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I can't see any promised by Yoshida potency increase "for all skills", Hot Shot 3% damage increase is only 100 DPS.Quote:
Machinist
Action
Quick Reload Quick Reload no longer reduces the Heat Gauge.
Hot Shot Increased physical damage effect changed from 5% to 8%. Increase to Heat Gauge reduced from 10 to 5.
Spread Shot Increase to Heat Gauge reduced from 10 to 5.
Barrel Stabilizer Recast time reduced from 120 to 60 seconds.
Heated Split Shot Increase to Heat Gauge reduced from 10 to 5.
Heated Slug Shot Increase to Heat Gauge reduced from 10 to 5.
Heated Clean Shot Increase to Heat Gauge reduced from 10 to 5.
Rook Overload Potency increased from 400 to 800.
Bishop Overload Potency increased from 300 to 600.
Was that a lie or it is not documented in patchnotes. We'l see it after maintenance. p.s. Don't mention Overload -cough-
If this goes live without any changes, it will be same "garbage tier DPS", what the hell :/
p.s. but easier to play for those, who can't manage heat while performing Wildfire combo.
Those healer changes look very interesting!
WHM: Glad they bit the bullet and knew that RNG procs for our 4.0 healing toolkit isn't good.
- 4.05 Plenary Indulgence is vastly better than 4.0 version. You can now plan around PI and use it to help lower the MP needed for intense AoE healing. Wonder if that'll mean Savage will have harder healing checks.
- 100% Proc rate on Cure I for Lily is also a welcomed change. Now Cure I will feel worthwhile to cast instead of only using Cure II.
SCH: I'll just state right now that I don't heal as a SCH, so I may not know all the non obvious issues they have.
- Emergency Tactics having a 20 second Recast looks OK. Doesn't feel like it'll be a big change.
- Indomitability going from 400 to 500 potency will definitely help patch up SCH's AoE healing, which certainly got worse in comparision to WHM/AST in SB.
- Excogitation going to 800 potency healing is a major buff, making it much better than Lustrate when it procs, rather than a minor improvement. Duration increase and recast reduction changes look good.
- Fey Union change looks minor to me, unless "The Faerie Gauge will no longer deplete when channeling from Fey Union is interrupted" means it stops draining when the tank outranges the fairy.
- Aetherpact change looks moderate. Means failed excogs will still increase the gauge.
- Quickened Aetherflow. Wow. Now SCH basically has a 45 recast timer for Aetherflow. That sounds pretty big. Will this perhaps help with their MP issues?
AST: Nerf to Balance and changes to Spear! Glad to see they don't want AST to be too overpowered in what they do.
- Balance getting big nerfs! Single-Target damage% changed from 20% to 10% and AoE being changed from 10% to 5%. Hopefully this means people won't see AST as big as a must-have as before.
- Spear got a rework! It's now a Critical Hit Rate buff, being 10% for Single-Target and 5% for AoE. Now AST won't have to fish as hard for a DPS cards.
- Undraw change feels largely unneeded. Don't know why they thought 5 seconds was too long.
- Hyper Lightspeed change looks nice, but I'm not sure how better is it.
- AST now have two new abilities to remove unwanted Royal Road and Spread cards. Not much to say really.
Plenary Indulgence has basically been changed into a crutch for AoE Heals, which is good I guess, but has been nerfed so drastically the overall opinion placed on me is wtf.
But I suppose it's nice that lilies are no longer RNG-based.
I just made another thread on this lol, BUT WOW SPEAR IS A CRIT BUFF NOW AND QUICKENED AETHERFLOW IS GREAT
Now I REALLY don't know which healer main...
Balance nerfed backed to 10% gonna make some whms happy. Im sorry asts. :[ But now the impact of not drawing it is reduced.
Time to reroll from SMN to RDM
RIP Summoner
*hugs balance card* I enjoyed your power while it lasted~
I'm happy for WARs getting their beat gauge fixed. I just want DRK's old Blood Price back. On the plus side, we got STR on accessories.
The WHM changes are good, but they really have no clue what they're doing with lilies or Confession, do they? They're completely different than what was first created, and still not all that impressive.
what's wrong with summoner? only change seems to be a fix to a buggy interaction than neutered their dps if you happened to hit it
those healer changes though... what a massive power swing.
the new quickened atherflow alone will probably make SCH the best healer and the new DoT will probably make their personal dps on par or better than WHM
and WHM 100% lilies basically means a huge CDR buff on their ogc skills always
while the reduced potency on the still RNG astro cards may drop their party boosting ability to less than what a SCH/WHM combo just does personally on top of their own party utility.
Machinist change seems interesting. I guess more time doing heated shots before having to cool down again would be an overall boost. Will be interesting to see how it actually functions in practice. Competing against bard songs is quite a wall for machinist to scale
AHAHAHA YES THEY FIXED WARRIOR
https://www.youtube.com/watch?v=hrG0AwUJQDQ
This is beautiful. And they didn't even nerf Paladin that much. I'm so happy.
