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SERPI’S BIZARRE ADVENTURE | YIIK A post modern RPG

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It looks at bit like a PS1 game but more pastel and with simpler textures and shading. The music is all over the place there are several battle themes some of which I like and quite a few I don’t. As far as I’m aware most of them don’t sound like they’re from 1999 either. It’s arguable with some chiptune esque tracks but none of them really feel in place even if some are nice. A few are just plain weird or like the Mountain Town theme uncomfortable. The cutscenes are presented in a visual novel style overlapped on top of the game.

YIIK: A Postmodern RPG Nintendo Switch Gameplay

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The cartoon art looking very different from the game. One character’s art looked particularly different from the others and it was odd to see them next to each other. Other people have mentioned that they don’t like the voice acting I think it’s okay but there are changes in audio quality during voiced scenes. It’s been argued that the game is quite inaccurate in it’s depiction of the times. Such as Alex using records instead of CDs and so many record stores being around. The way Alex dresses in particular being more of a modern hipster style. There’s also a grave for Satoru Iwata in Wind Town which in an attempt to be some kind of touching memorial is just unnecessary and weird. I have a plethora of problems with this game to the point that I found it a chore to play. There are some major things such as the slowness of combat or the story but there are also so very many quality of life issues. The main problem is that the story in general doesn’t appeal to me as it’s about paranormal things and questioning reality and a touch of self reflection.

YIIK : A Post Modern RPG – Y2K is Here ( ALL ENDINGS ), Manly Let’s Play

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Throughout the game you’ll acquire new tools required to solve puzzles such as a cat which you can use to hit switches from far away or an amp to blow up rocks. The cat is the most useful as you can shoot through enemies to stun them so that you may temporarily get away or go through them. Dali, the cat, can also open chests from far away going through enemies. In the towns or at vending machines, you can buy more healing items, equipment and weapons. Make sure to spend most money on healing items as you might encounter a stretch or two where you can’t get anymore. Buying new weapons didn’t really seem to improve the character’s damage output at all. Rather than experience points automatically filling to level up you must spend them at the mind dungeon. Via any phone booth which is also your save point, you can go in and spend one hundred experience points to level up.

YIIK: A Postmodern RPG – Hipsters vs. the Universe

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There are of course items and skills. These skills also require different inputs not that you get much instruction for them. Not only that but even if you get the micro game right it still might fail or have detriment. As is the case with one of Michael’s skills where you must take a bad photo but they still have to be in the picture. When a bad photo is taken they’ll get hit with a sick status effect, but if a good one is taken the defense and attack will be temporarily buffed. Whereas with one of Alex’s skills for a status effect to cause sleep sometimes you input it correctly and it doesn’t do anything at all. Running away requires you to play a small 2D platforming section. In boss fights (except the first encounter with an entity) it is pointless as you’ll be blocked. Thankfully enemies that appear in world do not respawn after being defeated. As even with a fast forward button the combat is painfully slow and regular enemy encounters can take around ten minutes.

YIIK : A Post Modern RPG – aka the 90’s RPG, Manly Let’s Play

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Enemies are encountered throughout towns, the overworld and dungeons. Combat is turn based however in order to successfully land an attack you have to do action based inputs. With Alex you must press a button within two coloured sections on a record turn. Other characters have to press button prompts at the right time or release something. If you mess this up your character fails their attack when the enemy attacks you, you can press a and if you hit the yellow section you take slightly less damage and if you hit the red you dodge it. Enemies can also have attacks with three reds so you have to hit them all in succession to avoid taking damage, just one or two doesn’t count and you get the full hit. There are also some attacks you can’t dodge and can only take less damage from by joystick and button input at the right time. With Alex it wasn’t until some hours later that the game tells you, you can press the button multiple times in the sections. Not that it matters much since Alex is the most useless character only able to hit about two points of damage at most.

Don’t Think Twice KINGDOM HEARTS III Theme Song Trailer – by Utada Hikaru

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They can take your world. They can take your heart. Cut you loose from all you know. But if it’s your fate… then every step forward will always be a step closer to home. So tomorrow%u2014you and me in the ring. You ready? Don’t hold back, Lea. Promise? Wait! Find the hearts joined to yours. I would hate to think we invited you back into our ranks only for you to fail to deliver our final vessel… Join your heart…with mine! Just where we s’posed to be lookin’? A Keyblade War is upon us.

Is it Possible to Beat New Super Mario Bros U Deluxe While Touching Every Coin?

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– Similar to other WiiU releases such as Mario Kart 8, Nintendo has bundled New Super Mario Bros. U with it’s DLC, applied a few game play tweaks and resurrected it on the Nintendo Switch in the form of New Super Mario Bros. U Deluxe. While this new game still retains a healthy amount of its Mario magic, it now finds itself on a console overflowing with high quality platformers making it feel slightly less essential than it did seven years ago.

New Super Mario Bros U Deluxe – Peachette wants to rescue Peach

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Of all the things that the 1970%u2019s produced, there are few that made as big of a cultural impact as video games. There%u2019s no question about it: video games have been a significant force in society and one of the most popular leisure pursuits. Chances are if you%u2019re under the age of 40, you played them, some of us a lot. There was Atari, Intellivision and Colecovision. Don%u2019t forget Sega and Nintendo. Today there are web sites that allow you to download free online games.

Mario VS Luigi racing Super Mario Bro U Deluxe level – In real life

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Routing a Mario game with the lowest score possible, is quite a challenge. A lot of stuff that we usually take for granted, just becomes forbidden, when all we care for is a low score number. Suddenly we can%u2019t kill enemies anymore, suddenly all coins are forbidden, power ups stop to be helpful, boss fights become much more dangerous, checkpoints are forbidden, even brick blocks are suddenly something we can%u2019t joyfully hit our head against anymore. Nonetheless, now that New Super Mario Bros U finally made it onto the switch it%u2019s time for us to take a look at this routing challenge.

So today we will not only make our way through the game, while interacting with as little gameplay elements as possible, but we will also find out what the lowest possible score, required to beat NSMB Deluxe is. So are you ready. Let%u2019s do this! Okay so if we really want to beat the game with the lowest score possible we have to keep a ton of things in mind.

First and foremost, we aren%u2019t allowed to collect coins. Each and every shiny but deadly coin we collect adds one hundred points to our score counter of shame. We aren%u2019t allowed to defeat any enemies during the run. But not only do we need to avoid killing enemies ourselves, but we also have to be careful not to accidentally defeat an enemy in a tragic accident. One way this often happens is if there is an enemy on screen when we touch our favorite flag pole at the end of a level, because as it is known, as soon as a flagpole is touched all enemies die.

The flagpoles are something we have to keep in mind in general. Every area of the flagpole grants us dumb points when we finish a level, every area but the very top, because whenever we end a level by touching the very top, we are rewarded with a yum yum one up, instead of pointless points. We always want to end the stages when the timer displays exactly one second. that%u2019s because each second that is left on the timer adds 50 nasty points to our total. Sadly Mario dies at the exact frame the timer hits 0 in this game, which means that each level we enter adds at least 50 points to our total score, since there is no way to end a level with no time left. We aren%u2019t allowed to take checkpoints, since those add 2000 points to the total, but avoiding checkpoints shouldn%u2019t be too much of a hassle since the game is designed in such a way that allows us to dodge them.

We can%u2019t hit marios precious head against brick blocks or question blocks, since destroying those helpful little blocks grants points as well, and finally we have to avoid all power ups in the levels, since power ups punish us with points. There is one exception however, if we pop a delicious power up from our inventory on the world map, then it luckily adds no scummy score. We will use this a couple of times during the run, but more on this in a second, let%u2019s first discuss the optimal route. Finding the best route is luckily surprisingly simple since each level has a level entry fee. Since we aren%u2019t able to finish a stage with no time left on the timer each level we enter comes at the ridiculous cost of at least 50 points. We simply haven%u2019t found a way to get rid of those points yet. To make matters even worse, we are also forced to collect shameful boss points, for every boss we defeat. Each boss requires us to take on the burden of another 8000 points, because the first two times we ouch a boss we are always granted 2000 points, and the final blow is always worth another 4000 points.

So with this in mind the routing has to follow two simple rules. First we want to enter the least amount of boss stages. Second we want to enter the least amount of stages in total. There is only one viable route that fulfills those two rules. Basically we take every secret exit on the map. We leave 1-2 via the secret exit to reach the fifth world.

We leave the fifth world through the secret ghost house exit to make it to the seventh world, and in the seventh and eighth world we take the two shortcuts as well. This leaves us with a total of 16 levels, five of which feature expensive boss fights. Okay, so all that%u2019s left to do for us is to optimize those 16 stages, and then we should finally know the lowest score required to beat new super mario bros u deluxe. Before we start just one more thing. The way I theorycrafted this, was by first beating the game as a whole, and then to play the levels on the route over and over again in order to find out the theoretical minimum score. Because of this there are some left-over points on the score counter, so the avoid confusion we are going to use our own little score counter, that counts the total score so far. So let%u2019s start at the beginning, let%u2019s start in 1-1. The stage itself features no problems at all, and reaching the flagpole at the end here without collecting any unpleasant points is no problem. There is something else that is interesting that’s going on here however.

We don%u2019t get any power ups here. In theory it is possible to grab a somewhat cheap acorn mushroom in this level by killing this nice little squirrel, and by stealing the acorn suit it carries. That cost of such a crime would be 1200 points. 200 points for the squirrel murder and another 1000 points for the acorn theft. That%u2019s a really cheap way to obtain an acorn mushroom, because it cuts the need to eat a normal mushroom before a acorn mushroom spawns, but even though this is a cheap acorn shroom there are actually ways to obtain one even cheaper later in the run.

Since we refuse to cosplay as a squirrel we run into another problem however. We need to touch the top of the flagpole at the end of each stage, but in 1-1 the top of the flagpole can%u2019t be reached by small mario. Luckily there is a simple way to solve this problem. All we have to do is to get a little bit of help by our fantastic twin. THUNDER. We can use luigi to save the flagpole points here. So how does luigi help us do this. Well, by doing absolutely nothing. All that marios twin has to do here, is to stand close to the flag, because this allows us to jump off of his head, and to touch the flagpoles top. Hooray! 1-1 is 50 points. Next up we have to make our path through a cave that is not only inhabited by dangerous fire spitting piranha plants, but also features the secret exit to the fifth world.

This stage gives rise to a couple of problems. First there is this dumb coin layout. We can%u2019t make it past this section without collecting a coin. The stinky coin is easily avoidable as acorn mario, but can%u2019t be dodged with no power up powers. I tried getting rid of this coin for ages, but as far as I can tell there is no way around, sadly, this one has to be eaten.

But there is a far bigger problem ahead of us. The entrance to the secret exit is sadly still besieged by a bunch of worthless coin villains, that try to pay everyone who wants to pass. That%u2019s sadly a gigantic problem for us, because we have to take the secret exit. Not taking it would force us to collect about 25.000 additional points, because the secret exit skips at least 3 boss battles. The minimum amount of coins required here is 14, only the first three can be skipped. This sadly skyrockets our total score up to 1600 points, since beating this stage alone requires us to pay 1550 points.

Ouch. Luckily stuff becomes a lot simpler for a while now. The secret level can easily be beaten with only 50 points. The next one, jungle of the giants, is no problem either. Since we still have no acorn suit, making it through this level without accidentally killing an enemy would be a huge challenge, if it wasn%u2019t for nabbit. We are able to switch over to everyone’s favorite thief rabbit here, which makes us invincible, and this level easily beatable with only the 50 timer points. And afterwards, well afterwards something good happens. Afterwards nabbit spawns for the first time on the world map. That%u2019s huge for us! So if we chase and catch nabbit in this stage, then we are rewarded with a p-acorn. But not only do we obtain a delicious p-acorn, but catching nabbit doesn%u2019t add evil timer points to our score total.

Since eating items on the world map doesn%u2019t punish us with points, this gives us access to a pointless acorn suit! Hooray, that makes our lives a lot easier from here on. Hey, it%u2019s ceave from the previous future, the current present and the actual past here. So I just quickly double checked everything and noticed that I missed something here. If we beat jungle of the giants as nabbit, than nabbit doesn%u2019t appear on the world map. This means the level has actually to be done as small mario, this makes the stage a lot harder but it%u2019s still possible to beat it with only the fifty timer points. So back to the past! We now wear an acorn shroom, and we are able to regain it twice during the run by catching nabbit again. The acorn mushroom makes a lot of the upcoming stages easier, so much easier that there isn%u2019t much to talk about them, so let%u2019s fill the boring stages in immediately.

