Since Square Enix has raised the level cap in FFXIV to level 100, new actions have been added to all jobs. Of course, the dev team mentioned they’ve made adjustments according to feedback they’ve received, but they tried to keep the jobs true to themselves. Because of the new actions added, players might need to do a bit of adjusting as well, as they might disrupt already existing rotations.
Final Fantasy XIV: New Action Change Settings
Square Enix mentioned that they know players are already running out of space to fit all their skills across their hotbars. Action Change Settings will be added to the game, which will help with hotbar convolution.
This system will allow you to individually choose whether or not specific changing actions will be replaced by their follow-up counterparts upon execution. The Action Change Settings will not be available for every action, but rather specific combo ones.
The following points are not the full list of additions and adjustments
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Final Fantasy XIV Upcoming Tank Changes
Square Enix has made changes to some of the common abilities between jobs in Final Fantasy XIV Dawntrail.
Rampart and job-exclusive 30% damage reduction abilities will be upgraded somewhere in the 90s level range.
Reprisal’s duration will be increased to 15 seconds somewhere in the 90s level range.
Here are some of the individual Tank job changes:
Paladin
- The second and third executions of Atonement have been changed to new actions with separate animations (Atonement will change to these actions, so input execution will remain the same).
- A new action that can be executed after Blade of Valor will be added.
- In order to execute Goring Blade, you’ll now need to have Fight or Flight active.
Warrior
- A new action, which can be executed after three uses of Fell Cleave or Decimate while Inner Release is active, will be added.
- A new action that can be used after Primal Rend will be added. This will be an extra damage skill added to Warrior’s burst phase.
- Similar to the Paladin, the effects and the animation for Inner Chaos will be updated.
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Dark Knight
- To reduce the number of inputs during burst damage phases, Blood Weapon will upgrade into Delirium, and the effect of Blood Weapon will be added to Delirium.
- A new action that can be used after Living Shadow will be added. They will also make adjustments to Living Shadow so it doesn’t consume Black Blood anymore.
Gunbreaker
- A new action that can be used after Fated Circle (via Continuation) will be added.
- A new three-step combo that can be used after Bloodfest will be added and it doesn’t use cartridges.
- They’ve made some adjustments for when Sonic Break is executed. They’ll change it so it makes No Mercy available. When you execute No Mercy, it’ll go to Ready to Break.
Final Fantasy XIV Upcoming Melee DPS Changes
In Final Fantasy XIV Dawntrail, melee DPS classes have also received changes to their role abilities.
Second Wind’s healing potency will be increased somewhere in the 90s level range.
Feint’s duration will be increased to 15 seconds somewhere in the 90s level range.
Here are some of the changes made to individual Melee DPS classes:
Monk
- Basic combo mechanics will no longer center around maintaining buffs or damage over time; instead, performing actions in a certain order will increase the next action’s potency.
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They’ll add additional job hud elements for the new mechanic to make it smoother. Can accumulate up to a total of ten chakra while Brotherhood is active so that you can prevent chakra overflow.
- When you have Six-Sided Star active, there will be an action that gets strong, depending on how much chakra you have stacked.
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Dragoon
- To reduce positional requirements for single-target combos, the fifth combo action has been changed to a new non-directional action, Drakesbane. Fang and Claw/Wheeling Thrust will change to Drakesbane, so input execution will remain the same.
- Life of the Dragon will be available without gathering your Dragon Gauge to facilitate maximum damage output at the beginning of a battle.
- To reduce the number of inputs during burst damage phases, certain actions will be removed or adjusted.
- A lot of new animations have been added to make the class feel more flashy.
- Spine Shatter Dive has been removed.
Ninja
- Huton’s effect has been moved to a trait and will always be active. Huton will be changed to an AoE attack which grants the effect of Hidden.
- Actions that extend the duration of Huton’s effect will be adjusted in accordance with the above change.
Samurai
- To simplify recast management, Tsubame-gaeshi will be changed to be executable after Meikyo Shisui.
- Hakaze, Tenka Goken, and Midare Setsugekka will be upgraded to new actions.
- There will also be additional actions, as well as Traits added with the new level cap.
Viper
- A fast-paced job that fluidly shifts between dual-blade and double-bladed strikes in their various combos and abilities.
- Has a similar total number of actions to other jobs, but designed so that fewer actions need to be set on the hotbar.
