I level up every job every expansion as a sort of long term goal. It's gotten tough each expansion since more and more jobs are being added, but it's still fun to do.
I figured it would be fun to rank the jobs based on how fun I found them to play, and maybe enlightening to people on the fence about playing a certain job. I don't care about performance or anything like that, just on how fun and interesting it is to play each job. I'll split them up into groups for a more direct comparison.
Tanks:
Overall I don't think tanks are in a great spot. They're fine to play, and have plenty of tools to do what they need. But they don't have the same flow and excitement that dps have. I think more effort could be put into them, and abilities that are just buttons could be built up to instead of just something you hit when you need it. As for the rankings themselves:
1: Dark Knight
They already have the best story of any job, spectacular looking weapons, a widely appealing fantasy, and great looking, thematic abilities. I'm not counting any of that toward my ranking, but it all helps.
What really strikes me is the resource management system of the job. They have the same core as all the other tanks, but also have layers on top of that. You have to manage mana, your damage buff, and your darkside bar all at once. And none of it feels slippery or overwhelming, just all part of the class. Using one builds another, and you're flowing from one goal to another.
But what really seals this as the best tank for me is Darkest Night. It uses up your resource to provide a defensive benefit - which is something tanks should have a lot of and just rarely see. But most importantly, proper use of this not only negates what could be a problematic amount of damage, but rewards the dark knight with a free ability on top of it.
I've never liked the Dark Knight fantasy, and yet everything about it in this game piles on for a fantastic experience. If you're looking for a tank to play, consider this one first.
2: Gunbreaker
Many people call Gunbreaker a tank that plays like a dps. Considering how fun dps classes are, that should tell you this tank is rather fun to play. And it is.
I don't find any of their utilities particularly interesting other than the one that causes heart attacks, but their burst combo at a 30 second combo feels like a joy.
Mind you I think the class is rather basic outside of that combo, but the joy you get in those 30 seconds more than makes up for it.
3: Paladin
Paladins aren't particularly interesting in short term bursts. But their abilities tie together to have a great long term flow.
30 seconds on melee burst filled with one dot combo, one burst combo, and one dot combo, into 30 seconds of magical burst, into 30 seconds of low damage, and then repeat. Flowing from one to another flawlessly is where the joy of this class comes from.
They even maintain this flow in AoE, and I'd say they're the most fun tanks to AoE with making them joys in dungeons.
However, they do come with some pretty major down sides. They feel horrible to play before, I'd say 74 or so. And they have a story so bad, they stopped trying to make it and just focused on their class story instead. The Dark Knight and the shared Shadowbringers tank story made far better paladin stories than even the dedicated paladin stories were.
Their utility abilities are great. Shield for everyone, targeted heals, damage down on everyone, making one target immune for a few seconds, they're all fun and flavorful.
Overall, I'd say only go Paladin if the fantasy or visuals appeal to you, in which case it'll edge out over the other tanks. But you will have to look for the good in it to enjoy it.
4: Warrior
Warrior isn't bad, there's just nothing good about it. It has a fine gameplay loop, though honestly it seems like it's so stripped that there's barely anything there. I'd say it feels like an ARR job, only Warrior was more fleshed out back then.
The animations are really cool. The story loses focus pretty quick. The utility abilities aren't particularly exciting.
I'd say, even if the fantasy excites you, double check the other tanks first. Dark Knight may give the same flavor with way more refinement.
Healers:
Healers are in a really bad state right now. I've always thought all the healers felt the same, though there are at least subtleties between white mage and scholar that high level players could feel out. But right now, they all seem gutted and simple without much depth in them. Except for White Mage, which has so much going on that they have five answers for every issue.
1: White Mage
White Mage is in the best shape it's ever been, and I've always thought it was a fine healing class. For every situation they have an ability that solves it. Now they have a bunch of resources to pull from too: Lilies, timers, mana based spells. I challenge myself to maximize dps and minimize straight casting in order to enjoy myself in white mage, and sure enough I can generally get through even the hardest fights with ease doing so.
2: Astrologian
Astrologian honestly feels like a poor man's white mage. They have very few abilities in comparison, and their ability to change sects feels like a bandaid more than a mechanic.
The card system is engaging, sometimes making me forget to heal as I try to maximize it. A great way to forget that you're healing, though I think of that as a weakness as much as a strength.
