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.
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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.