The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
For those who don't know, Final Fantasy XIV originally released in September 2010 and was.... well it was basically a train wreck.
Despite stunning visuals and an interesting story the game itself was lacking mechanically. The UI was broken and sluggish, the combat was unresponsive and stiff, the world was bland and sparse, and the quests outside of the story were forgettable and dull. They tried for awhile to stem the bleeding by putting out some content patches and trying to fix a lot of the issues, but the game was on it's death rattle and had barely even begun.
However, instead of just cutting their losses and leaving the game to hobble on and eventually die, Square-Enix decided to take a different approach...
They hired this guy.
Mr. Naoki Yoshida (Known as Yoshi-P) took over the project and it was decided that instead of trying to fix the current game. They would just make a new one.
So now we have a game with Stunning visuals, combat that is fun and engaging, a world that is full of life and secrets to be found, quests that are plentiful in number and each with it's own interesting little story to be told. Oh and Chocobos that actually fight along side you, Magitech that you can eventually ride and battle with, and generally everything that we wanted in the first game.
PA crowd (or anyone who wants to plays with us) is on the Sargatanas (Legacy) server
Game is available for both PC and PS3!
Also this:
Come on, who doesn't want some snazzy Chocobos with hats?
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Over the course of some one thousand years and three great migratory waves, the Hyur have come to be the most populous of the civilized races in Eorzea. Compared to the others, theirs is an average physique, both in terms of height and build. The Hyur champion personal freedom and liberty, and their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage―as is their resulting lack of a unified cultural identity.
Though their presence in Eorzea is lesser than that of the other races, the Miqo'te are easily distinguished by their large, projecting ears and restless, feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era, traversing frozen seas in pursuit of the wildlife upon which they subsisted. Instinctual territoriality causes many among them to lead solitary lifestyles. Males in particular are said to shy from contact with others.
The Elezen are a characteristically tall people, long of limb and slender of build. They are also possessed of a somewhat extended lifespan in comparison to the Hyur. The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races, and, as such, developed a heightened sense of honor and pride. In years past, the Hyur migration into Elezen lands sparked bitter conflict. At present, however, the mutual understanding reached between the two races allows them to work towards mutual peace and prosperity.
The Roegadyn are easily identified by their massive, muscular frames. They are descended from a maritime people that roamed the northern seas, though many of their ancestors turned their longships south to brave the crossing into Eorzean waters. Often considered a barbaric race, the fiercely competitive Roegadyn are also known for their compassion and unswerving loyalty. Many of the greatest warriors in history were born of Roegadyn stock.
The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance, it proves difficult for non-Lalafell to gauge an individual's age with any degree of accuracy. Originally an agricultural people inhabiting the fertile islands of the south seas, they found their way to Eorzea via the burgeoning trade routes. Lalafell are welcoming of outsiders, and share prosperous relations with all of the other races of Eorzea.
*Note: Only the Disciples of War/Magic are available as a starting class. The Disciples of Hand/Land can be switched to once you unlock the ability to change class around lvl 10.
In FFXIV: ARR your character is able to access any and all classes and jobs that exist within the game. Unlike most other MMOs where you choose a single class at the start and are stuck with that Class throughout the game, FFXIV: ARR allows you to change your Class at will once you unlock the ability to do so by taking your starting Class to level 10 and completing the appropriate quest.
Each Class in FFXIV: ARR is leveled separately and retains any and all XP you gain on that Class when you switch. This means if you start as a Marauder and take it to level 15 and switch to Conjurer, your Marauder Class remains level 15 and you are now a level 1 Conjurer. If you play your Conjurer for awhile get to level 4 or so and decide to switch back to Marauder you are now a lvl 15 Marauder again and your Conjurer remains at level 4.
To switch your class (after completing the unlock quest) you simply seek out the desired Class Guild and speak to the Guild Receptionist who will give you a quest to speak to the Guildmaster. Upon speaking to the Guildmaster you will receive a weapon/tool appropriate to the desired Class and by equipping that weapon/toll you will transform into that Class.
The nice thing about having the ability to change your Class is that you are able to unlock abilities on each Class that you can then carry over to other Classes. Want a Lancer that can Cure? How about an Archer with Second Wind? Maybe a nice Parry buff on your Gladiator? All of this is possible by leveling up the appropriate Class that has the ability you want and then switch to the Class you want to use it on and set the ability you want from the Skills menu.
Jobs
Jobs are a bit different as they are extensions of certain Classes. Once you reach the requisite level of the appropriate Classes (usually around lvl 30) you can unlock the Job associated with that Class or Classes. A Job is a more specialized version of the Class or Classes that it is associated with. A Conjurer for example can become a White Mage, and a Pugilist can become a Monk. Each Job has it's own requirements that must be met before you can unlock it.
