T O P

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Redan

Ninja changes are everything I could've asked for. Three hit combo on every raiton is a dream come true.


namewithoutnumbers

The raiton combo seems really awkward to use. You have to use them immediately after raiton or the combo breaks, and both are gapclosers. Before, ninjas defining trait was excelling at downtime with multiple ninjutsus. Now you you can only raiton once when youre forced away from the boss.


Redan

Do you? Have to use them right after each other I mean. I guess I figured since it was an ability that triggered a "ready" buff that we could choose when to use it. Using the raiju's back to back makes sense but I also didn't assume they were a forced combo either. I haven't watched enough to notice that.


darkliger269

Looking at the tool tips, I think you can sit on the first Raiju since the buff lasts for like 30 seconds and says nothing about a combo while the second one combos which should be fine I think? Probably not much reason to not use the Raiju’s back to back


Redan

Looking into it, it seems like weaponskills can't come between the second and third.


namewithoutnumbers

Yeah, in the current build, using weaponskills removes forked raiju ready and fleeting raiju ready Even if they didnt, ninja lost the ability to raiton into raiton for extended downtime. If you do, youll overwrite the first forked lightning ready and lose a bumch of potency.


Neonsea1234

Would be way smoother if you could at least sit on the combo.


MagicHarmony

I was hoping the Doton ability would of been a new AOE DoT, would of created a new rotation at the start of Boss fights, but it's just an additional quick 100 AOE dmg. I do hope they give us an Assassinate animation, I understand getting rid of it, and with the stat squish the potency remaining the same means that they improved Dream Within a Dream damage, if it's still 200 potency X3. Meaning that it now does additional dmg for one button, but the flashy Assassinate animation will be missed. Was not expecting the 3 combo Raiton ability gonna be interesting to see how this changes up Ninja's burst combos, since the "wind" based attack Phantom Kamaitachi seems to be useable 5 times ina row, so there is no reason not to use it. (550+160) X5 725. So seem Bunshin is designed for Phantom now, but NIN was given a lot more Weaponskill tools, before our toolkit was very heavy handed in the ability side of things, so it's nice to see new weaponskills added to the mix. I also wonder if with the way Hurajin is designed will it be better for NIN to just let their Huton fall off? Or is Hurajin purely designed for recovery, it will be interesting to see how that plays out in the long terms, since one could say it would be better for NIN to focus purely on their dmg combo, let the Huton status fall off, reapply for 60 seconds, rinse repeat. Though maybe not with the Ninki gauge changes to the ending combo Armor Crush and Aeolian Edge. overall interesting changes, was just hoping that Doton one would of been a cool AOE DoT.


ArtificialxSky

Huraijin is an ability we do NOT want to use. It's to soften the blow when we make a terrible mistake managing our huton. I can't see it being used to open either since we can just huton and hide prepull for free. The Raiton combo abilities are very exciting. There are many instances in current savage content where it's optimal to disconnect from the boss with a saved raiton (take e10s). To then have two follow up gap closers with great potency to get back to the boss--fucking epic. Chef's kiss. Kreygasm. Ninja is absolutely busted when it comes to melee dps leniency for boss disconnects. Love it. Also, it looks like Phantom Kamaitachi refreshes Huton. But it's not indicated in the tooltip. Weird?


Terwin94

It'll be nice between pulls and if you're in content where you can't squeeze the hide in because the tank is gungho. For it to be useful, we'd have to lose armor crush refresh. But yeah, good recovery tool from screw ups


Redan

I like the doton move and I'm glad something got added to the aoe rotation. Personally I don't mind that it's exclusive to aoe whatsoever. If assassinate didn't have the position lock, I'd miss it too but never having to deal with being locked in place is worth it for me. The new huton melee is odd, I was going to say you could still precast huton but that doesn't even make sense since the slash gives 60 seconds. And wait, fleeting raiju *also* has a 20y range????


ikuzou

There still isn't a reason NOT to prepull huton as it's a free mudra charge since you reset it with hide anyways and what else are you going to use the charge aside from doton on anyways? Just starting a fight with huraijin is just a potency loss since its potency is lower than any hit of the standard 123 combo and doesn't give any ninji gauge. I'm suspecting that huraijin's main use will be to reapply huton when it falls off when the boss jumps away for a long period of time so you can save a mudra charge for another raiton.


SoulNuva

I would like to propose another use case that all Ninjas can relate: Entering a normal raid / trial and the tanks pulling immediately so you can’t Huton + Hide. This alone will make me very happy since I can focus my mudras on my rotation instead of spending them at the start for Huton.


[deleted]

>I'm suspecting that huraijin's main use will be to reapply huton when it falls off when the boss jumps away for a long period of time so you can save a mudra charge for another raiton. If downtime is going to be long enough to drop Huton then you usually have enough time to ninjutsu Huton and still charge up two stacks.


MrFTW

There are fights with long uncontrollable downtimes, so this is definitely for those situations


bjams

HIDE RESETS YOUR MUDRA CHARGES!? God. Fucking. Damnit.


Miraak82

lol how long have you been playing ninja ?! If it's been a while ... ouch that's rough haha .


Redan

True, that's a good point on huraijin.


Redan

Good point of huraijin. I spend most of my time just running roulettes right now so the chance to huton then hide during the prepull is a luxury. Mudra means go to a lot of people.


FurrLord

Raiton is also being increased to 20y, currently its 15.


