And yet Square still won't let us make a character that looks like them due to hypothetical laws that don't exist and vague hypothetical scenarios that they imagined, despite a childlike race being the most requested new race by players since launch (besides Viera, which is an established legacy race), as admitted by Yoshi himself.
@@FTW1230 As per Yoshi-P's words, Lalafell is a race modeled after low rez character sprites in classic Final Fantasy games. They are not meant to resemble iconic child characters in the series history like Krille from FF5, Relm or Gau from FF6, or Eiko from FF9. And they don't. Its just a shame, because a lot of people have asked to make these types of characters which have a long history in the Final Fantasy series, and we've been given poor excuses while significantly less requested playable races like Hrothgar skip the line, only to become the least played race in the game.
Maybe I'm biased since I play DNC a lot, but this seems a lot like how DNC functions in many ways. The ability to go from ST to AoE without breaking combos, the way the big hitter spells work (line AoEs), the big damage AoE/Heal (granted DNC has that broken out into two different moves). I'm only half through the video and that's my impression so far.
Was doing some number crunching and realized the tooltip and potency for Blizzard II in Cyan is never shown. We get Stone II in Yellow twice instead. I'm assuming it's 160 potency to follow the formula? Also, the current aetherhue AoE potencies are... a gain on 5 or more enemies? 4 enemies for the third cast in the combo. I suspect we'll be getting potency changes there specifically.
Looking forward to trying out picto, from a casual POV, this jobs defo gonna take some getting used to in terms of rotation. But that's not a bad thing lol.
"retribution of the madeen" okay.... i had VERY little interest in this job.... but that one reference made me sit the fck up, and pay full god damn attention. seems interesting. will need to get my hands on it to really tell, but seems cool
It doesn't seem like the motif's and the paint bars flow into each other that well from the explanation. Is this the case? If so, does that mean it's effectively two disparate sets of rotation we are juggling with no real interaction between them? (So using gague to build black while waiting for motif cooldown.)
It's a bit unclear: For Tempura Coat, if it breaks, the cd is reduced by 60 seconds. If Tempura Grasse breaks, the Tempura Coat cd is reduced by 30 seconds. My question is, are these exclusive cooldown reductions? If you Coat and then Grasse and both shields break, do you get a 90 second reduction or a 30 second reduction? Does Grasse overwrite Coat's shield?
Damn son, they really just took all of the possible creativity for SMN and just legit gave everything to PCT, just full sent it, huh? Lol. I guess everyone's gonna be either a RDM main or PCT main. I'll finally be able to parse orange on BLM. Thank you guys :).
I hope those potencies aren’t final on the AoE combo. They’re so low compared to the ST combo that they’re not a gain until roughly 4-5 targets, which is REALLY bad. If it goes live with those potencies, you’re gonna see a lot of newbie PICs doing their AoE combo on 3 target just out of habit, but doing a fraction of the damage they COULD be doing by doing ST instead. REALLY needs a balance pass before launching.
Oh it’s even weirder than I thought, now that I paused the video and compared the tooltips side by side. ST1: 400 AoE1: 80* (neutral on 5, gain on 6+) ST2: 440 AoE2: 100* (loss on 4, gain on 5) ST3: 480 AoE3: 120* (neutral on 4, gain on 5) Total ST: 1320 Total AoE: 320* (loss on 4, gain on 5) So your entire AoE combo, when factored together; is a LOSS on 4 targets, only becoming a true gain starting at 5 targets. This is REALLY BAD and basically just means you’re not going to cast your AoE combo at all unless your group is doing wall-to-wall pulls. Now, this isn’t factoring for the Creature and Weapon combos, which are substantial gains in AoE scenarios (Weapon especially pops off), but that makes AoE kind of janky for PIC: you’re gonna run yourself out of muses doing your Creature/Weapon combos, then have to stand there and paint them again instead of attacking the pack. I hope they push the potencies of the AoE 123 to be a little higher to make it a little more in line with what people are expecting/used to (generally, AoE rotations are supposed to always be a gain on 3+ targets).
Update: Things got a little weirder once I took Subtractive Palette into account. Not quite as cursed as the normal combo, but still pretty cursed. Neg. ST 1: 700 Neg. AoE 1: 160* (loss on 4, gain on 5+) Neg. ST 2: 740 Neg. AoE 2: 180* (loss on 4, gain on 5+) Neg. ST 3: 780 Neg. AoE 3: 200* (loss on 3, gain on 4+) Total Neg. ST: 2220 Total Neg. AoE: 540* (loss on 4, gain on 5+) So once again, your AoE combo, even when buffed by Subtractive Palette, is STILL a loss on 4 targets, and doesn't become a gain until there's 5+ targets. Once again, I'm not comparing this to the Creature Muse or Weapon Muse because of how high those potencies are (you're clearly intended to hit those---more or less---on cooldown), but I still don't feel great about the basic AoE combos being a loss in 4 target scenarios, when pretty much every job at this point sees AoE gains starting at 3 targets. It feels very strange to see this suddenly be the case when they've been pushing AoE more and more to be a universal gain on 3+ targets for pretty much every job. (quite a few even see gains starting at 2 targets; most healers' AoE skills are a gain on 2.)
