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* HealThyself: Equilibrium will heal the Warriors health when used in Defiance stance while it will [[RegeneratingMana regenerate TP]] when used in Deliverance.
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* GroundShatteringLanding: The powerful Decimate skill impacts the axe to the floor so hard it shatters the ground f

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* GroundShatteringLanding: The powerful Decimate skill impacts the axe to the floor so hard it shatters the ground fground.



%%* MightyGlacier: To contrast with its fellow tank job Paladin's StoneWall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation (notably, lacking access to shields), and they have more offensive options than the Paladin.

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%%* * MightyGlacier: To contrast with its fellow tank job Paladin's StoneWall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation (notably, lacking access to shields), and they have much more offensive options than the Paladin.powerful weaponskills that more then compensate for their sluggish auto attacks.

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* HealingHands: On top of having the healing spells from the Conjurer class, White Mages also get their own healing spells as a supplement; Regen grants RegeneratingHealth, Divine Seal boosts healing potency, and Benediction can instantly restore a person's HP to full. Past level 50, White Mages gain even more healing abilities, such as Asylum to create a magical field to heal everyone over time if they're inside it, Assize to give instant healing to everyone near you while also damaging enemies, and Tetragrammaton to give instant healing that is like Benediction, but not as strong.

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* GradualRegeneration: The Regen spell restores a player's HP in small bursts for several seconds. Over its full duration, it is one of the most powerful single-target healing abilities in the game, short of Benediction.
** ''Heavensward'' gives White Mages the Asylum ability, which lays down a large field (comparable to the Scholar's sacred soil) that passively regens everyone standing in it.
* HealingHands: On top of having the healing spells from the Conjurer class, White Mages also get their own healing spells as a supplement; Regen grants RegeneratingHealth, GradualRegeneration, Divine Seal boosts healing potency, and Benediction can instantly restore a person's HP to full. Past level 50, White Mages gain even more healing abilities, such as Asylum to create a magical field to heal everyone over time if they're inside it, Assize to give instant healing to everyone near you while also damaging enemies, and Tetragrammaton to give instant healing that is like Benediction, but not as strong.



* RegeneratingHealth: The Regen spell restores a player's HP in small bursts for several seconds. Over its full duration, it is one of the most powerful single-target healing abilities in the game, short of Benediction.
** ''Heavensward'' gives White Mages the Asylum ability, which lays down a large field (comparable to the Scholar's sacred soil) that passively regens everyone standing in it.



Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by [[WindsOfDestinyChange altering fate]] and bestow powerful enchantments using a[[CardsOfPower deck of magical fortune telling cards]]. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead [[DeflectorShields shield them from harm]].

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Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by [[WindsOfDestinyChange altering fate]] and can bestow powerful enchantments using a[[CardsOfPower deck of magical fortune telling cards]]. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead [[DeflectorShields shield them from harm]].



* StarPower: The crux of their magic is the use of celestial bodies including the stars, the sun and the moon. The Stella line of spells in particular draw their power directly from stars.



* PowerOfTheSun: The Diurnal Sect is governed by the Sun and grants RegeneratingHealth properties to the Astrologian's healing magic. The Helios line of spells likewise draws on the power of the Sun while the Combust line of spells creates a miniature sun to continuously damage an enemy.

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* PowerOfTheSun: The Diurnal Sect is governed by the Sun and grants RegeneratingHealth GradualRegeneration properties to the Astrologian's healing magic. The Helios line of spells likewise draws on the power of the Sun while the Combust line of spells creates a miniature sun to continuously damage an enemy.

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* BlingOfWar: The Scholar's coat is a military jacket complete with medals for service.
* BrainySpecs: Most of the job's headgear are spectacles.

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* BeehiveBarrier: The Galvanize effect takes this appearance when healing allies with Aldoquiem and Succor.
* BlingOfWar: The Scholar's Relic coat is a military jacket complete with medals for service.
* BrainySpecs: Most of Included in the job's headgear are spectacles.Relic armor's graduation cap.



* ForceField: They are able to provide allies with these as {{Status Buff}}s.
* GentlemanAndAScholar: The Scholar's second artifact gear dresses them in a steampunk esque tuxedo and top hat.

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* ForceField: They are able to provide allies with these barriers as {{Status Buff}}s.
Buff}}s while healing them.
* GentlemanAndAScholar: The Scholar's second artifact Artifact gear dresses them in a steampunk esque tuxedo and top hat.hat.
* GradualRegeneration: Eos's powerful healing spell, Whispering Dawn creates an AreaOfEffect regen effect that can easily be enhanced by the Rouse skill.



* NiceHat: The graduation cap is still in vogue for this classes Artifact Gear, its second artifact gear gives it a jaunty steampunk esque top hat.

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* NiceHat: The graduation cap is still in vogue for this classes Relic Gear and comes with BrainySpecs, the Artifact Gear, its second artifact gear Gear gives it a jaunty steampunk esque top hat.hat complete with HighClassGlass.



* {{Steampunk}}: The Scholar's Artifact armor is a [[ScholarAndAGentleman dapper]] steampunk inspired design.



* ZettaiRyouiki: The Artifact armor of the Scholar is B-rank.

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* ZettaiRyouiki: The Artifact Relic armor of the Scholar is B-rank.



Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by [[WindsOfDestinyChange altering fate]] and bestow powerful enchantments using an enchanted [[CardsOfPower deck of fortune telling cards]]. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead [[DeflectorShields shield them from harm]].

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Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by [[WindsOfDestinyChange altering fate]] and bestow powerful enchantments using an enchanted [[CardsOfPower a[[CardsOfPower deck of magical fortune telling cards]]. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead [[DeflectorShields shield them from harm]].



* DeathDealer: On the rare ocassion they attack with their CardsOfPower.
* StarPower: The crux of their magic is the use of celestial bodies including the stars, the sun and the moon. The Stella line of spells in particular.

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* DeathDealer: On the rare ocassion occasion they attack with their CardsOfPower.
* StarPower: HealingHands: The crux of their healing magic is of the use of celestial bodies including Astrologian is unique in the stars, the sun and the moon. The Stella line of spells in particular.way that it heals by altering fate, at least on paper.



* HavingABlast: Their standard DOT attack is ''Combust''.
* PowerOfTheSun: The Diurnal Sect is governed by the Sun and grants RegeneratingHealth properties to the Astrologian's healing magic. The Helios line of spells likewise draws on the power of the Sun.

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* HavingABlast: Their standard DOT DamageOverTime attack is ''Combust''.
* PowerOfTheSun: The Diurnal Sect is governed by the Sun and grants RegeneratingHealth properties to the Astrologian's healing magic. The Helios line of spells likewise draws on the power of the Sun.Sun while the Combust line of spells creates a miniature sun to continuously damage an enemy.
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Zero Context Example. A Mighty Glacier is strong but slow. \"More offensive options\" at least implies strength (although it would be better if it were explained straight out); are they also slow?


* MightyGlacier: To contrast with its fellow tank job Paladin's StoneWall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation (notably, lacking access to shields), and they have more offensive options than the Paladin.

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* %%* MightyGlacier: To contrast with its fellow tank job Paladin's StoneWall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation (notably, lacking access to shields), and they have more offensive options than the Paladin.
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** [[HumansByAnyOtherName Hyur]] (Mundane): [[HumansAreDiplomats Educated]] and [[HumansAreLeaders the most wide spread]] race who are not initially native to Eorzea settling in the mountains and valleys of the nations.
** [[OurElvesAreDifferent Elezen]] (High Men): [[{{Elfeminate}} Beautiful]] [[NoodlePeople and lithe]] people with PointyEars that dwell in either the forests or caves.
** [[CatGirl Miqo'te]] (Crafty): {{Animal Eye|s}}d LittleBitBeastly cat people that come in two flavors, nocturnal and diurnal.
** [[OurGiantsAreBigger Roegadyn]] (Stout): Big [[HeroicBuild burly people]] of [[AmazingTechnicolorPopulation many skin colors]] that come from the volcanic regions or coastlines.
** [[LittlePeople Lalafell]] (Cute): [[LittlePeople Diminutive]] and [[OlderThanTheyLook childlike]] people who come from the plains or deserts.

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** [[HumansByAnyOtherName Hyur]] (Mundane): [[HumansAreDiplomats Educated]] and [[HumansAreLeaders the most wide spread]] race who are not initially native to Eorzea. The Midlanders can be found in large numbers all throughout Eorzea settling while Highlander refugees who fled the Imperial occupation of their homeland Ala Mhigo are typically found in the mountains and valleys streets of the nations.
Ul'dah living as refugees.
** [[OurElvesAreDifferent Elezen]] (High Men): [[{{Elfeminate}} Beautiful]] [[NoodlePeople and lithe]] people with PointyEars that dwell in either originally claimed sole dominion over Eorzea. Wildwood Elezen traditionally made their home among the forests of Gridania or caves.
in the ranks of the Holy See of Ishgard while Duskwight Elezen isolate themselves to caves in the wilds of Eorzea.
** [[CatGirl Miqo'te]] (Crafty): {{Animal Eye|s}}d LittleBitBeastly cat people that come from traditionally tribal societies. The Patriarchal Seekers of the Sun hail from the sands of Thanalan while the Matriarchal Keepers of the Moon typically form hunting parties in two flavors, nocturnal and diurnal.
the Black Shroud.
** [[OurGiantsAreBigger Roegadyn]] (Stout): Big [[HeroicBuild burly people]] of [[AmazingTechnicolorPopulation many skin colors]] that come from colors]]. The maritime race of Seawolves are the dominant race of Limsa Lominsa while the volcanic regions or coastlines.
dwelling Hellsguard hail from Dravania and work as mercenaries in Ul'dah
** [[LittlePeople Lalafell]] (Cute): [[LittlePeople [[CutesyDwarf Diminutive]] and [[OlderThanTheyLook childlike]] people who come from people. The ProudMerchantRace of Dunesfolk are the plains or deserts.founders of the merchantile kingdom of Ul'dah and the salt of the earth Plainsfolk have farming roots in the fields of La Noscea.

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* SwordDrag: Goring Blade drags the sword on the ground generating SwordSparks in the form of [[ShockAndAwe electricity]] before slashing.



Heavy wielders of axes who bear unrivaled ability to both absorb damage and [[CounterAttack return it in full]]. The Marauder can further increase its offensive and defensive potential by becoming a Warrior which grants them stances that allow them to gain stacks that unleash [[TheBeserker savage attacks]] and {{Life Drain}}ing powers.

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Heavy wielders of axes who bear unrivaled ability to both absorb damage and [[CounterAttack return it in full]]. The Marauder can further increase its offensive and defensive potential by becoming a Warrior which grants them stances that allow them to gain stacks that unleash [[TheBeserker [[TheBerserker savage attacks]] and {{Life Drain}}ing powers.



* GroundShatteringLanding: The powerful Decimate skill impacts the axe to the floor so hard it shatters the ground f



* RazorWind: Fell Cleave launches several discs of razor sharp energy at the enemy.



* BadassBack: Enforced with Steel Peak which actually strikes the enemy with your back.



* ShockwaveStomp: Arm of the Destroyer is one that does AoE damage to enemies nearby.



Sorcerers that specialize in commanding familiars, and delving into enfeebling and buffing spells. They use arcane [[{{Spellbook}} Grimoires]] with [[GeometricMagic geometric signs]] and [[FormulaicMagic formulas]] as the focus for their own magical casting. Later on, they can learn both the arts of the Ancient Allagan Summoner class, which summons elementals which have gained enhanced power from exposure to a primal of their element, or Scholars, a long lost healing class from the ancient city state of Nym, who used fairy familiars to assist them in healing warriors and residents alike of ailments, and prevent further harm coming to them.

* CastingAShadow: A few of their spells have this flavor like Shadow Flare.

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Sorcerers that specialize in commanding familiars, and delving into enfeebling and buffing DamageOverTime spells. They use arcane [[{{Spellbook}} Grimoires]] inscribed with [[GeometricMagic geometric signs]] and [[FormulaicMagic formulas]] as the focus for their own magical casting. Later on, they can learn both the arts of the Ancient Allagan Summoner class, which summons elementals which have gained enhanced power from exposure to a primal of their element, or Scholars, a long lost healing class from the ancient city state of Nym, who used fairy familiars to assist them in healing warriors and residents alike of ailments, and prevent further harm coming to them.

* CastingAShadow: A few of their spells have this flavor like The Shadow Flare.Flare spell ignite a pool of violet flames under the enemy.
* BloodMagic: The Energy Drain spell steals blood from the enemy to restore both [[LifeDrain health]] and [[ManaDrain magic]].



* MagicMissileStorm: Ruin 3 has this as its visual, distinct from Ruin and Ruin 2's almost identical EnergyBall attacks.



* WaveMotionGun: The abilities only usable in Dreadwyrm Trance: Deathflare and Painflare, both take on the visual of [[spoiler: Bahamut Prime's]] tank buster attack, which is to say, a megaflare like laser erupting under the enemy.

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* PlayingWithFire: The Painflare spell while NonElemental takes the visual of [[TechnicolorFire blue fire]].
* WaveMotionGun: The abilities only usable in Dreadwyrm Trance: Deathflare and Painflare, both take takes on the visual of [[spoiler: Bahamut Prime's]] tank buster attack, which is to say, a megaflare like laser erupting under the enemy.



Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by [[WindsOfDestinyChange altering fate]] and bestow powerful enchantments using an enchanted [[CardsOfPower deck of fortune telling cards]]. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead shield them from harm.

to:

Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by [[WindsOfDestinyChange altering fate]] and bestow powerful enchantments using an enchanted [[CardsOfPower deck of fortune telling cards]]. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead [[DeflectorShields shield them from harm.
harm]].



* PowerOfTheSun: The Diurnal Stance is governed by the Sun and grants RegeneratingHealth properties to the Astrologian's healing magic. The Helios line of spells likewise draws on the power of the Sun.

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* PowerOfTheSun: The Diurnal Stance Sect is governed by the Sun and grants RegeneratingHealth properties to the Astrologian's healing magic. The Helios line of spells likewise draws on the power of the Sun.
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* PracticalTaunt in Provoke, one of the more useful skills for a tank.

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* PracticalTaunt in PracticalTaunt: Provoke, one of the more useful skills for a tank.
tank. And by one of the more useful we mean "this is a required cross-class skill for all tanks in end game content" levels of useful.

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* BlackMagic: The magic of the Dark Knight uses the bodies natural link to the Void and tempers it into a weapon with the power of their [[EmotionalPowers emotions]], if done inproperly it is very easy for the user to be consumed by their powers and killed in the process.



* CriticalHitClass: While critical hit is important to DPS in general, Archers and Bards make the most use out of it via a passive that lets their hardest hitting regular attack (bloodletter) reset its cooldown instantly when their damage over time attacks crit.

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* CriticalHitClass: While critical hit is important to DPS in general, Archers and Bards make the most use out of it via a passive that lets their hardest hitting regular attack (bloodletter) (Bloodletter) reset its cooldown instantly when their damage over time attacks crit.crit.
* EnergyBow: Several of their abilities such as Bloodletter generate an arrow composed completely of magic.



* PoisonedWeapons: Venomous Bite fires a poisoned arrow at enemies.



* TrickArrow:

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* TrickArrow:TrickArrow: Archer's carry a few of them for multiple different purposes.



** MultiShot: Quick Nock works this way.

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** MultiShot: Quick Nock works this way.
way, firing several arrows in one pull of the bowstring.



* MageMarksman: The Bard combines the use of MagicMusic and songs with their archery skills.



* LightningGun: The Gauss Shot fires a pair of mechanical disks that electrocute the enemy.



* {{Magitek}}: The Machinist power their machines with a device called an Aetherotransformer which channels the Lightning and Fire aspected aether in the users body to power their machina.



** JavelinThrower: They can hurl their spears like them for ranged attacks with the Piercing Talon skill.
* BladeSpam: Chaos Thrust
** SliceAndDiceSwordsmanship: They otherwise use their weapons solely for stabbing attacks.

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** JavelinThrower: They can hurl their spears like them for ranged attacks with the Piercing Talon skill.
* BladeSpam: Chaos Thrust
** SliceAndDiceSwordsmanship: They otherwise use their weapons solely for stabbing
Thrust involves several rapid slash attacks.



* JavelinThrower: They can hurl their spears like them for ranged attacks with the Piercing Talon skill.
* SliceAndDiceSwordsmanship: There is a lot of Wushu inspired spear slashes involved in the Lancer's fighting style.



* FireIceLightning: The Thaumaturge's main method of attack.

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* {{Fireballs}}: Fire and Fire II manifest as launching fireballs at the enemy with Fire II's generating a large explosion on impact.
* FireIceLightning: The Thaumaturge's main method of attack.attack is using spells from Fire for Attack, Ice for recovery and Lightning for DamageOverTime.



* NonElemental: The paltry Scathe spell far weaker then its origin in VideoGame/FinalFantasyXII which is mainly used for attacking while moving.



* BadAssLongRobe: Not only can you assemble attire that lets you wear colors with the same palette as the classic Blackmage attire of Fina Fantasy past, their Artifact, and Mythology armors with the partially tattered leather shawl, and long coat which goes from the collar covering the nose and mouth of the character to just below their knees looks very bad ass. Other options such as Alegan and Divine, and Cid Garlond Ironworks {{Magitek}} robes are available as well

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* BadAssLongRobe: BadassLongRobe: Not only can you assemble attire that lets you wear colors with the same palette as the classic Blackmage attire of Fina Fantasy past, their Artifact, and Mythology armors with the partially tattered leather shawl, and long coat which goes from the collar covering the nose and mouth of the character to just below their knees looks very bad ass. Other options such as Alegan and Divine, and Cid Garlond Ironworks {{Magitek}} robes are available as well



* BlackMagic: Black Magic not only draws upon the power of the bodies inner Aether but also the PowerOfTheVoid to fuel their spells and is thus known to be a branch of Dark Magic. In the process of learning you must deal several quests of using demon blood to open planar fissures and kill the monsters within to enhance the power of your magic.



* HavingABlast: Flare, which drains the Mage's MP to 0, but makes up for it by easily being the hardest hitting ability accessible to players in inclusion to being [=AoE=]



* LanguageOfMagic: The Black Mages can use the ability Enochian to cast more powerful spells, Enochian being the angelic language.



* StarPower: Flare, which drains the Mage's MP to 0, but makes up for it by easily being the hardest hitting ability accessible to players in inclusion to being [=AoE=]



* HavingABlast: Broil creates several small super-heated explosions on the enemy.



* HavingABlast: Their standard DoT attack is ''Combust''.

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* HavingABlast: Their standard DoT DOT attack is ''Combust''.
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And fluffing


* CriticalHitClass: Archer skills are very crit-focused and maximizing critical hit rate is important to getting the most out of them.

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* CriticalHitClass: Archer skills are very crit-focused and maximizing While critical hit rate is important to getting DPS in general, Archers and Bards make the most use out of them.it via a passive that lets their hardest hitting regular attack (bloodletter) reset its cooldown instantly when their damage over time attacks crit.

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This is super outdated, updating it


* {{BFS}}: They will wield great swords and other two-handed swords. Considering some of the current endgame ''one'' handed swords reach about chest height on the average character, one can only imagine how enormous these chunks of metal are going to be.
** To give an idea, the Au Ra Dark Knight shown at the Fan Fest had a greatsword that went down to his feet. The male Au Ra are as tall as female Roegadyn, which puts them somewhere around ''7 feet tall''.

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* {{BFS}}: They will wield great swords and other two-handed swords. Considering some of the current endgame ''one'' handed swords reach about chest height on the average character, one can only imagine how enormous these chunks Their WeaponOfChoice are massive hunks of metal are going to be.
** To give an idea, the Au Ra Dark Knight shown at the Fan Fest had a greatsword
that went down scale to his feet. The male Au Ra are the character's size, but as tall as female Roegadyn, which puts them somewhere around ''7 feet tall''.a rule a thumb from the end of the blade to the end of the hilt, will probably be a head taller than the character using them.
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** The setting does play with the stereotypes a bit, however; Ul'danian Lalafell tend to be ''much'' "craftier" than normal for their archetype, Mi'qote from Gridania tend to be legitimately and deeply spiritual, and a number of Roegadyn bemoan [[TheWorfEffect the stereotypes about them]].

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** The setting does play with the stereotypes a bit, however; Ul'danian Lalafell tend to be ''much'' "craftier" than normal for their archetype, Mi'qote from Gridania tend to be legitimately and deeply spiritual, and a number of Roegadyn bemoan [[TheWorfEffect [[StereotypeReactionGag the stereotypes about them]].
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* TimeMaster: Astrologians use their star-charting ability to predict the future, and they have four spells that affect the flow of time itself; Lightspeed, which makes many spells instant or near-instant but weaker as a trade off, Time Dilation which increases the duration of buffs the Astrologian applies to a party member, Celestial Stasis which stunsenemies and increases all ally buffs by five seconds, and their level 3 Limit Break Astral Stasis heals allies by rewinding time.

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* TimeMaster: Astrologians use their star-charting ability to predict the future, and they have four spells that affect the flow of time itself; Lightspeed, which makes many spells instant or near-instant but weaker as a trade off, Time Dilation which increases the duration of buffs the Astrologian applies to a party member, Celestial Stasis Opposition which stunsenemies stuns enemies and increases all ally buffs by five seconds, and their level 3 Limit Break Astral Stasis heals allies by rewinding time.
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* CombatMedic: The Paladin can use the conjurer's healing spells, but unlike in ''VideoGame/FinalFantasyXI'' they will lack any real power due to the classes low Mind stat. This trope however comes in full force when they unlock their own powerful healing spell ''Clemency''.

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* CombatMedic: The Paladin can use the conjurer's healing spells, but unlike in ''VideoGame/FinalFantasyXI'' they will lack any real power due to the classes low Mind stat.stat (though they can still put Stoneskin to good use, as it's based purely on health). This trope however comes in full force when they unlock their own powerful healing spell ''Clemency''. They are also the only non-magical job with access to Raise.



* MightyGlacier: To contrast with its fellow tank job Paladin's StoneWall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation, and they have more offensive options than the Paladin.

to:

* MightyGlacier: To contrast with its fellow tank job Paladin's StoneWall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation, mitigation (notably, lacking access to shields), and they have more offensive options than the Paladin.
Is there an issue? Send a MessageReason:
None


Heavy wielders of axes who bear unrivaled ability to both absorb damage and [[CounterAttack return it in full]]. The Marauder can further increase its offensive and defensive potential by becoming a Warrior which enhances the already impressive arsenal of powerful attacks and crowd control.

to:

Heavy wielders of axes who bear unrivaled ability to both absorb damage and [[CounterAttack return it in full]]. The Marauder can further increase its offensive and defensive potential by becoming a Warrior which enhances the already impressive arsenal of powerful attacks grants them stances that allow them to gain stacks that unleash [[TheBeserker savage attacks]] and crowd control.
{{Life Drain}}ing powers.



Knights who combine their skill with a Greatsword with that of the DarkArts to protect themselves and allies. By wielding their BlackMagic they can enhance the strength of their attack and defense while siphoning the magic of their enemies to fuel their spells and attacks.

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Knights who combine their skill with a Greatsword [[{{BFS}} Greatsword]] with that of the DarkArts TheDarkArts to protect themselves and allies. By wielding their BlackMagic they can enhance the strength of their attack and defense while siphoning the magic of their enemies to fuel their spells and attacks.
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Magic users that concentrate on obliterating enemies with FireIceLightning spells as well as the ability to unleash a few StandardStatusEffects. Becoming a BlackMage gives the player even greater focus on destructive spells.

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Magic users that concentrate draw upon the aether in their body and channel it through a MagicStaff with a PowerCrystal, concentrating on obliterating enemies with FireIceLightning spells as well as the ability to unleash a few StandardStatusEffects. Becoming a BlackMage gives the player even greater focus on destructive spells.



Sorcerers that specialize in commanding familiars, and delving into enfeebling and buffing spells. They use arcane Grimoires with geometric signs as the focus for their own magical casting. Later on, they can learn both the arts of the Ancient Allagan Summoner class, which summons elementals which have gained enhanced power from exposure to a primal of their element, or Scholars, a long lost healing class from the ancient city state of Nym, who used fairy familiars to assist them in healing warriors and residents alike of ailments, and prevent further harm coming to them.

to:

Sorcerers that specialize in commanding familiars, and delving into enfeebling and buffing spells. They use arcane Grimoires [[{{Spellbook}} Grimoires]] with [[GeometricMagic geometric signs signs]] and [[FormulaicMagic formulas]] as the focus for their own magical casting. Later on, they can learn both the arts of the Ancient Allagan Summoner class, which summons elementals which have gained enhanced power from exposure to a primal of their element, or Scholars, a long lost healing class from the ancient city state of Nym, who used fairy familiars to assist them in healing warriors and residents alike of ailments, and prevent further harm coming to them.



Magic users that concentrate on healing and bestowing allies with a few {{Status Buff}}s while commanding the power of [[DishingOutDirt earth]], [[MakingASplash water]] and [[BlowYouAway wind]] to defend themselves as needed. Becoming a WhiteMage gives the player unparalleled healing skills as well as the powerful Holy spell.

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Magic users that concentrate who channel the aether of the land itself through a [[MagicWand wand]] made from unworked wood. With a focus on healing and bestowing allies with a few {{Status Buff}}s while commanding they also command the power of [[DishingOutDirt earth]], [[MakingASplash water]] and [[BlowYouAway wind]] to defend themselves as needed. Becoming a WhiteMage gives the player unparalleled healing skills as well as the powerful Holy spell.



Arcanists trained in Nymish battle strategy and healing arts, they support and protect allies with their FairyCompanion. Because they evolve from Arcanist, they share all of that classes tropes (though they lose access to the Carbuncle summons).

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Arcanists trained in Nymish battle strategy and healing arts, they support and protect allies with their FairyCompanion.FairyCompanion and powerful barrier magic. Because they evolve from Arcanist, they share all of that classes tropes (though they lose access to the Carbuncle summons).



Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by altering fate and bestow powerful enchantments using an enchanted deck of fortune telling cards. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead shield them from harm.

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Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by [[WindsOfDestinyChange altering fate fate]] and bestow powerful enchantments using an enchanted [[CardsOfPower deck of fortune telling cards.cards]]. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead shield them from harm.

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Sword and shield wielding class that specializes in defense over attack. While they have lower strength then other melee classes they have a slightly higher rate of attack. They can upgrade to the ThePaladin job which sacrifices the greater variety of weapon skills for greatly increased defensive ability.

