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nekrothing 9/07/07 5:10:35 AM
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Carbuncle
Joined: 5/20/07 |
After reading multiple questions regarding the role of jobs in Final Fantasy XI, along with their popularity among the community in terms of party invitation's, I decided to make a definitive guide to the jobs of Final Fantasy XI. I will include a detailed description of each job categorized by their primary role along with an accurate estimation of how often these jobs get an invitation to a party expressed in the following forms: very low, low, moderate, high and very high based upon level ranges of 1-18, 19-37, 38-60 and 61-75. I will also list the recommended sub job for each job based upon how efficient they are. Added an "end-game scale" and a "mission scale" on a rating system of numbers between 1,2,3 (bad) 4,5,6 (average) 7,8,9,10 (good). The end-game scale rates a job's usefulness in all end-game area's based upon how many roles that certain job can take on in end-game areas (versatility) and effectiveness in the roles the job plays in the end-game areas. The mission-scale rates a job's usefulness during storyline mission's. These scales are based on my sole opinion, as I have finished the entire storyline for each section of the game along with being apart of the end-game scene for multiple years and I thought I might share my opinion on how useful I see each job during these situations. Added a section on the recommended race for each job. Also, the general rule of thumb for the races in FFXI is that Hume and Mithra (having the most balanced stats) are well-suited for any job, being able to pick up any role and not suffer the burden of substandard natural attributes because of race, but also not having the ability to necessarily excel as well as an Elf or Galka at a melee job or a Tarutaru at a mage job. As previously said, Tarutaru are also best suited for mage and all mage-type roles whereas Elf and Galka are geared more towards tanking/damage dealing roles. I would also like to say that even though some races excel more at certain roles then others, each race has the ability to be as efficient at any job as any other race. I am merely pointing out which races have a natural advantage over another race.
--------------------Melee damage dealers--------------------
**Warrior: The very essence of what a melee damage dealer should be. Capable of wearing heavy armor, able to take damage as well as deal it ten-fold. Warriors are capable of wielding nearly every weapon-type available in-game, specializing in the single-handed sword, the two-handed sword, single-handed axe and two-handed axe. If you're interested in a job that excels in both DPS (Damage-per-second), spike damage (big damage numbers every so often) and being able to tank as a second-handed equivalent to that of a Paladin crossed with a Ninja, then look no further then Warrior. Recommended sub job's for Warrior are /monk for tanking, /ninja for tanking along with damage dealing through DPS from dual wield, /samurai for a substantially greater TP gain over time, and /thief for damage dealing through spike damage. Recommended race(s) for Warrior: Hume, Galka, Elf, Mithra
End-game scale rating: 9 Mission scale rating: 9 Available armor/weapons for Warrior: http://ffxi.allakhazam.com/dyn/items/job4.html Warrior abilities list: http://ffxi.allakhazam.com/db/spelllist.html?job=warrior
Recommended race(s) for Monk: Hume, Galka, Elf, Mithra End-game scale rating: 8 Mission scale rating: 9 Available armor/weapons for Monk: http://ffxi.allakhazam.com/dyn/items/job11.html Monk abilities list: http://ffxi.allakhazam.com/db/spelllist.html?job=monk
Recommended race(s) for Thief: Tarutaru, Mithra, Hume End-game scale rating: 10 Mission scale rating: 6 Available armor/weapons for Thief: http://ffxi.allakhazam.com/dyn/items/job10.html Thief abilities list: http://ffxi.allakhazam.com/db/spelllist.html?job=thief
Recommended race(s) for Beastmaster: Hume, Mithra, Tarutaru, Galka, Elf End-game scale rating: 7 Mission scale rating: 7 Available armor/weapons for Beastmaster: http://ffxi.allakhazam.com/dyn/items/job8.html Beastmaster quest: http://ffxi.allakhazam.com/db/quests.html?fquest=97 Beastmaster abilities list: http://ffxi.allakhazam.com/db/spelllist.html?job=bstmstr
Recommended race(s) for Dark Knight: Hume, Galka, Mithra, Elf End-game scale rating: 7 Mission scale rating: 5 Available armor/weapons for Dark Knight: http://ffxi.allakhazam.com/dyn/items/job6.html Dark Knight quest: http://ffxi.allakhazam.com/db/quests.html?fquest=96 Dark Knight abilities and spell list: http://ffxi.allakhazam.com/db/spelllist.html?job=drkkn
Recommended race(s) for Samurai: Hume, Mithra, Elf
End-game scale rating: 9 Mission scale rating: 9 Available armor/weapons for Samurai: http://ffxi.allakhazam.com/dyn/items/job13.html Samurai quest: http://ffxi.allakhazam.com/db/quests.html?fquest=103 Samurai abilities list: http://ffxi.allakhazam.com/db/spelllist.html?job=samurai
