For RDM, looks like Manafication no longer gives mana, instead makes the next 3 cost no mana. Probably changed to prevent feel-bad moments when you're above 50 mana and have to hold manafication
@@dumbsterdives _Such_ an amazing change. I also kinda hope they move it to a 120s CD instead of 110s as a result, because I kinda hate how bad it feels as my Manafication drifts earlier and earlier out of the buff window because it's better to use it on CD than aligned in most cases. Without the risk of overcapping when using it, there's little need for it to be 110s anyway, the point of that was to allow correction back to 120s alignment if you had to delay it, but it ended up usually being better to just use it on CD without regard for alignement, for the potential extra usage instead >.
Most of the new abilities and changes are looking very nice. Makes since with all the classes reaching Lv 100 they are all getting something over the top and flashy. Pictomancer and Viper are looking insanely fun based on what they showed and all the QoL changes look very nice. Also like all of the follow up abilties to the various buffs, making them more then just a one-and-done-for-2-minutes button in rotation. Also liking all the new abilities Summoner is getting to weave between their summons. From what I saw we are getting: -New Aethergauge ability - New combo ability for buff - Possible heal/shield after Solar Bahamut ends. All around lookin good and excited to see all them in full action in the media tour.
Summoner get nothing new Bro, that a fucking bahamut reskin after phéonix, and the aoe/heal shield is a compensation for the loses of 1 phéonix. we dont get a new aethergauge ability, the light tornado is the only new thing and you get 1 every 120s after the use of Searing light. The other changes are only a Fester reskin, energy drain reskin, and Bahamut reskin '' and the solar bahamut work like classic Bahamut.
Jesus. I know this has nothing to do with the video itself. But I've been a long time watcher but due to a lot of different reason I haven't been watching for a year or so. Man you''ve changed your look. You look great.
BLM changes on paper seem so good. Including further discussion they had in the liveletter: 1) UI phase mana regen now depends on ice spells cast and not server ticks. It sounds like mana ticks will no longer be an issue for faster gcd's but I think it also removes the utility of slow fire 4 line (i.e. 4x fire 4 -> despair for 6200 mana + 3 hearts) 2) Leyline moving was said to only be doable once per leylines. Still a really good addition but it doesn't make leylines braindead like if it were spammable. I think this was the right call for implementing such an ability. 3) Single target flare could be a thing? It depends on the potency of the new move. Notably this will make quad flare even more ridiculous for dungeon pulls because it giving 3 charges per cast of flare means you get 2 of them and it obviously has an aoe component 4) THREE POLYGLOT STACKS BOYS WE CAN CAST XENOGLOSSY 5 FUCKING TIMES BACK TO BACK LETS FUCKING G-
@@inazumatan7050 that doesnt make sense to me. Its a damage cooldown you have to manage llike many other damagw buff cd's in the game. Perma leylines would be severely limiting because it'd be virtually impossible to have full uptime and would encourage degen strats like sitting in aoe's and stuff. Also, having a ton of extra cast speed isnt necessarily a good thing always, because shoet gcdeans youre getting less movememt from imstamt casts
Bonus notes 1. ley lines might give you an instant cast OR paradox is now instant in fire as well 2. Manafont fucking resets the entire fire phase, gives the ice hearts back and the paradox stack. Im curious if it refunds more mana or even all mana 3. Since mama ticks are no more but now landing ice spells give mana, paradox ice still counts as one so Im curious bout non standard lines now
It seems like every job that had a damaging gap closer has lost it in exchange for a dash that doesn't do damage, so you can use it for uptime/style without worrying about losing damage during burst. I think I like that idea, actually...
No problem with that in practice, honestly. Just that it's a little generic. A dash/gap-closer without damage is good. Just keep it flavorful and thematically appropriate for the job.
@@Zakjuh Dragoons summon a mini dragon to dash, DRKs dash forward with a darkness aura. If you don't call that thematically fitting the. I don't know what else you want, and I doubt you know what you want too
@@trial_with_an_error9687 a really stupendously easy and straightforward answer: i want dragoons to jump. that's that "thematically fitting" that I'm looking for. Goober.
Damn, you're so good at these bro. I was watching another cc, won't mention who bc I don't like fault them, and it was like they had no idea what was happening. Partway through I thought, I wonder if happys vid is up yet. It was and you didn't disappoint, your eye for these is just unparalleled lol.
@@normalmighty I swear, lmao. He's just got a really good memory. I'm watching his recap directly after the livestream rn and it's nutty. He's quick firing all these changes back to back like he been studying all week :o An here I am trying to remember all the role action changes they mentioned after I literally just heard them >.
Okay, so, before I actually watch the video: I haven't been by the channel in a while and, DAMN, DUDE! You're lookin' FINE. I'm glad you're doing well!
Thx for the fast upload Haps, your reactions are on point and you're looking fantastic! As a big Gundam fan I appreciate the Heavyarms reference for Mch :') All in all, pleasantly pleased with the classes, visuals, tactical nuke finishers and all. Unfortunately it seems they took out timer management and optimal drift with my main Mnk after reading the slides live, but I'll make do with the new buffed gcds combo, since lately I'm enjoying Tekken and looks like new Mnk will feel more fighter-ish, maybe the loop will be more or less the same. Still, am curious how they'll work out the combo numbers so that the Dragon Kick rotation is discouraged, though I like that RoF / RoW unlock extra (ranged) attacks to use during burst, holding chakra overcap during BH, and being able to spend remaining chakras to buff SSS, going by the Live Letter. I'll probably continue to use the vfx -stuff- for all of them (once -stuff- compatibility is unbroken with the new expansion) since they actually have screen shake impact and feedback (which I feel vanilla FF's combat is lacking unless you're tank / melee), and I'd like the old Bootshine back albeit -stuff- to have giant spirit fists punching, which I swore is the direction the devs could've taken for "New Bootshine" instead of the Opo swipes :\ (Yes I get there's claw weapons and it resembles how Opo / monkeys attack but shhhhhh). Raptor Flaming Uppercut and Coeurl Hadouken + Elixir Field upgrade looking hella sick tho But where's Sam's Kaiten Smadge
@@letsgetcrazy5331 you have weak ass immersion. Please, I beg you, play an FF game other than XIV and open your eyes to the various visual aesthetics of the franchise.
