You bring up a lot of good points.
Personally I would rather prefer them put more emphasis on its signature trait, which in my opinion is Blocking. So I'd love if Shield Oath actually interacted more with that. Sheltron was a nice step. I would love in Shield Swipe had a combo, or just an improved Shield Swipe would be great overall. It's better than ARR, but still kind of lame.
Also if Paladin had some better raid utility that'd be excellent. Leave the damage to Warrior (and to a lesser extent DRK). Paladin should be the tank about taking minimal damage from physical hits, and supporting the raid. As of right now it has Divine Veil which is cool and Clemency, which aren't too useful right now in the end. Less situational stuff and more abilities that actually have real applications.
NIN is my first job to 50 and the rotation is a lot of fun. What aren't you finding fun? The mudra stuff is good, especially after you the three elements and trick attack 10%+ damage for the entire party on an enemy is fun and damaging. Since you have Lancer, that and B4B is great damage.
The only thing I find boring as a NIN is trash mobs. Huton -> Doton AoE circle on the ground -> Kassatsu -> Katan -> Just stand in place throwing zzz knives down for 20 seconds -> Katan. repeat the last steps over and over zzz.
NIN is my first job to 50 and the rotation is a lot of fun. What aren't you finding fun? The mudra stuff is good, especially after you the three elements and trick attack 10%+ damage for the entire party on an enemy is fun and damaging. Since you have Lancer, that and B4B is great damage.
The only thing I find boring as a NIN is trash mobs. Huton -> Doton AoE circle on the ground -> Kassatsu -> Katan -> Just stand in place throwing zzz knives down for 20 seconds -> Katan. repeat the last steps over and over zzz.
RIP Class identity.
On the other hand I wouldn't mind some ability pruning.
Class identity died with 3.0, the differences between jobs these days only serve to split them into tiers even further. All jobs are raid viable but why bring casters when supports deal pretty much the same damage and bring more utility? Why play WHM if AST does the same job while giving out an extra trick attack? Why play MNK when unless the fight has zero downtime you are nothing but a hindrance?RIP Class identity.
On the other hand I wouldn't mind some ability pruning.
No but if in making all jobs viable you make them too samey then thats just shit design and you end up with stuff like every DPS having to juggle timers and bloody Minuet.
I don't mean in the sense of timers playing the same but making jobs work similarly within a fight's design. Fights with less downtime used to benefit certain jobs more than others and vice versa, now its more of a "how annoying is it to play MNK here" deal. Same for casters, needed AoE? Take a BLM, needed single target damage? Take a SMN, but besides both jobs basically trading niches caster specific mechanics are just done by healers now so there's little reason to play those jobs.Not a single one of the melee timers plays the same so eh. They may all be caring about a buff timer but each is managed differently. I mean, "do your rotation, make sure to refresh / not drop buff" is what they boil down to but at least the theorycrafting going into how to optimize rotations for each is fairly varied.
"Viable but unwanted" has basically always been a thing in the game (WAR post-change before people learned, DRG for all of ARR, SMN for everything not T7). There's 8 slots and more than 8 options, it will always be a case of something is "best" unless everything is homogenized to the points of providing all the same utility with any (non-repeat job) composition.
Also, this late in the tier, and with Creator being what it is, forcing "optimal only ever!" isn't really a thing outside of speedrun pushes. Good anything still stands out. I mean hell, we did PLD, WHM (AST-less for a bit, at that), MNK, and SMN this whole tier and are now going back to do optimizing stuff for the hell of it. It's not a tier that's going to care about optimal anything; all you'll need are people that are at least competent at what they're doing. Optimal is to push down kill times, not to clear.
Anecdotal but the BLM in my old static who is the type of guy that looks into trends and high level players was recently complaining about how the number of BLM players have taken a nosedive with them switching over to BRD/MCH.I think there's a pretty sizable delta between how people feel about class popularity and how it actually plays out in-game picking through FFLogs (which in theory is the community at its most DPS-obsessed.) Like, in terms of A11S clears, there are 600 more DRKs ranked than PLD, which is a notable gap (PLDs going DRK for 12 is a thing), but Bard has a 600ish lead over MCH and MCH certainly isn't underpowered. There are more WHMs than ASTs and more MNK than MCH. SMN comes in 140ish parses behind MCH, etc.
The community is hugely focused on Optimal Meta, but in terms of what people are actually doing there doesn't seem to be any job currently in full exile.
Anecdotal but my BLM friend was recently complaining about how the number of BLM layers have taken a nosedive with them switching over to BRD/MCH.
I don't mean in the sense of timers playing the same but making jobs work similarly within a fight's design. Fights with less downtime used to benefit certain jobs more than others and vice versa, now its more of a "how annoying is it to play MNK here" deal. Same for casters, needed AoE? Take a BLM, needed single target damage? Take a SMN, but besides both jobs basically trading niches caster specific mechanics are just done by healers now so there's little reason to play those jobs.
Nowadays you only really see this with main tanks and even then PLD has been completely forgotten.
I'd like to see them branch out with playstyles more than what they bring to the table. Relative to WoW's current classes most of the FFXIV melee classes seem same-y, and WoW has a bunch of talent specs as well.
I think they way they handled BLM's MP regen rotation esd really unique, but for the melee classes its like:
1) 1-3 positionals
2) 1-2 DOTs
3) 1-2 buff to maintain
4) 1-2 Combos
5) Internal Release/BfB + however many cooldowns to pop at regular intervals
And maybe this is a side effect of the class/job dichotomy? Like all the real flavor is in the job whereas the classes are cut from the same cloth, and there's only so many skills that job levels give you.