Travel
With a world as large as Eorzea, getting around can be a daunting task. Luckily in FFXIV: ARR you have a variety of travel services you can utilize to ease the burden of travel.
Mounts: It just wouldn't be a Final Fantasy game without Chocobos. And luckily we not only get to ride them, but we get to fight alongside them as well. Don't worry if you aren't a fan of Chocobos though, because there will be a variety of mounts you can ride including Coeurls, Gobbue (only if you got it in Legacy?), Magitech armor, and more. Not only will you be able to ride, but you'll also be able to outfit your mounts with various cosmetic armors.
The basic mount will be your Chocobo, which you can get access to around lvl 20 via the main storyline. Before then however you can still hire out chocobos from your local Chocoporters who are more than happy to lend you a chocobo for a paltry fee.
Teleport: This is how you will get around in a hurry, however it is also the most expensive way to travel so you pay for the convenience. Eorzea is littered with Aetheryte Crystals (conveniently located in most major Camps and Cities). Once you have reached an Aetheryte Crystal you can attune to it, effectively adding it to your list of available teleport locations. Teleport itself has no cooldown, but as I mentioned before can be a bit pricey if you use it a lot. On the plus side however when you do activate Teleport anyone in your party in the same zone as you will also be able to tag along, provided they have already attuned to the destination Crystal.
Note: You can register 3 Aetheryte Crystals as your 'Favored' locations which drastically reduces the amount of Gil it costs to teleport to them.
Return: Return is like your classic hearthstone. You can set an Aetheryte Crystal as your 'Home Point' (an option upon selecting the Crystal) and when you use your Return spell it will take you there instantly and for no fee. However it is on a 15 minute cooldown.
Ferries: Around Eorzea you will find many Ferries that link various Zones together. For a small fee you can ride these Ferries to make travel a bit easier.
Airships: Upon clearing the prerequisite Story quests at lvl 15 you will be granted an Airship pass which will allow you to travel between the major Cities of Gridania, Ul'dah, and Limsa Lominsa for a nominal fee. This is cheaper than using Teleport but is much more restrictive in terms of usage since you can only use Airships from the Airship ports themselves in each city.
Delphinidaes on
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If you need an invite to the Free Company just message one of the following people in game using /tell and let them know you are from the PA forum
Sionnach Rua
Delphi Kisaragi
Chipper Ulven
or anybody currently in the FC as they all have rights to invite. The above names however are familiar with the invite process and should be easier to access.
PA Linkshells:
Omega Hares: /tell Delphi Kisaragi, Cessa Stormwall, Spawn Broker, or Sionnach Rua to get an invite.
If you've made a PA Linkshell let me know so I can add it to this list!
Voice Chat
Raidcall
Discontinued for being too buggy.
Ventrillo info:
Server:
gitl.typefrag.com:39860
Password:
(Ask in Free Company for now)
Item Requisition
Looking for a specific item to be crafted? Want to post that you have a great item people can use? Try the GITL Item Requisition service!
1. Fresh 50? Ready to see what the world has to offer? Lets get to it then.
Finish Your Job/Story Quests - Your Job quests will net you your last skills and your Artifact gear. Do them. The main quest up through Praetorium is required for practically all other Level 50 content.
Replace Your Trash Items - If you have any items below iLevel 45, they should probably be replaced with crafted/purchased items. You should pay particular attention to your weaponry.
Castrum Meridianum and The Praetorium - You'll need to run them once for story, but feel free to run them a few times extra if you like during this stage to acquire more Tomestones of Philosophy and get comfortable with level 50 content.
2. Time for the basic content! This stuff can be done with your fancy new fresh 50 gear.
Ifrit Hard Mode - Unlocked in the Waking Sands, he's an easy and simple mechanics fight which drops iLevel 60 Weaponry.
Wanderer's Palace and Amdapor Keep - You'll have to do these anyways for your GC and Relic quest eventually anyways, but they also drop some comfy iLevel 55 gear to get you started, and are an easy completion even in fresh 50 gear (particularly now that AK's difficulty has been nerfed).
Relic Quest Line - It's probably a good time to start on your Relic Quest. It'll take you through Chimera, Hydra, and back through the content you've completed at this point. At minimum you'll want it all caught up before you get to Titan some time down the road.
3. Got a few pieces of iLevel 55? Weapon at least level 55, or an Ifrit weapon if you're lucky? Good, next step up!
Garuda Hard Mode - Like before, unlocked in the Waking Sands, Garuda is a more complex fight, and one which requires some gear at least to pass various checks on your stats. She turns out cool looking iLevel 70 weapons for your trouble.
Copperbell HM and Haukke HM - The next step up in 4 Man dungeons, these guys provide a little more challenge, but better rewards, in the form of iLevel 60 gear of all varieties.