Yea IDK if I like the transformation. I like the Scholar theme of War Tactician it was going for the last expansion. The wings aspect really should have stayed to WHM imo
@@Cl0ud20or just fairy wings, not fashion accessory wings. Hopefully they are just temporary wings, if not scholar mains please go to the forums to complain 😅
Genuinely so unhappy with Scholar at this stage. Been my main through the entire game, and this is a deal breaker. I don't care how strong or weak the job is, having your character's model overwritten is just awful.
MCH: By starting with Flamethrower, and that it does not give heat, it showed that they ignored the fix most suggested by fans to make it worth using. Unless it gets a major buff, it'll fall out of rotation completely. On the other hand, missile pod filled with nukes.
I was most impressed with what all they did with ninja and monk, new gunbreaker Squall limit break combo is pretty cool too. As a black mage main, I instantly paused to soyface just upon seeing the new HUD elements not even a second in. All 6 elements of the black mage elemental wheel are fire, baby! People barely even have the time to talk about the now 3 slots of Polyglot! Viper has the most complex looking job gauges since black mage. Kudos to them refraining for the first time ever on adding yet another routine healer attack spell animation replacement, instead giving them ADDITIONAL attacks instead. Boldly refraining from a Communio follow-up too. Really gonna miss Plunge and Spineshatter Dive... And perhaps Huton as well. Notable absence of Earthly Star? So happy we got more job-flavored versions of Rampart, I was hoping/expecting that to happen eventually. And bard songs no longer need an attack target, like it always should've been! Glad they still have their DoTs Samurai's new Tenka Goken and Midare Setsugekka (the profuse ice ruins it for me) animations suck big time, and really the audacity to not just simply give people back the Kaiten they wanted... Yet they were fine going reflexively back and forth with Energy Drain so many times. Pictomancer's circular land AoE buff effect definitely looks like a holdover from attempted geomancer development, there's flowers growing within it and everything. Dancer and bard's new nuke animations I think are a bit odd for them, dancer's should have been a tornado made with 2 chakrams, why is there a third chakram floating like UFOs with a satellite laser blast? And bard being a conductor is odd because they play the instruments, not conduct them, but I guess we can work that in just like the flute, I suppose
Wish they added in Shiva and ramu(sp) on top of the other 3. The extra bahamut looked cool but doesn't look like anything else to make it look like a full summoner class
So AST looks like their draw gives them 3 cards and a lord/lady (unconfirmed, but it might be one each of solar, lunar, and astral) I theorize that the attack was a finisher for spending all cards OR for spending lord/lady I will continue playing AST if only for the meme of doing the most intense rotation for the least dps
6:59-7:03 "You get a Nuke! You get a Nuke! You get a Nuke! EVERYONE gets a Nuke!!" 😂 (Edit) 8:45 Either that, or Chris Yukine (MEGA DETH PARTY, much?). 😁 Also, who else expected Sage to get an All-Range Attack/Full Burst Mode move?
Paradox is instant cast even in Fire phase. Convert does refresh Astral Fire aswell with all ice stacks. New Fire spell(charged by arrows, FireIV gives one arrow, Flare gives 3 arrows) doesnt refresh Astral Fire. Looks like AoE. No mana cost. New Thunder visual(love it btw). Again looks like AoE, maybe they simplified thunders into one. Not sure. And ofc, ability to move Ley Lines to you. Rotation was B3, Thunder, Amplifier, B4, F3, LL, F4 x3, AM, moved LL to him, Paradox(in the last second, no signs of Swiftcast used), F4 x3, Despair, new spell, Convert, Xenoglossy, Tripplecast, Flare, Flare, new spell. Not huge changes. New spell is not really neccessary, but i wont complain. Cast seems pretty long tho. Even with pretty high spellspeed and ley lines its one of longest casts in that entire rotation. Since swiftcast will get cooldown reduced, it will be probably best to use it for it(but you can tripplecast after despair, then new spell, convert, flare, swiftcast, flare, new spell). Instacast Paradox and Convert refresh will make certainly life easier for blm. Ability to move Ley Lines make it easier to stay in 2min window with party, as you wont have to wait for oportunity given by boss.
MNK looks like the buff/debuff combo actions give gauge that the raw damage combo actions spend, probably to disincentivize Dragon Kick rotation. Won't affect the standard downtime rotation. I wonder if there's anything built-in to avoid overcapping, since as it stands, you generally fit more Twin Snakes than True Strikes into your rotation (just from timing). That Six-Sided Star after their chakra spender also spent a chakra, which I find odd. Perhaps it's a chakra dump that gives that fire ranged attack? Brotherhood makes the chakra gauge light up, which later gets spent on that wind attack.
My guess is that they're simplifying MNK by removing Leaden Fists, Twin Snakes buff, and Demolish DoT and instead making Dragon Kick, Twin Snakes, and Demolish give the stacks that empower Bootshine/True Strike/Snap Punch. I like the current gameplay of managing buffs/debuffs, but if they simplified it that way, it would make the job much more approachable and understandable, and get rid of buff/debuff slots.
