Want to try? FFXIV: Stormblood is available on Windows, MacOS, PS4. Windows version can be purchased online, in-store or via Steam
All clients play on the same servers. The PS3 client has been discontinued. You will be unable to purchase a licence for Stormblood content for the PS3 client.
Having brought an end to the thousand-year conflict between dragon and man in the north, the Warrior of Light and his comrades prepare to liberate Ala Mhigo, a land conquered by the Garlean Empire twenty years ago. Meanwhile, in the Far East, the freedom fighters of the fallen nation of Doma struggle to rekindle the fires of hope in their countrymen.
Celebrating four years and the launch of a second expansion, Final Fantasy XIV has continued its success in a market saturated with forgettable and broken MMOs both new and old. Square Enix has has delivered a rich, vibrant world, with interesting stories and characters, challenges to be conquered, crafts to be created, baubles to be collected, and generally a large variety of activities from the most casual of players to the most hardcore. With the inclusion of the Golden Saucer we also now have Chocobo Racing and Triple Triad among a host of other side activities for players to enjoy.
Every ~3.5 months there is a new content patch which adds new dungeons, advances the main storyline, epic fights, side quests, humorous stories, and fun activities for all to enjoy. In between these massive patches (and they are quite huge) are quality of life updates, and smaller content patches to keep players constantly coming back for more. There are few MMOs in the history of the genre that have released content of this quality and at this pace.
Patch cadence follows an odd/even tick/tock cycle with every even number patch adding new high-end 8 player party PvE raid content and every odd numbered patch delivering the less intensive 24-man raid content. Between every major patch is at least one minor patch which focuses on quality of life improvements as well as additional minor content.
Since the game came out in 2013, we have had a total of 10 major content patches and two Expansions.
Consolidating its strengths and building for the future, the Stormblood expansion released July 20th, 2017 features:
<x> new zones including the sweeping vistas of the Azim Steppes
Continuation of the Final Fantasy XIV Main Scenario questline
Increased level cap to level 70
2 new jobs: Samurai (SAM) and Red Mage (RDM)
Two new beast tribes and their Primals
New 8 player endgame raid content: Interdimensional Rift - Omega
<x> new 4 player dungeons
An overhaul of the game's combat system and actions
Full separation of PvE and PvP actions and traits
A new player housing ward with an Eastern theme: Kurogane
Increased furniture limits for player housing
Expansion of the player inventory system
Swimming and underwater gathering
However, Final Fantasy XIV farewells the Playstation 3 client, which will no longer be support and will not be able to access any content beyond the Heavensward expansion.
Game Info
- Player Races
Warning: Lore heavy. Please be aware that there are little differences with regards to stats between the races. At most you are looking at around 3-5 points difference compared to current stat totals totalling around 1300 for primary stats
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.
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.
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.
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.
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.
Au Ra:
The curved horns and beautifully patterned scales that characterize the Au Ra oft five rise to the speculation that this Hyur-like race native to the Far Eastern continent of Othard are, in fact, the progeny of dragons. This, however, has long been disputed, with scholars citing several distinct differences in the two races as evidence of decidedly dissimilar roots - the first and foremost being the enhanced hearing and spacial recognition granted by an Au Ra's cranial projections (traits not attributed to draconian horns), and the second being the gross disproportion in body mass between Auri males and females (again, a trait widely unseen in dragons).
The Aura are divided into the Raen and the Xaela tribes.
With the exception of Rogue, the player must select a DoW/DoM class as their initial class, which will also set their 'origin' city-state
All classes become available after completing a Main Scenario quest around level 10.
In Final Fantasy XIV: A Realm Reborn/Heavenward, a single player character can assume any class or job via the Armoury System provided they have the class or job unlocked and have equipped the appropriate main-hand weapon/tool and soul crystal if utilizing a job. All levels and experience points are tracked on a per-class basis.
Unlocking the Armoury System requires completion of a Main Scenario quest, available at level 10 as well as the starting class' level 10 quest. Additional classes are unlocked by speaking to the respective class' receptionist at the appropriate guild hall.
The armoury system also lends itself in a curious manner with regards to abilities. Many class abilities can be used by other classes and jobs, which are then known as cross-class abilities. Classes have a greater selection as they can select almost any other cross-class ability however jobs are restricted to the cross-class abilities provided by two other classes which are related to their role. This means that a Lancer can cross-class the Conjurer's "Cure" ability so long as the player has unlocked the ability as a Conjurer. This does not mean that cross-class abilities will be available to all classes. A Lancer for example cannot cross-class any offensive spells such as Blizzard II and neither can a Thaumaturge cross-class the Marauder's weaponskill, Fracture.
