A Realm Reborn Guide equips adventurers with knowledge of essential cross-class abilities, ensuring character optimization and strategic gameplay. CONDUCT.EDU.VN provides comprehensive guides, helping players navigate the intricacies of Final Fantasy XIV with confidence and expertise. Discover the impact of these skills to gain a competitive edge, master character roles, and enhance the overall gaming experience through strategic skill selection and build customization.
1. Understanding Cross-Class Abilities in A Realm Reborn
In Final Fantasy XIV: A Realm Reborn, cross-class abilities are skills that can be learned from other classes and used on your primary class. This system allows for customization and optimization of your character’s abilities. By selecting the right cross-class abilities, you can significantly enhance your character’s performance in various combat situations.
1.1. The Importance of Cross-Class Skills
Cross-class skills are important because they provide access to abilities that your primary class might lack. These can include healing spells, defensive buffs, or damage-enhancing abilities. Choosing the right skills can improve your survivability, increase your damage output, or provide utility to your party. The strategic selection of these skills is critical for maximizing your character’s potential.
1.2. How to Unlock Cross-Class Skills
To unlock cross-class skills, you must level up other classes to the required level for the desired ability. Once you have reached that level, the ability becomes available for use on your primary class, provided that class meets the requirements. Managing and leveling multiple classes is essential for unlocking a wide range of cross-class options.
1.3. Limitations of Cross-Class Abilities
There are limitations to cross-class abilities. Not all skills can be cross-classed, and some classes have restrictions on which skills they can use. It is important to research and plan your cross-class selections carefully. Players should consult resources like those available at conduct.edu.vn to make informed decisions.
2. Essential Cross-Class Abilities for Paladin
Paladins are the quintessential tanks in Final Fantasy XIV, known for their high defense and ability to protect their allies. Choosing the right cross-class abilities can enhance their survivability and utility in party situations. Here are some of the best cross-class options for Paladins:
2.1. Cure
Cure is a basic healing spell learned from the Conjurer class. While Paladins have some self-healing abilities, Cure provides an additional source of healing that can be useful in emergencies or when the main healer is preoccupied.
2.2. Foresight
Foresight, obtained from the Marauder class, is a defensive cooldown that reduces incoming physical damage. This ability is invaluable for mitigating damage during boss fights or challenging encounters. Foresight helps Paladins manage their health more effectively, allowing healers to focus on other party members.
2.3. Stoneskin
Stoneskin, another Conjurer ability, provides a protective shield that absorbs a certain amount of damage. This can be cast on yourself or party members before engaging in combat to provide an additional layer of defense. Stoneskin is particularly useful in situations where you anticipate a large amount of incoming damage.
2.4. Fracture
Fracture, a damage-over-time ability from the Marauder class, adds additional damage output to your rotation. While Paladins are primarily tanks, increasing their damage can help speed up encounters and maintain threat levels.
2.5. Mercy Stroke
Mercy Stroke, another Marauder ability, is an execution move that can be used on enemies with low health. This ability provides a significant burst of damage and can help finish off enemies quickly. It adds to the Paladin’s utility in both single-target and multi-target situations.
2.6. Additional Options
2.6.1. Protect
Protect, from the Conjurer class, increases the defense of a party member. If you are grouped with a Scholar and want to free up an additional cross-class ability slot for the Scholar, Protect can be a viable option.
2.6.2. Raise
Raise, also from the Conjurer class, allows you to revive fallen allies outside of combat. This can be useful in situations where the main healer is unable to raise someone or when you need to quickly revive a party member after a wipe.
2.7. Abilities to Avoid
2.7.1. Bloodbath
Bloodbath, while providing some healing based on damage dealt, is generally not as effective for Paladins compared to other options. The healing provided is minimal and does not significantly contribute to survivability.
2.7.2. Skull Sunder
Skull Sunder is a Marauder ability that has no real use for Paladins. Its effects do not synergize with the Paladin’s role or abilities.
Understanding these cross-class options allows Paladins to adapt to various combat scenarios, optimizing their role as tanks while providing support and utility to their parties.
