Ffxiv Black Mage Starting Class
Deciding on what class to play in FFXIV is the biggest decision you'll brand when starting FF14. The role you play influences the outset of your story and what your multiplayer experiences will be like.
In this FFXIV guide, nosotros'll explain what you need to know before choosing a class. We'll show you how roles work and how classes evolve into jobs and explore the other jobs y'all'll have access to in the game'south expansions, including Endwalker.
Table of contents
The departure between classes and jobs
Understanding the three roles
Tanks
- Paladin
- Warrior
- Dark Knight
- Gunbreaker
Healer
- White Mage
- Scholar
- Astrologian
- Sage
Melee DPS
- Monk
- Dragoon
- Ninja
- Samurai
- Reaper
Physical Ranged DPS
- Bard
- Machinist
- Dancer
Magic Ranged DPS
- Blackness Mage
- Summoner
- Ruby Mage
- Blue Mage
The difference between classes and jobs
After you lot create your character in FFXIV, you'll accept to choose your starting grade.
Classes strictly refer to the starter roles you get to play, but you'll eventually abandon them for their more powerful jobs. In the earth of FF XIV, jobs draw the different character types you can play every bit. At the very starting time of the game, you lot only accept access to a few character classes, which serve every bit lesser versions of the jobs they evolve into at Lv. 30.
The game'due south expansions too introduce new jobs that don't require you to play certain roles to a item level. All you demand to do to switch to the game'due south new jobs is to encounter a certain level requirement in addition to owning the job's related expansion.
Your character can play every job. When choosing your starting class, you lot're non locked into any archetype. You can freely switch roles in FF XIV.
Understanding the iii roles
The classes you accept access to in the outset of the game also act equally an introduction to the types of roles y'all'll play in the game: tank, healer, or a damage dealer (DPS).
These 3 role are an essential attribute of the game's multiplayer mode. When matching upward with other players while playing dungeons, trials, and raids, you lot'll be paired up depending on which role you're playing. Dungeons, for case, crave one healer, one tank, and two DPS players. Each of the game's numerous classes and jobs fall into one of these iii archetypes.
Tanks are represented with a blueish graphic symbol icon. They lead the charge in dungeons by taking the brunt of enemy attacks. They are the living shields that fight at the head of the pack. They tin protect themselves with spells and powerful armor. While they tin can hit difficult, their main goal is withstand enemy attacks then healers and DPS tin can exercise their jobs.
Healers have light-green character icons. They support the party from the backline with spells that restore health or grant lifesaving shields. While they can dish out some penalization on their own with magical attacks, they primarily human action as the team'due south saviors. Healers can also dispel negative effects enemies cast on their party and some can even revive downed political party members.
DPS characters accept red graphic symbol icons. These damage dealers either attack at close range or at a altitude with weapons or magic. Their main goal is to acceleration foes with powerful attacks. Some specialize in dealing heavy harm to unmarried enemies, while others can assail multiple adversaries at once. While the political party relies on them to defeat all the enemies that stand before them, DPS characters need tanks and healers to keep them alive.
Tanks
If you want to atomic number 82 the charge in battle, then consider one of the 4 tank jobs: Paladin, Warrior, Nighttime Knight, or Gunbreaker.
Paladin
Paladins are the shining knights of FF XIV. They are valiant fighters who wield swords and shields. They have tons of damage mitigation skills, and they also cast spells, meaning that some of their abilities take cast times. Paladins likewise accept raw healing abilities and lots of other supportive skills.
Paladins are perfect for players who want an easily understood tank role with powerful defensive options and stiff attacks. If you desire to play as a Paladin, you must offset become a Gladiator class and get them to Lv. 30.
Warrior
Warriors are powerful brutes that are hard to put downwardly. They are violent combatants who cleave enemies with massive axes. Their fighting style involves hard-hitting moves that only get stronger with abilities that dilate their strength. They take great healing and sustaining abilities and are known for their big burst damage window, which has yous ferociously slicing down enemies.
Warriors are a dandy option for players who want a tank part that shrugs off attacks and overpowers enemies. If you want to play Warrior, y'all must first become a Marauder class and become them to Lv. 30.
Dark Knight
Dark Knights are the mirror paradigm of Paladins: They are dark, brooding, and wield massive swords. Their combat style focuses on keeping up pressure on enemies with darkness-infused concrete and magical attacks to build ability. Dark Knight is known for The Blackest Night, which puts a bulky shield over a party member and is one of the best forms of mitigation in the entire game. Unlike the other tanks, it doesn't have many skills to restore HP, and it's generally seen as the more "selfish" tank.
