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.
[FFXIV:Stormblood] Rise of a New Sun (Patch 4.2) rises Jan 30th [Prelim Patch Notes]
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 to become one of the most popular subscription based MMOs in the market. 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 the Chocobo Racing, Triple Triad and Lord of Verminion mini-games 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:
6 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 primal encounters
New 8 player endgame raid content: Interdimensional Rift - Omega
8 new four man 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: Shirogane
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. There are no functional differences between the various races aside from aesthetics.
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.
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 first available at level 10.
In Final Fantasy XIV: Stormblood, a single player character can assume any class or job via the Armoury System provided they have the class or job unlocked by equipping the appropriate main hand weapon or tool. Jobs are enabled with the further equipping of a soul stone. All levels and experience points are tracked on a per-class basis with the 2.x A Realm Reborn combat jobs being linked to a origin class.
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 or from the appropriate job trainer in the case of the Heavensward and Stormblood jobs.
All combat classes have the ability to select up to 5 additional 'Role Abilities' to use along with their class/job abilities. These role abilities provide a common set of abilities for each class with some role abilities excelling in specific situations whiles others are effectively mandatory due to their impacts on the role. Disciple of Hand/Land (Crafters and Gatherers) use the older Cross-Class ability system which allows them to allocate up to 10 elligable abilities from other DoH/DoL classes they have acquired via levelling. As with certain role abilities for the combat classes, certain DoH abilities are considered to be mandatory cross-class abilities for higher level play.
With 4.0 Stormblood, the original A Realm Reborn combat jobs no longer require a secondary class in addition to the origin class to unlock. A player needs only to complete the level 30 class quest to then activate a follow-up quest to unlock the respective job.
Tank:
Paladin (PLD) - GLA 30
Warrior (WAR) - MRD 30
Dark Knight (DRK) - Heavensward Job. Must have completed 2.55 Main Scenario Quest
Melee DPS:
Monk (MNK) - PUG 30
Dragoon (DRG) - LNC 30
Ninja (NIN) - ROG 30
Samurai (SAM) - Stormblood Job. Must have one DoW/DoM class or job at level 50 or above
Ranged Physical DPS:
Bard (BRD) - ARC 30
Machinist (MCH) - Heavensward Job. Must have completed 2.55 Main Scenario Quest
Caster DPS:
Black Mage (BLM) - THM 30
Summoner (SMN) - ACN 30
Red Mage (RDM) - Stormblood Job. Must have one DoW/DoM class or job at level 50 or above
Healer:
White Mage (WHM) - CNJ 30
Scholar (SCH) - ACN 30
Astrologian (AST) - Heavensward Job. Must have completed 2.55 Main Scenario Quest
Reminder: All clients play on the same servers. There will be PS4 players alongside those on Windows/MacOS
There's three datacenter clusters. One based in Japan, one in North America (located in San Jose, California) and a new EU datacentre
There are no restrictions on which server cluster you can play on when selecting a server but be mindful of the location for the purposes of latency
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:
Send a /tell to one of the following people:
- Sionnach Rua
- Rie Himawari
- Lavinia Lansfeld
- Jakarrd Himawari
Find anyone with the <GHOST> tag, select the "View Company Profile" option and submit an application mentioning the PA forums
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 Critical Hit, Determination, Direct Hit, Tenacity, 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. Critical Hit - Increases the chance for a hit to deal extra damage as a critical hit. This stat also increases the severity of the critical hits. Direct Hit - Similar to Critical Hit, Direct Hits deal extra damage compared to a normal hit. Compared to critical hit, direct hits are lower severity, but occur more often. As with critical hit, this stat increases the severity of the direct hits in addition to increasing the chance a direct hit will occur. This stat can only be found on DPS role gear, however it can be melded via materia on Tank and Healer gear. Determination - Increases the potency of all skills and abilities. 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. Tenacity - A new stat introduced with 4.0 Stormblood. This stat replaces Parry and is only available on tank gear, and only affects jobs and classes of the Tank role. This stat increases damage done, reduces damage taken and increases the potency of healing spells and effects. 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 - This stat increases the maximum MP of class and jobs of the Healer role. It will not have any effect on Tank or DPS role classes. Piety also has the side-effect of increasing MP regeneration as the base regeneration is a function of maximum MP set at 2% every 3 seconds while in combat. The amount of MP desired by healers differs based on personal preference with some favouring a larger MP pool to have a strong reserve amount while others prefer minimal amounts of MP. As of 4.0 Stormblood, Piety is now considered as a full secondary stat, and has the same equipment stat caps as all the other secondary stats on all 4.0 and newer items.
