I thought I might make a list of the pros and cons every job has in Frontlines Secure/Slaughter and Wolves' Den.
Mainly to help others who may not know what tools other jobs have.
2.4 Patch also introduced bonus vulnerabilities and damage increase to jobs/classes.
http://na.finalfantasyxiv.com/lodest...18d0d45bf52d59
If I miss anything, please correct me.
KEY: D.D. = Damage Dealt, Physical V. = Physical Vulnerability, Magic V. = Magic Vulnerability
Paladin - Bonuses: D.D. +10% ~ Physical V. -20% ~ Magic V. -10%
--Pros:
• High HP/Least likely to get targeted.
• Hallowed Ground and other defensive buffs to dissuade targeting.
• Can redirect physical damage from ally to self - (Cover)
• Cleanses Heavy/Bind and grants immunity to knockback/draw-in - (Tempered Will)
• STR Down 10% - (Rage of Halone)
• AoE Damage Taken reduction for party 15%/25% - (Testudo)
• Vulnerability Up 10%/20% - (Full Swing)
• Longest Stun Lock capability - (Shield Bash)
• Silence - (Spirits Within)
• Conal Knock back - (Glory Slash)
• Buff Remover - (Glory Slash)
• Pacification, requires blocking an attack* - (Shield Swipe)
• AoE Blind** - (Flash)
• Can Stoneskin/Cure to assist Healer***
• Grants VIT buff to party - (Frontlines, Wolves’ Den forces a Tank)
• Tank Adrenaline
*The requirement to have to block can be rare to do unless Covering an ally. (Unless playing Frontlines: Slaughter)
**Blind tends to only work on opponents aiming for minimal accuracy.
***Can help casters to cast with the stoneskin, but [Cure] isn’t remotely as potent as WHM’s.
--Cons:
• Tank Limit Break
• Low/Medium Damage
• Weak Burst
• Very Weak AoE Damage
• Rage of Halone’s animation is very long i.e. hard to interrupt with
• Easily CC’d
• More than one tank not as favorable in Frontlines: Slaughter
Warrior - Bonuses: D.D. +10% ~ Physical V. -20% ~ Magic V. -10%
--Pros:
• High HP/Least likely to get targeted.
• Defensive buffs to dissuade targeting.
• Medium Burst* - (as a Tank)
• Can draw-in a target to self - (Holmgang)
• Very High Self-Heals - (Thrill of Battle, Second Wind, Bloodbath, Inner Beast, Storm’s Path)
• AoE Party Heal/HP Buff 15%/25% MAX HP - (Thrill of War)
• Vulnerability Up 10%/20% - (Full Swing)
• Slashing Resist Down 10%/Heals on target reduction 20%- (Storm’s Eye)
• Damage dealt decrease on target 10%- (Storm’s Path)
• Stun - (Brutal Swing)
• Bind - (Holmgang)
• AoE Stun/Knockback - (Mythril Tempest)
• Grants VIT buff to party - (Frontlines, Wolves’ Den forces a Tank)
• Tank Adrenaline
*Warrior’s overall damage isn’t necessarily good or bad.
--Cons:
• Tank Limit Break
• Butcher’s Block animation is very long i.e. hard to interrupt with
• Berserk self-inflicts Pacification.
• Holmgang also locks caster in place.
• Mediocre AoE Damage
• Easily CC’d
• Heavy kills them
• More than one tank not as favorable in Frontlines: Slaughter
Dark Knight - Bonuses: D.D. +10% ~ Physical V. -20% ~ Magic V. -10%
Monk - Bonuses: D.D. +10% ~ Physical V. -15% ~ Magic V. -10%
--Pros:
• High Burst
• Shortened GCD - (Greased Lightning)
• Can increase movement speed - (Fist of Wind)
• Enhanced Mantra
• Gap Closer* - (Shoulder Tackle)
• Medium Self-Heals (Third Wind, Recouperate, Bloodbath)
• Brief CC and Knockback Immunity** - (Fetter Ward)
• INT/Blunt Resist Down 10% - (Dragon Kick)
• Stun (Steel Peak & Shoulder Tackle)
• AoE Pacification - (Axe Kick)
• AoE Silence (Arm of the Destroyer)
• Slow - (Haymaker & Feint)
• Spell Speed Down 30%/50% - (Somersault)
• Buff Remover - (One Ilm Punch)
• Sprint Remover - (Weapon Throw)
• Grants STR buff to party
• Melee DPS Limit Break and Adrenaline
*Shoulder Tackle has a stunned tied to it making it not always ok to use.