@@WingsofAges Ah, I see, that would make sense. Having both buffs and gauge for the combo would likely overcomplicate the job. I will miss the 2/2/3 cycle, but maybe this will be similar, who knows
There's so much stuff to unpack. I hope they didn't add too many buttons, my hotbars are pretty packed already... My main MCH having a whole new combo scared me there, hope buttons change while in overdrive. I'm happy white mage is getting a dash, tho I hope is only during temperance, so you have a use case for it in dungeons. AST not having to deal with so many oGCDs removing redraw and astrodyne makes me glad, it's my least favorite healer due to weaving. Also, did I see dps combos for the healers? I need that. I hope some tank stuff gets reworked too, I'm tired of not having to heal WARs on dungeons because they get a invul every 25 seconds with nascent, that stuff is outright broken on pulls
Red mage looks like they got a continuation to the melee combo. Manafication making the melee attacks cost mana looks good, but im wondering now if the single target combo is getting its cost reduced like moulinet looks like it did (down from 20 cost to 15)
RDM did get a 4th finisher for the melee combo. Manafication got the change that many similar abilities got: instead of giving 50 black/white mana, it just makes the next 3 Enchanted Combo attacks free. That way all those abilities no longer overcap resources if used above the 50% mark for any of them. The AoE Enchanted Combo got reduced to 50 mana, just like the single target combo. During the slides portion of the Live Letter, they said that it was changed due to feeling awkward for the AoE combo to be 60 while the single target was only 50. So now both combos will cost 50 black/white mana.
Looks like NIN got a potential 4th seal on that last move. it shows up slightly after the other 3. starts with green, blue and pink, then adds an orange at the end of the animation.
Honestly normally I like to try one od the new jobs and stick with it for the story, but Pictomancer and Viper both look extremely fun so its gonna be tough this time around.
I don't believe none of those new finishers were actually finishers for Red Mage tbh. Both of the times they did those new abilities, it didn't give any mana. I have a feeling the first one, after what looked to be Impact 2, that was shown was upgraded Contre Sixte (sorry if I'm butchering spelling, not RDM main) & the very last one was upgraded Fleche. Could be wrong tho, but that's my prediction for those new Red Mage abilities.
i really wish red mage had like, anything else going on. Like new ogcds and finishers and such are "okay" but there's nothing to optimize beyond balancing mana and they made it easier not to overcap if you got too lucky (which is nice qol, sure but) I like that black mage is hard to master and has a lot of moving parts. Red mage is like, it plays itself apart from having to go in to melee range I guess?
ever since i saw monk in the trailers i instantly knew...remember how early on Dark knight we had a deluge of edgy living dead macros? get ready for monk's hadouken crazyness
It's so fucking stupid that no one even know what bahamut that is, there are SO MANY at this point not even die hard fans know which bahamut is which. Meanwhile Ramuh, Shiva, Leviathan, Alexander AND MANY OTHER "primals", in the case of ffxiv, are lying in the trash bin because they rather go pull one more bahamut out of yoshi's ass than give already existing primals a place in summoners kit. At this point they must be fucking with us, this has to be on purpose.
So something noticed. Little hint/ Easter egg is shown in the first 30 sec of this video…. Oh what could it be you may wonder. It’s the the case holding the job stones. If you pause it at 30 seconds you can count perfectly how many slots are left in this case. The number of them is 9. Which means there is 9 more classes left. This my theory of which the devs are showing us.
At the rate RDM is going, in another few expansions, we'll be able to do like 6 melee combos in a row, if all the finishers keep giving mana back on each attack. 8 more expansions and we'd be able to just use our melee combo continuously, without ever having to use any other spells, assuming a new finisher per expansion.
@@AeriFyrein The new manafication is good tho, I think. Can use it up before untargetable phase. unlike when you have 75 ish mana. bad if you use, bad if you don't. The reduction for aoe combo mana usage as well. currently if I do wrong with aoe combo while only having 50 mana, I need to do 2 singles if I still want the finishers. Just 4 finisher, it's long, -someone better not die when I'm doing melee combo. I ain't stopping my Big DDamage, especially now when there are 4 of them. -still need to do close range first, and while it's long, well, dunno. fight by fight basis. at lv 100, now I think about it, can be quite long of no casting yeah. -Build 60 gauge -1x dual cast + 2x acceleration +1x swiftcast -Melee combo + 4 finisher -Manafication -melee combo + 4 finisher -black white mana over 50 again -melee combo + 4 finisher again. -acceleration + swiftcast -wait for cooldown, build another 60 gauge.
@@rtbear674 Oh, definitely, both changes are great, IMO. I do also agree that the melee combo was already long, and it will likely prevent even more Rezmage action with another finisher on top of it. This could, realistically, be solved by not having Verraise cancel the combo, similar to what they've done with other skills during Endwalker. Having long periods of instant casting is actually good, though. With Pictomancer looking like it was in the Job Action Trailer, RDM is basically going to be the least mobile caster job. Even with Dualcast letting us move a decent amount, there are definitely times in fights where you have to either cancel a spell or spend a few GCDs using Enchanted Reprise, both of which are suboptimal. I do think the gameplay of RDM could actually be pretty fun if we keep getting finishers, though. We'd basically have two completely separate rotations, one with accumulating mana and then one with 5 or 6 full rotations of the melee combo. That would actually make RDM fairly distinct, and to an extent would also be a good way to push RDM away from much of the 2-minute meta.
