BRAVELY DEFAULT II

BRAVELY DEFAULT II

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Bravely Default II Job Guide
由 ww 制作
While I haven't finished the PC port yet, I've played the switch version twice. So I'm here to give you players some tips, and pointers to which jobs to use.

Which ones to ditch. Which ones to keep only the passives, or which ones to keep at level 12. You'll find it here!
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Introduction/Questions
Not much to say, I just really like this game. I've never written a guide before, but here I am writing one for you now!

How many jobs are in Bravely Default II?
There are 24 jobs, 2 obtainable through sidequests

Wait, sidequests? Which ones are available through those?
The only asterisks/jobs you can get through sidequests are Gambler starting from chapter 1, and the Salve-Maker starting from chapter 3, but this isn't a guide on how to get those exactly. However, you'll need these to get the true ending

What is the best job in the game?
Honestly? Hard to tell. Most of these jobs can be absolutely broken or just really damn good. Some classes, like Thief, have one or two abilities that are really good, while some are practically necessary, like White Mage.

In my opinion, however, I think Beastmaster is the best class in the game. From its second specialty, to having good all-around stats, and to having monsters to summon for practically everything, it's just a really good class.

Okay, what about the worst class?
Once again, hard to tell. Every job in this game is at least good for SOMETHING. Even if it's just one good passive ability.

Then again there's Gambler...

Feel free to ask questions, and I may add them here!
Things to Know
  • Look, I don't think there's REALLY a best or worse class in the game so just try them out, each has strengths and weaknesses
  • Specialities can only be used by your main class, but there are ways to get them from your sub-jobs (I.E. Spiritmaster)
  • I recommend at least trying out every job, and don't always stick to the same jobs.
  • Some passives are pretty damn good, so make sure you keep equipping them

Freelancer
When Obtained: Prologue

Specialties:

Lvl 1 - Stand Ground: About a 50% chance of surviving an attacking that would knock out a character, leaving them with 1 HP (Doesn't work when said character has 1 HP).

Lvl 12 - Late Bloomer: For every job mastered, stats are boosted.

Ah yes, your beginning job, and a pretty good one! It's your all-around class, being decent at most things! Not much to say

Personal Ranking: A

Lvl - 1 - Examine - Reveals an enemy's HP, weaknesses, and family.

Lvl - 2 - Treat - Restore 20% of a target’s HP and 10% MP.

Lvl - 3 - Divining Rod - Displays the number of unopened treasure chests in an area.

Lvl 4 - Forage - Command that searches for items mid-fight. Items found depends on job level.

Lvl 5 - Dungeon Master - Nullifies all terrain-inflicted damage for one character.

Lvl 6 - Lucky Charm - Boosts the target character’s luck stat for five turns.

Lvl 7 - Self-Healing. Cures poison, blindness, and silence when a fight ends.

Lvl 8 - Purge - Removes berserk, confusion, dread, charm, and doom from one target.

Lvl 9 - JP Up - JP gains are multiplied by 1.2 (Works with JP orbs).

Lvl 10 - Square One - Removes various status effects from a target.

Lvl 11 - Body Slam - Deal physical damage to a target based on the user’s encumbrance and delay the target’s turn.

Lvl 12 - JP Up and Up - JP gains are multiplied by 1.5 (Works with JP orbs).

C in all weapons, B in Shields

Recommended Sub-Jobs: Any job honestly, depends if you want a healer, dps, or support, so choose one to your liking.

Points of interest: Late Bloomer is very good if you do some grinding for mastering jobs to boost this job's stats. Also, Body Slam is a good damage dealer too, and the JP Up are a GODSEND for grinding!

Tips: Forage is great for early game, letting you get a ton of free items early on, and like I said, those JP passives are really damn good.
Black Mage
When Obtained: Prologue

Specialties:

Lvl 1 - Regenerative Default: Restore MP when defaulting.

Lvl 12 - High-Velocity Spells: Attack spells can’t be nullified or absorbed. Though they can still deal half damage.

This is the first job you get when Elvis joins your party! While I think it's pretty good in the early game, being your only magic attacker, it kinda falls off after chapter 1/2. Magic in general in this game isn't that great compared to physical.

Personal Ranking: C

Lvl - 1 - Fire - Deals fire damage.

Lvl - 2 - Blizzard - Deals ice damage.

Lvl - 3 - Thunder - Deals lightning damage.

Lvl 4 - Poison - Attempts to poison an enemy.

Lvl 5 - Lunar-Powered - Regenerates 4% MP at night. Also boosts magical attack, luck, and evasion at night.

Lvl 6 - Fira - Deals powerful fire damage.

Lvl 7 - Blizzara - Deals powerful ice damage.

Lvl 8 - Thundara - Deals powerful thunder damage.

Lvl 9 - Aspir Attack - Standard attack restores some MP based on damage dealt.

Lvl 10 - Firaga - Deals very powerful fire damage.

Lvl 11 - Blizzaga - Deals very powerful ice damage.

Lvl 12 - Thundaga - Deals very powerful thunder damage.

S in staves, B in daggers, D in swords, lances, and bows, E in axes, and C in shields.

Recommended Sub-Jobs: Red Mage, Arcanist, Oracle, Pictomancer, Monk (only for early game till Oracle, as can reduce Fire resistance)

Points of interest: Aspir Attack is very good for jobs that cost a bunch of MP. Also the first specialty helps with that too. The three different types of magic also helps with exploiting weaknesses. There isn't too much to say besides that...

Tips: Thanks to the second specialty, I highly recommend using this job for the fight against Galahad
White Mage
When Obtained: Prologue

Specialties:

Lvl 1 - Angelic Ward: Any damage done to the user has a 30% of damage being reduced by half.

Lvl 12 - Holistic Medicine: All healing spells benefit all party members (Ehhh not really, usually only buffs, Cure doesn't work).

THE HEALING CLASS. Besides Red Mage and Salve-Maker, I feel like you'll be using this class as your main healer for most of the game, with a Spiritmaster for sub or main. Ranking it A because of how necessary it kinda is.

I highly recommend using this class as a main job

Personal Ranking: A

Lvl - 1 - Cure - Restores some HP

Lvl - 2 - Protect - Increases physical defense by 15%.

Lvl - 3 - Shell - Increases magical defense by 15%.

Lvl 4 - Raise - Revives fallen ally.

Lvl 5 - Solar Powered - Regenerates 4% MP at day. Also boosts restorative power, aim, and luck during the day.

Lvl 6 - Cura - Restores more HP.

Lvl 7 - Benediction - Increases user's restorative power by 30%.

Lvl 8 - Basuna - Cures a target of poison, blindness, silence, sleep, paralysis, contagion, freezing, and daubing.

Lvl 9 - Drain Attack - Standard attack restores some HP based on damage dealt (About 20%).

Lvl 10 - Arise - Revives knocked out target with full HP.

Lvl 11 - Better than Ever - If the user is healed beyond max HP, max HP is increased by the remainder.

Lvl 12 - Curaga - Greatly restores HP.

