Final Fantasy 14 Reveals Patch 7.1 Job Changes

Final Fantasy 14 Reveals Patch 7.1 Job Changes

Key Takeaways

  • Job adjustments in Final Fantasy 14 Patch 7.1 aim to close the gap within roles for both PVE and PVP content.
  • Significant changes were made to Jobs like Dark Knight, Gunbreaker, Ninja, White Mage, and Black Mage to enhance their abilities.
  • Overall, the diverse Crossroads content update introduces quality-of-life changes and opportunities for players to explore different Jobs.

As a seasoned adventurer with countless battles under my belt, I must say that this latest patch from Square Enix has truly caught my attention. The refinements to job mechanics and the addition of new PvP actions have breathed fresh life into the game I hold so dear – Final Fantasy XIV.


During the maintenance period of Final Fantasy 14, Square Enix disclosed the comprehensive details for its 7.1 content update and confirmed that numerous Jobs within the game would be fine-tuned to bridge the performance gap among their specific roles. The extensive Job modifications in Final Fantasy 14 didn’t limit changes to PVE content, as several adjustments were also implemented for PVP in Patch 7.1.

Just a few days prior to the launch of the Crossroads update (November 12), Final Fantasy 14 offered players an early sneak peek at what they can anticipate upon server restart. In addition to ongoing main story quests, Patch 7.1 brought about several enhancements to gameplay quality. The forthcoming Crossroads content update seems to be a multifaceted one for Final Fantasy 14, as it introduces two extra dye channels for older glamours such as Manderville relic weapons from Endwalker, and makes adjustments to the Group Pose feature to facilitate taking vertical screenshots more conveniently.

Starting November 12 with Patch 7.1 in Final Fantasy 14, players might observe that certain jobs appear stronger than before due to the adjustments made. As per Square Enix’s detailed patch notes, the jobs that experienced the most changes are Dark Knight, Gunbreaker, Ninja, White Mage, and Black Mage. The Dark Knight’s self-healing issues were tackled by altering Carve and Spit and Abyssal Drain to provide more healing. Instead of reducing its health to one point, Gunbreaker’s Superbolide ability now drops its health to 50% while still providing invulnerability for 10 seconds. The Ninja’s Dokumori was enhanced with area-of-effect damage, and its Ten Chi Jin ability can now be used while moving, unlike before when it required standing still. The White Mage’s Holy spell has been made faster to cast by a second, and the Black Mage received an additional Ley Lines charge and a change to its Despair spell that makes it instant cast when under Astral Fire.

In the world of Final Fantasy 14, jobs such as Machinist, Summoner, and Red Mage saw an enhancement in their overall damage output to narrow the DPS gap with roles like Pictomancer. Simultaneously, PVE job updates were accompanied by substantial modifications across all PVP modes. Health for every job in PVP was boosted, while Dragoon and Dark Knight experienced a power reduction specifically in Frontline mode. Meanwhile, Gunbreaker, Summoner, and Black Mage underwent revisions to their PVP actions, and the health reserves of Rival Wings’ mechanical minions were expanded.

With the balance adjustments and new features coming in Update 7.1, players of Final Fantasy 14 who are eager to experiment with a fresh Job will find a great chance. It remains to be seen how the community will react to these alterations.

Final Fantasy 14 Patch 7.1 Job Changes (November 12, 2024)

PVE Job Adjustments

  • In Patch 7.1, we’ve made several adjustments to the potencies of actions to address issues with the overall balance of DPS within each role.
  • To further improve the ease of gameplay, we’ve also made more detailed adjustments, such as changing the required level of certain actions, increasing their area of effect, and fine-tuning their hit detection.

Tank

  • Abilities that prevent incapacitation, such as Hallowed Ground and Living Dead, have been adjusted across all tank jobs, allowing their status effects to be applied more quickly.
  • We believe this will ensure players can more readily make use of these abilities when taking heavy damage from enemies.

Paladin

  • The required level to learn Intervene has been lowered to better align it with the movement abilities of other tank jobs.
  • We’ve also increased the effective range of Cover to improve ease of use.

