FFXIV Thaumaturge / Black Mage Stats & Materia Guide

What’s a good thaumaturge stats build? What are useful black mage stats? Thaumaturge / Black Mage materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia, knowing what stats your Thaumaturge or Black Mage need should never be far from mind!

Thaumaturge (THM) & Black Mage (BLM) Stats

What are the thaumaturge or black mage stat weights?

INT > Critical Chance > Determination  > PIE  > Spell Speed > VIT

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good THM & BLM build.

Thaumaturge (THM) & Black Mage (BLM) Primary Stats Allocation

What stats should I add as a thaumaturge or black mage?

INT > PIE  > VIT

Since this is where people may mess up the most, I’ll explain it in word for word. When you allocate stats, put as much points into INT (Intelligence) as you can. If you cannot put any more points into INT, place points into PIE (Piety). If you cannot put any more points into INT and/or PIE, invest in VIT (Vitality).

Intelligence – INT = Magic damage increase. An obvious choice to stack.

PIE – A very interesting stat for these guys. Useless when in Umbral Ice phase, but extending Astral Fire phases by even 1 spell can be huge.

VIT – HP Pool. No other stat is even close to being useful. THM’s and BLM’s have the smallest HP pools in the game, every point in this is welcome.

Mahiko’s Note – Honestly, I think PIE is more important than determination, depending if certain mana pool thresholds are met. Again this is more advanced stuff, probably meant for the eventual page 2 of these articles…

Thaumaturge (THM) & Black Mage (BLM) Secondary Stats

What are good secondary stats for thaumaturge or black mage, and why?

Critical Chance > Determination  > Skill Speed

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Critical Chance – Hands down, THM’s and BLM’s want crit. Every spell done while on Astral Fire is too valuable. Maximizing each spell is the name of the game here.

Determination – Less desirable for THM’s, but still very good. You can even use the +healing! (Arcanist cross-class [Physick])

Spell Speed – While this stat isn’t really too good on THM’s, any DPS increase is welcome.

Thaumaturge (THM) & Black Mage (BLM) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again:

INT > Critical Chance > Determination  > PIE  > Spell Speed > VIT

Materia Name
INT: Intelligence
PIE: Piety
VIT: Vitality
Critical Chance: Savage Aim
Determination: Savage Might
Spell Speed: Quicktongue

See Also: Materia Guide | Melding Guide

Summary:

  • Overall THM  BLM stat importance: INT > Critical Chance > Determination  > PIE  > Spell Speed > VIT
  • THM BLM Stat allocation: INT > PIE > VIT
  • Secondary stats for THM  BLM: Critical Chance > Determination  > Spell Speed
  • Reference links: Thaumaturge FAQ, Black Mage FAQ.

That’s about it! Any major changes to thaumatuge stats will be placed here, so follow us on Facebook or Twitter for any updates.
Have a question about THM /BLM? Chime in on the comments or in our Thaumatuge / Black Mage Forums.

FFXIV Lancer / Dragoon Stats & Materia Guide

What’s a good lancer stats build? What are useful dragoon stats? Lancer / Dragoon materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia, knowing what stats your Lancer or Dragoon need should never be far from mind!

Lancer (LNC) & Dragoon (DRG) Stats

What are the lancer or dragoon stat weights?

STR > Critical Chance > Determination  > VIT  > Skill Speed > DEX

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good LNC & DRG build.

Lancer (LNC) & Dragoon (DRG) Primary Stats Allocation

What stats should I add as a lancer or dragoon?

STR > VIT > DEX

Since this is where people may mess up the most, I’ll explain it in word for word. When you allocate stats, put as much points into STR (Strength) as you can. If you cannot put any more points into STR, place points into VIT (Vitality). If you cannot put any more points into VIT and/or STR, invest in DEX (Dexterity).

Strength – Well, you have one job as a Dragoon. Dealing tons of melee damage. No-brainer here.

Vitality – Increases total HP. Since other stats are pretty useless, you get to take VIT pretty early. Always a good thing.

Dexterity – DEX is the only other stat that has any function. Increases Parry Rate, and you should have some pretty big parries due to strength.

Lancer (LNC) & Dragoon (DRG) Secondary Stats

What are good secondary stats for lancer and dragoon, and why?

