"This will affect the the rotation I think" was posted to the r/FFXIV subreddit 22 days ago by u/Twofold_fgc. I'm not aware of any source prior to that. Won't be sharing the link since TH-cam spam detection tends to dislike that very much, but the post was titled "As a Gunbreaker watching the job action trailer," (comma is intentional)
@@Dae-Dae97 Definitely, feels like it's pointless to bring Queen out in AoE when she has to go through her entire attack length just to get to the big finishers when mobs die so fast anyway.
I think part of why Paladin didn't change much is that we pretty much have been playing DT Paladin since the 6.3 rework. Also, apparently Bard got an old skill back that'll act as a low level version of Shadowbite that you get at level 25. Not a rotational change for the endgame, but should be fun for level synced content.
First time I've seen someone actually use SMN Physick and I'm floored it STILL scales to MND. Scholar got their own Physick back in Stormblood, there's no reason for this to not scale to INT. Or at least upgrade into something not worthless. I wish there was a single developer at SE with a shred of passion for Summoner. Red Mage looks really fun, and at least the new 'finisher' isn't just an extra gcd tacked on. Making it ogcd is a great way to get around that, even if the ogcds in the 2m window are getting pretty numerous.
They have a smn main there, but he isn't allowed to touch the job changes. Yoshi P even said he felt so bad in Endwalker that he couldn't even bring himself to look the guy in the eyes
DRK main here. The busyness of our burst isn't our identity, rather, it's *all we have*. Every other aspect of the job has been gutted and simplified into oblivion, and mastering the sequence of rapid double weaves was really the only challenge there was. Now, we have nothing. Not even gauge management,
Tbh imho PLD and WAR is in the same boat as well. GNB maybe not since it was designed in the modern job design so it didn't change as much despite the EW and potentially DT changes causing rotational upsets. WAR has been spamming Fell Cleave since Heavensward. In Stormblood, it had an amazing capstone execution-wise ( OG Inner Release) but that got changed to auto crits and free fell cleaves. WAR lost meaningful gauge management, and it's been boiled down to flashy animations, auto crits and fell cleaves. The sustain and infuriate are the only defining traits imo. If people like this, no biggie, but WARs new ability is a finisher GCD procced from the first finisher GCD. The job has stagnated, and its job gauge might as well be called "The Fell Cleave gauge". PLD had a different damage profile that just didn't work with the modern game design of 2 minute raid buffs. They made the job function more like WAR where your main oGCD (Requiescat) is the bulk of your damage. So you throw everything under Fight or Flight now. It's DoT component is gone and is very simple and safe rotation wise. DRK has retained its ability to take advantage of raid buffs the most, but it did lose mp management and blood management was never explored upon. Like WAR, the job gauge only exists for your big 50 gauge attack and nothing else now. That's kinda how I see it anyway. 3/4 of the tanks didn't get anything super interesting other than animation stuff. I'm wondering though how will GNBs new combo play out in bursts. But I wouldn't be surprised if this either breaks the job for people or if it does nothing at all (I don't have much exp with GNB but I do know Double Down is hit or miss)
Drk I still think should have a berserk combo system where blood weapon heals and you have rapid heavy swings. I like what they did but it needs something more
I'm still bugged out that DRK has no sustain in comparison to the others. As you mentioned, there's nothing special about the class unless it does the most damage which may not be the case. It's actually the worst tank pick in casual play. Sadge.
@@HolySenpaiii I'm actually not that bothered about our lack of sustain, I think the tanks should have somewhat more diverse capabilities, so long as they maintain the same basic tools. Like, DRK with oblation and tbn is better at single target mit than any other tank, and I'd rather the devs lean into that even more and let it be our thing, before I would want them to bring us in line with other tanks with sustain
In a world with dozens of other excellent FFXIV content creators your guides have still always been THE guides. So glad you got the early look, and grateful to hear your takes on them.
As a Dark Knight main, plunge is so stylistically cool that the loss of it is agonizing. I’m interested in every other change, but the gap closer is so boring..
legitimately my biggest disappointment of DT. plunge as an animation is so immensely satisfying, and its replacement is awful. I have no idea what they were thinking.
Also as a DRK main, teleporting is way cooler to me. I'm more floored by the idea some people are floating that they should just keep the animation and remove the damage, which would be the stupidest thing ever, because leaping at mach 5 and slamming a giant slab of sharp metal through your enemy's face not doing damage makes absolutely no visual sense.
@@kidneystone699Let's not forget Dark arts and all the gameplay interactions that came with it. DRK is a husk of what it used to be. Motto for DRK should be "style over substance" because that's all they've gotten since Shb.
@@axylum4453 every time they mention DRK adjustment i always prayed they bring back Dark Arts animation. To me DRK was always about MP/blood management and being cool/angsty while doing it
I really appreciate the added context on discussing the steady changes to samurai and where kaiten fits in, it being the last straw and the biggest change a lot of players saw to the job if they started in shadowbringers, I never got to play/experience stormblood samurai so I can't fully understand the context, but hearing it does make your opinions over the years make more sense.
Thank you so much! I always appreciate hearing what you have to say, and how thoughtful you are about it! (I'd also like to thank you for taking the time to add CC!! It makes it a lot easier for me to watch videos when they have captions!)
Congrats on the media tour invite! Also as someone who likes SCH and its jank, I like how they're still going in that direction. Not for everyone, but that's a good thing imo in a time where a common complaint I hear is homogenization of jobs.
Yeah 100% I'm on board sch's bullshit. Was never a fan of janky and crammed jobs (shb smn), so I don't know how sch manages to be janky and fun at the same time.
I kinda wish Seraphism wasn't ANOTHER Adlo buff, and I still lament that we cannot Deployment Tactics Biolysis like in PvP, but I'm glad the kit isn't too changed otherwise. Dissipation is a strong ability that needs forethought in when it's used, as with Expedient.
@@asianboywonder2312 I love it while playing sch. I hate it while playing anything else. I've caused wipes in DSR before because an unexpected expedient made me fuck up my positioning.
15:32 Something to note between GNB and DRK openers is the differences in oGCDs (using The Balance's Standard 2.5s openers as reference): GNB has 10 (down to 8 with the removal of Rough Divide) within 10 GCDs. DRK has 14-15 (down to 12-13 with the removal of Plunge) within 10 GCDs. GNB has 6 (5 in DT) unique oGCD buttons to manage (Continuation covers a lot of buttons so less bloat). DRK has 8 (6 in DT) unique oGCD buttons that increase keyboard coverage/hotbar bloat for just the oGCDs. GNB has 3 sets of cooldowns to manage - 30s, 60s, and 120s.Fairly straightforward as these all align with each other every 1 & 2 minutes. DRK has 3 sets - 60s, 90s, and 120s + managing your MP with EoS. Of note is the 90s, which doesn't really align with the other 2 (60s always goes off with 120s, but 90s is variable and will be alone at times). GNB doesn't have any prepull shenanigans. DRK has to pop BW and TBN prepull to maximize the opener (DT will might remove BW in the prepull timing but I'm not 100% on that). GNB has 3 windows of double-weaving. DRK has 6 windows of double-weaving. Between all of that, I can see why people see think DRK has a busier opener than GNB. Still, the changes go a long way to reduce the business of these 2 jobs. Maybe they overdid it with GNB, but this also means potential space to add Continuation...continuations to the Lion Heart Combo in the future. Still, it is nice to not have to pop my defensives 3 GCDs earlier because the boss decides to throw a TB while I'm bursting.
I really wish Summoner was more about applying different effects based on the primals without them just being dps buttons, like make it ninja's Ten chi jin where depending on the path you follow your primals would get different ability. Like Garuda third would apply a DoT, Titan third could apply a AoE damage mitigation and Ifrit could apply some buffs for healing. Just anything to make the primals feel like their own mini versions from the fights
14:23 As a dark knight main myself I was gonna say something like “all I care about is the cool new animations” but the more of this video I watch the more I sort of realise I’m not the target audience here I think. I couldn’t care less about stuff like complexity or whatever. I just like the cool new animations that look awesome and make the screen shake. I feel like DT is catering more to people like me that are fine with the basic playability of most jobs and just want to press buttons and watch the screen explode into particle effects and numbers.
yeah, actually, as a drk main, i'm not sure how to feel about the removal of three ogcds from the burst (two total, i suppose, since we have disesteem now). i won't miss them or anything, and drk definitely needs a better identity, but we won't get there just by _removing_ stuff living shadow not costing gauge does feel much more intrusive than the gauge-simplifying changes in other jobs, but if it means that i won't have to occasionally overcap to make sure that esteem actually does all their goddamn skills in the burst window after their theater kid spawning animation, i think i'm ok with it
Remember, the goal for the job updates for 7.0 was to streamline the jobs. It is the goal for the 8.0 Job Update to let them have a job identity again.
@@Kylar195 This is a cop out and I hate it. You're telling those people who wanted better job identity to wait for another 2-3 years? Better off unsubbing tbh DRK is so notorious for complaints with job identity, that I didn't feel like it was coincidence that Yoshi brought up the topic when they were going over DRK in the LL. To put it politely, the 8.0 bait is quite disappointing.
I love EW summoner, but fucking hell the lack of significant additions in DT really sucks. It really feels like nobody on the Job design team likes SMN at all... Just... if SCH can have a Ruin II thats functionally different from SMN Ruin II... WHY CAN'T SMN HAVE A FUNCTIONAL PHYSICK????
So, I've never actually seen your content before, and as a healer main with some spicy opinions, whenever I'm looking at a new FFXIV, I always have to know their healer takes even just out of pure curiosity. The fact that you talked about Holy accidently overlaping with invuln immediately followed by your hate for SCH brought a smile to my face, even if I didn't agree with everything you said. Will probably check in every so often in the future.
random and maybe stupid question about your upcoming dawntrail job guides. but would it be possible to include an AOE rotation for mob pulls for dungeons? ive just seen so many people recently either not using AOEs at all or using them wrong. ive seen some SAM using their 1 or 3 sticker attacks but never their 2 sticker one as an example i know most fights in the game are single target bosses but also trying to flow between single and multi target fights in dungeons, whether it be mob trash then a boss or adds spawning in a boss fight can throw off peoples (and my own) flow sometimes.
I will put something together. if just so it's something to go off of. I've always gone with the mindset of the info I give with AoE skills is enough. But maybe the effort should be put in.
@@WeskAlber dont force yourself to do it if you dont want to or its too much extra work. the videos were already long for EW and they will be even longer for DT even without an AOE rotation section. only do it if you think you should. thank you for the reply, love your content!
Picked up SAM recently and the only Times i use Medara on AoE is when i´m below lvl 68 to turn Sen into Kenki (mainly because i just formed the Snow Sen and have no other way to get rid of it.) I just dont get why people dont use Tenka. Its a huge Potency AoE and i clearly prefer it over anything else in Trashpacks.
Well deserved invite, I'm so glad you got to go. You've been a growing cornerstone in this community, and I love the way you display information vs opinion. Thanks for giving us some food for thought, I can't wait for DT!
WHM main here. Freecure is there out of necessity for old hard synced content. (coils and the like) Spamming cure when locked to level 50 is all you really can do in content like that when you don't have access to lilies or other freebie options to tide the party over. Until they backport actions to early white mage, there's no way they're gonna be able to remove it.
SCH main checking in, ignoring the terrible Expedient take xP It feels like CBU3 do not have any idea what they want to do with the job anymore, and haven't even read the job's own lore. The angel mode looks bad and pigeonholes the job into a specific aesthetic, and its effects essentially make it even less unique because it just gives you the option to be a pure healer even more than normal. Chain Stratagem leading into an AoE DOT is stupid, and them giving Sage an AoE DOT on *GCD* is a slap in the face. I don't want to play this job anymore, and it's basically the only job I've played since leaving ARR, literally thousands of hours of gameplay. It has nothing to do with any potencies, but the aesthetic and design. It's probably still gonna be the strongest healer, but the design is so awful I don't wanna touch it anymore.
@@CrystahlKbut this is not fairy aesthetic, it's angel aesthetic for some reason, that's the problem. it suits WHM more and makes SCH to be all over the place. We should grow fairy wings, it would be cool and make sense. I don't get why they're not doing that.
@@Yarpell I 100% agree with you. I'm very much not an expert on SCH, but the theming here is strange and has left me wondering overall what they were thinking.
Personally really happy with the flow of the dragoon now from what I have been able to see and read. I don't mind any of the changes, personally. Really love not having to deal with the eye buff and not gonna miss spine shatter, I like that there's an actual pure gap closer now. Don't even mind that it's not a jump, the lancer identity can still be present while being a dragoon and surely a dragoon would do more than jump all over the place? Versatility on the battlefield seems like a sign of a talented fighter (realistically), saving your energy mainly for jumps that inflict damage. Losing a mechanic is a little bit weird, but I don't feel like it makes dragoon feel any worse overall. Comes down to personal preference if it's a big deal or not I guess. I just didn't think it added much more than some busywork-complexity. And complexity isn't always better - it depends how it's implemented, if it's meaningful and fits the job. I don't think dragoon lost any of it's identity or fun-factor. From what I heard it did pretty well in the media tour as well. The longevity of the job needs to be considered when making changes (as well as existing players ofc) and I think this is a step in the right direction. Then again... I haven't played dragoon to absolute endgame, so maybe I'm wrong as to how I think this will progress into the future, but it for sure made me want to dive in and give it another go as my main job - pun absolutely intended.