Alt: Paladin strategically employs Foresight and Stoneskin to mitigate damage, showcasing the benefits of cross-class defensive abilities.
3. Optimizing Warrior with Cross-Class Abilities
Warriors are known for their raw power and self-sustainability. Selecting the right cross-class abilities can enhance their offensive and defensive capabilities, making them formidable tanks. Here are the top cross-class abilities for Warriors:
3.1. Provoke
Provoke, from the Gladiator class, is essential for all tanks. It instantly gains you the highest enmity on a target, ensuring that enemies focus on you. This is crucial for maintaining threat and protecting your party members.
3.2. Second Wind
Second Wind, obtained from the Pugilist class, is a self-healing ability that restores a portion of your health. This ability is invaluable for Warriors, as it enhances their self-sustainability and reduces the burden on healers.
3.3. Featherfoot
Featherfoot, also from the Pugilist class, increases your evasion rate. While not a direct defensive buff, it can help you avoid incoming attacks, reducing the amount of damage you take.
3.4. Convalescence
Convalescence, a Conjurer ability, increases the amount of healing you receive. This synergizes well with Second Wind and other healing abilities, making you even more self-sufficient.
3.5. Internal Release
Internal Release, from the Pugilist class, increases your critical hit rate. This enhances your damage output and synergizes with your offensive abilities, making you a more effective damage dealer.
3.6. Additional Options
3.6.1. Awareness
Awareness, from the Gladiator class, prevents you from being critically hit. If you are focused on maximizing your defensive capabilities, this can be a decent option.
3.6.2. Flash
Flash, also from the Gladiator class, generates enmity. While Warriors have other ways to generate enmity, Flash can be useful for initial threat generation, especially in multi-target situations.
3.7. Abilities to Avoid
3.7.1. Mantra
Mantra, from the Pugilist class, is generally not as effective for Warriors compared to other options. Its effects do not synergize well with the Warrior’s role.
3.7.2. Haymaker
Haymaker, another Pugilist ability, is situational and does not provide a significant damage boost. The slow effect is also not particularly useful for Warriors.
3.7.3. Savage Blade
Savage Blade is a Gladiator ability that has no real use for Warriors. Its effects do not synergize with the Warrior’s abilities or role.
By carefully selecting these cross-class abilities, Warriors can significantly enhance their effectiveness as both tanks and damage dealers, ensuring they are well-equipped for any encounter.
Alt: A Warrior strategically utilizes Provoke to establish immediate enmity, ensuring the focus of the enemy remains on them, protecting the party.
4. Cross-Class Abilities for Dragoon: Enhancing Damage
Dragoons are renowned for their high damage output and dynamic combat style. Selecting the right cross-class abilities can further amplify their damage potential and provide additional utility. Here are the recommended cross-class abilities for Dragoons:
4.1. Second Wind
Second Wind, from the Pugilist class, provides a much-needed self-heal. This is particularly useful for Dragoons, who often find themselves in melee range and vulnerable to damage.
4.2. Internal Release
Internal Release, also from the Pugilist class, increases your critical hit rate. This directly enhances your damage output, making your attacks more potent.
4.3. Fracture
Fracture, obtained from the Marauder class, adds a damage-over-time effect to your rotation. This increases your overall damage output and helps maintain consistent pressure on your enemies.
4.4. Mercy Stroke
Mercy Stroke, another Marauder ability, is an execution move that can be used on enemies with low health. This provides a significant burst of damage and helps finish off enemies quickly.
4.5. Bloodbath
Bloodbath, also from the Marauder class, converts a portion of your damage into healing. This provides additional self-sustainability and reduces the burden on healers.
4.6. Abilities to Avoid
4.6.1. Featherfoot
Featherfoot, while providing some evasion, is not as effective as Bloodbath for Dragoons. The defensive benefit is minimal compared to the self-healing provided by Bloodbath.
