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This Article is a Community Guide
Guides exist as a community effort to help fellow players navigate the game. Opinions and strategies in their content may vary from editor to editor, but feel free to add new or correct out of date information. Guides are subject to the same editing standards of other FFXIclopedia articles.

Job Overview[]

Available after completing the quest A Knight's Test. Paladins specialize in close-range combat, just like warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast white magic spells, making them even more valuable on the battlefield.

Strengths[]

  • High VIT, high HP, Defense Bonus traits, and access to heavy armor make Paladins a natural fit for the tanking role.
  • Able to generate large amount of enmity from job abilities, Cure spells, and Flash.
  • Cover allows a Paladin to take hits in place of another player while working on regaining control of the target.
  • Highest Shield skill of any job, which when combined with the Paladin's arsenal of armor, Flash, damage reducing abilities, and cures, forms a formidable damage mitigation package.

Weaknesses[]

  • Relies on its relatively small MP for a good part of enmity generation and damage mitigation, limiting endurance when substantial curing is needed; less so than other common blink tanking jobs like Ninja. (Refresh and Refresh gear can help to alleviate the issue.)
  • Suffers from slower invite rates at the highest levels, when exp parties largely shift from a single full-time tank configuration to damage dealer only front line setups.

Race Selection[]

Final Fantasy XI allows players to choose between five different races, each with its own strengths and weaknesses in terms of stats. While certain races' stats are better matched to some jobs more than others, the differences are never so profound as to prevent any race from playing any particular job (except for Elvaans and Black Mage). All players can excel at any job they so choose, provided they have the skill and the equipment; the race selection is mostly an aesthetic decision.


Starting Stats[]

Race HP MP STR DEX VIT AGI INT MND CHR
Hume 30 16 7 6 8 5 5 7 7
Elvaan 32 14 8 6 9 4 4 8 7
Tarutaru 26 22 6 6 8 6 7 7 7
Galka 35 10 8 6 10 5 5 7 6
Mithra 30 16 7 8 8 6 5 7 6


Elvaan[]

With the second best HP and VIT stats, Elvaan is a good fit for Paladin, with the caveat of having the second smallest MP pool. Standard Paladin gear should provide sufficient boost to HP, VIT, and defense. Good MP management practices can compensate for weakness in that area, though some Elvaan players have been known to add MP gears at lower levels.

Galka[]

Galka's stats in HP and VIT are the best in the game, making it a natural fit for Paladin. However, the trade off is having the smallest MP pool of all races to work with. This makes MP gears a little more important to Galka than others, and makes good MP management mandatory.

Hume[]

With about average stats in HP, VIT, and MP, Hume is comparable to Mithra for Paladin, with slightly better VIT but worse AGI. Hume players often utilize additional HP equipment for harder fights, but otherwise mostly use normal Paladin gears.

Mithra[]

With about average stats in HP, VIT, and MP, Mithra is comparable to Hume for Paladin, with slightly worse VIT but better AGI. Mithra players often utilize additional HP equipment for harder fights, but otherwise mostly use normal Paladin gears.

Tarutaru[]

With lowest HP and highest MP of all races, Tarutaru Paladin faces greater danger with more curing power than other Paladins. Many Tarutaru players focus on HP equipment at all levels, even going as far as equipping gears to convert MP to HP.

Support Job Options[]

The choices listed here are by no means the only ones available, but their strengths are well established. Feel free to explore and try out different support jobs than those listed. (Note: For a Paladin at Lv.10 or below, the support job used really doesn't make a substantial difference, with the singular exception of /BST.)

 SJ  Level  Mandatory  Tank  DD  Exp/Merit  Solo  Endgame
 /WAR 10-75 Yes Yes Yes Yes Sometimes Yes
 /NIN 74-75 Yes Yes Yes Yes Yes Yes
 /RDM 66-75 Yes Yes No No Yes Yes
 /WHM 12-75 No No No Rarely Yes No
 /BST 1-75 No No No No Yes No
 /DNC 40-75 No Yes No Rarely Yes No
 /SAM 50-75 No No Yes Rarely Rarely No



Warrior[]

Lv: 10-75 Mandatory
Tank: Yes DD: Yes
Exp/Merit: Yes Solo: Sometimes EndgameYes
Warrior is the defining support job for Paladin level 10 to 75, and every Paladin should have /WAR fully leveled. This support job provides spike enmity abilities Provoke and Warcry, along with improved defense from Defender. For damage dealing, /WAR adds Berserk and Double Attack.
Selected lists of abilities and traits granted by /WAR are below; see the Warrior page for the full listing.
PLD / WAR  Job Ability
10 / 05  Provoke
30 / 15  Berserk
50 / 25  Defender
70 / 35  Warcry