I have a question about the Coil raids... I never did them(I was playing then, but not hardcore enough to do any raiding). However now I'm getting some of the turns in my Wondrous Tails log and I'd like to know how to actually access all the turns whenever I need them. In my duty finder it looks like I have Turn 1-5 unlocked for some reason, but nothing after that.
My question is, how do I unlock all the other turns at this point? Guides online say they are done by quests Urianger gives but when I go to him in the Waking Sands he doesn't have any quests for me.
You need to beat the last turn in a Coil to continue the story and unlock the next oneI have a question about the Coil raids... I never did them(I was playing then, but not hardcore enough to do any raiding). However now I'm getting some of the turns in my Wondrous Tails log and I'd like to know how to actually access all the turns whenever I need them. In my duty finder it looks like I have Turn 1-5 unlocked for some reason, but nothing after that.
My question is, how do I unlock all the other turns at this point? Guides online say they are done by quests Urianger gives but when I go to him in the Waking Sands he doesn't have any quests for me.
You need to beat the last turn in a Coil to continue the story and unlock the next one
You have to beat 1-5.
Just the final boss of each tier is enough. So do T5 and T9I see! That makes sense. So to clarify, do I need to clear every single Turn, 1-5, to unlock 6? OR since I already have 1-5 unlocked do I only need to beat Turn 5 to unlock 6?
Just the final boss of each tier is enough. So do T5 and T9
We got like 6 more hairstyles since 3.3. Dunno if we'll get more in 3.55 but fucking shite Square where is my goddamn Sice hairdoWill we be getting new hairstyles soon or has there been any since 3.3?
Not to that extent for the most part, since part of the kill time is the level of DPS they can bring in preventing anything not cast by the boss from kicking in, but spin2win is a pretty consistent boss AI exploit. The boss wants to hit the tank, realizes it needs to turn to hit them, and winds up stuck in the turn move forever and never moves forward in its script.
Happened this tier in A10S and A12S. The comments list other floors vulnerable to it too..
Similar exploits could be done by having a pet aggro the boss, then moving the pet out of bounds so the boss gets stuck in trying to hit it forever and never switches aggro because it's stuck trying to finish the attack on the pet. Those I think got people banned.
Thanks.We got like 6 more hairstyles since 3.3. Dunno if we'll get more in 3.55 but fucking shite Square where is my goddamn Sice hairdo
Aether step got nerfed, Umbrite step getting nerfed next patchThanks.
Also were the requirements for the anima weapon reduced since 3.3?
As always thanks.Aether step got nerfed, Umbrite step getting nerfed next patch
That was already nerfed to oblivion, doesn't get easier than it already isAs always thanks.
Sadly it's not the step I'm stuck on, the crafting one:/
How so?That was already nerfed to oblivion, doesn't get easier than it already is
You just buy the complete items with Company Seals now, 80000 seals for all the 16 itemsHow so?
I remember needing the items but the way to get them is through diadem and I don't have gatherers that high.
I've honestly never seen someone spin tank exploit before. Is there any evidence people got banned for doing it in savage? All I see is people on reddit saying SE "might take away your clear" if you do it.
No, the only thing I mentioned banning in conjunction with is the out-of-bounds exploit that uses the same hitch in boss AI (getting 'stuck' trying to finish a specific move that can't be completed.) Spin2win in current content is more novelty than anything, as using it like the T9 video isn't really possible at current levels/gear, and over the X minutes you're running laps if you mess up you potentially unleash cleaves on your full party. The A8S part people spun literally accomplished nothing since all you can do is freeze progress of the fight in an intermission until you stop spinning. They patched A10S to remove the spin exploit, but for the most part it's just a funny thing to do that people will eventually try in every fight because why not.
So I just cleared Turn 5 in an unsynced party and nothing else unlocked for me :/
Do you have to do it in a synced party or something?
That's weird. Did you go to the waking sands?
I feel like SCH has a pretty high skill ceiling when you really start pushing DPS, but is "fairly" easy to pilot in terms of raw healing (at level 38). My question is, does NIN reward technical play? Is there room to really get "good" at the class and shine, or is it just a fairly simple class with a lower skill ceiling?
It depends a lot on what you mean with "technical play" here. Ninja will not really be about moment-to-moment decisions or anything when it comes to their rotation; none of the melee DPS will really satisfy that if you're after a reactive style. At it's core, they'll do the same gameplay loop you're used to during the leveling process (soon, anyway, since you're still just 33): Keep Huton up, keep Shadow Fang + Mutilate up, use Ninjutsu and other oGCDs on cooldown. Ninja's get to deal with Ninjutsu instead of having their primary DPS buff (Huton) being a hassle to keep up; least strict refresh but requires manual involvement, one of the most active jobs in terms of buttons pushed per minute.
So I guess what I'm getting at is you'll find most the core basics of them to be pretty simple yet there's a massive gap between "bad" "average" and "good" players. It'll be less about adapting moment-to-moment but more just being good at using everything you have whenever you can or, at least, as soon as it's optimal (e.g., waiting to B4B 1 GCD if it means getting to Shadow Fang twice with it up). So you can read through this guide and see if some of the rotation/priorities and optimization talk fits what you want for technical play.
RIP Class identity.
On the other hand I wouldn't mind some ability pruning.