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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>Job Concept: Masquerade: Build, Consume, Remember</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528998-Job-Concept-Masquerade-Build-Consume-Remember?goto=newpost</link>
			<pubDate>Wed, 03 Jun 2026 12:56:35 GMT</pubDate>
			<description><![CDATA[Masquerade 
 
Role 
 
Melee DPS 
 
Weapon 
 
Soul Lantern & Spirit Mask]]></description>
			<content:encoded><![CDATA[<div>Masquerade<br />
<br />
Role<br />
<br />
Melee DPS<br />
<br />
Weapon<br />
<br />
Soul Lantern &amp; Spirit Mask<br />
<br />
---<br />
<br />
Core Fantasy<br />
<br />
Masquerade is a melee DPS that carries three souls sealed inside a cursed lantern.<br />
<br />
Each soul represents a different identity.<br />
<br />
Each identity is accessed through a different mask.<br />
<br />
Rather than managing a traditional resource gauge, the player manages the relationship between these souls and maintains their Harmony throughout combat.<br />
<br />
The job revolves around rhythm, timing, and knowing when to let each soul take the stage.<br />
<br />
---<br />
<br />
Soul Harmony<br />
<br />
The three souls do not want to remain hidden.<br />
<br />
Each soul wants its turn in the performance.<br />
<br />
Remaining in one mask for too long causes Harmony to decay.<br />
<br />
Switching masks at the right moment increases Harmony.<br />
<br />
---<br />
<br />
Perfect Transition<br />
<br />
Each mask has a preferred stage duration.<br />
<br />
For example:<br />
<br />
8–12 seconds.<br />
<br />
Switching during that window grants a powerful transition bonus.<br />
<br />
Switching too early or too late still works, but provides no bonus.<br />
<br />
This creates a continuous decision-making loop throughout combat.<br />
<br />
---<br />
<br />
The Martyr<br />
<br />
Philosophy<br />
<br />
&quot;Strength demands sacrifice.&quot;<br />
<br />
The Martyr willingly suffers in pursuit of greater power.<br />
<br />
Rather than building a normal resource, the Martyr accumulates Wounds.<br />
<br />
The more Wounds carried, the stronger and more dangerous the Martyr becomes.<br />
<br />
---<br />
<br />
Wounds<br />
<br />
Stage I<br />
<br />
Fresh Wound<br />
<br />
Minor evolution.<br />
<br />
---<br />
<br />
Stage II<br />
<br />
Deep Wound<br />
<br />
Abilities evolve further.<br />
<br />
---<br />
<br />
Stage III<br />
<br />
Mortal Wound<br />
<br />
Maximum power.<br />
<br />
Maximum risk.<br />
<br />
---<br />
<br />
Skills<br />
<br />
Blood Oath<br />
<br />
Create a Wound.<br />
<br />
Heavy attack.<br />
<br />
---<br />
<br />
Suffering Strike<br />
<br />
Evolves based on current Wounds.<br />
<br />
Suffering Strike<br />
<br />
↓<br />
<br />
Bleeding Strike<br />
<br />
↓<br />
<br />
Agony Strike<br />
<br />
↓<br />
<br />
Martyrdom<br />
<br />
---<br />
<br />
Crimson Trial<br />
<br />
Deals increased damage based on Wounds.<br />
<br />
---<br />
<br />
Last Stand<br />
<br />
Signature finisher.<br />
<br />
Scales dramatically with current Wounds.<br />
<br />
---<br />
<br />
Burden of Faith<br />
<br />
Stores Wounds inside the lantern for another soul to use.<br />
<br />
---<br />
<br />
Perfect Transition Bonus<br />
<br />
Martyr → Beast<br />
<br />
Predator's Feast<br />
<br />
The Beast immediately gains enhanced effects from all stored Wounds.<br />
<br />
---<br />
<br />
The Beast<br />
<br />
Philosophy<br />
<br />
&quot;Pain exists to be consumed.&quot;<br />
<br />
The Beast does not create power.<br />
<br />
It devours what the Martyr has prepared.<br />
<br />
The Beast is fast, relentless, and aggressive.<br />
<br />
---<br />
<br />
Skills<br />
<br />
Savage Claw<br />
<br />
Begins the hunting sequence.<br />
<br />
---<br />
<br />
Rend<br />
<br />
Consumes stored Wounds.<br />
<br />
---<br />
<br />
Blood Scent<br />
<br />
Marks prey.<br />
<br />
Consumed Wounds strengthen future attacks.<br />
<br />
---<br />
<br />
Feast<br />
<br />
Consumes multiple Wounds at once.<br />
<br />
---<br />
<br />
Apex Predator<br />
<br />
Signature finisher.<br />
<br />
Strength depends on consumed Wounds.<br />
<br />
---<br />
<br />
Perfect Transition Bonus<br />
<br />
Beast → Fool<br />
<br />
Hunter's Memory<br />
<br />
The strongest Beast finisher is automatically stored as a Memory.<br />
<br />
---<br />
<br />
 The Fool<br />
<br />
Philosophy<br />
<br />
&quot;Every tragedy deserves an encore.&quot;<br />
<br />
The Fool remembers.<br />
<br />
Rather than building or consuming power, it preserves moments.<br />
<br />