@@MagiusNecros It just feel really bad as a SMN main particularly. SMN getting functionally nearly nothing outside of visual changes, RDM just getting a couple really boring finishers, and the railroading of BLM, really makes Pictomancer standing out as something so fresh and unique a lot more noticable. Don't get me wrong, I am super hyped for pictomancer, and will probably, like a lot of casters, i reackon, be maining it. I just wish the other casters got anything nearly resembling its care and attention.
@@whodistoodis I was already planning on maining Picto but the changes on the other casters reinforced my decision. SMN ironically wasn't hit as hard as BLM. SMN is just very boring, has tacked on Necromancer themed skills from 2.0, and they are doubling down on a Triple Bahamut rotation. And the additional effects of Solar Bahamut are underwhelming and not enough to justify it. SMN is fine but not interesting to play. BLM just got nuked by making Umbral Ice tedious and potentially unable to reliably regen MP until Lvl 76, removed transpose/Paradox weaving, removed Sharpcast, removed Thunderprocs, and limits you to Fire 4 spam. Feels very BAD. Very 2.0 BLM style of play. Just UGH. And RDM is outperformed by all 3. Pictomancer has tons of nuance and engaging playstyles to work with so it's the clear winner here. Like it's very hard to not be critical about the other casters getting the short end of the stick in 7.0.
This job made me interested in FFXIV again. I was going to wait another year or so before I resubbed and played through the story, but this thing made me so freaking excited I preordered DT and resubbed. Thanks for the breakdown. I'm glad to hear it's a good one.
My question is about saving/spending the pips. If I'm understanding (and i'm probably not) correctly, you do whitey paint combo > get a pip > black paint combo (or is the black paint one tied to the rainbow gauge?) if its tied to pips, do you save them all for ..burst windows.. but then you'd be using your creature... stuff.. oh god this reminds me of how complicated RPR looked until i understood it and then it was super easy. Watching vids but not being able to actually practice and not having larryzaur use his muppet voice to talk to me like i'm a toddler is making all this hard to understand lmao.
White combo gives 25 gauge, black combo costs 50. So you'll do 2 white > 1 black. you get a free black combo within burst and the finisher from that, hammer will likely be a gain under buffs too as well as your big finisher hits!
@@RinBanana Probably will load up 100 Gauge for 4 white combo and 3 Black combo back to back. Lots of deviation based on when you need to burst. It's very exciting.
@@RinBanana A thing to note is that the hammer combo are guaranteed DCrits, so even though they are less overall potency than the black combo it is probably still worth preparing them for during raid buffs.
While the BLM changes don't disuade me (I welcome the new BLM changes actually) & I know I'll likely do MSQ with BLM (it is my main after all), I know Picto has peaked my interest since the live letter with the job actions trailer. Seeing gameplay further pushed that interest onto me. So since the live letter, I had thought about making Picto my second job to 100. It's honestly a real tough call between these two imo.
Probably final product. They learned their lesson from RDM LB3. Dunno what they will call it but the spell effects remind me of old FF games so Pictoflare it is.
What I’m trying to figure out from all the footage is how to weave the canvases into the rotation. It’s can’t all be downtime in fights, but instead you’ll have to do some “prep-GCDs” before your burst I guess
Curious if you had time to take a look and consider the available skills at level 70, 80 and 90 to see how viable/fun/complete PCT is for old ultimates?
Hopeful for having stuff to do at 60 and 70 as well for old deep dungeon stuff myself! Not getting holy until 80 really sounds like it hurts mobility to me
Because they're not white and black magic, they're additive and subtractive color models. RGBW and CMYK are standard blending sets in art and printing, depending if you're using additive color (ie blending light, such as with stage lighting or digital art) or subtractive color (ie blending physical pigments, such as with printing or traditional painting). Google "additive vs subtractive color" to learn more, it's very cool and interesting if you care at all about the mechanics of art production.
