FFXIV Alexander (Normal): quick strategy guide

A quick and dirty guide detailing the simple strategies needed for Alexander Normal.

Hey guys! Here’s a quick little guide describing what you need to do in Alexander Normal. Each section will describe one boss, instead of one per page. Their difficulty isn’t that high, and having it all in one place is less of a hassle likely. Will update again tomorrow.

The first trash pile Faust – just burn it and have your OT pick up the adds and run around.

The Oppressor (Alexander Turn 1): Fist of the Father

  • ALARUM periodically spawn. Killing them leaves a field on the ground which minifies you if stepped on.
  • LASERS FROM THE SKY signify a huge missle coming.
  • Kill and leave the field on the laser target: minifying the missle (lol)
  • Avoiding the fly-up AoE: run furthest from its blast radius (remember ultima hm?)

Oppressor 0.5 and original must die within 30(?)s of each other, else wipe.

(Link to savage guide.)

‘Robot Gauntlet’ (Alexander Turn 2): Cuff of the Father

I honestly have no idea of the specifics in this fight. It’s easily doable in 1 pull, although making it faster is the point of doing this fight properly.

  • At least 1 guy should ride a robot. This robot rider has a few responsibilities.
  • Pull bombs away from raid using your pulling skill. Otherwise, raid simply moves away.
  • Riders can apply a VULN UP to mobs, which is mega value. Maxes out at 5 stacks on a mob.

ROBOT SKILLS

(1) Man… I don’t know what exactly this does. Doesn’t seem too good.
(2) An AoE stun that’s pretty good at mitigating damage.
(3) Applies Vuln Up on target. Mega value
(4) Pull. Please, only use this on bombs *wink*

RIDER SETUP
Alot of different setups work, the safest being 1 DPS riding. When his energy level goes low – use the other machine.

Adds? Kill the special looking guys before the chumps, or even spider-tanks. Boomtypes and Jagds kick ass.

(Link to savage guide.)

Living Liquid (Alexander Turn Turn 3): Arm of the Father

This guy has 3 forms which he cycles through for most of the fight.

“Human” form

  • Nothing I remember specifically – just some fancy AoE’s.

Hand form

  • During the “one chunky hand” both tanks should stay in front to share the cleave (Kaliya).
  • Once they split, just burn them. Use some defensive as they stack a resist down debuff over time.
  • Wash Away is a pushback – just get close to the center, or furthers from an edge.

Tornado form

  • Kill adds… nothing too notable.

TETHERS? We didn’t really try many things to cancel it. You get stunned, but otherwise inconsequential if done incorrectly. Feel free to comment. They were easy enough to ignore.

At a low health percentage – the final phase begins. It’s signaled by Cascade, a basic AoE damage skill. Nothing noticeably new here. I’ll check it out again tomorrow.

(Link to savage guide.)

The Manipulator (Alexander Turn 4): Burden of the Father

Choose and kill one leg to kill first. There’s no value in spreading damage as they heal per phase. DPS the manipulator when it comes out.

Deez ballz

  • Blue sign above head signifies where the balls will float towards.
  • 2 sets of 3 balls spawn from the outside travelling towards the point. Does semi-heavy damage, heal through it or cycle party.

Getting sucked in

  • a simple mini-dps check. Kill the add and you escape. Nothin’ else to it.

Healer debuffs

  • Boss casts a red and blue hammer debuff. These two afflicted people cannot touch, else they die.
  • It can spread to new members who were previously unaffected.
  • Obviously, stay away from them at this time.

Tethers (laser)

  • Avoid having one guy eat more than 1. Simply block the line. Best suggestion here is

(Link to savage guide.)

Again, sorry if I couldn’t write a novel about these ‘turns’. They’re quite intuitive, and fun. Don’t expect something too difficult but this little write up will help you out in the days to come. For updates like us on Facebook. Questions? Twitter us. Check us out on YouTube and Twitch.

FFXIV Alexander Loot List & System, Accuracy Caps

Loot list and loot system of Alexander: Gordias (Normal). Accuracy caps will be included!

Here we track various information regarding the current FFXIV Endgame raid: Alexander Gordias (Normal). Naturally, two weeks from now this very page will contain Alex ‘Savage’ information. Stay tuned!

How do I unlock Alexander normal? The quest details: “Disarmed”, Idyllshire (X:7 Y:6), NPC: Slowfix.

Alexander: Gordias (Normal) Loot system

Alexander normal has a token system, wherein completion of various parts of the dungeon rewards items you turn-in for high level equipment. YOU CAN ONLY LOOT 1 TOKEN PER TURN, PER WEEK. For a maximum of 4 tokens a week. In 5 weeks, you can have full i190.

Loot is exhanged in: Idyllshire (X:5 Y:5), NPC: Sabina

The items you can obtain off Alex Normal are iLevel 190, and have the Prototype Gordian prefix.

Item Type Required Token Number of Tokens
Head Tarnished Gordian Lens 2
Body Tarnished Gordian Shaft 4
Hands Tarnished Gordian Crank 2
Waist Tarnished Gordian Chain 1
Legs Tarnished Gordian Spring 4
Feet Tarnished Gordian Pedal 2
Accessories Tarnished Gordian Bolt 1

Which token drops where?

Each turn drops 2 tokens from a pool of possible tokens per turn (did that even make sense?). As we farm more tonight, we will learn more and update.

  1. ACC / BOOTS / WAIST
  2. BOOTS / HEAD / ACC
  3. LEG / HEAD
  4. LEG / CHEST

Prototype Gordian (Alex Normal) Gear: Stats table

Temporary formatting: will improve ASAP

Tank Accuracy Det Crit Skill Speed Parry
Hat 47 33
Chest 77 54
Gloves 33 47
Waist 36 25
Pants 77 54
Boots 32 47
Choker 36 25
Earring 34 25
Bracelet 25 36
Ring 36 24
HEALER Accuracy Det Crit Spell Speed Piety
Hat 47 33
Chest 54 78
Gloves 32 47
Waist 24 36
Pants 54 78
Boots 54 34
Choker 36 25
Earring 25 36
Bracelet 25 36
Ring 34 25
CASTER Accuracy Det Crit Spell Speed  
Hat 47 33
Chest 77 52
Gloves 33 47
Waist 36 25
Pants 74 54
Boots 47 33
Choker 24 36
Earring 25 36
Bracelet 36 25
Ring 25 36
DRAGOON Accuracy Det Crit Skill Speed  
Hat 47 33
Chest 77 54
Gloves 47 32
Waist 36 24
Pants 54 77
Boots 33 45
Choker 36 25
Earring 34 25
Bracelet 25 36
Ring 24 36
MONK Accuracy Det Crit Skill Speed  
Hat 47 32
Chest 54 77
Gloves 33 45
Waist 36 25
Pants 52 77
Boots 47 33
RANGED Accuracy Det Crit Skill Speed  
Hat 33 45
Chest 77 54
Gloves 33 47
Waist 25 36
Pants 52 77
Boots 47 33
Choker 34 25
Earring 25 36
Bracelet 24 36
Ring 25 34
NINJA Accuracy Det Crit Skill Speed  
Hat 47 32
Chest 54 74
Gloves 32 47
Waist 36 25
Pants 54 77
Boots 45 33

 Temporary formatting: will improve ASAP

 

 

 

Alexander: Gordias (Normal) Accuracy Cap

It’s currently impossible to accurately determine this. Wait for data collation. I wonder if this is even needed for Normal Mode. I secretly hope this isn’t needed as it’s a nightmare to obtain, haha.