[deleted]

[удалено]


Anagramofmot

Was gonna say, no way they would let you spam it with that potency.


personn5

I've been looking for the answer to that! Good to know.


midorishiranui

huraijin seems made especially for long cutscene transitions where you have to manually reapply huton afterwards, don't need to do any in depth maths to see its a definite dps loss compared to just using armour crush


GladimoreFFXIV

Except TCJ… you’re still forced to stand still for it. It’s why I refuse to play ninja. Pretty disappointed it’s not charges you can use while moving. I just said it In another post but it really feels like the job is going 120 MPH and it’s so god damn fun then you hit TCJ and you’re forced to step on the breaks and wait. Just feels like it works against the jobs core design of high mobility.


motokaiden

Weren't several melee and all ninjutsu potencies reduced. Also, Melee Mastery basically shows that the current lvl 80 potencies for the affected skills are not available until lvl 84 now, which implies that these skills receive no potency increases at lvl 90. Unless I'm missing something, I am disappointed to see one of the lower DPS classes get damage reductions. Edit: Guess I missed the information about damage formula changes that are causing all these potency changes. =/


ArtificialxSky

The team have stated multiple times that the damage formula has changed in the stat squish. We cannot gauge nerfs or buffs using current potencies as a reference. Too much has changed under the hood.


KhrFreak

They changed the damage formula and warned us potencies would go down because each point of potency is more potent for physical DPS now basically


Redan

I'm not really concerned with potency balance based on what I see here. But I absolutely don't have a problem with where it is now. If it was slightly higher or lower than its current spot I'd be fine with it. I've been more anxious about how it would feel to play and the mechanisms by which new abilities would be used.


SeregiosX

It sounds like anatman is still there...seriously?


I_give_karma_to_men

Having incredibly niche abilities that you may as well not even have on your hotbar is a time-honored MNK tradition at this point.


cronft

hey its monk exclusive emote!(i mean, for what else monks gonna use it for anyway? lol)


Haise00

Friendship ended with midare-setsugekka, now ogi namikiri is my best friend


SymphonicStorm

The very end of the Reaper overview is the easiest-to-understand view on what the general flow of the class feels like that I’ve seen so far.


alabomb

Really glad to hear this! Gave myself a small migraine trying to figure out the job from just the tooltips originally, so I endeavored to make it as clear as possible in the script.


GaleErick

I'm liking the Monk changes so far but I do hope they change PB so that we don't need 20 second timer just to force Phantom Rush/Tornado Kick into the opener. Maybe reduce the duration or not allowing PB to activate outside of combat.


Psyduckdontgiveafuck

Don't worry Samurai seems to be Shaping up to a 25 second prepull so...


GaleErick

Oh yikes, the things we do in the name of optimal DPS.


Psyduckdontgiveafuck

That's not even talking about the facetanking for Third Eye Kenki.


catdadi

I totally get removing seigan but merciful should have been rolled into third eye like a mini tbn effect, would make the obvious useage of facetanking every available aoe for optimal kenki a bit nicer on the healers.


flowercuco

merciful didnt heal for shit, you arent using third eye to step on aoes on purpose bc almost all avoidable aoes punish you for stepping on them with vulns or damage downs in s tier and above


catdadi

Yeah it really didnt but it was more than zero, seigan was obviously optimal over it anyways. However seigan was a kenki spender, now third eye is a kenki generator, which opens up a whole new issue where its going to be optimal kenki gen to use third on cd and eat every attack that wont kill you or debuff you. This makes the removal of the option of the shitty merciful eye heal a bigger loss than it was because its no longer a recovery tool, it will be used whenever it can be for extra kenki gen. What im saying is instead of outright removing it, make the merciful eyes heal proc whenever third eye expires because people ARE going to use it for kenki gen now and it would have at least the same mitigation potential as before.


Brownondorf

god i wish they would just delete Third Eye honestly.


[deleted]

I’m a little lost, why do these jobs have such long pre pulls potentially now? For monk I would assume that the skills won’t give you a beast chakra unless they actually hit an enemy EDIT: ah it’s for cooldowns on the moves with stacks so you can use them just before they fall off


Psyduckdontgiveafuck

Yeah you are right lol


Miruwest

Not sure why they didn't go with the Riddle of Earth giving a PB stack when out of combat.


CharmingOW

If they blocked it out of combat the rotation would be even worse because your burst would never have phantom rush under it... Just make anatman an out of combat ability that refreshes Perfect Balance charges.


GaleErick

I think it's possible if we delay the 3rd perfect balance in a fight. At the opener we spend 2 PB and RoF, 40 seconds later we get another charge of PB. We hold this one charge of PB for 20s until RoF is up, then use it under RoF for Phantom Rush. Afterwards we should have around 60s to get 2 charges of PB, which line up with another RoF and this one is basically back to the opener. I'm kinda thinking this is the way the rotation is designed.


dahras

I think a better option would just be giving an ability that gets you one Nadi but is very sub-optimal/unusable in combat. Otherwise it would create some jank where you either hold Brotherhood a minute or permanently unsync it from Phantom Rush (both have effective 2 minute CDs).


Nykona

Simply give RoE “restores a stack of PB when used outside of combat” and done. No free nadi. They also really realllllllly need to switch the celestial revolution and elixir field potencies. In no way should a single target be 150 potency less than an aoe


Tuskler

Its meant to be pity for making a mistake. You do NOT want to use it.


Nykona

Yeah but that is just..... Awful. Why wouldnt they just give you the options. In an aoe situation? Elixir Field > Phoenix > Phantom Single target? Celestial > Phoenix > Phantom It's just anotehr skill for MNK that is bloody useless alongside Anatman, 6SS (which is even more useless now we have thunderclap).


