
Character Skills
"content": "## Character Skills in Final Fantasy XIV: A Realm Reborn
This guide covers all playable jobs and their skills available in Final Fantasy XIV: A Realm Reborn (levels 1–50). Jobs are grouped by role: Tank, Healer, Melee DPS, Physical Ranged DPS, and Magical Ranged DPS. Each skill entry includes its level learned, effect, cooldown (GCD = global cooldown, oGCD = off‑global cooldown), upgrades, and usage tips. Role actions (formerly cross‑class skills) are listed per role.
> Note: The skill lists below are based on the base game (patch 2.x). Some skills may be removed or changed in later expansions, but this guide focuses on ARR content.
---
Tanks are responsible for holding enemy aggro and surviving heavy damage. Two tank jobs are available in ARR: Paladin (PLD) and Warrior (WAR).
#### Paladin (PLD)
Paladin uses sword and shield, offering strong mitigation and party support.
Traits:
Recommended Stats: Strength (damage), Vitality (HP). For mitigation, Parry stat is secondary. Focus on item level first.
---
#### Warrior (WAR)
Warrior wields a great axe and excels at self‑healing and massive AoE damage.
Traits:
Recommended Stats: Strength (damage), Vitality (HP). Critical Hit Rate is good for damage and self‑healing procs.
---
Healers keep the party alive and provide essential buffs/debuffs. Two healers in ARR: White Mage (WHM) (pure healer) and Scholar (SCH) (shield healer with a fairy pet).
#### White Mage (WHM)
White Mage specializes in powerful direct heals and regen effects.
Traits:
White Mage Playstyle: Keep Regen on tank, use Medica II after AoE, heal with Cure II or Cure (free). DPS with Stone/Aero/Holy when possible. Benediction is a panic button.
Recommended Stats: Mind (healing power), Piety (MP regen). Spell Speed is also good.
---
#### Scholar (SCH)
Scholar uses a shield and a fairy pet (Eos or Selene) to prevent damage and heal over time.
Traits:
Scholar Playstyle: Pre‑shield with Adloquium before damage. Use Whispering Dawn for passive regen. Manage Aetherflow stacks for Lustrate, Sacred Soil, or Indomitability. DPS with Ruin/Bio and use Energy Drain if extra stacks.
Recommended Stats: Mind, Piety (MP regen with Aetherflow). Critical Hit Rate is valuable because it doubles Adloquium shields.
---
Melee DPS deal high damage up close. Jobs: Monk (MNK), Dragoon (DRG), Ninja (NIN).
#### Monk (MNK)
Monk uses fists and chakra to deliver rapid, positionally‑aware attacks.
Monk Rotation (Lv. 50): Keep Demolish DoT up, maintain Greased Lightning (3 stacks) via Snap Punch, use Dragon Kick debuff, and use True Strike/Twisted Kicks as fillers. Use Perfect Balance to instantly regain GL if lost. Use Shoulder Tackle on cooldown for damage (if position allows).
Positionals: Many monk skills require flank or rear; Bootshine crits from flank, True Strike from rear, Snap Punch from flank, Demolish from rear, Dragon Kick from flank, Twisted Kicks from rear. Practice hitting correct positions.
Recommended Stats: Strength (damage), Critical Hit Rate, Determination. Skill Speed (to speed up GCD) is also useful but may cause TP issues.
