1. JechtShotMK9 on the forum, Holo Wisewolf/Lyndis Caelin ingame. Main character is on Cerberus with the TLS Free Company, while I have alts on Adamantoise and Midgardsormr, as part of the Eorzean Elite and Kanzenshuu Free Companies. This review will focus on Ninja and Paladin.
2. I have mained Paladin since I first started back in 2.2, which actually came out on my birthday a little over 3 years ago. Started as Archer, hated the queues, so I switched to Gladiator early on. I've loved tanking, and always preferred Paladin to the more DPS-oriented Warrior and the always-searching-for-it's-own-identity Dark Knight. During Heavensward, I switched to Ninja for story content, and it became my favorite class. It flows so smoothly, and the speed at which I can do stuff makes it feel way more active than most other classes I've played, with the possible exception of Monk. Nowadays I use Ninja for Trials and Raiding, while I stick to Paladin for 4-man stuff.
3. it affect your decision to either stick with that job or change to a different one?
I read everything that was coming out, and it turns out my mains were insanely buffed, so sticking with them was an easy decision.
4. For tanks, I'm a pretty big fan. Sure, Paladins kinda get the short end of the stick when it comes to role abilities, seeing as the majority of the good ones were Paladin skills to begin with, but I like what we got. Shirk is a godsend for aggro shenanigans, Anticipation isn't amazing, but it's another cooldown, and nobody can have too many of those, Ultimatum I find to be kinda useless; a tank should never be lossing aggro to the extent that Ultimatum is necessary, and DPS should be expected to use their own aggro reducing methods now. Low Blow is okay, but as a Paladin, I have Shield Bash, so no real need for that one.
As for DPS...I'm not as happy there. I miss Blood for Blood and Internal Release, but what we get now isn't so bad. Diversion is a godsend in low-level stuff, and, combined with a Ninja's inherent aggro skills, makes you either one of the most useful party members....or the best troll in 8-24 man content, where you can basically dictate who tanks >
Invigorate and Goad are must-haves, Bloodbath and Second Wind are nice, True North is good for solo content and ensuring that Trick Attack lands, in case of a surprise spinning boss, and OGC stuns are always nice. Still, I do miss my damage buffs....
5. Paladin is God...
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Oh ok, I can go in more detail.
The single biggest problem people had with Paladin in the past was the lack of AOE damage. Flash did nothing, and Circle of Scorn, while cool looking, was lackluster in the damage department. That has been resolved, with the addition of Total Eclipse, a spammable AOE move. While it doesn't generate extra aggro, it finally gives Paladins something to do in the mega-pulls that they are designed for. It's also available early on, so you can use it in lower-level dungeons.
Before going into the post-60 stuff, a few changes have been made to the existing-toolkit. First, Blocking now affects both physical and magical attacks, and fuels the Shield Oath gauge. This is a huge buff for Bulwark, which, when combined with Awareness (as critical hits are calculated before blocking rates, and can't be blocked), makes for an excellent big trash-pull combo. Sheltron, now tied to the Oath Gauge, has had its cooldown reduced to 5%, and costs 50 gauge, and can be used in either stance, and, with the ability to block Magical attacks, has received a major buff. Also, for reasons that will be explained later, the MP boost on Sheltron going down is now much more important, making it a vital part of the Paladins toolkit. Sword Oath now adds 5 gauge upon each auto-attack. Cover also now affects magical damage, and gains a trait later on that applies a defensive buff to the target.
Now for the new stuff-
Intervention is sort of like a short-term Cover. It lasts about 6 seconds, and bestows an increased defensive buff if you have Sentinel or Rampart up.
Holy Spirit is your main source of burst damage. 430 potency, and, with the trait you receive at the same level, you can use it 5 times in a row at max mp. Best to use right after Goring Blade and Requiescat, as the time for Goring Blade's dot will be up right as you finish spamming Holy Spirit and start to reapply Goring Blade.
Also, that trait I mentioned above applies to both Clemency and Flash, cutting their mp costs in half.
Requescat needs to be used when you are at near max MP, and, when used properly, deals extra damage, and applies a buff that increase your magic potency by 20%. So, naturally, it is best used right before spamming Holy Spirit.
Passage of Arms is both a strong contender for the coolest move in the game, and a fantastic defensive cooldown for party-wide damage, which is all over this expansion. Nearly every boss in level 70 content has some manner of unavoidable group damage, and, once every two minutes, you can reduce that by 15%, as long as they stand behind you. You also get guaranteed block rates during the move, but, as you can't move while using it, it's best to save it for the big attacks.
Now for Ninja.
First, the changes to Ninja's toolkit, of which there have been many.
First, the two Venom buffs have been removed and replaced with a passive 20% damage buff trait. Mutilate and Dancing Edge have been removed, and DE's slash-debuff has been incorporated into Shadow Fang, which now procs off of Gust Slash. Jugulate's stun has been removed as well, although it retains it's silence debuff. Sneak Attack was removed, and Trick Attack is obtained much earlier, making it available in all dungeon content.
Two major buffs to Ninjutsu are that Hide will now refresh your Mudras, making it super-easy to maintain Huton between pulls and to set up an opening before bosses, and that, later on, Raiton and Katon will refresh your Shukuchi cooldown.
Also, just because Square Enix didn't think that would be enough, basically all the old Ninja moves got potency buffs
Now for the new stuff:
The new mechanic is the Genki gauge, which increases by 6 per Auto-Attack, and, after getting the trait, by 30 when you use Mug. Three new skills make use of this gauge:
The first is Hellfire Medium, which summons a giant frog that does AOE damage. This one is not on a cooldown, and will be used the most often out of these Genki moves, and costs 80 of your gauge.
The second is Bhavacakra, which is a single-target unaspected move that also costs 80 Genki.
Third, and most interesting, is Ten Chi Jin. While using this move, you cannot move or activate skills other than Ninjutsu or Mudras. While under the Ten Chi Jin status, Mudra usage will not reset upon casting Ninjutsu. In layman's terms, you can cast Fuma Shurikan>Raiton>Suiton or Fuma>Katon>Doton in a row, for double the potency. This costs 80 Genki.
6. Paladin is gonna be the best tank until something is done to either nerf it or buff the others, no question. They have the most utility, and roughly the same DPS as Warrior, but with a much simpler rotation. Honestly, the only reason that PLD/PLD compositions may not be meta is due to a Limit Break penalty. Blackest Night is cool and all, but DRK and WAR just can't compete with Paladin right now.
As for Ninja, it's guaranteed a spot in serious raiding. Trick Attack's cooldown got shortened to once per minute, it has 3 enmity management skills, a slashing debuff that is part of it's main damage rotation, and has respectable DPS for a melee in and of itself.
So yeah, I'm feeling pretty comfortable with my mains this expansion