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    JP Media Translations - Stormblood Job/Role Changes (Famitsu, Dengeki, etc.)

    The info below is combined info from Dengeki, Famitsu, and my own comparison where I could of the info they presented (based primarily on the JP tooltips) with the existing abilities in the current version of the game.

    Sources:
    Dengeki: http://dengekionline.com/elem/000/001/530/1530867/ (Other pages linked at the top as well)
    Famitsu: https://www.famitsu.com/news/201705/31134234.html

    As usual, the info below is subject to change as it was from a test version of the game. Also, my translation may be off in places, so let me know if anything sounds fishy.


    -----


    A preview event for Final Fantasy XIV: Stormblood was held in Hamburg, Germany from May 23 through May 25, 2017. This was a media gathering for the European region to give the media a chance to try out Stormblood for themselves as early as possible. A similar event was held the previous week in San Francisco as part of a global media tour. Our team attended the venue in Germany and had the opportunity to hold an interview as well as try out each of the 15 jobs at level 70. More information on that is provided here.

    First off - about the venue. [Photos of the venue]

    Starting on the next page we'll post our trial reports for all 15 jobs, including the new ones. There are two things that we want to acknowledge first:

    1. This was a trial version under development, so numerical values and other content may change.
    2. Any feelings presented are the opinions of our editorial department.

    With that in mind, please check our the article as you get excited for early access. In addition to trying out the new jobs, the Kugane, Ruby Sea, and Gyr Abania areas were accessible, but our team spent the most time in front of the trees at Summerford Farms, so we've omitted city and field reports (or rather, didn't have the time to investigate). Throughout this article, for convenience, we'll refer to A Realm Reborn as "2.X series," Heavensward as "3.X series" and Stormblood as 4.0.

    Overall Tank Impressions

    In the 3.X series, paladin and dark knight were primarily utilized as main tanks while warrior was mainly an offtank, but with the changes and additions to actions, it feels like it will be more feasible to act as a main or offtank on any of the jobs. Actions with the silence effect and those that reduce target damage were added to role actions, so we feel that the situation where a particular job may be less suited for certain content will be reduced.

    Also worth pointing out are that the single target DoTs - warrior's Fracture and dark knight's Scourge - are gone. By reducing the number of effects to manage, it will be easier to concentrate on the tank's primary role.


    Tank Role Actions

    [[These are translations of the JP tooltips, and the notes below each item are those provided by the Dengeki articles as the Famitsu one just posted screengrabs of the tooltips without any commentary.]]


    Rampart (Level 8 Ability)
    (Recast: 90s)
    For its duration, reduces your damage taken by 20%.
    Duration: 20 seconds
    [Same as gladiator action, no change in performance]

    Low Blow (Level 12 Ability)
    (Recast: 25s)
    Stuns the target.
    [A common stun technique for tanks. Although this has the same name as the previous dark knight ability, it does not deal damage and is not on the global cooldown. For paladins, it can be used in addition to the Shield Bash weaponskill.]

    Provoke (Level 16 Ability)
    (Recast: 40s)
    Provoke the target to place yourself at the top of the enmity list.
    [This seems to be the only essential tank ability that has been moved to a common action.]

    Convalescence (Level 20 Ability)
    (Recast: 120s)
    For its duration, increases the effect of recovery magic cast on you by 20%.
    Duration: 20 seconds
    [Same as gladiator action, no change in performance]

    Anticipation (Level 24 Ability)
    (Recast: 60s)
    For its duration, increases your parry rate by 30%.
    Duration: 20 seconds
    [Same performance as the previous dark knight ability, but without the additional evasion effect from Dark Arts.]

    Reprisal (Level 32 Ability)
    (Recast: 60s)
    Reduces target's damage by 10%
    Duration: 5 seconds
    [Similar to the previous dark knight ability, but without the parry requirement. It can be used at any time off cooldown, but its duration has been reduced.]

    Awareness (Level 36 Ability)
    (Recast: 120s)
    For its duration, you cannot be struck by a critical hit.
    Duration: 25 seconds
    [Same as gladiator action, no change in performance.]

    Interject (Level 40 Ability)
    (Recast: 30s)
    Silences the target.
    Duration: 1 second
    [Previously for tanks, only paladin had the ability to silence; this ability can also be used by warriors and dark knights.]

    Ultimatum (Level 44 Ability)
    (Recast: 90s)
    Provoke targets around yourself to place yourself at the top of their enmity lists.
    [A new AoE Provoke ability. After reclaiming hate with this ability, it will still be important to continue to build hate with Flash, Overpower, Unleash, etc.]

    Shirk (Level 48 Ability)
    (Recast: 120s)
    Transfer 25% of your enmity to the target party member.
    [This is a new ability that did not previously exist. It will likely be used primarily for switching from main tank to offtank, and can be used differently from Provoke.]


    4.0 Paladin

    There are no major changes to the role you'll play in parties, but with the new actions, your options during battle will increase. Among the added actions, Requiescat was noteworthy with its increased damage at higher MP. With its effect of increasing attack and healing magic potency when used above 80% MP, continued use of Requiescat -> Holy Spirit should increase overal damage. This will likely be part of the basic attack rotation after gaining sufficient enmity on targets or when playing as an offtank. As the Royal Authority combo was changed to the Fast Blade -> Riot Blade, it should be easier than before to keep MP high.

    An even larger change is the addition of the on-screen Oath Gauge. The gauge rises during Sword Oath as your auto-attacks hit and during Shield Oath when block activation occurs. The two actions that consume the gauge are Sheltron, which guarantees a block, and Intervention, which is a buff that reduces the damage dealt to the target. Even though the latter has a short duration of just 6 seconds, it's very powerful because if used with Rampart or Sentinel active it will also add 50% of that effect. It seems like it will be particularly useful for off tanking.

    As far as building up the Oath Gauge, we got the impresson that it would be easier during Sword Oath. If you used Bulwark in a dungeon with a lot of enemies with Shield Oath active it could accumulate quickly, but there's luck involved, so you'd still want to think about when to use actions that consume the Oath Gauge and we found at times that the gauge would not accumulate. If you need to use actions that consume the gauge at certain times, it might be a good idea to switch to Sword Oath. By the way, I was able to participate as a healer in an instanced dungeon with a Paladin and even after they switched to Sword Oath during battle, it was still pretty easy to keep HP up. Of course, you can also battle with Shield Oath active, but we expect stance switching to be important in high end content.


    Job Traits
    Enhanced Vitality (Level 20)
    Enhanced Vitality II (Level 40)
    Enhanced Vitality III (Level 60)
    VIT is increased. (+8/+16/+24)

    Oath Mastery (Level 52)
    Oath will accumulate. Activation condition: execution of auto-attacks with Sword Oath active or block activation with Shield Oath active. When switching between Sword Oath and Shield Oath, Oath is halved.

    Divine Magic Mastery (Level 64)
    MP consumption of all magic spells cast will be reduced by 50%, with a chance casting will not be interrupted by damage taken.

    Enhanced Cover (Level 66)
    Reduces the transferred damage by 20% during Cover.

    The effects of previous traits like Enhanced Flash, Enhanced Shield Bash, Enhanced Fight or Flight, and Enhanced Sentinel are now reflected even without the job traits.

    New Actions

    Total Eclipse (Level 46 Weaponskill)
    Deals area of effect damage around yourself (110 Potency/110 TP)
    [[FYI this is classed as a paladin action, not a gladiator action. Not sure if it will be learned with a quest or what.]]

    Intervention (Level 62 Ability)
    (Recast: 10s)
    Reduces target party member's damage taken by 10% for the duration. (Duration: 6s)
    Additional effect: If used while under the effect of Rampart or Sentinel, transfers effect to the target with 50% effectiveness.
    Oath Gauge Cost: 50

    Holy Spirit (Level 64 Spell)
    (Cast: 2s / 1440 MP)
    Deals unaspected magic damage to the target. (430 potency)

    Requiescat (Level 68 Ability)
    (Recast: 60s)
    Deals physical damage to the target (350 potency)
    Potency increase with higher remaining MP.
    Additional effect (when utilized with greater than 80% MP remaining): Increases attack and healing magic potency by 20% (Duration: 12s)

    Passage of Arms (Level 70 Ability)
    (Recast: 120s)
    Creates a cone area of effect behind you, while active increases your block rate to 100% and reduces damage taken by party members in the area of effect by 15%. (Duration: 18s)
    Effect ends upon moving or taking any action, cannot auto-attack while active.

    Changes to Existing Actions

    [[Did my own quick review, and combined with the Dengeki evaluation I see the following changes:]]

    Fast Blade: 150 -> 160 potency
    Fight or Flight: Lv 6 -> Lv 2, Base duration 20 -> 30s (Enhancing trait removed)
    Rampart: REMOVED - Moved to role action
    Savage Blade: 200 -> 210 combo potency
    Flash: Lv 8 -> Lv 6, Blind effect included with base ability (Enhancing trait removed)
    Convalescence: REMOVED (Moved to role action)
    Riot Blade: Lv 12 -> Lv 10, 230 -> 240 combo potency
    Shield Lob: No changes
    Shield Bash: Base stun duration 3s -> 6s (Enhancing trait removed)
    Provoke: REMOVED (Moved to role action)
    Rage of Halone: 260 -> 270 combo potency, no longer reduces target's STR
    Shield Swipe: No changes
    Awareness: REMOVED (Moved to role action)
    Sentinel: Base damage reduction 30% -> 40% (Enhancing trait removed)
    Tempered Will: No changes
    Bulwark: No changes
    Circle of Scorn: No changes

    Shield Oath: Level 40 -> 30
    Sword Oath: Level 30 -> 35
    Cover: Level 35 -> 40
    Spirits Within: Now damage only, silence effect removed (Interject role action)
    Hallowed Ground: No changes
    Sheltron: 10s -> 5s recast, can block any attack, expends 50 Oath
    Goring Blade: Combo Potency 240 -> 250, Additional DoT Potency 50 -> 60, duration 24s -> 21s
    Divine Veil: No changes
    Clemency: No changes
    Royal Authority: Combo changed from Savage Blade -> Riot Blade, Combo Potency 350 -> 360


    4.0 Warrior

    Throughout the 3.X series, warrior was utilized heavily due to the existince of the Storm's Eye and Storm's Path debuffs it could apply to reduce a target's slashing resistance and damage dealt. However, with the action adjustments, changed combo additional effects, and relocation of the damage reduction debuff to role actions, there's less of an impression of things that only a warrior can do. However, the warrior hasn't been weakened. A new mechanism has been introduced to the job, along with more available options than ever before, so it can contribute to parties in various ways.

    Instead of accumulating Wrath and Abandon in the stances as before, a "Beast Gauge" has been added. The principle is similar to Wrath and Abandon in that the gauge accumulates when going through weaponskill combos and can be expended to take various actions. Actions which previously utilized Wrath or Abandon like Inner Beast and Fell Cleave will now instead consume the Beast Gauge. There are many types of new actions as well such as an attack that closes the gap with an enemy and one that gets stronger at higher HP. During Deliverance, Inner Beast can be used by consuming half of the beast gauge, and Warcry can be used to increase the gauge by 50. You can use that in conjunction with Berserk to raise attack power and execute five super powered Fell Cleaves in a row. It really showed off the new damage potential of warriors.

    Outside of that, a number of other things have been adjusted, such as removing the pacification effect from Berserk and changing the combo bonus for Storm's Path to make it easier to accumulate the beast gauge. It's also worth noting that actions that consume the gauge will automatically switch when switching stances. For example, Fell Cleave will switch to Inner Beast when you switch from Deliverance to Defiance. There's a full set of actions for each stance, and it should be very helpful for warriors who want to clean up their hotbars.


    Job Traits

    Enhanced Vitality (Level 20)
    Enhanced Vitality II (Level 40)
    Enhanced Vitality III (Level 60)
    VIT is increased. (+8/+16/+24)

    Enhanced Infuriate (Level 66)
    Shortens Infuriate's recast by 5s.
    Activation condition: Utilization of Inner Beast, Steel Cyclone, Fell Cleave, or Decimate

    The effects of previous traits like Enhanced Berserk and Enhanced Thrill of Battle are now reflected even without the job traits.


    New Actions

    Onslaught (Level 62 Ability)
    (Recast: 15s)
    Closes gap with and deals damage to target (Potency: 100, Beast Gauge cost: 20, requires Defiance or Deliverance active, cannot be used while bound)

    Upheaval (Level 64 Ability)
    (Recast: 30s)
    Deals physical damage to the target (Potency: 300). Potency is increased at higher HP. (Beast Gauge cost: 20, requires Defiance or Deliverance active)

    Shake It Off (Level 68 Ability)
    (Recast: 60s)
    Removes most debuffs from the user, can be used even if the user is affected by a debuff that prevents the utilization of actions.

    Inner Release (Level 70 Ability)
    (Recast: 120s)
    For its duration (20s), Beast Gauge consumption is reduced by half. Stun, sleep, bind, heavy, and knockback effects are nullified while active. Shared recast with Unchained. (Beast Gauge cost: 20, requires Deliverance active, effect canceled if Deliverance ends).


    Changes to Existing Actions

    Heavy Swing: No changes
    Foresight: REMOVED (See Rampart role action)
    Skull Sunder: Combo Bonus with Defiance/Deliverance: Adds 10 to beast gauge
    Fracture: REMOVED
    Berserk: Lv 22 -> Lv 6, Attack power +50% -> +30%, Base duration: 15s -> 20s (Enhancing trait removed), No pacification effect
    Bloodbath: REMOVED (Moved to Melee DPS role actions)
    Brutal Swing: REMOVED
    Overpower: Lv 12 -> Lv 10
    Tomahawk: No changes
    Maim: Combo bonus switched with Storm's Eye (Increases damage by 20% -> Reduces target's slashing resistance by 10%, no effect on HP recovery, Duration 24s), Combo bonus with Defiance/Deliverance: Adds 10 to beast gauge
    Mercy Stroke: REMOVED
    Thrill of Battle: Lv 34 -> Lv 26, base HP increase 10% -> 20% (trait removed)
    Butcher's Block: Combo bonus with Defiance/Deliverance: Adds 10 to beast gauge
    Storm's Path: No longer reduces target's damage dealt, Combo bonus: Absorbs a "portion" (not 50%) of damage dealt as HP, Combo bonus with Defiance/Deliverance: Adds 20 to beast gauge
    Holmgang: No changes
    Vengeance: No changes to base effects, no impact on beast gauge
    Storm's Eye: Combo bonus switched with Maim (Reduces target's slashing resistance by 10% -> Increases damage by 20%, Duration 30s), Combo bonus with Defiance/Deliverance: Adds 10 to beast gauge

    Defiance: Damage dealt reduction 25% -> 20%. Beast gauge will accumulate, Parry activation rate will increase with beast gauge up to a maximum of 10%. Switching from Defiance to Deliverance halves the beast gauge.
    Inner Beast: Potency 300 -> 350, can only be executed in Defiance, Absorbs a portion (not 100%) of damage dealt as HP, Costs 50 beast gauge
    Unchained: Can only be executed in Defiance, shared recast with Inner Release, costs 20 beast gauge
    Steel Cyclone: Can only be executed in Defiance, costs 50 beast gauge
    Infuriate: Increases beast gauge by 50 with Defiance or Deliverance active (only during battle).
    Deliverance: Beast gauge will accumulate, critical hit rate will increase with beast gauge up to a maximum of 10%. Switching from Deliverance to Defiance halves the beast gauge.
    Fell Cleave: Can only be executed in Deliverance, costs 50 beast gauge
    Raw Intuition: No changes to base effect, no impact on beast gauge
    Equilibrium: No changes
    Decimate: Can only be executed in Deliverance, costs 50 beast gauge

    Beast Gauge Recap:

    Accumulation
    Skull Sunder: 10
    Maim: 10
    Butcher's Block: 10
    Storm's Path: 20
    Storm's Eye: 10
    Infuriate: 50

    Utilization
    Inner Beast: 50
    Unchained: 20
    Steel Cyclone: 50
    Fell Cleave: 50
    Decimate: 50
    Onslaught: 20
    Upheaval: 20
    Inner Release: 20




    4.0 Dark Knight

    During the 3.X series, Dark Knight was tasked with managing its own MP as well as debuffs (INT down from Delirium Blade) and DoT on the enemy. As a result, players who hadn't tried out Dark Knight may have gotten the impression that it was a difficult job to play. Those players should feel relieved. In addition to removing the Scourge DoT ability and the Delirium Blade combo, the skill rotation has become quite a bit simpler. I tried this out and I felt that MP management was easier than before, and it was an easier job to handle.