Cross-class abilities are not limited to combat; Disciples of Hand have their own cross-class ability selection as well as Disciples of Land. High-end content is designed with the assumption that players have access to all available cross-class abilities suited to their job or class.
Jobs are unlocked in a different manner. Players must have completed the level 30 "sponsor" class quest plus have at least level 15 in a secondary class appropriate to the desired job. In the case of the Paladin, players must have completed the level 30 Gladiator quest as well as being at least level 15 as a Marauder. Once these pre-requisites are met, a quest to unlock the job will become available. Jobs are selected via the armoury system by equipping the appropriate Soul Crystal in addition to the appropriate weapon. All end-game PvE content is designed with the assumption that players will be using the role specialised Jobs rather than the base Disciple of War/Magic classes.
Heavensward jobs are unlocked in a different manner. The only pre-requisite is having access to the Heavensward city-state of Ishgard, which itself requires completion of the 2.55 Main Scenario quests. There are no base classes, or secondary classes to the Heavensward jobs. However, these jobs should be considered as 'advanced' jobs within their respective role so it will be assumed that the player has appropriate cross-class skills available.
Tank:
Paladin (PLD) - GLA 30 + MRD 15
Warrior (WAR) - MRD 30 + GLA 15
Dark Knight (DRK) - Heavensward Job. Must have completed 2.55 Main Scenario Quest
Melee DPS:
Monk (MNK) - PUG 30 + LNC 15
Dragoon (DRG) - LNC 30 + MRD 15
Ninja (NIN) - ROG 30 + PUG 15
Ranged Physical DPS:
Bard (BRD) - ARC 30 + PUG 15
Machinist (MCH) - Heavensward Job. Must have completed 2.55 Main Scenario Quest
Caster DPS:
Black Mage (BLM) - THM 30 + ARC 15
Summoner (SMN) - ACN 30 + THM 15
Healer:
White Mage (WHM) - CNJ 30 + ACN 15
Scholar (SCH) - ACN 30 + CNJ 15
Astrologian (AST) - Heavensward Job. Must have completed 2.55 Main Scenario Quest
Reminder: All clients play on the same servers. There will be PS3/PS4 players alongside those on Windows/MacOS
There's three datacenter clusters. One based in Japan, one in North America (located in Montreal, Canada) and a new EU datacentre
There are no restrictions on which server cluster you play on when selecting a server
Datacenter groups are used in Duty Finder and Raid Finder group matchmaking.
Free Company
Official PA Forum FC: Ghost in the Linkshell <GHOST>
You can be invited into the FC via the following methods:
Combat stats are divided into two types: Primary and Secondary stats
For the sake of brevity, only the basic outline will be covered. Exceptions and "buts" which apply to high-end PvE content will not be mentioned due to added complexity and if you're at the point of optimising at that level, this info isn't for you.
Primary stats include Strength, Dexterity, Intellect, Mind and Vitality. All of these stats can be allocated with your bonus points for levelling up.
Secondary stats include Accuracy, Critical Hit, Determination, Parry, Skill Speed, Spell Speed and Piety.
A "tertiary" stat is weapon damage. Weapon damage is king and any increase will make a very significant impact on your effectiveness.
Each combat class/job will have a preferred primary stat. For tanks, this is Vitality. Melee DPS except Rogues/Ninjas will favor Strength. Ranged physical DPS and Rogues/Ninjas want Dexterity. Casters will want Intellect and finally Healers want Mind. The primary stats will have a significant effect on all your abilities.
