So we're getting a new melee and it's Twin Swords and Scouting so it's gonna be Weaponmaster..... BUT WE JUST GOT A NEW MELEE?!?!??!?!?!??!?!?!?!?!??!? Also there's a new mage confirmed. RIP Ranged DPS.
I always expected a Caster. Melee was a surprise to me, but others has argued that they wouldn’t have an expac without a new close-range job so it was provably Melee or Tank. I wasn’t on board, but I saw the logic in that.
Firstly, great video... secondly I'm old.. 67 this year. I've played all jobs to 90, and I think I can safely say, I'm a Dancer main. It's uncomplicated, but with a little effort does good DPS and excellent burst on the 2 minute cd. Supremely mobile. Yes, the AOE needs a bit more. I like the unique buff someone else mechanic.
@@WeskAlber I think it suits us old curmudgeons. Superb story and the mechanics are easy to learn. The community is wonderful. Spent 15 years in WoW and wish I'd left sooner.
Honestly i'd love to see Spellblade having a weapon that's essentially just a hilt, and different weapons made of aether come out of it depending on the phase youre in, a hammer that's slow and hits heavier, a slingshot or crossbow that's faster, lighter, and with some range, and a phase where its actually used as a wand.
I'm a Samurai main, I started the game when ShB 5.3 patch had just come out. I pretty much agree with you here. Miss having to dance back and forth with mobs using the cone rotation, and I hate that I've gotten used to the just the circle AoEs, cause I forget about the cones when I level sync down. As for Kaiten, I miss it for sure, but not for any numbers/mechanical reason. It was just part of the Job fantasy for me, getting to spin my sword with a cool animation, focusing before a big strike. I still have it on my bar, just for the memories. XD But regardless, I still love Samurai, and dont see myself going anywhere else unless they add another swordsman DPS.
I've started as a Warrior and unga-bunga is still my favourite, after leveling almost all classes to 90. Scholar for the healers. Dancer for rdps. Monk for melee. Black Mage for casters.
My #1 fave is Astrologian. I appreciate the healer having real DPS+ for their allies, and also I enjoy the way that you have something in your kit for every occasion and are rewarded for learning fights. It's a healing class and that gives you better ability to recover when things go wrong than the mitigation set, but it's also a PLANNING healer, allowing you to get lots of stuff for free if you time things out. Also I only run low on mana if I have to rez three people or more in a fight. If everyone stays alive I can keep chugging along basically forever. Within the tanks I love Dark Knight, which I feel has a similar "swiss army knife" feeling. I know technically all of the tanks have an answer to each major situation but DRK's all seem really accessible and easy for me to understand. And of the DPS I love the Red Mage, which gives a little nip of the rhythm game taste from Dancer and a dash of the big KABOOM of BLM and the absolute most stylish class gear At All. Also I've rezzed 5 people in a row a few times and completely saved dead runs, and that feels AWESOME.
Drk has to put in the most work? As someone who runs savage as tanks, I’d say GNB is way more work to manage/play than DRK. Shit is strict for a tank rotation. Easy to start playing, hard to master. Consistently getting a 75+ parse on Drk is cake, compared to getting the same on a GNB.
@@WeskAlber nah that’s fair tbh man. I’d say if you look at just the opener/burst DRK seems a lot harder, but it is FAR less punishing than GNB. You mess up legit like 2 times on GNB slightly and you’re crying internally. DRK is a bit more forgiving and less strict, although it does have a bit more of a spammer opener/burst on paper.
100% agreed. Dark Knight is far easier in savages than Gunbreaker is. People sleep on how strict Gunbreaker actually is compared to the other tanks. But it also has the most payoff if you master it. So it’s only fair
This'll prob be a long comment sorry in advance. 1) I liked kaiten mainly for being a rare case of multiple single target uses for the same gague, doesnt happen often in xiv outside big cooldowns like living shadow, now outside pooling for buff windows you just mash shinten endlessly with no thoughts. Monk amd dragoon are both very fun and feel very smooth to play, dragoon is more comfy but playing monk makes my brain go brrr. 2) I am the one person who is very unfond of the dancer changes, it went from my main job to a job I can hardly stomach playing, I despise tilana its horrible and the flourish changes make the job feel so empty at every moment except tech windows. Bard I'm happy with, I wish there were more dot interactions, but the songs were not it since the devs are clearly petrified of giving bard a bane equivalent, this makes the job remotely tolerable in aoe. 3) I enjoyed old summoner but preferred red mage, now I really dislike new summoner, its pretty but it just has this hollow feeling, similar to dancer when I'm not trying to think ahead on managing my procs before flourish. Black mage has always been like fun and very clearly gets a lot of attention as it felt perfect in shb and somehow only gets more perfect, it feels like they'd have to destroy it to add anything new but its the favourite child, they'll find a way. 4) Sage is the comfiest healer ever I feel super in control at all times its so smooth the animations are great I love 2021 animatiom budget it almost feels like a tank, definitely the healer FOR tank players which my otherwise tank exclusive friend can corroborate by how much they enjoy sage. I personally like current astro, its miles more fun to me than white mage, but it is a mess of design and probably does need a redesign. 5) Endwalker has made me lpve every tank except dark knight, while I preferred old paladin, new one is fun too. Warrior is the one overtly simple job with little to see below the surface that clicks with me idk why it just does. Dark knighr has always felt like a disorganised mess, if I wanted warrior I'd play warrior, if I wanted warrior with random bullshit go, I'd play ninja. Gunbreaker is weird, I still really enjoy it, still my favourite tank, but wow its a mess now. 80 is so smooth, but 90 you have to so diligently stock cartridges and if ever an off minute burst had enough downtime to force not 3 carts, the entire job destroys itself. That and forced overcapping feels terrible I really hope they find a way to fix this, a hagakure for carts maybe idk. 6) Geomancer being part of astro lore is so weird and dumb, since they took out the earth mage stuff from white mage and replaced with generic holy magic give me an earth mage please. That or puppetmasster to be similar to old summoner that'd be nice.
My main is Monk, and I've always loved the job myself; but agree the Endwalker changes made the class more fun to play, and I love the more freeform aspect of the job. Guess I'm weird because yeah everyone who I play with list Monk dead last in terms of Melee DPS job they like. My second favorite DPS job is Dancer. (I guess I like jobs that let you move a lot and not just stand there. 😊)
For me, as a SAM main, it's not really about whether Kaiten was a good skill or not. I 100% agree that Kaiten could use another effect and add more utility to the job. It personally was about a) the reasoning they gave to take it away was "button management" when 3-4 skills could have easily been condensed into 1 skill, such as Hissatsu Senei and Shoha, but they didn't do that, and b) having something different to weave instead of just Shinten. Even if Kaiten wasn't a "good" skill, it felt important because you HAD to weave it before EVERY Iaijutsu, and it felt satisfying to do so. Taking it away felt kinda needless. I still enjoy playing SAM, but I'd like for them to bring back the skill in some capacity to add a little bit more flavor to the job.
When you say it felt important because you HAD to weave it before EVERY Iaijutsu, that's what ended up making it pointless. There's no situation where you don't use it, which means no Kaiten Iaijutsus just aren't a thing, which makes Kaiten just a small, needless extra step. I also personally love just weaving Shinten over and over. There's no other job in the game that has one button you weave constantly throughout a fight. It's all cooldowns or slower to build gauges.
@@NeroNyteI’m the opposite. I hate Shinten as it suffers the opposite issue of Kaiten. It feels worse to use, but is the only oGCD of note we have as SAMs. It has such a lackluster animation and sound to it. I despise it and am not about to use one of the two animation locks in lieu of it since I love moving around too much. If I wasn’t a Console player, I would actually use Mods to replace Shinten.
@@NeroNyte but then if you don't manage it your damage loss is noticeable lol. You can't just blindlessly gage dump like you do now. 0 skill expression with having no prep to your midare.
@@vaderglenn Okay compare the use of the gauge to RPR. A casual player can dump all their gauges as soon as they have them and they'll still be doing good damage. A higher skill player can save their gauges to line up 2 or even 3 burst phases under one damage buff. That's an example of skill expression. You can't do that as well on SAM with Kaiten. You are required to use Kaiten on every Iaijutsu, or it's a huge loss. So no matter where you are in a fight, you have to make sure you have enough gauge at all times. This only makes it so the minimum of the gauge isn't 0, it's 25 or whatever the cost was. Beyond that you're using it the exact same way, Shinten is nothing but a button you use to keep from overcapping. A way to fix this would be to remove the Kenki cost, and have it be a short enough cooldown that you can still use it on every Iaijutsu, but then it's just a low skill button you're still required to press everytime. So might as well remove it all together and apply the damage straight to the Iaijutsu, cut out the middleman. Now without Kaiten, you can feasibly save up some gauge to use all your Shinten or Senei during buff windows, instead of it just being a throwaway button. Now it heavily contributes to your damage, if you aren't using Shinten, you're losing a lot of damage because of how quickly you gain Kenki. You have more choices on how and when to use Shinten, unlike Kaiten that was literally just a limiter. I still think Kaiten should be brought back in some way, I just think it needs to serve some other purpose. Perhaps on a longer cooldown, like 30-60 seconds, and a significantly higher damage boost, to make those Iaijutsus hit even harder and feel more special, rather than it being every Iaijutsu. Maybe even alter the animation of the Iaijutsu to appear stronger.
@@Estheriam Again I like that SAM is unique in that it has an oGCD it's using constantly throughout a fight, instead of only when they're off cooldown. Sadly there's nothing to be done about the animation besides having a level upgrade it.
I am one of the ex SAM players that are still bitter about Kaiten, my major issue was that it was a fun flavorful button that added a tiny bit to kenki management that was removed because of button bloat on a job where they could've reduced the button bloat in like 4 different ways by just condensing 2 buttons into 1 without removing the sword twirl that made me feel cool.
iirc there was a legit reason reason that the initial fleeting raiju was bad wasn't because of the animation lock alone (We had assassinate for a long time.) But rather at high level play your opener and your burst phase would have had you doing 6 gap closers during your entire rotation. Also initially Throwing Dagger broke your Raiju Ready buff which if you needed to be out of melee range for whatever reason that meant you lost a good chunk of damage just to keep uptime on the boss, or you lost a good chunk of uptime. That was 6 gap closers with animation lock you had to do on top of: Hyosho Ranryu, Tenchijin, 3 Raitons, Trick Attack, and Mug, Bunshin, Phantom Kamatachi, and your 123 rotation (Not in that order) that you had to fit into your 15 second burst window. You said yourself that Ninja has a busy opener. Dragoon's opener is not nearly as busy, they're built around that animation lock, Ninja was built around being speedy speed boys with lots of stuff to do, giving them 6 gap closers to do every burst was kinda nuts. The second time Ninjas complained during this patch cycle was also fairly legit since it was when they did the server migration and there was a problem with Ninjutsu clipping again which was fairly devastating to the job since it's like uh... Their main toolkit.
> Throwing Dagger Nobody uses Throwing Dagger! Not even Yamcha would use Throwing Dagger! In the NIN circles I had seen, it was the animation lock. And the server issues, well that's that. I was specifically talking the Raijus.
I play many jobs in XIV, but I'm a forever-mage depending on what I'm running; RDM for high-end, BLM for casual, SMN for either content when I feel like turning my brain off. :P While I'm in the Spellblade/Elementalist-hopeful camp, Necromancer sounds like a fun idea. I don't *completely* agree with it being in the same camp as Reaper, but I can at least understand the association. In FF5A, it was the Blue Mage's estranged cousin where it learned spells by slaying certain enemies in the world. You learned spells like Drain Touch, Meltdown, Deepfreeze, and Hellwind. Maybe a XIV equivalent could have Doomsday for an LB3. :P Though whatever the devs reveal, I'll be thrilled to see casters get more love.
Geomancer could easily be a more support style caster DPS instead of a healer. More ally buffs and heals, kinda like Dancer's dance partner or Bard's songs, or like Red Mage but with even more ally buffs/utility/heals with the trade off of a bit less damage.
@@WeskAlber Except they wouldn't...? They can easily work the ally buffing/shielding/healing that Geomancer already canonically has into a more support focused caster dps job. Nowhere in the Astro quests do they say "geomancer is a healer" they just say "geomancy and astromancy complement each other, like yin and yang". Heck, I could argue Geomancer would fit that even better as a caster dps since then you could have both a Geomancer and an Astrologian in the same party working together.
@@LadyTsunade777 ooh I like the idea of Geomancer being a dps support-focused caster. Like a bard-type caster, but hopefully without the random procs on everything.
They've been showing many volleyball and basketball style animations in Hildibrand and Island Sanctuary quests. That's made me expect something similar to Blitzball to be the basis for a new job. Maybe a subtle hint or recycling of animations. If you look at raid logs for alliance raids it looks like SMN, DNC and RPR are the most popular DPS while DRG, NIN and MNK are the least popular. Other than BLM being in the middle of the pack it mostly looks like a difficulty ranking from easy to hard. Not too surprising for casual content.
The funniest thing to me about this is, if you go to the official forums (English) they insist the opposite. They constantly badmouth SMN as the worst thing ever to happen to the game - it's the only Job that got less than a ~5.0 or better when they had a (poster/player made) survey a few months back, down in the 3 out of 10 area. They HATE SMN there as being "braindead". ...oddly, they tend to like DNC, which makes absolutely no sense to me, and all insist BLM is the height of Job design in FFXIV.