@@borgazarAs seen in 10:17 the White Aetherhue represents a substractive palette color. Which is how colors in the light work. By mixing Red, Blue and Green you get White. So those 3 being in the white combo make perfect sense. It's a substractive color palette because each color you throw onto the mix removes color until you get white The rest are based on an additive color palette which you can see in real life pigments and materials. In this palette, the primary colors are Cyan, Yellow and Magenta. When combined they make black. So them being in the black combo makes perfect sense. It's called additive because it gets darker with each color added until you get black.
Lore wise it’s implied that pictomancy isn’t based in either white magic or black magic, you can assume that pictomancer’s spells actually have nothing to do with the white or black magic spells we see on white or black mage, and are moreso mimicking their appearances using, well, paint
A question that might be too uncertain to answer, but does the job feel/look to be able to solo Deep Dungeons? My main levelling route for Dawntrail was intended to spam the 21-30 floors of Eureka
For Eureka? Probably fine. Palace and HoH really depend on when it gets the big parts of its kit, but I don't think it's impossible, what with it getting the 1 minute barrier at 10 and its hammer combo at 50. Certainly not as painful as BLM, I'd wager a guess.
I think the thing I’m excited about is the ability to bank and use a bunch of instants as movement tech. It was one of the most fun and rewarding things about ShB summoner.
I'm really looking forward to playing Picto, but my one gripe with it is that the shield abilities have that weird "combo" attached to it. I'm not saying that its bad or its gonna be hard to pull off, but I feel like the shield abilities should just be two separate buttons rather than just one button with an odd sounding combo Either way, even if you mess up the timing with the shield, its nice to see it'll still provide a small bonus of sorts
Completely blind guess on my part, but I'm assuming the AoE Shield will overwrite the Self-only one, so them being two Buttons might be to let you decide if you want a bigger, selfish Shield (but more CD reduction if it breaks), or a smaller Partywide Shield that's easier to pop (ie Raidwides) with reduced reduction.
God I cant wait to get my hands on this job. I want to play it so bad. Even if im confused at first my live for everything about this job will push me to learn it and love it. It will be my main, no matter what i must do to make that happen
8:22 I figured you wouldn't be able to fit mog/madeen into every raid buff as well per the 40s charge time, but looking at the canvas hud I think it shows if you can use either one, right? Maybe then you'll always be able to cast either one during buffs? Or did I get that wrong?
obviously you only had one gear set to work with, but do you think pictomancer will do well with spell speed or will it join smn and rdm in totally dodging it?
Question, does water in blue and aero in green etc (the combo spells) unlock alongside the base one ie fire in red etc or do they unlock at different level brackets?
Oooooo this looks exciting! I do have a couple questions, if you have the time. 1) did painting motifs in combat feel satisfying to you? One of my biggest concerns with the jobs was that long cast times with no appreciable immediate effect would feel kinda bad 2) this seems to me like a very adaptive job, with its minute to minute rotation changing a lot around specific mechanics to maintain uptime. Do you agree? Why or why not? Thank you so much for the video and the effort you put in!
So I believe that the hammer combo has a higher potency value than the basic white aether pallet spells and definitely is stronger than the basic aoe combo so it seems like it will definitely see play in most content during add phases
I’m guessing a swiftcasted rainbow drip on the gcd that a boss disappears will be a thing and it seems like a timed cast to “go off” right as a boss reappears may be a thing too.
I can definitely see the Swifted cast before a boss disappears, but if they kept the same casting mechanics, you wouldn't be able to start hardcasting until you have something to target.
People in the comments are really forgetting that SMN was JUST reworked in our latest expac? Literally from like the ground up to be a great intro to the caster role with its ease of use. If they just did a ton of work with it in the most recent expansion, why would they rattle it up only two years later?
Did you have an opportunity to test if partymembers need to stand inside the landscape to get the 5% buff or is it only that the pictomancer has to stand in it and the team gets the buff basically like embolden or searing light?
I find it increasingly hilarious seeing this sentiment from pretty much everyone, myself included, being echoed everywhere I look. Almost makes me feel bad for SMN.
I feel like I’m finally starting to understand how the rotation works. I’m still a little afraid it’ll be kinda overwhelming for me but I guess that’s just down to getting a feel for the different combos/resources?
It’s described in the huge Starry Muse tooltip at 4:20 - it reduces cast/recast times for 5 spells (followed by the other buffs and their effects after you do the 5th cast). Basically as long as I’m understanding it right, Inspiration is the actual buff that reduces the time, but Hyperphantasia exists to limit its effects to 5 casts instead of it affecting everything you can fit into Inspiration’s 30s duration.
