FFXIV Tank Role Actions: Guide & FAQ

All you need to know about the Tank Role Actions introduced in Stormblood!

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Tank Role Actions, and what’s best to use!

What Jobs get the Tank Role Actions?

Tank Role Actions – Navigation:
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Tank Role Actions List

Skill Level Recast Effect Duration
Rampart 8 90 20% defensive cooldown. 20
Low Blow 12 25 Stun. 5
Provoke 16 40 Provoke. Puts you at the top of a target’s threat meter. NA
Convalescence 20 120 Increase healing received by 20%. 20
Anticipation 24 60 Increase Parry rate by 30%. 20
Reprisal 32 60 Lowers target’s damage dealt by 10%. 5
Awareness 36 120 Nullifies chance of suffering critical damage. 25
Interject 40 30 Silences target. 1
Ultimatum 44 90 AoE version of Provoke. (5y) NA
Shirk 48 120 Transfers 25% of enmity to target party member. NA

Tank Role Actions: Quick Strategy & Discussion

Here’s a general rundown and a quick analysis on how useful each of the tank role actions are.

Rampart: Your bread and butter defensive cooldown. A must have if you are ever planning on taking damage. Take it 99% of the time.

Low Blow: Only bring it if there is something that needs to be stunned. If you played DRK before, keep in mind this no longer does damage!

Provoke: Essential for any encounter with a tank swap. Every tank has also used this as a panic button, heh. (Provoke mechanics in FFXIV work like this: you get to the top of the enemies’ enmity meter +1: so you have to follow it up or you will lose aggro right after)

Convalescence: A decent cooldown, but varies GREATLY depending on your synergy with healers. Has a nice interaction with DRK’s Living Dead. Great for large dungeon pulls.

Anticipation: High uptime, but not a lot of mitigation. It’s more reliable against a lot of small hits than hoping to parry a few large ones.

Reprisal: Basically free damage reduction. This is useful for any boss encounter. A must have for any raid or trial. Not as useful in dungeons as it only affects 1 target.

Awareness: Very situational; it’s hard to say if you need this or not without being familiar with the content you are running. Has good synergy with cooldowns such as Raw Intuition or Bulwark.

Interject: Same as Low Blow, only bring this if something must be silenced.

Ultimatum: Provoke in an AoE definitely great for dungeons, an “oh shit” button when all the mobs start running towards the healer. I would suggest bringing this over Provoke for dungeons, but not for trials or raids. (Provoke mechanics in FFXIV work like this: you get to the top of the enemies’ enmity meter +1: so you have to follow it up or you will lose aggro right after)

Shirk: Helps make tank swaps a lot easier. Only useful in raids and trials, do not bring this into dungeons. It has a niche application for opening bursts for raids, but it’s only something a finely tuned group would consider (and even then, maybe pointless).

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Tank Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Rampart: Short cooldown and powerful. You’re crazy to zone without it.
  • Convalescence: Amazing when doing large pulls, takes a lot of stress from your healer.
  • Anticipation: Good when dealing with a lot of enemies.
  • Ultimatum: When you lose aggro, this helps you to regain it from multiple enemies quickly.
  • Low Blow: Useful for interrupting attacks that would force you to move. Usefulness varies in specific dungeons. The stun also works as “mitigation”, as that mob won’t hit you.

Awareness: Dungeon monsters crit! They crits add up when pulling big groups. VERY GOOD for speedrunning.

Provoke is mostly unneeded for experienced tanks. Ultimatum is probably a little better in dungeons. Don’t be afraid to take one / both if you’re still learning.

Reprisal is a poor skill for dungeons, since dungeon bosses are rarely a huge threat.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Tank Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Rampart: Still absolutely essential, take this.
  • Reprisal: An absolute must in raids. 2 tanks and reprisal blunts loads of mechanics.
  • Convalescence: This gets better the more you communicate cooldowns with healers.
  • Provoke: Most raids require tank swapping, also if you or the other tank dies, this is essential for regaining control over aggro.
  • Shirk: A flexible skill that allows safe tank swapping and better aggro management.

Shirk is pretty useless in encounters without tank swaps (if ever there would be one).But for the love of god ALWAYS TAKE PROVOKE. Don’t be fancy.

  • Low Blow / Interject: absolutely RISE in value and should be taken in encounters that require more interrupts. Can be avoided if your DPS/ team have a good interrupt rotation.
  • Awareness if there is an enemy with a high critical hit rate you need to tank

If you’re looking to cut one of the “Default 5”, Convalescence and Shirk are first up on the block.

Anticipation is RNG based mitigation. Don’t ever bet your life on luck. Again, it excels versus many enemies as you’re more likely to get an “average expected outcome”.

Ultimatum is extremely situational in raids. So far there haven’t been any encounters designed where you need an AoE Provoke, but if you need it don’t hesitate to swap this in.

Tank Role Actions – Navigation:
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Well, that’s about it for Tank DPS Role Actions! More than most classes, you have to be keen and adapt your role actions according to the encounter you’re playing! Put that effort, man!

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FFXIV Melee DPS Role Actions: Guide & FAQ

All you need to know about the Melee Role Actions in Stormblood!

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Melee DPS Role Actions, and what’s best to use!

What Jobs get the Melee DPS Role Actions?

