Final Fantasy XIV: Stormblood Is Stunning And Damn Effectively Worth The Hype – A Spoiler-Free Review

Let’s not pretend to get a second that we believed I’d give this game a score below a 7. The lengthy time FFXIV player in me wants to give Stormblood a 10/10 so badly. So extremely, quite badly. But I’m not here as a FFXIV fangirl, so let’s break down the huge update by sections just before providing it a final evaluation. I will try and retain this review spoiler-free. I can hit you with spoiler thoughts later-on down the line when people actually possess a likelihood to get cheap FFXIV Gil by way of the game.

One of the initial factors that changed with Patch 4.0 Stormblood, irrespective of whether you bought the expansion or not, was a comprehensive overhaul of the combat technique. Capabilities have been changed about, some had been lost, some moved to entirely diverse jobs, and we got role-specific ability pools to chose from. Each job also got a brand new UI element which was made to boost the effectiveness of that specific class. And most of the time it can be quite darn beneficial, even though I do propose minimizing it a little and shifting it over out of your way. The default place just isn’t perfect.

I primarily tank, and my key tank job is as a warrior, so the adjustments hurt me a little more than most. Although I can handle end-game Stormblood content somewhat nicely in spite of the lack of my primary damage down and overall health regen cooldowns, tanking items beneath level 56 can be a bit dodgy. I had to work with two of my 5 allotted role-skills to choose up a harm down and also a overall health regen skill. Provoke, among the key tank abilities to pull hate off other celebration members, is now a role-skill, which took up my third. Which left two slots for a stun in addition to a tiny damage-over-time proc.

Then I got stuck in instance hell thanks to a series of DDoS attacks that plagued the game throughout early access. Which left me running old dungeons and trials. I ended up in Urth’s Font, the Odin primal battle from A Realm Reborn. Being level-sunk down to 50 meant that I lost my Warrior damage-down potential, and just had one particular health-regen from my native WAR capabilities as well as a vulnerability down proc that requires a strong two minutes to pop back up. Following wiping because the healers just couldn’t keep up with my harm intake, I dropped my DOT proc and picked up yet another harm down. Which left me servicable, however it also meant that I ended up missing out on a great deal of Final Fantasy XIV Gilthe new tank function skills.

For the reason that I had to take Rampart, Convalescence, and Awareness – two of which have been initially on my hotbar anyway as abilities pulled from Gladiator back inside the day exactly where expertise had been cross-class and not from a function pool – they have been now there to make up for the loss of two Marauder capabilities I must have picked up early on within the game progression. With Provoke and Low Blow taking up my final two role expertise, I did not have space for thinks like Shirk – that is good for off-tanking – or an AOE Provoke that would assistance with keeping group hate. And that AOE provoke is pretty darn helpful with Red Mages now capable to dualcast and hit faster than I do as a tank going through my enmity rotation.

Add to that the alter in the parry stat – we now heal better based on damage we take – its produced the mixture of a Scholar healer along with a Warrior tank so unwieldy you could too quit and die some days.