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Sword and shield wielding class Fighters that specializes in favor defense over attack. While attack by wielding both a sword and shield. By the use of a plethora of protective cooldowns they have lower strength then other melee classes they have a slightly higher rate of attack. They can upgrade to the shield allies from harm while taking minimal damage themselves. ThePaladin job which sacrifices the greater variety of weapon unlocks powerful new skills for greatly increased defensive ability.
both attacking and defending as well as the ability to better support allies with healing and barrier magic.



* CombatMedic: The Paladin can use the conjurer's healing spells, but unlike in ''VideoGame/FinalFantasyXI'', not very well but they also have their own emergency healing spell ''Clemency''.

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* CombatMedic: The Paladin can use the conjurer's healing spells, but unlike in ''VideoGame/FinalFantasyXI'', not very well but ''VideoGame/FinalFantasyXI'' they also have will lack any real power due to the classes low Mind stat. This trope however comes in full force when they unlock their own emergency powerful healing spell ''Clemency''.



Knights clad in black armor that defend their allies wielding a massive sword alongside shadowy magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

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Knights clad in black armor that defend who combine their allies skill with a Greatsword with that of the DarkArts to protect themselves and allies. By wielding a massive sword alongside shadowy magic.

One of three new jobs slated for release with
their BlackMagic they can enhance the Heavensward expansion strength of their attack and patch 3.0.
defense while siphoning the magic of their enemies to fuel their spells and attacks.



* BloodMagic: The skill ''Blood Price'' gives them more MP the more damage they take.

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* BloodMagic: The skill ''Blood Price'' gives them more MP the more damage they take. while Blood Weapon drains an enemies MP by dealing more damage.



Physical ranged damage class that wields bows, they specialize in dealing rapid damage [[LongRangeFighter while staying at a safe distance from the enemy]]. Through this class TheBard job is unlocked which gives gives the character better magical skills and excellent MagicMusic abilities that grant buffs and debuffs for allies and enemies.

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Physical ranged damage class that wields bows, they specialize in dealing rapid damage [[LongRangeFighter while staying at a safe distance from the enemy]]. Through this class TheBard job is unlocked which gives gives the character better magical skills and excellent MagicMusic abilities that grant buffs and debuffs for allies and enemies.



Masters of machina and marksmaship that use their skill with {{Magitek}} engineering and pistols to attack enemies from afar.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

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Masters of machina and marksmaship that use their skill with {{Magitek}} engineering and pistols to attack enemies from afar.

One of three new jobs slated for release with the Heavensward expansion
afar. Through their engineering skills they can call AttackDrones to aid them in combat and patch 3.0.
use custom ammunition to boost their damage output.



Balanced hand-to-hand fighters that wield cesti, they can use {{Elemental Punch}}es and a StanceSystem to easily shift and adapt to the pace of combat. The Pugilist can become the [[WarriorMonk Monk]] class which increases the class's versatility and attack speed.

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Balanced hand-to-hand fighters Masters of hand to hand combat that wield cesti, they can use {{Elemental Punch}}es and augment their strikes with a PowerFist, favoring speed over attack the Pugilist uses a unique StanceSystem to easily shift execute their martial arts and adapt to grow more powerful the pace of combat. longer they remain on the offence. The Pugilist can become Monk enhances the [[WarriorMonk Monk]] pugilists already extreme power by gifting the class which increases the class's versatility and attack speed.
with more KiAttacks to better round out their arsenal



* KamehameHadoken: Rockbreaker is a more hadoken like blast of energy shot from the double palm strike pose, while Elixer Drive falls closer to the Kamehameha like beam of energy.
* RingsOfDeath: Originally threw chakrams for throwing weapons but have since then been removed.



* PressurePoint: Have some skills like these most notably the TouchOfDeath.

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* PressurePoint: Have some skills like these most Most notably the TouchOfDeath.
TouchOfDeath skill.



* HurricaneKick: Dragon Kick has one after a backflip kick.

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* HurricaneKick: Dragon Kick has one after a backflip kick.kick while Tornado Kick includes a more traditional one.
* KamehameHadoken: Rockbreaker is a more hadoken like blast of energy shot from the double palm strike pose, while Elixer Drive falls closer to the Kamehameha like beam of energy.



** ''Heavensward'' adds a Chakra mechanic, allowing the monk to stack five chakra to spend on Forbidden Chakra, a massive attack, or restore their TP. They also gain an ability called Elixir Drive which has been described by press as being "Kamehameha like".

to:

** ''Heavensward'' adds a Chakra mechanic, allowing the monk to stack five chakra to spend on Forbidden Chakra, a massive attack, or restore their TP. They also gain an ability called Elixir Drive Field which has been described by press as being "Kamehameha like".bears a great resemblance to the famous Kamehameha.



Scholars from the providence of Sharlaya, Astrologians use a "star globe" and tarot cards to cast magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

to:

Scholars Masters of a rare branch of spellcraft known as [[StarPower Astromancy]], these seers use celestial aspected magic to support allies and attack enemies by altering fate and bestow powerful enchantments using an enchanted deck of fortune telling cards. By attuning to the PowerOfTheSun they can grant allies GradualRegeneration or by channeling the [[{{Lunacy}} Moon]] they can instead shield them from the providence of Sharlaya, Astrologians use a "star globe" and tarot cards to cast magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.
harm.
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* MoreDakka: Spread Shot fires a lot of bullets in a cone, combined with Rapid and then repeated gives you this trope. Rapid Fire itself makes the next 2 (3 with trait) Weaponskills have their recast times reduced by 1.5 seconds, allowing for another Weaponskill at 1 second or less with Skill Speed bonus. Additionally, with the Gauss barrel equipped for more damage, both combos and Rapid Fire allow allows Machinists to instant cast weaponskills.

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* MoreDakka: Spread Shot fires a lot of bullets in a cone, combined with Rapid and then repeated gives you this trope. Rapid Fire itself makes the next 2 (3 with trait) Weaponskills have their recast times reduced by 1.5 seconds, allowing for another Weaponskill at 1 second or less with Skill Speed bonus. Additionally, with the Gauss barrel equipped for more damage, both combos and Rapid Fire allow allows Machinists to instant cast weaponskills.
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* DeathDealer: On the rare ocassion they attack with their CardsOfPower.
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* MoreDakka: Spread Shot fires a lot of bullets in a cone, combined with rapid fire and then repeated gives you this trope. Rapid Fire makes the next 2 (3 with trait) Weaponskills have their recast times reduced by 1.5 seconds, allowing for another Weaponskill at 1 second or less with Skill Speed bonus.

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* MoreDakka: Spread Shot fires a lot of bullets in a cone, combined with rapid fire Rapid and then repeated gives you this trope. Rapid Fire itself makes the next 2 (3 with trait) Weaponskills have their recast times reduced by 1.5 seconds, allowing for another Weaponskill at 1 second or less with Skill Speed bonus. Additionally, with the Gauss barrel equipped for more damage, both combos and Rapid Fire allow allows Machinists to instant cast weaponskills.
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** SuddenlyVoiced: They have a line in the Minion Guide's quotes under the Bite-Sized Pudding entry, saying: "A talking... pudding?". The 30-50 Dark Knight quests has them [[spoiler:speak through Fray, as they made themselves imagine Fray was there with them, when in reality they are the same person and only the Warrior of Light is there. Fray is just saying the words that the Warrior of Light wants to say, even though the Warrior of Light is actually the one saying it.]]
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* BloodKnight: Heavily implied by Lahabrea, saying they are just simply looking for something to despise so they can fight it. The Dark Knight questline confirms that they often offer to help people just for the chance of fighting a challenge.
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** ThrowTheBookAtThem: You can actually whack monsters over the head with your grimoire for extra damage.

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** ThrowTheBookAtThem: You can actually whack monsters over the head with your grimoire for extra damage.damage, and amusingly Summoner books have a disproportionate inherent damage stat meaning that an auto-attack can do as much as a Paladin's.
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* MoreDakka: Spread Shot fires a lot of bullets in a cone, combined with rapid fire and then repeated gives you this trope.

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* MoreDakka: Spread Shot fires a lot of bullets in a cone, combined with rapid fire and then repeated gives you this trope. Rapid Fire makes the next 2 (3 with trait) Weaponskills have their recast times reduced by 1.5 seconds, allowing for another Weaponskill at 1 second or less with Skill Speed bonus.
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* BarrierWarrior: The Paladin can conjure barriers, shields and iron barriers to enhance their parties defensive and healing attributes.

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* BarrierWarrior: The Paladin can conjure barriers, shields a {{Beehive Barrier}}s, DeployableCover and iron barriers {{Force Field}}s to enhance their parties defensive protect themselves and healing attributes.allies.



[[/Warrior]]

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[[/Warrior]][[/folder]]

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[[folder: Tank Jobs]]

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!Tank Jobs
[[folder: Tank Jobs]]Gladiator and Paladin]]




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[[/folder]]
[[folder: Marauder and Warrior]]




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[[/Warrior]]
[[folder: Dark Knight]]






[[folder: Ranged Jobs]]

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!Ranged Jobs
[[folder: Ranged Jobs]]Archer and Bard]]




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[[/folder]]
[[folder: Machinist]]






[[folder: Melee Jobs]]

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!Melee Jobs
[[folder: Melee Jobs]]Pugilist and Monk]]




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[[/folder]]
[[folder: Lancer and Dragoon]]




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[[/folder]]
[[folder:Rogue and Ninja]]






[[folder: Caster Jobs]]

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!Caster Jobs
[[folder: Caster Jobs]]Thaumaturge and Black Mage]]




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[[/folder]]
[[folder: Arcanist and Summoner]]



[[folder: Healer Jobs]]

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!Healer Jobs
[[folder: Healer Jobs]]Conjurer and White Mage]]




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[[/folder]]
[[folder: Scholar]]




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[[/folder]]
[[folder: Astrologian]]


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!Disciples of the Hand and Land

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* MiniDressOfPower: The female white mage's artifact pants is an ''absurdly'' short skirt. And by short we mean "turns your white mage into a perpetual {{panty shot}}" short.

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* MiniDressOfPower: The female white mage's artifact pants is an ''absurdly'' short skirt. And by short we mean "turns your white mage into a perpetual {{panty shot}}" shot}} if not worn with the long robe form the same set" short.



* FairyCompanion: Two of them actually:

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* FairyCompanion: Two of them actually:Lily, who can take two forms:



** This is especially apparent with the Japanese naming themes behind their spells that were changed to sound more mystical in English, with skills having names like Encouragement Plan (Adloquium, which is Latin for the same thing), Raise Morale Plan (Succor), Field Medical Formation (Sacred Soil) and Live Encouragement Act (Lustrate)
*** Heavensward brought this into the English version as well, with Deployment Tactics and Emergency Tactics among their new abilities.

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** This is especially apparent with the Japanese naming themes behind their spells that were changed to sound more mystical in English, with skills having names like Encouragement Plan (Adloquium, which is Latin for the same thing), Raise Morale Plan (Succor), Field Medical Formation (Sacred Soil) and Live Encouragement Act (Lustrate)
***
(Lustrate). Heavensward brought this into the English version as well, with Deployment Tactics and Emergency Tactics among their new abilities.



* ImprobableWeaponUser: Their weapons are referred to as "Star Globes", and are a sort of telescopic lens focus with a deck of tarot cards circling it. In the rare case that they do actually use it to attack, they slice at enemies with the cards.

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* ImprobableWeaponUser: Their weapons are referred to as "Star Globes", and are a sort of telescopic lens focus based on Astrolabes with a deck of tarot cards circling it. In the rare case that they do actually use it to attack, they slice at enemies with the cards.
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As the story has advanced beyond the point of hiding plot twists, '''there are unmarked spoilers below''', you have been warned.
----
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[[foldercontrol]]
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Creating page for the Warrior of Light and Classes

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[[{{Characters/FinalFantasyXIV}} Back to the main character index]]

!The Player Character / The Warrior of Light
[[folder:General Tropes]]
An Eorzean adventurer from one of [[MultipleChoicePast three city states]]. Those who started in 1.0 witnessed [[MagicMeteor a star shower]] and met an [[{{Herald}} Archon of the Circle of Knowing]] and were then gifted with the Echo and became entwined with the war with Garlemald. Players are implied to be from outside of Eorzea entirely (or at ''least'' returning from an extended journey abroad), and have come (or returned) to Eorzea for reasons the player may define in the opening. In the process of proving themselves to their adopted city-state, they too meet a (now-former) member of the Circle, discover their possession of the Echo, and become involved in a conflict not only with the Garleans, but with a perhaps older and more sinister power...