Melee DPS Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Melee DPS Role Actions list

(still debating the best way to present this table)

Skill Level Recast Effect Duration
Second Wind 8 120 Restore own HP with potency 500 (scales with ATK) NA
Arm’s Length 12 60 Created a barrier that nullified knockback and draw-in effects.
Slows all attackers by 30% when struck.
15
Leg Sweep 16 40 Leg Sweep 3
Diversion 20 120 Reduces enmity generation. 15
Invigorate 24 120 Restores 400 TP NA
Bloodbath 32 90 Converts a part of your damage to healing 20
Goad 36 180 Refreshes TP of a single party member 30
Feint 40 120 Lowers target’s strength and dexterity by 15% 10
Crutch 44 90 Removes bind and heavy from a party member. NA
True North 48 150 Ignore positional requirements. 1

Melee DPS Role Actions: quick strategy & discussion

Here’s a general rundown and a quick analysis on how useful each of the melee DPS role actions are.

Second Wind: A small heal that’s useful in emergencies. It can and will save your life, sometimes.

Arm’s Length: The anti-displacement can be useful in some encounters. This is quite powerful at reducing damage if the enemies are not immune, but it requires enemies to hit you…

Leg Sweep: Bring this if there is something that needs to be stunned. Unlike the old DRG Leg Sweep, this does not do damage.

Diversion: It helps when you’re doing a lot of damage in bursts. Mostly good for raids.

Invigorate: TP restoration is extremely important. Take it 99.9% of the time.

Bloodbath: This is not as good as Second Wind, but if you need more healing you can take this. Not as good in emergencies because of the slow heal over time. Useful for solo content.

Goad: If you take Invigorate 99.9% of the time, then this goes in 98% of the time. Tanks use TP so there’s always gonna be a target for this.

Feint: A must have for raids! Use it for the large physical attacks that most bosses have.

Crutch: VERY situational. It’s either good or garbage. Choose one.

True North: Many fights require movement which makes hitting positional requirements hard. Consider this a free DPS increase in those situations.

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Melee DPS Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Invigorate: You’d be crazy to go anywhere without this.
  • Goad: This allows DPS to use more AOE attacks before running out of TP. Any other TP user in your party will appreciate this.
  • Leg Sweep: Use it to interrupt attacks that would force you to run away from enemies.
  • True North: Big pulls, messy movement, bad tanks… yeah.
  • Second Wind: Can save you a death sometimes.

If you need to swap in a different skill, I’d suggest swapping out Leg Sweep or Second Wind.

Feint can be swapped in if there is a boss that hits with powerful physical attacks. Similarly, Crutch can be swapped in if there is an enemy that slows or binds your teammates.

True North is technically optional for dungeons… but there are MANY upsides in getting used to it, plus in large speedrun pulls ground effects can cause you to lose positionals. Just take it, it’s not like you’ll lose much.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Melee DPS Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Invigorate: As with dungeons, never enter a raid without this.
  • Goad: With 4 DPS and 2 tanks, you will always have a suitable target for this in raids.
  • Diversion: Helpful to prevent you from taking aggro when you are doing burst damage.
  • Feint: Almost every raid in the game has some form of physical damage, which makes Feint incredibly good. If the raid has only magic attacks don’t take this.
  • True North: Raids are the most common place where you will be unable to hit positionals due to mechanics. Take this unless you KNOW you will be able to hit all of your positionals.

If you can do without one of these 5…

Arm’s Length can be considered in any encounter with a displacement effect.

Leg Sweep can be useful if you need to join an interrupt cycle. Similarly, Crutch can be an absolute lifesaver if the raid has mechanics which heavy or bind.

Second Wind is also useful in raids if you take unexpected damage. If you don’t require one of the above skills replace it with this.

Melee DPS Role Actions – Navigation:
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Well, that’s about it for Melee DPS Role Actions! As can be seen, in raids all of the Melee DPS role actions are situationally useful. I hope this guide gives you a general idea of how to use them in raids. Observation and adaptation will be the keys to figuring out what is best for each fight.

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FFXIV Caster DPS Role Actions: Guide & FAQ

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Caster DPS Role Actions, and what’s best to use!

What Jobs get the Caster DPS Role Actions?

Caster DPS Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Caster DPS Role Actions list

Skill Level Recast Effect Duration
Addle 8 120 Lower target’s intelligence and mind by 15% 10
Break 12 0 40% Heavy, 50 potency. 20
Drain 16 0 Deals 80 potency and absorbs all of it as HP. NA
Diversion 20 120 Reduces enmity generation. 15
Lucid Dreaming 24 120 80 potency mana refresh and halves current enmity. 21
Swiftcast 32 60 Next spell in cast immediately. 10
Mana Shift 36 150 Transfers 20% of own MP to target party member. NA
Apocatastasis 40 150 Reduces magic damage taken by party member by 20%. 10
Surecast 44 30 Prevents Sleep, Stun, and position-altering effects
to stop casting.
10
Erase 48 90 Removes a single DoT from target party member other than self. NA

Caster DPS Role Actions: quick strategy & discussion

Here’s a general rundown and a quick analysis on how useful each of the Caster DPS Role actions are.

Addle: A must have for raids! Reduces the typical “large magic damage” mechanic that’s common in most encounters.

Break: I don’t think this will be very highly taken. Most classes have a built in heavy that’s probably better than this 90% of the time. It’s not inherently bad, it’s just a waste of a slot.

Drain: I struggle to imagine a scenario where this is useful in. Probably while soloing in low levels.

Diversion: Always a decent pick for adds, and burst phase on pull. Mostly good for raids.

Lucid Dreaming: Personally, this is a must for RDM and SMN, and likely better than Diversion in most cases for those two classes. Likely useless for BLM unless you need additional enmity reduction.

Mana Shift: Great for giving healers MP!

Apocatastasis: Helps your party members (more often than not, tanks) survive big nukes, and helps “ease up” on magic damage mechanics. A must in trials.

Surecast: In any encounter where you can use it, this is one of the few cross-class skills than can “increase your DPS”, so it’s worth KEEPING IN MIND. So you don’t break rotation or lose a spell. Having said all that, I’m assuming its uses are still few and far between, so I guess I’m just trying to raise awareness about this skill.