Critical Chance > Determination  > Skill Speed

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Critical Chance – More Damage.

Determination – More Damage.

Skill Speed – More Damage. See a pattern here?

Dragoon stat choices are really linear for now. Critical Chance will give the best returns 99% of the time.

Lancer (LNC) & Dragoon (DRG) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again:

STR > Critical Chance > Determination  > VIT  > Skill Speed > DEX

Materia Name
STR: Strength
Critical Chance: Savage Aim
Determination: Savage Might
VIT: Vitality
DEX: Dexterity
Skill Speed: Quickarm

See Also: Materia Guide | Melding Guide

Summary:

  • Overall LNC DRG stat importance: STR > Critical Chance > Determination  > VIT  > Skill Speed > DEX
  • LNC DRG Stat allocation: VIT> STR > DEX
  • Secondary stats for LNC DRG: Critical Chance > Determination  > Skill Speed
  • Reference links: Lancer FAQ , Dragoon FAQ

That’s about it! Any major changes to lancer stats will be placed here, so follow us on Facebook or Twitter for any updates.
Have a question about LNC /DRG? Chime in on the comments or in our Lancer / Dragoon Forums.

FFXIV Archer / Bard Stats & Materia Guide

What’s a good archer stats build? What are useful bard stats? Archer/Bard materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia, knowing what stats your Archer or Bard need should never be far from mind!

Archer (ARC) & Bard (BRD) Stats

What are the archer or bard stat weights?

DEX > Critical Chance > Determination  > PIE > Skill Speed > VIT

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good ARC & BRD build.

Archer (ARC) & Bard (BRD) Primary Stats Allocation

What stats should I add as a archer or bard?

DEX > PIE > VIT

Since this is where people may mess up the most, I’ll explain it in word for word. When you allocate stats, put as much points into DEX (Dexterity) as you can. If you cannot put any more points into DEX, place points into PIE (Piety). If you cannot put any more points into DEX and/or PIE, invest in VIT (Vitality).

Dexterity – Ranged physical damage up. Move on.

Piety – More mana to keep bard songs up longer. The value of piety rises sharply depending on how organized your group is.

Vitality – Increases total HP. Again, a luxury stat to give more breathing room for yourself and healers. Welcome, but not integral.

Archer (ARC) & Bard (BRD) Secondary Stats

What are good secondary stats for archer and bard, and why?

Critical Chance > Determination > Skill Speed

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Critical Chance – Nuts on Bards. Doing critical DoT damage with [Wind Bite] and [Venomous Bite] reset [Bloodletter].

Determination – Generic damage increase. Nothing special here.

Skill Speed – Even if returns are low, this stat is theoretically amazing on archers and bards. Why? 2 reasons. First, Enhanced Barrage is disgustingly strong. Second, Landing auto-attacks are essential to archers, who do not have a (dedicated) resource management mechanism. This has a soft-cap of around 1,000 where you hit the GCD cap of 1.50s.

Mahiko’s Note – I hesitate whenever recommending Skill Speed, and personally I’d value it much higher. I guess the explanation is long, and belongs on the eventual Page 2 “Theorycrafting” of these stat pages…

Archer (ARC) & Bard (BRD) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again:

DEX > Critical Chance > Determination  > PIE > Skill Speed > VIT

Mahiko’s Note: PIE is always good to have (We’re discussing PvE here). The importance really depends on how organized your playgroup is…

Materia Name
DEX: Dexterity
Critical Chance: Savage Aim
Determination: Savage Might
PIE: Piety
Skill Speed: Quickarm
VIT: Vitality

See Also: Materia Guide | Melding Guide

Summary:

  • Overall ARC BRD stat importance: DEX > Critical Chance > Determination  > PIE > Skill Speed > VIT
  • ARC BRD Stat allocation: DEX > PIE > VIT
  • Secondary stats for ARC BRD: Critical Chance > Determination > Skill Speed
  • Reference links: Archer FAQ, Bard FAQ

That’s about it! Any major changes to archer & bard stats will be placed here, so follow us on Facebook or Twitter for any updates.
Have a question about ARC /BRD? Chime in on the comments or in our Archer / Bard Forums.