A word of thumb, for these jobs, previous DLC jobs & all future jobs (with Ninja & the HW jobs being exceptions since they were still figuring things out), all DLC jobs start 20 levels below max. RDM & SAM started at 50 with max lv70 in SB. DNC & GNB 60 with 80 max. RPR & SGE 70 with 90 max. So Picto & VPR start 80 with 100 max. Next DLC jobs for the next expansion will likely start 90 with 110 max.
I see what they did. White is RGB or the colors of light, and Black is CYM or the colors of print (though over here, in the states at least, its normally CMYK, with "K" being black).
The job quest or the achievement better be "A Relm Reborn" else it will be a missed opportunity lol.
don't u mean "A Realm Repainted"?
@@About4Ninja either/or, but would need to be Relm since that was the name of the original Pictomancer from ff6 :)
@@FtanmoOfEtheirys Krile explicitly mentions Relm as well when she reveals herself as a Picto, so there's precedent in game for the reference!
so you have your RGBW and CMYK combo, cute.. really cute
im mad I missed that
5:15 "But don't worry! That's only half of Pictomancer's job gauge."
That's still more than what Summoner has lmao.
I'm so glad we finally got a hammer job
magical girls always use a magic hamer over there over all weapon
dont forget to write before you use the hammer "stop! hammer time!"
randomly pulling out a hammer? we got cartoon violence as a cooldown!
They combined Krile, Relm, and Eiko into a single job. Crazy.
And yet Square still won't let us make a character that looks like them due to hypothetical laws that don't exist and vague hypothetical scenarios that they imagined, despite a childlike race being the most requested new race by players since launch (besides Viera, which is an established legacy race), as admitted by Yoshi himself.
@@JohnSmith-tt1nhisn’t lalafell enough?
@@JohnSmith-tt1nh ...You can be a lalafell though? You know, like Krile?
@@FTW1230 As per Yoshi-P's words, Lalafell is a race modeled after low rez character sprites in classic Final Fantasy games. They are not meant to resemble iconic child characters in the series history like Krille from FF5, Relm or Gau from FF6, or Eiko from FF9. And they don't. Its just a shame, because a lot of people have asked to make these types of characters which have a long history in the Final Fantasy series, and we've been given poor excuses while significantly less requested playable races like Hrothgar skip the line, only to become the least played race in the game.
@@JohnSmith-tt1nh but like why though? You just want to be a kid?
Huh, the main form of Mog is Madeen...
Is that a reference to Eiko's Mog being the summon Madeen?!?!
yes
DT's theme is basically ff9 so yes
100%
Guess that means in the future we can expect something like Mane motif and Roar muse to summon the full form of Madeen
Since SMN got absolutely nothing this expansion, gonna play Pictomancer
Sounds like they took all of the complexity out of all of the other casters and put it all on this one.. Will likely be maining this.
It's really, really fun
I am so ready for this job
Looks cool I will give it a shot. Thank you for the content!
Maybe I'm biased since I play DNC a lot, but this seems a lot like how DNC functions in many ways. The ability to go from ST to AoE without breaking combos, the way the big hitter spells work (line AoEs), the big damage AoE/Heal (granted DNC has that broken out into two different moves). I'm only half through the video and that's my impression so far.
Was doing some number crunching and realized the tooltip and potency for Blizzard II in Cyan is never shown. We get Stone II in Yellow twice instead. I'm assuming it's 160 potency to follow the formula?
Also, the current aetherhue AoE potencies are... a gain on 5 or more enemies? 4 enemies for the third cast in the combo. I suspect we'll be getting potency changes there specifically.
this feels like yoshi Ps new main
He got that Rainbow Drip
Who would have thought such a whimsical looking job would become the caster favorite.
Your caster favorite*
Looking forward to trying out picto, from a casual POV, this jobs defo gonna take some getting used to in terms of rotation. But that's not a bad thing lol.
"retribution of the madeen" okay.... i had VERY little interest in this job.... but that one reference made me sit the fck up, and pay full god damn attention.
seems interesting. will need to get my hands on it to really tell, but seems cool
Lost Ark's "Artist" at home.
It doesn't seem like the motif's and the paint bars flow into each other that well from the explanation. Is this the case? If so, does that mean it's effectively two disparate sets of rotation we are juggling with no real interaction between them? (So using gague to build black while waiting for motif cooldown.)
I hear you mentioned about hammers being the weakest set of spells. If you account for guaranteed crit+dh proc how do they fare vs other spells?
Can you swiftcast that really long ability?
Ain't no way they don't nerf that personal skill, holy
I feel like if you can pepsis snapshot it, it'll be hilarious
It's a bit unclear:
For Tempura Coat, if it breaks, the cd is reduced by 60 seconds. If Tempura Grasse breaks, the Tempura Coat cd is reduced by 30 seconds. My question is, are these exclusive cooldown reductions? If you Coat and then Grasse and both shields break, do you get a 90 second reduction or a 30 second reduction? Does Grasse overwrite Coat's shield?