Erase: If there is any raid wherein you can use this to save from a “mistake”, take it. Otherwise, it’s useless. Very very niche, but godlike when it’s useful.

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Caster DPS Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

Other skills are highly situational…

  • Apocatastasis: Probably better than Addle, since you target the tank.
  • Surecast is the only other skill than can POSSIBLY improve your DPS…

As you can see, it’s slim pickings for Caster Role Actions. The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Caster DPS Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

Erase has a special mention here. DoT’s are a common “punishment” for some failed mechanics. If you can remove it with Erase, it increases the value of this skill by a mile.

A lot of the Caster Role Actions are very situational. While I hope you got a general idea for their use in raids – observation and adaptation will be key to maximizing them.

Caster DPS Role Actions – Navigation:
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Well, that’s about it for Caster DPS Role Actions! Some pretty useful stuff here for raiding. From what I see proper utilization of these can really set casters apart…

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FFXIV Ranged DPS Role Actions: Guide & FAQ

Hey guys! In Stormblood, the cross-class skill system was completely replaces with the Role Action System. Here we talk all about the Ranged DPS Role Actions, and what’s best to use!

What Jobs get the Ranged Role Actions?

Ranged DPS Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Ranged DPS Role Actions list

(still debating the best way to present this table)

Skill Level Recast Effect Duration
Second Wind 8 120 Restore own HP with potency 500 (scales with ATK). NA
Foot Graze 12 30 Binds target. 10
Leg Graze 16 30 40% Heavy. 10
Peloton 20 5 Increase out of combat movespeed for all nearby party members. NA
Invigorate 24 120 Restores 400 TP. NA
Tactician 32 180 Slowly regain TP for yourself and all nearby party members.
Halves enmity on use.
30
Refresh 36 180 Slowly regain MP for yourself and all nearby party members. 30
Head Graze 40 30 Silences target. 1
Arm Graze 44 25 Stuns target. 2
Palisade 48 150 Reduces physical damage taken by a party member by 20% 10

Ranged DPS Role Actions: quick strategy & discussion

Here’s a general rundown and a quick analysis on how useful each of the Ranged DPS Role actions are.

Second Wind: A decent self heal that should never be discounted. Good while soloing. Its usefulness in group play varies wildly.

Foot Graze: Binds get removed when damaging an enemy so this is very niche. The only time you would want this is in a raid encounter with a required bind…

Leg Graze: Leg Graze is pretty good for soloing. It’s also one of the better heavies for group play – but would require a laser specific reason to take it.

Peloton: Great for soloing (questing), dungeons, and moving around town. It’s the definition of a luxury skill.

Invigorate: A must. If you have no TP you’re not killing anything, so I hope the implications are obvious on this one.

Tactician: For the same reason as Invigorate, this is very useful in group settings giving tanks and other DPS players more TP. The enmity reduction effect is a welcome bonus.

Refresh: Always take this. Giving healers more MP is never ever bad.

Head Graze: Only take this if there are very specific “silence only” mechanics. Silence only mechanics are QUITE RARE in the history of the game, though.

Arm Graze: Short range and short stun time. It’s quite bad compared to the other classes’ stuns. Probably no good for raids unless you’re really needed in the “stun rotation”.

Palisade: Great for raids with any modicum of physical damage. It more than pulls its weight in dungeons, too. This kind of effect is powerful for any tier of play.

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Ranged DPS Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Invigorate: TP is used up faster in dungeons wherein AoE and fast clearing is common.
  • Tactician: See the above, and helps your teammates, too.
  • Refresh: You can never go wrong helping healers with MP.
  • Palisade: You’ll primarily use this helping your tanks on huge pulls.
  • (Open) Peloton: Walk faster in between combat! Purely luxury.

Second Wind, Arm Graze or graze of choice would likely be the next pick. Peloton is a luxury skill that people won’t hate you for if you don’t take, so that last slot really is flexible.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Ranged DPS Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Refresh: When doing progression, MP recovery is huge. Helping healers is always good. It also helps some of the caster classes as a bonus!
  • Tactician: You can’t go wrong with TP, man. Value depends on fight design.
  • Palisade: Too good to pass up. Use it to help your teammate survive physical damage.
  • Invigorate: For obvious reasons. TP = Skills = DMG.
  • (OPEN) Second Wind: It can save you if used properly!

The (OPEN) slot SHOULD be a graze that’s useful in the specific fight. Otherwise, if just queuing blind, Second Wind should be OK.

More organized teams “may” overflow with TP recovery skills! Between Goad, Tactician and Invigorate, some of your team members may want to cut some of these skills out for more useful ones. This strategic choice, however, is mostly for more refined groups.

However, if a teammate dies and is revived, their TP gets set to a pretty low level. Better safe than sorry, and take those TP recovery skills!

Ranged DPS Role Actions – Navigation:
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Well, that’s about it for Ranged DPS Role Actions! Getting rid of the damage reduction on the regenerative songs has sure been a long time comin’!

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FFXIV Healer Role Actions: Guide & FAQ

All you need to know about Healer Role Actions in FFXIV, the replacement for cross-class skills!

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Healer Role Actions, and what’s best to use!

What Jobs get the Healer Role Actions?