The jungle tower is worth unspectacular 8050 points, 50 for the timer, 8000 for killing the boss. All non boss levels in the seventh world can somewhat easily be done with only the dumb timer points, so does the first stage in the eight world. The final level is sadly worth 20050 demoralizing points. The problem here is that we have to fight bowser not once, but twice. The first fight is worth 4000 points, because we can%u2019t proceed without triggering this progress blocking p-switch, and during the final fight we are punished for attacking bowser by obtaining the double amount of points which makes this fight cost a whopping 16000 points in total.

There is currently nothing we can do against this. Which leaves us with 6 stages to investigate and a current score of 30100. The remaining six stages are all quite interesting, for one reason or another. Let%u2019s start with flight of the para beetles, the secret level that connects the fifth with the seventh world. The problem here aren%u2019t the many many coins, that try to ruin our day, nor are the problems here the happily fluttering para beetles or the huge burning bullet bills. The problem here is this question block, and those brick blocks. Yup. The problem is that those blocks get destroyed by the huge bullet bills, which punishes us with ten points for each block destroyed during the process. That%u2019s soo weird. Almost all ways of passive block point punishment are gone in Marios version of the game. We don%u2019t get points if the bowser hand destroys blocks anymore, we don%u2019t get points if fireballs kill innocent brick blocks that just happened to be at the wrong place at the wrong time, basically all brick point sources are gone, yet these blocks in this specific stage, still give us points automatically when a bullet bill offscreen flies into them.

Since the stage is an auto scroller there is no way for us to race the bullet bills, so that they unload before they reach the helpless blocks. All we can do here is to wait for the blasters to completely eliminate the bricks, and to proudly accept the dumb 30 points this grants us in total.Next, *sigh* yippi yippi yu, it%u2019s stonecrush tower time. The stonecrush tower is as annoying as always. There are still tons of ninja coins that try to ambush us, there are still stinky fire bros firing laughable, but ouching, fireballs. And kamek is still really really not good. The best way to at least have a shot at beating kamek with only one second left on the timer we have is by fighting as nabbit. This makes the level before the boss a lot more difficult however, because the literally last obstacle before the boss features this radical rotating coin circle.

Dodging this floating currency is really difficult as nabbit, and the fact that this spot is directly at the end of the tower doesn%u2019t make it any better. The fight itself can be completed with exactly one second left on the timer, but sadly not consistently. The evil boy witch is just completely random, and his phases only lineup in such a way that we are able to hit him at the last second in about one of ten tries. Yup. This significantly lowers the chances the we are ever going to see a full lowest score run, but at least in theory the dumb stonecrush tower is only 8050 points. The next stop on our point minimizing journey is ludwigs castle. So this stage was especially fun when routing the game coinless, because of this stupid section here, where a sledge bros assaults us by throwing hammers, while crushers try to crush us, and worst of all, nasty coins block our path. The way we were able to solve this problem in the coinless route, was by wearing a stylish mini mushroom outfit, which not only allows us to climb walls, but also makes us so small that we are able to run below the shiny, yet deadly coins.

Sadly this option is locked for us here since mini mushrooms are rather expensive. Finding a way through this crusher nightmare without a mini mushroom had me really worried, but then I watched NicoBBQs recent vid, on his journey of beating new super mario bros deluxe without touching a single coin, and as it turns out nico found a way through this part coinless, that I missed. Nico just picked up the pow block that is hidden earlier in the stage, and carried it to this spot. This allowed him to drop the pow, and to get rid of most of the coins this way. Clever, sadly the pow block not only kills the coins, but also the sledge bros at the top. Usually I%u2019d be all for killing sledge bros of any form, but sadly we can%u2019t do this here, because killing the sledge bros is obviously punished with coins. But luckily, there is actually a way to pop the pow block, while also sparing the sledges bros life.

So if we wait for the bros to do his silly ground pound and then throw the pow while the turtle is out of sight, then the earthquakes gets rid of all the coins, but spares the sledge bros life. This way we are able to make it through the passage coinless. Hooray! The rest of the level and the fight against ludwig are no problem at all, this means that ludwig’s castle adds another optimal 8050 points to our total. The airship stage is next. The interesting part here isn%u2019t the level itself, there really isn%u2019t much going on in the first half, the interesting part here is the boss fight against bowser jr in his punching clown car. Here we are forced to damage bowser jr three times in a row, which usually results in 8000 points. However this fight can actually be completed completely pointless, all that we have to bring is a fireflower. If bowser jr get hit by mario by jumping onto his head, it%u2019s 2000 points, if he gets damaged by a fire flower it%u2019s 2000 points, if he is damaged by throwing a bob omb it%u2019s 2000 points, ground pounding a bob omb close to him and damaging him this way is 2000 points and juggling a bob omb with fireballs close to him is, well, that is no points! Yup! Bob ombs are weird! If a bob omb gets ignited by a fireball then the bob omb isn%u2019t associated to mario, and therefore doesn%u2019t add any points when damaging bowser jr.

That%u2019s a huge point save here. We are able to change to a fireflower directly before the bossfight, which costs 1000 points, but it saves a total of 8000 points over the course of the battle, which means that this stage only adds 1050 points to our total. Hooray. There is only a small problem, we now wear a fire flower outfit. But at the end of the secret level in the eight world we actually have to wear a p-acorn suit, because otherwise we aren%u2019t able to dodge the coins at the end.

We also need to wear a the funky acorn outfit in 8-4, so we have to chase nabbit once again. And this is why this is a slight problem, see nabbit currently resides in the jungle of the giants stage, the stage we previously used nabbit in, because it%u2019s close to impossible to not kill any enemies here otherwise. The problem is that we aren%u2019t able to switch over to nabbit again in order to chase nabbit, because believe it or not, as it turns out nabbit isn%u2019t able to chase nabbit. As soon as we switch over to nabbit, nabbit just disappears. Luckily it%u2019s still possible to solve this problem by damage boosting.

It%u2019s a bit tricky to do, but if we just take all our courage and run into all the enemies on our path, then we are able to catch nabbit right in time before our invincibility frames run out. Hooray, this gives us access to another p-acorn, which enables us to beat the secret level in the eight world with only the fifty timer points! Now only one final stage is left for us to investigate, and we finally know our lowest possible score. Red hot elevator ride. In this level we presumably have to ride this red hot and elevator to the top of the level, aaaand, holy fuzzy, that%u2019s no trivial task. Whenever a coin or a bob omb drops onto the elevator, it stubbornly decides to stop to move, until we remove the disgusting coins. That%u2019s the first problem here, and this problem can somewhat be solved by making heavy use of an interesting mechanic.

If we use the acorn suits awesome updrift abilities and wall jumping, then we are able to move so far up that the platform is out of the current camera. Whenever the elevator isn%u2019t within the camera boarders the game decides to cheat a bittle lit and to raise the platform directly below the current camera position. This way we are able to raise the elevator, and to remove coins and enemies that made themselves comfortable on it. Sadly this becomes increasingly difficult to do as the ride goes on. In the later parts of the level, we have to use another trick to get rid of the bob ombs pointless. Luckily there is something, if we ground pound one of the walking boom bots off of the platform they don%u2019t grant points. Most of the time, it%u2019s surprisingly simple to accidentally ground pound the bob omb into a flying coin or another bob ombi, which stupidly gives us points nonetheless.

This makes making it to the top of the stage incredibly challenging. But there is another problem hidden in this nightmare ride. In the middle of the level, there is suddenly a huge, stupid brick block wall blocking us from proceeding. The level wants us to hit this p-switch here in order to proceed, but that%u2019s something we definitely are not going to do for very reasonable reasons. So the only way I was able to find to make it through here, was to hit marios poor head against five of those brock blocks in quick succession to open up the path. This sadly comes at the cost of severe headache and 50 additional points.

There%u2019s currently nothing we can do against it. So 8-4 is another 100 points which finally gives us our total. 47480 points is the minimum score required to beat new super mario bros deluxe. Soooo is this score the absolute,totally perfect lowest score ever? Well very probably not, it%u2019s more like the lowest score until we find a lower one. If someone of you wonderful ladies and gentleman happens to know about a mechanic or trick that may allow us to save a couple of points please let me know about it.

Also this lowest score number is kinda high isn%u2019t it, that%u2019s mainly because the deluxe version lacks the boost mode that was present in the wii u version of the game. This single missing feature makes this beating this game much more expensive than beating it on the wii u version would be. On the old version of the game the lowest score would probably be somewhere around the 8000 points mark, but that would need a completely different route. So, yeah, here we have it. The currently absolutely lowest score required to beat NSMB Deluxe is 47480 points. I hope you enjoyed this little video, if you enjoyed it don%u2019t forget to leave me a thumbs up and maybe you feel especially missing the boost mode today, and want to hit the subscribe button as well.

I hope that all of you have a wonderful day and to see you soon. Goodbye! .

The Best MMO Mobile Games You Should Be Playing in 2019

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The days of making do with a few rounds of Snake on your Nokia phone are long gone. Thanks to increasingly powerful hardware capabilities in smartphones, as well as rising levels of affordability, it is now possible to truly play MMO (Massively Multiplayer Online) games on your average phone.

The rising graphics capabilities of even budget smartphones now means that you can play huge open-world online games that look and feel very much like high-end console games.

If you’re looking for some real entertainment in the year ahead, read on to find out which MMO mobile games are truly the best for 2019. 

Final Fantasy XV Pocket Edition

 

Square Enix’s latest Final Fantasy release pushes the capabilities of mobile gaming to its absolute limits. The rich and detailed open world of FF is available in all of its glory here, with very few sacrifices having been made in the quest to transform a full-sized console game into a 10+ hour mobile gaming experience. Online team missions and combat options are varied and don’t feel repetitive, while the level of character customization is staggering. This is the future of mobile gaming. 

Soldiers Inc: Mobile Warfare 

If there’s one thing that mobile gaming has been sorely lacking throughout its history, it is modern military strategy games. Available for both Android and iOS, this sprawling MMO mobile game from Plarium raises the bar for military strategy games to new heights. It takes a lot of conventional strategy game mainstays such as building bases, collecting supplies etc. and infuses them with a collaborative online element that feels fresh and exciting. Definitely, one to play in 2019. 

Dragon Nest 

One of the most popular PC online games in recent history made its way onto mobile last year, with predictably amazing results. The main thing that distinguishes Dragon Nest from many other mobile MMO games is how much it still feels like you’re playing a PC game, even if you’re actually playing it during your morning bus ride to work. The graphics are stripped back but the essence of the game is still there: team up with your friends to slay dragons in various settings and collect gold. It’s simple, stylish, and endlessly replayable. 

Runescape: Old School

This is one for the nostalgia addicts out there. When it was released almost two decades ago, Runescape quickly took the world by storm, rising through the ranks to become one of the most widely-played and iconic MMORPGs ever, with only World of Warcraft being able to compare in terms of influence. In a perhaps jarring sign of how fast technology has moved since then, the entirety of the original version of the MMO is now available in full as an Android and iOS game, including all of the settings, quests, and collectables. This is one way to lose track of an afternoon.

With releases such as these, it really looks like mobile games will soon reach parity with console games in terms of capabilities, graphics, and connectivity. We can’t wait for that day to arrive.

Path of Exile Map Crafting Guide By: fuzzywolf23

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By this point in the league, new players may have leveled their first character and may be looking at maps for the first time ever. It can be a daunting prospect! There are a lot of maps to do and you can craft your maps in a number of different ways to increase the rewards and challenge that they offer. I’ve spent some time looking at how to run maps efficiently, and I wanted to make a general guide suitable for new players.

In this post, we will discuss the three stats on our maps that we care most about — increased item quantity, extra packsize and extra monsters — and how to get them.

TL;DR ReadyPlayerTHirty made a great visual cheatsheet that summarizes all this info.