Whenever a major finisher is used by another soul, the Fool can store that moment as a Memory.<br />
<br />
---<br />
<br />
Memories<br />
<br />
Memories are fragments of previous performances.<br />
<br />
The Fool can replay them later.<br />
<br />
---<br />
<br />
Skills<br />
<br />
Encore<br />
<br />
Replay the most recent Memory.<br />
<br />
---<br />
<br />
Stolen Scene<br />
<br />
Replay an older Memory.<br />
<br />
---<br />
<br />
Laughing Mirror<br />
<br />
The next finisher creates an additional Memory.<br />
<br />
---<br />
<br />
False Finale<br />
<br />
Create an illusion that repeats a stored Memory.<br />
<br />
---<br />
<br />
Curtain Call<br />
<br />
Consume all Memories and replay them in succession.<br />
<br />
---<br />
<br />
Perfect Transition Bonus<br />
<br />
Fool → Martyr<br />
<br />
Standing Ovation<br />
<br />
The next Wound created immediately advances one stage higher.<br />
<br />
---<br />
<br />
Gameplay Loop<br />
<br />
Martyr creates Wounds.<br />
<br />
↓<br />
<br />
Martyr stores them in the lantern.<br />
<br />
↓<br />
<br />
Beast consumes them for powerful hunting attacks.<br />
<br />
↓<br />
<br />
Fool preserves the most important moments.<br />
<br />
↓<br />
<br />
Martyr returns to the stage stronger than before.<br />
<br />
---<br />
<br />
Harmony Rewards<br />
<br />
Harmony is not a burst window.<br />
<br />
Harmony is maintained throughout the entire fight.<br />
<br />
---<br />
<br />
High Harmony<br />
<br />
Increased attack speed.<br />
<br />
Increased animation speed.<br />
<br />
Stronger transition bonuses.<br />
<br />
---<br />
<br />
Perfect Harmony<br />
<br />
The souls begin assisting each other naturally.<br />
<br />
Martyr attacks may trigger Beast follow-ups.<br />
<br />
Beast finishers may create Memories automatically.<br />
<br />
Fool echoes become stronger.<br />
<br />
The player is rewarded for maintaining rhythm rather than waiting for a specific burst timer.<br />
<br />
---<br />
<br />
Why This Job Feels Different<br />
<br />
Most jobs ask:<br />
<br />
&quot;What button should I press next?&quot;<br />
<br />
Masquerade asks:<br />
<br />
&quot;Which soul deserves the stage right now?&quot;<br />
<br />
The Martyr prepares suffering.<br />
<br />
The Beast transforms suffering into violence.<br />
<br />
The Fool ensures the greatest moments are never forgotten.<br />
<br />
Success comes not from maintaining a single rotation, but from maintaining a performance.<br />
<br />
Concept Art:<br />
<a href="https://i.postimg.cc/C1SKZkVk/Chat-GPT-Image-3-ywnyw-2026-04-17-35-m.png" target="_blank" rel="noopener nofollow">https://i.postimg.cc/C1SKZkVk/Chat-G...04-17-35-m.png</a><br />
<br />
Disclaimer: I am not an artist. The concept artwork shown here was generated using AI tools to help visualize the job fantasy and overall direction of the concept.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>BabyYoda</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528998-Job-Concept-Masquerade-Build-Consume-Remember</guid>
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			<title><![CDATA[Black Mage's Leveling is Fundametally flawed I hope they fix it in Evercold]]></title>
			<link>https://forum.square-enix.com/ffxiv/threads/528969-Black-Mage-s-Leveling-is-Fundametally-flawed-I-hope-they-fix-it-in-Evercold?goto=newpost</link>
			<pubDate>Tue, 02 Jun 2026 14:09:46 GMT</pubDate>
			<description><![CDATA[I find Black Mages leveling experience as absolutely painful and I am sure I am not the only one who shares this opinion up to level 50.  It doesn't...]]></description>
			<content:encoded><![CDATA[<div>I find Black Mages leveling experience as absolutely painful and I am sure I am not the only one who shares this opinion up to level 50.  It doesn't lack in power, it hits pretty hard, however, what gets me is that you are constantly switching buttons depending on which part of the game you are playing.  This is chaotic because what happens is you go do your dailies etc and you get the lowest dungeon possible but you do not have fire on your hotbar anymore because at higher levels you don't need it.  This causes no end of stress.  Like Transpose we don't use that once we get higher skills, it is a wasted button like Scathe.  This is how it has been  for a very long time - get to a certain level and change your rotation completely.  Black Mage isn't the only job this happens to, but it happens much more on them.I am hoping they fix the problem of having to switch my key bar every time I do a lower dungeon.  I want them to make it hard to master not hard to play.  Black Mage is one of the starter classes in the game and should be easy to access, but not be boring.  Hopefully in Evercold they will fix this.  Spells which you learn at lower levels shouldn't become obsolete at higher levels but should have traits that upgrade them into better spells.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>SakuraMidnight</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528969-Black-Mage-s-Leveling-is-Fundametally-flawed-I-hope-they-fix-it-in-Evercold</guid>
