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But I've received poetics, esos, and lore for various roulettes on my level 60 characters.
Unless I mis-parsed that.
Considering the main reason those rewards are on roulettes is to put bodies on the queues it doesn't matter much at all what level the character doing it is.
I think the idea is your rewards are either XP or tomes, but not ever both (for current content). Also new thread when?
I agree, which is why I think this distinction is intended as a subtle time sink by the developers because they want players, in the interest of them playing the game longer and queuing more at all levels, to have to choose a priority; leveling a job or leveling an endgame gear level. Seeing as leveling all the jobs on one character is a big fun feature of the game and takes a while to achieve, having it be tied to endgame progression more directly through the roulette would probably result in people leveling all the jobs faster and leveling more of them because why not at that point, thus eating up content in those jobs faster. It might affect other things however, like the balance of classes and jobs you see in the roulette. Roulettes would also be stuffed with people, while perhaps the open world would be left more barren for newer players and players disinterested in group leveling because everyone is leveling in the roulettes.
Continuing from that, having more things to potentially gear up at the cap level to the point where a player, at 60 with all their desired jobs, or all the combat jobs, will look at the endgame grind ahead of them to gear those jobs and then be psychologically torn by the overwhelming number of choices available. If they can't get the resources to gear up jobs as they go about leveling them specifically, or after the fact in a relatively shorter amount of time then it takes now over a period of weeks, they may ultimately feel discouraged from continuing with the game, at least insofar as leveling combat jobs or grinding gear at endgame is concerned.
The thought process of the devs is probably to have them feel a compulsion to want to play longer by having them be forced to invest time on one or a smaller number of jobs after the leveling grind, by placing them neatly in the gear grind required to get their newly minted 60 whatever geared for endgame content, which is ostensibly the purpose of getting the job leveled to cap in the first place. They don't necessarily want to encourage anyone to get all the jobs geared, but without overtly discouraging them from investing in the time sink that is leveling all the jobs for fun.
Whether or not that actually works as intended or drives people away from the gear grind or even the game due to how many things you need to grind just to gear even one job over a period of weeks is hard to say. I certainly know that having gotten everything to 60, I feel no special compulsion to play beyond new patch content that drops story stuff as Heavensward raiding really hasn't felt as accessible or enjoyable as ARR endgame raids were, and so I am left not feeling really all that eager to chase gear drops in Alex Midas at the mercy of RNG during my increasingly precious free time. Others might be making the same calculation this far into the expansion, those who don't have a set static or set goals beyond combat stuff like crafting.
It's just rather frustrating when one of the biggest features for the game to me is being able to play and level multiple classes at once. Knowing I'm throwing Eso away if I do roulettes on other classes is just aggravating. Having end game be so closed to being able to participate in it and also level up alternative classes isn't really fun for me. I was hoping to get started on MCH or BRD once I hit 60 on AST because filling bars is always a simple joy but I probably wont now? For ages because any time I touch those classes I'm not progressing at all. Which was fine when it was just a choice of who gets XP but now I'm staring at far more of a slog to gear up in order to participate and it's full of fiddly inventory management and crafting that turns me off playing.
I would legitimately pay more a month to be able to:
1) Run a roulette on each class, rather than once per day.
2) Be able to have a portion of my XP (assuming they put in level 60 XP for this) go to another class while I play my AST. Both to level up stuff and to avoid having to play classes I find dull for cross class skills.
EDIT: Weirdly if I level anything it should be my WHM because from what I can see Rowena's best stuff is sharable by things with the same role (splitting DPS by their usual stat requirements obvs). Which... yeah, I really like WHM but it'd be nice to have a DPS or tank without staring at a massive wall during which time my AST does next to nothing progress wise.
How much time do you have to play? Because you can nearly cap eso (1750/week without roulette bonus) for ~1-1.5 hours of grind a night.
Might feel better about this once I've actually got some variety in places to grind. Seeing as I just have the research facility and thordan.
Honestly 90% of my salt came from hitting 60 and learning I don't get my artefact gear for free like in the base game. Certainly a bad introduction to everything.
Yeah, the problem is that you're not actually at endgame. You still have 8 level 60 dungeons to unlock. Once they're unlocked, you'll be rolling in eso. Just running the Research Facility (150) and one of Antitower/Amdapor hard (100) a night gives 1750 a week.
I feel your pain, though. I took time off between 3.2 and 3.3, and suddenly my i195 gear wasn't good enough to advance through the story (end of 3.3 is i205). I only had Sohr Kai unlocked at first through the story, had to grind lore with the crappier dungeons to get gear to actually run it, then had to unlock Hullbreaker Isle hard, which opened up the roulette. PotD is actually great, if really grindy, for all three types of tomestones. At level 60, you get:
Floors
1-10 - 10 poetics, 20 eso, 10 lore
11-20 - 20 poetics, 40 eso, 20 lore
21-30 - 30 poetics, 60 eso, 30 lore
31-40 - 30 poetics, 60 eso, 30 lore
41-50 - 50 poetics, 100 eso, 50 lore
Full run totals: 140 poetics, 280 eso, 140 lore
A full run takes about 2 hours, I'd say. Maybe more. Plus, you also get points to an i235 weapon. I got the weapon in, I think, 9 days of full runs, 1 run/day. But, it's really, really grindy. I doubt I'll go back without some major mechanical improvements to the experience.
