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Job Adjustments

Below are all job-related changes, masteries, and adjustments. Click a job to jump to its section.

Warrior

Masteries

  • [1] After dealing 5000 damage with auto-attacks gain 10% auto-attack damage while playing Warrior.
  • [2] After using Defender 100 times, Retaliation will be unlocked while playing Warrior.
  • [3] Defender now heals 25% of maximum HP on cast.
  • [4] TBD
  • [5] TBD

Changes

  • Axe combat skill: A- -> A+
  • Retaliation unlocked after using Defender.
  • Provoke cooldown reduced to 15. Enmity increased 3x. This applies to Warrior subjobs as well.

White Mage

Masteries

  • [1] After healing 5000 damage with healing magic, gain 10% cure potency while playing White Mage.
  • [2] After using Divine Seal 20 times, the following spells will be turned into 10-yalm AoE with Divine Seal: Haste, Regen (1, 2, 3), Raise (1, 2, 3), Sneak, Invisible.
  • [3] After using -na spells to remove 200 debuffs, using -na spells will grant the target TP Regain while playing White Mage.
  • [4] TBD
  • [5] TBD

Changes

  • Club combat skill: B- -> A+
  • Sacrosanctity added as part of Mastery 3 (30s duration, 5m cooldown).
  • Cura, Sacrifice, Esuna, Afflatus Solace, Auspice, & Misery added.
  • Reraise adjusted to level 25.
  • Afflatus Solace now refreshes certain durations on party members.
  • Afflatus Solace will now grant the WHM 25% of the amount cured as TP in addtion to the current stoneskin effect. (this includes overhealing)

Ninja

Masteries

  • [1] After dealing 5000 damage with auto-attacks gain 10% auto-attack damage while playing Ninja.
  • [2] After dealing 2500 damage with ranged attacks gain the Daken trait.
  • [3] After casting 600 enfeebling or elemental ninjutsu spells, your shadows will now absorb many moves that would traditionally wipe or ignore shadows.
  • [4] TBD
  • [5] TBD

Changes

  • Innin/Yonin added and unlocked at level 15.
  • Innin/Yonin cooldowns reduced from 5m to 10s.
  • Innin: Positional removed. Rework: +30 ACC, +30 ATT, +30 RATT, -50 Def, -50 Eva, Enmity loss. (Does not decay over time).
  • Yonin: Positional removed. Rework: -50 ACC, -50 ATT, +30 MACC, +30 MATT, +50 Def, Enmity loss. (Does not decay over time).
  • Mijin Gakure now does 1:1 HP damage and gives Reraise.
  • Elemental Wheel NI scrolls increased to 5% drop rate on all mobs that are able to drop it.
  • Mastery 3 changed to only consume 1 shadow.
  • Mobskills that would wipe shadows and do damage now will remove 2 shadows.
  • Mob skills that would ignore shadows will remove now 2 shadows and cause no damage.

Black Mage

Masteries

  • [1] After dealing 5000 damage with elemental spells, gain 10% elemental spell accuracy while playing Black Mage.
  • [2] After spending 2000 mana on spells you will unlock the Occult Acumen trait at a 1 MP:1 TP strength.
  • [3] Mana Wall.
  • [4] TBD
  • [5] TBD

Changes

  • Staff combat skill: B- -> A+
  • Magic Accuracy bonus from INT reduced (dINT/2 → dINT/4).

Bard

Masteries

  • [1] After playing 100 songs gain double the song duration while playing Bard.
  • [2] After casting 100 Etudes, Pianissimo will be learned.
  • [3] Threnody does elemental damage.
  • [4] TBD
  • [5] TBD

Changes

  • Dagger combat skill: B- -> A+
  • Dirge and Sirvente enabled, interact with Ghorn bonus skill.
  • Adventurer's Dirge: Provides -5 Enmity per merit.
  • Foe Sirvente: Provides +5 Enmity per merit.
  • Mastery update: damage = (CHR + Singing Skill) / 1.5.
  • Resist rates adjusted based on Mob CHR vs Player CHR.