Congrats on the media tour invite! I only picked up the game last year, and main BLM and SMN (your guides have been a godsend for the leveling process btw
Hated casting holy, the slow cast time paired with the delayed hit, I always felt like I was "too late" sometimes to cast off, and would just resort to DoTing and Glaring. Hope the new skill fills that slot
drk main here. not a fan of "jank" being a part of a job's identity. drk's busy opener is not a make or break for me. that being said.. if it was part of the job identity then at least make its damage during burst insane compared to others. the jankiness of drk was that living shadow would never be under buffs at the start of the fight and they addressed that by making it instant in dt. with blm it seemed like it being immobile was part of its job identity but thats less and less true with paradox, and triplecast charges, firestarter, and xenoglossy up to 3. what people really mean by job identity is how its play-style is different from everyone elses. blm as a class was the "optimization" class. its difficult to just pick it up and expect to do well without knowing the fight and planning your mobility options. is non-standard apart of job identity? i dont think so. its just a symptom of jank. the core of black mage is the optimization. non-standard was a happy accident that the devs seemed to have addressed with dt. and i do sympathize with blm players but i feel like they are missing how blm is still the optimization class. back to drk, i honestly don't know what job identity would even be applicable to it. its simple, edgy, and fucking sick. other than that play-style-wise you seem to want to be taking damage to do damage as seen with tbn. if they expanded on this that would be cool and i'd accept that as part of its job identity. but i really disagree with how jank has been accepted part of a classes identity.
@@randomaether i think people clinging onto jank instead of demanding proper job identity is part of the problem. for example, tbn could be a cd instead of requiring mp. in addition to that, while under the effect of dark arts, it could grant increased potency to your edge of shadow/flood of shadow. this would require drk to actively use their tbn throughout the entire fight instead of prepping it right before a burst window. sure, a busy 2min is fine and all but if thats all the jank people want then they are just going to keep being disappointed every expansion.
i could also see there being a play-style where we actually can accumulate multiple dark arts instead of the single dark arts granted by popping tbn, and having big hitting moves that require using 2 or all accumulated dark arts. i feel like this would fit better into job identity than having some jank burst as the only thing that seperates drk from the other classes.
I'm not a drk player at all I dont play any tank so what I'm about to say may be stupid for ff 14 drk in ff 11 drk was a dps that had life and defense management you could sacrifice hp and or defense for dps so what if instead if all the mp steal attacks drk has steals hp instead and all those mp spenders hit like a truck but take hp that way drk could be different from other tanks be the king of tank dps so the busyness would be rewarded and it would give healers more to do of course keep the regular drk heals
Honestly as a gnb player, I enjoy the high apm, I even uselessly press low blow and interject for funsies because I want to press more. So losing necessary oGCDs in the rotation does feel kinda meh, and the gap closer we are getting looks so fucking slow and floaty. I can see it being slow to the point of GCD clipping.
Personally I really like what they did with PLD and I don't consider it boring, I got exactly what I wanted with the AoE Requiescat and even an oGCD Blade as a bonus, plus we might as well have already got the DT changes back in 6.3
Yeah, anyone expecting big PLD changes was only fooling themselves. I'm very happy with where PLD is and these changes are great just because they make the job look better.
I genuinely think the reason Black Mage lost sharpcast was to narrow the skill gap, because it really has both the highest and lowest possible damage output and sharpcast was what really pushed the difference it felt like as I've been learning it. Also as a MCH it already felt really good for single target, AOE is what needs attention and I put up reworking Flamethrower into a Flame turret using battery. I'm just happy we're getting More Dakka, it solidifies MCH as the highest burst option
The change to Thunder is going to keep that gap alive, though. Thunder procs - which were guaranteed at 90, essentially - are now given to you at almost double the rate, but Thunder as a spell has shifted from frontloading damage on impact to backloading it on the DoT. This means that if you struggled with Sharpcast and DoT management before, you are going to waste a TON of GCDs throwing out Thunder as available instead of casting another Fire IV. New BLM players will still fall into the trap of throwing out Thunder as soon as they get it, and their damage will still suffer for it.
I'm curious what you mean by "which glowing buttons to press" on monk, as when you're not inside Perfect Balance, only one button is glowing at a time, it's just Simon Says now and the job plays itself. In PB for solar nadi you still wanna press one button on each animal stance, but it now tells you which of the 2 options to do as only one per stance will glow at a time, and for lunar nadi you still just alternate between opo opo, and the glow tells you which one to press.
Dude combining combos is something i have wanted for years ❤❤❤❤❤ i dont think having more buttons to press for the same combo adds to the challenge. Just makes it harder for new players
As a new monk main after EW these changes are killing me. After the liveletter I thought maybe it cant be that bad, sure debuff optimization is gone in ultis but it can still be fun right? But now the "right" gcd per form to hit just glows as they remove more and more thought to try to reach more players that wont main the job anyways.
That last part really resonates with me. They have this job design mentality that everything needs to be for everyone. I've had many a beloved job ruined for the sake of people who don't play them.
Completely agree with DRG take. Removing Dragon Gauge is a very big step backward, like a few expansions backward. RIP all the fun LotD management gave. After Job action trailer the only thought I had - wish they did full rework of DRG, because what we got in DT looks like it is just waaay worse in every way possible than EW version of it.
Strongrly disagree here. The gauge was not implemented in a way that made it easier to keep at the perfect 30 second mark along with the other buffs. There was always a second or two that were delay which felt really bad. Now it's easier to keep Geirskogul at the same time at lance charge, it's win in every way, but I get nostalgic people can get mad about this change in particular.
I was doomposting about the Ninja changes but it turns out it plays almost entirely the same? any complaints I have about the NIN changes are complaints I have about the job changes overall; lots of homogenization and raising the skill floor without doing anything to raise the skill ceiling. Having more aoe options is really appreciated though!
Given my "old folks" fingers and decaying reflexes I am kinda bummed they didn't allow us to combine our 1-2-3, would it really matter? Would make my keybinds a lot more forgiving to my fingers.
Given how much people FREAKED OUT about it... yes it would matter. To quote one elitist, "You don't deserve to do damage" as an old person. It's uh, pretty sad to see people believe that kinda thing.
Anyone else feel that the game could do with fundamental overhaul in some aspects? Like the animations are cool but so many things just feel super homogenous and bland.
@@elvangulley3210 ~9% of active playerbase cleared at least 1 ultimate. Game should be designed primarily for people who actually play it rather than those who log in to run a leveling roulette and afk in limsa for an hour once a month.
@@WeskAlber i dont know how you took it as, but i ment of you take reapers ability that shoots you back without the ability to tp foward again and bards jump back. Why are they still different. If you had the choice between either, why would you ever chose bards. What im saying is why does bards need a target and fires away from the target not the camera
AST main here. i like the changes to card. no more RNG. and astrodyne being gone is also a huge win. being less busy makes me a bit sad tho but not by much because our identity with "storing heals" still makes the job busy and requires more thinking. but i do have 2 concerns tho. one, since astrodyne is gone, and draw still restores your MP by 500, what would happen to our MP management? will another skill have MP gain? will using card replenishes our MP? this is a bit concerning since now we can only draw once a minute, so we can only regenerate a bonus of 1000 MP per 2 minutes second, draw being a 60 second CD will make us being even more of a slow to pull job. previously ppl still need to wait 30 sec to pull because of our draw cd. now they'll need to wait for 60 sec... i wish they change it so that it's only enabled on combat. either that or we can just keep drawing blue and purple cards over and over again outside of combat
They'll just make Draw not usable outside of combat, or start duties with a set of Umbral draws is my guess. As for MP, they can just double the amount it gives.
Sad to see the new SMN stuff honestly. So. Boring. Yay more damage and another heal thats nice but they just said "Lets just combine Phoenix and Bahamut and call it good." Was really hoping we'd get Shiva Ramuh Levi like you said. Oh well, maybe a mid-expansion rework..? Hah... Time to get my paint brush.
I'm pretty keen on the new Dragoon solely for the nastrond changes. In the current iteration it always feels like you're clipping your cooldown whenever your life of the dragon phase ends which always felt really bad to me.
Yeah unfortunately (though also unsurprisingly) the DT bard is more of the same as the EW brd. Sure you can cast songs out of combat, but the job is more of the same burst into do nothing for 100 seconds it was before (only with more varied gcds in the burst, and with a weird 4 buttons you want to press at the same time at the start of combat due to BV, RF, RS lasting 20 seconds). For the most part, it just feels like it takes them a whole expansion for just QoL stuff? And you see that in most jobs they tend to just get some animation button in this media tour build. The reworks they have performed this time also don't seem very substantial. For astro they have reworked the card system (and I like the version they have in the build) but that's kind of it? It still seems to have the most buttons out of every job and they will still be pressured to somehow reduce the button count. Finally, on the button consolidation. I personally don't mind it at present. I think many players will benefit from it and it won't create an issue for older players in DT. However, if they end up surpassing substantially the button count by having the consolidated button count reach numbers like astro's button count in jobs with enough OGCD skills, it might cause problems and upset a portion of the community.
BLM main here, 21:15 I'm curious how they've incorporated a guaranteed Firestarter/Thunderhead proc, and if that's clean then I don't mind losing Sharpcast, I guess. But at that timestamp, I'm wowed at how long you spent in Astral Fire phase, like I'm seeing 3 sets of 3/4 reps of Fire IVs?? And I don't believe I saw a Manafont popped?
What you mean by lotd not as important as lance charge , lance charge give 10% increase and lotd give 15% increase damage both on a 20sec duration since dragon sight been removed and added into lotd. I like the change overall, just hope that the change on the job gauge mean something cool and new in the future.
I'm not sure I could understand everything you said in the video because I'm not a native English speaker and you often speak very fast... but I think it's good that finally someone has looked at the new and old skills of the classes and his opinion openly and honestly about the changes! for my part, i will not continue to play all my classes. partly i don't like the changes at first, but on the other hand i just don't have the time to get all the classes through the mainstroy. my plan was to play the monk, the machinist and then the viper. But what I could understand, doesn't the monk have any fun anymore? Anyway: I am looking forward to dawntrail, I will watch everything in peace and not drive me crazy. classes that are still fun, stay, i don't have to play the others ;) thank you, for your video 👍❤
Do the Captions not work for you? And is there no automatic translation caption for your language? i do not know how TH-cam handles that, but I would hope it would translate to your language. As for Monk, arguably they have removed a lot of what make it fun for people who liked the job.
As a DRK main, I'm happy we lost the potency on the gap closer. I like how busy the burst is, but I never felt good pressing plunge for the damage. What I am a bit upset about is that they nerfed the resource gain on blood weapon. Unless it changes between now and release, only gaining 1.8k mp from the BW effect and 600 from the delirium skills just feels way worse. Its not even a full use of TBN/Edge/Flood now.
Fantastic video even though I'm smooth brain and understand very little. I for one am excited for SMN changes. I need it to not be busy so I can actually have at least one job to play T_T
For AST I don't mind ShB/EW or DT card, either way is fine for me. For me I want either RNG with damage effect only or just get rid of RNG and let me use the card to match situation. RNG with multiple effect sound cool in paper but in practice it doesn't go well with this game's fight design (atleast for savage and below) if I can't be sure that I will get it when I need, it won't be included in healing and mitigation plan just like EW minor arcana. But now I can believe in the heart of card like Yu-Gi-Oh's pronagonist and always get what I need which is cool. But I still don't like Malefic sound effect though. As for SCH transformation, it does fill the weakness of SCH in the situation where healers have to fill up party HP to survive next big raid wide but co-healer is dead. Yea, I understand why they add it, but it going to be a very niche skill that problably going get used once every 2 months (over exaggerated, ofcourse). Unless they make every raid boss do something like Harrowing Hell back to back with less than a minute of downtime in between. And I agree that SCH is still jank. And for SMN, I don't ask much but can't they just make the summon has effect on gameplay. And they don't have too look any further either just look at SMN in pvp where bahamut phase has single target will has casttime while in Pheonix it doesn't. Currently SMN big summon is just Bahamut reskin and there is no different between Bahamut and Pheonix on how to play it other than 1 button that I have to use it on tank rather than boss.
