We are pleased to present the full digest of the Letter from the Producer LIVE Part LXVI!
If you missed the live stream, or if you just want to watch it again (and again), check it out below!
* Don't forget to select the 1080p option to watch the video in a higher resolution!
* Video includes interpretation from Japanese to English.
Endwalker Title Screen
We started the stream by showcasing the title screen for Endwalker, which you can see in the video.
Job Adjustments
* Note that everything mentioned here is still under development and is subject to change. Furthermore, the adjustments mentioned here are not the entirety of the changes that will be made.
![]()
(00:14:27)
We began by going over our general guidelines for these job adjustments.
Our direction with these adjustments follows the base we established in 5.0 (Shadowbringers). While there certainly will be new actions, our overall focus wasn’t to expand upon the jobs with new systems or to introduce additional complexity. That being said, each job will be adjusted to some degree, some more than others, and so we focused on introducing the new aspects during this stream.
We understand that some of you would prefer jobs to be designed around more complex playstyles, similar to how they were in Heavensward, but that’s not what we’re going for. When both the jobs and content are challenging, it can become harder to play. We’ll maintain the current direction we’ve taken since 5.x, which seems to be the most accessible for the majority of players in the long run.
Many jobs will have the recast of their primary offensive abilities aligned to 60 or 120 seconds. This alignment will make it easier to coordinate timings for burst damage in high-end duties, as well as assist with trying a new job with a similar rotation cycle. However, do note that not all abilities will be adjusted to 60 or 120 second timers; for instance, the black mage ability Ley Lines will still have a recast time of 90 seconds.
Next, we showed a new trailer showcasing job actions, including those for reaper and sage.
After the trailer, we went over the directions we took for adjusting the various roles and individual jobs.
Tanks
(00:45:44)
As an adjustment to all tank jobs, technical aspects will be added to certain defensive abilities. For instance, using defensive abilities at the right timing (such as before taking a large amount of damage) will grant greater benefits, or additional effects that are triggered by stacking multiple abilities.
During the stream, we saw comments speculating something similar to a “perfect guard” or “parrying” featured in other games, but that’s not the case in a client-server game like FFXIV. Rather, it would be more along the lines of a brief additional effect after using a defensive ability, which might be a bit of a waste if you use the defensive ability without thinking it through, so be sure to look over the additional effects and use them well.
Additionally, each tank job will have a defensive buff which they can either apply to themselves or another party member. Each one has a unique effect and will come in handy regardless of whether you’re playing as the main tank or off tank.
Furthermore, ranged attacks will no longer interrupt combos, something that will also be applicable to melee DPS jobs as well. This change was made to accommodate the fact that ability recasts have been aligned with 60 seconds and rotations will have shorter cycles than before. Until now, when you stepped away from the boss to dodge an attack, you may have sometimes chosen not to use your ranged attack to maintain your combo. Moving forward, you’ll have more flexibility when adapting your rotation to enemy attack patterns. In some cases, you may want to use your ranged attack, while in other cases you may prefer to use your gap closer action instead. That’s where results may vary depending on the proficiency of the tank player.
Another adjustment has been made not only to tank jobs, but all physical damage jobs in general. Thus far, FFXIV has used separate battle calculation formulas for physical and magical attacks. Between the two, magical attacks were given a higher base value to compensate for more intricate calculations, but these values will be unified in Patch 6.0. Because the base value of physical attacks will be raised to the same value of magical attacks, action potencies will become smaller. Note that this is simply due to raising the base value used in calculations, so the actual power of the actions won’t be any different from before.
- Paladin
(01:00:04)
Paladin will be updated in a straightforward manner and won’t have any enormous changes. Slight adjustments will be made to allow for further optimization to keep the standard rotation from becoming too simple. The range of the gap closer action Intervene has also been increased by 5 yalms, improving its usability.
- Warrior
(01:02:20)
Until now, Storm’s Eye had to be triggered with the single-target combo during AoE rotations, which will be changed so that the AoE combo can now trigger and extend the damage increase effect.
Additionally, the recast of Inner Release will be changed to 60 seconds. Because this increases how often it can be used, it will also be changed so that roughly three weaponskills can be executed during its duration.
Onslaught will be changed into a charged action with three charges, the most charges of all the tank gap closer actions. A new ranged action will be added, further improving the job’s mobility. Nascent Flash has also been powered up and improved for use in off tank situations.
- Dark Knight
(01:06:20)
Dark knight will also be updated in a straightforward manner.
The recast of Delirium will be changed to 60 seconds and roughly three weaponskills can be executed during its duration. Additionally, the range of Plunge will be increased by 5 yalms, and a new single-target defensive buff separate from The Blackest Night will be added.