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			<title>Ninja evolved change suggestions</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528918-Ninja-evolved-change-suggestions?goto=newpost</link>
			<pubDate>Sun, 31 May 2026 15:10:40 GMT</pubDate>
			<description>In Evercold I have thought of two new traits - throwing mastery -  throwing dagger becomes throwing Kunai and its potency is increased from 120 to...</description>
			<content:encoded><![CDATA[<div>In Evercold I have thought of two new traits - throwing mastery -  throwing dagger becomes throwing Kunai and its potency is increased from 120 to 200. Fuma Shuriken damage is increased from 450 to 500.  Fuma Shuriken has changed in that when you perform a ninjitsu Fuma Shuriken it will transform throwing Kunai into throwing Shuriken and it will be off global cooldown.  You will get 3 charges per ninjitsu.  At level 60 you will get a new trait called serrated blades.  This is makes Throwing Kunai and Fuma Shurikan a stacklable DOT which stacks up to 5 times, 10 potency for 30 seconds for each stack.  Dealing damage with these abilities does not reset the timer, it just makes the DOT deal more damage.<br />
<br />
Using Shukuchi will also allow you to use Trick Attack.  You will get this trait at level 80.  You will also be allowed to use hide in combat with a new Ninjitsu that is Jintenchai which allows you to drop an smoke cloud on the field which increases everyone's evasion by 30% for 12 seconds.  While standing in this cloud of smoke you can hide over and over, allowing you to perform multiple Ninjitsu multiple times.  This replaces the ability that you get at level 70 called Tnchijin.  At highest level the smoke screen becomes a poison cloud that damages enemies over time with a 50 pot over 30 secs ths does stack with Doton.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>SakuraMidnight</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528918-Ninja-evolved-change-suggestions</guid>
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			<title>Evoled Mode DPS Ideas</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528880-Evoled-Mode-DPS-Ideas?goto=newpost</link>
			<pubDate>Fri, 29 May 2026 16:12:36 GMT</pubDate>
			<description>All evolved DPS will be pushed into 16 button and no more than that.  This does not include your role skills are free but those do not count for the...</description>
			<content:encoded><![CDATA[<div>All evolved DPS will be pushed into 16 button and no more than that.  This does not include your role skills are free but those do not count for the 16 button limit.  The 16 buttons that make your job and which gives your job its identity, will not be the same as per see as other jobs.  Every single DPS will be unique.  Role skills should be limited to 4 buttons per DPS, so these buttons have to fit well with other DPS.  Most of the DPS role skills are not that great and I want to change that.  Read below about each DPS individual role skills:</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>SakuraMidnight</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528880-Evoled-Mode-DPS-Ideas</guid>
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			<title><![CDATA[Please restore Shadowbringers-era SMN to represent 'Reborn Mode' Summoner with 8.0]]></title>
			<link>https://forum.square-enix.com/ffxiv/threads/528814-Please-restore-Shadowbringers-era-SMN-to-represent-Reborn-Mode-Summoner-with-8.0?goto=newpost</link>
			<pubDate>Tue, 26 May 2026 08:51:27 GMT</pubDate>
			<description>Just trying to make it make sense is all, and help the game be the best version of itself it can be. The current version of summoner is not connected...</description>
			<content:encoded><![CDATA[<div>Just trying to make it make sense is all, and help the game be the best version of itself it can be. The current version of summoner is not connected to, nor related to A Realm Reborn at all, thus does not qualify to represent SMN under 'Reborn Mode' when the dual system comes in. So in 8.0 We'll have Shadowbringers-era summoner back under Reborn Mode, and an all-new summoner under Evolved mode, and the current one is removed altogther along with Solar Bahamut. And the level 81+ skill blanks of Reborn Summoner can then be adapted from the all-new Evolved summoner, which is not going to contain Solar Bahamut (obviously).</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>Zofian</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528814-Please-restore-Shadowbringers-era-SMN-to-represent-Reborn-Mode-Summoner-with-8.0</guid>
