FFXIV PATCH 6.1 PVE JOB CHANGES: ALL YOU NEED TO KNOW



Quazii covers Patch 6.1 PVE Job Tuning changes, all the nerfs and buffs you need to know.

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40 thoughts on “FFXIV PATCH 6.1 PVE JOB CHANGES: ALL YOU NEED TO KNOW”

  1. As a SCH main, I do feel it was warranted nerfing Expedience. 20 sec is a bit excessive, but they needed to make it powerful to make folks realize how good it was. Especially considering all of those (poorly aged) memes on it.

    Cutting back is fine. And they’ve buffed Sacred Soil which is probably an amazing QoL. One of the main sticklers I had about SGE over SCH was Kerachole vs. Sacred Soil. Kerachole is still training wheels, but this should help SCH a bit more. It’s not really too big of a deal because the ideal position of party members in a raid/boss fight is usually right on the boss sometimes at clock positions.

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  2. Rip Sam, thanks for ruining favorite class square. No one asked for any of those changes. Didn’t see kaiten being removed but whatever.

    Nvm didn’t watch til the end. Gj Yoshi, now instead of samurai doing big damage with his lvl 90 and 50 abilities, he does decent damage. He’s a melee black mage now. Genius. Literally the worse class to play in terms of any sort of party mechanics/abilities. It’s merely a solo job. Dancers will now partner up with the tank since crit increase are useless with the Sam. Way to totally make two classes unplayable with each other idiots.

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  3. That change to Hide though… I was so glad I could weave Hide into Doton to refresh my Mudra uses and then hammer down some Kaiton on the pull before using the upgraded version and Ten Chi Jin for a final Kaiton. it was one of those "you stumble upon it" moments for the ninja I was really happy about it since it teared through large pulls.

    For those who didn't know : since Doton doesn't deal damage on the moment it is setup but instead on the first tick of damage (the game considers you're in combat only when you have any enemy in the enemy list), it made it so that the requirement to use Hide (cannot be used in battle) was still true and thus, you could set down Doton then immediately use Hide and since Hide also refreshes your Mudra stacks to 2, it could be used to lead into spamming 2 Kaiton (fire AoE) right away.

    I think the hardest part with SAM will be unlearning to use Kaiten with every Iaijutsu… I might need to keep the key where I have Kaiten currently empty just so I avoid hitting it by reflex.

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  4. I don't play samurai. but to my eyes, this looks like a net nerf.

    an autocrit isn't double damage like other games. it's rated on your crit rate value which starts at 150%. . . several of those autocrit major skills that had potency reductions look roughly net neutral to a non crit beforehand. . 800 * 1.5 = 1200 for example. so with a little crit in there you could expect to hit the 1350 it was previously all the time. . . That to me seems the same "this skill can no longer crit" . . but still takes crit rate stats on your gear. If the nerfs to the potency were only slight it wouldn't be such a big deal but 1350 > 800? 990 > 600? those are so massive that even the guaranteed crit wont really help. It also punishes lower gear levels and low crit levels extremely heavily. As you don't even have the crit values necessary to make up the difference in potency.

    it'll come down to how much you gained from that higanbana buff and the base skills buff. It could just be a reallocation of damge output to not be so fully relying on high crit direct hits in the burst window. Severely closing the skill gap between samurai players (which is a philosophy I can't agree with. having a moderate skill floor that's adequate for most content but a skill cealing that's a good bit above, is a good design philosophy. . . you get rewarded for the amount of work you put into it. The changes for samurai at least, if the dmg is similar but reallocated, goes against that design philosophy. where ninja is reversed and favors a higher degree of skill)

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  5. For Ninja, Doton is a nerf if you consider the whole duration (24s is 8 ticks and 18s is 6 ticks, so 8 ticks of 70 is 560 and now 6 ticks of 80 is 480) but there are many other buffs here so only time will tell for sure.

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  6. So I'm glad ifrit damage is getting buffed and the change to searing light is much needed. However the increased in cast time I'm not a fan of at all. It's already annoying enough as it is to know when to use ifrit at the right time in savage and this is just going to make it more difficult.

