Master a variety of actions, and turn the tide of battle!
In FINAL FANTASY XIV, sufficient mastery of a class will open up the path to one or more related jobs and their respective actions.
To learn more about job actions, traits, and job gauges, check out the section below.
High in HP and trained in defense, a tank serves as the party's shield. Skilled at keeping a foe's attention and bearing the brunt of enemy attacks.
Healers use restorative arts to mend wounded companions. They can also help to mitigate damage, remove detrimental effects, and even bring fallen allies back to life.
Melee DPS are close-range attackers. Focused on combos and careful positioning to inflict the maximum amount of damage.
Physical ranged DPS attack foes from a distance. They excel at inflicting sustained damage, and also provide support for companions.
Magical ranged DPS attack foes using a variety of arcane arts. Movement is restricted by casting times, but they excel at inflicting high burst damage.
The release of Patch 7.0 and the Dawntrail expansion introduce an increased level cap, new job actions, and various job adjustments. Based on player feedback, we believe the adjustments made with this update will offer players a more intuitive and user-friendly gaming experience.
For Patch 7.01, we wanted to make adjustments based on player feedback to improve ease of gameplay, as well as address several issues that couldn’t be resolved before the release of Patch 7.0. We will continue to observe job performance as players progress through content, raise their item level, and optimize their skill rotations, and consider further adjustments accordingly. Moreover, it should be noted that additional changes to improve ease of gameplay are also planned for Patch 7.05.
We've continued making adjustments based on player feedback to further improve ease of gameplay and address issues with the overall balance of job DPS. Patch 7.05 includes extensive adjustments that raise the DPS of certain jobs rather than lower them, with considerable attention given to samurai, viper, and black mage rotations.
At present, the DPS of pictomancer is higher than we originally expected. Because they have a number of actions with long cast times, and no means of reviving others in combat, we intended for them to have comparable DPS to melee jobs alongside black mage. There is a significant gap in the DPS between these two caster jobs, however, which is why we have increased the potencies of black mage actions. That said, we also increased the potency of actions for the other magical ranged DPS jobs and physical ranged DPS jobs, to ensure there is no large disparity between jobs.
We needed to consider the balance between pictomancer and melee jobs, primarily with regards to higher level duties. Because sustaining DPS is generally more difficult in close quarters, we've made a number of adjustments to increase the potency of melee job actions.
Moving forward, we'll continue monitoring job performance, considering the balance between magical ranged DPS jobs that do and do not have reviving actions, as well as the overall balance between melee and ranged jobs.
Finally, we wanted to improve the responsiveness of movement-based actions, and so we've reduced the time between activation and character movement for certain actions.
* Because all adjustments to potencies are based on the explanation above, details for individual jobs have been kept brief.