From Japanese info site FF14 速報
Dancer as S tier don’t really need a buff
From Japanese info site FF14 速報
Dancer as S tier don’t really need a buff
Hello WoL's
So with 7.1 on the rise in a few months (Hopefully) Let's have a little fun shall we. We know we are getting new pvp skills added and I am sure some will be removed/replaced with newer ones. So if ya PvP, share what skills ya think will be removed from the jobs you play the most and what is likely to replace it. I'll start.
WHM
-I believe Miracle of Nature is going bye bye.
-I believe Aquaveil will be replaced by Divine Caress
-I believe WHM will get their dash in pvp as well
-I believe Glare 3 will be replaced with Glare 4
SCH
-I believe nothing will be removed (Sch has the least amount of skills currently
-I believe they will add Baneful Impaction
-I am a little iffy on if they will actually add Seraphism in pvp. If so It may replace Summon Seraph as their LB.
Can't wait to hear yours.
Take care,
Hopefully Salted Earth gets changed too.
Instead of being an AOE Pull - Make it apply a debuff to enemies inside it that makes them deal say 15% reduced damage and 15% less healing received for 5 seconds.
It'll also put a stop to DRK DRG combos.
Warrior's Blota can stay as it is, it's single target.
Miracle of Nature needs to be purifiable, then it's ok.
Last edited by NightHour; 09-09-2024 at 08:51 PM.
The problem with Salted Earth is escaping the draw-in. The only way to counter the draw-in is to Guard, and Guarding further limits escape opportunities. Some jobs have an easier time of escaping than others, PCT's Smudge can get out of it pretty quickly.
The solution is to add Arm's Length as a PvP action and put it on a lower cooldown than Purify, say 20s.
That provides an opportunity to counter Salted Earth cheese while still allowing DRKs to punish teams that are bunched up too closely together. It also stops the issue where multiple DRKs use Salted Earth and you're bounced between them like a pinball. Team synergy should be rewarded, but the opposing team should be given opportunities to escape.
You only need simple coordination to kill a DK before he triggers Eventide (against normal DK that don't script hack)The problem with Salted Earth is escaping the draw-in. The only way to counter the draw-in is to Guard, and Guarding further limits escape opportunities. Some jobs have an easier time of escaping than others, PCT's Smudge can get out of it pretty quickly.
The solution is to add Arm's Length as a PvP action and put it on a lower cooldown than Purify, say 20s.
That provides an opportunity to counter Salted Earth cheese while still allowing DRKs to punish teams that are bunched up too closely together. It also stops the issue where multiple DRKs use Salted Earth and you're bounced between them like a pinball. Team synergy should be rewarded, but the opposing team should be given opportunities to escape.
Focus fire DK to 45% with Bard Salience and follow with Ninja's Seiton Tenchu or Monk's Meteodrive to lock DK in animation follow with Ninja's Seiton Tenchu
There are multiple ways but only God knows why NA/EU players are not doing that
I'd suggest it's because it's easier and more effective to form a DRK+ premade than an anti-DRK premade. Plus an oft-mentioned FL guide only covers DRK premades, not the anti-DRK balance.You only need simple coordination to kill a DK before he triggers Eventide (against normal DK that don't script hack)
Focus fire DK to 45% with Bard Salience and follow with Ninja's Seiton Tenchu or Monk's Meteodrive to lock DK in animation follow with Ninja's Seiton Tenchu
There are multiple ways but only God knows why NA/EU players are not doing that
Anti-DRK premades do occur on Aether, with the odd quality that their members communicate in party chat like nobody else is there. As far as I can make out, they are carrying out a targeted vendetta against specific players. Ironically, these antics do very little to help their team, but because they do plenty of damage I guess they are immune from being called out on the ToS violation they are arguably committing. Mostly I wish they'd invest in a CWLS. They're free, guys!
Please quit telling me to unsubscribe; I already have.
Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.
#NeverForgetMao
Vive la résistance!
This is also why I really don't like PvP guide that intrusively preaching a specific tacticI'd suggest it's because it's easier and more effective to form a DRK+ premade than an anti-DRK premade. Plus an oft-mentioned FL guide only covers DRK premades, not the anti-DRK balance.
Anti-DRK premades do occur on Aether, with the odd quality that their members communicate in party chat like nobody else is there. As far as I can make out, they are carrying out a targeted vendetta against specific players. Ironically, these antics do very little to help their team, but because they do plenty of damage I guess they are immune from being called out on the ToS violation they are arguably committing. Mostly I wish they'd invest in a CWLS. They're free, guys!
It is creating so called "meta" and kills people's creativity.
When entire FL is balance around counter and EU/NA is trapped with single mindset of DK vs DK and see which group overpower other.
I have DK and I probably would be most annoying one yet I am disgusted by the concept of this job.
