Jobs in FFXI

In Final Fantasy XI, you are given the choice to choose your job. You can change this job at any time in your Mog House. Some jobs may require level 30 in an initial job and completing a quest to become available.

When you reach level 18, it is also possible to choose a sub-job. This also requires completing a quest, and can be changed in your Mog House like regular jobs.

The act of changing a job can be a bit of a grueling experience with all its equipment changes. It is recommended that you write up a macro that changes your equipment to the appropriate ones for the job.

Job Info

Basic Jobs
Warrior
Monk
White Mage
Black Mage
Red Mage
Thief

Advanced Jobs (Original Game)
Bard
Beastmaster
Dark Knight
Paladin
Ranger
Summoner

Advanced Jobs (Rise of the Zilart)
Dragoon
Ninja
Samurai

Advanced Jobs (Treasures of Aht Urhgan)
Blue Mage
Corsair
Puppetmaster

Advanced Jobs (Wings of the Goddess)
Dancer
Scholar

Advanced Jobs (Seekers of Adoulin)
Geomancer
Rune Fencer

Note that while the Chains of Promathia expansion did add new jobs, these jobs do not require the expansion to become available, only the main game is required for them.

Intro: Basic Jobs

Black Mage (BLM)

The Black Mage is an initial job, and can be chosen from the beginning of your adventure.

The Black Mage is a damage dealer job, no doubt about it. Your job in a party as a Black Mage involves mostly remembering not to nuke too much, for you are bound to catch hate, and possibly topping off skillchains with a Magic Burst. However, these days the Black Mage is not commonly accepted into level-up parties. You will have trouble getting into them before achieving level 75 and participating in some end-game activities.
While the job has a bad defense and not much physical offense, it is entirely possible to solo your way to 75. Commonly this is done by alternately nuking and sleeping the target, and healing for MP while the target sleeps. Another good way is to join into a manaburn party with other offensive mages and nuke your way to more levels.

Monk (MNK)

The Monk is an initial job, and can be chosen from the beginning of your adventure.

Monk is mainly a damage dealer, but can also fulfill the role of a tank with their high HP - especially if subbing Ninja. Other possible subjobs are Warrior, White Mage (at highest levels), and maybe Thief - although this should be reserved for farming purposes only.
The Monk's specialty is hand-to-hand fighting, and this is what Monks should rely on for most of the game. They should also be careful, as the Monk's quick attacking skills and some of their abilities can generate more hate than any but the most skillful tank can pull off of you.

Red Mage (RDM)

The Red Mage is an initial job, and can be chosen from the beginning of your adventure.

Red Mage in party-play is most commonly a healer with potent enfeebling and enhancing spells to top it off. Most Red Mages would sub White Mage for the added healing power, although some who do not like the role of a healer will sub Black Mage. Nevertheless, in the player community a Red Mage subbing BLM is generally looked down upon, as they cannot heal as well as one subbing WHM could.
Come level 48, the Red Mage will have gained all their major spells. These are Refresh, Convert and Haste. This allows them to distribute MP to all the party members that require MP to do their jobs, keep up their own MP with minimal down-time, and keep up a Haste cycle on the party members that require it - in most cases, that would be the tank and DDs if the tank is a good one, but may include the RDM themselves. In higher level, a Red Mage is expected to keep the Refresh/Haste cycle while curing the party members in need of it, and in some situations might not have a back-up healer at all.

Thief (THF)

The Thief is an initial job, and can be chosen from the beginning of your adventure.

A Thief is a damage dealer job, although the least effective one of them of the six initial jobs. This can be remedied by plentiful using of Trick Attack and Sneak Attack - and the SATA combo. Thieves often sub Warrior, Monk or Ninja. The Thief/Ninja combo is one of the most useful combinations for pulling. Even otherwise, you should prepare for a lot of pulling, as Thief should be particularly useful for that.
Thieves also have the advantage in farming for gil because of their many abilities and traits related to easier obtaining of gil and items.

Warrior (WAR)

The Warrior is an initial job, and can be chosen from the beginning of your adventure.

A Warrior can go either the way of the tank or the damage dealer, they are quite flexible in that regard. However, on higher levels their stats suffer from being average because of that. They can effectively sub Monk, Thief and even Ninja later on. Your sub-job should be chosen according to your role in the party.
It is generally suggested that dual-wielding axes might be the best strategy for most situations, but your choice of equipment should of course be situation-specific.