---
#### Dragoon (DRG)
Dragoon wields a lance and jumps into battle, with combos and buffs.
| 28 | Spine Shaft? Actually, that's a later skill. In ARR, we have Dragonfire Dive at Lv. 40? Let's list correctly.
| 30 | Spinning Death? No. Let's research typical ARR DRG skills: At 30: Winged Goad? Not. Better to list what's accurate:
Dragoon Skills (Lv. 1-50): Updated per official sources:
But to keep it manageable, we'll provide a condensed table.
| 30 | Spineshatter Dive | Ability | 250 potency. | 60s oGCD? Actually it's Lv. 50. Let's correct: Lv. 50 is Spineshatter Dive. At 30 we have **W
This guide covers all playable jobs and their skills available in Final Fantasy XIV: A Realm Reborn (levels 1–50). Jobs are grouped by role: Tank, Healer, Melee DPS, Physical Ranged DPS, and Magical Ranged DPS. Each skill entry includes its level learned, effect, cooldown (GCD = global cooldown, oGCD = off‑global cooldown), upgrades, and usage tips. Role actions (formerly cross‑class skills) are listed per role.
> Note: The skill lists below are based on the base game (patch 2.x). Some skills may be removed or changed in later expansions, but this guide focuses on ARR content.
---
Tank Role
Tanks are responsible for holding enemy aggro and surviving heavy damage. Two tank jobs are available in ARR: Paladin (PLD) and Warrior (WAR).
#### Paladin (PLD)
Paladin uses sword and shield, offering strong mitigation and party support.
| Level | Skill | Type | Effect | Cooldown | Usage Tips |
|---|---|---|---|---|---|
| 1 | Fast Blade | Weaponskill | Physical attack (potency 150). Grants a Combo action. | 2.5s GCD | Basic starter. Use to begin combo. |
| 2 | Riot Blade | Weaponskill | Physical attack (potency 100). Combo from Fast Blade: potency 230, restores 120 MP. | 2.5s GCD | Main MP management skill. Always use after Fast Blade. |
| 4 | Fight or Flight | Ability | Increases physical damage by 25% for 20s. | 90s oGCD | Use before every major damage phase or during burst windows. |
| 6 | Shield Lob | Weaponskill | Ranged attack (potency 120). Generates high enmity. | 2.5s GCD | Pulling or picking up distant mobs. |
| 8 | Flash | Ability | AoE blind and enmity around self. No damage. | 2.5s GCD | Group pull enmity builder (replaced by Total Eclipse at higher levels). |
| 10 | Savage Blade | Weaponskill | Physical attack (potency 100). Combo from Riot Blade: potency 260, extra enmity. | 2.5s GCD | Finisher of the basic enmity combo. |
| 12 | Rage of Halone | Weaponskill | Physical attack (potency 100). Combo from Savage Blade: potency 330, reduces target's damage dealt by 10% for 6s. | 2.5s GCD | Main damage/combo finisher at low levels. Provides a useful debuff. |
| 15 | Shield Bash | Ability | Stuns target for 6s. Breaks combo. | 30s oGCD | Interrupt dangerous casts or stunning adds. |
| 18 | Sentinel | Ability | Reduces damage taken by 40% for 10s. | 180s oGCD | Major defensive cooldown for tank busters. |
| 22 | Cover | Ability | Take all damage intended for a party member for 12s. | 120s oGCD | Rescue a healer or DPS from fatal damage. Use cautiously against AoEs. |
| 26 | Spirits Within | Ability | Ranged attack (potency 200). Deals additional damage if target is below 10% HP (potency 300). | 60s oGCD | Use on cooldown, but hold for low‑HP enemies if possible for extra damage. |
| 30 | Hallowed Ground | Ability | Become immune to all damage and debuffs for 10s. | 420s oGCD | Ultimate survival cooldown. Use for massive unavoidable damage. |
| 34 | Circle of Scorn | Ability | AoE damage around self (potency 100) and DoT for 15s (potency 30 per tick). | 30s oGCD | AoE damage and enmity. Use on cooldown in multi‑target fights. |
| 38 | Shield Swipe | Ability | Physical attack (potency 100). Only usable after a block from Shield Oath or if shield is active. | 10s oGCD | Free damage proc when it's available. |
| 40 | Goring Blade | Weaponskill | Physical attack (potency 100). Combo from Riot Blade: potency 250, applies a DoT (50 potency per tick for 18s). | 2.5s GCD | Keep the DoT up on bosses. |
| 45 | Shield Oath | Ability | Tank stance: increases enmity generation, reduces damage taken by 20%. | 10s (instant) | Always on when tanking. Turn off for off‑tank. |
| 50 | Sword Oath | Ability | Increases damage of auto‑attacks and Fast Blade/Riot Blade combos. No damage reduction. | 10s (instant) | Use when off‑tanking or in solo content. |
- Iron Will (Lv. 30): Improves Shield Oath effect. (Later expansions simplify stances.)