Alexander: Gordias (Savage) Loot system

RESERVED

Alexander: Gordias (Savage) Loot system

RESERVED

Good luck out there with robot crunching! We will be updating the loot list and accuracy caps on Alex Normal consistently. Stay updated by giving us a Like on Facebook – ask us anything by following us on Twitter! Also, check us out on YouTube and Twitch!

FFXIV Gathering Rotation (Scrip farming & Collectibles)

How to get deez damn collectibles! If you’re short on collectability 0 find out some basic appraisal rotations here!

Hello guys, a preliminary guide here. Basically I’ll be listing down the rotations I used WHILE LEVELING UP. It’s no use discussing the “real” end-game collectability gathering rotations since we have no idea what numbers we’re reaching for, and how much GP we will actually have. (Yes I know there’s a current BiS… but how long will that last? Will keep an eye out for the recipe unlocks come Alexander). I personally had more than 600 GP, but it’s very unrealistic to make a rotation for LEVELING UP with 650+ GP, since not everyone had a pimped out Foragers Set.

TLDR: Gathering rotations for scrip farming & Collectibles!!!

Navigation:
End-game Gathering Rotations | Leveling up Rotations


Red scrip (470 collectability) Rotation (variable collects)

Thanks to my FCmate Tiffany Faye for this! This rotation can get at least 2, and up to 4!!!! 470 collectible items! Here’s the basic rotation

  • Reveal with a hit!
  • Discerning Eye
  • Impulsive Appraisal
  • IF PROC, Single Mind. NO PROC? Discerning Eye
  • Impulsive Appraisal
  • IF PROC, Single Mind, NO PROC? Discerning Eye
  • Methodical Appraisal

The above rotation seems damn good for me! While it requires brainpower, the eventual time saved is definitely something. I did not note the min perception needed but please mention your results.

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End-Game Gathering Rotations (For now)

I’ll just copy the “1 collect” rotation from below. Since this is as good as it gets for 1 Collect @ 600 GP! Yes I do realize you can go much higher. But that’s for the minute few that have the 700++ GP for it. I’ll post those once I know more of what we need to reach, and how much GP people have on average.

Maximum Appraisal Potency for 600 GP 1 Collect

  • Reveal with a hit!
  • Discerning Eye
  • Methodical Appraisal
  • Discerning Eye
  • Methodical Appraisal
  • Utmost Caution
  • Methodical Appraisal
  • Utmost Caution
  • Methodical Appraisal
  • Collect

!!VERY IMPORTANT!! >400 Appraisal Potency 3 Collect

at 570~ Perception you can easily 3 gather the high grade scrip unspoileds. I use this rotation to do so:

  • Reveal with a hit!
  • Single Mind
  • Methodical Appraisal
  • Discerning Eye
  • Methodical Appraisal
  • Discerning Eye
  • Methodical Appraisal
  • Collect
  • Collect
  • Collect

Gathering Rotations used WHILE Leveling (Based on 600 GP)

If you have extra GP, use a Field Mastery. Or try something else. I personally didn’t see the need more than 600 GP in the road to 60~. If you’re a newer player, strive to get 600 GP somehow. Use food, cheaply meld gear… just find a way! These rotations DO NOT USE SINGLE MIND (For low level friendliness), but you’ll be more experienced by then anyway. So these rotations are really there to help those who are a little more confused.

These four basic rotations will help you gather almost any collectible. If you fail with the 1 collect – you’re undergeared.

The goal is you want AS MANY ITEMS as you can with the MINIMUM ACCEPTABLE COLLECTABILITY. So when you’re trying something new – go for the 1 collect. Go for more collects if you feel you can do it!

4 Collect, 250 Appraisal potency:

  • Toil of the Pioneer
  • Discerning Eye
  • Methodical Appraisal
  • Methodical Appraisal
  • Collect
  • Collect
  • Collect
  • Collect

(Macro possible?) If you know of a 4 collect rotation with higher than 250 appraisal potency AT 600 GP, please let me know!

3 Collect, 350 Appraisal potency:

  • Toil of the Pioneer
  • Discerning Eye
  • Methodical Appraisal
  • Methodical Appraisal
  • Methodical Appraisal
  • Collect
  • Collect
  • Collect

(Macro possible?) If you know of a 3 collect rotation with higher than 350 appraisal potency AT 600 GP, please let me know!

2 Collect, 450 Appraisal potency:

  • Reveal with a hit!
  • Discerning Eye
  • Methodical Appraisal
  • Discerning Eye
  • Methodical Appraisal
  • Discerning Eye
  • Methodical Appraisal
  • Collect
  • Collect

Alternatively: Toil, Deep, Method x4, Collect x2 (400 potency, but executes a lot faster!)

(Macro possible?) If you know of a 2 collect rotation with higher than 450 appraisal potency AT 600 GP, please let me know!

1 Collect  Appraisal potency:

  • Reveal with a hit!
  • Discerning Eye
  • Methodical Appraisal
  • Discerning Eye
  • Methodical Appraisal
  • Utmost Caution
  • Methodical Appraisal
  • Utmost Caution
  • Methodical Appraisal
  • Collect

(Macro possible?) If you know of a 2 collect rotation with higher than 500 appraisal potency AT 600 GP, please let me know!

In any case I’m excited for this whole new dimension in gathering! Good luck farming scrips! For more updates and awesome FFXIV updates, like us on Facebook! Ask us anything on Twitter! Check us out on YouTube and Twitch!

Heavensward Dungeons & Trials (Story) Quick Guides

A quick guide about all 3.0 dungeons and trials (storyline)

“If they do not know, teach them.” – Mahiko ‘Mister PUG’ San.

I don’t know what else to say about this page. Since I don’t feel storyline dungeons and trials need a full guide page each, here’s a compilation of all storyline dungeons and trials, with any notes to beat them. ***Forgive me if I use humor***, it’s to keep me sane during this hectic time.

This guide DOES NOT INCLUDE 60+ dungeons and EX primals (Stops at Aetherochemical RF)

Heavensward: Dungeons & Trials
Dusk Vigil | Sohm Al | The Aery | The Vault | The Great Gubal Library
Ravana, Thok ast Thok (Hard) | Bismarck, Limitless Blue (Hard)

Dusk Vigil boss strategy

Dusk Vigil itself has no notable trash mob or map mechanics.

