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Home » Final Fantasy 14 Reveals Patch 7.5 Job Changes
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Final Fantasy 14 Reveals Patch 7.5 Job Changes

News RoomBy News Room28 April 202612 Mins Read
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Final Fantasy 14 Reveals Patch 7.5 Job Changes

Final Fantasy 14 released the complete Patch 7.5 notes during server maintenance and confirmed some of the Job balance adjustments that players should notice after logging into the game. As the last major update for Dawntrail, the Final Fantasy 14 content patch brought some positive changes to six Jobs for players to try out.

With each major content update, Square Enix made changes to various Jobs based on developer observations and player feedback. In Final Fantasy 14’s previous content update, the Gunbreaker and Red Mage received some surprising changes to make them more powerful during burst phases. A smaller change was made to Reaper in Patch 7.45 to give the scythe-wielding Job more powerful attacks.

It’s Official: Final Fantasy 14 Is Coming to Nintendo Switch 2

Square Enix confirms that its critically acclaimed MMORPG, Final Fantasy 14, is headed to Nintendo Switch 2 in the near future.

All Buffs, No Nerfs for These Six Final Fantasy 14 Jobs

Final Fantasy 14’s Trail to the Heavens patch followed up on what previous updates established. Rather than make sweeping overhauls, Square Enix made some small but noticeable buffs for Warrior, Viper, Samurai, Summoner, Sage, and Reaper. The Warrior’s Inner Chaos, Primal Rend, and Primal Ruination saw slight potency increases. Additionally, the Samurai’s passive trait Way of the Samurai III was buffed to give it more power in single-target encounters. The Reaper received additional buffs right after receiving some attention in Patch 7.45, with Gluttony, Void Reaping, and Cross-Reaping receiving some extra firepower. Similarly, the Viper saw minor buffs to its area-of-effect damage output, as its Reawaken combo will now do 5% more damage to secondary targets. The Viper’s Vicewinder, Hunter’s Coil, and Swiftskin’s Coil were also buffed, making Dawntrail‘s poster Job a bit more powerful across the board.

Both the Summoner and the Sage received some extra potency in some of their core spells. The Summoner’s Painflare and Necrotize were given some buffs, while the Sage’s Phlegma III, Eukrasian Dosis III, and Psyche spells were slightly bolstered. The Final Fantasy 14 development team stated that these particular Job adjustments were made ahead of the game’s next Ultimate Raid, which will arrive on June 2 with Patch 7.51. Final Fantasy 14’s raid teams will soon be pitted against Kefka Palazzo, one of the Final Fantasy franchise’s most beloved villains, in a high-end challenge called Dancing Mad (Ultimate).

What Else Is Coming To Final Fantasy 14 in 2026?

  • Patch 7.51 (June 2): Dancing Mad Ultimate Raid, New Custom Delivery Client: Tiisol Ja, Cosmic Exploration: Auxesia, and Cosmic Tools Final Upgrade
  • Patch 7.55 (July 28): The Occult Crescent: North Horn, Phantom Weapons Final Upgrade, Inconceivably Further Hildibrand Adventures Finale, Dawntrail Allied Society Capstone Quests
  • Patch 7.56 (September 8): Main Story Quests: Trail to the Heavens Part 2, Beastmaster Limited Job
  • Unspecified dates: Manderville Gold Saucer update, Regional Matching, Nintendo Switch 2 Edition Launch (Pre-release window begins August 2026), Housing Interior Size Update

Patch 7.5 is just one of four remaining updates for Dawntrail that will be released throughout the spring and summer. Along with Dancing Mad (Ultimate), June’s 7.51 update will bring a new Custom Delivery client and the final segment of the Cosmic Exploration venture for crafters and gatherers. On July 28, the final Dawntrail chapter of the fan-favorite Hildibrand quest chain will come to a thrilling conclusion in Patch 7.55. Final Fantasy 14’s last patch of the year, Patch 7.56, will add more main story quests and the long-awaited arrival of the Beastmaster Limited Job.

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Square Enix stated that, with Final Fantasy 14’s Evercold expansion bringing Evolved and Reborn modes as part of its battle mechanic overhaul, the changes introduced in Patch 7.5 were lighter compared to previous updates. Although Evercold is not due to arrive until January 2027, Final Fantasy 14 could still make some minor tuning adjustments beforehand. But time will tell what else Square Enix has in store.

Final Fantasy 14 Patch 7.5 Job Adjustments (April 28, 2026)

PVE

All Roles

In Patch 7.5, various actions have received potency adjustments to achieve a better balance among jobs within their respective roles. Moreover, as mentioned during the Fan Festival in Anaheim, the next expansion, Evercold, will introduce a new battle mode in addition to the current job action system.

