FFXIV Pictomancer CORE MECHANIC SOLVED! In-Depth Analysis



Pictomancer’s main core elemental color palette coming in FFXIV Dawntrail expansion! The Pictomancer uses the different elements and changing between the astral and the umbral to combine elemental paint colors on their palette which their palette is their job gauge which they then use to invoke wonders such as summoning the moogle or the giant spriggan we see in the Dawntrail trailer!

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Timestamps:
0:00 Pictomancer’s Core Mechanic Solved!
0:19 Pictomancer paints with the elemental wheel
0:47 Earth Element and its significance for pictomancer
1:30 Pictomancer’s Job Gauge
1:49 Pictomancer’s Combo System
3:18 Pictomancer Spender System
4:24 Pictomancer Example
4:42 Logically this can exist in game
6:14 Pictomancer Color Combos
6:35 How this pictomancer job gauge can expand
6:53 Ninja Theory Limitations
7:19 Why order on pictomancer doesn’t matter
8:00 Cast times on pictomancer and why they matter
8:43 Pictomancer further considerations

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27 thoughts on “FFXIV Pictomancer CORE MECHANIC SOLVED! In-Depth Analysis”

  1. Just wait until I tell you what the limit break is… Pretty sure the highest damaging skill of the pictomancer is dropping some art from rule (I can't say that) and causing tremendous psychic damage.

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  2. When Krile created that spriggin, it started out a gold heart 💛 Im imagining a system with a heart meter filling up with some sort of byproduct energy accumulated from basics rotation and other means and then turns gold when you can big summon a paint monster (っ`Д´)っ・:∴

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  3. sounds like nin mudra but of selecting 2-3 colors to mix and maybe storing them later like ast seals for a main result of summoning the artwork like the moogle there 🤔

    4:51 oh you mention this haha, glad i watch before posting my comment 😅

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  4. Looking at Krille's palette in the trailer, there are 5 colors: white (astral), purple (umbral), blue, yellow and green. The latter 3 colors are used to create different elements depending on which "polarizing" color they're mixed with: astral blue = lightning, umbral blue = ice, astral yellow = fire, umbral yellow = earth, astral green = wind, umbral green = water.

    The rotation could consist in alternating between astral and umbral phases (landscapes), where each phase would allow casting spells and using abilities associated with their respective color combos/elements. Then once you've been through certain combinations of elements you can invoke a moogle, a spriggan, etc…

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  5. Thanks for solving it. This more or less killed the job for me as I hate the design and now mechanics. At this point I am giving up on them ever adding a dps vaster I like. Every dps caster in this game's mechanics are some super in game battle calculus and I just do not give a shit enough about this game to learn ANY of them even Red Mage is still too complicated for me. So far this expansion is looking like a big bust for me and I think I'll wait until the next one then dive back in then. Only thins I want a hybrid melee caster dps, an X-2 Songstress healer, or a new half human half cow these are the only things that can make me play

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  6. Hmmm… Pictomancer similar to Ninja? … I'd be down for that 😀

    The only question I have is… is this more like mixing colors or mixing the elements? And yes, its a different if you consider mixing fire (red), lightning (purple) and ice (white) you would get Darkness. But if you'd mix those colors you'd only get some pale pink. And mixing earth (yellow), wind (green) and water (blue)… well, officially you'd get Light, but if you combine these colors… you'd just get more green, not really what we would assiciate with Light ^^°

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  7. I feel like it's going to be a relatively accessible job with not a lot of buttons. That's been the direction with all the recent dps jobs. Summoner rework, Reaper, and Dancer are very popular and very straightforward

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  8. The spells would probably have the same name as seen from pictomancer in Bravely Default 2

    In fact, I hope that Pictomancer is more of a debuffer DPS whose damage gets stronger the more debilitating effects on the enemy

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  9. Called Pictomancer Day 1! And added nature magic as 2, while not nature-y, the drawings show elements and landscapes. I love this job! Can't wait to play it and if I vibe, then main it!

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  10. There is one more approach they could take, similar to the dancer a little. I am imagining they could take advantage of color combos, like when used red dye, and then blue, you cast instead orange dye, and so forth. And the more builds you use, you built the resources for stronger spells. The quick cast is the big question how it act at the end.
    Like it could have that you need to start a drawing action, that does zero damage of sorts, to start preparing your attacks to use, and then via a combo setting you get more actions and so forth
    There are many possibilities, and I'm looking forward to seeing them! Especially since this job may become my main caster as I love drawing myself 😊!!

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  11. Here's a more likely explanation.

    The pictomancer will be building big spells out of small spells. Yoshi-P explained that it 'takes time to cast their art' along with 'they will have instant spells and abilities' in the mean time.

    The brush doesn't turn umbral, by the way, it turned indigo, the color of water aether.

    The colors of the elements have been baked into the game since the start. Wind spells always have green casting swirlies, lightning purple, fire red, and so on. When she uses grey paint, she's using a nonelemental effect. When she's casting a water landscape, she's using water aether, hense the indigo.

    Also, Darkness is Astral, nto Umbral, seriously, how are we four years after Shadowbringers dropped and people still not grokking this.

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  12. totally forgetting everything you said but Iknow people wanna see what picto's LB3 looks like and honestly I think we've already seen it. Ithink its that big flying…paint bunny thing in the trailer.

    Like maybe it flies around and then explodes in a massive wave of paint doing a bunch of damage like usual maybe providing a small buff of a chunky dot on the enemy who knows but I feel they wouldnt design such a big looking guy and have it not actually be in the game that the picto can actually make!

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