* TheAce: Eventually you are this, being the go-to person for the Grand Companies and the Scions to solve whichever world-ending issue is plaguing them.
* AmbiguouslyHuman: [[spoiler:During the conclusion of the 3.0 ''Heavensward'' plot, a number of your opponents begin to legitimately question whether or not you are actually another mere heroic "Spoken", as you've gone from "doing heroic things" to "performing feats that, by the laws of the metaphysics of this world, should be properly, literally impossible". Thordan in particular points out that he should have had the power to crush literally anything (and did in fact flatten Lahabrea like a bug) and you still defeated him completely. Upon really looking at you, he then questions directly whether or not you are what you appear to be. In fact, careful reading of certain lines raises the possibility that even a few of your ''allies'', Y'shtola in particular, may be starting to wonder about just how relentlessly successful you are and how much you're a beacon of hope to everyone around you.]]
* AnAdventurerIsYou: A ''mutable'' Adventurer Be You, in fact, courtesy of the Armoury System.
* {{Badass}}: To the point that the [=NPCs=] begin to comment on it during the ''ARR'' patch cycle:
-->'''Merlwyb''': But what words have I for the [man/woman] who has made a sport of slaying gods?
* BroughtDownToBadass: [[spoiler:Midgardsormr strips you of Hydaelyn's blessing, wanting you to prove what you're capable of with your own strength, without relying on divine protection. This doesn't slow you down one bit, and over the course of ''Heavensward'' you ''earn'' back that power fight by fight until even the great wyrm admits that you are truly worthy to be Her champion.]]
* TheChosenOne: The player is chosen by Hydaelyn to be her blade against the darkness, but while your character is the main one from the viewpoint, there's a great multitude that have the Echo and the ability to fight primals, making you just one of TheChosenMany. [[spoiler:Midgardsormr is fond of pointing out and needling you with the fact that this does not make you ''special'' or ''gifted'', it merely means you were ''picked''. Your "abilities" could have been given to anyone, and you should ''really'' be defined by your own talents.]]
* ConvictedByPublicOpinion: [[spoiler:Averted. Although Teledji Adeledji accuses the player character of murdering the Sultana with poisoned wine at a banquet for the nobles, only rumors of the event have spread to the commonfolk who by and large are convinced that the Warrior of Light is innocent.]]
* TheDreaded: Your reputation is starting to become this to your enemies by ''Heavensward''; this is perfectly exemplified after killing [[spoiler: The Knights of the Round]], where the leader of the group sees your character's face masked in shadows as he dies and asks in genuine terror "Who...''what'' are you?!" [[spoiler: And also, you've become so powerful with the blessing of light restored that even the Ascians are worried about you, to the point [[SmugSnake Lahabrea]] is beyond words after defeating him for the second time]]
* TheExile: [[spoiler:Being falsely accused of murder, the player character is forced to seek asylum within Ishgard since the other city states would likely cause trouble if he/she showed up.]]
* FireForgedFriends: With the Scions of the Seventh Dawn and Garlond Ironworks.
** Especially, it's implied, with the Scion from the player's respective city-state, since when they arrive in Minfilia's office, they greet either Yda and Papalymo (Gridania), Thancred (Ul'dah) or Y'shtola (Limsa Lominsa) with a smile, and the Scion in question offers an additional line about expecting the player to come.
** This often happens during individual class/job storylines; as seen below, everyone's opinion of the player improves as more quests are completed.
* FiveRaces: Can be the following
** [[HumansByAnyOtherName Hyur]] (Mundane): [[HumansAreDiplomats Educated]] and [[HumansAreLeaders the most wide spread]] race who are not initially native to Eorzea settling in the mountains and valleys of the nations.
** [[OurElvesAreDifferent Elezen]] (High Men): [[{{Elfeminate}} Beautiful]] [[NoodlePeople and lithe]] people with PointyEars that dwell in either the forests or caves.
** [[CatGirl Miqo'te]] (Crafty): {{Animal Eye|s}}d LittleBitBeastly cat people that come in two flavors, nocturnal and diurnal.
** [[OurGiantsAreBigger Roegadyn]] (Stout): Big [[HeroicBuild burly people]] of [[AmazingTechnicolorPopulation many skin colors]] that come from the volcanic regions or coastlines.
** [[LittlePeople Lalafell]] (Cute): [[LittlePeople Diminutive]] and [[OlderThanTheyLook childlike]] people who come from the plains or deserts.
** The setting does play with the stereotypes a bit, however; Ul'danian Lalafell tend to be ''much'' "craftier" than normal for their archetype, Mi'qote from Gridania tend to be legitimately and deeply spiritual, and a number of Roegadyn bemoan [[TheWorfEffect the stereotypes about them]].
--->"'Let the Roegadyn carry it', they say. Bah!"
** Heavensward also adds a combination Stout and High Men, the [[DraconicHumanoid Au Ra]]: A race of [[BizarreSexualDimorphism extremely large men]] [[HugeGuyTinyGirl and dainty petite women]] covered in scales and [[HornedHumanoid horns]].
* TheGift: The player possesses the power of the Echo, allowing them to witness past events and rendering them immune to primal tempering, making them TheHeretic to TheEmpire.
** GhostMemory: Itself is a combination of this and MentalTimeTravel, where the player can dive into the memories of someone else and witness them first hand and even interact, but no matter what YouCantFightFate.
** {{Omniglot}}: The Echo also allows the player to comprehend any spoken language, which is why they can so easily speak with any beastman [[spoiler: and understand the language of the Ascians]].
* HelloInsertNameHere: You are free to name your character however you want, as long as your name doesn't infringe the rules of the game (ie. no rude names, insults or other tasteless things).
* HeroicMime: Your character's lips move and they gesture animatedly, but only the [=NPCs=] can hear what you're saying. The only actual ''lines'' assigned to you are menu choices.
** TheStoic[=/=]TheQuietOne: Comes across as this in-universe and lampshaded repeatedly, with an especially memorable and hilarious moment coming from Thancred.
--->'''Thancred''': ...You might try to look a ''little'' disappointed! Or do you mean to give me another one of your stoic nods? You do, don't you? *sigh*
--->'''Player''': *nod*
** Lampshaded by the Goldsmith guildmaster who suggests the following to evade your 2.55 pursuers.
--->'''Serendipity''': I've given thought to how we might distract your pursuers. Perhaps a mammet fashioned in your image which nods at regular intervals? No? Hmmm... I was rather proud of that idea...
*** NotSoStoic: Heavensward begins to show cracks in the player character's stoic persona.
** SilentSnarker: More comedic quests such as the Hildibrand questline or holiday events paint the PC as this.
* HorribleJudgeOfCharacter: [[spoiler:You recruited Laurentius, a Wood Wailer who ''willingly'' sold out to the Garleans for profit, to join the Crystal Braves. [[SarcasmMode Surprisingly]] he's among the Crystal Braves who betray you for the Monetarists.]]
* ItsPersonal: [[spoiler:The player character is [[NotSoStoic visibly hit hard]] by Haurchefant's death, and one dialogue option has them swear vengeance upon Zephirin -- and by extension, the rest of the Heavens' Ward -- for killing him.]]
* LivingLegend: By the time you defeat Ramuh, your character's become so well known around Eorzea and you reputation is even spreading to the rest of the world that you're attributed with single-handedly inspiring an ''entire generation'' to become adventurers in service to the good of the country.
* MasterOfAll: You can master every class on the same character if you so desire. Its highly benefical to branch out to at least some other classes to get access to cross-class abilities, if not completely mandatory.
* PurelyAestheticGender: Although races have a few (negligible) points of difference in starting stats, there is no gender difference at all apart from some cosmetic gear.
* ProtagonistWithoutAPast: The player's past and motivations don't come up too often, although the game gives you a few opportunities to define your character a little. They don't change the flow of the game, but mostly exist to let you define what sort of person your character is.
* RenaissanceMan: Can easily switch between and master multiple classes.
* RetGone: In-universe example; the Warriors of Light (Player Characters who have been playing since the original release) have been forgotten by the world at large due to the spell Louisoix used to send them five years into the future, to the point that although their deeds have been remembered, their faces are complete blanks. Most seem to remember them only as silhouettes against a bright light. [[spoiler: At the end of the story of 2.0, everyone remembers you all at once.]]
* SchrodingersPlayerCharacter: In official art and CGI cutscenes, the global stand in for the protagonist is a [[WhiteMaleLead Midlander Hyur]] (the preset when you make a new character, albeit with brunette hair) who started as a gladiator before becoming a warrior and eventually, a dragoon. It was a long-standing question if it was this or he was a HeroOfAnotherStory, but the Heavensward and Dragonsong trailers show him in cutscenes that only the player character could ever possibly be involved in, decisively ending the confusion.
** [[spoiler:Turns out, that said Midlander Hyur is possibly the Warrior of Darkness summoned by the Ascians.]]
* TookALevelInBadass: In ''Heavensward'' which is impressive enough considering how powerful the Warrior of Light was before, but once [[spoiler: you regain Hydaelyn's Blessing of Light]] it only adds to your strength to the point that even [[spoiler: Lahabrea]] can't believe they've grown as overwhelmingly powerful as they have.
* YouAreTooLate: They usually cannot prevent the summoning of the primals because of this. [[spoiler: They were also too late to stop Livia from kidnapping the Scions or killing Noraxia]].
* WillfullyWeak: After Ravana is defeated [[spoiler: Ysayle]] notes that it's the first time she's seen the Warrior of Light fight with their true strength since [[spoiler: she first summoned Shiva]], implying the Warrior of Light isn't fighting at full power unless it's something like a primal, an Ascian, or worse.
[[/folder]]
[[folder: Tank Jobs]]
!![[CoolSword Gladiator]] and [[ThePaladin Paladin]]
Sword and shield wielding class that specializes in defense over attack. While they have lower strength then other melee classes they have a slightly higher rate of attack. They can upgrade to the ThePaladin job which sacrifices the greater variety of weapon skills for greatly increased defensive ability.

!!!The Gladiator class provides examples of...
* CoolSword: The primary weapon of the Gladiator class are various one handed swords including the exotic macuahuitl (A {{Mayincatec}} obsidian-bladed wooden sword)
** KnifeNut: Knives and daggers were also a weapon available to this class until patch 2.3, in which they were replaced with more swords, in preparation for the addition of Rogue.
* LightEmUp: Flash which doesn't actually do damage but makes enemies more likely to the attack the Gladiator and later [[BlindedByTheLight blinds enemies]], Circle of Scorn, Spirits Within, and Rage of Halone likewise are sword attacks enchanted with light magic.
* LuckilyMyShieldWillProtectMe: The Gladiator is the only class who always uses a shield and has many abilities he can use in conjunction with it:
** ShieldBash: One of the best stunning abilities in the game.
** ThrowingYourShieldAlwaysWorks: And gets enemies' attention, too!
* SpellBlade: Rage of Halone and Spirits Within notably enhances the Gladiator's sword with light.
* StatusBuff: Gladiator's come with an enormous amount of buffs to help them mitigate damage.
* StoneWall: In contrast to the Marauder, the Gladiator focuses more on damage mitigation and defense, boasting a wide range of powerful defensive cooldown abilities. The Paladin builds on that of course.
* SwordPlant: Circle of Scorn involves this which generates bursts of energy from the ground.
* PracticalTaunt in Provoke, one of the more useful skills for a tank.

!!!Paladins provide examples of...
* BarrierWarrior: The Paladin can conjure barriers, shields and iron barriers to enhance their parties defensive and healing attributes.
* CombatMedic: The Paladin can use the conjurer's healing spells, but unlike in ''VideoGame/FinalFantasyXI'', not very well but they also have their own emergency healing spell ''Clemency''.
* CoolCrown: The helmet of the Paladin's Relic set is one.
* KnightInShiningArmor: A lot of heavy armor equipment falls under this category, and even more so for the Paladin.
* LimitBreak: At Level 3, the Paladin's limit break is Last Bastion, which surrounds all nearby allies in a massive [[ExtraOreDinary iron bunker]] that greatly reduces damage.
* MagicKnight: As a Paladin, the player can use some of conjurer's healing and protective spells, and some of his attacks are magic in nature, like Flash and Circle of Scorn.
* NighInvulnerability: The Paladin's most powerful buff, Hallowed Ground, makes them temporarily invincible to most attacks.
* ThePaladin: ExactlyWhatItSaysOnTheTin. Specifically, the paladin order has its roots in the Sultana's personal guard.
* PraetorianGuard: The Paladins are the sworn bodyguards of the Sultanate and one of the last royalist factions.
* StanceSystem: Has Sword Oath and Shield Oath for attack and defense.
* TakingTheBullet: Cover, which will have the Paladin taking all physical damage for a party member for a short time, provided the covered party member remains within a close enough proximity to the Paladin.

!![[AnAxeToGrind Marauder]] and [[TheBerserker Warrior]]
Heavy wielders of axes who bear unrivaled ability to both absorb damage and [[CounterAttack return it in full]]. The Marauder can further increase its offensive and defensive potential by becoming a Warrior which enhances the already impressive arsenal of powerful attacks and crowd control.

* AnAxeToGrind: The weapon of choice for Marauders are two-handed great axes.
* TheBerserker: Berserk drastically increases the damage the marauder does, but when it expires 20 seconds later there's a 5 second period of pacification where you can't attack again, but can still use non-weapon skills like defensive buffs or brutal swing.
* {{Combos}}: More complex than Paladins in this regard who only have riot blade or rage of halone, Mauraders have two main combos, the butcher's block combo and maim combo. Butcher's block is the threat building combo, while Maim balances a damage increase buff and a choice between two debuffs, a damage reduction on enemies or a slashing resistance debuff.
* CounterAttack: Their Vengeance ability lets them temporarily reduce damage taken by a significant amount, and perform a counter attack every time they are physically hit.
* LifeDrain: Bloodbath, which allows him to steal some health each time he strikes. Particularly effective when used with Overpower, which can strike multiple targets at once. Mercy Stroke also works as this if it kills the enemy.
* PracticalTaunt: They can borrow Provoke from the Gladiator class, [[ComplacentGamingSyndrome and are often required to]].
* StatusBuff: Uses theirs to increase their survivability or to exchange their [[PowerAtAPrice survivability for power]].
* StandardStatusEffects: The "Storm's" abilities, Storm's Path and Storm's Eye, reduce enemy damage output and increases damage taken from Slashing attacks, respectively. Until the addition of Rogues, Storm's Eye used to be the only way to reduce slashing resistance (which helps Paladins, who don't have a debuff but do slashing damage).
* [[ThrowingYourSwordAlwaysWorks Throwing Your Axe Always Works]]: [[CaptainObvious It has a habit of getting the enemy's attention too.]]