**Fetter Ward has a short duration, long CD. Also not entirely sure if it makes you immune to knockbacks.
--Cons:
• Heavily position based causing many weaponskills to suffer reduced potency.
• Has to maintain Greased Lightning to upkeep damage.
• Sub-par AOE Damage.
• Once Fetter Ward is gone, becomes susceptible to CC.
• Heavy kills them
• Only ranged attack is Weapon Throw
• Not favorable in Frontlines: Slaughter[72man]
Dragoon - Bonuses: D.D. +10% ~ Physical V. -15% ~ Magic V. -10%
--Pros:
• Very High Burst
• Highest HP after Tanks
• Medium AoE Damage
• Gap Closers* - (Spineshatter Dive & Dragonfire Dive; not sure if Elusive Jump counts)
• Cleanses Heavy/Bind - (Elusive Jump)
• High/Medium Self-Heals - (Life Surge, Second Wind, Recouperate, Bloodbath)
• Brief CC and Knockback Immunity** - (Fetter Ward)
• Piercing Resist Down 10%- (Disembowel)
• Stun - (Leg Sweep & Spineshatter Dive)
• Slow - (Enhanced Feint)
• INT Down 20/40% - (Skewer)
• Sprint Remover - (Weapon throw)
• Grants STR buff to party
• Melee DPS Limit Break and Andrenaline
*Spineshatter Dive has a stun tied to it making it not always ok to use.
** Fetter Ward has a short duration, long CD. Also not entirely sure if it makes you immune to knockbacks.
--Cons:
• Once Fetter Ward is gone, becomes susceptible to CC.
• Only Melee DPS without increased movement speed.
• Only Melee DPS without shortened GCD.
• Blood for Blood is a big part of their Damage.
• Chaos Thrust’s animation is long i.e. making it hard to interrupt with
• Not favorable in Frontlines: Slaughter[72man]
Ninja - Bonuses: D.D. +10% ~ Physical V. -15% ~ Magic V. -10%
--Pros:
• Very High Burst
• Shortened GCD - (Huton)
• Inherit increase to movement speed
• Reduced Falling Damage (Frontlines)
• Gap Closer - (Overwhelm, not sure if Shukuchi counts)
• Vulnerability Up 10% - (Trick Attack)
• Slashing Resist Down 10%/Heals on target reduction 20% - (Dancing Edge)
• Reveal Hidden Ninjas - (Detect)
• Can stealth* - (Hide)
• Good escape options - (Hide, CC, Shukuchi)
• Stun - (Overwhelm & Jugulate)
• Silence/AoE Silence - (Jugulate/Ill Wind)
• Slow - (Feint & Haymaker)
• Bind - (Hyoton)
• Grounded Heavy** - (Doton)
• Sprint Remover - (Weapon Throw)
• Grants DEX buff to party
• Melee DPS Limit Break and Adrenaline
*Have to be out of combat.
** Best time to be used is in Frontlines, grounded, and can break CCs
--Cons:
• Some damaging/utility/buff abilities are locked into the same CD
• Ninjutsus can be interrupted mid-cast; especially on NA/EU servers
• Poor AoE Damage
• Easily CC’d
• Heavy Kills them
• Low Self-Heals - (Second Wind, Recouperate)
• Generally easier to kill than MNK/DRG
• Not favorable in Frontlines: Slaughter[72man]
Bard - Bonuses: D.D. +10% ~ Physical V. -10% ~ Magic V. -10%
--Pros:
• Ranged DPS
• Very/High Burst
• Freedom of movement whilst DPSing
• Excels at interrupting Casters/Healers
• Songs
o Manasong – Instant MP 25%/40% for party
o Foe Requiem – Magic Resist Down 10%/20%
• Reveal Hidden Ninjas - (Detect)
• Silence - (Blunt Arrow)
• Bind - (Shadowbind)
• [Short]Ranged 5y AoE knockback - (Blast Shot)
• AoE Evasion Down 10% - (Rain of Death)
• Slow - (Feint)
• Grants DEX buff to party
• Healer Adrenaline
--Cons:
• Healer Limit Break
• Damage is reduced depending on distance from target.
