With just one change, how much could you improve each job in FFXIV?!
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Music Used:
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Chapters:
00:00 Intro
00:38 Paladin
01:33 Warrior
02:21 White Mage
03:16 Scholar
03:47 Monk
04:35 Dragoon
05:44 Bard
06:41 Black Mage
07:09 Summoner
08:22 Ninja
09:00 Dark Knight
09:42 Machinist
10:19 Astrologian
11:14 Samurai
11:58 Red Mage
12:34 Gunbreaker
13:10 Dancer
13:46 Reaper
14:31 Sage
15:03 Viper
16:10 Pictomancer
17:25 Outro
17:58 Fun Fact
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here are my thoughts, my main is Sage
i like the Schild Lilly thing for WHM but as single Shield, its just weird to waste a good heal just to get the bloodlily
what i really hate on SCH is he has no Gapcloser AND instead of eukrasian Diagnosis which can be done while moving SCH has Adlo with 2 Sek cast time so if a tank just runs blindly forward with sprint and has a charge you can cast a Adlo prefight and than use sprint you are always way behind compared to SGE (tank runs sge runs tank charge sge gapcloser and while moving doing preshield and or doting
so on SGE i would like to have a shorter CD on Gapcloser or 2 charges^^ (maybe with reduced range than^^)
on Tanks what i really dont like is that they are on lower levels have so less selfheal functions Gunbreaker aurora ok but the 25 sek CD 15% dmg reduce vs 15+15 AND 900 heal potency at 82 (same for shileldtron and Clemency only after 58) a bit earlier maybe with way less potency would be good
SMN for me the most bad thing is the gapcloser is part of the normal rota so i think i died most to my own gapcloser^^, (fully concentrated on the rota oh i must run away from boss but doing still rota because all instant YEAH und boing stand in front of the boss in mddle of the bad area and die^^) so either remove this gap closer completly OR make it to have a cast time so that you cant use it while running
Drk change: Make Abyssal Drain the 3rd combo of your AOE combo. Our single target 1-2-3 is already a dmg-mp recovery-hp recovery.. and our 2 part aoe is currently dmg-mp recovery. Just having Abyssal Drain as the last hit just follows our current order and would get more usage in dungeons where you would use abyssal anyway.
Dark Knight: If Living Dead expires without activating Walking Dead then you are healed for all the damage received during the duration of Living Dead (similar to to Astros Macrocosmos). However nearby enemies are Frightened for 7 seconds and will flee from the DRK (because DRK always needs to have jank).
i think it would be really neat if heart of corundum could "break" and generate a cartridge, though maybe that would end up needing an additional way to spend cartridges as well, or a longer cooldown
Gunbreaker idea is actually F tier. It already has to weave a lot and having another weave is stupid.
Pretty good list, largely agree with all of it… I can tell by the explanations I'm seeing another kindred spirit who's got a fairly deep knowledge of every job (except for me, screw Bard lmao, there's so many things I can't stand about that one that I just get it to max level and shelve it every expansion).
In particular I would take your drk change a step further and just make em both 30 seconds, adjust potencies to compensate. Typically speaking abysal drain is now so much of a massive overheal that a potency nerf to make it faster would be just fine imo. More than that though, there's one thing I want more than any other for DRK:
"If The Blackest Night on friendly targets expires, the mana cost is refunded." It's so eternally frustrating to try and cover somebody on a fight only for them to actually get out of the way in time and ive just wasted an important resource trying to be helpful…. dont even need the cooldown refund, just give me the mana back.
"I don't really think Samueai really needs one thing but what if kaiten came back?"
MY KINGDOM MY KINGDOM FOR KAITEN
Just have BLM’s laylines follow them
As much as I'd appreciate it, I think the proposed viper change would actually require a change to how DoTs are handled in the code
I just have a hunch that there's a reason why the only extendable buffs/debuffs that players can apply do not deal damage or heal over time
I think the same is also true of enemy applied buffs and debuffs, but I'm struggling to think of even a single one that can be extended beyond its original duration, like death's design or noxious gnash can
Something I wanted for SCH was one or two skills that would spend the Fairy Gauge aside from the heal beam.
