FFXIV Patch 2.2 Information Compilation

ffxiv 2 2 patch notes changelog information

Patch 2.2 is upon us! And there’s ALOT OF NEW STUFF! Through the Maelstrom is the official name for FFXIV Patch 2.2, and by the looks of Leviathan, through the Maelstrom seems pretty appropriate! Bookmark this page, folks! (Also, feel free to tell us anything you know! Hit the Comments below!)

*All info here is, like always, tentative until release.

When is 2.2 Patch coming? (Date): March 27th 2014
Tentative Maintenance Time: 25h

New Primal Battles!

Leviathan, The Whorleater (Hard & Extreme) – A brand new primal, Leviathan, will be added to the duty finder.

Good King Moggle Mog XII, Thornmarch (Extreme) – King Mog is back with a higher difficulty setting!

Bahamut’s Coil Turn 6-9!

4 more turns will be added to Bahamut’s Coil! Supposedly you have to beat Turn 5 first, though…
The dropped armor is iLvl 110. The new weapons are iLvl 115. (Gear is called High Allagan)

Bahamut’s Coil Turn 6

Bahamut’s Coil Turn 7

Bahamut’s Coil Turn 8

Bahamut’s Coil Turn 9

From what we’ve seen, It’s gonna be pretty wild.

Zodiac Weapon

Some kind of new “relic related” weapon is in the works. Here’s what we know…

  • Long term task (Starts in 2.2 – and continues thru multiple future patches)
  • Stats can be “customized” to an extent!

New Dungeons & Difficulties!

Lost city of Ampdapor – The soundtrack here seems amazing!

Brayflox’s Longstop (HARD)
Halatali (HARD)

These hardmodes of older dungeons look really really awesome. What iLvl will these dungeons drop? It’s currently unknown.

Retainer Ventures!

This is really interesting, I wonder how this will play out! Here’s all we know about them..

  • Retainers are considered one of three possible “classes” (Fighter, Sorcerer, Gatherer)
  • Their level cap is equal to your max level in those classes.
  • They can hunt for items, and some items can only be obtained by ventures.
  • They can be equipped to tackle more difficult ventures.
  • You need a special Venture Token to send them out.
  • They need to eat food!

You can also buy 2 additional retainers @ 200Y ea (Around 2USD), but sadly this is a monthly price.

Glamours (Vanity Slots)

f i n a l l y, we can customize how we look! Apparently ANY piece of gear can be glamoured (even accessories).

NO GEAR IS LOST WHEN GLAMOURING ITEMS! 

Glamours can be done as long as the following are met:
The two items are the same type/slot.
The “look” item has equal or lower item level.
Same class/job requirements.
Same race/gender requirements.

You need a Glamour Prism / Glamour Dispeller to do these things. (Crafters?)

How can we get vanity gear!? Luckily, the quest location is already known.

Quest NameA Self-improving Man
Required LevelLevel 50
Quest LocationMor Dhona (X:22, Y:6) – Wiscard

It seems like a long-term goal, but we wish to compile all vanity sets screenshots… HOH.

Official Post on Glamours

New Beast Tribe Daily Quests!

Kobold Beast Tribe Quests (789th Order Dig) – Kobolds who have presumably released themselves “Under the Weight” of Titan.

To unlock the Kobold Beast Quests, go to…

Quest NameRequired Level and Location
Highway RobberyDisciple of War or Magic level 41
Limsa Lominsa Upper Decks (X:12 Y:12)
NPC: Trachraet

Sahagin Beast Tribe Quests – Just in time for Leviathan, these fishdudes will be the part of the next set of friendly beastmen!

To unlock the Sahagin Beast Quests, go to…

Quest NameRequired Level and Location
They Came from the DeepDisciple of War or Magic level 41
Limsa Lominsa Upper Decks (X:13 Y:12)
NPC: R’ashaht Rhiki

Of course there will be new mounts and minions!

Official Post on 2.2 Beast Tribes

Crafting & Gathering Changes!

Disciples of Hand

New crafting recipes for level 50 and below will be added. Also, “Master Recipes” will be added to supposedly challenge even the most geared of crafters. Alot of vanity gear will be added to the crafting recipes.

