I feel like the stat increase the pets get each mastery level helps make up for lack of increased power from the subjob. With each mastery level giving stats to the pet and the player it kind of acts like double-dipping power increases.
Given the wsd bonus as a sub, and the survivability that the Wyvern has with each master level is progressed as main, Dragoon appears to be a clear winner.
Gotta remember you gain a good chunk of hp / mp / base stats per master level and this applies to avatars as well overall your mp pool will increase and these increases can kinda double dip with convert. This might even allow you to get off another blood pact or two during conduit before converting.
They could give thiefs access to better ranged weapons and r. weapon skills and allow them to ranged trick/sneak attack every 30 second for an incredibly powerful no aggro attack instead of trying to make them another melee dps. Kinda a hybrid Rng that is better at melee but has good ranged burst with better aggro managment. A good sub for Rng would be neat if it was made more viable.
If they do take it to 99/99 I could see some interesting power struggles happening. Basically dual classing full. A PLD/BLU could probably solo quite effectively with a few trusts.
Your assessment of how jobs reach their most effective point at different gear tiers is extremely accurate. I main dnc and even with mythic the job demands so much gear to put out the numbers to make it better to bring than say another heavy DPS. With this, the effort to get to these tiers is also different. I remember a long time ago a mediocre Ukon war easily trumped bring Terpsichore dnc. Some might argue tp feed. For me it’s weighing out the dmg output. War can do less demanding activities to reach these tiers whereas dnc is required to do long daunting activities that can take months and years on end to obtain. This is a lot of the reason why I enjoy XIV. Yes some jobs can seem homogenized but 1. Every job can clear any content unlike XI where if you don’t have a ranged you can’t do this content that, by the way, you need for your melee job or the ranged job isn’t geared enough on so that takes even more time to get it to that level to do. This leads in to 2. The amount of time it takes to get anything endgame is ridiculous. It should not have taken me years to finish a mythic weapon just because I was pretty much solo. The reason I say almost solo is because had it not been for my bro with the gils and all I probably still wouldn’t have finished it. End game takes entirely too much time to do. XIV I can easily HQ a set of crafted gear and get a couple pieces of tomb gear and I’m golden. I can at that point get started with savage content once I put melds in my gear. XI not so much. Also crafting in XI is much more of a pain. I say all to say this, I agree with you about finding enjoyment in the diversity but sometimes people get left out of stuff they need for their mains and are then forced to spend months on a job they don’t enjoy nearly as much. Just my 2 cents on the matter.
speaking of pup, I 'main' pup but it's interesting I find myself hating partying with other pups whether I'm on pup or not, the puppet ai is really good at not doing what it needs to if its engaged all the time and the fact that ws are 'special' attacks on a universal cooldown means it will be sitting on 1k+ tp unable to ws/self sc reliably outside of overdrive, honestly if pup could have/control more than one puppet but those extra puppets take party slots that would be ideal
Part of the charm for FFXI was always the theory crafting for me. This certainly gives that final next step to theory crafting but the truth is I could never get excited to play for long after the 99++ content came out. All the ilvl stuff that is. I try so hard to enjoy it but find playing 75cap Pservers more enjoyable. Maybe part of me is hoping FFXI gets that remaster or remake we've all been dreaming of. Even though we've already been told it's gone, I still have hope 🤷😭.
I do too. For all we know the mobile remake with nexon was canned. I still have this insane hope for an ff11 remaster for pc and its return to console for ps4/5 xbone/xboxsx
looking forward to how this effects my corsair main when i return. i mostly subbed nin because utsusemi was just too useful for surviving when i m busting out the damage. Maybe subbing drg now with all its ws bonuses and super jump to shed agro will make standing back and shooting a more viable option for max dmg more often now, at lvl 65 drg sub thats like 13% extra wsd, not bad, possibly up to 21% wsd. .. otherwise i guess extra dual wield from nin sub will provide some more gear variety lol
Dragoons arr unique in a way with spirit link meret points you have the ability to transfer buffs that are on your self to your dragon, so once you get buffs start using spirit link to put them on your dragon ie. Haste protect etc.
i pre-ordered ffxiv newest expac. never had so much trouble with it, havent been able to really enjoy it. So on a whim i went back to ffxi, and i gotta say, aside from the nostalgia end of it, the toned down speed feels so much nicer. Im having a lot of fun, and i'm glad im back. Its amazing how much "muscle memory" i have for a game i havent played in over a decade.
