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.
Extra Jobs (Original) These jobs can be unlocked by any player with FFXI installed, after he reaches Lv.30+ in another job. PLD ((Paladin)) Suggested Lv: 37
Role(s): Tank, Damage Dealer (physical; 2nd tier), Healer (very uncommon)
Minimal SJ(s): /WAR
EXP SJ(s): /WAR
Specialty SJ(s): /NIN, /WHM
Description:
PLD is the tank of FFXI--provokes the monster into attacking him, then mitigates damage taken with defensive armor, food, job abilities, cures, and Flash. This job has a well deserved reputation for anchoring the target solidly in place better than any other job. Due to the importance of a tank in parties, PLD players enjoys above-par invite rates (Lv.37-72, roughly). While it can be a Damage Dealer and Healer, it's uncommon to find most PLD in either role (at least, before Lv.70+), especially as Healer.
Lv.37 is suggested for Flash (Lv.37), and access to Cover (Lv.35), Auto-Refresh (Lv.35), Sentinel (Lv.30), Shield Mastery I (Lv.25), and Shield Bash (Lv.15). These, along with Provke and the Cure line of spells, really define how a Paladin plays in parties.
A Paladin holds Sword and Shield in his hands, and aims for Vitality, Defense, Enmity+, and Shield Skill+ for armor and accessories. PLD doesn't have many spells, so get them all. Always bring defense food to parties.
DRK ((Dark Knight)) Suggested Lv: 37
Role(s): Damage Dealer (physical), Enmity Transfer (Lv.60+), Puller (sometimes)
Minimal SJ(s): /WAR
EXP SJ(s): /WAR, /THF, /SAM, /NIN
Description:
DRK is often (mistakenly) casted as the polar opposite of PLD, as some "uber Damage Dealer". While it is a very strong DD, DRK is frequently out damaged by the likes of WAR, MNK, DRG, and etc. With a long growth curve, DRK starts party life producing decent (though not exceptional) DoT via melee with weak damage but skillchain useful weaponskills. Mid levels, it gains the unique enfeebling/self-enhancing spells with the Absorb- line, as well as the important, safety enhancing Stun. Later on, it would become the premiere melee spike damage dealer, allowing it transfer large amounts of enmity to tanks with WS + Trick Attack using /THF. It may be most accurate to describe DRK's as the uber party-support melee DD, instead; finesse is a key to playing the DRK well.
Lv.37 is suggested, for Stun (Lv.37), Absorb-VIT (Lv.35), Last Resort (Lv.15), Weapon Bash (Lv.20), and the job defining Soul Eater (Lv.30). Although this is far short of Lv.60+ where DRK/THF performs enmity transfer, it should be enough of a sample. Those curious about enmity transfer can take THF to 30 or 33 first, since a career DRK would need to level THF anyway. (By the way, DRK/WHM is a very good combination up to level 20, and situationally good afterwards.)
Preferred weapons are Scythe and Great Sword, though Great Axe can be used to good effects at lower levels. Great Sword has more utility than Scythe, though a serious DRK would level both. Otherwise, equipment focuses on Accuracy, Strength, Attack, and Dark Magic Skill+. Should also pack a crossbow and cheap bolts for pulling, in case MP is hard to come by.
RNG ((Ranger)) Suggested Lv: 30
Role(s): Damage Dealer (physical), Puller (frequently)
Minimal SJ(s): /WAR or /NIN
EXP SJ(s): /NIN, /WAR
Description:
Due to ammo expenditure, RNG is one of the most expensive Job to level in FFXI. The trade off is that range attacks'
pDIF has a smaller level difference penalty than melee attacks--the basis for the power of Ranger against Incredibly Tough (IT) rated monsters compared to the melee Jobs. Party life for RNG's usually revolves around pulling monsters to camp, find the "sweet spot" distance to balance damage and accuracy (farther away equals more power but less accuracy), and does as much damage as possible without moving the monster around.
