Final Fantasy XIV's patch 7.2, Seekers of Eternity, has arrived with a hefty set of job adjustments that have players buzzing. Released alongside updated patch notes on 25 March 2025, these changes tweak everything from tanking power to caster mobility, with the aim of balancing roles for both current content and what Square Enix is hinting at as "future combat design". If you're wondering how your favourite job stacks up, or what these updates mean for your next dungeon run, let's break it down with a fresh perspective.
Tanks: Buffs with a Side of AoE Tweaks
Tanks see some love in 7.2, particularly Warrior and Gunbreaker, with potency boosts aimed at leveling the playing field. Paladin's AoE skills like Total Eclipse and Holy Circle get a slight kick, while Confiteor and Blade of Honor see their multi-target potency drop adjusted from 50% to 60%. Warrior's single-target staples—Heavy Swing, Storm's Path, and Upheaval—gain modest increases, though Chaotic Cyclone takes a 100 potency hit. Dark Knight's Salt and Darkness and Shadowbringer shift AoE reductions to 25%, and Gunbreaker's big hitters, Reign of Beast and Noble Blood, jump to 1,000 and 1,100 potency, respectively.
These tweaks suggest a focus on smoothing out tank performance across content types, especially with AoE adjustments hinting at ultimate raid balancing. For tankers, it's a subtle nudge - nothing game-changing, but enough to keep you swinging with confidence.
Melee DPS: Uptime Challenges, Potency Gains
Melee DPS get a general potency bump, likely to offset what the devs call “difficult close-range attack situations” in future fights. Monk's Tornado Kick and Elixir Field adjust the AoE potency drop to 40%, with Phantom Rush increasing to 1,040. Dragoon sees small buffs to Drakesbane and Star Diver, while Ninja sees a mix of 20 potency boosts and AoE nerfs to Phantom Kamaitachi. Samurai and Reaper follow suit with potency shifts, and Viper—still fresh from its Dawntrail overhaul—gets straightforward buffs to its Legacy skills, now at 320 potency each.
The takeaway? Melee may soon face more downtime, so these buffs aim to keep your damage respectable when you can land hits. It's a practical move, though it leaves us wondering what wild mechanics are coming to mess with our uptime.
Ranged DPS: AoE Focus, Mixed Feelings
Physical ranged DPS—Bard, Machinist, and Dancer—see mostly AoE-focused changes. Bard's Pitch Perfect gets a 5% AoE nerf (55% reduction after the first target), while Shadowbite gets a potency boost. Machinist mains might groan as their changes are all nerfs—potency cuts across the board, no single-target love in sight. Dancer, meanwhile, gets a laundry list of AoE tweaks, from Fan Dance to Technical Finish, with minor buffs to Blood Shower and Rising Windmill.
The lack of single-target buffs has left some ranged players (especially Machinist fans) feeling overlooked. If future fights favor movement over uptime, ranged could shine—but for now, it's a “wait and see” situation.
Magic Ranged DPS
Mobility and balance casts get interesting updates, with the Black Mage stealing the spotlight. Casting times for Fire IV, Blizzard IV, and Flare have been reduced to 2 seconds, and the Astral Fire/Umbral Ice timers have been removed, making the profession more forgiving and mobile. Potency nerfs hit Fire IV and Blizzard IV, but Flare Star and procs like High Thunder gain flexibility. Critics argue that this dumbs down a once complex profession, while others welcome the ease for chaotic combat.
Summoners and Red Mages see simpler potency boosts - Exodus to 1,500, Vice of Thorns to 800 - while Pictomancer, the darling of Dawntrail, gets a deserved trim. Its burst-heavy Pom Muse and similar skills lose potency, offset by buffs to basic casts like Fire in Red. This reigns in Pictomancer's downtime dominance without taking away its charm.
Healers: A Tiny Nudge
Healers get the lightest touch: White Mage, Scholar, and Sage see 5-10 power buffs to DoTs like Biolysis and Dia. Astrologian's Gravity hits 140 potency, but that's it. These tweaks maintain the status quo - don't expect a healer revolution here. If you're healing well now, you'll continue to do so.
What's Behind the Changes?
The patch notes emphasise "future combat design", hinting at fights where melee uptime and casting windows shrink. AoE tweaks are also linked to ultimate raid balance and possibly new field content requiring mob clearing efficiency. The Black Mage overhaul hints at faster, movement-heavy encounters, while the Pictomancer nerfs address its outlier status in downtime scenarios. It's all speculative until we see these fights, but the intent seems to be flexibility across roles.
Community Vibes and Predictions
Players have mixed takes. Some bemoan the loss of Black Mage's skill ceiling, while others cheer its accessibility. Machinist mains feel snubbed, while Pictomancer fans shrug off the nerfs as fair. There's chatter about 8.0 - will cast times disappear altogether? Could fights get longer or more involved? The developers' vague "we anticipate" leaves room for doubt, but it's clear they're testing the waters for a shift in combat dynamics.
For now, 7.2 refines Dawntrail's foundation without rocking the boat. It's practical, not flashy - perfect for players who just want to grind fates or tackle Savage without overthinking rotations.
Thanks for Reading
Patch 7.2's job changes aren't a total overhaul, but they set the stage for something bigger. Whether you're a tank soaking up hits or a caster dodging beams, there's something here for you to chew on. Keep an eye on MMOJUGG for more updates as we dive into what's next for FFXIV!