Well everything PvP-gear wise now is basically glamour gear, except for old stuff. If any of it catches your fancy, I'd recommend talking to the Disreputable Priest near the Aetheryte. A lot of the stuff is really cool, and if you come to her with a full set(head,chest,legs,gloves,boots and weapon) you get a title. With said title used you can unlock mounts with wins in the two PvP modes.
Since I'm leveling up Red Mage on the side and my Bard just hit 45 for my alts, does anyone know if there's some kind of road-map for "most efficient/bang for your buck" gear progression? I know I can just dump my improved shire/proto-ultima gear for RDM (after dyeing it red of course) once I've gotten there, but I'm not really sure what to do in the interim, and it seems like there's a lot of choices after the revamp.
Since I'm leveling up Red Mage on the side and my Bard just hit 45 for my alts, does anyone know if there's some kind of road-map for "most efficient/bang for your buck" gear progression? I know I can just dump my improved shire/proto-ultima gear for RDM (after dyeing it red of course) once I've gotten there, but I'm not really sure what to do in the interim, and it seems like there's a lot of choices after the revamp.
Ironworks at 50 with poetics will last to mid 50s easily, same for shire at 60, and dungeon drops to fill the gap (or just PotD/PvP through and not care).
The link to ffxivdungeons.com is fucked. It took over my browser and I had to kill the process twice just to be able to close the tab. I am on mobile, maybe its not a nest of radioactive bees on pc, but I am not going to risk trying it.
Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
Any recommendations to get botanist/miner from 55-60 and the crafting classes through the level 60 hump? Moogle exp is practically non-existent at this point.
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
So, last night I did the Praetorium and am now in the uh... Realm Reborn Lvl 50 content. Is it recommended that I do the Relic Weapon questline before anything else?
It is recommended you ignore the relic weapon, it's obselete in stats and takes for-fucking-ever. Buy an ironworks weapon with poetics when you can afford it and just keep doing MSQ.
You'll need to have beaten Ifrit, Garuda and Titan HM to progress with part of the MSQ, so snagging the initial relic and getting the Zenith upgrade isn't a terrible idea.
So, last night I did the Praetorium and am now in the uh... Realm Reborn Lvl 50 content. Is it recommended that I do the Relic Weapon questline before anything else?
So, last night I did the Praetorium and am now in the uh... Realm Reborn Lvl 50 content. Is it recommended that I do the Relic Weapon questline before anything else?
Pay 18 dollars to skip the nightmare you're in and go straight to Heavensward?
But yeah no, skip the relic entirely. Only want to do that at this point if you really like the look and want to go back and do it at a higher level.
Finally got 60 on RDM last night and i think I've found that it's too much on the caster side for me, not stabby stabby enough.
Then I ran a 50 roulette with SAM and even though their rotation seems simple on paper it was way more engaging in practice than I expected. Going to run it to 60 and see if I still feel that after more time with it.
Still trying to decide what I want to use to finish off all the 3.x stuff and take into SB. I haven't even touched my 60 DRG either.
I guess the better (but broader question) was about how I should be gearing my self up as I progress through the back-end of the base game. A quick glance seemed to indicate I'll be expected to have an iLvl of at least 90 to advance through the MSQ, and I guess I have access to iLvl 120 gear via the Mor Dhona vendors?
I guess the better (but broader question) was about how I should be gearing my self up as I progress through the back-end of the base game. A quick glance seemed to indicate I'll be expected to have an iLvl of at least 90 to advance through the MSQ, and I guess I have access to iLvl 120 gear via the Mor Dhona vendors?
You don't really need anything past 90 to complete the junction from ARR to HW but you get 110 from the MSQ too.
I guess the better (but broader question) was about how I should be gearing my self up as I progress through the back-end of the base game. A quick glance seemed to indicate I'll be expected to have an iLvl of at least 90 to advance through the MSQ, and I guess I have access to iLvl 120 gear via the Mor Dhona vendors?