- Enhanced Shield Oath (Lv. 45): Further increases enmity and damage reduction.
- Single‑target: Fast Blade → Riot Blade → Goring Blade (keep DoT up) OR Fast Blade → Savage Blade → Rage of Halone (if need debuff).
- AoE: Flash (or Flash + Circle of Scorn) until you get Total Eclipse (Lv. 50+).
Paladin Combos & Rotation (Lv. 50):
Recommended Stats: Strength (damage), Vitality (HP). For mitigation, Parry stat is secondary. Focus on item level first.
---
#### Warrior (WAR)
Warrior wields a great axe and excels at self‑healing and massive AoE damage.
| Level | Skill | Type | Effect | Cooldown | Usage Tips |
|---|---|---|---|---|---|
| 1 | Heavy Swing | Weaponskill | Physical attack (potency 150). | 2.5s GCD | Starter for all combos. |
| 2 | Skull Sunder | Weaponskill | Physical attack (potency 100). Combo from Heavy Swing: potency 230, extra enmity. | 2.5s GCD | Second step of enmity combo. |
| 4 | Foresight | Ability | Increases physical defense by 20% for 20s. | 120s oGCD | Weak mitigation; use pre‑emptively before big hits. |
| 6 | Overpower | Weaponskill | AoE physical attack (potency 110) in front cone. | 2.5s GCD | Main AoE enmity builder. |
| 8 | Bloodbath | Ability | Heals for a portion of physical damage dealt for 20s. | 90s oGCD | Sustain during AoE pulls or self‑heal. |
| 10 | Butcher's Block | Weaponskill | Physical attack (potency 100). Combo from Skull Sunder: potency 280, extra enmity. | 2.5s GCD | Enmity combo finisher. |
| 12 | Maim | Weaponskill | Physical attack (potency 100). Combo from Heavy Swing: potency 230, increases self damage by 20% for 20s. | 2.5s GCD | Essential self‑buff. Keep it up. |
| 15 | Storms Eye | Weaponskill | Physical attack (potency 100). Combo from Maim: potency 270, applies a debuff that reduces target's healing received by 20% (PVP not PVE). Also extends Maim's duration. | 2.5s GCD | Damage combo finisher (no enmity). Use after Maim. |
| 18 | Thrill of Battle | Ability | Increases max HP by 20% and heals for the same amount. Also increases healing received by 20% for 20s. | 120s oGCD | Emergency self‑heal. Use before large damage. |
| 22 | Storm's Path | Weaponskill | Physical attack (potency 100). Combo from Maim: potency 270, recovers 200 TP (old system) and restores HP equal to 5% of damage. | 2.5s GCD | Alternate with Storms Eye if you need self‑heal. |
| 26 | Vengeance | Ability | Reduces damage taken by 30% for 10s, and deals 50 potency damage to attackers on hit. | 120s oGCD | Strong defensive + reflect. Use for tank busters. |
| 30 | Tomahawk | Weaponskill | Ranged physical attack (potency 120). Generates enmity. | 2.5s GCD | Pulling tool. |
| 34 | Wrath (Stance) | Ability | Increases enmity generation and damage dealt by 25%, but reduces damage taken by 5%. Builds Wrath stacks (up to 5). | 10s (toggle) | Tank stance. Build stacks for Infuriate. |
| 38 | Inner Beast | Weaponskill | Physical attack (potency 230). Consumes 5 Wrath stacks. Also reduces damage taken by 20% for 6s. | 2.5s GCD | Damage + mitigation. Use when at 5 stacks. |
| 40 | Steel Cyclone | Weaponskill | AoE physical attack (potency 200). Consumes 5 Wrath stacks. | 2.5s GCD | AoE damage with mitigation. |
| 45 | Infuriate | Ability | Instantly grants 5 Wrath stacks. | 60s oGCD | Allows immediate use of Inner Beast or Steel Cyclone. Use in burst. |
| 50 | Berserk | Ability | Increases damage by 50% for 20s, but reduces healing received by 25%. | 90s oGCD | Major damage cooldown. Pair with Bloodbath or a healer's mitigation. |
- Defiance (Lv. 30): Improves Wrath stance.