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  7. The only change you need to know if you feel like you're a DPS job that got shafted:

    WHM's Aero II (Lv 46) now cost 200 MP more to become Dia (Lv 72), which also does the same amount of damage as Aero II now. So you actually downgrade your DoT at lv 72 and pay more MP for a newer animation.

    Lovely.

    —————————————————————-
    The good news is that WHM finally can heal with lilies, since it's DPS Neutral to use Afflatus Misery. MP changes did nothing for Glare / Dia / Broil IV/ any main healer skill at endgame level though. Only made it cheaper to DPS at early levels.

    And most likely Samurai will be changed. You can't utilize SCH's chain strategem or DRG's Battle Litany due to crit, so Samurai actually gets a DPS loss for job synergy.

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  8. So, since you didn’t mention it, I guess you’re not aware, but the change to NIN’s Doton is actually HUGE. Ever since Hide has been able to reset Mudras, NINs would have to place Doton down before pulling and with a bit of cooperation from tanks pulling the boss to it, you could essentially have free DPS. I probably might have made it sound like a positive that they removed, but honestly, when I was a NIN main, I ABSOLUTELY HATED DOING IT. It was dumb and would literally be for epeen for fflogs. I’m SO glad they changed it, because for all the trouble and inconvenience that it caused just for a minuscule DPS increase, I never ever felt that it was worth it.

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  9. The guaranteed crit thing is annoying, as a WAR player I can say having different gear/melds for WAR than DRK or PLD is cumbersome and stupid. I moved to reaper for Endwalker, and I just started leveling up my DRG. Low and behold, RPR wants no skill speed, and DRG is starting to feel like its going to be required to comfortably fit the final nostrand (maybe my ping?). Who makes these design choices and why are they pranking me?

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  10. Been a WAR main since ARR and I’m not sure how I feel about the changes to overpower. I’ll have to wait and see. They must also have changed the animatoion right? If they brought back the spinny animation from our old stun, I’d be more amenable. lol

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  11. Not a fan of the DRG combining dive into jump…I liked using them separately. I also don't like them normalizing overpower into another circle aoe…gave the warrior flavor…same for samurai. Why not just keep going and name them "circle damage skill" or something? Quality of life reduction and boring.
    I think everything else here I'm either neutral or will enjoy, like the animation time reduction.

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  12. Ninja main here (well secretly BLU main) and the changes are pretty meh at best and horrible at worst.
    Hide canceling Doton is pretty much useless /a nerf
    Doton "buff" is a nerf in disguise and lower duration only adds more clutter in weaving jutsus.
    The Mug/Trick attack thing basicaly means nin now not only have to time partys dps buffs but their own aswell adding just one more skill to the burst phase
    The Potency buffs are nice though but lets wait how much it changes the somewhat lackluster Ninja dps.

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  13. The samurai changes are so extensive xD. I didn't know they were suffering that bad. I don't play Sam but I always heard good things so that was a bit surprising. I thought they were the superior melee dps for quite some time.

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  14. Okay people keep saying whm got a buff but someone answer me how do lillies and liturgy now synergize? If lillies are now dps neutral and every 20sec u get a Lilly, when the hell would I need to use liturgy? those random assed times where ppl outside lily range? even then unless im solo healing I cant imagine lilies not being wasted or you overhealing to use them

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  15. SAM changes are terrible. Massive loss in damage on our biggest hits when under raid buffs, complete devaluation of crit and destruction of what little job identity remained with the Kaiten removal. Then they turned Tenka into a circular aoe instead of a cone, just to twist the knife. I am not optimistic about the future if this is the path job balancing is taking.

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  16. These are very mixed for me, a lot of welcome changes, WHM, DRK, SMN but some are kind of baffling and frustrating. I do not like SAM and SCH(yes SS size is nice but Expedient should not have been nerfed IMO on top of the anti synergy with SAM we have now), I'm not a fan of the change to WAR cone into a circle, now all tanks approach AoE the same for no real reason, you can hit everything you need with a cone, this just takes away another small difference between the tanks. I guess I don't like that a lot of the changes make the jobs more homogenous and it makes me worried for the future if jobs aren't allowed to have weird stuff that changes the way they approach combat or mechanics.

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