You don't really need anything past 90 to complete the junction from ARR to HW but you get 110 from the MSQ too.
So I should more or less just carry on with the MSQ and if I ever hit an iLvL "block", buy something from the Mor Dhona people?
I guess the better (but broader question) was about how I should be gearing my self up as I progress through the back-end of the base game. A quick glance seemed to indicate I'll be expected to have an iLvl of at least 90 to advance through the MSQ, and I guess I have access to iLvl 120 gear via the Mor Dhona vendors?
You caught up quick!
Ironworks at Mor Dhona (edit: er, Revenant's Toll) if you got the marks is the easiest for sure. Market board should have some cheap prices for gear at that level. I can front ya some cash if you want to go that route. That's what I've been doing since I'm several levels ahead of the quest rewards in HW. Just buying pieces for 5k-15k or so and skipping things that are super expensive since I don't *need* to upgrade every leveling piece.
Yeah basically. Conversely, if you have friends in the expansion areas you can have them mail you gear. I wouldn't recommend that personally because then you're super powerful, but to each their own.
I guess the better (but broader question) was about how I should be gearing my self up as I progress through the back-end of the base game. A quick glance seemed to indicate I'll be expected to have an iLvl of at least 90 to advance through the MSQ, and I guess I have access to iLvl 120 gear via the Mor Dhona vendors?
You caught up quick!
Ironworks at Mor Dhona (edit: er, Revenant's Toll) if you got the marks is the easiest for sure. Market board should have some cheap prices for gear at that level. I can front ya some cash if you want to go that route. That's what I've been doing since I'm several levels ahead of the quest rewards in HW. Just buying pieces for 5k-15k or so and skipping things that are super expensive since I don't *need* to upgrade every leveling piece.
I don't know that I "caught up quick", but being on summer break certainly helps.
Anyways, cool. I haven't really been using money ever, so I can probs afford market board shit if need be.
I guess the better (but broader question) was about how I should be gearing my self up as I progress through the back-end of the base game. A quick glance seemed to indicate I'll be expected to have an iLvl of at least 90 to advance through the MSQ, and I guess I have access to iLvl 120 gear via the Mor Dhona vendors?
You caught up quick!
Ironworks at Mor Dhona (edit: er, Revenant's Toll) if you got the marks is the easiest for sure. Market board should have some cheap prices for gear at that level. I can front ya some cash if you want to go that route. That's what I've been doing since I'm several levels ahead of the quest rewards in HW. Just buying pieces for 5k-15k or so and skipping things that are super expensive since I don't *need* to upgrade every leveling piece.
I don't know that I "caught up quick", but being on summer break certainly helps.
Anyways, cool. I haven't really been using money ever, so I can probs afford market board shit if need be.
Buyer beware- leveling gear on the MB tends to be marked up quite a lot, so do a little research on the items you want. Chances are you'll see that they're sold by NPC's (the NQ ones at least) and if you can access them, it'll be a lot cheaper.
+1
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
I guess the better (but broader question) was about how I should be gearing my self up as I progress through the back-end of the base game. A quick glance seemed to indicate I'll be expected to have an iLvl of at least 90 to advance through the MSQ, and I guess I have access to iLvl 120 gear via the Mor Dhona vendors?
You caught up quick!
Ironworks at Mor Dhona (edit: er, Revenant's Toll) if you got the marks is the easiest for sure. Market board should have some cheap prices for gear at that level. I can front ya some cash if you want to go that route. That's what I've been doing since I'm several levels ahead of the quest rewards in HW. Just buying pieces for 5k-15k or so and skipping things that are super expensive since I don't *need* to upgrade every leveling piece.
I don't know that I "caught up quick", but being on summer break certainly helps.
Anyways, cool. I haven't really been using money ever, so I can probs afford market board shit if need be.
Buyer beware- leveling gear on the MB tends to be marked up quite a lot, so do a little research on the items you want. Chances are you'll see that they're sold by NPC's (the NQ ones at least) and if you can access them, it'll be a lot cheaper.
SHHHHHHHHHHHHHHHHHHH!