Healer Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Healer Role Actions list

(still debating the best way to present this table)

Skill Level Recast Effect Duration
Cleric Stance 8 90 Increase attack magic potency by 5%. 15
Break 12 0 40% Heavy, 50 potency. 20
Protect 16 0 Increases PDEF and MDEF of all party members in range. 30 m
Esuna 20 0 Removes a single negative status effect form a target. NA
Lucid Dreaming 24 120 80 potency mana refresh and halves current enmity. 21
Swiftcast 32 60 Next spell in cast immediately. 10
Eye for an Eye 36 120 Enemies hitting your target have a 20% chance to get
debuffed to do 10% less damage for 20 seconds.
30
Largesse 40 90 Increase healing magic potency by 20% 20
Surecast 44 30 Prevents Sleep, Stun, and position-altering effects
to stop casting.
10
Rescue 48 150 Instantly draw a target party member to your side. NA

Healer Role Actions: Quick Strategy & Discussion

Here’s a general rundown and a quick analysis on how useful each of the Healer Role Actions are.

Cleric Stance: A far cry from the old days, ey? This is a luxury now, IMO, and has more impact to those on the razor’s edge of progression.

Break: While it has no cooldown, its cast time prevents this from being too useful. Almost every other class has a better heavy. Only take if it’s an absolute must for the raid encounter strategy.

Protect: Your group must ALWAYS have Protect for obvious reasons. Free defense is good! You can sneak in another cross-class as BOTH healers in a raid may not need it.

Esuna: While heavily encounter dependent, I’d say this is one of the “musts”.

Lucid Dreaming: MP regen is always useful. By default ALWAYS TAKE IT! Removing this is reserved for GGEZ farm content – but what else would you take in its place?

Swiftcast: Very useful for progression! Swiftcast + Resurrection will get you the most “learning per run” so to speak. Before you berate me and tell me this is optional, seriously… “You dress for the wipe, not the ride”, as bikers would say.

Eye for an Eye: A tricky to maximize but great defensive cooldown. Learn how to use it! It’s great for dungeons and most raid encounters. A very high priority pick.

Largesse: A very powerful effect, which you should never leave home without.

Surecast: Hmm… this is definitely very niche. It’s either “amazing” or “useless” depending on the encounter.

Rescue: Another encounter dependent skill. Can be used to make mechanics “easier” or “cheese mobility”, and can also help save people sometimes, too. While it potentially has a use in ANY encounter, I’d be wary to recommend this as a default.

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Healer Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Protect: For obvious reasons. Free stats is free stats.
  • Esuna: You don’t want to be caught without it when it’s needed.
  • Lucid Dreaming: Can’t go wrong with MP regen.
  • Swiftcast: For raising people.
  • Largesse: Makes large pulls more manageable.

Eye for an Eye is an honorable mention. It’s great for massive speedrun pulls.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Healer Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Protect: at least ONE healer should have it, freeing up a slot for the other.
  • Esuna: on encounters that need it! Even then, sometimes only ONE healer may need it.
  • Swiftcast: To recover from mistakes and get more learning per run.
  • Lucid Dreaming: Just take this always, man.
  • Largesse: Too powerful – 99% of the time it is better than Eye for an Eye.

We will discuss a few more since we can arguably ditch a few of those up there…

  • Eye for an Eye is the next logical choice.
  • Rescue ranks up GREATLY depending on how it can be applied.

Cleric Stance is in a weird place. It highly depends on the kind of group you play with. Only take it if you need to meet strict DPS requirements. Inversely, take it if you’re disgustingly over-geared and wanna shave a few seconds off the fight.

Surecast is strictly dependent on the encounter design – just be aware when you might actually be able to use it.

Break seems useless for most raids. Lots of classes have a better heavy.

Healer Role Actions – Navigation:
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Well, that’s about it for Healer Role Actions! The new system ain’t bad, but I hope they give us profiles or something! Ciao!

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FFXIV Stormblood Dungeons & Primals (STORY) Quick Guides

If you searched for this, I have bad news for you.

Here’s a quick little guide regarding all the dungeons and trials you’ll be facing in the 4.0 Stormblood STORY. Not in-depth ’cause they don’t need to be! I nicknames since many like to identify bosses by appearance.

***Forgive me if I use humor***, it’s to keep me sane during this hectic time. And light spoiler alert on boss names.

Stormblood Story Dungeons & Trials – Navigation:
Story Dungeons: Sirensong | Shisui | Bardam’s | Doma | Abania | AMO
Story Primals: Susanoo | Lakshmi | Shinryu

The Sirensong Sea (Dungeon)

Sirensong Boss 1: “OCTOPUS” (Lugat)

If you’re new, the 4 yellows arrows means STACK TO SHARE THE DAMAGE. So help a brother out when he’s targeted by hugging him! For the love of god, don’t run from your team!

Sirensong Boss 2: “SLENDER MAN” (The Governor)

If tethered, move away, otherwise you get a huge magic vulnerability debuff. This is the only truly punishing mechanic in this entire dungeon, as a 5 stack vuln can be deadly.

Move away from the general area of the shadows.

Sirensong Final Boss: “SEASLUGMAID” (Lorelei)

Morbid Advance and Morbid Retreat force you to move a certain direction depending on where you’re facing. Retreat makes you go backwards, Advance – forward (YOU DON’T SAY!?)

“I’ve seen enough aNime to know what’s next”,
Mahiko “Taku” San


Shisui of the Violet Tides (Dungeon)

Not really a “side” since you need it for Aether Currents…

Shisui Boss 1: “SCORPY MCCLAW” (RNF)

Those guys who get “stunned”… you actually have to attack the “arm” or whatever it is. Some classes are AoE light so you may not notice it’s a new enemy on the list. Free your friends!

*real name forgotten*

Shisui Boss 2:  “TOO MANY DRINKS” (Ruby Princess)

Seduce: Hide behind the boxes before this skill comes off. AVOID BOXES IF YOU DON’T NEED TO BE THERE! You get “silenced” otherwise.