Recommended race(s) for Dragoon: Hume, Elf, Galka, Mithra
End-game scale rating: 7 Mission scale rating: 5 Available armor/weapons for Dragoon: http://ffxi.allakhazam.com/dyn/items/job14.html Dragoon quest: http://ffxi.allakhazam.com/db/quests.html?fquest=101 Dragoon abilities list: http://ffxi.allakhazam.com/db/spelllist.html?job=dragoon
Recommended race(s) for Puppetmaster: Hume, Mithra, Galka, Elf, Tarutaru End-game scale rating: 6 Mission scale rating: 4 Available armor/weapons for Puppetmaster: http://ffxi.allakhazam.com/dyn/items/job18.html Puppetmaster quest: http://ffxi.allakhazam.com/db/quests.html?fquest=718 Puppetmaster abilities list: http://ffxi.allakhazam.com/db/spelllist.html?job=pupmstr
--------------------Ranged Damage Dealers--------------------
**Corsair: Yet another hybrid job, a cross between a bard and a ranger. Capable of wearing light armor and wielding swords, daggers and guns. With the ability to deal as much DPS as a Ranger from a far away distance and the ability to cast buff's on party member's that can decrease down-time significantly by increasing a multitude of stats. Anyone interested in a highly potent DPS job from a distance along with being able to cast a variety of buff's for party members, look no further then Corsair. Recommended sub jobs are /ranger to bring out the best in their ranged damage and /white mage at higher levels to heal party members status-down effects. Recommended race(s) for Corsair: Hume, Mithra, Elf, Galka, Tarutaru
End-game scale rating: 8 Mission scale rating: 8 Available armor/weapons for Corsair: http://ffxi.allakhazam.com/dyn/items/job17.html Corsair quest: http://ffxi.allakhazam.com/db/quests.html?fquest=711 Corsair abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=corsair
**Ranger: The quintessential ranged damage dealing job. Capable of wearing light armor and specializing in dagger, sword, crossbow, guns and bow and arrow. The ranger is capable of dealing immense DPS along with high amounts of spike-damage from a distance with a variety of different ranged weapons. Anyone looking to deal large amounts of damage without having to be upfront in battle along with being able to act as a puller for a party, look no further then Ranger. Recommended sub job's are /warrior and /thief for those who don't have access to /ninja which is good for being able to take absorb damage as to alleviate some stress off the healer, along with increasing your overall ranged damage by being able to dual wield weapons that increase ideal attributes for Ranger. Recommended race(s) for Ranger: Hume, Mithra, Elf, Galka, Tarutaru End-game scale rating: 9 Mission scale rating: 10 Available armor/weapons for Ranger: http://ffxi.allakhazam.com/dyn/items/job7.html Ranger quest: http://ffxi.allakhazam.com/db/quests.html?fquest=98 Ranger abilities list: http://ffxi.allakhazam.com/db/spelllist.html?job=ranger
--------------------Mage Jobs--------------------
**White Mage: The quintessential healing role. Capable of wearing light armor and wielding a staff and club. Without a White Mage, the party dynamics as we know it would crumble. Able to heal party members properly at a safe distance, buff physical and magical defense against monsters and being able to dish out some decent holy-element damage. Anyone interested in being the iconic healer of a group, look no further then White Mage. Recommended sub job's for White Mage are /black mage for some good extra elemental damage, /red mage for increasing the speed of spell-casting and /summoner for a big boost in MP. Recommended race(s) for White Mage: Hume, Mithra, Tarutaru End-game scale rating: 10 Mission scale rating: 10 Available armor/weapons for White Mage: http://ffxi.allakhazam.com/dyn/items/job1.html White Mage abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=whtmage
Recommended race(s) for Black Mage: Hume, Mithra, Tarutaru End-game scale rating: 10 Mission scale rating: 10 Available armor/weapons for Black Mage: http://ffxi.allakhazam.com/dyn/items/job3.html Black Mage abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=blkmage
Recommended race(s) for Red Mage: Hume, Mithra, Tarutaru
End-game scale rating: 10 Mission scale rating: 8 Available armor/weapons for Red Mage: http://ffxi.allakhazam.com/dyn/items/job2.html Red Mage abilities and spell list: http://ffxi.allakhazam.com/db/spelllist.html?job=redmage
Recommended race(s) for Bard: Hume, Mithra, Tarutaru, Elf, Galka End-game scale rating: 10 Mission scale rating: 8 Available armor/weapons for Bard: http://ffxi.allakhazam.com/dyn/items/job9.html Bard quest: http://ffxi.allakhazam.com/db/quests.html?fquest=99 Bard abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=bard
Recommended race(s) for Summoner: Hume, Mithra, Tarutaru End-game scale rating: 7 Mission scale rating: 9 Available armor/weapons for Summoner: http://ffxi.allakhazam.com/dyn/items/job15.html Summoner quest: http://ffxi.allakhazam.com/db/quests.html?fquest=102 Summoner abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=summoner