FFXIV Marauder / Warrior Stats & Materia Guide

What’s a good marauder stats build? What are useful warrior stats? Marauder /Warrior materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia: knowing what stats your Marauder or Warrior need should never be far from mind!

Marauder (MRD) & Warrior (WAR) Stats

What are the marauder or warrior stat weights?

VIT > STR > Parry > Critical Chance > Determination > DEX

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good MRD & WAR build.

Marauder (MRD) & Warrior (WAR) Primary Stats Allocation

What stats should I add as a marauder or warrior?

Vitality – Increases total HP. Many skills of MRD/WAR scale of total HP, and this also makes you a better tank. Really, it doesn’t get any simpler than that.

STR – Hit harder, Parry for more, and generate more threat. Marauders that make the case STR>VIT have a bit of logic in it because so many of the Warrior skills scale off damage. Don’t get sucked in to thinking you’re DPS though.

Dexterity – Increases Parry Chance. While you might not ever need to allocate a third primary stat, this is the only remotely useful one.

Maruko’s Note: VIT or STR, how much should you get of each? Marauders will be throwing this argument around until the sun goes down. While you really want STR, VIT is ALWAYS IMPORTANT. As far as stat allocation goes, just focus on VIT because you can always customize your materia later on if you find you need more STR (unlikely).

Marauder (MRD) & Warrior (WAR) Secondary Stats

What are good secondary stats for marauder and warrior, and why?

Parry > Critical Chance > Determination

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Parry – Marauders have an extremely thin HP pool. They have alot of HP but no mitigation. Adding Parry somehow counters this weakness.

Critical Chance – Serves to increase damage, threat and shields generated from Storms Path.

Determination – Generic stat when you have nothing else to put into that serves to increase damage and threat. *If you somehow want more damage and threat, value crit and determination over parry.

Marauder (MRD) & Warrior (WAR) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again: VIT > STR > Parry > Critical Chance > Determination > DEX

Materia Name
VIT: Vitality
STR: Strength
Parry: Battledance
Critical Strike: Savage Aim
Determination: Savage Might
DEX: Dexterity

See Also: Materia Guide | Melding Guide Summary:

  • Overall MRD WAR stat importance: VIT > STR > DEX > Parry > Determination > Skill Speed
  • MRD WAR Stat allocation: VIT> STR > DEX
  • Secondary stats for MRD WAR: Parry > Critical Strike > Determination
  • Reference links: Marauder FAQ, Warrior FAQ

That’s about it! Any major changes to marauder stats will be placed here, so follow us on Facebook or Twitter for any updates.
Have a question about MRD WAR? Chime in on the comments or in our Marauder / Warrior Forums.

FFXIV Gladiator / Paladin Stats & Materia Guide

What’s a good gladiator stats build? What are useful paladin stats? Gladiator/Paladin materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia, knowing what stats your Gladiator or Paladin need should never be far from mind!

Gladiator (GLD) & Paladin (PLD) Stats

What are the gladiator or paladin stat weights?

VIT > STR > DEX > Parry > Determination > Skill Speed

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good GLD & PLD build.

Maruko’s Note: It’s still a toss up versus DEX and Parry. Either way, VIT STR is CEMENTED as the top two stats, while It is currently unknown whether DEX or Parry is better (Gut feeling leads me to think DEX). Just like all secondary stats though, these will always be wildly debated. Of course, any build similar to the above will always yield a good result.

Gladiator (GLD) & Paladin (PLD) Primary Stats Allocation

What stats should I add as a gladiator or paladin?

VIT> STR > DEX

Since this is where people may mess up the most, I’ll explain it in word for word. When you allocate stats, put as much points into VIT (Vitality) as you can. If you cannot put any more points into VIT, place points into STR (Strength). If you cannot put any more points into VIT and/or STR, invest in DEX (Dexterity).

Vitality – Increases total HP. This helps counter the Paladins glaring weakness of having a small HP pool, and low sustainability. This makes healing you less risky, and gives your healers breathing room to manage overall group healing.

Strength – More damage. More threat. Larger Parries. Larger blocks. What’s not to like?

Dexterity – While you may never find the need to allocate DEX, it is great to have. Increases Parry and Block % chances.

Gladiator (GLD) & Paladin (PLD) Secondary Stats

What are good secondary stats for gladiator and paladin, and why?

