Final Fantasy XIV: Endwalker Job Changes Detailed

During Final Fantasy XIV’s 66 Live Letter today, Yoshi-P and crew detailed various new adjustments that will be made to Final Fantasy XIV: Endwalker. This includes the new skills you can expect and major reworks. This is the standard Live Letter we generally get before the expansion.

  • They plan on building upon Shadowbringer’s rework
  • Recast times of primary abilities will be adjusted to align with 60 and 120 second timers (Warrior rework incoming?)
  • 20-minute trailer for the job actions was shown
  • Changes for the roles and jobs
    • Tanks
      • Using defensive enhancements at optimal times will grant greater benefits
      • Adjustments will ensure combos are not broken by ranged attacks (Tomahawk away)
      • Parity between physical and magical attributes of weapons at the same iLevel
    • Paladin
      • Requiescat will now be equally effective regardless of remaining MP
      • A three-attack combo starting with Confiteor added
      • Gap closer has been given 5 extra yalms
    • Warrior
      • Damage up effects can be triggered by AOE combos
      • Onslaught and Upheaval will no longer drain Beast Guage
      • New action to be added during Inner Release
    • Dark Knight
      • Salted Earth will now affect the area immediately around you and make a new action available
      • Your simulacrum (double) will gain new actions you acquire
      • Plunge getting a 5 yalm extension
    • Gunbreaker
      • Savage Claw and Wicked Talon will now swap in for Gnashing Fang on the hotbar, reducing the number of inputs
      • Continuation can be used following Burst Strike
      • Cartridges will be increased to 3
      • The gap closer has been increased to match the other tank jobs

 

    • Melee DPS
      • Feint will now reduce magical damage (but will be less potent than its affect on physical damage)
      • Adjustments will ensure combos are not broken by ranged attacks (Enpi away)
      • Parity between physical and magical attributes of weapons at the same iLevel
    • Dragoon
      • AOE rotation has been expanded
      • New action available upon successful execution of weaponskill combo rotation
      • Blood of the Dragon will become a trait
      • Spineshatter Dive will become two charges
      • Lance Charge will be 60 seconds, and Battle Litany will be 120 seconds
    • Monk
      • Chakras will now be unlocked at a lower level
      • When conditions are fulfilled, Perfect Balance will allow for execution of a Masterful Blitz. The Blitz charge depends on the weaponskills used
      • Perfect Balance will have two stacks
      • Shoulder Tackle will be replaced with another gap closer that can target a party member
    • Samurai
      • Effects of Jinpu and Shifu can now be applied by AOE combos
      • New action in vein of Iaijutsu and Tsubame-gaeshi will be available
      • Meikyo Shisui has two charges
    • Ninja
      • Actions linked to Raiton, Doton and Huton will be added
      • New action added to apply Huton
      • Shadow Fang will be removed
    • Reaper
      • Uses scythe to attack in tandem with their avatar, and can serve as the avatar’s vessel to unleash more powerful attacks
      • Able to grant enhancement to party
      • Unique and specialized actions give them an edge in specific situations
      • Soul gauge charge to unleash different attacks
      • Skews towards pure melee, but not to the level of Samurai

 

    • Physical Ranged DPS
      • Parity between physical and magical attributes of weapons at the same iLevel
    • Bard
      • Each of 3 songs will make available to a new action that applies a party-wide enhancement
      • New action will be available using Apex Arrow
      • The Wanderer’s Minuet will be a 120s cooldown
    • Machinist
      • New mechanically themed action called Chain Saw
      • New action for Automaton Queen
      • Reassemble will have two charges
    • Dancer
      • Weaponskill effects such as Flourishing Cascade will now be shared across single-target and AOE skills
      • New actions will be available upon using Technical Finish, Improvisation and Devilment
      • Fewer button prompts
      • Esprit will be guaranteed

 

