The new expansion for Final Fantasy XIV, Stormblood, is set to release on June 20th and will be the first major update since the game was re-launched as A Realm Reborn. This expansion brings a host of new features including two new jobs: the red mage and samurai.
The ffxiv endwalker dps class is a melee DPS job in Final Fantasy XIV. It uses the new Endwalker weapon type and has two main jobs, one for PvP and one for PvE.
I’m going to start this segment of the Final Fantasy XIV media tour by telling everyone who’s reading that they shouldn’t be concerned about Reaper. It’s enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, enjoyable, Yes, the game will be flooded with Reapers for a while, and many of them will be terrible at their jobs, but that was bound to happen. At least in this instance, the issue isn’t the work itself, isn’t it? Right.
Of course, Reaper isn’t the only melee profession to talk about; there are five in all, and although some have seen minor modifications, all of them are currently receiving upgrades and improvements with the expansion. So let’s go through all of them, starting with the ones that have changed the least and working our way up to the ones that have the most significant changes to deal with.
Dragoon is perhaps the most straightforward of all the job modifications. You’re no longer obligated to keep your whirling draconic effect since it’s now a characteristic, with significant improvements merely prolonging the duration of Life of the Dragon. Your third combination hit receives an upgrade. Additionally, Sonic Thrust now provides your damage increase, removing the need to weave in single-target abilities to keep your AoE damage cycle going.
Straightforward? Even better, the positional prerequisite for Raiden Thrust has been eliminated, replaced with an unique unlock condition obtained by completing your entire combination in single-target or AoE scenarios. Once you’ve completed two Raiden Thrusts or Draconian Furies (that’s the new AoE upgrade to Doom Spike), you’ll be able to use your new marquee ability, a highly strong straight-line strike that you may use in any scenario. Dragoon, on the other hand, will feel quite familiar in the Shadowbringers cycle.
This is most likely not a concern for anybody. It’s a little less difficult, but it’s still very effective.
The majority of the Ninja modifications are minor, but they are helpful along the road. For example, summoning Raiton now activates a unique high-damage two-hit weaponskill combination that you should employ during Trick Attack windows. Bunshin also introduces a new weaponskill with a single hit, although it will be reserved for the 15s damage boost once again. Because Meisui now boosts your next Bhavacakra, you’ll want to utilize Ten Chi Jin to prepare to completely release your enhanced skills before hitting another Suiton and releasing your full damage might.
However, the heart of Ninja’s fairly complex dance remains intact, and although you now have a new set of ability priority to unleash in the midst of your Trick Attack window, it’s still essentially structured around making the most of that Trick Attack time as before. You can also buff up a Huton with another new skill that seems to ensure that letting your Huton fall doesn’t require you to spend a Ninjutsu refresh just to get it back up and running again. Dream Within a Dream no longer triggers but outright replaces Assassinate, and you can also buff up a Huton with another new skill that seems to ensure that letting your Huton fall doesn’t require you to spend a Ninjutsu refresh just to Useful!
In other words, it’s still the same high-activity job it’s always been. I’m looking forward to watching how individuals plan out the best way to take advantage of those 15 second damage periods.
Samurai has been made a bit more difficult and technical, which may come as a surprise to everyone. This isn’t completely unexpected; if it’s going to do somewhat more damage than Reaper, it’ll require more technical elements to seem balanced. For starters, your new marquee ability Ogi Namikiri now automatically activates after you use Ikishoten, which now has a flat two-minute cooldown; it’s a very powerful ability with an automatic followup, but Tsubame-gaeshi no longer grants Meditation stacks, despite the fact that Ogi Namikiri now does.
Samurai now gets a new AoE option for Shoha, as well as a new AoE weaponskill that provides you with a third Sen mark, which was previously unavailable in the AoE rotation, as well as more potency than the other two AoE abilities. The implication is clear: since both of those abilities provide buffs, you’ll want to go back and forth between them as often as can while utilizing your new weaponskill to keep your rotation running smoothly.