@@SubduedRadical I think summoner is enjoyable at max level, but you lose so much when you go below 86. I can't imagine it's an interesting leveling experience.
@@OneCharmingQuark I think maybe it depends on the person. The thing I like about SMN is the cadence is MOSTLY the same. You have the same Baha/Phoenix/thelowlevelonefromlevel6on to press once per minute, you press what Primals you have in what order you want in the mean time, you press Gemshine 4 times on the move with Titan, 4 times rapidly with Garuda, 2 times slowly with Ifrit, and you can fill in with Ruin 3 until your Baha/Pho/lowlevelone is back up to do again. Contrast with something like BLM, which has periods where your rotation changes every few levels. Some Jobs either change a bunch so you have to change your rotation based on level, while others are completely alien to their level cap design. Prior to 6.3, PLD even at level 89 was a completely different rotation than at 90, to the point muscle memory actively sabotaged you, like using Royal out of your caster burst instead of using Goring. ...but, I also don't mind simple things, and often rather enjoy them. So SMN's simplicity doesn't really bother me. Though I do really like the added Astral Flows at level cap.
Things I enjoy with DRK: 1. It's great at stopping a big instant of damage. The kitchen sink is pretty good. Probably the best if PLD hadn't got buffed. 2. Oblation having 60s CD with 2 charges, and TBN on a 15s CD are good for flexibility. Allows the DRK to have to something to use on itself or someone else most of the time. Oh yeah Dark Mind is on 60s too. 3. Tank busters with DoTs can be fun to mit since you can TBN the initial hit and the DoT after due to the 15s CD 4. Really good at resource pooling for burst and plays well with downtime. 5. Busy burst window is fun imo What I want for DRK in the future: 1. More damage between burst. Kill times can hurt its DPS. 2. Keep the core functionality of TBN. If they're buffing the shield, make it a separate buff instead of just increasing the 25%.
I think I can call myself a “tank main” more than anything else. Started with Paladin, swapped to Dark Knight immediately when I could, and now that I’m done with Shadowbringers I’m seriously considering swapping to Gunbreaker (thanks Thancred)
If they made it so expedient was a press-twice button (like you pushed it and it turned into a party-sprint button that you can choose not to push) that would make it perfect. For me... Melee: The removal of Kaiten actually made SAM more fun for me and now it's my go to Ranged: The change to machinist was welcomed but it's still too ping unfriendly for me. The EW changes to BRD made it the most tolerable ranged. Caster: Old SMN's several minute rotation sucked if you died. Now it's far too simple. I hope there's a middleground hit in 7.0. I love BLM but I'm not good at it lol Healer: With nocturnal sect removed from astro I started learning SCH. It has some jank but it's fun jank. Expedient definitely feels bad as a capstone skill though. You GOTTA use it for the party wide mit, but enforcing sprint is frustrating. Tanks: PLD has the same problem as SMN. GNB is my go too. It's fun and engaging without a nightmare of weaves like DRK.
Red Mage will forever be my favorite job that unfortunately has hit a wall in both balance and creativity. Summoner’s existence as an easy as shit job to play with higher damage brings scrutiny on the devs. Red Mage is far harder to play but the ability to multi rez makes it difficult to find that comfortable middle ground for dps. I would not be surprised if they limited battle raise to a few charges with a hefty cooldown just to make it easier to balance. Im all for it honestly, the game currently encourages people to just die and not improve since someone can just bring you back to life
What I never get with this "yeah it has a rez so it should do less" is like no way. Like for content where dps matters the rez hardly matters: because week 1 for p8s (abyssos before they nerfed the boss.) we needed our redmage to swap to summoner just to help with the damage check. And if anyone's died LMAO. That rez ain't gonna matter. Redmage has been in such a garbage statw this whole expansion. It's obviously still clear-able in everything but doesn't mean it hasn't struggled a lot sadly.
I agree that caster and ranged dps will be the two new job types filled next expansion. I could see geomancer playing as a nature-themed blaster, like white mage is for healer. As for ranged, personally, I found blitz ball to be ridiculous, but if that's the direction they went...
I think the weird vote/love split for Monk has a lot to do with the rework, people love *Endwalker* Monk, I’m sure lots of people tried earlier versions and were turned off.
I leveled it to 90 and I still feel like I have no idea how to play it well. 😅 For all that people say the jobs are homogenous I had a hard time getting it to click!
The same way people loved the old monk and are turned off by the actual one. The same way people that like a more dot oriented gameplay lost their job with brd/smn going away from them etc. People that really enjoyed a lot of positionals like monks sadly don't have a job that cater to them anymore in favor of people that already had more friendly melees getting access to it :/
@@Aiscence Tbh at first I had my issues with new Monk, took me a lot of time to get used to it, and the job being positional heavy was one of the things that were making me interested in it in the first place. But now where I've played it a bit more and it clicked for me (and people have more experience, hence more tutorials are around than in release week), I am happy I don't have to focus on positionals on top of the whole Nadi business. :D
@@Aiscence monk now is far more enjoyable as a class than before. It had it's cool quirks but this one is just qol better. My friend who was rank like 11 for Abyssos can't remember, who's played the class for like 3 expansions prefers this version.
I am not surprised that the monk numbers did not move, because the only reason I main monk is because I can punch scary enemies to death with my bare fists and I highly doubt I am the only one who only mains monk solely for that aesthetic
I can see reaper pulling more samuraii fans than the other jobs for the melee statistics. They feel the closest out of any two melee jobs to me. On future jobs, the trend is really strong of people wanting jobs that are mostly covered in existing ones like geomancer and time mage being astrologians with a different coat of paint, or people wanting a non engineer flavoured gun dps. It makes me hope that after level 100 in 7.0 we get some sort of job specialisation system, which I imaging kind of like arcanist branching, except with seperate levelling because they're never going to give a free levelled job ever again. It'd mean you could have 'new' jobs that are basically just tweaks of existing ones to have a slightly different feel or cross into different roles, so it'd deal with the issue of not being able to keep adding two jobs every expansion forever. There are so many interesting ways that jobs could be spun if you both allowed overlap because it's all based on existing jobs anyway, and had the freedom to throw aside parts of a job's identity to make room for new skills. Personally I'd love a golem controlling white mage for lore reasons as a spell casting tank or a dps, or a summoner 'beastmaster' who calls on auspices.
Animation locks being a skill issue sounds weird to me. I don't think I've played a single class in ffxiv where id be like "yeah an animation lock would fit here" outside of limit break. Since especially if you don't know a fight beforehand (not everyone looks at guides for dungeons before doing them) getting randomly hit by an orange circle while you're locked isn't gonna feel good. Or if you're at the point in your rotation in a raid where the animation lock is the move, but you have to run slowly between moving circles, you're gonna lose out on dps. The option to move is pretty mandatory in this game. Casters too aren't animation locked when casting spells and will actively move before the cast bar is done to move early, or can just move and cancel. If all casts were animation locked, it'd feel pretty bad. It wouldn't add to the gameplay experience. Saying "skill issue" to something that makes you feel like there's something wrong with your game feels weird. Or maybe we could go the monster hunter route with every time warrior and dark knight hits with their weapons, they're stunned in place until their gcd is up. Surely that won't change the game in any fundamental way.
Holy hell, how do you even write this comment? You've "I hate waffles"'d me like in 4 different ways. In no way does "dying to an animation lock is a skill issue" mean "FF14 should play like monster hunter." If you die to an anim lock, the fault is 100% yours. You said "in a dungeon." Animation locks aren't 5 GCDs long. They're 1 second at the worst. If you're getting hit at that point, it's 100% your fault. Because Dragoon has always had animation locks. You know what doesn't happen to me? Getting killed from the anim lock because I didn't look up a dungeon guide. Because I could see that orange circle for 5 GCDs before I pressed that animation lock button. And even if, IF that situation could happen as you described it... You would have gotten hit anyway. Because at no point were you going to dodge it anyway. You were out of position, and not paying attention. Lock or no lock, if you're getting hit in a dungeon, it's because you made the mistake. And then in raiding, that's just factually wrong. Because again, Dragoon still has animation locks, even while being shorter. Dragoon is still able to make it and not lose DPS. And we always have been able to. Because the problem isn't the locks, the problem is the players being bad at it. It's too bad your ability to listen to what is being said is worse than your ability to handle animation locks.
tanks being evenly split makes me laugh because all the tanks feel the same to me now and i guess the polling reflects that as well. prefer actual uniqueness to each job even if its in the same role but that doesn't seem to be the design philosophy going forward unf.
I don't think Geomancer would be locked to a healer role at all - In ff3 it was all damage I'm pretty sure! I'm not sure how they would pull it off here though, since it was semi-random and terrain based. Obviously you can't do that here. The bell weapons were such a cool concept though. That's the mage role though. 👀
Because of the AST quests featuring it. Maybe I'll be wrong, but to me it reads as healer. But as for the Tactics bit... RDM is a job that can cast all low tier WHM and BLM magic. Where's my Cure 2? Vercure isn't Cure 1 and Cure 2. There's my Fire and Fire II? All I have is Verfire. I don't have any Ice moves at all, but Blizzard and Blizzard II should be there. Speaking of BLM spells, Fire 4 and Blizzard 4 are supposed to be AoE. Screwed that up much? Scholar would make a terrible job because their sole purpose is to Scan. They also do damage and double item effects but they exist to Scan. Oh wait, they did make Scholar, and it does a lot else and is a healer. In FFXI, Samurai is a tank - or is what everyone has told me. Why is it a DPS? That's factually wrong, Yoshi P clearly has no idea what he's doing. A Job being in another game doesn't mean it will be 1:1. Basically what I was saying with the RDM stuff in the video. To discount it because of what other games did is weird. Geomancer at least is already in FFXIV in a way that sounds like "this is a healer."
@@WeskAlber 100%! Samurai also used to throw gil to attack. 😂 They really made geo seem like another version of CNJ/WHM and id loooooove to see the more offensive side of that job. Like Earth/Water/Air based. There would be so much overlap though idk if it's feasible. On the other hand, puppet master was also in 11 and we don't really have a job that deals with moving pieces in a chessplay sort of way. They would have to execute it so perfectly though. Other than that, I think we're out of preexisting jobs.
Endwalker is now the second expansion where I've made a concerted effort to level every job in the game to max and to use them in content to get a feel not only for the changes but as to my overall enjoyment. I came into Endwalker from Shadowbringers as a Summoner main and a Dancer secondary and after going through my entire first play-through of Endwalker on Summoner I came to the conclusion that the changes are just not for me. The job doesn't feel BAD but instead I just feel kind of bored by it which is a little weird to me because my new secondary has become Machinist which I absolutely LOVE and it also doesn't have a ton of buttons but MAN do I have fun with those buttons. I've also got to say that Endwalker absolutely NAILED the new jobs as I did my second play-through of the expansion on Reaper and it quickly became my new main which is crazy to me because I've NEVER main'd a melee job in this game. The closest I think I ever came was using Samurai as a secondary in Stormblood with Red Mage as my main. Reaper just honestly makes me love being a melee and I think one of the reasons I like it so much is because it feels similar to Machinist with its fast-paced burst ability. Of course, I had a feeling that I might like Reaper because it just looked so bloody cool from the trailers but Sage is probably the job the surprised me the most because I absolutely HATED playing Scholar yet somehow Sage has become my favorite healer BY FAR. It's interesting because to me Sage feels like playing White Mage with Shields and even better mobility as I still have a ton of HoT abilities and I can even spam GCDs at low levels which Scholar really can't do to.
Yeah I found the summoner rework to be a bit boring. It all looks really cool and the summons are the main thing now which I suppose is more canonical, but it's just too simple. I hadn't really played it since Heavensward when it was my main and I loved it. Wasn't amazing in single target but it was the undisputed king of aoe. I also liked managing the dots and Bane! I loved spreading dots about with Bane.
Monk replaced same as my favorite melee after Kaiten and Dsr. playing it in Abyssos for the first time and clearing becore p8s got nerfed was so satisfying on a class I barely knew yet got to optimization was a good time. The ways you can free form the rotation in scenarios is just satisfying. For me the melee's 1st Monk/Ninja, 3rd Drg, 4thSam, 5thRpr.
I seem to be one of the few weirdos who mains bard. I really love the job, but I don't mind the management everyone else seems to hate. The biggest downgrade in Endwalker was the change to repertoire and dots. It really made AoE boring. It was fun to have a million procs to feed bloodletter, pitch perfect, and apex arrow. Going forward I'd love for them to give Army's Paeon something more interactive to do instead of just being the burst shot phase. I'd also like to have an option to make song timing less punishing if mistakes are made during a pull. Currently they are off for the whole pull if you mess them up. I'm interested to see if bard still has dots in the future as all dots seem to be slowly vanishing. Nature's minne also feels weak compared to the unique abilities of machinist and dancer.