It’s tempera like the type of paint, not tempura like the food 😂
Casters just dont suit my playstyle so viper is still my crush but i cant deny it looks interesting/fun
Remember friends Summoner still has Psysick
It looks super fun
The amount of creativity in this job sounds pretty awesome. Makes me even sadder what they did to Summoner...
I mean... it is a cool idea, but way too cartoony for my personal tastes. Still, the spells do look very pretty! hehe
why abandon smn for pct when i can play both
Green Grungler :)
Damn son, they really just took all of the possible creativity for SMN and just legit gave everything to PCT, just full sent it, huh? Lol. I guess everyone's gonna be either a RDM main or PCT main. I'll finally be able to parse orange on BLM. Thank you guys :).
I hope those potencies aren’t final on the AoE combo. They’re so low compared to the ST combo that they’re not a gain until roughly 4-5 targets, which is REALLY bad. If it goes live with those potencies, you’re gonna see a lot of newbie PICs doing their AoE combo on 3 target just out of habit, but doing a fraction of the damage they COULD be doing by doing ST instead. REALLY needs a balance pass before launching.
Oh it’s even weirder than I thought, now that I paused the video and compared the tooltips side by side.
ST1: 400
AoE1: 80* (neutral on 5, gain on 6+)
ST2: 440
AoE2: 100* (loss on 4, gain on 5)
ST3: 480
AoE3: 120* (neutral on 4, gain on 5)
Total ST: 1320
Total AoE: 320* (loss on 4, gain on 5)
So your entire AoE combo, when factored together; is a LOSS on 4 targets, only becoming a true gain starting at 5 targets. This is REALLY BAD and basically just means you’re not going to cast your AoE combo at all unless your group is doing wall-to-wall pulls.
Now, this isn’t factoring for the Creature and Weapon combos, which are substantial gains in AoE scenarios (Weapon especially pops off), but that makes AoE kind of janky for PIC: you’re gonna run yourself out of muses doing your Creature/Weapon combos, then have to stand there and paint them again instead of attacking the pack.
I hope they push the potencies of the AoE 123 to be a little higher to make it a little more in line with what people are expecting/used to (generally, AoE rotations are supposed to always be a gain on 3+ targets).
Update: Things got a little weirder once I took Subtractive Palette into account. Not quite as cursed as the normal combo, but still pretty cursed.
Neg. ST 1: 700
Neg. AoE 1: 160* (loss on 4, gain on 5+)
Neg. ST 2: 740
Neg. AoE 2: 180* (loss on 4, gain on 5+)
Neg. ST 3: 780
Neg. AoE 3: 200* (loss on 3, gain on 4+)
Total Neg. ST: 2220
Total Neg. AoE: 540* (loss on 4, gain on 5+)
So once again, your AoE combo, even when buffed by Subtractive Palette, is STILL a loss on 4 targets, and doesn't become a gain until there's 5+ targets. Once again, I'm not comparing this to the Creature Muse or Weapon Muse because of how high those potencies are (you're clearly intended to hit those---more or less---on cooldown), but I still don't feel great about the basic AoE combos being a loss in 4 target scenarios, when pretty much every job at this point sees AoE gains starting at 3 targets. It feels very strange to see this suddenly be the case when they've been pushing AoE more and more to be a universal gain on 3+ targets for pretty much every job. (quite a few even see gains starting at 2 targets; most healers' AoE skills are a gain on 2.)
Lol so picto is gonna be capable of dishing out the highest DPS? Sign me up
Still not keen on the job's aesthetics but the actual gameplay being so heavy on hardcasting has me interested.
tooltip tltr
looks way to unbalanced so high potency at any skill for this compared low cast time
I just wish it was a LITTLE less goofy, would be perfect for me.
5/10 LB3 doesn't blind the party unlike other casters
Red mage: *Laughs in lb3 flashbang*
Welp, that's settled. It's called the Green Grungler now.
We found it boys. Where literally all the effort in Dawntrails caster jobs went.
Yep. Lots of nuance vs. none at all.
prease undastando, smarr indie studio-kun.
@@MagiusNecros It just feel really bad as a SMN main particularly. SMN getting functionally nearly nothing outside of visual changes, RDM just getting a couple really boring finishers, and the railroading of BLM, really makes Pictomancer standing out as something so fresh and unique a lot more noticable. Don't get me wrong, I am super hyped for pictomancer, and will probably, like a lot of casters, i reackon, be maining it. I just wish the other casters got anything nearly resembling its care and attention.