Have you seen the video of the guy who played the trial version of ff14? He couldn't use the auction house so he had to get every item from the game normally through crafting or drops and I think the purity of the game starts to emerge after so much time, testing the limits of what is possible and what simply isn't, with these improvements and tweaks to keep it all cohesive. I started playing recently, and haven't logged in as much as I like but I know the server I'm on is pretty small and It's possible to get stuck at some point not knowing a single soul or having a linkshell, outdated gear, funds that I had on my toon from years ago that might not come back easily, etc. But I did had a lot of fun farming an item I needed for a quest, that otherwise you could have bought in the auction house if it was fully stocked like it would be on a full server, this is probably my experience alone because I have to integrate myself into the game again, but I think so far they've done a good job of making it easy for all especially returning players as well like myself. My old character was still there to be activated and some old credit card credentials to update, and I was online again reliving the nostalgia lol. And of course a nice little festive event going on about something... and fiinally, at least they dialled in a good element about gaming into it, and it says so almost every time before you start playing, it's meant to be fun, enjoyable and relaxing and an escape, if you feel a unpleasant compulsive need to play or unwell...put it down and go take care of yourself. And the game itself reflects this ethos imo, it's obvious the moment I returned to vana'diel.
Unless something changes in future updates, players that heavily rely on trusts will lose in the end. Assuming we'll be fighting tougher monsters in the future, trusts hardly do any damage now, and their ability to simply survive aoe attacks or hold hate will continue to diminish as their level remains constant. It does seem SE is at least partially aware of this problem, buffing tank trusts to be more durable, so hopefully they keep getting improvements alongside us.
Trusts shouldn’t be balanced for content that is meant to be done with players anyway, it’s clear the whole point of trusts is so people can get through story and their basic unlocks leading into endgame.
I stopped playing in 2016, so it's been a while. As a Thf main I really loved the game. Gotta tell ya when I started in 2004 it was rough the first few years. But When I finally got to 75 it get better mainly after the merit system was introduced. At the time I left There were very few jobs that I could not keep up with in damage. Seeing this new info and all the rest I have missed does make me wonder who Yaak might have changed. As for this update, I see where your coming from. I do think some jobs will benefit a lot more than others from the sub jobs new abilities. As for Smn those raw stats other than more mp really just don't help a whole lot, least not yet. Something I always thought that could be interesting that could change the game for giving the sub job a new way to influence the main job would be access to the Original one hour ability. I think It should be limited and maybe only available if both the sub job you are using is mastered. But something like that could really make some fun options and new strats for soloing certain things as well normal End game group content. Obviously /war. /mnk and /sam one hour abilities would be really fun for DDs that use them. But a smn with manafont or chainspell could have their moments. It may just be to potent though. Even though I no longer play I do like to keep up to date on current news, so ty for all the vids mang.
I'm not great about all of this because black mage was like my fav and it's useless in most content now because if you're a magic DD you have to be able to provide support as well because your damage output will never be high enough otherwise under the current way of doing things. They need to make the job relevant again in most content as it's just not right now.
one of my biggest issues with ffxi is sure I like the idea of imbalance but like there is and always will be an issue with most content always need the same 3-4 jobs Cor,Bard,WHM, Tank, and two heavy DD's(War,Sam,DRK, MNK) and no matter the content you can cover it, can throw a geo RDM, SMN, amazing buffers and have their uses but just missing something to make them compete with Bard and Cor Tank you basically have PLD and RUN and that's it, feels like there should be more tanking options then basically every other job have niche reasons if their lucky like THF almost has use for TH, but like BLM is in a bad spot
I think back in the day they wanted Warrior to be a tank but they never worked out quite right. they have pretty good armor right now but they can't hold w/o DDing hard. Maybe they want MNK and NIN to have more relevance as niche tanks. That could be why they have introduced Gear with tons of magic evasion for light armored jobs.
Part of the issue right now, is that capping attack for the heavy DDs is just so strong, it's more important than having 2 uncapped DD for example. That's why brd, cor, and geo(when it's not nerfed geo content) are just always locked in basically. It's really hard to drop one for other support-y type dd jobs like rdm, dnc, or even bst or smn for example. Cor in particular is a solid DD in it's own right, and phantom roll buffs are just too strong to pass up. There's hardly no content where a cor isn't a good choice. Brd buffs are needed for capping haste, and getting more attack buffs. Even if they don't melee, their songs are too good to pass up. DNC or BST could be subbed for geo for defense down scenarios when geo frailty is nerfed.. but other than that idris geo just really strong too...