    Like with the other tanks, a new gauge has been added, called Blackblood for Dark Knight, and elements that consume the gauge have been added to new actions. In addition to the Souleater combo and Salted Earth, the gauge also accumulates from attacking with Blood Price during Grit and Blood Weapon outside Grit. Additionally, the new action "The Blackest Night" allows for a large amount of restoration to the gauge even if the barrier is completely used up and disappears.

    The newly added actions Delirium, Quietus, and Bloodspiller are the three strong techniques that consume the gauge. Delirium is particularly important in that it restores MP which is the source of the Dark Knight's power. By using this action at every recast opportunity, I realized MP management was made much easier. Also worth noting is that Bloodspiller is unique in that it becomes particularly strong during Grit. Since it also makes use the Dark Arts bonus, with the ease of the skill rotation and MP management, using Dark Arts to its fullest potential will be a differentiating factor among DRKs.


    Job Traits

    Enhanced Vitality (Level 20)
    Enhanced Vitality II (Level 40)
    Enhanced Vitality III (Level 60)
    VIT is increased. (+8/+16/+24)

    Blackblood (Level 62)
    Allows for Blood Gauge accumulation from certain actions.

    Enhanced Blackblood (Level 66)
    Allows for Blood Gauge accumulation under the effect of Blood Weapon or Blood Price

    The effects of previous traits like Hasty Reprisal, Enhanced Unmend, and Soul Devourer are now reflected even without the job traits.


    New Actions

    Delirium (Level 62 Ability)
    (Recast: 120s)
    Restores MP.
    Additional effect: Extends Blood Weapon by 8s and Blood Price by 16s
    Blood Gauge Cost: 50

    Quietus (Level 64 Weaponskill)
    Deals physical AoE damage (Potency: 160)
    Dark Arts potency: 210
    Ends Dark Arts upon execution
    Blood Gauge Cost: 50

    Bloodspiller (Level 68 Weaponskill)
    Deals physical damage (Potency: 380)
    Dark Arts Potency: 520
    Grit Potency: 475
    Grit + Dark Arts Potency: 650
    Ends Dark Arts upon execution
    Blood Gauge Cost: 50

    The Blackest Night (Level 70 Ability)
    (Recast: 15s / 2400 MP)
    Creates a barrier in an area of effect around you that nullifies a fixed amount of damage. (Duration: 5s)
    User effect: Nullifies total damage up to 20% of your maximum HP
    Party member effect: Nullifies total damage up to 10% of the maximum HP of the Dark Knight.
    Increases Blood Gauge by 50 when effect ends.


    Changes to Existing Actions

    Hard Slash: No changes
    Shadowskin: REMOVED (See Rampart role action)
    Spinning Slash: No changes
    Scourge: REMOVED
    Unleash: Lv 8 -> Lv 6, Potency 100 -> 50
    Low Blow: Removed (Modified version added to role actions)
    Syphon Strike: Lv 12 -> Lv 10, Added Dark Arts bonus - Dark Arts combo potency: 390, removes Dark Arts upon execution
    Unmend: Additional effect: 30% chance next Unleash will have 0 MP cost (15s duration)
    Blood Weapon: While active (15s), physical damage dealt is converted to MP, weaponskill TP cost is reduced by 20%, and auto-attack delay, weaponskill, and magic spell cast and recast time are reduced by 10%. Additionally, each auto-attack or weaponskill that hits while the effect is active will inrease the Blood Gauge by 3.
    Reprisal: REMOVED (Modified version added to role actions)
    Power Slash: No changes
    Darkside: No longer actively depletes MP, damage increase 15% -> 20%
    Grit: No changes
    Dark Dance: REMOVED (Modified version added to role actions as "Anticipation")
    Blood Price: Additional effect: Increases Blood Gauge by 5
    Souleater: Combo potency 260 -> 280, Dark Arts Combo potency 400 -> 420, Grit effect: Absorbs 100% damage dealt as HP (enhancing trait removed), Combo bonus: Increases blood gauge by 10
    Dark Passenger: Dark Arts potency 250 -> 240
    Dark Mind: No changes
    Dark Arts: No changes
    Shadow Wall: No changes
    Living Dead: No changes
    Salted Earth: Increases blood gauge by 1
    Plunge: No changes
    Abyssal Drain: No changes
    Sole Survivor: New additional effect: Increases damage dealt to the target by 10% for the duration. [[This effect is not shown in the English tooltip... yes, it was an existing PvP effect, but the JP tooltip makes no mention of PvP, so....]]
    Carve and Spit: No changes



    Overall Melee DPS Impressions

    Existing jobs have been adjusted to eliminate single target DoT techniques and simplify the combos. Effects of previous 3.X series actions like Internal Release and Blood for Blood that would be set as additional actions have been relegated to dedicated job actions, and the overall number abilities that increase attack power has been reduced. We got the impression that a greater emphasis would be placed on countering enemy skills and mechanics as the number of things to manage decreases.

    On the other hand, while the samurai job has a very simple basic structure, by the end, it is a technical job that is fairly complex to operate. In high end battle content, it seems like it will be a job for pro players and their overall damage will be directly linked to the player's skill level.


    Melee DPS Role Actions

    [[These are translations of the JP tooltips, and the notes below each item are those provided by the Dengeki articles as the Famitsu one just posted screengrabs of the tooltips without any commentary.]]


    Second Wind (Level 8 Ability)
    (Recast: 120s)
    Recovers HP. (Recovery Potency: 500). Recovery depends on physical attack power.
    [Same as pugilist ability, the recovery amount has been increased from 450 to 500]

    Arm's Length (Level 12 Ability)
    (Recast: 60s)
    Put a barrier around yourself (Barrier Duration: 30s)
    Barrier effect: Upon being hit by a physical attack, gives the attacker a 30% slow effect (100% proc rate) (Slow Effect duration: 15s)
    [The icon may look like pugilist's counter, but it's a completely new ability.]

    Leg Sweep (Level 16 Ability)
    (Recast: 40s)
    Stuns target. (Duration: 3s)
    [Similar to Leg Sweep from Lancer, although it deals no damage and has a slightly longer recast.]

    Diversion (Level 20 Ability)
    (Recast: 120s)
    Suppresses your enmity gain for its duration. (Duration: 15s)
    [The name is different, but it's the same effect as archer's Quelling Strikes. However, ranged DPS like archer can't use it.]

    Invigorate (Level 24 Ability)
    (Recast: 120s)
    Recovers 400 TP.
    [Same as the lancer action, but the recovery value has been adjusted.]

    Bloodbath (Level 32 Ability)
    (Recast: 90s)
    Absorb a portion of damage dealt by physical attacks for the duration. (Duration: 20s)
    [Although it has the same name as the marauder ability, the duration has been adjusted and only melee DPS can use it.]

    Goad (Level 36 Ability)
    (Recast: 180s)
    Gives a continuous TP recovery effect to one party member (Duration: 30s)
    [Same as the existing rogue action with no change in performance.]

    Feint (Level 40 Ability)
    (Recast: 120s)
    Reduces target's STR and DEX by 15% for the duration (Duration: 10s)
    [With the STR reduction effect removed from Paladin's Rage of Halone, a similar effect can be granted with this action.]

    Crutch (Level 44 Ability)
    (Recast: 90s)
    Removes bind and heavy from the target party member. Cannot be used on yourself.
    [Allows you to cancel two movement hindering effects from another party member]

    True North (Level 48 Ability)
    (Recast: 150s)
    Directional requirements of all actions will be successful for the duration from any direction. [Duration: 15s]
    [A new ability similar to an existing PvP action.]


    4.0 Monk

    Although some fine-tuning has been performed, such as the removal of the stunning effect from Steel Peak with its addition to the One Ilm Punch weaponskill, and adjustments to Dragon Kick to only bestow the reduced blunt resistance debuff, there hasn't been a change to the basic skill rotation that moves you through stances.

    What has changed significantly is Chakra. As in the 3.X series, you can store it yourself, but after learning a new trait at level 62, there's a 30% chance that your weaponskill critical hits will open Chakra. Additionally, during the effect of Brotherhood, which raises the physical damage of nearby party members, there's a 30% chance that weaponskills executed by affected players will open Chakra. Although there's an element of randomness evolved, since Chakra now accumulates during battle, it will now allow you to recover TP with Purification or further increase damage with The Forbidden Chakra. You'll need to consider how to utilize stored Chakra as you take on the new content.

    In addition, interesting new actions have been added such as the effect of Riddle of Earth which can increase the duration of Greased Lightning while decreasing damage taken and Riddle of Fire which exchanges an increased weaponskill recast time for 30% increased damage. Given that Riddle of Fire and Brotherhood have the same recasts, should they be used at the same time? Thoughts like that are crossing my mind.

    There are other unique additions such as the effect of Shoulder Tackle changing depending on the user's Fists element. Perhaps there will be some changes in strategy here depending on content as well.


    Job Traits

    Enhanced Strength (Level 20)
    Enhanced Strength II (Level 40)
    Enhanced Strength III (Level 60)
    STR is increased. (+8/+16/+24)

    Enhanced Greased Lightning (Level 20)
    Enhanced Greased Lightning II (Level 40)
    Allows stacking of a (second/third) Greased Lightning

    Deep Meditation (Level 62)
    Attacks can open Chakra.
    Effect trigger: Weaponskill critical hits (30% probability of opening Chakra)

    Tackle Mastery (Level 66)
    The effect of Shoulder Tackle changes depending on the active Fists element.
    During Fists of Earth: Reduces range and adds knockback effect.
    During Fists of Wind: Can perform a second Tackle immediately, damage is halved.
    During Fists of Fire: Damage is increased

    The effects of previous traits like Enhanced Mantra, Enhanced Internal Release, etc. are now reflected even without the job traits.


    New Actions

    Riddle of Earth (Level 64 Ability)
    (Recast: 60s)
    Grants Earth's Reply if damage is taken while the effect is active. (Duration: 30s)
    Earth's Reply: Reduces damage taken by 10% (Duration: 30s)
    Additional effect: Extends Greased Lightning to maximum duration.
    Utilizing this action also grants Fists of Earth.
    Riddle of Earth and Earth's Reply are canceled if Fists of Earth ends.

    Earth Tackle
    (Recast: 30s)
    Rushes at target and deals physical damage (Potency: 100, Range 10y)
    Additional effect: Knockback
    Additional effect: Stun (Duration: 2s)
    Can only be used with Fists of Earth active.
    Cannot be used while bound.

    Wind Tackle
    (Recast: 30s)
    Rushes at target and deals physical damage (Potency: 65, Range 20y)
    Additional effect: Stun (Duration: 2s)
    Additional effect: Grants Riddle of Wind
    Can only be used with Fists of Wind active.
    Cannot be used while bound.

    Riddle of Wind
    Rushes at target and deals physical damage (Potency: 65, Range 20y)
    Additional effect: Stun (Duration: 2s)
    Can only be used with Fists of Wind or Riddle of Wind active.
    Cannot be used while bound.

    [Under Fists of Wind, the power of attack is reduced to allow you to use it twice in a row when Riddle of Wind is granted.]

    Fire Tackle
    (Recast: 30s)
    Rushes at target and deals physical damage (Potency: 130, Range 20y)
    Additional effect: Stun (Duration: 2s)
    Can only be used with Fists of Fire active.
    Cannot be used while bound.

    Riddle of Fire (Level 68 Ability)
    (Recast: 90s)
    Lengthens weaponskill recast time by 15% and increases damage by 30% (Duration: 20s)
    Utilizing this action also grants Fists of Fire.
    Riddle of Fire is canceled if Fists of Fire ends.

    Brotherhood (Level 70 Ability)
    (Recast: 90s / Range: 15y)
    Increases damage dealt by nearby party members by 5%. Grants a 30% chance to open a Chakra when party members under the effect of Brotherhood use a weaponskill. (Duration: 15s)


    Changes to Existing Actions

    Bootshine:: Potency 150 -> 140, TP Cost 60 -> 50
    True Strike:: Lv 2 -> Lv 4, Potency 150 -> 140, Potency from behind 190 -> 180
    Featherfoot: REMOVED
    Snap Punch: Potency 140 -> 130, Potency from Flank: 180 -> 170, TP Cost 50 -> 40, GL duration 14s -> 16s
    Second Wind: REMOVED (Moved to role actions)
    Haymaker: REMOVED
    Internal Release: Lv 12 -> Lv 10, base critical hit rate increase 10% -> 30% (enhancing trait removed)
    Fists of Earth: Lv 22 -> Lv 15, no change to effect
    Touch of Death: REMOVED
    Twin Snakes: Flank potency 140 -> 130, TP Cost 60 -> 50, base damage increase 5% -> 10% (enhancing trait removed)
    Arm of the Destroyer: No changes
    Demolish: DoT duration 21s -> 18s, GL duration 14s -> 16s
    Fists of Wind: No changes
    Steel Peak: Removed stun additional effect, Base recast 60s -> 40s (enhancing trait removed)
    Mantra: Base HP recovery 5% -> 20% (enhancing trait removed)
    Howling Fist: No changes
    Perfect Balance: No changes

    Rockbreaker: GL duration 14s -> 16s
    Shoulder Tackle: No changes to base ability (takes on additional effects based on fists element after level 66)
    Fists of Fire: No changes
    One Ilm Punch: Buff removal changed to Stun (1s duration); not impacted by effects that nullify Stun
    Dragon Kick: TP Cost 60 -> 50, Flank potency 150 -> 140, removed INT reduction additional effect
    Form Shift: No changes
    Meditation: No changes
    Forbidden Chakra: Potency 320 -> 250
    Elixir Field: No changes
    Purification: No changes
    Tornado Kick: Recast 40s -> 10s, no effect changes


    4.0 Dragoon

    Although the general combos are not changing, one major change is that the randomness of the combo finisher during Blood of the Dragon has been removed. Full Thrust will always lead to Fang and Claw, while Chaos Thrust will always lead to Wheeling Thrust, simplifying the skill rotation. After actually trying the job out, the difference was clear and it was much easier to operate. Furthermore, after learning the level 64 job trait, you'll also be able to connect from Fang and Claw to Wheeling Thrust and vice versa. Also, Geirskogul, which has a big impact on overall damage has had its effect of reducing Blood of the Dragon duration removed.