Increased item quantity (iiq) increases the amount of items you get from monsters; importantly, iiq that is crafted onto a map increases the amount of maps that will drop for you! Extra packsize (ps) makes each group of monsters bigger; more monsters means more xp and loot. Extra monster packs (em) gives you more packs for even more monsters. The total bonus (B) of a map is the product of these three factors – (1+iiq/100)*(1+ps/100)*(1+em/50)

When talking about whether a particular crafting item is “worth it” for maps, I’ll be assuming average values for the factors *not* affected by the item we are talking about — 60 iiq, 23 ps and 0 em. This isn’t a full or complete analysis, but it will give us a good rule of thumb. Complete analysis will have to wait until I complete the spreadsheet I’m working on. Prices will come from poe.ninja and estimated map returns come from pathofmaps.com. All prices will be in chaos orbs (c). Keep in mind, that the value of drops you get from a map include more map drops.

I hope a few people find this post helpful!

Orbs of Alchemy

Orbs of alchemy cost about 0.6c. Using an orb of alchemy on a map will turn it rare, giving you between 3 and 6 modifiers and an average total bonus of 1.98. Alching your maps doubles their output and you should always, always use them on maps above tier 2. Even tier 1 and 2 maps should arguably be alched, but above tier 2 they should definitely always be alched.

Cartographer’s Chisel

Cartographer’s Chisels give quality to your maps. 1 quality is worth 1 iiq. You should always use chisels before any other crafting; 4 chisels on an uncrafted map will give you 20 quality, but it would take 20 chisels to get 20 quality on a rare map. Using 4 chisels on a map with everything else held average gives you an extra bonus of about 0.25. Since 4 chisels costs about 1.7c, you need to expect a return of about 6.8c on a base map before this becomes worth it. This happens around tier 12-13 maps.

Vaal Orb

Vaal orbs corrupt your maps. Corrupted maps cannot be chiseled or rerolled with chaos. It also makes zana cost about twice as much. However, 5 outcomes can occur when you corrupt your maps and three of them are good. Unfortunately, since the mods of the map usually get rerolled, you might end up with a map that your build can’t do; in that case, all you can do is sell it.

There is a 25% chance that nothing will happen except that your map becomes corrupted. There’s a 25% chance that your map will get rerolled with eight (8!) modifiers; in this case, your map will have very high ps and iiq. There’s a 25% chance that your map will become unidentified; running unidentified maps gives you an extra 30 iiq. There’s a 12.5% chance that your map will be bumped up a tier and rerolled. There’s a 12.5% chance that your map will be rerolled at the current tier.

All told, you get a weighted average of 0.32 map bonus for a cost of about 1c, so any map with an expected base return of 3c or higher is a good target for vaal orbs. This occurs at about tier 8.

Vaal fragments

Vaal fragments, when placed into the map device along with your map, will add 5 iiq to your map, giving you an average bonus of about 0.06. The cheap ones cost about 1c, so you need a base return of about 16 c to make them worth it. This only happens for tier 16 maps. If you are heavily investing into your maps, crafting and rerolling and using sextants and zana to get extra packsize and extra monsters, they might be worth it as low as tier 13.

Scarabs are a new kind of fragment introduced in betrayal league. Currently, there is a premium on their price because they are new and because there is an achievement associated with their use. Currently, for the average player, it’s almost always better to sell scarabs instead of using them. If you are spending heavily on your maps, they might be worth it for you, but then you probably also don’t need my advice. In a month, when the price has dropped on scarabs, I’ll revisit the question.

Cartographer’s Sextant

Now we’re starting to have fun. Using a cartographer’s sextant on a map *in your atlas* will give an effect on that map and nearby maps which is drawn from a pretty long list; each effect lasts until you’ve run a map in its area three times. There are some pretty sweet effects in there, but the simplest ones to understand are the ones that give extra monsters. About 40% of sextant rolls will give you eight extra monster packs. Your average map will have 50 monster packs in it, so this represents a bonus of about 16% more monsters and thus 16% more xp and loot. 25% of sextants have an effect that is good, at least situationally, but is harder to quantify. When weighting for the 40% of rolls that we care about, we expect the average sextant to give us an extra bonus of about 0.13.

If you decide to use sextants and you get a bad modifier, you can use another sextant on that map to reroll the modifier, and you should definitely do this.

Apprentice cartographer’s sextants can be used on maps up to tier 5, though sometimes you can get a tier 6 map within its area of effect. They cost about 0.7 c, so you need a return of about 5.6c to make them worthwhile. Thus, they are only worth using if you are running a tier 6 or higher map that you can catch in its area (such as a map you’ve shaped after following zana’s questline).

Journeyman cartographer’s sextants can be used on maps up to tier 10, though sometimes you can get a tier 11 or higher map on the edge of its area of effect. They cost about 2c, and so you need about 16c expected return to make them worthwhile. Thus, they are only worth it when you can catch a higher tier map in their area of effect, like if you’ve shaped a map.

Master cartographer’s sextants can be used on any tier of map. They cost about 3.5c, and so you need an expected return of about 25c to make them worthwhile. This occurs with tier 15 and tier 16 maps.

Prophecies

Lots of prophecies have effects that are great to have on maps.

Tempest prophecies will add storm effects in your map that have various effects, but they will also give you an extra 30 iiq. They cost about 2c, and so they are worth it for any map with an expected base return of about 5.5c. This occurs for all red maps. If you’re doing tier 11 or higher maps, its worth it to have a tempest prophecy ready to trigger.

​Plague of rats, plague of frogs, the hungering swarm, and soil worms and blood all add extra monsters to your map just like sextants. They cost about 1c, and so they are worth it for any map with a total return over 6.25c. This occurs for maps above tier 8.

​Bountiful traps adds six strongboxes to your map. Each strongbox spawns three packs of monsters upon activation for a total of 18 extra packs — more than double a sextant modifier. This prophecy costs about 3c, and thus will be worth it for any map that makes you more than 5c in returns — any yellow or red map, basically. However, you probably won’t be able to buy as many as you want to, and so I use mine for red maps only.

Zana

​You can pay zana to add modifiers to your maps for you. The cost of these range from 1 to 15c per map. If the map is corrupted, an additional cost in vaal orbs is added to the cost. For average players, using zana mods on corrupted maps is almost never worth it.

​Last league, there were several zana modifiers that added flat iiq to your map in addition to their other effects. This league, there are none, and so we judge the effect of the modifier by itself. If you choose no modifier when you open a map, zana will add up to 8 iiq to your map depending on how much of her questline you’ve done.

​Some zana mods provide indirect benefits. Alternate of the same tier mod is very useful for getting maps that you’ve missed, and in this way you can make sure you have the map bonus for every map up to tier 10.

​The shaped modifier adds 5 levels to the map in the device, so you can run tier 5 maps as tier 10s or tier 10s as tier 15s. Going from tier 5 to tier 10 gives you an extra 6c in expected returns, but zana only charges you 2c. Going from tier 10 to tier 15 gives you an extra 20c in expected returns, but zana only charges you 6c. Additionally, using zana to shape a map makes it cheaper to use sextants. You can, e.g., use white sextants around a tier 5 map then run it at tier 10. For pure money, this is pretty unbeatable.

​Torment and anarchy mods add just a couple monsters to your map at the cost of 2c. These are absolutely not worth it for the average player. Perandus is likewise not worth it; spectral mobs drop nothing and the perandus chests are low value payouts with no chase items.

​Breach and Harbinger cost 4c each and add about as many monsters as a sextant mod, which suggests that you need a map return of at least 25c to make them worth it. So, you can use them on tier 15 or 16 maps or if you’re just really interested in doing breach or harbinger content for other reasons. The same goes for Abyss, except it costs more.

​Domination costs 3c and adds 3 shrines to your map, each of which are guarded by 3 packs. This makes them add more monsters than a sextant. An expected map return of 16.7c or higher makes this mod worth it — tier 14 and up.

FFXIV Job Selection Guide By: AwwYiss2

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“What job should I choose?” – literally everyone ever.

Hi, welcome to a beginner’s job overview as of patch 4.5. The goal of this guide is to help you make an informed decision on what job(s) to play as you journey through FFXIV.

Note that the game designers do keep the jobs very balanced by making frequent and minor adjustments, without drastically changing how they play. I also want to highlight the fact that the game’s job system allows one character to be any and every job, so do not stress over your initial job choice too much. If time permitting, I encourage you to explore multiple jobs in order to get a greater understanding of how they all interact with one another.

Do keep in mind that this guide wants to showcase what the jobs are like at level cap, and most jobs will feel incomplete and slower paced before reaching it.

This guide will split the jobs into 5 major categories based on distinct role archetypes, and provide a comprehensive overview of each job’s playstyle, strengths, and weaknesses, as well as any notable quirks.

If you are new to XIV, I highly recommend reading the Master Beginner’s Guide as well.

Commonly Used Abbreviations & Concepts:

  1. GCD – Global Cooldown: A default 2.5-second cooldown timer linked to most abilities to limit ability spam. When one ability tied to the GCD is used, every GCD abilities will be subjected to the cooldown as well. This can be reduced via character stats or job abilities.
  2. oGCD – Off Global Cooldown: These instant abilities ignore the GCD restriction, and typically have a resource requirement and or recast timer to prevent spam.
  3. Weaving – The act of using oGCDs in between GCDs.
  4. DoT – Damage Over Time.
  5. AoE – Area of Effect: Affects multiple targets.
  6. Rotation – Sequencing of job abilities in order to maximize effectiveness.
  7. DPS – Damage Per Second: can also refer to damage output or damage dealer. PDPS stands for personal damage, while RDPS means raid damage.
  8. CPM – Casts Per Minute: A measurement of ability usage frequency.
  9. Combos – Abilities designed to be used in a set sequence in order to gain bonus potency and effects.

Tanks

Donned in heavy plate armor and armed with an array of defensive cooldowns, the tank role is meant to take the brunt of incoming damage. They are also in charge of positioning enemies while holding their attention. All tanks have a defensive stance that increases survivability and threat generation, at the cost of damage output, as well as an offensive stance that enables higher damage potential. Note that tanking in FFXIV is more methodical than reactionary, as fight mechanics and tank busters are mostly scripted and predictable. Skilled tanks will minimize their use of the defensive stance in order to deal maximum damage, all while planning out their defensive cooldowns in order to safely survive incoming damage.

Paladin (PLD) –

Available from the beginning as Gladiator – starting city is Ul’dah

Overview:

The classic sword and board tank. Excels at providing support to allies with holy magic.

Pros:
Cons:
  • Weak snap-aggro generation, so a paladin cannot be the main initiator in combat without taking a heavy penalty in opener damage output
  • No gap closer
  • Low aoe damage output
  • Switching between the defensive & offensive stances is clunky, as they are tied to the GCD
Special notes:
  • Paladins have potent defensive cooldowns but have generally lengthier recast timers
  • They can use Sheltron to guarantee blocks with their shields frequently, making them excellent at mitigating large singular hits
  • Requires an above average amount of key binds to play their kit effectively due to having many situational abilities
  • The only tank with a powerful ranged attack, Holy Spirit, but the cast time of it can make it tricky to use while handling mechanics
  • Can become impervious to most damage with Hallowed Ground, and bypass certain mechanics that other immunities cannot
Rotation & Playstyle:
  • Alternate between a physical and magical damage phase
  • Has a DoT that is naturally maintained through its rotations
  • The overall rotation is very rigid, and complexity comes from effectively utilizing support skills
  • Blocking enables shield swipes for extra damage, so a skilled paladin will time their blocking skills to maximize casts

Warrior (WAR) –

Available from the beginning as Marauder – starting city is Limsa Lominsa

Overview:

The axe-wielding, offensive tank. Does comparatively more damage than its counterparts by roughly (4-5%), and the preferred pulling tank currently.