!!!Warriors provide examples of...
* TheBerserker: More prominent in the Warrior with his Defiance skill, which stacks Wrath by using combos, and the final warrior ability, Infuriate, instantly grants you 5 stacks. The questline also brings up "the Inner Beast" and the risks of losing control over it.
* CoolHelmet: A horned ensemble with a visor that can be put up or down depending on just how intimidating you want your hero to look.
* {{Determinator}}: Their invulnerability cooldown is a different flavor to Paladin's Hallowed Ground in Holmgang, which prevents the warrior from dying, but not from taking damage down to one HP.
* LimitBreak: At level 3 their limit break is Land Waker, where the Warrior takes a downward swing causing several massive walls of [[MagmaMan molten earth]] to erupt out, shielding the party.
* MightyGlacier: To contrast with its fellow tank job Paladin's StoneWall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation, and they have more offensive options than the Paladin.
* PrettyInMink: The Relic Armor has fur trimmings.
* SpinAttack: Brutal Swing, [[SignatureMove Steel Cyclone.]]
* StanceSystem: Defiance reduces the damage the Warrior does but drastically increases threat gain, maximum HP, the potency of incoming healing magic, as well as allowing them access to the stacking Wrath buff which increases parry chance (+2% per stack) and accuracy (a flat +5%) ''and'' the use of powerful attacks (that ignore Defiance's damage penalty) at five stacks. ''Heavensward'' adds Deliverance, a DPS-focused stance that boosts all damage dealt by 5%, while granting stacks of the Abandon buff, with a bonus to critical hit chance of +2% per stack. Like Wrath, Abandon caps at five stacks, and enables the use of extremely damaging single-target or [=Aoe=] attacks.
* WeaponAcrossTheShoulder: Both male and female Warriors rest their axes on their shoulders for their drawn idle animation. Men hold the axe with one hand, while women hold theirs with two.
* YouWillNotEvadeMe: Holmgang creates a VariableLengthChain to pin him and a target in place together. Counts as GeniusBonus as "Holmgang" refers to the name of a real life viking challenge, where combatants were expected to fight each other in a straight up brawl while standing on a spread out cloak.

!![[BlackKnight Dark Knight]]
Knights clad in black armor that defend their allies wielding a massive sword alongside shadowy magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

!!!Dark Knights provide examples of...
* {{BFS}}: They will wield great swords and other two-handed swords. Considering some of the current endgame ''one'' handed swords reach about chest height on the average character, one can only imagine how enormous these chunks of metal are going to be.
** To give an idea, the Au Ra Dark Knight shown at the Fan Fest had a greatsword that went down to his feet. The male Au Ra are as tall as female Roegadyn, which puts them somewhere around ''7 feet tall''.
* BlackKnight: The Dark Knight artifact armor predictably dresses them as such.
* BloodMagic: The skill ''Blood Price'' gives them more MP the more damage they take.
* CastingAShadow: The Dark Knight uses shadowy magick alongside their swords.
* CombatPragmatist: The aptly named ''Low Blow'' has the Dark Knight give the enemy a violently [[SwordAndFist unsportsmanlike kick]] to stun them.
* CoolHelmet: Like the Warrior's relic armor, the Dark Knight's helmet is decorated with a [[CrownOfHorns sinister pair of horns]].
* DarkIsNotEvil: They exist to protect the innocent when the Temple Knights prove LightIsNotGood, though since everything else to do with darkness is evil on Hydaelyn, they're pariahs for it. [[spoiler: Additionally, the art was created by a Moogle of all things, and its purpose is not just to bring justice to wrongdoers, but also to protect their loved ones, so only those who love and protect their charges as much as they kill bad people can harness the art's full strength.]]
* {{Determinator}} / LastChanceHitPoint: Their invincibility skill, Living Dead, puts a lengthy (20 seconds) buff on the Dark Knight. If at any time the knight takes fatal damage while the buff is up, they won't die from that attack or any other as their HP will not drop below one point, but they will gain the zombie status (Walking Dead) and must be healed to 100% within ten seconds or they will die.
* HandBlast: One of their attacks is to fire one at the enemy point blank.
* LifeDrain: The Soul Eater spell steals health from enemies.
* LimitBreak: At level 3 their limit break is Dark Force, the Dark Knight makes a slash of their sword in the air, cutting into the void and cascading the party with [[DeflectorShields pure darkness to shield]] them.
* MagicKnight: They use their swords and the power of darkness together.
** As mentioned in [[http://www.siliconera.com/2015/03/13/final-fantasy-xiv-director-explains-heavenswards-new-jobs-planned-au-ra/ This interview]], Dark Knights eschew the tradition of their magic being CastFromHitPoints due to valuing their HP as a tank, instead they'll be more focused on using MP than paladin and warrior.
* ManaDrain: The Siphon Blade will drain MP from enemies, critical for the MagicKnight nature of the Dark Knight.
* ManOnFire: When using Darkside, the Dark Knight's body is [[note]]supposed to be, but a bug makes it not appear as of this edit[[/note]] wreathed in pitch black flames.
* MechanicallyUnusualClass: Unlike other jobs, there is no base class associated with the Dark Knight. It will be available to anyone with access to Ishgard and starts at level 30 themselves.
** Also, Dark Knight's stances as opposed to the other Tanks. Paladin and Warrior both have offensive focused, and defensive focused stances, that are mutually exclusive. Activating one, will turn off the other. A Dark Knight however, can keep both Grit (Defensive), and Darkside (Offensive) stances up together. Darkside is arguably the more important of the two, as several abilities require Darkside to be active to even use, while Grit actually ''prevents'' the use of some abilities, notably the MP restoring, and Auto-Attack Speed buffing "Blood Weapon"
* ThePowerOfHate: A Dark Knight's power is drawn from hatred towards injustice and abuse of power, this hatred also tempers them, allowing them to avoid being consumed by the darkness. [[spoiler: However, to be at their absolute strongest, it requires ThePowerOfLove as well, directed towards the Knight's charge, who they would give their life for.]]
* {{Spellblade}}: Their attacks wreathe their swords in dark magic.
* StanceSystem: Dark Knights have two stances, Grit which is the generic tanking stance, and Darkside, which drastically increases damage but constantly drains MP and makes you unable to be targeted by MP-restoring effects like Mage's Ballad. Additionally, there's Dark Arts, which costs around 25% of your max MP but makes certain abilities do more damage and gives certain others additional effects. Unlike the other stances in the game however, these aren't mutually exclusive, but keeping both Darkside up and using Dark Arts on every combo will drain your MP dry within three to four attacks.
* SwordPlant: The female idle animation, doing for [[VisualNovel/FateStayNight Saber]] what the male does for Cloud.
* TheUndead: Their Living Dead ability invokes this to help them avoid death. Any healers will want to keep an eye on them more than usual when a Dark Knight is using it, or they'll drop dead once it wears off.
* WeaponAcrossTheShoulder: The male's idle animation, doing [[VideoGame/FinalFantasyVII Cloud]] proud.
* WhoWatchesTheWatchmen: The reason for the Dark Knight's existence, they're master-less vigilantes who step in and slay Ishgard's AboveTheLaw Temple Knights when they grow corrupt or their KnightTemplar tendencies endanger innocents. In particular, the first Dark Knight was a decorated temple knight who slew a PedophilePriest abducting orphans from the Brume (Ishgard's slums), but was still decorated enough it was deemed a cold blooded murder.

[[/folder]]
[[folder: Ranged Jobs]]
!![[TheStraightAndArrowPath Archer]] and [[TheBard Bard]]
Physical ranged damage class that wields bows, they specialize in dealing rapid damage [[LongRangeFighter while staying at a safe distance from the enemy]]. Through this class TheBard job is unlocked which gives gives the character better magical skills and excellent MagicMusic abilities that grant buffs and debuffs for allies and enemies.

!!!Archer classes provide examples of...
* BottomlessQuiver: In the original release arrows needed to be purchased, but now are infinite for balance purposes.
* CriticalHitClass: Archer skills are very crit-focused and maximizing critical hit rate is important to getting the most out of them.
* LongRangeFighter: Even has Repelling Shot, which causes the Archer to jump backwards while using it should an enemy get close.
* RainOfArrows: Wide Volley and the Bard's Rain of Death.
* TheStraightAndArrowPath: Even though guns are invented, archery has still not yet been fully displaced in Eorzea due to the technology differences between Eorzean firearms and Garlean firearms.
* ShadowPin: Shadowbind does no damage, but binds the target for 10 seconds, or until they're attacked.
* TrickArrow:
** ArrowsOnFire: For area damage starting a fire in the area where it's fired.
** MultiShot: Quick Nock works this way.

!!!Bards provide examples of...
* TheBard: This part should be obvious, but yes [[ShapedLikeItself Bards are Bards]].
* DamageIncreasingDebuff: Foe Requiem lowers the magic resistance of enemies to aid the mages in the party.
* FluffyFashionFeathers: The Bard armor has a feathered fedora as typical for the class.
* HyperspaceArsenal: The Bard whips out a harp from nowhere when performing a song. Even if they're using the Artemis Bow which has a harp built into it, which we're told was designed specifically for the purpose of switching between harp playing, and shooting on the fly easier, they'll still stick it to their back, and whip out the standard harp.
* JackOfAllTrades: Definitely so back in 1.0 ''Legacy'', thanks to subbing Conjurer abilities, and some of the alternative songs they had making them back up healers and buffers. Toned down in 2.0 ARR where it's much better to focus on their damage dealing aspect by boosting Dexterity, as their songs have fairly flat rates of effect. With no boosts to Piety for MP, they can often sing songs for about a minute or two with Foe Requiem, and a bit longer with the two resource restoration songs. ''Heavensward'' brought it down another notch, giving them a damage limit break (instead of a healing one) and abilities that sacrifice their mobility advantage for higher damage output, much like magic DPS classes.
* LimitBreak: At level 3 their limit break is Sagittarius Arrow, a golden portal opens above the enemies' heads and an absolutely ''massive'' RainOfArrows shoots down while the Archer gives a showman-like bow.
* MagicMusic: Most of the Bard's skills, although the archer has one on their own.
* NiceHat: Their feathered chapeau.
* RegeneratingMana: The main utility of the bards song abilities is to regenerate the MP and TP of their allies allowing them to get back into fighting condition.
* StanceSystem: The Wanderer's Minuet skill, added in ''Heavensward'', massively increases the damage the bard deals, but cancels the bard's ability to auto-attack and gives most spells cast times, in essence making them like a black mage. There are also some incredibly powerful skills only usable while Minuet is up.
* VaporWear: The bard artifact armor is cut rather low on both the [[AbsoluteCleavage front]] and the [[SexyBacklessOutfit back]]. Male characters wear a white undershirt beneath it. Females... don't.
* WanderingMinstrel: Famed in Eorzean history for their playing ability. So much so, that army commanders held their ability to inspire their comrades in higher esteem than their equally skilled archery capabilities.
* WarriorPoet: Archers well versed in lore, music and poetry.

!![[TheEngineer Machinist]]
Masters of machina and marksmaship that use their skill with {{Magitek}} engineering and pistols to attack enemies from afar.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

!!! Machinists provide examples of...
* AttackDrone: The Machinist can create turrets that can attack the enemy as well as aid allies.
* BottomlessMagazines: Zig-zagged by the ammo mechanic, while you're never outright unable to attack because you're out of ammo, reloading the gun (which you can accomplish by a short CD ability for one or a long CD ability for all five) gives a stacking chance for combos to do more damage, and there are certain powerful abilities that are completely unusable without ammo loaded. Played straight for basic attacks.
* ChessMotifs: The two turrets of the Machinist are called Rooks and Bishops.
* DeathFromAbove: Lead Shot fires a shot into the air that falls down on the enemy.
* DeathInAllDirections: One of the Machinist's attacks throws several reflective panels around the enemy, followed by trick shotting a single bullet off them multiple times.
* DelayedExplosion: Wildfire covers the enemy in a slow burning pitch that compiles 20% (25 with a trait) of the damage your attacks do, exploding once the duration expires for all of the stored damage at once.
* TheEngineer: The Machinist can use machina such as turrets and other AttackDrones to attack.
* FantasyGunControl: With Eorzea's mastery over magic, guns were widely unpopular, with black powder pistols only found in Limsa Lominsa. But with Garlond Ironworks bringing Garlean magitek to Eorzea, Ishgard has recently begun adopting new weapons technology and more advanced firearms in their ForeverWar with dragons.
* FiringOneHanded: They use their {{Hand Cannon}}'s with one hand despite the size of some of them.
* TheGunslinger: Typically Trick Shots with some elements of the Vaporizer.
* GogglesDoNothing: They wear welding goggles as part of their job gear, and it makes sense for them to in this case, they're engineers, after all... but then this trope comes into play because players will have the option to simply wear them up on their forehead with the visor option.
* ImprobableAimingSkills: Machinists are incredibly flashy in their gunplay, coming out of it in a spin (clean shot), shooting a grenade out of midair (Grenado shot), and even taking a trick shot off of scattered reflective paneling, hitting the enemy multiple times with a single bullet (ricochet), their accuracy mostly comes down to RuleOfCool.
* LimitBreak: Their limit break Satellite Beam has the Machinist summon a [[AttackDrone mobile missile platform]] like those used by the Empire to call down a [[KillSat laser strike]] on the enemies.
* LongRangeFighter: Like the Archer and Bard, this class favors dealing death at a distance.
* MechanicallyUnusualClass: As an Extra Job it will be available to anyone with access to Ishgard, and starts at level 30 itself.
** Additionally, their attacks can be enhanced, and in a few cases, require, the use of their Ammo buff. While they still have remaining stacks of the Ammo buff, all Weaponskills have an additional 20 Potency added to their attacks, and for some, they trigger special effects, such as guaranteed combos for extra damage. In other words, they have periods where they're focusing more on just providing support, and moderate damage, interspersed with periods of high damage bursts when their Reload abilities, and buffs are ready.
* MoreDakka: Spread Shot fires a lot of bullets in a cone, combined with rapid fire and then repeated gives you this trope.
* NoRangeLikePointBlankRange: Their [[NonIndicativeName "Blank"]] skill, a quick, close-range blast that [[BlownAcrossTheRoom sends their target flying backwards]].
* RegeneratingMana: The Machinist can restore MP and TP using their Turrets much like a Bard can with their songs, at the cost of disabling the Turrets attacks.
* StanceSystem: The Gauss Barrel skill, like Bard's Wanderer's Minuet, increases damage done by a significant amount, while making you unable to auto-attack and giving most skills a cast time [[note]] however, because MCN is more RNG based, the combo shots are instant when their enhanced versions proc[[/note]], while also allowing access to some rather powerful skills. Their turrets can also change from damage to support and back.
* StickyBomb: Wildfire is one and the explosion it causes becomes more powerful the more damage inflicted while its still ticking.
* ThrowDownTheBomblet: Also among its gun attacks Machinist has Grenado Shot which hurls a grenade and shoots it out of the air.
* TheTurretMaster: Two flavors, a single-target attacking [[GatlingGood Gatling gun]] bearing Rook, and the [=AoE=] using LightningGun Bishop, both can also be switched to supportive roles and provide MP and TP restoration in an area instead of attacking.
* UtilityBelt: Every Machinist gun comes with an Aetherotransformer worn on their left hip. This is an all purpose tool box and is where they store the wrench used for Dismantle and Reassemble, their special ammo used in Reloads, the grenades used in Grenado, their folded up turrets, and the remote to overcharge or switch them to supportive stance.
* WrenchWhack: Dismantle's animation has the Machinist produce a wrench before throwing it at the enemy, damaging their weapon or crippling them to reduce damage output.