All I can say is that I'm a Scholar main, have been since ARR. But I might actually drop the job if it ships as they teased. Sage has been literally stealing their abilities since launch, and Scholar being given a Miasma(?) locked behind our only raid buff is a massive "fuck you" to our original job design. I guess I'm going to play AST until they manage to restore some kind of identity to Scholar. :/
Looks visually great as usual but I'm disappointed that they seem to be continuing in the homogenization and mostly upgrades/followups direction. MNK, NIN and BLM were the only ones which seemed like there's some actual new gameplay in there. Everyone else is just more of the same, yet another finisher for RDM, wings for even more healers etc. It's getting boring ngl. The team has improved every expansion with every other aspect of the game, job design is the one thing which seems to have been going backwards since shadowbringers. Props to whoever animated viper though... I don't think it could be more badass.
Not impressed with bahamut 2 for smn, but aside from that very happy overall with the new abilities. I am really glad they flashed up viper. The job reveal trailer made it look so bland and I was really hoping they would pull me in later on. Glad to see they did. I am definitely going to main pictomancer now though. Suppose I should quit being lazy and farm up the gear to 90 for it
@@awtodor and when I noticed that it uses all the elements I couldn’t help but wonder if summoner was intentionally snubbed just to prevent the two jobs from playing similarly
When the Black Mage leylines moved, I involuntarily let out such a scream. Almost all of them are incredible, but I'll leave it at that 😍
If this also resets the timer of laylines I'll shed a tear.
Same, it was pretty much the only thing that got me hyped. And I don't even main BLM.
@@inekdmmmm good point never mind.
brothers and sister in black rejoice ...but now we have to adjust not the healer XD
Not gonna lie, I fucking hate playing Black Mage, but seeing the Ley Lines being moved made me scream out of joy!
Dawntrail: We've got tactical nukes.
makes sense when your logo is a Star Destroyer.
Glad I’m not the only one who sees that
My favorite thing was a friend of mine said Summoner should get a transformation mode, and Scholar said hold my beer lol
Summoner: fine here Solar Bahamut!
For RDM, looks like Manafication no longer gives mana, instead makes the next 3 cost no mana. Probably changed to prevent feel-bad moments when you're above 50 mana and have to hold manafication
yeah, in the discussion later in the stream every ability that works like that now just gives a free usage of the spenders instead
@@dumbsterdives Yeah, very positive QoL change.
@@dumbsterdives _Such_ an amazing change. I also kinda hope they move it to a 120s CD instead of 110s as a result, because I kinda hate how bad it feels as my Manafication drifts earlier and earlier out of the buff window because it's better to use it on CD than aligned in most cases. Without the risk of overcapping when using it, there's little need for it to be 110s anyway, the point of that was to allow correction back to 120s alignment if you had to delay it, but it ended up usually being better to just use it on CD without regard for alignement, for the potential extra usage instead >.
"Let's just give everyone Barret's Satellite Beam."
"Even Dancer?"
"Oh yes."
To be fair, we are level 100 and we have seen some shit. Nukes seem reasonable.
The Zenos style 3 samurai blades in the ground tho
Sexy
Most of the new abilities and changes are looking very nice. Makes since with all the classes reaching Lv 100 they are all getting something over the top and flashy. Pictomancer and Viper are looking insanely fun based on what they showed and all the QoL changes look very nice. Also like all of the follow up abilties to the various buffs, making them more then just a one-and-done-for-2-minutes button in rotation.
Also liking all the new abilities Summoner is getting to weave between their summons. From what I saw we are getting:
-New Aethergauge ability
- New combo ability for buff
- Possible heal/shield after Solar Bahamut ends.
All around lookin good and excited to see all them in full action in the media tour.
Summoner get nothing new Bro,
that a fucking bahamut reskin after phéonix,
and the aoe/heal shield is a compensation for the loses of 1 phéonix.
we dont get a new aethergauge ability, the light tornado is the only new thing
and you get 1 every 120s after the use of Searing light.
The other changes are only a Fester reskin, energy drain reskin, and Bahamut reskin ''
and the solar bahamut work like classic Bahamut.
Mr Happy starting to look like he changed to Viper irl
this
Jesus. I know this has nothing to do with the video itself. But I've been a long time watcher but due to a lot of different reason I haven't been watching for a year or so. Man you''ve changed your look. You look great.
Radiant Finale now has a Radiant Encore
Thats actually a fitting name
Mr. Happy got upgraded into Gigachad for Dawntrail.
😂😂 right?! I mean I'm into it. But I was confused when I first saw hahah
Haha, I know, he looks good. I didn't even recognize him in the screen cap for the video.
BLM changes on paper seem so good. Including further discussion they had in the liveletter:
1) UI phase mana regen now depends on ice spells cast and not server ticks. It sounds like mana ticks will no longer be an issue for faster gcd's but I think it also removes the utility of slow fire 4 line (i.e. 4x fire 4 -> despair for 6200 mana + 3 hearts)
2) Leyline moving was said to only be doable once per leylines. Still a really good addition but it doesn't make leylines braindead like if it were spammable. I think this was the right call for implementing such an ability.
3) Single target flare could be a thing? It depends on the potency of the new move. Notably this will make quad flare even more ridiculous for dungeon pulls because it giving 3 charges per cast of flare means you get 2 of them and it obviously has an aoe component
4) THREE POLYGLOT STACKS BOYS WE CAN CAST XENOGLOSSY 5 FUCKING TIMES BACK TO BACK LETS FUCKING G-
Ley Lines should be permanent going forward, with the repositioning spell being on a cooldown.
