Tag Archives: FFXIV

On Current Events #4

Time for another one of these, let’s get started.

Extra Life

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First things first: Extra Life is this weekend, and I’m participating as a member of the Alliance of Awesome team. You can find my page here, and my stream will be active from 2-4 EDT. I’ll be around in chat while the other members are going, so you will probably hear a bit of random commentary from me throughout the day. All proceeds go to the various hospitals involved, so feel free to donate!

Heavensward

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This weekend, I get to find out exactly how excited I should get for the FF14 expansion in the spring. (Possible values range from “Super” to “Rae”.) Last weekend the expansion was initially announced at FanFest in Vegas, although the name came out earlier when it was trademarked. This weekend will be Fanfest in London, and I believe they said more information on upcoming classes will be coming out at that time. There are some favorites I’d really like to see make it to FF14 (Blue Mage, Mystic Knight), but this would also be a good time to introduce some new things to the series (or at least rarely-explored things). Dark Knight and Samurai have already been “leaked”, but I can’t help but wonder what else is coming. Geomancer? Berserker? Cannoneer? Calculator?

Idiocy

I feel like it shouldn’t be required to say this, but people continue to prove me wrong. Don’t harass people, and definitely don’t make death threats. One former Steam Developer is finding this out the hard way, when he posted the following on Twitter and subsequently found his game de-listed from Steam.
Don't Do This
Valve’s statement was quite simple: “Yes, we have removed the game’s sales page and ceased relations with the developer after he threatened to kill one of our employees.” (via Polygon). I’m glad to see that when possible, actions are being taken to ensure that this sort of thing is Not OK. If we can’t get people to think before hitting post, maybe we can at least get them to stop threatening the lives of others.

On Role Balance, Continued

I said that the DPS classes in Final Fantasy 14 could use a post to themselves, so here goes. The DPS classes are divided mostly into melee, casters, and Bard, which is a special case for a number of reasons. Interestingly, this role is often referred to as DD (damage dealer) as a holdover from Final Fantasy 11.

Melee

The options for melee in FF14 are Dragoon and Monk, and I’ll just get this out of the way now. Dragoons have a terrible reputation for dying a lot. (Even the developers made fun of this.) Both classes require moving for positional attacks directed at either the flank or the rear of their target, and the target circles are fairly helpful in helping you figure out where each of these starts. Monks generally have to move more for optimal DPS, but are penalized less for not moving. Dragoons lose entire combos without access to the flank or rear of enemies. Monks have a fair bit of ramp-up time (which can be mitigated somewhat with their level 50 ability, Perfect Balance) that dragoons do not. Dragoons tend to do larger single hits, monks don’t have anything with a potency higher than 190. In return, monks hit very quickly, getting up to 15% increased attack speed and 27% increased damage once they’ve been fighting for long enough. Dragoons have more off-GCD abilities, with a lot of cooldowns and their signature Jump ability.

Dragoons tend to have high physical defense (only tanks have better) and low magic defense (literally the worst in the game), leading to them taking extra damage if/when they get hit by boss AOE, which is almost always magic. Jump does apparently provide some untargetable time now (I don’t have lancer leveled and can’t test this), but it locks you in place for the duration of its animation, and can lead to eating boss attacks if used at unfortunate times. Monks have a different problem, in that if their rotation is interrupted for long enough, they lose their buffs and have to start from scratch. Perfect Balance every 3 minutes is not enough to mitigate this every time.

Either way, having a melee in the group gives everyone a strength bonus (meaning more threat for the tanks) and more importantly, access to a single-target limit break. Braver, Bladedance, or Final Heaven (depending on limit level) are incredibly useful in group content. This is kind of a balancing lever in itself, because as long as melee are the only ones with these attacks, melee will never be obsolete.

