Final Fantasy XIV: Guide Gladiator/Thaumaturge Build

written by INikocles, Information by FFXIVCore Forum Members, Contributors Listed at Bottom

Hey fellow swordsmen,

I'm here to to tell you about the ever popular Gladiator build that incorporates mainly Thaumaturge magics. I've been playing XIV since Open Beta, and currently I'm playing using this build on Mysidia. This guide was compiled between my own info, as well as the reactions from other posters on the XIVCore forums. Even if you decide that this doesn't sound like the right build for you, hopefully you can take some things away from it for your own build.

Master Final Fantasy XIV, with Chrono's FFXIV Guide


  1. The Concept
  2. The Spells
  3. Thaumaturge
  4. Conjurer
  5. The Abilities
  6. Sword and Shield Abilities
  7. Weapon Skills
  8. Cross Class
  9. The Stats
  10. Races
  11. The Hand and Land Disciplines
  12. Disciples of Hand
  13. Disciples of Land
  14. The Draw Backs
  15. The Plan
  16. The Bare Bones
    • No talking, just abilities/spells with their Ranks
  17. Too Long; Didn't Read
    • Acknowledgments, misc.

The Concept

The Gladiator/Thaumaturge combo, or GLA/THM using the acronyms, is one that can solidly tank as well as solo, meaning you'll never have to do one or the other within reason. By falling back on defensive magics, you will be able to effectively hold hate and deal damage using the very Hit Points you'll be losing as a natural part of battle. These magics are less useful for the less resilient mage classes, but for a melee fighter with plenty of HP, the price becomes a pittance. In short, each time the enemy hits you it will take like damage as it deals, restore your MP pool, as well as become target for stat stealing in addition to leaving openings. It's important to note that there is no subjob system as there was in Final Fantasy XI, meaning you have a wide range of skills to use. The main reason the build is called GLA/THM is because the bulk of the spells used are in the THM job-set.

The Spells

The heart of the combo lies in its magics: without these helpful spells, you are as good as a pure physical tank. As of retail launch, there are only two magic classes: Thaumaturge (THM), an enfeebling and buffing-type mage, and Conjurer (CON), a more straightforward sort of Black Mage/White Mage with access to elemental and white spells. You'll need at least a bit of each to effectively work in Final Fantasy XIV.


  • Sacrifice (Rank 4): This skill is the THM's answer to Cure. It will give the user an HP Regen effect for a short time. The spell is actually more potent than cure, but the catch is that a portion of the casting requirement is in HP. If you don't have enough HP, you can't cast it. That being said, the amount of HP regained should be more than the amount lost in casting. It is also as spammable as Cure, only with a one-second extra delay in recast time making it five seconds.
  • Punishing Barbs (Rank 10): At R10, you gain access to Punishing Barbs. Punishing Barbs, shortened as PB (no J), is a spell that bounces back damage as you take it. You still lose HP, but more often than not the enemy will be losing it in chunks as well. There is a limit to its effectiveness, naturally, which will hopefully be addressed one day (when it is, I will provide a link instead of copying the information straight into the guide). The spell is instantly cast, but only lasts for about a minute and has a cool-down of three minutes, and that's before cross-class penalties. Returned damage is greater as a Disciple of Magic than, but still a good amount as a Disciple of War. As a side note, even if you use a shield to partially block damage taken, the enemy will still receive damage based on what it should have hit for.
  • Stygian Spikes (Rank 16): Stygian Spikes, StS for short, is a bread-and-butter spell for the GLA/THM, if not for most any class relying on MP. When cast, the caster will receive a portion of MP based on a percentage of damage taken. The return is roughly 50% for DoM, and naturally less but still a good amount for DoW. With a 3 second+ cast time, it's better to cast before battle, but not impossible to cast in-battle. With a recast time of a minute, this spell will essentially confer to you nigh unlimited MP, more than enough to make up for DoW's small mana pool.
  • Absorb ATK/DEF/EVA/ACC (Rank 18): The Absorb spells are useful for turning tides against enemies. After casting, the caster receives a boost to the specific stat while the enemy receives a debuff for that stat. This can easily give you a needed edge in battle if you are hitting light, getting hit hard, getting hit often, or missing a lot, respectively. Though it is not recommended that these spells be used liberally on every mob: you will only be able to notice the benefits in longer fights, or if you are doing some fast grinding.
  • Post Rank 18: Those seven spells are going to be getting a lot of mileage. With them all cast, you won't have to worry about output or input regardless of the current situation. If you want to stop leveling THM here, that's okay. A few other skills down the road: at Rank 20, the THM gains two new useful spells; Siphon MP, which can save you in tight spots if, for whatever reason, you need MP more desperately than StS can provide. The second is another analog to Cure, with Sacrifice II. A stronger version, I highly recommend you at least get either this or Cure II, though remember Sacrifice II is but two Ranks more than you'll all ready level. After those, the THM-line thins out for you. There's another curing spell, Siphon HP at Rank 26, but after that there isn't much until Stygian Spikes II at Rank 42. If you really plan on going that far, be my guest, but the above will last you for some time. As far as status effects go, they are useful, so go ahead and use them if you have the space, but just remember to leave it to the casters in parties, as stated several times.


