As Final Fantasy 14 underwent server maintenance, Square Enix unveiled its 7.1 content update, revealing a series of job adjustments aimed at balancing roles for both PVE and PVP. Notably, significant changes were introduced for jobs like Dark Knight, Gunbreaker, Ninja, White Mage, and Black Mage to bolster their abilities. This diverse Crossroads update also brought about numerous quality-of-life improvements, offering players a fresh chance to delve into various jobs.
Leading up to the server comeback on November 12, anticipation was high as preliminary details of the Crossroads update hinted at exciting new features. With ongoing main story quests, Patch 7.1 introduced enhancements like double dye channels for glamours and an easier way to take vertical shots in the Group Pose feature, showcasing the patch’s rich variety for players to enjoy.
Once players dive into Patch 7.1 on November 12, they’ll notice some jobs feeling a bit more potent. According to Square Enix’s full patch notes, jobs such as Dark Knight, Gunbreaker, Ninja, White Mage, and Black Mage received major updates. For example, Dark Knight is now more self-sufficient, with Carve and Spit and Abyssal Drain providing bonus healing. Gunbreaker’s Superbolide won’t drop health to the brink but rather to 50%, maintaining invulnerability for 10 seconds. Ninja benefits from Dokumori’s area-of-effect damage and gains mobility with Ten Chi Jin, while White Mage sees a reduced cast time on Holy spells. Black Mage not only gets a second charge of Ley Lines but also has Despair instantly castable under Astral Fire.
In addition to these, jobs like Machinist, Summoner, and Red Mage have had their damage buffed to align better with other DPS jobs like Pictomancer. PVP action saw wide adjustments too, with all jobs getting increased health. Dragoon and Dark Knight received nerfs in Frontline, while Gunbreaker, Summoner, and Black Mage experienced major PVP action overhauls. Rival Wings’ minions also got a health boost.
With all these alterations and additions in Patch 7.1, Final Fantasy 14 is setting the stage for players eager to try new roles. Only time will reveal how these changes will resonate with the community.
### Final Fantasy 14 Patch 7.1 Job Changes (November 12, 2024)
#### PVE Job Adjustments
In this update, we’ve tweaked action potencies to balance DPS across roles. We’ve also fine-tuned actions like area effects and hit detection for a smoother play.
#### Tank Adjustments
Abilities like Hallowed Ground and Living Dead now activate quicker to help tanks use them effectively against tough foes.
#### Paladin
Intervene now syncs better with other tanks’ movements, and Cover’s range has been extended for easier use.
#### Dark Knight
The level requirement for Dark Missionary has been lowered to match other tanks’ defenses. Abyssal Drain now heals more to aid survival against large enemy groups. Carve and Spit additionally restores HP, and both Dark Mind and Dark Missionary now reduce physical damage, addressing defense disparities.
#### Gunbreaker
We’ve reduced Double Down’s cartridge cost for ease, allowing more Burst Strike and Hypervelocity usage, albeit with the latter’s potency slightly scaled back. Nonetheless, Gunbreaker’s DPS sees an overall rise, aided by an Aurora potency boost. Heart of Light now reduces physical damage too.
#### Dragoon
Piercing Talon’s potency has increased to mitigate DPS loss when distancing from foes. Elusive Jump now further enhances its potency, while Nastrond Ready no longer stacks multiple bursts. We’ve adjusted other actions to balance melee DPS.
#### Ninja
Ten Chi Jin now remains active when moving, enhancing flexibility. Dokumori has an area of effect now, and Throwing Dagger’s potency is up for better distant damage, augmenting ninjutsu’s potential.
#### Black Mage
Flare and Despair have faster casts, and Ley Lines is charged for easy use beyond burst phases. Enochian’s potency is slightly down, yet these changes collectively boost Black Mage DPS.
#### Summoner
We’ve removed Crimson Strike’s combo prerequisite, now requiring “Crimson Strike Ready.” Potencies for Inferno, Earthen Fury, and Aerial Blast are corrected to their intended 800.
#### Healer Adjustments
Esuna’s cast is now instant for better flow.
#### White Mage
Reduced Holy and Holy III cast times allow for ability use between spells.
#### Scholar
Lower MP costs for area heals aid MP management. Embrace and Seraphic Veil now match their intended potency of 180.
#### Astrologian
Gravity spells have extended areas, improving reach on grouped foes.
#### PVP Job Adjustments
We’ve revamped many PVP actions and job mechanics for a more engaging experience. With max HP increases and Purify cooldown shortened, we aim to elevate defense against burst damage. Lesser basic weaponskills and spells have had their potency raised for consistent impact. Hit detection improvements are expected to balance jobs significantly, and we invite player feedback as we monitor the outcomes.