Dusk Vigil boss 1: Elephant

  • Isolate targeted guy. If its you, GTFO from your team. If its your friend, abandon him.
  • He will get wombo combo. It’s fine.

Dusk Vigil boss 2: Ghost

  • He has many ghostly friends.
  • More friends from the beyond.
  • Kill them all, again. Twice.

Dusk Vigil boss 3: Bird

  • He’s casting tornado? Hide behind rocks. You don’t stay in the open in an IRL tornado, do you?

Sohm Al boss strategy

Sohm Al boss 1: Plant

  • Memories of T6… Avoid AoE after eat.
  • Hornet spawn. I assume it’s good to kill. We burned lel.

Sohm Al boss 2: Dino

  • Lookin at you? GTFO.
  • Lots of single spike damage. Keep party healthy.

Sohm Al boss 3: Dragon

  • Marker on top of you? It’s a meteor.
  • Land these on the OUTERMOST EDGE POSSIBLE.
  • Once the marker fades -> move back towards center.

Ravana (Hard) Thok ast Thok strategy

  • Butterfly kill. Fast.
  • Avoid knockback by having an intact wall behind you.
    • That’s 99% of the fight right there.

The Aery Boss Strategy

The Aery boss 1: Skinny Dragon

  • Tether to poles lel.
  • AoE 1: Safe spot is ring inside.
  • AoE 2: Melee proximity knockback.
  • AoE 3: targetted bolts.

The Aery boss 2: Medium Dragon

  • Poison clouds spawn.
  • Mustard Gas eats Clouds.
  • I cant tell you exactly what happens here. I assume killing adds is good. We burned.

The Aery boss 3: Fat Dragon

  • Lookin at you? Move a bit. Leaves fireball.
  • Fireball rush soon after.
  • Free imprisoned friends (Don’t tunnel lel)
  • Keep DRG alive (The NPC, not your bad teammate).
  • Kill add before massacre, stand in shield.

The Vault Boss Strategy

All bosses have random AoE damage and a single spike damage skill. Just keep yer damn party healthy.

The Vault boss 1:  Sword Guy

  • Lots of fancy abilities.
  • Balls explode. lel.

The Vault boss 2: Axe guy

  • Colorful AoE. Do not stand
  • Knockback? Make sure youre NOT behind a ball.

The Vault boss 2: Robot Griest

  • Avoid marching robot (there’s spaces in between)
  • Sickness shall be purged, AoE heals.
  • Kill fireballs asap, they dont have aggro.
  • Avoid firelike “plumes”.
  • Break tethers by spreading apart from friend.

Bismarck (Hard) Limitless Blue strategy

  • Do not fall. (Tornado lel)
  • Shield in center irrelevant if your DPS has a few braincells.
  • Use harpoons -> MUST BE STANDING ON WHALE to DPS #WhalerightsPETA
  • Party takes damage while on whale, AoE heals.
  • Separate adds from each other.

The Great Gubal Library Boss Strategy

Library boss 1: Demon Wall II

  • Avoid the lane AoE.. gives slow n heavy. Demon Wall AK memory.
  • He closes! GO TO THE OTHER SIDE DAMNIT.
  • Ice floor? one press of movement makes you slide.
    • Remove little girl subligar.
    • Wear big girl subligar.
    • Deal with it.

Library boss 2: Bull

  • Fat line AoE? MOVE TOWARD HIM, FOOL!
  • Kill books.
  • Bring tether to boss.

Library boss 3: Refrigerator

  • Step on pink ‘summoning point’ to prevent adds.
    • ALL minipoints must be stood on to prevent adds in that circle.
    • comes in minipoints of 1’s, 2’s then 3’s.

Sorry for the light bordering stupid tone used in this guide. Since story dungeons are pretty damn intuitive, these will make your life a little bit easier. Will refine de-stupidify in the day or two to come. Like us on Facebook, Follow us on Twitter (best way for short questions!), check us out on YouTube or Twitch! “Hey Mahiko, damn this guide sucks!” Well, It’s this or nothing son. Other more high impact guides are being updated, as this quick guide details content which is excruciatingly simple.

FFXIV Machinist (MCH) Guide & FAQ

All you need to know about the Machinist job in FFXIV! How to unlock MCH, what skills, stats, and other supporting info. Also links to advanced guides!

“These aren’t the droids you’re looking for” – Mahiko ‘-bi Wan’ San.

Hello! Welcome to our FFXIV Machinist guide. Here, we discuss all basic Machinist information, and post links to find more advanced Machinist resources. The Machinist is a ranged physical DPS class which was introduced in Heavensward 3.0, and have a special requirements (Like Astrologian and Dark Knight) compared to the original jobs. If you’re a newer MCH, the Machinist leveling guide may be useful.

How do I become a Machinist in FFXIV? What are the MCH Requirements?

1) You must have an existing Level 50 combat class (DoW or DoM).
2) You must have completed “Before the Dawn” (all story quests prior to 3.0).
3) Only then will the Machinist unlock quest open up –

Where do I unlock Machinist?
The quest name is “Savior of Skysteel”, which is found in Foundation (8,10). The questgiver is an NPC named ‘Stephanivien’.

Help! I’m a new player rushing to Machinist! Your best bet’s starting the game as Archer and hitting the requirements as a Bard. Switch to MCH once you’re good to go!

Machinist stats: What stats to allocate and gear up for?

The most important stat for MCH is undoubtedly DEX. DEX improves ranged physical damage, and of course facilitates your main objective of DEALING DAMAGE. All characters will want some extra VIT (usually by materia, and stat points) when tackling extremely difficult content. Note that excessive VIT is a huge minus to efficiency.

As for secondary stats, we can’t really say yet. MCH may have favorable secondary stats that synergize with their skillset, but we can only guess at this point. Determination is the ‘go-to’ stat for any DPS, and Machinists are no different.

(More info: MCH Stats & Materia)

What are the Machinist Skills & Traits?
MCH being their ‘lifespan’ at level 30. So you may get shocked at the amount of new skills you have. The skills and traits are listed near the bottom of the post.

What classes are Machinist Cross-class skills from?
Archer and Lancer. (More info: MCH Cross-class skills)

Crafting & Gathering classes suitable for Machinist?
Going by trends we can assume…
MCH Armor: Leatherworker (mainly)
MCH Gun: ??? (I assume metal-based crafters)
MCH Accessories: Goldsmith (mainly)

It’s hard to say clearly which gathering class is best. But I’m willing to bet guns need metal too, so I’ll go with primarily Miner. We all know how leatherworker rolls though…

Advanced Machinist resources

  • Machinist Best-in-slot & End-game gear: To find the droid components you’re looking for.
  • Machinist rotation: L2PewPew PROPERLY with your Machinist.
  • Anything else to add?