Pros:
  • High average damage output for single & multi targets
  • Stances are oGCD, so switching stances mid-combat feels smooth and reliable
  • Unchained negates the damage penalty attached to the defensive stance, which allows the warrior to generate a high amount of threat without giving up much damage
  • Ability to quickly close in on enemies with Onslaught
  • Party shield (Shake it Off) has a short 90 seconds cooldown
Cons:
  • Otherwise powerful mitigation ability Inner Beast can only be used while in tank stance.
  • Tank stance, (Defiance), does not offer direct damage resistance, and the bonus healing only works for healing spells, not abilities.
  • No co-tank support utilities
Special notes:
  • Holmgang is an ability with a relatively short cooldown that can prevent the warrior from dropping below 1 health for a short duration. This allows the warrior to frequently survive otherwise lethal attacks with proper healing support
  • Relatively low amount of key binds required to play, due to skills having two forms depending on the warrior’s stance
Rotation & Playstyle:
  • Lower average CPM
  • 10-second burst windows every 90 seconds via Inner Release, which negates resource costs and guarantees critical hits for 10 seconds
  • One damage buff to maintain
  • Heavily punished for not properly executing or delaying the burst phases

Dark Knight (DRK) –

Requires access to Ishgard in Heavensward expansion and start at level 30

Overview:

Wielding the greatsword, the dark knight excels in fights with heavy magic damage, and empower strikes with dark magic. There is a heavy emphasis on mana management in order to maximize damage and survivability

Pros:
  • The dark knight can use The Blackest Night to create a powerful shield around the user or an ally very frequently, making it one of the best defensive abilities in the game
  • Dark Mind lets the user heavily mitigate magic damage on a short 1-minute timer
  • Can approach enemies quickly using Plunge
Cons:
  • No party-wide shield/mitigation
  • Dark Mind does nothing for physical damage, so its strength is very encounter-specific
Special Notes:
  • High CPM due to the amount of Dark Arts spam
  • Double resource management with mana and blood
  • Absolutely stellar at tanking dungeon mobs with its aoe kit once max level
  • Dps stance and tank stance can be both enabled at the same time
Rotation & Playstyle:
  • Primarily only uses a 3-hit combo while weaving in Dark Arts to empower various abilities for extra damage
  • Requires frequent weaving and double weaving due to the sheer amount of Dark Arts usage
  • Resource management is key in dealing damage and being able to activate key abilities in the right time

Healers

Keeps the party alive through healing and resurrection. Simpler damage abilities to compensate for the added healing responsibilities. Healers in FFXIV are not meant for sustained healing. They rely primarily on their oGCDs to counteract predictable incoming damage while maximizing their damage uptime, contrary to many other MMO titles.

White Mage (WHM) –

Available from the beginning as Conjurer – Starting city is Gridania

Overview:

The most straight-forward, regen based healer. Has overall high potency damage and healing GCDs, but relatively low mobility.

Pros:
  • Great mana management tools like Thin Air which negates mana cost for a short while, and Assize that recovers 10% mana per cast
  • Mana efficient GCD heals
  • Holy is an excellent aoe that stuns and deal high damage to enemies around the user. Especially great for dungeons with packs of enemies
  • Benediction can instantly restore an ally to full health
Cons:
  • No party wide mitigation abilities
  • Very few instant-cast spells, so weaving and movement windows are more limited compared to the other two healing jobs
  • No party damage utility
Special notes:
  • A very beginner friendly healing job due to having very straightforward abilities, and is the only one you can choose from the start. However, the limited oGCD options can sometimes make the job surprisingly difficult in high level content
  • Have a large variety of aoe healing tools, but in practice, are tricky to utilize, as most of them are tied to the GCD or have limited range
  • The developers have commented about reworking the current job gauge, lilies, as it is currently not a useful/reliable resource to aid with the job’s performance
Rotation & Playstyle:
  • Two dots to maintain
  • Throws some hard-hitting rocks
  • Limited mobility options, so smart positioning to maximize healing and damage potential is key

Scholar (SCH) –

Available from the beginning as Arcanist in Limsa Lominsa, which is a dps role until obtaining the job change at level 30. Shares levels with the Summoner job

Overview:

Tactical healer with incredible flexibility, strong mitigation tools, and a powerful pet to aid with healing. An integral part of the SCH kit involves gathering Aether charges with Aetherflow and using unique abilities that consume them.

Pros:
  • Incredibly potent oGCDs options
  • Excellent mana management thanks to Aetherflow and Energy Drain
  • Pets provide very substantial healing, which allows the scholar to dedicate more time and resources to deal damage
  • Excellent mobility having two instant cast spells to use in place of the primary dps GCD, at the cost of a little damage potential.
  • Provides great offensive party support with Chain Stratagem and Fey Wind
Cons:
  • Relatively expensive and inefficient GCD heals
  • Pet management controls can be clunky or unresponsive
  • Weak aoe sustained aoe healing, especially when out of Aether charges.
Special notes:
  • Suffers more from button bloat than most other jobs in the game due to the combination of pet commands and numerous utility spells
  • The more powerful skills all cost an aetherflow stack to use. Smart usage of resources is needed to be effective
Rotation and Playstyle:
  • Two dots to maintain
  • Has to position the pets properly in order to maximize their effectiveness
  • Uses an arsenal of aetherflow abilities to mitigate/heal/deal damage at a set pace. Over consuming aether stacks can leave the scholar out of options

Astrologian (AST) –

Requires access to Ishgard in Heavensward expansion and start at level 30

Overview:

Time-mage inspired, versatile healer. Astrologians can draw and manipulate cards from their divining deck in order to empower allies with powerful buffs. Has two healing stances to either provide heals over time or shields.

Pros:
  • Have some of the best rdps increase buffs in the game
  • High mobility due to Light Speed eliminating cast time for a short duration, and has a shorter primary damage GCD cast time (Malefic)
  • Can provide damage mitigation with Collective Unconscious and shields in Nocturnal Sect
Cons:
  • Semi-dependent on rng to draw the right cards
  • Tend to struggle more with mana due to limited mana management tools
  • Slightly weaker aoe damage options in dungeons
Special Notes:
  • Can be both regen or shield based healer based on stances
  • A very powerful aoe ability, Earthly Star, requires a 10-second priming time to reach maximum potential, so planning and party cooperation is critical
  • Due to the limited aoe coverage of certain healing options, the overall healing output can be severely hindered in an uncoordinated environment
Rotation & Playstyle:
  • Only one, high-duration dot to maintain (Combust)
  • Card actions are woven constantly between dps spells, and the astrologian has to evaluate party status and available cards on the fly in order to maximize their effectiveness

Melee DPS

All jobs in this category excel at dishing out damage up close. They have combo attacks that have positional bonuses when used from the flank or rear. Melee dps roles are highly mobile, and mastering them requires being comfortable using that mobility to maintain uptime and proper rotation on targets.

Dragoon (DRG) –

Available from the beginning as Lancer – starting city is Gridania

Overview:

Supportive spear wielding damage dealer. Specialized in flashy jump attacks and long combo chains. Offer great party damage utilities.

Pros:
  • Critically, the only job in the game that can apply a piercing resistance down debuff for jobs with piercing damage (bards, machinists, and red mages)
  • Can massively boost party critical hit rate with Battle Litany and increase a friendly player’s personal damage with Dragon Sight
Cons:
Special Notes:
  • Blood for Blood is a double-edged buff that can sometimes mean taking lethal damage from incoming damage
  • Blood of the Dragon is an essential status maintained by performing combos, losing it will be detrimental to a dragoon’s dps
Rotation & Playstyle
  • A fixed, 11-GCD rotation with a fair dose of positional requirements
  • DRG has a self-buff, a resistance debuff, and a DoT that all need to be maintained full-time, but these are a natural part of your main single target rotation
  • Slowest GCD among all melee dps, but has numerous oGCDs for single & double weaving

Ninja (NIN) –

Available after reaching level 10 on another job, and picking up the quest: My First Daggers in Limsa Lominsa

Overview:

High utility, dagger-wielding dps. Has the ability to create a variety of elemental Ninjutsu spells by weaving various combinations of hand-signs called Mudras.

Pros:
  • Trick Attack increase target’s damage taken by 10% for 10 seconds every 60 seconds, providing huge rdps increase when coordinated properly
  • Shade Walker and Smoke Screen are great tools to aid in aggro management, and even open up more damage centric openers on tanks
  • Provides slashing resistance down debuff
Cons:
  • Ten Chi Jin allows the ninja to cast 3 enhanced ninjutsu back to back, but requires the user to be stationary for an extended period of time
  • Lower pdps vs most other dps jobs in the game, so contribution will be hinged on proper utility usage
Special Notes:
  • Failing the rear-positional requirement on Trick Attack or using it at a poor time is fairly detrimental to a ninjas rdps contribution.
  • Huton increases attack speed by 15%, making ninja one of the faster-paced jobs available.
Rotation & Playstyle:
  • Only three positional attacks
  • One simple tri-hit combo with 3 different finishers
  • High CPM job with heavy amount of weaving using oGCDs and mudras
  • One of the jobs most negatively affected by high latency/ping due to how rapidly mudras and oGCDs have to be executed

Monk (MNK) –

Available from the beginning as Pugilist – starting city is Ul’dah

Overview:

High damage, positional oriented melee dps using fist weapons. Has very fast GCDs thanks to the maintenance of Greased Lightning. Has a non-traditional combo system by having each weapon skill shift the form the monk is in, opening up different weapons skills in the process.

Pros:
  • High average dps
  • Minor physical damage party buff via Brotherhood
  • Offer bonus party healing with Mantra
Cons:
  • On the lower end for utility
  • Failing to manage the Greased Lightning buff correctly during an encounter is detrimental to damage output
  • No ranged attacks
  • No disengage tool
Special Notes:
  • One of the busiest jobs during downtime due to Meditation and Form Shift to help manage resources and Greased Lightning
  • Can be one of the hardest jobs to optimize at the highest level, due to the potential complexity to use Tornado Kick properly
  • Enmity reduction skill aside from the role action is costly to use
Rotation & Playstyle
  • Constantly dancing between the flank and rear position to maximize positional bonuses, and unleashing a flurry of punches and kicks to deal high damage
  • Has a slower phase with Riddle of Fire
  • Dot, debuff, and damage buff is maintained fairly naturally through executing weapon skills

Samurai (SAM) –

Available in Ul’dah once level 50 on another job, and own the Stormblood expansion – The Way of the Samurai

Overview:

The katana-wielding, “selfish” dps. Provides next no utility but has the highest damage potential vs other melee roles. Heavy emphasis on resource planning and usage.

Pros:
  • Amazing personal damage output
  • Good mobility
  • Only two weapon skills with positional requirements
  • Powerful aoe options
Cons:
  • Only utility is the ability to put up slashing debuff, which two other jobs have access to
  • TP dependent for sustaining aoe damage, especially at lower levels
Special Notes:
  • Only melee that has a skill with a cast time, Iaijutsu
Rotation & Playstyle
  • Has multiple opener combinations based on skill speed stats and encounter timings
  • Has to maintain a pair of damage and speed buff with a relatively long duration
  • Generates Sen & Kenki by executing three different weapon skill combos
  • Iaijutsu, the combo finisher, has three different effects based on the number of Sen consumed
  • Kenki is primarily used to fuel oGCD attacks woven between GCDs

Physical Ranged DPS

Specializes in dealing damage from afar, while being some of the most mobile jobs in the game. Both available jobs provide powerful utility tools for the party, such as Palisade to reduce incoming physical damage, and restore mana through Refresh. Usually tasked with handling more mechanics compared to other jobs due to having superior mobility and ranged attacks.

Bard (BRD) –

Available from the beginning as Archer – starting city is Gridania

Overview:

A bard deals damage from afar with a bow, and has access to an extensive arsenal of supportive tools. It is primarily a DoT centric job with a multitude of proc based offensive skills that offer a very dynamic and fast paced combat style.

Pros:
  • Being ranged and having only one skill with a cast time, bards can basically move about the battlefield without restrictions
  • Offensive utilities include increasing party crit rate through songs, direct hit rate with Battle Voice, and enemy damage taken with Foe Requiem
  • Defensively, they can increase the effective HP of the party via Troubadour, dispel selective debuffs with Warden’s Paean, and increase target’s healing taken by spells through Nature’s Minne
Cons:
  • The only source of piercing debuff is locked behind a DRG’s Disembowel, which plays a critical role in a bard’s personal damage output
Special Notes:
  • Personal damage output is also more heavily hinged on party composition and gear than average due to the job’s heavy synergy with offensive utilities and critical hit rate
Rotation & Playstyle:
  • A loose rotation structured around three distinct song phases
  • Dynamic gameplay due to the high numbers of proc-based abilities the player have to micromanage
  • Highest average CPM of any job when played at a higher level

Machinist (MCH) –

Requires access to Ishgard in Heavensward expansion and start at level 30

Overview:

Burst damage style ranged dps using firearms. Can summon a turret that deals sustained single target or aoe damage. Has a reloadable ammo resource and a unique heat meter that empowers various ballistic attacks.

