Weapon Tierlists 2025

Eorzea Time
 
 
 
Language: JP EN FR DE
Version 3.1
New Items
users online
Forum » FFXI » General » Weapon Tierlists 2025
Weapon Tierlists 2025
First Page 2 3 ... 11 12 13 ... 16 17 18
Online
By Dodik 2025-08-13 17:04:56
Link | Quote | Reply
 
4 sigma wtf, get the frak out of here with that ***.

I don't even get out of bed for anything less than 5 sigma.
[+]
Offline
Posts: 1008
By soralin 2025-08-13 20:09:03
Link | Quote | Reply
 
Kaffy said: »
also many people do not look at the stipulations sim used to get those sets at all, just the gear. not the author nor the sim fault it is misinterpreted.

I mean, most of the highest damage pieces are simultaneously capped acc pieces nowadays for 99% of scenarios.

Only maybe a small handful of scenarios are out there, and are very niche, where you need more than 1650 accuracy or whatever you end up at with top end TPing sets and a bard+cor.

The scenario of "yeah but what if you are trying to solo kill stuff without any buffs in wave 3 dynamis" is technically a valid scenario but it doesn't hold much discussion value to bring up.

So, there is really only two variables that actually matters when it comes to discussing what sets are the best.

1. Meva/Mdef, for balancing out raw dps vs "not getting merc'd in the crossfire of AoE *** enemies spam", cuz your dps becomes zero if you get slept / stunned / terror'd / deaded

2. Physical Damage Limit, which in some specific slots in specific scenarios, will outperform in attack capped scenarios.

The former applies to TPing sets, and the latter WSing.

The latter is extremely easy to solve. For a given amount of known attack you have, you can pretty concisely make a priority list of PDL item swaps based on given thresholds of attack you have. At x much attack you do this swap. At y much you do the next swap, at z you do the next, so on. You don't need to parse that, it's mathematically solved already. Skill doesnt mean anything here, you can just do the math and know whats better.

The former though, that one is actually the only thing really worth discussing. How much MEVA is enough...

And... at a certain point player skill factors in too. Given medications, sub job, etc, you can theoretially compensate meva with player skill.

Its my opinion the last part is effectively the only really interesting area for discussion. Do you tradeoff more DPS for when you havent been CCd at the risk of higher chance of getting CCd? Do you offset this with popping remedies or whatever? Or do you stack more meva so you don't get CCd in the first place, and can just focus on unga bunga'ing.

Thats really the only area actually up for debate... everything else is just fundamentally mathematically solved.
[+]
Offline
Posts: 1413
By Kaffy 2025-08-13 20:59:39
Link | Quote | Reply
 
not really sure what your point is, sorry.

all I meant is that people look at the sets without also reading the disclaimer here https://www.bg-wiki.com/ffxi/All_Jobs_Gear_Sets

unrelated, relics now have nearly twice as many voters as some of the other categories. dunno if people get bored after filling out one (understandable) or just don't know the other categories as well. not going to replace the images in first post though until results are finalized, still a week left to vote.
[+]
Offline
Posts: 1008
By soralin 2025-08-13 23:17:31
Link | Quote | Reply
 
Kaffy said: »
not really sure what your point is, sorry.

That the scenarios where the best sets arent the best arent scenarios that add much value to any discussion, so arent really worth discussing anyways, aside from the small transition of Physical Damage Limit shifting from "Low attack" to "capped attack" status

And... thats about it.
 Phoenix.Capuchin
Offline
Server: Phoenix
Game: FFXI
user: Anza
Posts: 3868
By Phoenix.Capuchin 2025-08-14 00:32:14
Link | Quote | Reply
 
K123 said: »
tbh for damage I would put Apoc at C/D, it is only B because of utility which if you consider you could own any weapon in this ranking makes Apoc actually D rank.

