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		<title>FINAL FANTASY XIV Forum - DPS Roles</title>
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			<title>FINAL FANTASY XIV Forum - DPS Roles</title>
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			<title>Fix melee leveling/sync down experience</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527525-Fix-melee-leveling-sync-down-experience?goto=newpost</link>
			<pubDate>Fri, 17 Apr 2026 13:46:02 GMT</pubDate>
			<description><![CDATA[Hello, here i want to share some issues i have with lvl <60 toolkits of certain jobs, what would be an easy fix and would improve the experience of...]]></description>
			<content:encoded><![CDATA[<div>Hello, here i want to share some issues i have with lvl &lt;60 toolkits of certain jobs, what would be an easy fix and would improve the experience of sprouts and people doing roulettes drasticly.<br />
<br />
The biggest offender on the list is dragoon:<br />
- aoe unlocked at lvl 40, with 2nd step at lvl 62<br />
- aoe is akward to use (very thin line aoe, easy to miss mobs)<br />
- low damage output compared to other dps (specifcly at low levels!!!)<br />
Solutions:<br />
- Move Doom Spike to lvl 25-26 to match other melees.<br />
- Move Sonic Thrust to lvl 40<br />
- Increase the width of base aoes or change them to cones<br />
- Split Lance Mastery into 2 traits, 1 boosting action potencies at level 60 and lvl 76 that handles draconian fire<br />
<br />
Ninja shares the same problem of late aoe unlock, so in short:<br />
- Move death blossom to lvl 25-26 range, move Hakke Mujinsatsu to lvl 40 <br />
<br />
Monk's problem lies mainly in unlock order.<br />
- 3rd aoe step before 2nd. I dont think any serious person expects players to do Opo-opo aoe  -&gt; Raptor single target -&gt; Coeurl aoe. <br />
- Perfect Balance unlocks without any blitzes. Using it before lvl 60 means damage loss, since it breaks your combo.<br />
Solutions:<br />
- Move Four-point Fury unlock to level 30, move Rockbreaker unlock to lvl 45.<br />
- Perfect Balance has 2 possible solutions: <br />
 1) grant formless fist upon using all stacks<br />
 2) unlock Celestial Revolution at the same level, giving you an early finisher</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>ThurinTurambar</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527525-Fix-melee-leveling-sync-down-experience</guid>
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			<title>Blue Mage: My humble suggestions</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527413-Blue-Mage-My-humble-suggestions?goto=newpost</link>
			<pubDate>Thu, 09 Apr 2026 12:29:50 GMT</pubDate>
			<description><![CDATA[*Why am I making this?* 
I'm a huge Final Fantasy fan, and I love the concept of blue mage. 
If you're a fan of blue mage, you likely already know...]]></description>
			<content:encoded><![CDATA[<div><b><font size="3">Why am I making this?</font></b><br />
I'm a huge Final Fantasy fan, and I love the concept of blue mage.<br />
If you're a fan of blue mage, you likely already know why I'm here, or at least why now. We've all seen the 7.5 blue mage update get delayed to at least 8.0 because the devs prioritized beastmaster content.<br />
However, I'd argue that the current state of blue mage in FFXIV is more concerning than its lack of update in 7.X.<br />
(I had to shorten this post significantly due to the character limit. The initial post was thrice the size. Oopsie.)<br />
<br />
<br />
<b><font size="3">My suggestions</font></b><br />
(Keep in mind these are basically my opinion. You might not agree, and that's fine.)<br />
<ul><li>Make mimicry change the actual role of the job (but also make it required for the job quest). The easiest way to implement it would be to have the spell change your blue mage job crystal to a &quot;blue mage (role)&quot; job crystal. That'd make it work a bit like summoner and scholar do right now. The role is very important because a lot of fights' mechanics rely on roles, which makes most mechanics for blue mage unpredictable.</li>
<li>Give limit break to blue mages. And you know what? Actually, make them <b>learn</b> limit break. If only there was already a fight within the game where they could learn such a spell...</li>
<li>Allow blue mages to do seat of sacrifice. Instead of hard-coding the tank LB3 requirement, allow blue mages to survive using diamondback. Or, keep it hard-coded, but use a different check for parties with only blue mages.</li>
<li>Implement a &quot;blue finder&quot;. And by that, I mean, a duty finder specific to blue mages. I don't think it would take that much resources to implement, and it'd be a solid QoL. (I know that party finder is a thing, but I've been told that the Japanese players are duty finder enjoyers.)</li>
<li>Angel whisper should have a lower cooldown specifically when using healer mimicry.</li>
<li>Transform some of the spells into traits or abilities. For example, basic instinct should be a passive trait (that you should still learn, obviously) that should always be on. That'd be a nice QoL, and I reckon it wouldn't impact the balance of the job. Loom could be an ability with charges and a 30s cooldown. The initial cast of cold fog could be replaced by an ability. Mighty guard could be an ability.</li>
<li>Some of the spells should become part of the basic kit of blue mage when you learn them. This goes hand in hand with my previous suggestion. Some of the spells are just too important to be removed once you learn them, and they shouldn't be part of the 24 active actions you pick. For me, these spells should be: angel whisper, aetheric mimicry, basic instinct. I'd include the limit break if we ever learn it. Water cannon could also be added to the list for the sake of always having at least one damage spell. Anything else would feel perhaps too strong.</li>
</ul><br />
Thanks for reading all of that. You're welcome to share your opinion or your own ideas.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>NekuHarp</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527413-Blue-Mage-My-humble-suggestions</guid>
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			<title>Magun as the next phys ranged.</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527163-Magun-as-the-next-phys-ranged.?goto=newpost</link>
			<pubDate>Mon, 23 Mar 2026 23:39:44 GMT</pubDate>
			<description>How would we feel about the new phys ranged having an improved version of machinist old bullet gauge to mix and match rounds to summon effigies or...</description>
			<content:encoded><![CDATA[<div>How would we feel about the new phys ranged having an improved version of machinist old bullet gauge to mix and match rounds to summon effigies or fire spell infused shots?<br />
<br />
It can work like mudra where which color combination decides whether the shot summons something, blasts a light heal or an explosive shot of various elements. <br />
<br />
For those who arent aware of Final Fantasy Unlimited, the protagonist, Kaze uses the magun and different &quot;soil&quot; bullets to fire classic final fantasy summons at his enemy. Obviously summoner already exists so we can make the simulacra original monsters or things already in f14<br />
<br />
<img src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSjaWYOQD5Tbwc29Ta4TfjorpMQaCWnY6ZnTVkogKMYdbiFyc2uQZIxzagd&amp;s=10" border="0" alt="" /><br />
<br />
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 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>Reginald_Cain</dc:creator>
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