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Final Fantasy XIV |OT4| Welcome, PS4 users!

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Alucrid

Banned
Is there a better model viewer than that xivmodels? Because that site is really unwieldy, and whenever I look at a model of the item it's tiny with no way of zooming in (Firefox).

They also say it's not being updated.


Yeah, I wouldn't have done that anyway. Still, that amount of myth seems insane.

nope
 

Sophia

Member
Is there a better model viewer than xivmodels? Because that site is really unwieldy, and whenever I look at a model of the item it's tiny with no way of zooming in (Firefox).

They also say it's not being updated.

Shift + Left Click + Drag in should zoom on Firefox, does it not?
 

Zalasta

Member
Something is considered a grind only when you force yourself to run the same content repeatedly over a short period of time. If you work on one book every 1-2 weeks, 1500 myth is nothing. To be honest, for people that want to consume everything quickly are usually the same ones that complain the loudest. Is it no wonder why they gate progression by locking players out and allowing them to do it once per week? Because there are always a small number of people that don't know how to pace themselves. I'm sorry but the development of new contents can never keep up with the consumption, that's just a fact.
 

plake

Member
Something is considered a grind only when you force yourself to run the same content repeatedly over a short period of time. If you work on one book every 1-2 weeks, 1500 myth is nothing. To be honest, for people that want to consume everything quickly are usually the same ones that complain the loudest. Is it no wonder why they gate progression by locking players out and allowing them to do it once per week? Because there are always a small number of people that don't know how to pace themselves. I'm sorry but the development of new contents can never keep up with the consumption, that's just a fact.

Well said. Agree with all except the part about gated progress. I believe we should be able to play at our own pace.
 

Dunan

Member
I will admit that they could do more interesting stuff inside the dungeons. For example, while this wasn't a major faucet of Brayflox Classic, I loved how you had to rescue Gobbies by a certain time once you entered certain areas, in order to get all of the loot.

I'd love to see more stuff like that, with increasing complexity as the game goes on. Give us dungeons where we have to run into a citadel and rescue orphan children, then have to escort them out again. Or areas where if we come to the assistance of NPC's infiltrating the same military installation, they'll follow behind an assist with the Trash, up until you reach the boss.

I would absolutely love to see more of this (just as long as we aren't forced to use that horrible /beckon emote for escorting).

I'd also like to see more open-air, brightly-lit "dungeons" where you can see what you're doing. The multiplayer content in this game opens with several dark, not-very-distinctive dungeons in a row and only at Brayflox NM do we get a really nice brightly-colored natural environment to look at.

Come to think of it, it takes a long time for multiplayer content to even be part of the game, and so it's possible for noobs (myself included) to be completely ignorant about fundamental facets of this game for far too long. I wonder how possible it would be to have a level 1 "dungeon" where you learn the basics while whetting your appetite for the real dungeons. The level 10+ guildhests do this to some extent, but they're over too quickly. Why not have the adventurer's guild leader (Baderon, Miounne, and the one in Ul'dah) throw you into some kind of multiplayer practice/initiation fight where you're forced to use some of your low-level actions and are shown what each of them does, and get to observe what the other two types of players' actions are, and how they function?
 
Yeah, I wouldn't have done that anyway. Still, that amount of myth seems insane.

I personally could never grind Brayflox hard 10 times in a week to cap soldiery followed by countless 2 boss runs to get myth.

I'll happily jump into an FC run of the dungeon but as my ilevel increases, my desire to run any duty roulette over Low level decreases simply because I'm worried that I'll be expected to SR everything (I main as a tank but dps nowadays due to an upsurge in tanks around our FC ^_^). It's why I still do beast tribe quests even though I've finished them all.

Every day (assuming I'm not levelling a lower class) I can get a max of 60 myth from the tribes (though I'll get stuck with 3 Soldiery sometimes, which I'll also take). Let's say 40 myth a day.

Duty Roulette Low - 60 myth a day. Given that I don't normally have time for these, I try to run at least 3 a week for the challenge log.

Treasure Chests - 5 per week (usually Boar/Toad maps). Get around 20-30 myth in total here. I jump in with FC members on their maps and get more from that.