@@Nelekets yeah i just wished they added stuff to RDM,SMN,DNC,BST,etc to make them more be able to compete with Cor or Bard currently if you can pick between Cor or RDM you'll always pick Cor. so like if you want to level a job your options our limited you can level any job nothing is stopping you but unless you have a Bard, Cor, Whm, you just holding your potential back in terms of being able to invited to content. sure you can do a DD but again if your DDing you better bring your A game because DD are dime and dozen of course the way around all of this is just having a very active and social linkshell
For me, with FFXIV, I would say that even in combat, there is little to no variation between player's characters, ultimately. Never liked that no matter what job I'm playing, the main difference between myself and anybody else comes down to whether or not one messes up whatever the optimal rotation of the current patch is. I really miss class asymmetry, in or out of combat utility/dynamics.
i understand and loved ffxi for the same reason and i still like 14 but for diff reasons BUT!.............. tbh its the same for ffxi.............people will always boil it down to USE THSI JOB AND THESE ITEMS. it was like that in 11 for years and still is.....EVERYONE uses savage blade and abmsacade weapon, the whole tp burn took away sc mb. no one wanted drg for early ff11 years, then all heavy dd had to sub thf for sneak attack XXX weapon skill(mostly drk) if you didnt you didnt get parties or didnt get invited to content................ its the same thing in ALL games like this where people boil it down to optimization, ff11 can still do somethings that makes them diffrent. thats it
@@aaronclay4665 See, I've never played XI but, I do understand what you're talking about. Usually it wouldn't be too much of an issue, as I can generally bring in a bunch of people to play with as to not be forced or compelled into playing the way the general player base wants, if its something I truly disagree with. With XIV, I was more just talking about the even more restrictive design, where we wouldn't even get choices to screw something up/go non meta, for lack of choices in the first place. In XI, I'd be trying all types of dumb stuff just for shits an giggles haha
@@greenboots_4661 Oh I recognize what it is. Just wish the design was different. My main problem is the same design with most all modern mmo's, including all that claim to be actual rpg's, is the lack of character identity/individuality overall. Never mind even some modest class identity. Substantial, characteristic things your char is capable of, that have nothing to do with combat or crafting, and that not every player running your class is capable of, based on the places you've gone and the things you've done. This is of course predicated on a broad, deep game world with a certain pacing to progression and one where players are not all funneled into the same content, as is most often the case. And is absolutely the case in xiv.
On the flip side what jobs do you think could be winners? Or indeed too powerful?! With the boosts I wish SE would unlock content like Delve for single players. We don’t all multibox etc and currently it’s the Gil farmers that profit as you can’t often get parties to do content like delve etc as most seem focused on either ambuscade or dynamis D.
SMN gained some of the most from master levels, increased skill allowed for next tier of avatars favor so you can lower BP cool down more and you also get longer duration on all your buffs, its true rdm sub didn't gain much but sch and whm subs each got much stronger as situational subjobs. This months patch made light/dark arts provide extra skill based on master level even when subjob and you get an extra strategem and stona, whm sub gets curaga III and eventually maybe cure V. If anything DRG suffers a bit by not being able to sub drg like other dps and super jump no longer unique to them.
Plus pets get the base atteibute increased by master lvl too. I have to think that m20 summoners are noticing a nice boost to their blood pacts compared to before master level
unless smn/cor becomes a thing and you can have two rolls up then its not useful. also being a master smn im having a hard time geting to master 20 due to the fact that the subs just seems to suck and the power up does not seem to do anything for them at this time. im working more on sch it seems more useful right now.
I think if they keep increasing the sub job cap eventually they will have to create new content (harder content) really hoping for an x-pack with an update to run better on modern pcs.
I feel like anyone that thinks we're going to get SJ to level 75+ is out of their mind. To me the logical answer is getting SJ to 59 to match iLVL 119. The amount of grind it takes to get to master level 20 right now is already pretty bad so the EXP level to get master level 99 would be absurdly annoying if it came along.
If the grind is that bad, I will just make an auto script or lua. I perfer to work smarter not harder. You dont get anyway in life, being squared by the cube.
@@grantbishop1961 the "I'll just use a bot" mentality is incredibly stupid. If you're not enjoying the game enough to actually play the game why are you still paying for an account? Something tells me that you're already doing this and have been for a long time.