4.6.2. Foresight
Foresight, from the Marauder class, is a defensive cooldown that reduces incoming physical damage. This ability is invaluable for mitigating damage during boss fights or challenging encounters. Foresight helps Dragoons manage their health more effectively, allowing healers to focus on other party members.
4.6.3. Mantra
Mantra, from the Pugilist class, is generally not as effective for Dragoons compared to other options. Its effects do not synergize well with the Dragoon’s role.
4.6.4. Haymaker
Haymaker, another Pugilist ability, is situational and does not provide a significant damage boost. The slow effect is also not particularly useful for Dragoons.
4.6.5. Skull Sunder
Skull Sunder is a Marauder ability that has no real use for Dragoons. Its effects do not synergize with the Dragoon’s abilities or role.
By selecting these cross-class abilities, Dragoons can maximize their damage output and survivability, ensuring they remain a powerful force in any party.
Alt: A Dragoon leaps into action with a powerful jump attack, demonstrating the class’s dynamic combat style and high damage potential.
5. Monk Cross-Class Abilities: Maximizing DPS
Monks are melee DPS specialists known for their rapid attacks and strategic positioning. The right cross-class abilities can amplify their damage and provide essential utility. Here are the best cross-class abilities for Monks:
5.1. Invigorate
Invigorate, from the Lancer class, restores TP (Technical Points). This is crucial for Monks, who rely on TP for their abilities. Invigorate ensures you can maintain your rotation without running out of TP.
5.2. Blood for Blood
Bloodbath, also from the Lancer class, increases your damage output. This is a significant boost to your DPS, making you a more effective damage dealer.
5.3. Fracture
Fracture, obtained from the Marauder class, adds a damage-over-time effect to your rotation. This increases your overall damage output and helps maintain consistent pressure on your enemies.
5.4. Mercy Stroke
Mercy Stroke, another Marauder ability, is an execution move that can be used on enemies with low health. This provides a significant burst of damage and helps finish off enemies quickly.
5.5. Bloodbath
Bloodbath, also from the Marauder class, converts a portion of your damage into healing. This provides additional self-sustainability and reduces the burden on healers.
5.6. Additional Options
5.6.1. Feint
Feint, from the Lancer class, applies a slow effect to enemies. This can be useful in certain situations, but is generally not as valuable as other options.
5.7. Abilities to Avoid
5.7.1. Keen Flurry
Keen Flurry, from the Lancer class, is generally not as effective for Monks compared to other options. Its effects do not synergize well with the Monk’s role.
5.7.2. Foresight
Foresight, from the Marauder class, is a defensive cooldown that reduces incoming physical damage. This ability is invaluable for mitigating damage during boss fights or challenging encounters. Foresight helps Monks manage their health more effectively, allowing healers to focus on other party members.
5.7.3. Impulse Drive
Impulse Drive is a Lancer ability that has no real use for Monks. Its effects do not synergize with the Monk’s abilities or role.
By carefully selecting these cross-class abilities, Monks can maximize their damage output and maintain their position as a top-tier DPS class.
Alt: A Monk delivers a rapid sequence of attacks, showcasing their high DPS potential and mastery of martial arts.
6. Black Mage: Cross-Class Abilities for Maximum DPS
Black Mages are the masters of ranged magical DPS, dealing massive damage from afar. While their cross-class options are limited, selecting the right abilities can enhance their damage and mana management. Here’s a guide to the best cross-class abilities for Black Mages:
6.1. Swiftcast
Swiftcast, from the Thaumaturge class, allows you to cast your next spell instantly. This is invaluable for Black Mages, as it allows you to quickly cast high-damage spells without interruption.
6.2. Raging Strikes
Raging Strikes, from the Archer class, increases your damage output. This is a straightforward damage boost that benefits all of your spells, making you a more effective DPS.
6.3. Quelling Strikes
Quelling Strikes, also from the Archer class, reduces your enmity generation. This is important for Black Mages, who can quickly generate a lot of enmity due to their high damage output.
6.4. Surecast
Surecast, from the Thaumaturge class, prevents you from being interrupted while casting. This is useful in situations where you are taking damage or being subjected to crowd control effects.