Dark Knights are great for players want a well-rounded and edgy tank to play equally. To play as a Dark Knight, you need the Heavensward expansion, and you accept another chore at Lv. fifty.
Gunbreaker
Gunbreakers are tanks that have a more than involved moveset that makes them experience a chip like a DPS character. They fight with a gunblade that is, unsurprisingly, a sword that can shoot bullets. The job uses combos to gain resource and do fifty-fifty more combos. If you dearest weaving skills, this is the chore for you.
Gunbreakers are an ideal function for players who desire to play a tank only also want a play style that's a fleck more involved compared to their counterparts. To play as a Gunbreaker, you need the Shadowbringers expansion and accept another job at Lv. 60.
Healer
If y'all desire to be the magical backbone of your political party that keeps everyone live, then consider playing a healer. The role has four jobs: White Mage, Scholar, Astrologian, and Sage.
White Mage
In FFXIV, White Mages fit the classical thought of a healer in most other games. They use their canes to draw upon nature to assault enemies, and cast restorative magic to assistance allies. They can heal their teammates in large bursts or over time with different spells. Their lily system allows them to heal in huge amounts rapidly, while also dealing damage.
White Mages are peachy choices for players who want a clear ready of powerful options for protecting their party. To play as a White Mage, you must cull the Conjurer class and go it to Lv. 30.
Scholar
Scholars are unique healers who tin summon fairies to help the team. While they can cast healing abilities and lifesaving shields for the political party, a Scholar's companion assists them by using their own skills to protect the party besides. You must command both your fairy and yourself to keep up shields.
Scholars are adept for players who like the idea of having passive support system from a summoned ally. To play as a Scholar, you must kickoff as the DPS Arcanist grade, and then switch to the Scholar healer job at Lv. xxx.
Astrologian
Astrologians are healers who use magic and special cards to aid their team. Their back up abilities focus on regenerating health over time. They also cast special buffs for their party by pulling cards from a deck. Different cards buff different roles, so hand out buffs carefully and efficiently.
Astrologians are peachy for healers who want flexibility in how they support their party. To play as a Astrologian, you need the Heavensward expansion and a character at Lv. fifty.
Sage
Sages use magical, floating, laser-shooting guns to heal and provide shields for their political party. Using Kardia, yous'll select a party member to be your focus, and this party member will get healed every bit you apply damage-dealing skills.
Sage is ideal for anyone who wants to focus on doing harm more than than healing. (But you should yet watch HP levels and heal!) To play equally a Sage, y'all'll need the Endwalker expansion and a character at Lv. 70.
Melee DPS
If you lot want to be a damage dealer and like the thought of attacking up close and personal, consider i of the four melee DPS classes: Monk, Dragoon, Ninja, or Samurai.
When playing a melee DPS character, there is one aspect of gainsay they take that other jobs exercise not: positionals. Each of these jobs accept attacks that are their most effective when they striking enemies at a certain angle, like from behind.
Monk
Monks are living weapons that get correct in the face of their enemies to fight. They use martial arts to kick and punch and deal harm to their opponents. Monks must move a lot, every bit most of their abilities have positionals. It uses many different forms and combos to deal damage.
Monks are slap-up for players who desire an involved fighting manner with a lot of move and combos. To play equally a Monk, yous must choose the Pugilist class and get it to Lv. 30.
Dragoon
Dragoons are high-flying impairment dealers. They use their polearms to stab enemies and can have to the skies with leaping attacks that kill enemies. Their combat style focuses on a few combos and positionals, with special buffs assuasive you to ramp upward your skills. They're known for their jumping abilities, which sends them leaping toward the enemy.
Dragoons are keen for players who want a straightforward and powerful job. To play as a Dragoon, you must go a Lancer grade up to Lv. thirty.
Ninja
Ninjas employ mystical arts to deal damage and augment their attacks. Their ninjutsu skills allow them to mix and match different seal jutsus to perform a wide range of attacks and close-range spells to defeat enemies. Mastering all their moves requires remembering how to combo dissimilar abilities together, which could intimidate or excite players.
Ninjas are smashing for players who desire an involved, flexible fashion of combat with a lot of options. To become a Ninja, y'all must starting time become a Rogue form to Lv. thirty.