@@whodistoodis I was already planning on maining Picto but the changes on the other casters reinforced my decision.
SMN ironically wasn't hit as hard as BLM.
SMN is just very boring, has tacked on Necromancer themed skills from 2.0, and they are doubling down on a Triple Bahamut rotation. And the additional effects of Solar Bahamut are underwhelming and not enough to justify it.
SMN is fine but not interesting to play.
BLM just got nuked by making Umbral Ice tedious and potentially unable to reliably regen MP until Lvl 76, removed transpose/Paradox weaving, removed Sharpcast, removed Thunderprocs, and limits you to Fire 4 spam. Feels very BAD.
Very 2.0 BLM style of play. Just UGH.
And RDM is outperformed by all 3.
Pictomancer has tons of nuance and engaging playstyles to work with so it's the clear winner here.
Like it's very hard to not be critical about the other casters getting the short end of the stick in 7.0.
All the devs came together just to write that single Landscape Ability Tool-tip
The hammer is my favorite. Using it tickles me so! Insert evil laugh!
This job made me interested in FFXIV again. I was going to wait another year or so before I resubbed and played through the story, but this thing made me so freaking excited I preordered DT and resubbed. Thanks for the breakdown. I'm glad to hear it's a good one.
I just woke up, and I read "Depiction of P*rn" instead of Pom. I'm gonna need a coffee.
that's in Limsa
My question is about saving/spending the pips. If I'm understanding (and i'm probably not) correctly, you do whitey paint combo > get a pip > black paint combo (or is the black paint one tied to the rainbow gauge?) if its tied to pips, do you save them all for ..burst windows.. but then you'd be using your creature... stuff.. oh god this reminds me of how complicated RPR looked until i understood it and then it was super easy. Watching vids but not being able to actually practice and not having larryzaur use his muppet voice to talk to me like i'm a toddler is making all this hard to understand lmao.
White combo gives 25 gauge, black combo costs 50. So you'll do 2 white > 1 black.
you get a free black combo within burst and the finisher from that, hammer will likely be a gain under buffs too as well as your big finisher hits!
@@RinBanana ahh thank you, that makes it make a lot more sense! really appreciate the vids!
@@RinBanana Probably will load up 100 Gauge for 4 white combo and 3 Black combo back to back. Lots of deviation based on when you need to burst. It's very exciting.
@@RinBanana A thing to note is that the hammer combo are guaranteed DCrits, so even though they are less overall potency than the black combo it is probably still worth preparing them for during raid buffs.
pictomancer
pictomancer
pictomancer
pictomancer
Boku no pico
@@UltimaV24 Aww, c'mon, you ruined it.
Damn this sounds complex. Means the good pics will really stand out. I want a detailed rotation of it.
All blm mains ginna migrate here i can feel it
And SMN mains. And if not for pictomancers lack of a rez, the RDMs too.
I cannot believe that they basically forced usage of PCT.
@@whodistoodis like the rez even matters in raids where generally if one person dies, everyone dies. It's Verover
While the BLM changes don't disuade me (I welcome the new BLM changes actually) & I know I'll likely do MSQ with BLM (it is my main after all), I know Picto has peaked my interest since the live letter with the job actions trailer. Seeing gameplay further pushed that interest onto me. So since the live letter, I had thought about making Picto my second job to 100. It's honestly a real tough call between these two imo.
I feel like the limit break isn't the final product. It feels like something's missing, and the dawntrail CG showed a giant Spriggan.
Probably final product. They learned their lesson from RDM LB3. Dunno what they will call it but the spell effects remind me of old FF games so Pictoflare it is.
the spriggan is in the lb3 in mr happy's video
There was a graphic bug in the version Rinon was playing. The Spriggan is in the LB3.
Oh no its definitely there, its just a LOT smaller and a bit hard to see, but yeah, it should DEFINITELY be flashier!
What I’m trying to figure out from all the footage is how to weave the canvases into the rotation. It’s can’t all be downtime in fights, but instead you’ll have to do some “prep-GCDs” before your burst I guess
Curious if you had time to take a look and consider the available skills at level 70, 80 and 90 to see how viable/fun/complete PCT is for old ultimates?
I have them all catalogued including unlock level, but I didn't get too much time to look yet. Will do over the next few days!
@@RinBanana Yippee! Looking forward to seeing how it'll feel in TEA in particular.
Hopeful for having stuff to do at 60 and 70 as well for old deep dungeon stuff myself!