Pros:
  • Super mobile, having only one ability with that needs to be channeled
  • Dismantle is a powerful mitigation tool that reduces enemy damage for a short duration
  • Hypercharge on your turrets give a vulnerability debuff on targets hit
Cons:
  • Punished quite harshly for messing up its strict 1-minute rotation cycles, and making mistakes can quickly snowball into heavy loss in damage output
  • Ping and raid composition dependent to do optimal rotation/damage
Special Notes:
  • The rotation changes completely once max level via the use of Flamethrower to enter overheat window
  • Developers have spoken about reworking the job significantly in the next expansion
Rotation & Playstyle:
  • One of the most rigid and strict rotations of any job
  • The rotation revolves around the skill Wildfire that amplifies all damage dealt by the user during its 10-second duration, so the player is tasked to fit in as much damage as possible during that window for a huge burst of damage every minute
  • The other resources, ammo and heat, are all used to support the wildfire window to maximize its damage
  • Execution is heavily affected by latency due to strict weaving requirements in the burst window

Caster DPS

High damage magic attackers. All three caster jobs have a varying amount of cast time to limit their mobility, and have ways to reduce incoming magic damage through the use of Addle and Apocatastasis. They can also transfer their mana to an ally with Manashift. Summoners and Red Mages are also capable of reviving downed players during battle

Red Mage (RDM) –

Available in Ul’dah once level 50 on another job, and own the Stormblood expansion – Taking the Red

Overview:

The ranged & melee caster hybrid. The red mage uses black & white magic to build up mana in order to unleash a powerful melee combo with a rapier against foes. Every other spell that has a cast time normally will be instant, thanks to its unique mechanic, Dualcast.

Pros:
  • Grants bonus party damage through Embolden
  • Can heal players with Vercure and revive them with Verraise
  • With the help of Dualcast, a red mage can revive players more rapidly than any other job in the game
Cons:
  • Lowest pdps among the three available caster roles
  • Displacement requires a large safe space to execute and has a lengthy animation lock, so using it incorrectly can lead to positioning problems or death
Special Notes:
  • Only mana recovery tool is through the role action Lucid Dreaming(LD), so overspending mana on expensive spells like Verraise or being revived without LD available can lead to awkward situations
  • Generally considered the easiest dps job in the game, as there is no buffs/debuffs to upkeep, and recover from death well due to its simplicity.
Rotation & Playstyle:
  • Elemental magic are used to build up mana, while oGCDs are woven behind Dualcast windows
  • The rotation is dynamic and priority-based due to certain spells locked behind procs
  • Mana is consumed to fire off flashy, enchanted melee combo attacks that lead up to a powerful magic finisher based on black & white mana balance (Verholy | Verflare)

Summoner (SMN) –

Available from the beginning as Arcanist, and shares levels with the SCH job – starting city is Limsa Lominsa

Overview:

Dot based caster with burst phases and pets. The goal is to build resources and Summon Bahamut by using a similar resource system as SCH, Aetherflow.

Pros:
  • Highly mobile by having a wide variety of instant-cast spells
  • Relatively high single target damage, and exceptional sustained aoe damage
  • Ability to revive downed players
  • Provides small dps and healing boost through Devotion
  • Pets can boost magic or physical damage through Contagion or Radiant Shield, respectively
Cons:
  • Incredibly punished by death, due to possibly resetting multiple layers of resources that take a long time to gather, on top of having to resummon the pet
Special Notes:
  • Requires a long setup before engaging in combat to set up a proper opener
Rotation & Playstyle:
  • 2-minute loops
  • Spend 3 aether stacks to enter Dreadwyrm Trance to deal minor burst damage
  • Enter Dreadwyrm trance twice in order to Summon Bahamut and deal devastating burst damage

Black Mage (BLM) –

Available from the beginning as Thaumaturge – starting city is Ul’dah

Overview:

Turret-style, staff-wielding mage specialized in black magic (Fire, Ice, Lightning). A “selfish” job with the highest damage potential in the game, at the cost of having no utility and relatively restricted mobility.

Pros:
  • Highest potential dps job in the game
  • Recovers mana quickly via Umbral Ice so death is not as punishing
  • Great burst aoe damage
Cons:
  • No party utility aside from role actions
  • No ability to revive downed teammates
  • Longer than average cast times on most abilities, so when movement tools are exhausted, damage potential will drop significantly during movement heavy mechanics
Special Notes:
  • Manaward is a powerful shield that sometimes allows black mages to ignore otherwise fatal mechanics
  • Cannot recover mana via most means in Astral Fire
  • Being effective in combat will typically require extensive fight knowledge and planning, so it is generally more challenging to bring this job to the progression stage of high-end content. This is further exacerbated by having no combat resurrection
Rotation & Playstyle:
  • Wants to minimize movement in order to maximize time spent casting
  • Maintains dot damage with various varieties of Thunder
  • Fire III & Blizzard III (or Transpose) to switch between fire & ice
  • Deal massive damage during the fire phase while quickly recovering mana with Umbral Ice
  • Have to adapt rotation on the fly due to having traits that have a chance of eliminating the cost and cast time of certain spells

Thank you for reading!

FFXIV Introduction and Master Beginner’s Guide By: AwwYiss2

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Welcome to – An Intro to FFXIV and what to expect from Eorzea

About this guide/FAQ –

With an influx of WOW refugees from an overall disappointing release of WOW:BFA, and the announcement of 5.0, Shadowbringers expansion, I thought to compile a list of useful info for someone who is interested in or new to FFXIV. This guide will contain a concise overview of most aspects of the game, such as how to get started, how to reach the end game, and what to do once you get there. Not every section will be useful to everyone, and nothing here should be taken as absolutes, but I hope new players can be directed here for an up to date(4.5), one-stop shop for a comprehensive overview of the FFXIV experience.

About the game (Pros and cons list will be partially subjective):

FFXIV is a subscription-based, classic tab-targeting MMO. It is currently on its 5th year, at the tail end of its second expansion, Stormblood(SB). The game, at its core, is still a Final Fantasy game. Meaning that it’s heavily story driven, and its primary focus in on PVE. You don’t need prior experience with other FF titles to enjoy this game. And no, it is not too late to start 🙂

PROS:
  • Thriving and generally friendly community.
  • Welcoming for all skill levels.
  • Aesthetically/stylistically pleasing, and has seriously fantastic music scores.
  • Praised for the superb story-telling and writing as an MMO title.
  • Unique character system that allows players to do everything on one character, including becoming every job (all it takes is a simple gear change to enable a whole new set of skills). No need for alts and multiple story completions.
  • Overall stellar end game encounter and combat design.
  • Deep social and non-combat activities such as housing and crafting (among many more features).
  • Great controller support and seemless cross-platform play with PS4.
CONS:
  • Lesser emphasis on PVP content relative to most other titles. Players can still very much enjoy the activities available, but usually not as the primary focus.
  • Old engine has strange quirks/limitations, and some players report server stability issues.
  • The initial playing experience and combat in general is incredibly slow for a MMO vet. Many players abandon the game simply because there is a mountain of mandatory quests barring them from getting into the outstanding expansion/current contents. If quests aren’t your thing, then you might struggle with this aspect.
NEUTRAL ASPECTS:
  • Content releases are predictable and consistent. They are not looking to remake the game with each update, so you always know what to expect (new raids, dungeons, story, etc).
  • The game director has previously said that they don’t expect players to stay subbed 100% of the time. The game can be taken month-by-month, based on individual goals.
  • There is a cash shop containing mostly cosmetic items as well as level/story skip potions. Does not offer any advantages in gameplay, and is not part of a pay-to-win model.
  • Jobs offer no customizations/skill trees/etc, but is very well balanced compared to most titles.
  • There is a strong emphasis on dealing damage regardless of your job choice.
  • The Global Cooldown (GCD) is 2.5 seconds. Combat will be slow-paced until further Off-GCD and GCD reduction abilities are introduced as you level up. Don’t be discouraged by the early levels, and know that the combat builds on itself in layers through encounter and rotation complexity.
SOUNDS GOOD! HOW DO I START?
  • There is a no time-limit free trial, with a level cap of 35 on all classes/jobs. Note you can’t go back to this after adding a full license.
  • The base game called the Starter Edition contains A Realm Reborn (ARR), and is good until level 50. If you buy the Stormblood expansion, it will also include Heavensward(HW), the 1st expansion. This gives 5 new jobs, 1 new playable race, as well as raising the level cap to 70. The complete edition will include everything, and any edition can be upgraded to collector’s edition for extra mounts/minions/etc.
  • The base game comes with a 30-day subscription, but subsequent playtime has to be purchased at roughly $13-15 USD.
  • On PC, the game platform is either Steam or Non-Steam. Game licenses /accounts / purchases are separate from the two, so you will not be able to switch between them once committed.
  • There is an Official Benchmark Tool to see if your system can handle the game.

Your First Character

  • Gender / Clan / Race / Appearance have no meaningful impact on gameplay mechanically, pick what pleases you. This can be changed later with a Fantasia Potion (Only one is given for free when you play, otherwise it costs real $ to obtain more).
  • Your server will be in North America(NA), Europe(EU), and Japan(JP). Each region will have Data Centers(DC) which contain Worlds, and the Worlds within the DC will be able to do most content together (raiding, dungeons, and etc).
  • All NA DCs servers are located in the West Coast.
  • There is a DC shuffle (NA|EU) coming early next year (2019), and every affected player will be given a free transfer.
  • Some worlds will have a preferred status, meaning that every source of experience will be doubled for a limited time. These servers are generally lower population, and is great for if you want to level multiple jobs. Feel free to take advantage of this before the aforementioned DC shuffle.
  • Starting base class will dictate your starting city, but the storyline all converge at level 15 when you unlock the ability to travel to other cities and pick up new jobs/classes. Go with what you find interesting based on the Official Job Action Video / Official Job Guide.
  • If you want to read a more in-depth write-up, please check out this Comprehensive Job Overview & Selection Guide
  • Tanks and Healers will have shorter queue times for group content typically, due to players having preference for damage dealing roles.