I will say this... as someone with an Apoc who plays with somebody closing on on St4 Prime Scythe (that I currently get to see in our not at all optimal Sortie runs), I sure am jealous of his Foenaria putting my Apoc damage to shame while providing similar utility.
Offline
Posts: 3320
By Nariont 2025-08-14 02:09:23
Link | Quote | Reply
 
Phoenix.Capuchin said: »
I will say this... as someone with an Apoc who plays with somebody closing on on St4 Prime Scythe (that I currently get to see in our not at all optimal Sortie runs), I sure am jealous of his Foenaria putting my Apoc damage to shame while providing similar utility.

Least you don't have to worry about lacking job haste! Shame they put all their relic WS "fixes" behind putting them on primes
 Asura.Sechs
Online
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10831
By Asura.Sechs 2025-08-14 02:14:40
Link | Quote | Reply
 
Yeah they clearly had a shift in their resources. They initially planned to somehow "fix" Relic WSs (who knows what their fix would've been) but then eventually TVR came to be and they decided to shift focus to a new category of weapons which became known as Primes.

I have a mixed up stance on Relics. Clearly a lot (all?) of them could use some SMALL tweaks. Others are beyond any possible chance to be saved.
Then again the same could be said about several Mythic WSs, they could really use a small tweak, and arguably some Empy and Merit WSs as well.

I reckon for many of them it would be hard to find a sweet spot where they slightly improve the current situation (closing the gap a bit with other option) without overdoing it and turning these new "fixed" ones into the new meta.



With all of this said though, I'd rather have them spend their resources to fix stuff for jobs and general systems (merits? ML?) rather than focusing on these weapons.
They already told us Job adjustments are coming in 2026, if they don't change their mind meanwhile, so I'm thankful for that at least.
Offline
Posts: 3320
By Nariont 2025-08-14 02:27:15
Link | Quote | Reply
 
Asura.Sechs said: »
They already told us Job adjustments are coming in 2026

Don't remember seeing that, last job-related thing was them saying they were going to do what addons did yrs ago and add attachment/blue magic spell sets "eventually"
 Asura.Sechs
Online
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10831
By Asura.Sechs 2025-08-14 02:53:58
Link | Quote | Reply
 
Didn't Fujito said they were considering job adjustments in 2026 when he gave us his program for the next few years? When was that, during the anniversary celebration in may perhaps?

No wait it was in response to the players survey. A lot of people voted for Job Adjustments and he commented that "ok this is what people wants, we'll consider it from 2026 onwards" or something like that?
 Asura.Sechs
Online
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10831
By Asura.Sechs 2025-08-14 02:58:53
Link | Quote | Reply
 
No I checked the official survey results.
While it's true that stuff related to job adjustments, while not on top, is very high for both japanese and overseas players (and Fujito comments on that) there is no "we'll think about it from 2026 onwards" comment.
Now it sorta makes sense that if something is so wanted by players all over the world, of course they'll try to find some budget for that in their planning for the next years, but still no official comment about that specific part, on their side.

So either something like that came in the live show they do every month, commenting the survey results, or... I dreamt about it I dunno, I can't find solid reference.
I apologize for that.
[+]
Online
By Dodik 2025-08-14 05:24:44
Link | Quote | Reply
 
It was a Freshly Picked, and I do remember Fujito saying something along the lines of - "besieged changes, improving trusts and solo play for 2026.

Once delivered, we want to implement job changes like adding a blu spell set list and puppet equip sets."

I don't think they mentioned outright job adjustments, as in buffs.
 Asura.Sechs
Online
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10831
By Asura.Sechs 2025-08-14 05:31:34
Link | Quote | Reply
 
Yes! It was totally something like that! So I didn't dream about it!
Not entirely at least, I guess the "coming in 2026" part was not real lmao.

So if we stand to believe their words, Job Adjustments might indeed be coming at us, but not before 2027 or at least not before they implemented those other things mentioned.
Which is... sad! But better than nothing I suppose.
 Asura.Melliny
Offline
Server: Asura
Game: FFXI
user: melphina
Posts: 805
By Asura.Melliny 2025-08-14 09:20:08
Link | Quote | Reply
 
I wouldn't expect them to do any job adjustments. The last real adjustment they did was giving ranger hover shot, and that was a one-off scenario because they realized (correctly) that for a job that's supposed to be the king of ranged dps, ranger's actual output using the gun or the bow was sadly lacking. That was in May of 2021, and to put the timing in perspective, the initial V1-V15 gaol fights were added in February of 2021, just three months prior.