@@inazumatan7050 that doesnt make sense to me. Its a damage cooldown you have to manage llike many other damagw buff cd's in the game. Perma leylines would be severely limiting because it'd be virtually impossible to have full uptime and would encourage degen strats like sitting in aoe's and stuff. Also, having a ton of extra cast speed isnt necessarily a good thing always, because shoet gcdeans youre getting less movememt from imstamt casts
@@TheArnoldification I don’t care.
@@inazumatan7050 i care
Bonus notes
1. ley lines might give you an instant cast OR paradox is now instant in fire as well
2. Manafont fucking resets the entire fire phase, gives the ice hearts back and the paradox stack. Im curious if it refunds more mana or even all mana
3. Since mama ticks are no more but now landing ice spells give mana, paradox ice still counts as one so Im curious bout non standard lines now
im a little pissed that Leviathan, Ramuh and Shiva weren't added to the SMN rotation. the new Bahamut was cool though
That's pretty devastating, RIP
Yeah I kinda wanted more summons too but Bahamut looks cool.
@@ToxicVex267 breaking news summoner wants to summon more stuff, this should not surprise devs nor anyone else, we like to do the job thing
Yes give us our shiva so tears can be shed every time we summon her 😢
Seriously it's the one thing they needed
Gunbreaker finally get a LIONHEART!!!!!!!!
It seems like every job that had a damaging gap closer has lost it in exchange for a dash that doesn't do damage, so you can use it for uptime/style without worrying about losing damage during burst. I think I like that idea, actually...
PLD and WAR still had it so just jobs that already has lots of ogcds.
I like it.
That's good. It's actually something I've always wanted, I don't like that you have to maximize DPS and waste a dash
No problem with that in practice, honestly. Just that it's a little generic.
A dash/gap-closer without damage is good. Just keep it flavorful and thematically appropriate for the job.
@@Zakjuh Dragoons summon a mini dragon to dash, DRKs dash forward with a darkness aura. If you don't call that thematically fitting the. I don't know what else you want, and I doubt you know what you want too
@@trial_with_an_error9687
a really stupendously easy and straightforward answer:
i want dragoons to jump. that's that "thematically fitting" that I'm looking for. Goober.
Damn, you're so good at these bro. I was watching another cc, won't mention who bc I don't like fault them, and it was like they had no idea what was happening. Partway through I thought, I wonder if happys vid is up yet.
It was and you didn't disappoint, your eye for these is just unparalleled lol.
He's really great for these because he somehow knows every job rotation and animation as well as I know them for my main job.
@@normalmighty I swear, lmao. He's just got a really good memory. I'm watching his recap directly after the livestream rn and it's nutty. He's quick firing all these changes back to back like he been studying all week :o
An here I am trying to remember all the role action changes they mentioned after I literally just heard them >.
I am glad you said Heavyarms when MCH pulled out those nukes! Yes I am here for it!!
With how doomer most of the hardcore players and streamers are, i really appreciate mrhappy's reactions
Happy making the anteater face in the thumbnail 🤣
Okay, so, before I actually watch the video: I haven't been by the channel in a while and, DAMN, DUDE! You're lookin' FINE. I'm glad you're doing well!
Skills look great! Banger music, and amazing looking zones. Can't wait for Dawntrail!
That login screen is great, until you wake up at 3am for servers up raiding and it flash bangs your ass.
My favorite thing about the new login screen is that, as opposed to the past two expansions, it doesn’t fucking scream at you as soon as it loads.
HOOOOOOOMEEEEEEE!!!!! RIDING HOOOOOOOOOMEEEEEEE!!!!!!
As much as I like the Shadowbringers one, holy fuck it's nice to have a login screen that looks pretty and isn't annoying to hear start up
I agree, it didn't take me long to hate the EW one.
Blinding tho
Thx for the fast upload Haps, your reactions are on point and you're looking fantastic! As a big Gundam fan I appreciate the Heavyarms reference for Mch :')
All in all, pleasantly pleased with the classes, visuals, tactical nuke finishers and all. Unfortunately it seems they took out timer management and optimal drift with my main Mnk after reading the slides live, but I'll make do with the new buffed gcds combo, since lately I'm enjoying Tekken and looks like new Mnk will feel more fighter-ish, maybe the loop will be more or less the same.
Still, am curious how they'll work out the combo numbers so that the Dragon Kick rotation is discouraged, though I like that RoF / RoW unlock extra (ranged) attacks to use during burst, holding chakra overcap during BH, and being able to spend remaining chakras to buff SSS, going by the Live Letter.
I'll probably continue to use the vfx -stuff- for all of them (once -stuff- compatibility is unbroken with the new expansion) since they actually have screen shake impact and feedback (which I feel vanilla FF's combat is lacking unless you're tank / melee), and I'd like the old Bootshine back albeit -stuff- to have giant spirit fists punching, which I swore is the direction the devs could've taken for "New Bootshine" instead of the Opo swipes :\
(Yes I get there's claw weapons and it resembles how Opo / monkeys attack but shhhhhh).
Raptor Flaming Uppercut and Coeurl Hadouken + Elixir Field upgrade looking hella sick tho
But where's Sam's Kaiten Smadge
Bard song not needing a target and is now a buff such a good change
I have not been on this channel for a while but, Dang you are leveling up Mr. Happy. It's good to see you taking care of yourself
Picto animations look so good in this trailer, even better than in the reveal
it is ruining our immersion
I noticed that too. I think they updated them?
@@letsgetcrazy5331 yeah, aight
@@letsgetcrazy5331 you have weak ass immersion. Please, I beg you, play an FF game other than XIV and open your eyes to the various visual aesthetics of the franchise.
@@letsgetcrazy5331 'our'. Speak for yourself.