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			<title>My Ideas for Evolved Summoners</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528787-My-Ideas-for-Evolved-Summoners?goto=newpost</link>
			<pubDate>Sun, 24 May 2026 14:29:46 GMT</pubDate>
			<description>First and foremost I want to say that I am a serious summoner fan and playing a summoner job has always been my favourite class throughout the Final...</description>
			<content:encoded><![CDATA[<div>First and foremost I want to say that I am a serious summoner fan and playing a summoner job has always been my favourite class throughout the Final Fantasy franchise.  Right now.  So here are my suggestions.<br />
<br />
1. Ruin is always going to be part of the summoner's job.  This is the defining ability.  Also at level 1 you get the trait to summon Carbuncle.  All the time the summoner is alive it will be active.  However Carbuncle has some changes.  It will now autoattack.  It will have a 2 button rotation that it automatically uses every time you cast Ruin.  Both Ruin and Carbuncle's attack generates a new gage.  When it gets full you will be able to summon other summons'.  <br />
<br />
At level 5 you get a quest in which you learn Radiant Aegis.  This will heal for 400 pot and will be based off the caster's Intelligence and have a 60 sec cooldown.  It also creates a barrier on yourself for 20% of your maximum hp for 20 secs.  At this level you also gain Aethercharge which does exactly what it does now, with the addition of increasing the new gage by 50.  <br />
<br />
You also gain Summon Ruby at level 5.  Summon Ruby will transform Ruin into Ruby Ruin and Radiant Aegis changes to Searing Light which increases all damage by 5%. Fester will become Blaze which does 120 potency damage and places a 25 Potency Fire dortwhich stacks 2 times to a max of 50.l<br />
<br />
Precious Brilliance is Carbuncle and summoner's aoe.  When you use this ability, Carbuncle and the summoner cast it at the same time, both doing 100 potency each.  Ruby Ruin changes this to Ruby Catastrophe.  Both the Summoner and Ruby Carbuncle will cast a spell that has a 3 sec cast time that deals 210 damage to all targets.  This absorbs 25% of your summoner gage.<br />
<br />
New Summoner Gage.  While normal Carbuncle is out its attacks, all your spells will generate gage.  When it reaches 100% which happens really quickly, you get to summon Ruby, Topaz etc as instant casts.  They are off global cooldown so do not break rotation, but when you summon Ruby your abilities cost gage and some cost more than other.<br />
<br />
Dot at level 10.  You learn Fester and summon Topaz, which in turn becomes Topaz Ruin.  Fester becomes Quake which is an aoe instant cast off global cool down damage that deals 200 potency to all targets and puts a 10% heavy on all targets which stacks 2 times and lasts 8 secs max of 20% heavy.  Topaz Ruin is an instant cast ability with a lightning fast cooldown with a 5% chance to stun.  Radiant Aegis becomes Earthen Ward which allows you to target yourself or nearby party member, with 20% reduced all damage with a 50% emnity increase for 8 secs.  Before you say this doesn't make sense, tanks don't need any more help with emnity and I want you to imagine you are out teaming with a melee dps friend and you put this on them.  So basicly it is a tank stance you put on other people.  Topaz Brilliance which is an aoe effect which costs the least amount of gage.  It deals 120 Potency and also has a 5% chance to stun.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>SakuraMidnight</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528787-My-Ideas-for-Evolved-Summoners</guid>
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			<title><![CDATA[Examples of what i'm expecting from Evolved]]></title>
			<link>https://forum.square-enix.com/ffxiv/threads/528780-Examples-of-what-i-m-expecting-from-Evolved?goto=newpost</link>
			<pubDate>Sun, 24 May 2026 10:47:53 GMT</pubDate>
			<description><![CDATA[I'm not gonna pretend to present a full job design as it would be an exercise in futility—and I don't have the months to devote to this on my free...]]></description>
			<content:encoded><![CDATA[<div>I'm not gonna pretend to present a full job design as it would be an exercise in futility—and I don't have the months to devote to this on my free time anyway. <br />