It used to take months if not close to a year to hit 75 before level sync, REMAs are so much easier than they used to be but still take a long time to do even now. FFXI hasn't had any problems with making you work for a LONG time to upgrade your character.
@@darkaero I'm well aware of how slow things used to be. But every direction SE has gone in since ToAU has been to make the game less of a grind so you can spend more time enjoying the content. If you look at master levels, this is the first time we're seeing exponential growth in the time needed. I fully expect master level 50 to take over 500k exemplar points for the single level and so far we've got no indication that we'll get exemplar points faster.
Summoner WAS the badass of the ancient world (Zilart, Promathia). Caveman era+ channel mage which can dial in avatars and frame hacks. It IS noticeable that the avatars are now basically a lag crutch which slow down immensely the flow of battle. Tarutaru SHOULD be given extreme evasion or agility (hard to hit)... Better Rolls so far: WAR, DRG, MNK potentially faster than SAM with heavy armor
if /75 comes around and they decide to actually give us merits applying to sub jobs, smn/cor is a legit thing. As well as any mage /sch, /rdm, /whm. That said, this has always been the biggest reason I had no real interest in smn during my entire time playing this game. It's subjob options and viability suck. There's almost never a reason to /smn, there's always essentially been just 1 or 2 viable subs for smn, and it's not a job you can really change how you play it depending on the content. Even compared with the other 3 pet jobs, smn just.... is smn. Period. Through the years, Pup has been able to do everything. DPS, Tank, Heal, pet burn, player character burn, cast, melee, range. BST has been able to completely wreck so much content with good enough familiared charms, and is a great farming job. DRG is just a standard melee that's always had zero enmity issues and has just consistently gotten better and better. Smn... has avatars. That weren't even always worth using. That's it. Those avatars can do some stuff... but if you need something that's out of the scope of them? "Oh well". And unlike something like BLM, they don't even really excel at any one thing. Disposable pets was always their only real strength. And while yes, it was good.... it was never really something that made them an amazing endgame job, or a super important part of your average party. The only thing that's kept smn super relevant over the years has been them slowly adding new summons that adapt it to the new meta. So unless we get something like a major new job feature at, say, each 50 master levels... yeah, stat buffs is all it's getting. Just raw stat buffs. Maybe a few semi-useful things from rdm here and there on lower end content if you build a good enough m.acc set to land anything.
SE wouldn't bother with level grinds if they actually played it's a bad idea even on a server like asura it can take awhile to form a party they need to shift away from this non sense most players are terrible to begin with the less interaction the better it's getting old doing the same things over and over again with the same goofs over and over again
I feel like the stat increase the pets get each mastery level helps make up for lack of increased power from the subjob.
With each mastery level giving stats to the pet and the player it kind of acts like double-dipping power increases.
Given the wsd bonus as a sub, and the survivability that the Wyvern has with each master level is progressed as main, Dragoon appears to be a clear winner.
Love you're videos, without them I likely wouldn't have gotten into ffxi this year, especially the new player guides
Gotta remember you gain a good chunk of hp / mp / base stats per master level and this applies to avatars as well overall your mp pool will increase and these increases can kinda double dip with convert. This might even allow you to get off another blood pact or two during conduit before converting.
They could give thiefs access to better ranged weapons and r. weapon skills and allow them to ranged trick/sneak attack every 30 second for an incredibly powerful no aggro attack instead of trying to make them another melee dps. Kinda a hybrid Rng that is better at melee but has good ranged burst with better aggro managment. A good sub for Rng would be neat if it was made more viable.
If they do take it to 99/99 I could see some interesting power struggles happening. Basically dual classing full. A PLD/BLU could probably solo quite effectively with a few trusts.