[[/folder]]
[[folder: Melee Jobs]]
!![[PowerFist Pugilist]] and [[WarriorMonk Monk]]
Balanced hand-to-hand fighters that wield cesti, they can use {{Elemental Punch}}es and a StanceSystem to easily shift and adapt to the pace of combat. The Pugilist can become the [[WarriorMonk Monk]] class which increases the class's versatility and attack speed.

!!!Pugilist classes show examples of...
* AnimalMotifs: The Pugilist's StanceSystem is modeled after Animal Kung Fu having [[EverythingIsBetterWithMonkeys Opo-Opo Form]], [[EverythingsBetterWithDinosaurs Raptor Form]] and [[PantheraAwesome Coeurl Form]]
* BareFistedMonk: Not quite, since they must equip a cestus to be the class.
* CloseRangeCombatant: Most other melee classes have at least one throwing weapon, generally used for pulling purposes. Pugilists notably lack one.
* {{Combos}}: The Pugilist fights shifting stances to form various 3 hit combos to apply themselves with powerful {{Status Buff}}s.
* CounterAttack: Haymaker, which can only be used immediately after evading an attack. Featherfoot, which temporarily increases the user's evasion rate, can aid in this process.
* DualWielding: Pugilist and Monks fight with a matching pair of PowerFist weapons in both hands. Although this has no impact on the actual gameplay and the cesti are treated as a single weapon as with any other class.
** In Legacy, this actually translated to getting two strikes with every auto-attack action. Removed with 2.0 A Realm Reborn's rebuild of the entirety of gameplay, and replaced with the Greased Lightning trait and stacks, which buffs their damage and attack speed.
* ElementalPunch: Fists of [[DishingOutDirt Earth]], [[BlowYouAway Wind]] and [[PlayingWithFire Fire]].
* FragileSpeedster: They attack quickly and relentlessly and can lay on a ton of damage, but this is balanced out by having the lowest health, self-healing, and avoidance skills of all the melee DPS jobs.
* HealThyself: Second Wind.
* KamehameHadoken: Rockbreaker is a more hadoken like blast of energy shot from the double palm strike pose, while Elixer Drive falls closer to the Kamehameha like beam of energy.
* RingsOfDeath: Originally threw chakrams for throwing weapons but have since then been removed.
* RoundhouseKick: The pugilists [[MundaneMadeAwesome basic attack is one]].
* SirNotAppearingInThisTrailer: Characters of this class rarely appear for the action sequences in the CG battles.
* StanceSystem: The Pugilist can only execute certain attacks if they are in a certain stance.
* PowerFist: The weapons of a Pugilist, from the more simple knuckledusters/cesti, the bladed [[WolverineClaws bagh nakh ("tiger claw")]], and a few [[BladeBelowTheShoulder katars]] as well.
* PressurePoint: Have some skills like these most notably the TouchOfDeath.

!!! Monks provide examples of...
* DashAttack: Shoulder Tackle, which used to only be usable if you are at least [[FantasticMeasurementSystem 10 yalms]] from an opponent, charges at the enemy and stuns them.
* FluffyFashionFeathers: Wears a [[Literature/RomanceOfTheThreeKingdoms Lu Bu-esque]] quail feather coming from their MartialArtsHeadband.
* HurricaneKick: Dragon Kick has one after a backflip kick.
* KiManipulation: The backstory has this to show for the CharlesAtlasSuperPower the Monk's display, owing their incredible power to their mastery of ki and the chakras.
** ''Heavensward'' adds a Chakra mechanic, allowing the monk to stack five chakra to spend on Forbidden Chakra, a massive attack, or restore their TP. They also gain an ability called Elixir Drive which has been described by press as being "Kamehameha like".
* LimitBreak: Level 3 has Final Heaven, a massive charged punch delivered at light-speed that causes a massive explosion.
* GroundPunch: Howling Fist is one that opens a powerful fissure of energy to burst from the earth.
* SupernaturalMartialArts: The Monks gain their unmatched physical strengths by opening the [[MagicEnhancement Chakras]] within their body.
* {{Qipao}}: The relic armor is visually inspired by it for both genders.
* RapidFireFisticuffs: The Monk's mechanics rely on this concept, boasting on the shortest global cooldown and more powerful and frequent auto attacks with Greased Lightning.
* WarriorMonk: Monk's were previously warrior priests from Ala Mhigo devoted to the worship of the [[WarGod Rhalgr the Destroyer]].
* {{Wuxia}}: The Monk's Relic armor is visually inspired by the genre.

!![[BladeOnAStick Lancer]] and [[DragonKnight Dragoon]]
Wielders of lances that can pepper enemies with rapid stabbing attacks that allow for powerful damage dealing. After becoming a [[InstantAwesomeJustAddDragons Dragoon]] this allows the character to use its signature DeathFromAbove attacks and rain death InASingleBound.

!!!Lancer classes provide examples of...
* BladeOnAStick: Lancers' arms are spears of various types varying from pikes, yaris, tridents and halberds.
** JavelinThrower: They can hurl their spears like them for ranged attacks with the Piercing Talon skill.
* BladeSpam: Chaos Thrust
** SliceAndDiceSwordsmanship: They otherwise use their weapons solely for stabbing attacks.
* DamageIncreasingDebuff: Disembowel reduces the enemy's piercing resistance, making them take more damage from classes that use that type of damage (other Lancers/Dragoons and the ranged physical classes).
* LifeDrain: Life Surge makes their next weaponskill do this, in addition to forcing a CriticalHit.
* GlassCannon: Zigzagged. The lancer can dish it out, and with the use of Keen Flurry (improves parry rate by 40 to 80% depending on level), and the Marauder's Foresight ability (defense up), they can actually do a half decent job of tanking a physical damage based enemy in an emergency, as they can wear the heaviest armor of any non-tank class. Their magic defense isn't that spectacular.
* SplashDamage: In contrast to the other melee fighters who focus mostly on single target DPS.

!!!Dragoon's provide examples of...
* AnimalBattleAura: Their new ability in ''Heavensward'', Blood of the Dragon, wreathes the Dragoon in energies that appear as Midgardsormr curled around them, and enables them a fourth hit after Chaos Thrust or Full Thrust, as well as being spendable on a single large attack.
* CoolHelmet: Dragon themed, modeled after Kain's very famous helmet.
* CripplingOverspecialization: Not the player character, but rather Ishgardian dragoons. In Heavensward a very high-ranking dragoon notes that because the player character fights all manner of man and beast in their travels throughout Eorzea that they've taken the Dragoon's overall fighting style and turned it into something unique and deadly against more than just dragons (and more effective against even them). As a result the player character seems to make other dragoons look like amateurs to the point that said high-ranked dragoon asks for tutelage under them.
* DeathFromAbove: As always, Jump attacks are the Dragoon's trademark.
* DragonKnight: Though Dragoons take the imagery of Dragons, in Eorzea they are the dragons' sworn enemy.
* TheDragonSlayer: Dragoons are famed for their skills at killing dragons. The Azure Dragoon, of which there is [[spoiler:{normally)]] only one at any one time, is even more renowned in this regard.
* InASingleBound: Jumps can be used to enter or exit combat depending on which you use.
* GoombaStomp: Most of their unique skills are either jumping on things, away from things or powering up said jumps for more damage.
* SpellBlade: Dragonfire Dive which is a super charged [[PlayingWithFire fiery]] jump attack.
* LimitBreak: At level 3 their Limit Break is Dragonsong Dive, the Dragoon is consumed by an [[AnimalBattleAura aura appearing as Midgardsomr]], the king of dragons, before taking a [[GoombaStomp mighty leap that crashes down]] and consumes the enemy in blue fire.
* SpikesOfDoom: Their artifact armors are covered in multiple jagged spikes. These actually make sense as a feature of the armor, as it keeps dragons from stepping on/grabbing/eating them. They also have an ability called Doom Spike.
* WholeCostumeReference: The Dragoon's Relic Gear is based on the armor of [[VideoGame/FinalFantasyIV Kain Highwind]] as drawn by Yoshitaka Amano while the second Artifact Armor in ''Heavensward'' is based on the armor of [[VideoGame/FinalFantasyIVTheAfterYears Dark Kain]].

!![[KnifeNut Rogue]] and {{Ninja}}
Members of a secret society born in the shadows of Limsa Lominsa, Rogues fight using a dagger in each hand. Rogues will later train in the exotic martial arts of Doma to become Ninjas. Rogues and Ninjas were added to the game in patch 2.4. While not an Extra Job, Rouge cannot be chosen by new players, requiring level 10 in another class and the ability to get to Limsa Lominsa.

!!!Rogues provide examples of...
* BackStab: They're a stealth class so this is to be expected. Trick Attack functions best when performed this way. In a bit of an inversion though, Sneak Attack, their strongest direct damage attack from stealth, actually requires you to be ''in front'' of the enemy.
* ColossusClimb: Rogues can do this to a weakened foe with the Assassinate ability, {{Flash Step}}ing over top of whatever they happen to be murdering.
* DualWielding: Rogues fight with a dagger in each hand, although this has no impact on the actual gameplay and the daggers are treated as a single weapon as with any other class.
* {{Expy}}: Of the classic Thief class. A new armor design reminiscent of the Thief Artifact armor from FFXI and the classic game was added alongside the class. In-game it's noted that Rogues used to be known as the "Upright Thieves" before they were reformed as the Rogues Guild by the Admiral.
* FlechetteStorm: Death Blossom, which hurls a bunch of knives in an area around the Rogue.
* HonorAmongThieves: When Limsa Lominsa was first formed, a basic code of conduct was put in place to prevent the city of crooks and pirates from tearing itself apart. The most well-known rules are: first, no stealing from fellow Lominsans; second, no cheating other pirates out of their hard-won loot; [[SlaveryIsASpecialKindOfEvil and third, no treating people as goods.]] The Rogue's Guild are the enforcers of this code, even in the present day, as despite Merlwyb's efforts to clean up the city there's still plenty of work for them to do in the shady back alleys and black markets.
* JustLikeRobinHood: According to the Fan Fest description, Rogues will take their ill-gotten gains and deliver them to the downtrodden and less fortunate, making them an essential part of Limsa Lominsa's culture and why the Yellowjackets haven't chased them out.
* KnifeNut: Dual wields matched daggers and short blades. As explained by Jacke, the Rogues' Guildmaster, knives are much less likely to get caught up on a ship's rigging, are easy to use on the rolling and pitching deck of a ship, and harder to spot in a crowd when pursuing a target.
* NinjaLog: Thematically the Perfect Dodge skill used to be this, the next attack would cause your character to disappear into smoke for a split second dodging the attack. ''Heavensward'' redesigned the ability into shade shift, a shield for 20% of your max HP.
* PoisonedWeapons: Available in Kiss of the Wasp and Kiss of the Viper variations. Both boost damage by up to 20% while in use, but each affects a different ability by changing their additional effects, with Wasp changing Jugulate's silence into a stun, and Viper changing Mug's increased item drops on a killing blow into [[LifeDrain recovering half of the damage dealt as HP]].
** The Ninja later gets an elemental variation on this called Doton, which creates a patch of corrupted earth on the ground dealing DamageOverTime and inflicting Heavy (slowed movement) on enemies standing in it.
* ReverseGrip: Like Zidane, Rikku and the ''Final Fantasy XI'' Ninja class before them, Rogues hold their dual wielded daggers in the "icepick" grip.
* StealthExpert: Rogues and ninjas are masters of stealth and can go invisible to execute surprise attacks for bonus damage.
* VideoGameStealing: Mug deals a slight amount of damage and has a chance to make the enemy drop an extra item when slain [[note]]killing blow or killed shortly after[[/note]]. However, because of CompetitiveBalance, the odds of actually stealing something is hilariously low, so most players just use it when it's ready for a bit of extra damage.