Dark Knight

  • The required level to learn Dark Missionary has been lowered to better align it with the defensive party abilities of other tank jobs.
  • To improve survivability when taking damage from large groups of enemies, the cure potency of Abyssal Drain has been increased.
  • Moreover, the additional effect “Restores own HP” has been added to its single-target counterpart, Carve and Spit.
  • Lastly, to address disparities in physical defense among tank jobs, the abilities Dark Mind and Dark Missionary will now also reduce physical damage taken.

Gunbreaker

  • The cartridge cost of Double Down has been reduced to improve ease of use.
  • Because this cost reduction allows for greater use of Burst Strike and Hypervelocity, we’ve chosen to reduce the potency of the latter.
  • That said, gunbreaker will still see an overall increase in their DPS.
  • To improve gunbreaker’s survivability, we’ve increased the cure potency of Aurora.
  • Moreover, to address disparities in physical defense among tank jobs, Heart of Light will now also reduce physical damage taken.

Dragoon

  • To help prevent DPS loss when it’s necessary to keep distance from an enemy, we’ve increased the potency of Piercing Talon.
  • An additional effect further increasing its potency has also been added to Elusive Jump.
  • To reduce the number of actions executed during damage burst phases, players will no longer gain multiple stacks of Nastrond Ready.
  • Because this change greatly affects dragoon DPS, we’ve made further adjustments to other actions to maintain balance among melee DPS jobs.

Ninja

  • The effect of Ten Chi Jin will no longer end upon moving, which we believe will improve its ease of use.
  • Similarly, Dokumori has been changed to an area of effect attack.
  • To help prevent DPS loss when it’s necessary to keep distance from an enemy, we’ve increased the potency of Throwing Dagger.
  • Please note, however, that this change is meant only to supplement the use of ninjutsu, which allows ninjas to deal high damage at range.

Black Mage

  • To help improve black mage’s mobility in combat, we’ve reduced the cast time of Flare and Despair.
  • We’ve also made Ley Lines a charged action, making it easier to use outside of burst damage phases.
  • While the effect potency of Enochian has been slightly reduced, the above changes should result in an overall increase in black mage’s DPS.

Summoner

  • The combo requirement for Crimson Strike has been removed, and it will now require the status effect “Crimson Strike Ready” to execute.
  • Previously, the actions Inferno, Earthen Fury, and Aerial Blast were incorrectly set to 750 potency, despite their descriptions stating a potency of 800.
  • This issue has been resolved, and their values now match their descriptions.

Healer

  • To help improve ease of use, Esuna’s cast time has been made instant.

White Mage

  • To allow players to use abilities between spell casts, the cast time of Holy and Holy III has been reduced.

Scholar

  • The MP cost of area-of-effect healing actions has been reduced to help improve MP management.
  • Previously, the actions Embrace and Seraphic Veil were incorrectly set to a cure potency of 150, despite their descriptions stating a potency of 180.
  • After careful consideration, we’ve determined that a potency of 180 would not disrupt game balance and have therefore increased their cure potency to match their descriptions.

Astrologian

  • To ensure all targets can be reached when battling groups of enemies, the area of effect for Gravity and Gravity II has been increased.
  • This should be especially helpful when larger enemies are among the targets.

PVP Job Adjustments

  • Much like with PVE actions at the release of Dawntrail, we have introduced several new PvP actions, and made adjustments to pre-existing ones to better highlight the unique aspects of each job.
  • We’ve also made changes to certain Jobs’ mechanics to provide players with a more enjoyable gaming experience.
  • Because the additions and adjustments made in this patch were so extensive, we have elected to forgo overviews of individual jobs.
  • To help players better contend with enemy burst damage, all jobs will see an increase to their maximum HP, and the recast time of Purify has been reduced.
  • Moreover, we’ve increased the potency of basic weaponskills and spells considered to be less effective than most, to help place a greater emphasis on sustained damage.
  • Patch 7.1 will also usher in improvements to hit detection, which we believe will significantly affect job balance.
  • We will continue to monitor the situation and consider further adjustments as needed, so we encourage you all to join the fray and give us your feedback.

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2024-11-12 08:53