I honestly prefer gunbreaker over the other tanks because it's less flashy. No blinding light or spiky darkness or hideous spinning aura.
I honestly prefer gunbreaker over the other tanks because it's less flashy. No blinding light or spiky darkness or hideous spinning aura.
I am confused by people saying that GNB isn't flashy lol.
I mean sure in comparison to DRK I guess, but in comparison to PLD and WAR I think GNB is flashier.
Normally I dont really play melees but if its a fun job maybe I will give it a try. I do wonder more about the lore of this job. What will the creature be? A shard of us? Just some void send that we bind to us? Will the quest be about our struggle to control it or be more about helping another npc to control theirs?
I was personally hoping to see some dark magic on the job, pretty much every FF scythe wielder in the series has used magic. Obviously it was going to be a melee but I was thinking like a reverse RDM where it would melee to build up to a casting phase. Maybe even make it so the weaponskills consume HP and then have drain magic to recover it all to go back into melee.
But it still looks interesting and since I don’t have a main melee job I’ll be trying it out.
I was personally hoping to see some dark magic on the job, pretty much every FF scythe wielder in the series has used magic. Obviously it was going to be a melee but I was thinking like a reverse RDM where it would melee to build up to a casting phase. Maybe even make it so the weaponskills consume HP and then have drain magic to recover it all to go back into melee.
But it still looks interesting and since I don’t have a main melee job I’ll be trying it out.
Consume HP? That's going to be fun in savage fights where certain mechanics put at 1HP or just heavy AoE party wide hits that eats away +90% of your HP.
Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
Hoping for the same in regards to some magic use but that video we saw didn't show that much. It's like the teaser vid for rdm which left a good amount out.I was personally hoping to see some dark magic on the job, pretty much every FF scythe wielder in the series has used magic. Obviously it was going to be a melee but I was thinking like a reverse RDM where it would melee to build up to a casting phase. Maybe even make it so the weaponskills consume HP and then have drain magic to recover it all to go back into melee.
But it still looks interesting and since I don’t have a main melee job I’ll be trying it out.
it look cool, but honestly hard to see more, the reapear did 5 skill maybe in the video... it's not enough for really know how the jobs will play. let's wait for more info that will come later this years.
I like it !
It shares some similarities with my Assassin job concept (Scythe weapon, using void and creatures power) from 2020.
Maybe the team took some inspirations when I showed it on forum last October ^^
Between Reaper and Sage, can't wait to choose one of them.
The job skills looked remarkably similar to DRK with the wide overhead and side to side slashes.
If you had told me it was DRK, I wouldn't have been surprised.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Maintaining positionals is a function of maintaining uptime. Positional requirements create limitations for party positions in strats, and those limitations force creativity in the motions that are taken to execute those strats. Sure, the default position is having melees at 4 and 8, but it also means you need to be aware of the directions you take with your movement in Savage. It means having the tanks and melee work together to keep the rear position open as much as possible, it means the melees working with the team to figure out how best to exploit not only distance but physical location in a fight.Making a lot of assumptions right there. I raid savage because having easy mode boss fights is the very last thing that I want. I don’t like positional attacks because they only create an illusion of complexity and *every* melee would be better off without them.
Actual skill in a dps rotation means knowing how your cooldowns line up so you know when to hold or use certain abilities to maximize dps while maintaining maximum uptime while executing mechanics correctly. Positional attacks are unnecessary for this and the challenge should be in the mechanics and not an arbitrary “you must stand here or do less damage over time because we think this is a good idea.”
They add layers of strategy and difficulty to the fight, at Savage but doubly so in Ultimate.
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