A in staves, B in lances, bows, and shields, D in daggers and swords, and E in axes.

Recommended Sub-Jobs: Spiritmaster, Salve-Maker (Red Mage isn't really necessary unless you're using the Sub-Job Speciality 2 passive)

Points of interest: Better than Ever is VERY useful if your healer is kinda squishy, and I also recommend equipping it on pretty much everyone until a later juncture (Which will be added in a week or so).

Tips: When healing, it's gonna take a decent dent out of your MP, so I would recommend having MP regen, Solar/Lunar-Powered, Aspir Attack, or a bunch of ethers.
Vanguard
When Obtained: Prologue

Specialties:

Lvl 1 - Shield-Bearer: Equipping a shield doesn’t inflict speed, aim, or evasion penalties.

Lvl 12 - Attention Seeker: Physical attack and critical chance receive a bonus based upon the user’s chance of being targeted.

Holy ♥♥♥♥ is this class good. Deals outrages amounts of damage if you have a shield equipped. Insane how good it is for how early you get it. Also really good defense, and acts as a tank before you get Shieldmaster and Bastion.

The second specialty is insane.

Personal Ranking: S

Lvl 1 - Cross Cut - Hit a target with two attacks in a row.

Lvl 2: Shield Bash - Hit a single target with an Earth-type attack that slightly delays their next turn.

Lvl 3 - Defang - Damage a target and reduce its physical attack by 7% for the next three turns.

Lv. 4 - Skull Bash - Damage a target and reduce its magical attack by 7% for the next three turns.

Lvl 5 - Pain into Gain - Any damage to the user while they aren’t Defaulting has a 30% chance of increasing their physical attack by 1-3%.

Lvl 6 - Aggravate - User’s chance of being targeted by enemy attacks goes up by 25%.

Lvl 7 - Sword of Stone. Perform a powerful Earth-type attack on a target.

Lvl 8 - Shield Stun - Hit a target with your shield to greatly delay their next turn.

Lvl 9 - Defensive Offense - If the user uses the Attack command, they will receive 30% less damage from all attacks until their next turn.

Lvl 10 - Enrage - The enemy's next two attacks will be aimed at the user.

Lvl 11 - The Gift of Courage - Gives one of the user's BP to a target.

Lvl 12 - Neo Cross Slash. Hits a target with two powerful attacks in a row.

S in axes, A in swords and shields, B in lances, D in daggers, and E in bows and staves.

Recommended Sub-Jobs: Swordmaster, Berserker.

Points of interest: Look, Neo Cross slash is insanely good, even in the late game. There are a few bosses that are weak to Earth too, so make use of Shield Bash and especially Sword of Stone. Also uh yeah, SECOND SPECIALITY FOR ALL THE EXTRA PHYSICAL DAMAGE STAT. The passives for vanguard aren't so great, however.

Tips: To make the most use of Attention Seeker, I recommend equipping a shield. The greater your chance of being targeted stat is, the more damage you deal. Insanely busted. You can easily get a 999 physical damage stat by endgame.
Monk
When Obtained: Prologue

Specialties:

Lvl 1 - Concentration: Critical chance is increased every time Invigorate, Inner Alchemy, or Mindfulness is used. The effect lasts entire battle.

Lvl 12 - Single-Minded: Prevents berserk, confusion and charming. Using Monk's abilities or Defaulting also causes the next turn to come around more quickly.

A very good damage dealer that kind of falls off in the late game when compared to other classes. It also uses HP for its attacks, so it's a trade-off for sure.

I highly recommend equipping Bare Knuckled Brawler to maximize this class' speed and as it doesn't really have great weapon proficiencies.

Personal Ranking: B

Lvl 1 - Strong Strike - Perform a high-damage physical attack, but with a chance of missing.

Lvl 2 - Inner Alchemy - Restore 20% of the user’s HP and cure poison, blindness, and slow.

Lvl 3 - Bare-Knuckle Brawler - Boosts user’s physical attack by 80% and aim by 30% when both hands are empty.

Lvl 4 - Firebird - Hit a single target with a fire-based attack which also reduces their fire resistance.

Lvl 5 - Qigong Wave - Perform an attack that ignores Default.

Lvl 6 - Mindfulness - Restore 15% of the user's MP and cures silence, dread, and contagion.

Lvl 7 - Flying Heel Drop - Perform a powerful physical attack.

Lvl 8 - Invigorate - Boost the user's physical attack by 15% for the next three turns.

Lvl 9 - Tortoise Kick - Damage a target and delay their next turn.

Lvl 10 - Flames of War - Perform a powerful Fire-type attack on a target.

Lvl 11 - Pressure Point - Perform a powerful physical attack on a target, that also ignores physical defense and Defaulting.

Lvl 12 - Focal Blast - Perform a powerful physical attack and reduces a random stat by 20% for four turns.

A in staves, B in lances, D in shields and Axes, E in swords, bows, and shields.

Recommended Sub-Jobs: Thief, Phantom, Vanguard, Dragoon.

Points of interest: Early game, I would recommend equipping Bare-Knuckled Brawler, as it would likely do more damage than most weapons available at the time. Qigong Wave, Strong Strike, Flying Heel Drop, and Pressure Point are all very good damage dealers too. Invigorate is also useful to boost

Tips: Like I said, make sure to equip Bare-Knuckled Brawler for a passive lol

Also Invigorate + Bard's Hurts So Bad = lots of damage
Bard
When Obtained: Chapter 1

Specialties:

Lvl 1 - Extended Outro: All Bard abilities last one turn longer.

Lvl 12 - Encore: Whenever a Bard ability is performed, there’s a 25% chance that an additional Bard ability's effect will be triggered.

Similar to Performer in BD/BS, this is your support class that buffs all party members. Since this is the only class that can raise attack power and defense for all members, it's REALLY GOOD. However, this class works better as a sub-job because of its mediocre stats.

Personal Ranking: S

Lvl 1 - Don’t Let ‘Em Get to You. Reduces physical damage inflicted to the party by 15% for three turns.

Lvl 2 - Don’t Let ‘Em Trick You - Reduces magical damage inflicted to the party by 15% for three turns.

Lvl 3 - Step into the Spotlight - Increase a single target’s chance to be attacked by 20% for three turns.

Lvl 4 - Close Those Tired Eyes - Attempts to inflict sleep on a single target.

Lvl 5 - Born Entertainer - Bard's and Pictomancer's abilities’ effects are increased by a percentage equal to the user’s level divided by 15.

Lvl 6 - (Won’t) Be Missing You - Spend 18 MP to increase multiple targets’ aim rating by 5% for three turns.

Lvl 7 - Right Through Your Fingers - Increases the party’s evasion by 5% for three turns.

Lvl 8 - Hurts So Bad - Increases physical damage inflicted by multiple targets by 15% for two turns.

Lvl 9 - Work Your Magic - Increases magical damage inflicted by multiple targets by 15% for two turns.

Lvl 10 - All Killer No Filler - Increase the party’s critical chance by 15% for two turns.

