FFXIV Online: ARR Pugilist Guide – Skills, Traits, Jobs and Off-Class Abilities


Sometimes conventional swords and spears don’t quite cut it, in which case you have to look at the exotic art of close-quarter combat with weapons like claws, talons, and knuckles.

It’s the agile Pugilist who excels in such a style of combat, and is a special high-damage DPS character that relies more on speed than others in the Disciple of War.

FFXIV Online: ARR Pugilist

The Pugilist is a rapid, damage-dealing DPS character that utilizes agile evasion skills and very fast attacks to take down enemies. The Pugilist and the Lancer are the two main melee-DPS characters in the Disciple of War. However, though with similar roles, the two classes have a profoundly different play-style and set of skills.

While the Lancer is slower but has excellent reach and can acquire some decent defense from armor, the Pugilist deals damage very rapidly, but sacrifices survivability with light armor to compensate for increased agility.

What makes the Pugilist such an exciting class is that high-risk-high-reward play-style. Players who like to ‘live on the edge’ and take high risks will definitely thrive with the Rogue-like Pugilist.

Recommended Race
The Pugilist’s agility and damage give the class a unique twist, and make it playable with almost all the races.

The races I would opt for would be Hyurs, Elezen, and Miqo’te – just choose any one that you think looks cool. I wouldn’t recommend Roegadyn as they lack Dexterity, which is the second-most important trait for a Pugilist.

Combat Role

Pugilists are quick, sly closed-ranged warriors. They rely on doing high damage at a rapid rate, while depending on their high agility to save themselves from attacks.

The Pugilist is unique in this manner because the best defense for the class is not to get hit at all. For this reason, Pugilist is a relatively difficult class to play with, requiring a keen observant eye and good reflexes to execute the right skills at the right time.

The Pugilist relies on weapons that include Horas, Himantes, Claws, Knuckles, Cestis, Bagnakhs, Patas, Hooks, and Talons. Because the class is primarily a damage dealer, the most important attribute is Strength. However, consider giving some though to occasionally leveling Dexterity for increased critical strikes to make it even more effective.

A level 30 Pugilist can combine with a level 15 Lancer to take on the Monk Job specialization. This will be discussed later in the guide.

Skills

The Pugilist’s skillset defines the class; it consists of an abundance of offensive damage-dealing abilities, and also has a fine mix of evasive/dodge skills that can induce internal HP recovery.

This makes the Pugilist a very busy class, eager to deal damage and evade enemy attacks in a super-fast ninja fashion.

Skill Unlock Levels
1, 2, 4, 6, 8, 10, 12, 15, 18, 22, 26, 30, 34, 38, 42, 46, 50.

Skills
The following are the set of skills that a Pugilist can unlock. The skills are listed according to the level they are unlocked.

Bootshine
Delivers an attack with a potency of 130.

True Strike
Delivers an attack with a potency of 150. Chance for critical damage increases by 5% when dealt from behind target. Used in Raptor form.

Featherfoot
Increases evasion by 15%.

Snap Punch
Delivers an attack with a potency of 140; 180 when delivered from a target’s flank.

Second Wind
Instantly restores own HP. Cure potency 400. Cure potency varies with current attack power.

Haymaker
Delivers an attack with a potency of 170; can only be used immediately after evading an attack.

Internal Release
Increases critical hit rate by 20%.

Touch of Death
Delivers an attack with a potency of 20

Twin Snakes
Delivers an attack with a potency of 100; 140 when delivered from a target’s flank. Can only be used when in raptor form.

Fists of Earth
Reduces damage taken by 10%.

Arm of the Destroyer
Delivers an attack with a potency of 50 to all nearby targets.

Demolish
Delivers damage over time with a potency of 40. Can only be used when in coeurl form.

Fists of Wind
Increases movement speed.

Steel Peak
Delivers an attack with a potency of 150.

Mantra
Increases HP recovery via curing magic by 10% for self and nearby party members.

Howling Fist
Delivers an attack with a potency of 170 to all enemies in a straight line,

Perfect Balance
Allows execution of weapon-skills which require a certain form, without being in that form.