    Mirage Dive is a new action that can be used after the execution of Jump or Spineshatter Dive, granting a Dragon Eye if Blood of the Dragon is active. By accumulating four Dragon Eyes, Blood of the Dragon turns into Life of the Dragon, and Geirskogul is replaced with the more powerful ability Nastrond. It takes some time to be able to use Mirage Dive four times, but as mentioned earlier, it's easy to maintain Blood of the Dragon, so this is not as difficult as I was expecting. Even players who haven't played melee DPS before should be able to achieve the full potential of the job.


    Job Traits

    Enhanced Strength (Level 20)
    Enhanced Strength II (Level 40)
    Enhanced Strength III (Level 60)
    STR is increased. (+8/+16/+24)

    Lance Mastery (Level 64)
    Allows immediate execution of Wheeling Thrust after Fang and Claw, or Fang and Claw after Wheeling Thrust. Can only execute once.

    Life of the Dragon (Level 70)
    Dragon Eyes are granted by successfully executing Mirage Dive under the effect of Blood of the Dragon. After executing Geirskogul with four Dragon Eyes active, Blood of the Dragon is replaced with Life of the Dragon, and Geriskogul will be replaced with Nastrond for the duration of the effect. Life of the Dragon reverts to Blood of the Dragon when the effect ends.


    New Actions

    Sonic Thrust (Level 62 Weaponskill)
    (120 TP, Range/Radius: 10y)
    Physical damage to targets in a straight line in front of you (Potency 100)
    Combo Action: Doom Spike
    Combo Potency: 170

    Dragon Sight (Level 66 Ability)
    (Recast: 120s)
    Grants Right Eye to user and Left Eye to target party member.
    Right Eye: Increases your damage dealt by 10%
    Left Eye: Increases target party member's damage dealt by 5%
    Effects remain active if the target remains within 6y. (Duration: 15s)

    Mirage Dive (Level 68 Ability)
    (Recast: 1s)
    Deals physical damage (Potency: 200, 20y range)
    Additional effect: Adds a Dragon Eye to the Dragon Gauge while under the effect of Blood of the Dragon or Life of the Dragon.
    Requires Dive Ready status.

    Nastrond
    (Recast: 10s, Range/Radius: 15y)
    Deals physical damage to targets in a straight line in front of you (Potency 320)
    Can only be executed during Life of the Dragon [[replaces Geirskogul]]


    Changes to Existing Actions

    True Thrust: TP Cost 70 -> 60
    Feint: REMOVED (Slow effect -> Arm's Length role action)
    Vorpal Thrust: TP Cost 60 -> 50, Combo Potency 200 -> 240
    Keen Flurry: REMOVED
    Impulse Drive: Lv 8 -> Lv 6, TP Cost 70 -> 60, Potency 180 -> 190
    Leg Sweep: REMOVED (Moved to role actions)
    Heavy Thrust: Lv 12 -> Lv 10, TP Cost 70 -> 60, Flank potency 170 -> 180, Base effect duration 12s -> 30s (trait removed)
    Piercing Talon: No changes
    Life Surge: Recast 90s -> 50s (trait removed)
    Invigorate: REMOVED (Moved to role actions)
    Full Thrust: TP Cost 60 -> 50, Combo Potency 360 -> 440, Blood of the Dragon Combo Bonus: Grants Sharper Fang and Claw
    Phlebotomize: REMOVED
    Blood for Blood: Lv 34 -> 30, Base damage dealt +10% -> +15%, Base damage taken +25% -> +10% (trait removed)
    Disembowel: TP Cost 60 -> 50, Combo Potency 220 -> 230, Piercing Resistance reduction 10% -> 5%, effect duration 20s -> 30s (trait removed)
    Chaos Thrust: TP Cost 60 -> 50, Combo Potency 200 -> 220, From behind 250 -> 270, Blood of the Dragon Combo Bonus: Grants Enhanced Wheeling Thrust

    Jump: Potency 200 -> 250, Additional effect: Dive Ready (15s)
    Elusive Jump: No changes
    Doom Spike: Lv 42 -> 40, LNC -> DRG, TP Cost 160 -> 130, Potency 160 -> 130
    Spineshatter Dive: Lv 40 -> 45, Potency 170 -> 200, Additional effect: Dive Ready (15s)
    Power Surge: REMOVED
    Dragonfire Dive: Potency 250 -> 300
    Battle Litany: No changes
    Blood of the Dragon: Recast 60s -> 30s, Combo finishers split - Full Thrust grants Sharper Fang and Claw, Chaos Thrust grants Enhanced Wheeling Thrust
    Fang and Claw: TP Cost 60 -> 50, Combos only off Full Thrust, BotD extension 15s -> 10s
    Wheeling Thrust: TP Cost 60 -> 50, Combos only off Chaos Thrust, BotD extension 15s -> 10s
    Geirskogul: Recast 10s -> 35s, Potency 200 -> 220, Requires Blood of the Dragon active but no longer reduces its duration to use.


    4.0 Ninja

    Ninja's combos have been simplified since the 3.X series. There are three combo paths, each of which is designed to continue from Spinning Edge -> Gust Slash. The amount of DoT type abilities has also decreased, with the conscious objective of making it easier to maintain Huton.

    One major change to ninja is the addition of Shukiho. Three new actions are made possible by consuming the Ninki that accumulates when auto-attacking or using Mug. In the trailer, you could clearly see the AoE magic attack Hellfrog Medium. This should useful to utilize often in a situation where there are multiple targets. Bhavacakra is a high powered single-target magic attack. This will likely be the basic action used to consume the gauge when fighting a single boss, for example.

    The most unique of the Ninki-consuming actions is Ten Chi Jin. Movement will cancel the effect immediately; however, it will enable you to perform ninjutsu without consuming mudra, and basically let you use three ninjutsu in a row. For example, you could use Tenchijin -> Ten -> Fuma Shuriken -> Chi -> Raiton -> Jin -> Suiton. Furthermore, since the power of the ninjutsu used is doubled, it should work well in situations where burst damage is needed.

    Job Traits
    Dripping Blades (Level 6)
    Dripping Blade II (Level 36)
    Increase damage dealt by (5%/20%)

    All Fours (Level 14)
    Reduces fall damage

    Fleet of Foot (Level 20)
    Increases movement speed

    Enhanced Dexterity (Level 20)
    Enhanced Dexterity II (Level 40)
    Enhanced Dexterity III (Level 60)
    DEX is increased. (+8/+16/+24)

    Shukiho (Level 62)
    Allows for accumulation of the Ninki gauge. Trigger: Auto attacks

    Enhanced Shukuchi (Level 64)
    Resets Shukuchi recast. Trigger: Using Katon, Raiton, or Hyoton.

    Enhanced Mug (Level 66)
    Increases Ninki gauge by 30. Trigger: Using Mug


    New Actions

    Hellfrog Medium (Level 62 Ability)
    (Radius: 6y)
    Deals fire aspected damage to target and surrounding enemies. (Potency: 400)
    Effect Requirements: Costs 80 Ninki

    Bhavacakra (Level 68 Ability)
    (Recast: 50s)
    Deals unaspected magic damage to the target. (Potency: 550)
    Effect Requirements: Costs 80 Ninki

    Ten Chi Jin (Level 70 Ability)
    (Recast: 100s)
    Reduces ninjutsu recast time to 1 second twice and removes required mudra consumption for the duration. Ninjutsu potency is increased by 100%. (Duration: 10s)
    Only mudra and ninjutsu actions can be used while active, and the effect is removed upon moving.
    Effect Requirements: Costs 80 Ninki

    Changes to Existing Actions

    Spinning Edge: No changes
    Shade Shift: No changes
    Gust Slash: Combo potency 200 -> 220
    Kiss of the Wasp: REMOVED
    Mutilate: REMOVED
    Hide: Additional effect: Resets Ninjutsu recast timers
    Assassinate: No changes
    Throwing Dagger: No changes
    Mug: Viper Venom effect removed, Adds 30 to Ninki gauge (after Lv66 trait)
    Goad: REMOVED (Moved to role actions)
    Trick Attack: Lv 50 -> Lv 18
    Sneak Attack: REMOVED
    Aeolian Edge: TP Cost 60 -> 40, Combo Potency 240 -> 260, Combo Rear Potency 320 -> 340
    Kiss of the Viper: REMOVED
    Jugulate: Lv 34 -> Lv 30
    Shadow Fang: Lv 46 -> Lv 38, Combo action changed to Gust Slash, Combo Bonus DoT duration 18s -> 21s, Combo Bonus: Reduces slashing resistance by 10% for 21s (moved from Dancing Edge)
    Dancing Edge: REMOVED
    Death Blossom: Potency 60 -> 110

    Ten: No changes
    Ninjutsu: No changes
    Chi: No changes
    Shukuchi: No changes
    Jin: No changes
    Kassatsu: No changes
    Smoke Screen: No changes
    Armor Crush: TP Cost 60 -> 40, Combo Potency 220 -> 240, Combo Flank Potency 280 -> 300
    Shadewalker: No changes
    Duality: No changes
    Dream Within a Dream: Hit potency 100 -> 150

    Fuma Shuriken: No changes
    Katon: No changes
    Raiton: No changes
    Hyoton: No changes
    Huton: No changes
    Doton: No changes
    Suiton: No changes


    New Job: Samurai

    The newly added samurai is a melee DPS that uses STR as their main parameter. The samurai has two main features.

    Sen

    If you connect specific weaponskills in a combo, you will be granted Sen, which allows you to use powerful attacks with Iaijutsu. Simply performing combos is already strong, but you can expect even greater damage if you fight with Sen in mind. The technique executed by Iaijutsu is dependent on the number, not the type, of Sen stored. Higanbana consumes one Sen to apply a DoT that lasts 60 seconds, Tenka Goten consumes two Sen to perform a frontal cone-shaped attack, and Midare Setsugekka consumes three Sen to perform a high-powered attack. For a single boss, you'll likely want to start by placing Higanbana, and with multiple enemies you'll wipe them out with Tenka Goten. It will be important to keep the number of Sen required in mind for each situation as you proceed through battle.

    Also note that buffs that give effects like increased damage or reduced delay and cast/recast times are granted during combos which also grant Sen. This is similar to monk combos with the idea that you'll have to maintain certain important buffs through combat. It's easy to talk about maintaining buffs and keeping Sen in mind, but when you're actually in the situation, you may not be able to use the ideal Sen because you're too concerned about maintaining buffs, so it actually can be quite challenging to manage. In that sense, the job is highly reliant on really thinking about your sequence of attacks. By the way, there are also AoE combos which grant Sen. For something like an instanced dungeon, you'll want to use these in combination with Tenka Goten which should prove fairly unique, so please check that out as well.

    Kenki

    The second thing that can be consumed is Kenki which accumulates when weaponskills are executed and allow the use of Hissatsu. There are various types of Hissatsu which can do things like deal damage to a target or increase the power of the next weaponskill. Just using various Hissatsu will make you stronger, but thinking about how to use it properly based on the situation will really allow you to optimize your damage output. Since Iaijutsu techniques are also treated as weaponskills, using Hissatsu: Kaiten first to make the next weaponskill deal 1.5x damage is one of the things I'm already thinking about.

    There are other abilities that are more for expert use, such as Hagakure which converts Sen into Kenki, and Meikyo Shisui which allows weaponskill combos to be successful without conditions during its effect. One that I was especially interested in was Third Eye, which reduces the damage of one attack during the effect's duration, but also gives the Open Eyes buff. In that state, you can use either use a technique with restores HP or activate a counter skill which consumes Kenki, but given that Third Eye has a relatively short duration of 3s, it might be challenging to get the Open Eyes state. However, if you master this, your damage should increase even further. It's easy to predict the ways you'll look to improve damage on this job, but managing Sen, buffs, and Kenki will take a considerable degree of skill. It's definitely intended to be a very challenging job, but one that can achieve truly explosive power. Samurai is definitely a new job that's intended for professionals.


    Job Traits

    Enhanced Strength (Level 20)
    Enhanced Strength II (Level 40)
    Enhanced Strength III (Level 60)
    DEX is increased. (+8/+16/+24)

    Kenki Mastery (Level 52)
    Increases Kenki gauge when using certain weaponskills.

    Kenki Mastery II (Level 62)
    Increases Kenki gauge when using all weaponskills except Iaijutsu.

    Hakaze
    Lv.1 Weaponskill / 60 TP
    Deals physical damage to target (Potency: 150)
    Increases Kenki gauge by 5

    Jinpu
    Lv. 4 Weaponskill / 60 TP
    Deals physical damage to target (Potency: 100)
    Combo Action: Hakaze (Combo Potency: 280)
    Combo Bonus: Increases damage dealt by 15% (Duration: 30s)
    Combo Bonus: Increases Kenki gauge by 5

    Third Eye
    Lv. 6 Ability / Recast: 15s
    Grants Open Eyes status and reduces damage taken from one attack by 20%. (Duration: 3s)

    Ageha
    Lv. 10 Ability / Recast: 60s
    Deals physical damage to target (Potency: 250)
    Additional Effect: Increases Kenki gauge by 10.
    If target's HP is below 20% and a finishing blow is dealt, increases Kenki gauge by 20.

