Hopelessness of Odin

Impending Patch

Last night was an odd evening for a handful of reasons.  For starters when I first got home I attempted not to get into anything terribly involved.  As such I did a random low level duty roulette and managed to get Haukke Manor.  I think overall it went really smoothly, especially considering we had a brand new White Mage that had never healed it before.  I attempted to explain all of the fights, and was shocked and amazed that my party requested a full clear instead of the normal abbreviated rush.  Everything went pretty smoothly all things considered as I took the time to explain the final fight and what I was expecting from each of the party members.  I’ve found that often times on fights with very specific mechanics, no one wants to admit to not knowing what to do.  If I simply give an abbreviated explanation, overall it tends to go considerably smoother.

When my wife got home we walked to dinner and hung out for a bit.  By this time I was absolutely starving, but to be fair she warned me exactly when she would be getting home.  I should have eaten a snack when I first got home or something, because by the time we hit the Mexican restaurant I was absolutely famished.  When we left the house it looked like it might open up on us, and originally we were headed to a BBQ place, but while walking it started sprinkling a little bit.  Thankfully by the time we got out of the restaurant any signs of sprinkles had disappeared and we walked home on an extremely gorgeous evening.  I love being within walking distance of several restaurants, because there is just something cool about being able to walk to dinner in an otherwise traditional car culture.

Hopelessness of Odin

ffxiv 2014-09-15 21-33-25-687 With the patch downtime quickly approaching, but the time I got back from dinner I had roughly an hour and a half of play time left before the servers went down.  I tanked another low level random, and then opted to start working on my Paladin Hunt log.  For various reasons I have shifted my focus from working on my White Mage to pushing up the Paladin.  As I said yesterday I went from 28 to 35 Sunday and managed to get 36 and almost 37 last night.  I was essentially minding my business and porting from zone to zone cleaning up sections of my hunt log.  When I zoned into South Shroud I thought the place looked really odd.  One of the cool things about FFXIV is that you can check the current weather conditions by mousing over a little icon on the minimap.  When I did that I started to get excited… the conditions were “Hopelessness” which is a unique weather condition when the Odin event has spawned.  I shifted to my warrior job and shouted into zone “WAR LFG” and within seconds I got an invite.

It seems that Warriors are the kings of cheesing out FATE contribution, so they are apparently highly sought after for fights like Odin.  It seemed like everyone was coalescing on Urth’s Gift, so I headed that way.  I had never actually managed to catch Odin in progress before, and by the time I got there someone had just pulled him.  I was not quite ready for the sight in front of me, which seemed to be roughly 200 players working away feverishly to get him down.  The above shot is from the battle, and pretty much represents what the experience feels like.  The entire area is a wash in spell effects, which makes his attacks extremely hard to see.  During the battle he periodically casts these massive AOE fields that you realistically need to run out of.  I avoided most of them, and with less than 3% of his bar left I finally ended up dying.  I rode out the battle before releasing and managed to get gold contribution, which means I earned 5 Odin Mantles.

jIKMXpjzantetsuken What is awesome about getting gold contribution is the fact that you actually get enough of the tokens to be able to purchase something right then.  Both Odin and Behemoth have a number of really cool items you can pick up for mostly cosmetic purposes.  You can get barding that makes your chocobo look like Odin’s mount, or you can get a helmet and chest graphic that makes your gear look just like his.  The item however that I was interested is the one that any Final Fantasy fan will immediately recognize…  Zantetsuken his insane sword.  While the stats on the blade are no longer that great, thanks to the wonders of the glamour system I can make any blade look like this.  My good friend Ashgar has had one for some time now, but I had to scrounge around this morning to find a picture of someone wielding it.  As soon as I get my paladin up to 50 I too will be rocking the blade of Odin…  which to be truthful is probably longer than my Lalafell is tall.

Winding Down

Sagacyte After the excitement of Odin I was wandering around, and popped over to Uldah to purchase more Ventures when I ran into the ever amazing Sagacyte Luxaloix.  It is always awesome to bump into twitter folk while wandering about the server, and it seems like last night was a night for doing so.  Earlier in the evening Sagacyte had bumped into the very amazing Spiral Sun and posted about it as well.  Thankfully the meetings were commemorated in picture, so I could totally use them…  as in my rush I absolutely forgot to take one.  I love bumping into folks I know while wandering about the server.  When doing Odin there were a bunch of folks from the Howling Moon free company in the thick of the battle as well.  I was pumped to find out that Ayla Noye also managed to get gold contribution from the event, so we will all be rocking Odin goodies in the housing zone.

On top of all of this it appears that the 2.38 patch that went in this morning has a ton of quality of life modifications to existing systems.  It seems they are focusing on making some tweaks to make 2.4 go more smoothly, including some visual changes to Limsa Lominsa… which makes me wonder if the new Thief and Ninja NPCs will be located in that city.  The biggest news for me personally from the patch is the new command to copy an existing hotbar.  One of the big frustrations is that when you switch jobs, most of your hotbars change with you.  That means when you switch from Gladiator to Paladin for example you have to reconfigure your hotbar, as it defaults to giving you ones filled with the abilities in the order in which you received them.  This command will let you copy one current hotbar to a new hotbar slot in a different profile.

Another big one for me which is kinda silly is I am pumped that they added a /hug emote.  In every MMO this has kinda been my default interaction with a player that I happened to meet out in the world.  Apparently the Japanese are not big huggers, because after a year of the game they still had yet to put that emote in.  As a result my default had been /joy which is what happens to be pictured above.  So I will be happy to be able to do drive by huggings in game soon.  Another awesome change is the ability to scale back the spell effects.  Maybe I would have actually been able to see what Odin looked like were this system in place last night.  In any case, the patch looks to be a great one and I look forward to delving into all the things they added like Personal Player housing.


Dance of my People

Enter the Jigglehats

ffxiv 2014-09-14 22-10-22-567 Yesterday the Breaking Brick Mountains event started in FFXIV which is a repeat of an earlier event used to commemorate the launch of DragonQuest X.  For those not terribly familiar with the Dragon Warrior/DragonQuest franchise, it has a rather distinctive art style.  So seeing that art style appear in Final Fantasy XIV is extremely entertaining.  The quests have this great Dragon Quest stylized “Quest Accepted” and FATE related text that just makes me happy to see in game.  The quest itself is rather simple.  You talk to Havak Alvak near the Central Thanalan gate in Uldah, which sends you to talk to the Beefy Businessman down by the Thaumaturge guild.  From there you have to find a specific fate called “Brick by Brick”.  This will lead into one of two other FATEs either called “Brick by Stone Brick” or “Brick by Gold Brick”, both granting you quest completion.

One of the things I love about Final Fantasy XIV seasonal and special events is that they are super easy to complete.  I used to hate how frustratingly grindy other games events were, in that if you did not participate every single day of a holiday you could not get all the prizes.  Even with the Lightning Returns event, and trying to collect all of the weapons… it essentially meant I had to farm 5 different FATEs and then was completely done.  This event in total took maybe 30 minutes, and most of that was travel time.  Completing the quest nets you a Thug’s Mug cosmetic helm and a Wind-up Brickman cosmetic pet.  Next to the Beefy Businessman there is a Toughie Peddler NPC that sells the amazing “Jigglehat” or more properly known as the King Slime Crown.

It has become common place for our guild and the members of Howling Moon free company to mingle around while waiting on things to happen.  The events of last night are pretty common, in that we each tend to hang around the market board just down from our house, which can be seen in the background of the above image.  It all started when Joren Noye started up with this amazing outfit that he had built around his Jigglehat, that was mostly comprised of a dyed to match vanya robe.  What happens when to amazing Lalafell meet?  Well we dance of course, and within moments the ever adorable Jade Taiga showed up as well.  Well it was not long before Ayla Noye joined in as well, and we had an impromptu jigglehat party.  You have to love any game that supports this sort of random dancing in silly hats.  My friend Tam is convinced that the entire point of this game is to collect ever more amazing hats.