Beastmaster

Masteries

  • [1] After charming or summoning 100 pets your pets will gain auto-regen while playing Beastmaster.
  • [2] After using Tame 20 times, Snarl will be unlocked while playing Beastmaster.
  • [3] Modified Unleash (5m cooldown, resets Sic/Call Beast, grants TP).
  • [4] TBD
  • [5] TBD

Changes

  • Charm overhauled, Charisma affects success more, Charm+ Duration gear more effective.
  • Snarl unlocked after using Tame.
  • Jug debuffs use CHR for macc, pet buffs affect both pet and master.
  • Beast affinity now effectively uncaps every HQ jug 20% at a time.
  • Pet buffs now affect both the pet and the master (Bubble Curtain, Metallic Body, Rage, Rhino Guard, Scissor Guard, Secretion).
  • Pets gain the effects of any earned aftermaths.
  • Unleash fix: Resets Sic/Call Beast & grants player 1000TP and pet 3000TP.
  • Fight cooldown reduced from 10 seconds to 3 seconds.

Dark Knight

Masteries

  • [1] After dealing 5000 damage with auto-attacks gain 10% auto-attack damage while playing Dark Knight.
  • [2] After casting 100 absorb spells, your absorb spells will gain the absorb effect for all absorb spells you have learned (includes absorb-TP, absorb-ACC).
  • [3] Next cast(s) within 5s after a weapon skill are Chainspell.
  • [4] TBD
  • [5] TBD

Changes

  • Greatsword combat skill: A- -> A+

Paladin

Masteries

  • [1] After blocking 5000 damage with your shield, your chance to block increases by 10% while playing Paladin.
  • [2] After healing 2500 damage, gain the Majesty ability.
  • [3] Cover cooldown reduced.
  • [4] TBD
  • [5] TBD

Changes

  • Cover no longer has a positional requirement.
  • Cover no longer requires the target or the PLD to be in melee range.

Samurai

Masteries

  • [1] After dealing 5000 damage with auto-attacks gain 10% auto-attack damage while playing Samurai.
  • [2] After using 200 weapon skills, Konzen-ittai will be unlocked while playing Samurai.
  • [3] Anticipate/Counter healing with Third Eye up. Heals 10% max HP on cast.
  • [4] TBD
  • [5] TBD

Changes

  • Overwhelm no longer has a directional requirement.
  • Seigan Third Eye: avg 2-3 procs.

Thief

Masteries

  • [1] After dealing 5000 damage with auto-attacks gain 10% auto-attack damage while playing Thief.
  • [2] After using Sneak Attack successfully 200 times, Sneak Attack will gain an additional charge.
  • [3] Accomplice and Collaborator.
  • [4] TBD
  • [5] TBD

Changes

  • Sneak Attack no longer requires being behind the mob. This also works for Thief as your subjob.
  • Reduced positional requirements for Trick Attack.

Ranger

Masteries

  • [1] After dealing 5000 damage with ranged auto-attacks, gain 10% ranged auto-attack damage while playing Ranger.
  • [2] After using 50 Barrages, Double Shot will be unlocked while playing Ranger.
  • [3] Barrage randomly fires 10-15 arrows/bolts or 5-10 bullets.
  • [4] TBD
  • [5] TBD

Changes

  • Double Shot unlocked after using Barrage.
  • Ranged distance nerf removed.

Corsair

Masteries

  • [1] After dealing 5000 damage with ranged auto-attacks gain 10% ranged auto-attack damage while playing Corsair.
  • [2] After 400 Quick Draws (non-light/dark), Quick Draws now apply Velocity Shot for 30 seconds.
  • [3] Quick Draw cooldown reduction.
  • [4] TBD
  • [5] TBD

Changes

  • Marksmanship combat skill: B -> A+
  • Phantom Roll base cooldown 40s (was 60s).
  • Recycle trait at 35/65/75.
  • Bolter's Die/Roll added.
  • Ranged distance nerf removed.

