FFXIV Patch 6.1 Job Adjustments & Discussion



Let’s dive into the new job adjustments for FFXIV Patch 6.1 and show off what skills we’re talking about in the current game.
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4 thoughts on “FFXIV Patch 6.1 Job Adjustments & Discussion”

  1. Nin's will hit harder, and as long as the potencies are adjusted to fit the change.. This could leave us (Nin main) in a good space. Mug buff and Trick buff, if stackable, has potential. Not change I was looking for, but we'll see how it plays out.

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  2. Thanks for the visual change log, Brian, it helps to compare skills better than the PowerPoint format.
    Got mixed feelings about Nin (Mug giving vuln seems odd vs Trick backstab… but 60s self buff sounds good, like Mnk's RoF) and Sam, flavor-wise (gonna miss the wind up in Kaiten before big hits… why not combine Shoha / Guren/ Senei or other simple spenders in AoE form, if concerned about button bloat? Wtf job designers…) At least I'm happy with mah Mnk main.
    Whm, hopefully lilies can be made into oGCDs, but Cure 3 / Asylum buff is nice..
    Drk's LD self sustain is prob all I can ask for atm, even tho I miss Sole Survivor, 3.0 stuff etc.
    Other things like abilities at lower level sync sounds fantastic. Will see what other adjustments are there come 12th, lots of stuff to look forward to!

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  3. the change to LD might make it even worse if they dont adress that you loose the invuln when you are fully healed if the self sustain is to big or if its to small it wont change anything, in my opinion they should adress the fact that you die flat out if not healer and that you loose the invuln when you are. no other tank has to deal with the baggage and drk has the worst overall tank kit to deal with it aswell. my to cents 😉

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  4. I feel like they are Ramping up for an overall bigger change with DRK. But dont want to implement it till post Ultimate. Living Dead is one of the biggest problem skills for DRK but the way it's been changed also effects Raiding the least.

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