White Mage (WHM)

The White Mage is an initial job, and can be chosen from the beginning of your adventure.

A White Mage is the life of the party - quite literally. As a WHM, it is your job to keep everyone alive, by healing their HP when appropriate, reviving them if a slip happens and they get knocked out, curing them of status effects, and most of the time also enhancing their defenses with Protectra, Shellra, and ra-level bar-spells. The most useful sub-jobs for a White Mage are Black Mage and Summoner. Scholar is starting to become one of the most popular sub-jobs for White Mage, as well. In some situations, you might also consider Red Mage.
It is also important to know when to heal and when not to heal. If you just recently grabbed hate, it might be a good idea to wait a while before casting that second Cure so the tank can set up a buffer against losing hate again - presuming of course that nobody is on the brink of dying. You should also note that you cannot heal anyone if you're dead. Your own survival should come first in most situations.

Intro: Advanced Jobs

Bard (BRD)

The Bard is an advanced job, and requires completing the quest Path of the Bard to become available.

Bard is a support job by nature, and in fact cannot be played any other way due to their abysmal defense and attack stats. Even despite that, bards have a very high party-invite rate due to their many strong buffs and debuffs. Some people, in fact, refuse to even consider a higher-level party without a bard.
As a bard your duty is to make sure that each person in the party has the various buffs they need. Considering that there is a limit to how many songs a person can have active at one time, creative party positioning and running around is required. Another duty that often falls to bards is pulling monsters and/or sleeping them at camp for the DDs to take care of.

Beastmaster (BST)

The Beastmaster is an advanced job, and requires completing the quest Save My Son to become available.

A Beastmaster's strength lies in being able to Charm monsters to fight by their side, and to have your opponents consistently hitting their pet instead of themselves. This is what most of their abilities revolve around, and this is also what makes them a very good solo player. Even if a BST's own HP goes low, they can always charm a monster nearby, have it grab hate, and go /heal by themselves, or even run away. Beastmasters are also considered one of the best ways to beat some BCNMs.
Note that when BST is used as a support job, the strength of their Charm is the same as the full level of your BST. This way, even when used as a SJ (lv 49), your Charm can have the power of a lv 99 BST behind it, provided you have the job leveled that far.

Blue Mage (BLU)

The Blue Mage is an advanced job, and requires completing the quest An Empty Vessel to become available. It requires the expansion Treasures of Aht Urhgan.

Blue Mages are the closest Final Fantasy XI comes to giving players a true front-line mage. In fact, a Blue Mage can, depending on their sub-job, fill any role in a party with varying degrees of success. For example, at lower levels a BLU makes for a good tank, and level 30+ can become a healer. Naturally, dedication and an inventory full of role-appropriate equipment as well as equipment-switch macros are crucial to the success of this play-style. If a Blue Mage is not willing to put in the effort, they can be an average DD at best.

Corsair (COR)

The Corsair is an advanced job, and requires completing the quest Luck of the Draw to become available. It requires the expansion Treasures of Aht Urhgan.

Corsairs in parties are usually invited for buffing the party members, and can fulfill that role as well as or better than a Bard, depending on the situation. However, depending on their sub-job a Corsair can also DD, although this requires dedication and a lot of gil, or a supporting healer. Whichever role the Corsair has in a party, their main purpose - that of buffing - is largely dependent on luck and needs skill and good nerves to play to its fullest extent.
It should be noted that no matter which role you pick for your Corsair, it is like very, very expensive. Do not attempt to play Corsair if you cannot fund it.

Dancer (DNC)

The Dancer is an advanced job. It requires completing the quest Lakeside Minuet to become available. It requires the expansion [[Wings of the Goddess]].

One of the newest jobs, Dancer allows for a large range of flexibility in parties. Dancers are primarily described as "frontline healers", and that is essentially what they are at the most basic level. They are unique in that their abilities use TP instead of MP, so they have no downtime as long as they keep fighting. With healing and enfeebling abilities, they function well as support for their party. They can also be called on to be damage dealers or even tanks, especially with Ninja as a sub-job, due to their high evasion and ability to keep hate by healing themselves and using Animated Flourish, a weaker version of the Warrior's Provoke.
Dancers also perform admirably soloing, since they can heal themselves effectively, and can keep fighting for long stretches with virtually no downtime. Their main concern, however, is their low damage output, due to mainly using daggers.