  • Cure (Rank 4): A bread-and-butter spell for quite literally all classes. You know what this does all ready: heals you once for a set amount. You get a higher amount back the more Mind you have, though not much. Be sure to cast this before you need it, okay? Level 2 attained at Rank 20.
  • Shock Spikes (Rank 8): This spell almost seems like an attempt to balance the two magic classes, as it really is a more THM-style spell. Once cast, Lightning damage will be dealt to the enemy when it hits you, as well as Stunning the enemy. This spell is extremely useful, and highly spammable with a mere 10 second recast, let alone the minimal increase for using it as a DoW. While Stun only last a moment or two, that moment is more than enough time to begin casting a spell, especially healing spells. Just as defensive as offensive, and naturally pairs with PB for quite a bit of damage on the enemy. Level 2 attained at Rank 42.
  • Post Rank 8: Omitted between those two was Stoneskin at Rank 6. Stoneskin only saves you from a couple hits, even less than a single cure on most mobs. Still, it can be useful if cast between fights if you so desire. I'd suggest leaving it to designated casters, though. At Rank 16 there's Protect and Shell. Again, these are best left to casters in parties, but can find their uses when soloing. Just remember that by now you'll all ready have several buffs cast at once, so any more can end up taking quite some time and MP. At Rank 20 you get Cure II which, as said, you should at least have if you don't plan on getting Sacrifice II. If you have the time, getting both can really up your game.

"Always cast spells behind the safety of Guard."

The Abilities

With the above spells at your disposal, you can really focus on your melee with little care in the world. You'd be amazed at how easy the fights you struggled through while leveling THM or CON become with their help. So now let's look at useful skills on your main class, Gladiator, and it's weapons, the Sword and Shield.