Your assessment of how jobs reach their most effective point at different gear tiers is extremely accurate. I main dnc and even with mythic the job demands so much gear to put out the numbers to make it better to bring than say another heavy DPS. With this, the effort to get to these tiers is also different. I remember a long time ago a mediocre Ukon war easily trumped bring Terpsichore dnc. Some might argue tp feed. For me it’s weighing out the dmg output. War can do less demanding activities to reach these tiers whereas dnc is required to do long daunting activities that can take months and years on end to obtain. This is a lot of the reason why I enjoy XIV. Yes some jobs can seem homogenized but 1. Every job can clear any content unlike XI where if you don’t have a ranged you can’t do this content that, by the way, you need for your melee job or the ranged job isn’t geared enough on so that takes even more time to get it to that level to do. This leads in to 2. The amount of time it takes to get anything endgame is ridiculous. It should not have taken me years to finish a mythic weapon just because I was pretty much solo. The reason I say almost solo is because had it not been for my bro with the gils and all I probably still wouldn’t have finished it. End game takes entirely too much time to do. XIV I can easily HQ a set of crafted gear and get a couple pieces of tomb gear and I’m golden. I can at that point get started with savage content once I put melds in my gear. XI not so much. Also crafting in XI is much more of a pain. I say all to say this, I agree with you about finding enjoyment in the diversity but sometimes people get left out of stuff they need for their mains and are then forced to spend months on a job they don’t enjoy nearly as much. Just my 2 cents on the matter.
speaking of pup, I 'main' pup but it's interesting I find myself hating partying with other pups whether I'm on pup or not, the puppet ai is really good at not doing what it needs to if its engaged all the time and the fact that ws are 'special' attacks on a universal cooldown means it will be sitting on 1k+ tp unable to ws/self sc reliably outside of overdrive, honestly if pup could have/control more than one puppet but those extra puppets take party slots that would be ideal
Part of the charm for FFXI was always the theory crafting for me. This certainly gives that final next step to theory crafting but the truth is I could never get excited to play for long after the 99++ content came out. All the ilvl stuff that is. I try so hard to enjoy it but find playing 75cap Pservers more enjoyable. Maybe part of me is hoping FFXI gets that remaster or remake we've all been dreaming of. Even though we've already been told it's gone, I still have hope 🤷😭.
Had the same experience. Even with limited time, 75 cap eden was far more fulfilling and enjoyable than 99content. Imo.
I do too. For all we know the mobile remake with nexon was canned. I still have this insane hope for an ff11 remaster for pc and its return to console for ps4/5 xbone/xboxsx
looking forward to how this effects my corsair main when i return. i mostly subbed nin because utsusemi was just too useful for surviving when i m busting out the damage. Maybe subbing drg now with all its ws bonuses and super jump to shed agro will make standing back and shooting a more viable option for max dmg more often now, at lvl 65 drg sub thats like 13% extra wsd, not bad, possibly up to 21% wsd. .. otherwise i guess extra dual wield from nin sub will provide some more gear variety lol
Dragoons arr unique in a way with spirit link meret points you have the ability to transfer buffs that are on your self to your dragon, so once you get buffs start using spirit link to put them on your dragon ie. Haste protect etc.
Now more and more job's ability are going to be only main job so I Feel we all lose.
I think the biggest gain from these current master levels is dragoon sub. Super jump on any job is a game changer for endgame fights
@14:12 "Who's going to be on top, who's going to be on botom." Damn, getting spicy in here, Hunter...
i pre-ordered ffxiv newest expac. never had so much trouble with it, havent been able to really enjoy it. So on a whim i went back to ffxi, and i gotta say, aside from the nostalgia end of it, the toned down speed feels so much nicer. Im having a lot of fun, and i'm glad im back. Its amazing how much "muscle memory" i have for a game i havent played in over a decade.
Have you seen the video of the guy who played the trial version of ff14? He couldn't use the auction house so he had to get every item from the game normally through crafting or drops and I think the purity of the game starts to emerge after so much time, testing the limits of what is possible and what simply isn't, with these improvements and tweaks to keep it all cohesive. I started playing recently, and haven't logged in as much as I like but I know the server I'm on is pretty small and It's possible to get stuck at some point not knowing a single soul or having a linkshell, outdated gear, funds that I had on my toon from years ago that might not come back easily, etc. But I did had a lot of fun farming an item I needed for a quest, that otherwise you could have bought in the auction house if it was fully stocked like it would be on a full server, this is probably my experience alone because I have to integrate myself into the game again, but I think so far they've done a good job of making it easy for all especially returning players as well like myself. My old character was still there to be activated and some old credit card credentials to update, and I was online again reliving the nostalgia lol. And of course a nice little festive event going on about something... and fiinally, at least they dialled in a good element about gaming into it, and it says so almost every time before you start playing, it's meant to be fun, enjoyable and relaxing and an escape, if you feel a unpleasant compulsive need to play or unwell...put it down and go take care of yourself. And the game itself reflects this ethos imo, it's obvious the moment I returned to vana'diel.