Secondary stats are a fair bit more complicated. Accuracy - Increases the chance to hit a target. Generally for most content, you do not need to worry too much about this stat. For those engaging in high-end PvE content like EX Primals and Raids, this is a vitally important stat up to a certain point. Critical Hit - The most desired secondary stat under the current stat design. Virtually all jobs like this secondary stat as it has the greatest effect on performance outside the primary stat and weapon damage. Determination - Used to be the most preferred secondary stat. Has taken a back seat to critical hit and it occupies a 'safe place holder' role on gear itemisation. Not the best, but at the same time, can't go too wrong with it. Determination simply increases the effect of skills, spells and abilities. Parry - Universally reviled. Though it's supposed to be a tank stat to assist with damage mitigation, it has very poor effects bordering on worthless. Considered to be a waste of secondary stats. Skill Speed - Rather complex stat. It affects Damage over Time effects at around the same potency as Determination but has other effects in reducing the GCD of weaponskills. Advanced players who are aiming at optimising their play will seek certain amounts of skill speed. Value is dependant on job. Spell Speed - Similar to Skill Speed, this stat affects the cast time and the GCD of spells. Black Mages will sell their own mothers for more spell speed and as a result, the stat occupies a value higher than crit for them. It's still a good stat for any other caster, including healers as it also affects periodic effects such as Damage over Time effects and Heal over Time effects. Piety - A stat for healers. Piety increases the amount of MP a character has, which also affects the rate which MP regenerates as that value is fixed at 2% every 3 seconds during combat. The amount of piety targeted by healers is a personal preference based on play style, targeted content as well as job. This is the only secondary stat that can have bonus attribute points allocated to it. Do not do this.
Phew, split the OP into three posts so it'll be easier to manage updating the first one with the news and stuff...
I'll probably be going over and updating info on the OP soon so let me know if there's anything that you feel needs to go up in there. Chances are there's a bunch of things that I wanted to put in but they got pushed out of my mind in one way or another
Is there anything really similar to http://ffxivdungeons.com ? It's been dead for a bit I think, but was awesome at providing concise "here's what you actually need to know" bullet points.
There's ffxiv.consolegameswiki.com, but it's often a bit too verbose, not really like a cheat sheet
I hope more people than just Yoshi-P knows, otherwise that'll be hell on programmers/artists to get everything ready in time. ;-)
Hah!
Maybe they made both, but will only use one.
Or, after creating the class Yoshi-p had everyone involved killed to keep the secret.
You don't know man, you don't know!
You know Yoshi-P is going to go to Soken and say "Soken, I need a theme song for the SAM job quests" and Soken will reply "SAM? I didn't know we're putting in SAMs" and Yoshi-P will then go "Oh, I didn't tell you? Doesn't matter, I need the song by tomorrow"
What would a Samurai tank's LB3 look like/be called, I wonder?
When the Samurai limit breaks a little window pops up on his teammates screen asking them how much gil they want to give the Samurai. Depending on how much gil they pay, the Samurai will either block some damage or all damage. If no gil is given the Samurai will call a puppy to try blocking damage.
What would a Samurai tank's LB3 look like/be called, I wonder?
I imagine the SAM taking an iaijutsu stance (sheathed sword), charging up for a bit, then performing a very quick single slash that erupts into a wall of light. (So, kinda deflecting the attack.)
I'm honestly expecting SAM to be melee, most likely a counterpart to DRGs in a relatively slow but heavy hitting damage dealer. We already have two high speed melee in the MNK and NIN.
A 4th tank at this point when the current three tanks are in a bad shape in terms of viable compositions and design flaws is really not a good idea. I'd expect that Stormblood will be a time to reset, revamp, alter the meta and see how things go with a clean slate before they'll consider adding to the tanks and healers with 5.x
I'm honestly expecting SAM to be melee, most likely a counterpart to DRGs in a relatively slow but heavy hitting damage dealer. We already have two high speed melee in the MNK and NIN.
A 4th tank at this point when the current three tanks are in a bad shape in terms of viable compositions and design flaws is really not a good idea. I'd expect that Stormblood will be a time to reset, revamp, alter the meta and see how things go with a clean slate before they'll consider adding to the tanks and healers with 5.x
In any case, we'll know in less than 3 hours!
Yeah if it does turn out to be SAM I expect it to be DPS for reasons you listed.
From their numbers it sounds like the overall number of tank players didn't really increase with the inclusion of DRK so adding another one probably wouldn't have the desired effect. Though for the record I'd totally play a tank if it was SAM.
Plus Yoshi-P has stated that he sees SAM as a DPS, though his teamed had the opposite idea. :razz:
That said, most of the BLU speculation has it being a tank and I have a hard time picturing it as DPS, so. . . .
Either way, just a few more hours!!!
A Capellan's favorite sheath for any blade is your back.
Yoshi-P wore a Spiderman T-shirt at the last event, so SAM makes 0 sense to me. It makes so much more sense that they add a Red and a Blue mage together that I am just confused when I read other theories.
Something I'd like to see in 4.0 is PLD climb the damage ladder a bit more. Maybe give it modified (melee range) versions of some of Tactics' Holy Knight abilities, or something along those lines.