Sword and Shield Abilities

  • Light Slash and Light Stab (Rank 1): Your basic two attacks. If you don't have Light Stab, return to the main quest that you apparently forgot about. You can look it up under your Journal after hitting the Home key, accessing the main in-game menu. You should get it after completing your first Leve in the quest. That being said, use these to do easy damage while gaining TP. Light Slash deals slightly more damage than Light Stab, but also requires a slight bit more Stamina to use. I'll usually alternate between the two. Do note that after equipping our sword, Light Slash will be set as the first command. I recommend setting Light Stab as your second using the macro /eaction 2 "Light Stab".
  • Rampart (Rank 4): A straight and simple action that increases your DEF and MAG DEF for a minute, though the recast is five minutes, so use it sparingly. You should have your Absorb spells as well, so you aren't without alternatives to increased DEF. Level 2 is attained at Rank 34.
  • Phalanx (Rank 8): Simple enough: raise shield, block an attack, use Phalanx, deal damage as well as create a good deal of Enmity. A nice and simple tactic. Not to mention that you should have your shield raised practically all the time anyways. Level 2 is attained at Rank 38.
  • Provoke (Rank 10): Ah, our good old mainstay from FFXI. Provoke instantly creates Enmity towards you, and is more potent than the Pugilist's Taunt. With a 20 second recast time, be sure to spam it as you please to keep the enemy on you. Between this and your bevy of attacks, you can bet that the enemy will want you dead more than anyone else. Level 2 is attained at Rank 40.
  • Obsess (Rank 18): This move is a wager, and best to be only used against a single mob. Basically, you gain a defense boost against a specific enemy by focusing all your attention on it. The downside is that in turn anything that's not that enemy will deal more damage. Be especially careful while using this: make sure you didn't accidentally aggro another mob with an AoE, or are up against a boss that summons other mobs mid-fight. Level 2 is attained at Rank 48.
  • Heavy Slash (Rank 20): At Rank 20, you can start doing Leves for specific disciplines. By doing these, you earn Guild Marks to spend at the guild's headquarters. With 6000, you can buy this attack. It deals a good deal of damage, explicitly creates enmity, but also requires 40% Stamina, making it very unfriendly to spamming. In a similar vain, at Rank 40 you can buy its counterpart Heavy Stab, which cost 10,000 Guild Marks.
  • Cover (Rank 22): Another Tanking mainstay, useful for when you lose control of the hate and the mob starts attacking another team mate. It's your job to ensure your team mates survive, so don't shy from this ability.
  • Other GLA Abilities: After this point, most of what you learn are either weapon skills, specific buffs, and upgraded versions of old moves.
  • Guard (Rank 1): Your basic shield action. Use it and you'll "raise your shield arm", blocking some of the damage taken from most attacks or some times all of it, as well as earning you rank points for the shield skill, Sentinel. You should have this up for most of the time. You can tell when the duration is over as your character will stand straight again and the text "your shield arm lowers" should appear in the log. Do note that as soon as the shield is equipped, Guard will automatically be set to the first open action slot. As such, try to leave the macro "/equip sub "Shield Name"" until after any abilities you want before it are set.
  • Aegis Boon (Rank 10): Aegis Boon is another great one. It increases your defense against frontal attack and converts some of the damage taken into HP. Unfortunately it has a high Stamina cost, which means that this is to be used primarily as a defensive maneuver, such as when an enemy gains Berserk status. Level 2 attained at Rank 40.
  • Shield Bash (Rank 14): Ah, the last of the good ole' FFXI Paladin moves. Aside from dealing damage, Shield Bash also interrupts casting. Is the enemy casting Overpoweredspell II? Shield Bash it! Just remember that it does require 500 TP and 30 seconds to recast, so try not to use it at every chance or on negligible spells. Level 2 attained at Rank 44.
  • Outmaneuver (Rank 20): A simple action that increases defense against frontal attacks and increases TP gain from blocking. Not wildly useful, but a solid enough action.
  • War Drum (Rank 30): Another pure-enmity ability. While it has a 40 second recast time, it can still help when Provoke is not enough.
  • Deflection (Rank 50): Another straight forward action. It just increases your ability to block a bit for a while.
  • Other SEN Abilities: Er, well, there are none. Fairly much every Sentinel ability is useful, if not a bit specific. Just remember that this can level rather slowly, which is just more reason to always have your shield up.

Weapon Skills

  • Circle Slash (Rank 6): I suggest Circle Slash, an AoE that deals a good amount of damage. Just remember that it is an AoE, which means you should never use it it you have Obsess activated or are near unrelated mobs. Level 2 attained at Rank 32.
  • Howling Vortex (Rank 16): A skill that goes well with Shield Bash, this deals damage and lengthens the casting time for enemies when hit. The longer it takes to cast, the longer you have to try and interrupt the casting. A good one-two-punch: Hit it with Howling Vortex, then as it struggles longer to cast, take advantage of the opening with Shield Bash.
  • Onion Cut (Rank 20): A very basic damage dealing attack. There are better options, but if you have the space, why not?
  • Rage of Halone (30): Another addition to your HP-based arsenal, Rage of Halone deals damage in accordance to damage taken while readying. If you're sure the healer has your back, go ahead and get ready when the enemy is about to hit hard.
  • Riot Blade (Rank 50): Your last skill until SE raises the limit, this attack can be done at a distance, generates extra Enmity, and lengthens the enemy's Skill cast time.
  • Other Weapon Skills: I left the MP-requiring attacks of Red Lotus and Luminous Spire out because neither are really helpful and whittle away at your vital MP pool. Just because you can have nigh infinite MP with Stygian Spikes is no reason to need to cast it all the time. There are better, more useful weapon skills out there. And besides, a designated caster can blind whenever they please. Also left out is Spinstroke, as it requires the mob to not be engaging you. If you're the tank and you're not engaged, you're doing it wrong. Solo, feel free to use it to open battles with a strong hit.