Samurai
Samurais are powerful fighters with heavy-hitting attacks. They wield katanas that bargain massive damage to single targets, and they as well have a few expanse of effect attacks. Their combat style focuses on building resources from combos and spending different amounts to pull off various special attacks.
Samurais are bully for players who want to deal big damage. To play as a Samurai, you must accept the Heavensward expansion and a grapheme at Lv. 50.
Reaper
Reaper deals damage with a scythe while also summoning a demonic avatar to help fight. To successfully play Reaper, yous'll need to manage buff stacks, a resource bar, and your avatar. They besides accept a unique movement ability, allowing them to move through portals that they create.
Reapers are great for players who desire a lot of different combos and resources to manage. To play as a Reaper, you demand to accept the Endwalker expansion and a gainsay job at Lv. 70.
Physical Ranged DPS
If you want to deal damage simply keep your altitude, try one of these physical ranged DPS classes: Bard, Machinist, or Dancer.
While physical ranged DPS characters are focused on dealing damage like their melee counterparts, they also accept abilities that support their party.
Bard
Bards use the power of music to power up their abilities. Their bows can assail enemies and play songs that broaden their skills and can boost the strength of their party. They place poison and windbite on enemies, dealing damage over fourth dimension, while their various songs can support their party throughout an entire fight.
Bards are neat for players who desire to supplement the party and take mobile combat. To play equally a Bard, you demand to go an Archer class to Lv. 30.
Machinist
Machinists employ technology to deal a barrage of harm. They shoot at their enemies with guns and tin deploy various automatons to fight alongside them. While they don't support their party similar other physical ranged DPS characters, they brand up for it past summoning a powerful robot to bargain extra damage. Machinists also demand to practise lots of skill weaving to pull of their large damage numbers.
Machinists are swell for players who desire to fight alongside a robot companion. To play as a Machinist, you must own the Heavensward expansion and get a graphic symbol upward to Lv. 50.
Dancer
Dancers are svelte fighters that, well, use dance moves to fight. While not every bit strong as the other physical ranged DPS, their abilities tin can pick a "dance partner" to buff their impairment output. Their combat style is rhythmic, requiring yous to press specific buttons in a sequence to pull off their most important skills.
Dancers are slap-up for players who want an involved combat way that has a lot of party utility. To play as a Dancer, you lot demand the Shadowbringers expansion and a character at Lv. 60.
Magic Ranged DPS
If you similar the idea of casting spells to damage enemies in FFXIV, then try one of these magic ranged DPS characters: Black Mage, Summoner, Ruby Mage, or Blue Mage.
These characters require time to cast their spells, and so they aren't equally mobile equally their physical ranged DPS counterparts, but their attack power offsets their lack of movement.
Black Mage
Blackness Mages cast loftier-powered magical spells. They have longer casting times than most, so expect to stick to a skilful position while you cast explosive and mortiferous magic. At college levels, these mages must change the type of magic they cast to regenerate their mana so they can continuously bombard the enemy with attacks.
Black Mages are great for players who want to allow loose powerful spells to devastate enemies. To play as a Black Mage, you must get a Thaumaturge course to Lv. 30.
Summoner
Summoners fight enemies with the assist of different allies. Each of the summoner's creatures have different set on styles, giving this class a handful of harm options. Some of these allies even augment the Summoner'southward attacks to make them more than powerful. This role is a fleck more complex as Summoners need to manage their own spells while controlling their companions.
Summoners are great for players who like the idea of summoning minions to help them fight enemies. To play every bit a Summoner, you must go the Arcanist class to Lv. 30.
Cherry Mage
Red Mage is a unique form that mixes melee impairment with blackness magic for attacks and white magic spells to protect and heal. They utilize a rapier to stab and swipe at enemies while also casting. These characters deal a range of elemental magic impairment, while also helping with healing and fifty-fifty a resurrection spell.
Ruby Mages are nifty for players who desire a character that can do a footling chip of everything. To play as a Red Mage, you need the Stormblood expansion and a character at Lv. 50.
Blue Mage
The Blue Mage is a unique limited job that has some restrictions. Their play way involves learning attacks from monsters to build upwardly their repertoire of skills. However, because of this special mechanic, Blue Mages can't be used in most situations similar main story quests or dungeon roulettes.
To play as a Blue Mage, you demand a class at Lv. 50.
Ffxiv Black Mage Starting Class,
Source: https://www.polygon.com/ffxiv-guides-ff14-final-fantasy-14/22380321/job-guide-class-role-tank-healer-dps
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