Paladin Soul

ffxiv 2014-09-14 09-52-39-215 I spent most of yesterday working away quietly on my Gladiator turned Paladin.  I completed the final level 30 Gladiator quest, and went through the opening quest for becoming a Paladin.  So far the 30 and 35 quests that I have completed are significantly easier than most of the job quests that I have done on other characters.  I am guessing that at some point in the near future they will drop the floor out from under me with a quest that is significantly more difficult than the others.  I personally thought the final level 30 Gladiator quest was rather challenging, in that I seemed to fail it the first time for no apparent reason.  I was doing everything they had told me to do and then all of the sudden I got duty failed.  Upon trying it again this morning I apparently did all of the things that I was supposed to and then some because I passed, but still have no idea what I did the first time versus what I did the second time.

I started the day at level 28 and finished the evening about halfway to 36.  I have yet to really sit foot in a dungeon yet, and have been mostly doing the FATE grind.  First in Costa Del Sol and now I am out in Coerthas.  In part I guess I like FATE grinding because it is mindless and something I can do over and over.  Additionally I have really become addicted to the whole Quick Ventures system, and I view FATEs as a way to feed Venture tokens to my Retainers.  For those that are unaware you can buy 5 venture tokens for 1000 grand company seals at your grand company quartermaster.  So far I am digging playing the Paladin again, but in truth I am mostly leveling this so that I once again have a good class for grinding FATEs to get Atma parts.  I maybe made a mistake in going for the Atma weapon on my warrior first.  That is pretty much the ideal fate grinding class, and in order for me to get another one up with that sort of survival… I am going to have to play my paladin.


Destiny_20140913141700 Other than playing quite a bit of Final Fantasy XIV, I spent the bulk of the rest of my weekend playing some Destiny.  At this point my Titan is level 10 and I am spending most of my time in the Moon Patrol zone.  While I was waiting for FATEs on Saturday to spawn for my Animus book, I was hanging out on the PS4 wandering around either the Cosmodrome or Moon Patrol areas.  This is pretty much the ideal play style for me.  I like wandering about doing mini quests and killing lots of Fallen and Hive aliens.  However if you listen to our podcast you can tell that several of our cast have a real issue with the fact that the game has very little tangible story.  The story that does exist is questionably written and even more questionably acted.  For me, it is enough story to keep me entertained, but we have already agreed that I need and more importantly want significantly less story than most folks.  Wandering around and killing things is totally enough motivation to keep me enthralled, especially when the controls feel so damned good.

Destiny_20140910225853 The weird thing for me is I tend to lose motivation to do the various missions whenever I actually unlock the patrol zone.  It is as though the mission only serve as a vehicle to unlock patrol and once I have done that I have no real interest in progressing further.  At some point soon however I should really finish clearing out the moon, but in the mean time I am wandering around the surface looking for interesting stuff.  I love it when I find a chest or a new place that I had overlooked previously.  I love exploring this game, but find it more than marginally frustrating when I encounter the “turn back now” wall around the outskirts of the areas.  At least with the Cosmodrome you have understandable boundaries that limit you to just being on this one island.  On the moon you can see forever, so it makes no sense why I cannot wander out in the open, as there are no logical obstructions.  In any case, I am still really enjoying the game and look forward to playing more of it.

#FFXIV #Destiny

Of Animus Books

Destiny of Poppy

Last night we recorded the latest episode of AggroChat.  This week we were joined once again by Tam and the regular cast of AggroChat…  Asghar, Rae and Kodra.  I went into the night thinking we would end up gushing about Destiny quite a bit, but in truth it turns out we all have a some very valid complaints about the game.  We do in fact talk about the good points, but also we talk about the weaknesses of the story.  Moreso we talk about the fact that there really isn’t much of a story at all.

Apparently this week some craziness happened in League of Legends with the team Unicorns of Love.  It seems as though they broke one of the taboos of the game and played Poppy in competitive play  More so than that they seemed to dominate a match with her.  We talk about the ramifications of this and get into an offshoot discussion about what happens when something is toxic for a game.  When a game changes the class or mechanic that you love, what do you as the player do?  I know a good part of why I wont be playing Warlords of Draenor, at least not at launch is the fact that Blood Deathknights “feel wrong” in ways I cannot quite quantify.

Of Tidal Bardings

ffxiv 2014-09-14 10-05-52-018 Since the last three days have been spent working on my Easing Into Eorzea guide series, I have not really posted much that was actually about me or my endeavors.  In fact this morning it feels more than a little weird to not be working on the next segment of that guide.  I guess in part I wanted to get some of the most basic information out there especially since I have a good number of friends either just starting the game or considering starting it.  One of the problems with Final Fantasy and just how content dense it is, is that it has so many different systems that it just expects you to know how to use.  I remember when we first started playing, it took me weeks to figure out what everything did and even to this day I am still finding systems that I knew nothing about.  So my goal was to try and flatten this learning curve by discussing things from the perspective of a player who is used to playing traditional western MMOs.

However this does not mean that I stopped doing things while writing these guides.  One of the most exciting things from the past week is that I managed to get Tidal Barding.  The entire reason why I was going for Turquoise color with my chocobo, was that it would match the Leviathan bardings perfectly as seen in the picture above.  Leviathan has been my favorite summon since Final Fantasy IV and as a result I knew when I saw this that I would have to get it for my chocobo.  The problem is that it involves getting a rare drop from Extreme Mode Leviathan, when I have not done any of the Extreme primals leading up to that.  The other issue is that it is a three star armorcrafting pattern, meaning it takes an extremely well geared crafter.

This is the point at which my good friend and awesome cosplayer Spiral Sun rides in to the rescue.  It turns out her Free Company leader could make the barding, so I shopped around on the market and managed to piece together all the bits needed.  All told I think I spent around 150,000 gil to gather up the bits, which is a significant discount over what the completed barding had been going for on the market boards.  Last night I checked it was still floating around the 500,000 mark.  So thanks to Spiral I am now sporting my spiffy barding, and with the Turquoise color it works almost perfectly.  The barding and bird kinda meld together perfectly and it feels like I am in fact riding around on a tiny Leviathan.

Of Animus Books

ffxiv 2014-09-14 10-23-09-943 The other thing I have been working on in Final Fantasy XIV is my Animus Weapon.  Late last Sunday I managed to wrap up my Atma grind and I was able to convert my Bravura Zenith into a Bravura Atma.  The problem is the Atma step is basically a “half step”.  While the weapon is in fact ilevel 100 instead of ilevel 90…  the stats of it remain the same.  You power up the Atma weapon by completing a series of books, each one giving your weapon a stat boost.  To complete the weapon you have to do this 9 times.  Each book costs 1500 tomestones of mythology and requires you to kill 100 mobs (10 each of 10 types), run 3 specific dungeons, complete 3 specific fates, and complete 3 specific guild and company leves.  Throughout the day yesterday I knocked out all of the steps for my current book other than the three dungeons.

So today at some point I plan on running the three dungeons which are…  Tam-Tara Deepcroft Normal, Stone Vigil Normal and Lost City of Amdapor.  I figure I will ask in guild to see if anyone needs these dungeons before running them, because I would far rather complete them with a guild group.  After turning in the book I will get +2 strength to my current Atma weapon and it will put me one step closer to the finished Animus.  Then it begins the process all over again of grinding up 1500 tomestones of mythology for the next book.  My guild thinks I am mostly insane for this, but at least Cylladora and Warenwolf are doing it with me as well.  I believe Cav is maybe on the same step also.  Essentially the fastest way to get the mythstones is to grind hunts, and as of yesterday Waren is now in the most popular of the hunt groups, so hopefully that will help things out a bit.

Easing Into Eorzea: Advanced Leveling

Advanced Leveling

Yesterday I covered a whole bunch of options you have while leveling, but I left out one of the more interesting but unusual systems.  Today I am going to delve into the “Log” system as well as provide some guidance for dungeons from the lowest levels all the way through the current content and how to unlock them.  Once again it is my goal to make this information far easier to find for new players.  Each of us has spent quite a bit of time crawling various sites to gather information about this game, and my hope is to lay things out plainly with the western MMO player in mind.