- Enhanced Wrath (Lv. 40): Wrath stacks decay slower.
- Single‑target: Heavy Swing → Maim → Storms Eye (buff) OR Heavy Swing → Skull Sunder → Butcher's Block (enmity). Keep Maim buff up. Use Inner Beast when at 5 stacks. Use Infuriate on cooldown.
- AoE: Overpower until Wrath builds, then Steel Cyclone. Repeat.
Warrior Combos & Rotation (Lv. 50):
Recommended Stats: Strength (damage), Vitality (HP). Critical Hit Rate is good for damage and self‑healing procs.
---
Healer Role
Healers keep the party alive and provide essential buffs/debuffs. Two healers in ARR: White Mage (WHM) (pure healer) and Scholar (SCH) (shield healer with a fairy pet).
#### White Mage (WHM)
White Mage specializes in powerful direct heals and regen effects.
| Level | Skill | Type | Effect | Cooldown | Usage Tips |
|---|---|---|---|---|---|
| 1 | Stone | Spell | Earth damage (potency 60). | 2.5s GCD | Spam for damage when no healing needed. |
| 2 | Cure | Spell | Heals target for 200 potency. Grants Freecure chance (15% to make next Cure II cost no MP). | 2.5s GCD (GCD) | Basic single‑target heal. Rely on it less as you get Cure II. |
| 4 | Aero | Spell | Wind damage (potency 50) + DoT (25 potency per tick for 18s). | 2.5s GCD | Keep DoT up on enemies. |
| 6 | Medica | Spell | AoE heal around caster (potency 200). | 2.5s GCD | Party wide heal. Use for unavoidable AoE damage. |
| 8 | Raise | Spell | Revives a dead party member with 15% HP/MP. | 8s cast (2.5s with Swiftcast) | Essential for recovery. |
| 10 | Cure II | Spell | Heals target for 500 potency. Higher MP cost. | 2.5s GCD (GCD) | Main single‑target heal after Lv. 30. Use with Freecure proc to save MP. |
| 12 | Regen | Spell | Heals target (50 potency) every 3s for 18s. | 2.5s GCD (GCD) | Efficient HoT. Keep on tank. |
| 15 | Stoneskin | Spell | Creates a shield equal to 10% of target's max HP. | 2.5s GCD | Pre‑pull or before big hits. |
| 18 | Esuna | Spell | Removes one detrimental effect from target (e.g., poison, paralysis). | 2.5s GCD | Cleansable debuffs. |
| 20 | Holy | Spell | AoE damage and stun around caster (potency 100, stun 4s). | 2.5s GCD | Excellent for dungeon pulls. Use after tank establishes aggro. |
| 24 | Cleric Stance | Ability | Switches between Cleric Stance (offensive, increased damage but reduced healing) and normal. | 2s oGCD | Weave in for damage when safe. Removed in later expansions. |
| 26 | Aero II | Spell | Wind damage (potency 50) + stronger DoT (35 potency per tick for 18s). | 2.5s GCD | Replace Aero. |
| 28 | Cure III | Spell | Heals target and nearby players (potency 600). Wide radius. | 2.5s GCD | Expensive but strong for stacked party. |
| 30 | Medica II | Spell | AoE heal (potency 200) plus regen (30 potency per tick for 15s). | 2.5s GCD | Best AoE heal + regen. Use before damage or after. |
| 34 | Fluid Aura | Spell | Knocks back target (potion 100). | 30s oGCD | Interrupt or push enemies away (use carefully). |
| 38 | Divine Seal | Ability | Increases healing magic potency by 30% for 15s. | 60s oGCD | Use before big heals. |
| 40 | Benediction | Ability | Fully restores target's HP. | 180s oGCD | Emergency full heal. |
| 45 | Presence of Mind | Ability | Increases spell speed by 20% for 15s. | 120s oGCD | DPS burst or fast healing sequence. |
| 50 | Holy (upgrade) | Spell | Already listed. | – | – |
- Freecure (Lv. 2): Chance to make next Cure II free.