So: I've been playing since 2014, but I'm a forever beginner/bad at the game. This is PROBABLY a lie, as I understand things and have done a few difficult things and such, but I do not like super involved things, and I generally dislike DPS rotations as I either fall asleep from them, or am all thumbs and flub them completely - there is NO in between with me. I'm also a healer main in literally every game I play, so there's that. So the Jobs I play the most are WHM, SCH, SMN, PLD, RDM, SGE, GNB, WAR, in roughly that order, and I've dappled in MCH and NIN and MNK for the role quests (and also gotten DNC and RPR to max level recently, mostly in MSQ roulette - level 50 rotations ftw! :D) I just can't Melee to save my life. EVERY Melee Job just seems to have so many buttons, so many CDs to track, so many EVERYTHING to track or juggle or flub or flop. Though I will, again, in DT, attempt to pick one up as a reserve for role quests or to maintain my ability to fill in anywhere for a party at need. (Again, I'm PROBABLY not as bad at the game as I say, on account I can readily play 3/4ths of the healers, 3/4ths of the tanks, and two casters relatively well). But I like straightforward things. WHM is the closest thing I have to a main, and I love this...MOSTly. My big problem is that WHM needs a party mit aside from Temperance. I've been advocating for Plenary to do this, since it has this 10 sec buff a mitigation effect could easily be tacked onto, has a 1 min CD to flex with Temperance for 3 total party mits per minute, they could even give it the name "Protect" or "Wall" to harken to White Mages past, and the only times you're using it are when you need lots of healing...which are good times to have lots of mitigation, right? RIGHT?? But instead they give us a party barrier tied to Temperance. I guess it has a 30 sec window to use it in, but it still seems such an odd choice to me unless the buff lasted 119 seconds instead. PoM and Glare IV (shouldn't this AOE spell be Holy IV..?) seems like WHM being WAR more, so I'm fine with this, despite me being one of those healers that doesn't like complex DPS rotations. In fact, given how much I do PotD and on WAR, I could see this change AAAAND lowering PoM to 60 seconds to be a nice break in the rotation flow that could be enjoyable. Either way, I think I'm fine with WHM changes. Oh, and forward-step! WOOT! SMN...everyone's a critic, but I love this Job. Now with more healing! As a healer main, that's slightly annoying. As a SMN main, it's only obnoxious when I note that they STILL HAVEN'T MADE PHYSICK WORTH IT. Seriously, couldn't they have just made Physick work on int? It's not been the same skill as the SCH one since 5.0 separated them in the game code, and Vercure is hardly overpowered. But eh, I like SMN now, I'll like SMN in DT since it's the thing I like just more of it. Complain all you want, people, I do think everyone's position is valid. But that also means mine is, and I LIKE it. So many people want things to change, but if someone likes something, presumably they like it for what it has, so don't want it to change TOO much. This describes me with SMN. SCH looks amazing to me. Another damage button...but not one I have to seriously track. I still wish Art of War was ranged just so it wasn't identical to Dyskrasia, but this is fine. And now the one weakness the Job had is overcome with Seraphism, though with a long enough CD you can't use it willy-nilly. I still hate Dissipation, and I still hate Energy Drain (seriously, it's just 100 potency, get over yourself, ED!), and I still wish Faerie Gauge was useful for something else, perhaps an AOE pulse (or perhaps put Fey Blessing back on costing 30 gauge but having no CD, what it SHOULD have been in 6.0, imo), but this is fine. Button bloaty, but I can just take ED off my bar. Or maybe make a macro with it and Lustrate...now THAT'S an idea... I already have 4 macros (Repose/Rescue, Protraction/Physick, Summon Seraph/Summon Eos [rather proud of this one AND it auto upgrades into Consolation when Seraph's out!], and Fey Illumination/Dissipation combined on buttons) to get everything to fit, so I guess what's one more button...I'll find a way, damnit! I love SCH too much not to. :D PLD, just like SMN, is already something i like. I'm fine with it staying mostly the same. I'd LIKE a little more button consolidation (5 macros: Intervention/Sheltron [I'm rather proud of that one working], FoF/Req [I'll maybe have to modify this one...though perhaps not], Bulwark/Rampart [not the greatest idea, but I couldn't combine anything ELSE], Shield Bash/Shield Lob [useful in Deep Dungeons, uses Bash for the stun if I'm in melee and uses Lob for the pull or kite if I'm at range], and Interject/Low Blow [also pretty useful in DDs against those darn Mimics!]), so I expect I'll continue to strugglebus with that. But I love PLD. It's like WAR if it had somewhat less healing, didn't heal with its rotation until freakin' level 84 for some reason (
Gunbreaker I main so I will start with gripes that are known in the build you tried, which are also subject to change, though that was more than likely the final balance build for ALL jobs; Sonic Break being tied to No Mercy makes no sense and I would rather it be a 30 second cooldown and be a cone AoE so I can use it oustside of No Mercy. Bow Shock I also wish was 30 second cooldown for the same reason but I also wish it had a 30 second duration. Double Down I also wish to be 30 second cooldown and costing 1 cartridge, just so I can use it outside of No Mercy. The removal of Rough Divide makes no sense since the devs could have tied to Lightning Shot as a Continuation skill. Speaking of Continuation... needs more Continuation skills for the basic combos, Double Down, and the new combo. Speaking of the new combo, I would rather it be a 30 second cooldown that I can use outside of Bloodfest AND No Mercy. And that's about it if the DPS part of Gunbreaker, now for the defensives; Aurora I wish had 600-1200 initial cure potency on top of the regen and on a 30 second cooldown with a 3rd charge in case the healer died for some reason. Every defensive cooldown either needs their cooldown timers cut in half, which has been LONG OVERDUE since Stormblood or duration extended, which again is LONG OVERDUE, or both at the same time, and that goes for ALL TANKS, not just Gunbreaker. Dark Knight still looks underwhelming to to play by the looks of it, and it still has MANY of the issues that has been plaguing it since Shadowbringers MEDIA TOUR. Dark Mind still being useless in dungeons for the most part because magic damage. I can no longer turn Darkside on outside of combat or during downtime. Dark Arts STILL requires The Blackest Night to break. Living Shadow has VERY LITTLE interaction with Dark Knight itself, the party, trash mobs, and bosses, and you could achieve the exact same result by giving Dark Knight 2 big damage GCD 3-4-step combos that 1.5-2 second GCD recast, cost 3k MP, but also have a 15 second for single target and 30 second cooldown for line AoE respectively, though that requires re-working a good chunk of oGCDs for this to work. The new combo is nice... I just wish it cost 50 blood gauge AND wasn't tied to activating Delirium in the first place... Also give Dark Knight a AoE blood gauge combo already. The devs could have made Unmend grant Plunge Ready as a buff to use to get back to do more damage effectively, if line AoE stuff is long enough. Sustain still sucks on Dark Knight and I wish they leaned more towards the lifesteal identity on Dark Knight for self sustain, ESPECIALLY when you level sync to A Realm Reborn content but THAT is its own can of worms that needs it own dedicated discussion for. Dawntrail certainly didn't help me like Shadowbringers Dark Knight when they forced Carve and Spit + Abyssal Drain to share a cooldown, and it was already bad enough that they were 60 second cooldowns each. Oblation was underwhelming. Salt and Darkness might as well replace Salted Earth, but keep the DoT field. Shadowbringer the ability being 2 charges AND 60 second cooldown, while ALSO requiring Darkside to be active, made NO SENSE. And Living Dead still sucks even AFTER it got buffed... And then the biggest problem with Dark Knight since Heavensward... Living Dead has ALWAYS SUCKED ASS ! Just let me rip out my heart, crush it, drop my HP to 1, make me not die for 10 seconds while giving me a MASSIVE LIFESTEAL BUFF for 20 seconds already, because I am LITERALLY TOO SPITEFUL TO DIE, you cowards! I may have gone a bit TOO hardcore with that Dark Knight rant... needless to say I hate Dark Knight's current gameplay design since Shadowbringers... and it sucks too because it REALLY HAS COOL ARMOR AND WEAPONS! And it's held back by questionable design choices... I'm not hopeful for 8.0 Dark Knight, and I honestly wish they just axe the job entirely at this point... Now for Paladin; I wish Confiteor combo was usable outside of Requiescat since it flavor text LITERALLY READS LIKE YOU CAN USE SEPARATELY FROM IT! Oh, and have the cure potency for said combo be AoE. Goring Blade I wish was 30 second cooldown instead so I can use it outside of Fight or Flight. And I wish Spirits Within granted Expacion Ready instead so I can use both for more DPS. Also new magic sword attack needs more swords... Warrior... I wish I could use Primal Rend outside of Inner Release...? I'm not really into Warrior and I only leveled it BECAUSE I had to in Heavensward for cross-class skill which in hindsight, not worth it... Reaper; I just wish Shadow of Death and Whorl of Death gave 10 gauge when you deal damage with them, maybe not tie certain cooldowns to another cooldown just to be more flexible with gauge and maybe DPS. And maybe more Enshroud stacks and abilities, as well as more Avatar abilities... Dragoon; Geirskogul should have been 10 second cooldown that grants 1 Nastrond Ready, keep Spineshatter Dive so that the new mobility skill can be used on other party members... that's about it... Samurai; Kenki management will still feel shallow without Kaiten. Tsubame-gaeshi being locked behind Meikyo Shisui made NO SENSE, since it kills the formers flexibility. And Senei and Guren being 60 while still sharing a cooldown will not make Kenki management less shallow, and neither will the new Ikishoten skill, which by the way, just makes it more annoying and shallow, and the devs might as well get rid of Kenki altogether... Red Mage; where are my AoE healing spells? I am dead serious, where are my AoE healing spells...? Also I wish the RNG had a better pity system that isn't tied to burst windows... Black Mage; like Warrior, I'm not too keen on it... Summoner; not too keen on it, but I do agree with everything you said about summoner. Dancer; RNG needs a better pity system that isn't tied to burst windows... Machinist; Where is my akimbo dual wielding gun stance, you cowards?! Bard; exists... yeah like Warrior Black Mage and Summoner, I'm not too keen on Bard... Astrologian; I'm surprised Astral Draw and Umbral Draw aren't 30 second cooldowns with 3 charges for MAXIMUM BUFFS!!!!! Kinda my only complaint for Astrologian really... Sage; I wish it had a basic combo spell for single target and AoE... also make the heal shields play nicely with Scholar heal shields, it was dumb restriction when Astrologian had to deal with it, and it's a dumb restriction now, and even Black Mage mains can tell you that. Scholar; see my heal shield rant for Sage. White Mage; it's fine I guess... also not to keen on it... A lot of "utility" role actions that isn't damage reduction could be deleted or have a base 100 damage potency thrown onto them to make them LESS forgetful... also bring back Cleric Stance, Protect, and Stoneskin 2 for healers... Dark Knight made this comment WAY longer than it need to, because it's THAT BAD ever since Shadowbringers, and people who are still playing it are just coping at this point, and it sucks too because 4.3 ALMOST FIXED ALL OF Stormblood Dark Knights problems... And then Shadowbringers happened... Enmity changes sure as hell didn't fix the griefing issues cause by not having tank stance on... another complaint I have about Shadowbringers design philosophy...
I think the thought mostly came from the fact that Summoner was so crayon-eating easy that it's entire rotation could be effectively macro'd to one button. (not even joking.)
@@redgeoblaze3752 Yeah it's been done, the guy that did it parsed purple with it. But then again he also macroed for similar effects, although granted probably lacking some optimization on fight specific adjustments... Any rotation without rng can be macroed.
@@valence686 I'm taking one single macro. one button. Summoner is the only job that's possible on. That other guy used a ton of other macros across a bunch of action bars.
For most I think it's because the devs said it was a perfect base to build up on in future expansions so 3 years later when we get basically nothing just kinda seems wierd
@@redgeoblaze3752 Ah well, to me it doesn't make any difference if the end result is still that you can spamm a single button either way... But sure, the amount of macros and hotbars involved behind probably varies.
I think there was another option for Dragoon Gaze management, do it like a combination of Monk Meditate and Soul Sow. That way when there is absolutely no way to get your gaze back due to the timing of a bosses downtime you can still get your burst window back. I also feel like with LotD how it is they should have just rolled Lance Charge into it too. Cause my one fear of Dragoons is now the busy burst, I actually think that looks improved in DT but the less busy filler. I know it’s only a geirskogal but it’s still gonna be felt.
@@WeskAlber I don’t see the no detriment part, boss downtime can affect your ability to get gaze, yes getting it at the start of duty would help but there would still be some issues with downtime and I’ve thought about this and can’t think of another way of resolving for weird downtime timers. Cause if I could think of a way different to reaper or monk I would.
Im very positiv about the changes as DRK/GNB Main.. Lionheart Animation feels kinda slow to compare to gnashing fang but fine.. the Mitigation Buffs are awesome my only complain is that Carve and Split and Abyssal Drain is still locked to each other (imo it would be better to seperate it and make abyssal drain do something like Holy Circle from PLD but only for aoe.. like.. after every 1-2 aoe combo you can use Abyssal Drain) And non damage gap closer is something i want for Tanks since i start in Shadowbringer.. its not hard.. its just junk that fuck up your movement and it feels stupid to using them almost all the time for dps in the burst.
I am happy that button consolidation is optional! I am moving to an Xbox controller on my PC! I have been mouse/keyboard since 1.0 - 7.0! I have carpal tunnel & controller is easier from me! I will be using it starting the 28th onward! This will help with button mapping for me! I am looking forward to trying out all the changes to jobs! My only hope is that they don't change the jobs six months into Dawntrail due to bad feedback! I agree with you about Summoner, where are our new Summons!?! I still say Bard needs to be moved away from Archer into a Muscian Job or something! Then Archer can become Hunter/Ranger with tamable world pets!
As a controller player, I'm so excited for consolidation options. Was looking at my cross-hotbars and wondering how I would be able to fit news skills into them for some of these jobs. Might be as excited about fiddling with new cross-hotbar setups as any of the actual job changes lol
Ditching Bloodspillers back to back was way cooler than the new combo and I hate the removal of plunge. I don't care if "it wasn't useful as a gap closer" ( god forbid you learn fights to know when to save it) it was a cool looking skill and that is all that matter to me.
Black Mage main here. I don't mind Sharpcast being gone. The randomness factor in my rotation/lines was my least favorite part of it, I think. RIP my homie Ice Paradox though, that's a huge loss.
I think the GNB changes are fine and it makes the job less punishing and strict. In EW you definitely had to enter every Bloodfest window with 3 cartridges stocked, but now the 3 Burst Strikes at the end are replaced with 3 Lionhearts which cost no cartridge, so the job is less strict on cartridge management. It also means it gives GNB 3 more GCDs in their burst window to easily position the boss and/or double weave mitigation, so it reduces the stress there too. Is it making the job easier to play? Technically yes, but for me it's a welcome change. I just wish they had some sort of downtime ability to restock cartridges since they do not naturally restore them over time unlike the other tanks who are mostly cooldown based.
As a NIN one trick I am both excited about the more interesting 123... And absolutely terrified about the TCJ finisher. You had to TCJ in the middle of things like superchain 1 in EW, making movement super awkward. I really hope that little exta half second to do a forth cast before moving doesnt get me killed too much 😂
As a smn main...yeah im immensely disappointed we didnt cycle new gems. It seemed like the perfect win. And i mean sure the class story gave us a reason why we cant do that, but need i remind that...that entire story and arcanist story dont make sense anymore either. They need to be less afraid of changing early content to match late changes. Especially if msq is not affected.