I think of the list, Beasmaster has the best chance. Puppeteer seems odd. I assume it'd be based on the FFXI Puppet Master, with it's automaton. But the automaton is already represented by the Machinist. Magic Knight / Spellblade would be another melee job, but that's the most saturated role. It's more likely they'd go for a magical or ranged dps. Geomancer's abilities would be based on it's surroundings. That's going to cause a lot of problems to code into an MMO. You're at the beach so now something sandy has to happen. Oh, now it's the forest? Something forresty has to happen. Oh.. You're on a spaceship..? Euh... Something tech-y? I dunno. And you'd run the risk of giving basic abilities with *no* flavor, to add in different animations based on the location to give flavor. And it'll just look messy and have no mechanical identity. The beastmaster? The regular "I have a pet to fight as my buddy"-archetype every fantasy world has? Yeah. Easy. Just do it the WoW-way and make the pets largely similar in damage with a slight utility variation. Give them a whip for a weapon that works from range. It'd be a lot of work to make different beasts available as combat pets, but if you just keep the damage done tied to the player's stats, you won't run into much balancing issues. And you could do a "You call on an extra beast to do an attack"-style abilities, where it only uses the animation of a creature for an attack. Simple to make. Another Ranged DPS that's ported over from the old Final Fantasy jobs. Probably a winner.
red mage is so damned fun, especially day 1 of new content when you get to save the squad with rez. i will probably play a lot of reaper and sage, but the early days are for red mage almost exclusively
On one hand, yes. On the other hand I remember unlocking dancer and having barely any gear/glam that looks like a dancer up until level 70-ish, because all the aiming gear was designed with bard and machinist in mind. Same with Gunbreaker and every second armer being a full plate thing. Imagine being another Scouting job and everything up to level 80 is tailored for ninjas, quite a specific look. xD
I think the problem that people had with WHM's lilies was less "It's a damage loss" and more "So, since this is a damage loss, you're telling me not to use my job gauge?" People don't complain that neutral sect can only be used as a DPS loss for example. But that's because it's not the main job mechanic. As for Warrior, having blood whetting wasn't a big change, we already had raw intuition (Nascent Flash in ShB). It was an upgrade for sure but what really mattered was that IR was made better, and that Raw Intuition is now level 56.
Kaiten was fun. Like, just pressing the button and doing a cool pose and then unleashing the move. It was fun. What it actually did for the rotation doesn't matter, I just liked it. Samurai feels like it lost all of its punch for me since the change, in terms of gamefeel.
I think this is an opinion that will never make sense to me in the context of everything else that EW SAM got. All iaijutsu have a satisfying windup into their cool animations, and ogi namikiri goes shiiiiiIIIING WOCKSH WOCKSH. And an extra tsubame charge plus Meikyo rework to smooth rotations and hit even more Midares. I don't think it's invalid to feel like losing your chargeup button sucks, but do people really feel it sucks worse than every other positive the class got?
@@RexIsOnline Speaking personally here but.... yes. Ogi is great, ikishoten is nice but its like getting given a cupcake after being slapped in the face. It doesn't fix the feeling of being slapped so I'm just playing reaper now and thats that.
Yeah, I agree with this. The wind up before hitting Iaijutsus is satisfying and genuinely hit different. Being a good or bad skill had nothing to do with why I liked it. It was the main reason why I stuck with the job during leveling, especially after you start gaining more kenki. It's a dopamine button, simple.
Black Mage was my first job and still my main job. I’m not the best, but I love it. Going into FFXIV I wanted to play a super versatile job, or something mildly similar to Druid in WoW. BLM wasn’t really that, but I thought it looked the coolest, and it’s still my comfort pick when it comes to running stuff.
I'm expecting a ranged physical and ranged magical dps next expansion. Not sure what classic final fantasy class will fit into the ranged physical, but geomancer or time mage would rock in the magical category.
Yay, another dragoon main who understands *why* the job is getting a full rework in 7.0 and not just going straight to crying about it. I'm also in the cautiously hopeful boat about dragoon and I'll definitely be paying close attention to the changes when they reveal them
I started with DRK in Shadowbringers, it was my favorite because i liked it the best defensively just because of tbn. Then every other tank got a better cd than tbn and i switched to GNB in Endwalker. Then they reworked PLD and it's my favorite job to play at the moment. I still think DRK looks the best to me and i hope to go back to it if it improves defensively.
As a Scholar Main, the best I can say between Sage and Scholar, is Sage wants it's shields broken and Scholar wants its shields up. I enjoy Sage, but man does it feel bad throwing out candies for no reason for the MP restoration. But a Scholar main would say that ;)
Incredibly entertaining and informative video. These kinds of vids always make me want to branch out to more jobs. But I don't feel that I can do it until I finish my Paladin's journey in Endwalker's MSQ.
Saaame. Started pld in arr, recently finished hw, and hope to be able to finish it all as same before branching out. But it's tough sometimes after watching diff class videos abilities/glamours 😞 But then i hop in as my shining knight and all is well
Kaiten made those big attacks feel meaty with the build up and charge animation that looked awesome, it was less about what the skill did and more about how it made the job/rotation feel more complete. It was just a badass looking skill, fun to press button that played well into the samurai fantasy.
It's always weird when people say Monk is hard. If you can get past only being able to single weave and *don't care about dropping Disciplined Fist or overwriting your Demolish* there is a surprisingly low skill floor on Monk. You can treat the two paths as alternating like Dragoon and still hold your own. (Though yeah, that lack of a second weave slot and the need to work around Twin Snakes and Demolished are what make it tricky to optimize. I guess I lucked out starting as Monk because it's the only melee I can play with any amount of skill. People call Dragoon easy but my eyes kinda glaze over when I try to make sense of what to push and when.)
I personally think the enjoyment of black mage is the extra spice it provides the players. Some players learn mechanics and fights pretry fast to a point where thr whole rotation feels scripted to the tea. with black mage and thr amount of optimizationthat can be done with high ceiling play it adds anotger layer of extra difficulty and spice into the game that other jobs imo so fsr cannot replicate. This extra layer of stress is def. not meant for everyone but those that need this extra entertainment will be rewarded with their preplanning execution.
To be fair to people who thought Mystic / Spellblade Knight = Red Mage, in FFXI one of RDM's defining characteristics was its ability to use en-spells (en-fire, en-water, etc) to add elemental dmg to their melee attacks. Geomancer could also easily be an offensive mage, as it also was such in FFXI (and FFT). I agree ranged + mage is likely, maybe a tank though so the DPS queues aren't totally boned. I could see Mystic Knight working as a tank too.
@@WeskAlber it was sorta meant to be a tank but wound up being a DPS job. Funnily enough Ninja was the opposite - meant to be DPS, but wound up as a tank lol. Jobs were way more flexible in XI compared to XIV, dancer could be a dps, tank, or healer lmao
Holy pineapples I hope they change Sage's addersgall eventually so we don't have to waste charges. I've been playing Sage like a madman ever since its release and to this day every now and again I'll find myself with very low mp because I forget that you're required to pointlessly heal to maintain mp.
I feel as if everyone who says Kaiten is bad and pointless doesn't understand why longtime SAM mains complain. The Kenki economy is *very* different, unlike what you said, because now I can just press Shinten after every single GCD and not be punished by it, instead of always having to make sure I leave 20 behind, which also comes in play when using Ikishoten or gathering Kenki with Third Eye, because it would be easier to accidentally overcap in tight segments with a lot of movement/mechs. It has nothing to do with what the buff *does*, it has to do with the fact that without it, Kenki management might as well not exist. Not to mention it was a big part of the identity of the job as a whole. It's as if they removed Ninja's Kassatsu or made Dragoon another 1-2-3 job instead of it being unique. They can keep Kaiten out of the game for all I care, as long as they introduce something that makes me care about how much Kenki I have and how I spend it. It really has nothing to do with Kaiten specifically, just Kenki management being essentially removed, which a lot of SAM players, myself included, enjoyed.
If you didn't always have 20 Kenki, you somehow messed up BIG TIME. Level 90 SAM, one combo was enough for Kaiten. I did exactly that. Spent Kenki without thinking about it, and always had enough for Kaiten. As I said, SAM was a Job I enjoy, so I did play it. Under-capping stopped being a thing unless you were trying to hit 0.
@@WeskAlber Regardless of how big or small time I messed up if I didn't have 20 Kenki, it was still something extra that gave the job depth. It doesn't matter how little or how much of an effect the small amount of management you had to do was, it was still more than not having to do it entirely. Truthfully, it's not that big of a deal, like I said, I don't care about having Kaiten in specific, I just want to have to at least care about the resource, even if a slight amount. It falls in the same vein as the AoE situation with them all being circles (save for Guren) now, that you also mentioned. It really *DOESN'T* matter in the slightest, but it keeps it interesting and varied instead of what it is now. Keeping the job interesting, even with the slightest, most mediocre amount of depth that Kaiten was, is still better than *not* having it. It's the same sort of argument. Mind you, I'm not trying to say that you don't have a point, nor am I trying to make a big fuss and argument about it, just sharing my thoughts. :D I just don't like it when it's shrugged off as "eh, Kaiten was bad, was always bad, and SAMs keep complaining about something so pointless" (and I know that is now what you are doing).
@@SirUmnei You had 1-2 GCDs of leeway for it too though. Unless you're doing filler first, you can continue GCDs with 3/3 Sen. Just don't complete another combo and... there's your 20 Kenki.
@@WeskAlber Well, sometimes when you are doing Savage and having to dodge a million things, brain just don't work right XD The Higanbana every odd minute would also be a point where you have to save more. At least 30 instead of 20 (You use 20 for the Midare => Tsubame, then be left with 10, then get another 10 from Gekko/Kasha for the Higanbana), and no combo gives you 30, so if you didn't save any from the previous combo, you'd lose on Kaiten for the Higanbana. This might all sound easy and so simple to do and never mess up but... Have you *seen* how bad people are at this game? Skill issue and whatnot, blah blah blah, but it's just another layer. On paper we can talk about classes and jobs all day and point out how stupid some buffs or parts of them are, but executing it on a high intensity fight isn't as straightforward as reading the theory on paper. I can even think of other situations where your Kenki awareness would need to be a little better too, like the Midare right after turrets on P10S, where you have to gap close to not lose uptime, increasing the cost to 30 Kenki too. Or P9S after LC, where you need a Higanbana, a Midare, an Ogi and a Seinen in quick succesion, and while you go have time and Kenki to generate all the Kenki, the execution of it with Kaiten in addition would be just that extra wrinkle. All I'm trying to say: Low impact or not, the job lost something. If you disagree with what I'm saying tho, I completely understand, and I respect your opinion, as I respect you too. :D
Joined during EW and am a huge Dragoon fan - I really love just how busy and button-filled the rotation is while having a very clear GCD core that everything else hangs off of. It's high-complexity without necessarily being high in mental load, since using a skill at the wrong time doesn't horribly break anything for you & you can keep spinning around the target. I also really love the lore and aesthetic of it, with the dragon growing within us & the lasting traces of Nidhogg in the skillset - it's kind of like Reaper before Reaper existed, except with more going on due to being the core of the entire Heavensward expansion. And, on that topic, Reaper has been the latest darling, and I honestly really dislike it - I've not been able to get it to level 90, but I was just hugely exhausted with how little it has going on and how, most of the time, I'm just pressing my GCD and waiting for the gauge to fill up so I can do my thing. It really lacks the kind of saturation Dragoon has going for it & I find it v slow and tiresome due to that.
I'm convinced we're getting a ranged physical and magical in 7.0. physical will be blitz baller that's why Yoshi p hasn't put in blitz ball yet we're going to go to meracydia and the sport played there will be blitz ball and only the blitz baller job can access it kinda like a half limited job
Every melee feels great on EW. I share the same opinions on DRG, my main, it's perfect and I have no idea how they can improve the job and I'm a little concerned about the changes. I disagree about the Raiju, having that much GCD animation lock, back to back, on a fast and movable job felt really bad and we needed the changes. Reaper is fun but I think the devs need to work around the double enshroud windows, they don't feel that good to me, going from a 1.5 gcd to a 2.5 feels weird.
Pretty cool to see that most of your opinions on classes are exactly the same as mine! I tried to main RPR/SGE, but my favorite tank is PLD and I just can't stand WAR for no reason I can put into words. Have been slowly falling in love with DRG lately but need lots more practice on the rotation/opener. Thanks for great vids! I always come to your channel first whenever I pick up a new job
Started as a War main until i found Drk and its stayed my fav tank. Sage is my favorite healer and melee would be reaper for the pretty moveset. Summoner is my fav magic dps.
Puppetmaster, if copying ffxi, would be a mnk/smn. Where mnk sets up points and pet spends them in either spells, melee or ranged. Bst could be a fun way to buff/debuff cycle with pet themed dps. Those would have been my 2. I'm also a smn fan boy while also enjoying mnk and nin. So it makes sense that my main is smn and my casuals are overly complicated :P
For my favorite jobs I have these things to say: -I wish they'd lean more into the Tactician and "Plague mage" fantasy for Scholar going fowards (please let PvE Deployment work like the PvP version if we aren't getting more healer dps tools). - I still have the SHB's keybind for Continuation because I like the fantasy of "pulling the trigger after powerfull skills", and here's to GNB getting even more Continuation skills because why not - Hope RDM finally gets ice and water spells, preferably as their new aoes - Without any new Job Quest stories I have no desire to play or level DRK again Here's to 7.0. Where every healing buff skill works on healing ACTIONS and not just spells and where we'll get Gambler as a ranged dps
To be fair about "Spellblade basically RDM": Enchanted melee weapons are basically that. I agree with you that they could do something more like SMN with embued weapons, but in a strict sense (since we don't have elemental weaknesses anymore since...ARR...), I can get why some people would think "nonelemental magical damage weaponskills" (RDM) is basically the same thing. I guess I can see both sides of that one. I, too, love SMN. Boggles my mind the people that want to rag on it and ignore that it's a well put together Job. It's generally people jaded old SMN is gone and people that want to be "elite" and bemoan anything "braindead". SMN is intuitive and understandable without having to go to third party site guides developed using third party tools that violate the ToS. That's not a bad thing. The rotation feels good and has anchor points but also flexibility on when to use the stuff in between (PLD also does this with Holy Might), which actually allows some skill expression and just feels good to use. I don't think Geomancer IS AST, I think in lore they're different (GEO casts Aero and uses the CNJ one handed weapons, for example), and some people want a DPS caster that uses Water/Air/Earth magic (and are still miffed that White Mage uses holy themed/element spells...they seem to think WHM should be a CNJ not a WHM, I guess?) And agree with you on Kaiten. Not to mention how abjectly insufferable and downvote happy hive minded people wanting it back are. I don't even care. I wouldn't mind them getting it back. But GOOD GOD the WHINING about it...