And more/better egi glamour options for SMN. They're probably not going to make new egis, but it'd be cool to have, say, a Leviathan egi skin, or Bismarck. Only having 3 summons kinda puts a damper on the idea of being a Summoner.
Adding two mages IMHO is more of a confusing move than Spiderman t-shirt = Sam Reimi = Samu Rei-mi
Because it's adding two casters and doubling the number of casters in a single hit without allowing for years of baking and feedback/refinement to distinguish them. Adding jobs isn't that big of a deal, unless you want to ensure that there is sufficient distinction between the options so that they each have an individual feel and flow to them. None of the melee DPS options play similarly to each other aside they hate splitting off the boss, thinks that adds that span more than 5ys from the boss is something for the ranged to deal with, all want more TP, think that someone else should LB, and use positionals on some/most of their attacks. MNKs have a totally different feel to NINs even though they occupy the same 'fast' melee classification and DRGs certainly do not play the same way at all.
BRD and MCHs suffer from a lesser form of what could happen with adding two of the same roles at once. WM and Gauss Barrel is I feel a good way to balance the mobility of those roles to casters and give a common platform to scale damage potential, however designing a class from the ground up with the expectation of having that cast time vs jury rigging it into an existing one didn't quite work out well.
RDM is looking to be very interesting in how their mechanics could work
BLU is what? Go out, learn monster abilities, use them. How is that any different than a stereotypical caster outside the learning from a monster thing? And as been discussed in previous live letters, interviews and whatnot having the play need to go and collect monster abilities runs counter to the design intent of FFXIV because you end up with zero choice. You gotta grind up those specific monster abilities to be viable outside of already needing to get exp and improve your gear and if you just plonk them as job quest unlocks, what exactly is the distinction of a BLU compared to a SMN or BLM when it comes to ability acquisition?
However, colour me (haw haw) surprised if they decided to turn BLU into a half Beastmaster hybrid and go all out with either pet mechanics or have them literally become monsters.
Adding two mages IMHO is more of a confusing move than Spiderman t-shirt = Sam Reimi = Samu Rei-mi
Because it's adding two casters and doubling the number of casters in a single hit without allowing for years of baking and feedback/refinement to distinguish them. Adding jobs isn't that big of a deal, unless you want to ensure that there is sufficient distinction between the options so that they each have an individual feel and flow to them. None of the melee DPS options play similarly to each other aside they hate splitting off the boss, thinks that adds that span more than 5ys from the boss is something for the ranged to deal with, all want more TP, think that someone else should LB, and use positionals on some/most of their attacks. MNKs have a totally different feel to NINs even though they occupy the same 'fast' melee classification and DRGs certainly do not play the same way at all.
BRD and MCHs suffer from a lesser form of what could happen with adding two of the same roles at once. WM and Gauss Barrel is I feel a good way to balance the mobility of those roles to casters and give a common platform to scale damage potential, however designing a class from the ground up with the expectation of having that cast time vs jury rigging it into an existing one didn't quite work out well.
RDM is looking to be very interesting in how their mechanics could work
BLU is what? Go out, learn monster abilities, use them. How is that any different than a stereotypical caster outside the learning from a monster thing? And as been discussed in previous live letters, interviews and whatnot having the play need to go and collect monster abilities runs counter to the design intent of FFXIV because you end up with zero choice. You gotta grind up those specific monster abilities to be viable outside of already needing to get exp and improve your gear and if you just plonk them as job quest unlocks, what exactly is the distinction of a BLU compared to a SMN or BLM when it comes to ability acquisition?
However, colour me (haw haw) surprised if they decided to turn BLU into a half Beastmaster hybrid and go all out with either pet mechanics or have them literally become monsters.
There would be some precedent to literally becoming monsters. They could take inspiration from FFVI's Gau, and from the FFTactics Advance class "Morpher", which equipped monster souls as their weapon type and literally became monsters.
Honestly, I wouldn't mind having Blue Mage but having it get skills in the same way as other classes. The monster skill collection flavor of the job could be handled by story events. Such as having the BLU job quests involve you facing down a particular monster with a skill you're seeking. And your other skills, earned on level up, could be acquired by studying the knowledge inscribed on your soul crystal. Could even use learning methods based on Strago, Quina, or FFVAdvance's Necromancer class. As long as it has some iconic BLU spells. That's the thing; Blue Magic has always had that "go catch them all" appeal, but it has also built up a stable of iconic spells over time. It can keep its identity if you use those.