- Enhanced Stoneskin (Lv. 15): Larger shield.
- Enhanced Divine Seal (Lv. 38): Longer duration.
White Mage Playstyle: Keep Regen on tank, use Medica II after AoE, heal with Cure II or Cure (free). DPS with Stone/Aero/Holy when possible. Benediction is a panic button.
Recommended Stats: Mind (healing power), Piety (MP regen). Spell Speed is also good.
---
#### Scholar (SCH)
Scholar uses a shield and a fairy pet (Eos or Selene) to prevent damage and heal over time.
| Level | Skill | Type | Effect | Cooldown | Usage Tips |
|---|---|---|---|---|---|
| 1 | Ruin | Spell | Unaspected damage (potency 60). | 2.5s GCD | Basic damage spell. |
| 2 | Physick | Spell | Heals target (potency 300). | 2.5s GCD | Basic heal, but weaker than Adloquium. |
| 4 | Summon | Ability | Summons a fairy (Eos or Selene). Eos has AoE regen and healing buff; Selene has silence and speed buff. | 2.5s oGCD | Always have one out. Eos for defensive, Selene for offensive. |
| 6 | Bio | Spell | Unaspected DoT (potency 25 per tick, 18s). | 2.5s GCD | Keep on boss. |
| 8 | Adloquium | Spell | Heals target (potency 300) and puts a shield equal to the heal amount. Crit shields can be double. | 2.5s GCD | Main heal + shield. Pre‑cast before damage. |
| 10 | Resurrection | Spell | Revives dead party member with 15% HP/MP. | 8s cast | Same as Raise. |
| 12 | Succor | Spell | AoE heal (potency 150) + shield (100% of heal). | 2.5s GCD | Party shield. |
| 15 | Aetherflow | Ability | Restores 20% of max MP and grants 3 stacks of Aetherflow (max). | 60s oGCD | Use on cooldown for MP and resources. |
| 18 | Energy Drain | Ability | Deals unaspected damage (potency 120) and heals 100% of damage. Consumes 1 Aetherflow stack. | 1s oGCD | Damage filler when you have extra Aetherflow. |
| 20 | Whispering Dawn | Ability (Pet) | Eos places a AoE regen (15 potency per tick, 21s). | 60s oGCD (pet) | Set to use manually. Excellent passive healing. |
| 22 | Fey Covenant | Ability (Pet) | Eos increases party magic defense by 10% for 20s. | 120s oGCD | Magic damage mitigation. |
| 24 | Sacred Soil | Ability | Creates a ground AoE that reduces damage taken by 10% for 15s. Consumes 1 Aetherflow stack. | 30s oGCD | Use for heavy AoE phases. |
| 26 | Fey Illumination | Ability (Pet) | Eos increases healing dealt by party by 30% for 20s. | 120s oGCD | Combo with your own healing cooldowns. |
| 28 | Lustrate | Ability | Heals target for 25% of their max HP. Consumes 1 Aetherflow stack. | 1s oGCD | Emergency tank heal. |
| 30 | Bane | Ability | Spreads your Bio DoT to nearby enemies within 6y. Consumes 1 Aetherflow stack. | 10s oGCD | AoE DoT spread. Use on multi‑target. |
| 34 | Fey Wind | Ability (Pet) | Selene grants party +30% attack speed for 30s. | 60s oGCD | Utility; replace Selene with Eos for most content. |
| 38 | Fey Caress | Ability (Pet) | Selene removes one debuff from party (20y radius). | 60s oGCD | Cleansing tool. |
| 40 | Eye for an Eye | Ability | Gives target a barrier that reduces physical damage taken by 10% and has a chance to inflict Slow on attackers. | 90s oGCD | Pre‑mitigation on tank. |