Not getting holy until 80 really sounds like it hurts mobility to me
WHY IS FIRE IN THE WHITE MAGIC COMBO AND EARTH IN THE BLACK MAGIC COMBO OMG
Because they're not white and black magic, they're additive and subtractive color models. RGBW and CMYK are standard blending sets in art and printing, depending if you're using additive color (ie blending light, such as with stage lighting or digital art) or subtractive color (ie blending physical pigments, such as with printing or traditional painting). Google "additive vs subtractive color" to learn more, it's very cool and interesting if you care at all about the mechanics of art production.
color rules override the normal magic ones :)
@@tuba7861 IN THAT CASE THE PRIMARY COLOURS ARE RED YELLOW AND BLUE (EXCEPT FOR SCREENS) AND THE SECONDARY COLOURS ARE GREEN PURPLE AND ORANGE
@@borgazarAs seen in 10:17 the White Aetherhue represents a substractive palette color. Which is how colors in the light work. By mixing Red, Blue and Green you get White. So those 3 being in the white combo make perfect sense. It's a substractive color palette because each color you throw onto the mix removes color until you get white
The rest are based on an additive color palette which you can see in real life pigments and materials. In this palette, the primary colors are Cyan, Yellow and Magenta. When combined they make black. So them being in the black combo makes perfect sense. It's called additive because it gets darker with each color added until you get black.
Lore wise it’s implied that pictomancy isn’t based in either white magic or black magic, you can assume that pictomancer’s spells actually have nothing to do with the white or black magic spells we see on white or black mage, and are moreso mimicking their appearances using, well, paint
an alliance raid of all pictomancers would be sooooo fun!
I've never wanted to main a class more than when Picto came out, and I was SUPER pumped about Gunbreaker.
you really deserved the media tour invite for the great content you've put out in the last year!
Everything I've seen makes me want to play it - excited.
A question that might be too uncertain to answer, but does the job feel/look to be able to solo Deep Dungeons?
My main levelling route for Dawntrail was intended to spam the 21-30 floors of Eureka
For Eureka? Probably fine. Palace and HoH really depend on when it gets the big parts of its kit, but I don't think it's impossible, what with it getting the 1 minute barrier at 10 and its hammer combo at 50. Certainly not as painful as BLM, I'd wager a guess.
I think the thing I’m excited about is the ability to bank and use a bunch of instants as movement tech. It was one of the most fun and rewarding things about ShB summoner.
I'm really looking forward to playing Picto, but my one gripe with it is that the shield abilities have that weird "combo" attached to it. I'm not saying that its bad or its gonna be hard to pull off, but I feel like the shield abilities should just be two separate buttons rather than just one button with an odd sounding combo
Either way, even if you mess up the timing with the shield, its nice to see it'll still provide a small bonus of sorts
Completely blind guess on my part, but I'm assuming the AoE Shield will overwrite the Self-only one, so them being two Buttons might be to let you decide if you want a bigger, selfish Shield (but more CD reduction if it breaks), or a smaller Partywide Shield that's easier to pop (ie Raidwides) with reduced reduction.
7:15 this is identical to white mage's new gap closer, Aetherial Shit.
But this one also increases movement speed for 5 seconds :3
Seems complicated just for the sake of compilation. I probably won't be playing this job
It's pretty simple, it has a lot of components but they're all very easy to digest
dude the monster hunter ass hammer spins? I'm so ready
It's Verover
I am gonna abandon SMN so hard for this job
You, me, and nearly everyone else, pal.
God I cant wait to get my hands on this job. I want to play it so bad. Even if im confused at first my live for everything about this job will push me to learn it and love it. It will be my main, no matter what i must do to make that happen
Absolutely day 1 main for this. Everything about it looks so fun!
8:22 I figured you wouldn't be able to fit mog/madeen into every raid buff as well per the 40s charge time, but looking at the canvas hud I think it shows if you can use either one, right? Maybe then you'll always be able to cast either one during buffs? Or did I get that wrong?
Subscribing, your videos are really great, thorough and very engaging. Keep up the good work, and you've got me super hyped for Picto tomorrow :D
WAOEW!
Apparently rainbow drip>holy spam does 50% more aoe dps than the normal aoe rotation
obviously you only had one gear set to work with, but do you think pictomancer will do well with spell speed or will it join smn and rdm in totally dodging it?
Question, does water in blue and aero in green etc (the combo spells) unlock alongside the base one ie fire in red etc or do they unlock at different level brackets?
Are the AoE shield and 2-minute party buff the only utilities it has?
Your Skill that requires your Partybuff active to even use also gives an AoE Heal to everyone in Melee Range, so there's that.
@@agitpolat1061 A heal that you can't control when it happens because it's tied to your rotation is rarely useful. It's very weak utility.
