July 15, 2024
What Changes Can We Expect For All The Jobs In FFXIV Dawntrail?

Hello everyone! It’s exciting that the developers have finally announced the job changes in FFXIV Dawntrail. I wanted to talk about my thoughts on these changes and talk about how they affect the relevant jobs.

Before entering, I would like to remind you that if you want to take advantage of these jobs as soon as possible after entering the new expansion, it is crucial to buy FFXIV Gil in advance! Let’s get started!

Paladin & Warrior

We’ll start with Paladin and Warrior, as they’re getting roughly the same changes. Both are getting slightly supped-up mitigation, as well as a new oGCD that can be pressed during bursts.

Paladin is getting some new animation upgrades, while Warrior is getting a GCD that can be used once per minute. Ultimately, these don’t change these jobs, they’re just more effective. These jobs are functionally identical to the current Incarnations.

Dark Knight

Dark Knight is getting some changes again. Besides a new large damage button, some new animation upgrades, and supped-up mitigation, the job is also getting some quality of life changes.

Esteem no longer consumes Job Gauge, and job gap closers no longer deal damage. Blood Weapon and Delirium have also been merged to make things simpler. This means that the opening phase and burst phase will be less busy than they are now.

Honestly, I’m really conflicted about these changes. I’ve always been a fan of the no-damage gap closer, and I don’t think a few less oGCDs during the burst will seriously hurt job identity. However, I’m worried that these changes will make the job simpler than it is now.


It’s a similar situation with Gunbreaker. It’s supped up mitigation is cool, and AOE continuation has been a long time coming, but these are not the actual changes. The real changes are the removal of gap closers damage and the introduction of a new three-hit combo during the two-minute burst, and importantly, there are no continuation actions.

FFXIV Gunbreaker

These two changes mean that the weaves in Gunbreaker burst window will be greatly reduced. They remove nearly half of the weaves from the two-minute burst. This change symbolizes the tension at the core of Gunbreaker.

Gunbreaker is a tank that plays like a DPS. Tanks generally need fewer weaves to have time for mitigations when needed. DPS needs lots of weaves to keep the job feeling fast and fun.

These two priorities conflict with each other, and there’s no good way to resolve them. These changes bring the job closer to a traditional tank, making it easier to do main tank things, but reducing the mobility of the job. Overall, I think this is a pretty significant change.

White Mage

Now, let’s talk about White Mage. White Mage only got a few changes. The first is an AoE heal upgrade, but frankly, it doesn’t matter. All healers got this change, and while it will help these jobs, it doesn’t really affect the gameplay meaningfully.

White Mage also has a new big heal button after using wings, but it’s not the main reason I’m excited. The biggest change is the addition of a pretty nice dash, and three new instant casts that can be used during two-minute bursts. This allows you to defeat stronger enemies faster and earn more FF14 Gil.

White Mage has always been a very inflexible job, especially during the two-minute bursts, as the faster GCD means you spend more time casting and less time moving. These changes give this job a lot more mobility during bursts and in general, which I’m really excited about.


Scholar is also getting some slight changes. First up is a big new heal skill, which is an oGCD with immediate regen, and buffs the healing output of all Scholar GCDs.

This means that if you need to spam GCD heals, this button can be a huge time saver, but it also has uses if you want to avoid using GCDs to keep up the damage. It’s a flexible and useful button that’s very well designed, and I love it.

Another big change is the reduction in the recast time of Recitation. Recitation is one factor of the job that I really like, as it allows us to use some Aetherflow healing resources, and this change allows us to do that more often.


Astrologian is one job that got a small rework in this expansion. Specifically, this job didn’t change much, except for the big changes to Astrologian Card system.

Instead of random cards, you get a set of cards every minute that are always the same: one for damage, one for healing, and one for defense. This change is significant and gives the cards unique identities while removing a lot of the randomness that has plagued Minor Arcana for a long time and avoiding wasting more FFXIV Gil.


Sage has a new flexible healing button that can provide healing when dealing damage, or increase healing when using healing GCDS.

In addition, the job has a new damage button that can be clicked every sixty seconds. This may not seem like an impactful change, but it is actually a damage buff to a single target. Since Healers have been begging for more complex DPS rotations for years, this change gives them a DoT that they can maintain and use in melee, which is very cool.


Now, let’s take a look at Dragoon. Dragoon has actually undergone quite a few changes. First of all, Spineshatter Dive and Dragon Sight are gone, replaced by two new oGCD follow-up skills. This means that the burst phase should have the same number of weaves as it currently has, just in a slightly different order.

Additionally, the fifth attack of your combo has been replaced with a new attack that doesn’t require a position, reducing the position requirements for this job.

FFXIV Dragoon

Eyes no longer require entering Life of the Dragon, but Geirskogul does it every time, and the cooldown has been increased to 60 seconds. You now have a passive 15% damage buff in Life of the Dragon, and Nastrond has been changed to work while charging, rather than having a meaningful cooldown.

Overall, the changes look really great. A lot of the job’s pain points have been addressed, and rotations have become smoother, while not sacrificing any of the job’s core spirit. This is the job I’m most looking forward to in Dawntrail expansion.


The changes to Monk are much tighter. They get some new GCD damage follow-up skills, follow-up skills to their personal mitigation, and some new animation upgrades, but the major change is really to Monk’s primary GCD.