There are several very similar systems in Final Fantasy XIV that are collectively grouped in the logs menu.  Each of them involve you somehow exploring the world and performing the tasks mentioned in the logs.  In all cases they are worth significant amounts of experience and often times gil as well.  Similarly completely them can often times have other rewards as well which I will go into in a bit.

Hunting Logs

EIE_HuntLog When you talk to your class guild master and accept the introduction quest, you will gain something called a hunt log.  The hunt log can be seen on the right hand side of the page, and is a collection of various mobs out in the world that you need to kill along with a number that you need to kill to get full credit.  Each time you accomplish a step you are rewarded with a boost of experience.  When you complete the entire log for a given level range you get an even larger experience reward.  As you move through the game you will get a new set of logs for each 10 levels and you only get the next 10 when you have both leveled into that next range and completed the previous one.

When you join your Grand Company of choice you will get an additional log.  These however are less level range based and more based on your rank within the Grand Company.  Hunt logs in general only require you to fight encounters in the open world.  The Grand Company logs however often times include encounters in dungeons.  When you have gained enough rank with your Grand Company and are eligible for a promotion, you will often have to have completed a specific log step before being able to promote to the next rank.  As far as hunting logs go, when you have completed all of the hunts for a given class you are rewarded with an ilevel 70 class specific ring.  While you are going to upgrade out of it pretty quickly, it definitely helps in getting your ilevel up for later content.

Challenge Logs

EIE_ChallengeLog In the 2.2 patch they added a whole new log system into the game, and for the most part many of us missed it for awhile upon returning.  It was not until a guild member talked about waiting for the challenges to reset, that we really grasped what he was talking about.  Upon completion of your level 14 main scenario quest, you can go to the docks of Limsa Lominsa and get the quest called Rising to the Challenge.  This unlocks the challenge log system which provides a series of relatively simple challenges that reward a significant amount of gil and experience for completion.  The challenges are good for a week, and reset each Tuesday morning at 1 am PST.  Generally speaking I manage to get a few of the steps completed each week, but it has not been something I have really gone out of my way to accomplish.  The Companion steps however are extremely beneficial for leveling purposes.  These involve fighting mobs of your level range while having your companion out… which is something you are likely going to be doing anyways.  When you complete a step both you and your companion get a much needed experience boost.  Since I mostly level through running dungeons, you can see that my dungeon challenges have already been completed, and I am getting very close to reaching my beast tribe dailies.

Sightseeing Logs

EIE_SightseeingLog Another interesting system that arrived while we were not playing the game is the Sightseeing Logs.  This system is unlocked by completing the level 20 quest A Sight to Behold.  While technically not a “leveling” system it is one of the log systems so I thought I would go ahead and mention it.  Essentially you are given a block of text as seen above and from there you have to figure out WHERE in the world that location is, as well as what time of day and weather conditions you need to be in.  When you find one of these locations you are prompted to use a /slash command generally /lookout but various ones will require various commands.  When you perform the action you get credit in your log.   There are 80 entries in total, and when you have completed them all you unlock the Fledgling Apkallu pet as well as bragging rights for having completed it.  Even if you are using some sort of a guide, getting all 80 locations is a labor of love given they are time and weather specific.

Beast Tribe Dailies

As you move through the world you will encounter various beast tribes that hold fealty to one of the primal forces.  Generally speaking these are bad people, that you want to shoot first and ask questions later.  However within in each of the races there is a rival faction that is friendly to players.  After completing an introduction quest you unlock the ability to do daily quests for them allowing you to gain favor with their tribe.  There are many reasons why you would want to do this, but the most obvious are that they unlock interesting pets, mounts and cosmetic gear.  Each player can only complete six daily quests per day, and these reset around 11 am CST from my experience.  At the lowest rank with each tribe you can only complete 3 quests per day, but upon unlocking the next rank you start receiving the full compliment of 6 quests.  Currently I am working on the Sylph tribal quests myself for the ability to get my own Goobue to ride upon.  Here is a quick rundown of the various tribes, and the location and start of the quest chain.

As I mentioned as a footnote above on the Ixali quests, they are almost entirely crafting level dependant.  I believe you need to have a combat class around 40 to gather some of the materials needed for the quests, but for the most part they are going to require you to craft various things.  In any case the beast tribe dailies are an excellent way to boost your leveling post 41 by completing some quests worth a decent chunk of experience.

Dungeons: In Depth

As I have said a few times, my personal favorite way to level is through dungeons.  For me at least it is the dungeon content where this game really shines.  The encounters are interesting and difficult, and at the same time highly rewarding in both gear and experience.  The vast majority of the dungeons are gated through the main quest line, however there are a number of dungeons that are considered “optional” and unlocked through other means.  My hope is with this list to compile in one place how to get into each of the dungeons and what their level range is.

Leveling Dungeons

  • Sastasha Seagrot (15-18) – main scenario
  • Tam-Tara Deepcroft (16-19) – main scenario
  • Copperbell Mines (17-20) – main scenario
  • The Bowl of Embers (20) – main scenario
  • Halatali (20-23) – Hallo Halatali in Vesper Bay
  • Thousand Maws of Toto-Rak (24-27) – main scenario
  • Haukke Manor (28-31) – main scenario
  • Brayflox’s Longstop (32-34) – main scenario
  • The Navel (34) – main scenario
  • The Sunken Temple of Qarn (35-37) – Braving New Depths in Vesper Bay
  • Cutter’s Cry (38-40) – Dishonor Before Death in Uldah
  • Stone Vigil (41-43) – main scenario
  • The Howling Eye (44) – main scenario
  • Dzemael Darkhold (44-46) – Fort of Fear in Coerthas
  • The Aurum Vale (47-49) – Going for Gold in Vesper Bay

Max Level Dungeons (Level 50)

  • Wanderer’s Palace (50) – Trauma Queen in Vesper Bay
  • Castrum Meridianum (50) (8 player) – main scenario
  • The Praetorium (50) (8 player) – main scenario
  • Amdapor Keep (50) – Ghosts of Amdapor in Vesper Bay (must complete main scenario)

Hard Mode Dungeons (Level 50+)

Wrapping Up

Hopefully that gives you an idea of some more leveling options.  In a later post I will get into raiding and how the various gearing systems work for end game content.  For the time being I am going to close off this post for the day.  I am hoping you are finding them useful, and please let me know if there are other things you would like to see.  Tomorrow will be a normal Aggronaut post and I will likely be taking a break from this guide series until later in the week.  Thanks for reading!

Easing Into Eorzea: Early Leveling

Leveling Your Class

As stated yesterday Easing Into Eorzea is my attempt to explain some of the unique concepts in Final Fantasy XIV from the perspective of a traditional western MMO gamer.  There are a number of concepts that come up in Final Fantasy XIV that are not immediately relatable based on past experience.  It is my hope that I can act as a bridge to help players get adjusted to these changes.  In yesterdays post I went over the various base classes of the game, and today I will be going over the various leveling options.  There is no one correct path to 50 on each class but there are a few things you should definitely be aware of.

When you first start a character you will be plunked down in the middle of one of the capitol cities depending on which class you chose.  The amount of quests presented before you will feel extremely staggering.  The first misconception is that you have to do all of the quests.  In fact the game is not intending you to do them all, at least not on your first class.  Most quests are not repeatable and are not limited to your specific class combination.  The ones you find in the starter city are generally designed to teach you the layout of that city and where to find important amenities.  This can end up being an extremely frustrating experience as you spend the next couple of hours running around town delivering parcels.  Generally speaking I rush out into the country side and get my first few levels by killing stuff outside the gates, but I will get into that as we go forward.