Casters

The choices here are Black Mage and Summoner. Summoner is a dot-based pet class, black mage is more direct damage with a fairly unique MP management mechanic. Both classes have a bit of defensive utility, with Eye for an Eye from summoners (which is cross-classable) and Apocatastasis from black mages (which is not). Summoners are the only non-healing class that can raise during battle. Summoners excel in AOE situations since they can apply a large portion of their single-target damage to as many as 4 things at once. Black mages excel when burst is called for, because Flare is one of the hardest hitting abilities in the entire game (and with some tricks it can be cast three times in a row).

Both of these classes are limited in the amount of DPS they can do while moving. Virtually all black mage spells used for DPS require you to stand still while casting. Summoners are a bit better off since their dots and pet can be going even if the caster has to move, but they still can’t re-apply most of their dots while moving. As far as the DPS produced by each class I don’t know which is actually better. Summoner DPS is incredibly difficult to parse, as it involves 3 dots, a week filler spell, a ground-targeted damage field, various pet abilities, and one very large hit. It’s hard to get a feel for if the damage you’re doing is good, and I think that drives a lot of players away from the class.

These classes also have a damaging limit break. The caster limit break is Skyshard/Starstorm/Meteor and it does significantly less damage than the melee one, but it’s a ground-targeted AOE. Most fights that don’t call for the melee limit break use this instead.

The Oddball

Bards are unique. They are currently the only dex-based class, and have unique benefits and drawbacks. Bards have various “song” options that drain the bard’s own MP for a group buff, either TP regen, MP regen, or lowered enemy resistances; these effects are entirely unique to that class. In addition, they’re a full DPS class in their own right and can do their full damage while moving. They’re also the best source of the silence effect.

The drawback for this is that they don’t have a damage dealing limit break, instead sharing their pool of limit breaks with the healing classes. It takes a bit of awareness to play this job well, since leaving one of the songs (other than Foe Requiem) running longer than you need to means you’re doing less damage than you should be.

This post kind of got away from me. I find it incredibly nice that systems in FF14 promote class diversity, and make all of the classes useful in some way. It creates sort of the reverse problem, where too many of any one thing is bad. The generally small group size (8 for “serious” content) also mitigates class stacking, but makes fitting all of the puzzle pieces in much harder. It’s a nice breath of fresh air from things I’m used to seeing where if you could, everyone in a raid would be one of two classes.

On ギルガメッシュ

As a break from slightly more serious subjects, let’s talk about Gilgamesh, the best character in Final Fantasy. Our Free Company organized a group to fight him in FF14 over the weekend, and certain things about it seemed really familiar.

Battle on the Big Bridge

Gilgamesh debuted in FF5, where he serves as a minion of Exdeath and general comic relief. (This is important, because a lot of people die during the section of the game that he’s primarily in.) He’s fought four times in actual battles before Exdeath gets tired of his failures and tosses him into the Rift. The second of these introduces Gilgamesh’s now-famous theme, and takes place in a location known only as the “Big Bridge”. Gilgamesh isn’t the only thing you fight here, but he ambushes you as you attempt to go through a door in a watchtower.

As far as FF bosses go, he’s pretty easy. He’s vulnerable to Old, an absolutely crippling status in FF5, and due to the timing you’re quite likely to be using a weapon that can inflict old on hit (it’s the best sword available at that point in the game). For fiesta parties he’s frequently a bit harder, because the -a level spells are starting to wane in effectiveness and it’s right before you reach a town with weapon upgrades.

Final Fantasy V Advance_61 Final Fantasy V Advance_52

Speaking of which, you have 11 days to finish the Fiesta. Get to it!

Thrown Into The Rift!

Usually, Gilgamesh is thrown into the rift where he sacrifices himself to defeat the boss guarding the last save point in FF5. However, him getting thrown into the rift is technically optional (Don’t open the chest that contained the Excalipur in Exdeath’s castle) and him sacrificing himself to defeat Necrophobe is also optional (either don’t fight Necrophobe or deal over 9999 damage in a turn to finish him off), so his fate is a little ambiguous. Later games have taken this to mean that he’s a dimension hopping wanderer, making appearances in FF1 (GBA, and versions based on it), FF6 (same as FF1), FF8, FF9, FF12, FF13-2, and FF14. Unlike the other cross-series characters, Gilgamesh acts nearly the same in almost all of these.