Pharos Sirius - The hardest of the 4 man dungeons in 2.1, Pharos is a reasonable completion as you near the end of this proverbial tier. Feel free to challenge it for some more iLevel 60 items and fun as you stretch your legs.
Darklight Gear - At this point, you're probably also sitting on a nice stack of Philosophy Tomes. Feel free to turn those guys into some Darklight gear for yourself to start filling in your lower iLevel slots. You'll need it!
4. Feeling suave in your mixture of iLevel 55-70 gear? Time to start stepping up your game with the big challenges!
Titan Hard Mode - The last barrier in the route to Relic, clearing Titan should be your goal for this tier. The first fight that truly stresses both Mechanics and raw numbers. An HP in the range of 3200+ is an absolute minimum for this fight. Also drops iLevel 80 Weaponry.
Good King Moggle Mog XII - Feeling the pain on Titan? Finish pushing through the main story and eventually you'll run into this guy. He's a fun fight with a challenge level similar to Garuda HM that drops iLevel 75 Weapons. A helpful stopgap if you find yourself rockblocked by Titan for an extended period of time. Or if you just really like Moogles.
AF+1/Heroes Gear - By now you might be sitting on at least a few hundred Myth tomes. Feel free to start changing them in for some iLevel 90 gear in Revenant's Toll. Even a single piece can drastically boost your stats up at this point.
Ultima - The Ultima fight is no joke, with a difficulty level similar to that of Titan. Still, for the adventurous with gear in the iLevel 65+ range, he can be taken down for some solid iLevel 80 Accessories.
Crystal Tower - If you can punch your way through the tiresome unlock quest, Crystal Tower can be a nice source of easy iLevel 80 gear. Although you can only walk out with one piece a week. Still, it'll be better than almost anything else you can get for a while.
5. Got your Relic? All Pimped out in iLevel 70-80 gear? Maybe a couple Myth tome items? Time for the final steps!
The Binding Coil of Bahamut - A Five Part dungeon with high mechanical complexity and numbers. Find yourself a good PUG or Static and have it. Drops some of the best gear in the game. Note: You cannot use the Duty Finder for Coil.
Relic Zenith - Save up those 900 Myths over time and upgrade your Relic at Gerolt's forge for a quick 10 iLevel bonus in stats.
Extreme Mode Primals - The alternative option to a Relic +1, clearing all 3 can get you a fancy iLevel 90 weapon as well. You might find yourself needing the Relic +1 though just to get through them. They also drop lots of other fun items.
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So we get stiff once in a while. So we have a little fun. What’s wrong with that? This is a free country, isn’t it? I can take my panda any place I want to. And if I wanna buy it a drink, that’s my business.
I am kind of psyched about this gil drop thing. Also the number of tomes dropped thing.
Maybe AK won't be that bad.
Yeah the number of Philo tomes in AK is a HUGE deal since I prefer running that to CM, and the gil is an awesome incentive because it pays for your Repair Bills and puts a nice chunk in your pocket. Although I'm worried about the long term effects of that on the economy..
Still though the DoT display thing is the biggest thing for me as a summoner, it's a huge game changer. I've trained my eyes to pick out my dots among the dozens in 8 man content but this will allow me to keep track of them at a glance. That plus being able to give my pet orders while casting is such a huge improvement.
They are really hitting the nail on the head with this patch and fixing a fair amount of QoL issues.
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I enjoy AK, personally. I've had some questionable groups that just barely kill Demon Wall before you are pushed into the goo, but I've had other groups that are great (mostly pugs). I'd run AK over CM in a heartbeat. WP is another question, but the few times I've done it I haven't enjoyed it much. Maybe once I am at the point that all I care about is Myth I'll add it to the list of dungeons to run, but by that point maybe I'll find some people who want to farm Garuda instead.
I'm interested if that means the debuffs applied by bosses will now be slightly shifted?
I've had some odd things happen with monks where they have a million self-buffs at all times and then the debuffs of a boss (say Anantaboga if the dps was dumb) get placed way on the right and also way out of the 5 that are displayed next to their name.
So, I have an inquiry that I'm sure I know the answer to, but I wanted to run it past a few of the 50 tanks:
I was looking up videos for story Titan as I am going to run it soon and the tank in the video was a PLD with about 1450 HPs. Right now, at 35 my WAR has 1750 with no buffs and well over 22-2300 with Retribution/food/etc. I figured with all the talk of lvl 50 tanks having near 6k hitpoints that I might need to polish up my gear but the PLD worked that Titan fight with little issue.
I am going with the following assumptions:
- PLD has better mitigation and sees less issue with spike damage meaning that having 1450 HPs isn't an issue
- The HP curve for tanks arcs up quickly between 35 and 50 (with good gear and stamina materia).