I joined during endwalker so I really don't know what was the change with samurai was but when I first unlocked it I liked it but after getting it to 90 it was too complicated for almost no better damage so it kinda became the job I liked least
100% agree with astro cards from Stormblood. It was just so fun playing a little mini card game even if there was rng involved with it. It's something I really miss from astro being a fun thing to mess with. It would be nice if they brought it back in some way, even if its not as impactful as to not make the rng as large as a factor as it once was.
ive seen so much complaining about kaiten its insane, even more crazy are the people saying samurai lacks flavor and identity without it even though a similar ability already existed on dragoon (and machinist)
Hey man, clemency is great when you have trash healers. You get heals yourself when you heal others too, so when it's just you and a DPS alive you can still kill the boss from 70% in an okay amount of time. Also some healers don't properly space their healing and some wall to wall pulls can get dicey without it.
I want a Necromancer. A proper necromancer. Poison, fire, disease, darkness DoTs. Awful for trash pulling. Wonderful on bosses. *fond memories of EQ and disappointment of Warlock in WoW* :D
Fascinating to see such an even score for tanks. Going by what the people around me said I was expecting Warrior being massively in the lead and Paladin dropping behind. Talking about tanks though... Some people I know are really down about healers "not having to do healing", and although I have limits on what I can say about healing in the game, not playing hard content, hearing some people managed to do an ultimate without any healer in the group certainly was wild. (I know they still had healing from other jobs, but..) I was wondering if it would make healers more about healing and fun for healer mains if self-healing for tanks would be drastically reduced, if not kicked out entirely. No Aurora, no clemency, no whatever-makes-warriors-imba, just a few normal damage mitigations like Rampart etc., damage reduction and stuff. Would you say this might work to make healing more exciting or would this just cause a big outrage for nothing?
Ever since the AAR patch content where we saw Merlwyb Bloefhiswyn fighting sahagin, I've really really really wanted a dual-pistol job! 🤩That's been #1 on my DO WANT list for a very long time. Maybe spice it up by having it switch between cutlass + pistol and dual pistol, depending on the skill or range or something. Or maybe cutlass + pistol is another job entirely, I dunno. Would be awesome either way IMHO!
I'd love a dual wielding gunslinger with a focus on ammo and reloads and such, over MCH being more about big crazy tech. But sadly it's pretty unlikely since I doubt Square would want to make another gun based job when MCH exists, even though it'd be very different.
@@NeroNyte You may be right, but we have how many jobs now that use various different kinds of swords? PLD, RDM, SAM, DRK, and arguably GNB, so, 4 or 5? Given that, "we already have a firearm class" seems a weak argument at best, but who knows...
clemancy only exists for paladins to become the healer when its just you and the other tank left and you wanna solo the last 20% of the healthbar instead of wiping
As someone who doesn't do Savage or Extreme content, I personally think that AST is the more enjoyable of the two Regen healers... in part because AST is less effected if you get synched down to 50 or below. Part of me also likes that it's the only Healer whose AoE isn't one centered on themselves
I was one of the people that called spellblade “red mage” purely because it was a caster with a sword. I was wrong! But mostly because I was ignorant to what a spellblade actually is, and I really love the sound of it.
Yeah, and given Red Mage destroys what the original FF Job is intended to be, lots of ways we could take it. Mine is just one way. I also have a chip on my shoulder due to the one idiot in game.
DRG rotations are so strong that even after MONTHS away I can still picture it in my mind. RPR is my star melee dps over all others including MNK which was my main since I first started years ago. GNB is my hands down choice for tanks because it just feels like a dps class that got tired of long queue times and said "Funk this I'll be a tank!" which is why I love it so much. The same can be said for SGE as but with a sci-fi twist. I'm still waiting for someone to make an Elezen SGE that looks like Mr Spock from Star Trek.
im still hopium for a beastmaster class or puppeteer. I think having them work on a unique take with controllable and attacking pet system would be a good innovation for their game.
I want a chemist healer with the Mix ability being it’s main thing. Could work similar to Ninja’s mudra. I think would be cool if they’re unique thing was similar to the Brewmaster tank in WoW where they can take damage and spread it out over time or something
Kaiten was the part that made kenki interesting. "Doesn't need do exist" -- it existed to make it so you can't just spam shinten. Its removal made kenki boring
i just disagree. Maybe if it was more like, "Kaiten doubles potency, costs 40-50 Kenki." Then there'd be actual management to it. If you do just spam Shinten, 1 combo will give you enough Kenki to still use Kaiten. For me, it was JUST another button. No depth to it being another button.
Kaiten literally just made the minimum of your Kenki gauge higher than zero, besides that it's the same. If Kenki is boring now, it's always been. I think it's more fun cause I can actually use Shinten without stopping to make sure I don't lose a Kaiten.
Spellblade: scouting gear, either with dual curved swords or Zidane's twinblade. Geomancer: ranged caster, uses a bell thing. DPS that uses earth, wind and water. I would be willing to bet (a very small amount of) money that these are the two new jobs for 7.0. Spellblade (or whatever it is called) will be Dalmascan themed or Meracydian themed (we are going to both of these places in 7.0). This is my tinfoil theory and I am sticking to it!
@@WeskAlberhmm, maybe im on hopium, but the trailer is looking promising for the whole melee idea! That shortsword our boy was using 👀 EDIT: MELEE CONFIRMED! Gimme Corsair or something with dual swords!
@@WeskAlber im so excited! I'm thinking Corsair, with Meteor's piratey aesthetic in the trailer. The TMNT shirt though, that could be so many different things. That trailer though, I loving the optimistic and adventurous vibes it has.
@@WeskAlber If it happens at random times, absolutely the SCH's fault. After that though once it's consistent that becomes your fault for walling yourself.
So I need to PF for dungeons, Normal Raids, Trials, AND Savage? Not every healer uses it at the same time either. So I have to learn mid-pull. How was I supposed to know this SCH was using it during 3/4, instead of 1/2? For the record, I've never walled myself in 12's Limit Cut due to Expedient, though I came hella close. You're trying to shift blame to me for something that I didn't even end up doing.
Flavour-wise, I love and hate Bard and Machinist because each of them half-ass what I want: a ranger and a supporting bard; a gunslinger and an engineer. I still kinda wish more classes had a job split like Arcanist. Mechanically, I love Machinist, Ninja, and Monk, but playing a US server from Europe causes crippling latency
Look weather you think it was good or not Kaiten's removal made less sense because of the reasoning behind it. Button Bloat could be easily avoided especially with the buttons they specifically gave SAM. Shoah II could easliy have been a upgrade much like Spirits Within's Upgrade for PLD, Ogi Namakri could have just been a transformation from pressing Ikishoten seeing as how its 30 second buff anyway to use it. You could even argue Guren could just stay with removing Senei. And even if its mathematically bad or whatever the feel of Kaiten is what made it cool for some people. Warrior's AOE change felt bad, doesnt mean the job was any better or worse but it *feels* bad when you are used to what makes a class unique. No other job would intentionaly use resource to buff the next weaponskill. I think its safe to say that it was cool identity for the job.
Puppeteer would be cool if they constructed it kinda like a fighting game puppet character, where positioning is super important and you have a set of skills that originate from the puppet alongside those that originate from your character. That said, GIVE ME MATHEMATICIAN YOU COWARDS
As someone who came back to the game after a multiexpansion forced break, i completely love Dancer. I fully expected it to be a case of "oh neat, but i should probably do something else" like I used to be in ARR where I kept going back to WHM, but I'm finding myself always just going back to it and can't seem to mesh with any other role even if it has a job I like. I just can't get over how it feels to play, the tools it has, and how aesthetically pleasing it is in action. Tank? GNB is great, but I'm not a tank player Mage? SMN I absolutely love how it plays, but for some reason i just don't want to play it much. RDM i weirdly like in pvp but dislike in pve Healer? I'm just entirely disinterested in the role anymore. Melee? I don't even know which one to try out properly
I'm more of an person who can't agree on Jobs you can go "braindead" on and don't have to think at all... My Jobs to go are: Paladin and Dark Knight Astrologian and White Mage Ninja, Dragoon(after 70), Samurai and Reaper Bard and Dancer(only at 80 and above) Black Mage and Red Mage
Funny enough, when it comes to the healers, I'm almost the opposite of the polls. I main SCH and absolutely love how its pieces fit together, but I find Eukrasia just makes Sage feel wrong in ways I cannot describe. That said, it's a GOOD thing Sage is so different. It has its own niche and playstyle that appeals to people. It might not be _my_ preferred style of healer, but that just means it's succeeding at not being homogenised.
I'm a Monk main despite having 300+ ping because I'm a highlander and it just FEELS right. I'd play Ninja a lot more, but it pretty much takes double the time to use my Mudras... It's probably for the best for me to stick to the Maimings, but I love Monk and I'm going to keep playing it
Great video! As for Melee dps different % between SHB and EW, It can be explain very simple, in SHB SAM and DRG are the only 2 options if you raid on progression/highend level becouse monk and Ninja was just very very hard, even SHB DRG was also considering a lot harder than EW DRG. Entering EW with the introduction of reaper (decent efford--->High reward) class like SAM and EW DRG is easier and now is at its perfection stage, ofcouse SAM % will drop :D
Every time I get a MNK in DF they end up doing less damage than the tank. The people saying it's easy most likely have no idea how to play it, and the game doesn't give them the feedback they need to realize they have no idea how to play it.
For the new job, I have no preference. I just can assume what role we will be getting. that's it. I either thought Phys Ranged and Magic Ranged. Or maybe swap one of those two out for a tank. all I can really say. otherwise, the devs kinda have the stage to reveal.
I *loved* Bard in Shadowbringers. The Endwalker changes just made it feel wayyyyy less exciting to play. Dancer all the way now. Honestly I absolutely love it. Both gameplay wise and visually it just really clicks with me. Also, En Avant rocks. Edit: Looking at the healer polls that totally makes sense. Astro was my go-to healer in Shadowbringers but with the recent changes it became too cumbersome and unrewarding. Then Sage came in and gave a similar oGCD-heavy healer with a lot of different tools and flashy animations and it kinda took its spot for me. I can only assume it's a similar case for other players.
As a fan of SHB SMN new SMN just feels hollow to play compared to the challenge of doing well with old SMN. Also for AST without shields just feels like apart of it identity got removed so they could please all the glare mages with SGE
So we're getting a new melee and it's Twin Swords and Scouting so it's gonna be Weaponmaster..... BUT WE JUST GOT A NEW MELEE?!?!??!?!?!??!?!?!?!?!??!?
Also there's a new mage confirmed. RIP Ranged DPS.
I expected two dps but melee instead of ranged is odd to me.
I always expected a Caster. Melee was a surprise to me, but others has argued that they wouldn’t have an expac without a new close-range job so it was provably Melee or Tank. I wasn’t on board, but I saw the logic in that.
I dont, and still can't see it ngl.@@ugxsan
Firstly, great video... secondly I'm old.. 67 this year. I've played all jobs to 90, and I think I can safely say, I'm a Dancer main. It's uncomplicated, but with a little effort does good DPS and excellent burst on the 2 minute cd. Supremely mobile. Yes, the AOE needs a bit more. I like the unique buff someone else mechanic.
Damn, good on you for keepin on though. Not the first oldster I've seen/heard in this game.
Woo! Old people ftw.
@@WeskAlber I think it suits us old curmudgeons. Superb story and the mechanics are easy to learn. The community is wonderful.
Spent 15 years in WoW and wish I'd left sooner.
I'm 48 and feel forever young!
And here I was, being the old man of my group at 43.
Honestly i'd love to see Spellblade having a weapon that's essentially just a hilt, and different weapons made of aether come out of it depending on the phase youre in, a hammer that's slow and hits heavier, a slingshot or crossbow that's faster, lighter, and with some range, and a phase where its actually used as a wand.
I'm a Samurai main, I started the game when ShB 5.3 patch had just come out. I pretty much agree with you here. Miss having to dance back and forth with mobs using the cone rotation, and I hate that I've gotten used to the just the circle AoEs, cause I forget about the cones when I level sync down. As for Kaiten, I miss it for sure, but not for any numbers/mechanical reason. It was just part of the Job fantasy for me, getting to spin my sword with a cool animation, focusing before a big strike. I still have it on my bar, just for the memories. XD
But regardless, I still love Samurai, and dont see myself going anywhere else unless they add another swordsman DPS.
Full agree that varied AoE is much more fun than all circles. You get to dance!