Scholar has gone full 'White Mage but with a book' at this point.
Yea IDK if I like the transformation. I like the Scholar theme of War Tactician it was going for the last expansion. The wings aspect really should have stayed to WHM imo
@@Cl0ud20or just fairy wings, not fashion accessory wings. Hopefully they are just temporary wings, if not scholar mains please go to the forums to complain 😅
@@Cl0ud20I wish we had a flag or banner instead
@@Cl0ud20 I think it's more meant to be an angel of battle motif. More like a Michael the Archangel type situation.
Genuinely so unhappy with Scholar at this stage. Been my main through the entire game, and this is a deal breaker.
I don't care how strong or weak the job is, having your character's model overwritten is just awful.
You get a Nuke, and you get a Nuke, EVERYONE get's a NUKE!
The Gunbreaker finisher is Lionheart, one of Squall's limit breaks from FF8
Viper going nuts, like chill 😂😂😂
viper needs mandatory cocaine line snort animation before doing that
@@Zakjuh _Bruh._ 🤣
Yooo that Blue Flame Viper went batshit crazy and I am HERE. FOR. IT.
Just want to say your physical appearance has drastically improve after all that gym workout sessions.
Good job on you! Keep it up!
Haven't seen happy in awhile and I thought he looked different lol that's great
@@brycemoose7026 yea he's been posting some tweets on X of his workout routine. Defintiely has paid off :)
Bro...they gave Gunbroken Renzokuken/Lionheart this is dope.
MCH: By starting with Flamethrower, and that it does not give heat, it showed that they ignored the fix most suggested by fans to make it worth using. Unless it gets a major buff, it'll fall out of rotation completely.
On the other hand, missile pod filled with nukes.
WHO CAAAAAARES WE FUCKING LAUNCH PREDATOR MISSILES NOW
Monk is omega brain again
It feels so strange and wrong seeing a dragoon dashing to the enemy instead of jumping to it ~
I was most impressed with what all they did with ninja and monk, new gunbreaker Squall limit break combo is pretty cool too. As a black mage main, I instantly paused to soyface just upon seeing the new HUD elements not even a second in. All 6 elements of the black mage elemental wheel are fire, baby! People barely even have the time to talk about the now 3 slots of Polyglot! Viper has the most complex looking job gauges since black mage. Kudos to them refraining for the first time ever on adding yet another routine healer attack spell animation replacement, instead giving them ADDITIONAL attacks instead. Boldly refraining from a Communio follow-up too. Really gonna miss Plunge and Spineshatter Dive... And perhaps Huton as well. Notable absence of Earthly Star? So happy we got more job-flavored versions of Rampart, I was hoping/expecting that to happen eventually. And bard songs no longer need an attack target, like it always should've been! Glad they still have their DoTs
Samurai's new Tenka Goken and Midare Setsugekka (the profuse ice ruins it for me) animations suck big time, and really the audacity to not just simply give people back the Kaiten they wanted... Yet they were fine going reflexively back and forth with Energy Drain so many times. Pictomancer's circular land AoE buff effect definitely looks like a holdover from attempted geomancer development, there's flowers growing within it and everything. Dancer and bard's new nuke animations I think are a bit odd for them, dancer's should have been a tornado made with 2 chakrams, why is there a third chakram floating like UFOs with a satellite laser blast? And bard being a conductor is odd because they play the instruments, not conduct them, but I guess we can work that in just like the flute, I suppose
As a Reaper main, I do enjoy having an additional tactical nuke alongside my already existing one.
They brought back the variety to ast cards, I’m so happy 😭
Wish they added in Shiva and ramu(sp) on top of the other 3. The extra bahamut looked cool but doesn't look like anything else to make it look like a full summoner class
They put so much work into this video that I had to stop looking at the background from how cool the scenes looked.
So AST looks like their draw gives them 3 cards and a lord/lady (unconfirmed, but it might be one each of solar, lunar, and astral)
I theorize that the attack was a finisher for spending all cards OR for spending lord/lady
I will continue playing AST if only for the meme of doing the most intense rotation for the least dps
6:59-7:03 "You get a Nuke! You get a Nuke! You get a Nuke! EVERYONE gets a Nuke!!" 😂
(Edit) 8:45 Either that, or Chris Yukine (MEGA DETH PARTY, much?). 😁
Also, who else expected Sage to get an All-Range Attack/Full Burst Mode move?
Paradox is instant cast even in Fire phase.
Convert does refresh Astral Fire aswell with all ice stacks.
New Fire spell(charged by arrows, FireIV gives one arrow, Flare gives 3 arrows) doesnt refresh Astral Fire. Looks like AoE. No mana cost.
New Thunder visual(love it btw). Again looks like AoE, maybe they simplified thunders into one. Not sure.
And ofc, ability to move Ley Lines to you.
Rotation was B3, Thunder, Amplifier, B4, F3, LL, F4 x3, AM, moved LL to him, Paradox(in the last second, no signs of Swiftcast used), F4 x3, Despair, new spell, Convert, Xenoglossy, Tripplecast, Flare, Flare, new spell.
Not huge changes. New spell is not really neccessary, but i wont complain. Cast seems pretty long tho. Even with pretty high spellspeed and ley lines its one of longest casts in that entire rotation. Since swiftcast will get cooldown reduced, it will be probably best to use it for it(but you can tripplecast after despair, then new spell, convert, flare, swiftcast, flare, new spell).
Instacast Paradox and Convert refresh will make certainly life easier for blm. Ability to move Ley Lines make it easier to stay in 2min window with party, as you wont have to wait for oportunity given by boss.
