Whether you’re a new player or a returning player who wants to continue your progression in Final Fantasy 14, here is a guide that will provide you an overview of what to expect in your journey from level 1 to level 80.
Level 1 – True Thrust
As a new player, you will start as a Lancer with a basic attack of 210 potency. There is not much you can do at this stage except spamming your enemies with your basic attack.
Level 4 – Vorpal Thrust
At level 4, you will learn your basic combo moves that can increase the damage of your True Trust to up to 310. When you reach this level, do not skip using the combo moves after using your True Thrust.
Level 6 – Life Surge
At this level, you will learn one of the major skills that will help you ensure critical damage to your enemies. Use it for your Vorpal Thrust while maintaining the same amount of rotation.
Level 8 – Role Actions
Here, you will acquire your very first Role Action ability, which is Second Wind.’ It is an ability that can increase your character’s stamina. You will also acquire Lag Sweep at level 10 and Bloodbath at level 12.
Level 15 – Piercing Talon
Piercing Talon is a quest skill which means that you will not automatically acquire it after you reach level 15. It only has 150, but it is a very useful skill as it is a ranged skill. The skill can distract all your enemies so that you can select and fight only one enemy at a time.
Level 18 – Disembowel
The Disembowel Skill allows you to deal 270 points of damage to enemies and it is best combined with your True Thrust. Always make it a point to use this skill for the 10% damage boost it provides can be accumulated quickly as you go.
Level 26 – Full Thrust
The Full Thrust that you acquire at this level will complete your combo. If used after Vorpal Thrust, you will get extremely high damage of 530. Starting at this point, use your Life Surge on Full Thrust and only use it after you’re buffed with Disembowel to hit the maximum damage output.
Level 30 – Lance Charge
At level 30, you will unlock Lance Charge, which is a reliable damage booster. Use its 90-second cooldown before the fight, and you will deal an additional 15% damage to your enemy for 20 seconds.
Level 30 – Job Quests
The Self Management Quest in your main story kicks off after you join a Grand Company. This is also when you can accept your first job quest to acquire exclusive items and rewards. Ensure that you have completed all your class quests and the main story quest before accepting the job quest.
Level 30 – Jump
As you transform into a Dragoon, you will acquire Jump, a 30-second cooldown skill that allows you to jump with a damage of 310. Performing this skill requires caution because if the Area of Effect is let out when you’re using jump, dodging it will be extremely difficult.
Level 30 – Opener Attacks
Opener attacks are used to start your encounters with enemies, and it sets the pace of these encounters. The opening in this level should start from True Thrust, Disembowel, then Lance Charge, followed by True Thrust, then Jump, Full Thrust, Life Surge, Full Thrust, True Vorpal, and Full Thrust.
Level 35 – Elusive Jump
At level 35, you will unlock Elusive Jump, a lifesaving skill you can use in specific situations. Like the Jump skill, you also have to be extra cautious when using the Elusive Jump, for it is so powerful but can instantly wipe you out if used incorrectly.
Level 40 – Doom Spike
In this level, you will acquire Doom Spike, your first area of effect attack with a damage of 170. It will allow you to perform a straight-line attack that will damage your enemies within that linear path.
Level 45 – Spineshatter Dive
The Spineshatter Dive is a jumping attack with a cooldown of 60 seconds and a potency of 240. This skill can not be performed while you’re bound, but when you use it, you will be able to run fast from your enemies whenever you need to and keep up with your comrades whenever you fall out or fall behind.
Level 50 – Chaos Thrust
It is the last class skill that you will acquire, and it completes your Disembowel Combo. Chaos Thrust is a positional skill with a damage of 100. If activated at the enemy’s rear, its potency can increase from 140 to 290.
Level 50 – Dragonfire Dive
It is a jumping fire-based attack with a cooldown of 120 seconds and potency of 380 to all enemies within the 5-yard radius. The attack can be effectively used to break gaps during fights as well as a push-back attack.
Level 50 – Opener Attacks
The opener at this level should start from True Thrust, Lance Charge, Disembowel, Jump, Chaos Thrust, Spineshatter Dive, True Thrust, Dragonfire Dive, Vorpal Thrust, Life Surge, to Full Thrust, then proceed as you go.
Level 52 – Battle Litany
As you reach this level, you will acquire Battle Litany, your first Heavensward skill that can aid your critical hit as well as the critical hit of your party members within your radius. It has a cooldown of 3 long minutes, but it covers a wide range of 15 yalms.