Mainly though, there are two abilities that are phenomenal and really draw me to the class. If they could use these more as core mechanics instead of cooldowns the class could be far more interesting.
Earthly Star is a targetted AoE that becomes stronger after a certain amount of time. If you know where the group will be in ten to twenty seconds, and you know that there'll be a big attack coming out in that time, you can really shine with a proper use of this.
And then there's horoscope. Not quite as interesting as Earthly Star, but still fun to use. Pop this out before a big hit, then activate it with an AoE, and you get a really rewarding heal on everyone.
Overall, I could only recommend going for Astrologian over White Mage if you really like the card system or the weapon. But what it really comes down to is min/maxing. Does one perform better than the other in this fight? Better bring that one. They're so interchangeable that that's a way bigger consideration than how fun each one is.
3: Scholar
Scholar was absolutely gutted this expansion. They've lost a bunch of their abilities and power, and haven't gotten much back in return.
I've never known how to really play Scholar. The class feels so slippery. I can treat it as a lesser white mage and get by. It really comes down to the fight you're using it on on how you really want to play it, which makes for an interesting niche. But as far as general play, there doesn't seem to be a particular formula for how you want to play the class.
The only reason I could recommend Scholar is if you need a shield healer. There's not a single thing about it as it stands now that is appealing to me. I see this as SE's next target for a class revamp.
Melee:
Melee are in a good spot. A lot of them are a blast to play, and even the weakest ones have things about them that shine.
1: Dragoon
Dragoon has everything I could want from a melee. Their abilities feel impactful, the gameplay feels frantic and fast paced, you're always looking ahead to what you're doing next. You're interacting with several mechanics at once in order to maximize your damage, and you even have flexibility in support with it.
It looks great, it has a great fantasy, it's a blast to play, and you get to wear dragons. It's easy to pick up, intricate to master. If it appeals to you at all, pick it up and enjoy it. Just note that it doesn't really get good until around 64 or so.
2: Ninja
Ninja I feel is hardly even a melee. While they fill their downtime with melee combos, most of the class is tied up to the Ninjutsu system. Which I think is so much fun, especially after the revamp made it feel so much tighter and impactful.
Having to remember how to use each Ninjutsu and when to use them is just the basics of the class. Then there's a bunch of cooldowns which further impact the system. It feels like you're always blasting, and always in different ways. Nowadays you even have to remember to cast different spells after using different cooldowns.
There's a Ninki system on top of that which I don't feel is as impactful, but still adds some interest to the class.
Honestly, Ninja is not a job you can just pick up and enjoy. You have to really enjoy the ninjutsu system to enjoy the class. But if you can wrap your head around it, you're in for a blast.
3: Samurai
Samurai is...fine. Honestly whenever I play mine I wish I was playing either dragoon or ninja.
Their hits aren't as meaty as dragoon. The class doesn't have as much strategy as ninja.
It's not bad. If I could only play FFXIV as a samurai, I absolutely would. But it just seems like a step down from the other two.
4: Monk
Monk's terrible. It hasn't changed as a core since ARR. All the abilities they get just make the class less awful.
The concept of infinite customizable combos is cool. Punching hard and fast feels great. But the class always feels like you're building up, but you never get to anything. You don't feel great for playing well, you feel bad for being punished. And there's lots of fights that just punish you and there's not much you can do about it.
Even as someone who loves martial arts I just can't get behind monk. But, there are some subtleties to the class that some players enjoy. If you'd rather play the game like an action game and mindlessly punch, then this class may be for you. But I'd say the other classes are better.
Ranged:
Ranged are weird. It feels like they're always changing and they're always trying to figure out what they should do. But they certainly have variance. If you don't like one, you can try out another for a completely different experience.
1: Dancer
I don't know how they did it, but dancer not only fulfills the fantasy wonderfully, but is even fun for people who don't like the fantasy.
The main core is heavily based off of RNG, but instead of feeling like a boring spam fest like most RNG rotations do, it really makes you feel like you have to stay on your toes and improvise in order to maximize your dps. Instead of praying for good rolls, you work with what you've got.
And that's not even getting into the dance system! In my opinion it could stand to be far more punishing, as even a little bit of practice should get you good enough at it that you shouldn't be making any mistakes. It's a fun break from basic gameplay and it's heavily stylized for the class.
And I didn't even get into the support! A good dancer can look at its support options and use them as an extension of themselves, always boosting the damage of the group while otherwise helping out and also maximizing their own damage.