I predict a lot of happy Dragoons. Haven't leveled the class but it looks like the complaint I kept seeing has been addressed.
Looks like Warrior got some... interesting... changes.
- It will be easier to keep up self healing in Defiance, and also easier to deal more DPS in Deliverance.
- You will want to spam either Unchained or Inner Release, BUT you will still need to be smart about which one of them you are spamming. I'd say in raids this is going to be about whether you're the one with boss aggro or not. And in Dungeons... which stance you're spending all your time in (which is really about your confidence in your DPS and your ability to stay at the top of the threat table without going into Defiance).
Strength on iLevel 290 tank accessories. It will be very interesting see HOW MUCH. But I suspect the amount is directly tied to 'enough to get them to ditch those HW accessories.'
(based on this, I kitted myself in a full set of Fending Accessories last week).
The Paladin nerf is not the one that was announced in the Live Letter. Close, but a little different. In LL they said they would make it have a longer cooldown, instead they nerfed it's potency. I suppose this means they like the new Paladin strat of spamming it to get guage procs - but just felt that tactic was too powerful. I spam the spell, but I don't like it at all... Anything with a cast time just feels... wrong... to me.
With all of the utility still on Paladin, I'm predicting an eventual meta that has WAR MT, PLD OT, and DRK just being something for playing around in dungeons... Maybe I'll see that differently once I get DRK to 70 (hit 62 right before server went down) and can compare all 3 in raid content. But right now it feels like they kinda 'forgot' to figure out what you're supposed to do with that Job... (and I do NOT like my meta prediction one bit. I like to be able to swap it up and I prefer when the choice of MT/OT is just about fight phase swap or the mood of the two players... and not 'built into the job' - but "utility" skills really shine on an OT, and can be a good way to wipe a pull when trying to 'get into position to use' when MTing. Sure PLD makes a great tank, but it's also the only tank that makes a great, not just good, OT...)
It boggles my mind(ever since live letter) that bahamut size changing didn't make it to 4.05 when it should be there ON RELEASE. Did this thought never crossed devs minds?
It's almost as if square have no idea what they're doing.
So for white mage, confession stack is granted whenever medica II is cast or whenever medica II ticks?
The WAR changes are literally everything I wanted, and life leech off Steel Cyclone as a completely out of left field buff that I hadn't even considered, and it sounds amazing.
my only complain is the tomes that is get back to 450 forcing the god ol' 11 week for equip one jobs throught tomes.
i had hoped we was going to stay at 900 per week allowing player to have more freedom to play different jobs. well i guess it's over ^^
The 900 per week was simply to help players gear up before the expansion hits. Keeping it at 900 cap when content is still very new and relevant makes people who try to always cap burn out much faster than when the cap barely matters, like the 1-2 months before an expansion.
I'm glad for all these buffs, but they didn't do anything at all for SMN?
Now it's definitely outclassed by RDM and BLM. What a shame.
I'm sorry for SMN mains. :/ I would at least given them a
kiss on the knee and return them, Sustain...
https://i.gyazo.com/1fff81ef21e79ad5...7b93db5544.png
The red text is key for me here. Glad I stuck to my guns and melded STR VI into my accessories.
:D
The treasure chests for Savage seems to be excessively miserly. If I'm reading it right, any group that has someone that has cleared it once during the week cuts the loot in half? And if over half the group has cleared it, no loot drops? And that's on top of only being allowed one item per section per week? Am I reading that correctly? If people are only allowed one item per section per week, why penalize the people who haven't gotten an item but are running with people that have beaten it for the week? Even worse given that if you didn't win anything in your first clear of the week, there's a chance you won't even see drops for the rest of the week. Or am I completely misreading that section?
Looks like SE learned nothing from feedback on tomes. *Sigh* this is just HW in new paint. It's rather disappointing.
Me as a Sch: F*ck yeah!
Me as a Smn: ;.; ......
Are your prediction is wrong sir! One thing got a bandaid fix. That was extending the range of dragon sight to 12y. Lance mastery buff only reinforces the problem of BotD falling off since the potency boost is on skill 4 and 5 of the rotation. If BotD isn't up you can't hit those 2 buttons anyway. Main problems we've been bitching about with LotD and eye stacks are still there.
Buffs are buffs but core issues remain, not going to be very many happy dragoons.
AST skills became meager food level %
:/
Was it? I didn't start doing any Alex Savage until after Baelsar's Wall and Sohm Al (Hard) were added, so I don't know how it was at launch. But having done a ton of A1S and A9S for Anima light farms, it sure seemed like there were 2 pieces of gear that dropped every run, regardless of whether it was the 1st or 88th run for the night. Was the stinginess higher at launch then taken out later or something?
If you do Savage raiding, you'll have more than enough gear for multiple drops and tomestone capping. If you don't, ilvl 340 is entirely irrelevant to how you play as no other content requires it. We're already facerolling Susano and Lakshmi-- plenty doing so at ilvl 290ish.