Yoshi p please throw us a few cones back, class identity should be something more than a paint job
I've started as a Warrior and unga-bunga is still my favourite, after leveling almost all classes to 90.
Scholar for the healers.
Dancer for rdps.
Monk for melee.
Black Mage for casters.
My #1 fave is Astrologian. I appreciate the healer having real DPS+ for their allies, and also I enjoy the way that you have something in your kit for every occasion and are rewarded for learning fights. It's a healing class and that gives you better ability to recover when things go wrong than the mitigation set, but it's also a PLANNING healer, allowing you to get lots of stuff for free if you time things out.
Also I only run low on mana if I have to rez three people or more in a fight. If everyone stays alive I can keep chugging along basically forever.
Within the tanks I love Dark Knight, which I feel has a similar "swiss army knife" feeling. I know technically all of the tanks have an answer to each major situation but DRK's all seem really accessible and easy for me to understand.
And of the DPS I love the Red Mage, which gives a little nip of the rhythm game taste from Dancer and a dash of the big KABOOM of BLM and the absolute most stylish class gear At All. Also I've rezzed 5 people in a row a few times and completely saved dead runs, and that feels AWESOME.
Drk has to put in the most work? As someone who runs savage as tanks, I’d say GNB is way more work to manage/play than DRK. Shit is strict for a tank rotation. Easy to start playing, hard to master. Consistently getting a 75+ parse on Drk is cake, compared to getting the same on a GNB.
Common sentiment I've heard from people, yeah. I did admit it's secondhand info, but its info I've heard from several people.
@@WeskAlber nah that’s fair tbh man. I’d say if you look at just the opener/burst DRK seems a lot harder, but it is FAR less punishing than GNB. You mess up legit like 2 times on GNB slightly and you’re crying internally. DRK is a bit more forgiving and less strict, although it does have a bit more of a spammer opener/burst on paper.
100% agreed. Dark Knight is far easier in savages than Gunbreaker is. People sleep on how strict Gunbreaker actually is compared to the other tanks. But it also has the most payoff if you master it. So it’s only fair
This'll prob be a long comment sorry in advance.
1) I liked kaiten mainly for being a rare case of multiple single target uses for the same gague, doesnt happen often in xiv outside big cooldowns like living shadow, now outside pooling for buff windows you just mash shinten endlessly with no thoughts. Monk amd dragoon are both very fun and feel very smooth to play, dragoon is more comfy but playing monk makes my brain go brrr.
2) I am the one person who is very unfond of the dancer changes, it went from my main job to a job I can hardly stomach playing, I despise tilana its horrible and the flourish changes make the job feel so empty at every moment except tech windows. Bard I'm happy with, I wish there were more dot interactions, but the songs were not it since the devs are clearly petrified of giving bard a bane equivalent, this makes the job remotely tolerable in aoe.
3) I enjoyed old summoner but preferred red mage, now I really dislike new summoner, its pretty but it just has this hollow feeling, similar to dancer when I'm not trying to think ahead on managing my procs before flourish. Black mage has always been like fun and very clearly gets a lot of attention as it felt perfect in shb and somehow only gets more perfect, it feels like they'd have to destroy it to add anything new but its the favourite child, they'll find a way.
4) Sage is the comfiest healer ever I feel super in control at all times its so smooth the animations are great I love 2021 animatiom budget it almost feels like a tank, definitely the healer FOR tank players which my otherwise tank exclusive friend can corroborate by how much they enjoy sage. I personally like current astro, its miles more fun to me than white mage, but it is a mess of design and probably does need a redesign.
5) Endwalker has made me lpve every tank except dark knight, while I preferred old paladin, new one is fun too. Warrior is the one overtly simple job with little to see below the surface that clicks with me idk why it just does. Dark knighr has always felt like a disorganised mess, if I wanted warrior I'd play warrior, if I wanted warrior with random bullshit go, I'd play ninja. Gunbreaker is weird, I still really enjoy it, still my favourite tank, but wow its a mess now. 80 is so smooth, but 90 you have to so diligently stock cartridges and if ever an off minute burst had enough downtime to force not 3 carts, the entire job destroys itself. That and forced overcapping feels terrible I really hope they find a way to fix this, a hagakure for carts maybe idk.
6) Geomancer being part of astro lore is so weird and dumb, since they took out the earth mage stuff from white mage and replaced with generic holy magic give me an earth mage please. That or puppetmasster to be similar to old summoner that'd be nice.
My main is Monk, and I've always loved the job myself; but agree the Endwalker changes made the class more fun to play, and I love the more freeform aspect of the job. Guess I'm weird because yeah everyone who I play with list Monk dead last in terms of Melee DPS job they like. My second favorite DPS job is Dancer. (I guess I like jobs that let you move a lot and not just stand there. 😊)
For me, as a SAM main, it's not really about whether Kaiten was a good skill or not. I 100% agree that Kaiten could use another effect and add more utility to the job. It personally was about a) the reasoning they gave to take it away was "button management" when 3-4 skills could have easily been condensed into 1 skill, such as Hissatsu Senei and Shoha, but they didn't do that, and b) having something different to weave instead of just Shinten. Even if Kaiten wasn't a "good" skill, it felt important because you HAD to weave it before EVERY Iaijutsu, and it felt satisfying to do so. Taking it away felt kinda needless. I still enjoy playing SAM, but I'd like for them to bring back the skill in some capacity to add a little bit more flavor to the job.
When you say it felt important because you HAD to weave it before EVERY Iaijutsu, that's what ended up making it pointless. There's no situation where you don't use it, which means no Kaiten Iaijutsus just aren't a thing, which makes Kaiten just a small, needless extra step.
I also personally love just weaving Shinten over and over. There's no other job in the game that has one button you weave constantly throughout a fight. It's all cooldowns or slower to build gauges.
@@NeroNyteI’m the opposite. I hate Shinten as it suffers the opposite issue of Kaiten. It feels worse to use, but is the only oGCD of note we have as SAMs.
It has such a lackluster animation and sound to it. I despise it and am not about to use one of the two animation locks in lieu of it since I love moving around too much. If I wasn’t a Console player, I would actually use Mods to replace Shinten.
@@NeroNyte but then if you don't manage it your damage loss is noticeable lol. You can't just blindlessly gage dump like you do now. 0 skill expression with having no prep to your midare.
@@vaderglenn Okay compare the use of the gauge to RPR. A casual player can dump all their gauges as soon as they have them and they'll still be doing good damage. A higher skill player can save their gauges to line up 2 or even 3 burst phases under one damage buff. That's an example of skill expression.
You can't do that as well on SAM with Kaiten. You are required to use Kaiten on every Iaijutsu, or it's a huge loss. So no matter where you are in a fight, you have to make sure you have enough gauge at all times. This only makes it so the minimum of the gauge isn't 0, it's 25 or whatever the cost was. Beyond that you're using it the exact same way, Shinten is nothing but a button you use to keep from overcapping.
A way to fix this would be to remove the Kenki cost, and have it be a short enough cooldown that you can still use it on every Iaijutsu, but then it's just a low skill button you're still required to press everytime. So might as well remove it all together and apply the damage straight to the Iaijutsu, cut out the middleman.
Now without Kaiten, you can feasibly save up some gauge to use all your Shinten or Senei during buff windows, instead of it just being a throwaway button. Now it heavily contributes to your damage, if you aren't using Shinten, you're losing a lot of damage because of how quickly you gain Kenki. You have more choices on how and when to use Shinten, unlike Kaiten that was literally just a limiter.
I still think Kaiten should be brought back in some way, I just think it needs to serve some other purpose. Perhaps on a longer cooldown, like 30-60 seconds, and a significantly higher damage boost, to make those Iaijutsus hit even harder and feel more special, rather than it being every Iaijutsu. Maybe even alter the animation of the Iaijutsu to appear stronger.
@@Estheriam Again I like that SAM is unique in that it has an oGCD it's using constantly throughout a fight, instead of only when they're off cooldown. Sadly there's nothing to be done about the animation besides having a level upgrade it.
I am one of the ex SAM players that are still bitter about Kaiten, my major issue was that it was a fun flavorful button that added a tiny bit to kenki management that was removed because of button bloat on a job where they could've reduced the button bloat in like 4 different ways by just condensing 2 buttons into 1 without removing the sword twirl that made me feel cool.
iirc there was a legit reason reason that the initial fleeting raiju was bad wasn't because of the animation lock alone (We had assassinate for a long time.) But rather at high level play your opener and your burst phase would have had you doing 6 gap closers during your entire rotation. Also initially Throwing Dagger broke your Raiju Ready buff which if you needed to be out of melee range for whatever reason that meant you lost a good chunk of damage just to keep uptime on the boss, or you lost a good chunk of uptime. That was 6 gap closers with animation lock you had to do on top of: Hyosho Ranryu, Tenchijin, 3 Raitons, Trick Attack, and Mug, Bunshin, Phantom Kamatachi, and your 123 rotation (Not in that order) that you had to fit into your 15 second burst window.
You said yourself that Ninja has a busy opener. Dragoon's opener is not nearly as busy, they're built around that animation lock, Ninja was built around being speedy speed boys with lots of stuff to do, giving them 6 gap closers to do every burst was kinda nuts.
The second time Ninjas complained during this patch cycle was also fairly legit since it was when they did the server migration and there was a problem with Ninjutsu clipping again which was fairly devastating to the job since it's like uh... Their main toolkit.
> Throwing Dagger
Nobody uses Throwing Dagger! Not even Yamcha would use Throwing Dagger!
In the NIN circles I had seen, it was the animation lock. And the server issues, well that's that. I was specifically talking the Raijus.
I play many jobs in XIV, but I'm a forever-mage depending on what I'm running; RDM for high-end, BLM for casual, SMN for either content when I feel like turning my brain off. :P
While I'm in the Spellblade/Elementalist-hopeful camp, Necromancer sounds like a fun idea. I don't *completely* agree with it being in the same camp as Reaper, but I can at least understand the association. In FF5A, it was the Blue Mage's estranged cousin where it learned spells by slaying certain enemies in the world. You learned spells like Drain Touch, Meltdown, Deepfreeze, and Hellwind. Maybe a XIV equivalent could have Doomsday for an LB3. :P
Though whatever the devs reveal, I'll be thrilled to see casters get more love.
mages ftw! looking forward to getting another caster :-)
For casters to get more love.. they should add casts instead of removing more and more of them or adding options for easy movements :/
Geomancer could easily be a more support style caster DPS instead of a healer. More ally buffs and heals, kinda like Dancer's dance partner or Bard's songs, or like Red Mage but with even more ally buffs/utility/heals with the trade off of a bit less damage.
The issue is they would need to retcon that questline
@@WeskAlber Except they wouldn't...? They can easily work the ally buffing/shielding/healing that Geomancer already canonically has into a more support focused caster dps job. Nowhere in the Astro quests do they say "geomancer is a healer" they just say "geomancy and astromancy complement each other, like yin and yang".
Heck, I could argue Geomancer would fit that even better as a caster dps since then you could have both a Geomancer and an Astrologian in the same party working together.
@@LadyTsunade777 ooh I like the idea of Geomancer being a dps support-focused caster. Like a bard-type caster, but hopefully without the random procs on everything.
I feel like they'd have to change the way roles work. Would the geomancer take up a caster slot or a phys ranged spot?
They've been showing many volleyball and basketball style animations in Hildibrand and Island Sanctuary quests. That's made me expect something similar to Blitzball to be the basis for a new job. Maybe a subtle hint or recycling of animations.
If you look at raid logs for alliance raids it looks like SMN, DNC and RPR are the most popular DPS while DRG, NIN and MNK are the least popular. Other than BLM being in the middle of the pack it mostly looks like a difficulty ranking from easy to hard. Not too surprising for casual content.
The funniest thing to me about this is, if you go to the official forums (English) they insist the opposite. They constantly badmouth SMN as the worst thing ever to happen to the game - it's the only Job that got less than a ~5.0 or better when they had a (poster/player made) survey a few months back, down in the 3 out of 10 area. They HATE SMN there as being "braindead".
...oddly, they tend to like DNC, which makes absolutely no sense to me, and all insist BLM is the height of Job design in FFXIV.
@@SubduedRadical I think summoner is enjoyable at max level, but you lose so much when you go below 86. I can't imagine it's an interesting leveling experience.
@@OneCharmingQuark I think maybe it depends on the person.
The thing I like about SMN is the cadence is MOSTLY the same. You have the same Baha/Phoenix/thelowlevelonefromlevel6on to press once per minute, you press what Primals you have in what order you want in the mean time, you press Gemshine 4 times on the move with Titan, 4 times rapidly with Garuda, 2 times slowly with Ifrit, and you can fill in with Ruin 3 until your Baha/Pho/lowlevelone is back up to do again.
Contrast with something like BLM, which has periods where your rotation changes every few levels. Some Jobs either change a bunch so you have to change your rotation based on level, while others are completely alien to their level cap design. Prior to 6.3, PLD even at level 89 was a completely different rotation than at 90, to the point muscle memory actively sabotaged you, like using Royal out of your caster burst instead of using Goring.
...but, I also don't mind simple things, and often rather enjoy them. So SMN's simplicity doesn't really bother me. Though I do really like the added Astral Flows at level cap.
Things I enjoy with DRK:
1. It's great at stopping a big instant of damage. The kitchen sink is pretty good. Probably the best if PLD hadn't got buffed.