Parry > Determination > Skill Speed

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Parry – Increases rate of a successful parry. Really, this one needs no explanation. More damage reduction = happier & more successful raids.

Determination – Increases damage and healing. If you want more threat, you can have this over parry. Increases damage and threat a little bit, nothing too special here.

Skill Speed – Decrease Cast and Recast for weaponskills. Better than crit for paladins if you want to increasing threat. This also doubles as a pseudo “defensive stat”, by freeing up more GCD’s. Paladins superior resource management makes it safer to “do skills faster”.

Again, you cannot go wrong with this list. If you want more threat, take Determination > Skill Speed > Parry.

Gladiator (GLD) & Paladin (PLD) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again:

VIT > STR > DEX > Parry > Determination > Skill Speed

Materia Name
VIT: Vitality
STR: Strength
DEX: Dexterity
Parry: Battledance
Determination: Savage Might
Skill Speed: Quickarm

See Also: Materia Guide | Melding Guide

Summary:

  • Overall GLD PLD stat importance: VIT > STR > DEX > Parry > Determination > Skill Speed
  • GLD PLDStat allocation: VIT> STR > DEX
  • Secondary stats for GLD PLD: Parry > Determination > Skill Speed
  • Reference links: Gladiator FAQ, Paladin FAQ

That’s about it! Any major changes to gladiator stats will be placed here, so follow us on Facebook or Twitter for any updates.
Have a question about PLD /GLD? Chime in on the comments or in our Gladiator / Paladin Forums.

FFXIV Conjurer / White Mage Stats and Materia Guide

What’s a good conjurer stats build? What are useful white mage stats? Conjurer/White Mage materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia, knowing what stats your Conjurer or White mage need should never be far from mind!

Conjurer (CNJ) & White Mage (WHM) Stats

What are the conjurer or white mage stat weights?

MND > PIE > Determination > Spell Speed > Critical Chance > VIT

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good CNJ & WHM build.

Conjurer (CNJ) & White Mage (WHM) Primary Stats Allocation

What stats should I add as a conjurer or white mage?

MND > PIE> VIT

Since this is where people may mess up the most, I’ll explain it in word for word. When you allocate stats, put as much points into MND (Mind) as you can. If you cannot put any more points into MND, place points into PIE (Piety). If you cannot put any more points into MND and/or PIE, invest in VIT(Vitality).

Mind – Increases healing power. An obvious choice for Conjurers. This is by far your most important stat, hands down. You will ideally want to obtain as much of it as possible, wether it be through Stat Allocations, Gear or Materia.

Piety – Increases Mana (MP) Pool. Another no-brainer. More mana equals more healing.

Vitality – While you may never find the need to allocate or slot materia for a third primary stat, Vitality is a suitable choice. Why? Taking a hit or two before going down is never bad. The more durable you are, the more you can focus on healing others, and the less desperate you need to be when things go out of hand.

Conjurer (CNJ) & White Mage (WHM) Secondary Stats

What are good secondary stats for conjurer and white mage, and why?

Determination> Spell Speed > Critical Strike Chance

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Determination – Affects Healing and Damage Dealt. More healing. Need I say any more? This stat acts more consistently than Crit, and is much better for CNJ/WHM.

Spell Speed – This stat is a bit controversial, most CNJ’s and WHM’s debate whether this is better than critical chance, due to its low returns. I personally like this better than crit.

Critical Chance – A random crit wont do you much help, as it will probably “Overheal” your target. While a lucky crit can get you out of a bind, I’m much more in favor of consistency.

Note from Mahiko: These stats will forever be debated for CNJ / WHM, as long as FFXIV remains online. Mark my words. My personal preference leans towards Spell Speed over Determination. Remember that any mix of these stats is good, so don’t stress out about it and focus on being a better healer (Playerskill), having better teamwork and communication.