Lvl 11 - Screamin’ It Out - Attack the entire enemy party with a non-elemental magical attack.

Lvl 12 - Shut Up and Dance - Force a target to act immediately after the user.

B in knives, bows, and staves, C in shields, D in swords, lances, and axes.

Recommended Sub-Jobs: Pictomancer, Red Mage, Bastion, Salve-Maker, Oracle, or any class that provides support.

Points of interest: Don't Let 'Em Get to You, Don't Let 'Em Trick You, Hurts so Bad, and Work Your Magic are all very useful. Born Entertainer is also somewhat useful, doesn't really hurt to equip in the early game.

Tips: The buffs Bard provides are separate from other abilities that raise attack, magic, etc, so combining those with Bard's songs boosts stats tremendously.

And like I said, this serves as a better sub-job, as abilities don't really depend on the main job stats. However, to keep the effects of Extended Outro when as a sub-job, I recommend using Sub-Job Speciality 1 from Spiritmaster.
Beastmaster
When Obtained: Chapter 1

Specialties:

Lvl 1 - Animal Rescue: When your HP falls to 20% or less, one of your captured monsters at random will be let loose against the enemy for no cost.

Lvl 12 - Creature Comforts: All stats are increased by an amount based on the number of monsters you've captured.

In my opinion, the best job in the game. It has good all-around stats, and is able to do a variety of things, like Healing, attack, and giving your party buffs. All it requires is to keep some monsters handy.

Personal Ranking: S

Lvl 1 - Capture - Try to capture a monster. The chance of success depends on how low the target's HP is. Doesn't work on humans or bosses.

Lvl 2 - Off the Leash - Let a monster loose on a target.

Lvl - 3 - Staggering Swipe. Damage a target and delay its next action.

Lvl 4 - Muzzle - Attempt to silence all targets.

Lvl 5 - Mow Down - Perform a physical attack on all targets.

Lvl 6 - Mercy Strike - Hit a target with a physical attack. This attack cannot reduce a target’s HP below 1.

Lvl 7 - Raw Power - Every use of the Brave command increases the user’s physical attack by 10% until the end of the turn.

Lvl 8 - Spearhead - The user will act first in battle if they have a spear equipped, unless the enemy has the advantage.

Lvl 9 - Mercy Smash - Hit a target with a powerful physical attack. This attack cannot reduce a target’s HP below 1.

Lvl 10 - MP Saver - Reduces all MP costs by 20%.

Lvl 11 - Beast Whisperer - 30% chance of capturing a monster you defeat.

Lvl 12 - Off the Chain - Send a monster to brutally savage a single target. (Off the leash but stronger)

A in lances and bows, B shields, C in axes and staves, D in swords and daggers.

Recommended Sub-Jobs: Vanguard, Ranger, Dragoon, and Thief.

Points of interest: MP Saver and Raw Power are both very good passives, it's very useful for your dps party members. Also, Creature Comforts boosts stats. Like a lot. CAPTURE ALL THE MONSTERS TO BREAK YOUR ENEMIES' KNEES. These effects are permanent when beastmaster is equipped, so even you release them all, you still receive the stat boosts.

Tips: To help make capturing monsters easier, use mercy smash/strike to reduce HP to 1, this will guarantee your target is captured.
Thief
When Obtained: Chapter 1

Specialties:

Lvl 1 - Sleight of Hand: Steal abilities have a chance of being able to take a strengthening effect from an enemy and apply it to the user.

Lvl 12 - Up to No Good: Defaulting no longer causes BP to increase, but all BP abilities now cost MP, and the cost of Steal abilities are halved.

Ah yes, Thief. Also commonly known as the Godspeed Strike class... Because it really doesn't have that much else. It's quick, it steals (with poor success), it's got ♥♥♥♥ defense, it's got everything you expect from a thief class! Maybe except stealing pg...

I'm only ranking this high because of Godspeed Strike.

Personal Ranking: A

Lvl 1 - Steal - Attempt to steal an item.

Lvl 2 - Steal Breath - Steal HP.

Lvl 3 - Flee - Guaranteed escape from an encounter (except boss battles).

Lvl 4 - Steal Spirit - Steal MP from a target.

Lvl 5 - Sky Slicer - Perform a Wind-type attack on a target.

Lvl 6 - Steal BP - Try to steal 1 BP from a target with a 50% success rate. Won't reduce a target to less than zero BP.

Lvl 7 - Attack Item Amp. - Attack items inflict 50% more damage.

Lvl 8 - Mug - Attack command can also attempt to steal items.

Lvl 9 - Godspeed Strike - Perform an attack a single target, with an added bonus to attack power based on the user’s speed. The same amount of damage will be applied again a few turns later.

Lvl 10 - Magpie - 25% chance of acquiring rare items when stealing.

Lvl 11 - You Snooze, You Lose - Perform a powerful physical attack that's more effective against a sleeping target.

Lvl 12 - Rob Blind - Get 2 items at once whenever you steal.

A in knives, B in axes, bows, swords, and staves, C in lances, E in shields

Recommended Sub-Jobs: Monk, Phantom, Dragoon

Points of interest: Look, Godspeed Strike is so strong, I could end this right here. Mug works for other classes too if you keep it as a passive, so keep that if you want some items back. Also Sky Slicer and other elemental imbued attacks are good for grind enemies too.

Tips: Thief gloves available in chapter 3 make the chance of successful stealing higher. Combine it with Rob Blind and Mug to get even more items.

WARNING: Once you reach level 12 for Thief, Defaulting no longer raises BP, so remember that!
Berserker
When Obtained: Chapter 1

Specialties:

Lvl 1 - Pierce Default: Attacking a Defaulting target will no longer result in reduced damage.

Lvl 12 - Rage and Reason: Actions can be chosen freely half the time while berserk.

This is your glass cannon, with high physical and magic attack, but with extremely low defenses. Some would say that this serves better as a sub-job due to its high damaging attacks and attacks to all targets, but it does have pretty good specialties to boot.

Personal Ranking: A-

Lvl 1 - Crescent Moon - Perform a physical attack on all targets.

Lvl 2 - Vent Fury - Go berserk for the next three turns. (When berserk, physical attack is increased by 50%, physical defense is reduced by 30%, and only the 'Attack' command can be used.)

Lvl 3 - Double Damage - Perform a powerful physical attack on a target.

Lvl 4 - Water Damage - Perform a water-imbued physical attack on a target.

Lvl 5 - Bloody-Damage - Physical attacks performed by the user cannot be evaded, but will also damage them. However, this damage cannot reduce their HP below one.

Lvl 6 - Free-for-All - The attacking abilities performed at random while berserk don't cost anything.

Lvl 7 - Shell Split - Perform a quick physical attack on a target that will reduce their physical defense by 5% for four turns.

Lvl 8 - Scale Strip - Perform a quick physical attack on a target that will reduce their magical defense by 5% for four turns.

