I read some stuff earlier and it got me thinking. Well if mixing disciplines of war and magics don't turn out quite right I plan on focusing on large damage 1 target spells. While using some of the Thaumaturge spells that do things like enhance next skills and TP...I decided to quote what a read at Eurozepedia. So if those choices of elements effect what we use I'll go mostly thunder and maybe some ice or wind. I like to have a big bang =P higher numbers in one shot was always my style for caster...which is the opposite for melee combat lol.
"Actions: This area allows you to place the class abilities into your action bar. According to Famitsu, the status (i.e. growth) is split into two parts – “rank” and “physical level.” Rank is associated with the weapon used – so as you gain more experience with a particular weapon, your “rank” with that weapon class increases. As that rank increases, you will learn additional abilities. Notably, once learned, these abilities remain with the character. In other words, skills learned while a Pugilist, may be used while you are a Conjurer. There will be certain restrictions on this, however, and not all abilities will be usable by any class, and there are penalties (strength of the effect and/or time limits) when using an “out-of-class” ability. This leads to a very customizable character development.
Attribute Points: This is the second “leveling” aspect. Physical level is not tied to your rank – so that level increases independently and remains static irrespective of your class. As you gain experience, you are awarded points which you can allocate to various stats (HP, MP, TP, Strength, Vitality, Dexterity, Agility, Intelligence, Mind, Charisma, Luck, Fire, Ice, Wind, Earth, Lightning, Water). So again we see, from the beginning, that customization is king in FFXIV."