And BLU could totally be a tank. They've often had RDM-style heavier armor and access to swords, and there are spells like Vampire, Revenge Blast, Flash, Mighty Guard, Force Field, and Limit Glove that would totally mesh with the tank playstyle.
OTOH, Samurai has lots of options to be either a tank (using Bravely Default Swordmaster-style counterattacks or shifting stances (they could have a defensive cooldown that offers enormous defense/evasion at the cost of disabling auto attacks, called Shirihadori)), or a DPS (using sudden burst damage a la iaijutsu techniques, or having charge-time melee attacks in the style of Cyan Garamonde).
We'll know soon enough, though.
Not only will we be liberating Ala Mhigo, but Doma as well
SAM is melee DPS. Only 2 new jobs
Samurai:
Gear will be Striking/MNK shared
Solo DPS job specialising in massive/heavy damage
Combat style will be based around three aspects. You build energy then unleash powerful attacks so build and release
Posts
Having brought an end to the thousand-year conflict between dragon and man in the north, the Warrior of Light and his comrades prepare to liberate Ala Mhigo, a land conquered by the Garlean Empire twenty years ago. Meanwhile, in the Far East, the freedom fighters of the fallen nation of Doma struggle to rekindle the fires of hope in their countrymen.
Celebrating four years and the launch of a second expansion, Final Fantasy XIV has continued its success in a market saturated with forgettable and broken MMOs both new and old. Square Enix has has delivered a rich, vibrant world, with interesting stories and characters, challenges to be conquered, crafts to be created, baubles to be collected, and generally a large variety of activities from the most casual of players to the most hardcore. With the inclusion of the Golden Saucer we also now have Chocobo Racing and Triple Triad among a host of other side activities for players to enjoy.
Every ~3.5 months there is a new content patch which adds new dungeons, advances the main storyline, epic fights, side quests, humorous stories, and fun activities for all to enjoy. In between these massive patches (and they are quite huge) are quality of life updates, and smaller content patches to keep players constantly coming back for more. There are few MMOs in the history of the genre that have released content of this quality and at this pace.
Patch cadence follows an odd/even tick/tock cycle with every even number patch adding new high-end 8 player party PvE raid content and every odd numbered patch delivering the less intensive 24-man raid content. Between every major patch is at least one minor patch which focuses on quality of life improvements as well as additional minor content.
Since the game came out in 2013, we have had a total of 10 major content patches and two Expansions.
Consolidating its strengths and building for the future, the Stormblood expansion released July 20th, 2017 features:
However, Final Fantasy XIV farewells the Playstation 3 client, which will no longer be support and will not be able to access any content beyond the Heavensward expansion.
- Player Races
Warning: Lore heavy. Please be aware that there are little differences with regards to stats between the races. At most you are looking at around 3-5 points difference compared to current stat totals totalling around 1300 for primary stats
Hyur: <Naming conventions>
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.
Miqo'te: <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.
Elezen: <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.
Roegadyns: <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.
Lalafells: <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.
Au Ra:
The curved horns and beautifully patterned scales that characterize the Au Ra oft five rise to the speculation that this Hyur-like race native to the Far Eastern continent of Othard are, in fact, the progeny of dragons. This, however, has long been disputed, with scholars citing several distinct differences in the two races as evidence of decidedly dissimilar roots - the first and foremost being the enhanced hearing and spacial recognition granted by an Au Ra's cranial projections (traits not attributed to draconian horns), and the second being the gross disproportion in body mass between Auri males and females (again, a trait widely unseen in dragons).
The Aura are divided into the Raen and the Xaela tribes.
With the exception of Rogue, the player must select a DoW/DoM class as their initial class, which will also set their 'origin' city-state
All classes become available after completing a Main Scenario quest around level 10.
Unlocking the Armoury System requires completion of a Main Scenario quest, available at level 10 as well as the starting class' level 10 quest. Additional classes are unlocked by speaking to the respective class' receptionist at the appropriate guild hall.
The armoury system also lends itself in a curious manner with regards to abilities. Many class abilities can be used by other classes and jobs, which are then known as cross-class abilities. Classes have a greater selection as they can select almost any other cross-class ability however jobs are restricted to the cross-class abilities provided by two other classes which are related to their role. This means that a Lancer can cross-class the Conjurer's "Cure" ability so long as the player has unlocked the ability as a Conjurer. This does not mean that cross-class abilities will be available to all classes. A Lancer for example cannot cross-class any offensive spells such as Blizzard II and neither can a Thaumaturge cross-class the Marauder's weaponskill, Fracture.