I'm interested if that means the debuffs applied by bosses will now be slightly shifted?
I've had some odd things happen with monks where they have a million self-buffs at all times and then the debuffs of a boss (say Anantaboga if the dps was dumb) get placed way on the right and also way out of the 5 that are displayed next to their name.
Happens to tanks sometimes too.
I haven't had a chance to actually see it in action but I would be curious to see how that works as well.
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Wishful thinking that we'll never ever see: something like the Quick Synthesis button, but where you can set up a chain of skills it'll run through.
You can kinda-sorta achieve it with a macro, but it's still pretty annoying when you need to mass-craft some component.
I would just like to know what the command is to "/Synthesize 'Mythril Ore' <me>" (for example) so that I can macro all the steps in one and just hit that button over and over again (with all the other abilities for bonus EXP).
I'm interested if that means the debuffs applied by bosses will now be slightly shifted?
I've had some odd things happen with monks where they have a million self-buffs at all times and then the debuffs of a boss (say Anantaboga if the dps was dumb) get placed way on the right and also way out of the 5 that are displayed next to their name.
Happens to tanks sometimes too.
I haven't had a chance to actually see it in action but I would be curious to see how that works as well.
I wish there was an option to just turn off certain buff icons on your party. I'm interested if a scholar/smn casts eye for an eye or an adlo on party members but not their stacks of whatever self buff they've got going.
Wishful thinking that we'll never ever see: something like the Quick Synthesis button, but where you can set up a chain of skills it'll run through.
You can kinda-sorta achieve it with a macro, but it's still pretty annoying when you need to mass-craft some component.
I would just like to know what the command is to "/Synthesize 'Mythril Ore' <me>" (for example) so that I can macro all the steps in one and just hit that button over and over again (with all the other abilities for bonus EXP).
The fact that Quick Synthesis is a thing makes it pretty clear they want you to either choose between mass producing things or taking your time and doing it "right." They clearly want crafting to be a more involved, deliberate activity here, so whether or not people think that the full crafting activity is tedious is a separate discussion.
So, I have an inquiry that I'm sure I know the answer to, but I wanted to run it past a few of the 50 tanks:
I was looking up videos for story Titan as I am going to run it soon and the tank in the video was a PLD with about 1450 HPs. Right now, at 35 my WAR has 1750 with no buffs and well over 22-2300 with Retribution/food/etc. I figured with all the talk of lvl 50 tanks having near 6k hitpoints that I might need to polish up my gear but the PLD worked that Titan fight with little issue.
I am going with the following assumptions:
- PLD has better mitigation and sees less issue with spike damage meaning that having 1450 HPs isn't an issue
- The HP curve for tanks arcs up quickly between 35 and 50 (with good gear and stamina materia).
Correct? Thanks for any feedback.
Story Titan is a level 34 fight, and should be doable in level appropriate white quality gear. Your HP numbers sound about right, and yes Paladins get better mitigation than Warriors. A newly 50 Paladin should have somewhere above 4k health (I want to say about 4200?) in a group, so things certainly scale up a bit faster. There won't be many Paladins above 6k health as of right now, even our best geared Paladins require food to break 6k I believe. They do have very good gear, with nothing below ilvl 70 as far as I know.
Anyway, sounds like you're pretty set for Titan. Story Titan can be a little unforgiving with lag, as he can knock you off the edge of the arena, but other than that he is a pretty reasonable challenge for the level. There shouldn't be any concerns about one-hit deaths unless you are lagging and unable to dodge the landslide.
Wishful thinking that we'll never ever see: something like the Quick Synthesis button, but where you can set up a chain of skills it'll run through.
You can kinda-sorta achieve it with a macro, but it's still pretty annoying when you need to mass-craft some component.
I would just like to know what the command is to "/Synthesize 'Mythril Ore' <me>" (for example) so that I can macro all the steps in one and just hit that button over and over again (with all the other abilities for bonus EXP).
The fact that Quick Synthesis is a thing makes it pretty clear they want you to either choose between mass producing things or taking your time and doing it "right." They clearly want crafting to be a more involved, deliberate activity here, so whether or not people think that the full crafting activity is tedious is a separate discussion.
I'm interested if that means the debuffs applied by bosses will now be slightly shifted?
I've had some odd things happen with monks where they have a million self-buffs at all times and then the debuffs of a boss (say Anantaboga if the dps was dumb) get placed way on the right and also way out of the 5 that are displayed next to their name.
Happens to tanks sometimes too.
I haven't had a chance to actually see it in action but I would be curious to see how that works as well.
I wish there was an option to just turn off certain buff icons on your party. I'm interested if a scholar/smn casts eye for an eye or an adlo on party members but not their stacks of whatever self buff they've got going.