Lasers from the sky? Sprint! This appears to be only countered by Sprint. You can outheal it, sure… but ah…

Shisui Final Boss: “WHOA” (Shisui Yohi)

Sharks & Water Balls: kill ‘em fast.

Mad Stare: for new players, the LARGE EYE ICON means “Look away before this is finished casting”.

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Susanoo (Story Mode Primal)

If this is your first time to the primal rodeo, they’re colorful fights! But avoid those colors…

Remember the Yellow Arrows? Stack with friends.

Susanoo “Sword” phase:

Whoever picks up the “item” blocks his attack. (I’ve never done it, but I presume:) You can’t take actions while doing so. Have your MAIN TANK pick up the sword since healers need to heal during this mini phase.

It’s a DPS race – you gotta kill the sword before it hits ya! That’s it!

Oh, in the final phase, Itachi absorbs Susanoo’s essence to create an armor of… wait a second…


Bardam’s Mettle (Story Dungeon)

Bardam Boss 1 “COW” (Galura)

RUN FAR if targeted by the “rush” skill.  Older players will mistake this for the “rush go near!”, as it looks almost the same.

I suppose it mirrors real life, in this regard. I would share the same reaction to a rushing cow.

Bardam Boss 2 “DODGE BALL” (Ben Stiller)

Dodge as hard as you can.

Gaze = Look away.

For new players, you may not be familiar with the “expanding cone” mechanic yet. Basically, the smaller sections danger zone will disappear as the larger one resolves. Walk INTO the smaller one after it bursts.

Meteor = hide behind the rock.

“Like love, It’s all about timing” –
Mahiko “Stunned” San

Bardam Boss 3 “BIRD” (Yolo)

Watch out for the boss diving from the side when dealing with adds. You have to visually see from the edge of the arena where the bird is coming from, and move away from its path!

I believe this is the first “visual queue” mechanic new players would face. Old players will suffer from from a plethora of nightmarish nostalgia with visual mechanics

The circular AoE’s in the final phase don’t follow you… Like many seem to think. They just serve as a way to effectively reduce the arena.


Doma Castle (Dungeon)

Doma Castle Boss 2 “ROBO A” (Magitek Rearguard)

Basic stuff… dodge.

Doma Boss 2 “ROBO 2” (Magitek Hexadrone)

Towers mean “STAND ON THIS OR ELSE BAD THINGS HAPPEN”.

When the arena is sectioned off in lasers STAY IN THE LARGEST PART, is it’s likely safest.

Yellow Arrows: Stack with friends

Doma Final Boss “CHAINSAW” (Hypertuned Grynewaht)

BOMB Mechanic: The further you are from the epicenter, the less damage you take. However, keep an eye on your debuff and MOVE AWAY. Once the debuff drops off, you will leave the “bomb” there.

Older players may refer to this as a “Stardust” mechanic.


“What’s next, a group dance!? ….oh” –
Mahiko “ollywood” San

Lakshmi (Story Mode Primal)

You can fall off. Just so you know.

Dodge like hell, don’t go too far so you can stack afterwards.

ONCE BLUE BALLS APPEAR = GET ONE USING THE SPECIAL SKILL. Otherwise you die. Each ball can only be used once.


Castrum Abania (Dungeon)

Abania Boss 1 “BUFFWHEEL” Magna roader

Use cannons to stop Wild Speed

Abania Boss 1 “DUDE” Number XXIV

2 of 3 immunities: Pay attention to his buff, and stand on the circle he ISN’T COUNTERING, or you’ll have a BAD TIME.

Abania Final Boss “ALIENS IV” Inferno

“Bomb” mechanic: move away from the source of the pulse.

Kefu Left Arm: This boss has very painful abilities that are obviously telegraphed. This should be a learning point for healers and tanks to practice mitigating these “tank busters”. Use defensive cooldowns, and precast healing.


Ala Mhigo (Dungeon)

Ala Mhigo  Boss 1 “SCORPY MCCLAW II” (Magitek Scorpion)

Nothing notable.

Ala Mhigo  Boss 2 “WTF IS THIS” (Aulus Mal Asina)

Walk back to your soul! AKA Trace the line back to your body.

Ala Mhigo Final Boss: “ZYG” (Zyg)

A bunch of stuff going on here… Nothing “too” threatening.

When he says “Kill” prepare for a pretty strong tank buster.

Spreading out is a good idea as he has a line skill which targets all players. Can be deadly if you 4 stack. (?)

Lots of AoE healing here, especially in the final phase post swords.


“I Haven’t raised this much since a4s pentacle” –
Mahiko “Salt” San

Shinryu (Story Mode Primal)

You can fall, careful.

Tidal wave: move towards the water at the edge so you don’t get knocked off.

Earth Breath: Drop them at the sides of Shinryu!

Many bombs: Move in between two of them. So basically stay directly N S E or W.

AKH MORN IS A SHARED TANK BUSTER! Tanks: Use a cooldown, don’t absorb it alone! Other party members get away as it will kill you quickly.

Hellfire, Judgment Bolt etc… are basic AoE Nukes.

Press the grey button to fill up the bar when you phase change.

SECOND PHASE

Tethered together by a red chain: BREAK IT BY MOVING AWAY FROM EACH OTHER!

Diamond Dust: DON’T MOVE OR YOU SLIDE OFF!

Aerial Blast: MOVE TOWARDS THE CYCLONE OR YOU FALL OFF!

Hellfire & Earthen Fury: Basic meganukes as far as I can tell.


Stormblood Story Dungeons & Trials – Navigation:
Story Dungeons: Sirensong | Shisui | Bardam’s | Doma | Abania | AMO
Story Primals: Susanoo | Lakshmi | Shinryu

“Hey Mahiko, damn this guide sucks!” Yes.