Gonna be interesting to figure out how i convert my Blackmage redmage summoner muscle memory into playing this
This all smacks of FF3 Sage. White, Black, and Summoning...
I am going to level Picto for DT MSQ, super excited to learn about it here
Yup i found my new main job 💀
Oooooo this looks exciting! I do have a couple questions, if you have the time.
1) did painting motifs in combat feel satisfying to you? One of my biggest concerns with the jobs was that long cast times with no appreciable immediate effect would feel kinda bad
2) this seems to me like a very adaptive job, with its minute to minute rotation changing a lot around specific mechanics to maintain uptime. Do you agree? Why or why not?
Thank you so much for the video and the effort you put in!
invoker enters ffxiv? xD
People are going to mald so hard when they encounter hammer mains lol.
Where's Green Mage? :(
This is one of those jobs you just have to play for it to make sense.
Yeah, watched multiple videos and retained not a lot from them, I learn and understand much better from playing the job.
So I believe that the hammer combo has a higher potency value than the basic white aether pallet spells and definitely is stronger than the basic aoe combo so it seems like it will definitely see play in most content during add phases
Yeah I actually forgot to account for it being a guaranteed direct crit, lack of sleep debuff - you will prep it to use going into burst most likely
Hotbar pls?
I’m guessing a swiftcasted rainbow drip on the gcd that a boss disappears will be a thing and it seems like a timed cast to “go off” right as a boss reappears may be a thing too.
I can definitely see the Swifted cast before a boss disappears, but if they kept the same casting mechanics, you wouldn't be able to start hardcasting until you have something to target.
In the very beginning of the video what is the paintbrush and pellet you have? I totally will need that for my glam
It's the Lv100 AF-Set Weapon.
People in the comments are really forgetting that SMN was JUST reworked in our latest expac? Literally from like the ground up to be a great intro to the caster role with its ease of use. If they just did a ton of work with it in the most recent expansion, why would they rattle it up only two years later?
Because it's boring
@@RinBanana it’s a simple job, like paladin. There can, are, and will be more complex casters, but there should be simple ones too.
@@tyyung7666Rdm is also very simple though
this job feels like an HW phys ranged and I say that with all the love in the world (i miss HW MCH so much)
i'm so ready!!!
Did you have an opportunity to test if partymembers need to stand inside the landscape to get the 5% buff or is it only that the pictomancer has to stand in it and the team gets the buff basically like embolden or searing light?
Party members do not need to stand in it, only the Picto does
Rainbow Drip in time for Pride.
Goodbye summoner, hello picto
I find it increasingly hilarious seeing this sentiment from pretty much everyone, myself included, being echoed everywhere I look. Almost makes me feel bad for SMN.
I feel like I’m finally starting to understand how the rotation works. I’m still a little afraid it’ll be kinda overwhelming for me but I guess that’s just down to getting a feel for the different combos/resources?
I dont....really get it xD I probably just need to get my hands on it and bash my head against a practice dummy, but it looks interesting, at least
What does hyperphantasia do?
It’s described in the huge Starry Muse tooltip at 4:20 - it reduces cast/recast times for 5 spells (followed by the other buffs and their effects after you do the 5th cast). Basically as long as I’m understanding it right, Inspiration is the actual buff that reduces the time, but Hyperphantasia exists to limit its effects to 5 casts instead of it affecting everything you can fit into Inspiration’s 30s duration.
Do picto and viper start at 80?
They do
A word of thumb, for these jobs, previous DLC jobs & all future jobs (with Ninja & the HW jobs being exceptions since they were still figuring things out), all DLC jobs start 20 levels below max. RDM & SAM started at 50 with max lv70 in SB. DNC & GNB 60 with 80 max. RPR & SGE 70 with 90 max. So Picto & VPR start 80 with 100 max. Next DLC jobs for the next expansion will likely start 90 with 110 max.
Can't wait for it to be reworked and simplified by the next expansion.
Sad but true
Probably. The new jobs will be overtuned and then brought in line by 8.0.
And which jobs did this happen to?
@Jontman42 AST MNK SCH SMN all tanks pre ShB to name a few.
No need to be so cynical
I shall rename my character Ongo Gablogian. Games over this class looks brilliant and keeps me busy enough as Stormblood AST used to
Yeah, I think this has convinced me to switch to PCT main
Love SMN dearly, but not impressed with the 7.0 kit. Cya in 8.0 probably lol
I see what they did. White is RGB or the colors of light, and Black is CYM or the colors of print (though over here, in the states at least, its normally CMYK, with "K" being black).
That's what Holy and Dark Comet are, respectively: White and Black
We lost non standard black mage for pictomancer being a fairly nuanced caster
We are so changing mains