Recommended race(s) for Blue Mage: Hume, Mithra, Elf Mission scale rating: 7 Available armor/weapons for Blue Mage: http://ffxi.allakhazam.com/dyn/items/job16.html Blue Mage quest: http://ffxi.allakhazam.com/db/quests.html?fquest=716 Blue Mage abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=bluemage
**Dancer: A melee-healing hybrid job from the newly released expansion pack Wings of the Goddess, able to heal upfront in battle while being able to use utilize their TP more-so then its White Mage counterpart. The Dancer can find use with one-handed swords and daggers as to attain TP quickly and effectively, also having the ability to wear mostly light armor with a few pieces of heavy armor. Having the ability to both debuff monsters more effectively then a White Mage and to buff party members as well with certain Dancing spells (that allows health to be restored, or to be able to absorb health from various monsters). Recommended sub job's for Dancer are /white mage for healing and /ninja for more rapid TP gain through dual-wield. Recommended race(s) for Dancer: Hume, Mithra, Elf, Tarutaru, Galka Party invitation rate from level 1-18: high, invitation rate from level 19-37: high, invitation rate from level 38-60: very high, invitation rate from level 61-75: very high. End-game scale rating: 6 Mission scale rating: 6 Available armor/weapons for Dancer: http://ffxi.allakhazam.com/dyn/items/job19.html Dancer quest: http://ffxi.allakhazam.com/db/quests.html?fquest=980 Dancer abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=dancer
**Scholar: Another mage job hybrid from the newly released expansion pack Wings of the Goddess, recreating the use of magic in Final Fantasy XI through the Scholar-utilized items called Grimoires. Besides the use of Grimoires, Scholars get much use out of clubs and staves for weapons while being able to use a variety of light armor. Through the Grimoires, Scholars can use a variety of both White Magic and Black Magic spells/skills/abilities that can heal, damage, debuff and buff various enemies/allies for both physical attributes and magical attributes. Recommended sub job's for Scholar are /white mage for healing and utilizing the white magic side of the Scholar, /black mage for nuking and utilizing the black magic side of the Scholar and /red mage for speedy spellcasting and debuffing. Recommended race(s) for Scholar: Hume, Mithra, Elf, Tarutaru, Galka Party invitation rate from level 1-18: high, invitation rate from level 19-37: high, invitation rate from level 38-60: high, invitation rate from level 61-75: very high. End-game scale rating: 7 Mission scale rating: 7 Available armor/weapons for Scholar: http://ffxi.allakhazam.com/dyn/items/job20.html Scholar quest: http://ffxi.allakhazam.com/db/quests.html?fquest=983 Scholar abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=scholar
--------------------Tanking Jobs--------------------
**Paladin: The ideal tanking job. Able to wear both light and heavy armor primarily using sword/shield combo. A Paladin is the iconic light-magic casting tanking role, able to build up sets of armor to create an insane amount of defense, having quite a bit of health and having a set of abilities to make sure that monsters during parties attack the Paladin and the Paladin only, along with being able to cast light-magic to deal a moderate amount of damage and having the ability to occasionally cure yourself. Anyone interested in being an iconic tanking role, look no further then Paladin. Recommended sub job for Paladin is /warrior for proper tanking. Recommended race(s) for Paladin: Hume, Mithra, Elf, Galka End-game scale rating: 10 Mission scale rating: 9 Available armor/weapons for Paladin: http://ffxi.allakhazam.com/dyn/items/job5.html Paladin quest: http://ffxi.allakhazam.com/db/quests.html?fquest=95 Paladin abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=paladin
Recommended race(s) for Ninja: Hume, Mithra, Elf, Tarutaru, Galka (As a side note, everyone should have /ninja leveled as a sub job. The ability to not only absorb damage, but to dual wield weapons as well will benefit every single person in the game.) End-game scale rating: 10 Mission scale rating: 10 Available armor/weapons for Ninja: http://ffxi.allakhazam.com/dyn/items/job12.html Ninja quest: http://ffxi.allakhazam.com/db/quests.html?fquest=100 Ninja abilities and spells list: http://ffxi.allakhazam.com/db/spelllist.html?job=ninja
--------------------Additional Information--------------------
Additional basic job information At the creation of your character you are presented with 6 different and very basic jobs: -Warrior -Monk -Thief -White Mage -Black Mage -Red Mage These basic roles give you a general idea of how the mechanics of the job system work in FFXI. Once you attain level 30, you are able to access advanced jobs and when accessed are able to provide an even broader job system experience.
