I loved how you could stack buffs and win a duel in 5 seconds with Flare Star.Man people really have rose-tinted glasses with Eureka and Bozja.
None of the actions were interesting. It was just passives or buffs to do silly damage, which is pretty much what phantom jobs are. There were some niche actions in Eureka that you used to level grind, but that's it.
As the kids are wont to say, "Skill Issue". But no yeah if your movement speed suddenly increases without warning it's absolutely understandable that it might kill you. This is probably why the speed boosts are limited to self and single target in the phantom jobs.
Personally I’d say Phantom Jobs are a complete leap in the wrong direction. Hugely limited, barely any interesting mechanics, abilities are all either useless spells (Slowga, Dispel) or eye-roll inducing 120s cooldowns. Because we totally needed more of those (sarcasm).
Personally I loved running all the support buffs in Eureka Bozja like Lost Protect / Lost Bravery / etc. Actual gcd spells that support the party? Sign me tf up. Crappy bland 120s cooldowns that add literally nothing to any job? No thanks Yoshi, got enough of those thanks. Stop trying to force me to like them lol. Though it’s just a shame the Lost Actions also have ridiculously long durations on support skills to make them as set-and-forget as possible. But at least I could use them when someone died lol.
Also I hate how useless some of the Phantom Jobs feels. Phantom Bard? Would anyone ever choose this job of their own volition? They massacred my boy! Time Mage might as well just be Comet and Quick - no idea why the other abilities exist. Is Dispel an entire ability dedicated solely to resolving a specific mechanic in Forked Tower? And then even if you do want to use a specific phantom job the mastery stuff means you’re basically nerfing yourself and holding your entire party back.
Our standard pve toolkits are entirely bleached, sterilised and clean. No variation, or decision making, or strategising, etc. Phantom Jobs could have added just a spark to the jobs, especially if those abilities have some kind of interaction with the existing kit. Instead, it’s just the standard PvE skill set condensed into a selectable preset
Last edited by Connor; 06-15-2025 at 11:27 PM.
Yeah a lot of Phantom Jobs are specifically forked tower only like for your example dispel which in itself is a shame as outside of it a lot of them are pretty bland.
Also I hate how useless some of the Phantom Jobs feels. Phantom Bard? Would anyone ever choose this job of their own volition? They massacred my boy! Time Mage might as well just be Comet and Quick - no idea why the other abilities exist. Is Dispel an entire ability dedicated solely to resolving a specific mechanic in Forked Tower? And then even if you do want to use a specific phantom job the mastery stuff means you’re basically nerfing yourself and holding your entire party back.
I would have just preferred that each job starts immediately with 2 actives (or skill replacements) and a toggle for a deeper bond (Knight sacrifices potency for mitigation and Enmity if a non-tank, or personal mitigation for shared/contributable mitigation if on tank already; Bard, for buff auras from normal actions; Monk, for greater self-buffs and passive gauge resource generation; etc).
Let the levels thereafter just buff and adapt those original skills in chosen ways, except on Freelancer, which just gets more skill slots (through which to use almost any other phantom job's unlocked skill) as it's leveled but can only use the base version of each skill unless sacrificing a slot to take on its upgrade.
Despite this, I do think it's closer to something decent than the item-bloated iterations of Logos/Lost actions, if only barely. Though I'd probably have preferred de-bloating Logos actions (no inventory consumption, no identifying from coffers, just looting spells directly to temporary currency highly limited consumable actions on one hand and, on the other, acquiring net-neutral Essences [just swaps this for that to allow for funny job-role combinations] that you can freely swap at sanctuaries) over doing something entirely new via Phantom jobs, especially if we don't see reiteration for gameplay interest in time for use in the new Deep Dungeon.
Last edited by Shurrikhan; 06-16-2025 at 06:34 AM.
It's weird to think that for their planned updates it's the first zone, then just new phantom jobs, and then the second zone last.
So, we're going to get new jobs and be coming back to the most boring exploration zone? Unless they sneak in some updates to this zone that's going to be terrible.
I can't imagine they'd add any OP new jobs before the second zone, so it's just going to be more leveling stuff and then not ever using it.
A thing I appreciate about Phantom Jobs over Logos, and Lost actions is the lack of item consumption needed (save for a few specific job actions). I didn't really like have to burn through stuff when at camp after joining an instance.
However, like 9 out of 10 Phantom Job actions were incredibly safe, and I would like to see more interaction with the overworld/fates/CEs instead of just being useful in Forked Tower. I hope the next batch of Phantom Jobs get weirder.
Not quite correct, Dispel can also remove the berserker's damage up (which is not a big enough threat to matter, really). So, still not good, but not Forked Tower Only.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.