Idyllshire and Dravanian Hinterlands. You'll know it when you see it.
I had fun the first few times. Not so much after that.
Thinking about it, it really feels like a tutorial dungeon for higher level content. The bulk (90%) of it is dealing with trash. A few of the monsters have gimmicks (hornets, owls, minotaurs, wraiths, a few others) you have to watch out for, but they're mostly straightforward. The bosses have familiar mechanics, with only the last one being slightly tricky (one attack you need to literally turn away from). They should've called it Hall of Moderate Difficulty.
I'm glad someone appreciated this.
So update to the Final Fantasy stream, tonights and future streams are going to be from instead of my own twitch account.
Which is fantastic and a great treat for casual scrubs like myself. It is the only content I have played in the past week (totals on 3 hours) and I havent gotten past floor 31 yet. And I can amp up the difficulty any time if I go in solo or with a class I am not familiar with.
1) Is this correct?
2) Do we have any crafters available for me to mooch off?
3) If the answer to the above is yes: What things do I actually need?
http://www.ffxivcrafting.com/equipment
The Antiquated Orison Robe of Healing for White Mage is 410 tomestones of esoterics. It is ilvl 200 and may be upgraded to an ilvl 210 piece by trading it and an Illuminati Gobtwite to an NPC in Idleshire.
The Eikon Cloth Acton of Healing is an ilvl 220 piece and requires a Level 60 Master Weaver IV to make and the following materials:
3 Lightning Clusters
2 Wind Clusters
2 Eikon Cloth
1 Eikon Leather
1 Eikon Iron Ingot
1 Crawler Silk
3 Grade 1 Mind desolvants
Eikon Cloth requires Master Weaver IV and the following materials:
3 Lightning Cluster
2 Wind Cluster
2 Eikon Fiber (Only available by spending 20 eso each)
3 Frost Cotton Boll (60 Botanist with regional Folklore book for the Coerthas region and only available at 1Pm to 2PM Eorzia time)
2 Rainbow Cotton Boll (51 Botanist)
Eikon Leather requires Master Leatherworker IV and the following materials:
3 Earth Cluster
2 Wind Cluster
2 Eikon Hide (Only available by spending 20 eso each)
3 Camphor (See below)
2 Wattle Bark (60 Botanist with the regional folklore book for the Abalathia's Spine region and only available at 7PM to 8PM Eorzia time)
Camphor requires requires Master Alchemist IV and the following materials:
2 Water Cluster
2 Lightning Cluster
5 Camphorwood Branch (2245 gil each from moogle vendor or level 60 Botanist to aquire)
Eikon Iron Ingot requires Master Goldsmith IV and the following materials:
3 Wind Cluster
2 Fire Cluster
2 Eikon Metal (Only available by spending 20 eso each)
3 Smithsonite Ore (60 Miner with regional Folklore book for the Abalathia's Spine region and only available at 1AM to 2AM Eorzia time)
3 Iron Ore (18 gil each from many vendors or level 14 miner
Crawler Silk requires requires Level 57 Weaver and the following materials:
5 Lightning Crystal
3 Crawler Cocoon
2 Silkworm Cocoon (50 Botanist and only available at 1AM to 2AM Eorzia time)
1 Effervescent Water (Level 24 Miner)
Grade 1 Mind Desolvant requires requires Level 54 Alchemist and the following materials:
4 Water Crystal
4 Deepeye Tears (Level 50 monster drop)
2 Blue Cloud Coral (Level 60 Fisher)
1 Volcanic Rock Salt (50 Miner and only available at 5PM to 6PM Eorzia time)
Most of these materials, and even the finished product can be purchased for gil on the Market board, I will not price this stuff out for you. Also, repeat this list or variations on it for all the other Eikon pieces you want to obtain rather than spending tomestones of Esoterics for the 220 blue gear sets. Please note that for the Eikon Chest you are spending 160 Esoterics regardless if you are gathering materials to have it made.
The Hailstorm Coat of Healing for White Mage is 825 tomestones of lore. It is ilvl 230 and may be upgraded to an ilvl 240 piece by trading it and an Illuminati taut Gobtwite to an NPC in Idleshire.
chair to Creation and then suplex the Void.
just quoting this to say we are live. come talk about FF4
The actual total cost in eso materials is closer to 1300 which is just over the cost of getting the eso i200 body, legs and one accessory
chair to Creation and then suplex the Void.
The FATE. Was just about to put up my regular "Anybody want to grind HW FATEs for crystals" on the party finder, when I saw a couple groups looking for Odin. :biggrin:
PSN: BrightWing13 FFX|V:ARR Bright Asuna
715 total fates for a 31% drop rate btw.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
Backlog Challenge List
Don't go into a SMN thinking you have emergency heals. You don't.
Well, you can keep your summons up fine, because Sustain does %HP ticks, but that's about it. Energy Drain can top you off, but it's not going to go much further than keeping you going soloing (and you should have Titan taking care of things then anyways).
One nice thing about both SMN and SCH is how good their AoE output is once they get Bane though.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
You'll be the only non-healer class who can res.
With your tank pet you can solo notorious monster FATEs.
Space laser at 60.