Lvl 9 - Unshakeable Will - Prevents all status ailments that impede the user's ability to freely choose their actions. (Sleep, paralysis, dread, berserk, confusion, charm and freezing.)

Lvl 10 - Level Slash - Perform a powerful physical attack on all targets.

Lvl 11 - Indiscriminate Rage - Allows regular attacks to target all enemies at full power, but causes the user's next turn to come around much later.

Lvl 12 - Amped Strike - Perform an extremely power physical attack on a target.

S in axes, A in lances, B in swords, D in knives, E in bows, staves, and shields.

Recommended Sub-Jobs: Vanguard, Monk, Swordmaster, Hellblade

Points of interest: Both of Berserker's specialties are very good, so keeping this as a main job isn't a horrible idea, but you will have to suffer from poor defenses and speed. Also Crescent Moon and Level slash are GREAT for grinding through regular enemies.

Tips: Combine Vent Fury and the Comeback Kid passive from Dragoon to restore MP and HP for the cost of only 1 BP.

WARNING: Equipping Unshakeable Will will not let you be able to use Vent Fury!
Gambler
When Obtained: Chapter 1 (Sidequest)

Specialties:

Lvl 1 - All or Nothing: Experience, JP or pg earned after battle will drop to zero, but one of these three amounts will also very occasionally be multiplied by 15.

Lvl 12 - Born Lucky: Increases the number of winning slots in roulette abilities. Abilities with a chance of triggering extra effects are also more likely to do so.

Many people consider this to be the worst job in the game, and I can see why. The attacks aren't good, leveling it up is hard, costs money to use, and is only really being used for passives.

Personal Ranking: D

Lvl 1 - Odds or Evens - Spin the wheel and perform a physical attack on a target that can deal double damage depending on whether the result is odd or even.

Lvl 2 - Life or Death - Spin the wheel to revive unconscious allies and restore their HP. The amount of HP restored depends on the result of the wheel, but stopping on a skull will KO the user.

Lvl 3 - Flash the Cash - Spend 50 pg multiplied by the user's level to deal 1.3x that amount of damage to a target.

Lvl 4 - More Money - Pg earned after battle increases by 10% for every party member with this ability.

Lvl 5 - Spin the Wheel - Spin the wheel and receive 77 times the result in pg.

Lvl 6 - Elemental Wheel - Spin a double wheel featuring both numbers and elements, and perform elemental attacks on random targets based on the result.

Lvl 7 - Triples - Spin the wheel and perform a physical attack on a target. Landing on a number in the range selected will result in triple damage.

Lvl 8 - Night Shift -Non-roulette abilities with a chance of triggering extra effects are more likely to do so at night.

Lvl 9 - Bold Gambit - Spin a wheel featuring the numbers one to ten. Landing on ten will result in all allies or enemies earning three BP.

Lvl 10 - Rare Talent -The likelihood of enemies dropping rare items increases by 10% for every party member with this ability.

Lvl 11 - High Roller - Spend 10000 pg to perform an extremely powerful physical attack on a target.

Lvl 12 - Dealer's Choice - Trigger random effects that can affect enemies, allies, or both.

A in bows, B in staves, C in swords, daggers, and axes, D in lances, and E in shields

Recommended Sub-Jobs: Black Mage, Red Mage, Bard

Points of interest: Uhhhhh, Flash the Cash is somewhat good actually. It's a good, consistent damage dealer that ignores defense. You cane also you More Money and Rare Talent for passives.

Tips: You can use Spin the Wheel to grind for pg!

WARNING: If you equip this as your main job, you will sometimes not gain EXP, JP, or pg due to the first speciality!
Red Mage
When Obtained: Chapter 2

Specialties:

Lvl 1 - Nuisance: All attack spells also have a chance of inflicting status ailments. The ailment inflicted depends on the spell element (As seen below).

Fire: Berserk, Doom
Water: Poison, Freezing
Lightning: Paralysis, Confusion
Earth: Stop, Slow
Wind: Silence, Sleep
Light: Charm, Blindness
Dark: Dread, Contagion

Lvl 12 - Chainspell: All spells cast are performed twice at no extra MP cost.

Ah yes, the magic class. Forget about Black Mage, you're in Wiswald now! With static healing not depending on stats, to a two elemental spell from such an early class, this is considered the best magic class in the game, save White Mage.

Personal Ranking: S

Lvl 1 - Stone - Deals earth damage.

Lvl 2 - Aero - Deals wind damage.

Lvl 3 - Heal - Restores 1000 HP.

Lvl 4 - Stonera - Deals powerful earth damage.

Lvl 5 - Aerora - Deals powerful wind damage.

Lvl 6 - Healara - Restores 2000 HP.

Lvl 7 - Magic Critical - Enables magical attacks to inflict critical hits.

Lvl 8 - Revenge - Roughly 25% chance of the user's BP increasing by one when attacked.

Lvl 9 - Healaga- Restores 3000 HP.

Lvl 10 - Stonega - Deals very powerful earth damage.

Lvl 11 - Aeroga - Deals very powerful wind damage.

Lvl 12 - Disaster - Deals extremely powerful earth/wind damage.

A in swords, B in daggers, bows, and staves, D in axes and shields, E in lances.

Recommended Sub-Jobs: White Mage, Black Mage, Oracle, Spiritmaster, Arcanist.

Points of interest: First of all, Chainspell! It can cast spells twice for free! TWICE! FOR FREE! Second of all, Magic Critical is neat, but Revenge is pretty good, I recommend putting it on at least your tanks. And of course, Disaster is really good if you wanna go down the magic route, it'll be your most powerful spell for a while. You also have access to Wind and Earth magic too, so that may come in handy.


Tips: DONT UNDERESTIMATE YOUR HEALING SPELLS. Heal, Healara, and Healaga doesn't depend on your Restorative Power stat, so if you put this as a sub-job for any main job, they can still become a healer! Using these once you reach level 12 under your main job will be great too, doubling the amount you heal!
Ranger
When Obtained: Chapter 2

Specialties:

Lvl 1 - Barrage: The more successive actions the user performs in a turn, the more damage they will inflict.

Lvl 12 - Apex Predator: 'X Slayer' abilities are more powerful, and will earn one BP for every critical hit inflicted and enemy killed

Like previous entries in the series, this job specializes in exploiting enemy weaknesses. While it's decently good and has a VERY important passive, it's hard to compare it to other classes because... well, they outclass it, and having better stats.

Personal Ranking: C

Lvl 1 - Bug Slayer - Perform a physical attack on a target. More effective against Insect family monsters.

Lvl 2 - Plant Slayer - Perform a physical attack on a target. More effective against Plant family monsters.

Lvl 3 - Shadowbind - Attempt to paralyze a target.

Lvl 4 - Beast Slayer - Perform a physical attack on a target. More effective against Beast family monsters.

Lvl 5 - Aquatic Slayer - Perform a physical attack on a target. More effective against Aquatic family monsters.

Lvl 6 - Counter-Savvy - The user is always able to evade physical counter abilities. Doesn't apply to magic and certain abilities.