!!!Ninja provide examples of...
* {{Combos}}: Depending on which order you use them in, the Mudras: Ten, Jin, and Chi will make Ninjutsu do something different, up to a possible 7 abilities.
* EpicFail: Mess up a mudra combo or use a skill between the mudras and the Ninjutsu, and instead of a successful ninjutsu cast, you get an ineffectual rabbit on your head.
* ElementalPowers: 6 out of the 7 Ninjutsu are aspected to each of the 6 elements.
** AnIcePerson: Hyoton, an Ice-aspected attack that binds the target.
** BlowYouAway: Huton, a Wind-aspected status buff that increases speed for 70 seconds.
** DishingOutDirt: Doton, an Earth-aspected that works like Shadow Flare and Circle of Scorn, creating a patch of corrupted earth to damage foes.
** MakingASplash: Suiton, a Water-aspected attack that can cloak the ninja, allowing it to use Sneak Attack or Trick Attack.
** PlayingWithFire: Katon, a Fire-aspected AreaOfEffect attack.
** ShockAndAwe: Raiton, A Lightning-aspected attack with the strongest single-target potency of the ninjutsu.
** NonElemental: Fuma Shuriken as the basic ninjutsu. Technically, Doton has the appearance of an earth attack but deals unaspected damage.
* FuumaShuriken: The name of the most basic Ninjutsu ability.
* HandSeals: How Mudras work based on three basic forms ''Ten'' (Heaven), ''Chi'' (Earth), and ''Jin'' (Man), a three-part philosophical system in many martial arts.
* JackOfAllTrades: Ninja is well equipped to deal with most situations with their versatile ninjutsu.
* KungFuWizard: Ninjas use many acrobatic martial arts along with their ninjutsu.
* LimitBreak: At level 3 their limit break is Chimatsuri, the Ninja [[SpontaneousWeaponCreation summons giant daggers]] made of energy to [[StormOfBlades impale the enemy from multiple directions]].
* McNinja: Since the art is imported from Doma, all player character Ninjas are by definition this.
* MechanicallyUnusualClass: Most of the Ninja's abilities are not readily available; they must perform Mudras in a specific order before using the Ninjutsu skill to activate the effect.
* MythologyGag:
** During the Ninja Job unlock quest, you're taught the password to get into the Shinobi's hideout by your job's teacher. The password in question being the guard saying Ayame, and the player is to answer Kaede. The names are references to the sisters Ayame and Kaede from Final Fantasy XI, who also supplied the name for that game's Ninja Job Unlock quest as well.
** The Black Mage-esque bunny that appears when you fail a Ninjutsu is the Mysidian Rabbit, which served a similar function as a dud result for the Ranger's Animals ability in ''VideoGame/FinalFantasyV'' and Setzer's Slots in ''VideoGame/FinalFantasyVI''.
* {{Ninja}}: This one is a given though.
* NinjaRun: They do the AirplaneArms version and have greater then normal footspeed because of it. Sprinting with your weapon drawn gives you the more traditional version.
* SmokeOut: Shukuchi has the Ninja throw a smoke bomb to vanish then rapidly move to a different spot before reappearing. Another skill, [[ExactlyWhatItSaysOnTheTin Smoke Screen]], uses the smoke to conceal an ally, reducing their enmity generation.
* WholeCostumeReference: The Ninja Relic Gear is clearly based on Shadow from ''VideoGame/FinalFantasyVI''.

[[/folder]]
[[folder: Caster Jobs]]
!![[MagicStaff Thaumaturge]] and BlackMage
Magic users that concentrate on obliterating enemies with FireIceLightning spells as well as the ability to unleash a few StandardStatusEffects. Becoming a BlackMage gives the player even greater focus on destructive spells.

* OneHundredEight: The number of volumes of fundamental thaumaturgical principle. Fortunately the guild abolished forcing newcomers to read them all. "Too great a deterrent to fresh novices."
* DarkIsNotEvil: The Guild leaders refer to their art as "diving into the Abyss", and the god of death is the guild's patron deity. But the Thaumaturges make a point to understand life itself along with the destruction their magic brings.
* FireIceLightning: The Thaumaturge's main method of attack.
* ForcedSleep: The Sleep spell which puts the [[ExactlyWhatItSaysOnTheTin target enemy to sleep]] for thirty seconds or until someone attacks them.
* MagicStaff: Uses various kinds of two handed staves, though they can also use a one handed MagicWand (with a shield) as well.
* MagikarpPower: Prior to getting the third tier elemental spells (which automatically max out the player's Astral Fire/Umbral Ice buff) and Firestarter (% chance on casting Fire that you get a free Fire III cast), thaumaturges and black mages are decent at DPS output. After, well...there's a reason endgame black mages are known for pulling enmity off an unprepared tank.
* SquishyWizard: Excellent magical strength, lousy physical defense.

!!! Black Mages provide examples of...
* BadAssLongRobe: Not only can you assemble attire that lets you wear colors with the same palette as the classic Blackmage attire of Fina Fantasy past, their Artifact, and Mythology armors with the partially tattered leather shawl, and long coat which goes from the collar covering the nose and mouth of the character to just below their knees looks very bad ass. Other options such as Alegan and Divine, and Cid Garlond Ironworks {{Magitek}} robes are available as well
* BlackMage: The Thaumaturge's Soul Crystal Job.
* CoolMask: What the artifact headgear gives.
* GeometricMagic: The Ley Line manifests itself as a magic rune on the ground.
* GlowingEyesOfDoom: The BlackMage will glow [[SupernaturalGoldEyes yellow]] at times.
* LeyLine: A new spell of the same name added in ''Heavensward'', Ley Line lays down a zone that increases the black mage's casting speed but vanishes if you leave it, making them relatively immobile.
* LimitBreak: Meteor: The Black Mage sticks their staff into the ground and channels energies to the heavens, causing a [[ColonyDrop gigantic meteor]] to crash down.
* RobeAndWizardHat: The artifact armor.
* StarPower: Flare, which drains the Mage's MP to 0, but makes up for it by easily being the hardest hitting ability accessible to players in inclusion to being [=AoE=]

!![[{{Spellbook}} Arcanist]] and [[SummonMagic Summoner]]
Sorcerers that specialize in commanding familiars, and delving into enfeebling and buffing spells. They use arcane Grimoires with geometric signs as the focus for their own magical casting. Later on, they can learn both the arts of the Ancient Allagan Summoner class, which summons elementals which have gained enhanced power from exposure to a primal of their element, or Scholars, a long lost healing class from the ancient city state of Nym, who used fairy familiars to assist them in healing warriors and residents alike of ailments, and prevent further harm coming to them.

* CastingAShadow: A few of their spells have this flavor like Shadow Flare.
* DamageOverTime: They specialize in these for offensive spells.
** DeathOfAThousandCuts: They focus primarily on chipping off HP, and have very limited burst damage ability, namely the Ruin spells and the Fester action.
* GeometricMagic: The grimoires are filled with magical runes and geometries that act as a focus for the Arcanist's spells.
* GoodIsNotSoft: Most Arcanists are extremely affable people, and Summoners are generally a "good" class in most of the games, but their spells don't shy away from mentioning that the effects are horrifying and cause suffering (Miasma, for example outright says it fills the target's lungs with choking poison, Energy Drain outright pulls blood into your book to heal you, etc. etc.).
* {{Familiar}}: The summons of this class work on a principle like this.
* FormulaicMagic: According to their lore, they study magic through the art of....mathematics and geometry. Yes, Finding X on the Triangle, and understanding Pi, squaring, and cubic powers, and combining multiple symbols together, gives you access to magic and summoning.
* SpellBook: What the Arcanist uses for their spells.
** ThrowTheBookAtThem: You can actually whack monsters over the head with your grimoire for extra damage.
* MagicIsMental: The Arcanists are scholars who create aether spells by drawing up mathematical formula and geometric symbols.
* MasterPoisoner: Their specialty, with spells that include Bio and Miasma.
* MechanicallyUnusualClass: As the first class added since the 1.0 version of the game, Square decided to do something different by making Arcanist able to split off into two classes, one of which was an improved version of Arcanist (Summoner) and one that was different down to the mechanical level (Scholar). Compared to the classes before and classes after, they're currently the only class that branches into multiple jobs. They were also the only class with pets of any kind until Heavensward and the Machinist.
* MundaneUtility: Thanks to Arcanists' skills at mathematics and bookkeeping, their guild, located at one of the major docks for Limsa Lominsa, also acts as the city's customs department, overseeing collection of tariffs and fees. Their Carbuncle summons act as essentially a magical equivalent of drug sniffing and guard dogs.
* NonElemental: The [[EnergyBall Ruin]] spells.
* {{Plaguemaster}}: Besides their mastery of UniversalPoison, several of their spells also effect enemies with the effects like Disease and Virus.
* RegeneratingMana: Aetherflow, which allows them to recover MP once a minute as well as gain charges to unleash more powerful spells (such as Energy Drain, which also recovers MP).
* SummonMagic: The Arcanist, Scholar and Summoner all specialize in these with [[FantasticFoxes Carbuncle]] for the Arcanist, {{Fairy}}s for the Scholar and [[ElementalEmbodiment Primal Egis]] for the Summoner.
* WeakButSkilled: Applies to their Emerald Carbuncle and the Summoner's Garuda-Egi. They don't put out any impressive damage numbers, and often require the summon to be used on the manual ability usage "Obey" attack mode to be effective. But they have a variety of attack utilities, including a rapid standard attack, an AoE attack, a Knockback attack, and a Utility ability that adds extra duration to the Arcanist damage over time spells, saving MP for the Arcanist and Summoner.

!!!The Summoner job provides examples of...
* BadassLongrobe: Has the same options as Black Mage for Allagan and Garlond Ironworks gear. Also has their Artifact and Mythology armor which, like the others, are based on the classic class designs, while looking awesome. In this case, an open, green robe and shirt, making it turn closer to the BadAssLongCoat side.
* DefeatMeansFriendship: Twofold. In order to even have the potential to summon an Egi, you need to defeat the primal it's based off of and be washed in the Aether as it disperses (or in Tristan's case, survive a primal's attempts to temper by having the Echo). Once that's done, a ritual has to draw the Egi out of your Aether and then you have to defeat it to be able to summon it for your own use.
* CrownOfHorns: The relic gear has a headband with a single protruding horn.
* DummiedOut: A Ramuh-Egi was discovered in the files for ''Realm Reborn'', having been removed just before release, latter making an appearance as a mechanic in Ramuh's Primal fight. However, [[WordOfGod Yoshida has stated]] that it, as well as a Leviathan-Egi, will be implemented in the future.
* LimitBreak:
** Their level 50 job skill, Enkindle, makes their egis use a weaker (but still strong) version of the associated primal's ultimate attack, and at a five-minute recast timer (reduced to three minutes as of Patch 3.0), it possesses one of the longest cooldowns of any ability in the game.
** Their actual level 3 Limit Break is Bahamut's Teraflare, the Summoner sprouts Bahamut's wings and grabs their head as if in pain as they rain down the same attack that brought ruin to Eorzea.
* UselessUsefulSpell: For the longest time, Tri-Disaster. An incredibly weak AoE that binds enemies. Most Summoners simply cross-classed Ice II from Thaumaturge since it did more damage and the same bind effect. Come ''Heavensward'', Tri-Disaster is being renamed to Tri-Bind, and the new Tri-Disaster is much more powerful (applying all three main damage over time skills at once).
* UnskilledButStrong: Ifrit-Egi. Has more HP than the Garuda version, and does more damage on its own, compared to the Garuda-Egi. It also requires much less manual management to use its actions effectively without worrying if it's auto-casting abilities on the "Sic" command at the wrong time, like Garuda does. It's primary weakness is against foes with lots of AreaOfEffect abilities, or for longer trial and boss fights which the Summoner needs the longer range safety for their summon, and reduced MP consumption courtesy of Garuda's Contangion.
* WaveMotionGun: The abilities only usable in Dreadwyrm Trance: Deathflare and Painflare, both take on the visual of [[spoiler: Bahamut Prime's]] tank buster attack, which is to say, a megaflare like laser erupting under the enemy.
* WillingChanneler: A new stance added in ''Heavensward'', Dreadwyrm Trance, makes the summoner allow themselves to be temporarily possessed by Bahamut and use his spells to build up charges for a single large attack. Additionally, their unique level 3 Limit Break has them sprout Bahamut's wings and rain down Teraflare, Bahamut's single most deadly attack.

[[/folder]]
[[folder: Healer Jobs]]
!![[MagicWand Conjurer]] and WhiteMage
Magic users that concentrate on healing and bestowing allies with a few {{Status Buff}}s while commanding the power of [[DishingOutDirt earth]], [[MakingASplash water]] and [[BlowYouAway wind]] to defend themselves as needed. Becoming a WhiteMage gives the player unparalleled healing skills as well as the powerful Holy spell.