Machinist Skills

NameLevelCastRecastMPTPRangeRadius
Split Shot1
>icon<
Slug Shot2
>icon<
Reload4
>icon<
Lead Shot6
>icon<
Heartbreak8
>icon<
Leg Graze10
>icon<
Reassemble12
>icon<
Blank15
>icon<
Spread Shot18
>icon<
Foot Graze22
>icon<
Quick Reload26
>icon<
Hot Shot30
>icon<
Rapid Fire30
>icon<
Head Graze34
>icon<
Clean Shot35
>icon<
Wildfire38
>icon<
Rook Autoturret40
>icon<
Turret Retrieval40
>icon<
Promotion42
>icon<
Suppressive Fire45
>icon<
Grenado Shot46
>icon<
Bishop Autoturret50
>icon<
Dismantle50
>icon<
Gauss Barrel52
>icon<
Gauss Round54
>icon<
Rend Mind56
>icon<
Hypercharge58
>icon<
Ricochet60
>icon<

Machinist Traits

 LevelTraitsDescription
>icon<8Enhanced DexterityEffect
>icon<14Lodged LeadEffect
>icon<16Enhanced Dexterity IIEffect
>icon<20Increased Action Damage IIEffect
>icon<24Enhanced Dexterity IIEffect
>icon<28Enhanced ReassembleEffect
>icon<32Quicker ReloadEffect
>icon<36Enhanced Spread ShotEffect
>icon<40Increased Action DamageEffect
>icon<44Enhanced Rapid FireEffect
>icon<48Enhanced WildfireEffect

Bring the damn GUN to the knife fight! Enjoy your Machinist! For more about MCH’s and anything about FFXIV, make sure to keep in touch! Like us on Facebook, communicate with us easily by Following us on Twitter. You can also check us out on YouTube and Twitch!

FFXIV Astrologian (AST) Guide & FAQ

All you need to know about the Astrologian job in FFXIV! How to unlock AST, what skills, stats, and other supporting info. Also links to advanced guides!

“You must believe in the heart of the cards.” – Mahiko ‘Yugi’ San.

Hi! Thanks for coming to our FFXIV Astrologian guide. Here, we discuss all basic Astrologian information, and post links to find more advanced Astrologian resources. The Astrologian is a Healing class which was introduced in Heavensward 3.0, and have a special requirements (Like Dark Knight and Machinist) compared  to the original jobs. New AST? The Astrologian leveling guide might be helpful.

How do I become a Astrologian in FFXIV? What are the AST Requirements?

1) You must have an existing Level 50 combat class (DoW or DoM).
2) You must have completed “Before the Dawn” (all story quests prior to 3.0).
3) Only then will the Astrologian unlock quest open up –

Where do I unlock Astrologian?
The quest name is “Stairway to the Heavens”, which is found in The Pillars (15,10). The questgiver is an NPC named ‘Jannequinard’.

Help! I’m a new player rushing to Astrologian! Then you’re best off starting the game as Conjurer and hitting the requirements as a White Mage. Then switch to AST once you’re good to go.

Astrologian stats: What stats to allocate and gear up for?

Being a healing class, AST’s will benefit most from MND. Any increase to healing output is welcome, obviously. PIE is the supporting stat for all MP based healers so it’s worth considering as well. VIT is useful for any person who wants to have increased survivability. Please note than over-stacking on VIT (Materia and Statpoints) is a huge minus to efficiency.

As for secondary stats, Piety is extremely important for AST since their secondary MP regen tool is random. Aside from that, literally every stat can benefit Astrologians in some way. This all depends on the stance you main, though.
(More info: AST Stats & Materia)

What are the Astrologian Skills & Traits?
The main difference with AST is you ‘start’ at level 30. So you might get a bit confused. The skills and traits are listed near the bottom of the post. But I’m sure what you’re curious about is: THE CARDS!

Card NameCard EffectRoyal Road"Family"Comments
BoleDefense upNext card POTENCY UPStat++percentile Damage Reduction. A free tank cooldown.
BalanceDamage upNext card POTENCY UPStat++percentile Damage. What else to say? Amazing.
EwerMana RegenNext card AOE EFFECTResource+Gives mana over time.
SpireTP RegenNext card AOE EFFECTResource+Gives TP over time.
ArrowGCD Speed upNext card DURATION UPSpeed+Reduces cast times and GCD. Can be a TP killer.
SpearLower CooldownNext card DURATION UPSpeed+Only works when using long CD skills AFTER Spear is applied.

More advanced uses of these cards can be seen in the: Astrologian Healing Guide (End-game).

Astrologian Stances: Nocturnal Sect & Diurnal Sect effects?

Here is a chart showing what each stance has to offer.

SkillNocturnal SectDiurnal Sect
Stance Bonus+5% Potency to healing+5% casting speed
Aspected BeneficHigher potency, 130% of healing is converted to shield.Weaker potency, leaves an 18s Regen effect.
Aspected HeliosLeaves a shield equal to 100% of the amount healed.Leaves a Regen effect on all affected members.
Celestial OppositionCannot be used while stanceless.Cannot be used while stanceless.

While the above table is a quick list, more in-depth knowledge can be gained from the Astrologian Healin guide.

What classes are Astrologian Cross-class skills from?
Thaumaturge and Conjurer. The most viable 5 to pick are:

  1. Cleric Stance
  2. Protect
  3. Aero I
  4. Swiftcast
  5. (free slot)

Crafting & Gathering classes suitable for Astrologian?
AST Armor: Weaver > Leatherworker
AST Star Globe (Weapon) & AST Accessories: Goldsmith

Like all casters, there is no way to get everything with one class. Mining is slightly more important than Botany for Astrologians. But as any end-game crafter knows, getting 60 in all DoH is the plan.