MNK looks like the buff/debuff combo actions give gauge that the raw damage combo actions spend, probably to disincentivize Dragon Kick rotation. Won't affect the standard downtime rotation.
I wonder if there's anything built-in to avoid overcapping, since as it stands, you generally fit more Twin Snakes than True Strikes into your rotation (just from timing).
That Six-Sided Star after their chakra spender also spent a chakra, which I find odd. Perhaps it's a chakra dump that gives that fire ranged attack?
Brotherhood makes the chakra gauge light up, which later gets spent on that wind attack.
I think the last 2 attacks get activated by riddle of wind and riddle of fire and the chakra gauge stops glowing because brotherhood is over
My guess is that they're simplifying MNK by removing Leaden Fists, Twin Snakes buff, and Demolish DoT and instead making Dragon Kick, Twin Snakes, and Demolish give the stacks that empower Bootshine/True Strike/Snap Punch. I like the current gameplay of managing buffs/debuffs, but if they simplified it that way, it would make the job much more approachable and understandable, and get rid of buff/debuff slots.
@@WingsofAges Ah, I see, that would make sense. Having both buffs and gauge for the combo would likely overcomplicate the job.
I will miss the 2/2/3 cycle, but maybe this will be similar, who knows
There's so much stuff to unpack. I hope they didn't add too many buttons, my hotbars are pretty packed already... My main MCH having a whole new combo scared me there, hope buttons change while in overdrive. I'm happy white mage is getting a dash, tho I hope is only during temperance, so you have a use case for it in dungeons. AST not having to deal with so many oGCDs removing redraw and astrodyne makes me glad, it's my least favorite healer due to weaving. Also, did I see dps combos for the healers? I need that. I hope some tank stuff gets reworked too, I'm tired of not having to heal WARs on dungeons because they get a invul every 25 seconds with nascent, that stuff is outright broken on pulls
They added an option to make action icons change during combos; so your 1-2-3's can take up a single spot if you wish.
the song that starts at the bard section didn't need to go so fucking hard
Red mage looks like they got a continuation to the melee combo. Manafication making the melee attacks cost mana looks good, but im wondering now if the single target combo is getting its cost reduced like moulinet looks like it did (down from 20 cost to 15)
RDM did get a 4th finisher for the melee combo.
Manafication got the change that many similar abilities got: instead of giving 50 black/white mana, it just makes the next 3 Enchanted Combo attacks free. That way all those abilities no longer overcap resources if used above the 50% mark for any of them.
The AoE Enchanted Combo got reduced to 50 mana, just like the single target combo. During the slides portion of the Live Letter, they said that it was changed due to feeling awkward for the AoE combo to be 60 while the single target was only 50. So now both combos will cost 50 black/white mana.
Looks like NIN got a potential 4th seal on that last move. it shows up slightly after the other 3. starts with green, blue and pink, then adds an orange at the end of the animation.
6:53 what a cool new action for Reaper. I hope the hosts are able to talk about it.
Mannnnn I screamed when I saw Gunbreaker! I'm gonna channel my inner Squall and Lighting 🔥🔥 Let's go Lionheart! 🔥🔥
Damn bro, you're looking good nowdays, congrats
Pictomancer isn’t a job I feel would fit my WoL but I’m going to play and level it anyway; it looks great.
Moulinet combo* not reprise
The Astro played the 3 cards and then did what looked like an instant cast damage attack which might be their version of misery.
Man, this is so tough- Every new expansion, and job rework, picking a job to go through the story with gets trickier.
Honestly normally I like to try one od the new jobs and stick with it for the story, but Pictomancer and Viper both look extremely fun so its gonna be tough this time around.
The ending made me laugh a lot ahah
I don't believe none of those new finishers were actually finishers for Red Mage tbh. Both of the times they did those new abilities, it didn't give any mana. I have a feeling the first one, after what looked to be Impact 2, that was shown was upgraded Contre Sixte (sorry if I'm butchering spelling, not RDM main) & the very last one was upgraded Fleche. Could be wrong tho, but that's my prediction for those new Red Mage abilities.
i really wish red mage had like, anything else going on. Like new ogcds and finishers and such are "okay" but there's nothing to optimize beyond balancing mana and they made it easier not to overcap if you got too lucky (which is nice qol, sure but)
I like that black mage is hard to master and has a lot of moving parts. Red mage is like, it plays itself apart from having to go in to melee range I guess?
Wow im sticking with my same 5 classes and they looked awesone
I was really worried about Pictomancer, but it looks like they exceed my expectations.
Finally added Lionheart LET'S GOOOOOOOOOOOOOOOOOOOOOOO
ever since i saw monk in the trailers i instantly knew...remember how early on Dark knight we had a deluge of edgy living dead macros? get ready for monk's hadouken crazyness
It's so fucking stupid that no one even know what bahamut that is, there are SO MANY at this point not even die hard fans know which bahamut is which. Meanwhile Ramuh, Shiva, Leviathan, Alexander AND MANY OTHER "primals", in the case of ffxiv, are lying in the trash bin because they rather go pull one more bahamut out of yoshi's ass than give already existing primals a place in summoners kit. At this point they must be fucking with us, this has to be on purpose.
I thought it was crispy concords in the thumbnail for a split second 💀😂
I love that you can draw a full hand of cards now, but RIP our Astrodyne 😟
And I was thinking to myself, I don't care what they do just let us keep anodyne, it really grew on me...
*Removes anodyne*
Damn, is Mr. Happy cosplaying the new Warrior of Light? He looks good!
New red mage finisher lol
GNBs WE GOT LIONHEART BABY!