Main Scenario

ffxiv 2014-09-12 06-06-24-005 The first and most important leveling option you have is your Main Scenario quest line.  This is essentially the story of your character and how it relates to the game world around you.  If you have played a game like Star Wars the Old Republic, this will make sense to you as you have one overarching narrative that guides you through the game.  The main scenario quests appear with a golden icon in the shape of the comet Dalmund that served to destroy the world between FFXIV 1.0 and 2.0.  You will start the game with one of these quests in your log, and each time you turn one in, the quest will continue from either the same NPC or one standing near by.

If you ever lose the quest chain, return to the last place you turned in and there should be another NPC featuring the same comet icon to continue it.  There may be times where you do not meet the requirements for the next step in the chain.  If this is the case the icon will appear Red and when you talk to the NPC it should give you an indication of what you need to do to continue the storyline.   Generally speaking these are level based hurdles and simply leveling up will take you to the next quest in the sequence.  The main storyline is extremely important in that the game gates a large amount of the content based on your progress.  It will unlock your access to a mount, access to grand companies, and access to most of the dungeons in the game.  As such it is extremely important that you stay up to date on the story quests.  The positive is that story quests are generally worth a good chunk of experience.

One of the awesome things about Final Fantasy XIV is that unlike many other games the story keeps evolving.  Each major patch that gets released adds new quests to the main scenario, taking you past the resolution of the initial conflict.  This gives the world a very “living” feel as you continue to get to learn more information about the characters involved in it.  Additionally the game uses these later quests to introduce you to the casual raid content.  Generally speaking when talking to a friend just starting the game I suggest that they make completion of the story content their number one priority.

Class Quests

ffxiv 2014-09-12 06-07-38-827 Similar to the main scenario quests, there will be quests that you get from your class trainers.  The quests appear at level 1 and then every level divisible by 5.  These will often introduce you to concepts for playing your class as well as provide you some decent gear as you level up, often offering a new class weapon each time.  These will always start in your class guild but can easily be identified by the icon which represents your current class icon.

When you reach level 30, the quests stop in your class guild, but will continue on with what ultimately ends up being your Job trainer.  At this point the quests become extremely important, because each Job quest grants you a new ability.  These abilities are often needed to complete the content.  For example at level 35 the White Mage quest grants you the Regen ability, which is a heal over time and greatly smooths out some of the issues that White Mages have with healing on the go.  While there are a few Job abilities that are “nice to have”, the vast majority are massive quality of life improvements.  As such I suggest you always do Class and Job quests as soon as you can, to make sure you are caught up in the chain.

Side Quests

ffxiv 2014-09-12 06-06-38-341 As I mentioned before, this game will seemingly flood you with quests when you start.  The ones in the starter cities tend to be mostly “fedex” style quests, whereas once you move into the countryside they will start offering you more traditional hunting style quests.  In the early days of the game, players avoided doing Side Quests like the plague, because they feared they might need the experience later to level additional classes.  This honestly was a problem as there were very few ways to get good progress without the much needed quests.  The game however has added in a bunch of options and rebalanced the ones that we currently have to smooth out the leveling path considerably.  As such I think Side Quests are something you should make your own choice about.

They often provide much needed gear, and sometimes interesting things like pets but as the name would apply they are entirely optional content.  They are marked by the traditional Q icon over the NPCs heads and will involve all sorts of things in the near vicinity.  I personally try and complete all of the quests I come across, because later patches will introduce new quests in areas.  By completing the quests I can more easily see if new content has been added.  Doing ALL of the quests will likely cause you to out level your class and main scenario quests, but it really is a matter of personal preference.


ffxiv 2014-09-12 06-09-48-061 FATEs or Full Active Time Events are little events that pop up in the zones you will be leveling in.  They are marked on the map to the side with the pink and gold icons.  For those who have played Rift, these function much like Rifts spawning do.  A series of mobs that will be marked with a pink icon over their head will appear and as you ride into the area of the fate some objectives will appear in the quest list.  If you are too high for a given FATE there will be an option in the quest list to synchronize your level down to the maximum for that given fate.  Completing the event will reward a good deal of experience relative to your level, some much needed Gil and once you have joined a Grand Company some of their currency in the form of Grand Company seals.  You are graded in the FATE based on participation and there are Bronze, Silver and Gold ranks.

Some FATEs might give you special items, usually cosmetic pets if you get gold rank contribution.  However it is generally best to shoot for gold regardless as it will reward more experience and gil in any case.  There are a number of ways to “cheese” a fate and that could be a discussion in its own right.  The basic theory is you are rewarded based on the threat that you generate.  Healing and Tank abilities generate lots of threat, so they will almost always have high contribution.  For DPS they are in a bit of a pickle since generally speaking their job is to NOT generate threat.  There are a number of super threat happy abilities like Blood for Blood that you can hit during the fate to try and cause as much damage as possible.  Since launch however they have relaxed the guidelines for contribution a bit more to make it far easier for someone to show up a bit late and still get gold rank.  FATEs are almost always worth your time, and in the past a completely valid method of leveling a class was to do nothing but them.


ffxiv 2014-09-12 06-23-29-035 Once you reach the first major city outside of your starter city there should be a vendor there called a Levemete.  They give you a special kind of repeatable quest called a Leve or Levequest.  The quests are timed and once started involve completely various objectives.  You are rewarded based on how fast you can complete the quest, and this is often a decent way to get gear either as a reward for the quest or from treasure coffers that can randomly spawn out in the field while completing them.  It feels like they have gotten a bit stingy with the coffers in later patches, but at one point this was a really good source of “pink” gear which in their confusing itemization coloring system is a step above white gear but below green.

The catch is you only have so many leves per day, but these accumulate over time until you have 100 “leve allowances”.  You will accumulate 3 leve allowances every 12 hours.  These are not the absolute most ideal way to level, however if you are close to a level and just need a bit more experience they are not a horrible way to get it.  Recently I leveled Arcanist to 15 doing pretty much nothing but these, and while it was a bit proding it worked out just fine in the end.  They are also a pretty good source of Ventures… which I will get in much later in these guides, but I am just mentioning it now so you will have it in the back of your head.


ffxiv 2014-09-12 06-57-57-400 When you reach level 10 the Duty system opens up for you, and you can access it by hitting the default hotkey which is U.  Duties allow you to queue for content and the first type that becomes available are Guildhests.  These are somewhat confusing beasts, but the closet simulacrum to them is the World of Warcraft Scenario system.  They are like a dungeon, but not really a dungeon at the same time either.  Generally speaking they focus on teaching players a specific grouping skill that they will need later.  They are not really chain grinding, but they are definitely worth completing the first time as there is a massive experience bonus.  From level 10 onwards you will get two new guildhests you can complete every 5 levels.

If you do pay attention to the objective they end up explaining concepts that you will be guaranteed to see once you start running dungeons.  The frustration is that at least for the first couple, until players have gotten the message… folks will immediately try and dps down everything regardless of what the objective is telling them.  This often leads to the hest taking more than twice as long as is actually needed.  Similarly while it requires a tank and a healer…  I have too often found that neither of these roles actually does what they are intended to be doing in hests.  As a healer I usually end up tanking everything, as the tank is either unable to hold aggro or is willfully avoiding doing so.  That said… frustrations aside they are well worth the initial experience boost.

Duty Roulette

ffxiv 2014-09-12 06-57-47-550 At level 16 you unlock the Duty Roulette system.  While at 15 you can queue for Sastasha the first of the dungeons, the Duty Roulette system seems to be a bit more charming.  The idea is it works the same as the various other dungeon finder tools, but in my experience players in FFXIV are actually welcoming to new players.  The reason behind this is that they have tied some fairly significant rewards to the player commendation system.  Each player gets exactly one commendation that they can award at the end of the dungeon run.  You are prohibited from giving these rewards to members of your own Free Company (guild).  As such players tend to be on their best behavior in the hopes of doing something, either through their actions or just by being friendly… to earn a player commendation.  The joke is that only the healers and tanks get them, but I racked up enough to get my first few rewards while doing dragoon dps.