Unless something changes in future updates, players that heavily rely on trusts will lose in the end. Assuming we'll be fighting tougher monsters in the future, trusts hardly do any damage now, and their ability to simply survive aoe attacks or hold hate will continue to diminish as their level remains constant. It does seem SE is at least partially aware of this problem, buffing tank trusts to be more durable, so hopefully they keep getting improvements alongside us.
All we need is another trust KI quest that scales them with master levels.
Trusts shouldn’t be balanced for content that is meant to be done with players anyway, it’s clear the whole point of trusts is so people can get through story and their basic unlocks leading into endgame.
@@networknomad5600 considering there are more people that enjoy solo with trusts they indeed need to buff them to match any player.
I stopped playing in 2016, so it's been a while. As a Thf main I really loved the game. Gotta tell ya when I started in 2004 it was rough the first few years. But When I finally got to 75 it get better mainly after the merit system was introduced. At the time I left There were very few jobs that I could not keep up with in damage. Seeing this new info and all the rest I have missed does make me wonder who Yaak might have changed. As for this update, I see where your coming from. I do think some jobs will benefit a lot more than others from the sub jobs new abilities. As for Smn those raw stats other than more mp really just don't help a whole lot, least not yet. Something I always thought that could be interesting that could change the game for giving the sub job a new way to influence the main job would be access to the Original one hour ability. I think It should be limited and maybe only available if both the sub job you are using is mastered. But something like that could really make some fun options and new strats for soloing certain things as well normal End game group content. Obviously /war. /mnk and /sam one hour abilities would be really fun for DDs that use them. But a smn with manafont or chainspell could have their moments. It may just be to potent though. Even though I no longer play I do like to keep up to date on current news, so ty for all the vids mang.
I'm not great about all of this because black mage was like my fav and it's useless in most content now because if you're a magic DD you have to be able to provide support as well because your damage output will never be high enough otherwise under the current way of doing things. They need to make the job relevant again in most content as it's just not right now.
/SAM and get in there with Nirvana
one of my biggest issues with ffxi is sure I like the idea of imbalance but like there is and always will be an issue with most content always need the same 3-4 jobs
Cor,Bard,WHM, Tank, and two heavy DD's(War,Sam,DRK, MNK) and no matter the content you can cover it, can throw a geo
RDM, SMN, amazing buffers and have their uses but just missing something to make them compete with Bard and Cor
Tank you basically have PLD and RUN and that's it, feels like there should be more tanking options
then basically every other job have niche reasons if their lucky like THF almost has use for TH, but like BLM is in a bad spot
I think back in the day they wanted Warrior to be a tank but they never worked out quite right. they have pretty good armor right now but they can't hold w/o DDing hard. Maybe they want MNK and NIN to have more relevance as niche tanks. That could be why they have introduced Gear with tons of magic evasion for light armored jobs.
Part of the issue right now, is that capping attack for the heavy DDs is just so strong, it's more important than having 2 uncapped DD for example. That's why brd, cor, and geo(when it's not nerfed geo content) are just always locked in basically. It's really hard to drop one for other support-y type dd jobs like rdm, dnc, or even bst or smn for example.
Cor in particular is a solid DD in it's own right, and phantom roll buffs are just too strong to pass up. There's hardly no content where a cor isn't a good choice.
Brd buffs are needed for capping haste, and getting more attack buffs. Even if they don't melee, their songs are too good to pass up.
DNC or BST could be subbed for geo for defense down scenarios when geo frailty is nerfed.. but other than that idris geo just really strong too...
@@Nelekets yeah i just wished they added stuff to RDM,SMN,DNC,BST,etc to make them more be able to compete with Cor or Bard
currently if you can pick between Cor or RDM you'll always pick Cor.
so like if you want to level a job your options our limited
you can level any job nothing is stopping you but unless you have a Bard, Cor, Whm, you just holding your potential back in terms of being able to invited to content.
sure you can do a DD but again if your DDing you better bring your A game because DD are dime and dozen
of course the way around all of this is just having a very active and social linkshell
Pup/mnk with kick attack might be fun.
i have tryed that its indeed fun and u get faster tp than sub war but u lose berserk enz but u also get chakra heal from mnk
This is such a great channel, thank you so much!
Currently GETTING my jobs to Mastery first, so I can’t say yay or nay to this video yet.