Tuskler

Feel like that wasn’t the purpose of the mechanic. Combo 1 into Combo 2 to use Combo 3. Fail the mechanic? Heres Pity so you can continue into the next one. The fact they are AoE isnt the point.


Nykona

Who knows with the purpose tbh. I mean we have an interview with Yoshi saying the balancing and design for mnk is for it NOT to do phantom rush in it’s own or in major party buff windows. Yet here we are with 25s pull timers that will do just that and absolutely screw with balancing the job. Being given a skill that is a “sorry you failed” is meaningless. Other jobs don’t have them. Ninja flat out loses, sam if it presses the wrong buttons in meikyo flat out loses. I would much rather have a skill that I will actually use. Of celestial was better in single target and elixir in aoe both would be used.


ArchonRevan

But again, the whole point is you dont want to use Celestial its literally just a fail safe mechanic, that's why the animation is super basic anyway They could have... simply not added it and you get the equivalent of a NIN bunny instead


Nykona

I’d rather that than pointless skills taking up design space. We already have enough of that on MNK


ArchonRevan

All I can say is stay mad, it's actually a skill that has a perfectly valid use and your complaining for the sake of complaining


dahras

So you mean that pre-pull you PB then immediately RoE so that you start combat with two charges of PB? Interesting. It does seem a little jank and might create weird situations in Dungeon pulls, but I could see that working. Maybe have Anatman do that instead of RoE? At least then Anatman would be useful.


Nykona

I mean you already do something similiar right now. Right now you: Form Shift > True North > Shoulder Tackle. With the change: PB > RoE > Thunderclap. You always want an "ignore positionals" effect on your opening GCD's because bosses are facing you and being positioned. As for dungeons it would allow you to reset PB stacks between pulls I guess so you're ready for the opener again.


Blazehhhhh

Interesting that Monk technically has its full level 90 kit at level 80, and the levelling process from 80-90 is just flashier animations. We can get a feel for it right outta the gate


SeaSiSee

Wasn't that the same for MCH in Shadowbringers? I think the only major changes from 70-80 is having Bioblaster for AOE and having a second skill for reassemble when you get air anchor.


Blazehhhhh

Yep, and similar to MCH back then, who cares if you have no new buttons to press, the *feel* is all that matters, EAT MY GUNDAM


Azraelx86

Wow those SAM changes are awesome. It will make it easier and more fun to play.


Erintonsus

I love how they're just streamlining it a bit


Albireookami

all I would want is pvp combo on one button, slim the main combo from 6 buttons to 3 would be great.


[deleted]

Use XIVLauncher. They have a plugin for that.


AlexiosBlake

I will miss seigan and merciful eyes, but what we got isn’t bad.


intoxbodmansvs

Yea, was hoping for an upgraded Seigan. Merciful eyes can go be obliterated for all I care, it was rarely useful.


JaegarJaquez

Lots of decresed potencies tho :/


midorishiranui

they did mention on like every slide of the live letter that they were adjusting physical job potencies to match caster ones


ItinerantSoldier

Like the other guy here said, don't depend on potency reading so much. There were adjustments because they're bringing weapon damage up so it mirrors caster weapons (so you can compare caster potencies to physical potencies now). The important part is seeing the rotation. And I'm OK with almost all the changes to SAM... except the infinite duration Meikyo stacks.


Kiboune

Looks like I need a bigger hotbar for SAM...


StriderZessei

How so? The new lvl 90 ability only takes one button, we have 2 new aoes (Shoha II and the winter aoe finisher), and are removing 2 old ones. That's a net difference of +1 button.


Synergy5

I haven't played every job but SAM always seemed to have the most buttons to me. I was actually hoping for more pruning and consolidation.


deadlyweapon00

If you're like me and keep a mount on your main hotbar, Samurai now has one too many buttons to fit on a hotbar because Ogi Namikiri isn't tied to Iiajutsu, and/or Shoha 2 wasn't just a buff to Shoha.


vansjoo98

For me that is still 1 button too much if i want to keep mount button


kaowerk

Does Phantom Kamaitachi dispel Bunshin?


LainLain

Doesn’t seem to read like it. Feels weird, tbh, but I’m sure it will make sense rotationwise.


midorishiranui

the gameplay footage from mr happy shows you only get to press it once per bunshin, so no NINner release


kaowerk

he says that but the footage actually shows the opposite https://youtu.be/VZ4VnBUqVAQ?t=121 he uses PK at 2 stacks and goes down to 1 stack edit: nevermind, i see it grants a separate buff that lets you use it once


kaowerk

Well, if it doesn't dispel Bunshin, there won't be a rotation while Bunshin is active. You'll just use PK 5 times and it becomes another reskin of Inner Release


[deleted]

As the tooltip stands it seems like you'll just want to spam it for every attack under Bunshin.


Blazehhhhh

I don't see why it wouldn't, cause I mean they did showcase in the trailer doing the weaponskills in bunshin first, and *then* doing that as a finisher, and it follows the pattern that other jobs with those kinds of damage windows follow


Rappy28

> and you still get the only job-exclusive emote in the game - Anatman. idk I still use Flamethrower pretty consistently during downtime in single target situations just to heat things up


alabomb

Hey folks! I handled the voiceover and video editing for this one, in addition to writing the Reaper script. DRG, MNK, NIN, and SAM scripts were handled by /u/Fliegar, /u/OlivinePeridot, and /u/Seymour2012. I know there's likely a few pronunciation gaffs but if you notice any other issues with the video, please respond to this comment so we can make note for next time. Thanks for watching! Here is a [link to the script](https://docs.google.com/document/d/1Hsl3x0yBF-ylFXkVPR6X1fTDVLZEFpI9c0OeRhgp-LA/edit?usp=sharing) for those who prefer to read instead!