6.5. Blizzard II
Blizzard II, also from the Thaumaturge class, provides an additional AoE option. This can be useful in situations where you need to deal damage to multiple enemies.
6.6. Additional Options
6.6.1. Aero
Aero, from the Conjurer class, applies a damage-over-time effect. While not as potent as other options, it can add some additional damage to your rotation.
6.7. Abilities to Avoid
6.7.1. Cure
Cure, from the Conjurer class, is generally not useful for Black Mages. Their role is to deal damage, not to heal.
6.7.2. Protect
Protect, from the Conjurer class, increases the defense of a party member. If you are grouped with a Scholar and want to free up an additional cross-class ability slot for the Scholar, Protect can be a viable option.
6.7.3. Raise
Raise, also from the Conjurer class, allows you to revive fallen allies outside of combat. This can be useful in situations where the main healer is unable to raise someone or when you need to quickly revive a party member after a wipe.
By selecting these cross-class abilities, Black Mages can optimize their damage output and mana management, ensuring they remain a formidable force in any party.
Alt: A Black Mage channels arcane energy, unleashing a devastating spell that exemplifies their mastery of magical DPS.
7. White Mage: Essential Cross-Class Abilities
White Mages are the quintessential healers in Final Fantasy XIV, focusing on restoring health and providing support to their allies. Selecting the right cross-class abilities can enhance their healing potential and provide additional utility. Here are the top cross-class abilities for White Mages:
7.1. Swiftcast
Swiftcast, from the Thaumaturge class, allows you to cast your next spell instantly. This is invaluable for White Mages, as it allows you to quickly cast healing spells in emergencies.
7.2. Aero
Aero, also from the Conjurer class, applies a damage-over-time effect to enemies. This allows you to contribute to damage while still focusing on healing.
7.3. Stone
Stone, also from the Conjurer class, provides a basic damage spell. This can be useful for contributing to damage when healing is not immediately needed.
7.4. Protect
Protect, from the Conjurer class, increases the defense of a party member. This can be useful for mitigating damage before it occurs.
7.5. Raise
Raise, also from the Conjurer class, allows you to revive fallen allies. This is an essential ability for all healers.
7.6. Additional Options
7.6.1. Cure
Cure, from the Conjurer class, provides a basic healing spell. While White Mages have stronger healing spells, Cure can be useful for conserving mana.
7.7. Abilities to Avoid
7.7.1. Bloodbath
Bloodbath, while providing some healing based on damage dealt, is generally not as effective for White Mages compared to other options. The healing provided is minimal and does not significantly contribute to survivability.
7.7.2. Skull Sunder
Skull Sunder is a Marauder ability that has no real use for White Mages. Its effects do not synergize with the White Mage’s role or abilities.
By carefully selecting these cross-class abilities, White Mages can maximize their healing potential and provide essential support to their parties.
Alt: A White Mage channels healing energy, casting a restorative spell to mend their allies and sustain the party.
8. Bard: Top Cross-Class Abilities for Support
Bards are versatile support characters known for their ranged damage and ability to buff their allies. Selecting the right cross-class abilities can enhance their support capabilities and damage output. Here are the recommended cross-class abilities for Bards:
8.1. Swiftcast
Swiftcast, from the Thaumaturge class, allows you to cast your next spell instantly. This is invaluable for Bards, as it allows you to quickly cast support spells or damage spells when needed.
8.2. Raging Strikes
Raging Strikes, from the Archer class, increases your damage output. This is a straightforward damage boost that benefits all of your spells, making you a more effective DPS.
8.3. Quelling Strikes
Quelling Strikes, also from the Archer class, reduces your enmity generation. This is important for Bards, who can quickly generate a lot of enmity due to their high damage output.
8.4. Surecast
Surecast, from the Thaumaturge class, prevents you from being interrupted while casting. This is useful in situations where you are taking damage or being subjected to crowd control effects.
