[Top 10] FF14 Dawntrail Best DPS For Max Damage

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Updated:
13 Sep 2024

Compared to other games of its genre, Final Fantasy XIV’s job system is much loved because every job has the potential and viability to perform in all sorts of content. That’s down to a couple of factors. The variety of gameplay styles, and that each one excels in different areas to balance each other out. 

In this particular article, we’re focusing on a specific aspect of the latter; which ones have the highest damage output.

The resulting numbers were 90% drawn from FFLogs’ high content statistics, selecting jobs that showed up most in the top 10 spots, then assigning points from 1-10 for their ranking in each category of DPS between extreme trials, savage raid content, and level 100 dungeons as of the 7.05 patch. The last 10% was calculated via research from Icy-Veins breakdown of the jobs.

 

10. Machinist

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Raging against the Machinist

When taking in all factors for consideration with the physical ranged DPS, Machinist may not be the go to anymore. However, if we’re looking purely at which of the three does the most damage overall then it’s not to be underestimated. 

It’s not to be forgotten that these gunslingers do still have some utility, even if it's less so than their counterparts. They’re here for one purpose, and that’s to show up, shoot, and shine.

Why Else It’s Good:

  • Summon a robot ally to do extra damage for you.
  • Attacks have a great long distance range to keep you safely away from the boss and able to move quickly.
  • Attacks are swift and build up power for a rapid-fire round.

Suggested Best Build: https://etro.gg/gearset/1f7e62c9-a6ef-4bb6-9fe7-4c08e72f6280

Final Rating: 18/100

 

9. Red Mage

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Once you see red…you’re probably dead

Red Mages in their prime have been lightning rods for commendations, both for their utility and swift combat ability. It may be outshined by other magic DPS jobs nowadays, but this is mostly down to their focus on movement and cycle of attacks over instant high potency opening moves. 

It still holds solid ground though. They survive on their own merits and are definitely still worth the recognition.

Why Else It’s Good:

  • One of two non-healer jobs with a raise ability.
  • Balances and connects both magic and melee attacks in their rotations.
  • Has several abilities that protect, heal and buff themselves and allies.

Suggested Best Build:  https://etro.gg/gearset/810921ca-165b-46f2-953b-3c51349f84fd

Final Rating: 19/100

 

8. Ninja

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Knife to meet you

One of the more unique of the DPS jobs, enough so that it was the only one to hold the designation of scouting class until recently, Ninjas contribute to the damage in their own way. They might be sneaking around all sides of the enemy, stabbing at weak points. 

That, or they’re lighting up the battlefield with lightning and fire. The versatility of their arsenal allows for these light-footed combatants to attack in all sorts of circumstances.

Why Else It’s Good:

  • Their ‘Ten Chi Jin’ and ‘Bunshin’ abilities allow you to use multiple ninjutsu at once or double up on melee attacks respectively.
  • Ninjutsu options are versatile in damage, buffs and debuffs.
  • Several sneaky ways of getting away from danger, from hiding to quick-stepping.

Suggested Best Build: https://etro.gg/gearset/444aef56-5fa1-4249-b588-1a8ced8e60e1

Final Rating: 41/100

 

7. Black Mage

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Stubbornly standing in AOEs since A Realm Reborn

These brooding spellcasters are a staple of discussion when it comes to damage output. Sacrificing movement for longer cast times, spending the few extra seconds is a worthwhile investment to see the results. 

From the back you’ll see them blasting huge bolts of fire, ice and energy, annihilating all in their path. Even then, with new abilities added that allow the re-establishing of ley-lines when movement is required, these powerhouses have been truly unshackled.

Why Else It’s Good:

  • Easy to maintain and regain mana with the ‘Manafont’ ability, as well as rotations adapting their mana usage when done correctly.
  • Elemental upkeep leads to prolonged higher damage.
  • Several instant high potency attacks available when conditions are met.

Suggested Best Builds:

Final Rating: 52/100

 

6. Reaper

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I showed you my scythe please respond

The living embodiment of the edgelord persona, in the best way possible. Wielding scythes, these practitioners of this traditional Garlean fighting style twirl around the battlefield, rendering enemies to shreds like a beyblade with knives attached.

Already dangerous, the blood spilt comes flooding when possessed by your own personal voidsent avatar. They move a little slower than some jobs but the weight of your weapon will feel worth it when it comes crashing down.