I also get myth from the level 50 dungeons that I run with the FC.

On a standard week, I'd probably get close to 500 myth a week before Brayflox is even touched. That's 3 weeks per book but I can go along with that while everyone rushes around. Then I can reap the benefits when Square Enix decide to up the myth counts or increase the locations where I can get them from :)
 

system11

Member
Main scenario dailies will net you 700 a week alone, or is it more? I forget how many myth you actually get in there. I just wish the soldiery cap was higher, I'm trivially hitting that on Thursday usually and I don't spam Brayflox.
 

dramatis

Member
Come to think of it, it takes a long time for multiplayer content to even be part of the game, and so it's possible for noobs (myself included) to be completely ignorant about fundamental facets of this game for far too long. I wonder how possible it would be to have a level 1 "dungeon" where you learn the basics while whetting your appetite for the real dungeons. The level 10+ guildhests do this to some extent, but they're over too quickly. Why not have the adventurer's guild leader (Baderon, Miounne, and the one in Ul'dah) throw you into some kind of multiplayer practice/initiation fight where you're forced to use some of your low-level actions and are shown what each of them does, and get to observe what the other two types of players' actions are, and how they function?
That's what class quests are, technically speaking. In the end a lot of people don't really pay attention to what the class quests try to teach them to do, and just bash through the content because it is easy. As a result they reach party play and can't do it well.
 

IvorB

Member
Something is considered a grind only when you force yourself to run the same content repeatedly over a short period of time.

I hate the word "grind". Generally I do the same content over and over because I enjoy it. If I'm not enjoying it then I won't be motivated to do it no matter what the reward. That's what kind of killed Warframe for me. Doing the same thing over and over for a 3% drop chance is not my idea of a good time.

That said... oh my god I need moar Myth Tomes!!!!
 

Kagari

Crystal Bearer
If anything second coil should give more than 30 soldiery per turn. Seems like a slap in the face when stuff like Brayflox gives 45.
 
That's what class quests are, technically speaking. In the end a lot of people don't really pay attention to what the class quests try to teach them to do, and just bash through the content because it is easy. As a result they reach party play and can't do it well.

But that only teaches you about your own job. The game should also strive to teach you a little about the other jobs in your party.

For example I know next to nothing about how healing works. So last night when I was running a low level roulette in Stone Vigil and had to use all my CDs to survive the first pull as a tank, I knew the healer was screwing up, but didn't know exactly why so I could give him some pointers.

The same with DPS. Last night we wiped on Haukke Manor HM on the second boss and I'm almost certain DPS was to blame. But I didn't know which one or why. That's a little frustrating.

At least you can play the classes yourself with your same character, but you shouldn't be expected to level everything to 50 just to understand the game. There should be better ways to teach you that stuff.
 
If anything second coil should give more than 30 soldiery per turn. Seems like a slap in the face when stuff like Brayflox gives 45.

Coil 1 gave 50 per turn. I don't know why they lowered it in Coil 2. I guess they figured we loved grinding the 4 man content so much they would let us grind even more. Based Yoshi
 

WolvenOne

Member
By guess is that they wanted to give the more highly skilled players, incentive to run dungeons this time around.

That's all well and good I suppose, but, the way they're using Myth now it'll be months before the demand for Myth Tomes wane. (There's always going to be some people doing Animus weapons, more if they grease the Atma drop rates.) So when it comes to Myth at least, it doesn't hurt to be generous.

Then again, I suppose they didn't want too many people to get Animus weapons too quickly, so I suppose not increasing the Myth Tome drop rate until a later patch kinda makes sense. I still think the Atma drop rates need to be greased though. I've got a Gae Bolg Zenith, and I'd love to start getting it Animused, but I'm waiting until 2.28 on the off chance that the drop rate is even, "marginally," higher.
 

Tabris

Member
Doesn't matter anymore honestly, Myth and Soldiery will be so easy to get as you can go through all the duty roulettes with a full party soon.

DR's that took 30-45 mins will now take 10-15 mins.
 

WolvenOne

Member
Doesn't matter anymore honestly, Myth and Soldiery will be so easy to get as you can go through all the duty roulettes with a full party soon.

DR's that took 30-45 mins will now take 10-15 mins.