Seems like Wanderer's is the new grind, at least with heavy duty geared parties. AK is pretty much like it was, with some extra Philo tomes. WP Give 100 Philo, 30 Myth and can be cleared with a solid group in under 25 minutes.
Of course, solid = Myself, Ivence tanking and Tchel on SMN and Kamar on heals. Doing it this quickly requires chain pulling, or double pulling, and that takes heavy AoE and a very geared tank. But, It's a nice change of pace.
Why? First guy is a flat DPS burn, second you LB the first adds, dead before the second wave, Tonberry King is a bit tricky, but you should be able to handle two waves of little ones, then LB them all and pop a tank CD to live through the grudge, then Burn the boss. I thought it was a lot more fun than running AK again.
So, I have an inquiry that I'm sure I know the answer to, but I wanted to run it past a few of the 50 tanks:
I was looking up videos for story Titan as I am going to run it soon and the tank in the video was a PLD with about 1450 HPs. Right now, at 35 my WAR has 1750 with no buffs and well over 22-2300 with Retribution/food/etc. I figured with all the talk of lvl 50 tanks having near 6k hitpoints that I might need to polish up my gear but the PLD worked that Titan fight with little issue.
I am going with the following assumptions:
- PLD has better mitigation and sees less issue with spike damage meaning that having 1450 HPs isn't an issue
- The HP curve for tanks arcs up quickly between 35 and 50 (with good gear and stamina materia).
Correct? Thanks for any feedback.
Story Titan is a level 34 fight, and should be doable in level appropriate white quality gear. Your HP numbers sound about right, and yes Paladins get better mitigation than Warriors. A newly 50 Paladin should have somewhere above 4k health (I want to say about 4200?) in a group, so things certainly scale up a bit faster. There won't be many Paladins above 6k health as of right now, even our best geared Paladins require food to break 6k I believe. They do have very good gear, with nothing below ilvl 70 as far as I know.
Anyway, sounds like you're pretty set for Titan. Story Titan can be a little unforgiving with lag, as he can knock you off the edge of the arena, but other than that he is a pretty reasonable challenge for the level. There shouldn't be any concerns about one-hit deaths unless you are lagging and unable to dodge the landslide.
Thanks for the confirmation/clarification. Just wanted to make sure I wasn't lagging behind.
So I just remembered I had a multi-generational breeding project going in my older games to get Sneasel some sort of great attack (Ice Punch, I believe), and was breeding perfect IVs into him. I think he'll make great Wonder Trade fodder once the bank opens up.
Well shit my friend that will be playing in the nearish future wants to roll a gladiator/paladin which means I need to swap my marauder to something else.
So I think my cat Dragoon is about to become a fem-roeg Dragoon and pick up up Marauder as a tank class and my fem-roeg is gonna become something else. Maybe a healer for delicious insta-pops.
I mean hitting people in the face with an axe is always funny but shooting them is good too
My buddy I've been playing with got his BLM to 50, then realized he loved the crap out of his Lancer, so he just got that to 50 as well. He really seems to like it. Less big numbers, more button pushing. Although a lot of fights seem to hate Melee dps.
Archer seems to have the best of both worlds (besides being an awesome show), in that they are both ranged, but aren't entirely limited by on the run fights. And they give sweet party buffs.
But they feel like everyone has them. Although I have no evidence to back that up.
BRD and DRG are both heavily represented, it seems like they are the most populated of the DPS classes. BRD is really preferred in raids, some taking two along. DRG or MNK will always have 1 spot for the Melee LB. BLM or SMN make up the last spot. So, there are spots for everyone, and no DPS is really frowned upon yet, and won't be in the FC. Upshot - play what you (he) likes, and level up lots more, cause cross class skills rule.
Only reason BRD is preferred atm isn't DPS though, it's because you want the rotating silence for Turn 2.
You don't *need* it persay but it's much easier with it. In terms of DPS though it's pretty much a wash, all the DPS classes are so damned close it's actually pretty impressive.
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Only reason BRD is preferred atm isn't DPS though, it's because you want the rotating silence for Turn 2.
You don't *need* it persay but it's much easier with it. In terms of DPS though it's pretty much a wash, all the DPS classes are so damned close it's actually pretty impressive.
You don't NEED a BRD, but every raid will try to get one, the MP/TP song, Foe are just insane to have a long. And the dual BRD setup is also to allow for damage buff synergy within the group, rolling Foe for a BLM or SMN and DRG's piercing debuff.