As a GNB main, I am... concerned right now. Not truly afraid, but not really excited either. Part of what I love about the job is calmly using 1-2-3s to build up your powder gauge, then hitting No Mercy and EXPLODING on your target with a 20-second stream of every GCD and OGCD you can manage. Taking away Rough Divide as an OGCD attack, then, and not replacing it with anymore OGCDs? And the Lionheart combo also doesn't seem to have any OGCD aspects, either, so... what am I supposed to do with all that downtime? Or should I say _wasted_ time, since that's what I fear it'll feel like. Lionheart will also surely be powerful enough to necessitate using it instead of the three Burst Strike-Hypervelocity combos in the NM window, but will it FEEL as good using three attacks instead of six? And it can only be used after Bloodfest caps your cartridges, but it doesn't seem to spend any of them - do those renewed cartridges go to waste? Or do we use Bloodfest to start the burst phase, basically making it pointless to stock any cartridges outside of the NM window? Either way, I worry that too will feel bad. Lots of questions that I *think* I know the answers to, and none of which I like. I doubt any of these concerns will DESTROY the job, but I do fear for my enjoyment of it. Nothing to do but wait and see, I guess... =\
Yeah, I don't know enough about the deeper optimization of GNB to know if there's a SS where you don't have Cart issues, but Lionheart is just... super slow with so few weaves you need
Tbh i like the new change it will make it easier to get with 3 Cartrige in the next burst window, current GNB use 6 Cartrige at his burst window the new one just 3 but will _leave_ the burst window with 3 (or 2 when you play fastbreaker and use a burst strike for the 9 attack) cartriges and not 0 like now.. the new Bloodfest will also fix the issue that GNB Opener feels kinda lacking in compare to other tanks (you can only use 1 burst strike not 3 like in the burst no matter what GCD you play but now its opener burst has the same strength like the 2min burst) I think the new GNB Rota will something like GF, SB, DD and Lionheart in the Burst and you will use Burst Strike outside of the burst to avoid overcap (what will maybe result that you will use even more burst strikes then now?).. imo its a big change because Lionheart is a replacement for the 3 Burst strikes in the current 2min Burst Lionheart Animation and if it needs Continuation (i also hope for that) is another part My opinion it is a good change and tbh spamming gap closer just for damage like now was something i hate in FF14 since i start in Shadowbringer (i was a WAR Main in ShB just because hes gap closer was only used as gap closer and _nothing else_ (it has no CD bust cost 20 Fellcleave Gauge so you will _avoid_ to using it))
@WeskAlber Indeed. The Lionheart combo's animations look SUPER long. Like, they take up almost the full global cooldown window all on their own. Depending on how long the animation is locked, we might not even have time for OGCDs anyway. Which could prove a positive or negative for the job's feel, in the end. Hard to say atm... (On a decidely more positive note: congrats on getting to attend this event! Very much deserved, given all your stellar work!)
@@kohlicoide2258 Mechanically, I get it, yeah. Plenty of good points you're making on that front. My concern is more in how the job feels to play, as we're giving up the busyness that I enjoy in exchange for those mechanical boons. (Like, I don't mind losing Rough Divide's damage, that's absolutely fine. We can save it exclusively for when we *need* a gap closer - that's awesome! BUT. They didn't give us anything to replace it in the burst window. No new OGCDs to take RD's slot. Which unfortunately means more of the burst window is going to feel like it's being wasted.)
@@AlphaoftheDeluge True i also though first Lionheart will have Continuation but without it feels rly weird its in the end just Atonement from Paladin. On Mechanical point its really a big buff and improvement for the job but something like Lionheart Continuation to keep my ADHD Brain bussy would be great. I guess they want to make it easier to use Mitigation in the 2 Min Burst because you have now 3 GCDs with ne oGCDs but make the filler phase slightly more bussy by make Bursting Strike to the "avoid overcap in filler" attack. Because Gunbreaker was for me in the end the "more weaving overall" Tank to compare to the DRK the "very double weave hevy in the Burst but almost no weave between" Tank
Man the loss of eyes is gonna make learning fights and then optimizing them much more boring, I might actually force myself to duo main melee jobs to break the monotony Also Nastrond, gsk and stardiver falloff was increased. DRG is gonna feel even more dogshit at low levels ultimates.
Yeah as a Summoner main I was pretty upset after all they said about reworking the class last time around into. A fun base they could add stuff to. My guess is that doing what we wanted would have eaten up too many dev resources at a time they thought the other jobs all needed some more love, that and they might have been bored after working on the last big Summoner rework for so long. Shame we have to wait two more year for it tho, the Job still feels to me like the progression through the levels isn’t as fun as it was before.
As WHM Main I am sad that glare IV is temporary and not just an upgrade to glare 3 😭Upgrade to medica 2 is welcome. lvl 100 skill doesn't make me excited, would prefer a big potency AoE burst heal. Dash is probably the best part of this for me.
I still can't believe Scholar and Sage (especially Sage, which has only been around for one expansion) got an AOE dot before BARD got one. That's the only thing Bard lacks that I think would make it BUSTED for dungeon pulls and handling overworld mobs. And, somehow, the healers got it first! Absolutely wild. That being said, I'm happy with the changes so far. I'm sticking with my main WHM for Dawntrail, which is a reliable job that was never going to change much in the first place lol. Maybe next expansion Summoner will be fun again.... maybe...
@@WeskAlber Oh, really? I only started playing during mid-Shadowbringers, so the only AoE dots I'm used to are Paladin's and Gunbreaker's. Still, I'm happy that they brought more in, just thought that Bard would finally get one.
Yoshi P got SMN mains shadow boxing behind the 7-11. To be fair, I don't think he ever said that SMN got super simplified so that they could add complexity to it later, I think that was just community copium. I actually thought they would just add another Demi, but I didn't expect it to be one that gets swapped to every odd Demi. Figured it would be Bahamut > Phoenix > Solar order.
Still think SCH's Expedient is an OP ability because I saw many people die just because they refused to press Sprint. If that speed boost helps healers save their 2400 MP, it's a win. Well, just drop my 2 cents here. Anyway, I shared the same opinion towards SMN. And really love the idea of 3 more summons with Sapphire, Amethyst, and Diamond, instead of Solar Bahamut, of course. Solar Banamut > Bahamut > Solar Bahamut > Phoenix is boring, even my friend who plays as a SMN main resents it. For MNK, my guess was correct. Many people were hyped that they got ranged attacks, I was like "Wait. they were used after Riddles", so I wasn't hyped that much since the ranged attacks come with conditions. But I like how they reworked the main combos. The old one is quite difficult to track even when I pay attention to it and with 200% buff icon size. Considering if it was crazy mechanics in the real play. The new job gauge might help me track the combo much at ease. That's a win (I guess). PLD, well, a bit disappointed. At first, I thought one more Blade combo would help PLD filler be less clunky. Instead of performing the Atonement combo with 3-1 or 2-2, the new Blade will fill the 3-1 so that there will only full Atonement combo as the filler. But it turns out to be an OGCD, so nothing changes. :( Others (after watching MrHappy videos), I have either no opinion or never made them reach 90, so who am I to talk.
@@WeskAlber Isn't Six-sided Star 3 y range, 0 radius with 550 potency and increase movement speed? I'm quite sure I didn't read the official job guide incorrectly.
@@m-zero3146 And a GCD time of 2 GCDs. The functionality is that of a better ranged attack. One that gets you a speed boost and does more damage than your average ranged attack. Then Thunderclap back in for minimal to no downtime.
I really hate the removal of the DoT on monk, just 'cause it makes a lot of stuff way less interesting and much more binary - which, sure, makes it easier, but I don't think it's going to actually attract any new players for longer than a month or two. It just kinda bums me out. The replies are sweet at least though so... let's go 8.0 thingdoer?
Completely agree My only experience playing monk in content above normal difficulty is in Bozja/DRS and in UWU - Even ignoring optimal drift (never learned it, lol), the removal of timers makes content where you don't get effortless 100% uptime on a boss that never goes untargetable (most if not all hard EW content, and probably DT too) so much less fun When I was progging through UWU, DRG's 70 rotation being so boring almost had me quit, so I gave MNK a try. MNK's timer interactions with downtime are what made it so fun to run even 30+ pulls in a row, the jobs the only reason I have fond memories of the fight's prog, and the only reason I made it to the end
@@-cat-.. The funniest (and now saddest) part is optimal drift is actually not hard at all to learn, it's just that it's usually explained horribly. It's mostly just about making sure you use similar lead-ins to each burst phase for monk, and delaying stuff a smidge as a result. It's all very intuitive and you might've actually been basically doing it without realizing it if you were having a fun time with UWU.
@@TheAvengineer Oh, yeah, i'd try to start most odd window bursts with a demolish right after RoF, and a twin snakes right before. I'd also sometimes hit PB (for solar) a gcd or multiple before entering RoF if I couldnt get the GCDs I wanted at the start of a 2min burst, or in Garuda's case so I could get 4 PBs out in the phase and do a tornado kick in my ifrit opener
Grats on the media tour invite! Personally I am heartbroken by the blm changes and I am praying some of them don't go through /get reverted. But overall I'm happy with how most jobs look
We MCHs got a lot of love over the Endwalker patch cycle (fixed the way Overheat works from a timer to stacks), and we're getting a second saw and gatling guns. I'm a happy Machinist!
While I absolutely disagree with your opinion on Expedience, I do agree that the new SGE stuff is fun. I wish more of the healers got more things to do with all the downtime they get in non-Ultimate content. WHM's new damage button is cool, but you only get 3 of them once every PoM window. I wish we got something similar to (soon-to-be-reworked) Thundercloud for Aero/Dia, which would at least give a new shiny button every so often that isn't just Glaring at the boss until I need to lily. I don't play SCH enough to know how it plays in higher-end content, but the fact that it's Chain Strat that combos into their AoE DoT now is.... weird? Why isn't this just its own spell? I don't mind the Seraph aesthetics (I think seraph and fae are close enough concepts that it doesn't really break job fantasy unless you're a super-purist) but it'd be nice to see a lean back into the "tactician" feel the job originally went for.
The umbral to astral draw system astro has now seems really... bad. They have different utility functionality every minute, and if you try to pool the dps card for 2 minute, a dps would have an awkward timer on their buff. It's strange and not too appealing to me :/ Scholar on the other hand lol, that looks fun to deal with
"This will affect the the rotation I think" was posted to the r/FFXIV subreddit 22 days ago by u/Twofold_fgc. I'm not aware of any source prior to that. Won't be sharing the link since TH-cam spam detection tends to dislike that very much, but the post was titled "As a Gunbreaker watching the job action trailer," (comma is intentional)
Thank you!
So happy you were invited to the media tour, it was just a matter of time. Fully deserved, thanks for the videos!
Couldn't have said it better, this was an An A Nidhogg W
25:50 "But it just feels like more Machinist" You see, as a Machinist main at heart, I see that as an absolute win for our job identity :D
The only thing I personally would've liked to see is Auto-Crossbow and its upgrade recharging your OGCDs to make multi target situations less awkward.
@@TheIvoryDingo also some aoe for queen or more aoe battery
@@Dae-Dae97 Definitely, feels like it's pointless to bring Queen out in AoE when she has to go through her entire attack length just to get to the big finishers when mobs die so fast anyway.
I think part of why Paladin didn't change much is that we pretty much have been playing DT Paladin since the 6.3 rework.
Also, apparently Bard got an old skill back that'll act as a low level version of Shadowbite that you get at level 25. Not a rotational change for the endgame, but should be fun for level synced content.
Yeah, I saw Rinon comment on that based on the LL info from a little while back and felt that that made sense.
First time I've seen someone actually use SMN Physick and I'm floored it STILL scales to MND. Scholar got their own Physick back in Stormblood, there's no reason for this to not scale to INT. Or at least upgrade into something not worthless. I wish there was a single developer at SE with a shred of passion for Summoner.
Red Mage looks really fun, and at least the new 'finisher' isn't just an extra gcd tacked on. Making it ogcd is a great way to get around that, even if the ogcds in the 2m window are getting pretty numerous.
They have a smn main there, but he isn't allowed to touch the job changes. Yoshi P even said he felt so bad in Endwalker that he couldn't even bring himself to look the guy in the eyes
Smn is fine as is
DRK main here. The busyness of our burst isn't our identity, rather, it's *all we have*. Every other aspect of the job has been gutted and simplified into oblivion, and mastering the sequence of rapid double weaves was really the only challenge there was. Now, we have nothing. Not even gauge management,
Tbh imho PLD and WAR is in the same boat as well. GNB maybe not since it was designed in the modern job design so it didn't change as much despite the EW and potentially DT changes causing rotational upsets.
WAR has been spamming Fell Cleave since Heavensward. In Stormblood, it had an amazing capstone execution-wise ( OG Inner Release) but that got changed to auto crits and free fell cleaves. WAR lost meaningful gauge management, and it's been boiled down to flashy animations, auto crits and fell cleaves. The sustain and infuriate are the only defining traits imo. If people like this, no biggie, but WARs new ability is a finisher GCD procced from the first finisher GCD. The job has stagnated, and its job gauge might as well be called "The Fell Cleave gauge".
PLD had a different damage profile that just didn't work with the modern game design of 2 minute raid buffs. They made the job function more like WAR where your main oGCD (Requiescat) is the bulk of your damage. So you throw everything under Fight or Flight now. It's DoT component is gone and is very simple and safe rotation wise.
DRK has retained its ability to take advantage of raid buffs the most, but it did lose mp management and blood management was never explored upon. Like WAR, the job gauge only exists for your big 50 gauge attack and nothing else now.