While this adds some additional technological twists, Samurai’s fundamental gameplay flow will mostly stay the same as it was in Shadowbringers, which you may have noticed has been a trend. It will simply need a bit more planning and accuracy along the route.
Now, let’s speak about a profession that has evolved considerably since the days of the Shadowbringers. Monk has had a similar update as Summoner, although it has undergone major changes. All of the Monk stances have been removed, as has the Greased Lightning upkeep, and in their stead is a new kind of rotation focused on Perfect Balance. It makes logic, but I believe theorycrafters will have to think about it for a while before hammering it down perfectly.
Because of this, Monk now centers on a new ability called Masterful Blitz, which grants access to Tornado Kick, Elixir Field, and a slew of other new skills, including the new flagship ability Phantom Rush. Aside from a cheeky allusion to Final Fantasy VI, the mechanics are as follows: Perfect Balance enables you to perform any weaponskill without concern for form, but it also opens up a beast chakra of the corresponding posture, which is very essential. If the ability needs Raptor Stance, a Raptor Chakra is activated. You may have three of them open at once, and Perfect Balance allows you to utilize three weapon abilities at once.
From here, you’ll move on to the next major feature. Solar Nadi and Lunar Nadi are two more unique states connected with releasing your Blitz. Your greatest talent necessitates both of your eyes being open at the same moment. So, after using Perfect Balance to open three separate beast chakras, you utilize Blitz to access the Solar Nadi. Use Perfect Balance once again, open two separate beast chakras, and activate your Lunar Nadi-opening skill. Wait for the cooldown to end, then unleash Perfect Balance and Blitz with three distinct beast chakra for the greatest effect.
It’s all a little confusing at first, but it seems to have settled into a lovely rhythm over time. It also seems to be the last nail in the coffin of macroing Monk abilities together; to optimize your damage, you really do need to be able to unleash the correct skills in the proper sequence with Perfect Balance.
Oh, boy. As a result, Reaper is a complicated character. It’s entertaining, but it’s also very technical. Raising one gauge allows you to unleash strikes that raise another gauge, which in turn allows you to unleash assaults that increase a third gauge. Let’s take a look at this in the most basic words imaginable.
To begin, you have the standard three-hit combination that raises your Soul Gauge. This is the source of power for your avatar’s attacks; you also have a handful of charges of instant-hit skills that contribute a lot of Soul Gauge right away and should be utilized first. You may increase your Shroud Gauge by summoning your avatar, which grants you a bonus that enables you to unleash a two-hit specialized combination that switches back and forth between positionals. Raise Soul Gauge, summon your avatar, and then use a Shroud Gauge weaponskill.
When your Shroud Gauge reaches a certain level, you may merge with your avatar in the shroud state, giving you access to a variety of new attacks that have been converted from your previous assaults. Essentially, you want to chain your strikes together, taking use of the new five-hit gauge you have when merged, and finishing with your big headlining ability, which terminates your merging and does a lot of damage. Then you’re right back where you started. Oh, and you’ve got to cope with the fact that, instead of a damage boost, you’ve got a debuff on opponents that enhances your damage done while it’s active.
At first, this seems like a lot to handle. Reaper, on the other hand, feels deliriously wonderful after you have a feel for the cycle. It’s a lot of fun weaving the technical web of your skills, and you also have a surprisingly useful set of utility choices, ranging from a party-wide boost to a recall ability that allows you to sprint or backstep instantly. It’s also just plain fun to look at, and it nails the taste of being a void-infused monster.
I ended up completing dungeons on Reaper many times and gaining more experience with it, and it’s a really well-designed job. Some folks will be put off by the intricacy at first, but if you stick with it, there’s a lot to appreciate in the execution. Just be aware that there will be a learning curve.
The ffxiv scythe class is a melee DPS job in Final Fantasy XIV. It has been previewed during the endwalker media tour.
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