    Enbi
    Lv. 15 Weaponskill / 160 TP / 15y
    Deals a ranged attack (Potency: 100)
    Yaten Bonus Potency: 300
    Increases Kenki gauge by 10

    Shifu
    Lv. 18 Weaponskill / 60 TP
    Deals physical damage to target (Potency: 100)
    Combo Action: Hakaze (Combo Potency: 280)
    Combo Bonus: Reduces auto-attack delay, weaponskill and spell cast and recast times by 10% (Duration: 30s)
    Combo Bonus: Increases Kenki gauge by 5

    Fuga
    Lv. 26 Weaponskill / 140 TP / 6y
    Deals physical damage to enemies in a cone in front of you (Potency: 100)
    Increases Kenki gauge by 5

    Gekko
    Lv. 30 Weaponskill / 50 TP
    Deals physical damage to target (Potency: 100)
    Combo Action: Jinpu (Combo Potency: 400)
    Rear Combo Bonus: Increases Kenki gauge by 10
    Combo Bonus: Grants Getsu

    Iaijutsu
    Lv. 30 Weaponskill
    Executes a weaponskill based on the number of Sen stored on the Sen gauge
    1 Sen: Higanbana
    2 Sen: Tenka Goten
    3 Sen: Midare Setsugekka

    Higanbana
    Deals physical damage (Potency: 240)
    Additional Effect: Damage over time (Potency: 35 / Duration: 60s)

    Tenka Goken
    8y
    Deals physical damage to enemies in a frontal cone.
    Potency: 360 for first target, reduced by 10% on each additional with 2 or more targets, up to 50% reduction

    Midare Setsugekka
    Deals physical damage (Potency: 720)

    Mangetsu
    Lv. 35 Weaponskill / 140 TP / 5y
    Deals AoE damage around the user (Potency: 100)
    Combo Action: Fuga
    Combo Potency: 200 for first target, reduced by 10% for each additional with 2 or more targets, up to 50% reduction
    Combo Bonus: Increases Kenki gauge by 10, Grants Getsu

    Kasha
    Lv. 40 Weaponskill / 50 TP
    Deals physical damage to target (Potency: 100)
    Combo Action: Shifu (Combo Potency: 400)
    Flank Combo Bonus: Increases Kenki gauge by 10
    Combo Bonus: Grants Ka

    Oka
    Lv. 45 Weaponskill / 140 TP / 5y
    Deals AoE damage around the user (Potency: 100)
    Combo Action: Fuga
    Combo Potency: 200 for first target, reduced by 10% on each additional with 2 or more targets, up to 50% reduction
    Combo Bonus: Increases Kenki gauge by 10, Grants Ka

    Yukikaze
    Lv. 50 Weaponskill / 50 TP
    Deals physical damage to target (Potency: 100)
    Combo Action: Hakaze (Combo Potency: 340)
    Combo Bonus: Reduces target's slashing resistance by 10% (Duration: 30s)
    Combo Bonus: Increase Kenki gauge by 10, Grants Setsu

    Meikyo Shisui
    Lv. 50 Ability / Recast: 80s
    For the duration of the effect, allows execution of up to 3 combos skills without meeting combo requirements. Effect ends after three weaponskills are used. (Duration: 10s)

    Hissatsu: Kaiten
    Lv. 52 Ability / Recast: 5s
    While the effect is active, the next weapon skill will deal 1.5 times damage (Duration: 10s)
    [[The JP text says it multiplies the damage by 1.5, so the English tooltip whichs says +150% is likely a mistranslation]]
    Kenki Gauge Cost: 20

    Hissatsu: Gyoten
    Lv. 54 Ability / Recast: 10s
    Rushes at target and deals physical damage (Potency: 100)
    Kenki Gauge Cost: 10
    Cannot be used while bound

    Hissatsu: Yaten
    Lv. 56 Ability / Recast: 10s
    Deals physical damage to target (Potency: 100)
    Additional effect: Jump back 10y
    Additional effect: Enhanced Enbi
    Kenki Gauge Cost: 10
    Cannot be used while bound

    Merciful Eyes
    Lv. 58 Ability
    Restores user's HP. (Healing Potency: 500)
    Potency varies with current attack power.
    Can only be executed while Open Eyes is active.
    Shares recast with Starry Eyes.

    Meditate
    Lv. 60 Ability / Recast: 60s
    Increases Kenki Gauge over time (Duration: 15s)
    No effect outside of battle
    Auto-attacks are canceled upon execution

    Hissatsu: Shinten
    Lv. 62 Ability
    Deals physical damage to target (Potency: 300)
    Kenki Gauge Cost: 25

    Hissatsu: Kyuten
    Lv. 64 Ability / 5y
    Deals physical damage to nearby enemies (Potency: 150)
    Kenki Gauge Cost: 25

    Starry Eyes
    Lv. 66 Ability
    Deals physical damage to target (Potency: 200)
    Kenki Gauge Cost: 25
    Can only be executed while Open Eyes is active.
    Shares recast with Merciful Eyes.

    Hagakure
    Lv. 68 Ability / Recast: 40s
    Converts Setsu, Getsu, and Ka into Kenki.
    Each converted Sen increases Kenki gauge by 20.
    At least one of Setsu, Getsu, or Ka must be active to use.

    Hissatsu: Guren
    Lv. 70 Ability / Recast: 120s
    Attacks enemies in a straight line in front of you
    Potency: 800 for first enemy, 25% less for second, 50% less for all additional enemies
    Kenki Gauge Cost: 50




    Overall Healer Impressions

    Healers didn't change much in their basic behavior, and we got the impression that the job updates are more of an evolution. The new actions extend the features associated with each job, so you should be able to play the jobs with much of the same feel as before.

    As announced at the 36th producer letter, the base parameter for the calculation of attack power changed from INT to MND, along with a change in the specification for Cleric Stance. Additionally, the top tier of offensive spells will replace lower tiers, reducing the number of offensive magic spells and making it simpler to focus on the primary role of healing.

    The role actions have changed considerably from the additional actions that were available during the 3.X series. Many abilities which were previously associated only with white mage, such as Lucid Dreaming which recovers MP over time while reducing enmity by half, and Largesse to raise the potency of recovery magic, have been added. You'll want to set them all, but since you can only choose five of them, you'll have to think about switching around your role actions as you participate in difficult content like high-end raids.


    Healer Role Actions

    Cleric Stance (Level 8 Ability)
    Increases attack magic potency by 5% for the duration of the effect (Duration: 15s / Recast: 90s)

    Break (Level 12 Spell)
    Deals unaspected magic damage (Potency: 50)
    Additional effect: Target receives a 40% Heavy effect (Duration: 20s)

    Protect (Level 16 Spell)
    Increases physical and magic defense of target and surrounding party members (Duration: 30m)

    Esuna (Level 20 Spell)
    Removes one detrimental status effect from target.

    Lucid Dreaming (Level 24 Ability)
    (Recast: 120s)
    Reduces the user's enmity by half.
    Additional effect: Restores the user's MP over time
    Refresh Potency: 80 (Duration: 21s)

    Swiftcast (Level 32 Ability)
    For the duration, the next spell is cast without casting time (Duration: 10s / Recast: 60s)

    Eye for an Eye (Level 36 Ability)
    Creates a barrier around a single target party member or pet. (Duration: 30s / Recast: 120s)
    Barrier effect (20% chance of trigger): When barrier is struck, the attacker will deal 10% less damage (Duration: 20s)
    Cannot be used on yourself.

    Largesse (Level 40 Ability)
    For the duration, increases healing magic restoration by 20%. (Duration: 20s / Recast: 90s)

    Surecast (Level 44 Ability)
    For the duration, the next spell casted cannot be interrupted. (Duration: 10s / Recast: 30s)
    Additional effect: Sleep, stun, knockback, and draw-in effects are nullified.

    Rescue (Level 48 Ability)
    Target party member is drawn to the user's location (Recast: 150s)



    4.0 White Mage

    Many of the actions have been shifted to role actions, but there are no major changes to the general rotation. Their standing has been maintained as an evolution of a pure healer with high recovery potential. Magic spells are replaced in tiers Aero -> Aero II, and Stone -> Stone II -> Stone III -> Stone IV.

    For those who have been paying attention to the white mage changes, one of the new features is the Healing Lilies. When you cast Cure or Cure II there is a 20% chance that a flower on the job gauge will bloom, granting a Healing Lily. Depending on the number of flowers, recast timers will be reduced for Asylum, Assize, and Tetragrammaton, and Divine Benison can be executed. Since the recast time can be shortened at most by 20%, there will likely be a divide among players about how to utilize the Healing Lilies. Because it's luck dependent, the utilization will most likely be situational.

    You should also take note of the new action Plenary Indulgence which has an effect that hasn't been seen before. When recovering HP with Cure or Cure II, there is a 20% chance that it will give the party member a buff of Confession (up to three stacks), and when using the action, recovery will be granted to members with the buff based on the numbers of stacks. It can be a very powerful recovery action if there are two or more buffs present on members at the same time, but it will be luck-based and may be tricky to use well. It seems that it will see particular action in certain areas like main tanks fighting bosses with offtanks fighting reinforcements. However, since it has a short recast, it will likely be used actively even in dungeons to help out with healing the tank.


    New Traits

    Stone Mastery (Level 18)
    Stone Mastery II (Level 54)
    Stone Mastery III (Level 64)
    Upgrades Stone to Stone II (...II->III, III->IV)

    Enhanced Mind (Level 20)
    Enhanced Mind II (Level 40)
    Enhanced Mind III (Level 60)
    MND is increased. (+8/+16/+24)

    Maim and Mend (Level 20)
    Maim and Mend II (Level 40)
    Base action damage and HP restoration increased by (10%/30%).

    Freecure (Level 32)
    No changes

    Aero Mastery (Level 46)
    Upgrades Aero to Aero II

    Secret of the Lily (Level 52)
    Lilies reduce recast of Asylum, Assize, Divine Benison, and Tetragrammaton based on the number of lilies when the action is executed. Lilies are reset when an affected action is executed.
    1 Lily: 4%
    2 Lilies: 10%
    3 Lilies: 20%
    Healing Lilies: 20% chance a lily is added to Healing Gauge after Cure or Cure II.

    Secret of the Lily II (Level 68)
    Upon effect, reduces Asylum or Assize recast timers are by 5s
    Effect trigger: 20% chance when healing for critical HP with Cure or Cure II.


    New Actions

    Thin Air (Level 62 Ability)
    (Recast: 120s)
    Spell MP costs are reduced to 0 for the duration of the effect. (Duration: 12s)

    Stone IV (Level 64 Spell)
    (Cast: 2.5s / 720 MP)
    Deals earth damage. (Potency: 260)

    Divine Benison (Level 66 Ability)
    (Recast: 60s)
    Creates a barrier around a party member that nullifies damage up to 15% of their maximum HP. All Healing Lilies are expended upon execution.

    Plenary Indulgence (Level 70 Ability)
    (Recast: 15s)
    Restores HP of all nearby party members. Potency varies with the current Confession stack.
    1 Confession: 400
    2 Confessions: 500
    3 Confessions: 600
    Confession Stacks: There is a 20% chance a party member is granted a confession stack upon healing their HP with Cure or Cure II. (Duration: 30s)


    Changes to Existing Actions

    [[Because MP cost varies with level and the tooltips are shown at level 70, it's hard to gauge at a glance whether or how MP costs were changed, so I left that out here.]]

    Stone: No changes
    Cure: Potency 400 -> 450
    Aero: DoT potency 25 -> 30
    Cleric Stance: REMOVED (Moved to role actions, effect changed)
    Protect: REMOVED (Moved to role actions)
    Medica: No changes
    Raise: No changes
    Fluid Aura: No changes
    Esuna: REMOVED (Moved to role actions)
    Stone II: Lv22 -> Lv18, Potency 170 -> 200
    Repose: No changes
    Cure II: Potency 650 -> 700, No additional effect on Cure III
    Stoneskin: REMOVED
    Shroud of Saints: REMOVED (Moved to role actions as Lucid Dreaming)
    Cure III: Lv42 -> Lv40, Range 4y -> 6y
    Aero II: Now instant cast
    Medica II: No changes
    Stoneskin II: REMOVED

    Presence of Mind: No changes
    Regen: No changes
    Divine Seal: REMOVED (Moved to role actions as Largesse)
    Holy: No changes
    Benediction: Recast 300s -> 180s
    Asylum: No changes
    Stone III: No changes
    Assize: Recast 90s -> 60s
    Aero III: No changes
    Tetragrammaton: No changes


    4.0 Scholar

    It's position as a barrier healer hasn't been changed, and it has evolved in that position. To mention major changes to existing actions, Bio will be substituted with the higher tier Bio II to reduce the number of DoT spells. Additionally, when you execute actions which consume Aetherflow, the Faerie Gauge will increase by 10 (details will be described later). A number of new things with unique effects have been added to existing actions.

    Excogitation consumes Aetherflow and grants a buff that restores HP to the target party member when their HP falls below 50%. This allows you to have a heal on advance reserve that executes depending on an enemy's attacks, and it has a very long duration at 30 seconds with an even higher recovery than Lustrate, so this is an excellent ability which we can imagine will have a number of uses, such as preparing for a powerful enemy attack.

    Chain Stratagem is an enemy-targeting ability that gives a debuff which increases the chance for the target to receive critical hits by 20%. Although it only affects one target and has a somewhat length recast, it should be a good ability to allow for higher burst damage.

    Aetherpact will cause your fairy to use Fey Union. While Fey Union is active, it consumes 10 from the Faerie Gauge at regular intervals and provides continuous healing to one party member. The fairy wil not be able to take other actions, but it should see high utilization in situations where tanks are taking continuous damage.


    Job Traits
    Aetherdam (Level 6)
    Aetherdam II (Level 20)
    Aetherdam III (Level 40)
    Allows the stacking of (1/2/3) Aetherflows

    Enhanced Intelligence (Level 20)
    Enhanced Intelligence II (Level 40)
    Enhanced Intelligence III (Level 60)
    INT is increased (+8/+16/+24)

    Enhanced Mind (Level 20)
    Enhanced Mind II (Level 40)
    Enhanced Mind III (Level 60)
    MND is increased (+8/+16/+24)

    Corruption Mastery (Level 26)
    Upgrades Bio to Bio III.
    [[Says Bioga in the JP version which corresponds to Bio III, but this is definitely typo because the level matches up with Bio II at 26 and SCH doesn't have Bio III.]]

    Maim and Mend (Level 20)
    Maim and Mend II (Level 40)
    Increases action damage and HP restoration by (10%/30%). Also increase pet action damage and HP restoration by (10%/30%).

    Broil Mastery (Level 54)
    Broil Mastery II (Level 64)
    Changes (Ruin -> Broil / Broil -> Broil II)

    Quickened Aetherflow (Level 68)
    20% chance that Aetherflow recast time is reduced by 10s when an action is used that required Aetherflow.

    New Actions

    Excogitation (Level 62 Ability)
    Grants effect to one party member. (Recast: 60s)
    Upon falling below 50% HP, the target party member will be healed and the effect will be removed. (Healing Potency: 650)
    Requires Aetherflow to activate.
    Cannot target yourself.

    Broil II (Level 64 Spell)
    Deals unaspected magic damage (Potency: 230)

    Chain Strategem (Level 66 Ability)
    For its duration, increases the rate of critical hits dealt to the target by 20%. (Duration: 15s / Recast: 90s)

    Aetherpact (Level 70 Ability)
    Orders the faerie to use Fey Union on the target party member. (Recast: 5s)
    Effect ends upon reuse.
    Faerie Gauge Cost: 10
    Cannot target yourself.

    Fey Union
    Continuously restores HP to the designated party member. (Healing Potency: 480)
    The Faerie Gauge will be continuously depleted during this effect.
    Additionally, the faerie cannot use other actions while under the effect.