Additional advanced job information Some information regarding advanced jobs; There is only one prerequisite on initiating an advanced job quest, you must be level 30 or else you cannot accept any advanced job quests. Once you attain level 30, you will have access to all advanced job quests available in the game. If you were to accept an advanced job quest at level 30, but end up deleveling to 29 or below while doing the quest, you still have the ability to finish the quest up at level 29 or below and still receive your reward as the advanced job you set out to unlock. The following are advanced jobs: -Bard -Beastmaster -Dark Knight -Dragoon -Ninja -Paladin -Ranger -Samurai -Summoner -Blue Mage -Corsair -Puppetmaster -Dancer -Scholar Some advanced jobs also require you to own the expansion packs to which the advanced jobs originate from in order to obtain the certain job. Expansion packs that include additional advanced jobs are...
Rise of the Zilart: Dragoon Samurai Ninja
Chains of Promathia: None
Treasures of Aht Urhgan: Blue Mage Corsair Puppetmaster
Wings of the Goddess: Dancer Scholar
Leveling guide: Levels 1-37
A basic leveling guide from level 1-37 according to what initial nation you have chosen to be apart of:
Windurst from level 1-10: -East Sarutabaruta -West Sarutabaruta -Giddeus -Tahrongi Canyon -Inner Horutoto Ruins -Outer Horutoto Ruins
Windurst from level 10-20: -Valkurm Dunes: In order to reach Valkurm Dunes from Windurst, head from East Sarutabaruta into Tahrongi Canyon then go to Buburimu Peninsula and head to the town of Mhaura, then take the boat in Mhaura to Selbina and exit Selbina to enter Valkurm Dunes.
Sand'Oria from level 1-10 -West Ronfaure -East Ronfaure -Ghelsba Outpost -La Theine Plateau -King Ranperre's Tomb -Ranguemont Pass (Don't go past gate)
Sand'Oria from level 10-20: -Valkurm Dunes: In order to reach Valkurm Dunes from Sand'Oria, head from West Ronfaure into La Theine Plateau, from there head south into Valkurm Dunes.
Bastok from level 1-10 -North Gustaberg -South Gustaberg -Konschtat Highlands -Palborough Mines -Zeruhn Mines
Bastok from level 10-20: -Valkurm Dunes: To get to Valkurm Dunes from Bastok, head from North Gustaberg into Konschtat Highlands, then head north-west into Valkurm Dunes.
All nations level 20-25: -Qufim Island: There are multiple routes to this area, I will list three... Head from Valkurm Dunes into La Theine Plateau, then head north-east into Jugner Forest. From there tread carefully north into Batallia Downs, from there head east into Upper Jeuno. Once you make it to Jeuno safe and sound, head down to Port Jueno, and from the zone entrance to Port Jueno, head south into Qufim Island. OR Head from Valkurm Dunes to Selbina, take the boat to Mhaura. From Mhaura head into Buburimu Peninsula, from there go to Tahrongi Canyon head north to Meriphataud Mountains. Meriphataud Mountains is quite a large zone filled with plenty of monsters that aggro, so head carefully north and enter Sauromugue Champaign, a little north-west in this zone will get you into Port Jueno. When you reach Port Jeuno head all the way north and take a right turn when you come to a three-way path to enter Qufim Island. OR Head from Valkurm Dunes into Konschtat Highlands, from there head north-east into Pashhow Marshlands. Once in the marshlands go north-east into Rolanberry Fields, in the fields head due-north all the way into Lower Jeuno. Head down to Port Jeuno and keep heading down the stairs once you reach Port Jeuno to enter Qufim Island.
All nations from level 25-33: -Kazham (Yuhtunga Jungle from level 25-29 and Yhoator Jungle from level 29-33): In order to access this area, you must complete a quest in order to attain a Kazham-airship pass (or either purchase it for a suspiciously large amount of gil for a lower level player) so | |