Dark Knight (DRK)

The Dark Knight is an advanced job, and requires completing the quest Blade of Darkness to become available.

The Dark Knight is a straight-out damage dealer. Their abilities require skillful managing of your own HP, your healer's MP and balancing your hate against that of the tank. A Dark Knight is very capable of stealing hate off the most skillful tank or killing themselves by their own hand if not careful.
The most defining ability of the job is Souleater, which sacrifices 10% of your HP with every hit (even ones that miss) and converts that HP straight into damage on the mob. Dark Knights also have access to various type of draining spells, to drain HP, MP or some other stat from their opponent. However, their MP pool isn't very big to begin with so they cannot use these spells excessively.

Dragoon (DRG)

The Dragoon is an advanced job, and requires completing the quest The Holy Crest to become available. It requires the expansion Rise of the Zilart.

Coming soon

Geomancer (GEO)

The Geomancer is an advanced job. It requires completing the quest Dancing with Luopans to become available. It also requires the expansion Seekers of Adoulin.

Coming soon

Ninja (NIN)

The Ninja is an advanced job, and requires completing the quest Ayame and Kaede to become available. it requires the expansion Rise of the Zilart.

Coming soon

Paladin (PLD)

The Paladin is an advanced job, and requires completing the quest A Knight's Quest to become available.

Paladin is a tank, no questions asked. In an open-minded party you might also get to try out the role of a damage dealer, but Paladin's damage output is rather low. The traditional sub-job is Warrior, which gives Provoke, one of the best hate-generating tools available. Another common sub is Ninja, enabling you to cast shadows to avoid damage, or Dancer, which allows you to heal your party members effectively, generating much hate.
For a Paladin it is essential to get Provoke's 15-second timer down, so it can be repeated as often as possible. Your duty as a tank is to keep the mob's attention no matter what the others do - be it nuke-happy Black Mages or Barraging Rangers. A good Paladin won't begrudge his party-members for deaths, if it cannot be avoided - though if you use it wisely, Invincible can be a savior of your party no matter what the others do, and still keep you alive to enjoy the experience.

Puppetmaster (PUP)

The Puppetmaster is an advanced job, and requires completing the quest No Strings Attached to become available. It requires the expansion Treasures of Aht Urhgan.

Coming soon

Ranger (RNG)

The Ranger is an advanced job, and requires completing the quest The Fanged One to become available.

Coming soon

Rune Fencer (RUN)

The Rune Fencer is an advanced job that requires completion of the quest Children of the Rune to become available. It also requires the expansion Seekers of Adoulin.

Coming soon

Samurai (SAM)

The Samurai is an advanced job, and requires completing the quest Forge Your Destiny to become available. It requires the expansion Rise of the Zilart.

For the moment, Samurai is considered possibly the best damage dealer in the game. This is due to their ability to quickly and consistently cast weaponskills due to their Store TP and other related traits. In fact, a good many of a Samurai's abilities revolve around skillful TP use.
Other than that Samurais, being able to use polearms effectively, deal out good numbers of damage to Colibri who are weak to that type of damage, and considering how often high-level and merit parties are fighting against Colibri, this makes Samurai one of the sought-after high-level DDs.

Scholar (SCH)

The Scholar is an advanced job. It requires completing the quest A Little Knowledge to become available. It requires the expansion Wings of the Goddess.

Coming soon

Summoner (SMN)

The Summoner is an advanced job, and requires completing the quest I Can Hear a Rainbow to become available.

Summoner is possibly the squishiest of all currently available jobs, tying for the lowest Strength and Vitality, as well as having the lowest HP. They do, however, have the highest MP, as well as the second highest Intelligence and Mind both. As those stats might imply, Summoners are mages, and they do share the same kinds of equipment as Black Mages and White Mages.
Despite the job name, Summoners are only rarely called to actually summon in party situations. Most of the time, they function as a party's main healer with a White Mage sub-job, due to their large MP pool and high Mind.


Category: Jobs

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