These are only partial descriptions and not a complete summary of the job.
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Final Fantasy XIV Upcoming Physical Ranged DPS Changes
The Physical Ranged DPS jobs have received some decent updates overall. Square Enix has focused on making every job more comfortable to play.
Second Wind’s healing potency will be increased somewhere in the 90s level range.
Damage Reduction of job-exclusive defensive abilities will be increased to 15% somewhere in the 90s level range.
You can find some of the changes made to Physical Ranged DPS jobs here:
Bard
- Mage’s Ballad, Army’s Paeon, and the Wanderer’s Minuet will be changed into buffs that don’t do damage.
- Pitch Perfect will be changed into an AoE attack for ease of use in encounters with multiple enemies.
- Other updates include the procs Straight Shot Ready and Shadow Bite Ready being merged. You’ll be able to select whether you want to utilize the effect for a single target or AoE.
Machinist
- Barrel Stabilizer will no longer increase the Heat Gauge by 50 and instead will allow execution of Hypercharge. It can now be used when the gauge is at 51 or more without waste.
- A new trait that accumulates charges for Drill will be added.
- Upper-tier actions for Heat Blast, Gaus Round, and Ricochet will be added.
Dancer
- A new action that can be used after Flourish will be added.
- A new action that consumes Esprit and can be used after Technical Finish will be added.
- There’s also an action that will grant the effects of Standard Step without having to go through the usual combo steps.
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Final Fantasy XIV Upcoming Magical Ranged DPS Changes
Most Magical Ranged DPS jobs in Final Fantasy XIV Dawntrail will receive some great buffs and quality-of-life updates.
Swiftcast’s cooldown will be reduced to 40 seconds somewhere in the 90s level range.
Addle’s duration will be increased to 15 seconds somewhere in the 90s level range.
Here are some of the changes made to individual Magical Ranged DPS classes:
Black Mage
- Various adjustments will be made to streamline certain aspects of the job, such as restoring MP upon landing ice spells while Umbral Ice is active, instead of passively over time.
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A new action that repositions Ley Lines beneath the caster will be added.
Summoner
- Solar Bahamut, a new summon akin to Bahamut and Phoenix, will be added.
- A new action that can be executed after Searing Light will be added.
- Devs mentioned that in the future Resurrection might be removed from the Summoner.
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Red Mage
- Manafication will no longer increase Black Mana and White Mana by 50 and will instead allow the use of enchanted swordplay actions without cost.
- The AoE enchanted swordplay combo beginning with Enchanted Moulinet will now consume a total of 50 Black Mana and White Mana, similar to its single-target counterpart.
Pictomancer
- Pictomancer prepares by painting a variety of motifs, then renders them to life to produce an assortment of effects. Renders multiple motifs to execute high-powered attacks.
- Capable of granting buffs to party and self.
These are only partial descriptions and not a complete summary of the job
Final Fantasy XIV Upcoming Healer Changes
Healers in Final Fantasy XIV are mainly getting extra tools to use in Dawntrail, except for Astrologian who will be receiving a big overhaul.
Swiftcast’s cooldown will be reduced to 40 seconds somewhere in the 90s level range.
You can find some of the changes made to Healer jobs here:
White Mage
- A new action allowing the caster to quickly move forward will be added.
- A new AoE attack, which can be used up to three times after Presence of Mind, will be added.
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Scholar
- Seraphism, a new action that changes the caster’s appearance and enhances healing magicks, will be added.
- A new AoE attack that can be used after Chain Stratagem will be added. It also adds a DoT on the target.
Astrologian
- The card system will no longer be random, and will instead simultaneously draw cards with offensive, defensive, and curative effects. Now only certain cards will provide a damage buff.
- Astrodyne will be removed in accordance with the removal of Astrosigns.
Sage
- Eukrasia will now enhance Dyskrasia II into Eukrasian Dyskrasia, an AoE attack that deals damage over time to enemies within range.
- A new party buff, which heals nearby party members whenever the caster casts a spell, will be added. It’s a ranged version of Kardia only available for a certain time.
Summary
Square Enix has focused on making all jobs easier to play while maintaining their unique identities. Keep in mind these are not all the changes that will be made and we have yet to see every adjustment that will come with Final Fantasy XIV Dawntrail.
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