It feels wild and pure and forever free. I'd say no matter who you are, there's something to like about the class. You should have a dancer alt.
2: Machinist
If you want to be ranged but just don't like the idea of dancer or support, Machinist is a great alternative. They're far more selfish, focusing on fast paced and frantic gunplay than any kind of support. They do have to work heavily on resources, but the primary difficulty of the job is knowing how to optimize their abilities and having the finger speed to do it.
This is a great job for the gunslinger fantasy. Play it if you want to be a more seflish ranged player, or if you want something fast paced and high skill. The only way I can see you not liking the class is if it's too hard for you.
3: Bard
Bard is terrible. The entire class is based around timers, with very little actual interaction.
The main gameplay loop is spamming one ability hoping for a proc. They feel way better past the 70s when the proc rate is increased, but it's still a bore.
Beyond that, there's keeping an eye on your poisons and your songs. Poisons feel so uninteractive, like you're sitting there waiting for the damage to happen instead of providing it yourself. And the songs hardly affect anything, giving you perhaps an extra button to press or some haste.
I'd say it's needlessly convoluted, and not in an interesting way. Nothing makes much intuitive sense or is satisfying. Even the support options feel terribly weak, providing a few percentage points of increased stats to your fellow players.
As a musician, I really can't tell you why you would enjoy bard. I guess if you like staring at timers you may find something to enjoy, but I can't imagine that being the case.
However, the live music playing system is the best system in the game, so the class is 10/10 in any social gatherings. Get a midi keyboard and a midi to keystroke converter software, and you can really have some fun.
Casters:
Casters are in such an amazing place. They have amazing diversity, somehow each having a different fantasy and different gameplay despite being indistinguishable in the original games. You really can't go wrong, and I recommend having at least one ready to use.
1: Black Mage
Black Mage is the most pure joy you can have playing this game. Period. Their rotation is such pure joy.
The entire system comes down to reward and punishment. If you do everything right, you're rewarded with huge strings of incredibly powerful spells. If you fuck up, you have to play the rotation of shame, which motivates you to play better next time.
The class is complicated. It can't be helped. But everything ties together.
The main gameplay goal is: Cast as many Fire IVs as humanly possible. But Fire IV itself doesn't want you to cast more Fire IVs, so you fight against it with other abilities.
You feel incredibly powerful and destructive as this class. It has a ton of weaknesses, and a ton of strengths. It's overwhelming, and crushing, and punishing, and simply amazing to play.
Play it on any content that is of no challenge to you and you'll have found a way to add way more fun to that content.
2: Summoner
Once again they did it. They took a class I hated in ARR - which didn't even make any thematic sense - and purified it in Shadowbringers.
The main joy of Summoner is, actually pretty similar to Paladin. You shift between phases, and your gameplay is modified during each phase. Your skill in the class then is to shift from phase to phase as smoothly as possible.
Overall I'd say it's not a difficult job. Each phase is rather simple. And there's little to punish you for doing badly. But building to your big summons and unleashing feels so good, and there's always something new to unleash toward.
Even when you're in your basic phase and all your cooldowns are done, there's still plenty of burst to be doing.
Looks great, feels great. Good job to have capped.
I will say, a major weakness of the job is that it feels terrible in lower levels. I'd say it takes until level 72 for the class to feel good. Before that there's nothing really tying the class together, and you're working basically with half your mechanics.
Don't play it in synced content.
3: Red Mage
Red Mage is really good. I know I've been really negative to the worst jobs of each role, but there's nothing bad to say about Red Mage.
First of all, everything about it fits the Red Mage Fantasy perfectly, while also fitting into the strict role system of FFXIV. You fluidly shift from spell casting to melee. Your healing and support encourage you to figure out what's going on around you. It even plays very differently than any other class, being more similar to Dancer than Black mage in that you want to react to everything going on around you rather than planning for the future.
So why is it last? Well, Black Mage and Summoner are both really good. And honestly, while the core gameplay loop of Red Mage is good, there's no real payoff. Their reward for playing good is to do what Samurai does all the time. Hardly exciting. But still, I can see people liking this job more than any other, and that works perfectly fine for me.
So, that's my thoughts on all the jobs. Overall there are few I actively dislike. And even with Monk I enjoy it if things align. But they definitely aren't made equally and some click better than others. I have my biases, but I feel I corrected enough for them while making this list.