The story dungeons are super simple, and this literally serves as a guide to help those who are in need or confused for a quick fix. If you need a full page guide for a story dungeon, I’m sorry, but you’re likely “MadCuzBad”.

GL wrapping up the 4.0 Stormblood MSQ!!!!!

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FFXIV 3.0 Relic / Anima Weapon Guide (ALL STEPS)

3.3 UPDATED Find out how to obtain and upgrade your new 3.0 relic weapon. Looks great, but will grind your soul to dust (:

Quick Navigation: [Start 170 :: 10 Dungeons 200] [Base Anima: 210] [230 Hyperconductive]
[240 : “Novus II”]

Go to: MOST RECENT UPGRADE STEP “Novus II” 240

Hey guys! So here comes the new relic quest chain. Infusing another weapon with more soul energy and the expense of our OWN soul energy. Wether you like it or not – here it is. We will detail every known step in the new relic process! Use the links above if you’ve been here before! To those curious of the new 3.0 relic names, it’s in the 210 base anima page.

Step 1: FATEs (iLevel 170 Pre-relic ‘Animated’)

Starting Quest: Soul Without Life
Rewards: 170 Animated Seraph Cane
Previous step: None (2.0 relic)
Next step: “10 Dungeon” 200

(***This step can be SKIPPED by “handing in” your ZETA 2.0 Relic.)

This step rewards you with an item level 170 “Pre-relic”, like ITEMLINKED. It’s very reminiscent of the 2.0 ATMA step, which was quite vile. In any case, this step can be summarized by saying you need to get 3 items that drop after completing FATEs, from each of the six heavensward zones.

These luminous elemental crystals drop by chance. so pray to the RNG gods. Let’s begin by listing which element drops where (ordered by level)

Reminder: You only need THREE from each of the SIX Heavenward maps (18 total)

Coerthas Western Highlands Ice
Dravanian Forelands Earth
Sea of Clouds Wind
Churning Mists Lightning
Dravanian Hinterlands Water
Azys Lla Fire

Of course this comes with some questions, and possible value moves –

Can I fate with any class? Yes! You can even level up other low-level classes while finding these ‘Atmas’. This is by far the best change they did in comparison to the 2.0 atma step.

Do I need to a specific weapon equipped? Nope. Since you can use any class, this would be in direct conflict.

Does the quest need to be active? I guess YES, and random fating wouldn’t drop these things if you didn’t have the quest active in your log (needs confirmation).

What participation in the FATE do I need? Gold? I need confirmation on this. ATMAS needed a single tag (Bronze up), but I DO NOT KNOW if it’s the same for this. To be safe, go for gold.

PROTIPS: Use the PF to find groups or make one yourself. It’s always better to FATE as a chunk. Also, complete and chase FATEs in a smart manner, try to finish ones with a lesser timer remaining (if you can make it). Sometimes, avoiding mega-boss FATEs is smart, simply due to the time spent. Any FATE that fails will be reset to the easiest difficulty when it spawns again, conversely, FATES which succeed repeatedly get tougher and tougher.

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Step 2: 10 Dungeons (iLevel 200 Awoken pre-relic)

Starting Quest: Toughening Up
Rewards: 200 Seraph Cane Awoken
Previous step: “FATEs” 170
Next step: “Base Anima” 210

This portion is quite simple. Complete 10 dungeons and you’re done.

Dungeons in order
Snowcloak
Sastasha (Hard)
Qarn (Hard)
Keeper of the Lake
Wanderer’s Palace (Hard)
Amdapor Keep (Hard)
Dusk Vigil
Sohm Al
The Aery
The Vault

Do I have to wear a specific weapon? Yes you must wear the 170 relic AS YOU ZONE OUT. Unlike the Animus wherein you had to wear it while killing the final boss.These dungeons MUST BE COMPLETED in order. There’s not much else to say here. Again, listing down the usual questions and tips below…

Can I use any class? No, since you have to be wearing the weapon as you zone out.

Can the older dungeons be level synced? Yes! This saves us from some of the pain, at least.

PROTIP: DPS will have a harder time with this I assume, due to dungeon queue times. PF may or may not even help here, due to the fact that waiting for it to fill up might be slower than actually just queueing. Try it out, anyway. You may get a group willing to go all the way.

Ok so those first two steps weren’t so bad, right? Next step (3): Base Anima 210 – is where the TRUE grind begins. But before you worry about it, let me give you a short lived congratulations on your EZ 200 weapon.

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FFXIV 3.3 Gathering BiS Gear & Materia Melding

3.3 UPDATED Find out gathering best in slot & materia melding caps for DoL BiS! Info for Ironworks Gathering and Augmented Keep sets.

So you’re looking to spend on melding for your DoL BiS again? Luckily, our little guide here can hope to blunt the costs for you!

  • What is BiS and melding for 3.3?
  • Melding notes and intricacies per slot?
  • Is Augmented Keep (Red Scrip) set worth it?
  • Core 3.3 DoL Reminders?