Has it been confirmed whether you'll still get the full reward for going full party?
 

dramatis

Member
But that only teaches you about your own job. The game should also strive to teach you a little about the other jobs in your party.

For example I know next to nothing about how healing works. So last night when I was running a low level roulette in Stone Vigil and had to use all my CDs to survive the first pull as a tank, I knew the healer was screwing up, but didn't know exactly why so I could give him some pointers.

The same with DPS. Last night we wiped on Haukke Manor HM on the second boss and I'm almost certain DPS was to blame. But I didn't know which one or why. That's a little frustrating.

At least you can play the classes yourself with your same character, but you shouldn't be expected to level everything to 50 just to understand the game. There should be better ways to teach you that stuff.
Why would you need to know how a healer is playing his job to play your job?

Even if you wanted to the help the healer, it's possible to ask the other party members or FC how to help that healer (I did this for other classes). So how is it that you are expected to level everything to 50 just to understand the game? Especially in this day and age when the amount of information on the internet is overflowing?
 
Guess I won't be taking a break when my 60-days are up in July. I'll just ride things out until 9/16

Moving from one FF game to another (Theatrhythm :D)
 
Why would you need to know how a healer is playing his job to play your job?

Even if you wanted to the help the healer, it's possible to ask the other party members or FC how to help that healer (I did this for other classes). So how is it that you are expected to level everything to 50 just to understand the game? Especially in this day and age when the amount of information on the internet is overflowing?

For one it would be important to know as a tank if you're dying because of the healer or your own damn fault.

I think it would help understand what the other jobs go through in a dungeon. Reading about it online isn't a good substitute IMO. You won't retain nearly as much.

A dungeon with a body swap component where you have to play someone else's character for the duration of the run would be an absolute riot IMO.
 

Kenai

Member
But that only teaches you about your own job. The game should also strive to teach you a little about the other jobs in your party.

For example I know next to nothing about how healing works. So last night when I was running a low level roulette in Stone Vigil and had to use all my CDs to survive the first pull as a tank, I knew the healer was screwing up, but didn't know exactly why so I could give him some pointers.

The same with DPS. Last night we wiped on Haukke Manor HM on the second boss and I'm almost certain DPS was to blame. But I didn't know which one or why. That's a little frustrating.

At least you can play the classes yourself with your same character, but you shouldn't be expected to level everything to 50 just to understand the game. There should be better ways to teach you that stuff.

See the problem with that is that not even classes in the same role necessarily play the same way. For example a WHM might want to sleep adds, while a SCH might want to set his/her fairy to stand by the tank. As another example, SCH doesn't learn their Cleanse until the level 40 job quest but can enter Cutter's Cry (with some fairly dangerous dots) at 38. As a final example. the game does not tell anyone the behavior of pre-casting regen spells (the whole pack runs right to the WHM/Eos if they aren't all flashed or w/e) even though in most other games you want to load up hots before a pull. Hell, I still see the occasional WHM/Eos aggro on Coil 2 streams from that.

Honestly I think they did a fairly good job of trying to fix that problem with the job specific quests, but couldn't make it too hard early on so if you don't read and try to faceroll you'll prolly die but win sooner or later through persistence/luck. I found some random ones fairly difficult as a beginner (Arcanist 30 quest on the boat killed quite a few of us back then). There's just more of a threat in general of wiping in lowbie dungeons in this game than someplace like WoW because of the level/stat caps for dungeons preventing total carries on a regular basis.
 

SkyOdin

Member
Why would you need to know how a healer is playing his job to play your job?

Even if you wanted to the help the healer, it's possible to ask the other party members or FC how to help that healer (I did this for other classes). So how is it that you are expected to level everything to 50 just to understand the game? Especially in this day and age when the amount of information on the internet is overflowing?

Well, it really, really helps to know what other classes and jobs are capable of when you are teaming up with them. It doesn't require playing every job up to 50, but I do think it is reasonable for a player to know what their party members can do.

For example, it really helps to know at what level different healers gain access to revival and status clearing spells. This differs significantly between White Mages and Scholars. So there are dungeons where a White Mage can clear status ailments, when a scholar can't. If you are tanking, this is pretty important information. It is the difference between being able to rely on the healer clearing that poison off of you, and knowing that you need to use an antidote to clear it.