That's kinda how I see it anyway. 3/4 of the tanks didn't get anything super interesting other than animation stuff. I'm wondering though how will GNBs new combo play out in bursts. But I wouldn't be surprised if this either breaks the job for people or if it does nothing at all (I don't have much exp with GNB but I do know Double Down is hit or miss)
Drk I still think should have a berserk combo system where blood weapon heals and you have rapid heavy swings. I like what they did but it needs something more
I'm still bugged out that DRK has no sustain in comparison to the others. As you mentioned, there's nothing special about the class unless it does the most damage which may not be the case. It's actually the worst tank pick in casual play. Sadge.
@@HolySenpaiii I'm actually not that bothered about our lack of sustain, I think the tanks should have somewhat more diverse capabilities, so long as they maintain the same basic tools. Like, DRK with oblation and tbn is better at single target mit than any other tank, and I'd rather the devs lean into that even more and let it be our thing, before I would want them to bring us in line with other tanks with sustain
@@MyChannelsNameIsIf there is any tank that thematically should have the least sustain, it's GNB, not DRK.
In a world with dozens of other excellent FFXIV content creators your guides have still always been THE guides. So glad you got the early look, and grateful to hear your takes on them.
I still believe more combined actions frees up button room for more interesting skills to be added.
are the ‘more interesting skills’ in the room with us? People said the same about EW SMN
As a Dark Knight main, plunge is so stylistically cool that the loss of it is agonizing. I’m interested in every other change, but the gap closer is so boring..
legitimately my biggest disappointment of DT. plunge as an animation is so immensely satisfying, and its replacement is awful. I have no idea what they were thinking.
Also as a DRK main, teleporting is way cooler to me. I'm more floored by the idea some people are floating that they should just keep the animation and remove the damage, which would be the stupidest thing ever, because leaping at mach 5 and slamming a giant slab of sharp metal through your enemy's face not doing damage makes absolutely no visual sense.
first they took out Scourge and now they took out Plunge
@@kidneystone699Let's not forget Dark arts and all the gameplay interactions that came with it. DRK is a husk of what it used to be. Motto for DRK should be "style over substance" because that's all they've gotten since Shb.
@@axylum4453 every time they mention DRK adjustment i always prayed they bring back Dark Arts animation. To me DRK was always about MP/blood management and being cool/angsty while doing it
I really appreciate the added context on discussing the steady changes to samurai and where kaiten fits in, it being the last straw and the biggest change a lot of players saw to the job if they started in shadowbringers, I never got to play/experience stormblood samurai so I can't fully understand the context, but hearing it does make your opinions over the years make more sense.
Thank you so much! I always appreciate hearing what you have to say, and how thoughtful you are about it! (I'd also like to thank you for taking the time to add CC!! It makes it a lot easier for me to watch videos when they have captions!)
Congrats on the media tour invite! Also as someone who likes SCH and its jank, I like how they're still going in that direction. Not for everyone, but that's a good thing imo in a time where a common complaint I hear is homogenization of jobs.
Yeah 100% I'm on board sch's bullshit. Was never a fan of janky and crammed jobs (shb smn), so I don't know how sch manages to be janky and fun at the same time.
I love expedience's speed boost as well
I kinda wish Seraphism wasn't ANOTHER Adlo buff, and I still lament that we cannot Deployment Tactics Biolysis like in PvP, but I'm glad the kit isn't too changed otherwise. Dissipation is a strong ability that needs forethought in when it's used, as with Expedient.
@@asianboywonder2312 I love it while playing sch. I hate it while playing anything else. I've caused wipes in DSR before because an unexpected expedient made me fuck up my positioning.
I just got done leveling all my jobs up to cap for the new expansion and this video has reminded me I don't know the names of ANY of the job skills
Thanks for sharing your thoughts! So happy you got to go. As the sole reason I know how to play this game, you are bomb!
15:32 Something to note between GNB and DRK openers is the differences in oGCDs (using The Balance's Standard 2.5s openers as reference):
GNB has 10 (down to 8 with the removal of Rough Divide) within 10 GCDs.
DRK has 14-15 (down to 12-13 with the removal of Plunge) within 10 GCDs.
GNB has 6 (5 in DT) unique oGCD buttons to manage (Continuation covers a lot of buttons so less bloat).
DRK has 8 (6 in DT) unique oGCD buttons that increase keyboard coverage/hotbar bloat for just the oGCDs.
GNB has 3 sets of cooldowns to manage - 30s, 60s, and 120s.Fairly straightforward as these all align with each other every 1 & 2 minutes.
DRK has 3 sets - 60s, 90s, and 120s + managing your MP with EoS. Of note is the 90s, which doesn't really align with the other 2 (60s always goes off with 120s, but 90s is variable and will be alone at times).
GNB doesn't have any prepull shenanigans.
DRK has to pop BW and TBN prepull to maximize the opener (DT will might remove BW in the prepull timing but I'm not 100% on that).
GNB has 3 windows of double-weaving.
DRK has 6 windows of double-weaving.
Between all of that, I can see why people see think DRK has a busier opener than GNB. Still, the changes go a long way to reduce the business of these 2 jobs. Maybe they overdid it with GNB, but this also means potential space to add Continuation...continuations to the Lion Heart Combo in the future. Still, it is nice to not have to pop my defensives 3 GCDs earlier because the boss decides to throw a TB while I'm bursting.
So happy you were there!
I really wish Summoner was more about applying different effects based on the primals without them just being dps buttons, like make it ninja's Ten chi jin where depending on the path you follow your primals would get different ability. Like Garuda third would apply a DoT, Titan third could apply a AoE damage mitigation and Ifrit could apply some buffs for healing. Just anything to make the primals feel like their own mini versions from the fights
No thank
Is that Val Gaunt I see next to you in a lot of this footage? It sure looks like it, and I heard yesterday that you met up with Grinding Gear.
14:23 As a dark knight main myself I was gonna say something like “all I care about is the cool new animations” but the more of this video I watch the more I sort of realise I’m not the target audience here I think.
I couldn’t care less about stuff like complexity or whatever. I just like the cool new animations that look awesome and make the screen shake. I feel like DT is catering more to people like me that are fine with the basic playability of most jobs and just want to press buttons and watch the screen explode into particle effects and numbers.
Target audience is anyone who wants to hear my opinions!
Bro, your summoner Idea sounds so good
that hard work and perseverance paid off ✌️
yeah, actually, as a drk main, i'm not sure how to feel about the removal of three ogcds from the burst (two total, i suppose, since we have disesteem now). i won't miss them or anything, and drk definitely needs a better identity, but we won't get there just by _removing_ stuff
living shadow not costing gauge does feel much more intrusive than the gauge-simplifying changes in other jobs, but if it means that i won't have to occasionally overcap to make sure that esteem actually does all their goddamn skills in the burst window after their theater kid spawning animation, i think i'm ok with it
Remember, the goal for the job updates for 7.0 was to streamline the jobs. It is the goal for the 8.0 Job Update to let them have a job identity again.
@@Kylar195 This is a cop out and I hate it. You're telling those people who wanted better job identity to wait for another 2-3 years? Better off unsubbing tbh
DRK is so notorious for complaints with job identity, that I didn't feel like it was coincidence that Yoshi brought up the topic when they were going over DRK in the LL. To put it politely, the 8.0 bait is quite disappointing.
A wild Val Gaunt spotted!
The smn changes are so abysmal. It's like they picked out all of the worst possible options and only went with those
I love EW summoner, but fucking hell the lack of significant additions in DT really sucks.
It really feels like nobody on the Job design team likes SMN at all...
Just... if SCH can have a Ruin II thats functionally different from SMN Ruin II... WHY CAN'T SMN HAVE A FUNCTIONAL PHYSICK????
Smn is fine as is
So stoked you were part of the media tour!
So, I've never actually seen your content before, and as a healer main with some spicy opinions, whenever I'm looking at a new FFXIV, I always have to know their healer takes even just out of pure curiosity.
The fact that you talked about Holy accidently overlaping with invuln immediately followed by your hate for SCH brought a smile to my face, even if I didn't agree with everything you said. Will probably check in every so often in the future.
random and maybe stupid question about your upcoming dawntrail job guides. but would it be possible to include an AOE rotation for mob pulls for dungeons? ive just seen so many people recently either not using AOEs at all or using them wrong. ive seen some SAM using their 1 or 3 sticker attacks but never their 2 sticker one as an example
i know most fights in the game are single target bosses but also trying to flow between single and multi target fights in dungeons, whether it be mob trash then a boss or adds spawning in a boss fight can throw off peoples (and my own) flow sometimes.
I will put something together. if just so it's something to go off of. I've always gone with the mindset of the info I give with AoE skills is enough. But maybe the effort should be put in.
@@WeskAlber dont force yourself to do it if you dont want to or its too much extra work. the videos were already long for EW and they will be even longer for DT even without an AOE rotation section. only do it if you think you should.
thank you for the reply, love your content!
Picked up SAM recently and the only Times i use Medara on AoE is when i´m below lvl 68 to turn Sen into Kenki (mainly because i just formed the Snow Sen and have no other way to get rid of it.)
I just dont get why people dont use Tenka. Its a huge Potency AoE and i clearly prefer it over anything else in Trashpacks.
Hell yeah a lot of my jobs are winners, excited!
Awesome video as always! Time to check out your thoughts on Viper 🐍
Well deserved invite, I'm so glad you got to go. You've been a growing cornerstone in this community, and I love the way you display information vs opinion. Thanks for giving us some food for thought, I can't wait for DT!
WHM main here.
Freecure is there out of necessity for old hard synced content. (coils and the like)
Spamming cure when locked to level 50 is all you really can do in content like that when you don't have access to lilies or other freebie options to tide the party over. Until they backport actions to early white mage, there's no way they're gonna be able to remove it.
SCH main checking in, ignoring the terrible Expedient take xP
It feels like CBU3 do not have any idea what they want to do with the job anymore, and haven't even read the job's own lore. The angel mode looks bad and pigeonholes the job into a specific aesthetic, and its effects essentially make it even less unique because it just gives you the option to be a pure healer even more than normal. Chain Stratagem leading into an AoE DOT is stupid, and them giving Sage an AoE DOT on *GCD* is a slap in the face. I don't want to play this job anymore, and it's basically the only job I've played since leaving ARR, literally thousands of hours of gameplay. It has nothing to do with any potencies, but the aesthetic and design. It's probably still gonna be the strongest healer, but the design is so awful I don't wanna touch it anymore.
Thing for me is, I picked up SCH in ARR *because* of the fairy aesthetic
To me it’s always had it, and this is no different
@@CrystahlKbut this is not fairy aesthetic, it's angel aesthetic for some reason, that's the problem. it suits WHM more and makes SCH to be all over the place. We should grow fairy wings, it would be cool and make sense. I don't get why they're not doing that.
@@Yarpell I 100% agree with you. I'm very much not an expert on SCH, but the theming here is strange and has left me wondering overall what they were thinking.
When the fairies are retroactively revealed to be angels, cobbling together weird BS to justify the summoner changes
"Delete the sprint" might actually be the worst FFXIV take I have ever heard in the 8.5 years I've played this game. Holy shit.
Personally really happy with the flow of the dragoon now from what I have been able to see and read. I don't mind any of the changes, personally. Really love not having to deal with the eye buff and not gonna miss spine shatter, I like that there's an actual pure gap closer now. Don't even mind that it's not a jump, the lancer identity can still be present while being a dragoon and surely a dragoon would do more than jump all over the place? Versatility on the battlefield seems like a sign of a talented fighter (realistically), saving your energy mainly for jumps that inflict damage. Losing a mechanic is a little bit weird, but I don't feel like it makes dragoon feel any worse overall. Comes down to personal preference if it's a big deal or not I guess. I just didn't think it added much more than some busywork-complexity. And complexity isn't always better - it depends how it's implemented, if it's meaningful and fits the job. I don't think dragoon lost any of it's identity or fun-factor. From what I heard it did pretty well in the media tour as well. The longevity of the job needs to be considered when making changes (as well as existing players ofc) and I think this is a step in the right direction. Then again... I haven't played dragoon to absolute endgame, so maybe I'm wrong as to how I think this will progress into the future, but it for sure made me want to dive in and give it another go as my main job - pun absolutely intended.
Congrats on the media tour invite!
I only picked up the game last year, and main BLM and SMN (your guides have been a godsend for the leveling process btw
Whoo! Congrats on going to the media tour!
Also whoo! White mage has something other than holy to cast in trash mobs!
Hated casting holy, the slow cast time paired with the delayed hit, I always felt like I was "too late" sometimes to cast off, and would just resort to DoTing and Glaring. Hope the new skill fills that slot
Sucks it's locked behind presence of mind I thought we would be able to use it more aften
drk main here. not a fan of "jank" being a part of a job's identity. drk's busy opener is not a make or break for me. that being said.. if it was part of the job identity then at least make its damage during burst insane compared to others. the jankiness of drk was that living shadow would never be under buffs at the start of the fight and they addressed that by making it instant in dt.
with blm it seemed like it being immobile was part of its job identity but thats less and less true with paradox, and triplecast charges, firestarter, and xenoglossy up to 3.
what people really mean by job identity is how its play-style is different from everyone elses. blm as a class was the "optimization" class. its difficult to just pick it up and expect to do well without knowing the fight and planning your mobility options. is non-standard apart of job identity? i dont think so. its just a symptom of jank. the core of black mage is the optimization. non-standard was a happy accident that the devs seemed to have addressed with dt.
and i do sympathize with blm players but i feel like they are missing how blm is still the optimization class.
back to drk, i honestly don't know what job identity would even be applicable to it. its simple, edgy, and fucking sick. other than that play-style-wise you seem to want to be taking damage to do damage as seen with tbn. if they expanded on this that would be cool and i'd accept that as part of its job identity. but i really disagree with how jank has been accepted part of a classes identity.
More than anything that jank is all we had, DRK is extremely barebones past the fact that you need to press 4 buttons to do what WAR does in 1.
