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 (Aht Urhgan) These jobs can be unlocked only by players with Lv.30+ job and Treasure of Aht Urhgan expansion pack installed. PUP ((Puppetmaster)) Suggested Lv: 20+
Role(s): Damage Dealer (physical or magical), Tank (very rare), Healer (Lv.40+), Solo'er.
Minimal SJ(s): /MNK
EXP SJ(s): /WAR (standard), /WHM (rare)
Description:
Like Summoner, much of a Puppetmaster's capability comes from its "pet", which is the Automaton in PUP's case. Unlike SMN's avatars, however, the Automaton has no unique enfeebs nor group buffs. In return, PUP itself can remain on the front line to contribute damage or even tank (with Automaton set to "cure bot") for a party. PUP is suitable as a non-skillchain physical DD, backup or primary healer (Lv.40+ with Soulsoother Head), or manaburn magic DD (Spiritreaver Head). Also a capable solo'er, nearly on par with BST, trading slower kill rate for lack of pet swap hassles.
Lv.20 is suggested, since that allows the player to acquire three out of four Automaton frame available. Sharpshot is a very capable DD frame, and is recommended for Lv.10 upgrade, with magic based Stormwaker for Lv.20. (The starter Harlequin frame is reasonably good for solo, though Stormwaker can do better.) Note that Automaton skills can be leveled while on /PUP, and it's a good idea to cap new frames' skills on higher level job first.
An Automaton without Attachments is useless. It takes a bit of research to figure out which combination of attachments, frame, and head would work the best, and quite a bit of gil to get the best attachments. On top of that, many PUP's have reported very slow invite rate, making this job unsuitable for players who do not like soloing at least some of the time. However, its reconfigurability makes it a worthy match for players willing to dedicate the effort and money, and comes with the fringe benefit of being the best support job (something/PUP) for soloing new Jobs to Lv.10. (It's also worth noting that every Attachment is usable from Lv.1--no one else can Flash from Lv.1 to Lv.36.)
COR ((Corsair)) Suggested Lv: 23/40
Role(s): Support, Damage Dealer (mostly physical; second tier)
Minimal SJ(s): /WHM
EXP SJ(s): /RNG, /NIN, /WHM
Description:
COR is the premier support role Job for BLM manaburn parties, and for SMN, BST, DRG, and/or PUP based parties. Luck depending, it can rival or exceed BRD's buff'ing in traditional, balanced parties as well as TP spam parties, but less capable of pulling due to the inability to override existing rolls with the same ones. A COR's strength is at providing Job based enhancement, with unique buffs which stack with everything a BRD and/or RDM can offer. Where a COR loses out is in the debuffs, as it cannot do much besides dispel, sleep, and enhance debuffs (excluding songs) applied by others--all on a shared, one minute cool down timer. To balance that, COR contributes damages a support role RDM cannot match and a BRD cannot even dream of. Note that its Wild Card is arguably the powerful two-hour ability for any support role job--so much so, it's reported end-game LS's bring Lv.1 COR's to some fights just for Wild Card.
Lv.23 is the recommended level for those interested in checking out COR. By then, a player would have had access to both melee buff Phantom Rolls like Hunter's Roll (Lv.8) and Chaos Roll (Lv.14), a mage buff as in Healer's Roll (Lv.20), as well as its first pet buff Puppet Roll (Lv.23). Note that Quick Draw, COR's ability to enhance debuffs and sleep/dispel monsters, won't come until Lv.40, along with Evoker's Roll for refresh effect.
The dices are all available from NPC, so there really is no reason to be missing any Phantom Roll. Given its B rating in marksmanship, range accuracy gear and food should be standard for any COR. At very low levels, equip sword when able, until Archer's Knife. Elemental Cards and level appropriate bullet and gun are not optional; the consumable expenses will add up, but that's no excuse. Those players who wish to make good use out of /WHM are strongly urged consider MP gear and juices at lower levels.
BLU ((Blue Mage)) Suggested Lv: 30+
Role(s): Damage Dealer (physical and magical), Healer (rare), Tank (limited), Support (limited), Solo'er.
Minimal SJ(s): /WAR, or /WHM
EXP SJ(s): /NIN, /THF, /WHM (rare)
Specialty SJ(s): /WAR
Description:
Blue Mage is easily the most flexible Job in FFXI. A player can customize traits and spells to play BLU as an impressive damage dealer, competent healer, workable tank, or even helping the support role jobs with additional debuffs. Given its popularity and the crowd of players rushing to level this Job, it has a somewhat spotty reputation, and invite suffers slightly as a result.
Lv.30 is suggested. Wild Carrot (Lv.30), Healing Breaze (Lv.16), and Pollen (Lv.1) gives a plausible set of tools for a healer BLU, especially with /WHM as support jobs. For DD orientated players, this is when Sneak Attack from /THF becomes available. Those who wish to add a little support role already have plenty to choose from, such as Sprout Smack (Lv.4), Wild Oats (Lv.4), Head butt (Lv.12), and more. Tanking BLU should have plenty of chance to practice as well, since Cocoon (Lv.8) is available so early, though Bludgeon (Lv.18) for a quick enmity/damage spike comes a bit later.
BLU draws from a large list of Blue Magic spells mimicking monsters' and Beastmen's special attacks, and combine them to form traits and stat boosts. The Blue Magic spells are just as vital as any equipment in shaping a BLU's performance, and acquiring them is the top priority for every BLU player. Equipment wise, physical DD BLU's will want accuracy, and healer BLU will want MND. (INT and MAB subset for magic burst.) Blue Mages are still mages, so the usual lust for MP and hMP gear still applies.
Extra Jobs (Altana) These jobs can be unlocked only by players with Lv.30+ job and Wings of the Goddess (アルタナの神兵) expansion pack installed. DNC ((Dancer)) Suggested Lv: ?
Role(s): Healer, Support
Minimal SJ(s): /NIN, /WHM (?)
EXP SJ(s): ?
Specialty SJ(s): ?
Description:
Dancer is very new to the scene. It requires TP for most dances, making it a front line job. Its best weapon is dagger, so that and accuracy gear/food is suggested for helping with TP generation. Dancer is for the adventurous players who would like to help define a new job's role.
SCH ((Scholar)) Suggested Lv: ?
Role(s): Healer, Support, DD (magical)
Minimal SJ(s): ?
EXP SJ(s): ?
Specialty SJ(s): ?
Description:
Scholar is very new to the scene as well. It has both black magic, white magic, as well as unique spells. Those require significant MP, making it a back line job. It remains to be seen how its potency and MP saving job ability would function. Scholar is for the adventurous players who would like to help define a new job's role.