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Cross Class

There are a few other melee class abilities that you may find helpful to have, but are not entirely necessary. If these or any other skills work in your play-style, by all means, feel free to use them.

Archer has very little, as it is rather much the antithesis of a tank. About the only useful skill for you would be Raging Strike at Rank 4, but that only does a bit of extra damage, and you should have plenty of that by now.

Lancer is about the same, only being close range. Just as well, it also learns Ferocity at Rank 4, which is about the same as Raging Strike. If you want some more damage output and have the room, I suppose it couldn't hurt. Invigorate isn't very helpful considering you are all ready gaining enough TP via being hit. Many of the other skills are Lancer only.

Marauder may have Bloodbath at Rank 4, but cross-class it becomes very nerfed in both damage and healing. Defender at Rank 10 is a nice tank skill that increases DEF while lowering ATK, but also gets a degree or nerfing in enmity generation compared to a full MRD. Still, the ATK minus isn't very harmful considering your THM buffs, so it can still be a nice skill to have. Foresight at Rank 12 is also a nice thing to have on the side, as it increases the chance to parry. In the end, though nothing is exceedingly necessary from MRD. I would have to suggest MRD as a physical tanking class

Pugilist has two abilities that might prove useful: first is Second Wind at Rank 6. It's an instantaneous instant heal, though cross-class it has quite a penalty. Still, it's instant, so it can be very helpful in a pinch where those two seconds to cast Cure might cost you your life. The second is Taunt, at Rank 10. It's essentially a less powerful version of Provoke, and as such can be fairly superfluous. Still, it might mean the difference between the mob turning away from you and at a party member, so if you have the space, go ahead if Provoke and the like aren't enough for you. PUG is more of a blink tank, anyways.

On Cross-Class Weapon Skills: most of these have major nerfs when used without some affinities, so try to stay mainly with GLA Weapon Skills. You can also buy affinities to specific classes using Guild Marks, though note you'll have to be Rank 20 for them.

The Stats

For those who haven't divined what the stats mean, here are the current definitions as of PC Retail Version (subject to change with further patching or as clearer definitions come out):

Strength: Physical Damage
Dexterity: Physical Accuracy
Vitality: Health Points
Intelligence: Magic Damage
Piety: Magic Accuracy
Mind: Magic Points

You'll have to work out just how you think your spread should look like, as each level you attain a certain amount of points to spend on the above six stats. For someone who is so HP-dependent, Vitality is a must. This is the prime value the GLA/THM. After this, most stats are secondary. Piety is nice for accuracy with your few spells. Physical accuracy is also important, though damage output can stand to lag behind a bit thanks to your Spikes and Barbs. While some MND for healing potency is nice, it is not entirely necessary for your MP pool considering the restorative effects of Stygian Spikes. Finally, you have no offensive magics, so INT can probably fall behind.

So, as it is, I suggest prioritizing your stats something like the following: VIT > PIE = DEX > STR > MND > INT. You can feel free to switch STR and DEX if you'd like, nothing's really set in stone. I suggest just keeping alert to how you are hitting: add more points if you find yourself lacking in any category, easy enough. I suggest against loading a single stat with too many points. Each Rank has a cap on how many of any given stat factor in. So even if you have 60 VIT, if the cap for that rank is 40, you've got 20 unused points until you rank up, which can really hurt you.


Just the same as FFXI, here choosing your race/clan gives you several small differences in base stat allotment. It's also the same as FFXI as these minor differences matter very little. A single point or two going either way will barely even matter at Level 1, if at all. Choose the race you wish to choose. But still, there are differences, and in such a spirit it might be helpful for those waffling on which race to choose. Make of each spread as you will, I wash my hands of race arguments. All numbers are respective to the prior order listed at the top of this section.