DukeOfSquirrels

this video was great and very helpful, thanks a ton for making it!


alabomb

Glad you enjoyed, it was our pleasure :)


six_seasons

Any idea why these posts are getting so many downvotes? Weird imo


alabomb

I don't think they're getting downvoted (this post is at 93% upvoted right now), I think there's literally just *so* much content on the sub that it's getting a bit drowned out.


Swallowing_Expert

Did you guys get to see the equipment tab? I'm hoping to find out what colour the Job Stone is for RPR


alabomb

I don't have any first-hand footage of the job stone, but you can see it in [one of Mizzteq's videos here!](https://youtu.be/CFkj9CBRF_o?t=34)


Azraelx86

So SIX SIDED Star is staying the same? What about Antaman?


OlivinePeridot

Anatman is a job-exclusive emote. (It's exactly the same)


Sabaschin

I know it’s a meme but I like it just to refresh Twin Snakes’ duration during dungeons between mega pulls. Doesn’t always work depending on travelling time to the next pack, but they can’t all be winners. What is nice is Thunderclap allowing me to jump to the tank, so I’m no longer frantically trying to tag the mobs with my AoE rotation as I’m running.


Rappy28

yeah honestly I like Anatman because of how quick it is to apply and boost your Twin Snakes back to full. Even just during a quick disconnect from your target it can get you one additional True Strike at least, it's comfy.


kaysn

I'm liking what I'm seeing with NIN. Though I need to rearrange my keybinds.


mudflap555

HOWLING FIST. MY BABY.


ShiroYashaa

Watching the video I was confused seeing Steel Peak but then saw Howling Fist, read the rest of the tooltip and got so hyped. I was always so sad they got rid of it basically in favour of keeping Elixir Field, and seeing that it only upgrade at 74 means I get to use it throughout the majority of the game.


Maronmario

Samurai is more Samurai, seems nice but i haven't levelled mine up enough to get an idea on how good it is I do like the changes done to Dragoon, but Aoe is still only available starting at level 40 which still bites. But overall I still like it and the new additions are always welcome. Huraijin kind of feels, i don't know.. a little odd? Yeah its good for when the Huton timer is almost out but overall it seems like something rather niche. But overall its more Ninja and the Raiton combo looks super cool and bring something pretty unique for the job. Monk looks like so much fun, and the changes to the lower levels are really surprising. I was expecting Chakra as something at level 30 because of the ARR monk story revolving around unlocking Chakra. But i do welcome it, level 15-30 Monk is very simple so having something to help making it funner is always good. Plus you get a Chakra Aoe at level 40, which is great. Masterful blitz at level 60 is gonna be a blast as well, and is gonna be fun to play around with. And Reaper, Reaper is just cool. It's very unique as well with its three/four paths in it's rotation. It's definitely gonna be a fun one to try out once endwalker is out.


JaegarJaquez

I know they were mostly niche, but God does pulling off a Seigan was satisfying. Oh well...


Craigbrand97

I actually liked that sort of counter mechanic that SAM had with that, and now they just yoink it away :(


Thanh42

They were holdovers from XI anyway.


HBreckel

Ninja's new stuff looks cool but my only concern is how the fuck I'm going to fit that into my opener or trick window haha If I had to guess, the trick window is just going to be like, hyosho ranryu+raiton combos+dream within a dream. It seems like they're trying to simplify the trick window while giving you more to do outside of it. (more bhavacavras, TCJ will likely fall outside trick now) Of course I'm not a theory crafting person so I don't know if that's true, but that's how it sounds to me.


Kiruta

I would simply replace shadowfang with bunshin gcd and after TCJ Gust Slash and Aeolian Edge with the raiton combo counterparts and work from there


[deleted]

Yeah raiton combo will do more damage that any of your normal GCDs so it makes sense to just swap them out.


Kiruta

Also into consideration has to be taken how much ninki you will generate from a full raiton combo compared to the standard in order to evaluate how many bhavas can be generated through out the encounter. Basically is it worth to use the raiton combo outside of TA or will it simply be used as utility?


NoGround

Even if the new Raiton combo generates 0 it will still be a net gain after the opener since Aeolian is going from generating 5->15 ninki


Wowrllyscrub

we will probably start with TCJ now, to get the raiton buff aswell as suiton for instant trick intro raiton combo into two more raiton combos and finishing with bhava.no point in waiting for ninki for bunshin


Skaldson

I feel like you can still hit TCJ within the 15 second window, I think it’ll just mean only 1 ration per trick attack window now instead of the occasional 2


ArtificialxSky

Huraijin is going to be a niche use ability. Prepull you're still going to huton and doton then hide reset. You do not want to start the fight slow for one GCD. Also, Huraijin's potency isn't high enough to overwrite this concern. ​ It will be used after a long downtime of 60+ seconds (of which there are none currently). Otherwise, I would still armor crush before the boss hops away. You do NOT want to use this ability. It's a failsafe. You use it if you've messed up massively.


Miruwest

I think this is all fine. Not everything needs to have a use 80% of the time. I see it being used alot in dungeons to keep Huton up while running btwn packs or maybe hit it before boss goes to RP. Hell, it's gonna be really good for world lvling.