Or make Dissipation increase the Fairy healing spells while also alloying the beam to target up to 1 or 2 more party members that are the closest to the tank.
I disagree with Warrior's change, cause I like having to balance a little bit of damage for mobility and it feels like a very Warrior thing to just be charging into the enemy constantly when doing damage. What I would like to see is making it so gap closers don't gap close if you're within max melee range. Then I dont have to worry about going back in and out of max melee or wiping the party by pressing Primal Rend during Sphene Ex Towers
If I could make one change to DRK, it'd be to get TBN at 30. To make it work, you could make it a weaker version called like Moonless Night or something and make the shield smaller, but still giving the free use of the OGCD move as a bonus, if at a reduced potency.
It's my favorite part of the DRK toolkit and not being able to pop it on the healer or DPS when there's a raidwide and their health is already low in Aurum Vale or some other low level duty makes my soul sad.
I know it’s cheating a bit because it’s technically 2 changes but Give every class access to an AOE at Level 15. Give WHM a trait that adds the stunning effect to Holy at level 45
Just let me cast raise during my sword combo as Red Mage without losing it
Give Machinist a set of shock paddles. They can revive people in melee range, but instead of a cast time, it's instant, but has a cooldown of I'd say at least 4 minutes.
Gimme more tools cowards!
paladin change: goring blade is upgraded into blade of pride, and now does aoe damage with a similar animation to the blade combo
Make the jobs excel at the one thing they are supposed to do. Give dps more deeps, have the tanks do less dps but generate more enmity to compensate, and take healer dps out of consideration for various damage checks. I’d love to go back to the days where dps and healers had to mitigate their enmity generation to not pull threat.
The challenge to this game has shifted to learning patterns of boss rotations. I’d love to see the challenge shift back toward tactical approaches to combat at large.
Make jobs simpler and make encounters more fun. We dont need massive rotations if the combat is engaging but engaging doesn't have to ne super difficult either
My other idea for SCH would be for give another Fae Gauge sink into an stance so Eos/Selene heals stronger or remove cooldown of Fey Illumination with a 20 gauge spending. Probably both
I like VPR right now. It's the only Melee I enjoy because it DOESN'T have a lot of extra things.Before they removed Noxious Gnash, I didn't like ANY Melee. Please don't take away the one that's fun. XD
PLD need magic earlier, 100% agreed. And ideally rotational self-healing before level 84. I mostly like it, but it does have some button bloat. Wild idea: Lost Sacrifice. 10 sec Doom but lets you Rise someone. Can potentially save 4 mans from wipes instead of just…soloing the boss for 20 minutes with the rest of the party dead.
Agreed on SMN. I like Phoenix and dislike how rare I see it now. Also make Lux usable for 60 seconds, not just 30. Love SMN otherwise. Oh, and make Physick scale from Int. If Vercure isn't OP, actual working Physick wouldn't be.
RDM I love. If anything, it's got a bit too much weaving right now. I do wish Vercure was level 30 and Verraise level 50, though, so I could use these core abilities more. And it would be neat to have some melee abilities that don't burn Mana so you could do some melee rotation from time to time without it having to be tied to your burst outright.
SCH agreed on. I like SCH, but hate Dissipation, and have ALWAYS hated Dissipation. I'm still salty about the launch form WHERE YOU HAD TO RESUMMON EOS AFTER IT ENDED since that wasn't automatic!
WHM I love, but it needs a party mitigation since "heal checks" in FFXIV have mostly become "DPS checks" and WHM's raw throughput is basically never needed in any content since they can't make content only one Healer Job can actually clear. Either a party bubble/barrier or adding the Pro=Shell effect to some 60 sec ability (add it to Plenary Indulgence's buff on party members and it solves the problem). Divine Caress seems like it was made for this problem, but then they tied it to the 2 min Temperance CD, meaning if you need to party mitigate more than 30 seconds apart, you're still unable to. Meanwhile, AST is over here with a Collective every 60 sec (or 2x per 2 mins), Neutral letting them be a GCD barrier Healer for 20 seconds, and Sun Sign being a slightly weaker Temperance tied to their far better Divine Caress. "But they have to expend GCDs-" So does SCH with Seraphism, and it's overpowered as hell! Using a GCD heal/barrier is not some mortal sin or terrible game design. Since MP is more limited and you want to minimize doing it so it has clear trade-offs,, that's actually GOOD game design!