o 15y = 100% Damage. 10y or 17y = 80% Damage. 7y or 20y = 50% Damage. Melee Range or Max Range = 40% Damage. Follow this link for more details
http://forum.square-enix.com/ffxiv/t...ard-and-Archer . TY Popoto
• Meh AoE Damage
• Low Self-Heals - (Second Wind, Recouperate)
• Easily CC’d
Machinist - Bonuses: D.D. +10% ~ Physical V. -10% ~ Magic V. -10%
Black Mage - Bonuses: D.D. +10% ~ Physical V. -10% ~ Magic V. -15%
--Pros:
• Ranged DPS
• Extremely High Burst
• Excels in AoE Damage
• Reduce incoming magic damage to ally 20% - (Apocatastasis)
• Eye for an Eye
• STR/DEX Down 15% - (Virus)
• Magic Resist Down 10% - (Phantom Dart)
• AoE Skill Speed Down 30%/50% - (Aetheric Burst)
• Good escape options - (Aetherial manipulation, AoE CCs)
• AoE Sleep - (Sleep & Nightwing)
• AoE Bind - (Blizzard II & Freeze)
• Heavy - (Blizzard & Lethargy)
• Slow - (Lethargy)
• Grants INT buff to party
• Caster Limit Break and Adrenaline*
*This alone makes them Godlike in Frontlines: Slaughter. Please nerf
--Cons:
• Cast can be interrupted by attacks/CCs, including pet’s attacks
• Cast Times
• Self-Heal requires cast, and is weak
• Easily CC’d
Summoner - Bonuses: D.D. +10% ~ Physical V. -10% ~ Magic V. -15%
--Pros:
• Ranged DPS
• Absurdly High Burst
• High AoE Damage
• Most attack spells require no cast time
• Egis
• Eye for an Eye
• STR/DEX/INT/MND Down 15% - (Supervirus)
• Range reduction on target 20%/30% - (Misty Veil)
• AoE Skill Speed Reduction 30%/50% - (Aetheric Burst)
• Disease - (Miasma & Miasma II)
• AoE Bind - (Tri-Disaster & Blizzard II)
• Stun* - (Titan & Ifrit)
• Knockback* - (Garuda)
• Blind - (Ruin II)
• Buff Remover - (Wither)
• Grounded Slow** - (Shadow Flare)
• Grants INT buff to party
• Caster Limit Break and Adrenaline***
*Egis can be unresponsive
**Best time to be used is in Frontlines, grounded, and can break CCs
***This alone makes them Godlike in Frontlines: Slaughter. Please nerf
--Cons:
• Cast can be interrupted by attacks/CCs, including pet’s attacks
• Not many defensive options
• DoTs (main source of damage) can be purified by opponents or cleansed by Esuna or Healer/Bard Adrenaline
• Self-Heals only from Energy Drain, and weak Physick
• Aetherflow Stacks can be removed
• Upon death, Egi de-spawns and Aetherflow stacks are lost.
• Egis can wonder off in Frontlines and can de-spawn
• Easily CC’d
White Mage - Bonuses: D.D. +10% ~ Physical V. -10% ~ Magic V. -20%
Scholar - Bonuses: D.D. +10% ~ Physical V. -10% ~ Magic V. -20%
Astrologian - Bonuses: D.D. +10% ~ Physical V. -10% ~ Magic. V. -20%
I don’t feel like listing other WHM and SCH stuff since they’d be in their own category. If someone else wishes to post their points, I’ll put it up here.
"Class Vulnerabilities", not listing pros and cons for them since they are bad, MRD maybe being the only exception.
Gladiator..........Bonuses : D.D. ±0% ~ Physical V. -10% ~ Magic V. ±0%
Marauder.........Bonuses: D.D. ±0% ~ Physical V. -10% ~ Magic V. ±0%
Pugilist.............Bonuses: D.D ±0% ~ Physical V. -5% ~ Magic V. ±0%
Lancer..............Bonuses: D.D. ±0% ~ Physical V. -5% ~ Magic V ±0%
Rouge..............Bonuses: D.D. ±0% ~ Physical V. -5% ~ Magic V. ±0%
Archer..............Bonuses: D.D. ±0% ~ Physical V. ±0% ~ Magic V. ±0%
Thaumaturge....Bonuses: D.D. ±0% ~ Physical V ±0% ~ Magic V. -5%
Arcanist...........Bonuses: D.D. ±0% ~ Phyiscal V. ±0% ~ Magic V. -5%
Conjurer..........Bonuses: D.D. ±0% ~ Physical V. ±0% ~ Magic V. -10%