Warrior

We found warrior’s damage output to be slightly lacking compared to other tanks, especially during burst damage phases. For this reason, we have increased the potency of actions typically used for burst damage.

  • Inner Chaos: Potency has been increased from 660 to 700.
  • Primal Rend: Potency has been increased from 700 to 720.
  • Primal Ruination: Potency has been increased from 780 to 800.

Samurai

Although samurai benefits greatly from party actions that boost damage, resulting in a comparatively high damage increase, their overall damage output was still lagging behind other DPS jobs. To help remedy this issue, we have increased the potency of certain actions.

  • Midare Setsugekka and Kaeshi: Setsugekka: Potency increase from the trait Way of the Samurai III has been changed from 640 to 680.

Reaper

Compared to other DPS jobs, reaper’s suitability to any given duty can vary significantly, making it difficult to master and execute ideal rotations. This results in a substantial loss of damage output in high-end content, which is why reaper’s usage rate is lower than other jobs. With the ultimate raid releasing shortly after Patch 7.5, rather than make changes that would warrant changing rotations, we decided to slightly increase the potency of reaper’s actions.

  • Gluttony: Potency has been increased from 520 to 560.
  • Void Reaping and Cross Reaping: Potency increase from the trait Melee Mastery III has been changed from 560 to 580. Enhanced Void Reaping potency increase from the trait Melee Mastery III has been changed from 620 to 640.

Viper

As viper’s firepower was found to be somewhat lacking compared to other melee DPS jobs, we have increased the potencies of certain actions. Although we previously reduced the potency of area of effect attacks in Patch 7.3, a balance review of jobs in the current environment has shown there is room to raise their potencies slightly, so we have rolled back some of those changes.

  • Vicewinder: Potency has been increased from 500 to 540.
  • Hunter’s Coil: Potency has been increased from 570 to 630. Flank potency has been increased from 620 to 680.
  • Swiftskin’s Coil: Potency has been increased from 570 to 630. Rear potency has been increased from 620 to 680.
  • Reawaken Combo: Reduction in potency after the first target has been changed from 80% to 75%.

Summoner

We made adjustments to summoner in Patch 7.41, but their damage output still appeared to be lacking, particularly in high-end duties, so we have increased the potency of certain abilities.

  • Painflare: Potency has been increased from 150 to 220.
  • Ruby Rite: Potency upon learning the trait Arcane Mastery has been changed from 580 to 620.
  • Crimson Cyclone and Crimson Strike: Potency upon learning the trait Arcane Mastery has been changed from 520 to 560.
  • Necrotize: Potency has been increased from 460 to 500.

Sage

Between the two barrier healers, scholar tends to be preferred due to their utility outside of healing. To compensate for this, we have made adjustments to increase sage’s damage output.

  • Phlegma III and Psyche: Potency has been increased from 600 to 690.
  • Eukrasion Dosis III: Potency upon learning the trait Magick Mastery has been changed from 85 to 90.

PVP

All Jobs

Aggregate damage in matches overall is currently higher than desired, and even using Guard appropriately often does not protect players from incapacitation. To alleviate these issues, and to better reward the use of defensive actions, we have made adjustments to defense as a whole. This includes improvements to Guard’s damage reduction, and increasing Recuperate’s cure potency. We have also reevaluated the defensive measures employed by certain jobs. Additionally, we have made adjustments to balance jobs according to their usage and win rates in Crystalline Conflict ranked matches.

  • Recuperate: Cure potency has been increased from 15,000 to 16,000.
  • Guard: Reduction to damage taken has been increased from 90% to 99%.

Melee DPS

Among role actions, Bloodbath and Smite are used comparatively less than Swift, so we have adjusted their effects to offer players more choice when it comes to offense..

  • Bloodbath: Increase to damage dealt has been changed from 10% to 25%.
  • Smite: Now ignores the effects of Guard when dealing damage.

Dragoon

To improve defensive capabilities, we have reduced the recast time of Horrid Roar and increased the HP absorption of Chaotic Spring.

  • Chaotic Spring: Amount of damage dealt absorbed as HP has been increased from 150% to 200%.
  • Horrid Roar: Recast time has been reduced from 24 to 20 seconds.

Ninja

We wanted defensive ninjutsu to provide ample benefits, so in light of strengthening Huton in Patch 7.45, we have also increased the healing over time effect of Meisui.

  • Meisui: Regen potency has been increased from 4,000 to 5,000.

Samurai

Due to improvements of defensive capabilities in Patch 7.45, samurai’s win rates in ranked matches have risen more than anticipated. To better balance their performance, we have tempered the healing and barrier effects of certain actions. Furthermore, in light of the increase to Recuperate’s cure potency, we have slightly reduced the HP recovery effect granted by Meikyo Shisui.