PLD / WAR  Job Trait
50 / 25  Double Attack
60 / 30  Attack Bonus


Ninja[]

Lv: 74-75 Mandatory
Tank: Yes DD: Yes
Exp/Merit: Yes Solo: Yes Endgame: Yes
While Ninja as a support job is of debatable utility before Utsusemi: Ni, PLD/NIN is very popular for soloing, merit party, and endgame use. Utsusemi: Ni and Utsusemi: Ichi provide impressive damage mitigation for tanking and soloing, while Dual Wield adds to damage output over time and Weapon Skill hit counts for damage dealing (when using two one-handed weapons).
Selected lists of traits and spells granted by /NIN are below; see the Ninja page for the full listing.
PLD / NIN  Job Trait
20 / 10  Dual Wield
20 / 10  Resist Bind
30 / 15  Subtle Blow
50 / 25  Dual Wield II
60 / 30  Resist Bind II


PLD / NIN  Ninjutsu
18 / 09  Tonko: Ichi
24 / 12  Utsusemi: Ichi
50 / 25  Monomi: Ichi
68 / 34  Tonko: Ni
74 / 37  Utsusemi: Ni


Red Mage[]

Lv: 66-75 Mandatory
Tank: Yes DD: No
Exp/Merit: No Solo: Yes Endgame: Yes
Thanks to innate Enhancing Magic skill, Paladin can take advantage of Red Mage's Phalanx, Stoneskin, and bar- spells for damage mitigation along with Magic Defense Bonus. It also adds to damage output with en- spells, Blaze Spikes, and Bio II (which also serves as damage mitigation). Though not efficient for EXP partying, PLD/RDM is a strong soloing combination.
While rare for group use in general, PLD/RDM excels in distance tanking Jailer of Love, utilizing high enmity spells such as Dispel, Sleep, Blind, and Bind in heavy rotation to supplement Flash and cures.
Selected lists of traits and spells granted by /RDM are below; see the Red Mage page for the full listing.
PLD/RDM  Job Trait
30 / 15  Fast Cast I
50 / 25  Magic Defense Up I
62 / 31  Clear Mind I
70 / 35  Fast Cast II


PLD/RDM  Spell
01 / 01  Dia
10 / 05  Barstone
14 / 07  Barsleep
16 / 08  Blind
18 / 09  Barwater
20 / 10  Barpoison
20 / 10  Bio
22 / 11  Bind
24 / 12  Aquaveil
24 / 12  Barparalyze
26 / 13  Baraero
30 / 15  Deodorize
PLD/RDM  Spell
30 / 15  Diaga
32 / 16  Enthunder
34 / 17  Barfire
36 / 18  Barblind
36 / 18  Enstone
40 / 20  Blaze Spikes
40 / 20  Enaero
40 / 20  Sneak
42 / 21  Barblizzard
42 / 21  Regen
44 / 22  Enblizzard
46 / 23  Barsilence
PLD/RDM  Spell
46 / 23  Blink
48 / 24  Enfire
50 / 25  Barthunder
50 / 25  Invisible
50 / 25  Sleep
54 / 26  Enwater
62 / 31  Dia II
64 / 32  Dispel
66 / 33  Phalanx
68 / 34  Stoneskin
72 / 36  Bio II


White Mage[]

Lv: 12-75 Optional
Tank: No DD: No
Exp/Merit: Rarely Solo: Yes Endgame: No
With White Mage as support job, Paladin gains Stoneskin for damage mitigation, -na spells for status effect removal, and many utility spells, making this a strong soloing setup. Additionally, the -ga spells make PLD/WHM useful to small groups lacking White Mage or /WHM, and enables PLD to function as a healer when the normal jobs for the role are unavailable.
Selected lists of abilities, traits, and spells granted by /WHM are below; see White Mage page for the full listing.
PLD/WHM  Job Ability
30 / 15  Divine Seal