Highlander Hyur have a 18;15;17;13;12;15 spread
Mindlander Hyur have a 16;14;15;16;16;13 spread
Plainsfolk Lala'fell have a 13;17;13;16;16;15 spread
Dunesfolk Lala'fell have a 12;15;12;16;18;17 spread
Sea Wolf Roegadyn have a 17;13;18;12;14;16 spread
Hellsguard Roegadyn have a 15;12;16;15;15;17 spread
Wildwood Elezen have a 14;18;13;17;16;12 spread
Duskwight Elezen have a 15;15;14;18;16;15 spread
Sun Seeker Mi'Qote 16;17;15;13;15;14 spread
Moon Keeper Mi'Qote 13;16;12;14;17;18 spread

The Hand and Land Disciplines

Let me start by saying that neither of these are entirely necessary for play. You can get by merely buying armor and weapons off of the Market Wards, just note that prices sharply rise with level. Still, it's a lot of work to level up most of these, and can be very taxing. Feel free to choose for yourself, or make friends with people who have these at high ranks and are nice enough to make you things. Linkshells are wonderful things.

Disciples of Hand

You're not going to like this, but here goes: in order to effectively craft armor and weapons, you are going to need access to a lot of ranks in these, if not all of them. Aside from some recipes that require pieces from other disciplines, there are also several inside of any given discipline that require two disciplines to create. Generally, though, the armor faring disciplines of Blacksmith, Armorer, and Goldsmith work well together, as between them you can synth all the major metals that are the base for most of the crafts. Blacksmith not only nets you weapons, but also the tools for the three metal fields. Armorer will often have to work with Carpenters, Leatherworkers or Weavers to make armors (obviously). Goldsmiths can make magic weapons and accessories. All in all, you are a tank: You need the heavy chainmail and bling to survive.

The other DoH are of varying helpfulness to a GLA/THM. Carpentry has a wide area of items, not only DoL items but also handles for many different parts. It also has a bit of armoring in it, if not for things like boots. Leatherworking can also be required for making armor, such as linings for gloves. They can also make light armors for Rogue-types, though you'll have none of that past the first few levels. Weavers can be all over the place: wraps for tools, shirts for armor, as well as mage cloaks. It is also fairly easy to grind.

The final two are Alchemist and Culinarian. Both use the strangest ingredients, and can make due with many enemy drops. Both also have the plus of the ability to stock yourself with tinctures, potions, and stat-buffing food to really keep you efficient. Alchemy can also be found in the strangest places, such as dyes or stains. All in all, as I said, you will find yourself needing rare and exotic items between each DoH. Either make friends, lurk the Market Wards, or simply buy your armor.

Disciples of Land

There are three DoL, and each mainly goes to certain DoH. Mining gives you the menagerie of metals you will need to be a smithy, as well as several alchemical compounds you might find embedded in the rock from time to time. Botany can gather materials for Weaving as well as Alchemy and even Culinarian when harvesting plants, though its main use is logging for Carpenter, which gives this discipline a lot of leeway. The final one is fairly much for sport, Fishing. You'll mainly catch fish which can make nice ingredients for Culinarian, but you may also run into rarer ingredients suited for Goldsmithing and the like.

Choose whichever you want, though as a tank having the three Smithy disciplines for armor repair is nice, and the DoL are a nice way to stock up on both ingredients and easy EXP. Just remember, and I can not stress this enough, they are a lot of extra work. I suggest using Yellow Gremlin to find out more about materials and crafting.

The Draw Backs

Can't lie to you. Doing all this has its own degree of headaches. A few things that might change your mind from trying this build are as follows:

