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Mime was always in the game. Advance jobs mean the jobs that were added in the Advance Version.
Monk - Good early game, falls off later until you get the Kaiser Knuckles, at which point it becomes good again. Too many filler abilities by the end, though, we really didn't need three "increase HP" passives. Barehanded can be useful to put on characters that have poor weapon options, though.
White Mage - There are other healing options, but White Magic is something I always want to have ready. For most of the game I tend to abuse the free Healing Staff, so the magic itself is mostly for group healing and status clears. Once you get Holy, it arguably becomes one of the best damage skill-sets too, since Holy can be elemental-boosted while Flare and Bahamut cannot.
Black Mage - Ehh. I almost never use Black Magic unless I'm leveling up the job itself. The problem is, by the time I really need offensive magic I'll already have access to the Mystic Knight and Summoner, both of which have far more utility. I think Osmose is gained a bit too late in this game, too. It can trivialize certain boss encounters, but huge swaths of the game it's playing catch-up to Summon, around the time you can use Titan powered up by Gaia Gear.
Blue Mage - I love Blue Mage. Blue is probably the most versatile command in the game if you take the time to learn everything at the earliest opportunities, and you can do some hilariously abusive boss strategies with it. Goblin Punch is a hilarious way to delete bosses if you manage your levels right, and there's the obvious examples of Death Claw and Level 5 Death. Once you get an Air Knife, things get even better, and wind isn't an element commonly resisted.
Thief - Steal is really good for getting really strong gear long before you should really have it, and the only way to get some of the best gear in the game later. It's a job I almost always have the most people maxed out on because having the Thief's Gloves is great for making the process easier. Vigilance is also something you can really get addicted to having.
Red Mage - Good for the first world. After that it falls off hard, and you'll only use it to get to Doublecast. Or because it is one of the jobs that can hold staves, and you want a Healing Staff or a Judgement Staff on someone, I guess. Really, though, if it wasn't for Doublecast I'd never use this after going to the second world.
Time Mage- I don't use it too much early. Hastega is really good later, though, and Meteor is an okay-ish damage spell end-game. Return is useful for some stealing strats, and Time Mage can use staves, which is nice. Good for support, but has a few too many gimmicky abilities for common use.
Summoner - One of the best nukers for a good while, and comes with a surprising amount of utility for that fact. Golem and Carbuncle are great when you finally get them, and at the very early game you can use Sylphs for some decent damage and healing. Catoblepas even has some shining moments. Probably my favorite of the main "caster" jobs, after Blue Mage.
Berserker - This job is a lot better in this version compared to the original, since it got sped up a bit and is much less likely to randomly target back-row enemies. These guys are pretty useful at certain points since axes can cut through high defense, and if you manage to get/steal a good axe (Death Sickle early, for example) they can actually be really good damage, especially when using axes two-handed. And being effectively immune to confusion is useful at points, too.
Mystic Knight - Spellblade is absurd. Nothing new there. Sadly Mystic Knight itself kind of falls off a bit later, as they don't have the best weapon options without the ability to wield knight-swords. Spellblade is worth staying for, though.
Beastmaster - Control is great for learning Blue Magic and trivializing certain strong enemies. Catch is actually absurdly strong if you know what's worth grabbing, and can make for some very easy bosses.
Ranger - Rapid Fire is obviously good. Animals is actually situationally useful as a supplementary skill for mages: it's one of the early forms of group-healing that doesn't cost MP, you just have to be lucky to get Nightingales periodically. I find that as a Ranger itself, damage is fairly bad compared to a lot of other jobs, which feels off.
Bard - Bard has no right to be as good as it is. Being able to casually Stop or Confuse the entire enemy line makes random encounters a breeze, and that's before Requiem starts straight up deleting undead enemies. Sing is a good back-up skill set for mages, and Bard itself is very fast to master.
Geomancer - Gaia is theoretically useful in the same way that Sing and Animals is, as a back-up for mages. I don't often get as good of results from it, though, so mostly I use Sing/Animals and use Geomancer mostly for its passives. Usefulness tends to vary based on where you are.
Ninja - Throw is Throw, you can trivialize a lot of the game with it if you want to. Dual Wield is really good, obviously, and more versatile than the Knight's Double Handed. They become really absurd damage dealers for the last half of the second world and much of the third if you take time to farm some Twin Lances from Bal Castle.
Dragoon - The problem here is that Jump and lances need each other to be relevant. Dragoon itself is largely fine, but it doesn't give any abilities that you really want to give to other jobs. Lance is an okay secondary ability to give mages, but you want MP management Animals, Sing, and Gaia all give more interesting options.
Dancer - Dancer with the Chicken Knife and Rainbow Dress will delete enemies. A bit random, but probably one of the easiest ways to wreck enemies in the third world until you settle in to Freelancer/Mime setups. Seriously, Dance is really good as an early way to hit the damage cap. I love this job, personally.
Samurai - Zeninage is broken, and I make it a point not to use it. The other abilities, though, make a pretty decent physical fighter. I find I don't give Samurai abilities to other jobs very often, though. Iainuki and Mineuchi have their niche uses, I just don't find I have the room to assign them often.
Chemist - Much like with Zeninage, I tend to ignore Mix. It's unquestionably a very strong job, I just don't like using it. Remedy and Revive are a bit pointless.
Gladiator - Finisher is basically an alternative to Dance as a way to randomly reach the damage cap. Pretty good job all around, and I like it is one of the few jobs that has a good variety of weapons they can use.
Cannoneer - Kind of whatever. Much like Chemist I don't really care for this job much, as I'm not a fan of the particular style. Also like Chemist, there is no question that they can be absurdly strong, though.
Oracle - Interesting from the perspective of being yet another way to give mages a skill set that doesn't use MP, and a rare form of healing that isn't tied to MP or items. Requires a bit of finesse, though, and sometimes you don't have the luxury to wait around for timers to hit 0 before you need that healing.
Necromancer - I don't understand the design logic of having a job that's gained so late that there's nothing left to use it on. Seriously, if you gained this at the same time you picked up the other "Advance" jobs, it'd probably be my favorite. It's got a cool gimmick you have to work around. It's just a shame it's basically pointless.
Freelancer/Mime - End-game jobs I don't usually make use of. By the time you have everything else maxed out nothing is a challenge anymore.