FFXIV: Patch 6.2 Notes – Job Changes PvE & PvP



https://eu.finalfantasyxiv.com/lodestone/topics/detail/5130fef15f5ffc6a72fd818eb1843a592e39b93c

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27 thoughts on “FFXIV: Patch 6.2 Notes – Job Changes PvE & PvP”

  1. the machinist changes simply pack all the damage into a shorter time frame. instead of 100dps per sec for 20 seconds its 200dps for 10 seconds as long as you summon it at 100 battery power like you always should.

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  2. The change to provoke is to make it easier to do tank swaps. Before the change it just put you at the top of the enmity list, which could sometimes mean that your cotank could steal enmity from you if you didn't build more enmity fast with your burst or your range attack.

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  3. On the chocobo companion not being recalled when HP hit zero, I kept seeing that bug. It was usually in really busy FATES where I couldnโ€™t see it in the crowd, but they just stayed in my party like any regular party member needing a rez.

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  4. I don't like this Dragoon change at all. It was fine when Jump and Mirage Dive was combined. Instead making less keybinds and combat more fun they just make it more annoying. They really need to redesign all classes and improve combat cause it's terrible and so far behind other games. By far the worst part of the game is combat and class rotations.

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  5. dmg buffs on SAM dont change that it feels bad and wrong to play it without Kaiten and forced to spam Shinten XD … i'll stay NIN and watch the Forums and Balance Discord burn

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  6. Why they keep messing with the Machinist class, we don't have buff like other two classes, I just don't get why do this to us, it like one of my fav main classes i play because i enjoy it. I understand it game and all but instead of helping it some they do that to my Queen ><. Then give em buffs then, seem they hate this class bluh. Oh well hope i don't have change my attacks because they is so hard to already do.

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  7. Monk greatly depend on their limit break and they made it even harder. While, ninja have so many buffs and a 10s window to use their limit break ๐Ÿ˜’
    Also samurai can one kill but I learned that ignoring them in FL is a tactic if alone with one.

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  8. A quick explanation of the MCH changes:
    Generally, you want to use the queen once every minutes at full charge to benefit from buffs at the two minute mark. When using Queen at max Battery, assuming that the queen starts in melee range, you now get 5-ish Arm Punches at 240 potency instead of 9-ish Arm Punches at 120 potency, which is a net increase of about 120 potency per summon. More importantly, since the full duration is now 12 seconds, the whole duration of the Queen now fits under raid buffs. Given that summons donโ€™t snapshot buffs like DoTs do, this is potentially really huge because you can summon the queen as 15s buffs are starting up and get the super powerful finishers (Pile Bunker/Crowned Collider) under their effects.

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  9. I'll have to see how machinist plays out but on paper it sounds like a significant nerf. Automation Queen is one of the coolest fantasy parts about that job that make it fun for me. Now I get less of it? I wanted a nearly 100% uptime on Queen during a thought fight but waiting for a full batter gague to no try and take advantage is pretty lame. They could of at least added more battery gauge power gain on clean shot/heated clean shot to help with the lower duration.

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  10. Draw and play should be the same button… Honestly, AST has enough bloat as it is.
    Speaking of which. All classes should have their PVP combo button variants in PVE. Pressing 1-2-3 is no different that pressing 1-1-1. But the benefit of 1-1-1 is you dont have to conduct finger gymnastics for every other spell you have due using up more buttons for 1-2-3.

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  11. So I have been trying to figure this out, but haven't had luck yet. Is there no new Crafter (not crafted) gear released in the patch other than the purple scrip gear which just appears to be for the left side? If so, would that now make it the BiS Crafter gear?

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