Conjurer (CNJ) & White Mage (WHM) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again:

MND > PIE > Determination > Spell Speed > Critical Chance > VIT

Materia Name
MND: Mind
PIE: Piety
Determination: Savage Might
Spell Speed: Quicktongue
Critical Chance: Savage Aim
VIT: Vitality

See Also: Materia Guide | Melding Guide

Summary:

  • Overall CNJ WHM stat importance: MND > PIE > Determination > Spell Speed > Critical Chance > VIT
  • CNJ WHM Stat allocation: MND > PIE > VIT
  • Secondary stats for CNJ WHM: Determination> Spell Speed > Critical Strike Chance
  • Reference links: Conjurer FAQ, White Mage FAQ

That’s about it! Any major changes to conjurer stats will be placed here, so follow us on Facebook or Twitter for any updates.
Have a question about CNJ/WHM? Chime in on the comments or in our Conjurer/White Mage Forums.

FFXIV: The Ultimate Starters Guide (+ Heavensward)

Look No Further.

Jumping into the world of FFXIV A Realm Reborn? New to the game, and need that extra hand to give you a headstart? You’ve come to the right place! The goal of this guide is to give you a birds eye view of what will help you get settled into FFXIV, providing you links to detailed information along the way! This guide may be long, but worth it!

 

Step 1: Pre-order / Buy the game

Can’t play a game without buying the game! You will need the base game, and at some point I imagine you would want to pick up Heavensward as well.

  • Final Fantasy XIV: A Realm Reborn (PC/PS3/PS4, Standard or Collectors)
  • Final Fantasy XIV: Heavensward (PC/PS3/PS4, Standard or Collectors)
  • The above links are for Square NA (North America) Accounts.

You can also use Playstation Network Cards to buy!

 

Step 2: Download the Client and Patch

Bought it? Nice. Now to make an account for FFXIV (Square Enix Link) first. Then, you need to download the latest ffxiv client.(Link downloads the file) Run the client and patch if needed. All set?

 

Step 3: Create a Character!

Three choices in character creation: Class – Race – God.

Classes – who, what why?

The decision of your starting class will affect you in the early game only. Since in FFXIV you can eventually max out ALL CLASSES AND JOBS with one character. Check a brief description of the ffxiv classes here. We’ll also put each class guide here, for your reference.

 

Base Class (Advanced Job) General Guides
Disciples of War: Archer (Bard) | Gladiator (Paladin) | Lancer (Dragoon) | Marauder (Warrior) | Pugilist (Monk) | Rogue (Ninja)
Disciples of Magic: Arcanist (Scholar)(Summoner) | Conjurer (White Mage) | Thaumaturge (Black Mage)
Heavensward Jobs: Dark Knight, Astrologian, Machinist.

Note: You currently cannot begin the game as Rogue. If you’re planning to become a Ninja, pick Pugilist and switch to Rogue once your character reaches level 15. The same also applies for the three Heavensward jobs (REMIND ME TO ADD THE REQUIREMENTS HERE WHEN IT’S AVAILABLE!)

Again you’re not locked into your class forever. It simply determines your starting city: Archer, Lancer, Conjurer: Gridania. Thaumaturge, Gladiator, Pugilist: Ul’dah. Arcanist, Marauder: Limsa Lominsa.

 

Race – does it matter?

Our Racial Stats Guide will tell you EVERYTHING you need to know about classes. Here are the main things you must take into consideration

  • The difference between the best and worst race for your class is negligible. (But this wont stop min/maxers)
  • Every race has a sub-race for Physical stats, and one for Magical stats. Choose appropriately.
  • Aesthetics is the main reason to choose between races.

 

God – does it matter?

The final step is Choosing Your God. TL;DR God choice is pretty much irrelevant right now.

 

Server Choices – does it matter? Actually yes.

SERVER CHOICE is also very important. Testing your lag to various server groups should be one of your main concerns. If you have a JP server as your lowest ping, but are afraid of not having any English people to talk to, dont be afraid! Tonberry server is the “unofficial” non-legacy server for people like us. Masamune is the Legacy counterpart.

Alternatively, if you’re part of the Asian/Oceanic region and want to play on NA, Behemoth is the “unofficial” server for this. (Please comment if we are wrong)

 

Step 4: Leveling up

Seriously, check out the General Leveling Guide (Class specific links inside)

Get to level 10! If this is your first character, you must… and I mean MUST: FOLLOW YOUR STORY QUEST. Around level 10 you unlock your first new features, Levequests, Guildhests and the ability to Change Classes. FFXIV actually has a lot of unlockable content as you level up. Luckily we have come up with an ‘Unlockable content guide & checklist’ so you won’t miss out. For now  do Guildhests! Queue up for them now and gain some quick & massive EXP.