2. Oblation having 60s CD with 2 charges, and TBN on a 15s CD are good for flexibility. Allows the DRK to have to something to use on itself or someone else most of the time. Oh yeah Dark Mind is on 60s too.
3. Tank busters with DoTs can be fun to mit since you can TBN the initial hit and the DoT after due to the 15s CD
4. Really good at resource pooling for burst and plays well with downtime.
5. Busy burst window is fun imo
What I want for DRK in the future:
1. More damage between burst. Kill times can hurt its DPS.
2. Keep the core functionality of TBN. If they're buffing the shield, make it a separate buff instead of just increasing the 25%.
I think I can call myself a “tank main” more than anything else. Started with Paladin, swapped to Dark Knight immediately when I could, and now that I’m done with Shadowbringers I’m seriously considering swapping to Gunbreaker (thanks Thancred)
If they made it so expedient was a press-twice button (like you pushed it and it turned into a party-sprint button that you can choose not to push) that would make it perfect.
For me...
Melee: The removal of Kaiten actually made SAM more fun for me and now it's my go to
Ranged: The change to machinist was welcomed but it's still too ping unfriendly for me. The EW changes to BRD made it the most tolerable ranged.
Caster: Old SMN's several minute rotation sucked if you died. Now it's far too simple. I hope there's a middleground hit in 7.0. I love BLM but I'm not good at it lol
Healer: With nocturnal sect removed from astro I started learning SCH. It has some jank but it's fun jank. Expedient definitely feels bad as a capstone skill though. You GOTTA use it for the party wide mit, but enforcing sprint is frustrating.
Tanks: PLD has the same problem as SMN. GNB is my go too. It's fun and engaging without a nightmare of weaves like DRK.
Red Mage will forever be my favorite job that unfortunately has hit a wall in both balance and creativity. Summoner’s existence as an easy as shit job to play with higher damage brings scrutiny on the devs. Red Mage is far harder to play but the ability to multi rez makes it difficult to find that comfortable middle ground for dps. I would not be surprised if they limited battle raise to a few charges with a hefty cooldown just to make it easier to balance. Im all for it honestly, the game currently encourages people to just die and not improve since someone can just bring you back to life
What I never get with this "yeah it has a rez so it should do less" is like no way.
Like for content where dps matters the rez hardly matters: because week 1 for p8s (abyssos before they nerfed the boss.) we needed our redmage to swap to summoner just to help with the damage check. And if anyone's died LMAO. That rez ain't gonna matter.
Redmage has been in such a garbage statw this whole expansion. It's obviously still clear-able in everything but doesn't mean it hasn't struggled a lot sadly.
I agree that caster and ranged dps will be the two new job types filled next expansion. I could see geomancer playing as a nature-themed blaster, like white mage is for healer. As for ranged, personally, I found blitz ball to be ridiculous, but if that's the direction they went...
I think the weird vote/love split for Monk has a lot to do with the rework, people love *Endwalker* Monk, I’m sure lots of people tried earlier versions and were turned off.
I leveled it to 90 and I still feel like I have no idea how to play it well. 😅 For all that people say the jobs are homogenous I had a hard time getting it to click!
The same way people loved the old monk and are turned off by the actual one. The same way people that like a more dot oriented gameplay lost their job with brd/smn going away from them etc. People that really enjoyed a lot of positionals like monks sadly don't have a job that cater to them anymore in favor of people that already had more friendly melees getting access to it :/
@@Aiscence Tbh at first I had my issues with new Monk, took me a lot of time to get used to it, and the job being positional heavy was one of the things that were making me interested in it in the first place. But now where I've played it a bit more and it clicked for me (and people have more experience, hence more tutorials are around than in release week), I am happy I don't have to focus on positionals on top of the whole Nadi business. :D
@@Aiscence monk now is far more enjoyable as a class than before. It had it's cool quirks but this one is just qol better. My friend who was rank like 11 for Abyssos can't remember, who's played the class for like 3 expansions prefers this version.
I am not surprised that the monk numbers did not move, because the only reason I main monk is because I can punch scary enemies to death with my bare fists and I highly doubt I am the only one who only mains monk solely for that aesthetic
I can see reaper pulling more samuraii fans than the other jobs for the melee statistics. They feel the closest out of any two melee jobs to me.
On future jobs, the trend is really strong of people wanting jobs that are mostly covered in existing ones like geomancer and time mage being astrologians with a different coat of paint, or people wanting a non engineer flavoured gun dps. It makes me hope that after level 100 in 7.0 we get some sort of job specialisation system, which I imaging kind of like arcanist branching, except with seperate levelling because they're never going to give a free levelled job ever again. It'd mean you could have 'new' jobs that are basically just tweaks of existing ones to have a slightly different feel or cross into different roles, so it'd deal with the issue of not being able to keep adding two jobs every expansion forever.
There are so many interesting ways that jobs could be spun if you both allowed overlap because it's all based on existing jobs anyway, and had the freedom to throw aside parts of a job's identity to make room for new skills. Personally I'd love a golem controlling white mage for lore reasons as a spell casting tank or a dps, or a summoner 'beastmaster' who calls on auspices.
Animation locks being a skill issue sounds weird to me. I don't think I've played a single class in ffxiv where id be like "yeah an animation lock would fit here" outside of limit break. Since especially if you don't know a fight beforehand (not everyone looks at guides for dungeons before doing them) getting randomly hit by an orange circle while you're locked isn't gonna feel good. Or if you're at the point in your rotation in a raid where the animation lock is the move, but you have to run slowly between moving circles, you're gonna lose out on dps. The option to move is pretty mandatory in this game.
Casters too aren't animation locked when casting spells and will actively move before the cast bar is done to move early, or can just move and cancel. If all casts were animation locked, it'd feel pretty bad. It wouldn't add to the gameplay experience. Saying "skill issue" to something that makes you feel like there's something wrong with your game feels weird. Or maybe we could go the monster hunter route with every time warrior and dark knight hits with their weapons, they're stunned in place until their gcd is up. Surely that won't change the game in any fundamental way.
Holy hell, how do you even write this comment? You've "I hate waffles"'d me like in 4 different ways. In no way does "dying to an animation lock is a skill issue" mean "FF14 should play like monster hunter."
If you die to an anim lock, the fault is 100% yours. You said "in a dungeon." Animation locks aren't 5 GCDs long. They're 1 second at the worst. If you're getting hit at that point, it's 100% your fault. Because Dragoon has always had animation locks. You know what doesn't happen to me? Getting killed from the anim lock because I didn't look up a dungeon guide. Because I could see that orange circle for 5 GCDs before I pressed that animation lock button.
And even if, IF that situation could happen as you described it... You would have gotten hit anyway. Because at no point were you going to dodge it anyway. You were out of position, and not paying attention. Lock or no lock, if you're getting hit in a dungeon, it's because you made the mistake.
And then in raiding, that's just factually wrong. Because again, Dragoon still has animation locks, even while being shorter. Dragoon is still able to make it and not lose DPS. And we always have been able to. Because the problem isn't the locks, the problem is the players being bad at it.
It's too bad your ability to listen to what is being said is worse than your ability to handle animation locks.
tanks being evenly split makes me laugh because all the tanks feel the same to me now and i guess the polling reflects that as well. prefer actual uniqueness to each job even if its in the same role but that doesn't seem to be the design philosophy going forward unf.
Your last video 2 years ago helped me get to know what to expect of each class as i was Starting the game. And now i can safely say im a main GSM
I don't think Geomancer would be locked to a healer role at all - In ff3 it was all damage I'm pretty sure! I'm not sure how they would pull it off here though, since it was semi-random and terrain based. Obviously you can't do that here. The bell weapons were such a cool concept though. That's the mage role though. 👀
In FF tactics it was more of damage job as well. Not sure why he is putting it in the healer box.
Because of the AST quests featuring it. Maybe I'll be wrong, but to me it reads as healer. But as for the Tactics bit...
RDM is a job that can cast all low tier WHM and BLM magic. Where's my Cure 2? Vercure isn't Cure 1 and Cure 2. There's my Fire and Fire II? All I have is Verfire. I don't have any Ice moves at all, but Blizzard and Blizzard II should be there.
Speaking of BLM spells, Fire 4 and Blizzard 4 are supposed to be AoE. Screwed that up much?
Scholar would make a terrible job because their sole purpose is to Scan. They also do damage and double item effects but they exist to Scan. Oh wait, they did make Scholar, and it does a lot else and is a healer.
In FFXI, Samurai is a tank - or is what everyone has told me. Why is it a DPS? That's factually wrong, Yoshi P clearly has no idea what he's doing.
A Job being in another game doesn't mean it will be 1:1. Basically what I was saying with the RDM stuff in the video. To discount it because of what other games did is weird. Geomancer at least is already in FFXIV in a way that sounds like "this is a healer."
@@WeskAlber 100%! Samurai also used to throw gil to attack. 😂
They really made geo seem like another version of CNJ/WHM and id loooooove to see the more offensive side of that job. Like Earth/Water/Air based. There would be so much overlap though idk if it's feasible.
On the other hand, puppet master was also in 11 and we don't really have a job that deals with moving pieces in a chessplay sort of way. They would have to execute it so perfectly though. Other than that, I think we're out of preexisting jobs.
Endwalker is now the second expansion where I've made a concerted effort to level every job in the game to max and to use them in content to get a feel not only for the changes but as to my overall enjoyment. I came into Endwalker from Shadowbringers as a Summoner main and a Dancer secondary and after going through my entire first play-through of Endwalker on Summoner I came to the conclusion that the changes are just not for me. The job doesn't feel BAD but instead I just feel kind of bored by it which is a little weird to me because my new secondary has become Machinist which I absolutely LOVE and it also doesn't have a ton of buttons but MAN do I have fun with those buttons. I've also got to say that Endwalker absolutely NAILED the new jobs as I did my second play-through of the expansion on Reaper and it quickly became my new main which is crazy to me because I've NEVER main'd a melee job in this game. The closest I think I ever came was using Samurai as a secondary in Stormblood with Red Mage as my main. Reaper just honestly makes me love being a melee and I think one of the reasons I like it so much is because it feels similar to Machinist with its fast-paced burst ability. Of course, I had a feeling that I might like Reaper because it just looked so bloody cool from the trailers but Sage is probably the job the surprised me the most because I absolutely HATED playing Scholar yet somehow Sage has become my favorite healer BY FAR. It's interesting because to me Sage feels like playing White Mage with Shields and even better mobility as I still have a ton of HoT abilities and I can even spam GCDs at low levels which Scholar really can't do to.
Yeah I found the summoner rework to be a bit boring. It all looks really cool and the summons are the main thing now which I suppose is more canonical, but it's just too simple. I hadn't really played it since Heavensward when it was my main and I loved it. Wasn't amazing in single target but it was the undisputed king of aoe. I also liked managing the dots and Bane! I loved spreading dots about with Bane.
Monk replaced same as my favorite melee after Kaiten and Dsr. playing it in Abyssos for the first time and clearing becore p8s got nerfed was so satisfying on a class I barely knew yet got to optimization was a good time. The ways you can free form the rotation in scenarios is just satisfying.
For me the melee's 1st Monk/Ninja,
3rd Drg, 4thSam, 5thRpr.
I seem to be one of the few weirdos who mains bard. I really love the job, but I don't mind the management everyone else seems to hate. The biggest downgrade in Endwalker was the change to repertoire and dots. It really made AoE boring. It was fun to have a million procs to feed bloodletter, pitch perfect, and apex arrow.
Going forward I'd love for them to give Army's Paeon something more interactive to do instead of just being the burst shot phase. I'd also like to have an option to make song timing less punishing if mistakes are made during a pull. Currently they are off for the whole pull if you mess them up.
I'm interested to see if bard still has dots in the future as all dots seem to be slowly vanishing.
Nature's minne also feels weak compared to the unique abilities of machinist and dancer.
I think of the list, Beasmaster has the best chance.
Puppeteer seems odd. I assume it'd be based on the FFXI Puppet Master, with it's automaton. But the automaton is already represented by the Machinist.
Magic Knight / Spellblade would be another melee job, but that's the most saturated role. It's more likely they'd go for a magical or ranged dps.
Geomancer's abilities would be based on it's surroundings. That's going to cause a lot of problems to code into an MMO. You're at the beach so now something sandy has to happen. Oh, now it's the forest? Something forresty has to happen.
Oh.. You're on a spaceship..? Euh... Something tech-y? I dunno.
And you'd run the risk of giving basic abilities with *no* flavor, to add in different animations based on the location to give flavor. And it'll just look messy and have no mechanical identity.
The beastmaster? The regular "I have a pet to fight as my buddy"-archetype every fantasy world has? Yeah. Easy. Just do it the WoW-way and make the pets largely similar in damage with a slight utility variation. Give them a whip for a weapon that works from range.
It'd be a lot of work to make different beasts available as combat pets, but if you just keep the damage done tied to the player's stats, you won't run into much balancing issues.
And you could do a "You call on an extra beast to do an attack"-style abilities, where it only uses the animation of a creature for an attack.
Simple to make. Another Ranged DPS that's ported over from the old Final Fantasy jobs.
Probably a winner.
Gosh I hadn't considered the feasibility of a Chemist but upon considering it, I want it more than a melee range caster job.
red mage is so damned fun, especially day 1 of new content when you get to save the squad with rez.
i will probably play a lot of reaper and sage, but the early days are for red mage almost exclusively
Can we please have a second Scout class? The rogue is lonely and it makes me sad.