It will be interesting to see if they do decide to change DRK for JP/KOR/CHN players because NA/EU couldn't evolve
Hahaha, sorry that I advertise! XDI'd suggest it's because it's easier and more effective to form a DRK+ premade than an anti-DRK premade. Plus an oft-mentioned FL guide only covers DRK premades, not the anti-DRK balance.
Anti-DRK premades do occur on Aether, with the odd quality that their members communicate in party chat like nobody else is there. As far as I can make out, they are carrying out a targeted vendetta against specific players. Ironically, these antics do very little to help their team, but because they do plenty of damage I guess they are immune from being called out on the ToS violation they are arguably committing. Mostly I wish they'd invest in a CWLS. They're free, guys!
It just so happens that a drk premade is a pretty good counter to a dark premade. I've also said before that this style of burst and positioning is something that pugs should be striving towards as well. There are stronger strategies that could be employed, but they require more coordination, and at the time of writing the guide I didn't actually know about them. Not much point to updating with 7.1 around the corner. I don't really consider anti-Drk premades a long term solution to them either. The way it scales is just strange. The more optimal the enemy team is playing, the worst these groups preform. Locking down 1 or 2 targets in a premade with a monk stack isn't very helpful if there's other darks going ahead with the engage as usual. It's strong when there's only 4 decent players on the enemy team. Locking them out of an engage is effectively crippling their team. I'm obviously a bit to optimistic seeing as it's rare to have any "meta" jobs outside who you bring, who are also on top of what needs to be done, but I still see these parties as short-term and ill advised solutions. (And side note, what they do would be just as if not easier if they just ran a dark stack since they'd be more effective in more situations while still able to effectively counter a dark stack.)
As for the targeting... it's just hard to prove, and it's not like any action is taken quickly if at all.
I just want some competent job design along with a mild difficulty curve. Asking for more seems to much right now.
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I'm kinda resigned to the idea that NA strategy will remain in an embryonic state until we have 72 players on the field who all want to be there.Hahaha, sorry that I advertise! XD
It just so happens that a drk premade is a pretty good counter to a dark premade. I've also said before that this style of burst and positioning is something that pugs should be striving towards as well. There are stronger strategies that could be employed, but they require more coordination, and at the time of writing the guide I didn't actually know about them. Not much point to updating with 7.1 around the corner. I don't really consider anti-Drk premades a long term solution to them either. The way it scales is just strange. The more optimal the enemy team is playing, the worst these groups preform. Locking down 1 or 2 targets in a premade with a monk stack isn't very helpful if there's other darks going ahead with the engage as usual. It's strong when there's only 4 decent players on the enemy team. Locking them out of an engage is effectively crippling their team. I'm obviously a bit to optimistic seeing as it's rare to have any "meta" jobs outside who you bring, who are also on top of what needs to be done, but I still see these parties as short-term and ill advised solutions. (And side note, what they do would be just as if not easier if they just ran a dark stack since they'd be more effective in more situations while still able to effectively counter a dark stack.)
As for the targeting... it's just hard to prove, and it's not like any action is taken quickly if at all.
Please quit telling me to unsubscribe; I already have.
Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.
#NeverForgetMao
Vive la résistance!
Why would you waste precious slots in your 4 man party with anti DRK roles? As said above, making your own DRK premade is way more efficient and safe and I don't know why would someone waste their time trying to counter premades, especially when there is multiple running at once, you're not gonna counter them all.You only need simple coordination to kill a DK before he triggers Eventide (against normal DK that don't script hack)
Focus fire DK to 45% with Bard Salience and follow with Ninja's Seiton Tenchu or Monk's Meteodrive to lock DK in animation follow with Ninja's Seiton Tenchu
There are multiple ways but only God knows why NA/EU players are not doing that
The problem with anti DRK comps or even solo jobs like MNK is that they rely on non premades to take on the mantle and do it.
First, the effort required to disable a DRK premade is higher in the tenfold, because it requires way more pinpoint accuracy than the premade you're trying to counter: since if you disable the DRK too early, they can just laugh in your face and go at it again once they made mince meat out of you, or if you do it too late the DRK already jumped in and did their thing, which makes anything you're about to do just too late. Sometimes you meteodrive/punt the DRK away and you're like "yay I did it I prevented their combo!" except that once the DRK recovers 5s later, it's not like the fight is already gone elsehwere anyway and they'll just shrug it off and go back at it (and laugh in your face while doing it).
Second, you don't need a DRK to flatten a team, I've done it with a single DNC + PLD, if your team is following, so they can do it with whatever 3 remaining jobs they do have, but granted the DRK is the corner stone to it so going for it is what makes sense.
Third, playing counter is not fun for most people including me: I'd rather play MNK or other counters to directly delete the BH5 players individually when caught pants down instead of suiciding head first into a premade stack or two when my chances do actually get a result out of it are all but guaranteed.
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