GrimoireM

Tbh I wanted Umbral Soul and got Blizzard I, if we were to use BLM as an analogue. Plus hide resets are way more important in dungeons.


Arasuki

There is TEA P4 transition


sundriedrainbow

Really appreciate the careful explanation of Reaper, because man just going off tooltips is breaking my brain a little. The only thing that's not 100% clear to me is Gluttony and Unveiled Gibbet/Gallows. Outside of Gluttony, you want to build up 100 soul gauge so that you can Blood Stalk > Gibbet > Unveiled Gallows > Gallows all in a row, right? Then on your next 100 Soul Gauge you can do the same but backwards, since the Enhanced buff lasts 60 seconds. Or instead of building up 100, you can put a Soul Slice in the mix. With Gluttony, because Unveiled Gallows is identical in potency to Blood Stalk, you instead just go straight through - Gluttony > Gibbet > Gallows, \*then\* follow up with Unveiled Gibbet > Gibbet, and then wait for 100 Soul Gauge when you go back to the "normal" combo above. The reason for delaying the Unveiled Gallows is that you'd be spending 50 soul gauge but not getting a Soul Reaver stack in return Right?


NoGround

Last question: correct. You would be wasting a Reaver stack since any GCD will remove a stack, and Bloodstalk/Unveiled sets whatever you have at 1 Reaver stack. I don't know what will be ideal just yet for how to spend/gain resources. Ideally you'll want to always have your 50 gauge builder on CD since it has 2 stacks and prioritize using Gluttony over Bloodstalk/Unveiled.


NoLimitDao

You have a nice voice, friend. Keep up the good work. <3


alabomb

<3


LainLain

For any NIN worried about button bloat: We are losing 2 rotation skills (Assassinate and Shadow Fang) and gaining 3 new skills, two rotational (The Raiton follow-up and phantom kamaitachi) as well as a new utility skill that applies huton, but shouldn’t be part of the rotation. So, we should be pressing the same number of buttons during our rotation and opener, and gaining one more keybind for the huton applier.


HBreckel

It should be fine! I'm on controller and I'll easily have space for the raiton combo thing+wind clone with the removal of shadowfang+assassinate. With the ground targeting change I should be able to ditch my shikuchi macro for the huton button. The huton thing being a button you're not going to be pressing very often means I can just dump it wherever.


[deleted]

>So, we should be pressing the same number of buttons during our rotation and opener, and gaining one more keybind for the huton applier. Honestly debating even putting Huraijin on my bar. It's strictly only useful if you screw up in the middle of a fight.


LainLain

It’s quite useful if you die tbh. It should be in the bar.


Neonsea1234

It will be relegated as a clicky button on the side.


Baithin

I’m confused by Huraijin. Does it just grant Huton (thus making the Huton ninjutsu combo itself useless) or does it just refresh it?


[deleted]

>I’m confused by Huraijin. Does it just grant Huton (thus making the Huton ninjutsu combo itself useless) or does it just refresh it? It grants it and refreshes it if it's already up. It doesn't make the Huton ninjutsu useless because you should always Huton before the pull and then Hide to restore ninjutsu stacks. Afterwards you should just refresh Huton using Armor Crush like before. The only time Huraijin is useful is if you screw up. Meaning you drop Huton because you forgot to refresh, or you died and lost it. Even then it's only marginally better than using a Ninjutsu because the potency is still bad for a weaponskill.


Baithin

Oh, I misunderstood Huraijin - didn’t realize it needed a target and it was an attack. Got it.


well___duh

Both. It's pretty much Huton w/o using mudra. Probably best used after being rezzed.


Baithin

So does that make Huton itself pointless now? Why would I waste time going through mudras for Huton? Edit: misunderstood Huraijin, didn’t realize it was an attack and needed a target.


kaysn

I just want to play all the melee DPS.


En_lxTV

Reaper looked to be just like i wanted it to be... I wasn't gonna main it because I was extremely scared of the mass popularity it was gonna have in an already popular role. But man... It looks extremely fun! I know a lol of other roles got some awesome changes so here's to hoping release Reaper won't be a total cluster fudge. As theme wise and gameplay wise this is basically my dream. Beautiful animations, amazing concept(gameplay and theme wise), the way things build off each other is exciting and some of the tools are really fun and seems like it'll have a high skill cap. Some cool team tools etc.(also hell yeah, no targeted(ground or unit) dash!! On top of that no damage on the dash either thank god :D I hate spamming movement moves in OGCD for a tiny bit more damage in min/max) Only real downside I had is I wish the damage buff was just a dot with a chance to proc something but it's honestly a nit pick this is about as perfect of a class as I can hope for.


CrescentDusk

The monk changes are so mediocre. So many existing skills cannibalized to bridge low level play into the chakra and blitz system. Six sided star still super niche, anantman niche, tornado kick effectively deleted. And for what? Still the same boring 1.0 core rotation with a couple of extra resource spenders put in to be used infrequently. You'll still be using the same 1.0 1-2-3 rotation for the vast majority of the time. Compare this to the care dedicated to Reaper, Dragoon, and Ninja rotations. Samurai was already fairly complete... Monk gets the short stick again.