Puppetmaster

Masteries

  • [1] After using 100 Maneuvers, your automaton's elemental capacity will increase by 2 while playing Puppetmaster.
  • [2] After using 100 weapon skills, Tactical Switch will be unlocked while playing Puppetmaster.
  • [3] TBD
  • [4] TBD
  • [5] TBD

Changes

  • Hand-to-Hand combat skill: C -> A+
  • Elemental Capacity increase after using Maneuvers.
  • Puppetmaster can use the Monk hand-to-hand relic & Empyrean weapons.

Summoner

Masteries

  • [1] After casting 100 summons all avatar perpetuation costs are reduced by 1 while playing Summoner.
  • [2] After your buffing blood pact wards have been applied to 600 targets, most ward durations will be increased 4x.
  • [3] 20s off Blood Pact: Rages.
  • [4] TBD
  • [5] TBD

Changes

  • Summoning Magic skill: A- -> A+
  • Blood Pacts provide the player 25% of the avatar's TP.
  • Spirit Perpetuation cost significantly lowered.
  • Elemental Siphon now available.
  • Spring Water now removes plague and adds refresh.
  • The preparation time for blood pacts to execute has been reduced from 3 seconds to 0.5 seconds.

Blue Mage

Masteries

  • [1] After dealing 5000 damage with physical blue magic spells, gain 10% accuracy for physical blue magic spells.
  • [2] Reduced cooldown of Chain Affinity.
  • [3] TBD
  • [4] TBD
  • [5] TBD

Changes

  • Physical blue magic damage now affected by main-hand weapon.
  • Sneak/Trick Attack now stack with BLU spells.
  • Blue magic hit rate/accuracy reworked.
  • Job traits persist when zoning.
  • Occultation MP cost reduced to 50.

Geomancer

Masteries

  • [1] Use 100 Indi spells and gain 2x Duration and 2x Range for your Indi spells.
  • [2] Use 100 Geo spells and gain 2x Range and a 50% reduction in the Luopan's native HP-down effect.
  • [3] Use 100 Entrusts and your cooldown is reduced to 6 minutes. (Matches Indi duration for permanent 3 buffs.)
  • [4] TBD
  • [5] TBD

Changes

  • Club combat skill: B+ -> A+
  • Geomancer can now use Relic and Empyrean clubs.
  • Full Circle no longer despawns Luopan, grants TP.
  • Ranged Acc/Attack added to Indi/Geo Precision/Fury.
  • GEO spells from the unavailable zones have been moved to the current world.

Dragoon

Masteries

  • [1] After dealing 5000 damage with auto-attacks gain 10% auto-attack damage while playing Dragoon.
  • [2] After 300 jumps aggressive Wyvern Breaths will reset either Jump or High Jump's cooldown.
  • [3] Steady Wing (Unlocked with Call Wyvern uses).
  • [4] TBD
  • [5] TBD

Changes

  • Wyvern is summoned before a Spirit Link with 1 HP if it's not alive. It is then healed by Spirit Link.
  • After using a weapon skill with an offensive wyvern, either Jump or High Jump's recast timer is reset.

Monk

Masteries

  • [1] After dealing 5000 damage with auto-attacks gain 10% auto-attack damage while playing Monk.
  • [2] After using 100 weapon skills that are affected by Boost, Boost will now have 4x potency with 4x cooldown.
  • [3] Chakra cooldown reduced to one minute.
  • [4] TBD
  • [5] TBD

Changes

  • Chakra now removes most status effects.
  • Brown and Purple Belt quest now repeatable.

Red Mage

Masteries

  • [1] After casting 100 enfeebling spells your enfeebling spells gain 10% spell accuracy while playing Red Mage.
  • [2] After casting 150 enhancing magic spells gain 50% increased enhancing magic duration.
  • [3] After casting Haste 100 times on a RNG or COR Flurry will be learned.
  • [4] TBD
  • [5] TBD

Changes

  • Dagger combat skill: B -> A+
  • Enhancing Magic skill: B+ -> A+