  • Time Spent: Between ranking up THM to ~18+ and CON ~8+, it'll be a while until you start your real adventuring as a GLA. And that's discounting if you wish to do any DoL or DoH or wish to get some of the few cross-class skills.
  • Mage Competency: If you didn't notice, my suggested stat spread is rather magic unfriendly. Established mages will be outshining you easily unless you distribute your points very evenly, which would naturally take away from your own GLA/THM efficiency.
  • Melee Competency: Just as well, considering you will have to focus on more than just pure melee or pure mage, there will be other physical attackers that outshine you, not minding the Barbs and Spikes.
  • Balancing Spells and Abilities: You're going to have to think on your feet and realize when it's time to be physical, and when it's time to start casting. You want to distribute damage with the Spikes and Barbs, but you also want to stay alive. It can get very vexing trying to cast the spells so often.
  • You're Not the Only Tank Build: There will be physical tanks such as MRD/GLA, as well as things like blink tanks such as PUG/GLA or the like. There's also rumor that the shield skill might get its own discipline, though I find it unlikely. As such, people might not feel comfortable with such a strange style of play for such an integral party role, regardless of how well it works.
  • Dealing with Multiple Enemies: Simply put, it's very hard. You do have access to several enmity attacks, but the distance of their ranks and nuisance of re-targeting might make you rather inefficient.
  • Lots of Equipment: If you want to be efficient, you'll need discipline-specific armor and weapons. At any given time you might be forced to carry mage gear, heavy armor gear and crafting gear, eating up your available item slots. This also means you may have to spend a lot of gil on items.

The Plan

All right, so you're read up and ready to start the game or start trying this build out. Great! Allow me to give you a few pointers of how to go about this business. If you don't pick up on the message, it's that SE made your choices here fairly harmless, so really, do what you think fits with your image.

  • What to Level First: I would suggest CON first. Cure and Shock Spikes are invaluable for soloing. Feel free to level that to Rank 8-20, depending on what you decide. After that, move on to THM to get the other spells. Rank one or both of those to Rank 20, then finally start up on GLA. After that, it's rather like FFXI in that you probably won't need to level your subs until you reach about twice its rank.
  • Being a Solo: The nice thing about GLA/THM is that you can essentially find a camp and solo like mad. You'll never run out of MP, you can easily heal yourself, and you can make it to hard-to-reach places. Basically gauge your enemy: simple enemies, don't even bother with your buffs, they'll just take away from your Shield rank points. If the enemy is Yellow or Orange, you might want to up it a bit. Before battle, cast Shock Spikes first, then Stygian Spikes if you need the MP, and try to keep Punishing Barbs for pinches. Make sure to heal yourself before your HP starts running out. Don't attack too often, or you're bound to run out of Stamina and have to deal with that. Your enmity attacks aren't really needed, since you're the only one fighting.
  • Being a Tank: First and foremost, let me remind you that the full-time Mages are the ones who should be buffing unless you have their blessings or the time to cast them. Remember: a tank is a leader, and needs to take initiative, so be sure to bring up the point of what the mages want you to do and not do. Try to Provoke the mobs at every turn to keep enmity. Only stop to heal yourself if it seems like the healer is having a hard time. Healing does cause enmity, but there are other things you can be doing to gain it. Try to fight defensively: use your shield, enable any helpful DEF abilities.

    The mages should keep you alive and buffed. The only magics you can keep for yourself are the Absorbs, and instantaneous casts like Punishing Barbs when you're in a pinch. Don't worry, the more you work with these abilities, the more you'll pick up. Do your best against multiple mobs: use your few AoE attacks, try to use your various enmity generators on different mobs, or at least take the strongest one if there is one. Just because you don't lose EXP anymore for fainting, that doesn't mean you doing so doesn't have an impact on the team. Try to get beaten to a pulp, but try not to die. A helpful option sometimes is to lure mobs closer to camp, so there is less time spent running to them.

  • Starting City: Ul'dah has both the Gladiator and Thaumaturge guilds, as well as being in the middle between Limsa's foundries and Gridania's trees. Still, by the time you'll need to do discipline-specific Leves, you'll be around Rank 20, at which point you really should have all ready been to the first three cities. Really, feel free to start anywhere. Travel is not nearly as cumbersome as it was in FFXI. About the only thing you have to look out for on the road are the Antlings on either side of Ul'dah.
  • Starting Discipline: This is a rather moot point. Being any one gives you the same amount of EXP and Rank Points for the starting quest, and you'll easily earn enough in the first quest to buy some other class' weapons. I suggest to just choose whichever nets you the coolest looking clothes. As a side-note, the first quest nets you about 10k-15k in gil.
  • Buying Weapons/Tools: Each city has a stretch of small shops which will carry any base weapon or tool, while the local guilds will carry their respective starting tools. Prices range from 500 to 1500 gil. Be sure to purchase a shield from the Market Wards or craft one yourself (ARM) before starting GLA.
  • How to Get Between The Cities: Generally speaking, you want to access the various Aetheryte Crystals to gain the ability to warp to them. Starting from Gridania, whose Crystal is in the back left, move South and be sure to hit Bent Branch and later Camp Tranquil. You'll quickly hit the zone to Ul'dah. Keep on the path and you'll eventually hit Camp Drybone. After the tight chasm, watch for Antlings! You should be able to see Ul'dah from Camp Black Brush, then go down to Ul'dah itself, whose crystal is to the right of the entrance. Next, go West from Ul'dah, watching for Antlings before another tight chasm, making sure to hit Camp Horizon on the way. Farther down the way is a dock that ferries you to Limsa for free. That will take you right into the city, with the Crystal being up and to the right. Don't worry about Ishgard or Ala Mhigo, that's mostly storyline.