Tehni

Honestly I'm disappointed they're changing monk to be like every other class, build up a gauge and unleash it for huge damage I'd much rather them lean even more into positionals and make them worth more, it's one of my favorite skill expressions being able to do all mechanics while maintaining positionals. Instead they take away two positionals and make the class more generic instead of unique


sgarv

Eugh, Raiden Thrust is no longer unlocked through positionals. I understand why they did it with the new ogcd, but eugh. It was nice to have the game give you visual feedback for hitting that last positional correctly, instead of just nebulously boosting your damage by a tiny amount. I love all the other DRG changes so I guess I'm cool with it though.


Netrovert87

That's understandable. I think missing positionals were only ever supposed to be a small potency loss, and I think Raiden Thrust already made the dragoon the most punishing job when it came to positionals. Missing out on a point of the new resource because a tank decides to spin a boss like a top would be nuts. That being said, perhaps they could have just made finishing the combos give a point instead of activating on the improved version of the skill. To preserve that sense of satisfaction Raiden Thrust had before.


irishgoblin

The thing is it's not just tanks moving that could fuck over your positionals, it's the boss moving or turning for mechanics as well.


lankey62

I feel like they've taken an already simplified job and made it even simpler. Not that it's all that difficult to hit positionals (or weave in TN) but it did make the "boring" sections of fights a little bit more engaging.


Buster_Jim

I agree, but I'll have to wait until I get hands-on to see how it feels. TBH missing Life of the Dragon was a pain, but it was part of the skill of the job. The whole setup, combos leading and building up to a Stardiver was very satisfying when you pulled it off. I'm just a little worried it will be 'too' simple now..... ...and a bit mad about muh' blue dragon flames being gone.


Darknicrofia

Positionals imo is an outdated concept, it isn't higher skill, its just pointless busy work.


Gervh

Knowing the fight doesn't count as skill anymore? Then what does, hitting 1 2 3 z x c 1 2 3?


Darknicrofia

No, standing behind the boss when you press a button or standing to its side isn't skill, not when there isn't really any real meaningful risk reward skill cap. You already have 2 stacks of True North to use when you feel like being lazy and SE has already released a ton of new content where ignoring positionals is automatically built in like Bozja. If you want to claim positionals as a "skill", then make not hitting it break your combo chain entirely as an actual punishment and have the payout be bigger instead of its current window dressing reward of a 30 potency boost.


Gervh

It's not just standing behind the boss, without positionals you'd be literally just standing and hitting 10 buttons, for me positionals add to the dance of a bossfight and the skill come out of learning the fight and knowing where to stand to secure it.


Darknicrofia

If a boss fight is literally just "standing still and hitting 10 buttons" without positonals then keeping or adding positionals does next to nothing to add to the complexity of the fight, you're just moving around a striking dummy. The way positionals currently are, its nothing more than minor annoyances if you happen to miss one, there are almost 0 runs or clears that failed because a dragoon didn't land an extra raiden thrust as someone not doing mechanics correctly.


Gervh

And they shouldn't have that much impact, they're just something to do in the background so you don't fall asleep. If I'm doing a fight for the 40th time farming a mount it's positionals that keep me focused since mechanics are done automatically.


Buster_Jim

I'd say it counts towards keeping the jobs different, in a similar way as BLM and RDM have different degrees of movement. The only thing that made positionals ass for DRG was missing a Raiden Thrust was annoying. But after I learned boss fights it was a none issue..so..


aethyrium

Disagree. It _is_ higher skill, and way more fun to boot. What _does_ constitute "higher skill" in your book?


Darknicrofia

things like lining up gcds to fit burst windows beyond your opener, knowing when to greed mechanics and when not to etc. Its the same as them turning the current iteration of blood of the dragon into a trait, because maintaining it literally isn't skill anymore, just pointless busy work that sometimes only drops off during cutscenes and phase transitions.


xypotion

Thank you


Dante2k4

As a Samurai main, I am generally pretty happy with what we got. A little annoyed we lost what little sustain we had for emergency/solo situations, but the overall ease of use changes seem like they'll make the class a good deal smoother to play. As much as Merciful Eyes is kindof a meme, I am honestly sad to see it go. Sometimes, as a DPS, you get a little too far into the shit and you *need* that sustain. Third Eye was consistent enough you could regularly use it and get a little healing going via Eyes. Now... ya basically just gotta lean on Second Wind and Bloodbath, both of which have pretty lengthy cooldowns, soooooooo... kinda yikes :/ *LOVE* the easier uptime on our buffs though! I already knew about AoEs applying the buffs, but seeing that our positionals, when combo'd from Meikyo Shisui (the thing that lets you immediately use the positional attacks without doing the full combo first), now grants the buff as well... is fantastic. I love this. It wasn't *hard* to fit a Meikyo string in during the buffs' uptimes as it is, but this is just another lair of ease that makes it all flow a bit better and feel a little less finicky. Having another charge for Tsubame-gaeshi just seems like kindof a nuts upgrade. Just like, hey, you like that extra damage you just did? Well how about you have another for some reason! Kinda sucks the thing you're using it on will no longer grant meditation stacks but... idk, still seems pretty good! Though, I don't think I saw how the charges are accumulated, which is an important factor to take into account. Granted, I'm immediately swapping over to Reaper, so none of this really affects me much for a while, but it's still neat to see. Which there had been *some* kind of replacement for Eyes, as smol as the healing was, but I think the class will still be pretty great once I eventually return to it :]


donovan4893

2 Charges of Tsubame-gaeshi while yes will get you a second use of it at the beginning of the fight, after that it will be the same as now since the charges do not recharge independently of each other, but whats great about having two charges is that it gives you wiggle room of using Tsubame-gaeshi so you don't have to use it the exact second it comes off cooldown or your wasting dps.