Advanced Astrologian resources

Astrologian Skills

NameLevelCastRecastMPTPRangeRadius
Malefic12.52.530y
>icon<Deals unaspected damage with a potency of 100.
Additional Effect: Heavy 40%, Duration: 20s
Benefic222.530y
>icon<Restores target's HP. Cure Potency: 380
Additional Effect: 15% chance next Benefic II will have no cast time. Duration 15s
Combust4Instant2.525y
>icon<Deals unaspected damage over time.
Potency: 40 Duration 18s
Lightspeed6Instant1500y
>icon<Reduces cast times for spells by 2.5 seconds while reducing magic potency by 25%.
Duration 15s
Luminiferous Aether8Instant1200y
>icon<Reduces enmity generation.
Additional Effect: Refresh
Refresh Potency: 80 Duration: 15s
Helios102.52.52y
>icon<Restores own HP and the HP of all nearby party members.
Cure Potency: 290
Ascend1282.5
>icon<Resurrects target to a weakened state.
Essential Dignity15Instant6030y
>icon<Restores target's HP. Cure Potency: 400
Potency increases the lower the target's HP.
Exalted Detriment181s2.5s30y
>icon<Removes a single detrimental effect from target.
Stella222.52.525y
>icon<Deals unaspected damage with a potency of 100.
Additional Effect: Heavy 40%
Duration: 20s
Benefic II262.52.530y
>icon<Restores targets HP. Cure Potency 620
Draw30Instant300y
>icon<Draw a card from your divining deck. Execute command again to use the card drawn.
Only one card can be drawn at a time.
Duration 15s, Recast timer cooldown will begin once the drawn card is read
or the Draw timer expires.
Diurnal Sect30Instant50y
>icon<Increases speed by 5% while adding a Regen effect to certain actions.
Cannot be used with Nocturnal Sect. Shares a recast timer with Nocturnal Sect.
Effect cannot be removed during battle. Effect ends upon reuse.
Aspected Benefic34Instant2.5s30y
>icon<Restores target's HP. Cure Potency: 190
Nocturnal Sect Cute Potency: 250
Nocturnal Sect Effect: Shields the recipient for an equal amount of HP healed. Does not stack with Adloquium.
Duration 30s

DIurnal Sect Effect: Regen
Cure Potency: 100 Duration 18s
Royal Road35Instant15s0y
>icon<Return the currently drawn card back to your deck to enhance the effect of the next card drawn,
Bole and Balance: 150% effect potency.
Arrow and Spear: 50% potency, extends the effect to nearby targets.
Ewer and Spire: Doubled duration
Disable38Instance60s25y
>icon<Reduces the potency of the target's next action by 10%
Duration: 10s
Spread40
>icon<
Aspected Helios4232.5
>icon<Restores HP of yourself and nearby party members. Cure Potency: 140
Diurnal Sect: Regen
Cure Potency: 50 Duration: 30s
Effect cannot be stacked.
Nocturnal Sect Effect: Erects a shield equal to the amount of HP healed.
Duration: 30s Effect does not stack with Adloquium.
Shuffle45Instant90
>icon<Return the currently drawn card to your deck and draw another.
Combust II46
>icon<?????
Nocturnal Sect50Instant5s
>icon<Increases healing potency by 5% while adding a damage nullifying shield to certain actions.
Cannot be used with Diurnal Sect.
Shares a recast timer with Diurnal Sect.
Effect cannot be removed during battle.
Effect ends upon reuse.
Synastry50Instant120
>icon<Generate and aetheric bond with target party member. Each time you cast a healing spell on a party member not under the effect of Synastry, 50% of the original spell also heals the bonded party member.
Gravity5232.5
>icon<Deals unaspected damage to a target and enemies near it with a potency of 200 for the first enemy, reducing by 10, 20, 30, 40% for each enemy hit with a minimum of 50%.
Malefic II542.52.5
>icon<Deals unaspected damage with a potency of 200.
Time Dilation56Instant90
>icon<Extends th duration of the target's beneficial effects by 15 seconds.
Collective Unconscious58Instant90
>icon<Created a wheel of fortune around the caster. Effect granted to party members upon entry differs depending on active Sect. Can only be executed whn a Sect is active. Effect ends upon using another action or moving.
Diurnal Sect: Regen
Cure Potency: 150 Duration 18s
Nocturnal Sect: Damage taken si reduced by 10%
Duration 18s
Celestial Opposition60Instant150
>icon<Stuns all nearby enemies. Duration: 4s

Also extends duration of beneficial effects cast on self and party members by 5 seconds.

Astrologian Traits

 LevelTraitsDescription
>icon<8Enhanced Mind
>icon<14Enhanced Mind II
>icon<16Enhanced Lightspeed
>icon<20Enhanced Ascension
>icon<24Enhanced Mind III
>icon<28Enhanced Essential Dignity
>icon<32Magick and Mend
>icon<36Enhanced Benefic
>icon<40Magick and Mend II
>icon<44Enhanced Disable
>icon<48Enhanced Luminiferous Aether

Drill through the stars and heavens your Astrologian! For more information about AST’s and anything about FFXIV, make sure to keep in touch! Like us on Facebook, communicate with us easily by Following us on Twitter. You can also check us out on YouTube and Twitch!

FFXIV Dark Knight (DRK) Guide & FAQ

All you need to know about the Dark Knight job in FFXIV! How to unlock DRK, what skills, stats, and other supporting info. Also links to advanced guides!

“Ah, you think darkness your ally. You merely adopted it… I… uh… I’m a Zombie” – Mahiko ‘Bane’ San.

Hey guys! Welcome to our FFXIV Dark Knight guide. Here, we discuss all basic Dark Knight information, and post links to find more advanced Dark Knight resources. The Dark Knight is a tank class which was introduced in Heavensward 3.0, and have a special requirements (Like Astrologian and Machinist) compared to the original jobs. If you’re a newer DRK, the Dark Knight leveling guide may be useful.

How do I become a Dark Knight in FFXIV? What are the DRK Requirements?

1) You must have an existing Level 50 combat class (DoW or DoM).
2) You must have completed “Before the Dawn” (all story quests prior to 3.0).
3) Only then will the Dark Knight unlock quest open up –

Where do I unlock Dark Knight?
The quest name is “Our End”, which is found in The Pillars (13,8). The questgiver is an NPC names ‘Ishgardian Citizen’.

Help! I’m a new player rushing to Dark Knight! Then you’re best off starting the game as Gladiator and hitting the requirements as a Paladin. Then switch to DRK once you’re good to go.

Dark Knight stats: What stats to allocate and gear up for?

DRK’s, being a tank class, have only two stats to choose from. VIT will be the go-to choice for 80% of Dark Knights, and would be correct most of the time. Many tank players like to allocate STR to increase their DPS. This may not be the optimal choice depending on your level of play, and your static group. But either way VIT, STR or a mix of both would be the way to go.

THERE MAY BE A PIETY ‘CAP’ LIKE BLACK MAGES – WE WILL SEE.

As for secondary stats, we don’t quite know yet. But if we boil it down to the basics (ignoring DRK specifics), you can have a read on: Parry vs DPS stats as tanks.
(More info: DRK Stats & Materia)

What are the Dark Knight Skills & Traits?
Unlike other jobs, you jump straight into DRK at level 30. So you might get a bit overwhelmed. The skills and traits are listed near the bottom of the post.

What classes are Dark Knight Cross-class skills from?
Gladiator and Marauder. (More info: DRK Cross-class skills)

Crafting & Gathering classes suitable for Dark Knight?
Going by trends we can assume…
DRK Armor: Armorsmith
DRK Greatsword: Blacksmith
DRK Accessories: Goldsmith

For gathering, Mining supports all the above crafters quite well, which is quite fortunate for DRK and other heavy armor users.