Still, none of that is so powerful that it pushes the other DD classes out of competition. I just like having so much Foe uptime
In terms of perfect group synergy, I would probably say that PLD, WAR, WHM, SCH, SMN, DRG, BRDx2 would be one of the best possibly combinations. You get all types of limit break, you get fantastic AOE damage with double BRD and SMN, you get reduced slashing and piercing resistance and both types of healer. You even have all the silences you need plus access to the various types of BRD song. Having a MNK along is also nice, though, because of several of the things they bring to the table, including Mantra and their silence that can be used instead of BRD silences in the right circumstance. Honestly though, any combination of classes (as long as you fill all of the right roles) will work really well. Our raid group that is working on Turn 4 uses PLD, WAR, WHM, SCH, MNK, SMN, BRD and one guy that switches between DRG and BRD depending on which turn we are on. BLM could pretty easily slot in there instead of SMN as well, and everything would still be fine.
So basically, if you want to take up a DPS role, rest assured that every job is welcome at end game. About the only restriction I would put on a Coil group's composition is that I wouldn't want to have double SCH, because they really do not stack well with each other (also it's nice to have Proshell and the better Stoneskin available). My preference is always for WHM + SCH, and if that isn't possible then WHM x2 would be my second choice.
Huh, so managed to get a server transfer completed with a minimum of fuss; only had to name change both the retainer's names. Going from one of the highest pop (Cactuar) to much lower pop (Faerie) has it's advantages, I should make about 1.2M after fees on flipping items.
Posts
All the races from FFXI are back with new names and the addition of a couple new genders! All info is from the official FFXIV: ARR website.
Over the course of some one thousand years and three great migratory waves, the Hyur have come to be the most populous of the civilized races in Eorzea. Compared to the others, theirs is an average physique, both in terms of height and build. The Hyur champion personal freedom and liberty, and their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage―as is their resulting lack of a unified cultural identity.
The Hyur are divided into the Midlanders and the Highlanders.
Hyur Naming Conventions
Though their presence in Eorzea is lesser than that of the other races, the Miqo'te are easily distinguished by their large, projecting ears and restless, feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era, traversing frozen seas in pursuit of the wildlife upon which they subsisted. Instinctual territoriality causes many among them to lead solitary lifestyles. Males in particular are said to shy from contact with others.
They are divided into the Seekers of the Sun, and the Keepers of the Moon.
Miqo'te Naming Conventions
The Elezen are a characteristically tall people, long of limb and slender of build. They are also possessed of a somewhat extended lifespan in comparison to the Hyur. The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races, and, as such, developed a heightened sense of honor and pride. In years past, the Hyur migration into Elezen lands sparked bitter conflict. At present, however, the mutual understanding reached between the two races allows them to work towards mutual peace and prosperity.
The Elezen are divided into the Wildwood, and the Duskwight.
Elezen Naming Conventions
The Roegadyn are easily identified by their massive, muscular frames. They are descended from a maritime people that roamed the northern seas, though many of their ancestors turned their longships south to brave the crossing into Eorzean waters. Often considered a barbaric race, the fiercely competitive Roegadyn are also known for their compassion and unswerving loyalty. Many of the greatest warriors in history were born of Roegadyn stock.
The Roegadyn are divided into the Sea Wolves, and the Hellsguard.
Roegadyn Naming Conventions
The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance, it proves difficult for non-Lalafell to gauge an individual's age with any degree of accuracy. Originally an agricultural people inhabiting the fertile islands of the south seas, they found their way to Eorzea via the burgeoning trade routes. Lalafell are welcoming of outsiders, and share prosperous relations with all of the other races of Eorzea.
The Lalafell are divided into the Plainsfolk and the Dunesfolk.
Lalafell Naming conventions
Classes: (Letter in parenthesis designates the city in which each Class has it's guild. Cities are Gridania (G), Limsa Lominsa (L), and Ul'dah (U)
*Note: Only the Disciples of War/Magic are available as a starting class. The Disciples of Hand/Land can be switched to once you unlock the ability to change class around lvl 10.
In FFXIV: ARR your character is able to access any and all classes and jobs that exist within the game. Unlike most other MMOs where you choose a single class at the start and are stuck with that Class throughout the game, FFXIV: ARR allows you to change your Class at will once you unlock the ability to do so by taking your starting Class to level 10 and completing the appropriate quest.
Each Class in FFXIV: ARR is leveled separately and retains any and all XP you gain on that Class when you switch. This means if you start as a Marauder and take it to level 15 and switch to Conjurer, your Marauder Class remains level 15 and you are now a level 1 Conjurer. If you play your Conjurer for awhile get to level 4 or so and decide to switch back to Marauder you are now a lvl 15 Marauder again and your Conjurer remains at level 4.
To switch your class (after completing the unlock quest) you simply seek out the desired Class Guild and speak to the Guild Receptionist who will give you a quest to speak to the Guildmaster. Upon speaking to the Guildmaster you will receive a weapon/tool appropriate to the desired Class and by equipping that weapon/toll you will transform into that Class.
