Take a deep breath, pretend you've never heard of how your roles are organized in FFXIV, and move ahead with an open, but analytical mind. As a fellow MMO player, I realize that this may be a challenge for you. Perhaps start with a cup of Celestial Seasonings and a beta blocker.
Of course I'll update this if you come up with something better.
What's the difference, and why should I care?
Generally:
- Classes: Ability-based; loose, custom-built roles for general, low-intensity activities
- What you use to get EXP, farm items, etc.
- Jobs: Activity-based; restrictive, cookie-cutter roles for specific, demanding activities
- What you activate as needed (NO SEPARATE EXP GRIND)
What does this mean for you? On
classes, you will have access to most of the abilities you've unlocked on every class. This means your EXP party doesn't have to conform to too-specific of a set-up just to blow through trash mobs, leves, and sidequests. It means that, while you're solo, you won't have to be subject to all of your job's biggest weaknesses for the benefit of having access to party-saving heavy-hitters you won't be using anyway. And unless you're soloing around an area that's your own level or higher, it won't make much difference anyway. Have
fun.
If you've ever played FFXI, you know the pain of having to wait around for hours to get the
"acceptable" cookie-cutter set-up to come together just to grind out some mass calibri genocide. You know the annoyance of trying to farm on white mage just because you don't want to go back to your mog house and rearrange all your inventory to make use of something you don't play very often. You know the liability of bringing your job's biggest weaknesses down to Kuftal Tunnel to grind out yet another
thousand crabs in a row. Kiss those days goodbye.
But what about when you don't
need a healer class to be able to deal a little damage or take a punch like a man for once in their father-disappointing lives!? What about when the tank is getting hit hard enough to bleed all that hate right to the floor? It's time to break those cookie cutters back out and
dominate using your specialized jobs, which is what you'll be doing in most group-events anyway.
Potentially, this means double the storyline, double the content, more immersion, and a metric behemoth-load of customization (more in the later levels). Every mage is a red mage when you're using classes. Learn to enjoy your options. It's not like it's hard to manage once you know what you're doing - so what "simplicity" do you have to gain by limiting your behavior so harshly in exchange?
How do I plan my development if it's so complicated?
I can see you've yet to play the game, and I'm glad you're going to give it a shot. You will be, too.
You don't need to plan much of anything. The game's not going to make you branch out into a tree and choose one ability over another - your only limits are your time and motivation. Max out that class/job you really love, and then head back to tackle just enough levels on other classes to achieve what singular abilities you want to add to your repertoire. Hell, get them all. EXP is meant to come faster in this game - sinking time into just the grind it takes to be
able to play while SE prints and distributes new content disks to your local Electronics Boutique is so old school that it owes Rhalgr a dollar. There's going to be plenty to do once you're maxed out.