Let's also not forget when people thought they were doing an "all jobs adjustment" simultaneously because of a press release. Turned out they were just talking about mater levels, and the adjustments were the minor stat increases you got per Mlvl. Sure it's a decent chunk of stats when you get to higher mlvls and you can unlock some new stuff via sub job, but there were no job ability or trait adjustments, and I doubt they'd be willing to invest the time required to do meaningful job ability and trait balancing. Just look at their most recent example; JSE +4. To say the vast majority of stat increases are uninspiring is an understatement.
[+]
 Asura.Sechs
Online
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10831
By Asura.Sechs 2025-08-14 13:58:06
Link | Quote | Reply
 
Asura.Melliny said: »
and I doubt they'd be willing to invest the time required to do meaningful job ability and trait balancing.

Quote:
Just look at their most recent example; JSE +4. To say the vast majority of stat increases are uninspiring is an understatement.

Yes and yes BUT they don't have to adjust ALL jobs, and they don't have to do it at the same time.
Honestly you don't need to overhaul all 22 jobs. The amount of tweaks required changes according to the level of depth they want to get to but still, not necessary to adjust all 22 and together.
And that was exactly the problem with JSE+4.
They released ALL af AND relic adjustments TOGETHER.
While I agree it was overall slightly disappointing, to expect piece specific adjustments was beyond real with such an amount of gear to be released.

They won't have that issue if they decide to do small adjustments to like 4-5 jobs and do them two at a time.
Offline
By K123 2025-08-14 14:26:51
Link | Quote | Reply
 
They should have fixed DRG by changing ws number of hits, mods, and fTP not by giving them wsd traits, like they should have made DRK better the same way and not given them 50% PDL in traits.

The job that is most neglected red headed step child is THF IMO. Wish they would fix it. There needs to be more and better content for RNG too. Not at V25 Arebati or new master trial level, more accessible.
[+]
 Carbuncle.Nynja
Offline
Server: Carbuncle
Game: FFXI
user: NynJa
Posts: 6125
By Carbuncle.Nynja 2025-08-14 14:30:55
Link | Quote | Reply
 
If theyre adjusting things
Give axe a good physical WS

No reason for Decimation AND Ruinator to be multihit acc based TP mod.
[+]
Offline
Posts: 3320
By Nariont 2025-08-14 14:39:41
Link | Quote | Reply
 
K123 said: »
They should have fixed DRG by changing ws number of hits, mods, and fTP not by giving them wsd traits, like they should have made DRK better the same way and not given them 50% PDL in traits.

The job that is most neglected red headed step child is THF IMO. Wish they would fix it. There needs to be more and better content for RNG too. Not at V25 Arebati or new master trial level, more accessible.

You do that then you run the risk of just making polearm better on sam or war, and drgs still just kind of meh. Unlikely but the WSD was a decent work around that both benefits the drg primarily, but also improves its potency as a sub.

PDL fits DRKS MO fine as well, said it a few pages back but i think DRKs only real issue is it got left behind in the TP game, it has no problems on WS' or just hitting hard in general.

And idk what you mean THF got evasion, TH, and more evasion, jobs fiiine, now lets continue tradition of taking pieces of it and giving it to another job and give accomp/collab to... eh lets just give it to DNC
[+]
Offline
By K123 2025-08-14 14:45:32
Link | Quote | Reply
 
Nariont said: »
You do that then you run the risk of just making polearm better on sam or war, and drgs still just kind of meh. Unlikely but the WSD was a decent work around that both benefits the drg primarily, but also improves its potency as a sub.
Considered it, but I meant DRG specific WS - letting WAR and SAM have Shining One is good but is plenty. DRG as a sub made WAR and SAM even more stronger than other DDs, it was a negative impact IMO.