Starting out and the journey to end game:

  • Most content in FFXIV is locked behind the Main Story Quests (MSQ, denoted by a quest symbol with a meteor-shaped background). Unless you buy a story skip, you will need to do every single one. They range from basic overworld fetch quest to instanced combat. This will be your primary source of XP on your first job. It is generally recommended that you focus on completing these and not get side tracked too much.
  • A special kind of quest denoted by a blue background means that it will unlock some sort of feature upon completion. This can mean new job skills or access to glamour(cosmetics) and more. These are generally important and worth exploring. Remember to pick up your advanced job at level 30!
  • Plain side quests, deonoted by a yellow (!), are mostly optional and are done for a small amount of xp or extra lore. Some do unlock optional rewards/content, so you can check under this progression and level-locked content guidefor some bonus items of interest.
  • Multiplayer instanced activities are done either via the Duty Finder(DF, default keybind “U”), or the Party Finder(PF). The DF is the game’s automatic match-making system, where as the PF will be the manual option. Dungeons and Trials you come across the game as you progress is usually done through the DF. Leveling dungeons (15-47, 51-59, 61-69) are a great source of XP if you happen to need them.
  • A feature located in the DF is the Daily Roulettes. They are categories of activities pooled together (such as all leveling dungeons, or all trials) to increase the use of older content by providing rewards/incentives for players of all level ranges that complete them. Note the bonus reward is only applied once daily per category.
  • Side quests, Fates (Overworld events), Leves, and Beast tribes, are also sources of solid XP.
  • You can treat the FFXIV leveling and story experience largely as a single player game, with numerous multiplayer dungeons and trials sprinkled throughout the journey. The early game does not do a good job making it easy to play/quest together with friends (Aside from the dungeons and trials).
  • The game isn’t meant to be rushed. If you find yourself bored of the endless fetch quests and dialog, you are probably not alone. The 1-50, 2.0-2.4 ARR MSQ experience is generally considered super slow, but the buildup will all be worth it. Keep in mind that patch content was meant to be drip feed to players over months/years. Feel free to branch out and take breaks.
THINGS YOU PROBABLY WISH YOU KNEW FROM THE START –
  1. Starting out, you should attune to all the big/small aetherytes (teleport spots) when you pass by them. You can set large Aetherytes as preferred/home to reduce cost.
  2. Each base class has a hunting log you can complete for some early XP. The weekly challenge log is also a great place for various rewards when you first start out.
  3. Do the novice quest line at level 15, gives you gear and a nice ring that boosts XP. Located at major cities’ adventurer’s guild (Green sprout icon).
  4. Use Chocobo companion in combat when you can, they are cheap & helpful(unlocks at lvl 30). Ability to ride them will be unlocked via the main story in the early 20s once you join a Grand Company(GC). You’ll need 200 GC seals to purchase it (Fates or Hunting Log are easy ways)
  5. Vendor gear is useful for replacing outdated stuff.
  6. Do use Gil on teleports. Time > money. Note you can also click on the aetherytes in the mini-maps to teleport (hold Ctrl to bring to top).
  7. Sprint is an ability unlocked by default. Remember to use it.
  8. Logging off/staying in sanctuaries (area near aetherytes) give you “rested” bonus xp towards leveling. You’ll notice a small moon-shaped symbol next to your XP bar.
  9. You interact with the Market Board(MB) via Retainers. You can look at price comparison and history when buying off of the MB or listing something w/ your retainers (also get retainers and send them out. They can still do ventures while selling). You can have 2 retainers for free.
  10. Read your tool tips and don’t disable in-game help. Remember to look at the traits and role actions too. Equip all of your role actions as you get them.
  11. Starting at level 50, you will start earning Tomestones of Poetics and you can buy some of the best level 50/60 gear available from Auriana and Hismena (Locked behind HW). I recommend to not use Gil on the MB for gear from this point onwards.
  12. You’ll unlock the quest for the Zodiac/Anima relic weapons at 50/60. These are purely for glamour now so consider these end game activities.
  13. Crafting and gathering is completely optional. It’s a large commitment if you want meaningful objective returns. Feel free to take these as a way to break monotony from questing. (More on this later).
  14. I recommend using the legacy control scheme if you are using keyboard & mouse. Without going into too much details, it essentially boils down to how the camera will play weird quirks with your movement while casting and moving away from your target. Standard controls do allow a more complete control over character facing and is useful for warriors in particular, however. I encourage you do give both a try, even if you are coming from WOW.
  15. Default UI and keybinds leaves a lot to be desired in terms of convenience and accessibility. Customize early, and customize often. There are a lot of UI features that are hidden out of plain sight. (And the Official Guide)
  16. Macros are tricky. They are coded to not queue properly, so do not tie them to a GCD and only use them when you fully understand how macros work in this game.
  17. Be friendly, say you are new when joining group duties for the first time. Most people will be mindful. A quick and easy resource for encounter guides is the series done by MTQcapture. Also check out this handy tanking infographic.
  18. When using the DF on the JP data center, include all other language options to reduce queue time.
  19. When you need to travel to the Waking Sands later on, teleport to Limsa, then teleport to the arcanist guild aetheryte, and take the ferry.
  20. There is a timer’s tab (Default Ctrl + U) that shows you when various weekly caps reset.
  21. Early zones may seem quiet and inactive, but that’s because the majority of the player base hang out in certain end game hubs, cities, or housing wards. There is also no global chat aside from the Novice Network(NN), so many players will be conversing in their Free Company(Guild) chat or in private Link Shells (private chat rooms).
  22. The NN is a channel populated by mentors who have satisfied the requirements set by the game designers, and have the ability to invite new players in order to provide help. Ask anyone with a Crown symbol next to their name to do so. The quality of this channel is inconsistent, as mentors are not always helpful (but they can be), so use this at your own discretion.
  23. After subbing to the game, remember to get a recruit a friend code. /r/ffxivraf is an option if you have no preference on who gets credit.
  24. You can optionally add a 2-factor authentication to improve account security and gain a free teleport location.
  25. There is a Companion App for mobile that grants another cheap/favorite teleport spot and MB tools.
End game – Finally! Now that you are 70 and caught up with the MSQ, what’s next?
Gearing –
  • Gear helps you do more damage, or take more hits, and is vital for tackling challenging content. Thankfully, it is not too difficult to catch up on gear to do current patch content.
  • When you first get to 70, remember to complete your final job quest to pick up a set of item level (ilvl) 290 armor and weapon.
  • The next “easy” set (ilvl 330) to get is obtainable with centurio seals from Satsuya / Other similar NPCs. These can be gotten via Hunts. Hunts are a great way to earn end game currency as well. Join a hunting LinkShell(LS) in your server by shouting (/sh) in major cities/hubs.
  • Dungeons currently award up to ilvl 355. Treat this as a means to access the various roulettes and ilvl gated content.
  • The various roulettes mentioned before should also reward you with Mendacity and Genesis tomestones. They can be exchanged for 360/390 gear respectively.
  • On top of which, there is a series of 24-men alliance raids in each expansion that award upgrade tokens that augment tomestone gear by +10 ilvl. The current relevant alliance raids are Royal CityLighthouse, and Monastery. They are the equivalent of LFR from WOW and not too challenging.
  • Normal mode raid gear is also an option – rewards up to ilvl 380 gear. The Omega Raid series is the one for SB.
  • SB has also introduced a series of large scaled, instanced based content called Eureka. It is a long, roundabout, and grindy process to get up to ilvl 380 gear and ilvl 385 weapon. This will ultimately lead to the completion of a Relic Weapon as well.
  • Lastly, crafters are now able to create up to ilvl 380 Rakshasa gear, and will serve as the fastest but maybe costly way of gearing up for higher-end content. Rakshasa gear can be traded in and upgraded to ilvl 390 Yama gear withJ’tandhaa
  • In general, always expect there to be one set of crafted gear, and two sets of tomestone gear relevant to the most recent content.
TIPS ABOUT GEAR –
  1. ilvl is generally the way to go. If you are unsure, pick the one with the higher ilvl.
  2. Weapon > Chest/Leg > Glove/Helm/Boots > Belt > Accessories in terms of stats distribution and influence.
  3. You may affix materias to gear, and doing so is crucial if you plan on tackling high-end content. More on this in that section.
  4. Full 4.4 gearing guide by /u/Atosen
Crafting(DoH) & Gathering(DoL) –
  • Probably the most intricate and nuanced crafting system in the genre. – Slightly high barrier of entry.
  • Great source of income as most crafted and gathered items are tradable/sellable to players.
  • Gatherers and Crafters are their own jobs, meaning that they have numerous skills, job quests, and their own rotations that have to be learned and mastered.
  • It is typically an all or nothing ordeal, because every DoH jobs have their own cross-job skills that can be used by all other DoH jobs. And as such, they are extremely vital in completing difficult recipes.
  • DoHs are the primary source of housing items, glamour, raid consumables, and many other useful items, but are not required at all for most content.
  • DoHs also allow players to repair their own gear, or (Over)meld materia to gear.
  • I recommend getting BTN/MIN leveled first. Gathering your own materials will make leveling the crafters much less costly.
  • The general leveling order of crafters is – Everything to 15, CUL to 37, CRP/WVR/ALC to 50, everything else to 50, then 60/70. This order prioritizes getting the more powerful aforementioned cross-job skills to ease the leveling process.
  • The systems in place are complex, and it takes time and resources to fully understand. It is best explained by this wonderful guide if you want to explore further.
  • Crafting Calculator is helpful for figuring out macros.
What else can I do? –
  • There are a large number of mounts, minions, titles, and achievements to collect, and great resource regarding this is apkallufalls.
  • Housing can also be an lengthy endeavour if you want to secure a prime location and fully furnish it.
  • Try picking up a different job! They are all unique and have their own story and mechanics. For leveling alts, repeating the highest leveling dungeon available for tanks/heals is the norm (short queues), but dps might find the best results from spamming Palace of the Dead floors 51-60.
  • Fishing, unlike its gathering counterparts, is generally more time consuming and is basically its own minigame. It can take a lot of time to collect them all.
  • Dive into a Deep Dungeon, you can go for challenges or use it as a alternative way to level up combat jobs (DoW/DoM).
  • The Gold Saucer is another side area filled with minigames and unique rewards.
  • “Glamour is the true end game” is thrown around for a good reason. There are numerous glamour communities focused on composing absolutely stunning media. GPOSERS | Light Party | EGI
  • Squadrons management.
  • Treasure hunting.

High-End Content

Here we are. These are some of the more challenging aspects of FFXIV, and is why some players choose to pursue the combat side of FFXIV. They reward players with the best available gear and is a noticeable step-up in difficulty from anything else you’ve done up to this point. Expect to die/wipe, a lot, but it will all be worth it. The Ultimate Difficulty raids are some of the hardest content any MMO has to offer. All of these are balanced and done by 8-men parties, normally consist of 2 tanks, 2 healers, and 4 dps jobs. There is an excellent blog post by Bokchoy about diving into savage you should check out. I will go over these from the easiest to the most difficult.

Extreme Trials –
  • Single fight format.
  • Lenient enrage timer and mechanics that focus more on individual performance.
  • Rewards a weapon only slightly worse than raid counterparts.
  • Has no weekly lockout on loot.
Savage Raids –
  • A souped-up version of the regular raids. Somewhere around the mythic difficulty of WOW raids (Most easier, some harder).
  • Requires more planning, execution, as well as individual performance than extreme trials.
  • 4 Bosses per tier, 3 tiers per expansion, with the last boss of each tier having a “Faust” or “Door” version that have to be completed before tackling the real final form.
  • Bosses generally ramp up in difficulty with each floor.
  • Loot is capped at one chance per week. Tokens are awarded to be exchanged for specific pieces as a safeguard for bad luck.
Ultimate Raids –
  • Only two available so far – UCoB and UWU.
  • Brutally difficult. Requires incredible skill, teamwork, and practice.
  • Awards the ultimate bragging rights, rare titles, as well as cool looking weapons for glamour.
RESOURCES & TIPS:
  1. Use the Party Finder for anything extreme +, not the Duty Finder. (Unless you are in JP).
  2. Everything aside from Ultimate is doable via the PF. But statics (a 8-man raid team) will form to increase consistency and better loot distribution. You can find them in various discords or /r/FFXIVRECRUITMENT.
  3. Proper preparation is expected. This means getting the best gear available, with the right melds, and have high-powered consumables to help you eek out the most performance.
  4. Check out The Balance Discord. This is your go-to resource for job guides, gearing, raid strategies, and mentors who will be happy to answer job/encounter specific questions. Make sure you read all the pinned information first.
  5. Advanced Combat Tracker is the only “addon” available used to track player performance. This is only available on the PC clients and is technically against ToS, but Square Enix will turn a blind eye as long as you don’t harass other players with information from it. This tool should just be used as a tool to help you improveThere will be consequences if you harass players with information obtained by this, you have been warned.
  6. ACT can be further augmented with Cactbot and Special Spell Timers.
  7. fflogsxivanalysis, and xivrdps are tools to help you analyze player performance.
  8. There is an in-game system in place to evaluate readiness for these content called Stone, Sky, Sea. You can calculate rough dps with the corresponding calculator.
  9. Some may disagree, but I recommend that you don’t pick black mage as your first high end content progression job. Not because they are not viable (they are by far the most potent dps job), but rather, it’s better to understand what raiding entails before diving head first as one of the hardest jobs to play well at those settings. You are still more than welcomed to try it first, but keep an open mind that sometimes its okay to try alternative raiding jobs.

PVP

  • Unlocks at level 30, and gear has no effect on player stats.
  • Has its own tailored/simplified set of skills/abilities for balance reasons.
  • 3 Main game modes:
    1. A three team, up to 72-player objective based brawl called Frontlines.
    2. A moba style, 24 v 24 game mode called Rival Wings.
    3. Small team, arena based mode called The Feast. (4 v 4 rankes and 8 v 8 unranked).
  • The Revival Wings Discord is your best bet in getting into Rival Wings matches.
  • Official PVP Guide.
  • Rewards are mostly cosmetic (Mounts/Titles/Glamour Items), in addition to some XP and tomestones.