Cross-class abilities are not limited to combat; Disciples of Hand have their own cross-class ability selection as well as Disciples of Land. High-end content is designed with the assumption that players have access to all available cross-class abilities suited to their job or class.
Jobs are unlocked in a different manner. Players must have completed the level 30 "sponsor" class quest plus have at least level 15 in a secondary class appropriate to the desired job. In the case of the Paladin, players must have completed the level 30 Gladiator quest as well as being at least level 15 as a Marauder. Once these pre-requisites are met, a quest to unlock the job will become available. Jobs are selected via the armoury system by equipping the appropriate Soul Crystal in addition to the appropriate weapon. All end-game PvE content is designed with the assumption that players will be using the role specialised Jobs rather than the base Disciple of War/Magic classes.
Heavensward jobs are unlocked in a different manner. The only pre-requisite is having access to the Heavensward city-state of Ishgard, which itself requires completion of the 2.55 Main Scenario quests. There are no base classes, or secondary classes to the Heavensward jobs. However, these jobs should be considered as 'advanced' jobs within their respective role so it will be assumed that the player has appropriate cross-class skills available.
Tank:
Melee DPS:
Ranged Physical DPS:
Caster DPS:
Healer:
Server:
Sargatanas (Legacy) NA - Aether Datacenter
Server Status: http://www.arrstatus.com/
Reminder: All clients play on the same servers. There will be PS3/PS4 players alongside those on Windows/MacOS
There's three datacenter clusters. One based in Japan, one in North America (located in Montreal, Canada) and a new EU datacentre
There are no restrictions on which server cluster you play on when selecting a server
Datacenter groups are used in Duty Finder and Raid Finder group matchmaking.
Free Company
Official PA Forum FC: Ghost in the Linkshell <GHOST>
You can be invited into the FC via the following methods:
- Sionnach Rua - Rie Himawari - Lavinia Lansfeld - Jakarrd Himawari
Useful game information
- Gearing
Patch 3.38 Anima Relic guide
https://i.redd.it/jjftbk8z8shx.png
Patch 3.51 Anima Relic writeup
http://forums.penny-arcade.com/discussion/comment/36856045/#Comment_36856045
Gear calculator
http://ffxiv.ariayla.com
Theorycrafting blog
https://dervyxiv.wordpress.com/
- Combat
I'm about to run a dungeon I haven't done before! I need a quick run down! Help!
http://ffxivdungeons.com/
What do I need to do to get caught up with Heavensward and all the unlockable stuff?
https://www.reddit.com/r/ffxiv/comments/3bheg1/guide_to_catching_up_to_patch_30_heavensward/
I'm a fresh, newbie level 60. Now what?
https://docs.google.com/document/d/10GOT6OpviApNsCIKiDJfVpktObeETow9cSNacnb-jyA/edit
Setting up useable targeting filters
http://www.reddit.com/r/ffxiv/comments/1knlxo/demystifying_targeting_and_filters_a_keyboard_and/
Give me the quick and dirty on tanking! In style!
Tanking 101
Aggro Management
What's all these stats do?
For the sake of brevity, only the basic outline will be covered. Exceptions and "buts" which apply to high-end PvE content will not be mentioned due to added complexity and if you're at the point of optimising at that level, this info isn't for you.
Primary stats include Strength, Dexterity, Intellect, Mind and Vitality. All of these stats can be allocated with your bonus points for levelling up.
Secondary stats include Accuracy, Critical Hit, Determination, Parry, Skill Speed, Spell Speed and Piety.
A "tertiary" stat is weapon damage. Weapon damage is king and any increase will make a very significant impact on your effectiveness.
Each combat class/job will have a preferred primary stat. For tanks, this is Vitality. Melee DPS except Rogues/Ninjas will favor Strength. Ranged physical DPS and Rogues/Ninjas want Dexterity. Casters will want Intellect and finally Healers want Mind. The primary stats will have a significant effect on all your abilities.
Secondary stats are a fair bit more complicated.
Accuracy - Increases the chance to hit a target. Generally for most content, you do not need to worry too much about this stat. For those engaging in high-end PvE content like EX Primals and Raids, this is a vitally important stat up to a certain point.
Critical Hit - The most desired secondary stat under the current stat design. Virtually all jobs like this secondary stat as it has the greatest effect on performance outside the primary stat and weapon damage.
Determination - Used to be the most preferred secondary stat. Has taken a back seat to critical hit and it occupies a 'safe place holder' role on gear itemisation. Not the best, but at the same time, can't go too wrong with it. Determination simply increases the effect of skills, spells and abilities.