Nariont said: »
PDL fits DRKS MO fine as well, said it a few pages back but i think DRKs only real issue is it got left behind in the TP game, it has no problems on WS' or just hitting hard in general.
Yeah but 50% is too much, 30% maybe. Still could enhance some WS mods (excluding prime and Torc).

Nariont said: »
And idk what you mean THF got evasion, TH, and more evasion, jobs fiiine, now lets continue tradition of taking pieces of it and giving it to another job and give accomp/collab to... eh lets just give it to DNC
TH doesn't help most content, and where it could (Aminon HQ) it isn't strong enough to take. It should at least be strong enough to be swapped for DNC, maybe 80% as strong say because it brings TH or whatever. 6/8% WSD pieces are insulting.
Offline
Posts: 1413
By Kaffy 2025-08-14 14:51:52
Link | Quote | Reply
 
trying to think which job has been left out of a top spot in the meta the most, or for the longest. it really might be thf.
Offline
Posts: 3881
By Taint 2025-08-14 14:56:29
Link | Quote | Reply
 
Sneak and TA should be on 30 second timers. It would make THF very busy and boost DPS a lot.
[+]
 Asura.Sechs
Online
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10831
By Asura.Sechs 2025-08-14 15:24:26
Link | Quote | Reply
 
K123 said: »
The job that is most neglected red headed step child is THF IMO. Wish they would fix it.
Ehr...
Now I agree THF could definitely use some adjustments, not sure I would define it THE job that requires adjustments the most though.


Kaffy said: »
trying to think which job has been left out of a top spot in the meta the most, or for the longest. it really might be thf.
Kinda depends what you mean with "off the meta". THF was never meant to be a DPS, if you look at things from that point of view, actually THF is ironically even too good of a damage dealer, if you gear it for that.
THF has mostly been something used for TH. Whenever there has been content where TH was relevant, THF was always IN the meta.
What else does THF do? They gave it some cool abilities to manage party enmity.
They should do something like that, somewhat increase that utility aspect, without gimping its dps. It would be in the perfect spot.
A piercing melee which deals not top but still decent damage, can somewhat manage party enmity, occasionally steal TP and buffs, and has TH.
Would be in a perfect position, if you ask me. And it's not like THF is THAT far, it has a role, a spot somewhere, they just need to enforce its peculiarities.
 Asura.Saevel
Offline
Server: Asura
Game: FFXI
Posts: 10314
By Asura.Saevel 2025-08-14 15:27:29
Link | Quote | Reply
 
Taint said: »
Sneak and TA should be on 30 second timers. It would make THF very busy and boost DPS a lot.

Making adjustments to how conspirator works with trick attack, while also lowering it's recast to 30s would give THF a very strong position even if it's not "the best" DPS. Being able to shunt hate off a DD and then push that hate onto the tank, or just make it disappear is very valuable. Something high DPS jobs like WAR, SAM, DRG and DRK run into is the hate ceiling causing very bad TP moves hitting them or others. THF being able to go "nah" is a pretty strong reason to have one around.
[+]
 Lakshmi.Buukki
Offline
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-08-14 15:31:10
Link | Quote | Reply
 
Taint said: »
Sneak and TA should be on 30 second timers. It would make THF very busy and boost DPS a lot.

Agreed. As someone who plays THF every single day, this is just a couple of the many things THF needs.

I think all of THF's job abilities should be lowered and effects enhanced:

Despoil - 90 seconds. Usable even when inventory is full but will not steal an item if it is. Follows logic: Always steals TP; Has a chance to steal an item; even if it fails, always inflict an enfeeble effect. Duration of enfeeble = 60 seconds, cannot be resisted (same potency as currently, gives it competing value as DNC)

Steal - 120 seconds. Steals an Item or Attributes (STR, DEX, AGI etc) from enemy. Attribute drain is -20% on monster, +20% t THF (basically Impact). Duration of Attribute steal is 60 seconds.

Mug - 60 seconds - Steals HP (no change except timer).