Duty Roulette is a really enjoyable if aptly named tool.  You can have the smoothest run you have ever experienced, or you can have an exceedingly rough one.  When leveling I am generally always queuing for a dungeon.  As DPS I tend to queue directly for the highest level one I can run, and as a Healer or Tank I just do random chance, as there are almost no options that are not worth my time.  The problem you run into as a DPS is when you get one of the primal encounters.  I will go into what those are later, but essentially it is a single boss fight that is worth next to no experience and is part of the main storyline.  There was an evening where I waded through 3 30 minute long queues only to end up with a primal each time.  Since I was queuing for experience gain, this mean I basically had wasted my time.  As such when working on DPS I find it best to simply queue for whatever the highest level dungeon is you are capable of completing.

To Be Continued

I am going to close this post off for now, but this covers some of the most basic ways of leveling.  As you get higher level more options unlock, and I will cover those in a subsequent post.  At this point I would like to open the floor for discussion.  Are there certain points of Final Fantasy XIV that you find confusing?  I am looking for more direction in what areas you would like to see me cover.  Ultimately I am trying to take the concepts and explain them as plainly as I can, and I have already gotten some ideas from guild members.  I plan on doing a few of these posts a week, at least until I run out of topics to post about.  I am trying to get some of the basic information out there before I start delving into more nuanced discussions.   You might watch Rae’s blog, as I know she plans on doing some posts about the various healing styles as well.

#FFXIV #EasingIntoEorzea

Easing Into Eorzea: Classes

A New Guide Series

With so many new people coming back to Final Fantasy XIV, some of which my doing… I thought it might be useful to start a new guide series to explain some of the concepts of the game that do not quite map up to the western MMO traditions.  Simply put there are some ideas in this game that just are not obvious at first glance.  My goal with this new series is to help a player “ease into” the game by presenting the concepts as simply as I can.  Today I will be addressing the first real decision, which generally speaking is what class to play.  If you are familiar with Final Fantasy 3, 5 or Tactics… you will have a basic understanding of the Class and Job system at its most rudimentary level.  Today I will delve into some of the ideas and try to iron out the rough spots.

What is a Class?

The class is the most basic unit of the Final Fantasy XIV job system.  These are the things you start the game as and represent the building blocks for larger concepts.  Each class and therefore job is represented by a single weapon type.  When you equip that weapon you become that job, additionally the user interface provides a simple way to swap between weapon profiles and these can even be hot keyed.  Every player can ultimate learn every class, but each time they start with a fresh class they go back to level one.  This means you should probably hold onto your starter gear, as each time you reset  back to level one you will need it to equip.  The classes are loosely grouped into larger entities known as the Disciples of War and the Disciples of Magic.  Similarly the crafting professions are grouped into Disciples of Hand and Disciples of Land… but I will get into crafting at a much later discussion.  You will often see large blocks of these classes referred to in game by the abbreviations of DoW or DoM.  When you see this, it means all classes within that larger family can use the item.

Starting Cities

One quick note is that the various Classes are scattered around in three different starter cities.  At around level 15 in your main storyline quest you will unlock the ability to travel between the starter cities through Airship.  Additionally if you are stubborn and determined enough they can be travelled between over land routes, however at very low levels this becomes a dangerous proposition.  For sake of giving an idea of the layout of the classes here are the starting cities and which classes begin there.

  • Archer
  • Conjurer
  • Lancer
Limsa Lominsa
  • Arcanist
  • Marauder
  • Gladiator
  • Pugilist
  • Thaumaturge

What is a Job?

Jobs can be thought of as the evolved state of a class.  At level 30 each of the classes evolves into a larger role, gaining new abilities every 5 levels.  As you level your base class continues to level with you, but through the equipping of a Job Soul you also inherit new abilities.  This is somewhat of a double edged sword as these new abilities give you much more power to fill a role your class was designed to accomplish, however at the same time it greatly limits the ability to use cross class abilities.  Each Job is a made up of a recipe of two classes, for example Warrior is a combination of 30 Marauder and 15 Lancer.  In order to quality for the quest to unlock warrior you need to have leveled both jobs to the required level before the new jobs master will speak with you.

Disciples of War


The Gladiator is your traditional sword and shield tank.  They focus on mitigating large amounts of damage, but tend to have significantly lower hit points to compensate.  They can be one of the more challenging classes to level in that they get most of their really class defining abilities significantly late in the game.  While most classes have a complete combo chain by the time they begin dungeoning around level 16, the Gladiator does not complete theirs until 26.  However for those who master it, it becomes an extremely formidable class.

Class Weapon:  Sword and Shield

Starting City:  Uldah

Primary Stats:  Vitality, Strength

Natural Exit Job:  Paladin (30 Gladiator, 15 Conjurer)

Cross Class Abilities:  Conjurer, Marauder

Secondary Exit Jobs:  Warrior (30 Marauder, 15 Gladiator)


The Marauder is the two handed wielding tank.  They focus on having a massive hitpoint pool coupled with some ability to regenerate that health to tank.  They however have significantly fewer ways of stopping incoming damage to compensate.  They are one of the easier classes to level due to the fact that at low levels they have both extremely solid damage dealing ability and high survival.  Additionally when they evolve into a Warrior the get a threat generation and health increasing buff that as well as a rage generation mechanic allowing them access to special abilities at the cost of 5 rage.  From 30 until the Paladin gets their tank buff at 40 they become the strongest tank, and then that evens out during the 40-50 level climb.

Class Weapon:  Two Handed Axe

Starting City:  Limsa Lominsa

Primary Stats:  Strength, Vitality

Natural Exit Job:  Warrior (30 Warrior, 15 Gladiator)

Cross Class Abilities:  Gladiator, Puglist

Secondary Exit Jobs:  Dragoon (30 Lancer, 15 Marauder)


The puglist is your traditional hand to hand combat fighter.  While they technical use a weapon, these are an assortment of often wicked looking fist weapons.  They are likely one of the more difficult classes to play in the game, in that they use a complex combo system that takes some ramp up time to reach its crescendo.  Additionally several steps in the combo have a positional requirement of either being to the side of the encounter or behind it.  As a result it takes serious dedication to be able to play the puglist and later the monk with proficiency.  However to those devoted to the class they can do amazing things with it.

Class Weapon:  Fist Weapon

Starting City:  Uldah

Primary Stats:  Strength, Critical

Natural Exit Job:  Monk (30 Puglist, 15 Lancer)

Cross Class Abilities:  Lancer, Marauder

Secondary Exit Jobs:  Bard (30 Archer, 15 Puglist)


The dragoon is relatively heavy armored spear wielding combatant, that has been represented in many Final Fantasy games through the Dragoon.  They are known for intense single target burst and sustained damage through a combination of dots and combo attacks.  Similar to the monk however they have a number of these attacks that require either a side or back facing component.  However unlike the monk they are not as tied to this mechanic and can alter their rotation to fit moments when they simply cannot be behind or to the side of a target.  The weakness of the class is they get relatively little AOE damage until very late in the  game, and even then they come with some constraints.  Most players take the Lancer class in order to evolve into the Dragoon, with their iconic jump attacks.

Class Weapon:  Spear

Starting City:  Gridania

Primary Stats:  Strength, Critical

Natural Exit Job:  Dragoon (30 Lancer, 15 Marauder)

Cross Class Abilities:  Marauder, Pugilist

Secondary Exit Jobs:  Monk (30 Puglist, 15 Lancer)


The archer is your traditional bow wielding hunter or ranger type class.  They have a series of dots and bow strikes that whittle down the target.  The true strength of the class is they have the ability to move and cast at the same time.  This means that even though a large number of the archer attacks have a cast time they can do so while moving, making them the ideal class for kiting or the ability to move while dpsing.  The weakness however is that they are relatively light geared and the Achilles Heel of the class is that they lack a DPS limit break like the Puglist and Monk have.  Once they become a Bard however they more than make up for this issue with the ability to play songs that regenerate Mana or TP depending on which your party make up needs worse.