Likewise, it is critical for a tank to be at least generally familiar with the positioning requirements of the Lancer and Pugilist, so that said tank can accommodate them.

It is really easy to take a class for granted if you haven't played it yourself. While you can look up info online about how a class operates, the nitty-gritty of the details can be easily overlooked. For example, Raise doesn't have a recast time, just a long charge time. Reading this, it might seem like White Mages can freely raise dead party members. But that isn't accurate, because MP management is an extremely delicate balance for White Mages. If a White Mage uses up too much mp on Raise, their MP will drop to nothing and the party's healing will dry up. So it becomes unreasonable for someone to expect a raise if deaths are common during a long boss fight. While the coarse details of the spell are easy to look up, the actual implications are something that can only really be known by someone who has spent the time practicing the class.

This isn't an argument that everyone should play every class. Instead, it is a recommendation that everyone actually seek out knowledge about the classes they don't know about from people who have played them extensively. For my part, most of my knowledge of the White Mage is second-hand: my brother plays one. But from his rants, I've learned a lot more about the class than what I could have learned from just reading a skill-list online.

In a lot of cases, the places where this knowledge is important is in the heart of a difficult battles, when you don't have the luxury of taking time to ask other people questions. Part of knowing how to handle any fight is knowing what tools your party has for that fight. A team of Paladin, White Mage, Lancer, and Thaumaturge is very different from Warrior, Scholar, Bard, and Thaumaturge in terms of what kinds of strategy they excel at. Stuff such as AoE capability, Crowd Control capability, support powers, and so on are very different between those two teams. This can and should be a factor in knowing what strategy to use in a dungeon.
 
Well, it really, really helps to know what other classes and jobs are capable of when you are teaming up with them. It doesn't require playing every job up to 50, but I do think it is reasonable for a player to know what their party members can do.

For example, it really helps to know at what level different healers gain access to revival and status clearing spells. This differs significantly between White Mages and Scholars. So there are dungeons where a White Mage can clear status ailments, when a scholar can't. If you are tanking, this is pretty important information. It is the difference between being able to rely on the healer clearing that poison off of you, and knowing that you need to use an antidote to clear it.

Likewise, it is critical for a tank to be at least generally familiar with the positioning requirements of the Lancer and Pugilist, so that said tank can accommodate them.

It is really easy to take a class for granted if you haven't played it yourself. While you can look up info online about how a class operates, the nitty-gritty of the details can be easily overlooked. For example, Raise doesn't have a recast time, just a long charge time. Reading this, it might seem like White Mages can freely raise dead party members. But that isn't accurate, because MP management is an extremely delicate balance for White Mages. If a White Mage uses up too much mp on Raise, their MP will drop to nothing and the party's healing will dry up. So it becomes unreasonable for someone to expect a raise if deaths are common during a long boss fight. While the coarse details of the spell are easy to look up, the actual implications are something that can only really be known by someone who has spent the time practicing the class.

This isn't an argument that everyone should play every class. Instead, it is a recommendation that everyone actually seek out knowledge about the classes they don't know about from people who have played them extensively. For my part, most of my knowledge of the White Mage is second-hand: my brother plays one. But from his rants, I've learned a lot more about the class than what I could have learned from just reading a skill-list online.

In a lot of cases, the places where this knowledge is important is in the heart of a difficult battles, when you don't have the luxury of taking time to ask other people questions. Part of knowing how to handle any fight is knowing what tools your party has for that fight. A team of Paladin, White Mage, Lancer, and Thaumaturge is very different from Warrior, Scholar, Bard, and Thaumaturge in terms of what kinds of strategy they excel at. Stuff such as AoE capability, Crowd Control capability, support powers, and so on are very different between those two teams. This can and should be a factor in knowing what strategy to use in a dungeon.

TBH none of this matters in the leveling dungeons and it doesn't even matter in the level 50 4-man content because how quickly you can outgear it and ignore all mechanics to faceroll through it even if you just hit 50 yesterday.