Advanced Dark Knight resources

  • Dark Knight Best-in-slot & End-game gear: Well, you need to suit up right?
  • Dark Knight rotation: Play your DRK to the highest efficiency!
  • Anything else to add?

Dark Knight Skills

NameLevelCastRecastMPTPRangeRadius
Hard Slash1
>icon<
Shadowskin2
>icon<
Spinning Slash4
>icon<
Scourge6
>icon<
Unleash8
>icon<
Low Blow10
>icon<
Syphon Strike12
>icon<
Unmend15
>icon<
Blood Weapon18
>icon<
Power Slash26
>icon<
Darkside30
>icon<
Grit30
>icon<
Dark Dance34
>icon<
Blood Price35
>icon<
Soul Eater38
>icon<
Dark Passenger40
>icon<
Dark Mind42
>icon<
Dark Arts45
>icon<
Shadow Wall46
>icon<
Delirium50
>icon<
Living Dead50
>icon<
Salted Earth52
>icon<
Plunge54
>icon<
Abyssal Drain56
>icon<
Sole Survivor58
>icon<
Carve and Spit60
>icon<

Dark Knight Traits

 Lv.NameDescription
>Icon<8Enhanced VitalityIncrease VIT by 2.
>Icon<14Enhanced Shadowskin>effect<
>Icon<16Enhanced Vitality IIIncrease VIT by 4.
>Icon<20Clean Weapon>effect<
>Icon<24Enhanced Vitality IIIIncrease VIT by 6.
>Icon<28Hasty Reprisal>effect<
>Icon<32Enhanced Scourge>effect<
>Icon<36Low Blows>effect<
>Icon<40Enhanced Unmend>effect<
>Icon<44Enhanced Dark Dance>effect<
>Icon<48Soul Devourer>effect<

Be the hero Eorzea deserves with your Dark Knight! For more informatin about DRK’s and anything about FFXIV, make sure to keep in touch! Like us on Facebook, communicate with us easily by Following us on Twitter. You can also check us out on YouTube and Twitch!

FFXIV Warrior (WAR) Leveling Guide

How to level up your Warrior (WAR) fast! Useful cross-class skills, reminders, and the best places to be in any level – HERE!

A Warry kind of guy huh? You’ve found the right guide if you’re leveling a Warrior! Check out the Warrior Basics if you need a refresher. You NEED to complete all MRD class quests (last is level 30) (got Butchers Block?, that means you’ve done it). Also Gladiator (GLD) class quests up to 15 (got Shield Lob on your Gladiator? check). Again, this WAR leveling guide should be used ALONG SIDE the General Leveling Guide.

Help! Where’s the WAR Guildmaster / quest giver? It’s Curious Gorge, located in Costa Del Sol, Eastern La Noscea (18, 27). No quest? backtrack to the MRD Guild in Limsa.

Wait a second, I’m below level 30! No problem, the Marauder Leveling Guide is for you :) Coming into this guide, be done with your level 20-29 hunting log, and allocate all stat points into STR. Messes up your stats? Get a Keepers Hymn from your GC.

Reminders before we proceed: Your WAR will level up faster if  abuse Challenge Logs and Daily Roulettes! Also – Accuracy Food is a lot more useful than you think.

Warrior Level 30: Fresh off the Block

Reminder Level 30: Queue up for guildhests More than a Feeler and Annoy the Void.
> Level 30 Battlecraft / GC Leves: Costa Del Sol, Eastern La Noscea.

Facemelting and butchery continues! Picking up from the MRD Leveling Guide, you should be in Costa FATEing it up. You can do this until a MAX of level 35 (Warriors can move to Coerthas sooner…).  Same old same old – if FATES are hiding get your Warrior behind to the levemete.

Cross-class skills: When you equip your Warrior soulstone, your crossclass options reduce quite a bit. Flash, Provoke and Second Wind are the best bet for now.

Level 30 skill reminder – Defiance: DO NOT use this while soloing. DO USE this while in dungeons. This is your bread and butter tanking stance. Please, for the love of god… don’t be that “Oops, forgot defiance” guy.

Reminder Level 35: Queue up for guildhests Shadow and Claw and Long Live the Queen.
Level 35 Battlecraft / GC Leves: Observatorium, Coerthas. (Also, Wineport ELN)

At around level 35 you can move to Coerthas Central Highlands. This place has a bunch of people (most of the time) doing a bunch of fates. If you’re soloing you might not get to tag them all! Partying up in Coerthas is popular, so it’s easy to find one! The Svara quest chain is like swimming in a metaphorical pool of EXP. (Begins @ Svaras Fear)

Level 35 skill reminder – Inner Beast: Real talk – Inner Beast is a massive skill that uses up your warrior resource: Wrath. Learning about how and when and why to use Wrath and what for separates the Warriors from… well.. “b!tches”. Inner Beast gives a huge damage reduction for a small window. While it’s effects are straightforward, Inner Beast and its proper usage is a large part of a pro Warriors repertoire.

Level 38 skill reminder – Storms Path: This skill combos off Maim. It applies a SIGNIFICANT “damage dealt minus” debuff on the enemy. Great for single tanking painful enemies. It goes without saying – this skill is absolutely massive in raiding.

Warrior Level 40 to 50: The last stretch… for now…

Reminder Level 40: Queue up for guildhests Ward Up and Solemn Trinity.
Level 40 Battlecraft / GC Leves: Whitebrim, Coerthas. (or Bluefog NThanalan)

Once you hit WAR 40, your first objective is to get a burst of EXP to try and hit 41 or 42. How? Any free challenge log entries, daily roullettes, early hunting logs, and guildhests. Why? since our next destination is Ceruleum Processing Plant, Northern Thanalan to FATEGRIND. Why skip Mor Dhona FATEs? Not many people FATE there. It’s best to party up in CPP (especially the early levels) check the PF or Shout – there’s no downside to partying up here in the early 40’s.

Level 45 Skill Reminder – Unchained: Newer warriors may neglect this skill, but it’s the real deal. It cancels the damage reduction from Defiance. Learn to use this as often as able whilst tanking, and try to time your Berserk with it!

Reminder Level 45: No more guildhests for now :(
Level 45 Battlecraft / GC Leves: St. Coinachs Find, Mor Dhona (Or CPP, NThanalan)

At level 49, might as well finish your WAR hunting log – it’s the last chance anyway!

Level 50 Skill Reminder – Storms Eye, Infuriate: Storms Eye gives a slashing resist down debuff on the target (useful for many classes), a DPS and threat increase! Infuriate instantly gives you 5 stacks of wrath. It’s on a relatively short cooldown – so yes, this plus Inner Beast is balls. (It’s great for pulling with Unchained as well)

End-game resources for your Warrior

CONGRATS on reaching 50! What to do now with your sparkly new WAR?

It’s been a long journey leveling your Warrior – but fortunately the adventure is JUST BEGINNING! Thanks for reading! For more updates check Like our Facebook! Hit us up on Twitter! Ciao!

