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.

Gridania
  • Archer
  • Conjurer
  • Lancer
Limsa Lominsa
  • Arcanist
  • Marauder
Uldah
  • 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

Gladiator

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)

Marauder

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)

Puglist

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)

Lancer

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)

Archer

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

Arcanist

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)

Conjurer

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)

Thaumaturge

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)

Summary

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