    Changes to Existing Actions

    Ruin: No changes
    Bio: No changes
    Summon: No changes
    Physick: No changes
    Aetherflow: 20% -> 10% MP restoration
    Energy Drain: Lv 8 -> Lv 6, Absorbs a "portion" (not 50%) of damage dealt as HP and restores MP.
    Miasma: Malady and Heavy debuffs removed
    Virus: REMOVED
    Summon II: No changes
    Sustain: REMOVED
    Resurrection: Lv 22 -> Lv 18
    Bio II: Now instant
    Bane: With two or more targets, potency is reduced by 20% (to a minimum of 20%). (This tooltip is written in the same fashion as the Flare tooltip, which makes the NA tooltip for Bane and Flare contradictory. It seems that Flare is incorrect.)
    Eye for an Eye: REMOVED (Moved to role actions)
    Ruin II: Potency 80 -> 100, Blind effect removed
    Rouse: No changes
    Miasma II: REMOVED
    Shadow Flare: Spell -> Ability, instant cast, 60s recast

    Adloquium: No changes
    Succor: No changes
    Leeches: REMOVED (Esuna moved to role actions)
    Sacred Soil: No changes
    Lustrate: No changes
    Indomitability: No changes
    Broil: Potency 170 -> 190
    Deployment Tactics: No changes
    Emergency Tactics: No changes
    Dissipation: No changes

    Eos:
    Embrace: Potency 300 -> 250
    Whispering Dawn: No changes
    Fey Covenant: No changes
    Fey Illumination: No changes

    Selene:
    Embrace: Potency 300 -> 250
    Silent Dawn: No changes
    Fey Caress: No changes
    Fey Wind: No changes


    4.0 Astrologian

    There have not been many changes to the existing Astrologian actions, and as healers who can also provide buffs, they will have the same play style as in the 3.X series. Higher tier magic will replace lower tier magic (Combust -> Combust II, Malefic -> Malefic II)

    Earthly Star is an ability that can be set at a designated location and perform AoE healing and attack at the same time. If 10 seconds pass after the installation, the effect is enhanced. Although the range of the effect is not huge (about 10y based on our experience), the effect is excellent. Since it also has a relatively short recast, it should be sufficient to use it even just for tank healing.

    Minor Arcana allows you to change a drawn card to a card with an attack or recovery effect. Since the exchanged cards are saved in a different place from drawn cards, you can cntinue to draw even if you have a card that you received from Minor Arcana. As an astrologian, there are situations where you may already have a strong card saved and you're looking for a particular Royal Road effect, so this will be something you may be able to take advantage of in that situation.

    Sleeve Draw is an action that performs Draw, Royal Road, Spread, and Minor Arcana at the same time. If you already have a card Spread or a Royal Road effect saved, it won't be overwritten, but this will allow you to increase the number of buffs you have available. If you use it after utilizing your set cards, your range of options will expand significantly.


    Job Traits

    Enhanced Mind (Level 20)
    Enhanced Mind II (Level 40)
    Enhanced Mind III (Level 60)
    MND is increased (+8/+16/+24)

    Enhanced Benefic (Level 36)
    No change (15% chance at guaranteed next Benefic II crit for 15s after casting Benefic).

    Magick and Mend (Level 20)
    Magick and Mend II (Level 40)
    Increases base damage and HP restoration by (10%/30%)

    Combust Mastery (Level 46)
    Upgrades Combust to Combust II

    Malefic Mastery (Level 54)
    Malefic Mastery II (Level 64)
    Upgrades (Malefic to Malefic II / Malefic II to Malefic III)

    Hyper Lightspeed (Level 68)
    Reduces Lightspeed recast by 5s. Trigger: Restoring critical HP with Benefic or Benefic II.


    New Actions

    Undraw (Level 30 Ability)
    Returns the currently drawn card back to the deck. (Recast: 5s)
    [[I'm guessing with the new HUD set-up, they made it impossible to click off card buffs so they needed to add this ability so you can still manage your cards as before.]]

    Earthly Star (Level 62 Ability)
    Deploys Earthly Star and grants Earthly Dominance (Duration: 10s / Recast: 60s)
    Executing Earthly Star under the effect of Earthly Dominance causes a Stellar Burst damaging nearby enemies (150 potency) and healing nearby party members (675 potency).
    After 10s, Earthly Dominance changes to Giant Dominance (Duration: 10s)
    Executing Earthly Star under the effect of Giant Dominance causes a Stellar Explosion damaging nearby enemies (200 potency) and healing neary party members (900 potency)

    Malefic III (Level 64 Spell)
    Deals unaspected magic damage (Potency: 210)

    Minor Arcana (Level 66 Ability)
    Drawn card is converted to Lord of Crowns or Lady of Crowns. Reusing the action will utilize the card's effect. (Recast: 5s)

    Sleeve Draw (Level 70 Ability)
    Uses Draw, Royal Road, Spread, and Minor Arcana in order. Will not overwrite a currently spread card. (Recast: 120s)

    New Cards

    Lord of Crowns
    Deals unaspected magic damage to the target (Potency: 300)
    Requires Lord of Crowns

    Lady of Crowns
    Restores HP to target party member (Healing Potency: 500)
    Requires Lady of Crowns

    Changes to Existing Abilities

    Malefic: No changes
    Benefic: No changes
    Combust: No changes
    Lightspeed: No changes
    Luminiferous Aether: REMOVED (See Lucid Dreaming role action)
    Helios: No changes
    Ascend: No changes
    Essential Dignity: ] No changes
    Exalted Detriment: REMOVED (Esuna moved to role actions)
    Stella: REMOVED (See Break role action)
    Benefic II: No changes
    Draw: No changes
    Diurnal Sect: Speed buff removed, now increases healing magic potency by 10% [[note: English tooltip says 15%]]
    Aspected Benefic: Base potency 190 -> 200, Nocturnal sect potency is not higher (250 -> 200), Nocturnal sect barrier 170% -> 300% of heal
    Royal Road: No changes
    Disable: REMOVED
    Spread: No changes
    Aspected Helios: No changes
    Redraw: No changes
    Combust II: No changes
    Nocturnal Sect: Healing magic potency bonus 10% -> 15%
    Synastry: No longer increases healing magic potency (See Largesse role action)
    Gravity: No changes
    Malefic II: Potency 200 -> 180
    Time Dilation: No changes
    Collective Unconscious: No changes
    Celestial Opposition: No changes

    Cards:
    Balance No changes
    Bole No changes
    Arrow No changes
    Spear No changes
    Ewer No changes
    Spire No changes


    Overall Ranged Physical DPS Impressions

    Both bards and machinist have had casting eliminated, making it possible to fight while moving. Additionally, the effect of Bard songs and the machinist's Gauss Barrel have changed significantly, and a number new elements are included as well.

    Aside from that, the MP and TP recovery actions have been shifted to role actions which can be activated immediately, and a number of other actions have seen major changes as well.

    Ranged Physical DPS Role Actions

    Second Wind (Level 8 Ability)
    Recovers the user's HP. (Recovery Potency: 500). Recovery depends on physical attack power.

    Foot Graze (Level 12 Ability)
    Binds the target. (Duration: 10s / Recast: 30s / Range: 25y)
    Auto-attacks are canceled for the duration.

    Leg Graze (Level 16 Ability)
    Adds a 40% Heavy effect to target (Duration: 10s / Recast: 30s / Range: 25y)

    Peloton (Level 20 Ability)
    Increases movement speed of the user and nearby party members. Effect ends upon reuse or gaining enmity. Cannot be used in battle. (Duration: 30s / Recast: 5s / Radius: 20y)

    Invigorate (Level 24 Ability)
    Restores 400 TP to the user. (Recast: 120s)

    Tactician (Level 32 Ability)
    Continuously restores TP of the user and all nearby party members for the duration of the effect. (Duration: 30s / Recast: 180s / Radius: 20y)

    Refresh (Level 36 Ability)
    Continuously restores MP of the user and all nearby party members for the duration of the effect. (Duration: 30s / Recast: 180s / Radius: 20y)

    Head Graze (Level 40 Ability)
    Silences the target. (Duration: 1s / Recast 30s / Range: 25y)

    Arm Graze (Level 44 Ability)
    Stuns the target. (Duration: 2s / Recast: 25s / Range: 5y)

    Palisade (Level 48 Ability)
    Reduces physical damage taken by the target party member by 20%. Cannot be used on yourself. (Duration: 10s / Recast: 150s / Range: 30y)



    4.0 Bard

    The basic elements of bard through the 3.X series engaging in combat while maintaining the Straight Shot buff and two types of DoTs (with the level 64 trait automatically switching these to higher tier DoTs) hasn't been changed. Iron Jaw can also be used without casting, so it should be easier to keep DoTs up than before.

    The portion of bard that has changed greatly are its songs. Mage's Ballad, Army's Paeon, and Wanderer's Minuet have become songs that grant a 2% critical hit bonus for 30 seconds to nearby party members after dealing unaspected magic damage to the target at the time of use. Additionally, there are additional effects granted by critical hits of the two DoTs that differ for each song. In Mage's Ballad, you can reset the recast time of Bloodletter and Rain of Death, like the bard trait from the 3.X series. During Army's Paeon, the critical hits will grant stacks of Repertoire, which will increasingly boost damage dealt, and shorten auto-attack delays, and weaponskill and magic casting and recast time with the number of stacks. Repertoire similarly stacks under Wanderer's Minuet, and these will allow you to utilize the new Pitch Perfect action which becomes more powerful with the number of Repertoire stacks.

    In any of the three situations, you'll be waiting for DoT critical hits, but also note that the job trait acquired at level 68 will allow you to activate the additional effect of each song when utilizing Empyreal Arrow. Using Empyreal Arrow in conjunction with the songs to get their full effects will be important to playing on Bard.

    Aside from those, Foe Requiem will increase the damage taken by nearby enemies and Battle Voice will increase the activation rate of direct hits, so existing action effects have changed significantly.

    In addition to the new higher tier weaponskills which apply DoTs, there are some new additions such as Troubadour, which grants an additional effect to the active song depending on the song, and Nature's Minne, which increases the restoration of healing magic on the target. You'll be able to make a significant contribution to your party by mastering these actions depending on the battle situation. The Refulgent Arrow weaponskill acquired at level 70 can only be used under the Straighter Shot effect and allows execution of a high powered weaponskill in lieu of extending the Straight Shot effect. It seems like judgment will be required depending on the situation to determine whether the effect of Straight Shot is worth sacrificing for this.

    Although the Bard's songs have received major changes, the basics of maintaining Straight Shot and two DoTs is the same. When playing the job, the operation reminded me of the 2.X series bard. If you were turned off from bard based on the way its operation changed in the 3.X series, I recommend you check it out again in 4.0.



    Traits

    Heavier Shot (Level 8)
    Grants the effect of Straighter Shot (next Straight Shot will be a guaranteed critical hit). (Duration: 10s)
    Effect Trigger: 20% chance when using Heavy Shot

    Enhanced Dexterity (Level 20)
    Enhanced Dexterity II (Level 40)
    Enhanced Dexterity III (Level 60)
    DEX is increased (+8/+16/+24)

    Increased Action Damage (Level 20)
    Increased Action Damage II (Level 40)
    Increases base action damage by (10%/20%).

    Bite Mastery (Level 64)
    Venomous Bite is replaced with Caustic Bite and Windbite is replaced with Stormbite.

    Enhanced Empyreal Arrow (Level 68)
    Additional effects of Mage's Ballad, Army's Paeon, and Wanderer's Minuet are guaranteed.
    Effect Trigger: Activation of Empyreal Arrow while Mage's Ballad, Army's Paeon, or Wanderer's Minuet are currently in effect.


    New Actions

    [[The songs are really the same in name only, so I moved them up here]]

    Mage's Ballad: (Level 30 Spell)
    (Instant / Recast: 80s)
    Deals unaspected magic damage to target. (Potency: 100)
    While Mage's Ballad is active, the critical hit rate of party members within 20y will increase by 2%. (Duration: 30s)
    Additional effect: Resets Bloodletter recast if critical damage over time is dealt by Caustic Bite or Stormbite.

    Foe Requieum: (Level 35 Spell)
    (Cast: 1.5s / Recast: 2.5s)
    While active, nearby enemies suffer 3% additional damage. Enemies must remain within range to receive the effect and MP is drained while the effect is active. Effect ends upon reuse.

    Army's Paeon: (Level 40 Spell)
    (Instant / Recast: 80s)
    Deals unaspected magic damage to target. (Potency: 100)
    While Mage's Ballad is active, the critical hit rate of party members within 20y will increase by 2%. (Duration: 30s)
    Additional effect: Grants Repertoire when Caustic Bite or Stormbite deal critical damage over time.
    Repertoire effect: Damage increased by 4%, auto-attack delay, weaponskill and spell casting and recast times decreased by 4% per stack. Stacks up to 4 times.

    Battle Voice: (Level 50 Ability)
    (Instant / Recast: 180s)
    Direct hit rate will be increased by 15% for party members receiving a critical hit rate up effect from another of your songs for the duration of the effect. (Duration: 20s)

    Wanderer's Minuet: (Level 52 Spell)
    (Instant / Recast: 80s)
    Deals unaspected magic damage to target. (Potency: 100)
    While Mage's Ballad is active, the critical hit rate of party members within 20y will increase by 2%. (Duration: 30s)
    Additional effect: Grants Repertoire when Caustic Bite or Stormbite deal critical damage over time.
    Repertoire effect: Allows exectuion of Pitch Perfect. Stacks up to 3 times.

    Pitch Perfect: (Level 52 Ability)
    (Instant / Recast: 3s / Range: 25y)
    Deals physical damage.
    Potency varies with the number of Repertoire stacks when activated.
    1 Repertoire Stack: 100
    2 Repertoire Stacks: 240
    3 Repertoire Stacks: 420
    Can only be activated with Wanderer's Minuet active and at least one Repertoire stack.

    Troubadour: (Level 62 Ability)
    (Instant / Recast: 180s)
    Nearby party members under the effect of your songs will receive an additional effect depending on the song. (Duration: 20s)
    Mage's Ballad Effect: Maximum HP increased by 15%
    Army's Paeon Effect: Reduces physical damage taken by 10%
    Wanderer's Minuet Effect: Reduces magic damage taken by 10%
    Can only be used if Mage's Ballad, Army's Paeon, or Wanderer's Minuet are active.

    Caustic Bite: (Level 64 Weaponskill / Replaces Venomous Bite)
    Deals physical damage (Potency: 120 / 60 TP / 25y)
    Additional effect: Deals damage over time to the target (Potency: 45 / Duration: 30s)

    Stormbite: (Level 64 Weaponskill / Replaces Windbite)
    Deals wind-based physical damage (Potency: 120 / 60 TP / 25y)
    Additional effect: Deals wind damage over time to the target (Potency: 55 / Duration: 30s)

    Nature's Minne: (Level 66 Ability)
    (Instant / Recast: 45s)
    Increases the effect of healing magic on yourself or the party member target by 20% for the duration. (Duration: 15s)

    Refulgent Arrow: (Level 70 Weaponskill)
    Deals physical damage to the target. (Potency: 300)
    Requires the effect of Straighter Shot.


