Which Job Should I Play? (Part II: Job Descriptions) Suggested Lv.: A suggestion on how far to take a Job in order to get a feel for how it would be like later on.
Roles(s): The role(s) performed in exp parties.
Minimal SJ(s): The Support Job(s) eeded to reach the suggested level(s).
EXP SJ(s): The Support Job(s) a player should have for reaching Lv.75.
Specialty SJ(s): Situational use Support Job(s); most listed are not for exp'ing use, at least not commonly so. (Not all jobs have these listed.)
Not all usable support jobs are listed; the selection reflects the particular taste and knowledge/ignorance of this author, and by no means should be considered definitive.
Standard Jobs These jobs are unlocked from the moment a player install and register FFXI. Everyone starts in Vana'diel with one (or more) of these jobs. WAR ((Warrior)) Suggested Lv: 25+
Role(s): Damage Dealer (physical), Tank (early levels), Puller (sometimes)
Minimal SJ(s): /MNK
EXP SJ(s): /NIN, /THF, /SAM
Description:
Often starts off party life as a tank, and can continue to function as a tank, but that role is generally given to PLD and NIN after Lv.37 due to efficiency reasons. It makes for a very decent damage dealer from Lv.15 (Berserk) on.
Suggest taking to Lv.25 as trial, for access to Berserk (Lv.15), Double Attack (Lv.25), and Defender (Lv.25).
Prefers Great Axe and Axe for weapon, though performs better damage with Great Axe at lower levels. Warrior is asked to be puller often enough to warren carrying a ranged weapon and ammo, and should prepare both a tanking equipment set (Defense, VIT) as well as a damage equipment set (Accuracy, STR, Attack), at least to Lv.40.
MNK ((Monk)) Suggested Lv: 31
Role(s): Damage Dealer (physical)
Minimal SJ(s): /WAR
EXP SJ(s): /WAR, /NIN
Specialty SJ(s): /WHM
Description:
MNK exists for damage--punches and kicks. Its output starts off as mediocre, but keeps growing as one levels. At higher levels, a MNK's very impressive damage frequently creates headaches for tanks. In party, the impressive HP bar isn't enough to keep tanking to higher levels, though should be possible to function as a tank to Lv.30.
Lv.31 is suggest for access to Dodge (Lv.15), Focus (Lv.25), Berserk (Lv.30, from /WAR15), and Martial Arts III (Lv.31).
The preferred weapon for MNK is Hand-to-Hand, and it's usually equipped for Accuracy, Strength, and Attack for exp parties.
THF ((Thief)) Suggested Lv: 30+/33+
Role(s): Damage Dealer (physical), Enmity Control (Lv.30+), Puller (frequently)
Minimal SJ(s): /WAR
EXP SJ(s): /NIN, /WAR
Description:
THF is the most technical of the three standard melee jobs. Its Sneak Attack (Lv.15) requires a THF to be facing a monster's back; its Trick Attack (Lv.30) requires another party member to stand between the THF and the monster. The ability to combine Sneak Attack and Trick Attack (SATA) is the source of THF player's power and distinction--as well as the majority of his frustration. Party members need to line up and play in a certain way to fully utilize a Thief's ability to generate an eye-popping, large damage attack, and transfer the enmity from that to another party member--usually, the tank.
Lv.30+ is suggested, since to be a Thief is to experience SATA. However, the first great Dagger weaponskill is at Lv.33 (Viper Bite), so a player trying out the job may want to stay with THF until then.
Preferred weapon for THF is generally the one-handed Sword before Lv.33, and the Dagger from Lv.33 on. No THF should ever go to an exp party without ranged weapons; the standard is the crossbow, for Acid Bolt, Sleep Bolt, and Bloody Bolt.