Instead of buffs and debuffs, this job now has a gauge to manage. Its GCD skills, which used to be buffs, now only grant pips, which are consumed by damage skills. This may seem like a big change, but the standard rotation actually remains exactly the same.

Honestly, this is a pretty sad change, as it reduces the variety of possibilities for the job in favor of streamlining.


Ninja seems to have a lot of changes, but if you look closely, you’ll see that many of the changes are rather superficial.

The job now has a new gauge, but the new gauge guides you to press the same buttons in the same order, just giving you slightly more flexibility when you need to press the buttons.

On top of that, Trick Attack now hits with an animation upgrade in AoE, your Gauge spender gets a conditional animation upgrade, and Ten Chi Jin gets an oGCD follow-up.

But none of these really change Ninja’s rotation. The additional gauge just strengthens Ninja’s current rotation while reducing the need for timer management.


Samurai’s changes are a bit of the opposite of Ninja, in that they seem small, but actually have a surprising impact.

Meikyo Shisui becomes more important, providing a conditional damage buff to your power attacks. Tsubame has also been fused with Meikyo, meaning you only have to manage one cooldown instead of two. Unfortunately, this limits rotations significantly, essentially eliminating a lot of incomplete combo techniques.

Senei now also has a reduced cooldown, but it costs the same gauge as regular Shinten, so it won’t significantly affect your gameplay.

Finally, Third Eye got a buff to make your personal mitigation a bit stronger. These changes make the job a bit more restrictive for a small reduction in cooldown management.

FFXIV Samurai


Reaper is one job with the least changes. It got some conditional animation upgrades to its blue gauge generators, a new oGCD pressed during the shroud phase, and a new big finale button pressed during the two-minute burst.

That’s it! No new utility, no rotation changes, basically the same as before.


Bard got a new finisher for Barrage, a new finisher for Radiant Finale, a new animation upgrade for Bloodletter, and some combined procs. The most important change is that you can finally play songs without a target! This is actually a pleasant quality of life feature, but it doesn’t change rotations for the job.


Machinist also got some fairly minor changes. This job got an animation upgrade for the heat window, but it doesn’t really change anything. The real big change is that Drill got a second charge.

Machinist is a job that requires you to hit all three of your main GCDs as soon as they’re off cooldown. Any missed timing will cause them to drift, which can cause issues with your rotations. Getting a charge can significantly reduce the precision required to play the job.


For Dancer, after using Technical Step, Flourish, and Technical Finish, Dancer got three new finishers.

Dancer mains are currently planning on using their new finishers to keep Standard Step buff and avoid using Standard Step altogether. With that in mind, the rest are pretty minor changes.


Summoner got an animation upgrade for Fester and a finisher for Searing Light. The job also got a brand new summons that works basically the same as all the other big summons.

Honestly, Summoner is pretty simple to set up, because Summoner isn’t for hardcore players who want to optimize and look up guides. Summoner is a job for casual players who want to press buttons and get ahead, which is a large portion of the player base. The job serves its purpose well, and these changes support that.

Red Mage

Next up is Red Mage. Red Mage gets a new oGCD finisher for both its team buff and its normal finisher combo, plus some animation upgrades to Jolt.

But its biggest change is that Acceleration now allows for Grand Impact, a new instant-cast damage button.

A big part of high-level Red Mage gameplay is manipulating Dualcast with Swiftcast and Acceleration to ensure you’re always able to weave when both oGCDs are off cooldown.

These abilities traditionally had the effect of swapping Dualcast button until you use your next melee combo. However, since Acceleration now offers two instant casts, it loses this property, meaning Acceleration needs to be used much closer to the actual skill cooldown to have the desired effect.

This isn’t a particularly big change, but it will affect the gameplay for many players. That being said, I’m generally excited about this change as it gives this job a lot more mobility.

Black Mage

Finally, we come to the true endgame, Black Mage. The changes to Black Mage have caused quite a stir in the community, but let’s talk about the obvious positive changes first.

First, Ley Lines ability is really good, it’s an amazing safety net and should mean Black Mage gets hit less often.

Additionally, Paradox is now only usable during Fire phase, and Ice phase no longer provides meaningful mana regeneration. As a result, Ice spells, including Umbral Soul, need to be used to restore mana.

Notably, Fire Paradox is now an instant cast spell, and guarantees a Fire III proc. But this job has a new finisher that requires you to use 6 Fire IVs in a single Fire phase.

FFXIV Black Mage

Umbral Soul is the only non-targeted Ice spell for Black Mage, and you can only get it at level 76. This means that without a target, Black Mage can’t restore mana at all, which is bad.

These changes feel like the developers rushed to try to eliminate nonstandard rotations without considering the consequences of doing so.

That being said, if you’re a Black Mage player who only plays standard rotation and doesn’t plan to play old content, these changes are actually good. Black Mage now has more instant cast spells to choose from during the fire phase, and the reduced number of GCDs means you can cycle between stances faster and get your finishers done quicker.


That’s about the extent of the changes we know so far for these jobs in Dawntrail expansion. I’m very excited to see how things develop over the first few months of Dawntrail, and I hope you’ll join me in praying that the new jobs are fun and the new gear is awesome. Let’s wait and see!

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