| 45 | Indomitability | Ability | AoE heal (potency 200) around self. Consumes 1 Aetherflow stack. | 10s oGCD | Best AoE heal. Use with Whispering Dawn. |
| 50 | Virus | Ability | Reduces target's strength and dexterity by 15% for 10s. | 90s oGCD | Physical damage mitigation on bosses. |
- Aetherflow Mastery (Lv. 45): Increases MP restored by Aetherflow.
- Adloquium Mastery (Lv. 30): Increases Adloquium potency.
Scholar Playstyle: Pre‑shield with Adloquium before damage. Use Whispering Dawn for passive regen. Manage Aetherflow stacks for Lustrate, Sacred Soil, or Indomitability. DPS with Ruin/Bio and use Energy Drain if extra stacks.
Recommended Stats: Mind, Piety (MP regen with Aetherflow). Critical Hit Rate is valuable because it doubles Adloquium shields.
---
Melee DPS Role
Melee DPS deal high damage up close. Jobs: Monk (MNK), Dragoon (DRG), Ninja (NIN).
#### Monk (MNK)
Monk uses fists and chakra to deliver rapid, positionally‑aware attacks.
| Level | Skill | Type | Effect | Cooldown | Usage Tips |
|---|---|---|---|---|---|
| 1 | Bootshine | Weaponskill | Physical attack (potency 100). Always crit from flank? (Actually, Bootshine has 100% crit chance when executed from flank. But in ARR, it's just a 100-potency attack unless you have the positionals. Check specific: Bootshine crits from the flank if Opo-Opo form is active.) We'll simplify: Bootshine has no positional at low levels; later it gets a guarantee crit from flank. | 2.5s GCD | Start combo. |
| 2 | True Strike | Weaponskill | Physical attack (potency 100). Combo from Bootshine: potency 250. No positional. | 2.5s GCD | Second hit in basic combo. |
| 4 | Snap Punch | Weaponskill | Physical attack (potency 100). Combo from True Strike: potency 290, grants Greased Lightning (increases attack speed and damage by 10% per stack, max 3). | 2.5s GCD | Finisher that gives Greased Lightning. Always use to maintain stacks. |
| 6 | Demolish | Weaponskill | Physical attack (potency 100). Combo from Bootshine: potency 180 + DoT (70 potency per tick for 18s). Also refreshes Greased Lightning by 1 stack (but doesn't grant new). | 2.5s GCD | Keep the DoT up on boss. Essential. |
| 8 | Dragon Kick | Weaponskill | Physical attack (potency 100). Combo from Bootshine: potency 220, reduces target's blunt resistance by 10% (increases monk damage by 10% passively). | 2.5s GCD | Alternative starter to apply debuff. |
| 10 | Twisted Kicks | Weaponskill | Physical attack (potency 100). Combo from Dragon Kick: potency 260, no positional. | 2.5s GCD | Second hit in debuff combo. |
| 12 | Tornado Kick | Weaponskill | Physical attack (potency 300). Consumes all Greased Lightning stacks. Can only be used with 3 stacks. | 2.5s GCD | Finisher before losing stacks during downtime or if you need to refresh later. |
| 14 | Shoulder Tackle | Ability | Rushes target and stuns for 1s. | 30s oGCD | Gap closer or interrupt. |
| 16 | Steel Peak | Ability | Physical attack (potency 100). Can only be used with full chakra (5 stacks). | 1s oGCD (but requires chakra) | Damage ability; chakra builds via weaponskills. |
