6.08 Patch Notes: MASSIVE FFXIV JOB BUFFS



Quazii previews Final Fantasy XIV Patch 6.08, that includes job tuning changes and buffs across the board.

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33 thoughts on “6.08 Patch Notes: MASSIVE FFXIV JOB BUFFS”

  1. MCH still got shafted :/ Very disappointed in the "buffs" for the class, it really does nothing to solve its problems regarding the output DPS they should do given their role as the "selfish Ranged phys DPS". A meager buff to its DPS will not outmatch BRD (DNC is still out there on how it'll play going forward with their buffs) because its party wide utilities still gives them a formidable edge.
    No mention of WHM either :/.
    Over all I'm very much disappointed that my mains kept getting shafted. I had hopes for MCH at least (moderately mind you, since in the interview they were mentioned as an afterthought so I knew to temper my expectations) but it was really nothing worth of note.

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  2. I wouldn't call a 20-30 potency upgrade for a couple of Samurai skills a massive job buff, we are still way behind a Reaper potency, even their basic attacks have more potency than our combos, and they even got party buffs… quite disappointing.

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  3. Heaven's thrust and dragon eye are the biggest changes, since we almost always have Heaven's be a crit because of life surge, and dragon's eye is less clunky to stick with the partner, granted that you still have to macro dragon's eye to the highest item level guy, pretty much our whole rotation feels more powerful.

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  4. I wasn't suprised we got dragoon buffs, anyone who plays dragoon at high level knows we needed some damage buffs. I would have given a bit more potency to stardiver and raiden thrust, but overall the buffs are pretty good as they are.

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  5. Every time I hear someone talking about "Tank DPS", I remember my times on WoW, in which I was a Blood DK and sometimes people would talk about "Tank DPS", one time it went like this:
    Fellow Raider: "The tank DPS was below expected. " (not with this words)
    Me: "Ti tink dipis wis biliw ixpictid … BUT DID YOU DIE ?"
    Fellow Raider: "No, but … "
    Me: "BUT.DID.YOU.DIE ?"

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  6. As a DRG player I was close to my RPR static members in dps when playing perfectly but if I slipped at all I would fall a few hundred dps behind. Now that difference is likely to be made up.
    Also YES THANK YOU DRAGON SIGHT RANGE I can now target top dps every time instead of having to search and waste buff uptime. There was one time during P1S that I had to give a healer or tank the eye during Intemperence because of our clock spots but no more!

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  7. I'm super excited for the dnc buffs. My FC has a little static going to avoid individual PF runs and while I can take out the ps4 training dummy, I was def trailing in dps more than others even when doing just fine on my openers and rotations. Gonna go see how much faster I can take the training dummy out now >:D

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  8. The dragon sight changes are amazing. No longer will my partner of myself break the tether because of a mechanic and both running to the opposite side of the arena to avoid it. The animation removal its fine. Longer can we scare sprouts with it thi king it is a boss mechanic. But oh well, I believe the reason for it is because it will look stupid having that tether animation for 30y apart.

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  9. The BLM changes feel like lip service. A 20 potency buff to the 3s and a 10 potency buff to the 4s is nothing. Adding 100 potency to Xenoglossy is nice, but with the buffs to the other dps, it feels much more likely that BLM will either stay where it is or maybe even fall on the dps charts. Which is really annoying, because I feel like I'm shooting myself in the foot playing the job I like. I'm supposed to be the big damage caster, but the melee outpace me and usually provide some kind of party support.

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  10. The tether changes are huge. I actually stand in a healer spot on the intemperance phases of p1s so that I can tether a dps during that time. This change means that I can still get my tether off in a standard position. The heave’s thrust change is also great because that will often be a crit due to being paired with life surge. And stardiver is also always buffed if you’re using it right so that’s even bigger than the listed increase as well.

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  11. As a WHM main and DRG as a secondary, buffs are great and all but why did they have to steal our friendship bracelet? This is not okay.

    Also I’m glad they fixed the thin-air bug but swift cast has a similar problem where, if executed quickly, the spell will not cast but it will use the instacast buff. That’s a bit worse

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  12. I mean in general I'm happy with the changes but I'm upset DRK and WHM are just sitting there getting the silent treatment this XPAC. WHM has serious mana issues that don't seem to be echoed much on the forums.

    DRK whilst it's "Top DPS (reminder it's literally by 200 potency)" is absurdly squishy and is pretty much getting the treatment of, every tank can do what they do but better. Oblation? Heart of Corundum, Nascent Flash, and Intervention would like a word. TBN? Bloodwhetting would like to disagree. The thing is DRK whilst it's still a fun and very clicky job. It suffers defensively and self sustain wise.

    Also the fact that in 6 years living dead has been entirely unchanged whilst Holmgang has seen a buff every expansion and with the recent Superbolide buff that just feels even more insulting.

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  13. As a MCH I feel disappointed, only 20 potency on 3 skills?
    MCH should be the BLM or SAM of the ranged physical since it offers no party buffs yet we don't even have a single 1k potency move meanwhile DNC gets technical finish to 1.2 freaking k with an aoe?

    And yes, Queen combo does 1,400 added together. But building battery plus the full queen duration is far longer than any other class combo to get the 1k plus hit.

    On top of that you can't even start most fights with battery, Trials especially plus a few normal raids just won't have enough/any trash to do so.
    SAM can start the fight with sen, RPR can start enshrouded, RDM can do like 3 full scorch combos in a row. At least give MCH a 120s battery refill cd.

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  14. Just as a reminder, YoshiP did say that just because he didn't mention a job by name it didn't mean the job wasn't getting any changes. And this was proven (again) here. So next time this happens, don't freak out just because your job of choice doesn't get specifically mentioned.
    Also, this patch was specifically noted as being a potency adjustment patch. We generally don't see actual job changes outside of .X patches so if your job still isn't in a great place and needs more than just a DPS increase (WHM and DRK for instance) there's still a chance for some level of rework in 6.1. Try not to get your undies in a twist before then.

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  15. Dragoon main here. Mostly not doing hard content, and no static in sight. The one great improvement besides potencies is about Dragon Sight :
    – No more will I soft-target a teammate to Left-eye them and not being able to because they are 4cm away from me instead of 3.
    – No more will I waste 15 seconds of GCD's wondering why none of my attacks are going through while said soft-targetting stays on the horizonwalking teammate (on console, soft-targetting let's you cast one ability on the soft-target before reverting automatically to your main target, which, as a DPS, is often the enemy – but if the ability doesn't go through, the soft-target doesn't cancel by itself).
    – No more will noobs flee my tether thinking it's a mechanic even tho we are in a level 89 dungeon.

    The tether was nice, don't get me wrong. But, technically, more damage from my mates is nicer.

    Reply

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