Parry - Universally reviled. Though it's supposed to be a tank stat to assist with damage mitigation, it has very poor effects bordering on worthless. Considered to be a waste of secondary stats.
Skill Speed - Rather complex stat. It affects Damage over Time effects at around the same potency as Determination but has other effects in reducing the GCD of weaponskills. Advanced players who are aiming at optimising their play will seek certain amounts of skill speed. Value is dependant on job.
Spell Speed - Similar to Skill Speed, this stat affects the cast time and the GCD of spells. Black Mages will sell their own mothers for more spell speed and as a result, the stat occupies a value higher than crit for them. It's still a good stat for any other caster, including healers as it also affects periodic effects such as Damage over Time effects and Heal over Time effects.
Piety - A stat for healers. Piety increases the amount of MP a character has, which also affects the rate which MP regenerates as that value is fixed at 2% every 3 seconds during combat. The amount of piety targeted by healers is a personal preference based on play style, targeted content as well as job. This is the only secondary stat that can have bonus attribute points allocated to it. Do not do this.
- Hunts and assorted combat content
Hunt trackers
http://ffxiv.ariyala.com/HuntTracker/Sargatanas/
Centurio Seal hunt mark pathfinder
http://www.ffxivhuntspath.co.uk/
Hunt hot spots
http://imgur.com/a/9ZtbV
Treasure map reference guide
http://14eorzea.seesaa.net/article/438008632.html
What about some Pee Vee Pee?
https://pvpaissa.com/
- Crafting and Gathering
Really awesome starter guide on crafting
http://ffxivrealm.com/guides/ff14-advanced-crafting-guide-by-caimie-tsukino.39/
Crafting Simulator
http://ffxiv-beta.lokyst.net/#/simulator
Crafting shopping list (Slightly out of date)
http://ffxivcrafting.com/
Item database & crafting lists
http://www.garlandtools.org/db
Eorzea Database
http://na.finalfantasyxiv.com/lodestone/playguide/db/
A Realm Reborn (Pre-Heavensward) Unspoiled gathering guide
http://ffxivrealm.com/guides/ff14-unspoiled-gathering-guide-by-caimie-tsukino.53/
Heavensward gathering guide
http://ffxivrealm.com/guides/ff14-heavensward-gathering-guide-by-caimie-tsukino.157/
Gathering node spawn tracker
http://garlandtools.org/bell/
Pokedex of fishing
http://en.ff14angler.com/
- Housing and Gardening
Housing furniture catalogue
http://en.ff14housing.com/
Gardening cross-breeding
http://www.ffxivgardening.com/
Airship guide
http://forum.square-enix.com/ffxiv/threads/245872-Airship-Guide
- Other stuff
Triple Triad resource
http://ffxivtriad.com/cards
Squadron Calculator
http://ffxivsquadron.com/
I'll probably be going over and updating info on the OP soon so let me know if there's anything that you feel needs to go up in there. Chances are there's a bunch of things that I wanted to put in but they got pushed out of my mind in one way or another
Hah!
Maybe they made both, but will only use one.
Or, after creating the class Yoshi-p had everyone involved killed to keep the secret.
You don't know man, you don't know!
Hence, SAM = DPS
There's ffxiv.consolegameswiki.com, but it's often a bit too verbose, not really like a cheat sheet
3DS Friend Code: 3110-5393-4113
Steam profile
You know Yoshi-P is going to go to Soken and say "Soken, I need a theme song for the SAM job quests" and Soken will reply "SAM? I didn't know we're putting in SAMs" and Yoshi-P will then go "Oh, I didn't tell you? Doesn't matter, I need the song by tomorrow"
chair to Creation and then suplex the Void.
When the Samurai limit breaks a little window pops up on his teammates screen asking them how much gil they want to give the Samurai. Depending on how much gil they pay, the Samurai will either block some damage or all damage. If no gil is given the Samurai will call a puppy to try blocking damage.
More like.
Baby Chocobos. Baby Chocobos.
I imagine the SAM taking an iaijutsu stance (sheathed sword), charging up for a bit, then performing a very quick single slash that erupts into a wall of light. (So, kinda deflecting the attack.)
Yeah, why are you carrying clear demimateria? Vendor those, or sell them on the MB to someone looking to transfer servers.
On this episode of Hoarders...
Oh my god stjepan sejic final fantasy comix
I have 8 almost full retainers and have an almost full personal inventory.