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Finally catching up, had to go back about a month before SB, finished the hell that is the post 2.0 ARR MSQ, and then changed from WHM to AST and had to grind 30-50 so I could finally do HW quests! Hit 60 this week, finished 3.0 MSQ last night, and now starts the remaining 3.x stuff before I can do SB. I really liked the HW MSQ, it felt way better than the ARR post-launch stuff (to be fair, not a high bar to pass, but still). The Shire gear is probably trivializing all the quests I'm going to do now, but oh well.
I REALLY like Astrologian. It was what I wanted to play in Heavensward until moving and such meant I just couldn't play for a while, and then I got sapped of will by the slog through 2.x quests. I'm eagerly awaiting being able to cast Earthly Star, and doing stuff in game finally while it is current!
+1
GnomeTankWhat the what?Portland, OregonRegistered Userregular
Kind of sucks that because I resubbed in Feb, instead of waiting until the Stormblood release, that I can't get the Returning to Eorzea deal, but oh well.
Finally catching up, had to go back about a month before SB, finished the hell that is the post 2.0 ARR MSQ, and then changed from WHM to AST and had to grind 30-50 so I could finally do HW quests! Hit 60 this week, finished 3.0 MSQ last night, and now starts the remaining 3.x stuff before I can do SB. I really liked the HW MSQ, it felt way better than the ARR post-launch stuff (to be fair, not a high bar to pass, but still). The Shire gear is probably trivializing all the quests I'm going to do now, but oh well.
I REALLY like Astrologian. It was what I wanted to play in Heavensward until moving and such meant I just couldn't play for a while, and then I got sapped of will by the slog through 2.x quests. I'm eagerly awaiting being able to cast Earthly Star, and doing stuff in game finally while it is current!
ASTs got one of the best job UIs, too. Concise but clear.
Finally catching up, had to go back about a month before SB, finished the hell that is the post 2.0 ARR MSQ, and then changed from WHM to AST and had to grind 30-50 so I could finally do HW quests! Hit 60 this week, finished 3.0 MSQ last night, and now starts the remaining 3.x stuff before I can do SB. I really liked the HW MSQ, it felt way better than the ARR post-launch stuff (to be fair, not a high bar to pass, but still). The Shire gear is probably trivializing all the quests I'm going to do now, but oh well.
I REALLY like Astrologian. It was what I wanted to play in Heavensward until moving and such meant I just couldn't play for a while, and then I got sapped of will by the slog through 2.x quests. I'm eagerly awaiting being able to cast Earthly Star, and doing stuff in game finally while it is current!
ASTs got one of the best job UIs, too. Concise but clear.
Definitely. The cards being buffs were hard to read since the icon color is about all you get, but the board UI with larger, clearer icons is great. I no longer have to frantically mouse over the buff to learn what I just pulled, which makes the decision making around cards so much easier.
I guess the better (but broader question) was about how I should be gearing my self up as I progress through the back-end of the base game. A quick glance seemed to indicate I'll be expected to have an iLvl of at least 90 to advance through the MSQ, and I guess I have access to iLvl 120 gear via the Mor Dhona vendors?
You caught up quick!
Ironworks at Mor Dhona (edit: er, Revenant's Toll) if you got the marks is the easiest for sure. Market board should have some cheap prices for gear at that level. I can front ya some cash if you want to go that route. That's what I've been doing since I'm several levels ahead of the quest rewards in HW. Just buying pieces for 5k-15k or so and skipping things that are super expensive since I don't *need* to upgrade every leveling piece.
I don't know that I "caught up quick", but being on summer break certainly helps.
Anyways, cool. I haven't really been using money ever, so I can probs afford market board shit if need be.
Buyer beware- leveling gear on the MB tends to be marked up quite a lot, so do a little research on the items you want. Chances are you'll see that they're sold by NPC's (the NQ ones at least) and if you can access them, it'll be a lot cheaper.
This is particularly true now with so many more people back and leveling. You will always know which specific item in any given HW armor set is used in a leve or GC turnin because the HQ (at least on sarg) will be 3-400k, when the HQ of the same level gear that isn't used in a turnin will be more in the 50k range. Currently, in a few weeks it will probably normalize back to 100-150k for HQ's that are turnins like they were a couple weeks ago.
