Job Guide Actions Overview

Updated for 7.1

Last Update: -

Master a variety of actions, and turn the tide of battle!

In FINAL FANTASY XIV, sufficient mastery of a class will open up the path to one or more related jobs and their respective actions.
To learn more about job actions, traits, and job gauges, check out the section below.

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Patch 7.1 Adjustments Overview

In Patch 7.1, we've made several adjustments to the potencies of actions to address issues with the overall balance of DPS within each role. To further improve ease of gameplay, we've also made more detailed adjustments such as changing the required level of certain actions, increasing their area of effect, and fine-tuning their hit detection.

Tank
Abilities that prevent incapacitation, such as Hallowed Ground and Living Dead, have been adjusted across all tank jobs, allowing their status effects to be applied more quickly. We believe this will ensure players can more readily make use of these abilities when taking heavy damage from enemies.
Paladin
The required level to learn Intervene has been lowered to better align it with the movement abilities of other tank jobs. We've also increased the effective range of Cover to improve ease of use.
Dark Knight
The required level to learn Dark Missionary has been lowered to better align it with the defensive party abilities of other tank jobs.
To improve survivability when taking damage from large groups of enemies, the cure potency of Abyssal Drain has been increased. Moreover, the additional effect "Restores own HP" has been added to its single-target counterpart, Carve and Spit.
Lastly, to address disparities in physical defense among tank jobs, the abilities Dark Mind and Dark Missionary will now also reduce physical damage taken.
Gunbreaker
The cartridge cost of Double Down has been reduced to improve ease of use. Because this cost reduction allows for greater use of Burst Strike and Hypervelocity, we've chosen to reduce the potency of the latter. That said, gunbreaker will still see an overall increase in their DPS.
To improve gunbreaker's survivability, we've increased the cure potency of Aurora. Moreover, to address disparities in physical defense among tank jobs, Heart of Light will now also reduce physical damage taken.
Dragoon
To help prevent DPS loss when it's necessary to keep distance from an enemy, we've increased the potency of Piercing Talon. An additional effect further increasing its potency has also been added to Elusive Jump.
To reduce the number of actions executed during damage burst phases, players will no longer gain multiple stacks of Nastrond Ready. Because this change greatly affects dragoon DPS, we've made further adjustments to other actions to maintain balance among melee DPS jobs.
Ninja
The effect of Ten Chi Jin will no longer end upon moving, which we believe will improve its ease of use. Similarly, Dokumori has been changed to an area of effect attack.
To help prevent DPS loss when it's necessary to keep distance from an enemy, we've increased the potency of Throwing Dagger. Please note, however, this change is meant only to supplement the use of ninjutsu, which allow ninjas to deal high damage at range.
Black Mage
To help improve black mage's mobility in combat, we've reduced the cast time of Flare and Despair. We've also made Ley Lines a charged action, making it easier to use outside of burst damage phases.
While the effect potency of Enochian has been slightly reduced, the above changes should result in an overall increase in black mage's DPS.
Summoner
The combo requirement for Crimson Strike has been removed, and it will now require the status effect "Crimson Strike Ready" to execute.
As noted on the Lodestone, the actions Inferno, Earthen Fury, and Aerial Blast were incorrectly set to 750 potency, despite their descriptions stating a potency of 800. This issue has been resolved, and their values now match their descriptions.
Healer
To help improve ease of use, Esuna's cast time has been made instant.
White Mage
To allow players to use abilities between spell casts, the cast time of Holy and Holy III has been reduced.
Scholar
The MP cost of area-of-effect healing actions has been reduced to help improve MP management. Furthermore, as noted on the Lodestone, the actions Embrace and Seraphic Veil were incorrectly set to a cure potency of 150, despite their descriptions stating a potency of 180. After careful consideration, we've determined that a potency of 180 would not disrupt game balance and have therefore increased their cure potency to match their descriptions.
Astrologian
To ensure all targets can be reached when battling groups of enemies, the area of effect for Gravity and Gravity II has been increased. This should be especially helpful when larger enemies are among the targets.
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