...I may have a problem.
A 4th tank at this point when the current three tanks are in a bad shape in terms of viable compositions and design flaws is really not a good idea. I'd expect that Stormblood will be a time to reset, revamp, alter the meta and see how things go with a clean slate before they'll consider adding to the tanks and healers with 5.x
In any case, we'll know in less than 3 hours!
Yeah if it does turn out to be SAM I expect it to be DPS for reasons you listed.
From their numbers it sounds like the overall number of tank players didn't really increase with the inclusion of DRK so adding another one probably wouldn't have the desired effect. Though for the record I'd totally play a tank if it was SAM.
Plus Yoshi-P has stated that he sees SAM as a DPS, though his teamed had the opposite idea. :razz:
That said, most of the BLU speculation has it being a tank and I have a hard time picturing it as DPS, so. . . .
Either way, just a few more hours!!!
And more/better egi glamour options for SMN. They're probably not going to make new egis, but it'd be cool to have, say, a Leviathan egi skin, or Bismarck. Only having 3 summons kinda puts a damper on the idea of being a Summoner.
Because it's adding two casters and doubling the number of casters in a single hit without allowing for years of baking and feedback/refinement to distinguish them. Adding jobs isn't that big of a deal, unless you want to ensure that there is sufficient distinction between the options so that they each have an individual feel and flow to them. None of the melee DPS options play similarly to each other aside they hate splitting off the boss, thinks that adds that span more than 5ys from the boss is something for the ranged to deal with, all want more TP, think that someone else should LB, and use positionals on some/most of their attacks. MNKs have a totally different feel to NINs even though they occupy the same 'fast' melee classification and DRGs certainly do not play the same way at all.
BRD and MCHs suffer from a lesser form of what could happen with adding two of the same roles at once. WM and Gauss Barrel is I feel a good way to balance the mobility of those roles to casters and give a common platform to scale damage potential, however designing a class from the ground up with the expectation of having that cast time vs jury rigging it into an existing one didn't quite work out well.
RDM is looking to be very interesting in how their mechanics could work
BLU is what? Go out, learn monster abilities, use them. How is that any different than a stereotypical caster outside the learning from a monster thing? And as been discussed in previous live letters, interviews and whatnot having the play need to go and collect monster abilities runs counter to the design intent of FFXIV because you end up with zero choice. You gotta grind up those specific monster abilities to be viable outside of already needing to get exp and improve your gear and if you just plonk them as job quest unlocks, what exactly is the distinction of a BLU compared to a SMN or BLM when it comes to ability acquisition?
However, colour me (haw haw) surprised if they decided to turn BLU into a half Beastmaster hybrid and go all out with either pet mechanics or have them literally become monsters.
There would be some precedent to literally becoming monsters. They could take inspiration from FFVI's Gau, and from the FFTactics Advance class "Morpher", which equipped monster souls as their weapon type and literally became monsters.
Honestly, I wouldn't mind having Blue Mage but having it get skills in the same way as other classes. The monster skill collection flavor of the job could be handled by story events. Such as having the BLU job quests involve you facing down a particular monster with a skill you're seeking. And your other skills, earned on level up, could be acquired by studying the knowledge inscribed on your soul crystal. Could even use learning methods based on Strago, Quina, or FFVAdvance's Necromancer class. As long as it has some iconic BLU spells. That's the thing; Blue Magic has always had that "go catch them all" appeal, but it has also built up a stable of iconic spells over time. It can keep its identity if you use those.
And BLU could totally be a tank. They've often had RDM-style heavier armor and access to swords, and there are spells like Vampire, Revenge Blast, Flash, Mighty Guard, Force Field, and Limit Glove that would totally mesh with the tank playstyle.
OTOH, Samurai has lots of options to be either a tank (using Bravely Default Swordmaster-style counterattacks or shifting stances (they could have a defensive cooldown that offers enormous defense/evasion at the cost of disabling auto attacks, called Shirihadori)), or a DPS (using sudden burst damage a la iaijutsu techniques, or having charge-time melee attacks in the style of Cyan Garamonde).
We'll know soon enough, though.
I could see a modified WAR system working where they gain stacks for getting hit.
SAM confirmed
Not only will we be liberating Ala Mhigo, but Doma as well
SAM is melee DPS. Only 2 new jobs
Samurai:
Gear will be Striking/MNK shared
Solo DPS job specialising in massive/heavy damage
Combat style will be based around three aspects. You build energy then unleash powerful attacks so build and release