I agree though, that its business never felt rewarded, especially in hyper burst + 2-minute situations. It felt terrible.
@@randomaether i think people clinging onto jank instead of demanding proper job identity is part of the problem.
for example, tbn could be a cd instead of requiring mp. in addition to that, while under the effect of dark arts, it could grant increased potency to your edge of shadow/flood of shadow.
this would require drk to actively use their tbn throughout the entire fight instead of prepping it right before a burst window.
sure, a busy 2min is fine and all but if thats all the jank people want then they are just going to keep being disappointed every expansion.
i could also see there being a play-style where we actually can accumulate multiple dark arts instead of the single dark arts granted by popping tbn, and having big hitting moves that require using 2 or all accumulated dark arts.
i feel like this would fit better into job identity than having some jank burst as the only thing that seperates drk from the other classes.
I'm not a drk player at all I dont play any tank so what I'm about to say may be stupid for ff 14 drk in ff 11 drk was a dps that had life and defense management you could sacrifice hp and or defense for dps so what if instead if all the mp steal attacks drk has steals hp instead and all those mp spenders hit like a truck but take hp that way drk could be different from other tanks be the king of tank dps so the busyness would be rewarded and it would give healers more to do of course keep the regular drk heals
Honestly as a gnb player, I enjoy the high apm, I even uselessly press low blow and interject for funsies because I want to press more. So losing necessary oGCDs in the rotation does feel kinda meh, and the gap closer we are getting looks so fucking slow and floaty. I can see it being slow to the point of GCD clipping.
Personally I really like what they did with PLD and I don't consider it boring, I got exactly what I wanted with the AoE Requiescat and even an oGCD Blade as a bonus, plus we might as well have already got the DT changes back in 6.3
Yeah, anyone expecting big PLD changes was only fooling themselves. I'm very happy with where PLD is and these changes are great just because they make the job look better.
honestly the atonement combo as well is such a nice visual upgrade too
I love my PLD. This evolution into. Tanky Sword Saint is right up my alley
I love your content
Well deserved!
Im definitely maining viper for the expansion and the drg changes are nice and welcome
Congrats for the invitation :)
I genuinely think the reason Black Mage lost sharpcast was to narrow the skill gap, because it really has both the highest and lowest possible damage output and sharpcast was what really pushed the difference it felt like as I've been learning it.
Also as a MCH it already felt really good for single target, AOE is what needs attention and I put up reworking Flamethrower into a Flame turret using battery. I'm just happy we're getting More Dakka, it solidifies MCH as the highest burst option
The change to Thunder is going to keep that gap alive, though. Thunder procs - which were guaranteed at 90, essentially - are now given to you at almost double the rate, but Thunder as a spell has shifted from frontloading damage on impact to backloading it on the DoT.
This means that if you struggled with Sharpcast and DoT management before, you are going to waste a TON of GCDs throwing out Thunder as available instead of casting another Fire IV. New BLM players will still fall into the trap of throwing out Thunder as soon as they get it, and their damage will still suffer for it.
I'm curious what you mean by "which glowing buttons to press" on monk, as when you're not inside Perfect Balance, only one button is glowing at a time, it's just Simon Says now and the job plays itself. In PB for solar nadi you still wanna press one button on each animal stance, but it now tells you which of the 2 options to do as only one per stance will glow at a time, and for lunar nadi you still just alternate between opo opo, and the glow tells you which one to press.
That's my point.
I... I can't even imagine having so many opinions. Those poor devs 😢
Dude combining combos is something i have wanted for years ❤❤❤❤❤ i dont think having more buttons to press for the same combo adds to the challenge. Just makes it harder for new players
As a new monk main after EW these changes are killing me. After the liveletter I thought maybe it cant be that bad, sure debuff optimization is gone in ultis but it can still be fun right? But now the "right" gcd per form to hit just glows as they remove more and more thought to try to reach more players that wont main the job anyways.
That last part really resonates with me. They have this job design mentality that everything needs to be for everyone. I've had many a beloved job ruined for the sake of people who don't play them.
Completely agree with DRG take. Removing Dragon Gauge is a very big step backward, like a few expansions backward. RIP all the fun LotD management gave.
After Job action trailer the only thought I had - wish they did full rework of DRG, because what we got in DT looks like it is just waaay worse in every way possible than EW version of it.
Strongrly disagree here. The gauge was not implemented in a way that made it easier to keep at the perfect 30 second mark along with the other buffs. There was always a second or two that were delay which felt really bad. Now it's easier to keep Geirskogul at the same time at lance charge, it's win in every way, but I get nostalgic people can get mad about this change in particular.
I was doomposting about the Ninja changes but it turns out it plays almost entirely the same? any complaints I have about the NIN changes are complaints I have about the job changes overall; lots of homogenization and raising the skill floor without doing anything to raise the skill ceiling. Having more aoe options is really appreciated though!
Given my "old folks" fingers and decaying reflexes I am kinda bummed they didn't allow us to combine our 1-2-3, would it really matter? Would make my keybinds a lot more forgiving to my fingers.
Given how much people FREAKED OUT about it... yes it would matter. To quote one elitist, "You don't deserve to do damage" as an old person.
It's uh, pretty sad to see people believe that kinda thing.
@@WeskAlber thanks for video ! Wanted to ask can you combine RDM melee combo into one ?
@@adelxiii6327 Combos remain combos. Its all proc based stuff with little exception
Anyone else feel that the game could do with fundamental overhaul in some aspects? Like the animations are cool but so many things just feel super homogenous and bland.
No
Yes. The game feels like catering to the worst players right now
@@shizachan8421 ots catering to the majority raiders are 5% of the player base at best
@@elvangulley3210 ~9% of active playerbase cleared at least 1 ultimate. Game should be designed primarily for people who actually play it rather than those who log in to run a leveling roulette and afk in limsa for an hour once a month.
Why is bards disengage still requiring a target and fires you back from the boss, while reapers is based on camera and needs no target.
Because RPR is a melee and BRD is ranged. Being able to move early while melee have to greed
@@WeskAlber i dont know how you took it as, but i ment of you take reapers ability that shoots you back without the ability to tp foward again and bards jump back. Why are they still different. If you had the choice between either, why would you ever chose bards.
What im saying is why does bards need a target and fires away from the target not the camera
@@zentanextcav I wouldn't choose either on Bard because it doesn't need one. All skills working the same is boring anyway.
AST main here. i like the changes to card. no more RNG. and astrodyne being gone is also a huge win. being less busy makes me a bit sad tho but not by much because our identity with "storing heals" still makes the job busy and requires more thinking.
but i do have 2 concerns tho.
one, since astrodyne is gone, and draw still restores your MP by 500, what would happen to our MP management? will another skill have MP gain? will using card replenishes our MP? this is a bit concerning since now we can only draw once a minute, so we can only regenerate a bonus of 1000 MP per 2 minutes
second, draw being a 60 second CD will make us being even more of a slow to pull job. previously ppl still need to wait 30 sec to pull because of our draw cd. now they'll need to wait for 60 sec... i wish they change it so that it's only enabled on combat. either that or we can just keep drawing blue and purple cards over and over again outside of combat
They'll just make Draw not usable outside of combat, or start duties with a set of Umbral draws is my guess.
As for MP, they can just double the amount it gives.
@@WeskAlber True, i hope they do make these changes on DT, then it'll be a really good job to play
Sad to see the new SMN stuff honestly. So. Boring. Yay more damage and another heal thats nice but they just said "Lets just combine Phoenix and Bahamut and call it good." Was really hoping we'd get Shiva Ramuh Levi like you said. Oh well, maybe a mid-expansion rework..? Hah... Time to get my paint brush.
I'm pretty keen on the new Dragoon solely for the nastrond changes. In the current iteration it always feels like you're clipping your cooldown whenever your life of the dragon phase ends which always felt really bad to me.
I agree with you and strongly disagree with Wesk, I don't see it as a step backwards, it feels a natural progression for the job + qol changes.
Thanks for sharing my thoughts on monk NIN and DRK, I am glad its not all happy NDA stuff . .
So great you got to go man, you totally deserve it. Yeah, Imposter Syndrome is real...but you deserved this. Great work!
Yeah unfortunately (though also unsurprisingly) the DT bard is more of the same as the EW brd. Sure you can cast songs out of combat, but the job is more of the same burst into do nothing for 100 seconds it was before (only with more varied gcds in the burst, and with a weird 4 buttons you want to press at the same time at the start of combat due to BV, RF, RS lasting 20 seconds).
For the most part, it just feels like it takes them a whole expansion for just QoL stuff? And you see that in most jobs they tend to just get some animation button in this media tour build.
The reworks they have performed this time also don't seem very substantial. For astro they have reworked the card system (and I like the version they have in the build) but that's kind of it? It still seems to have the most buttons out of every job and they will still be pressured to somehow reduce the button count.
Finally, on the button consolidation. I personally don't mind it at present. I think many players will benefit from it and it won't create an issue for older players in DT. However, if they end up surpassing substantially the button count by having the consolidated button count reach numbers like astro's button count in jobs with enough OGCD skills, it might cause problems and upset a portion of the community.
BLM main here, 21:15 I'm curious how they've incorporated a guaranteed Firestarter/Thunderhead proc, and if that's clean then I don't mind losing Sharpcast, I guess. But at that timestamp, I'm wowed at how long you spent in Astral Fire phase, like I'm seeing 3 sets of 3/4 reps of Fire IVs?? And I don't believe I saw a Manafont popped?
Open with B3 > 4 > F3 > 3F4 > Paradox > 3F4 > Despair+Flare Star > Manafont > Do fire phase again
@@WeskAlber It looks smooth! I hope you appreciated my corny fitness joke.
What you mean by lotd not as important as lance charge , lance charge give 10% increase and lotd give 15% increase damage both on a 20sec duration since dragon sight been removed and added into lotd.
I like the change overall, just hope that the change on the job gauge mean something cool and new in the future.
That isn't what I said. I said the TIMER, which is the main purpose of our gauge now. Which is completely accurate.
Are you able to split wildfire and wildfire detonate into seperate hotkeys now? That would be a nice way to prevent fat fingering it
I'm not sure I could understand everything you said in the video because I'm not a native English speaker and you often speak very fast...
but I think it's good that finally someone has looked at the new and old skills of the classes and his opinion openly and honestly about the changes!
for my part, i will not continue to play all my classes. partly i don't like the changes at first, but on the other hand i just don't have the time to get all the classes through the mainstroy.
my plan was to play the monk, the machinist and then the viper. But what I could understand, doesn't the monk have any fun anymore?
Anyway: I am looking forward to dawntrail, I will watch everything in peace and not drive me crazy. classes that are still fun, stay, i don't have to play the others ;)
thank you, for your video 👍❤
Do the Captions not work for you? And is there no automatic translation caption for your language?
i do not know how TH-cam handles that, but I would hope it would translate to your language.
As for Monk, arguably they have removed a lot of what make it fun for people who liked the job.
As a DRK main, I'm happy we lost the potency on the gap closer. I like how busy the burst is, but I never felt good pressing plunge for the damage.
What I am a bit upset about is that they nerfed the resource gain on blood weapon. Unless it changes between now and release, only gaining 1.8k mp from the BW effect and 600 from the delirium skills just feels way worse. Its not even a full use of TBN/Edge/Flood now.
With all these changes, I do see them going in a direction that will hopefully be less simple and more fun.
Really gonna miss DRG eye opti and 30s gierskogul man. It's been my main forever and now I'm really considering switching
Fantastic video even though I'm smooth brain and understand very little. I for one am excited for SMN changes. I need it to not be busy so I can actually have at least one job to play T_T
I was most interested in the drg opinion since that is a main and i was worried, i'm not anymore though now curious
For AST I don't mind ShB/EW or DT card, either way is fine for me. For me I want either RNG with damage effect only or just get rid of RNG and let me use the card to match situation. RNG with multiple effect sound cool in paper but in practice it doesn't go well with this game's fight design (atleast for savage and below) if I can't be sure that I will get it when I need, it won't be included in healing and mitigation plan just like EW minor arcana. But now I can believe in the heart of card like Yu-Gi-Oh's pronagonist and always get what I need which is cool. But I still don't like Malefic sound effect though.
As for SCH transformation, it does fill the weakness of SCH in the situation where healers have to fill up party HP to survive next big raid wide but co-healer is dead. Yea, I understand why they add it, but it going to be a very niche skill that problably going get used once every 2 months (over exaggerated, ofcourse). Unless they make every raid boss do something like Harrowing Hell back to back with less than a minute of downtime in between. And I agree that SCH is still jank.
And for SMN, I don't ask much but can't they just make the summon has effect on gameplay. And they don't have too look any further either just look at SMN in pvp where bahamut phase has single target will has casttime while in Pheonix it doesn't. Currently SMN big summon is just Bahamut reskin and there is no different between Bahamut and Pheonix on how to play it other than 1 button that I have to use it on tank rather than boss.
So: I've been playing since 2014, but I'm a forever beginner/bad at the game. This is PROBABLY a lie, as I understand things and have done a few difficult things and such, but I do not like super involved things, and I generally dislike DPS rotations as I either fall asleep from them, or am all thumbs and flub them completely - there is NO in between with me. I'm also a healer main in literally every game I play, so there's that. So the Jobs I play the most are WHM, SCH, SMN, PLD, RDM, SGE, GNB, WAR, in roughly that order, and I've dappled in MCH and NIN and MNK for the role quests (and also gotten DNC and RPR to max level recently, mostly in MSQ roulette - level 50 rotations ftw! :D)
I just can't Melee to save my life. EVERY Melee Job just seems to have so many buttons, so many CDs to track, so many EVERYTHING to track or juggle or flub or flop. Though I will, again, in DT, attempt to pick one up as a reserve for role quests or to maintain my ability to fill in anywhere for a party at need. (Again, I'm PROBABLY not as bad at the game as I say, on account I can readily play 3/4ths of the healers, 3/4ths of the tanks, and two casters relatively well).