On one hand, yes. On the other hand I remember unlocking dancer and having barely any gear/glam that looks like a dancer up until level 70-ish, because all the aiming gear was designed with bard and machinist in mind. Same with Gunbreaker and every second armer being a full plate thing. Imagine being another Scouting job and everything up to level 80 is tailored for ninjas, quite a specific look. xD
@@Sketchblopp This made me realize just how more glam plates are needed and how bad some of the general armor looks for the shared classes.
I think the problem that people had with WHM's lilies was less "It's a damage loss" and more "So, since this is a damage loss, you're telling me not to use my job gauge?"
People don't complain that neutral sect can only be used as a DPS loss for example. But that's because it's not the main job mechanic.
As for Warrior, having blood whetting wasn't a big change, we already had raw intuition (Nascent Flash in ShB). It was an upgrade for sure but what really mattered was that IR was made better, and that Raw Intuition is now level 56.
Kaiten was fun. Like, just pressing the button and doing a cool pose and then unleashing the move. It was fun. What it actually did for the rotation doesn't matter, I just liked it. Samurai feels like it lost all of its punch for me since the change, in terms of gamefeel.
I think this is an opinion that will never make sense to me in the context of everything else that EW SAM got. All iaijutsu have a satisfying windup into their cool animations, and ogi namikiri goes shiiiiiIIIING WOCKSH WOCKSH. And an extra tsubame charge plus Meikyo rework to smooth rotations and hit even more Midares.
I don't think it's invalid to feel like losing your chargeup button sucks, but do people really feel it sucks worse than every other positive the class got?
Idk, can't be much into that kaiten posing loss, since I consider that pretty brutal shinten stab pretty cool looking, never getting tired of it
@@RexIsOnline Speaking personally here but.... yes. Ogi is great, ikishoten is nice but its like getting given a cupcake after being slapped in the face. It doesn't fix the feeling of being slapped so I'm just playing reaper now and thats that.
Yeah, I agree with this. The wind up before hitting Iaijutsus is satisfying and genuinely hit different. Being a good or bad skill had nothing to do with why I liked it. It was the main reason why I stuck with the job during leveling, especially after you start gaining more kenki. It's a dopamine button, simple.
That's the cast time
Black Mage was my first job and still my main job. I’m not the best, but I love it. Going into FFXIV I wanted to play a super versatile job, or something mildly similar to Druid in WoW. BLM wasn’t really that, but I thought it looked the coolest, and it’s still my comfort pick when it comes to running stuff.
I'm expecting a ranged physical and ranged magical dps next expansion. Not sure what classic final fantasy class will fit into the ranged physical, but geomancer or time mage would rock in the magical category.
Yay, another dragoon main who understands *why* the job is getting a full rework in 7.0 and not just going straight to crying about it. I'm also in the cautiously hopeful boat about dragoon and I'll definitely be paying close attention to the changes when they reveal them
I started with DRK in Shadowbringers, it was my favorite because i liked it the best defensively just because of tbn. Then every other tank got a better cd than tbn and i switched to GNB in Endwalker. Then they reworked PLD and it's my favorite job to play at the moment. I still think DRK looks the best to me and i hope to go back to it if it improves defensively.
As a Scholar Main, the best I can say between Sage and Scholar, is Sage wants it's shields broken and Scholar wants its shields up. I enjoy Sage, but man does it feel bad throwing out candies for no reason for the MP restoration. But a Scholar main would say that ;)
Incredibly entertaining and informative video. These kinds of vids always make me want to branch out to more jobs. But I don't feel that I can do it until I finish my Paladin's journey in Endwalker's MSQ.
Saaame. Started pld in arr, recently finished hw, and hope to be able to finish it all as same before branching out. But it's tough sometimes after watching diff class videos abilities/glamours 😞
But then i hop in as my shining knight and all is well
Kaiten made those big attacks feel meaty with the build up and charge animation that looked awesome, it was less about what the skill did and more about how it made the job/rotation feel more complete. It was just a badass looking skill, fun to press button that played well into the samurai fantasy.
It's always weird when people say Monk is hard. If you can get past only being able to single weave and *don't care about dropping Disciplined Fist or overwriting your Demolish* there is a surprisingly low skill floor on Monk. You can treat the two paths as alternating like Dragoon and still hold your own.
(Though yeah, that lack of a second weave slot and the need to work around Twin Snakes and Demolished are what make it tricky to optimize. I guess I lucked out starting as Monk because it's the only melee I can play with any amount of skill. People call Dragoon easy but my eyes kinda glaze over when I try to make sense of what to push and when.)
I personally think the enjoyment of black mage is the extra spice it provides the players. Some players learn mechanics and fights pretry fast to a point where thr whole rotation feels scripted to the tea.
with black mage and thr amount of optimizationthat can be done with high ceiling play it adds anotger layer of extra difficulty and spice into the game that other jobs imo so fsr cannot replicate. This extra layer of stress is def. not meant for everyone but those that need this extra entertainment will be rewarded with their preplanning execution.
To be fair to people who thought Mystic / Spellblade Knight = Red Mage, in FFXI one of RDM's defining characteristics was its ability to use en-spells (en-fire, en-water, etc) to add elemental dmg to their melee attacks. Geomancer could also easily be an offensive mage, as it also was such in FFXI (and FFT).
I agree ranged + mage is likely, maybe a tank though so the DPS queues aren't totally boned. I could see Mystic Knight working as a tank too.
And in XI SAM was a tank, is what I kept hearing when SAM was announced.
@@WeskAlber it was sorta meant to be a tank but wound up being a DPS job. Funnily enough Ninja was the opposite - meant to be DPS, but wound up as a tank lol. Jobs were way more flexible in XI compared to XIV, dancer could be a dps, tank, or healer lmao
Holy pineapples I hope they change Sage's addersgall eventually so we don't have to waste charges. I've been playing Sage like a madman ever since its release and to this day every now and again I'll find myself with very low mp because I forget that you're required to pointlessly heal to maintain mp.
I feel as if everyone who says Kaiten is bad and pointless doesn't understand why longtime SAM mains complain. The Kenki economy is *very* different, unlike what you said, because now I can just press Shinten after every single GCD and not be punished by it, instead of always having to make sure I leave 20 behind, which also comes in play when using Ikishoten or gathering Kenki with Third Eye, because it would be easier to accidentally overcap in tight segments with a lot of movement/mechs. It has nothing to do with what the buff *does*, it has to do with the fact that without it, Kenki management might as well not exist. Not to mention it was a big part of the identity of the job as a whole. It's as if they removed Ninja's Kassatsu or made Dragoon another 1-2-3 job instead of it being unique. They can keep Kaiten out of the game for all I care, as long as they introduce something that makes me care about how much Kenki I have and how I spend it. It really has nothing to do with Kaiten specifically, just Kenki management being essentially removed, which a lot of SAM players, myself included, enjoyed.
Disclaimer: I know not every longtime SAM main shares this mindset. But the vast majority of my SAM friends agree with the mindset.
If you didn't always have 20 Kenki, you somehow messed up BIG TIME. Level 90 SAM, one combo was enough for Kaiten. I did exactly that. Spent Kenki without thinking about it, and always had enough for Kaiten. As I said, SAM was a Job I enjoy, so I did play it. Under-capping stopped being a thing unless you were trying to hit 0.
@@WeskAlber Regardless of how big or small time I messed up if I didn't have 20 Kenki, it was still something extra that gave the job depth. It doesn't matter how little or how much of an effect the small amount of management you had to do was, it was still more than not having to do it entirely. Truthfully, it's not that big of a deal, like I said, I don't care about having Kaiten in specific, I just want to have to at least care about the resource, even if a slight amount. It falls in the same vein as the AoE situation with them all being circles (save for Guren) now, that you also mentioned. It really *DOESN'T* matter in the slightest, but it keeps it interesting and varied instead of what it is now. Keeping the job interesting, even with the slightest, most mediocre amount of depth that Kaiten was, is still better than *not* having it. It's the same sort of argument.
Mind you, I'm not trying to say that you don't have a point, nor am I trying to make a big fuss and argument about it, just sharing my thoughts. :D
I just don't like it when it's shrugged off as "eh, Kaiten was bad, was always bad, and SAMs keep complaining about something so pointless" (and I know that is now what you are doing).
@@SirUmnei You had 1-2 GCDs of leeway for it too though. Unless you're doing filler first, you can continue GCDs with 3/3 Sen. Just don't complete another combo and... there's your 20 Kenki.
@@WeskAlber Well, sometimes when you are doing Savage and having to dodge a million things, brain just don't work right XD
The Higanbana every odd minute would also be a point where you have to save more. At least 30 instead of 20 (You use 20 for the Midare => Tsubame, then be left with 10, then get another 10 from Gekko/Kasha for the Higanbana), and no combo gives you 30, so if you didn't save any from the previous combo, you'd lose on Kaiten for the Higanbana. This might all sound easy and so simple to do and never mess up but... Have you *seen* how bad people are at this game? Skill issue and whatnot, blah blah blah, but it's just another layer. On paper we can talk about classes and jobs all day and point out how stupid some buffs or parts of them are, but executing it on a high intensity fight isn't as straightforward as reading the theory on paper.
I can even think of other situations where your Kenki awareness would need to be a little better too, like the Midare right after turrets on P10S, where you have to gap close to not lose uptime, increasing the cost to 30 Kenki too. Or P9S after LC, where you need a Higanbana, a Midare, an Ogi and a Seinen in quick succesion, and while you go have time and Kenki to generate all the Kenki, the execution of it with Kaiten in addition would be just that extra wrinkle.
All I'm trying to say: Low impact or not, the job lost something. If you disagree with what I'm saying tho, I completely understand, and I respect your opinion, as I respect you too. :D
"Flavor of the month." My man, it's been 2 years. You have to accept that people like Reaper at some point.
As someone who in that same section said he likes Reaper... you missed the point.
Maybe he should have said Flavor of the Expansion. :p
Joined during EW and am a huge Dragoon fan - I really love just how busy and button-filled the rotation is while having a very clear GCD core that everything else hangs off of. It's high-complexity without necessarily being high in mental load, since using a skill at the wrong time doesn't horribly break anything for you & you can keep spinning around the target. I also really love the lore and aesthetic of it, with the dragon growing within us & the lasting traces of Nidhogg in the skillset - it's kind of like Reaper before Reaper existed, except with more going on due to being the core of the entire Heavensward expansion.
And, on that topic, Reaper has been the latest darling, and I honestly really dislike it - I've not been able to get it to level 90, but I was just hugely exhausted with how little it has going on and how, most of the time, I'm just pressing my GCD and waiting for the gauge to fill up so I can do my thing. It really lacks the kind of saturation Dragoon has going for it & I find it v slow and tiresome due to that.
let's go monk mains being the loudest about our weird little freak job for 10+ years
I'm convinced we're getting a ranged physical and magical in 7.0. physical will be blitz baller that's why Yoshi p hasn't put in blitz ball yet we're going to go to meracydia and the sport played there will be blitz ball and only the blitz baller job can access it kinda like a half limited job
Holos being better than Expedient 100% YES. 300 Potency heal & shield plus mitigation. Its the perfect button.
Spellblade as the melee DPS to Arcanist/Summoner. Aetherflow type mechanics but w/o summons, as you grant 3 elemental type attacks to your sword.
Every melee feels great on EW. I share the same opinions on DRG, my main, it's perfect and I have no idea how they can improve the job and I'm a little concerned about the changes. I disagree about the Raiju, having that much GCD animation lock, back to back, on a fast and movable job felt really bad and we needed the changes. Reaper is fun but I think the devs need to work around the double enshroud windows, they don't feel that good to me, going from a 1.5 gcd to a 2.5 feels weird.
Pretty cool to see that most of your opinions on classes are exactly the same as mine! I tried to main RPR/SGE, but my favorite tank is PLD and I just can't stand WAR for no reason I can put into words. Have been slowly falling in love with DRG lately but need lots more practice on the rotation/opener. Thanks for great vids! I always come to your channel first whenever I pick up a new job
Started as a War main until i found Drk and its stayed my fav tank. Sage is my favorite healer and melee would be reaper for the pretty moveset. Summoner is my fav magic dps.
Puppetmaster, if copying ffxi, would be a mnk/smn. Where mnk sets up points and pet spends them in either spells, melee or ranged.
Bst could be a fun way to buff/debuff cycle with pet themed dps.
Those would have been my 2.
I'm also a smn fan boy while also enjoying mnk and nin. So it makes sense that my main is smn and my casuals are overly complicated :P
If paladin shortened its 7 gcd single target rotation of fast blade, riot blade, rage of halone, Holy Spirit, 3x atonement I would go further with it
For my favorite jobs I have these things to say:
-I wish they'd lean more into the Tactician and "Plague mage" fantasy for Scholar going fowards (please let PvE Deployment work like the PvP version if we aren't getting more healer dps tools).
- I still have the SHB's keybind for Continuation because I like the fantasy of "pulling the trigger after powerfull skills", and here's to GNB getting even more Continuation skills because why not
- Hope RDM finally gets ice and water spells, preferably as their new aoes
- Without any new Job Quest stories I have no desire to play or level DRK again
Here's to 7.0. Where every healing buff skill works on healing ACTIONS and not just spells and where we'll get Gambler as a ranged dps
To be fair about "Spellblade basically RDM": Enchanted melee weapons are basically that.
