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 (Zilart) Except for Summoner, these jobs can be unlocked only by players with Lv.30+ job and Rise of the Zilart expansion pack installed. NIN ((Ninja)) Suggested Lv: 37/40
Role(s): Tank, Damage Dealer (melee/ranged, and magical; level dependent), Solo'er.
Minimal SJ(s): /WAR
EXP SJ(s): /WAR
Specialty SJ(s): /DRK (/RNG, /RDM, /BLM to lesser extend)
Description:
Ninja is the trick tank of game--it deals with damage by avoiding it entirely--in theory, at least. Party life begins at Lv.12 for NIN, when it can begin to function as a co-tank, reducing overall curing needs with Utsusemi line of Ninjutsu. It is often pressed into main tanking before Utsusemi: Ni with poor results, especially given the low enmity generation ability from a NIN at those levels, and the lack of Trick Attack from THF until Lv.30. If not tanking, NIN becomes a good DD at Lv.20+, though not always by using /WAR. Outside of parties, NIN can be pretty decent at soloing, though somewhat dangerous against monsters with multi-hit attacks or the ability to silence or paralyze.
Lv.37 for Utsusemi: Ni; its four shadows finally gives a NIN the ability to ably main tank without the excessive gap between one three-shadow Utsusemi: Ichi to the next one, 30 seconds away. Lv.40 is the real recommended level, though; with the use of Ni level -ton Ninjutsu's, a NIN can securely hold the monster without Trick Attack, if the DD's show moderate restraints during battles.
Leveling NIN is inventory heavy. Aside from all the different Ninjutsu tools and tool bags, NIN's often have multiple sub-sets of gears: Accuracy/Attack set, evasion set, enmity set, and eventually, a haste set. Oddball NINs may even carry INT/MAB set or range accuracy sets. Spell wise, get everything--many have claimed that NIN's enfeebs are stronger than matching RDM's versions. Between gears, tools, and possibly shurikens, leveling NIN properly is pretty expensive.
SAM ((Samurai)) Suggested Lv: 30
Role(s): Damage Dealer, Skillchain assistant.
Minimal SJ(s): /WAR or /RNG or /DRG
EXP SJ(s): /WAR, /THF
Specialty SJ(s): /RNG
Description:
Samurai is normally thought of as the master of TP, though many other jobs can obtain TP about as fast. What truly distinguish SAM from other melees is how well it can skillchain--able to open and close almost any skillchain, and the ability to reliably gain TP on demand via Meditate (Lv.30). SAM is not reliable at soloing, though Seigan (Lv.35) is pretty useful for that. In parties, the SAM's role is DD/skillchain, though at higher level it may be possible to tank VT's, using its damage output to compensate for the lack of enmity tools.
Recommend leveling to Lv.30, for Mediate (Lv.30), Store TP II (Lv.30), Hasso (Lv.25), Zanshin (Lv.20), Third Eye (Lv.15), the ability to open and close Distortion (Tachi: Enpi), and open Fragmentation (Tachi: Hobaku).
Low level Great Katana's are few in number, and fairly inexpensive (even HQ ones), so it's worthwhile and easy to keep up. (Pick up a
Katayama Ichimonji if possible.) The adventurous can go with Polearm (
Obelisk Lv.4,
Bronze Spear +1 Lv.7) for better damage during very low levels (Lv.4 to 10, then switch to Katayama Ichimonji). Long term wise, SAM's share with other melees the same love for accuracy, strength, and attack gears.
DRG ((Dragoon)) Suggested Lv: 25
Role(s): Damage Dealer, Healer (rarely in parties), Solo'er.
Minimal SJ(s): /WAR or /WHM
EXP SJ(s): /WAR, /THF, /SAM
Specialty SJ(s): /BLU, /WHM, /RDM (for solo and alternative partying)
Description:
Dragoon is a versatile job. It's probably the most devastating Damage Dealer below Lv.30, and does quite well as DD to Lv.75, especially when its Wyvern damage is accounted for. DRG's role in party is usually DD, though it can function as main healer (usu. Lv.40+). It is also capable of solidly hold monster from damage and Provoke alone between Lv.10 to Lv.20. Look for THF in parties, as DRG is terrific at opening Distortion for one. Outside of parties, DRG is a capable solo'er, nearly on par with PUP, and able to take on more type of monsters than SMN.
Recommend taking DRG to Lv.25, for Spirit Link (Lv.25), Jump (Lv.10), Call Wyvern (Lv.1), Attack Bonus (Lv.10), and Healing Breath II (Lv.20). BTW, it may be a little odd, but DRG/RNG is rather nice Lv.20 to Lv.29 if no healing is required.
DRG's share with other melees the same love for accuracy, strength, and attack gears. (Soloing DRG may want a little more MP and defense, however.) Weapon wise, the Polearm is it, though some odd situations may make Staff attractive thanks to
Spirit Taker.
SMN ((Summoner)) Suggested Lv: 25
Role(s): Support, Healer, Damage Dealer, Solo'er.
Minimal SJ(s): /WHM
EXP SJ(s): /WHM
Description:
Summoner is difficult to get a handle on. It (slowly) gains many useful support Blood Pacts as it levels, but it does not have any Refresh like capability. Its Avatars can open/close any skillchain, but generally not for great deal of damage. It can also Magic Burst for respectable damage, but not at all levels. It has a huge MP pool for healing, but is capped at Cure III from /WHM. It's a good addition for a balanced party with everything already, though it's usually brought in as a main healer. It can solo ably on Bomb and Worm type of monsters outside of parties for experience points.
A long, rewarding growth curve and a diverse set of abilities makes SMN ideal for players looking for a challenge. Lv.25 is recommended; at that level, its ability includes tier II elemental magic BP's (Lv.10), Aerial Armor (Lv.25) buff, Lunar Cry (Lv.21) debuff, the ability to open and close all Lv.2 skillchain, and Cure II from /WHM (Lv.22). Those are just the tip of a SMN's eventual power, but already cover all the basics with examples of useful buff, debuff, healing, skillchain, and Magic Burst.
Since a SMN is overwhelmingly dependent on its Avatar, getting as many Avatar as possible before partying is a good idea. Certainly all the Celestial Avatars (Ifrit, Shiva, Garuda, Titan, Ramuh, and Leviathan) should be obtained, and Fenrir is highly recommend. Equipment wise, it's hMP/MP gear, and elemental staves (Lv.51) to save on perpetuation cost. Soloing SMN should obtain the HQ Light Staff,
Apollo's Staff, and enmity reduction gear as soon as possible.