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I figured it would be fun to rank the jobs based on how fun I found them to play, and maybe enlightening to people on the fence about playing a certain job. I don't care about performance or anything like that, just on how fun and interesting it is to play each job. I'll split them up into groups for a more direct comparison.
Tanks:
Overall I don't think tanks are in a great spot. They're fine to play, and have plenty of tools to do what they need. But they don't have the same flow and excitement that dps have. I think more effort could be put into them, and abilities that are just buttons could be built up to instead of just something you hit when you need it. As for the rankings themselves:
1: Dark Knight
They already have the best story of any job, spectacular looking weapons, a widely appealing fantasy, and great looking, thematic abilities. I'm not counting any of that toward my ranking, but it all helps.
What really strikes me is the resource management system of the job. They have the same core as all the other tanks, but also have layers on top of that. You have to manage mana, your damage buff, and your darkside bar all at once. And none of it feels slippery or overwhelming, just all part of the class. Using one builds another, and you're flowing from one goal to another.
But what really seals this as the best tank for me is Darkest Night. It uses up your resource to provide a defensive benefit - which is something tanks should have a lot of and just rarely see. But most importantly, proper use of this not only negates what could be a problematic amount of damage, but rewards the dark knight with a free ability on top of it.
I've never liked the Dark Knight fantasy, and yet everything about it in this game piles on for a fantastic experience. If you're looking for a tank to play, consider this one first.
2: Gunbreaker
Many people call Gunbreaker a tank that plays like a dps. Considering how fun dps classes are, that should tell you this tank is rather fun to play. And it is.
I don't find any of their utilities particularly interesting other than the one that causes heart attacks, but their burst combo at a 30 second combo feels like a joy.
Mind you I think the class is rather basic outside of that combo, but the joy you get in those 30 seconds more than makes up for it.
3: Paladin
Paladins aren't particularly interesting in short term bursts. But their abilities tie together to have a great long term flow.
30 seconds on melee burst filled with one dot combo, one burst combo, and one dot combo, into 30 seconds of magical burst, into 30 seconds of low damage, and then repeat. Flowing from one to another flawlessly is where the joy of this class comes from.
They even maintain this flow in AoE, and I'd say they're the most fun tanks to AoE with making them joys in dungeons.
However, they do come with some pretty major down sides. They feel horrible to play before, I'd say 74 or so. And they have a story so bad, they stopped trying to make it and just focused on their class story instead. The Dark Knight and the shared Shadowbringers tank story made far better paladin stories than even the dedicated paladin stories were.
Their utility abilities are great. Shield for everyone, targeted heals, damage down on everyone, making one target immune for a few seconds, they're all fun and flavorful.
Overall, I'd say only go Paladin if the fantasy or visuals appeal to you, in which case it'll edge out over the other tanks. But you will have to look for the good in it to enjoy it.
4: Warrior
Warrior isn't bad, there's just nothing good about it. It has a fine gameplay loop, though honestly it seems like it's so stripped that there's barely anything there. I'd say it feels like an ARR job, only Warrior was more fleshed out back then.
The animations are really cool. The story loses focus pretty quick. The utility abilities aren't particularly exciting.
I'd say, even if the fantasy excites you, double check the other tanks first. Dark Knight may give the same flavor with way more refinement.
Healers:
Healers are in a really bad state right now. I've always thought all the healers felt the same, though there are at least subtleties between white mage and scholar that high level players could feel out. But right now, they all seem gutted and simple without much depth in them. Except for White Mage, which has so much going on that they have five answers for every issue.
1: White Mage
White Mage is in the best shape it's ever been, and I've always thought it was a fine healing class. For every situation they have an ability that solves it. Now they have a bunch of resources to pull from too: Lilies, timers, mana based spells. I challenge myself to maximize dps and minimize straight casting in order to enjoy myself in white mage, and sure enough I can generally get through even the hardest fights with ease doing so.
2: Astrologian
Astrologian honestly feels like a poor man's white mage. They have very few abilities in comparison, and their ability to change sects feels like a bandaid more than a mechanic.
The card system is engaging, sometimes making me forget to heal as I try to maximize it. A great way to forget that you're healing, though I think of that as a weakness as much as a strength.
Mainly though, there are two abilities that are phenomenal and really draw me to the class. If they could use these more as core mechanics instead of cooldowns the class could be far more interesting.