Class Weapon:  Bow

Starting City:  Gridania

Primary Stats:  Dexterity, Critical

Natural Exit Job:  Bard (30 Archer, 15 Puglist)

Cross Class Abilities:  Lancer, Pugilist

Secondary Exit Jobs:  Black Mage (30 Thaumaturge, 15 Archer)

Disciples of Mind


The Arcanist is an odd bag of tricks at the beginning of the game, and I easily consider it the most difficult of the classes I have personally tried to start.  That said they become immensely powerful and have the benefit of being the only class with two natrual exit jobs currently in the game.  The slow start comes from the fact that this is a pet class, and the pet that you receive early on is not your tank pet.  This is a similar dilemma to starting a Warlock in World of Warcraft, and much the same you end up “tanking” for your pet early on.  However once the Arcanist does get a tank pet they have the ability to fight multiple targets at the same time with ease.  At its core this is primarily a damage over time class with a large bag of tricks that allow them to wear both the hats of a healer and a dps for a good amount of their playtime.  It is personally not a class for me, but those who love it do so immensely.

Class Weapon:  Book

Starting City:  Limsa Lominsa

Primary Stats:  Intellect, Piety

Natural Exit Job:  Scholar (30 Arcanist, 15 Conjurer), Summoner (30 Arcanist, 15 Thaumaturge)

Cross Class Abilities:  Scholar (Thaumaturge, Conjurer), Summoner (Thaumaturge, Archer)

Secondary Exit Jobs:  White Mage (30 Conjurer, 15 Arcanist)


The Conjurer is your traditional full time healer class.  At low levels it is the only class that can actually queue as a healer, and it offers the strongest brute force healing throughput of all of the classes.  This comes at a few costs however.  Firstly the class has very limited offensive capabilities until late in the game when they get one of the better AOE attacks in the form of Holy.  Secondly they will suffer with issues regarding mana efficiency and while they can brute force heal through most anything, they can only keep it up for a short period of time.  This means to heal as a Conjurer means you need to heal strategically without actually spamming needless heals.  Being the “full time” healer class means they have a pretty broad palette of abilities to help them mitigate incoming damage.

Class Weapon:  Staff

Starting City:  Gridiania

Primary Stats:  Mind, Piety

Natural Exit Job:  White Mage (30 Conjurer, 15 Arcanist)

Cross Class Abilities:  Thaumaturge, Arcanist

Secondary Exit Jobs:  Scholar (30 Arcanist, 15 Conjurer), Paladin (30 Gladiator, 15 Conjurer)


The Thaumaturge is your traditional MMO glass cannon.  They have amazing damage throughput at the cost of having little to no defense.  One of the issues with playing most offensive spellcasters is the problem with mana.  This class gets around it with a unique fire/frost system allowing them to switch elements to frost to regenerate their mana quickly before going back to fire for quick damage output.  They offer some of the best and most reliable AOE damage in the game, and early on they were the kings of FATE grinding with the early access to Blizzard II.  If you like to live on the edge in a “burn the target before it hits you” style, then this is the class for you.  Additionally they get a lot of nice abilities like Quick cast that let them turn a lengthy cast time into an instant.

Class Weapon:  Rod

Starting City:  Uldah

Primary Stats:  Intellect, Piety

Natural Exit Job:  Black Mage (30 Thaumaturge, 15 Archer)

Cross Class Abilities:  Arcanist, Archer

Secondary Exit Jobs:  Summoner (30 Arcanist, 15 Thaumaturge)


Hopefully this little guide will have helped you figure out which class you want to play.  The important thing to remember is that in Final Fantasy XIV you are deeply benefitted by having lots of different classes.  Personally I have a high level Warrior, Dragoon, Bard and am working on getting up a White Mage so that I can do pretty much every role that might be called upon me.  This is one of the great freedoms of the game, the ability to switch things up and try out new things.  Like I said once you get to the point at which you unlock airship travel, you can move around freely between the three capital cities and try all of them out.  If you have any direct questions, let me know and I will try and cover the topics loosely in future guides.

Additionally if you have always wanted to give Final Fantasy XIV a shot, there is a free 14 day trial that should allow you to test the waters.  Of note my characters are in the Aether Data Center and on the Cactuar server.  Feel free to drop Belghast Sternblade a line and say hello if you make it into game.

Angry Red Ball

Starting Coil

ffxiv 2014-09-09 20-18-41-319 For some time now after coming back to the game, we have been in a process of getting enough level 50 characters up to be able to tackle the official 8 man raid in the game.  Now there is a 24 man raid, but to some extent I equate that to the LFR system in World of Warcraft.  Both Labyrinth of the Ancients and Syrcus Tower are tuned in such a way as to allow complete strangers to be able to complete them.  They are however an excellent source of gear, and all of us have been doing them pretty much on a weekly basis on a shot of getting some ilevel 100 gear.  The Binding Coil of Bahamut however is serious mode raiding, or at least it was when the game was released.  It takes eight players through a series of separate “turns” as they call them… or floors as I think of them as we traverse one big raid.

Last night we took a friend of the guild in with us to get to our eight players, and she and another guildie had a sizeable amount of experience in the dungeon.  For the most part we were trying to figure out the fight on the fly, however after a few wipes Spiral started giving us tips.  Thanks in part to these tips we made adjustments and progressed pretty quickly through Turn One.  Since we had not been there terribly long we opted to continue on to turn two.  The First half of Binding Coil of Bahamut consists of five turns in total, with an extremely large boss encounter waiting at the end of it.  In order to progress to the next turn, your group has to have defeated the previous one.  I can see this becoming a bit of a pain later on as we bring new folks in that have not been keyed for the one we are actually working on.

Angry Red Ball

ffxiv 2014-09-09 22-21-29-337 When we reached the second turn, I feel like the bottom dropped out from under us.  The first turn once we adjusted a bit was rather manageable.  So I had this fear that we would simply blow out the entire first half of the raid due to the fact that we way over geared the level that the encounters were designed for.  This was pushed aside however as we started the second ADS encounter.  ADS is a angry red ball defense system that you encounter as the first boss in turn one, however this time around it brings friends.  The entire encounter is somewhat of a gauntlet in that you are trying to get to the boss before it enrages, which the process starts the moment you encounter the first mini-boss.  You proceed down towards ADS by taking a series of optional bosses out,  Each time you take a specific boss out, it removes a negative effect from the final encounter, but at the same time adds some form of a buff.

On our first turn we tried to take as many mini-bosses out as we could, and I think we only actually left one alive.  The end result was absolutely brutal as we fought a severely buffed and hasted final boss.  After that we more ploddingly identified which orbs removed which buff and gave which buff to figure out the path we could afford to take.  Spiral had told us that every group she had been with went left, but we wanted to know WHY they went left.  As a result we ended up going right, and for a period of time this seemed like the correct answer.  The mini-boss before ADS removed this frustrating mechanic known as Rot that causes a debuff to be passed around the raid like a baton.  If the debuff is NOT passed, everyone in the raid takes a significant amount of damage.  We thought this would make the ADS encounter more manageable, however after a few tries we noticed that it was giving ADS an insane haste buff, causing it to absolutely wreck us.

The Left Path

ffxiv 2014-09-09 22-12-47-391 So at this point we figured out why exactly every group went left, and by trial and error decided that this would be the best course of action.  It is at this point that I should explain that we knew a supposed easy way to defeat the boss from the moment we walked in.  The thing is while we can totally cheese out the Binding Coil of Bahamut, we will not in any fashion be able to cheese the Second Coil of Bahamut that features turns 6 through 10.  I figure that if we learn these fights now, we will have an easier time learning the fights in Second Coil, because we will have some insight into the way that the designers of the raid content think.  So throughout all of these tries we had a guaranteed win condition in our pocket, but we chose not to use it for as long as was feasible as to learn the fight for real.