But I like straightforward things.
WHM is the closest thing I have to a main, and I love this...MOSTly. My big problem is that WHM needs a party mit aside from Temperance. I've been advocating for Plenary to do this, since it has this 10 sec buff a mitigation effect could easily be tacked onto, has a 1 min CD to flex with Temperance for 3 total party mits per minute, they could even give it the name "Protect" or "Wall" to harken to White Mages past, and the only times you're using it are when you need lots of healing...which are good times to have lots of mitigation, right? RIGHT?? But instead they give us a party barrier tied to Temperance. I guess it has a 30 sec window to use it in, but it still seems such an odd choice to me unless the buff lasted 119 seconds instead. PoM and Glare IV (shouldn't this AOE spell be Holy IV..?) seems like WHM being WAR more, so I'm fine with this, despite me being one of those healers that doesn't like complex DPS rotations. In fact, given how much I do PotD and on WAR, I could see this change AAAAND lowering PoM to 60 seconds to be a nice break in the rotation flow that could be enjoyable. Either way, I think I'm fine with WHM changes. Oh, and forward-step! WOOT!
SMN...everyone's a critic, but I love this Job. Now with more healing! As a healer main, that's slightly annoying. As a SMN main, it's only obnoxious when I note that they STILL HAVEN'T MADE PHYSICK WORTH IT. Seriously, couldn't they have just made Physick work on int? It's not been the same skill as the SCH one since 5.0 separated them in the game code, and Vercure is hardly overpowered. But eh, I like SMN now, I'll like SMN in DT since it's the thing I like just more of it. Complain all you want, people, I do think everyone's position is valid. But that also means mine is, and I LIKE it. So many people want things to change, but if someone likes something, presumably they like it for what it has, so don't want it to change TOO much. This describes me with SMN.
SCH looks amazing to me. Another damage button...but not one I have to seriously track. I still wish Art of War was ranged just so it wasn't identical to Dyskrasia, but this is fine. And now the one weakness the Job had is overcome with Seraphism, though with a long enough CD you can't use it willy-nilly. I still hate Dissipation, and I still hate Energy Drain (seriously, it's just 100 potency, get over yourself, ED!), and I still wish Faerie Gauge was useful for something else, perhaps an AOE pulse (or perhaps put Fey Blessing back on costing 30 gauge but having no CD, what it SHOULD have been in 6.0, imo), but this is fine. Button bloaty, but I can just take ED off my bar. Or maybe make a macro with it and Lustrate...now THAT'S an idea... I already have 4 macros (Repose/Rescue, Protraction/Physick, Summon Seraph/Summon Eos [rather proud of this one AND it auto upgrades into Consolation when Seraph's out!], and Fey Illumination/Dissipation combined on buttons) to get everything to fit, so I guess what's one more button...I'll find a way, damnit! I love SCH too much not to. :D
PLD, just like SMN, is already something i like. I'm fine with it staying mostly the same. I'd LIKE a little more button consolidation (5 macros: Intervention/Sheltron [I'm rather proud of that one working], FoF/Req [I'll maybe have to modify this one...though perhaps not], Bulwark/Rampart [not the greatest idea, but I couldn't combine anything ELSE], Shield Bash/Shield Lob [useful in Deep Dungeons, uses Bash for the stun if I'm in melee and uses Lob for the pull or kite if I'm at range], and Interject/Low Blow [also pretty useful in DDs against those darn Mimics!]), so I expect I'll continue to strugglebus with that. But I love PLD. It's like WAR if it had somewhat less healing, didn't heal with its rotation until freakin' level 84 for some reason (
Gunbreaker I main so I will start with gripes that are known in the build you tried, which are also subject to change, though that was more than likely the final balance build for ALL jobs; Sonic Break being tied to No Mercy makes no sense and I would rather it be a 30 second cooldown and be a cone AoE so I can use it oustside of No Mercy. Bow Shock I also wish was 30 second cooldown for the same reason but I also wish it had a 30 second duration. Double Down I also wish to be 30 second cooldown and costing 1 cartridge, just so I can use it outside of No Mercy. The removal of Rough Divide makes no sense since the devs could have tied to Lightning Shot as a Continuation skill. Speaking of Continuation... needs more Continuation skills for the basic combos, Double Down, and the new combo. Speaking of the new combo, I would rather it be a 30 second cooldown that I can use outside of Bloodfest AND No Mercy.
And that's about it if the DPS part of Gunbreaker, now for the defensives; Aurora I wish had 600-1200 initial cure potency on top of the regen and on a 30 second cooldown with a 3rd charge in case the healer died for some reason. Every defensive cooldown either needs their cooldown timers cut in half, which has been LONG OVERDUE since Stormblood or duration extended, which again is LONG OVERDUE, or both at the same time, and that goes for ALL TANKS, not just Gunbreaker.
Dark Knight still looks underwhelming to to play by the looks of it, and it still has MANY of the issues that has been plaguing it since Shadowbringers MEDIA TOUR. Dark Mind still being useless in dungeons for the most part because magic damage. I can no longer turn Darkside on outside of combat or during downtime. Dark Arts STILL requires The Blackest Night to break. Living Shadow has VERY LITTLE interaction with Dark Knight itself, the party, trash mobs, and bosses, and you could achieve the exact same result by giving Dark Knight 2 big damage GCD 3-4-step combos that 1.5-2 second GCD recast, cost 3k MP, but also have a 15 second for single target and 30 second cooldown for line AoE respectively, though that requires re-working a good chunk of oGCDs for this to work. The new combo is nice... I just wish it cost 50 blood gauge AND wasn't tied to activating Delirium in the first place... Also give Dark Knight a AoE blood gauge combo already. The devs could have made Unmend grant Plunge Ready as a buff to use to get back to do more damage effectively, if line AoE stuff is long enough. Sustain still sucks on Dark Knight and I wish they leaned more towards the lifesteal identity on Dark Knight for self sustain, ESPECIALLY when you level sync to A Realm Reborn content but THAT is its own can of worms that needs it own dedicated discussion for. Dawntrail certainly didn't help me like Shadowbringers Dark Knight when they forced Carve and Spit + Abyssal Drain to share a cooldown, and it was already bad enough that they were 60 second cooldowns each. Oblation was underwhelming. Salt and Darkness might as well replace Salted Earth, but keep the DoT field. Shadowbringer the ability being 2 charges AND 60 second cooldown, while ALSO requiring Darkside to be active, made NO SENSE. And Living Dead still sucks even AFTER it got buffed... And then the biggest problem with Dark Knight since Heavensward... Living Dead has ALWAYS SUCKED ASS ! Just let me rip out my heart, crush it, drop my HP to 1, make me not die for 10 seconds while giving me a MASSIVE LIFESTEAL BUFF for 20 seconds already, because I am LITERALLY TOO SPITEFUL TO DIE, you cowards!
I may have gone a bit TOO hardcore with that Dark Knight rant... needless to say I hate Dark Knight's current gameplay design since Shadowbringers... and it sucks too because it REALLY HAS COOL ARMOR AND WEAPONS! And it's held back by questionable design choices... I'm not hopeful for 8.0 Dark Knight, and I honestly wish they just axe the job entirely at this point...
Now for Paladin; I wish Confiteor combo was usable outside of Requiescat since it flavor text LITERALLY READS LIKE YOU CAN USE SEPARATELY FROM IT! Oh, and have the cure potency for said combo be AoE. Goring Blade I wish was 30 second cooldown instead so I can use it outside of Fight or Flight. And I wish Spirits Within granted Expacion Ready instead so I can use both for more DPS. Also new magic sword attack needs more swords...
Warrior... I wish I could use Primal Rend outside of Inner Release...? I'm not really into Warrior and I only leveled it BECAUSE I had to in Heavensward for cross-class skill which in hindsight, not worth it...
Reaper; I just wish Shadow of Death and Whorl of Death gave 10 gauge when you deal damage with them, maybe not tie certain cooldowns to another cooldown just to be more flexible with gauge and maybe DPS. And maybe more Enshroud stacks and abilities, as well as more Avatar abilities...
Dragoon; Geirskogul should have been 10 second cooldown that grants 1 Nastrond Ready, keep Spineshatter Dive so that the new mobility skill can be used on other party members... that's about it...
Samurai; Kenki management will still feel shallow without Kaiten. Tsubame-gaeshi being locked behind Meikyo Shisui made NO SENSE, since it kills the formers flexibility. And Senei and Guren being 60 while still sharing a cooldown will not make Kenki management less shallow, and neither will the new Ikishoten skill, which by the way, just makes it more annoying and shallow, and the devs might as well get rid of Kenki altogether...
Red Mage; where are my AoE healing spells? I am dead serious, where are my AoE healing spells...? Also I wish the RNG had a better pity system that isn't tied to burst windows...
Black Mage; like Warrior, I'm not too keen on it...
Summoner; not too keen on it, but I do agree with everything you said about summoner.
Dancer; RNG needs a better pity system that isn't tied to burst windows...
Machinist; Where is my akimbo dual wielding gun stance, you cowards?!
Bard; exists... yeah like Warrior Black Mage and Summoner, I'm not too keen on Bard...
Astrologian; I'm surprised Astral Draw and Umbral Draw aren't 30 second cooldowns with 3 charges for MAXIMUM BUFFS!!!!! Kinda my only complaint for Astrologian really...
Sage; I wish it had a basic combo spell for single target and AoE... also make the heal shields play nicely with Scholar heal shields, it was dumb restriction when Astrologian had to deal with it, and it's a dumb restriction now, and even Black Mage mains can tell you that.
Scholar; see my heal shield rant for Sage.
White Mage; it's fine I guess... also not to keen on it...
A lot of "utility" role actions that isn't damage reduction could be deleted or have a base 100 damage potency thrown onto them to make them LESS forgetful... also bring back Cleric Stance, Protect, and Stoneskin 2 for healers...
Dark Knight made this comment WAY longer than it need to, because it's THAT BAD ever since Shadowbringers, and people who are still playing it are just coping at this point, and it sucks too because 4.3 ALMOST FIXED ALL OF Stormblood Dark Knights problems... And then Shadowbringers happened... Enmity changes sure as hell didn't fix the griefing issues cause by not having tank stance on... another complaint I have about Shadowbringers design philosophy...
People were actually expecting SMN to get built upon? Never happened to MCH after shb's rework, so that was kinda high on copium tbh.
I think the thought mostly came from the fact that Summoner was so crayon-eating easy that it's entire rotation could be effectively macro'd to one button. (not even joking.)
@@redgeoblaze3752 Yeah it's been done, the guy that did it parsed purple with it. But then again he also macroed for similar effects, although granted probably lacking some optimization on fight specific adjustments... Any rotation without rng can be macroed.
@@valence686 I'm taking one single macro. one button. Summoner is the only job that's possible on. That other guy used a ton of other macros across a bunch of action bars.
For most I think it's because the devs said it was a perfect base to build up on in future expansions so 3 years later when we get basically nothing just kinda seems wierd
@@redgeoblaze3752 Ah well, to me it doesn't make any difference if the end result is still that you can spamm a single button either way... But sure, the amount of macros and hotbars involved behind probably varies.
I was hoping resonant arrow would be a combo action off of refulgent arrow and shadow bite
I think there was another option for Dragoon Gaze management, do it like a combination of Monk Meditate and Soul Sow. That way when there is absolutely no way to get your gaze back due to the timing of a bosses downtime you can still get your burst window back. I also feel like with LotD how it is they should have just rolled Lance Charge into it too. Cause my one fear of Dragoons is now the busy burst, I actually think that looks improved in DT but the less busy filler. I know it’s only a geirskogal but it’s still gonna be felt.
RPR gets Harvest Moon back easily during downtime.
@@WeskAlber exactly that's what they should have done for Gaze.
@@TheLewisScott Why make it the same when it could be different to no detriment
@@WeskAlber I don’t see the no detriment part, boss downtime can affect your ability to get gaze, yes getting it at the start of duty would help but there would still be some issues with downtime and I’ve thought about this and can’t think of another way of resolving for weird downtime timers.
Cause if I could think of a way different to reaper or monk I would.
@@TheLewisScott Downtime isn't a mistake though. 95% of the time it benefits DRG
Im very positiv about the changes as DRK/GNB Main.. Lionheart Animation feels kinda slow to compare to gnashing fang but fine.. the Mitigation Buffs are awesome my only complain is that Carve and Split and Abyssal Drain is still locked to each other (imo it would be better to seperate it and make abyssal drain do something like Holy Circle from PLD but only for aoe.. like.. after every 1-2 aoe combo you can use Abyssal Drain)
And non damage gap closer is something i want for Tanks since i start in Shadowbringer.. its not hard.. its just junk that fuck up your movement and it feels stupid to using them almost all the time for dps in the burst.
I am happy that button consolidation is optional! I am moving to an Xbox controller on my PC! I have been mouse/keyboard since 1.0 - 7.0! I have carpal tunnel & controller is easier from me! I will be using it starting the 28th onward! This will help with button mapping for me! I am looking forward to trying out all the changes to jobs! My only hope is that they don't change the jobs six months into Dawntrail due to bad feedback! I agree with you about Summoner, where are our new Summons!?! I still say Bard needs to be moved away from Archer into a Muscian Job or something! Then Archer can become Hunter/Ranger with tamable world pets!
As a controller player, I'm so excited for consolidation options. Was looking at my cross-hotbars and wondering how I would be able to fit news skills into them for some of these jobs. Might be as excited about fiddling with new cross-hotbar setups as any of the actual job changes lol
Ditching Bloodspillers back to back was way cooler than the new combo and I hate the removal of plunge. I don't care if "it wasn't useful as a gap closer" ( god forbid you learn fights to know when to save it) it was a cool looking skill and that is all that matter to me.