The nice thing about having the ability to change your Class is that you are able to unlock abilities on each Class that you can then carry over to other Classes. Want a Lancer that can Cure? How about an Archer with Second Wind? Maybe a nice Parry buff on your Gladiator? All of this is possible by leveling up the appropriate Class that has the ability you want and then switch to the Class you want to use it on and set the ability you want from the Skills menu.
Jobs
Jobs are a bit different as they are extensions of certain Classes. Once you reach the requisite level of the appropriate Classes (usually around lvl 30) you can unlock the Job associated with that Class or Classes. A Job is a more specialized version of the Class or Classes that it is associated with. A Conjurer for example can become a White Mage, and a Pugilist can become a Monk. Each Job has it's own requirements that must be met before you can unlock it.
The Jobs and their Class requirements:
Travel
With a world as large as Eorzea, getting around can be a daunting task. Luckily in FFXIV: ARR you have a variety of travel services you can utilize to ease the burden of travel.
The basic mount will be your Chocobo, which you can get access to around lvl 20 via the main storyline. Before then however you can still hire out chocobos from your local Chocoporters who are more than happy to lend you a chocobo for a paltry fee.
Note: You can register 3 Aetheryte Crystals as your 'Favored' locations which drastically reduces the amount of Gil it costs to teleport to them.
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Server:
Sargatanas (Legacy) NA
Both PS3 and PC players play on the exact same servers with eachother. (And soon PS4!)
Get the current Server Status from www.arrstatus.com
Free Company
Ghost in the Linkshell (gitl.enjin.com)
If you need an invite to the Free Company just message one of the following people in game using /tell and let them know you are from the PA forum
Sionnach Rua
Delphi Kisaragi
Chipper Ulven
or anybody currently in the FC as they all have rights to invite. The above names however are familiar with the invite process and should be easier to access.
PA Linkshells:
Omega Hares: /tell Delphi Kisaragi, Cessa Stormwall, Spawn Broker, or Sionnach Rua to get an invite.
If you've made a PA Linkshell let me know so I can add it to this list!
Voice Chat
Raidcall
Discontinued for being too buggy.
Ventrillo info:
Server:
gitl.typefrag.com:39860
Password:
(Ask in Free Company for now)
Item Requisition
Looking for a specific item to be crafted? Want to post that you have a great item people can use? Try the GITL Item Requisition service!
http://ghosts.codechaos.me/
Good Info to Know
Regarding Tab Targeting
This guide demystifies the targeting system and makes tab targeting much more useful. Also has info for Controller setups as well.
http://www.reddit.com/r/ffxiv/comments/1knlxo/demystifying_targeting_and_filters_a_keyboard_and/
When do I unlock ___________ ?
What do I do at lvl 50? (Endgame Progression list)
Pre-patch 2.1:
http://www.reddit.com/r/ffxiv/comments/1t8i4p/so_you_just_hit_level_50_in_patch_21/
2. Time for the basic content! This stuff can be done with your fancy new fresh 50 gear.
3. Got a few pieces of iLevel 55? Weapon at least level 55, or an Ifrit weapon if you're lucky? Good, next step up!
4. Feeling suave in your mixture of iLevel 55-70 gear? Time to start stepping up your game with the big challenges!
5. Got your Relic? All Pimped out in iLevel 70-80 gear? Maybe a couple Myth tome items? Time for the final steps!
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(after the main post at least)
I am kind of psyched about this gil drop thing. Also the number of tomes dropped thing.
Maybe AK won't be that bad.
Yeah the number of Philo tomes in AK is a HUGE deal since I prefer running that to CM, and the gil is an awesome incentive because it pays for your Repair Bills and puts a nice chunk in your pocket. Although I'm worried about the long term effects of that on the economy..
Still though the DoT display thing is the biggest thing for me as a summoner, it's a huge game changer. I've trained my eyes to pick out my dots among the dozens in 8 man content but this will allow me to keep track of them at a glance. That plus being able to give my pet orders while casting is such a huge improvement.
They are really hitting the nail on the head with this patch and fixing a fair amount of QoL issues.
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I will be your pocket healer! Pick me, pick me!
I've had some odd things happen with monks where they have a million self-buffs at all times and then the debuffs of a boss (say Anantaboga if the dps was dumb) get placed way on the right and also way out of the 5 that are displayed next to their name.
Happens to tanks sometimes too.
I was looking up videos for story Titan as I am going to run it soon and the tank in the video was a PLD with about 1450 HPs. Right now, at 35 my WAR has 1750 with no buffs and well over 22-2300 with Retribution/food/etc. I figured with all the talk of lvl 50 tanks having near 6k hitpoints that I might need to polish up my gear but the PLD worked that Titan fight with little issue.
I am going with the following assumptions:
- PLD has better mitigation and sees less issue with spike damage meaning that having 1450 HPs isn't an issue
- The HP curve for tanks arcs up quickly between 35 and 50 (with good gear and stamina materia).