    Changes to Existing Abilities

    Heavy Shot: No changes
    Straight Shot: No changes
    Raging Strikes: Damage dealt +20% -> +10%, Base recast 180s -> 80s (Enhancing trait removed)
    Venomous Bite: TP Cost 80 -> 60, Base duration 9s -> 18s (Enhancing trait removed)
    Misery's End: Lv 8 -> Lv 10
    Shadowbind: REMOVED (See role action Foot Graze)
    Bloodletter: Potency 150 -> 130, DoT crit timer reset effect moved to Mage's Ballad (Enhancing trait removed)
    Repelling Shot: No longer deals damage, 10y backstep only
    Quick Nock: TP Cost 140 -> 120
    Swiftsong: REMOVED (See role action Peloton)
    Hawk's Eye: REMOVED
    Windbite: TP Cost 80 -> 60, Base duration 9s -> 18s (Enhancing trait removed)
    Quelling Strikes: REMOVED
    Barrage: Base multiplier x2 -> x3 (Enhancing trait removed)
    Blunt Arrow: REMOVED (See role action Head Graze)
    Flaming Arrow: REMOVED
    Wide Volley: REMOVED

    Mage's Ballad: See new actions. (MP restoration effect shifted to Refresh role action.)
    Foe Requiem: See new actions.
    Army's Paeon: See new actions.(TP restoration effect shifted to Tactician role action.)
    Rain of Death: No changes
    Battle Voice: See new actions.
    Wanderer's Minuet: See new actions.
    Empyreal Arrow: TP Cost 60 -> 50, does not require Wanderer's Minuet
    Iron Jaws: TP Cost 60 -> 50
    Warden's Paean: No changes
    Sidewinder: No changes


    4.0 Machinist

    Machinist was one of the existing jobs that received some of the most significant mechanic changes. The fundamental concept of the random procs from Split Shot -> Slug Shot -> Clean Shot has not changed, but the Heat Gauge that activates when Gauss Barrel is used makes a major difference. Let's explain the basic mechanism.

    With Gauss Barrel active, damage will be increased by 5% and the "Heat Gauge" will rise when weaponskills are executed. Single target weaponskills increase the heat by 5 between 1 and 49 heat and by 10 at 50 heat or above. AoE weapon skills uniformly increase the heat by 10. Once the heat gauge rises to 50, Split Shot, Slug Shot, and Clean Shot are switched with their Heated versions. Once the heat gauge reaches 100, the machinist becomes Overheated where all damage is increased by 20% for 10 seconds, but then Gauss Barrel is forcibly canceled and cannot be used for another 10 seconds. In other words, you'll want to enter the Overheated state where burst damage is needed, but maintain the Heat Gauge between 50 and 99 for continuous damage.

    So, how do you manage heat? The Cooldown weaponskill reduces the Heat Gauge by 25, while Quick Reload reduces the Heat Gauge by 10 and loads one ammunition. With that in mind, you'll have to calculate and think about the effect on the Heat Gauge to keep it between 50 and 99 while in battle. Loaded Ammunition also suppresses the rise of the Heat Gauge. If you use Quick Reload every 15 seconds, your Heat Gauge will likely drop below 49, but if you keep your Heat around 80, you might wind up overheating unexpectedly, so you'll have to manage this. It's a new mechanism that you'll need to get used to, and until you figure it out it may seem quite challenging. However, if you successfully manage the Heat Gauge, you'll be pleased with the considerable damage you can deal.

    That's not to say the Overheated condition has no utility. Although it's only 10 seconds, since it increases your damage out put, it might be effective to become Overheated when you use Wildfire to maximize your burst output. Surely there will be some development in this area in terms of how to most efficiently deal damage.

    Also, a quick note about the Autoturrets which are another essential component of machinists. Up until now, turrets would be switched based on the number of enemies or the need to recover MP / TP, but with the MP and TP recovery being shifted to role actions, the frequency of calling turrets should be reduced from the 3.X series, allowing you to focus more on your own damage output. Additionally, unique actions like the new Rook Overdrive have been added to strengthen the turrets and give them more attack capability, so you'll find some utility there as well.


    Job Traits

    Enhanced Dexterity (Level 20)
    Enhanced Dexterity II (Level 40)
    Enhanced Dexterity III (Level 60)
    DEX is increased (+8/+16/+24)

    Increased Action Damage (Level 20)
    Increased Action Damage II (Level 40)
    Increases base action damage by (10%/20%).

    Shot Mastery (Level 64)
    Split Shot, Slug Shot, and Clean Shot become Heated when heat gauge is 50 or above.


    New Actions

    Cooldown: (Level 62 Weaponskill)
    60 TP
    Deals physical damage
    Heat Gauge 49 or below: 150 potency
    Heat Gauge 50 or above: 230 potency
    Reduces heat gauge by 25.

    Barrel Stabilizer: (Level 66 Ability)
    (Recast: 120s)
    Heat Gauge is set to 50.
    Can only be used during Gauss Barrel effect when weapon is not Overheated.
    Does not affect Heat Gauge outside of battle.

    Rook Overdrive: (Level 68 Ability)
    (Recast: 120s)
    The set turret will explode to deliver a powerful attack. Turret is removed from the battlefield and cannot be redeployed for 30s.

    [[When you use Rook Overdrive, one of the two actions below will execute depending on which turret is out. Which begs the question, why is "Rook" in the name? I wouldn't be surprised if it just becomes "Overdrive."]]

    Rook Overload:
    Deployed turret deals an attack. (Potency: 400)
    Rook Autoturret is destroyed after execution.

    Bishop Overload:
    Deals physical damage to nearby enemies (6y). (Potency: 300)
    Bishop Autoturret is destroyed after execution.

    Flamethrower: (Level 70 Ability)
    (Recast: 60s)
    Deals damage over time to enemies in a cone in front of you. (Potency: 60, Duration: 10s)
    Heat Gauge rises in increments of 10 while active. Flamethrower ends immediately if the user moves or performs an action. Auto-attacks are suspended while in effect.


    Heated Actions (Lv. 64, Heat Gauge 50 or higher)

    [[I think there's something screwy with the bonus potency numbers shown in the additional effects here. The bonuses on each shot don't match up with the stated bonus damage on the next shot, so I would expect these numbers to be fixed. My guess is Heated Split Shot should say Slug Shot potency increases by 130 on the proc and Heated Slug Shot should say Clean Shot potency increases by 170 on the proc, to match the bonus potencies stated on each.]]

    Heated Split Shot:
    50 TP
    Deals physical damage. (Potency: 190)
    Additional effect: 50% chance next Slug Shot or Heated Slug Shot potency increases by 80 (Duration: 10s)
    Ammunition: Increases potency by 25, increases chance of additional effect to 100%.

    Heated Slug Shot:
    50 TP
    Deals physical damage. (Potency: 100)
    Split Shot Bonus Potency: 230
    Additional effect: 50% chance next Clean Shot or Heated Clean Shot potency increases by 100 (Duration: 10s)
    Ammunition: Increases potency by 25, increases chance of additional effect to 100%.

    Heated Clean Shot:
    50 TP
    Deals physical damage to the target. (Potency: 100)
    Slug Shot Bonus Potency: 270


    Changes to Existing Actions

    Split Shot: TP Cost 60 -> 50, Potency 140 -> 160, Slug Shot proc bonus potency +80 -> +100, Ammunition increases potency by 25
    Slug Shot: TP Cost 60 -> 50, Split Shot Bonus Potency 180 -> 200, Clean Shot proc bonus potency +100 -> +140, Ammunition increases potency by 25
    Reload: Recast 60s -> 30s, 5 -> 3 ammo loaded, 5 -> 3 ammo maximum, ammo potency bonus 20 -> 25 (effect description moved to individual weaponskills), Ammunition lowers rate of Heat Gauge increase
    Lead Shot: REMOVED
    Heartbreak: Lv 8 -> Lv 6, Potency 180 -> 240
    Leg Graze: REMOVED (Moved to role actions)
    Reassemble: Lv 12 -> Lv 10, Recast 90s -> 60s (enhancing trait removed)
    Blank: Does not deal damage.
    Spread Shot: TP Cost 130 -> 120, Potency 100 -> 80, Base Radius 3y -> 12y (Enhancing trait removed), Ammunition increases potency by 25
    Foot Graze: REMOVED (Moved to role actions)
    Quick Reload: Base recast 30s -> 15s (enhancing trait removed), restores 1 ammo and reduces Heat Gauge by 10.
    Hot Shot: TP Cost 70 -> 60, Ammunition increases potency by 25
    Rapid Fire: Recast 90s -> 60s
    Head Graze: REMOVED (Moved to role actions)
    Clean Shot: TP Cost 60 -> 50, Slug Shot Bonus Potency 200 -> 240, Ammunition increases potency by 25
    Wildfire: Recast 90s -> 60s, Duration 15s -> 10s
    Rook Autoturret: Hypercharge effect: Increases target's damage taken by 5% (down from 10%, but no longer specifies physical)
    Turret Retrieval: No changes
    Promotion: REMOVED
    Suppressive Fire: REMOVED (Similar to Arm Graze role action)
    Grenado Shot: REMOVED
    Bishop Autoturret: AoE damage done by turret reduced by 10% on each additional enemy, up to 50% reduction. Hypercharge Potency: 120 -> 90, Hypercharge effect: Increases target's magic damage taken by 5% (down from 10%)
    Gauss Barrel: Recast 15s -> 10s, No longer adds cast time or stops auto attacks. Damage bonus 30% -> 5%. Causes Heat Gauge to increase when a weaponskill is used. When Heat Gauge reaches 100%, weapon will become Overheated. Gauss Barrel effect is automatically cancelled when Overheated ends, and cannot be reused for 10 seconds.
    Overheated effect: Deal 20% additional damage (Duration: 10s)
    Gauss Round: Recast 20s -> 15s, No longer requires Gauss Barrel.
    Rend Mind: REMOVED (assuming effect merged with Dismantle)
    Dismantle: Lv. 50 -> 56, Lowers target's damage dealt by 10% (up from 5%, does not specify only physical), Duration 10s -> 5s
    Hypercharge: No change to ability description (effect changes noted on Autoturret tooltips)
    Ricochet: Changed to a targeted AoE (5y) attack. Base potency: 300, reduced by 10% on each additional target, to a maximum 50% reduction. No longer requires Gauss Barrel.

  2. #2
    BG Content
    Join Date
    Jun 2007
    Posts
    3,302
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    I actually hit a character post limit on the first post, so continuing here.

    -----

    Overall Caster Impressions

    With the addition of red mage, there are now three caster jobs. Black mages and summoners have both acquired new high-powered attacks to bring up their firepower. Red mage is a hybrid casting DPS that can also handle raising and healing magic. We'll break down the details for each job, but let's start with the caster common role actions.

    The Swiftcast and Surecast arcanist actions have both become role actions. Apocatastasis, which was previously a black mage exclusive action, has also been made avaiable for all casters. Addle has the Virus effect from the 3.X series, but without the effect of STR and DEX reduction, it only retains the Supervirus effect. Diversion is an action equivalent to the effect of archer's Quelling Strikes from the 3.X series, while Lucid Dreaming is equivalent to Shroud of Saints. The new Manashift action transfers 20% of the user's MP to a target, so it seems to be especially compatible with black mages who have essentially unlimited MP. By the way, with about 15,000 MP at level 70 (IL 290), black mages will be able to transfer about 3,000 MP every 2.5 minutes. Drain is an action that absorbs part of the damage dealt to recover HP. I tried it out against some level 1 enemies and the recovered HP was fixed at 44. I absorbed about 1,000 HP from level 62 enemies, so the amount of absorption looks to be dependent on the enemy's maximum HP. Since black mage can no longer use Physick in the 4.0 series that means they'll need to use Drain or potions for recovery. Although the amount of HP absorption is variable, Drain is a reasonable substitute for Physick in the 4.0 series, while also dealing damage.

    Caster Role Actions

    Addle (Level 8 Ability)
    Reduces the target's INT and MND by 15% for the duration of the effect (Duration: 10s / Recast: 120s)
    [[Doesn't look like there's any kind of Antibody effect afterwards.]]

    Break (Level 12 Spell)
    Deals unaspected magic damage (Potency: 50)
    Additional effect: Target receives a 40% Heavy effect (Duration: 20s)

    Drain (Level 16 Spell)
    Deals unaspected magic damage (Potency: 80)
    Additional effect: Absorbs a portion of the damage dealt.

    Diversion (Level 20 Ability)
    (Recast: 120s)
    Reduces enmity generation for the duration of the effect (Duration: 15s)

    Lucid Dreaming (Level 24 Ability)
    (Recast: 120s)
    Reduces the user's enmity by half.
    Additional effect: Restores the user's MP over time
    Refresh Potency: 80 (Duration: 21s)

    Swiftcast (Level 32 Ability)
    (Recast: 60s)
    For the duration, the next spell is cast without casting time (Duration: 10s)

    Mana Shift (Level 36 Ability)
    (Recast: 150s)
    Transfers 20% of the user's maximum MP to the target party member. Transfers current MP if the user's current MP is less than 20% of their maximum MP.

    Apocatastasis (Level 40 Ability)
    (Recast: 150s)
    Reduces the target party member's magic damage taken by 20% for the duration of the effect. (Duration: 10s)
    Cannot be used on yourself.

    Surecast (Level 44 Ability)
    (Recast: 30s)
    For the duration, the next spell casted cannot be interrupted. (Duration: 10s)
    Additional effect: Sleep, stun, knockback, and draw-in effects are nullified.

    Erase (Level 48 Ability)
    (Recast: 90s)
    Removes a single damage over time efect from the target party member.
    Cannot be used on yourself.


    4.0 Black Mage

    The major change is with the specifications of Enochian. Enochian can now only be activated while in Astral Fire or Umbral Ice, and it will last indefinitely as long as Astral Fire or Umbral Ice remain active. As a result, maintenance of Enochian is much easier than it was in the 3.X series. It will be more like the 2.X series, as as long as you continue casting, Enochian will be maintained without really thinking about it. One minor detail is that the effect durations of Astral Fire and Umbral Ice have been extended by 1 second to 13 seconds, which makes them slightly longer than the Transpose recast (12 seconds), meaning the effect can be maintained, for example, while moving through an instanced dungeon.

    When the new Enochian is activated, a timer starts on the job gauge, and after 30 seconds (only at level 70), the Polyglot buff is granted. With Polyglot active, you can use the powerful spell Foul which has 650 potency. Since this is an unaspected spell, it seems like it will be ideal to use during Umbral Ice (while recovering MP), but there's some room for investigation there while also taking into account refresing Thunder effects.