Traits

Traits are passive bonus effects that are unlocked as you level your character. They can passively boost your character’s stats, or enhance the effectiveness of your skills.

The Pugilist’s traits focus on increasing the character’s Strength and also buffing the class’s skills.

Traits Unlock Levels
8, 14, 16, 20, 24, 28, 32, 36, 40, 44, 48.

Traits List
The following are the list of traits, based on ascending order of unlock level.

Enhanced Strength
Increases strength by 2 points.

Enhanced Featherfoot
Improves evasion increase granted by Featherfoot to 25%.

Enhanced Strength II
Increases strength by 4 points.

Enhanced Greased Lightning
Allows the stacking of a second Greased Lightning.

Enhanced Strength III
Increases strength by 6 points.

Enhanced Twin Snakes
Improves the damage increase granted by Twin Snakes to 10%.

Third Wind
Increases cure potency of Second Wind to 650.

Enhanced Internal Release
Improves the Critical Hite rate increase granted by Internal Release to 30%.

Enhanced Greased Lightning II
Allows the stacking of a third Greased Lightning.

Mythril Peak
Shortens Steel Peak recast time to 40 seconds.

Enhanced Mantra
Improves the HP recovery increase granted by Mantra to 20%.

Off-Class Abilities

If you’re looking to diversify your character, then consider adopting shared skills from other classes.

Certain skills from all the classes of Disciple of War and Disciple of Magic can be used by other classes to grant them more versatility.

If you wanted to unlock the Conjurer’s, say, Cure skill, you would have to play as the Conjurer as a secondary class and level him/her up to level 2, which is the required level to unlock the Cure skill. This will allow your main class (and other classes) to use the Cure skill.

This character development feature is vital for solo play, as it allows you to craft your character according to your liking. However, if you are looking for a highly specialized style of play, then consider Jobs instead.

Recommended Off-Class Abilities for the Lancer
Realistically speaking, as the Pugilist you won’t be able to dodge each and every attack that is aiming for your character. For this very reason, the Pugilist can turn out to be very squishy, which is why I would highly recommend Cure and Protect from the Conjurer class.

Remember though, that the Conjurer is not naturally supported by the Monk Job, which is the Job a Pugilist can specialize in. If you are looking up for Jobs, then it is best to utilize off-class abilities from compatible classes.

For everyone else, the recommended Conjurer skills are:

The recommended Conjurer skills to consider are:

  • Cure (level 2)
  • Protect (level 8)

Jobs

Classes from the Disciple of Magic and Disciple of War can take on ‘Jobs’ that grant them specialized characteristics. Basically, a Job is nothing more than the highest form of character specialization one can take.

The Pugilist is the lead class for the Monk job. In order to become a Monk, a Pugilist must have a level of 30 and a Lancer leveled at 15. Once you do become a Monk, your equippable actions will be limited to those of the Pugilist, Lancer, and Gladiator, meaning you cannot take skills from other classes.

Combat Role
The Monk job further boosts the Pugilist’s DPS capabilities and agility with an array of offensive skills. The Monk doesn’t sway far from the vanilla Pugilist, but having certain Lancer abilities and access to Monk weapons can help a lot.

Skills
The following are the skills available to the Monk, available after every five levels starting from level 30:

Rockbreaker
Delivers an attack with a potency of 130 to all enemies in a cone before you.

Shoulder Tackle
Rushes target and delivers an attack with a potency of 100. Must be more than 10 yalms from target to execute.

Fists of Fire
Increases damage dealt by 5%. Cannot be used with Fists of Earth or Fists of Wind, and shares recast timer with both.

One Ilm Punch
Delivers an attack with a potency of 80. Can only be used when in raptor form.

Dragon Kick
Delivers an attack of 100; 150 when delivered from a target’s flank.

Don’t forget to share your own skill rotations, recommended skills, traits and off-class abilities.

By Haider Khan

One of the long time staff at SegmentNext, Haider is an integral part of the team with a love for writing, playing guitar, and aviation. Apart from writing for us, Haider is also a competitive FPS player and also enjoys exotic RPG games like Diablo and Xenogears (his favorite game of all time) on the side.

Latest Posts

Around The Network