Patch 6.1 Job Changes! THESE ARE ACTUALLY HUGE!

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White mage is now a God, Dark Knight has the best tank buster in game and WHAT IS GOING ON! Patch 6.1 is not holding back with multiple jobs getting some sorely needed reworks and I am going to summarize these changes the best I can! Hold on because this gets WILD!

Patch Notes: https://eu.finalfantasyxiv.com/lodestone/topics/detail/808eb196b065ebd1b6ec130fac1402d99f7f90a4


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Timestamps:
0:00 Patch 6.1 Job Balance Changes Job Changes
0:29 Healer role
0:36 Tank role
0:49 PALADIN BUFFS
1:32 DARK KNIGHT IS AMAZING WHAT
2:46 Gunbreaker
2:58 Monk
3:10 Dragoon Quality of Life!
3:19 Ninja rework WOAH!
5:04 Reaper Quality of Life!
5:17 Bard
5:53 Machinist oh no
6:33 Dancer
6:53 Summoner
7:19 Red Mage
7:24 WHITE MAGE IS A GOD NOW
9:15 Scholar
9:51 Astrologian change
9:57 Sage
10:33 What do you guys think

White mage IS saved, Dark Knight has the BEST invulnerability in final fantasy 14 now holy FUDGE and wow patch 6.1 balance changes are REAL.

The full patch notes for patch 6.1 have been released! And that means job changes are here. If you want the other patch notes information please refer to the other videos on my channel where I summarize them too!

As always if this video helps you I’d appreciate if you considered dropping a beefy white mage buff on that like button and cat daddy that subscribe button!

First up is a simple level reduction for lucid dreaming for healers, letting them get some MP management tools earlier on!

Next up is all tanks get their recast time for their tank ability reduced from 10 to 3 seconds, this is going to mean it’s significantly faster to turn on and off this ability so you can clean up an oops I hit my stance button far easier than before!

Now let’s talk specific, and Paladin that just got an absolute truckload of changes.

First up is the paladins’ clemency and holy spirit no longer interrupts their action combos, meaning that if you’re in the middle of a combo and pop a holy spirit because you say were needing to kite the boss for a mechanic you can do that. You can also quickly burst your health back with clemency. Overall far more flexibility for the Paladin which is always sincerely welcome! This change comes to the AOE equivalent holy circle as well.

Now the paladin has always had self healing added onto their holy spirit ability, but they never had self sustain added through their confiteor combo. Patch 6.1 is changing that adding 400 potency of self sustain to every one of their abilities through confiteor, blade of faith, blade of truth and blade of valor. That’s pretty awesome.

Next up is dark knight which had it’s potency of flood of darkness surprisingly reduced from 130 to 100. I’m not exactly sure why this change was felt to be necessary but yeah. Next up is stalwart soul is obtained at level 40 rather than 72 which I think is great to add a little bit more fun to dark knights AOE combo early on.

The next change is to blood weapon which is a very welcome change, blood weapon grants 5 stacks over 15 seconds rather than you needing to cram everything into a super specific set of time. Overall a very fantastic change for sure and one asked for by so many dark knights.

Finally dark knight’s living dead ability now heals the dark knight themselves with a potency of 1500 which to be clear equilibrium which is warrior’s self burst heal has a slightly lower upfront burst. This is going to for sure help healers and the dark knight alike in keeping them alive!

Oh and before you’re worried what if I trigger the effect too soon myself and end up dying, don’t worry about it. Now once you satisfy the healing requirement it turns into undead rebirth from walking dead. And under the effect of undead rebirth most attacks still can’t lower your HP below 1 carrying over the duration from before.

Moving onto gunbreaker… not the same energy.

Monk has a simple change I’ll wait for monk mains to decide upon restricting perfect balance to not be able to be used when under the effect of any beast chakra.

Now for dragoon a pretty simple change across all their jump abilities, the action animation was shortened for every single one of them.

Rogue and ninja changes next. And this is a long long list for sure.


Next up is that mug increases the damage taken by a target by 5% for 20 seconds. Which many will note some effects like chain stratagem last 15 seconds so the 5 extra seconds might make some wince a little with confusion.

Trick attack now loses it’s debuff. So now essentially 2 trick attacks are put directly into mug.







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