Mythic Thf is pretty amazing
For me, with FFXIV, I would say that even in combat, there is little to no variation between player's characters, ultimately. Never liked that no matter what job I'm playing, the main difference between myself and anybody else comes down to whether or not one messes up whatever the optimal rotation of the current patch is. I really miss class asymmetry, in or out of combat utility/dynamics.
Yup. Meta rotation. Snore fest.
i understand and loved ffxi for the same reason and i still like 14 but for diff reasons BUT!.............. tbh its the same for ffxi.............people will always boil it down to USE THSI JOB AND THESE ITEMS. it was like that in 11 for years and still is.....EVERYONE uses savage blade and abmsacade weapon, the whole tp burn took away sc mb. no one wanted drg for early ff11 years, then all heavy dd had to sub thf for sneak attack XXX weapon skill(mostly drk)
if you didnt you didnt get parties or didnt get invited to content................
its the same thing in ALL games like this where people boil it down to optimization, ff11 can still do somethings that makes them diffrent. thats it
@@aaronclay4665 See, I've never played XI but, I do understand what you're talking about. Usually it wouldn't be too much of an issue, as I can generally bring in a bunch of people to play with as to not be forced or compelled into playing the way the general player base wants, if its something I truly disagree with.
With XIV, I was more just talking about the even more restrictive design, where we wouldn't even get choices to screw something up/go non meta, for lack of choices in the first place. In XI, I'd be trying all types of dumb stuff just for shits an giggles haha
@@greenboots_4661 Oh I recognize what it is. Just wish the design was different.
My main problem is the same design with most all modern mmo's, including all that claim to be actual rpg's, is the lack of character identity/individuality overall. Never mind even some modest class identity. Substantial, characteristic things your char is capable of, that have nothing to do with combat or crafting, and that not every player running your class is capable of, based on the places you've gone and the things you've done. This is of course predicated on a broad, deep game world with a certain pacing to progression and one where players are not all funneled into the same content, as is most often the case. And is absolutely the case in xiv.
On the flip side what jobs do you think could be winners? Or indeed too powerful?! With the boosts I wish SE would unlock content like Delve for single players. We don’t all multibox etc and currently it’s the Gil farmers that profit as you can’t often get parties to do content like delve etc as most seem focused on either ambuscade or dynamis D.
SMN gained some of the most from master levels, increased skill allowed for next tier of avatars favor so you can lower BP cool down more and you also get longer duration on all your buffs, its true rdm sub didn't gain much but sch and whm subs each got much stronger as situational subjobs. This months patch made light/dark arts provide extra skill based on master level even when subjob and you get an extra strategem and stona, whm sub gets curaga III and eventually maybe cure V. If anything DRG suffers a bit by not being able to sub drg like other dps and super jump no longer unique to them.
I don't think SMN got any reduction in BP yet? It's on the radar with more ML, but I don't think it's up there yet?
Plus pets get the base atteibute increased by master lvl too. I have to think that m20 summoners are noticing a nice boost to their blood pacts compared to before master level
Do you have to get the mastery lvls to upgrade that sub job ?
What, the sub job is pointless in the strength of master levels of smn it's every master levels your summon gets stat increases that's op as!
I'm planning on coming back, haven't played in like 6 years. What's a good server for NA player these days.
Currently in promy holla getting jps
unless smn/cor becomes a thing and you can have two rolls up then its not useful. also being a master smn im having a hard time geting to master 20 due to the fact that the subs just seems to suck and the power up does not seem to do anything for them at this time. im working more on sch it seems more useful right now.
I've been on Nocturnal souls server for year- year and a half and been playing 99main /99sub and it changes everything about the game.
Im on that server too and having a /99 sub changes the dynamic considerably. I typically sub BLU.
Names!? I’m noobmaster Yennefer and sometimes play my friends character as well
Nin would be sub rune for tank war for dd still maybe drk
I think if they keep increasing the sub job cap eventually they will have to create new content (harder content) really hoping for an x-pack with an update to run better on modern pcs.
What font are you using? Anyone know
Ashenbubs Font on nexus!
Thanks so much it looks amazing
@@Huntin4GamesChannel does it show the master levels. I ask cus there hasn’t been an update on it since like march
"umbral and astral skillchains" xD i think you mean Umbra and Radiance skillchains
Does /rdm get composure yet?
No. It counts as a "stance" and you don't get those.
@@lynchmob72 awww
I should probably stop watching your videos, or I might end up subbing again for the millionth time,😅
how does ur game look so high quality?
I just got my PUP/WHM to 99/51.