Lvl 7 - Quickfire Flurry - Perform 5-8 quick physical attacks on random targets. Extra damage will be dealt to paralyzed foes.

Lvl 8 - Humanoid Slayer - Perform a physical attack on a target. More effective against Humanoid family monsters.

Lvl 9 - Who Dares Wins - The user becomes more likely to inflict critical hits, and also immune to blindness when BP is at one or higher.

Lvl 10 - Sloth Hunter - Perform two physical attacks that are extremely effective against slowed targets.

Lvl 11 - Undead Slayer - Perform a physical attack on a target. More effective against Undead family monsters.

Lvl 12 - Demon Slayer - Perform a physical attack on a target. Particularly effective against Demon family monsters.

S in bows, B in daggers, C in axes and lances, D in staves, E in swords and shields.

Recommended Sub-Jobs: Oracle, Salve-Maker, Dragoon

Points of interest: I think the most important thing you can use from this job is Counter-Savvy, I highly recommend equipping it on all of your physical attackers. Especially against asterisk holders.

Tips: Since Ranger makes use of critical hits, equip Critical Flow from Bastion and Critical Amp from Phantom.
Shieldmaster
When Obtained: Chapter 2

Specialties:

Lvl 1 - Protect Ally: User steps in to take damage in place of allies who are close to death, automatically adopting the Default stance in the process. Certain status ailments may render this ability ineffective.

Lvl 12 - Chivalrous Spirit: Using Protect Ally, Bodyguard, or Defender of the People restores a little MP, and grants the user an additional BP.

Look, going to admit I rarely use tank classes, but this one's pretty damn good. HIGHLY recommended to keep this as a main class because of its great specialties (or I dunno, use those sub-job abilities).

Personal Ranking: A

Lvl 1 - Bodyguard - The user will step in to take damage in place of a selected ally, automatically adopting the Default stance in the process.

Lvl 2 - Dual Shields - Allows a shield to be equipped in each hand. Doing so increases aim by 100%.

Lvl 3 - Blinding Flash - Attempt to blind all targets.

Lvl 4 - The Courage to Resist - Defaulting does not increase BP, but nullifies all status ailments except slow, stop, and doom.

Lvl 5 - Crushed Ice - Perform a physical attack that's very effective on frozen targets.

Lvl 6 - Reprisal - For five turns, 50% of any damage received by the user will also be inflicted on the attacker.

Lvl 7 - Defender of the People - Take up to three attacks in place of allies before the user's next turn, automatically adopting the Default stance in the process. Does not apply to attacks that target the entire party.

Lvl 8 - Heavy Hitter - Perform a physical attack on a target. The heavier the equipment in the user's left hand, the greater the damage inflicted.

Lvl 9 - Bumblewhacker - Perform a physical attack that's extremely effective on confused targets.

Lvl 10 - Fast Hands - Any speed reductions caused by equipment in either hand become speed bonuses instead.

Lvl 11 - No Guts, No Glory - Physical and magical defense increase with BP, but will also decrease when BP drops below zero.

Lvl 12 - The Gift of Wisdom - Donates 33% of the user's max. MP to a target. If MP is below 33% of max. level, all available MP will be donated.

S in shields, B in axes and lances, C in daggers and swords, D in bows and staves

Recommended Sub-Jobs: Vanguard, Bastion, Red Mage

Points of interest: Fast Hands is generally a good passive, and both of Shieldmaster's specialties are generally pretty good.

Tips: Equipping for a sub-job Red Mage is also a good idea for those static healing spells. Also, Revenge for a passive is also a good idea because of how much you get hit.
Pictomancer
When Obtained: Chapter 2

Specialties:

Lvl 1 - Self-Expression: Using Artistry abilities on oneself costs nothing, and will cause positive instead of negative effects.

Lvl 12 - Extra Coat: All status effects instigated by the user last a turn longer.

While a decent debuffer, I really believe Bard is the superior support class. Though it does have some good abilities besides that.

Personal Ranking: B

Lvl 1 - Disarming Scarlet - Reduce a target's physical attack by 10% for four turns.

Lvl 2 - Splatter - Attempt to daub a target.

Lvl 3 - Disenchanting Mauve - Reduce a target's magical attack by 10% for four turns.

Lvl 4 - Purify - Remove various status effects from a target.

Lvl 5 - Incurable Coral - Reduce a target's restorative power by 10% for four turns.

Lvl 6 - Freehand - Inflict ten times the ability's casting cost as magical damage 1-5 times on a random target.

Lvl 7 - Indefensible Teal - Reduce a target's physical defense by 10% for four turns.

Lvl 8 - Zappable Chartreuse - Reduce a target's magical defense by 10% for four turns.

Lvl 9 - Sub-Job BP Saver - The BP cost of using sub-job abilities is reduced by one.

Lvl 10 - Chiaro - Perform a powerful light magic attack on a target.

Lvl 11 - Scuro - Perform a powerful dark magic attack on a target.

Lvl 12 - Convert MP - Taking damage will cause the user's MP to be restored by a proportional amount.

A in shields, B in staves, daggers, and lances, D in swords, E in axes.

Recommended Sub-Jobs: Bard, White Mage, Black Mage, Red Mage, Oracle.

Points of interest: Convert MP and Sub-Job BP Saver and very good passives. Scuro and Chiaro are also ways to get Light and Dark elements before getting Spiritmaster and Arcanist. Splatter is also pretty good with Daub.

Tips: Remember to equip Born Entertainer from Bard to boost Pictomancer's debuffing percent. Equipping a magic sub-job is also a good idea, with its high magical attack and restorative power.
Dragoon

When Obtained: Chapter 3

Specialties:

Lvl 1 - Momentum: Jump abilities will be performed more quickly, and will be more powerful the more weight the user is carrying.

Lvl 12 - Highwind: Any additional effects applied to regular attacks also apply to Jump. Also, there will be no stat reduction for wielding two weapons as long as a sword or spear is equipped in the left hand.

While a great physical damage dealer, being able to use jump, not too much of this class makes it stand out. Though it sports good overall stats.

Personal Ranking: B

Lvl 1 - Jump - Jump up and out of the field of battle, then come crashing down next turn, performing a powerful attack on a target.

Lvl 2 - Sonic Thrust - Perform a physical attack on all targets.

Lvl 3 - Thunder Thrust - Perform a powerful lightning-imbued attack on a target.

Lvl 4 - Spirit Surge - Perform a powerful physical attack on an enemy that will heal an amount of the user's HP and MP based on the damage inflicted.

Lvl 5 - Comeback Kid - All status ailments will be automatically removed two turns after being inflicted, at which point HP and MP will be fully restored, and BP will be reduced by one.

Lvl 6 - Angon - Perform a powerful physical attack that can penetrate Default.

Lvl 7 - Sky High - Performs Jump on a random enemy at zero cost as soon as battle begins.

Lvl 8 - Suffer in Silence - Perform a physical attack that's extremely effective on silenced targets.