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Welcome to Eorzea

This brings us to FF14, and a trial so very imaginatively referred to as the “Battle on the Big Bridge”. It’s a bit of a spoiler to explain why you’ve come to this place, but it’s where you face Gilgamesh once again. He even appears right after you open a door, just like in FF5. When fighting him, he takes several of his lines directly from his FF5 lines. His fighting style hasn’t changed much either, with plenty of blue magic and jumps to go around. This is another example of what FF14 is really good at. Along with Crystal Tower, it’s a love letter to several of the previous games in the series. If they continue making content like this (this fight was added in patch 2.2) then I could see myself playing this game for a long time. Maybe Bel’s right, and this can be a new “home” for a while.

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For more posts about… everything, check out the Blaugust Initiative. For some D&D math, check out Kodra’s post about DPR for Strength based classes. (Before anyone comments, we both know there’s more to the game than Damage Per Round.)

On Getting Carried

…be sure to make yourself as light as possible.

That’s advice I heard about League of Legends, but it clearly has wider implications. As you may have heard from Belghast, we finished our respective relic quests yesterday, earning himself a Bravura and myself a Curtana (with accompanying Holy Shield). I was dreading having to tank Garuda, which was a somewhat difficult encounter in 4-man form. On the advice of Kodra, I queued up for it anyway, and it wasn’t nearly as bad as anticipated. The other tank was massively more geared than I was, so my entire function was to be a cheerleader. It took one try, and I’m pretty sure the group would have succeeded if I’d somehow dropped dead on the pull, rather than contributing my meager tank DPS.

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Titan was a different sort of carry. Through sheer dumb luck, the other tank was also someone looking to complete his relic quest. As a result, I was the MT for that fight. I had severe aggro issues simply due to gear differences, but I did all I could to keep up. The first attempt we failed to kill the heart (several DPS had been knocked off, and I died during that phase). Second attempt looked like it was going better, but we wiped late in the fight when both healers got Venn diagrammed. On the third attempt, we lost the Scholar very early, and I saw the other healer’s ridiculous ability to carry a group given enough gear and skill. I came out of it suitably awed and with a fancy new sword+shield.

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I guess I was light enough. I’m probably going to do it again soon for my own Bravura, as I got the raw crafted weapon ready before we left the game, so I just have to do all of the bosses again. Hopefully I’ll get to do my own carrying once I get enough gear.

For more posts about… everything, check out the Blaugust Initiative. For a look at how the Lego games manage to retell complex stories without words, check out Hello Cynical Badger’s post from yesterday.

On Stupid CNJ Tricks

I joked yesterday that Eorzea Roulette was like Russian Roulette, but instead of bullets you had Stone Vigil. (Stone Vigil isn’t actually that bad, I find Toto-Rak far more annoying to get randomed into.) As luck would have it when I went for my daily random on my Warrior, I got Stone Vigil. Stone vigil has some very annoying patrols, and some enemies that spawn directly on top of the group. Without prior knowledge of this (or if you’ve forgotten exactly where they are, like I did), it’s likely that some pulls are going to get very rough. Fortunately, the White Mage in the group was very good and used a tactic I’ve never seen before to help keep mobs under control. I’m going to share this (and some other tricks) that can be extremely helpful for a group.

1. Get Swiftcast

Swiftcast is a cross-class ability for CNJ/WHM (requires 26 Thaumaturge), but it’s probably the most important one you can get and has myriad uses. The first and most obvious is that at level 22 conjurers get a trait that allows Raise to be cast in combat, but the 8 second casting time makes that difficult. Swiftcast can make it instant. If you’re personally swarmed by enemies, Blizzard II (another cross-class skill, but you pick it up on the way to Swiftcast anyway) can be swiftcast for a pseudo-frost nova, Holy works even better for this when you get it. Swiftcasting cure spells seems like a good idea, but since most of them don’t have longer cast times than the GCD, you don’t save much time overall doing it. It does allow you to cast a cure spell while moving, which is useful in a number of situations.