Black Mage main here.
I don't mind Sharpcast being gone. The randomness factor in my rotation/lines was my least favorite part of it, I think. RIP my homie Ice Paradox though, that's a huge loss.
I think the GNB changes are fine and it makes the job less punishing and strict. In EW you definitely had to enter every Bloodfest window with 3 cartridges stocked, but now the 3 Burst Strikes at the end are replaced with 3 Lionhearts which cost no cartridge, so the job is less strict on cartridge management. It also means it gives GNB 3 more GCDs in their burst window to easily position the boss and/or double weave mitigation, so it reduces the stress there too.
Is it making the job easier to play? Technically yes, but for me it's a welcome change. I just wish they had some sort of downtime ability to restock cartridges since they do not naturally restore them over time unlike the other tanks who are mostly cooldown based.
As a NIN one trick I am both excited about the more interesting 123... And absolutely terrified about the TCJ finisher.
You had to TCJ in the middle of things like superchain 1 in EW, making movement super awkward. I really hope that little exta half second to do a forth cast before moving doesnt get me killed too much 😂
oh no no, you don't have to use it DURING TCJ
It's just, you get an extra skill after
@@WeskAlber oh thank hydaelyn!
As a smn main...yeah im immensely disappointed we didnt cycle new gems. It seemed like the perfect win. And i mean sure the class story gave us a reason why we cant do that, but need i remind that...that entire story and arcanist story dont make sense anymore either. They need to be less afraid of changing early content to match late changes. Especially if msq is not affected.
As a WAR, RPR, DNC main, I feel like I won.
"Delete the speed boost, awful effect" easily the worst take I've heard all media tour.
Same. Expedient was the exact reason why I main SCH and it was super useful in doing specific mechs in Savage and Ultimate
@@richboywinston5097 SCHs like it. Everyone else who suddenly has their character move unpredictably hates it.
As a GNB main, I am... concerned right now. Not truly afraid, but not really excited either. Part of what I love about the job is calmly using 1-2-3s to build up your powder gauge, then hitting No Mercy and EXPLODING on your target with a 20-second stream of every GCD and OGCD you can manage. Taking away Rough Divide as an OGCD attack, then, and not replacing it with anymore OGCDs? And the Lionheart combo also doesn't seem to have any OGCD aspects, either, so... what am I supposed to do with all that downtime? Or should I say _wasted_ time, since that's what I fear it'll feel like.
Lionheart will also surely be powerful enough to necessitate using it instead of the three Burst Strike-Hypervelocity combos in the NM window, but will it FEEL as good using three attacks instead of six? And it can only be used after Bloodfest caps your cartridges, but it doesn't seem to spend any of them - do those renewed cartridges go to waste? Or do we use Bloodfest to start the burst phase, basically making it pointless to stock any cartridges outside of the NM window? Either way, I worry that too will feel bad.
Lots of questions that I *think* I know the answers to, and none of which I like. I doubt any of these concerns will DESTROY the job, but I do fear for my enjoyment of it. Nothing to do but wait and see, I guess... =\
Yeah, I don't know enough about the deeper optimization of GNB to know if there's a SS where you don't have Cart issues, but Lionheart is just... super slow with so few weaves you need
Tbh i like the new change it will make it easier to get with 3 Cartrige in the next burst window, current GNB use 6 Cartrige at his burst window the new one just 3 but will _leave_ the burst window with 3 (or 2 when you play fastbreaker and use a burst strike for the 9 attack) cartriges and not 0 like now.. the new Bloodfest will also fix the issue that GNB Opener feels kinda lacking in compare to other tanks (you can only use 1 burst strike not 3 like in the burst no matter what GCD you play but now its opener burst has the same strength like the 2min burst) I think the new GNB Rota will something like GF, SB, DD and Lionheart in the Burst and you will use Burst Strike outside of the burst to avoid overcap (what will maybe result that you will use even more burst strikes then now?).. imo its a big change because Lionheart is a replacement for the 3 Burst strikes in the current 2min Burst
Lionheart Animation and if it needs Continuation (i also hope for that) is another part
My opinion it is a good change and tbh spamming gap closer just for damage like now was something i hate in FF14 since i start in Shadowbringer (i was a WAR Main in ShB just because hes gap closer was only used as gap closer and _nothing else_ (it has no CD bust cost 20 Fellcleave Gauge so you will _avoid_ to using it))
@WeskAlber Indeed. The Lionheart combo's animations look SUPER long. Like, they take up almost the full global cooldown window all on their own. Depending on how long the animation is locked, we might not even have time for OGCDs anyway. Which could prove a positive or negative for the job's feel, in the end. Hard to say atm...
(On a decidely more positive note: congrats on getting to attend this event! Very much deserved, given all your stellar work!)
@@kohlicoide2258 Mechanically, I get it, yeah. Plenty of good points you're making on that front. My concern is more in how the job feels to play, as we're giving up the busyness that I enjoy in exchange for those mechanical boons.
(Like, I don't mind losing Rough Divide's damage, that's absolutely fine. We can save it exclusively for when we *need* a gap closer - that's awesome! BUT. They didn't give us anything to replace it in the burst window. No new OGCDs to take RD's slot. Which unfortunately means more of the burst window is going to feel like it's being wasted.)
@@AlphaoftheDeluge True i also though first Lionheart will have Continuation but without it feels rly weird its in the end just Atonement from Paladin.
On Mechanical point its really a big buff and improvement for the job but something like Lionheart Continuation to keep my ADHD Brain bussy would be great.
I guess they want to make it easier to use Mitigation in the 2 Min Burst because you have now 3 GCDs with ne oGCDs but make the filler phase slightly more bussy by make Bursting Strike to the "avoid overcap in filler" attack. Because Gunbreaker was for me in the end the "more weaving overall" Tank to compare to the DRK the "very double weave hevy in the Burst but almost no weave between" Tank
Man the loss of eyes is gonna make learning fights and then optimizing them much more boring, I might actually force myself to duo main melee jobs to break the monotony
Also Nastrond, gsk and stardiver falloff was increased. DRG is gonna feel even more dogshit at low levels ultimates.
Yeah as a Summoner main I was pretty upset after all they said about reworking the class last time around into. A fun base they could add stuff to. My guess is that doing what we wanted would have eaten up too many dev resources at a time they thought the other jobs all needed some more love, that and they might have been bored after working on the last big Summoner rework for so long. Shame we have to wait two more year for it tho, the Job still feels to me like the progression through the levels isn’t as fun as it was before.
What dev time, most classes don't get much either
As a BLM main, the change looks exciting... as a DRK-GNB enthusiast I miss damage on charge already :P
As a main BLM, i like the changes 😃🤝 i always welcome new things, specially is good
As WHM Main I am sad that glare IV is temporary and not just an upgrade to glare 3 😭Upgrade to medica 2 is welcome. lvl 100 skill doesn't make me excited, would prefer a big potency AoE burst heal. Dash is probably the best part of this for me.
"Machinist is just more Machinist" *explosions and lasers flying everywhere*
Say no more my man.
I still can't believe Scholar and Sage (especially Sage, which has only been around for one expansion) got an AOE dot before BARD got one. That's the only thing Bard lacks that I think would make it BUSTED for dungeon pulls and handling overworld mobs. And, somehow, the healers got it first! Absolutely wild.
That being said, I'm happy with the changes so far. I'm sticking with my main WHM for Dawntrail, which is a reliable job that was never going to change much in the first place lol. Maybe next expansion Summoner will be fun again.... maybe...
To be fair, AoE dots is nothing new for the healers.
Bard used to have Flaming Arrow until ...
@@WeskAlber Oh, really? I only started playing during mid-Shadowbringers, so the only AoE dots I'm used to are Paladin's and Gunbreaker's. Still, I'm happy that they brought more in, just thought that Bard would finally get one.
@@BBrawler101 Miasma 2 and Aero 3
Yoshi P got SMN mains shadow boxing behind the 7-11. To be fair, I don't think he ever said that SMN got super simplified so that they could add complexity to it later, I think that was just community copium. I actually thought they would just add another Demi, but I didn't expect it to be one that gets swapped to every odd Demi. Figured it would be Bahamut > Phoenix > Solar order.
They already said .. start with solar bahamut > normal bahamunt > phenox > solar bahamunt and repeat
Still think SCH's Expedient is an OP ability because I saw many people die just because they refused to press Sprint. If that speed boost helps healers save their 2400 MP, it's a win.
Well, just drop my 2 cents here.
Anyway, I shared the same opinion towards SMN. And really love the idea of 3 more summons with Sapphire, Amethyst, and Diamond, instead of Solar Bahamut, of course. Solar Banamut > Bahamut > Solar Bahamut > Phoenix is boring, even my friend who plays as a SMN main resents it.
For MNK, my guess was correct. Many people were hyped that they got ranged attacks, I was like "Wait. they were used after Riddles", so I wasn't hyped that much since the ranged attacks come with conditions. But I like how they reworked the main combos. The old one is quite difficult to track even when I pay attention to it and with 200% buff icon size. Considering if it was crazy mechanics in the real play. The new job gauge might help me track the combo much at ease. That's a win (I guess).
PLD, well, a bit disappointed. At first, I thought one more Blade combo would help PLD filler be less clunky. Instead of performing the Atonement combo with 3-1 or 2-2, the new Blade will fill the 3-1 so that there will only full Atonement combo as the filler. But it turns out to be an OGCD, so nothing changes. :(
Others (after watching MrHappy videos), I have either no opinion or never made them reach 90, so who am I to talk.
MNK has a ranged attack. It's called Six-sided Star. Those MNK players just need to read their tooltips it seems.
@@WeskAlber You mean Enlightenment with the ranged of 10 y?
@@m-zero3146 Nope. Six-sided Star.
@@WeskAlber Isn't Six-sided Star 3 y range, 0 radius with 550 potency and increase movement speed?
I'm quite sure I didn't read the official job guide incorrectly.
@@m-zero3146 And a GCD time of 2 GCDs. The functionality is that of a better ranged attack. One that gets you a speed boost and does more damage than your average ranged attack. Then Thunderclap back in for minimal to no downtime.
I really hate the removal of the DoT on monk, just 'cause it makes a lot of stuff way less interesting and much more binary - which, sure, makes it easier, but I don't think it's going to actually attract any new players for longer than a month or two. It just kinda bums me out. The replies are sweet at least though so... let's go 8.0 thingdoer?
Functionally you’re still doing the same stuff regardless. I don’t really get why it’s disliked.
@@raisylvaine8398 Only kinda - it loses out on a lot of the complexity that comes with 2 and 3-target pulls, and with general optimization of stuff.
Completely agree
My only experience playing monk in content above normal difficulty is in Bozja/DRS and in UWU - Even ignoring optimal drift (never learned it, lol), the removal of timers makes content where you don't get effortless 100% uptime on a boss that never goes untargetable (most if not all hard EW content, and probably DT too) so much less fun
When I was progging through UWU, DRG's 70 rotation being so boring almost had me quit, so I gave MNK a try. MNK's timer interactions with downtime are what made it so fun to run even 30+ pulls in a row, the jobs the only reason I have fond memories of the fight's prog, and the only reason I made it to the end
@@-cat-.. The funniest (and now saddest) part is optimal drift is actually not hard at all to learn, it's just that it's usually explained horribly. It's mostly just about making sure you use similar lead-ins to each burst phase for monk, and delaying stuff a smidge as a result. It's all very intuitive and you might've actually been basically doing it without realizing it if you were having a fun time with UWU.
@@TheAvengineer Oh, yeah, i'd try to start most odd window bursts with a demolish right after RoF, and a twin snakes right before. I'd also sometimes hit PB (for solar) a gcd or multiple before entering RoF if I couldnt get the GCDs I wanted at the start of a 2min burst, or in Garuda's case so I could get 4 PBs out in the phase and do a tornado kick in my ifrit opener
Grats on the media tour invite! Personally I am heartbroken by the blm changes and I am praying some of them don't go through /get reverted. But overall I'm happy with how most jobs look
Why is my MCH never getting anything fun :( It really does feel like the forgotten child at this point lol
AMERICA tho! And the new anims!
I mean, MCH did get like, the best rework with ShB.
YES SCHOLAR got something, that is not just rubbish! So sorry to Summoner mains.
We MCHs got a lot of love over the Endwalker patch cycle (fixed the way Overheat works from a timer to stacks), and we're getting a second saw and gatling guns. I'm a happy Machinist!
You made me cry out of happiness. Thanks for all the videos. Really, you made me so happy, that I cried.
What
I wish I was as emotional as you.
Sry If you did not understand everything. English is not my first language. So sorry again@@megadong2398
While I absolutely disagree with your opinion on Expedience, I do agree that the new SGE stuff is fun. I wish more of the healers got more things to do with all the downtime they get in non-Ultimate content. WHM's new damage button is cool, but you only get 3 of them once every PoM window. I wish we got something similar to (soon-to-be-reworked) Thundercloud for Aero/Dia, which would at least give a new shiny button every so often that isn't just Glaring at the boss until I need to lily.
I don't play SCH enough to know how it plays in higher-end content, but the fact that it's Chain Strat that combos into their AoE DoT now is.... weird? Why isn't this just its own spell? I don't mind the Seraph aesthetics (I think seraph and fae are close enough concepts that it doesn't really break job fantasy unless you're a super-purist) but it'd be nice to see a lean back into the "tactician" feel the job originally went for.
The umbral to astral draw system astro has now seems really... bad.
They have different utility functionality every minute, and if you try to pool the dps card for 2 minute, a dps would have an awkward timer on their buff.
It's strange and not too appealing to me :/
Scholar on the other hand lol, that looks fun to deal with