<br />
But I thought I'd muse a little on the type of job design I'd love having when Evolved comes out. It definitely should imply more than just a gauge filling on 20s for every job and sequences of skills that don't really matter in the end.<br />
<br />
And I do think that CBU often forgets the rich lore they have created behind each job, especially since they deleted most of the job quests. <br />
<br />
It is a shame really, as I do believe it could be a great source of creativity and identity. I think that each job should really have unique mechanics, and this involves unique gauges, and not gauges that all work the same beneath the cowling. <br />
<br />
Here are some examples I could think of. I'm mostly a DPS person, so I'll stick to what speaks the most to me.<br />
<br />
<br />
<b>Reaper</b><br />
<br />
<i>Reaper is all about getting attuned to your avatar from the void that you make a pact with. That pact demands that the void entity serves you, and in exchange gets to feed on aether—which is the usual currency made in a pact with voidsent.</i><br />
<br />
As a result of this, I do believe that RPR should be literally built around gorging on aether and spending it. What is MP but aether? Then with this in mind, I do think this job could completely rely on MP management. <br />
<br />
- It's pretty simple, big moves attached to the voidsent cost MP. <br />
- Other moves and the filler would be trying to recover from MP by &quot;reaping&quot; at the enemy with the scythe. <br />
- Getting into Enshroud would spend all your remaining MP, and the more you'd have to feed the voidsent, the longer they could stay and provide more attacks.<br />
-&gt; Very little recast timers required, people would just be gated by their resources/gauge/MP instead, which involves freedom but also decision making with managing said resources.<br />
- The job should keep its gimmick mechanic when getting kills (notably from trash/adds), you'd get bonus aether from it (currently it's gauge), and potentially Harvest stacks as well (like in pvp, it's cool and rewarding).<br />
- Ultimate move (like Skyshatter on DRG): Perfectio could potentially get insta kills on trash that is below a certain threshold of HP like an assassinate of sorts (it doesn't really matter it's trash, not a boss that would be immune obviously).<br />
<br />
Ultimately it can stay gauge based instead of MP based, I'm just exposing the general concept.<br />
<br />
<b>Dragoon</b><br />
<br />
<i>Dragoon Knights are known for their jumping attacks, soaring through the skies of Ishgard, and falling down upon their enemies.</i><br />
<br />
I do not think Evolved DRG that's been shown is too terrible aside from the obvious concerns people have for the filler. But if DRG has to be THE positional job where positioning matters to execute jumps and other attacks, then I do believe it should go all the way through.<br />
<br />
DRG's identity throughout its history has always been about building upward and unlocking more and more powerful attacks as you build up. This should be honored and kept.<br />
<br />
- Fang and Claw positionals as displayed.<br />
- Jumps and attacks could work a bit like in pvp with Wyrmwind, requiring distance and range to properly function. You'd generate that way a job that does zoom in and out in a constant back and forth, which I do find elegant and cool, on top of offering a unique type of melee dance. You'd go back to melee with a short cooldown on High Jump (with stacks). You'd go away with the same in Elusive. Not too dissimilar from RDM's movement tools.<br />
- Some jumps could actually go through the enemy, notably AoE moves, making the DRG strafe and slice through packs of enemies.<br />
- More powerful jumps would be charged and powered up through the Eye like today. Executing those powerful, positioning related attacks would make your roar and awaken the Eye more with every one of those, leading to unlock Stardiver/etc. <br />
<br />
<b>Dancer</b><br />
<br />
<i>Dancers are skilled in the art of Kriegstanz, which demands physical athleticism and perfomance, dancing and moving all around the battlefield.</i><br />
<br />
DNC has been a high priority and rng job, and it should respect that identity and build upon it. it should also, of course, keep its dance partner mechanic, but this should be more dynamic and less &quot;done deal&quot;.<br />
<br />