Lists like those above are both blessings and curses. It's nice to know what the most efficient way to leveling crafters is, but it also gives a handy and easy checklist for people who run monopolies on those items in the market to know what to hoard and sell at absurd prices. If you want to use that chart without spending a fortune, you'll probably want to rely on gathering everything you need yourself. Granted that list is components, but I'm sure one could find lists out there of the specific GC/leve turnin items that you get from MSQ rewards.
However, there is a silver lining! If you are working through the HW MSQ you could, if you were so inclined, keep a list of which weapon/armor items in each "tier" (lvl 50, 52, 54, 56, 58; iirc you don't get the level 60 HW white gear from any MSQs) are used in GC and leve turnins and always choose those when you complete quests. With a bit of planning you could make an absurd amount of gil, with basically each MSQ potentially turning into 300k gil. Some items aren't, however, so if you choose randomly you might pick poorly.
And, IMO anyway, you will never need the HQ gear from the MSQ as 1) the vendor versions is more than sufficient and available more readily and 2) you will more than likely outlevel the MSQ way faster than it gives you gear. So sell it.
If I do say a leveling roulette (that has a tank bonus) on something that isn't a tank, I know I get the daily bonus for doing the roulette. But if I then do it again with a tank, do I get the tank bonus? Or is that gone because I already did the roulette?
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 to become one of the most popular subscription based MMOs in the market. 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 the Chocobo Racing, Triple Triad and Lord of Verminion mini-games 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. There are no functional differences between the various races aside from aesthetics.
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: <Naming conventions>
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 first available at 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 or from the appropriate job trainer in the case of the Heavensward and Stormblood jobs.
All combat classes have the ability to select up to 5 additional 'Role Abilities' to use along with their class/job abilities. These role abilities provide a common set of abilities for each class with some role abilities excelling in specific situations whiles others are effectively mandatory due to their impacts on the role. Disciple of Hand/Land (Crafters and Gatherers) use the older Cross-Class ability system which allows them to allocate up to 10 elligable abilities from other DoH/DoL classes they have acquired via levelling. As with certain role abilities for the combat classes, certain DoH abilities are considered to be mandatory cross-class abilities for higher level play.
With 4.0 Stormblood, the original A Realm Reborn combat jobs no longer require a secondary class in addition to the origin class to unlock. A player needs only to complete the level 30 class quest to then activate a follow-up quest to unlock the respective job.
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 PS4 players alongside those on Windows/MacOS
There's three datacenter clusters. One based in Japan, one in North America (located in San Jose, California) and a new EU datacentre
There are no restrictions on which server cluster you can play on when selecting a server but be mindful of the location for the purposes of latency
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
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 Critical Hit, Determination, Direct Hit, Tenacity, 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.
Critical Hit - Increases the chance for a hit to deal extra damage as a critical hit. This stat also increases the severity of the critical hits.
Direct Hit - Similar to Critical Hit, Direct Hits deal extra damage compared to a normal hit. Compared to critical hit, direct hits are lower severity, but occur more often. As with critical hit, this stat increases the severity of the direct hits in addition to increasing the chance a direct hit will occur. This stat can only be found on DPS role gear, however it can be melded via materia on Tank and Healer gear.
Determination - Increases the potency of all skills and abilities.
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.
Tenacity - A new stat introduced with 4.0 Stormblood. This stat replaces Parry and is only available on tank gear, and only affects jobs and classes of the Tank role. This stat increases damage done, reduces damage taken and increases the potency of healing spells and effects.
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 - This stat increases the maximum MP of class and jobs of the Healer role. It will not have any effect on Tank or DPS role classes. Piety also has the side-effect of increasing MP regeneration as the base regeneration is a function of maximum MP set at 2% every 3 seconds while in combat. The amount of MP desired by healers differs based on personal preference with some favouring a larger MP pool to have a strong reserve amount while others prefer minimal amounts of MP. As of 4.0 Stormblood, Piety is now considered as a full secondary stat, and has the same equipment stat caps as all the other secondary stats on all 4.0 and newer items.
- 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/
Also, the requirements to unlock jobs not needing the second class at 15 anymore probably needs mentioning/updating too- when you get the chance.
If you want to level desynthesis or get a lot of GC seals, wolf marks can be used for both of those with cheap items.