  • Ogi Namikiri: Potency of the barrier created when attacking two or more targets has been reduced from 10,000 to 8,000.
  • Meikyu Shisui: Increase to HP recovered via healing actions has been reduced from 20% to 15%.
  • Kaeshi: Namikiri: Potency of the barrier created when attacking two or more targets has been reduced from 10,000 to 8,000.
  • Tendo Setsugekka and Tendo Kaeshi Setsugekka: Cure potency has been reduced from 10,000 to 8,000.

Viper

To strengthen viper’s staying power on the front line, we have increased the potencies of Bloodcoil and Sanguine Feast, both of which absorb damage dealt as HP, and added a similar HP absorption effect to the limit break World-swallower. Furthermore, we increased the movement speed granted by Slither.

  • Bloodcoil: Potency has been increased from 8,000 to 10,000.
  • Slither: Movement speed has been increased from 25% to 50%.
  • Sanguine Feast: Potency has been increased from 8,000 to 10,000.
  • World-swallower: The additional effect “Absorbs 50% of damage dealt as HP” has been added.

Dancer

Due to significantly increasing the cure potency of Curing Waltz in Patch 7.45, dancer’s win rates in ranked matches have risen more than anticipated. In light of the increase to Recuperate’s cure potency, we have somewhat tempered the cure potency of Curing Waltz.

  • Curing Waltz: Cure potency has been reduced from 12,000 to 10,000.

Black Mage

We increased black mage’s offensive capabilities in Patch 7.45, but after determining there was still room for improvement, we have made further adjustments. We have focused on strengthening their limit break, Soul Resonance, by increasing the potencies of Flare and Freeze, as well as the duration of Elemental Star. We hope that black mage will enjoy greater efficiency from their limit break as a result, with more freedom to execute Flare Star and Frost Star, and two stronger actions in Flare and Freeze.

  • Xenoglossy: Charge time has been reduced from 16 to 15 seconds.
  • Flare: Potency has been increased from 13,500 to 15,000.
  • Freeze: Potency has been increased from 9,000 to 10,000.
  • Soul Resonance: The effect duration of Elemental Star has been increased from 30 to 60 seconds.

Summoner

To reduce the risk taken when closing quarters to execute Mountain Buster, we have added a damage reduction effect.

  • Mountain Buster: The additional effect “Reduces damage taken by 15%” has been added with a duration of 5 seconds.

Red Mage

With the goal of strengthening red mage’s unique talent for single combat, we have enhanced the effects of Monomachy, a status granted by Corps-a-corps. Furthermore, we have increased the duration of Forte to improve its usability for self-defense.

  • Corps-a-corps: The effect of Monomachy which increases damage dealt to target has been increased from 10% to 15%. The effect of Monomachy which reduces damage taken from target has been increased from 10% to 15%.
  • Forte: Effect duration has been increased from 4 to 5 seconds.

Pictomancer

As pictomancer enjoys high usage rates across all tiers of ranked matches, and boasts high win rates particularly in tiers Crystal and above, we have decided to temper both their offense and defense. We reduced the potency of Retribution of the Madeen, which we determined to be overpowered for an attack that deals damage instantly. Additionally, we have reduced the duration of Smudge’s increase to movement speed, given the number of ranged actions already at pictomancer’s disposal.

  • Smudge: Duration of increased movement speed effect has been reduced from 4 to 3 seconds.
  • Retribution of the Madeen: Potency has been reduced from 16,000 to 14,000.

Healer

We have eliminated the cast time for the role action Haelan and increased its cure potency in order to emphasize the healer’s role of promptly restoring HP to allies in peril. However, to avoid potential overlap with Recuperate, we have added a stipulation that halves the cure potency of Haelan when the healer targets themself.

  • Haelan: Cast time has been made instant. Cure potency has been increased from 15,000 to 16,000. Potency is now reduced to 8,000 when targeting self.

White Mage

Because white mage is struggling to achieve satisfactory win rates in ranked matches across all tiers, we have increased the cure potency of Cure III for surrounding targets, with the hope that this action will become more effective against enemies’ area of effect attacks.

  • Cure III: Potency is no longer reduced after the first target.

Sage

We have shortened the recast time of Pneuma in order to improve sage’s support of all party members.

  • Pneuma: Recast time has been reduced from 30 to 28 seconds.


Final Fantasy XIV Tag Page Cover Art

Systems

PC-1


Released

August 27, 2013

ESRB

T for Teen – Language, Mild Blood, Sexual Themes, Use of Alcohol, Violence

Engine

Originally the Crystal Tools engine, but currently it’s a custom engine using parts of the Luminous Engine.

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