Admittedly our biggest issue with this content was the fact that we lacked a Bard.  I can already tell that group composition is going to be a pretty critical thing for certain fights.  Normally we would have had Warenwolf on his Bard, but he was not available tonight.  We could have shifted players around to get a bard, however we were not really prepared for that and didn’t see that zoning back out and back in was really worth it.  As a result we struggled through and came within a sliver of defeating the boss a few times before taking not of just how late it was getting.  Finally when we were just about to call it, we opted to take the easy route.  Apparently ADS is one of the few bosses that is actually significantly easier to defeat after it enrages.  Instead of having to deal with mechanics like Rot, you have to deal with constant AOE pulse damage through the raid.  It literally becomes a burn phase and an endurance match for the healers to keep the raid up long enough to dps the encounter down.

Post Apocalyptic Halo

Destiny_20140909230130 After we had finished the second turn we all dispersed, and I filtered off into playing some Destiny.  I really did not want to get too terribly involved in anything, so I opted to just poke around in the level two mission that I had already defeated.  One of the cool things about the way the world is laid out, is that you can just wander around off the main course allowing you to explore new areas that are not necessarily involved with the current task at hand.  I had not unlocked the completely open world version of the zone yet, so this was the next best thing.  Funny thing is a little bit into me poking around I had someone from my friends list join my fire team.  I have to say I am not quite used to this concept yet of someone just randomly dropping down into your game.  I sent him a message warning him that I was kind of just poking around aimlessly and went on about my business.

Destiny_20140909191442 Interesting thing of note is that apparently if your friend zones into one of the “darkness” areas that are instanced… it also pulls you into the area as well.  So one moment I am wandering about killing level 7 mobs that I had stumbled onto, and then the next I am being sucked into the battle with the Archon at the end of the level 2 mission.  This was all fine and good as it is a pretty fun encounter, and since there were two of us the game scaled up the difficulty a bit.  The problem is… moments into the encounter my partner in crime disconnected from the mission leaving me there to deal with all of the mobs alone.  It turns out he was trying to upload a video clip and it disconnected him, which for future reference might not be the best thing to do in the middle of a fire fight.  I managed to finish off the encounter solo and got a nice helm as a reward for doing so.  On that note I shut things down for the night and tried to figure out why exactly my Vanguard Armory was not showing up.  Thanks to Ashgar I went in and did some “renew licenses” function within the PS4 settings, and that seemed to clear it up immediately.

#FFXIV #BindingCoil #Destiny

Destiny is Gorgeous

Squandering the Morning

My Great Capture Screen Shot 2014-09-09 06-09-24 This morning I have absolutely squandered my morning away, because today the servers for Destiny came up.  In truth the servers came up over the night, and there are already a large number of folks milling around in Tower that are level 10 or so.  This morning my overriding goal was to get a character created and get it to tower so I could eventually meet up with friends and play.  This formidable mug you are seeing represents the new version of me in Destiny.  At character creation you are given the choice between Human, some sort of translucent skinned humanoid, and robots.  Generally speaking I tend to heavily favor humans but there is a fatal flaw in the character creator…  no beards.  Since I can’t have a beard then I pretty much have to go robot.

All in all I am fine with this because I feel like a badass with the green glowing eyes.  I played robotic characters in City of Heroes and Champions Online, so I guess that fits my motif anyway.  I ended up rolling a Titan again, because I have to admit I like having the insane attack that slams the ground and knocks all of the enemies away.  Additionally I found I liked having a jet pack better than some form of a modified jump.  In theory the titan becomes more tanky over time, which also definitely fits my overriding goals in pretty much any game.  Similarly I know that there will already be a lot of Warlocks and Hunters among my friends, so I figure it is best to stick with what I know and enjoyed playing in alpha and beta.

Destiny Is Gorgeous

My Great Capture Screen Shot 2014-09-09 06-29-14 The thing I keep forgetting after large blocks of time being out of the game is just how damned gorgeous this game is.  I guess as a habitual member of the PC master race, I have a hard time realizing that the consoles have finally caught up.  Always in the past there was something wrong with the console images, either they were grainy or washed out or blurry.  They lacked the saturation and definition that I was so used to from playing on a PC.  The PS4 however playing destiny looks amazing, and I doubt it would perform any better on a PC, or at least not with the mid range video cards I generally purchase.  The big difference of course is that I am running around this landscape with the joystick rather than a keyboard and mouse.  This is the biggest adjustment for me, because I still don’t quite feel comfortable without the precision control to make headshots that a mouse gives me.

My Great Capture Screen Shot 2014-09-09 06-19-04 Thankfully Destiny has more than a fair amount of aim assist, and while I can’t really draw a bead and get head shots reliably, I can chew down encounters with body shots.  I managed to make it through the first tutorial level in pretty good time, and as I now idle in Tower to write this… random people keep landing and dancing with me.  I am not exactly sure when I will really get a chance to start this game properly.  I know we have plans for this evening, but I might pop in after that to at least run the first couple of missions.  This is one of those games that I don’t mind being behind the curve.  I am not really competing with anyone to get to max level first.  I feel like Destiny is going to fill the same role that Diablo 3 does.  Fun game that I can get into quickly, kill some stuff and pop back out without many hard feelings.  I like the big open world areas in Destiny for this, in that I can land and make my own objectives or simply run around looking for interesting stuff.

Beginning Coil

ffxiv 2014-09-08 21-07-18-237 The picture is completely unrelated here, but I look adorable like always in my White Mage outfit.  I mentioned earlier that we already had plans for tonight, and primarily that is because we have decided to start raiding Binding Coil, and this evening is the time that seemed to work the best for most people.  I honestly figure by the time evening rolls around Destiny will be completely unplayable, so I thought this might be a good idea to give us all something to focus on other than the inability to play with our new toy.  For some time we have been gearing up and wanting to start Binding Coil fresh as a guild.  I believe that mostly we will be going into this one completely fresh, in that none of us are really doing research ahead of tonight.  One of my biggest joys is figuring out content with my friends, and I think we will do just fine.

One of the most awesome footnotes about the community however is the reaction folks have had to us beginning Binding Coil.  Now this raid in one form or another has been out for a year, and they simply keep adding new turns to it.  So as I have talked to some fairly serious raiders about our guild starting the Coil fresh, I’ve received a completely unexpected reaction.  Were it World of Warcraft, I would have  gotten reactions like folks chiding us for being “Months Behind”.  Here I have gotten nothing but positive responses, talking about how they wished they could go back and see the Coil with fresh eyes again, and that we would enjoy ourselves.  This overwhelming sense of others wishing us well and being happy for us is extremely refreshing.  I am glad that this same strong community attitude extends to raiding as well as the dungeon content we have experienced.  Hopefully we will go in, clear the first turn and walk away with some awesome memories.

#FFXIV #Destiny

Atma Weapon Get

Naps Are Evil

This morning I am completely dragging and seem to be wallowing in a near zombie like state.  The answer to my predicament is rather simple.  I indulged in taking a nap with my wife yesterday, and as a result I paid a heavy price.  As glorious as naps feel, I for whatever reason cannot take them.  I mean I can fall asleep for a nap just fine, but the act of napping dooms me to being unable to sleep later.  I am envious of my wife, who can wake up from one nap and immediately fall asleep for another one.  My body however seems to hate sleep, and if I partake of the forbidden fruit it means I will be wired at midnight  trying desperately to get my body to calm the hell down and sleep.

Last night was of course one of these nights.  So this morning I am in a stupor that I fear no coffee will raise me from.  I would love to say that the nap was worth it, because it really did feel amazing at the time.  However the ultimate results or nap taking seem to always leave me in this condition, and it seems to be a less I have to relearn on a regular basis.  So I present to you…  Naps are Evil, or at the very least they are unadvisable for someone with screwed up sleep patterns like myself.  I realize that I could drug myself into a sleep like state but that generally causes more issues than it is worth.  So once again I will just deal with it this morning and hopefully get a good nights sleep tonight.