What to do when you are Level 15?  Reaching level 15 story quest also unlocks the airship pass – now is the perfect time to pickup your crafting & gathering classes, as you will be forced to visit the other cities anyway! Keep in mind there is no downside to unlocking ALL CLASSES at this or any point. (Except maybe main hand inventory space). You also unlock Duty Roulette, a key tool in leveling up quickly.

During this quest to travel around the main cities, make sure you unlock your Challenge Log while in Limsa!!! Make sure you check out a list of the unlocks. From here on I will only be mentioning the extremely important ones.

You might want to refer to the Unlockables checklist now and then.

What crafting classes should I try? Here’s a quick and dirty list.

  • Weaver makes armor for: Conjurer, Thaumaturge, Arcanist. (likely Astrologer)
  • Leatherworker makes armor for: Pugilist, Rogue, Archer. (likely Machinist)
  • Armorsmith makes armor for: Gladiator, Marauder, Lancer (likely Dark Knight)
  • ALL CLASSES NEED SOMETHING FROM EVERY OTHER CLASS anyway. These are just the “main” ones.

Note that ever class can benefit from Goldsmithing (Accessories), Alchemy (Consumables), and Culinarian (Food Buffs)

What gathering classes should I try? Again, a loose list.

  • Mining supports: Armorsmith, Blacksmith Goldsmith.
  • Botany supports: Weaver, Carpenter, Alchemist, Culinarian.
  • Fishing supports: Alchemist, Culinarian. (General guide oddly missing. Linked leveling guide)
  • Leatherworker needs a little from all classes, and monster drops.
  • ALL CLASSES NEED SOMETHING FROM EVERY OTHER CLASS anyway. These are just the “main” ones.

Don’t worry – you’ll eventually want 50 in all classes, so it’s more of a “What do I get first” than something you lock-in to forever.

Very soon after, you’re going to be doing the newbie dungeon trio.  SastashaTam-Tara Deepcroft and the last ‘tutorial dungeon’, Copperbell Mines. Don’t act like a newb fighting the Copperbell Ooze. Since you’re around Copperbell, Unlock the armor Dye system. For characters who didn’t start in Ul’dah, this is a good time to get it. Don’t worry though, you’ll be visiting Vesper Bay A LOT.

 

Key unlock reminders

Materia – Level 19 (story quest): You’ll have a quest “Life, Materia and Everything”. This would be the best time to unlock the Materia System. Keep an eye out for the quest Forging the spirit. For melding materia you need to Level up a DoH, and it’s unlocked in the same camp.

Chocobo Mount – Level 20: (See: our Chocobo Guide) Getting your first mount isn’t a main story quest actually. But it’s arguably the most worth-it sidequest ever. Increasing your travel speed does wonders for leveling speed, and sanity. The starting quest is My Little Chocobo, found in your GC base. Speaking of GC’s…

 

Which Grand Company do I choose??

Ah, the good old question. Basically there isn’t much difference between each GC game wise. They dont currently offer anything game-breaking end-game wise, so it’s purely aesthetic. The clincher? It determines which city you’ll personally be visiting a lot. So it’s in your best interest to choose the city you like best. Are all cities equal? In my opinion, No.

  • Limsa (Maelstrom): Marketboard is next to Aetheryte. GC Base requires an extra load screen.
  • Gridania (Twin Adders): Marketboard requires an extra load screen. GC Base is next to Aetheryte.
  • Ul’dah (Immortal Flames): Marketboard requires an extra load screen. GC Base is next to Aetheryte.

In this point of view, Gridania and Ul’dah are similar, and Limsa is the outlier. It’s not a huge difference, since people usually hang out in their FC houses anyway.

 

Key unlock reminders

Chocobo Battle Companion : (See: our Chocobo Guide): At level 30 you can unlock your fighting chocobo via the quest My Feisty Little Chocobo. Very useful little guy to have. Just a reminder, you can mount your battle chocobo by right-clicking it.