The rest of the Jobs I haven't played as much lately/since DT, so still working on leveling all of them before I can give real takes on them. I don't like DPSing/DPS rotations on Healers, personally, but I could see giving SGE's AOE DoT the ability to stack as a cool thing for the people that do want that. Hell, let the DoTs proc a weak 30 potency Kardia heal with each tick while we're at it to give SGE some more differentiation from SCH.
Wasn't around for this but I know BRD had an LB3 Raise that was clutch in certain situations. Personally I think Phys Ranged should lean into support more so why not a Raise?
Either make it a really long cooldown (like invuln long), or maybe have it cost 10,000 MP, which makes MP regen tick the cooldown and also rewards good, safe play (as dying wrecks your MP).
It's a very out there idea, and likely won't happen because they're never gonna add raises, but making Phys Ranged have more support besides the company standard mit (that overwrites lmao) would be nice.
Kaiten change is cool. For scholar, I would want an ability to swap places with faerie.
Monk: when entering into an instanced duty, you will start with both nadi already open
It is almost certainly more than just a single change but I would want Red Mage specifically to be more Flexible:tm:. Give it access to Esuna, give it a shitty AoE heal, and some second mit that's single target on a shorter cooldown. It already does negative damage and has a heal and a raise, just let it BE the hybrid it was born to be
WAR 15s nonGC Onslaught shares a cooldown with Bloodwhetting
SCH Dissipation's aethercharges are overcharged turning it's related skills into upgraded versions
DRG wears Fending gear (lands above other melee DPS in tankiness and in the back of the pack for DPS potency)
PCT 60s cooldown on Starry Skies (j/k)
BLM casting while on Leylines is instant and the Leylines adjust to your position at a pace that allows walking not jogging (speed of Leylines Drift increased by Expedient)
I really like the monk change you proposed a lot. Perfect Balance at lv50 is just not good, especially because you get Form Shift before it
Another change I propose is Celestial Revolution (the Blitz you get when you get 2 of 1 chakra and one of another) working like Six-Sided Star but with less potency, then upgrading to Six-Sided Star at Lv.80. Especially for people new to MNK, this'll help with keeping up damage and now you can readjust with the movement speed granted wuth SSS and get a formless fist.
Also, Single Down sounds kinda weird as a skill name, but how about Single Out?
re: SCH, that particular issue with Dissipation could easily be fixed by just re-theming it to "summon Selene to help you cast healing spells, increasing their potency" without changing its effect much at all. Which to be clear I don't think is a bad idea, but I also it's less important than sorting out the energy drain situation.
For which I'd suggest the following change: Energy Drain is now a GCD which replaces Ruin2 for a single cast (dealing twice the damage of Broil) when under the effect of "Energy Drain Ready" (gained upon spending aetherflow, or (perhaps) upon casting a non-damaging spell during Dissipation). During Chain Strategem you get Miasma instead, which is a dot and thus not spammable (so you can actually use some aetherflow outside burst windows) but does even more damage (to avoid it feeling like a drawback).
re: BLM, I actually think it's a good thing that thunder has a connection to the rest of the kit (unlike BRD and all the healers). The one issue I have w/ thunderhead is that Umbral Soul neither grants nor pauses it. I think
re: RDM, the aoe spells should be verwater and verblizzard imo. Like I know WHM lost it water magic, but ice is the second most important element for BLM, and RDM has none of that? Like this obviously isn't a "this is what the job needs" suggestion (that'd be something to differentiate the two gauges, like making Verflare/Verholy somehow situationally different, or adding white mana on Verraise, or whatever) but I think it's a missed opportunity.
Holy circle gain on 2
Atonement combo is 3 cones and granted from prominence as well
Paladin aoe solved