    With the specification of Enochian changed, Blizzard IV will now have the effect of granting three of a new buff called Umbral Hearts. Umbral Hearts have the effect of MP reduction of Fire spells while under Astral Fire, and during the trial the MP consumption was cut in half. It will be reduced three times, so this may be something that can be used in combination with the new Triplecast action (three spells can be cast instantly). However, when purely looking at MP efficiency, there are other ways to use Umbral Heart, so Triplecast may not be the best. Also, when you reach level 68, Umbral Hearts also have an effect which allows you to consume all of them to reduce Flare's MP consumption to 2/3, which allows reliable MP recovery after Flare without needing to Convert. Proper utilization of Umbral Heart and Triplecast will be one of the main ways to improve your damage. Another finer detail worth mentioning is that the Umbral Hearts only apply during Astral Fire. For example, if you cast Fire III while in Umbral Ice, an Umbral Heart won't be applied.

    As for other changes, as mentioned in the 36th producer letter live, Manawall will be removed in 4.0. I won't comment on my feelings about this, but the effect of Magic Barrier is at least not limited to magical damage, as it's been changed to "nullify damage up to 30% of maximum HP" (it seems that Manawall and Manaward have been combined into one effect). Thunder gets replaced with Thunder III and Thunder II has been changed into an AoE spell. Thunder II eventually gets replaced with Thunder IV. By the way, with Resurrect on summoner and Verraise on red mage, black mage will be the only caster without a raise spell.


    Job Traits
    Enhanced Intelligence (Level 20)
    Enhanced Intelligence II (Level 40)
    Enhanced Intelligence III (Level 60)
    INT is increased (+8/+16/+24)

    Magick and Mend (Level 20)
    Magick and Mend II (Level 40)
    Increases base action damage and HP restoration by (10%/30%) and allows stacking of a (second/third) Astral Fire or Umbral Ice.

    Thundercloud (Level 28)
    No changes (AoE Thunder spells have 3% proc rate)

    Firestarter (Level 42)
    No changes

    Thunder Mastery (Level 45)
    Upgrades Thunder to Thunder III.

    Thunder Mastery II (Level 64)
    Upgrades Thunder II to Thunder IV.

    Enhanced Umbral Heart (Level 68)
    Reduces Flare's MP cost to 2/3.
    Requires Umbral Heart. Casting Flare completely consumes Umbral Hearts.

    Enhanced Enochian (Level 70)
    Grants Polyglot effect.
    Trigger: Maintaining a continuous Enochian effect for 30 seconds.


    New Actions

    Between the Lines (Level 62 Ability)
    (Recast: 3s)
    Moves instantly to your Ley Lines.

    Thunder IV (Level 64 Spell)
    (Cast: 3s / Radius: 5y)
    Deals lightning magic damage to a target and surrounding enemies (Potency: 50)
    Additional effect: Lightning damage over time (Potency: 30 / Duration: 18s)
    3% Thundercloud proc rate

    Triplecast (Level 66 Ability)
    (Recast: 90s)
    The next three spells cast will have no casting time for the duration of the effect. (Duration: 15s)

    Foul (Level 70 Spell)
    (Cast: 2.5s / 240 MP / / Radius: 5y)
    Deals unaspected magic damage to a target and surrounding enemies. (Potency: 650)
    Deals 10% less damage on each enemy past the first to a maximum 50% damage reduction.
    Requires Polyglot effect. Polyglot effect is removed after casting.


    Changes to Existing Actions

    Blizzard: Heavy effect removed (see Break role action), Umbral Ice duration 12s -> 13s
    Fire: Astral Fire duration 12s -> 13s
    Transpose: No changes
    Thunder: No changes
    Surecast: REMOVED (Moved to role actions)
    Sleep: Base range 0y -> 5y (Enhancing trait removed)
    Blizzard II: Umbral Ice duration 12s -> 13s
    Scathe Base spell includes the 20% chance at double damage (Enhancing trait removed)
    Fire II: Potency 100 -> 80 (JP tooltip still says 12s Astral Fire)
    Thunder II: Lv 22 -> Lv 26, Now AoE (5y), 30 potency base dmage, 30 potency DoT for 12s, Thundercloud proc rate is 3%
    Swiftcast: REMOVED (Moved to role actions)
    Manaward: Nullifies 15% -> 30% maximum HP (enhancing trait removed), no longer limited to magical damage
    Fire III: No changes (JP tooltip still says 12s Astral Fire)
    Blizzard III: Umbral Ice duration 12s -> 13s
    Lethargy: REMOVED
    Aetherial Manipulation: No changes

    Convert: No changes
    Freeze: Umbral Ice duration 12s -> 13s
    Apocatastasis: REMOVED (Moved to role actions)
    Thunder III: Lv 46 -> Lv 45, THM -> BLM
    Manawall: REMOVED
    Flare: Damage reduction changed, 15% per target with 2 or more targets, to 30% minimum damage (NA tooltip says 30% is the cutoff for reduction, but the JP tooltip points to 30% being the minimum damage it will deal after reduction so one of them is wrong).
    Ley Lines: No changes
    Sharpcast: Duration 10 -> 15s
    Enochian: Recast 60s -> 30s, Enochian now has unlimited duration but requires active Astral Fire or Umbral Ice to activate and is removed if neither is active, activates Polyglot after 30 seconds of continuous maintenance (with level 70 trait).
    Blizzard IV: Potency 280 -> 260, No longer refreshes Enochian, now grants 3 Umbral Hearts. Umbral Hearts prevent the MP cost penalty of Fire spells in Astral Fire (one heart expended with each reduction), or reduce the MP cost of Flare to 2/3 (with level 68 trait; expends all hearts).
    Fire IV: Potency 280 -> 260



    4.0 Summoner

    First, let's talk about the Bahamut summon. When the buff reaches two stacks, Summon Bahamut can be used. When Demi-Bahamut appears, for 20 seconds when the player performs offensive actions, it will activate Shockwave. Additionally, using Enkindle Bahamut will cause Demi-Bahamut to use Akh Morn. Demi-Bahamut will not be removed even after using Akh Morn, and since Enkindle Bahamut has a 13 second recast, you can actually use this twice in one summon (although verification will be needed to determine if this is optimal for damage efficiency).

    Outside of Summon Bahamut, the Bio system of spells has turned into a replacement tier system and the number of DoTs to actively manage has been reduced to 2. Ruin and Ruin II remain as separate spells, and there is now a 15% chance that they will be replaced with the higher tier Ruin IV when a summoned pet executes an offensive action (not including auto-attacks). Shadow Flare has also become instant and easier to utilize; however, since its recast is now 60 seconds it cannot be kept active continuously like in the 3.X series. Other adjustments have been implemented such as the reset of Tridisaster's recast time when activating Dreadwyrm Trance, or increasing the power of Ruin spells by using Tridisaster.

    Another thing that will likely change the rotation is the behavior of Aetherflow. Since Aetherflow and Aethertrail Attunement are managed from the same gauge in 4.0, you'll have to pay attention to make sure you receive the full effect of Aetherflow when used.

    Regarding Egis, Spur has been removed. In its place, a new action called Aetherpact has been added, which activates Devotion to strengthen a party member.

    The standout element of 4.0 summoner is the ability to summon Bahamut, but the job design has not changed significantly. The general impression is that the number of things to manage have been reduced, making the job easier to handle.


    Job Traits
    Aetherdam (Level 6)
    Aetherdam II (Level 20)
    Aetherdam III (Level 40)
    Allows the stacking of (1/2/3) Aetherflows

    Enhanced Intelligence (Level 20)
    Enhanced Intelligence II (Level 40)
    Enhanced Intelligence III (Level 60)
    INT is increased (+8/+16/+24)

    Corruption Mastery (Level 26)
    Upgrades Bio to Bio III.
    [[Says Bioga in the JP version which corresponds to Bio III, definitely a typo and should be Bio II.]]

    Corruption Mastery II (Level 66)
    Upgrades Bio II to Bio III and Miasma to Miasma III.

    Maim and Mend (Level 20)
    Maim and Mend II (Level 40)
    Increases action damage and HP restoration by (10%/30%). Also increase pet action damage and HP restoration by (10%/30%).

    Ruin Mastery (Level 62)
    Ruin and Ruin III become Ruin IV.
    Trigger: Occasionally triggered by your pet's offensive actions except auto-attacks (15% activation rate)

    Enhanced Enkindle (Level 68)
    Reduces Enkindle recast time by 10s.
    Trigger: Ruin Mastery effect activates.

    Enhanced Dreadwyrm Trance (Level 70)
    Grants Dreadwyrm Aether.
    Trigger: Dreadwyrm Trance effect ends.


    New Actions

    Ruin IV (Level 62 Spell)
    (Cast: 2.5s / 240 MP)
    Deals unaspected magic damage. (Potency: 200)
    Ruination potency: 220
    Casting Requirement: Ruin Ready

    Aetherpact (Level 64 Ability)
    (Instant / Recast: 90s)
    Orders pet to use Devotion. (Pet must be summoned to use.)

    Devotion
    The nearest party member within 30y of the Egi will receive Devotion. (no info about duration on tooltip)
    Devotion effect: Damage and healing magic potency increased by 5%, reduces damage taken by 5%.

    Bio III (Level 66 Spell)
    (Instant / 720 MP)
    Deals unaspected magic damage over time. (Potency: 40, Duration: 30s)

    Miasma III (Level 66 Spell)
    (Cast: 2.5s / 600 MP)
    Deals unaspected magic damage (Potency: 50)
    Additional effect: Deals unaspected magic damage over time (Potency: 40, Duration: 30s)

    Summon Bahamut (Level 70 Ability)
    (Instant / Recast: 30s)
    Summons Demi-Bahamut (Duration: 20s)
    For each offensive action performed on an enemy, Demi-Bahamut will simultaneously use Shockwave on the same target. Current pet will leave the battlefield just prior to Demi-Bahamut's summon and return when Demi-Bahamut's summon duration ends.
    Requirements: Pet must already be summoned, 2 Dreadwyrm Aether

    Shockwave
    (Instant / Recast: 1.5s)
    Deals unaspected magic damage to the target. (Potency: 160)
    Requirements: Demi-Bahamut must currently be summoned.

    Enkindle Bahamut (Level 70 Ability)
    (Instant / Recast: 13s)
    Orders Demi-Bahamut to use Akh Morn.
    Requirements: Demi-Bahamut must currently be summoned.

    Akh Morn
    (Instant)
    Deals unaspected magic damage to the target and surrounding enemies. (Potency: 680, Radius: 5y)
    With 2 or more targets, deals 10% less damage to each additional target, with a 50% reduction at worst.
    Requirements: Demi-Bahamut must currently be summoned.

    Changes to Existing Actions

    Aethertrail Attunment no longer has a duration limit as it's built in to the Aetherflow UI.

    Ruin: No changes
    Bio: No changes
    Summon: No changes
    Physick: No changes
    Aetherflow: 20% -> 10% MP restoration
    Energy Drain: Lv 8 -> Lv 6, Absorbs a "portion" (not 50%) of damage dealt as HP and restores MP.
    Miasma: Malady and Heavy debuffs removed
    Virus: REMOVED (see similar Addle role action)
    Summon II: No changes
    Sustain: REMOVED
    Resurrection: Lv 22 -> Lv 18
    Bio II: Now instant cast
    Bane: With two or more targets, potency is reduced by 20% (to a minimum of 20%). (This JP tooltip is written in the same fashion as the Flare tooltip, which makes the NA tooltip for Bane and Flare contradictory. Likely that either the JP or NA Flare tooltip is incorrect.)
    Eye for an Eye: REMOVED
    Ruin II: Potency 80 -> 100, Blind effect removed
    Rouse: No changes
    Miasma II: REMOVED
    Shadow Flare: Spell -> Ability, instant cast, 60s recast

    Summon III: No changes
    Fester: Works with Bio II and Miasma. (1 active: 150 potency, 2 active: 200 potency).
    Tri-bind No changes
    Spur: REMOVED
    Enkindle: No changes
    Painflare: Recast: 10s -> 5s
    Ruin III: Potency 200 -> 150
    Tri-disaster: Inflicts Bio II and Miasma. Adds Ruination effect to target (Ruin spells have increased potency, 15s duration)
    Dreadwyrm Trance: Recast 30s -> 20s, Additional effect: Resets Tri-disaster recast timer. Duration: 15s -> 16s Demi-Bahamut cannot be active when used.
    Deathflare: Recast: 30s -> 15s


    Note: The Famitsu article only had tooltips for Emerald and Topaz Carbuncles (not Garuda-egi or Titan-egi). The abilities from Carbuncle->Egi were previously similar and only varied in potency, so it's a fair assumption that the changes will impact the corresponding egis. Shining Emerald and Contagion were the same before, so it looks like Contagion will have a completely new effect. Radiant Shield also gets a decent bonus. Dengeki and Game Watch also had no egi info. So, no idea if Earthen Fury or Aerial Blast changed, but Inferno didn't.


    Emerald Carbuncle
    Gust: Lv 4 -> Lv 1
    Backdraft: Lv 4 -> Lv 1
    Downburst: No changes
    Shining Emerald: Target takes additional 10% magic damage for the duration of the effect. (15s) No effect on DoTs. [Assuming same for Contagion]

    Topaz Carbuncle
    Gouge: Lv 15 -> Lv 1
    Shining Topaz: Lv 15 -> Lv 1, Radius 4y -> 5y, Potency: 70 -> 60, Additional effect: Increased enmity
    Curl: No changes
    Storm: No changes

    Ifrit-egi
    Burning Strike: Lv 30 -> Lv 1
    Crimson Cyclone: Lv 30 -> Lv 1, Potency: 105 -> 110
    Radiant Shield: Lv 30 -> Lv 20, When a target is hit by effect, they will take 2% increased physical damage (Duration: 4s)
    Flaming Crush: Potency: 105 -> 110
    Inferno: No changes


    New Job: Red Mage

    Red Mage is a ranged magic DPS that uses INT as its main parameter. It uses the slended one-handed blade known as a "rapier" as well as a magicked crystal medium as its weapon, fighting with both ranged and melee attacks. It receives its ability to quickly cast magic, a feature of red mages in the FF series, in the form of Dualcast, to attack from a range. By doing so, mana (magical power) is gathered, which allows you to carry out powerful physical weaponskills after storing a certain amount. It can also do other things aside from DPS. One of its strengths is its ability to support their party through healing and raising magic. It's a hybrid mage that can play an active role in a variety of ways.

    Dualcast

    One of red mage's job traits is that after casting a spell that requires a casting time, the next spell can be cast without casting. Since it's a level 1 trait, and not an ability, this is a capability that you'll have from the start. Red mage spells range in casting time up to about five seconds, so it will be typical to use Dualcast for casting those spells. It's also effective to use recovery magic such as Vercure twice in a row, or to be able to instantly use the raise spell Verraise.

    Balance Gauge

    Red Mage has a gauge which shows the accumulation of white mana and black mana, the source of red mages' power. Maintaining balance is important, as suggested by the name, as if the accumulation becomes biased, the accumulation of the lower gauge will decrease.