 

Level 30: Advanced Job (soulstone quest)

Do NOT delay getting your ‘soulstone’ any more than you need to. Check the Job Requirements Guide. Becoming an advanced job requires a few things:

  • Level 30 in the primary base class (Finishing all class quests).
  • Level 15 in the secondary base class.
  • Sufficiently progressed in story line.
  • (Heavensward classes act differently – to be updated)

From here you should be able to handle yourself. Make use of our guides! Check the main menu above, or use the search functionality in the upper right. Don’t be afraid to ask us questions either (Twitter is best for this)!

Good luck starting out, and making progress! Make sure to Like us on Facebook, Follow us Twitter, and subscribe to our YouTube – all great channels to geat awesome FFXIV updates!
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The Week That Was #001

Our very first issue of “The Week That Was”! Every Sunday (a little late for this one) we will be posting what happened around FFXIVGuild & FFXIVARR news in general! Check it out!

The week that was: August 5 2013 – August 11 2013


a realm reborn paladin v warrior tanking comparisonWarrior v Paladin Tanking Comparison

We posted our first class comparison guide! Be sure to check it o
ut if you haven’t! You can contribute to the guide, if you feel like you have something to say! Comment on the article, or discuss it on the specific PLD vs WAR Forum thread.

 

 

We fixed up our Mining Guide & FAQ, and Botany Guide & FAQ. Currently, we need some help with these two guides. We have no clue what else people need to know about mining & botany. Help us out by letting us know!

miner guide ffxiv arr gatheringbotany guide ffxiv arr gathering

Are you living in Asia, and have a significantly faster ping to JP servers? We’re also trying to rally and organize an english-speaking community in Tonberry Server! Don’t be forced to an NA server just because you’re in fear of not having anyone to talk to! List your name on this thread so you can join our linkshells!

Why join our linkshells? Levelling up in groups is quicker and easier! Find friends so you don’t need to look around for quality party members! Registering is quick and easy: Don’t give yourself a hard time! Register for the site, and gain access to site commenting, and forums with one username!

The official download link for the FFXIV ARR Open Beta Client is also live!

Whats coming up?

Polishing Content
Basically, we’re all preparing to rip into open beta (Who isn’t?). We do have a bunch of updates lined up (Who woulda thought?). Were preparing for the huge updates due to all the changes that have to be made! Due to the tight time-frame we all have, alot of the guides have lacking images and general refinement. Be sure that once this open-beta and early access frenzy dies down, we will be polishing alot of our content!

Cross-class Skills
Once we really know what the requirements are for each job, we can really sink out teeth into cross-class skills guides. Also, Stat allocation & Materia Guides for all classes should be up very soon – in time for Open Beta! We don’t want people borking their characters!

Like always, if you have something to write about please let us know, message us through any means, comment or post on [Content Suggestions Forum]. Be sure to like us on Facebook or follow us on Twitter so you wont miss out!

[The Week That Was Archive]

Paladin VS Warrior Tanking Comparison

Warrior Or Paladins? Is one truly better than the other? In this battle of the fat, we try to determine just that. PLD VS WAR comparison!

warrior war versus paladin pld tanking guide and comparison

Inevitably, it’s come to this. “Who is better”, Warriors (Marauders) or Paladins (Gladiators)? Here, we will try our best to give you the ins and outs of each class. Note that we will be discussing level 50 PLD and WAR capabilities, and this somehow extends to lower-level Gladiator and Marauder comparisons.

This is also our very first ‘community driven’ guide – we will be discussing key points in the forums, ultimately leading to the content to this page. Participate and be commended!
PLD vs. WAR Forum thread

For reference you can open these windows (Opens in New Tab):
Gladiator | Paladin : Marauder | Warrior

Base stats / Innate capabilities

Warrior
The main advantage of a warrior is it’s immense maximum HP. Does a lot of damage, and indirectly increases defenses by doing so. Marauders and Warriors are extremely combo sensitive, and are definitely more difficult to play. This further extends by adding the “Defiance” / “Infuriated” warrior system. Compared to Paladins, these guys pack a huge punch. Parrying serves as a welcome additional defense (Although Paladins have this too), they cannot block.