Correct? Thanks for any feedback.
You can kinda-sorta achieve it with a macro, but it's still pretty annoying when you need to mass-craft some component.
I haven't had a chance to actually see it in action but I would be curious to see how that works as well.
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I would just like to know what the command is to "/Synthesize 'Mythril Ore' <me>" (for example) so that I can macro all the steps in one and just hit that button over and over again (with all the other abilities for bonus EXP).
I wish there was an option to just turn off certain buff icons on your party. I'm interested if a scholar/smn casts eye for an eye or an adlo on party members but not their stacks of whatever self buff they've got going.
The fact that Quick Synthesis is a thing makes it pretty clear they want you to either choose between mass producing things or taking your time and doing it "right." They clearly want crafting to be a more involved, deliberate activity here, so whether or not people think that the full crafting activity is tedious is a separate discussion.
Story Titan is a level 34 fight, and should be doable in level appropriate white quality gear. Your HP numbers sound about right, and yes Paladins get better mitigation than Warriors. A newly 50 Paladin should have somewhere above 4k health (I want to say about 4200?) in a group, so things certainly scale up a bit faster. There won't be many Paladins above 6k health as of right now, even our best geared Paladins require food to break 6k I believe. They do have very good gear, with nothing below ilvl 70 as far as I know.
Anyway, sounds like you're pretty set for Titan. Story Titan can be a little unforgiving with lag, as he can knock you off the edge of the arena, but other than that he is a pretty reasonable challenge for the level. There shouldn't be any concerns about one-hit deaths unless you are lagging and unable to dodge the landslide.
http://www.reddit.com/r/ffxiv/comments/1mh6um/crafting_guidetheorycrafting_dont_let_crafters/
/wait 1.6
/action "Basic Touch" <me>
/wait 2.5
/action "Basic Touch" <me>
/wait 2.5
/action "Basic Touch" <me>
/wait 2.5
/action "Master's Mend" <me>
/wait 2.5
/action "Basic Synthesis" <me>
/wait 2.5
/action "Steady Hand" <me>
/wait 1.6
/action "Basic Synthesis" <me>
There ya go. Free XP.
Of course, solid = Myself, Ivence tanking and Tchel on SMN and Kamar on heals. Doing it this quickly requires chain pulling, or double pulling, and that takes heavy AoE and a very geared tank. But, It's a nice change of pace.
But it's good that there are more options now!
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So uh, about them Chocobos!
@KiTA Wrong thread methinks.
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So I think my cat Dragoon is about to become a fem-roeg Dragoon and pick up up Marauder as a tank class and my fem-roeg is gonna become something else. Maybe a healer for delicious insta-pops.
Are Lancer or Archer any good?
I mean hitting people in the face with an axe is always funny but shooting them is good too
I am going the Entry route and I got my minion and Fantasia potion.
If you like in your face then lancers are fun with that. I prefer archer though since you can do some really nifty kiting with them.
My buddy I've been playing with got his BLM to 50, then realized he loved the crap out of his Lancer, so he just got that to 50 as well. He really seems to like it. Less big numbers, more button pushing. Although a lot of fights seem to hate Melee dps.
Archer seems to have the best of both worlds (besides being an awesome show), in that they are both ranged, but aren't entirely limited by on the run fights. And they give sweet party buffs.
But they feel like everyone has them. Although I have no evidence to back that up.
But I forgot that I just recently set up the physical authenticater which is right on top of my desk next to the computer.
Quick anyone have an idea on how I can train a cat remotely to press a button and read off 6 digits?
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You don't *need* it persay but it's much easier with it. In terms of DPS though it's pretty much a wash, all the DPS classes are so damned close it's actually pretty impressive.
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I am not kidding.
In my 20+ attempts with PUG groups I've really only gotten hit by one effect, even after the heart phase.
My dps ain't THAT bad in scholar stance plus you get an extra fairy!
Not if you ever wanted to use a Damage limit break you wouldn't.
And trust me, you want those Limit breaks in Coil
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You don't NEED a BRD, but every raid will try to get one, the MP/TP song, Foe are just insane to have a long. And the dual BRD setup is also to allow for damage buff synergy within the group, rolling Foe for a BLM or SMN and DRG's piercing debuff.
Still, none of that is so powerful that it pushes the other DD classes out of competition. I just like having so much Foe uptime
So basically, if you want to take up a DPS role, rest assured that every job is welcome at end game. About the only restriction I would put on a Coil group's composition is that I wouldn't want to have double SCH, because they really do not stack well with each other (also it's nice to have Proshell and the better Stoneskin available). My preference is always for WHM + SCH, and if that isn't possible then WHM x2 would be my second choice.
if your party is 8 bards i think the limit break will be the least of your concerns