Damn Viper background looks like Aht Urghan Whitegate
So something noticed. Little hint/ Easter egg is shown in the first 30 sec of this video…. Oh what could it be you may wonder. It’s the the case holding the job stones. If you pause it at 30 seconds you can count perfectly how many slots are left in this case. The number of them is 9. Which means there is 9 more classes left. This my theory of which the devs are showing us.
im new to the game. is this update will only apply when you buy the new dawntrail expansion?
I havent seen mr happy in a while and now he is a giga chad :o
If you've seen his twitter, he's in such good shape, I'm really happy for him, pun intended
They took out a jump for a dash...for the dragoon. The jump job.
PICTOMANCER LOOKS ABSOLUTELY INSANE 🔥 🔥🔥🔥🔥
Continuation isn’t Renzokuken in Japanese. The GNB limit break for PVP is tho.
Picto looks so cool.
Rdm evolution, just like how I rename my files.
RDM_final
RDM_final1
RDM_final_final
RDM_final_final_new
kek
At the rate RDM is going, in another few expansions, we'll be able to do like 6 melee combos in a row, if all the finishers keep giving mana back on each attack.
8 more expansions and we'd be able to just use our melee combo continuously, without ever having to use any other spells, assuming a new finisher per expansion.
@@AeriFyrein The new manafication is good tho, I think. Can use it up before untargetable phase. unlike when you have 75 ish mana. bad if you use, bad if you don't.
The reduction for aoe combo mana usage as well. currently if I do wrong with aoe combo while only having 50 mana, I need to do 2 singles if I still want the finishers.
Just 4 finisher, it's long,
-someone better not die when I'm doing melee combo. I ain't stopping my Big DDamage, especially now when there are 4 of them.
-still need to do close range first, and while it's long, well, dunno. fight by fight basis. at lv 100, now I think about it, can be quite long of no casting yeah.
-Build 60 gauge
-1x dual cast + 2x acceleration +1x swiftcast
-Melee combo + 4 finisher
-Manafication
-melee combo + 4 finisher
-black white mana over 50 again
-melee combo + 4 finisher again.
-acceleration + swiftcast
-wait for cooldown, build another 60 gauge.
@@rtbear674 Oh, definitely, both changes are great, IMO.
I do also agree that the melee combo was already long, and it will likely prevent even more Rezmage action with another finisher on top of it. This could, realistically, be solved by not having Verraise cancel the combo, similar to what they've done with other skills during Endwalker.
Having long periods of instant casting is actually good, though. With Pictomancer looking like it was in the Job Action Trailer, RDM is basically going to be the least mobile caster job. Even with Dualcast letting us move a decent amount, there are definitely times in fights where you have to either cancel a spell or spend a few GCDs using Enchanted Reprise, both of which are suboptimal.
I do think the gameplay of RDM could actually be pretty fun if we keep getting finishers, though. We'd basically have two completely separate rotations, one with accumulating mana and then one with 5 or 6 full rotations of the melee combo. That would actually make RDM fairly distinct, and to an extent would also be a good way to push RDM away from much of the 2-minute meta.
Midare and goken always have a follow always has been, its called Tsubame-gaeshi
So PLD/WAR keeps their damage gap closures but DRK/GNB lose theirs?
Pld/war gap closer didn't do damage, I think they changed it so its not part of your Dps now so you don't waste them
Dude happy is having a middle age glow up he is looking kinda cuuute I haven't seen him in ages
All I can say is that I'm a Scholar main, have been since ARR. But I might actually drop the job if it ships as they teased. Sage has been literally stealing their abilities since launch, and Scholar being given a Miasma(?) locked behind our only raid buff is a massive "fuck you" to our original job design. I guess I'm going to play AST until they manage to restore some kind of identity to Scholar. :/
Looks visually great as usual but I'm disappointed that they seem to be continuing in the homogenization and mostly upgrades/followups direction. MNK, NIN and BLM were the only ones which seemed like there's some actual new gameplay in there. Everyone else is just more of the same, yet another finisher for RDM, wings for even more healers etc. It's getting boring ngl. The team has improved every expansion with every other aspect of the game, job design is the one thing which seems to have been going backwards since shadowbringers. Props to whoever animated viper though... I don't think it could be more badass.
Mr Happy goes from Drake and Josh to Josh Peck 2024 lol.
Peep that 7.0 Happy tho.
Sheeesh! Strong work brother!
I love how EVERYONE who watches the Scholar part is confused.
Did anyone notice for Reaper that Gibet and Gallows are upgraded? Am I crazy or do they look different?
the Gunbreaker just got "Lionheart" LB from FF8
Hella excited that my Red Mage has an AOE combo finisher. Can't wait for release!
Are... Are you doing the "BaHUAAAAAAAA... Blast" face in the thumbnail...? Lol.
I think that the DRK combo is his normal combo upgraded
Epic! The gnb gets to use lionheart
Why does it feel like healer DOTs are getting spreading follow-ups
Not impressed with bahamut 2 for smn, but aside from that very happy overall with the new abilities. I am really glad they flashed up viper. The job reveal trailer made it look so bland and I was really hoping they would pull me in later on. Glad to see they did. I am definitely going to main pictomancer now though. Suppose I should quit being lazy and farm up the gear to 90 for it
All nukes all the time.
Pictomancer is my new Main
100% no question
@@awtodor and when I noticed that it uses all the elements I couldn’t help but wonder if summoner was intentionally snubbed just to prevent the two jobs from playing similarly
@@madambutterfly1997The irony is they would play completely different.
Should have just put his camera window on top, there were barely any gauges there.
I always found it strange that they gave WHM fairy wings and now they gave Scholar angel wings 🤦♂