Earthly Star is a targetted AoE that becomes stronger after a certain amount of time. If you know where the group will be in ten to twenty seconds, and you know that there'll be a big attack coming out in that time, you can really shine with a proper use of this.
And then there's horoscope. Not quite as interesting as Earthly Star, but still fun to use. Pop this out before a big hit, then activate it with an AoE, and you get a really rewarding heal on everyone.
Overall, I could only recommend going for Astrologian over White Mage if you really like the card system or the weapon. But what it really comes down to is min/maxing. Does one perform better than the other in this fight? Better bring that one. They're so interchangeable that that's a way bigger consideration than how fun each one is.
3: Scholar
Scholar was absolutely gutted this expansion. They've lost a bunch of their abilities and power, and haven't gotten much back in return.
I've never known how to really play Scholar. The class feels so slippery. I can treat it as a lesser white mage and get by. It really comes down to the fight you're using it on on how you really want to play it, which makes for an interesting niche. But as far as general play, there doesn't seem to be a particular formula for how you want to play the class.
The only reason I could recommend Scholar is if you need a shield healer. There's not a single thing about it as it stands now that is appealing to me. I see this as SE's next target for a class revamp.
Melee:
Melee are in a good spot. A lot of them are a blast to play, and even the weakest ones have things about them that shine.
1: Dragoon
Dragoon has everything I could want from a melee. Their abilities feel impactful, the gameplay feels frantic and fast paced, you're always looking ahead to what you're doing next. You're interacting with several mechanics at once in order to maximize your damage, and you even have flexibility in support with it.
It looks great, it has a great fantasy, it's a blast to play, and you get to wear dragons. It's easy to pick up, intricate to master. If it appeals to you at all, pick it up and enjoy it. Just note that it doesn't really get good until around 64 or so.
2: Ninja
Ninja I feel is hardly even a melee. While they fill their downtime with melee combos, most of the class is tied up to the Ninjutsu system. Which I think is so much fun, especially after the revamp made it feel so much tighter and impactful.
Having to remember how to use each Ninjutsu and when to use them is just the basics of the class. Then there's a bunch of cooldowns which further impact the system. It feels like you're always blasting, and always in different ways. Nowadays you even have to remember to cast different spells after using different cooldowns.
There's a Ninki system on top of that which I don't feel is as impactful, but still adds some interest to the class.
Honestly, Ninja is not a job you can just pick up and enjoy. You have to really enjoy the ninjutsu system to enjoy the class. But if you can wrap your head around it, you're in for a blast.
3: Samurai
Samurai is...fine. Honestly whenever I play mine I wish I was playing either dragoon or ninja.
Their hits aren't as meaty as dragoon. The class doesn't have as much strategy as ninja.
It's not bad. If I could only play FFXIV as a samurai, I absolutely would. But it just seems like a step down from the other two.
4: Monk
Monk's terrible. It hasn't changed as a core since ARR. All the abilities they get just make the class less awful.
The concept of infinite customizable combos is cool. Punching hard and fast feels great. But the class always feels like you're building up, but you never get to anything. You don't feel great for playing well, you feel bad for being punished. And there's lots of fights that just punish you and there's not much you can do about it.
Even as someone who loves martial arts I just can't get behind monk. But, there are some subtleties to the class that some players enjoy. If you'd rather play the game like an action game and mindlessly punch, then this class may be for you. But I'd say the other classes are better.
Ranged:
Ranged are weird. It feels like they're always changing and they're always trying to figure out what they should do. But they certainly have variance. If you don't like one, you can try out another for a completely different experience.
1: Dancer
I don't know how they did it, but dancer not only fulfills the fantasy wonderfully, but is even fun for people who don't like the fantasy.
The main core is heavily based off of RNG, but instead of feeling like a boring spam fest like most RNG rotations do, it really makes you feel like you have to stay on your toes and improvise in order to maximize your dps. Instead of praying for good rolls, you work with what you've got.
And that's not even getting into the dance system! In my opinion it could stand to be far more punishing, as even a little bit of practice should get you good enough at it that you shouldn't be making any mistakes. It's a fun break from basic gameplay and it's heavily stylized for the class.
And I didn't even get into the support! A good dancer can look at its support options and use them as an extension of themselves, always boosting the damage of the group while otherwise helping out and also maximizing their own damage.