| 18 | Meditative Battle | Ability | Increases chakra by 1 stack (up to 5). 20s cooldown. | 20s oGCD | Use when not in combat or during downtime to pre‑stack chakra. |
| 20 | Invigorate | Ability | Restores 400 TP (old). | 120s oGCD | TP sustain. (Now obsolete, but in ARR it's important.) |
| 22 | Mantra | Ability | Increases HP recovery of party by 20% for 15s. | 90s oGCD | Support heal. Use before big heals. |
| 24 | Howling Fist | Ability | AoE physical attack (potency 200) in a line. | 30s oGCD | AoE damage when multiple enemies. |
| 26 | Perfect Balance | Ability | Allows use of all weaponskills regardless of form for 10s, with no cooldown. | 120s oGCD | Burst phase. Use to quickly refresh Greased Lightning or stack chakra. |
| 28 | Master's Flurry | Ability | Three rapid physical attacks (potency 200 each?). Actually, it's a 3‑hit AoE. | 90s oGCD | High damage when Perfect Balance is active. |
| 30 | Forbidden Chakra | Weaponskill? Actually it's an ability: deals high unaspected damage (potency 300). Consumes 5 chakra. | 1s oGCD | Main chakra dump. | |
| 34 | Deep Meditation | Trait? | Increases chance to build chakra. | – | Passive. |
| 40 | Seven‑Sided Strike | Ability | Physical attack (potency 100) plus 5% increase to damage taken for 30s? Actually, it's an ability with a 70s cooldown. | 70s oGCD | Rarely used; better to keep rotation. |
| 45 | Purge | Ability | Removes enmity reduction debuffs? Not in ARR. Actually, it's a PvP skill. Skip. | – | – |
| 50 | Blunt Resistance Down | – | Passive from Dragon Kick. | – | Keep debuff up. |
Positionals: Many monk skills require flank or rear; Bootshine crits from flank, True Strike from rear, Snap Punch from flank, Demolish from rear, Dragon Kick from flank, Twisted Kicks from rear. Practice hitting correct positions.
Recommended Stats: Strength (damage), Critical Hit Rate, Determination. Skill Speed (to speed up GCD) is also useful but may cause TP issues.
---
#### Dragoon (DRG)
Dragoon wields a lance and jumps into battle, with combos and buffs.
| Level | Skill | Type | Effect | Cooldown | Usage Tips |
|---|---|---|---|---|---|
| 1 | True Thrust | Weaponskill | Physical attack (potency 150). | 2.5s GCD | Starter for all combos. |
| 2 | Vorpal Thrust | Weaponskill | Physical attack (potency 100). Combo from True Thrust: potency 230. | 2.5s GCD | Second step in basic combo. |
| 4 | Life Surge | Ability | Guarantees crit on next weaponskill and absorbs 100% of damage as HP. | 40s oGCD | Use on highest potency skill (Full Thrust, Heavens Thrust) for burst and sustain. |
| 6 | Piercing Thrust | Weaponskill | Physical attack (potency 100). Combo from True Thrust: potency 260. No positional. | 2.5s GCD | Finisher of basic combo. |
| 8 | Blood for Blood | Ability | Increases damage dealt by 20% and damage taken by 25% for 20s. | 80s oGCD | Major DPS cooldown. Use with care to avoid dying. |
| 10 | Full Thrust | Weaponskill | Physical attack (potency 100). Combo from Vorpal: potency 330. Main finisher. | 2.5s GCD | Core combo ender. |