3.3 DoL Gathering BiS (“Practical BiS”)

Thankfully 3.3 introduced a universal set which happens to be BiS. The set and melds outlined below has a few properties you should be mindful of:

DoL GearGat CapPer CapGP Cap12345
High Mythrite SEE NOTES50285GAT VPER IVFreeFreeFree
High Mythrite tier28505PER VFreeFreeFreeFree
Ironworks Cap of Gathering9285PER VPER VFreeFreeFree
Ironworks Vest of Gathering28140GAT VPER VGAT ?GAT ?PER II
Ironworks Gloves of Gathering2190GAT VGAT IVGAT IIIPER IIIPER II
Ironworks Belt of Gathering975GAT VGP IIIGP IIPER IIPER I
Ironworks Slops of Gathering1415GAT IVGP IVGAT IIIGAT IGP I
Ironworks Boots of Gathering1145PER IVPER IIIGP IIIGP IIPER I
Ironworks Necklace of Gathering9910SAMPLEMELDBELOWSeeNotes
Ironworks Earrings of Gathering9910GP VGAT IVPER IIIPER IIGAT I
Ironworks Armillae of Gathering9910SAMPLEMELDABOVESeeNotes
Ironworks Ring of Gathering995PER VGAT IIIGP IIIGAT IIGP II
SAME RING (Alternate melds)995GAT VPER IIIGP IIIPER IIGP II
Totals w/ melds & no food913929679
Sample w/ Pasta Ortolano947963692
13 OPEN Melds
  • Anything that can be practically capped is capped in the melds above.
  • Any uncapped gear is noted by ANY/FREE or in the Melding Notes above.
  • The set offers 12+ FREE/OPEN melds for any thresholds that may appear.
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DoL BiS Melding notes for each slot

Mainhand: High Mythrite Pickaxe
GAT V – PER IV – OPEN – OPEN – OPEN

It becomes better than Red Scrip gear with those 2 melds. 3 open slots is a lot of flexibility for any stat soft caps you might need to chase, even just going with III’s.

Offhand: High Mythrite Sledgehammer
PER V – OPEN – OPEN – OPEN – OPEN

LEAGUES ahead of its predecessors. PER V is the only meld here I’d suggest and leaves 4 open flex slots.

Head: Ironworks Cap of Gathering
PER V – PER V –  OPEN – OPEN – OPEN

Brutally “impossible” to cap, but more flex slots for us!

Chest: Ironworks Vest of Gathering
GAT V – PER V – OPEN – OPEN – PER II

I would highly suggest just putting GAT IV GAT III in the open slots here as Perception will be capped.

Hands: Ironworks Gloves of Gathering
GAT V – GAT V – GAT III – PER III – PER II

Easily caps, thankfully uses only a single V.

Belt: Ironworks Belt of Gathering
GAT V – GP III – GP II – PER II – PER I

If only it were like this. “Painless” in comparison – caps using one V.

Neck, Earring, Bracelet SAME MELD!
GP V – GAT IV – PER III – PER II – GAT I

Okay so this is a “cheap meld” which leaves 4 GP uncapped. Does it really matter? No, not really. It’s very very expensive to cap this requiring an overmelded V and two IV’s to work out. All in all if you want to be “maxed out” on GP, consider replacing the perception melds in the suggestion above. Ultimately, everyone has their own budget but the meld I suggested has many good points.

Ring: Ironworks Ring of Gathering
I HAVE 2 MELDS IN THE TABLE ABOVE

Of those two melds, I like the the one that utilizes GAT V simply because they will be a little less in demand compared to PER V. It’s up to prices on the day you meld, anyhow.

It’s a painless meld that caps with a single V and not even an over-melded IV. Great!

Is Red Scrip Augmented Keep set worth it for DoL?

tldr no, except for fillers. If you’re swimming in Red Scrip might as well get weapon for a filler. Shirt is a far second. It doesn’t help that this set is class-specific… yuck.

3.3 DoL Core Reminders

The Moogle Beast Tribe rank-ups give materia V’s (Gathering too AFAIK) So they’re pretty worth doing.

Tricks and Stones Disciple of the Hand level 50
The Churning Mists (X:27.2 Y:34.5)
NPC: Seething Stonemason
Players must first complete the main scenario quest “Into the Aery” and the quest “Laying the First Brick.”

You’re going to need a decent level DoH to complete these, though. Unlocking the Moogle Tribe is connected to quite a few side-quests in the map so GL with that.

Well that’s about it for 3.3 BiS I’ll check around and update this next week if relevant thresholds are legit!

FFXIV possibly coming to XBOX!

FFXIV coming to XBOX? Cross-platform gamers rejoice! HOLD ON – It’s not 100%, but discussions are in the works. Better than nothing I say!

FFXIV coming to XBOX? Not just a rumor, but not exactly set in stone, either!

Microsoft’s announcement at E3 2016 is that they “want to build the capability for players on both PC and Xbox to enjoy the variety of games for each platform”, basically they’re pushing cross-platform engagement. A wise choice in this day and age!

When is this happening? There is no confirmed date on when this will be a reality. Thankfully, we know now it’s possible technologically.

Yoshi-P expressed interest in this stating that it’s now up to negotiations between Microsoft and Square. There are many variables that need to be ironed out between the two corporations, but we do know that both entities have had positive communications.

Speaking of ‘cross-platform’ SE promises the continued support of compatibility with PS3 up to the FFXIV 3.x series of patches. Beyond that? Who knows.

What does this mean for us? A larger playerbase is always welcome. It ensures that we have new people to play with! The continued success of a game we’re invested in is always great insurance.

Hopefully FFXIV can finally expand its horizons to XBOX, and Eorzea can be seen on the microsoft consolse. It’s a win-win situation for all involved, and it’s something everyone should be looking forward to.

Final Fantasy 14 continues to be one of the top MMORPG’s. Wether you’re a fan of the franchise or not – you can jump in to immerse yourself in the games rich and beautiful world. I personally wish our friends on the XBOX can try it too.

If anything, bonus 100 tomestones ain’t bad! What do you guys think about this development? Is it too late for FFXIV to jump into the Xbox platform? Will this help the in-game community? We’d like to hear from you on the comments!

Square Enix in talks to bring Final Fantasy 14 to Xbox One | Polygon

FFXIV 3.3 Astrologian (AST) Best in Slot (BiS) Gear

3.3 UPDATED! AST Best in slot guide! “Always play the hand ‘yer DEALT!”. AST Lore buy order, Melding, Pages & Normals, more!