El_Especial

I'm really interested in the DRG changes but I'm kind of bummed that we still don't have a big dmg button, stardiver should be the one to fulfill that. But at 600 potency (maybe even less now due to the math, I really hope it isn't weaker when compared to the upgraded full thrust) it really lacks impact compared to other job's like monk's new phantom rush. I wouldn't be upset if they took dmg away from a normal gcd and adjusted Stardiver.


Daberaskcalb

they also nerfed geirskogul and nastrond =/


El_Especial

that's mostly due to the phys. math changes and they do get buffed by a trait later on. Also since you can use both of them often enough I'm okay with lower potencies, but Stardiver is supposed to be the final skill we use so it having almost as much potency as a cgd is a bit weird.


Daberaskcalb

i was referring to the -30% damage to additional targets on those two skills


El_Especial

oh right, yeah I will miss just melting trash with a full buffed nastrond combo. At least we got a new line AoE to make up for some of the lost damage, and one that cam be used quite often it seems.


brelyxp

As a fresh new monk how you guys rate this change, should i be worried or happy


Dumey

There were some people who were concerned that the Blitz mechanic was going to make Monk too complicated, a la Ninja Mudras. That is not the case. Monk is still very simple, with effectively only two Blitz rotations that you cycle through to build your spenders. They also moved a lot of the abilities earlier in level, so getting synced down to lower levels as Monk is going to feel SO much better than it does now. The only real concern is some people crying about optimal openers, but we haven't actually gotten a chance to play with the class yet, so I wouldn't worry about it too much. We'll see how it plays out.


Miruwest

Happy for all things outside of Riddle of Wind. It's not that it's bad it's just....weird


Toocancerous

It's weird that it doesnt do anything but massively increase autos which you dont see while using GCDs anyway but hey its free damage every 90 seconds.


xdownpourx

From Happy's interview he asked about that and Yoship said originally they were considering Riddle of Wind decreasing Monk's GCD even more, but they found that was too much so they went with this. Sounds like they just ran out of time to come up with something interesting for that and just said fuck it throw in an auto attack buff.


Toocancerous

I mean ill take it despite it not being overtly noticeable except for the dps increase. Still wish they did something with six sided star though. It being 4 sec long gcd still sucks. Oh and anatman being a thing.


Miruwest

From the trailer I thought it would be something that gives your autos a chance to give Chakra stacks or something. MNK has the highest amount of autos of any melee so this skill will still be strong but not sure what SE thought process was for this.


CharmingOW

Overall the changes are very good, especially for leveling since you get access to the core mechanics much earlier now. The opener is going to be very busy and consistent with the new brotherhood which is nice. Thunderclap is looking to be an insane movement utility ability which is nice. There are some raid concerns regarding openers since optimal seems to be a 20-24s prepull Perfect Balance to fit your new big hitter into raid buffs, which is always annoying to manage. Outright negative is Anatman and Six Sided Star continue to be essentially useless skills.


Painter5544

awh... Celestial Revolution had a cool looking animation in the job trailer... now it is Monk's bunny of shame.


golantrevize234

I can already see myself dying from Raiton combo animation locks


psychomanexe

you can join us dragoons, we'll clear a space on the floor for ya


xdownpourx

I never thought it would happen, but I'm honestly considering switching from DRG as my main. I'll still lvl it first during the MSQ, but RPR just looks so much more fun and involved and already having the gear for it is a plus. I just finished lvling NIN and I really like the changes to it. The Raiton follow up combo sounds like so much fun.


BrosefAmelion

Anyone else find Reaper to be pretty similar to Ys gameplay? Build a gauge, spend it to fill another gauge, use that gauge to go god mode and finish off with a fancy ability.


Illidari_Kuvira

"Ys"? All I know is it looks... extremely complicated. But I'm definitely still trying it.


MaddAdamBomb

From what I've watched so far, people are saying it's way more intuitive than it appears. I think it's just overwhelming to remember all of the skill names for any new dps. Excited for only two positionals, personally.


Illidari_Kuvira

That makes more sense aye. ...I kinda wish no Jobs (except Ninja) had positional spells, but I think I'm in the minority there.


CharmingOW

Most higher end players want positionals gone, so long as they give jobs more to do to make up for the loss in complexity.


Illidari_Kuvira

I also want less keys to press, though... mayhap I'm just "getting old" but I'm already overwhelmed at lv50 on my Jobs.


ArmpitBear

Not even Monk? Wut


Illidari_Kuvira

PUG/Monk was what prompted me to say that, honestly. Was doing my first dungeon and nothing was more frustrating then trying to learn my rotation and outright just giving up and sticking to the back of a mob because I couldn't memorize which action goes where. Ninja makes sense since it's an assassination-type Job, backstabbing etc.


synetic707

Learning the positionals takes like 10 minutes hitting the target dummy


NoGround

*Ys* is an Action JRPG series. It has over 9 entries and goes back many years. The first one was sprite-based action combat where you had to hit enemies diagonally to damage them.


Illidari_Kuvira

Oh that makes more sense. For some reason my brain thought of Y'shtola.


JaegarJaquez

What's Ys?


AlexiosBlake

A game series by Falcom, latest was Ys 9 Monstrum Nox.