<nextpage> (Will paginate this once 3.0 portion is completed)

Warrior – leveling up 50 to 60

Level 50 Battlecraft / GC Leves: ???

Level 55 Battlecraft / GC Leves: ???

This section is reserved for The 3.0 Heavensward update. For now, check out our Heavensward info page and Heavensward preparation page.

FFXIV White Mage (WHM) Leveling Guide

How to level up your White Mage (WHM) fast! Useful cross-class skills, reminders, and the best places to be in any level – HERE!

So you’ve taken the White, huh? If you’re leveling a White Mage, you’ve found the right guide! First of all you might want to check out the White Mage Basics. You NEED to complete all CNJ class quests (last is level 30) (If you have Cure II, that means you’ve done it). Arcanist (ACN) class quests up to 15 (If you have Summon II on your Arcanist, you’ve done it). Again, this WHM leveling guide is meant to be used WITH the General Leveling Guide.

Help! Where’s the WHM Guildmaster / quest giver? It’s Raya-o-Senna, located in Camp Tranquil, South Shroud (18, 27). If there’s no quest available, check back in the CNJ guild in Gridania

Wait a second, I’m below level 30! Then you should be in the Conjurer Leveling Guide :) Coming into this guide, you should have completed your level 20-29 hunting log, and allocate all stat points into MIND. If you haven’t, you can go ahead and buy a Keepers Hymn from your Grand Company supplier and do so.

Reminders before we proceed: Your WHM will hit 50 faster if you continue to abuse Challenge Logs and Daily Roulettes! Again – Accuracy Food will help you more than you think.

White Mage Level 30: Patience of Mind

Reminder Level 30: Queue up for guildhests More than a Feeler and Annoy the Void.
> Level 30 Battlecraft / GC Leves: Costa Del Sol, Eastern La Noscea.

The grueling soloing and going out of mana continues! Picking up from the CNJ Leveling Guide, you should be in Costa FATE grinding right now. You can do this until a MAX of level 35 (But you can move to Coerthas sooner).  Same process – if FATES aren’t popping get your WHM butt over to the levemete!

Level 32 trait reminder – Freecure: An amazing trait every White Mage should abuse! Each cure has a chance to proc a free Cure II. This trait wont be seen much while soloing, but when you queue up for dungeons you should learn to be aware of it! You should adjust your HUD to make it CLEAR when you’ve hit a proc.

ffxiv freecure easy proc hud white mage leveling

As seen above, I have Freecure (and soon to be Overcure) right beside my partylist, and right under my character. It’s also a habit of mine to put CD’s there for easy checking.

Level 34 skill reminder – Stoneskin: Ah, this skill. Hate the long cast time, love the effect. This skill will make or break many a raid. But for now, learn to use it in between pulls for yourself when soloing, and for your tank when in dungeons!

Reminder Level 35: Queue up for guildhests Shadow and Claw and Long Live the Queen.
Level 35 Battlecraft / GC Leves: Observatorium, Coerthas. (Also, Wineport ELN)

At around level 35 you can move to Coerthas Central Highlands. This place is usually very populated, and contains a huge number of FATES. So numerous that ‘tagging’ them all might be an impossible task if soloing! Partying up in Coerthas is popular, so you wont have a hard time finding one! The Svara quest chain is exceptionally good for EXP (Begins @ Svaras Fear)

Level 38 skill reminder – Shroud of Saints: The White Mages only mana replenishment skill (pre 3.0). Use it early and often! Soloing as WHM can be painful because mana regen can be an issue – at least this helps you out somehow. In raids, needless to say, this skill is gold.

Before proceeding, as always, allocate all unused points to MIND, complete all White Mage job quests, and beat up your hunting log. Done? Okay.

White Mage Level 40 to 50: The last stretch… for now…

Reminder Level 40: Queue up for guildhests Ward Up and Solemn Trinity.
Level 40 Battlecraft / GC Leves: Whitebrim, Coerthas.

Once you hit WHM 40, the first thing you want to do is gain a few quick levels – How? Hunting Log (as much as you can), Challenge Log (any uspent entries), and Daily Roulette (Guildhest and Low Level). You need to get a few levels quickly here, since our next destination is CPP, Northern Thanalan to FATEGRIND. Mor Dhona is the next logical step, but it’s often not very populated. Check the PF or Shout – you’re gonna need a party for the early 40’s here.

Reminder Level 45: No more guildhests for now :(
Level 45 Battlecraft / GC Leves: St. Coinachs Find, Mor Dhona.

Level 46 skill reminder – Aero II: Well, finally you get another basic DPS skill. Starting off with Aero II -> Aero should be standard for any WHM! Of course, if the enemies are weak just spam Stone II.

At level 49, you might as well finish all your WHM hunting logs. They’re pretty much useless after.

End-game resources for your White Mage

So you’ve hit max level – CONGRATS! What to do now with your sparkly new WHM?

  • WHM BiS – Best in slot end-game gear and some tips on how to get there.
  • WHM Healing Guide – Some tips on how to maximize your WHMs potential!
  • Raid Guides Directory – You SHOULD be at least attempting to clear coil, right!

It’s been a long journey leveling your White Mage – but fortunately the adventure is JUST BEGINNING! Thanks for reading! For more updates check Like our Facebook! Hit us up on Twitter! Ciao!

<nextpage> (Will paginate this once 3.0 portion is completed)

White Mage – leveling up 50 to 60

Level 50 Battlecraft / GC Leves: ???

Level 55 Battlecraft / GC Leves: ???

This section is reserved for The 3.0 Heavensward update. For now, check out our Heavensward info page.

FFXIV Heavensward 3.0 Information!

All YOU need to know about Heavenward HERE! The first expansion of FFXIV: Come see what ‘3.0’ has to offer!

Hi guys! Get HYPED for HEAVENSWARD, the first official expansion of FFXIV! Heavensward (or FFXIV 3.0 Patch) has a veritable CHUNK of content. Let’s see what’s goin on in Heavensward! Forgive me for the long load time, there’s a chunky amount of info and images here! (will be constantly updated until launch)

Heavensward (FFXIV 3.0)

Trailer & Basic Info | Level 60 | New Areas |
New Jobs | New Race | Airships & Flying Mounts |
| Trials: Alexander, primals | DoH & DoL | Useful Resources

Official Heavensward Trailers(s)

Heavensward: Basic Information

FFXIV Patch 3.0 “Heavensward” will be released in June 23 2015.
If you pre-ordered Heavensward, you will be able to play in Heavensward Early Access: June 19 2015
Level cap raised to 60. Meaning new skills and traits for all classes and jobs
Being an expsansion pack, it must be purchased. Where to buy Heavensward?

Pre Order Heavensward! – NA Version (compatible with NA accounts)

You can test how you run Heavensward with the: Heavensward Benchmark Tool.