- Dancing steps would stay and serve to buff the dance partner's damage and provide them with a shorter damage buff enhancing their critical rate, etc. Ideally i'd even wish it granted them unique DNC partner procs to use on their end, but harder to do (how do you introduce this on the partner's hotbars?). Perhaps it could just be fan/feather attacks that automatically get triggered on the end of the partner as well as the DNC in unison.<br />
- Dashing should be part of the dancing steps, some would be immobile like today, and some would actually involve moving. Plan carefully.<br />
- They would unlock Honing Dance (from pvp, it's just a great and unique skill, bring it in pve please). This is a channeled ability that makes the DNC spin around, damaging enemy over ticks every second, and ending in a big AoE attack based on the amount of hits registered, also generating a proportional barrier to allies.<br />
- RNG: rng would still be backed behind feather stacks, but I do believe it should also be baked behind the gauge instead of Sabre. Dancing would tap into the gauge, and be less of a tedium tied to a fixed recast. Dance whenever you want, dancer. Go with the mood, the flow, and the rng. <br />
- Some big skills like Starfall would trigger dancing steps as OGCDs to weave in, charging up the gauge with each one, and allowing for more dances after.<br />
- The GCD pacing should change and have different recast speeds so that the &quot;dance&quot; of the rotation is less stale, and more dynamic. <br />
- Dance partner should work exactly like in pvp and be toggleable at will with no cooldown and by the press of a single button. <br />
- Dance partner would provide the partner not only with dance damage buffs, but also movement speed buffs, support, mitigation and healing on both ends of the partner link. Swapping partner would therefore be something players would actively want to do to support their whole team depending on the need.<br />
- Ultimate move (like Sky Shatter on DRG): Contradance would lock the DNC in (or replace Honing under specific conditions), which would spin and cast a long channeled ability, debuffing enemies, supporting allies in the process.</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>Valence</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528780-Examples-of-what-i-m-expecting-from-Evolved</guid>
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			<title>I like Evolved BRD but</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528768-I-like-Evolved-BRD-but?goto=newpost</link>
			<pubDate>Sat, 23 May 2026 19:34:39 GMT</pubDate>
			<description><![CDATA[I have been SUB and playing since 2013 and I have seen all the job changes.  I didn't know of or use these forums till much later. I love the...]]></description>
			<content:encoded><![CDATA[<div>I have been SUB and playing since 2013 and I have seen all the job changes.  I didn't know of or use these forums till much later. I love the direction BRD is going but it's nothing we didn't have years back with the acception of the movement skill.<br />
<br />
BRD had support song effects back in 4.0 when you used Mage, Army, or Minuet conjoined with TROUBADOUR.  I'm happy their back with a twist, but I don't know why it took so long to get them back.  We began &quot;DAWNTRAIL&quot; with RADIANT FINALE play all three-gain damage buff.  they could of roll it back to level 70 for all Ultimate fights and old content and called it FOE REQIUM without the ENCORE finish.  <br />
<br />
MAGEBOW?  I LOVED IT.  I HOPE THEY DONT CHANGE THE CHARGING OF GODSBOW DUE TO SOME OPENNER OR OPTIMIZE GROUP NOT LIKING IT.   I'm guessing GODSBOW is a 110 ability, but it looks weak, dancer level 86 FANDANCE IV looks better and probable sounds better too.  for a charged ability it's needs an OSCHON feel to it.<br />
<br />
DOTS.  I LOVE THEM BRD AND OLD SUMMONER. Why do evolved BRD have them, as soon as they are up their gone.  We all know they do not like PETS or DOTS due to something they hate around them, but why 5sec DOTS. Out of the three songs shown Mage's looks the dullest can they spice it up before release. <br />
<br />
what they showed at Fan Fest BRD looks fun, but they got 2 new animations, that means they will sell a lot of old and some new animations.</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>kobe-sabi</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528768-I-like-Evolved-BRD-but</guid>
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			<title>My Ideas for Four New Role Skill in Evercold for Casters</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528767-My-Ideas-for-Four-New-Role-Skill-in-Evercold-for-Casters?goto=newpost</link>
			<pubDate>Sat, 23 May 2026 18:00:37 GMT</pubDate>
			<description>The new role skills are only four buttons but they are strong. 