Would love to see a ffxi port for ps4 or ps5 lol.
/DNC on pup allday!!~
Waiting on the 99BST/99RNG so I can just make a better WoW hunter
I feel like anyone that thinks we're going to get SJ to level 75+ is out of their mind. To me the logical answer is getting SJ to 59 to match iLVL 119. The amount of grind it takes to get to master level 20 right now is already pretty bad so the EXP level to get master level 99 would be absurdly annoying if it came along.
It's gonna be at least 68. Filter in game already support search for up to ML99
If the grind is that bad, I will just make an auto script or lua. I perfer to work smarter not harder. You dont get anyway in life, being squared by the cube.
@@grantbishop1961 the "I'll just use a bot" mentality is incredibly stupid. If you're not enjoying the game enough to actually play the game why are you still paying for an account? Something tells me that you're already doing this and have been for a long time.
It used to take months if not close to a year to hit 75 before level sync, REMAs are so much easier than they used to be but still take a long time to do even now. FFXI hasn't had any problems with making you work for a LONG time to upgrade your character.
@@darkaero I'm well aware of how slow things used to be. But every direction SE has gone in since ToAU has been to make the game less of a grind so you can spend more time enjoying the content. If you look at master levels, this is the first time we're seeing exponential growth in the time needed. I fully expect master level 50 to take over 500k exemplar points for the single level and so far we've got no indication that we'll get exemplar points faster.
@/53 to me
/rdm no composure trash
/sch 3 stratagem
/war meh
/BLM ancient magic
/mnk kick atk
/dance no wild flourish meh
/ pup meh
/ drk meh
/ pld meh
/ drg meh
/ bst meh
/ whm more tele
/ thf meh
/ run meh
/ cor more rolls
/ brd more songs
/ rng meh
/ Sam meh
/ nin meh
/ geo more spells
LOL subbing GEO.
I really don't like the Master level update. Its already a grind enough to get a job to Master.
If you might be interested in collaborating with some very passionate summoners hit me up
What about the opposite 🤔
If 99 is cap sub..
Smn becomes a subjob option?
Summoner WAS the badass of the ancient world (Zilart, Promathia). Caveman era+ channel mage which can dial in avatars and frame hacks. It IS noticeable that the avatars are now basically a lag crutch which slow down immensely the flow of battle. Tarutaru SHOULD be given extreme evasion or agility (hard to hit)...
Better Rolls so far: WAR, DRG, MNK potentially faster than SAM with heavy armor
"Tarutaru SHOULD be given extreme evasion or agility (hard to hit)..." *NO*
Dumb comment is dumb.
if /75 comes around and they decide to actually give us merits applying to sub jobs, smn/cor is a legit thing.
As well as any mage /sch, /rdm, /whm.
That said, this has always been the biggest reason I had no real interest in smn during my entire time playing this game.
It's subjob options and viability suck. There's almost never a reason to /smn, there's always essentially been just 1 or 2 viable subs for smn, and it's not a job you can really change how you play it depending on the content.
Even compared with the other 3 pet jobs, smn just.... is smn. Period.
Through the years, Pup has been able to do everything. DPS, Tank, Heal, pet burn, player character burn, cast, melee, range.
BST has been able to completely wreck so much content with good enough familiared charms, and is a great farming job.
DRG is just a standard melee that's always had zero enmity issues and has just consistently gotten better and better.
Smn... has avatars. That weren't even always worth using.
That's it.
Those avatars can do some stuff... but if you need something that's out of the scope of them? "Oh well".
And unlike something like BLM, they don't even really excel at any one thing. Disposable pets was always their only real strength. And while yes, it was good.... it was never really something that made them an amazing endgame job, or a super important part of your average party.
The only thing that's kept smn super relevant over the years has been them slowly adding new summons that adapt it to the new meta.
So unless we get something like a major new job feature at, say, each 50 master levels... yeah, stat buffs is all it's getting. Just raw stat buffs. Maybe a few semi-useful things from rdm here and there on lower end content if you build a good enough m.acc set to land anything.
Are you wearing a Mickey Mouse pink polo shirt?????
Maybe…
@@Huntin4GamesChannel Fly as hell
SE wouldn't bother with level grinds if they actually played it's a bad idea even on a server like asura it can take awhile to form a party they need to shift away from this non sense most players are terrible to begin with the less interaction the better it's getting old doing the same things over and over again with the same goofs over and over again