Paladin
Damage reduction / mitigation is the paladins key trait. Wears a shield by default (Blocks!). Paladins have a reactive gamplay style, and are much easier to play ‘mechanically’ than warriors. Paladins are susceptible to burst damage with a low HP pool, but over the course of longer encounters – their mitigation more than makes up for it. Their “Effective HP” is much much higher than a Marauder. Their damage is so pathetic, and could possibly be out DPS’d by a Conjurer.

So here we see the main difference, Warriors rely on HP and Damage. Paladins rely on Damage Reduction. This becomes brutally clear in the next section:

Defensive Skills

Warrior
— MRD —
Foresight – Increases defense by 20% for 20s. Recast 90 (Traited)
Bloodbath – Gain 25% “Lifesteal” for 30s (Traited). Recast 90.
Mercy Stroke – Killing a target with mercy stroke restores 20% of max HP. Recast 30 (Traited)
Thrill of Battle – Increases max HP by 20% (Traited) and heals for that amount. Duration 10s.
Storms Path – (If Combo’d into) Creates a shield equal to 20% of damage dealt up to 10% of max HP.
—WAR—
Defiance – (Stance) Increases maximum HP by 25%, while lowering damage dealt by 30% and increasing enmity.

Paladin
— GLD —
Rampart – Reduces damage taken by 20% (Traited) for 20s.
Convalescence – Increases HP restored by spells or actions by 30% (Traited) for 20s.
Awareness – Reduces critical strike damage taken by 15% for 25 (Traited) seconds.
Tempered Will – Immediately cures Bind and Heavy, while preventing knockback and draw-in effects.
Sentinel – Reduces damage taken by 40% (Traited) for 10s.
Bulwark – Increases block rate by 60% for 15s.
— PLD —
Shield Oath – (Stance) Reduces damage taken by 25%, and damage dealt by 30% but increases enmity generated.
Hallowed Ground – Renders you impervious to most attacks

Wow, from here it becomes rather obvious that warriors have the short end of the stick when it comes to purely defensive skills. Foresight is directly inferior to Rampart (Which also reduces magic damage) and Sentinel (40%!). Thrill of Battle is ‘cute’ at best, amounting to a large heal. Storms Path is the warrior saving grace here, giving you a reusable shield without a long cooldown.

Paladins on the other hand have a long list of defensive skills, all ridiculously effective. Just by comparing the stances, the trade-off for 30% reduction for damage dealt is just completely lopsided in the paladins favor: 25% damage reduction for the paladin, and 35% max hp for the warrior. While 35% HP is better in a vacuum, when healers are involved, this becomes next to useless (Remember Effective HP?)

Warriors scale extremely well with offense, and even benefit from it defensively. While this is good, the survivability gained is just nowhere NEAR the Paladin. Not even close.

Threat Generation

Both Paladins & Warrior have no trouble generating threat. It’s the small differences and situations that make the Warrior superior to Paladin in terms of threat.  It’s very unlikely that DPS will pull aggro during a fight from either a Paladin or Warrior, so what’s the difference? Two key points.

Threat on Demand
The main difference? Warriors are better in more desperate times. When sh*t hits the fan – you’re going to want a warrior. When resources are tight, and adds spawn, Warriors are much much better at picking them up and making them stick. Paladins have superior resource management and will match a warriors threat over time. Warriors excels at keeping up with initial burst aggro when picking up and killing newly spawned adds.

Adds, AoE
In both single target and AoE situations, Warriors will out-threat Paladins any day. Paladins also have decent AoE threat, but simply pale in comparison to what Warriors can do to multiple enemies, and struggle alot less to build up initial aggro. It’s like Warriors WANT adds to spawn, and lots of them, while Paladins would rather not!

Due to the length of this post, we split it into two pages. In Page 2, we discuss Healer Preference, Overall Kit, and finally Summary and Recommendations.

1 | 2

Arcanist, Scholar & Summoner guides up!

All the available info on Arcanists Scholars and Summoners here! Skills, Traits and the other usual goodies! CHECK IT OUT NOW!

arcanist scholar summoner guidesWe have (preliminary) guides for the classes “missing” during the earlier beta phases!

While we are missing some information, it’s pretty minor (Trait Name, and Skill Radius).

You might want to check them out now!

 

Arcanist Guide & FAQ

Scholar Guide & FAQ

Summoner Guide & FAQ

If you have any comments, please leave them on their respective pages!