2. Fluid Aura Tricks

When you get Fluid Aura at 15, it serves primarily as a tool to annoy your tank, or for survivability (and a bit of extra damage) when soloing. It also has use in getting a mob that the tank won’t pick up for whatever reason to leave you alone for a few seconds. (While I have done this, being on the other side of it is a bit frustrating. Give your tanks some opportunity to pick up mobs before resorting to this.) The clever use for it I saw yesterday was as a spell right before casting Repose, to take something completely out of the fight for 30+ seconds. (Repose can be recast, but it does have diminishing returns.)

3. Get Surecast

While far less important than Swiftcast, Surecast mostly has applications when the group is going to take predictable heavy AOE damage (Geocrush, Primal signature spells). Normally, these spells do enough damage to interrupt any cast in progress. Surecast can allow you to time a group spell to go off just after the damage lands without being interrupted. While this could also be accomplished with Swiftcast, this can be doubled up on (Surecast+heal -> Swiftcast+heal) for additional healing if necessary.

My White Mage is now 41, and healing isn’t my usual role, so I’m sure I still have a lot to learn. I still don’t have a DPS class higher than 35, but I have both tanks at the cap and a healer quickly approaching it. Maybe someday I’ll get a clue.

For more posts about… everything, check out the Blaugust Initiative. For an experience I can somewhat relate to, Isey wrote about tracking down pet skills.

On the Fourteenth Final Fantasy

Since functionally quitting WoW during Cata, I’ve been a bit of an MMO nomad, wandering from game to game, looking at all of the shiny. Game companies have been more than happy to cater to this, offering plenty of new shininess at launch, and then eventually wearing out until I left. My relationship with all of these games isn’t the same, however. There are some games I’ll probably never go back to*, and some that I left on relatively good terms for some reason or another. Final Fantasy XIV is a game in the latter category. The group I was playing with gradually started playing it less and less, until eventually I stopped too. Also, FATE grinding was kind of terrible.Screenshot (118)

We Miss You!

Last weekend (Friday-Sunday) was a welcome back weekend, allowing previous players to log in without renewing their subscriptions. I patched the game up on Friday, even though I didn’t get a chance to play until Sunday due to the insanity that last weekend was. Apparently, Square has been quite busy since we left, and there’s a lot of content. The Duty Roulette (still the funniest and most accurate name for that concept I’ve seen) provides a way for players without pre-made groups to obtain decent rewards. Beast Tribe dailies provide other sources of XP and potential cosmetic rewards. There’s a really awesome bribe for tanks to do 8-man content (although it’s a bit grindy). In short, there are plenty of things to do, both with a group and without.
Sunset in Limsa

Instead of doing any of that, we ran an instance we were somewhat familiar with from before, Wanderer’s Palace. Just seeing this place again was enough to make me remember that I like playing this game. It’s WoW-style combat, but a bit more relaxed (mostly due to the much longer GCD). It doesn’t have my favorite character archetype, but it does have a pair of tank classes that I enjoy. It’s extremely pretty, and it’s one of the few games that I have a level-capped character in. Also, some of the music is awesome.

022 – Starlight and Sellswords by Final Fantasy 14 on Grooveshark

Happy Returns

I suppose you can congratulate Square Enix on a successful marketing promotion, because It got me to resubscribe to FF14. Unfortunately, the game to drop by the wayside here is WildStar, because not enough of the group I’m interested in playing with got into it. Once the new shininess wore off, I’m left with the same feeling I had before, that I want to like the game more than I actually do. Maybe they can have their chance to win me back later.