Now in PvP I've come to realize in just a week of queuing Wolves Den a lot of this stuff actually matters.
 

lordxar

Member
Finished my Atma grind off this morning. Overall it wasn't too bad. Think I pulled in 9 over the weekend and another couple last week. My advice is to run 3 to 5 fates in an area and move on. More if there are some up and close and less if they take too long to pop. Time of day doesn't matter. I watched the clock and my drops were anywhere on the dial. Maybe luck was with me but I'd like to think that changing things up helps rather than grinding the same area for hours. Well...off to grind Bray for tomes ;)
 

dramatis

Member
For one it would be important to know as a tank if you're dying because of the healer or your own damn fault.

I think it would help understand what the other jobs go through in a dungeon. Reading about it online isn't a good substitute IMO. You won't retain nearly as much.

A dungeon with a body swap component where you have to play someone else's character for the duration of the run would be an absolute riot IMO.
If you know you're playing your job to the fullest and yet the party is still failing, and have a slight idea of whose fault it is, then ask the party if there's something wrong, and ask FC for information on how to tank/dps/heal at a certain level for that dungeon. I didn't know how to tank, but I would ask someone in FC, "what should pld do at this level to retain hate?" and so on. Online or not there's that option, because that's really where I go first before even checking online.

I think 14 holds your hand a great deal already. What you're asking is for more information—which you can glean from communicating with the party, if not from FC.

Reading about something is a substitute, which is better than no substitute at all. Asking and communicating are aspects of an MMO. Rather than taking the full responsibility for the performance of the party on your own shoulders, why don't you just politely discuss a few things and learn more about the other players?

If you think it would help you to understand what the other jobs go through in a dungeon, you have the option of playing those classes, asking others who do play those classes, or reading additional opinions online. I don't think everything about every class needs to be spelled out for everyone because there is already a huge information dump overall throughout 50 levels, much less say with all the classes.

Well, it really, really helps to know what other classes and jobs are capable of when you are teaming up with them. It doesn't require playing every job up to 50, but I do think it is reasonable for a player to know what their party members can do.

For example, it really helps to know at what level different healers gain access to revival and status clearing spells. This differs significantly between White Mages and Scholars. So there are dungeons where a White Mage can clear status ailments, when a scholar can't. If you are tanking, this is pretty important information. It is the difference between being able to rely on the healer clearing that poison off of you, and knowing that you need to use an antidote to clear it.

Likewise, it is critical for a tank to be at least generally familiar with the positioning requirements of the Lancer and Pugilist, so that said tank can accommodate them.

It is really easy to take a class for granted if you haven't played it yourself. While you can look up info online about how a class operates, the nitty-gritty of the details can be easily overlooked. For example, Raise doesn't have a recast time, just a long charge time. Reading this, it might seem like White Mages can freely raise dead party members. But that isn't accurate, because MP management is an extremely delicate balance for White Mages. If a White Mage uses up too much mp on Raise, their MP will drop to nothing and the party's healing will dry up. So it becomes unreasonable for someone to expect a raise if deaths are common during a long boss fight. While the coarse details of the spell are easy to look up, the actual implications are something that can only really be known by someone who has spent the time practicing the class.

This isn't an argument that everyone should play every class. Instead, it is a recommendation that everyone actually seek out knowledge about the classes they don't know about from people who have played them extensively. For my part, most of my knowledge of the White Mage is second-hand: my brother plays one. But from his rants, I've learned a lot more about the class than what I could have learned from just reading a skill-list online.

In a lot of cases, the places where this knowledge is important is in the heart of a difficult battles, when you don't have the luxury of taking time to ask other people questions. Part of knowing how to handle any fight is knowing what tools your party has for that fight. A team of Paladin, White Mage, Lancer, and Thaumaturge is very different from Warrior, Scholar, Bard, and Thaumaturge in terms of what kinds of strategy they excel at. Stuff such as AoE capability, Crowd Control capability, support powers, and so on are very different between those two teams. This can and should be a factor in knowing what strategy to use in a dungeon.
Knowing every last skill of every other class is not the domain of a player who is going to be playing one class in a dungeon. The option of asking party members what you did wrong is available after you wipe. No one ever actually needed to know that Raise eats a boatload of MP because to begin with any player is probably not gunning to die. And nobody thinks Raise is free unless they're incredibly unfamiliar with games. The status ailment curing difference is easily known if you ask between pulls (nobody uses antidotes, the cooldown time on an antidote isn't worth it—something readily visible after using items). In the middle of the fight the tank isn't going to be asking, "Where's my esuna?", he'd be best keeping enmity up and dodging the poison cloud in the first place. I don't take classes for granted; I manage my own play so that I don't drag down the others.