Extra Misc. Resources
  • xivstyle and ffxivcollection (need to hit the translate button up top) are great sites to browse armor sets.
  • Garland Tools/Data is an amazing tool to look up items/npcs, as well as a timer for gathering nodes.
  • The Lore Train is a great place to refresh yourself on story that you might have missed (Up till SB).
  • ReShade can add more graphics customizations at the cost of performance. Great for taking screenshots.
  • Mudfish is a very inexpensive and potentially helpful VPN to deal with high ping.
  • Master List of Resources Doc – compiled by MierinEronaile

Brawl Stars Crow Tips and Guide By: JssttIsMe

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I was one of the fortunate that received Crow as their first legendary brawler. He might be very hard to play, but he’s so much fun. People often compare him to Spike and Leon and think he’s weak. However, he’s not! He might need some changes, but other than that, he’s quite formidable!

1: Stay at a distance.

-No, you can’t finish him off. No, he isn’t low enough. Yes, he’s very low, but if I go near I’ll die. You’re just that squishy!

2: Don’t let the fast movement speed fool you.

-I had hard times with this because I thought I had Sonic Speed. Try to practise right-to-left movements from the point of the bullet. Does it come from the right? Go up-down. From the top? left-right or vice versa. IF you ever retreat in a straight line from the bullets, you’ll die. Also just a general tip for any other brawler, but bec of the fast speed of Crow and low health. This is a bit more essential. I had really hard times against Colts so I started to practise this xD

3: Poison: Don’t focus a single enemy, but multiple to gain faster Supers.

-The main source of Super charge is his poison. Thing is: His poison doesn’t stack. It only resets the “timer”. By hitting multiple enemies, they will all give you charge towards the Super at the same time instead if you have just targeted once.

-In a 3v3 game. This is also great for once you get your star power. It would really help your team out!

-The poison will tick 4 times. During those “ticks”, it will show enemies in bushes and it prevents them from being able to heal!

4: In showdown, prioritise survival instead of attacking. In Gem Grab, learn how to go in and out from the middle to retrieve gems. In both gamemodes also use tip 2/3.

-Even with 0 power cubes, you can easily get 2nd, 3rd or 4th in Showdown. It does rely on the map though. Cavern Churn is really bad for example. As for getting power cubes: If you can destroy a box. Go for it, but if someone’s coming, give it to them. You can use that oppurtunity to charge your Super! As for Gem Grab, just poison everyone to gain fast Supers, if they are near death, perhaps try to kill them?

5: Use your Super to finish someone off or to retreat – ignore tip 1.

-This is self explanatory and pretty simple. However try to direct your Super slightly ahead of them. If they’re moving, you most likely land next to them instead of on top. Resulting in a lot of burst damage gone, but it stays and always will be a risk. If possible, try to atleast have 2/3 ammo bars ready in case you do miss.

6: You’re not a shotgunner.

-Just a reminder. You really lack burst damage. When you’re close and you hit all 3 knives, you still deal little damage. It’s really best to chip them down and wait for the moment to strike.

7: Use the water or large objects to reach further distances with your Super.

-When you aim for the half of the other side of water or a wall, you’ll actually travel completely over it. You can use this to lengthen the range of your Super or to make an OG Escape!

8: List of who to kill in Showdown:

-Dynamike/Barley – They are an easy kill. Especially when you target him with your Super. You do have to be a bit careful though!

-Piper – same thing as Dynamike, but better. With Dynamike you sometimes do need to chip him down first. For Piper, let her use her shots and close the gap with your Super!

-Richochet -Same as Dynamike as well. Chip it down a little bit and get in there with the Super.

9: List of who to not kill in Showdown:

-Bull, Pam, El Primo, Frank: Use those to build up your Super, but don’t risk it just to kill them.

-Leon: He’s annoying, fast and he’ll kill you. Try to poison him and keep him at bay, but other than that. Don’t engage.

Obivously: If they’re low. Just clean them or steal them, with or without Super. Duh!

10: Best/worst gamemodes:

-Gem grab, Showdown are aboslutely his best. He’s a little bit less potent because Pam is popular, but he’s still very good. It does take some practise! As for Showdown. Control every bush, keep your distance and he can easily get 1st, 2nd, 3rd or 4th in almost every game.

-Brawl Ball, Heist, bounty are less for him. He’s either not impactful enough (BB/Heist) or dies too easily without getting anything back from it (heist).

-Events: Crow might not be the most impactful brawler, but he is really fun! So use him if you want a blast from the events! but if you want more worth for your tickets. I would advice to use another brawler.

11: Don’t use auto-aim.

-Crow throws 3 knives at the same time. If you aim from a distance, you can hit 2 per shot, but if you auto-aim, it will almost always only be hit by 1 knife. Only if you’re on top of someone, use auto-aim to spam all 9 (3×3) knives into them.

Did I miss anything or is something completely wrong? I’ll add it or fix it! Hopefully this helped some of you!

FFXIV Blue Mage Blue Magic Guide By: ruan1387

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Obvious spoilers regarding Blue Magic aside, BLU’s initial spells have been datamined and doing some research on my own, as well as using research contributions from the community, on the mobs/dungeons levels, I’ve put together a small guide on when you can learn spells, not just from where and from what. I’ve also included basic information on BLU-specific macros and quests, to help save your browsers from having a dozen tabs open at once 😉

Blue Mage Quests:

Blue Mage is first unlocked at Limsa Lominsa Lower Decks (X:10.0 Y:11.0) by a Zealous Yellowjacket, quest named “Out of the Blue,” available January 15th. Players must first complete the main scenario quest “The Ultimate Weapon.”

After unlocking Blue Mage, Job Quests for BLU are at levels 1, 10, 20, 30, 40, 50 & 50.

  • The level 10 quest requires that you learn Blood Drain,
  • The level 20 quest requires that you learn Mind Blast,
  • The level 30 quest requires that you learn Faze,
  • The level 40 quest requires that you learn 1000 Needles,
  • The level 50 quest requires that you learn Glower

*Note that these Job Quests are separate from gaining spell totems, which unlock a few new spells. These spell totems are gained after learning 5, 10, 10, & 20 other spells.


Blue Mage Specific Macros:

Base MacroSubcommandsExample
/blueaction “spell name” <Placeholder><t>, <st>, <me>, <1>-<8>, etc./blueaction “Acorn Bomb” <t>
/bluespellbook [subcommand]set “blue mage action” on, set “blue mage action” off, preset [active set 1-5], clear/bluespellbook set “Water Cannon”, /bluespellbook preset 2, /bluespellbook clear
/micon “<name>” blueactionN/A/micon “Acorn Bomb” blueaction
  • /blueaction is used for casting spells, much like /action & /petaction (/ac & /pac, perhaps /bac will work for shorthand /blueaction)
  • /bluespellbook is used to set (“equip”) Blue Magic spells or to unset them. You can do single specific spells as well as entire presaved spell sets (set up spell sets by using the new BLU Spellbook UI. For launch at least; up to 24 spells can be set at a single time, you can save up to 5 presets)

Blue Mage Specific Gear:

*Note that weapons are purely cosmetic for BLUs, the stats from the rest of their gear is weighted more heavily to compensate.


Blue Mage Specific Achievements:

AchievementHow to ObtainTitle
The More You Know I-VLearn 5/10/20/30/40 Blue Mage spellsBlue Blood (IV)
Smokin’ I-VIComplete 1/5/10/15/20/25 stages at the Masked CarnivaleMask of the Blue (VI)
The Harder They FallAchieve the “Giant Slayer” feat at the Masked Carnivale (#10 – A Little Knight Music)
Octopath TravelerAchieve the “Trouble with Tentacles” feat at the Masked Carnivale (#20 – Miss Typhon)Vezko’s & Talehon’s Guides
Something BorrowedAchieve the “Perfect Blue” feat at the Masked Carnivale (#25 – Dirty Rotten Azulmagia)Perfect Blue
  • Giant Slayer is obtained by not interrupting “King’s Will” throughout the fight
  • Trouble with Tentacles is obtained by not killing any of the tentacles that spawn in the 3rd Act
  • Perfect Blue is obtained by getting a score of 300,000 or higher. You have to get at least both “Total Mastery” & “Can’t Touch This” (Use all 6 elements + all 3 physical types & Take 0 Damage)

Learning Spells:

Important! You cannot learn spells while dead! So if you have friends helping you with harder spells, make sure they raise you before killing the monster!

  • If a monster uses the spell, then all the BLUs die, get rezzed, and it wasn’t a full wipe (lv70s helping during Primals for example), the BLUs can still learn the spell without having to see the spell used after they were rezzed. Just make sure everyone is alive!
  • To learn Blue Magic, all spells (with the exceptions of those listed under “Special Means”) are learned by defeating a mob after it has used the spell you’re looking for.
  • You do NOT have to be hit by the spell to learn it.
  • You may also learn the spell while in a party. If with other BLUs, every BLU will learn the spell at the same time if the party succeeds as a whole in their chance to learn.
  • The number of BLUs in your party does NOT increase your chance to learn a spell. It is not 1 roll per BLU per kill to learn, but a flat 1 roll per kill.
  • When defeating the monster who’s used the appropriate move, there is a % chance to learn the spell and that seems to be determined by the spell’s rank (exceptions being “Special Means” spells). ★☆☆☆☆ represents the easiest, highest % chance to learn and ★★★★★ being the hardest, lowest % chance to learn.
  • Note that all of the dungeon/raid/trial/Masked Carnivale spells have level requirements. All of the open world & totem spells are available at level 1. You must be able to enter the dungeon/trial, so you must be the minimum level for that dungeon/trial.
  • For many cases, spells must be learned from the mobs in the locations in this list, despite others appearing in the same family in other locations. Not every mob in a monster family uses the spell you’re hunting. Certain monster families use BLU magic regardless of the clue location, so simply seek out the lowest level/easiest one to farm. For example; it seems all Qiqirn can teach Faze.
  • An exception has been found with Chiggoes teaching Blood Drain instead of Bats. This is also true for Leviathan teaching Aqua Breath instead of Ultros. There may be other instances where, if a move of the same name is used, may be learned from monsters outside of their normal family.
  • Garuda’s & Shiva’s Primal spells can only be obtained from Extreme Mode difficulty, while Ramuh’s, Titan’s, Leviathan’s, & Ifrit’s can also be obtained from Hard Mode difficulty. There is currently a bug preventing Ifrit from also teaching Eruption in Normal Mode, that will be corrected in the next hotfix.
  • The difficulty of the Primal (HM vs EX) does not change the learn rate. The learn rate is just incredibly low for 5 star spells. Do whichever version of the Primal you can kill the fastest (except for Garuda and Shiva, where you have to do EX).
  • Also, it is important to note that you can learn spells from monsters higher than you, but you must be able to get to them (dungeons & trials must be unlocked, but you can be carried).