The Bare Bones

Too much text for ya'? Here, have a list of the core of what's suggested for GLA/THM. Entries listed in gray italics are not necessary, but worth contemplating.

Gladiator (GLA)

  • Light Slash (1) [Damage]
  • Light Stab (1) [Damage]
  • Rampart (4) [DEF and MAG DEF up]
  • Phalanx (8) [Damage and enmity up; Shield needed]
  • Provoke (10) [Enmity up]
  • Obsess (16) [DEF up against single mob, DEF down against untargeted]
  • Heavy Slash (20) [Heavy damage and enmity up]*
  • Cover (22) [Take damage instead of ally]
  • Heavy Stab (40) [Heavy damage and enmity up]*
    • Require Gladiator Guild Marks
  • Circle Slash (6) [AoE damage]
  • Howling Vortex (16) [Damage and enemy cast time up]
  • Onion Cut (20) [Damage]
  • Rage of Halone (30) [Damage taken while casting ups damage]
  • Riot Blade (50) [Distanced, damage, enemy Skill cast time up]

Shield (SEN)

  • Guard (1) [Chance to block attacks, reduced damage]
  • Aegis Boon (10) [DEF up and blocked attack heals]
  • Shield Bash (14) [Damage and stop enemy casting]
  • Outmaneuver (20) [DEF up and TP up]
  • War Drum (30) [Enmity up]
  • Deflection (50) [Chance of block up]

Pugilist (PUG)

  • Second Wind (6) [Restore some HP]
  • Taunt (10) [Enmity up]

Marauder (MRD)

  • Defender (10) [DEF up, ATK down]

Thaumaturge (THM)

  • Sacrifice (4) [Regen; Costs HP]
  • Punishing Barbs (10) [% of damage taken dealt back]
  • Stygian Spikes (16) [% of Damage taken to MP]
  • Absorb Spells (18) [Enemy stat down, your stat up]
  • Sacrifice II (20) [Regen; Costs HP]
  • Siphon MP (20) [Steals MP]

Conjurer (CON)

  • Cure (4) [Heals HP]
  • Stoneskin (6) [No damage taken]
  • Shock Spikes (8) [Deals lightning damage when struck]
  • Protect (16) [DEF up]
  • Shell (16) [MAG DEF up]
  • Cure II (20) [Heals HP]

Stat Spread

  • Suggested: VIT > PIE = DEX > STR > MND > INT or VIT > PIE = STR > DEX > MND > INT

Too Long; Didn't Read

Ooh, that took a while to get all down and re-written out of the draft post. Feel free to post questions or your own tips to be added in the guide. Your own stat builds, your own takes on abilities, did I mess up some information, I'm ready to update anything, so please post so I can fix/add info. Suggestions are also welcome~

Master Final Fantasy XIV, with Chrono's FFXIV Guide

Master Final Fantasy XIV, with Chrono's easy to follow instruction guide.


- TerraHeart: Concept; Information on Abilities and Spells; testing.
- Hecateslover: Information on Second Wind and Marauder.
- Starkaiser: Bringing up question of whether PIE is needed for Absorb.
- Lugen : Information on Stoneskin
- kodo2: Bringing up Punishing Barbs ratio question
- FilliamHMuffma: Information on Shock Spikes and Stoneskin
- Kechiro: Suggestion for keeping MND

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