Regarding your blooded part, guess what I suggested in my original post? Moreover, saying that 'knowing what tools your party has for fight', it's more like knowledge you gain dungeoning up to 50, which is actually in the game and doesn't need that much more quests and fights to teach people. Those who don't know what they're doing at 50 will not learn from anything in the game, because they bulldozed to the end without paying attention to how to play their class. So what use is providing more tutorials? You can't teach someone to pay attention.

I would say that if a person knows his/her job to the best of their ability, worrying about team capability overall is for endgame raids, whereas with 4-mans and the primal fights you don't have to know every aspect of another class. If you've reached the 'challenging the endgame raid' point, you're already looking up information online.
 

Tabris

Member
Finished my Atma grind off this morning. Overall it wasn't too bad. Think I pulled in 9 over the weekend and another couple last week. My advice is to run 3 to 5 fates in an area and move on. More if there are some up and close and less if they take too long to pop. Time of day doesn't matter. I watched the clock and my drops were anywhere on the dial. Maybe luck was with me but I'd like to think that changing things up helps rather than grinding the same area for hours. Well...off to grind Bray for tomes ;)

What that changes is sanity. You hear about people who spend 6hrs farming 1 zone. Just keep mixing it up.
 

WolvenOne

Member
Nope, the hunting was described as part of the 2.3 live letter. Plus the 2.28 summary doesn't mention them.

http://forum.square-enix.com/ffxiv/...-Q-A-Updates?p=2133230&viewfull=1#post2133230

They were describing both 2.28 updates, and 2.3 updates in that Live Letter.

Additionally, in that same forum post, it's stated that the items you need to upgrade your Novus are acquired via Hunts. Seeing as the Novus grind has been repeatedly confirmed for 2.28, it's very safe to say that the corresponding quests and activities used to upgrade the Novus are included in the patch.
 

BLCKATK

Member
They were describing both 2.28 updates, and 2.3 updates in that Live Letter.

Additionally, in that same forum post, it's stated that the items you need to upgrade your Novus are acquired via Hunts. Seeing as the Novus grind has been repeatedly confirmed for 2.28, it's very safe to say that the corresponding quests and activities used to upgrade the Novus are included in the patch.

I'm skeptical, mainly cause they aren't outright saying "Hunts will be implemented in 2.28". I'm thinking that Hunts will be a way to get alexandrite, but there will be other ways as well, and we will be expected to use the other methods until Hunts are actually implemented.

That's just how I'm interpreting it though.
 

creid

Member
They were describing both 2.28 updates, and 2.3 updates in that Live Letter.

Additionally, in that same forum post, it's stated that the items you need to upgrade your Novus are acquired via Hunts. Seeing as the Novus grind has been repeatedly confirmed for 2.28, it's very safe to say that the corresponding quests and activities used to upgrade the Novus are included in the patch.

Daily Hunts are 2.3:
23maincontents.png
 
In dungeons, I would agree it's not essential to know the mechanics and skills behind other jobs, but end game raids is a different story. Knowing specifically what a job should be doing in the fight, for me at least, makes me more efficient. I'll concede it's not essential to success by any means, I just feel it's another level of understanding that in the heat of battle reduces the guess work/thought process so you aren't wasting time figuring out what to do and just know what to do instinctively - which goes hand inf hand with practicing a battle, memorizing it, and knowing your own classes limitations inside/out. Obviously with voice chat, people can just call this out and it solves everything. However, I still feel knowing this stuff gives you a slight edge and makes you more reliable.

In other news, got my last soldiery piece for WHM this morning and finally joined the triple digit iLvl club. Should I save my soldiery from now on for the i110 stuff even though I'm far down the line for that in Second Coil mat drops, or start spending them on i100 gear for my alt (BLM)?
 
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