I wouldn't go so far as to say you have to be perfect.From what I'm gathering, you are sacrificing versatility for efficiency.
By equipping a job, you may lose your ability to raise... but gain boons elsewhere. If your group is FLAWLESS, you'll be able to kill faster, and with ease... but if someone dies? Not everyone can raise anymore, and not everyone can cure anymore. Fights will be much harder because if you are not PERFECT in your strategy, your group will surely wipe. The current setup leaves room for error. Oh, did you die from a pomflare? NP, anyone can raise you, and we're all on 5 minute timers. But that just isn't the case with jobs.
I am both intrigued and nervous about this. Adjusting to 'new' fights may be harder than it would have been had we all stuck with the current system. I'm thinking what may end up happening is... people will assume different jobs (or none at all!) to maintain a balance of both versatility and efficiency. In a group with two CNJ, one might go WHM while the other stays CNJ. In a group with multiple Archers, some may change to BRD while others stay strictly ARC.
I think the problem here is that too many people are assuming that just because we can USE a job means we MUST use a job during every moment of every day. In the end, it might make sense to switch on/off of your job... similar to the way a 'stance' works now.
It's simply much more dependent on teamwork.
I'm nervous also.... Only 5 Actions to equip to a Job? This might be hard. BUT I guess we'll have to wait and see
http://assets-cloud.enjin.com/users/...nal/566179.jpg
Sorry to say but it seems both of you need to fact check yourselves. Sanguine Rite is a 25% dmg reduction when casted by THM, Sentinel is 30% cross classed. The tooltip for Sanguine is incorrect.
Um you sure? There is a trait you learn later that increases the damage reduction.
Ah, just tested it myself. It seems you're right that the tooltip is not correct. My brief testing showed a reduction of about 30%. Close enough to Sentinel regardless of deviation.
There is no trait to increase the dmg reduction, just a trait to actually give you the dmg reduction (lvl 44 Enhanced Sanguine Rite). It's the reason Sanguine Rite not casted by a 44+ THM has that little perk.
@Valmonte: it applies to everyone in the party as long as the THM is the one to cast it.
Black Mage for crowd control, have to say will work. Just gotta make sure now one else uses AoEs.
But I have seen multiple groups use Cjns to aoe enemies in Zahark'ar to death. The only AOE Thm has is fire, which Ama'jaal are very resistant to. That means we can only use thundara combo against one target versus, the aoe spams of Cjns Stonra and Aerora.
I believe someone said that I was getting confused with FFXI with wind not being the weakness to fire. Unless the books in the Thm hall have been changed it says the elemental weakness of fire is wind.
In XI, fire is weak to water. In XIV, fire is weak to wind. So you were correct, Jinrya.
The class with the weakest defense, and damage based on mana should be the highest damage dealer.If his point is a question like "are there any other classes that can do better in this role for this fight than black mage?" should never come up, then black mages are too powerful and we will continue to see fights like ifrit where thaumaturges are stacked.
And yea... why bring a blm to a zaharak party? For their amazing damage and CC!
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