Lvl 9 - Soul Jump - All allies jump up and out of the field of battle, then come crashing down on their next turn, performing powerful physical attacks on random targets.

Lvl 10 - Full Force - Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted.

Lvl 11 - Spirit-Crusher - Perform a quick physical attack on a single target that has a good chance of removing one of their BP.

Lvl 12 - Brave Front - Spells or attacks affecting all enemies will inflict more damage the more BP the user has.

S in lances, A in swords, C in axes, shields, and bows, D in daggers, E in staves.

Recommended Sub-Jobs: Beastmaster, Thief, Berserker, Swordmaster, Phantom, Hellblade.

Points of interest: Dragoon has pretty good passives. Comeback Kid can be especially good, by using Vent Fury from Berserker or Death Throes from Hellblade, you basically replenish your HP and MP for one BP.

Tips: As one of the only classes very proficient in spears, it's a good idea to equip Spearhead from Beastmaster. Thrust and Parry from Salve-maker is also compatible with Dragoon's second specialty, Highwind.
Spiritmaster
When Obtained: Chapter 3

Specialties:

Lvl 1 - Spirited Defence: When spirits summoned by abilities are present, instant-death effects and status ailments that render their target inactive (sleep, paralysis, dread, berserk, confusion, charm, stop, and freezing) are prevented, and as long as HP is at 20% or higher, the user can survive any attack with one HP (which is basically freelancer's specialty).

Lvl 12 - There in Spirit: Spirited Defence effects apply even when spirits are not present, and the effects of all spirit-summoning abilities learned so far are applied automatically when the user has one or fewer BP.

A great support job, with great utility. Though its second specialty comes with a pretty huge flaw of canceling all buffs. I would recommend keeping it as the main job at level 12, as long as you don't rely on buffs.

Personal Ranking: A

Lvl 1 - Healthbringer - Summon a spirit that will restore all allies' HP three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear.

Lvl 2 - Banish - Deals light damage.

Lvl 3 - Devotion - Perform a powerful lightning-imbued attack on a target.

Lvl 4 - Regeneration - Restore 10% of a target's HP at the end of their turn. The effect will remain until actively removed.

Lvl 5 - Banishra - Deals powerful light damage.

Lvl 6 - Reraise - An ally will be automatically revived if knocked out. The effect will remain until the target has been revived or the effect is removed.

Lvl 7 - Spiritbringer - Summon a spirit that will restore all allies' MP three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear.

Lvl 8 - Sub-Job Specialty 1 - The first specialty for the user's sub-job is activated.

Lvl 9 - Basunabringer - Summon a spirit that will perform Basuna on all allies three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear.

Lvl 10 - Banishga - Deals very powerful light damage.

Lvl 11 - Purebringer - Summon a spirit that will remove status effects from all allies three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear.

Lvl 12 - Holy - Deals very powerful light damage on a single target.

S in staves, C in daggers, swords, and axes, D in lances and bows, and E in shields.

Recommended Sub-Jobs: White Mage, Red Mage, Salve-Maker.

Points of interest: Reraise is a godsend, reviving allies automatically. It's also the only class that casts light magic alongside a decent magical attack stat, which is useful to exploit weaknesses. As the name implies, this job's focus is summoning a variety of spirits to aid the entire party, which are pretty useful. It also provides Sub-Job Specialty 1, which does pretty much what it says. Overall, this class provides a bunch of different things to utilize, but no heavy healing spells.

Tips: Because of no heavy healing spells, I highly recommend having a White Mage or Red Mage sub-job for this class, as it has a great restorative power stat.

WARNING: Like mentioned, if you keep this as a main job at level 12, all status buffs will be removed due to Purebringer. While this can be a good thing, it also removes buffs you apply yourself, though Special Move buffs won't be affected.
Swordmaster
When Obtained: Chapter 3

Specialties:

Lvl 1 - Redoubled Effort: The more BP the user has, the more damage dealt when regular attacks and swordmaster counterattacking abilities are performed.

Lvl 12 - Double Duty: Equipping the same type of weapon in both hands will activate sub-job specialties.

This job's main gimmick is switching between Solid and Fluid Stances, which allows the user to use a variety of attacks, such as counters and attacking twice. Overall, a pretty good class.

Personal Ranking: B+

Lvl 1 - Solid Stance - Adopt a stance where the Attack command is automatically performed twice every time it is selected.

Lvl 2 - Fluid Stance - Adopt a stance which the user will automatically hit back against any attack aimed at them.

Lvl 3 - Counter - 50% chance of countering any physical attack with a counterattack. It will not be triggered by attacks targeting the entire party.

Lvl 4 - Solid Right Style - Usable when in Solid Stance. Perform a physical attack on a target that will delay their next turn.

Lvl 5 - Fluid Left Style - Usable when in Fluid Stance. When attacked, hit back with a powerful physical strike that will reduce the opponent's BP by one. This will happen every time the user is attacked until their next turn.

Lvl 6 - Out With a Bang - When the user is knocked unconscious, a hugely powerful physical attack will be unleashed on the enemy party.

Lvl 7 - Divide Attention - For four turns, the user will be targeted as frequently as their most frequently targeted ally.

Lvl 8 - Fourfold Flurry - Perform four physical attacks on a target in quick succession.

Lvl 9 - 2 Hands are Better Than 1 - Equipping a sword, axe, spear, or staff in the user's right hand will result in its being used with both hands, increasing its stats to 1.4x normal levels. The user's left hand must be empty, however.

Lvl 10 - Solid Slash - Usable when in Solid Stance. Perform a powerful physical attack on a target and bring the user's next turn around more quickly.

Lvl 11 - Fluid Flow - Usable when in Fluid Stance. When attacked, hit back with a powerful physical attack that will increase the user's BP by one. This will happen every time the user is attacked until their next turn, even if they have a negative number of BP.

Lvl 12 - Multitask - 33% chance of any regular attack being followed up with a further quick physical attack.

S in swords, A in daggers, C in axes, D in lances, bows, staves, and shields.

Recommended Sub-Jobs: Freelancer, Vanguard, Berserker, Beastmaster (basically any sub job with good first or second specialties for Double Duty)

Points of interest: Abilities in Solid Stance are attacks, while Fluid Stance is usually more passive, applying effects to attack. Fourfold flurry is also a pretty good attack, and I'm a big fan of fluid flow. However, the Swordmaster/Vanguard job combo is really ♥♥♥♥♥♥♥ good when both jobs reach level 12. Double Duty is just pretty good.

Tips: If the user is KOed, Solid and Fluid Stances get removed, so remember to use them again.
Oracle
When Obtained: When Obtained: Chapter 3

Specialties:

Lvl 1 - In One's Element: Attacks targeting elemental weaknesses deal 40% more damage, and elemental magic costs 40% less to perform.

Lvl 12 - Moonlighting: Sub-job stat adjustments and weapon aptitudes are applied to the user's main job.

This is a pretty odd job. It has a wide variety of different things, such as applying elemental weaknesses and speeding up allies. It also has access to Triple line, which is a pretty good spell. Though like I said, magic isn't really that great in this game, and can't really compare to others. It does make for a pretty good sub-job though.