    Potential Rotations

    (1) Accumulate mana on the balance gauge.
    Red mage will primarily need to focus on accumulating mana in the Balance Gauge. You'll likely want to use Dualcast for the longer spells like Veraero and Verthunder, so you'll start with Jolt (or Jolt II from level 62). There are additional effects (procs) for Veraero and Verthunder which allow the utilization of Verstone and Verfire at a 50% rate. Verstone and Verfire have better MP efficiency, but can only be cast in the proc state. You'll have to pay attention to the gauge to accumulate mana properly so you aren't biased in one direction.

    (2) When mana accumulates, the weaponskills change.
    Red mage has a series of physical attack weaponskills, and at level 50, you can use the combo of Riposte -> Zwerchhau -> Redoublement. Riposte becomes Enchanted Riposte if 30 white mana and black mana have been accumulated. Enchanted Zwerchhau and Enchanted Redoublement are available with 25 of each mana, so the total requirement for the Enchanted combo will be 80 of each mana, but the Enchanted combo will be strengthened to near double its normal power.

    (3) Jump into melee range to execute the Enchanted weaponskills.
    Once you've obtained the mana needed for the combo, you can rush at target with Corps-a-Corps, which can be used from level 6. Afterwards, you can execute the Enchanted combo. If you're over level 40, you'll be able to jump back out with the Displacement ability to return to casting range. Immediately after Enchanted Redoublement, to complete the combo you can cast Verflare from level 68 or Verholy at level 70.

    It's simple to understand the rotation itself with balancing the two mana, executing the weaponskills, and so on, but getting optimal use out of Dualcast will take some planning. For example, Verstone and Verfire can be only used when the proc is available, and as they have a short cast time, they will also allow for Dualcasting after execution. In other words, after casting the proc'ed spell, you wouldn't cast Jolt/Jolt II and would instead use Veraero or Verthunder depending on the mana balance. Furthermore, at level 66, you can use a spell called Impact after casting Jolt II. Impact has the same MP cost as Jolt II, but is somewhat stronger and also gives 1 more mana. It seems like something that would be used when Veraero or Verthunder don't proc. Also, don't forget about the healing spell Vercure. It's learned at level 54, has recovery power of 350 (confirmed to be based on INT), and consumes 600 MP. It's pretty strong as it will cure about 7,000 HP at level 70 (IL 290). It can be really strong if you use it with Dualcast.


    Job Traits

    Dualcast (Level 1)
    After casting a spell with a casting time, Dualcast is granted.
    Dualcast effect: The next spell cast will have no casting time.
    Effect cancelled when auto-attacking or using any action other than a spell.

    Enhanced Intelligence
    Enhanced Intelligence II
    Enhanced Intelligence III
    INT is increased (+8/+16/+24)

    Maim and Mend
    Maim and Mend II
    Increases base action damage and HP restoration by (10%/30%)

    Enhanced Jolt (Level 62)
    Jolt is replaced with Jolt II.

    Enhanced Jolt II (Level 66)
    Grants Impactful effect.
    Activation Trigger: Casting Jolt II


    Job Actions
    [MP Costs are at level 70]

    Riposte (Level 1 Weaponskill)
    (Instant / Recast: 2.5s / 100 TP)
    Deals physical damage to the target. (Potency: 130)
    Becomes Enchanted Riposte if black mana and white mana are both above 30 on the Balance Gauge.
    [Note: NA Tooltip calls Riposte unaspected damage, but JP tooltip calls it physical damage. Same for all of the other non-Enchanted weaponskills. Enchanted skills become unaspected magic damage, with shorter GCD activation times.]

    Enchanted Riposte (Weaponskill)
    (Instant / Recast: 1.5s / 100 TP)
    Deals unaspected magic damage to the target. (Potency: 210)
    Cost: 30 White Mana and 30 Black Mana

    Jolt (Level 2 Spell)
    (Cast: 2s / 360 MP)
    Deals unaspected magic damage to the target.

    Verthunder (Level 4 Spell)
    (Cast: 5s / 600 MP)
    Deals lightning aspected magic damage to the target. (Potency: 300)
    Additional Effect: Increases Black Mana by 11
    Additional Effect (50% activation): Become Verfire Ready (Duration: 30s)

    Corps-a-corps (Level 6 Ability)
    (Instant / Recast: 40s)
    Rush at the target and deal physical damage. (Potency: 130).

    Veraero (Level 10 Spell)
    (Cast: 5s / 600 MP)
    Deals wind aspected magic damage to the target. (Potency: 300)
    Additional Effect: Increases White Mana by 11
    Additional Effect (50% activation): Become Verstone Ready (Duration: 30s)

    Tether (Level 15 Spell)
    (Cast: 2.5s / 1200 MP / Radius: 5y)
    Binds the target and surrounding enemies. (Duration: 20s)

    Scatter (Level 18 Spell)
    (Cast: 2s / 840 MP / Radius: 5y)
    Deals unaspected magic damage to the target and surrounding enemies. (Potency: 100)
    Additional Effect: Increases White Mana and Black Mana by 3
    Additional Effect (25% activation): Grants Enhanced Scatter (Duration: 10s)
    Enhanced Scatter effect: Increases Black Mana and White Mana by 8
    [Note: NA tooltip does not note 25% activation rate.]

    Verfire (Level 26 Spell)
    (Cast: 2s / 1200 MP)
    Deals fire aspected magic damage to the target. (Potency: 270)
    Additional Effect: Increases Black Mana by 9
    Requirement: Verfire Ready effect

    Verstone (Level 30 Spell)
    (Cast: 2s / 1200 MP)
    Deals earth aspected magic damage to the target. (Potency: 270)
    Additional Effect: Increases White Mana by 9
    Requirement: Verstone Ready effect

    Zwerchhau (Level 35 Weaponskill)
    (Instant / Recast: 2.5s / 100 TP)
    Deals physical damage to the target. (Potency: 100)
    Combo Action: Riposte or Enchanted Riposte (Combo Potency: 150)
    Becomes Enchanted Zwerchhau if black mana and white mana are both above 25 on the Balance Gauge.

    Enchanted Zwerchhau (Weaponskill)
    (Instant / Recast: 1.5s / 100 TP)
    Deals unaspected magic damage to the target. (Potency: 100)
    Combo Action: Riposte or Enchanted Riposte (Combo Potency: 290)
    Cost: 25 White Mana and 25 Black Mana

    Displacement (Level 40 Ability)
    (Instant / Recast: 35s)
    Deals physical damage to the target (Potency: 130)
    Additional Effect: Jump back 10y from the target.

    Fleche (Level 45 Ability)
    (Instant / Recast: 25s)
    Deals unaspected magic damage to the target (Potency: 420)

    Redoublement (Level 50 Weaponskill)
    (Instant / Recast: 2.5s / 100 TP)
    Deals physical damage to the target. (Potency: 100)
    Combo Action: Zwerchhau or Enchanted Zwerchhau (Combo Potency: 230)
    Becomes Enchanted Redoublement if black mana and white mana are both above 25 on the Balance Gauge.
    Note: NA tooltip says 30 of each mana, but it should be 25.

    Enchanted Redoublement (Weaponskill)
    (Instant / Recast: 2.2s / 100 TP)
    Deals unaspected magic damage to the target. (Potency: 100)
    Combo Action: Zwerchhau or Enchanted Zwerchhau (Combo Potency: 470)
    Cost: 25 White Mana and 25 Black Mana

    Acceleration (Level 50 Ability)
    (Instant / Recast: 35s)
    For the duration of the effect, guarantees that the next single Verthunder or Veraero will trigger Verfire Ready or Verstone Ready, respectively. (Duration: 10s)

    Moulinet (Level 52 Weaponskill)
    (Instant / Recast: 2.5s / Range/Radius: 6y)
    Deals physical damage to target and nearby enemies in a cone in front of you. (Potency: 60)
    Becomes Enchanted Moulinet if black mana and white mana are both above 30 on the Balance Gauge.

    Enchanted Moulinet (Weaponskill)
    (Instant / Recast: 2s / Range/Radius: 8y)
    Deals unaspected magic damage to target and nearby enemies in a cone in front of you. (Potency: 200)
    Cost: 30 White Mana and 30 Black Mana

    Vercure (Level 54 Spell)
    (Cast: 2s / 600 MP)
    Restores target's HP. (Healing potency: 350)

    Contre Sixte (Level 56 Ability)
    (Instant / Recast: 45s / Radius: 6y)
    Deals unaspected magic damage to the target and surrounding enemies. (Potency: 300)

    Embolden (Level 58 Ability)
    (Instant / Recast: 120s / Radius: 15y)
    Raises the user's magic damage by 20% for the duration of the effect. (Duration: 20s)
    The effect will be reduced by 4% every 4 seconds.
    Additional Effect: Raises nearby party member's physical damage by 10%. (Duration: 20s, reduced by 2% every 4 seconds)

    Manafication (Level 60 Ability)
    (Instant / Recast: 120s)
    Doubles the amount of mana currently stored on the Balance Gauge.
    Additional Effect: Resets recast timers of Corps-a-Corps and Displacement.
    Executing this ability will interrupt any combos.

    Jolt II (Level 62 Spell)
    (Cast: 2s / 360 MP)
    Deals unaspected magic damage to the target. (Potency: 240)
    Additional Effect: Increases White Mana and Black Mana by 3.

    Verraise (Level 64 Spell)
    (Cast: 10s / 3600 MP)
    Resurrects the target with weakness.

    Impact (Level 66 Spell)
    (Cast: 2s / 360 MP)
    Deals unaspected magic damage to the target. (Potency: 270)
    Note: Neither the NA nor JP tooltip mentions this, but its effect is discussed in the notes above from Famitsu. It sounds like this spell can only be cast with the "Impactful" effect from Jolt II, and it deals slightly higher damage and grants 1 more black and white mana than Jolt II does for the same MP cost/cast time.

    Verflare (Level 68 Spell)
    (Cast: Instant / 840 MP)
    Deals fire aspected magic damage to the target. (Potency: 550)
    Combo Action: Enchanted Redoublement
    Additional Effect: Increases Black Mana by 21
    Additional Effect (20% activation): Become Verfire Ready (Duration: 30s)
    If White Mana is higher than Black Mana at the time of execution, chance to become Verfire Ready increases to 100%.
    Note: NA tooltip has 30% for Verfire Ready activation rate without higher white mana.

    Verholy (Level 70 Spell)
    (Cast: Instant / 840 MP)
    Deals unaspected magic damage to the target. (Potency: 550)
    Combo Action: Enchanted Redoublement
    Additional Effect: Increases White Mana by 21
    Additional Effect (20% activation): Become Verstone Ready (Duration: 30s)
    If Black Mana is higher than White Mana at the time of execution, chance to become Verstone Ready increases to 100%.
    Note: NA tooltip has 30% for Verstone Ready activation rate without higher black mana.

  3. #3
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Looks okay to me. The one thing I find odd is that I'm pretty sure Shield Bash's stun duration was always 6 seconds? Maybe I'm just losing my mind.

    The changed actions and traits are useful, to me anyway. Haven't really seen those listed out anywhere else yet.

  4. #4
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    Quote Originally Posted by Obsidian View Post
    Looks okay to me. The one thing I find odd is that I'm pretty sure Shield Bash's stun duration was always 6 seconds? Maybe I'm just losing my mind.

    The changed actions and traits are useful, to me anyway. Haven't really seen those listed out anywhere else yet.
    Base was 3, enhanced to 6 with trait. They removed the trait, and made the base 6. Similar changes to all of the other actions that previously had traits (Fight or Flight, Flash, Sentinel)... the base effects were increased to the level previously granted by the trait, and the trait was removed.

  5. #5
    a p. sweet dude
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    Ooh, I forgot there was a trait for that. Ignore me.

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    Has anyone seen anything about Sole Survivor increasing damage taken by a target? I want to make sure I'm getting this correct because it sounds wacky to me, but it looks like Sole Survivor increases damage taken by the target by 10%? 10% for 15s sounds kinda overpowered considering it did nothing like that before, so I'm not sure if I'm interpreting this correctly? This info is certainly not present in any form on the English tooltip. It's weird because none of the articles highlighted it as a major change so I'm not sure.

    Here's the original:

    Code:
    被ダメージ上界効果: 対象が受けるダメージを10%上昇させる

  7. #7
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    It did extra damage taken on targets in PvP before

  8. #8
    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
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    Yeah, def is a pvp portion of the ability as it is right now.

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    Okay, guess it's legit then. Pretty good buff to the ability. I'll post DRK stuff shortly and continue working on the rest (just woke up).

  10. #10

    The way you read it is exactly the way I would read it.

    Oops, I was late XD

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    Reformatted for readability, added DRK stuff, working on melee DPS next.

  12. #12
    The Defense is ready, Your Honor
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    Still seeing 0 use in Warrior's charge ability. Its not a combat initiator, which is goddamn charge's main function. It doesn't build gauge, but takes from it. I look forward to seeing this move changed early in 4.X once the complaints start rolling in.

  13. #13
    We wear wine red on Wednesdays

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    Quote Originally Posted by Lucavi View Post
    Still seeing 0 use in Warrior's charge ability. Its not a combat initiator, which is goddamn charge's main function. It doesn't build gauge, but takes from it. I look forward to seeing this move changed early in 4.X once the complaints start rolling in.
    Have to wait till next abilities patch where SAM gets Shikikoyo and can give half their meter to WAR to open with charge.

    Edit - The only niche use i can think of is moving from OT on the boss to grab some kind of add like A1 or something.

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    Added melee DPS role actions and monk stuff.

  15. #15
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    Quote Originally Posted by Lucavi View Post
    Still seeing 0 use in Warrior's charge ability. Its not a combat initiator, which is goddamn charge's main function. It doesn't build gauge, but takes from it. I look forward to seeing this move changed early in 4.X once the complaints start rolling in.
    It's a mid-combat gap closer in a game where a lot of mechanics/adds force you to move around. I wouldn't call it an amazing skill but I can easily think of multiple situations this past expansion where it would've been used.

    I can agree it'd feel more thematic if it was designed to start pulls, but the fact that they didn't go in that direction doesn't make it useless. Don't let your pre-conceived notion of what a "charge should be" ruin the skill.

    Personally the only change I'm expecting is a slight potency adjustment (make it 150pot/20rage or 75pot/10rage).

  16. #16
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    I just don't understand why it requires beast meter in the first place.

  17. #17
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    Working on DRG now, did the previous info catch the Disembowel nerf? It's just 5% piercing resistance reduction now, I think the English tooltip still said 10%.

  18. #18
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    I did WHM out of order because I was curious with all of the salt about how the upgrades aren't that great. I don't see anything new or different in the JP tooltips, and yeah, it really does seem sparse. Lots of paring down of their toolkit and really just getting more cure abilities. Lilies seem like an afterthought, as if they just had to figure out some way to give them an on-screen gauge like everyone else. I guess the new content could warrant the extra healing, but I have my doubts.

  19. #19
    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Seems like WHM will just have to be put through the ringer ala MCH and AST before they change the system for them.

  20. #20
    CoP Dynamis
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    I'm not liking the removal of DoTs for WAR and DRK. Keeping them up while performing the rest of the job was a hallmark of a good tank vs. a merely okay one.

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