 

Level Cap Raised to 60! And everything that goes with it!

FFXIV’s level cap is raised to 60 from 50. What does this mean for us?

  • New gear (as seen here in this 3.0 gear preview)
  • New skills and traits! and cross-class skills too!
  • A new RELIC WEAPON! (yey? ugh?)
    • Yoshida mentions that our 2.0 relic will be relevant (at least in the early phase I speculate)

If you’re late to the party, or worrying to much about gearing for 3.0 – don’t sweat it. Gear obtained in 2.5+ will likely be of no real use come 3.0! ((Back to Top))

Massive New areas, and all things that entail!

So with the level cap increased, that means we will be having new areas to come along with it! This means a lot more than you might first think:

  • Specifically mentioned “Exploration on the scale of launch” meaning HUGE new areas!
  • New FATES, enemies, levequests, hunting logs, side quests…
  • Multiple new dungeons (more than 4 estimated)

The Foundation | The Pillars

heavensward new areas the foundation the pillars

Dravinian Forelands | Dravinian Hinterlands

heavensward ffxiv new areas dravinian forelands dravinian hinterlands

Coerthas Western Highlands

ffxiv heavensward new areas coerthas western highlands

The Churning Mists | The Sea of Clouds

heavensward ffxiv new areas the churning mists the sea of clouds

And yes, some of those picstures do indeed have FLYING MOUNTS. These areas can be seen thru video @ Heavensward: Tour of the North. Again they say the new areas will be MASSIVE! And judging from these screens and vid, they look great. ((Back to Top))

3 New jobs in Heavensward

heavensward new classes dark knight astrologer machinist ffxiv

Dark Knight – Tank class that uses a 2-handed greatsword, supposedly does magical damage.
Vids & other previews:

Astrologer – Healer that uses a ‘celestial deck’, not much is known about this class but they seem awesome.
Vids & other previews:

Machinist – Ranged DPS that has little machine summons.
Vids & other previews:

Supposedly you only need level 30 of any base class to unlock these. My guess is they start at level 50 (purely speculation on the latter). ((Back to Top))

New race: The Au Ra

ffxiv heavensward new race au ra preview

The Au Ra are horned humanoids that we can assume have some relation to dragons (purely speculation). As I learn more about the lore about these guys, I’ll update! Please comment if you know anything. ((Back to Top))

Free Company Airships

Airships can now be built and used by Free Companies! What does this mean? Well the team has a bunch of stuff planned for Airships in 3.0, but not all of it might be implemented ASAP. Here are some of the features regarding FC(personal?) Airships:

  • Airships are built and or improved via Free Company Crafting. (Yeahp)
  • Each FC may own up to four Airships (Each consisting of 4 parts that make up its visual design and function)
  • On release Airships can be sent on ‘ventures’ to explore the vast Sky Islands. They increase in rank as you do this.
  • Airships can bring back rare items from these ventures.
  • In a later update: players may join these ‘air raids’ to find various islands with random properties.
    • Islands containing ‘Notorious monsters’
    • Islands containing rare gathering nodes
    • and, quoting SE, “We have a lot of ideas for these”.

Flying mounts are also coming if in case you missed that by now, haha. Aside from personal travel, not much else is known for their uses. ((Back to Top))

New Raid: Alexander! New (and Old?) Primals!

Primals in Heavensward

heavensward ffxiv new primals ravana bismarck

Many Primals will be part of the 3.0 storyline, and our trials. Older players would recognize Bismarck. An all new primal making it’s debut in FFXIV is also coming: Ravana. Of course, what are primals without BEAST TRIBES? Of course, 2 new beast tribes will be making their debut here in Heavensward as well. The Gnath and the Vanu Vanu.

ffxiv heavensward new beast tribes gnath vanu vanu

While they say Beastman quests might not be out for 3.0 straight away, they will definitely show up sooner or later. Of course, 3.0’s Primals and Beastmen are not limited by the two above, and we will likely see many old faces. ((Back to Top))

Alexander: Heavensward Raid

ffxiv heavensward alexander raid

Much like the Binding Coils of Bahamut, we assume 3.0’s entirety of raiding will take place in and around Alexander. Older players will recognize Alexander as a “primal”. He’s most known for his recent appearance in FFXIII series as the ‘summon’ of Hope Estheim. His elemental affinity in most FF games is Holy – and for the old school guys – would remember his epic battle versus Bahamut in FF9. His appearance in every FF aside from 13 is that of a FULL SIZED CASTLE.

3.0 will be the first patch wherein raiding is split into EASY and HARD mode. Easy mode is meant for more casual players to traverse through coil, while Hard Mode will yield the highest item level, and will be the main focus of progression raiding. How the loot/lockout/unlocking of these modes is still a mystery to us.

Well, what exactly his significance is in 3.0 is yet to be known, but surely I’ll be spending a lot of time in there. While many hardcore raiders like me are left with a ton of unanswered questions about progression, we are definitely happy nonetheless! ((Back to Top))

Changes in Crafting / Gathering?

Crafting in Heavensward

Crafting is getting new recipes, obviously. Mentioned above, there will be “company crafting” which caters to Airships and Housing Items. They said that houses can now be “Glamoured”. In any case the biggest news in crafting will be the introduction of specializations. Specializations will make it such that no one guy can craft everything. 

Oh, and crafters will be getting a brand new “AF” look, check out how DoH AF looks like in 3.0.

Gathering in Heavensward

Of course, new nodes will be appearing in 3.0+, but aside from that there seems to be no news regarding any major changes to gathering. If anything at least (like crafters) Gatherers get a brand new AF look in Heavensward.

I’m a a fan of crafting and hope they really expand on it. Gathering on the other hand…. well I hope they have some great plans for it come 3.0 :)
((Back to Top))

New player? Need help? Old player, need advice?

For new players: I specifically created a leveling up guide that will serve your needs till the foreseeable future: Leveling general guide. I would suggest any vet to read this too, you might learn something.

For old players: You can check out my ever-growing compilation of ways to prepare for Heavensward. Newer players should also check this out just in case.

((Back to Top))

Heavensward Resources

Heavensward: Official Trailer: SE’s first 3.0 trailer.
Heavesnward – Tour of the North:
 Official SE vid showing various maps. Seriously.. the soundtrack…
Reddit post detailing 3.0 in PAX East: translated ‘notes’ regarding 3.0
Heavensward Benchmark Tool: see how your rig runs 3.0
Preparing for Heavensward: Our little guide on what you can do NOW to affect your gameplay in 3.0

and again in case you haven’t already:

Pre Order Heavensward! – NA Version (compatible with NA accounts)

Please comment or add whatever else you may find out about Heavensward! Goodluck for 3.0 and beyond! Like us on Facebook, I will be posting Heavensward updates every monday (or more) until it comes out! ((Back to Top))