I agree with you that they could do something more like SMN with embued weapons, but in a strict sense (since we don't have elemental weaknesses anymore since...ARR...), I can get why some people would think "nonelemental magical damage weaponskills" (RDM) is basically the same thing. I guess I can see both sides of that one.
I, too, love SMN. Boggles my mind the people that want to rag on it and ignore that it's a well put together Job. It's generally people jaded old SMN is gone and people that want to be "elite" and bemoan anything "braindead". SMN is intuitive and understandable without having to go to third party site guides developed using third party tools that violate the ToS. That's not a bad thing. The rotation feels good and has anchor points but also flexibility on when to use the stuff in between (PLD also does this with Holy Might), which actually allows some skill expression and just feels good to use.
I don't think Geomancer IS AST, I think in lore they're different (GEO casts Aero and uses the CNJ one handed weapons, for example), and some people want a DPS caster that uses Water/Air/Earth magic (and are still miffed that White Mage uses holy themed/element spells...they seem to think WHM should be a CNJ not a WHM, I guess?)
And agree with you on Kaiten. Not to mention how abjectly insufferable and downvote happy hive minded people wanting it back are. I don't even care. I wouldn't mind them getting it back. But GOOD GOD the WHINING about it...
My hope for new job is still a whip/swordwhip user as a ranged dps, with scouting gear.
I joined during endwalker so I really don't know what was the change with samurai was but when I first unlocked it I liked it but after getting it to 90 it was too complicated for almost no better damage so it kinda became the job I liked least
100% agree with astro cards from Stormblood. It was just so fun playing a little mini card game even if there was rng involved with it. It's something I really miss from astro being a fun thing to mess with. It would be nice if they brought it back in some way, even if its not as impactful as to not make the rng as large as a factor as it once was.
ive seen so much complaining about kaiten its insane, even more crazy are the people saying samurai lacks flavor and identity without it even though a similar ability already existed on dragoon (and machinist)
Hey man, clemency is great when you have trash healers. You get heals yourself when you heal others too, so when it's just you and a DPS alive you can still kill the boss from 70% in an okay amount of time. Also some healers don't properly space their healing and some wall to wall pulls can get dicey without it.
I want a Necromancer. A proper necromancer. Poison, fire, disease, darkness DoTs. Awful for trash pulling. Wonderful on bosses. *fond memories of EQ and disappointment of Warlock in WoW* :D
Fascinating to see such an even score for tanks. Going by what the people around me said I was expecting Warrior being massively in the lead and Paladin dropping behind. Talking about tanks though... Some people I know are really down about healers "not having to do healing", and although I have limits on what I can say about healing in the game, not playing hard content, hearing some people managed to do an ultimate without any healer in the group certainly was wild. (I know they still had healing from other jobs, but..) I was wondering if it would make healers more about healing and fun for healer mains if self-healing for tanks would be drastically reduced, if not kicked out entirely. No Aurora, no clemency, no whatever-makes-warriors-imba, just a few normal damage mitigations like Rampart etc., damage reduction and stuff. Would you say this might work to make healing more exciting or would this just cause a big outrage for nothing?
Ever since the AAR patch content where we saw Merlwyb Bloefhiswyn fighting sahagin, I've really really really wanted a dual-pistol job! 🤩That's been #1 on my DO WANT list for a very long time. Maybe spice it up by having it switch between cutlass + pistol and dual pistol, depending on the skill or range or something. Or maybe cutlass + pistol is another job entirely, I dunno. Would be awesome either way IMHO!
I'd love a dual wielding gunslinger with a focus on ammo and reloads and such, over MCH being more about big crazy tech. But sadly it's pretty unlikely since I doubt Square would want to make another gun based job when MCH exists, even though it'd be very different.
@@NeroNyte You may be right, but we have how many jobs now that use various different kinds of swords? PLD, RDM, SAM, DRK, and arguably GNB, so, 4 or 5? Given that, "we already have a firearm class" seems a weak argument at best, but who knows...
@@juliasophical One can hope lol
If we get a green mage... boy... i now have a new main hahaha, have always been my favorite mage color in FF aside from blue mage
clemancy only exists for paladins to become the healer when its just you and the other tank left and you wanna solo the last 20% of the healthbar instead of wiping
I wish I could like this video twice. Kaiten deserved to be removed.
I hope the animation comes back, though. It's cool. :)
@@Zakjuhagreed!
As someone who doesn't do Savage or Extreme content, I personally think that AST is the more enjoyable of the two Regen healers... in part because AST is less effected if you get synched down to 50 or below.
Part of me also likes that it's the only Healer whose AoE isn't one centered on themselves
Spellblade being reverse red mage would be cool. Essentially using melee hits to enable ranged spells.
I was one of the people that called spellblade “red mage” purely because it was a caster with a sword. I was wrong! But mostly because I was ignorant to what a spellblade actually is, and I really love the sound of it.
Yeah, and given Red Mage destroys what the original FF Job is intended to be, lots of ways we could take it. Mine is just one way.
I also have a chip on my shoulder due to the one idiot in game.
Switched to monk after the bad Sam changes and realizes that it was super fun this expansion
Great video!
I'm very excited to learn new classes.
DRG rotations are so strong that even after MONTHS away I can still picture it in my mind. RPR is my star melee dps over all others including MNK which was my main since I first started years ago. GNB is my hands down choice for tanks because it just feels like a dps class that got tired of long queue times and said "Funk this I'll be a tank!" which is why I love it so much. The same can be said for SGE as but with a sci-fi twist. I'm still waiting for someone to make an Elezen SGE that looks like Mr Spock from Star Trek.
im still hopium for a beastmaster class or puppeteer. I think having them work on a unique take with controllable and attacking pet system would be a good innovation for their game.
I want a chemist healer with the Mix ability being it’s main thing. Could work similar to Ninja’s mudra. I think would be cool if they’re unique thing was similar to the Brewmaster tank in WoW where they can take damage and spread it out over time or something
LUL that 5 deaths at 15:10, the knockback warning was RIGHT THERE people.
Kaiten was the part that made kenki interesting. "Doesn't need do exist" -- it existed to make it so you can't just spam shinten. Its removal made kenki boring
i just disagree. Maybe if it was more like, "Kaiten doubles potency, costs 40-50 Kenki." Then there'd be actual management to it. If you do just spam Shinten, 1 combo will give you enough Kenki to still use Kaiten. For me, it was JUST another button. No depth to it being another button.
Kaiten literally just made the minimum of your Kenki gauge higher than zero, besides that it's the same. If Kenki is boring now, it's always been. I think it's more fun cause I can actually use Shinten without stopping to make sure I don't lose a Kaiten.
"Overpower cone was better" ah a fellow connoisseur. I will never forgive them for ruining it.
Spellblade: scouting gear, either with dual curved swords or Zidane's twinblade.
Geomancer: ranged caster, uses a bell thing. DPS that uses earth, wind and water.
I would be willing to bet (a very small amount of) money that these are the two new jobs for 7.0.
Spellblade (or whatever it is called) will be Dalmascan themed or Meracydian themed (we are going to both of these places in 7.0).
This is my tinfoil theory and I am sticking to it!
No way we get another melee so soon. Maybe 8.0 at best.
@@WeskAlber hm. That may be true, either way, I think a new caster is a very safe bet.
I WILL be sticking to my theory for now, though! :p
@@WeskAlberhmm, maybe im on hopium, but the trailer is looking promising for the whole melee idea! That shortsword our boy was using 👀
EDIT: MELEE CONFIRMED! Gimme Corsair or something with dual swords!
@@lukoscreyden I AM SO SURPRISED WE'RE GONNA ANOTHER MELEE ALREADY LIKE WTF
@@WeskAlber im so excited! I'm thinking Corsair, with Meteor's piratey aesthetic in the trailer. The TMNT shirt though, that could be so many different things.
That trailer though, I loving the optimistic and adventurous vibes it has.
Woah your expidiant take
Is the correct one
@@WeskAlber If it happens at random times, absolutely the SCH's fault. After that though once it's consistent that becomes your fault for walling yourself.
@@felixamari157 So you're saying it's my fault I didn't bring a static to every piece of content in the game.
@@WeskAlber The PF SCH will also be pressing things at the same place if they're smart, so no. Also you weren't the only one who PF'd the tier.
So I need to PF for dungeons, Normal Raids, Trials, AND Savage?
Not every healer uses it at the same time either. So I have to learn mid-pull. How was I supposed to know this SCH was using it during 3/4, instead of 1/2? For the record, I've never walled myself in 12's Limit Cut due to Expedient, though I came hella close. You're trying to shift blame to me for something that I didn't even end up doing.
Flavour-wise, I love and hate Bard and Machinist because each of them half-ass what I want: a ranger and a supporting bard; a gunslinger and an engineer. I still kinda wish more classes had a job split like Arcanist.
Mechanically, I love Machinist, Ninja, and Monk, but playing a US server from Europe causes crippling latency
white mage holy stun is AMAZINGLY awesoe and satisfying...
but it's still rather be sage because it's instant cast which feels so good
Look weather you think it was good or not Kaiten's removal made less sense because of the reasoning behind it. Button Bloat could be easily avoided especially with the buttons they specifically gave SAM. Shoah II could easliy have been a upgrade much like Spirits Within's Upgrade for PLD, Ogi Namakri could have just been a transformation from pressing Ikishoten seeing as how its 30 second buff anyway to use it. You could even argue Guren could just stay with removing Senei. And even if its mathematically bad or whatever the feel of Kaiten is what made it cool for some people. Warrior's AOE change felt bad, doesnt mean the job was any better or worse but it *feels* bad when you are used to what makes a class unique. No other job would intentionaly use resource to buff the next weaponskill. I think its safe to say that it was cool identity for the job.
Their given reasoning being bad doesn't make Kaiten good though.
Scathe is bad too lol...
Puppeteer would be cool if they constructed it kinda like a fighting game puppet character, where positioning is super important and you have a set of skills that originate from the puppet alongside those that originate from your character. That said, GIVE ME MATHEMATICIAN YOU COWARDS
As someone who came back to the game after a multiexpansion forced break, i completely love Dancer.
I fully expected it to be a case of "oh neat, but i should probably do something else" like I used to be in ARR where I kept going back to WHM, but I'm finding myself always just going back to it and can't seem to mesh with any other role even if it has a job I like. I just can't get over how it feels to play, the tools it has, and how aesthetically pleasing it is in action.
Tank? GNB is great, but I'm not a tank player
Mage? SMN I absolutely love how it plays, but for some reason i just don't want to play it much. RDM i weirdly like in pvp but dislike in pve
Healer? I'm just entirely disinterested in the role anymore.
Melee? I don't even know which one to try out properly
I'm more of an person who can't agree on Jobs you can go "braindead" on and don't have to think at all...
My Jobs to go are:
Paladin and Dark Knight
Astrologian and White Mage
Ninja, Dragoon(after 70), Samurai and Reaper
Bard and Dancer(only at 80 and above)
Black Mage and Red Mage
Funny enough, when it comes to the healers, I'm almost the opposite of the polls. I main SCH and absolutely love how its pieces fit together, but I find Eukrasia just makes Sage feel wrong in ways I cannot describe. That said, it's a GOOD thing Sage is so different. It has its own niche and playstyle that appeals to people. It might not be _my_ preferred style of healer, but that just means it's succeeding at not being homogenised.
I'm a Monk main despite having 300+ ping because I'm a highlander and it just FEELS right. I'd play Ninja a lot more, but it pretty much takes double the time to use my Mudras... It's probably for the best for me to stick to the Maimings, but I love Monk and I'm going to keep playing it
Great video! As for Melee dps different % between SHB and EW, It can be explain very simple, in SHB SAM and DRG are the only 2 options if you raid on progression/highend level becouse monk and Ninja was just very very hard, even SHB DRG was also considering a lot harder than EW DRG. Entering EW with the introduction of reaper (decent efford--->High reward) class like SAM and EW DRG is easier and now is at its perfection stage, ofcouse SAM % will drop :D
Raiding is where people would enjoy playing hard jobs. High end players love difficulty.
Every time I get a MNK in DF they end up doing less damage than the tank. The people saying it's easy most likely have no idea how to play it, and the game doesn't give them the feedback they need to realize they have no idea how to play it.
For the new job, I have no preference. I just can assume what role we will be getting. that's it. I either thought Phys Ranged and Magic Ranged. Or maybe swap one of those two out for a tank. all I can really say. otherwise, the devs kinda have the stage to reveal.
At first I like the idea of blood of the dragon being a trait but since we can’t keep the timer going I hate it.
I *loved* Bard in Shadowbringers. The Endwalker changes just made it feel wayyyyy less exciting to play. Dancer all the way now. Honestly I absolutely love it. Both gameplay wise and visually it just really clicks with me. Also, En Avant rocks.
Edit: Looking at the healer polls that totally makes sense. Astro was my go-to healer in Shadowbringers but with the recent changes it became too cumbersome and unrewarding. Then Sage came in and gave a similar oGCD-heavy healer with a lot of different tools and flashy animations and it kinda took its spot for me. I can only assume it's a similar case for other players.
As a fan of SHB SMN new SMN just feels hollow to play compared to the challenge of doing well with old SMN.
Also for AST without shields just feels like apart of it identity got removed so they could please all the glare mages with SGE