WHM ((White Mage)) Suggested Lv: 25/32/40
Role(s): Healer, Support(↘) (in tandem with Healer role)
Minimal SJ(s): /BLM
EXP SJ(s): /BLM, /SMN
Specialty SJ(s): /RDM, /BRD, /PUP
Description:
The best Healer in FFXI, hands down, with the spells to cure efficiently and remove status effects from players. Also has MP efficient Protectra III/IV and Shellra III/IV, which other jobs cannot provide. (BTW, this guide's author highly recommends every new player try WHM, and take it to at least Lv.25.) Mages generally should be back-line jobs, and WHM is no exception--stay out of AoE (Area of Effect) attacks and lob cures and other spells from a distance. Outside of parties, WHM's are well recognized for their Teleport line of spells for moving people around, fast, and many WHM's charge fees for these Teleport services to supplement their income.
WHM's role in party centers on curing and buffing, with Lv.25 is the first milestone--access to Raise (Lv.25), as well as Invisible (Lv.25), Regen (Lv.21), Sneak (Lv.20), Barfira (Lv.17), Curaga (Lv.16), and Silence (Lv.15). Lv.32 marks the second milestone with access to Erase, while Lv.40 brings Haste.
With few exceptions, a good White Mage is the one with all his spells, and reasonable hMP and MND+ equipment.
BLM ((Black Mage)) Suggested Lv: 32 (or 17/50+)
Role(s): Damage Dealer (magical), Support(↘) (in tandem with DD role).
Minimal SJ(s): /WHM
EXP SJ(s): /WHM, /NIN (solo/small group)
Specialty SJ(s): /NIN, /RDM, /DRG
Description:
To be BLM is to damage with magic spells. In large chunks. Starts off party life as the notable DD against those high defense crabs (esp. in not-so-bright parties without someone using Acid Bolts) and those hard to hit Pugils, and moves more and more toward larger, spike damages with fewer spells in higher levels. In parties, a good BLM is expected to stay in the back-line, toss out attack spells, and help out with curing party members when needed.
Lv.32 is suggested, since that's when a BLM gains Blizzaga to Magic Burst on the popular Distortion. (Most exp monsters are weak against Ice element magic.) Magic Attack Bonus II (Lv.30) is also available then, so it's a good point for evaluation. For those with less patience, Lv.17 isn't a bad level aim for, since that's the level for access to Blizzard and Warp. While Lv.50 may be pushing things a bit, there's really nothing like the experience of MB'ing with ancient magic such as Freeze (Lv.50), so it deserves at least a mention.
BLM equipment focuses on hMP and INT in early levels, with the addition of Magic Attack Bonus+ and Elemental Magic Skill+ items later on. A BLM should strive for all spells available, but the utility of Stone/Stonega lines are rather questionable...
RDM ((Red Mage)) Suggested Lv: 41
Role(s): Support, Healer
Minimal SJ(s): /WHM
EXP SJ(s): /WHM, /BLM,
Specialty SJ(s): /DRK, /BRD, /NIN
Description:
Highly sought after in parties (esp. Lv.41+), and quite capable of (slowly) solo on its own. It's a top notch enfeebler; add to it Cure's, Protect/Shell's, Haste, and it is a very flexible mage. Outside of parties, its Stoneskin, Phalanx, and Ice Spikes spells, plus sword, dagger, and shield skills allows it to go toe to toe against many foes, or using Gravity, Bind, Sleep to play a game of kiting/sleeping and nuking with enemies it cannot fight straight on. Within parties, a RDM's duty is centered around Refresh, Haste, enfeeble, and main/backup healing. Though it is capable of contributing substantially to damage by melee'ing during earlier levels, it is safer to play as a back-line job against monsters with AoE attacks or just to ensure enough rest time to recharge MP.
Suggest playing to Lv.41, since that's the level for Refresh, and Convert (Lv.40) would already be accessible, along with nearly the entire enfeebling repertoire (Paralyze, Slow, Blind, Silence, Gravity, Dia II/Bio II, Sleep, etc). RDM's workload in party is considerably lighter before Lv.40/41, and becomes even busier at Lv.48 with Haste, but Lv.41 is a good level to find out if RDM is truly for a player or not.
RDM is not unlike WHM in needing hMP and MND equipment, but also desire Enfeebling Magic skill+ items. After obtaining Convert, MP+ items are very much welcomed as well (for most races). Just about every spell a RDM is useful in some situation; highly advise not skipping any.