* BeehiveBarrier : The Protect spell
* CastFromHitPoints : Part of the Conjurer's quest line, though the player doesn't use this trope. [[spoiler: it's revealed even if one has a natural talent for healing, without the study of the elementals, and thus their blessings, they'll end up doing this. It can eventually lead to their death if they heal too much.]]
* CombatMedic: Cleric Stance swaps the user's Mind (healing strength) and Intelligence (magic attack strength), allowing them to be quite effective in kicking ass as well as healing when the time is right. The trope becomes a point in one of the late class quests where you are told that conjurers must learn to be able to do more than just heal people.
* {{Druid}}: The conjurer has strong druidic flavor, possessing the bond with nature to help channel their spells and with some of the wands being branches complete with leaves.
* ElementalPowers: Has both the [[BlowYouAway Aero]] and [[DishingOutDirt Stone]] spell lines as well as some [[MakingASplash water]] spells.
* ForcedSleep: The Repose spell which puts the [[ExactlyWhatItSaysOnTheTin target enemy to sleep]] for thirty seconds or until someone attacks them.
* HealingHands: The various Cure spells and Medica spells; the former have very potent healing for a single person (Cure 3 can also heal anyone else in the small vicinity of the target) while the latter isn't as strong but makes up for it by healing multiple people at once in a large area around the caster.
* LightIsNotGood: Several dialogues in-game heavily imply that Conjurers routinely and willingly let people die if such is the will of the elementals. Also, [[spoiler: the White Mage Job questline reveals that White Magic became a forbidden art because it was exploited for selfish purposes and warfare.]]
* MagicWand: What the class uses if they aren't using a two handed staff.
* TheMedic: Conjurer is the only healer ''class'' in the game (although there is more than one healer ''job'') and also possesses the handy Raise spell. A decent level in Conjurer is pretty much mandatory for the other healing jobs for cross-class spells like Protect and Stoneskin.
* SquishyWizard: Has very poor defense.

!!! White Mages provide examples of...
* BadassLongRobe: Nothing says badass healer like having a long white robe with red trims on it.
** Caries on into much of their higher level garbs as well, notably with the Allagan gear, as well as their Soldiery Tome gear, which add [[BlingOfWar gold trimmed plate armor as well]]
* HealingHands: On top of having the healing spells from the Conjurer class, White Mages also get their own healing spells as a supplement; Regen grants RegeneratingHealth, Divine Seal boosts healing potency, and Benediction can instantly restore a person's HP to full. Past level 50, White Mages gain even more healing abilities, such as Asylum to create a magical field to heal everyone over time if they're inside it, Assize to give instant healing to everyone near you while also damaging enemies, and Tetragrammaton to give instant healing that is like Benediction, but not as strong.
* HolyHandGrenade: The very powerful Holy spell. ''Heavensward'' adds Assize, which does less damage than holy, but also does an area heal like Medica.
* LimitBreak: Pulse of Life; at level 3 the White Mage clasps their hands together and radiates a wave of healing energies, healing all party members to full while also reviving dead ones.
* MiniDressOfPower: The female white mage's artifact pants is an ''absurdly'' short skirt. And by short we mean "turns your white mage into a perpetual {{panty shot}}" short.
** The Male version is a pair of short shorts.
* RegeneratingHealth: The Regen spell restores a player's HP in small bursts for several seconds. Over its full duration, it is one of the most powerful single-target healing abilities in the game, short of Benediction.
** ''Heavensward'' gives White Mages the Asylum ability, which lays down a large field (comparable to the Scholar's sacred soil) that passively regens everyone standing in it.
* RegeneratingMana: Shroud of Saints, which not only grants the user enhanced MP regeneration for a few seconds, but it also cuts all current aggro to the player by half.
* WhiteMage: The Conjurer's Soul Crystal Job.
* WhoWearsShortShorts: Male White Mage's in Relic Gear if you check under their robe.

!![[TheStrategist Scholar]]
Arcanists trained in Nymish battle strategy and healing arts, they support and protect allies with their FairyCompanion. Because they evolve from Arcanist, they share all of that classes tropes (though they lose access to the Carbuncle summons).

* ArtificialStupidity: Eos is pretty infamous among the playerbase for her dodgy AI, which can overreact as drastically as "blowing every cooldown because the tank has a light scratch" to underreacting as badly as "The tank's almost dead, better heal the dps that's at 75% hp". For this reason Eos is usually kept on obey so her powerful healing taken increase and [=AoE=] regen can be used reliably. Selene has similar issues, but not quite as severe unless you really need to control her area effect status effect removal.
* BarrierWarrior: The Scholar's bread and butter. They don't heal for as much as a White Mage can, but two of their healing spells also add 30-second shields that block as much damage as they heal. On a [[CriticalHit critical heal]], this effect is ''doubled'' for the Adloquium spell.
** They also have Sacred Soil, which is a large magic barrier which stays on the field for 15 seconds, and any party member standing inside it receives 10% less damage taken.
* BlingOfWar: The Scholar's coat is a military jacket complete with medals for service.
* BrainySpecs: Most of the job's headgear are spectacles.
* CastFromHitPoints: One of the new skills in ''Heavensward'' is this trope with a twist, it's your ''fairy's'' HP you're sacrificing, killing them instantly to buff your healing potency.
* FairyCompanion: Two of them actually:
** Eos, replacing Summon I's Emerald Carbuncle while using Scholar, is a healing oriented fairy, who in addition to the default "Embrace" healing spell, also has three AreaOfEffect abilities: one for Regen, one for a 20% magic defense buff, and the third gives a 20% spell-based healing received buff to those in range of her.
** Selene, replacing Summon II's Topaz Carbuncle, however, is a more of a support/buffing fairy. It still retains the same "Embrace" healing spell, but instead has a Silence ability for spellcasting foes, and two [=AoE=] abilities that support the party; Fey Wind gives an increased Spell Speed and Attack speed while in effect, letting everyone attack faster, and Fey Caress, a [=AoE=] Esuna-like ability that removes debuffs and status effects from party members in range.
* ForceField: They are able to provide allies with these as {{Status Buff}}s.
* GentlemanAndAScholar: The Scholar's second artifact gear dresses them in a steampunk esque tuxedo and top hat.
* LimitBreak: Angel Feathers, where the Scholar summons an angelic faerie, which circles around, healing all party members to full and reviving the fallen.
* NiceHat: The graduation cap is still in vogue for this classes Artifact Gear, its second artifact gear gives it a jaunty steampunk esque top hat.
* HealingHands: The Scholar's specialty (though less directly than the White Mage, often combining healing with a damage absorption effect).
* MeaningfulName: Eos is the Greek Goddess of the Dawn, while Selene, her sister, is the Goddess of the Moon.
* TheStrategist: The lore of the Scholar Job has this as its origin, being field medics and tacticians for the armies of the tiny nation of Nym.
** This is especially apparent with the Japanese naming themes behind their spells that were changed to sound more mystical in English, with skills having names like Encouragement Plan (Adloquium, which is Latin for the same thing), Raise Morale Plan (Succor), Field Medical Formation (Sacred Soil) and Live Encouragement Act (Lustrate)
*** Heavensward brought this into the English version as well, with Deployment Tactics and Emergency Tactics among their new abilities.
* ZettaiRyouiki: The Artifact armor of the Scholar is B-rank.

!![[{{Astrologer}} Astrologian]]
Scholars from the providence of Sharlaya, Astrologians use a "star globe" and tarot cards to cast magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

!!! Astrologians provide examples of

* {{Astrologer}}: The [[ExactlyWhatItSaysOnTheTin hint is in the name]].
* BadassBookworm: They chart out the stars and use them to chart the future. They're also capable fighters and healers.
* BarrierWarrior: Nocturnal Sect grants barrier properties to the Astrologian's healing magic.
* CardsOfPower: Their Starglobe weapon is one part {{Chronoscope}} one part deck of enchanted Tarot Cards.
* {{Constellations}}: Of the fictional kind, the Astrologian's power comes from 6 constellations, The Balance, The Bole, The Spire, The Ewer, The Arrow and The Spear. These constellations are also on the designs of the cards they use and are aspected to one of the elements.
* StarPower: The crux of their magic is the use of celestial bodies including the stars, the sun and the moon. The Stella line of spells in particular.
* ImprobableWeaponUser: Their weapons are referred to as "Star Globes", and are a sort of telescopic lens focus with a deck of tarot cards circling it. In the rare case that they do actually use it to attack, they slice at enemies with the cards.
* LimitBreak: Astral Stasis: the Astrologian creates a massive spherical starfield and rewinds time, healing all party members to full while reviving dead ones.
* {{Lunacy}}: The Nocturnal Sect stance relies on the Moons power to create barriers.
* MasterOfNone: Astrologians are an ''incredibly'' flexible class between their six cards that grant incredibly poweful buffs and unique stances that either cause regen or barriers. However, to balance out their versatility their base healing isn't as potent as Conjurer, their barriers don't shield as much as Scholar, their stances cannot be changed in active combat, and they don't have as many offensive options as Conjurer or Scholar. Due to complaints that this was an issue rather than a boon, their direct healing was buffed up to be more equal to the other classes.
* MechanicallyUnusualClass: As an Extra Job it will be available to anyone with access to Ishgard, and also themselves begin at level 30.
* RobeAndWizardHat: The relic gear dresses them in one [[SymbolMotifClothing decorated with celestial bodies]].
* StanceSystem: Astrologians have two stances to switch between, [[PowerOfTheSun Diurnal Sect]] that adds regen to most heals, and [[{{Lunacy}} Nocturnal Sect]] that adds barriers. However, to balance the fact that they're the best of both worlds, their stances cannot be changed in combat, requiring forward thinking of which type of healing is better for the current fight.
** In theory, this could complement the healing style of the second healer in full groups (regen to a Scholars barriers, barriers to a White Mages regen). In practice however, the regen is more universally useful as it can be stacked with the White Mage effect while barriers cannot.
* TarotMotifs: The enchanted cards wielded with the Star Globe have tarot motifs to them.
* TheGambler: Though they lack the motifs, their cards will fundamentally fulfill the niche of the other luck-based classes, with each card doing something different, and the ability to combine cards to change their effects, reshuffle to make the next card stronger, and so on.
* GravityMaster: Their most powerful attack spell is [[ExactlyWhatItSaysOnTheTin Gravity]].
* HavingABlast: Their standard DoT attack is ''Combust''.
* PowerOfTheSun: The Diurnal Stance is governed by the Sun and grants RegeneratingHealth properties to the Astrologian's healing magic. The Helios line of spells likewise draws on the power of the Sun.
* TimeMaster: Astrologians use their star-charting ability to predict the future, and they have four spells that affect the flow of time itself; Lightspeed, which makes many spells instant or near-instant but weaker as a trade off, Time Dilation which increases the duration of buffs the Astrologian applies to a party member, Celestial Stasis which stunsenemies and increases all ally buffs by five seconds, and their level 3 Limit Break Astral Stasis heals allies by rewinding time.
* WindsOfDestinyChange: Their healing magics operate by drawing the power of celestial forces to change fate.
* UnexpectedCharacter: Dark Knight was revealed immediately, and everyone anticipated a gun-using class (Machinist). Nobody at all had called Astrologian which previously had only been featured in a [[VideoGame/FinalFantasyTactics single game]]. This was because of a bit of misdirection, WordOfGod had said that both "there would be a healing class and not a DPS one" and heavily hinted at a gun-user being added. Thus there was every reason to believe said gun class would be said healer, blindsiding everyone with the announcement.
[[/folder]]

[[folder: Gathering and Crafting classes]]
Disciples of the Land / Hand serve the purpose of ItemCrafting, but are mechanically classes of their own, including having unique weapons or "tools" to equip. They cannot be picked as a starting class, and so are only available once the player has reached level 10 in a War or Magic class.

* ElementalCrafting: The speciality of the crafting classes, naturally. In addition to the usual materials, all crafting also uses various types of elemental crystals, which come in three tiers: Shards, Crystals, Clusters. Some high-level recipes also have a specific elemental affinity.
* ImprobableWeaponUser: Their primary tools are equipped to the weapon slot and can be used to attack, though doing so is never advisable. Some tools like hammers, pickaxes etc would make some sense, alembics and needles not so much.
* MechanicallyUnusualClass: They are not suited for combat at all, and strickly locked out of joining any Duty Finder queues, can't contribute to FATEs and get their own set of leve quests. There are no jobs associated with them either, they can't use any cross-discipline skills, and they have no limit break. Instead, their skills are entirely centered around the mechanics of gathering materials or crafting items. Both categories also have their own types of energy, replacing the MP bar. Finally, their main means of gaining experience naturally has nothing to do with combat, instead they gain experience for gathering and crafting items respectively.
** Within their discipline, Fishers stand out for having their own system for gathering unlike Miner and Botanist who are basically carbon copies of each other, and the crafting classes mostly have all the same skills as well.
* StealthExpert: Funnily enough, the gathering classes put the Rogue to shame in this regard once they learn their version of it. Unlike Hide, Stealth persists through almost anything the gatherer does, allowing them to safely gather resources right in front of agressive enemies and use Sprint to reduce the movement penalty. Only mounting up or attacking breaks it.
* WeaponOfChoice: As the combat classes, each of them is mainly defined by what they equip in their weapon slot, although as noted they use tools ill suited for actual combat. Unlike the combat classes however, all of them but the Fisher also have a secondary tool equippable in the shield slot. Miners and Botanists both need the secondary tool to access a secondary type of gathering nodes, while the crafting classes don't strictly need them but can't really pass up the significant stat boosts.

[[/folder]]

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