Level 54 – Blood Of the Dragon
Using this new skill, you will be enveloped with a fiery blue aura surrounded by dragon spirits. It has a cooldown of 25 seconds and can increase the damage of both your Jump and Spineshatter Dive by a whopping 30%.
Level 56 – Fang and Claw
It has a potency of 320, which can increase to 360 when dealt from the enemy’s flank. It can only be performed under the Sharper Fang and Claw, Blood of the Dragon, or Life of the Dragon buffs.
Level 58 – Wheeling Thrust
Once you have completed “Sanguine Dragoon,” a level 58 job quest, you will then acquire Wheeling Thrust. It has a potency of 320, which can increase to 360 when dealt from the enemy’s rear. The skill can also be used when you’re under the Blood of the Dragon and Enhanced Wheeling Thrust buffs.
Level 60 – Geirskogul
It is an Area of Effect built-in attack with a 30-second cooldown and a damage potency of 300. This attack can only be performed when you’re under the Blood of the Dragon buff.
Level 60 – Opener Attacks
The opener at this level should start from Blood of the Dragon, then True Thrust, Disembowel, Battle Litany, Lance Charge, Chaos Thrust, Jump, Wheeling Thrust, Spineshatter Dive, Full Thrust, Dragonfire Dive, Vorpal Thrust, Life Surge, Full Thrust, and then proceed as you go.
Level 62 – Sonic Thrust
Sonic Thrust can deal damage of 200 and can be combined with Doom Spike to increase the Area of Effect rotation power. It is preferably used in battling multiple enemies, and it can give your Blood of the Dragon an extra 10 second on the timer.
Level 64 – Lance Mastery
Now, you will gain your first passive trait that will increase your damage potency to 100 after performing both the Wheeling Thrust and Fang and Claw. This also extends both combinations to five hits in a single row.
Level 66 – Dragon Sight
On a 120 second cooldown, this skill increases your damage dealt by 10% and 5% to a chosen enemy within 12 yalms. It can also provide you the Right Eye and Left Eye to a selected party member.
Level 68 – Mirage Dive
Mirage Dive can only be used after using your Jump skill, making your Jump more powerful and impactful. When using Mirage Dive under the effect of Blood of the Dragon or Life of the Dragon, it will strengthen your Dragon Gauge by 1. With this added to your Jump, you will be granted additional damage of 300.
Level 68 – Opener
The opener at this level should start from Blood of the Dragon. Here is the Combo: True Thrust, Dragon Sight, Disembowel, Battle Litany, Lance Charge, Chaos Thrust, Jump, Wheeling Thrust, Spineshatter Dive, Fang and Claw, Geirskogul, True Thrust, Dragonfire Dive, Vorpal Thrust, Life Surge, Full Thrust, Mirage Dive, Fang and Claw, Wheeling Thrust, and then do it again in the same order.
Level 70 – Life of the Dragon and Nastrond
It has a damage of 400 but can be used only while under the effect of Life of the Dragon. Starting at this level, the dragon’s eye will fill up as you use the Mirage Dive. Once the eyes are full, the blood will turn from blue to red, which will upgrade your Geirskogul to Nastrond.
Level 72 – Coerthan Torment
This is the continuation of the Area of Effect combo with a potency of 230. It makes your Area of Effect stronger and increases your Blood of the Dragon for 20 seconds for every full combo.
Level 74 – Jump Mastery and High Jump
It brings your jump skill to a whole new level. With this, you will jump faster with a potency of 400, and the animation locks will dramatically lessen.
Level 76 – Raiden Thrust and Lance Mastery 2
Lance Mastery 2 grants tons of potency boosts and increases True Thrust to 190 potency. If you hit the directional requirement of your fifth combo, then your True Thrust will be replaced with the more powerful Raiden Thrust.
Level 78 – Blood of the Dragon Mastery
Blood of the Dragon and Life of the Dragon will start at 30 seconds. It also grants 3 Nastronds for each Life of the Dragon so long as it is used on cooldown. This offers a massive boost in your performance in the game.
Level 80 – Stardiver
It is the ultimate skill that allows you to deliver a jumping fire-based attack to all enemies within 5 yalm radius. Stardiver does 600 potency to your first enemy and 420 potency to all other enemies within the covered radius. It can only be used when you’re under the effect of Life of the Dragon, but it is so powerful that it is highly recommended to use it every time you can.