    • Magical DPS
      • Addle will now reduce physical damage (but will be less potent than its affect on magical damage)
    • Black Mage
      • Enochain will become a trait that is automatically applied while under the effect of Astral Fire and Umbral Ice
      • Under certain conditions, swapping between Astral Fire and Umbral Ice will make new actions available
      • Proc cooldown has been extended
      • Fire II and Blizzard II are going to have an enhancement so your AOE rotation will change
      • Another charge action has been added
    • Red Mage
      • New action will be added upon execution of Scorch
      • Verflare, Verholy and Scorch will be changed to AOEs, can be used in the AOE rotation
      • A defensive party-wide enhancement will be added
      • Adjustment to black and white mana, where weaponskills will require less
      • Increase white and black mana acquisition
      • Displacement and Engagement potencies will be the same
    • Summoner
      • Another overhaul with significant changes to try and bring out the feeling of a traditional summoner
      • Actions applying DoTs are removed
      • Able to summon Ifrit, Garuda and Titan, not just egis
      • Augments abilities with elemental primal properties after Bahamut phase
      • Once you deplete all the elemental properties, you can summon Phoenix after that, refreshing the elemental phase
      • A lot more mobile
      • Looks like Ruin IV is proc’d with Energy Drain

 

    • Healers
      • New actions that apply single-target buffs will be added to each healer
      • Cast time for offensive spells will be reduced
      • Limit break area of effect will be expanded to 50m
    • White Mage
      • Functionally and visually distinct restorative field action will be added
      • Higher tier Holy that will contribute to the lilies
      • Fluid Aura is no more
      • Divine Benison will become a charge action
    • Astrologian
      • Diurnal Sect and Nocturnal Sect will be removed, basic healing actions will be adjusted to have Diurnal sect
      • Neutral Sect will still give barrier actions
      • Divination will be changed, seals used for enhancements applied to self
      • Redraw won’t have stacks anymore
      • Minor Arcana changes
      • Another AOE spell that acts very similar to Earthly Star
    • Scholar
      • An action to increase your movement speed during combat
      • Powerful enhancement given to a single party member
    • Sage
      • Barrier healer
      • Able to attack enemies and heal designated party members simultaneously
      • Draws upon unique resources for healing/enhancement and attack magic
      • You can modify an action to covert it into a dot
      • Accumulates a resource over time to execute instant-barriers
      • Has a gap closer

 

Battle Adjustments

  • Adjustments to Raid Finder for Savage duties
    • Parties will include one pure healer and one barrier healer
  • Party Finder Updates
    • Healer category will split between pure and barrier healer
    • New option who have yet to receive weekly completion rewards
    • Search results will no longer include parties you cannot join due to the “One Player per Job” requirement
  • Duty reward adjustments
    • Trials with weapon drops will now drop a weapon coffer in addition to the original weapon reward
    • The fourth turn to high-end raids released through 3.x will no drop a weapon coffer
    • High-end raids released through 4.x will now drop gear and accessories in the form of coffers
  • Downscaling Values
    • The difference in gear attributes from levels 50 to 80 will be reduced to around 1/5 of the current values
    • Potency of meals, medicine and materia will be adjusted, as well
    • EXP gains will be downscaled so only the dungeon boss will reward EXP
    • There will be an “Enhanced Echo” during undersized parties to have difficulty balance in line with previous patches
  • Conditional enhancements can be separate in the HUD layout such as proc-buffs
  • Improved ground targeting functionality to avoid cursor from moving beyond ground targeting range
  • Shows party member’s target; easier to discern which target your allies are attacking or reviving
  • Health bars will be displayed even when incapacitated
  • Unreal trials will be temporarily removed and will comeback in patch 6.1
  • A ring will serve as a substitute for the Speed Belt in Eureka

 

Other Adjustments

  • Removal of HQ Items – reducing overall inventory bloat
    • Won’t be available: Gathered items, enemy drops, token exchange materials, non-craftable materials obtained from certain content
    • Will be available: Crafted items (including intermediary materials) and gear
    • HQ items will no longer be sold or gain extra benefits in crafting
    • Actions and attributes affected HQ yields in gathering will be adjusted
    • Quests, challenge log entries and achievements requiring HQ items will be adjusted
  • Teleportation and Aethernet Updates
    • Adjustment to teleportation fees and uncapped
    • Updates will be made to the Aethernet UI
  • Data Center Travel system has been delayed sometime into 6.0x due to server congestion