8.5. Blizzard II
Blizzard II, also from the Thaumaturge class, provides an additional AoE option. This can be useful in situations where you need to deal damage to multiple enemies.
8.6. Additional Options
8.6.1. Aero
Aero, from the Conjurer class, applies a damage-over-time effect. While not as potent as other options, it can add some additional damage to your rotation.
8.7. Abilities to Avoid
8.7.1. Cure
Cure, from the Conjurer class, is generally not useful for Bards. Their role is to deal damage and provide support, not to heal.
8.7.2. Protect
Protect, from the Conjurer class, increases the defense of a party member. If you are grouped with a Scholar and want to free up an additional cross-class ability slot for the Scholar, Protect can be a viable option.
8.7.3. Raise
Raise, also from the Conjurer class, allows you to revive fallen allies outside of combat. This can be useful in situations where the main healer is unable to raise someone or when you need to quickly revive a party member after a wipe.
By selecting these cross-class abilities, Bards can optimize their damage output and mana management, ensuring they remain a formidable force in any party.
Alt: A Bard strums a supportive melody, enhancing the party’s capabilities with buffs and harmonious encouragement.
9. Summoner: Cross-Class Abilities for Damage Amplification
Summoners are DPS casters who summon powerful pets to aid them in battle. Optimizing cross-class skills can enhance their damage output and tactical flexibility. Here’s a look at the best cross-class abilities for Summoners:
9.1. Swiftcast
Swiftcast, from the Thaumaturge class, allows you to cast your next spell instantly. This is invaluable for Summoners, as it allows you to quickly cast high-damage spells without interruption.
9.2. Raging Strikes
Raging Strikes, from the Archer class, increases your damage output. This is a straightforward damage boost that benefits all of your spells, making you a more effective DPS.
9.3. Quelling Strikes
Quelling Strikes, also from the Archer class, reduces your enmity generation. This is important for Summoners, who can quickly generate a lot of enmity due to their high damage output.
9.4. Surecast
Surecast, from the Thaumaturge class, prevents you from being interrupted while casting. This is useful in situations where you are taking damage or being subjected to crowd control effects.
9.5. Blizzard II
Blizzard II, also from the Thaumaturge class, provides an additional AoE option. This can be useful in situations where you need to deal damage to multiple enemies.
9.6. Additional Options
9.6.1. Aero
Aero, from the Conjurer class, applies a damage-over-time effect. While not as potent as other options, it can add some additional damage to your rotation.
9.7. Abilities to Avoid
9.7.1. Cure
Cure, from the Conjurer class, is generally not useful for Summoners. Their role is to deal damage and support their pets, not to heal.
9.7.2. Protect
Protect, from the Conjurer class, increases the defense of a party member. If you are grouped with a Scholar and want to free up an additional cross-class ability slot for the Scholar, Protect can be a viable option.
9.7.3. Raise
Raise, also from the Conjurer class, allows you to revive fallen allies outside of combat. This can be useful in situations where the main healer is unable to raise someone or when you need to quickly revive a party member after a wipe.
By selecting these cross-class abilities, Summoners can optimize their damage output and mana management, ensuring they remain a formidable force in any party.
Alt: A Summoner directs their summoned pet with authority, leveraging its power to amplify their damage output in battle.
10. Scholar: Maximizing Healing with Cross-Class Skills
Scholars are strategic healers known for their shields and tactical play. They rely on pets to enhance their healing capabilities. Here’s a guide to the best cross-class abilities for Scholars:
10.1. Swiftcast
Swiftcast, from the Thaumaturge class, allows you to cast your next spell instantly. This is invaluable for Scholars, as it allows you to quickly cast healing spells in emergencies.
10.2. Aero
Aero, also from the Conjurer class, applies a damage-over-time effect to enemies. This allows you to contribute to damage while still focusing on healing.
10.3. Stone
Stone, also from the Conjurer class, provides a basic damage spell. This can be useful for contributing to damage when healing is not immediately needed.
10.4. Protect
Protect, from the Conjurer class, increases the defense of a party member. This can be useful for mitigating damage before it occurs.