PLD/WHM  Spell
06 / 03  Dia
10 / 05  Barstonra
12 / 06  Poisona
14 / 07  Barsleepra
14 / 07  Protectra
18 / 09  Barwatera
18 / 09  Paralyna
20 / 10  Aquaveil
20 / 10  Barpoisonra
24 / 12  Barparalyzra
26 / 13  Baraera
28 / 14  Blindna
30 / 15  Banishga
PLD/WHM  Spell
30 / 15  Deodorize
32 / 16  Curaga
34 / 17  Barfira
34 / 17  Shellra
36 / 18  Barblindra
36 / 18  Diaga
38 / 19  Blink
38 / 19  Silena
40 / 20  Sneak
42 / 21  Barblizzara
42 / 21  Regen
46 / 23  Barsilencera
50 / 25  Barthundra
Level  Spell
50 / 25  Invisible
50 / 25  Reraise
54 / 27  Protectra II
56 / 28  Stoneskin
58 / 29  Cursna
62 / 31  Curaga II
64 / 32  Erase
68 / 34  Viruna
72 / 36  Dia II
72 / 36  Teleport-Dem
72 / 36  Teleport-Holla
72 / 36  Teleport-Mea
74 / 37  Shellra II
PLD/WHM  Job Trait
20 / 10  Magic Defense Up I
40 / 20  Clear Mind I
50 / 25  Auto Regen
60 / 30  Magic Defense Up II
70 / 35  Clear Mind II


Beastmaster[]

Lv: 1-75 Optional
Tank: No DD: No
Exp/Merit: No Solo: Yes Endgame: No


Paladin using Beastmaster as support job can solo much like a Beastmaster, charming pets to attack foes. This combination only seems to work well if the player's BST level is same or higher than PLD level, however, so those who elect to take this path should already have BST ready and be familiar with the way BST operate. In the hands of a skilled and knowledgeable player, PLD/BST will likely achieve the best exp/hour for a soloing PLD out of all possible support jobs.
Selected lists of abilities and traits granted by /BST are below; see the Beastmaster page for the full listing.
PLD/BST  Job Ability
01 / 01  Charm
20 / 10  Gauge
24 / 12  Reward
60 / 30  Tame


PLD/BST  Job Trait
01 / 01  Wide Scan
20 / 10  Vermin Killer
40 / 20  Bird Killer
60 / 30  Amorph Killer


PLD/BST  Pet Command
01 / 01  Fight
20 / 10  Heel
30 / 15  Stay
50 / 25  Sic
70 / 35  Leave


Dancer[]

Lv: 40-75 Optional
Tank: Yes DD: No
Exp/Merit: Rarely Solo: Yes Endgame: No
Dancer as a support job allows Paladin to use TP for something other than Weapon Skill (or Chivalry); Sambas allow HP or MP recovery for melees, Waltzes restore HP and remove status effects, Steps enfeeble enemies, and Flourishes function like Provoke and Gravity. As Sambas, Waltzes, and Steps do not need 100% TP to be used, PLD/DNC is an potent combination versus Colibri, which often wipe out TP before the 100% needed for Weapon Skills. It's also good for fast attacking monsters which tend to interrupt Cure spells, since Dances like Waltzes are job abilities, and activate nearly instantaneously.
PLD/DNC is now the standard setup for Campaign Battle, and is a widely used combination for soloing.
Selected lists of abilities and traits granted by /DNC are below; see the Dancer page for the full listing.
PLD/DNC  Job Ability
10 / 05  Sambas
30 / 15  Waltzes
40 / 20  Steps
40 / 20  Flourishes I
50 / 25  Jigs
PLD/DNC  Type  Job Ability
10 / 05  Samba  Drain Samba
30 / 15  Waltz  Curing Waltz
40 / 20  Flourish I  Animated Flourish
40 / 20  Step  Quickstep
50 / 25  Samba  Aspir Samba
50 / 25  Waltz  Divine Waltz
50 / 25  Jig  Spectral Jig
60 / 30  Step  Box Step
60 / 30  Waltz  Curing Waltz II
60 / 30  Flourish I  Desperate Flourish
70 / 35  Samba  Drain Samba II
70 / 35  Waltz  Healing Waltz
PLD/DNC  Job Trait
30 / 15  Evasion Bonus
50 / 25  Subtle Blow
60 / 30  Accuracy Bonus


Samurai[]

Lv: 50-75 Optional
Tank: No DD: Yes
Exp/Merit: Rarely Solo: Rarely Endgame: No
Hasso, Meditate, Third Eye, and Seigan are the key strengths of Samurai as a support job. For Paladin, this is for playing in the damage dealer role with a two-handed weapon, meaning either Great Sword (rank B; skill 250 at Lv.75) or Staff (rank A; skill 269 at Lv.75). Due to the detrimental effect of Seigan on spells' cast time and recast timer, this combination is ill suited for tanking.
Selected lists of abilities and traits granted by /SAM are below; see the Samurai page for the full listing.
PLD / SAM  Job Ability
10 / 05  Warding Circle
30 / 15  Third Eye
50 / 25  Hasso
60 / 30  Meditate
70 / 35  Seigan
PLD / SAM  Job Trait
20 / 10  Store TP
40 / 20  Zanshin
60 / 30  Store TP II
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