire party.

1 hour ago, UltimateIRS said:

you already know what i main

yeah and i never said i'd give ffxiv players their main; i'm doing this purely off vibes

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Job: Blue Mage

Role: Blue Mage

Weapon: Rod

Official website description:
A so-called mage of rather questionable character claims to have mastered an outlandish form of spellcasting that resembles neither black nor white magic during his voyage to the New World. Allegedly, anyone who purchases one of his soul crystals can learn to mimic the aetherial magicks of wild creatures. But can he be trusted, or is he merely a con artist looking to make a quick gil?

Summary:
Blue Mage is the most unique job in Final Fantasy XIV for a lot of reasons, not the least of which is their inability to queue up for group dungeons like every other combat job. Unlike the rest of the gang who learns spells by leveling up, the Blue Mage acquires their spells by being smacked around by enemies who use those spells. They also have a significantly larger spellbook than every other job, to such a degree that the player can only set 24 spells to be actively usable at a time. With the sheer quantity and versatility of the Blue Mage spellbook, however, a Blue Mage can fit snugly into just about any role or niche that's required of them.

1 hour ago, LordCowCow said:

sure why not

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Job: Gunbreaker

Role: Tank

Weapon: Gunblade

Official website description:
The Hrothgar of northern Ilsabard have passed the art of the gunblade from one generation to the next. The weapon itself combines a sword with a firing mechanism, emitting a range of magical effects by utilizing aetherially imbued cartridges. Originally employed by Queen Gunnhildr's personal guard, they were once known as "Gunnhildr's Blades" and differ greatly from the similarly named weapons used in the Garlean Empire.

Summary:
The Gunbreaker is what happens when a tank family's wayward child hits their rebellious phase and starts hanging out with the DPS kids. Equipped with multiple damage-increasing abilities, three different three-part combos, and a sword with a gun on it, Gunbreakers have the most complex damage rotation of any tank, but they also deal the highest damage of any tank. But that's really all there is to say abou--

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...also, the invincibility ability. Every tank gets one at level 50 (except Warrior; they get theirs at 42 for some fucking reason). Gunbreaker's is called Superbolide. It makes you immune to damage for 8 seconds, and has the additional effect of giving your healer a heart attack by immediately reducing your HP to 1.

23 minutes ago, Faytl said:

yee

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Job: Machinist

Role: Ranged DPS

Weapon: Gun

Official website description:
The war with Dravania rages on, brutal and unrelenting. With no end in sight, the Holy See grows desperate. As her dragoons lay down their lives in defense of their home, Ishgard turns to technology to protect her sons and daughters. Great cannons and ballistas now line the city walls, plucking dragons from the sky.

Following the example of Cid Garlond, who has demonstrated the potency of magitek, the Skysteel Manufactory works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them―the machinist.

Summary:
In a role otherwise rife with RNG (Bard relies on damage-over-time procs, Dancer's damage is tied to procs within procs), the Machinist is a breath of fresh, consistent, and reliable air. While Bard and dancer provide the party with some additional utility in exchange for raw damage, the Machinist foregoes this in favor of having lots of gadgets and buttons to shoot things deader faster. Machinist's rotation revolves around two unique gauges; the heat gauge which increases by doing your basic combo and can be spent to create brief bursts of damage, and the battery gauge which is built up by other skills or abilities, and then expended to deploy a mechanical minion. This setup leads to a balancing act of building up and opportunistically using your two gauges, ultimately aiming for a window of burst damage where both of your gauges are full and you can blow your entire load.

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1 hour ago, Chaos Sonic said:

Bring it on!

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Job: Dragoon

Role: Melee DPS

Weapon: Spear

Official website description:
Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.

Summary:
Of the melee jobs in Final Fantasy XIV, Dragoon is the "slow and heavy fighter" of the bunch. Dragoon's basic melee combo has five parts as opposed to the usual three, their global cooldown is longer than the other melee jobs, and a few of their off-global abilities have the distinct and unique problem of locking you in place. However, their skills on average do more damage, and the Dragoon's kit brings some unique party utility to the board, such as buffing the crit rate of an ally. It's a simple, deliberate job that can typically be relied on to get the job done. Unless, of course, you do something stupid like animation lock yourself inside the boss's dangerous attacks, or backflip off into the bottomless abyss of death. lolDRG.

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3 hours ago, Thar said:

haven't played in a while but I trust you

i'm having trouble accessing the wiki for some reason so your job icon is gonna be bigger

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Job: Black Mage

Role: Magic DPS

Weapon: Rod

Official website description:
In days long past, there existed an occult and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.

Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Summary:
To be a Black Mage is to be the purest incarnation of damage. Lacking entirely in functional party utility (Sleep is such a specific and niche spell you may as well not have it), the Black Mage exists to deal damage, and lots of it. This job's kit revolves around multiple buffs that do things like increase the potency of certain spells, increase the potency of all your spells, and help refill your MP after you blew your entire load on Fire IV. Black Mage is simultaneously one of the simplest but also most complex jobs in Final Fantasy XIV, since its rotations are pretty straightforward, but the entire rotation changes every 5-10 levels since so many abilities happen to be game-changers in some way. Luckily, your most most important tools - Fire IV, Ley Lines and Enochian - will all be available by level 60.

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