Personal Ranking: C (Though it could be B, I can't make up my mind)

Lvl 1 - Quick - Make an ally give 50% more hits with the Attack command for two turns.

Lvl 2 - Slow - Attempt to slow a target down.

Lvl 3 - Haste - Make a target act more quickly for three turns.

Lvl 4 - Elemental Impairment - Reduce a target's resistance to a selected element for two turns.

Lvl 5 - Triple - Perform up to three fire, water, or lightning magic attacks on a target.

Lvl 6 - Elemental Supplement - Imbue a target's regular attacks and attacking abilities with a selected element for two turns.

Lvl 7 - Reflect - Erect a magic-reflecting barrier in front of a target for two turns.

Lvl 8 - Stop - Attempt to stop a target.

Lvl 9 - Elemental Ward - Increase a target's resistance to a selected element for three turns.

Lvl 10 - Noble Sacrifice - When the user is knocked unconscious, any unconscious allies will be revived with full HP. One use per battle.

Lvl 11 - Triplara - Perform up to three powerful fire, water, or lightning magic attacks on a target in quick succession.

Lvl 12 - Hastega - Make a target act a lot more quickly for three turns.

B in bows, lances, and shields, C in swords, daggers, axes, and staves

Recommended Sub-Jobs: Black Mage, Red Mage, Shieldmaster, Hellblade.

Points of interest: The Triple line off attacks are pretty good! You could have this as a sub-job paired with Red Mage, and possibly attack 24 times in one turn. Elemental Impairment/Supplement/Ward are also pretty good!

Tips: Here's a way to nullify most damage in the game. Have Oracle as a main job or sub-job (If you have Oracle at level 12, you'll be fine), and Shieldmaster in the other place. Make sure you can resist or absorb at least one element by equipping talismans or armor. Now when you use Element Impairment on an enemy, all of their attacks on the Shieldmaster will be absorbed or nullified (even magic attacks!), so use Defender of the People or Bodyguard to make the most use of it.
Salve-Maker
When Obtained: When Obtained: Chapter 3 (Sidequest)

Specialties:

Lvl 1 - Master Medic: One healing herb and one magic herb are received after every battle. Also, items will occasionally not be expended when used.

Lvl 12 - Unencumbered: All item effects are increased when the user is empty-handed. Any effects earned from compounding will also be intensified, and the BP cost of all abilities will be reduced by one.

Besides White Mage, I believe this is the best healing class in the game. Some would argue it's better, but nonetheless, it's really good! The only major downside is that it's gonna cost you some pg for items.

Personal Ranking: A

Lvl 1 - Compounding - Combine two items together for a range of interesting effects.

Lvl 2 - Survey - Scrutinize all enemies closely, revealing their HP, vulnerabilities, and family.

Lvl 3 - Widen Area - Use an item on all targets instead of one.

Lvl 4 - Philtre - Attempt to charm a target.

Lvl 5 - Revive - Revive a knocked-out target with 50% of their HP restored.

Lvl 6 - Status-Conscious - Increase the chance of inflicting status ailments.

Lvl 7 - Heartbreak - Perform a physical attack that's extremely effective on charmed targets.

Lvl 8 - Thrust and Parry - Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by another 20% if Highwind or Dual Wield passive abilities are in effect.

Lvl 9 - BP Tonic - Increases a target's BP by one.

Lvl 10 - BP Depleter - Decreases a target's BP by one.

Lvl 11 - Analysis - Spend 10000 pg to perform an extremely powerful physical attack on a target.

Lvl 12 - Healing Item Amp - The effects of all healing items are increased by 50%.

A in daggers and axes, C in swords, bows, and staves, E in lances and shields.

Recommended Sub-Jobs: White Mage, Spiritmaster, Gambler (for the pg grinding), Red Mage, Oracle.

Points of interest: Compound is pretty good! I can't list everything it does, as that would take too long, but make sure you have some herbs on you at all times. Widen Area? Amazing. Revive? Fantastic. Thrust and Parry? Make sure to equip it on your Phantoms (or most party members), baby!

Tips: To get the most out of your items, you're probably gonna wanna have Healing Item Amp. Also, highly recommended to have White Mage as a sub-job, as they have the same restorative power stat. I used Salve-Maker/White Mage for my end-game runs.
Bastion
When Obtained: Chapter 4

Specialties:

Lvl 1 - Default Guard: When Defaulting, damage received is further reduced at a cost of 15 MP. The MP cost is incurred even if the damage is nullified by immunity or absorbed.

Lvl 12 - Fortitude: When Defaulting, one BP will be earned when attacked, at a cost of 15 MP.

Another viable tank option! Also serves as what we call a BP tank, storing up lots of BP. The biggest thing it suffers from is its poor speed, but it has great defenses and decent attack stats! Also has access to Rampart and Vallation, which are pretty good.

Personal Ranking: B

Lvl 1 - Bulwark - Perform a quick physical attack on a target and increase the user's physical defense by 15% for three turns.

Lvl 2 - Phalanx - Perform a quick physical attack on a target and increase the user's magical defense by 15% for three turns.

Lvl 3 - Rampart - Erect a barrier that will protect multiple targets from a single physical attack. Cannot be combined with Vallation.

Lvl 4 - Vallation - Erect a barrier that will protect multiple targets from a single magical attack. Cannot be combined with Rampart.

Lvl 5 - Light of Justice - Powerful light-imbued physical attack.

Lvl 6 - Wall - Increase the user's physical and magical defense by 25% for three turns.

Lvl 7 - Blindsider - Perform a physical attack that's extremely effective on blinded targets.

Lvl 8 - Auto Guard - The user's turn will come around more slowly, but they will Default automatically even when it is not their turn.

Lvl 9 - Critical Flow - Performing a critical hit may cause BP to increase by one.

Lvl 10 - Double Default - For three turns, Defaulting will increase BP by two instead of one.

Lvl 11 - Sanctuary - Ally and enemy HP, MP, and BP cannot be changed until the user's next turn. (Usage costs for any abilities used in the meantime will still be deducted.)

Lvl 12 - BP Limit Up - Increase BP limit by one, allowing up to four BP to be accumulated.

S in spears and shields, A in swords and staves, B in axes, D in bows, E in daggers.

Recommended Sub-Jobs: Shieldmaster, Vanguard, Beastmaster, Red Mage.

Points of interest: Critical Flow is really great in my opinion, and Rampart and Vallation have saved my ass a few times before! Though gonna be honest, not too many useful things in its kit, but it's great when combined with Shieldmaster at level 12.

Tips: Since this job can run through MP quickly due to its specialties, I recommend having Lunar/Solar Powered, or MP Regen equipped.
Phantom
When Obtained: Chapter 4

Specialties:

Lvl 1 - Achilles' Heel: Any physical or magical attack that successfully exploits an enemy's weakness has a 50% chance of inflicting critical damage.

