I mean white mage looks great..
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Description:
Job changes 6.1 jobs, Job changes, ffxiv job changes, ffxiv 6.1 adjustments, 6.1 Job changes, dark knight job changes, white mage job changes, dancer job changes, paladin job changes, warrior job changes, what changes are coming to 6.1 jobs? is dark knight better in 6.1, is white mage better in ffxiv 6.1, ffxiv 6.1 ninja changes, ffxiv 6.1 samurai changes, ffxiv patch overview, ffxiv patch note changes, ffxiv 6.1 job adjustments for white mage, dark knight and samurai.
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Ahhhh a new video! Let’s go! I have a baby war and thank god overpower is a circle now I have to spam that shit 40 times to hit all the mobs
As someone who’ve been lvling healers and healing low lvl DRKs in dungeons, I can confirm they still look like they’re made of paper. Their damage mitigation is awful compared to other tanks.
RIP samurai mains. Its been a fun class. Back to team main reaper! #scythegang
Just FYI for BRD it doesn’t increase the distance of the jump back but increases the range at which you can activate it. It was that you had to be in melee range to use it.
I hate the SAM change, and as a SCH main, I'm salty still about Expedient and more guaranteed crits(also DNC and DRG, why do we have
these raid buffs?) but at least SS and fairy ranges are bigger, I'll take it. WHM I'm excited for, hopefully it's enough. I'm worried for MCH and DRK but less so for DRK, not sure if these fully address the issues and NIN remains to be seen.
DNC it seems like the flourish procs are seperate from our regular procs now so you can hit Flourish on cooldown without wasting procs I'm assuming, and the steps being weaponskills might proc stuff like Brotherhood on MNK.
For Paladin, I think they wanted it to have something close to Bloodwhetting in terms of self heal? Because yeah, War is just overpowered at this point, every 20 seconds you simply cannot die unless you really mess up. I do like the changes, mostly because it means they (probably) won't nerf War's bloodwhetting just so other tanks can be "better". Bringing PLD's self heal to the level of War's is a better idea in my opinion than downgrading War's to PLD's level.
For Dark Knight, I liked the changes at first, but reading more into it, I actually love them. So, Blood Weapon getting stacks is great. Living dead though… It's amazing. So, for starters, as someone who LOVES W2W pulling in dungeons with my WAR, GNB or PLD (especially WAR, that Bloodwhetting ability is just OP), and routinely uses invuln to do so, the fact was that LD in that context was, to me, more of a hindrance and a drawback than a boon, especially compared to PLD's invuln. Either the healer wouldn't heal you fast enough and you'd die, or they would heal you too early, you wouldn't be ready for mitigation or have too low health, and you'd die. Even superbolide, the heart-attack-giving-healers ability, was always useful compared to LD. NOW, we get a self heal on weaponskills AND spells, which means, for the duration of Walking Dead, the healing sustained will be quite massive. The AOE combo spell will count since they're, well, spells, and 1500 potency is insane. So, right now, for about 10 seconds (well, technically less since I'd wager the HP would be healed quite quickly), we have a supercharged Bloodwhetting for Dark Knight. That's pretty fucking great. The only thing I wonder is if the healing effect is carried into Undead Rebirth, because if not, THAT could be the weak spot where, if you don't kill your pack of enemies quicker (or, in harder content, I would imagine, if the UR effect pops at the wrong time), you could be vulnerable to an attack that would come after the effect expires, if you HP wasn't high enough at that point.
For monk, just like Warrior's change to Inner Release, I think it has more to do with fat fingering. In other words, people like me who tend to spam buttons instead of waiting, and routinely waste stacks and/or GCD because we can't stop hammering those buttons x)
Dragoon got animation time reduction, nice, and some nice quality of life with less button bloat. I don't think it needs much more.
Ninja, from someone like you who isn't a savage raider (yet), I like those changes, mainly because it seems, just by reading the notes, that it's overall a nice DPS gain. If mug + TA work in tandem, I expect to see significant personal damage boost on, say, bosses for example. Basically a nice way to bump ninja damage. Plus, I can't remember what mug did before, outside of being a oGCD skill?
For Samurai, I… don't know what to think. I'm not knowledgeable enough to know if it's an overall buff or nerf, but I know I'm going to miss the badass twirling animation of Hissatsu Kaiten.
For Bard, I might be wrong, but I thought the change meant that the distance required to use it from the boss went from 5 yalms (which didn't make a lot of sense) to 15? I mean, up to this point, if you wanted, as a bard, a long distance dps, to build even more distance, you first needed to close the gap, which, again, didn't make a lot of sense.
For Machinist, well, today is not the day my high ping ass will actually use this job. I mean I like it a lot, it's fun, it has a mix of western and steampunk vibes that remind me of Outlaw Star and I dig it, but high ping means I can't play it to its full potential, and these changes are not really addressing that issue. I think, overall, that stacks of Hypercharge would be a better change.
For Dancer, the way I see it, the changes to the dance steps being turned into Weaponskills could mean that they might be able to trigger effects like Meditative Brotherhood. So, overall, good utility? I'm not sure though. For the rest, I wonder if it means that the rotation will be less RNG and more guided?
For Summoner, I wonder if the changes to recast time has anything to do with mobility? Having that .5 second to move to adjust your position just after the cast? The damage buff is great, still.
White Mage changes are godlike. Like, Liturgy of the Bell was my favourite new healing spell in Endwalker by the way it looked (followed closely by Macrocosmos), but I didn't really like the fact that you had no real control once it was cast. Now it seems to be much more flexible and I enjoy that.
And Sage. Mine is only 82 but, as a DPS main who often struggles to get into healing if I stop using a healer job for any amount of time (even a week), it is the only healing job I can routinely get into after a while and not feel like I need to relearn everything. And they're buffing it even more? Holy fuck, it's gonna become the Warrior of healers.
Yeah so, overall, the changes to PLD, DRK, WHM and SGE, I really, really love. NIN I'll need to check the difference in game, as well as SAM. Disappointed that MCH didn't get more, because they need more. If I'm correct on my reading of Repelling Shot, it's a really nice QoL change that we needed for a while. MNK and WAR have also nice QoL changes relative to fat finger problems that some people have, me included. I'm neutral on SCH (though that Embrace change is nice) and the other jobs.
Dancer seperates the buff you get from flourish from the random triggerd ones you get from using your combo abilites. Means you can use flourish at cooldown time and get to use all your stronger abilites without the risk of them already being activated and you loosing some of the benefits.
I am happy with the removal of Hissatsu Kaiten, I like the animation but it flows poorly, the guaranteed crit is preferable to me by far.
I feel like if Yoshi P. could he would delete Machinist from the game. These "buffs" are a kick in the nuts for people who love MCH.
I like you. I hope your popularity grows, the faster the better. Already enough voices the amplify the minority and makes them louder than the naturally quiet majority. 🥂
I think monks change is technically a debuff
My SAM main thoughts: Kaiten was a cool ogcd animation (the buff was nice, but i see why they adjusted for it, i guess)…. If they really wanted to get rid of button bloat they should have gone after all the AOE skills (we have 3 starter ones, 2 ogcd and then the Laijutsu and follow up). 7 AOE skills (when on other jobs we spam 2 or 3 at most)