Ironworks at 50 with poetics will last to mid 50s easily, same for shire at 60, and dungeon drops to fill the gap (or just PotD/PvP through and not care).
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
"...only mights and maybes."
I thought this was funny
"...only mights and maybes."
chair to Creation and then suplex the Void.
55-70 gatherers is going to be collectables, leves, and GC turn ins as sanity permits.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Only 101 quests till HW!
Pay 18 dollars to skip the nightmare you're in and go straight to Heavensward?
But yeah no, skip the relic entirely. Only want to do that at this point if you really like the look and want to go back and do it at a higher level.
Then I ran a 50 roulette with SAM and even though their rotation seems simple on paper it was way more engaging in practice than I expected. Going to run it to 60 and see if I still feel that after more time with it.
Still trying to decide what I want to use to finish off all the 3.x stuff and take into SB. I haven't even touched my 60 DRG either.
You don't really need anything past 90 to complete the junction from ARR to HW but you get 110 from the MSQ too.
So I should more or less just carry on with the MSQ and if I ever hit an iLvL "block", buy something from the Mor Dhona people?
You caught up quick!
Ironworks at Mor Dhona (edit: er, Revenant's Toll) if you got the marks is the easiest for sure. Market board should have some cheap prices for gear at that level. I can front ya some cash if you want to go that route. That's what I've been doing since I'm several levels ahead of the quest rewards in HW. Just buying pieces for 5k-15k or so and skipping things that are super expensive since I don't *need* to upgrade every leveling piece.
I don't know that I "caught up quick", but being on summer break certainly helps.
Anyways, cool. I haven't really been using money ever, so I can probs afford market board shit if need be.
Buyer beware- leveling gear on the MB tends to be marked up quite a lot, so do a little research on the items you want. Chances are you'll see that they're sold by NPC's (the NQ ones at least) and if you can access them, it'll be a lot cheaper.
SHHHHHHHHHHHHHHHHHHH!
Howdy. I've played most days since it came out and I'm lvl 63!
It assumes HQ turn-ins.
I REALLY like Astrologian. It was what I wanted to play in Heavensward until moving and such meant I just couldn't play for a while, and then I got sapped of will by the slog through 2.x quests. I'm eagerly awaiting being able to cast Earthly Star, and doing stuff in game finally while it is current!
ASTs got one of the best job UIs, too. Concise but clear.
Definitely. The cards being buffs were hard to read since the icon color is about all you get, but the board UI with larger, clearer icons is great. I no longer have to frantically mouse over the buff to learn what I just pulled, which makes the decision making around cards so much easier.
This is particularly true now with so many more people back and leveling. You will always know which specific item in any given HW armor set is used in a leve or GC turnin because the HQ (at least on sarg) will be 3-400k, when the HQ of the same level gear that isn't used in a turnin will be more in the 50k range. Currently, in a few weeks it will probably normalize back to 100-150k for HQ's that are turnins like they were a couple weeks ago.
Lists like those above are both blessings and curses. It's nice to know what the most efficient way to leveling crafters is, but it also gives a handy and easy checklist for people who run monopolies on those items in the market to know what to hoard and sell at absurd prices. If you want to use that chart without spending a fortune, you'll probably want to rely on gathering everything you need yourself. Granted that list is components, but I'm sure one could find lists out there of the specific GC/leve turnin items that you get from MSQ rewards.
However, there is a silver lining! If you are working through the HW MSQ you could, if you were so inclined, keep a list of which weapon/armor items in each "tier" (lvl 50, 52, 54, 56, 58; iirc you don't get the level 60 HW white gear from any MSQs) are used in GC and leve turnins and always choose those when you complete quests. With a bit of planning you could make an absurd amount of gil, with basically each MSQ potentially turning into 300k gil. Some items aren't, however, so if you choose randomly you might pick poorly.
And, IMO anyway, you will never need the HQ gear from the MSQ as 1) the vendor versions is more than sufficient and available more readily and 2) you will more than likely outlevel the MSQ way faster than it gives you gear. So sell it.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
If I do say a leveling roulette (that has a tank bonus) on something that isn't a tank, I know I get the daily bonus for doing the roulette. But if I then do it again with a tank, do I get the tank bonus? Or is that gone because I already did the roulette?