Probably their way of forcing HQ mats to reliably HQ anything. It'd make getting actual Gathering gear more worth a damn at the least.
Probably their way of forcing HQ mats to reliably HQ anything. It'd make getting actual Gathering gear more worth a damn at the least.
job guides
https://na.finalfantasyxiv.com/jobguide/battle/
GNB got lots potency buff, not sure if its gona be close to other tanks, didn't check other tanks changes yet
Carve and Spit being bumped back up in potency makes me smile. That prerelease 200pot was nasty and lame
Shake it off got buffed too. 12% baseline and only 2% extra for consuming buffs which means you can use your cooldowns as intended instead of saving them for this
GNB
No Mercy 20%
Burst Strike 450>500
Sonic Break Pot 100>300 DoT 50>90 Duration 15s>30s
Gnashing Fang 400>450
Savage Claw 500>550
Jugular rip 160>260
Abdomen Tear 180>280
Eye Gouge 200>300
Fated Circle 360>320
Blasting Zone 700>800
as for war
fc have 590 pot
holmgant got CD inrease 180>240
Full patch notes are up too
Seems like all mage fall off AoEs have been heavily nerfed.
It's going to be a gain with more mobs I think and it seems they are placing some more focus on aoe and groups this expansion.
Lol there would be so much rage from every df tank and healers that would be forced to deal with more then 3 mobs at a time.
Sent from my SM-G920P using Tapatalk
MNK stills seems disjointed in places, and I dunno when you're ever going to use TK now if Anatman requires GL to be up to have an effect, and PB is back to a 2 minute cooldown.
Some other nicer changes though so I'll wait and see how I feel about it in practice. PLD also looks pretty nice.
Uhhh, what skills are you looking at? The final potency is, at least for the skills I've checked so far, higher than the final potency previously. (edit: BLM is the only caster I care about, so that would explain why I hadn't seen any)
Since you mentioned Bane specifically, the final potency is now 40% ("reduced by 60%") instead of 20% ("reduced by 80%").
Editing things in as a check them:
Bane: Final potency is 40% instead of 20%.
Deathflare: Final potency indeed did not change, so that one is a net loss.
Akh Morn: Final potency did not change, so that one is a net loss.
Flare: Final potency is 60% instead of 30%.
Foul: Surprisingly, completely unchanged. Weird.
Holy + Gravity: Wow, no damage fall-off at all anymore? Nice.
Contre Sixte: Final potency is the same; net loss.
it's a loss on smaller pulls and a gain as they get larger. regardless, evening out AoE damage amongst a pack is for the best. having things die faster than things around them just leads to rotational interruptions eg by the time a flare goes off you're down to two enemies instead of the four that were present when you began the cast
Mnk is my main and while I'm looking forward to nearly every one of our skills getting decent potency buffs, the change to PB and loss of HF/IR/Wind Tackle is going to make Mnk Pre 70 a little rough. I can't fathom why Anatman is a Lv.78 ability. "Here's the thing you've been wanting since the beginning of 2.0, too bad can't use it in 90% of content."
I just never queue for synced content on MNK. I have the luxury of tank queues and PLD should be a lot less shitty in low-level content now with flash gone and Emnity stance at level 10. I don't know if there's a job that's been hit in synced content like MNK has been. I've just resigned myself to assuming it will always feel like shit in content that isn't at the level cap.
Edit: Howling Fist being gone doesn't really bother me since it was worse than Elixir Field in every possible way. It was a cool animation but a trash skill. No oGCD to directly replace it is a bit lame but I don't think MNK will really miss it with the attack speed from GL4. Internal Release being gone is the real stinger for me.
The changes do not seem bad for MNK except for the fact that TK seems useless atm. If Anatman does indeed build stacks from 0 in combat then it would make TK at least usable before long down time transitions, which i assume is how SE wanted it used. That is something we still dont know from the skill wording. If it does need at least one stack then its its going to be > use TK before a demolish before down time transition. kinda dumb cus timing that all the time would suck
Why is there a freaking 90fps cap on the game now that I can run it higher? I hope we can get around it somehow but idk why they would even do it (no, botting is not a good answer, you don't fuck over all your legitimate players just to stop bots who will get around it anyway).
now to get dps to actually AoE in dungeons