- Gunbreaker
(01:09:01)
The button for Gnashing Fang will automatically swap with Savage Claw and Wicked Talon, which will allow the cartridge combo to be executed with a single button and will save space on hotbars. Likewise, the button for Continuation will still automatically swap with the corresponding follow-up action as they have thus far.
As with other tank jobs, the range of Rough Divide will be increased by 5 yalms.
A key change to gunbreaker will be the maximum number of cartridges being increased to three, which allows for greater flexibility in adapting the rotation to enemy attack patterns.
Melee DPS
(01:12:58)
As a change to all melee DPS jobs, Feint will also reduce the amount of magical damage dealt by the target. This will address a common situation where enemies primarily used magical attacks and Feint was only useful in mitigating auto attack damage. That being said, mitigating damage from physical auto attacks after taking significant damage will still be critical. Furthermore, the amount of magical damage reduced by Feint will be lower compared to the magical ranged DPS action Addle.
- Dragoon
(01:17:48)
The dragoon rotation already flows wonderfully, so we will be expanding upon its AoE rotation in this iteration. New actions will be added but won’t drastically increase the number of buttons, as some of them will be replacing existing actions as upgraded versions.
Additionally, Blood of the Dragon will be changed into a trait and will no longer need to be initiated with an action or maintained. All actions which previously required Blood of the Dragon to activate will be made usable under normal conditions.
Spineshatter Dive will be changed into a charged action with two charges, which allows for one charge to be saved for mobility. Furthermore, the recast of Lance Charge will be changed to 60 seconds, while the recast of Battle Litany will be changed to 120 seconds.
- Monk
(01:21:34)
The system of gaining stacks of Greased Lightning was discontinued in a previous adjustment, so monk will receive an overall job system expansion in 6.0.
First, the new Masterful Blitz system will be added, where a different Blitz attack will be available depending on which weaponskills are used while under the effects of Perfect Balance. Perfect Balance will be changed into a charged action with two charges, and its recast will also be changed to 40 seconds, so it will be used quite often.
Considering the added complexity of Masterful Blitz, the positional requirements of True Strike and Twin Snakes will be removed. Additionally, Shoulder Tackle will be removed but will be replaced with a mobility action that can be used while targeting enemies or allies.
We showed gameplay footage of Masterful Blitz, which you can view in the video.
- Samurai
(01:33:04)
Samurai will be adjusted in a straightforward manner as a pure DPS melee job. Most of its changes will be new actions, but Tsubame-gaeshi and Meikyo Shisui will both be changed into charged actions with two charges, which will allow for more flexibility in the opening burst and adapting to different encounters. Furthermore, the usability of Meikyo Shisui will also be improved; when its effect is active, the third weaponskill of a combo will grant the enhancements that are normally granted by the second weaponskill.
- Ninja
(01:36:47)
Since ninja is already a busy job requiring accurate use of mudra, we were careful not to make the job even busier. Not to worry, there will not be a fourth mudra hand gesture. Keeping track of DoTs will also no longer be necessary with the removal of Shadowfang. Additionally, there will also be an action exclusively available while Bunshin is active.
- Reaper
(01:39:36)
Reaper will accumulate Soul Gauge when they use weaponskills. When the gauge reaches a certain level, it can be consumed to execute attacks alongside the avatar, which then accumulates Shroud Gauge. Consuming the Shroud Gauge will allow the reaper to serve as the avatar’s vessel and unleash a special combo. The job will have one synergy buff but leans more towards being a pure DPS.
Reaper was showcased through gameplay footage, which can be viewed in the video.
Physical Ranged DPS
(02:10:06)
Each of the ranged physical DPS jobs will be adjusted in a straightforward manner. Additionally, damage mitigation abilities on all three jobs will have their recasts changed to 90 seconds.
- Bard
(02:11:54)
Providing party-wide enhancements through songs was widely requested, so we added a new party-wide enhancement which increases in effect based on the use of the three songs. Additionally, the recasts of Wanderer’s Minuet and Battle Voice will be adjusted to 120 seconds.
Whether or not song effects will affect the bard themselves is still under consideration, so we’d like to refrain from announcing that for now.
- Machinist
(02:14:12)
Reassemble will be changed into a charged action with two charges, so you’ll want to make sure to use it diligently. The rest of the changes will primarily be new actions, but the concept of keeping things playable without taking up too much hotbar space remains unchanged.
- Dancer
(02:16:16)
Dancer will be adjusted in a straightforward manner as a heavily enhancement-oriented DPS job. The procs for its single-target and AoE weaponskills will be consolidated.
Until now, only single-target weaponskills would change into step actions while dancing. As of 6.0, AoE weaponskills will also change, making it easier for players who have single-target and AoE actions on different hotbars.
As for Esprit, the effect granted upon successful execution of a dance, will be changed so that the Esprit Gauge is guaranteed to increase when the dancer themselves uses a weaponskill while under its effect.