When getting into MMORPGs, many players struggle the most with choosing a class. So, what class should new players choose in the FF14 mobile game? In this section, we'll provide recommendations for beginner classes in Final Fantasy 14 Crystal World to help you pick a class that suits your preferences, is not weak, and also offers some fun gameplay. This will greatly enhance your early-game experience. In FF14, one character can learn all classes and switch between them at any time, but the initial choice of the first class is still very important, as it will accompany the player for a long time. Therefore, we'll do a simple class evaluation here, understand the characteristics and playstyles of the current 9 classes, and recommend suitable starting classes for everyone.

Tank Classes
Warrior: The Warrior's playstyle is relatively straightforward, using a two-handed axe. Most of its skills involve large, sweeping slash actions, which look quite imposing. Its damage output logic is not complex: it mainly relies on basic attacks to accumulate resources, then uses skills like "Orogeny" or "Onslaught" for bursts, and other times, just use the skills when they light up. The rhythm is easy to get the hang of. The Warrior can burst every 30 seconds, and this frequent output rhythm makes it very satisfying to play. Additionally, its damage reduction skills come with a lifesteal effect, providing good self-sustain, and it has a high margin of error in dungeons, making it a friendly choice for beginners.

Paladin: The Paladin is a sword and shield combination, fitting more into the traditional "Holy Knight" archetype. Its skills include both physical and magical damage, and it can use the "Victory Sword" skill after accumulating 25 points of resources. The operation is not too complex; most of the time, just use the skill when it lights up. Compared to the Warrior, the Paladin performs better in team protection, with many skills that provide damage reduction for the entire team, making it very popular in team coordination. If you prefer a playstyle with stronger team support, the Paladin is a good starting tank class.

Healer Classes
White Mage: It is a very traditional healer, with relatively intuitive operations. Using a staff as a weapon, it has a variety of skills, including single-target healing, area-of-effect healing, and continuous healing. One interesting feature is the "Lily" mechanism, where the healer grows red or blue lilies over time: blue lilies are used for AoE healing, while red lilies are for high-power offensive skills. The class logic is very clear, making it suitable for players who have never played a healer before. You just need to keep an eye on the health bars and use skills on rhythm, without much pressure.

Scholar: A bit more complex, with a slightly faster operational rhythm than the White Mage, and more focused on resource management. Its core is the "Aetherflow" mechanism, which first requires using specific skills to obtain resources, then consuming these resources to release powerful heals, while also generating a secondary resource called "Aetherflow." This class requires a balance between healing and dealing damage, unlike the White Mage, which can "mindlessly heal." However, if you are interested in strategic gameplay and are willing to spend more time figuring out the skill rotation, the Scholar is a challenging advanced healer to try.

DPS Classes
Melee DPS
Dragoon: The playstyle revolves around the "Dragon Blood" mechanism, accumulating "Dragon Sight" stacks by using specific skills, and entering the Red Dragon Blood state once full, unleashing a burst of damage. The actual rotation is smooth, just use the skill when it lights up, and the barrier to entry is not high, making it the most beginner-friendly melee class. If you like the dashing spear-wielding warrior, the Dragoon is worth a try.

Monk: More focused on the rhythm of operations, its attack methods rely on the "Form Cycle" mechanism: players accumulate resources in combat, enter different form states, and release specific skills to form a combo of skill strikes. There are three forms and six main skills, requiring players to master the cycle order. Additionally, the Monk has many "stun" skills, which require movement or rolls to interrupt, giving it a more action-oriented feel.

Ranged Physical DPS
Bard: The biggest advantage is the ability to move and attack, with a high margin of error. The Bard uses a bow as a weapon, with a long attack range, almost never taking monster skills, and no stun animations, making it very flexible in combat. However, the trade-off is a relatively complex operational rhythm. The Bard's core is the "Three Songs" mechanism, with different skill rotations in different song states, and attention must be paid to the highlights on the sheet, releasing specific skills in the highlighted areas to achieve high bursts. Additionally, there are many trigger-based skills, requiring a high button-press frequency, making it suitable for players with fast reflexes.

Spellcaster:
Summoner: Known for summoning elemental pets, using a staff-like weapon, and starting as an Arcanist. Although named a Summoner, it doesn't rely on the summoned pets for damage, but rather through summoning different attribute primals (such as Ifrit, Garuda, Titan), granting the character attribute states to cast corresponding spells. The rotation logic is clear, with no complex casting, and a relatively comfortable rhythm, making it a very good mage class for beginners, allowing you to experience the thrill of magic explosions without worrying too much about operational mistakes.

Black Mage: A "turret" type mage, with many skills that require standing still and casting, delivering extremely high damage but being somewhat cumbersome. Its core mechanism is the "Ice/Fire State" switch: deal damage in Fire state, consuming mana quickly but with high power; switch to Ice state to quickly regain mana, preparing for the next round of firepower. This cyclic mechanism sounds technically demanding, and in practice, if the casting is interrupted, it greatly affects the damage output. Therefore, it is more suitable for players who already have a certain understanding of the game mechanics and are willing to delve into the details of the skills.

The above are the main recommendations for beginner classes in Final Fantasy 14 Crystal World. If you are a new player, and you like to fight hard but want simple operations, choose the Warrior. If you want to be a team protector, choose the Paladin. If you want to play a healer, choose the White Mage. If you want to deal damage but don't like standing still, you can choose the Summoner or Dragoon. For those who seek flexible operations and movement, the Bard is a good choice.