10.5. Raise
Raise, also from the Conjurer class, allows you to revive fallen allies. This is an essential ability for all healers.
10.6. Additional Options
10.6.1. Cure
Cure, from the Conjurer class, provides a basic healing spell. While Scholars have stronger healing spells, Cure can be useful for conserving mana.
10.7. Abilities to Avoid
10.7.1. Bloodbath
Bloodbath, while providing some healing based on damage dealt, is generally not as effective for Scholars compared to other options. The healing provided is minimal and does not significantly contribute to survivability.
10.7.2. Skull Sunder
Skull Sunder is a Marauder ability that has no real use for Scholars. Its effects do not synergize with the Scholar’s role or abilities.
By carefully selecting these cross-class abilities, Scholars can maximize their healing potential and provide essential support to their parties.
Alt: A Scholar strategically casts protective shields, enhancing the party’s resilience and demonstrating their tactical healing prowess.
11. Ninja: Enhancing DPS Through Cross-Class Abilities
Ninjas are melee DPS specialists known for their fast attacks and complex rotations. Selecting the right cross-class abilities can greatly enhance their damage output. Let’s explore the best cross-class abilities for Ninjas:
11.1. Second Wind
Second Wind, from the Pugilist class, provides a self-healing ability that can be useful for sustaining yourself during combat.
11.2. Internal Release
Internal Release, also from the Pugilist class, increases your critical hit rate, which directly boosts your damage output.
11.3. Bloodbath
Bloodbath, from the Marauder class, converts a portion of your damage into healing, providing additional sustain during fights.
11.4. Fracture
Fracture, obtained from the Marauder class, adds a damage-over-time effect to your rotation, increasing overall DPS.
11.5. Invigorate
Invigorate, from the Lancer class, restores TP (Technical Points), which is essential for maintaining your rotation without running out of resources.
11.6. Additional Options
11.6.1. Haymaker
Haymaker, from the Pugilist class, provides a situational slow effect.
11.7. Abilities to Avoid
11.7.1. Foresight
Foresight, from the Marauder class, is generally not as effective for Ninjas compared to other options. Its defensive benefits are minimal compared to the utility of other skills.
11.7.2. Skull Sunder
Skull Sunder is a Marauder ability that has no real use for Ninjas. Its effects do not synergize with the Ninja’s abilities or role.
11.7.3. Cure
Cure, from the Conjurer class, is generally not useful for Ninjas. Their role is to deal damage, not to heal.
By selecting these cross-class abilities, Ninjas can optimize their damage output and sustain, becoming a powerful force in any party.
Alt: A Ninja executes a swift, precise attack, demonstrating their agility and mastery of close-quarters combat for maximum damage.
12. Dark Knight: Optimal Cross-Class Abilities for Tanking
Dark Knights are powerful tanks known for their ability to mitigate damage and sustain themselves in battle. Selecting the right cross-class abilities is crucial for enhancing their tanking capabilities. Here are the best cross-class abilities for Dark Knights:
12.1. Provoke
Provoke, from the Gladiator class, is essential for all tanks. It instantly gains you the highest enmity on a target, ensuring that enemies focus on you.
12.2. Second Wind
Second Wind, obtained from the Pugilist class, is a self-healing ability that restores a portion of your health, enhancing your self-sustainability.
12.3. Convalescence
Convalescence, a Conjurer ability, increases the amount of healing you receive, synergizing well with Second Wind and other healing abilities.
12.4. Awareness
Awareness, from the Gladiator class, prevents you from being critically hit, providing a reliable defensive buff.
12.5. Flash
Flash, also from the Gladiator class, generates enmity, useful for initial threat generation, especially in multi-target situations.
12.6. Additional Options
12.6.1. Bloodbath
Bloodbath, from the Marauder class, converts a portion of your damage into healing, providing additional sustain during fights.
12.7. Abilities to Avoid
12.7.1. Mantra
Mantra, from the Pugilist class, is generally not as effective for Dark Knights compared to other options. Its effects do not synergize well with the Dark Knight’s role.