Lvl 12 - Results Guaranteed: Expends 40 MP to guarantee that any ability effect with a percentage chance of occurring will be triggered.

It's quick, it's powerful, defense like ♥♥♥♥, yep, that's a ninja class alright. Phantom has a variety of moves, passives, and great specialties in it's kit, making it useful in many more ways than one.

Personal Ranking: S (or A, can't choose)

Lvl 1 - Recurring Nightmare - Perform a single physical attack on a target. If the target is defeated, another action can be performed.

Lvl 2 - Become the Lightning - Increase physical and magical attack by 25% for three turns.

Lvl 3 - Dream Within a Dream - Perform three quick physical attacks on a target.

Lvl 4 - Shroud - Perform a powerful dark imbued physical attack on a target.

Lvl 5 - Milk Poison - Perform a physical attack that's extremely effective against poisoned targets.

Lvl 6 - Critical Amp - Critical hit damage is increased by 30%.

Lvl 7 - Flit - Enable the user to evade a single physical attack.

Lvl 8 - Sick Twist - Perform a physical attack that's extremely effective against targets suffering from contagion.

Lvl 9 - Turn Tables - Evading an attack will cause BP to increase by one.

Lvl 10 - Rewarding Results - Inflicting a status ailment on a target will be rewarded with an extra action.

Lvl 11 - Dual Wield - Equipping multiple weapons will not reduce their effectiveness.

Lvl 12 - Never-Ending Nightmare - Perform an extremely powerful physical attack on a target. If the target is defeated, another action can be performed.

S in daggers, A in bows, B in swords, D in axes, lances, and staves, E in shields.

Recommended Sub-Jobs: Monk, Thief, Ranger, Salve-Maker.

Points of interest: Oooh this a good class alright. Achilles' Heel works well with Ranger, and Results Guaranteed works well with... practically everything. Dual Wield is good, Rewarding Results is great with any job that inflicts status ailments. Critical Amp? Great. Turn Tables? Fantastic! Never-Ending Nightmare is also a pretty great attack too.

Tips: Phantom/Salve-Maker is just so ♥♥♥♥♥♥♥ broken at level 12. Paralysis Bomb prevents most enemies from moving, along with being able to apply many other ailments. Combine it with Rewarding Results and bam you got yourself a broken job combo.
Arcanist
When Obtained: Chapter 4

Specialties:

Lvl 1 - All In: Applying attack spells to multiple targets does not reduce the damage inflicted, but does cause them to target the user.

Lvl 12 - Wild Wizardry: Attack spells are 20% more powerful, and also reduce their targets' MP. However, they will also occasionally target all allies and enemies.

I feel that this class is just okay, as it gets outclassed by well... pretty much other classes. It has magic that combines two elements, which is cool, but it targets all members as a cost. The specialties don't really do too much for it either.

Far better as a sub job, unless you really want that high MP and Magic Attack stat.

Personal Ranking: C

Lvl 1 - Dark - Deals dark damage.

Lvl 2 - Ardour - Deals powerful fire/water damage on all enemies and allies.

Lvl 3 - Drain - Perform a magic attack that absorbs a target's HP.

Lvl 4 - Darkra - Deals powerful dark damage.

Lvl 5 - Electon - Deals very powerful lightning/light damage on all enemies and allies.

Lvl 6 - Aspir - Perform a magic attack that absorbs a target's MP.

Lvl 7 - Darkga - Deals very powerful dark damage.

Lvl 8 - Meltdown - Deals very powerful fire/wind damage on all enemies and allies.

Lvl 9 - Death - Attempt to instantly KO a target.

Lvl 10 - MP Regen - MP is restored by 5% at the end of each turn.

Lvl 11 - Comet - Perform two to four quick non-elemental magic attacks on a target.

Lvl 12 - Doomsday - Deals extremely powerful dark damage on a single target.

S in staves, B in daggers and lances, C in bows, D in swords and axes, E in shields.

Recommended Sub-Jobs: Red Mage, Black Mage, White Mage, Oracle

Points of interest: MP regen is very useful though, and it good idea to combine it with Lunar/Solar Powered. Comet is neat too, and Arcanist has access to the Dark lines of spells.

Tips: One thing I will say, is that using Ardour/Electon/Meltdown with the reflect status from Oracle or Reflect Rings is pretty fun and useful, and you can make some crazy damage from it.
Hey, where's the rest of the guide?
I'm hoping to get back to this guide soon!!! Just have been lazy and busy!!!
22 条留言
omega 2023 年 1 月 15 日 上午 1:05 
@Shuri-Sama
Its been a while since I played the game, but I recall Mow Down being pretty useful to grind random encounters when I first got the job, even more so combined with Spearhead. In the lategame the stats gained through Beast Whisperer and Creature Comforts justify the S rank on their own, even without using any other abilities or monsters.
Shuri-Sama 2023 年 1 月 14 日 上午 11:31 
dont know why u all think beastmaster is usefull. would not even consier a d rank for him only leveled him for a complete job collection but not really see any usage. every time u use one o his beast skills u need to catch than monster again (and thats pretty annoying) when i see the ranger class in compare who can do massive damage (not as good as in bd1 but still very solid)
ww  [作者] 2022 年 3 月 26 日 下午 9:44 
Will note that, thanks
grommile 2022 年 3 月 23 日 上午 1:46 
Footnote to Black Mage: Aspir Attack drains your mana instead of replenishing it if you hit Undead things with it.
Hentaika 2022 年 3 月 4 日 上午 8:06 
That being said - as super late game support the salve maker/phantom hybrid is also a viable 2nd option. Allows you to use the megalixirs without consuming them if you have 40+ MP.
Hentaika 2022 年 3 月 3 日 下午 2:55 
Supports need heavy editing too IMO:
White mage is the only accurate one.
Spiritmaster is a certain S.. it's the main support class which is best paired with white mage sub.
Bard is A early, B late game.. simply because it can't pair with Spiritmancer.
Pictomancer is certainly A tier - it's pretty much a reverse bard, which does similar negative effects to enemy. Can actually pair with spiritmancer/white mage ultimate hybrid.
Hentaika 2022 年 3 月 3 日 下午 2:55 
Phantom is certainly S, probably even 'strongest'(more like most important) since it activates the most broken combinations.

Freelancer is a certain S simply for the fact of it being a massive grind preventer while being a class who can technically handle the game by stacking 3 of them paired with 1 healer.
Simply a class you nearly MUST level in terms of min max.

Beast is certainly best combat oriented one.

One of the missing classes - hellblade is the only one which comes close to usefulness of beast, but simply because of fact that it's not reliant on capturing mechanic to improve stats.
Also a must for it's dmg limit break passive.
ww  [作者] 2022 年 2 月 14 日 下午 10:25 
(Or maybe not, I’m little busy atm, but as soon as I can!)
ww  [作者] 2022 年 2 月 13 日 下午 1:52 
I’ll add them tomorrow

Thank you for reminding me
SupperAri 2022 年 2 月 11 日 下午 8:29 
great guide btw