 
Drain 
Instant cast  
180 potency 
Two charges 
Off global cool down 
Dispels...</description>
			<content:encoded><![CDATA[<div>The new role skills are only four buttons but they are strong.<br />
<br />
Drain<br />
Instant cast <br />
180 potency<br />
Two charges<br />
Off global cool down<br />
Dispels positive buffs off bosses and monsters at a later level and heals you for a certain amount.<br />
<br />
Manawall<br />
Instant cast<br />
Off global cooldown<br />
Puts a 20% shield on the caster for 30 seconds<br />
Makes them immune to all forms of cc for up to 12 seconds including, knockback, silence, stun etc<br />
<br />
Warp<br />
Two charges <br />
Off global cool down<br />
Allows you to warp to a friendly  player on the battlefield, each charge has a 120 Second cooldown<br />
<br />
Kamekaz<br />
120 second cooldown.  The caster sacrifices their life to resurrect a fallen ally.  This will replace red mage and summoner rez.  Extra bonuses.  Upon rezzing the player they get a 10 second immunity to most damage.  I believe casters should stick to what they do best and stick to blowing stuff up. It should never be a thing where a dps job has to resurrect another player, but I will not argue with the fact that ressurecting is an important thing.  After using Kamekaz, players resurrected will not have resurrection sickness.</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>SakuraMidnight</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528767-My-Ideas-for-Four-New-Role-Skill-in-Evercold-for-Casters</guid>
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			<title>Melee DPS Identity: Single-Hit vs Multi-Hit</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528731-Melee-DPS-Identity-Single-Hit-vs-Multi-Hit?goto=newpost</link>
			<pubDate>Thu, 21 May 2026 23:43:51 GMT</pubDate>
			<description>With the direction shown for Dragoon Evolved, it looks like Square Enix is experimenting with giving melee jobs stronger gameplay identities instead...</description>
			<content:encoded><![CDATA[<div>With the direction shown for Dragoon Evolved, it looks like Square Enix is experimenting with giving melee jobs stronger gameplay identities instead of only changing animations or simplifying rotations.<br />
<br />
That made me think: maybe not every melee job needs to evolve through more positionals or similar rotation changes.<br />
<br />
Some melee jobs naturally look like they should be single-hit heavy attackers, while others visually and thematically look like they should be multi-hit pressure jobs.<br />
<br />
For example:<br />
<br />
Samurai should feel like a decisive single-hit finisher job.<br />
Reaper should keep its heavy scythe and transformation burst identity.<br />
Dragoon can focus more on jumps, directionals, and precise spear attacks.<br />
Monk naturally fits a rhythm-based multi-hit pressure style.<br />
Viper looks perfect for chained multi-hit flow.<br />
Ninja could use controlled multi-hit burst during assassination windows.<br />
<br />
The important part is that multi-hit should not simply mean “more damage.”<br />
<br />
A 600 potency skill could still be 600 potency total, but instead of being one hit, it could be split into multiple hits when the animation already shows several strikes.<br />
<br />
The real value would be gameplay identity, not raw power.<br />
<br />
This could also help give secondary stats clearer roles.<br />
<br />
For example:<br />
<br />
Single-hit melee jobs could scale better with Critical Hit, because their fantasy is about one decisive strike landing for a huge number.<br />
<br />
Multi-hit melee jobs could lean more toward Direct Hit or Skill Speed, because their fantasy is repeated precision, rhythm, and flow.<br />
<br />
This does not mean Crit should only work for single-hit jobs, or Direct Hit should only work for multi-hit jobs. That would be too restrictive and probably bad for balance.<br />
<br />
But each damage structure could have a clear stat affinity:<br />
<br />
Heavy single-hit jobs → stronger Crit identity<br />
Multi-hit flow jobs → stronger Direct Hit / Skill Speed identity<br />
Transformation burst jobs → Crit / Determination identity<br />
Directional precision jobs → positional reward + burst control<br />
<br />
This could make melee jobs feel different mechanically, not just visually.<br />
<br />
The key is control.<br />
<br />
Multi-hit skills should not allow every hit to independently trigger full Crit, Direct Hit, gauge generation, and procs without limits. That would become a balance nightmare.<br />
<br />
A safer version would be:<br />
<br />
Total potency stays the same<br />
Buff snapshot rules stay controlled<br />
Gauge generation happens per skill or per sequence, not per hit<br />
Direct Hit or Skill Speed improves the feel/efficiency of multi-hit jobs<br />
Crit remains stronger for big single-hit finishers<br />
<br />
This way, Samurai still feels like a heavy execution job, Monk feels like sustained martial pressure, Viper feels like flowing chained strikes, Ninja feels like explosive burst, and Dragoon keeps a clearer positional/jump identity.<br />
<br />
In my opinion, this would be more interesting than making every melee DPS evolve in the same direction.<br />
<br />
Melee jobs should not only differ by animation.<br />
They should differ by how their damage is structured.</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>BabyYoda</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528731-Melee-DPS-Identity-Single-Hit-vs-Multi-Hit</guid>
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			<title>Please add some difficulty back to BLM in 8.0</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528642-Please-add-some-difficulty-back-to-BLM-in-8.0?goto=newpost</link>
			<pubDate>Mon, 18 May 2026 07:18:30 GMT</pubDate>
			<description>Just what the title says. 