Below is a list of all the spells, sorted by region, focusing on the easiest locations


Spells learned by special means:

SpellLocation, EnemyLevelRankType
Water CannonDefault, Kraken1★☆☆☆☆M, Water
Off-guard5 Spells LearnedN/A★★☆☆☆M, N/A
Mighty Guard10 Spells LearnedN/A★★★★☆M, N/A
White Wind10 Spells LearnedN/A★★★☆☆M, N/A
Transfusion20 Spells LearnedN/A★★☆☆☆M, N/A
Moon FluteClear 10 Stages in The Masked Carnivale50★☆☆☆☆M, N/A
DoomClear 20 Stages in The Masked Carnivale50★★★★☆M, N/A
  • Talk to Wayward Gaheel Ja @Ul’dah – Steps of Thal (12, 12) to obtain Whalaqee spell totems if you meet the requirements

Spells learned in the open world:

SpellLocation, EnemyLevelRankType
The Black Shroud
Ice SpikesCentral Shroud (27, 24), Trickster Imps9★☆☆☆☆M, Ice
Acorn BombNorth Shroud (24, 28), Treant Saplings12-17★☆☆☆☆M, N/A
BristleEast Shroud (18, 24), Wild Boar20-21★★☆☆☆M, N/A
PlaincrackerNorth Shroud (17, 29), Clay Golem28★★☆☆☆M, Earth
Bad BreathCentral Shroud (18, 21), Stropers31★★★☆☆M, N/A
La Noscea
Bomb TossMiddle La Noscea (23, 21), Goblin Fishers/Goblin Gamblers5-7★★☆☆☆M, Fire
Blood DrainLower La Noscea (27, 16), Cave Bats7★☆☆☆☆M, N/A
Final StingMiddle La Noscea (15, 15), Killer Wespes13★★☆☆☆P, Piercing
Flying SardineEastern La Noscea (27, 35), Apkallu30★☆☆☆☆P, Piercing
Thanalan
FazeCentral Thanalan (Survivor Rats, FATE), Qiqirn Shellsweeper6★★★☆☆M, N/A
Self-DestructWestern Thanalan (27, 16), Glide Bombs12★☆☆☆☆M, Fire
Sticky TongueCentral Thanalan (26, 19), Toxic Toads14★★★★☆P, Blunt
Toad OilWestern Thanalan (15, 7), Giggling Gigantoads24★★★☆☆M, N/A
1000 NeedlesSouthern Thanalan (20, 10), Flowering Sabotender, “Flower Power” Levequest24★★★★☆P, Piercing
Drill CannonsNorthern Thanalan (Reverse Engineering FATE), Abandoned Vanguards46★★☆☆☆P, Piercing
LoomNorthern Thanalan (B rank Hunt), Flame Sergeant Dalvag50★☆☆☆☆M, N/A
Mor Dhona
Peculiar LightMor Dhona (13, 10), Lentic Mudpuppies45★★☆☆☆M, N/A
The LookMor Dhona (23, 11), Denizen of the Dark, “Necrologos: The Liminal Ones” Levequest45★★☆☆☆M, N/A

Spells learned from dungeons/raids:

SpellLocation, EnemyMin Level/iLvlRankType
Mind BlastThe Tam-tara Deepcroft, Galvanth the Dominator16★☆☆☆☆M, N/A
Level 5 PetrifyHaukke Manor, Manor Sentry27★★☆☆☆M, N/A
The Ram’s VoiceCutter’s Cry, Chimera38★★☆☆☆M, Ice
The Dragon’s VoiceCutter’s Cry, Chimera38★★☆☆☆M, Lightning
GlowerThe Aurum Vale, Coincounter47★★★★☆M, Lightning
Sharpened KnifeThe Wanderer’s Palace, Tonberry King50★★★★☆P, Slashing
Song of TormentPharos Sirius, Siren50/48★★☆☆☆M, N/A
Flying FrenzyPharos Sirius, Zu50/48★★★☆☆P, Blunt
High VoltageThe Binding Coil of Bahamut T1, ADS50/70★★★★☆M, Lightning
Tail ScrewSastasha (Hard), Karlabos50/80★★★★☆M, N/A
Ink JetSastasha (Hard), Kraken50/80★★★☆☆M, N/A
Fire AngonThe Wanderer’s Palace (Hard), Frumious Koheel Ja50/90★★★☆☆M, Fire (Bugged?)
Flame ThrowerThe Keeper of the Lake, Einhander & Magitek Gunship50/90★★★★☆M, Fire
  • There are reports of Fire Angon being reflected off of Ranged & Physical Barriers, despite being listed as a Magical spell.

Spells learned from trials:

SpellLocation, EnemyMin Level/iLvLRankType
SnortThe Dragon’s Neck, Typhon50/80★★★★☆M, Wind
4-Tonze WeightThe Dragon’s Neck, Ultros50/80★★★★☆P, Blunt
Aqua BreathThe Dragon’s Neck, Ultros50/80★★★★☆M, Water
MissileBattle in the Big Keep, Enkidu50/90★★★★☆M, N/A
DiamondbackThe Steps of Faith, Horde Armored Dragon50/90★★★★☆M, N/A

Spells learned from Primals:

SpellLocation, EnemyMin Level/iLvLRankType
EruptionThe Bowl of Embers (Normal/Hard/Extreme), Ifrit20, 50/49, 50/67★★★★★M, Fire
Mountain BusterThe Navel (Hard/Extreme), Titan50/57, 50/67★★★★★M, Earth
Veil of the WhorlThe Whorleater (Hard/Extreme), Leviathan50/60, 50/80★★★★★M, Water
Feather RainThe Howling Eye (Extreme), Garuda50/65★★★★★M, Wind
Shock StrikeThe Striking Tree (Hard/Extreme), Ramuh50/65, 50/85★★★★★M, Lightning
Glass DanceAkh Afah Amphitheatre (Extreme), Shiva50/95★★★★★M, Ice
  • Currently Ifrit is bugged and you cannot learn Eruption from The Bowl of Embers (Normal), this will be addressed in the BLU hotfix soon.

Below is a list of all of the spells, sorted by level/ilvl, as well as some alternative locations.


Spells by Level:

SpellLocation, EnemyMin Level/iLvLRankType
Water CannonDefault, Kraken1★☆☆☆☆M, Water
Bomb TossMiddle La Noscea (23, 21), Goblin Fishers/Goblin Gamblers5-7★★☆☆☆M, Fire
FazeCentral Thanalan (Survivor Rats, FATE), Qiqirn Shellsweeper / Central Thanalan (16, 19), Qiqirn Shellsweeper / Eastern La Noscea (Careless Whiskers, FATE), Qiqirn Gullroasters / Eastern La Noscea (26, 32), Qiqirn Gullroaster6, 9, 30, 32★★★☆☆M, N/A
Blood DrainLower La Noscea (27, 16), Cave Bats / Central Shroud (25, 18), Chigoe7, 5-9★☆☆☆☆M, N/A
Ice SpikesCentral Shroud (27, 24), Trickster Imps9★☆☆☆☆M, Ice
Off-guard5 Spells Learned, Whalaqee TotemN/A★★☆☆☆M, N/A
Self-DestructWestern Thanalan (27, 16), Glide Bombs / Copperbell Mines, Flambeau / Halatali, Gas Bomb / Haukke Manor, Lady’s Candle12, 17, 20, 28★☆☆☆☆M, Fire
Acorn BombNorth Shroud (24, 28), Treant Saplings / Central Shroud (22, 16), Treant Saplings12-17★☆☆☆☆M, N/A
Final StingMiddle La Noscea (15, 15), Killer Wespes / The Sunken Temple of Qarn13, 35★★☆☆☆P, Piercing
Sticky TongueCentral Thanalan (26, 19), Toxic Toads / Western Thanalan (15, 7), Laughing Gigantoad14, 22★★★★☆P, Blunt
Mighty Guard10 Spells Learned, Whalaqee TotemN/A★★★★☆M, N/A
White Wind10 Spells Learned, Whalaqee Totem / Battle in the Big Keep, EnkiduN/A, 50/90★★★☆☆M, N/A
Mind BlastThe Tam-tara Deepcroft, Galvanth the Dominator16★☆☆☆☆M, N/A
BristleEast Shroud (18, 24), Wild Boar20-21★★☆☆☆M, N/A
Toad OilWestern Thanalan (15, 7), Giggling Gigantoads24★★★☆☆M, N/A
1000 NeedlesSouthern Thanalan (20, 10), Flowering Sabotender, “Flower Power” Levequest / Southern Thanalan (16, 15), Sabotender Bailaors / Cutter’s Cry, Sabotender Desertors24, 26, 38★★★★☆P, Piercing
Level 5 PetrifyHaukke Manor, Manor Sentry27★★☆☆☆M, N/A
PlaincrackerNorth Shroud (17, 29), Clay Golem / Southern Thanalan (23, 12), Sandstone Golem / Copperbell Mines (Hard), Gogmagolem / Masked Carnivale #3, Zipacna / Masked Carnivale #25, Azulmagia28, 29, 50/48★★☆☆☆M, Earth
Flying SardineEastern La Noscea (27, 35), Apkallu30★☆☆☆☆P, Piercing
Bad BreathCentral Shroud (18, 21), Stropers / Heliostropers / Masked Carnivale #19, Reflective Rebekkah31, 50★★★☆☆M, N/A
The Ram’s VoiceCutter’s Cry, Chimera / A Relic Reborn: The Chimera, Dhorme Chimera / Masked Carnivale #21, Apademak / Masked Carnivale #20, Azulmagia38, 50★★☆☆☆M, Ice
The Dragon’s VoiceCutter’s Cry, Chimera / A Relic Reborn: The Chimera, Dhorme Chimera / Masked Carnivale #21, Apademak / Masked Carnivale #20, Azulmagia38, 50★★☆☆☆M, Lightning
Transfusion20 Spells Learned, Whalaqee TotemN/A★★☆☆☆M, N/A
Peculiar LightMor Dhona (13, 10), Lentic Mudpuppies45★★☆☆☆M, N/A
The LookMor Dhona (23, 11), Denizen of the Dark, “Necrologos: The Liminal Ones” Levequest / Amdapor Keep, Anantaboga45, 50★★☆☆☆M, N/A
Drill CannonsNorthern Thanalan (Reverse Engineering FATE), Abandoned Vanguard / Northern Thanalan (16, 15), Magitek Vanguard H-2 / The Keeper of the Lake, Magitek Vanguard46, 50. 50/90★★☆☆☆P, Piercing
GlowerThe Aurum Vale, Coincounter47★★★★☆M, Lightning
Moon FluteClear 10 Stages in The Masked Carnivale, Whalaqee Totem50★☆☆☆☆M, N/A
DoomClear 20 Stages in The Masked Carnivale, Whalaqee Totem50★★★★☆M, N/A
LoomNorthern Thanalan (B rank Hunt), Flame Sergeant Dalvag / The Tam-Tara Deepcroft (Hard), Dantalions50, 50/70★☆☆☆☆M, N/A
Sharpened KnifeThe Wanderer’s Palace, Tonberry King / Upper La Noscea (A Rank Hunt), Marberry50★★★★☆P, Slashing
Song of TormentPharos Sirius, Siren50/48★★☆☆☆M, N/A
Flying FrenzyPharos Sirius, Zu / Outer La Noscea (A Rank Hunt), Cornu50/48★★★☆☆P, Blunt
EruptionThe Bowl of Embers (Normal/Hard/Extreme), Ifrit20, 50/49, 50/67★★★★★M, Fire
Flame ThrowerBrayflox’s Longstop (Hard), Gobmachine G-VI / The Keeper of the Lake, Einhander & Magitek Gunship50/55, 50/90★★★★☆M, Fire
Mountain BusterThe Navel (Hard/Extreme), Titan50/57, 50/67★★★★★M, Earth
Veil of the WhorlThe Whorleater (Hard/Extreme), Leviathan50/60, 50/80★★★★★M, Water
Aqua BreathThe Whorleater (Hard/Extreme), Leviathan / The Dragon’s Neck, Ultros / Masked Carnivale #20, Ultros50/60, 50/80★★★★☆M, Water
Feather RainThe Howling Eye (Extreme), Garuda50/65★★★★★M, Wind
Shock StrikeThe Striking Tree (Hard/Extreme), Ramuh50/65, 50/85★★★★★M, Lightning
High VoltageThe Binding Coil of Bahamut T1, ADS / The Binding Coil of Bahamut T2, Nodes & ADS / Masked Carnivale #15, Bestial Node50/70, 50/73★★★★☆M, Lightning
Tail ScrewSastasha (Hard), Karlabos / The Peaks (24, 10), Crag Claws50/80, 61★★★★☆M, N/A
Ink JetSastasha (Hard), Kraken50/80★★★☆☆M, N/A
SnortThe Dragon’s Neck, Typhon / Masked Carnivale #20, Typhon50/80★★★★☆M, Wind
4-Tonze WeightThe Dragon’s Neck, Ultros50/80★★★★☆P, Blunt
Fire AngonThe Wanderer’s Palace (Hard), Frumious Koheel Ja50/90★★★☆☆M, Fire (Bugged?)
MissileBattle in the Big Keep, Enkidu50/90★★★★☆M, N/A
DiamondbackThe Stone Vigil (Hard), Cuca Fera / The Steps of Faith, Horde Armored Dragon50/70, 50/90★★★★☆M, N/A
Glass DanceAkh Afah Amphitheatre (Extreme), Shiva50/95★★★★★M, Ice

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