Lv.30 suggested for Barrage (Lv.30) and Accuracy Bonus II (Lv.30). This will give the player a taste of fast TP gain and high damage a RNG is capable of, without the expense of higher level range weapons/ammo. (The wonderful experience that is Sidewinder/Slugshot, unfortunately, would fall out of this scope.)
Bow, Gun, and Crossbow. In lower levels, Bows have the best damage and can use arrows with accuracy+ on them, but Crossbows can utilize Acid Bolt (Lv.15) to increase the damage from all physical attacks by all physical DD's in party. Crossbow's damage picks up when Holy Bolt (Lv.30) becomes available, but supposedly Guns are the top choice for the end levels. Range Accuracy, STR, Range Attack, and AGI are sought after in equipment and food.
BST ((Beastmaster)) Suggested Lv: 23
Role(s): Solo'er, Damage Dealer (physical), Solo'er.
Minimal SJ(s): /WHM (solo use, mostly)
EXP SJ(s): /WHM, /NIN, /WAR
Description:
BST is a "Pet Job", but doesn't come with any pet. The pets are either the local monsters captivated by Charm (Lv.1), or "jug pets" lured using Call Beast (Lv.23). Damage wise, most charmed "Event Match" Lv.10+ beasts are much more capable than players at the same level. That power is tempered by the unreliability of charm, however. This combination makes BST the most capable EXP solo'er in FFXI--and the most frequently K.O.'ed one. In traditional parties, BST with an appropriate pet is an exceptional damage dealer on the front-line. Yet, party invites tend to be sparse for this frequently misunderstood Job--good thing a BST is a natural for solo'ing and duo'ing.
By Lv.23, a BST player would have had plenty of experience charming (and failing to charm) beasts as companions in quest of experience. With Call Beast (Lv.23) providing the alternative source for pets, the foundation of BST's exp style is complete. (Leave (Lv.35) job ability enables more advance tactics, but everything is still largely build on what was learned in the first 23 levels.)
When solo'ing, the idea is to be prepared--and do so with great freedom for individual tastes. Aside from the universal Light/Apollo Staff, Charm+/CHR gear, and Reraise items, BST's have been known to lug along various combination and degree of: MP gear/food, hMP gear/food, Refresh gear, juice (refresh), regen drinks, accuracy/attack/defense gear/food, Powder Boots (charged item, for Flee), jug pets, pet food, one-handed Axe, shield, and more! In traditional parties, BST tend to stick to accuracy/attack DD gears/food like WAR does, but bring level appropriate DD jug pets as well. BST is legendary for its ability to obtain Beastmen's Seals--with so many BCNM opportunities, mid to high level BST's really have no excuse for sub-par gears.
BRD ((Bard)) Suggested Lv: 25+
Role(s): Support, Puller (mostly at higher levels)
Minimal SJ(s): /WHM
EXP SJ(s): /WHM, /NIN
Specialty SJ(s): /RDM
Description:
Bard excels at making a party stronger. In EXP parties, a BRD provides damage boosting songs (Minuet, March, Madrigal) to the front line, and refresh and mage specific songs to the back line (Ballad, Etude), and sometimes help healing with Paeon and/or Cure spells from /WHM. In addition, it enfeebles targets with the likes of Elegy (slow), Threnody (lower elemental resist), and Requiem (DoT), as well as perform crowd control with Lullaby (sleep). In special fights, Bards have many tools to boost performances of mission critical members, such as Minne for PLD tank's defense, Mambo for NIN tank's evasion, or use Carol to boost elemental resistance for the entire party. This makes BRD one of the most sought after Job by EXP parties and by end game community.
At Lv.25, BRD receives Mage's Ballad, and becomes firmly set in the routine of separate front line and back line song support, making it the ideal level for newer players to evaluate if BRD is for them to take to 75.
Not all BRD songs are useful, but most of them can be obtained cheaply from NPC's. Equipment wise, some MP+ gear for /WHM's spells are nice, and CHR boosts the potency of some songs. More important are the instruments which enhance songs, and the elemental staves (Lv.51) for matching offensive songs, plus Dark Staff for MP healing.