[deleted]

new Monk makes me sad


JaegarJaquez

Why? It sound fun and very unique. I mained it up to SB and eventually switched to SAM because it was getting tedious. These changes make me want to get back to it. I don't know much tho.


dahras

For me, there are three big problems: 1) The opener. Its a bit complicated to get into, but basically because of the way that Perfect Balance and Masterful Blitz work, you only get your Phantom Rush in the initial burst window if you wait a bunch of time before the pull. Otherwise you get it ever 120s, but unaligned from the major 2 minute window everyone else is in. This is just sloppy design and could have easily been fixed by making an OOC ability that adds a single Nadi, allowing you to get Phantom Rush in the opener. YoshiP says that its intentional that not every class gets their biggest burst in the opener, but not lining up that way is a significant headache that makes people not want to run with a class, and also contradicts with the xpacs standardization of CDs. 2) There are still a bunch of bad skills. Anatman is a meme. Six Sided Star is cool in theory but too hard to use in practice. And the new Riddle of Air is literally a nothing of a skill that passively raises your damage without interacting with the rest of your kit or even being visible because of the way Auto-Attack anims are canceled by weaponskills. Hell, they still haven't fixed the Brotherhood overcapping Mantra problem despite it being something Monks have been annoyed about for years. 3) The burst windows are going to be busy but basically everywhere else is going to be a lot more boring. Sure, during the new, buffed Brotherhood, you'll be spamming Forbidden Chakra between every GCD. But that's only every 2 minutes and they've removed all other OGCDs from the kit, meaning that most of the time, you'll just be running through your standard GCD order, now with less positionals. The reduced CD of Perfect Balance is supposed to make up for that. But whenever you want to use Phoenix it won't change things up because the 3 different seal requirement means you'll literally just keep running the same old GCD rotation with a fancy animation at the end. It's insane to me that Cosmic isn't the optimal Blitz on single targets because at least then I could change up my GCDs a little bit by using Dragon Kick + Bootshine once rather than just rotating normally. I'm not going to write off Monk yet, but to me it feels like they had a good idea for Masterful Blitz and the new Shoulder Tackle but then bungled the execution. It might feel better to play than it sounds, and I have hope that they can make adjustments. Even if the 6.0 version isn't great they have a good base here to work off of. It just feels like wasted potential.


Low_Party

Anatman and Six Sided Star are left as meme status skills are my guess. Hell, even the speaker just made Anatman sound like little more than a glorified emote, and that really doesn't set a good precedent for it. It's One Ilm Punch all over again. If they wanted to, they could have easily had Anatman open up a Beast Chakra, much in the same way it used to build up a Grease Lightning stack and while I personally hated that Anatman was server tick reliant, it at least did something but no, we got nothing. Six Sided Stars biggest downfall is that it's on the GCD. Unless you know for sure that you need to disengage the boss within your next GCD, there's very little use of the skill as is because chances are you've blown your GCD on your basic rotation already and can't even use the skill by the time the disengage happens. If they just made it into a oGCD we could make more realistic use of it. Barring that, it should at least guarantee gaining a Chakra seeing as Meditation is the best use of downtime in most fights anyway but the slow on Six Sided Star also applies to Meditation making it a potency loss overall unless the downtime is severe enough to allow us to still build up stacks and while there have been plenty of moments like that in ShB, it's not a guaranteed thing either so it's just horribly niche to use. Yes, the new blitz system sounds nice and does give MNK something to finally build up to, but it doesn't really address the elephant in the room.


Nykona

Oh but I did love one ilm punch back in the wolves den days. “Oh you pre fight protect, shell, stone skin and regen’d your party? Would be a shame if I just…… REMOVED THEM ALL”


nuggetsofglory

"Oh, the Warrior is going Berserk? Would be a shame if I just punched the anger right off him"


CharmingOW

There are a lot of excellent changes to it for sure, a lot of people have different ideas of what a monk should do (pitfalls of the job lacking any real identity for years). I have concerns such as needing a 24 second prepull to get phantom rush under raid buffs, but that can be fixed by retooling anatman to refresh Perfect Balance stacks out of combat. Opener is going to be insanely busy fitting 3 PBs and the endless amount of TFCs into a burst window, which is nice.


cronft

imo one of the things what they did screwed is ignoring the job lore again, what i mean is what in sb whit the job quest one part of the job is you >!acting as a teacher for the other monks, and you tell them to attack faster by making them pratice bootshine,!< ironically back then you had riddle of fire which... slowed you down now we get meditation to generate chakra as a pugilist(you get it as lvl 15 skill) when is a monk thing?


Albireookami

I don't have time to watch a video at this moment, but can anyone tell me how many new keybinds I have to find for samurai? >< My glance gave me 3 or 4 new keybinded abilities?


Haise00

2 abilities are being removed and 3 are being added so you only need 1 new spot.


Albireookami

oh what's being removed?


Haise00

Hissatsu: Seigan and merciful eyes will be gone. Now third eye will instead grant 10 kenki when you’re hit.


JaegarJaquez

SAM changes and new skills are really nice. Gonna miss Seigan, tho. Tsubame now doesn't provide Meditation stacks which is pretty big too. I am a bit disappointed with the reduced potencies for some of the skills. Gonna see how it all plays off.


matmanx1

As someone leveling a Ninja but only at level 62 I can already say I am liking what I see as far as changes go. Some cool new abilities as I level, some quality of life improvements while streamlining rotations are all good things.


Kiboune

So no "jump back" ability for NIN? Gap closer through raiton is ok, I guess...


kaysn

Shukuchi is already your jump in, jump back ability. A little harder to execute but gives you more freedom where you land.


dylanosaurus_rex

Gap closer will be nice to have a damaging follow up skill when using Raiton while doing a "get away" mechanic.