 
It could be longer cast times, the timer, sharpcast, mana-management, anything to make it more interesting than it...</description>
			<content:encoded><![CDATA[<div>Just what the title says.<br />
<br />
It could be longer cast times, the timer, sharpcast, mana-management, anything to make it more interesting than it currently is.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>Potch</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528642-Please-add-some-difficulty-back-to-BLM-in-8.0</guid>
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			<title>Evolved Ranged Physical needs Foe Requiem back</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528602-Evolved-Ranged-Physical-needs-Foe-Requiem-back?goto=newpost</link>
			<pubDate>Sat, 16 May 2026 08:36:25 GMT</pubDate>
			<description>This is the prime opportunity for CBU3 to break the 2min meta and promote their newer, more freeform evolved mode by reintroducing raid buffs that do...</description>
			<content:encoded><![CDATA[<div>This is the prime opportunity for CBU3 to break the 2min meta and promote their newer, more freeform evolved mode by reintroducing raid buffs that do not rely on any fixed recast or cooldown. <br />
<br />
The reason I'm bringing this up is because players are extremely attached to party wide raid buffs that are part of the <b>core identity of ranged physical jobs</b> and have always been (even in spite of MCH being severed from those for no reason). Just remember the outcry when ShB decided to remove the passive damage buffs behind bard songs?<br />
<br />
I do think this would be a huge mistake for the role to lose that part of its identity, which it has already been struggling with since the massive battle system changes in ShB.<br />
<br />
On top of it, players still yearn for manners of skill expression, and being able with one's team to decide when to use raid buffs effectively and when to play within them is arguably good for the game. <br />
<br />
We do not need raid buffs on every role, but having those on range physical jobs would help. <br />
<br />
Therefore I propose to bring back <b>Foe Requiem</b> or similar damage buffs that are based on the user's MP pool, dropping over time while the &quot;song&quot; is active. This allows people to use it whenever they want, based on their own resources and not on any arbitrary timer constraining battle design. <br />
<br />
One thing one would have to pay attention to however, is to have guardrails against an obvious meta that would form in just stacking rphys jobs and each of their raid damage buffs, but I do believe it's relatively trivial to do.</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>Valence</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528602-Evolved-Ranged-Physical-needs-Foe-Requiem-back</guid>
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			<title>Positional requirement is inherently bad design</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528493-Positional-requirement-is-inherently-bad-design?goto=newpost</link>
			<pubDate>Tue, 12 May 2026 19:06:28 GMT</pubDate>
			<description>As the title suggests, I believe positionals are a inherently bad design.  Even putting aside the lack of clear feedback for successful hits, this...</description>
			<content:encoded><![CDATA[<div>As the title suggests, I believe positionals are a inherently bad design.  Even putting aside the lack of clear feedback for successful hits, this mechanic is problematic in a way that cannot be fixed.<br />
Bosses can't turn frequently, and if they do, they have to do so in a predictable manner, or melee dps can't hit positionals consistently. There's a cap of how much a boss can move around (or force players to move around) before melee dps run out of true north uptime.<br />
Unique positioning requirements (like facing a boss toward a stacked party for a extended period of time) are avoided because melee dps can't hit positionals.<br />
In overland or solo instances, hitting positionals is inconsistent at best since enemies tries to face toward you most of the time.<br />
How the game currently handle the abovementioned problems are to either limit boss movement, which doesn't have to be the case if there are no positionals, or make enemies ignore positionals, which renders it pointless anyway.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>ggrgg</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528493-Positional-requirement-is-inherently-bad-design</guid>
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			<title>Evolved DNC</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528450-Evolved-DNC?goto=newpost</link>
			<pubDate>Mon, 11 May 2026 10:22:16 GMT</pubDate>
			<description><![CDATA[Thoughts?  
I'm curious to see how it'll differ with Dancer, what will change or be replaced to condense it down.  
 
I'm excited for it either way! ...]]></description>
			<content:encoded><![CDATA[<div>Thoughts? <br />
I'm curious to see how it'll differ with Dancer, what will change or be replaced to condense it down. <br />
<br />
I'm excited for it either way! <br />
<br />
(also didn't see a post so sorry if there already was one about this)</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/658-DPS-Roles">DPS Roles</category>
			<dc:creator>KateHarthing</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528450-Evolved-DNC</guid>
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