Aura Steal - No change

Sneak Attack/Trick Attack - 30 seconds

Bully - 120 seconds, duration 60 seconds. Same intimidation effect, has a chance to inflict Amnesia.

Hide - 1 minute. Can always be used with either Sneak Attack or Trick Attack and ignores positional requirements. If paired with Trick Attack, allows you to gain the damage bonus even if no party member is between you and the monster. Hate will return to the THF as normal (makes it so stacked Trick Attack under Hide can never fail)

Accomplice/Collaborator - delink these job abilities. Put on 60 second timers. Increase the range when you can use this, so it can hit even backline party members without running over to them. Also, make these abilities an active buff that lasts for 10 seconds. Your next WS will transfer the hate stole from the target party member to another, if used with Trick Attack (gotta be fast)

Assasin's Charge - 120 seconds. Forces TA/QA and a critical hit on the next attack. If used on a multiple attack WS, only affects first hit (Basically a TA Climactic)

Feint - 3 minutes unresisted, 90 seconds resisted. -150 evasion if it lands.

Flee is fine, but make it 120 seconds. DNC can jig much more frequently and hit the whole party.
[+]
Offline
Posts: 1413
By Kaffy 2025-08-14 15:32:23
Link | Quote | Reply
 
thf did see use on w3 dynamis bosses for that reason before /drg became popular, can't recall another example where the fight lasted long enough to give them that opportunity. and even afterwards, having thf/drg themselves was even more effective so that other dd didn't have to.

I think many job abilities need modernized recast timers, though, definitely not just thf.
[+]
Offline
By K123 2025-08-14 15:47:37
Link | Quote | Reply
 
Lakshmi.Buukki said: »
Bully - 120 seconds, duration 60 seconds. Same intimidation effect, has a chance to inflict Amnesia.
I agree with everything except this might be a bit OP to get 2 SA WS in, maybe just 30s duration.
Offline
By K123 2025-08-14 15:48:47
Link | Quote | Reply
 
Also what suggested recast for Feint? I say make it last 90s (all bosses last less than that now) and 3min recast.
 Fenrir.Brimstonefox
Offline
Server: Fenrir
Game: FFXI
user: Brimstone
Posts: 337
By Fenrir.Brimstonefox 2025-08-14 15:54:11
Link | Quote | Reply
 
Considering the speed of the game and the ja animation delay I'm not sure reducing the timers will have the intended effect. When you get TP in a few seconds, there's really no time to use JA. (ability/job depending of course).

That said its laughable that Mug is on a 15 min. timer. I pretty much forget that it even exists. Many could be shorter/stronger.
 Asura.Sechs
Online
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10831
By Asura.Sechs 2025-08-14 16:05:39
Link | Quote | Reply
 
You meant 5 mins?
It's 5 mins.
It's still ridiculously high but it's not 15 mins? °-°
Not sure if it's a typo or you really meant 15!
 Lakshmi.Buukki
Offline
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-08-14 16:31:34
Link | Quote | Reply
 
Fenrir.Brimstonefox said: »
Considering the speed of the game and the ja animation delay I'm not sure reducing the timers will have the intended effect. When you get TP in a few seconds, there's really no time to use JA. (ability/job depending of course).

That said its laughable that Mug is on a 15 min. timer. I pretty much forget that it even exists. Many could be shorter/stronger.

Not true. Dancer is constantly popping WS-Enhancing job abilities and it adds massive amounts of damage. Just go play THF in any setting and you will see how much damage SA/TA adds to your WS damage; it would be a net positive.
[+]
 Carbuncle.Nynja
Offline
Server: Carbuncle
Game: FFXI
user: NynJa
Posts: 6125
By Carbuncle.Nynja 2025-08-14 17:20:50
Link | Quote | Reply
 
Mug used to be a 15 min timer. Getting that 1000 gil from HNM's was insanely broken and one of the many reasons why THF was constantly being held back as a DPS.
[+]
First Page 2 3 ... 11 12 13 ... 16 17 18