So the cosmos have guided you home – back home to the grind for gear! If you’re looking AST BiS for 3.3 you’ve found well! Here, you can find three options for the AST BiS…

Note: It goes without saying that -Diurnal will be almost identical to WHM BiS, Nocturnal will be almost identical to SCH BiS. So if you follow that “Classic mindset” you can check those out. However, in this page I will be talking about the DET focused set.

3.3 Notes: Aside from filler gear, the only thing that affects BiS is Relic – Sphere of the Last Heir. While melding may depend on your main stance, PIE is always a good idea, followed by DET if you adhere to this pages’ ideology.

Navigation: Astrologian BiS
AST BiS | Discussion | Lore Buy Order (&Pages)  | Crafted TBA

3.3 Astrologian Best-in-Slot

ASTItemMeld 1Meld 2PieDetCritSSN
WeaponPrototype Midal Metal AstrometerPIE VPIE V112118
Offhand-----
HelmMidan Horn of HealingPIE VPIE V7266-
BodyAugmented Hailstorm Coat of HealingDET VDET V11799--
HandAugmented Hailstorm Gloves of HealingDET VDET V512469-ANY
BeltMidan Belt of HealingDET V-5446--
LegsMidan Trousers of HealingPIE VPIE V104-112-
BootsMidan Boots of HealingDET VCRIT V725812-
NeckAugmented Primal Choker of HealingPIE V-4949--
EarringAugmented Primal Earrings of HealingDET V-5446--
WristAugmented Primal Bracelet of HealingDET V-5412-36ANY
RingMidan Ring of HealingDET V-5446--
RingAugmented Primal Ring of HealingDET V--123651
FoodFrozen Spirits--2611--
StatsTotals from items ->81958722987
Totals w base, melds, gear ->1080805583441

AST BiS Discussion

Again if you follow the classic Diurnal=WHM Nocturnal=SCH you can check their respective BiS pages with the only chain being the weapon.

  • Diurnal: Augmented Hailstorm Astrometer
  • Nocturnal: Prototype Midan Metal Astrometer

Click on the tabs below – “Determination?” and “Gear Discussion”

Why DeterminationGear Options & Discussion

This page isn’t just about being cute and different. The set offers power and consistency beyond the usual AST setups.

I don’t like crit stacked Nocturnal AST. Let’s get that out of the way. Hoping for a crit shield is never ever a habit you should form, or better yet, never a situation you find yourself in often (It’s likely a tank or healer error if that’s the case). I’m not too sold on SS stacked Diurnal, either. The base stance bonus is much larger than you’d think.

Piety is still the most important stat for either sect, though, and this set reflects that. Without Assize or Energy Drain, AST’s only have ONE MAIN REPLENISHER OF MANA – Lumineferous Aether (+Celestial Opposition Extension, which should always be used). More Piety means less reliance on Ewer, and in effect more cards meant for raid efficiency – given how Royal Road on Ewer is the amazing AoE effect.

Why Determination? DET DIRECTLY COUNTERS AST’s downside which is “slightly weaker heals”. Yes, I understand crit does this too – but not as consistently as DET does. The problem with AST is the RNG reliant gameplay, and I DO NOT want to compound that with crit! So this set takes care of both the “weak” and “random” weakpoints of AST.

But still, after all that following either WHM BiS or SCH BiS is A-OK and I’m sure its A8S clearable. The power level of both setups definitely have their ups and downs.

There’s some discussion here, but the core remains… after all, the set is full of linear power – boasting 800+ DET and 1000+ Piety. Damn.

Melding Strategy can be changed if you’re the “DPS-er” in your healing duo. A lot of healers may tell you that CRIT is the most important stat for DPSing – this is false. Accuracy and Piety are the most stable DPS stats Since our set is packed in Piety – you can Meld accuracy to your hearts content!

Flex slots? There’s only a small bit of wiggle room in gear choices:

Augmented Hailstorm Bottoms of Healing: Is a legit swap for more DET, but sadly comes with SS which has indeterminate usefulness… depends on which stance you main and your co-healer class/dynamic. You do lose a hefty chunk of Piety, though.

Bracelet -another mindless swap. SS or Crit. Retains Piety. No loss in DET.
Gloves – Same story, the list above use one of each variant.

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AST Lore Tomestone Buy Order

The tome spending strat below is to obtain BiS fastest:

  • Weapon: good “filler” until you down A8S. Meld PIE I guess.
    • Be mindful you need to time it with Hypercharged Tomestone
  • Body: Obvious second buy as any comparable Ilvl is from A8S
  • Hand: is “Equal to Midan”, but I guess just pick this up to save pages.
  • Ring > Earrings > Neck > Bracelet (is Equal to Midan)

ANYTHING ELSE IS OPTIONAL: Legs > Helm > Boots completing left (if you’re investing in fillers, left comes first).

USING UP PAGES AND MIDAS NORMAL PARTS

Click on the expandables below to see how you should spend pages, and which Midas Normal parts to get first –

Midan Savage Pages
Midan Normal Parts

Click the above!!!

AST Crafted Gear Viability

So we can quickly update all BiS pages, I wont discuss every detail just yet. But of course, the above will fulfill 90% of your needs. I usually update this later on…

Navigation: Astrologian BiS
AST BiS | Discussion | Lore Buy Order (&Pages)  | Crafted TBA

Let the stars guide your looting and robot dismantling – and GL gearing up your AST for BiS in 3.3! For more FFXIV update, Like our Facebook. Message us on Twitter! Check out our YouTube and Twitch!