Endwalker 6.05 Patch Notes. SAVAGE RELEASED.



Quazii recaps the best parts of the FFXIV Endwalker 6.05 Patch Notes which include the release of the Savage Pandaemonium first tier. The patch notes can be found at https://na.finalfantasyxiv.com/lodestone/topics/detail/674bcc0a4da4caba1ded710a7af99389094d52a8

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40 thoughts on “Endwalker 6.05 Patch Notes. SAVAGE RELEASED.”

  1. Normally the job adjustments pre raid are minor tweaks, unless something is almost unplayble. It isn't until after the first raid tier that we'll see some interesting balancing. It does also help that the dev team plays the game, so I'm sure they will keep their eyes out while progging savage with us lol 😀

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  2. its surprising how small the adjustments to jobs is small compared to 4.05 and 5.05, there were a looonnng list for jobs during savage. either they dont want to change the playstyle of a job right when savage comes out and dont want players to learn during savage or they are confident on what they are doing and dont need/want to change anything.

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  3. Minor details, but the Savage gear looks nearly exactly the same as the normal nice, they're just dyeable (glamour is true endgame). The new sets are the capped tomestones stuff.

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  4. I got Ninja to max lvl first back when I picked the game up in Sept, and I'm glad they're looking it over because it just lost my interest going into Endwalker.

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  5. I have a question that has been bugging me for years now. Why the hell does Machinist's toolbox never change with each new gun? I mean come on at least have its colors match!

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  6. No Paladin potency adjustments have me really sad. Guess I can only hope that P3S doesn't disengage as much as it does in normal else I have to find the world tiniest violine seeing all my dots going to waste just because the boss is going for a shot coffee break.

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  7. Was kinda expecting some more changes tbh but most of these are good. SMN needed a buff. I'm surprised RPR just lost a bit of the regen, I would have thought it would eother lose some damage or BLM and SAM would get a slight buff to compensate but it's fine, I love RPR too so I'm happy.

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  8. I do want to note that Ninja's changes, as someone who leveled it to 90 as part of a "Get one job of every role to 90 for the role quests" push, the Ninja changes feel significant. Before 6.05, using the ninjutsu "Raiton" (the standard single-target ninjutsu) would grant you "Forked Raiton Ready", which would let you use Forked Raiju, a gap closer that dealt damage, and then Fleeting Raiju, which was another gap closer that dealt damage. The 6.05 patch notes seem to be fundamentally changing that so using Raiton grants "Raiju Ready", which will give you the use of either Forked OR Fleeting Raiju. As you can get multiple stacks of "Raiju Ready" pretty easily in a burst window, this can turn into a proper Inner Release/Fell Cleave situation, starting with a Forked Raiju to close the distance, then using Fleeting Raiju until your stacks are gone. That's kind of a massive change to how it works now.

    Also Phantom Kamaitachi is essentially granted from Bunshin, but no longer interacts with it. Before, Phantom Kamaitachi would consume a Bunshin stack to use and would go away when Bunshin did, leading people to believe that it was only really useful in AoE scenarios. This ensures that that's no longer the case, allowing players to use Phantom Kamaitachi independently of Bunshin as an extra damage button to use in their rotation.

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  9. You wanna know what hyped me up the most in the entire patch note?

    "New music has been added."

    Now this could just mean the Excitatron 6000 has a unique track, but this could also mean Hesperos turning into a door boss in P4N with a whole new fight following.

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  10. No real potency changes means reaper and monk are going to be the main savage melees. They're still doing more personal dps than the pure damage jobs plus they have party utility. DRK is going to be in pretty bad shape. New master crafting books are also out.

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  11. Some of us still having Audio issues since 6.0 not even a mention in known issues.
    What little I could read about it on official forums, official stance is: Consumer problem, not ours. (Older Client-side Hardware.)
    For some the stuttering is so bad it's lagging everything else.
    It affected a skewed experience for Endwalker, and it only got worse in 6.01.
    I, like most others with this experience, have tried all manner of fixes including reinstalling which was likely not helping congestion.
    We were hoping this patch would have some official acknowledgement if not a fix.
    For some of us, this makes quite a bit of content unplayable.

    We feel invisible, and for those of us already struggling financially, upgrading for a single game makes no sense. (Components are upto five times more expensive.)
    5.5 worked fine.
    Suddenly with the advent of the new sound engine and a (quite frankly, expensive, unnecessary) optional sound system. Things are sounding broken.
    Especially in more intense content, trials and alliance raids the most.

    I'm posting this for visibility.

    There are dozens of us.
    You can't silence us ALL!!
    Even though we need to mute our games. D:

    ~ Sad, All-rounder Lumin

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  12. Ninjaaaaaaaaaaaaaa
    Looks like with the raijus they removed the gap closer on the second one while also allowing you to choose whether to use the gap closer or the stationary one. This means you'll probably still drop a raiju in a mechanic but atleast you're not forced to gap close

    Reply

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