Atma Weapon Get

ffxiv 2014-09-07 23-18-01-366 This weekend for me was ruled by an overriding goal, to acquire all twelve Atmas and be able to upgrade my axe to its next evolution.  There are some caveats there but I will get into them later.  Over the course of the past week I have done enough FATEs to gather up around 80,000 grand company seals.  If you figure that on average you get around 100 seals per FATE, that means I completed somewhere in the vicinity of 800 FATEs between collecting all twelve Atmas.  I am guessing that would Math out about right considering I am roughly 2000 FATEs into the 3000 FATE achievement.  So yeah…  my guild thought I was crazy for embarking upon this, but I pushed through it regardless.  I am by far not the first to get it as Warenwolf and Cylladora managed to get theirs significantly before I did.  I feel like they simply had better luck than I did in a few of the zones as I know for certain I ground Southern Thanalan for 3 evenings.

In any case it feels good to put this step of the process behind me for the time being.  The funny thing is… I am not absolutely opposed to doing the grind again for another job.  I figure at some point I will do it for my Dragoon, however I am going to need to put a lot of pacing between the two grinds.  More than likely I am going to shift focus to working on my White Mage for awhile to do something “different” feeling.  I tend to go on these missions every now and then, where I am all consumed with getting this one thing done.  The games that get me to stick around are the ones that can create large numbers of these traps to ensnare me with in order to keep feeding me new goals that I actually want to accomplish.  So far it seems like upon returning to Final Fantasy XIV there are more than enough shiny baubles in the distance to keep me focused.

Beginning the Animus Grind

ffxiv 2014-09-08 06-49-40-830 While I finished the most random portion of the level 100 weapon, I still have to power it up.  The Atma Bravura while ilevel 100, it really is no different than your existing Zenith weapon other than having a changed appearance.  In the case of the Warrior the blade is coated with blood.  From this point out I have a slower and more deliberate grind.  The first step is to get 1500 tomestones of mythology which I will then exchange for one of 9 books needed to power up my weapon.  Each book is in itself a quest, that involves me to complete specific dungeons, fates or leves in order to complete that step.  If I am understanding correctly, each time I complete a book it will imbue my weapon with some stat improvements until finally after completely all nine it will be a proper level 100 weapon.

Some of my guild members are taking a completely different route to get to their ilevel 100 weapon, and in truth it is probably the easier route.  I like this one however because it reminds me of how it felt to do an epic weapon quest in the original Everquest, and to some extent in Everquest II.  They are long epic quests and at the end when you finally get your hands on the next step in the sequence, it feels well fought and earned in a way that simply saving up tokens could never feel.  I am sure I am romanticizing the process, but completely relic weapon quests in Final Fantasy XIV has this same feel for me, so I can see myself doing even the most insane ones just to be able to say I did it.

There is a club of sorts among the folks that have completed the Atma step that I have noticed.  They sit around and tell tales of how long it took to get this piece or that piece.  Sure it was an arduous grind, but I feel happy to be admitted into that club and be able to tell the tales of the process to get my own bloody axe.  Similarly I am sure I will enjoy retelling the tales of the various books that I had to complete to get my animus step as well.  The truth of it all is, that these little goals on the horizon are what will keep me hooked on a game for more than just the moment.  This long range missions are what keep me grounded and focused.  So I might be insane for grinding them out when there are potentially easier alternatives…  but I am enjoying the journey.

#FFXIV #Atma #Animus

Dark Portal Closes

Larva and Whales

Last night we recorded our 21st episode of AggroChat, and it was a pretty enjoyable time.  I was joined by the original cast of Ashgar, Rae and Kodra.  This issue was more defined by what we didn’t want to talk about than what we actually wanted to talk about.  A few of us wanted to avoid the gamersgate debacle at all costs, and overall I think we did a fine job of doing just that.  The result was a very organic discussion that started with talking about what we had been playing, and ended with us delving into various items.  Who needs show notes right?

I named the episode larva and whales because Kodra has been playing this super complicated puzzle game called English Country Tune.  So far I have yet to figure out why exactly it is called English Country Tune, because it seems to be mostly about moving blocks around… some of which are called Larva for no apparent reason, and others are called Whales for similar lack of reasons.  When I was listening to the recording, the whole discussion just seemed ridiculous.. and I figured that had to be our title.  Later on we got into a discussion of the Wildstar server mergers and how our opinions might have changed a bit on the mega server concept after getting into Cactuar in Final Fantasy XIV.

Dark Portal Closes

wowcancelledagain It is a rather dramatic subheading for what in truth is not a terribly dramatic act.  Yesterday morning while writing my blog post, I ended up talking myself into cancelling my World of Warcraft account.  In a way I guess it was writing about the Nightmare Tide expansion in Rift, that made me realize just how not interested I am in anything to do with Warlords of Draenor.  There have been a few times over the years when I have cancelled World of Warcraft, and in almost all of them it was the result of some negative reaction to the game.  It wasn’t providing me this or that, or I was frustrated with these changes… or more often than not the lack of changes.  This time around I feel completely apathetic about the future of this game.  I have friends that work on it, and lots of blogger and gamer friends who are still devoted to it, so I hope it does extremely well and provides them a fun environment to run around in.  I think it still provides lots of good things for the faithful, but at this point I have just lost the desire to be in Azeroth.

I think the biggest evidence of my need to just close things down is the fact that I have not played the game since April or maybe even earlier than that.  I have kept my account active for one reason and one reason alone… I was wearing the Guild master title in the guild I started back in 2004.  The only times I would actually log in, were to throw out an invite to someone who was wanting to check out the game.  It felt frustrating to have a game I was not playing at all slowly bleeding money out of my accounts each month.  Similarly I have come to the realization of just how much the game has changed, not in the content or the client… but in the community.  Playing on the Cactuar server in Final Fantasy XIV has made me realize what I missed about Argent Dawn.  The experience in Final Fantasy is much like it was in the early days of that server.  Coming back each time seemed to remind me just how many people that I once cared about were no longer playing the game.

Similarly I came to the realization that I no longer need World of Warcraft as a $15 a month chat client.  The folks that really matter to me I have contact with through social media, instant message, email or even the battle.net client.  So I no longer have to rely on World of Warcraft to help glue together bits and pieces of my world.  I realize the surest way to return to WoW is to claim you are never returning to WoW.  I can’t make such a claim, but it does feel like it is over now.  I am leaving not because I am mad at the game, or that I am disappointed by the game…  I am leaving because I feel no desire to play the game.  After months of having access to the Warlords of Draenor alpha, I find that I have maybe played the game a grand total of six hours.  I hope it will be a rousing success, and they already have my money…  but I won’t be crossing through the dark portal.  At the end of November, my Dark Portal is closing and likely for good.

Fun with Malboros

ffxiv 2014-09-07 00-01-27-499 If you ask a Final Fantasy fan what their most dreaded encounter is, I would imagine that Malboros rank pretty high up the list, more than likely directly below Tonberries.  The constant fear of not being able to move out of the “bad breath” attack makes fighting them super frustrating.  The Final Fantasy XIV version is every bit as terrifying as the worst versions in any of the console games, and in their infinite wisdom the developers of 14 decided to create a dungeon almost entirely devoted to them.  Last night I got to tank Aurum Vale for my good friend Thalen who is slowly creeping up on 50.  This dungeon is needed as part of the promotion system for your grand company, and it unlocks access to the highest rank stuff, so as a result we end up periodically running it for the up and comers.

I actually thought the dungeon was nowhere near as bad as I remembered it.  It might be that we all greatly outgear the dungeon, but in truth that shouldn’t factor too heavily since Aurum Vale is the last of the dungeons that mentors you down.  For the level 50 players this means a frustrating experience of losing all of the stuff you got when you dinged 50, as the dungeon mentors you down to level 49 exactly.  The biggest frustration with this is the fact that I lose Infuriate the ability that gives me a 5 stack of rage on demand.  It is basically my steel cyclone on demand button, as that is one of the best ways to get threat on all of the things quickly.  In spite of these frustrations I had a really good time.  I have to say I actually enjoy tanking the lower level instances for guildies as they need them.

#FFXIV #WoW #AggroChat