It feels wild and pure and forever free. I'd say no matter who you are, there's something to like about the class. You should have a dancer alt.
2: Machinist
If you want to be ranged but just don't like the idea of dancer or support, Machinist is a great alternative. They're far more selfish, focusing on fast paced and frantic gunplay than any kind of support. They do have to work heavily on resources, but the primary difficulty of the job is knowing how to optimize their abilities and having the finger speed to do it.
This is a great job for the gunslinger fantasy. Play it if you want to be a more seflish ranged player, or if you want something fast paced and high skill. The only way I can see you not liking the class is if it's too hard for you.
3: Bard
Bard is terrible. The entire class is based around timers, with very little actual interaction.
The main gameplay loop is spamming one ability hoping for a proc. They feel way better past the 70s when the proc rate is increased, but it's still a bore.
Beyond that, there's keeping an eye on your poisons and your songs. Poisons feel so uninteractive, like you're sitting there waiting for the damage to happen instead of providing it yourself. And the songs hardly affect anything, giving you perhaps an extra button to press or some haste.
I'd say it's needlessly convoluted, and not in an interesting way. Nothing makes much intuitive sense or is satisfying. Even the support options feel terribly weak, providing a few percentage points of increased stats to your fellow players.
As a musician, I really can't tell you why you would enjoy bard. I guess if you like staring at timers you may find something to enjoy, but I can't imagine that being the case.
However, the live music playing system is the best system in the game, so the class is 10/10 in any social gatherings. Get a midi keyboard and a midi to keystroke converter software, and you can really have some fun.
Casters:
Casters are in such an amazing place. They have amazing diversity, somehow each having a different fantasy and different gameplay despite being indistinguishable in the original games. You really can't go wrong, and I recommend having at least one ready to use.
1: Black Mage
Black Mage is the most pure joy you can have playing this game. Period. Their rotation is such pure joy.
The entire system comes down to reward and punishment. If you do everything right, you're rewarded with huge strings of incredibly powerful spells. If you fuck up, you have to play the rotation of shame, which motivates you to play better next time.
The class is complicated. It can't be helped. But everything ties together.
The main gameplay goal is: Cast as many Fire IVs as humanly possible. But Fire IV itself doesn't want you to cast more Fire IVs, so you fight against it with other abilities.
You feel incredibly powerful and destructive as this class. It has a ton of weaknesses, and a ton of strengths. It's overwhelming, and crushing, and punishing, and simply amazing to play.
Play it on any content that is of no challenge to you and you'll have found a way to add way more fun to that content.
2: Summoner
Once again they did it. They took a class I hated in ARR - which didn't even make any thematic sense - and purified it in Shadowbringers.
The main joy of Summoner is, actually pretty similar to Paladin. You shift between phases, and your gameplay is modified during each phase. Your skill in the class then is to shift from phase to phase as smoothly as possible.
Overall I'd say it's not a difficult job. Each phase is rather simple. And there's little to punish you for doing badly. But building to your big summons and unleashing feels so good, and there's always something new to unleash toward.
Even when you're in your basic phase and all your cooldowns are done, there's still plenty of burst to be doing.
Looks great, feels great. Good job to have capped.
I will say, a major weakness of the job is that it feels terrible in lower levels. I'd say it takes until level 72 for the class to feel good. Before that there's nothing really tying the class together, and you're working basically with half your mechanics.
Don't play it in synced content.
3: Red Mage
Red Mage is really good. I know I've been really negative to the worst jobs of each role, but there's nothing bad to say about Red Mage.
First of all, everything about it fits the Red Mage Fantasy perfectly, while also fitting into the strict role system of FFXIV. You fluidly shift from spell casting to melee. Your healing and support encourage you to figure out what's going on around you. It even plays very differently than any other class, being more similar to Dancer than Black mage in that you want to react to everything going on around you rather than planning for the future.
So why is it last? Well, Black Mage and Summoner are both really good. And honestly, while the core gameplay loop of Red Mage is good, there's no real payoff. Their reward for playing good is to do what Samurai does all the time. Hardly exciting. But still, I can see people liking this job more than any other, and that works perfectly fine for me.
So, that's my thoughts on all the jobs. Overall there are few I actively dislike. And even with Monk I enjoy it if things align. But they definitely aren't made equally and some click better than others. I have my biases, but I feel I corrected enough for them while making this list.
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