Why Else It’s Good:

  • Your avatar state is frequently renewed, allowing you constant access to a high damage version of your rotations.
  • The main enemy debuff ability that has you dealing even more damage to the target.
  • Protective ability that mitigates damage also provides regen to the party.

Suggested Best Build: https://etro.gg/gearset/3f93c68a-6b17-49fe-8bca-6a1222a96c2e

Final Rating: 54/100

 

5. Dragoon

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I am the dragon warri-wait wrong franchise

Imbued with the might of dragons, and trained in the art of slaying the same said fiends, Dragoons know how best to control their inner beasts. Their notorious jumping skills have them moving efficiently back and forth between safety and danger. 

Not only can they indulge in a draconic boost to their damage, but with two of the beast's eyes at their disposal, this can be shared with others to fuel their fire as well.

Why Else It’s Good:

  • Multiple instant use attacks on top of usual rotations.
  • Several jump based attacks that return you to, or away from the enemy.
  • Strong crit and damage buffs that can also be shared with allies.

Suggested Best Build: https://etro.gg/gearset/46d79bdb-ef19-4457-96e4-871c00bb659f

Final Rating: 55/100

 

4. Monk

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Good king moggle mog intensifies

For a while Monks weren’t necessarily considered the most popular job. I’m ashamed to admit I was one of those who underestimated it, because now people have come back round to appreciating what a powerhouse these close combat fighters are. Once you get a hang of their rotations, nary a second will be spared not wailing on the enemy. Even when weaving in buffs or mitigations, it’s as the blink of an eye before getting knocked by another roundhouse kick.

Why Else It’s Good:

  • Rotations end with high potency finishing moves that vary depending on attack combinations
  • Has one of the largest numbers of self buffs and mitigations for a DPS.
  • Normal rotations will build up chakra to unlock other high potency attacks.

Suggested Best Build: https://etro.gg/gearset/7137754c-b959-4072-bb68-1ad3467ce6f2

Final Rating: 65/100

 

3. Pictomancer

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It’s not blood, it's paint…right?

The first magic DPS job introduced since Stormblood, it swiftly stole the show in its field, instantly rivalling and overtaking the damage outputs of Black Mages. Just look at the early weeks of Dawntrail for proof. Pictomancers quickly became notorious as aggro stealers in pack pulls, and even some boss fights.

Though adjusted in later patches, they still maintain a steady hold on their destructive, artistic potential, so when the creations rise, prepare for your demise.

Why Else It’s Good:

  • Generous spell cast times for regular rotation, and reasonable painting cast times since they are instant when out of combat.
  • Hotbar doesn’t get overcrowded thanks to the balance between new abilities, and upgraded ones
  • Protection and healing abilities for self and party members.

Suggested Best Build: https://etro.gg/gearset/4697a2b9-ef85-4079-a654-eb85501a3137

Final Rating: 74/100

 

2. Samurai

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Two hands, one sword, zero cares given

Just squeaked out of the top spot, Samurai still stands tall as a sword wielding superstar regardless. Their rotations remain as swift as ever, continuing to build up to ever deadly finishing moves that deal in both long term, and short term damage.

The key reason to respect this job is their consistency. Having maintained such a solid foundation of a DPS since its introduction four expansions ago, only just being shunted down from the top now is a respectable feat.

Why Else It’s Good:

  • Swift rotations that build up to various bonus attacks.
  • Several self mitigation and buff abilities.
  • Ignore rotation requirements entirely by using ‘Meikyo Shisui’ to execute three attacks to fill the job gauge in one go.

Suggested Best Build: https://etro.gg/gearset/406c1e76-32ce-420b-8b95-762e89303dfa

Final Rating: 76/100

 

1. Viper

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What’s better than one sword? Two swords!

Much like its companion in the new jobs that Dawntrail introduced, Viper took the fanbase by storm and then some. Aside from the overwhelming popularity, the sheer destructive force became noticeably evident and saw people levelling it as quickly as they could to use for late game content. 

Mitigation and buffs have been sacrificed for unrelenting barrages of attacks. They’ve truly become the epitome of the phrase “it can’t kill you if it's dead”.

Why Else It’s Good:

  • Burst window keeps scaling immensely as you level up.
  • Rotations may seem complex at first, but their flow is intuitive, and taught well in their first proper job quest.
  • Ranged rotation allows you to quickly disengage.

Suggested Best Build: https://etro.gg/gearset/00d743c9-6426-4ad9-9956-b94a1495f1e9 

Final Rating: 96/100

 

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