12.7.2. Haymaker
Haymaker, another Pugilist ability, is situational and does not provide a significant benefit for Dark Knights.
12.7.3. Savage Blade
Savage Blade is a Gladiator ability that has no real use for Dark Knights. Its effects do not synergize with the Dark Knight’s abilities or role.
By selecting these cross-class abilities, Dark Knights can significantly enhance their effectiveness as tanks, ensuring they are well-equipped for any encounter.
Alt: A Dark Knight assumes a defensive stance, shielding the party from harm with their formidable tanking abilities and dark energy.
13. Astrologian: Essential Cross-Class Abilities for Healing
Astrologians are versatile healers who use cards to buff their allies and provide essential healing. Selecting the right cross-class abilities can significantly enhance their healing potential and utility. Here are the top cross-class abilities for Astrologians:
13.1. Swiftcast
Swiftcast, from the Thaumaturge class, allows you to cast your next spell instantly. This is invaluable for Astrologians, as it allows you to quickly cast healing spells in emergencies.
13.2. Aero
Aero, also from the Conjurer class, applies a damage-over-time effect to enemies. This allows you to contribute to damage while still focusing on healing.
13.3. Stone
Stone, also from the Conjurer class, provides a basic damage spell. This can be useful for contributing to damage when healing is not immediately needed.
13.4. Protect
Protect, from the Conjurer class, increases the defense of a party member. This can be useful for mitigating damage before it occurs.
13.5. Raise
Raise, also from the Conjurer class, allows you to revive fallen allies. This is an essential ability for all healers.
13.6. Additional Options
13.6.1. Cure
Cure, from the Conjurer class, provides a basic healing spell. While Astrologians have stronger healing spells, Cure can be useful for conserving mana.
13.7. Abilities to Avoid
13.7.1. Bloodbath
Bloodbath, while providing some healing based on damage dealt, is generally not as effective for Astrologians compared to other options.
13.7.2. Skull Sunder
Skull Sunder is a Marauder ability that has no real use for Astrologians. Its effects do not synergize with the Astrologian’s role or abilities.
By carefully selecting these cross-class abilities, Astrologians can maximize their healing potential and provide essential support to their parties.
Alt: An Astrologian draws a celestial card, preparing to buff allies with its potent effects, showcasing their unique healing style.
14. Machinist: Cross-Class Abilities for DPS Enhancement
Machinists are ranged DPS specialists who use mechanical devices to deal damage. Selecting the right cross-class abilities can greatly enhance their damage output. Let’s explore the best cross-class abilities for Machinists:
14.1. Raging Strikes
Raging Strikes, from the Archer class, increases your damage output, making you a more effective DPS.
14.2. Quelling Strikes
Quelling Strikes, also from the Archer class, reduces your enmity generation, which is important for managing threat.
14.3. Hawk’s Eye
Hawk’s Eye, also from the Archer class, increases your dexterity and accuracy.
14.4. Invigorate
Invigorate, from the Lancer class, restores TP (Technical Points), ensuring you can maintain your rotation.
14.5. Bloodbath
Bloodbath, from the Marauder class, converts a portion of your damage into healing, providing additional sustain.
14.6. Additional Options
14.6.1. Second Wind
Second Wind, from the Pugilist class, provides a self-healing ability.
14.7. Abilities to Avoid
14.7.1. Cure
Cure, from the Conjurer class, is generally not useful for Machinists. Their role is to deal damage, not to heal.
14.7.2. Protect
Protect, from the Conjurer class, increases the defense of a party member. If you are grouped with a Scholar and want to free up an additional cross-class ability slot for the Scholar, Protect can be a viable option.
14.7.3. Raise
Raise, also from the Conjurer class, allows you to revive fallen allies outside of combat. This can be useful in situations where the main healer is unable to raise someone or when you need to quickly revive a party member after a wipe.
By selecting these cross-class abilities, Machinists can optimize their damage output and sustain, becoming a powerful force in any party.
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