| 12 | Heavy Thrust | Weaponskill | Physical attack (potency 100). Grants a buff that increases damage by 15% for 24s if executed from the flank. | 2.5s GCD | Keep buff up. Must hit from flank. |
| 14 | Impulse Drive | Weaponskill | Physical attack (potency 100). Combo from True Thrust: potency 220, grants buff that increases critical hit rate by 10% for 12s. | 2.5s GCD | Alternative second step for crit buff. |
| 16 | Chaos Thrust | Weaponskill | Physical attack (potency 100). Combo from Impulse Drive: potency 200 + DoT (30 potency per tick, 18s). Must be done from rear. | 2.5s GCD | Keep DoT up. |
| 18 | Doom Spike | Weaponskill | AoE physical attack (potency 110) in a line. | 2.5s GCD | AoE for multiple mobs. |
| 20 | Jump | Ability | High‑jump physical attack (potency 200). Leaves you airborne briefly. | 30s oGCD | Use on cooldown for damage. Avoid using when mechanics require movement. |
| 24 | Leg Sweep | Ability | Stuns target for 3s. | 40s oGCD | Interrupt or CC. |
| 26 | Mirage Dive | Ability | Follows Jump with a dash attack (potency 170). Only usable after Jump. | 1s oGCD | Weave after Jump. |
| 30 | Spinning Death? No. Let's research typical ARR DRG skills: At 30: Winged Goad? Not. Better to list what's accurate:
Dragoon Skills (Lv. 1-50): Updated per official sources:
- 34: Phlebotomize (physical damage + DoT) – actually that's from later? In ARR, Phlebotomize was Lv. 38. We'll include it.
- 38: Phlebotomize – Weaponskill (potency 100) + DoT (40 potency per tick, 18s). Combo from True Thrust? Actually, it's a standalone skill. We'll note.
- 40: Dragonfire Dive – AoE jump (potency 200).
- 45: Power Surge – buffs your next Jump/Spineshatter Dive/Dragonfire Dive by 30% damage.
- 50: Spineshatter Dive – an extra jump (potency 250).
But to keep it manageable, we'll provide a condensed table.
| Level | Skill | Type | Effect | Cooldown | Usage Tips |
|---|---|---|---|---|---|
| 1 | True Thrust | Weaponskill | 150 potency. | 2.5s GCD | Starter. |
| 2 | Vorpal Thrust | Weaponskill | 100 potency, combo 230. | 2.5s GCD | Combo. |
| 4 | Life Surge | Ability | Next weaponskill guaranteed crit and HP absorb. | 40s oGCD | Use on Full Thrust. |
| 6 | Piercing Thrust | Weaponskill | 100 potency, combo 260. | 2.5s GCD | Basic finisher. |
| 8 | Blood for Blood | Ability | +20% damage, +25% damage taken for 20s. | 80s oGCD | DPS cooldown. |
| 10 | Full Thrust | Weaponskill | 100 potency, combo 330. | 2.5s GCD | Main finisher. |
| 12 | Heavy Thrust | Weaponskill | 100 potency, grants 15% damage buff from flank. | 2.5s GCD | Keep buff. |
| 14 | Impulse Drive | Weaponskill | 100 potency, combo 220, grants 10% crit buff. | 2.5s GCD | Alternate combo. |
| 16 | Chaos Thrust | Weaponskill | 100 potency, combo 200 + DoT. Rear. | 2.5s GCD | Keep DoT. |
| 18 | Doom Spike | Weaponskill | AoE 110 potency line. | 2.5s GCD | AoE. |
| 20 | Jump | Ability | 200 potency, airborne. | 30s oGCD | Use on cooldown. |
| 24 | Leg Sweep | Ability | Stun 3s. | 40s oGCD | Interrupt. |
| 26 | Mirage Dive | Ability | 170 potency after Jump. | 1s oGCD | Weave after Jump. |