Some changes for lower level crafters, such as a FC Housing Workbench giving CP BOOST to crafters level 40 and below. Also a system to upgrade your crafting weapons while leveling up!
For max level crafters, apparently some high-end crafting gear will be extremely difficult to get.

We will be attempting to compile all new recipes for 2.2 – (link)

Disciples of Land

As mentioned down there in the gardening section, Seeds and Soil will be gathered by Botanists and Miners respectively.

New Mining & Botany Nodes will be added, for sure we will attempt to update our:
Mining Node Locations Botany Node Locations As quick as possible.
(These nodes are be high-level, luckily their location is given…)

Miner
Level 50 Quarrying
Western Thanalan – Nophica’s Well
Unspoiled Mineral Deposit
Lower La Noscea/Central Thanalan/Northern Thanalan
Unspoiled Rocky Outcrop
Middle La Noscea/Western Thanalan/South Shroud
Botanist
Unspoiled Mature Tree
Middle La Noscea/Upper La Noscea/North Shroud
Unspoiled Lush Vegetation Patch
Western La Noscea/Lower La Noscea/Central Shroud

Big Fishing – Quite vague for now… but it sounds pretty cool.

Official Post on Crafting & Gathering in 2.2

Gardening

We all secretly loved Harvest Moon, right? Gardening is done in FC housing, and settings can be placed on who can farm/gather/water your garden. How to start farming it up?

Buy a Farming Plot from one of these vendors:

Mist (X:11, Y:11) – Housing Merchant
Lavender Beds (X:11, Y:8) – Housing Merchant
The Goblet (X:11, Y:8) – Housing Merchant

There are 3 types of plots, varying in size. They allow for 4/6/8 seeds respectively. Maintenance of your plants isn’t going to be a hassle, which is a relief. Plants may take up to 3-5 days to grow fully. Of course, different seeds will yield different item. There are items which can be obtained through Gardening ONLY.

Plant Cross-breeding is also available. Not much is known as of yet but planting 2 different plants next to each other may result in them cross-breeding!

Echo Buff for Old Content

Alot of older content will have the echo buff applies. The more times a party dies (after 3 or more minutes of fighting), the stronger they become – to increase their chances in clearing the duty. This of course has a cap.

Aesthetician!

New Hairstyles will be added in 2.2

New Quests!

Expanded main scenario quests, and of course, Hildebrand.

Whats in Store Past 2.2…

They mentioned a few things in the Live Letter.

[To be Added]

Well, I think that covers it for now. We will be adding to this as we learn more! For updates, check us out on Facebook!

FFXIV Twintania (Turn 5) Guide

How to beat Twintania! Learn all about Death Sentence, Divebombs, Twisters and Dreadknights in this super epic fight!

The infamous boss of the Binding Coils of Bahamut Turn 5: Twintania. The cause of many sleepless nights, and waking nightmares.

“What!? The DPS race doesn’t start once the snakes spawn. It starts the very second you pull Twintania.
That’s the BASAGULERO way.” -Kharas Dorian. FFXIVGuild.

Navigation

Twintania Phase 1: Adds (to 85%)

ffxiv-twintania-turn-5-guide-binding-coils-of-bahamut-ads

The fight begins with Twintania surrounded by 3 mini-dragons. The phase ends when Twintanias HP reaches 85%, wether or not the adds remain alive.

Abilities

Plummet – A frontal cleave with a huge cone, and huge damage. Comes around every 10s. *Continues throughout the fight.

Liquid Hell – A fire spit that randomly targets a raid member. It does medium initial damage, and an extremely heavy fire DoT when standing on it afterwards.

DEATH SENTENCE – Arguably one of the key mechanics of Twintania. Surviving Death Sentence is a grim reminder that you have to remain focused to beat T5, on around a 30-35 second cooldown. “DS” must be treated with respect, the earlier your raid drills it into their mind that “Every DS can potentially kill your tank in 1 hit”, the earlier you guys will adjust your strategy to reduce it’s damage. DS is notorious for having auto-attacks weaved into its damage, and have a Plummet come right after (most of the time, the Plummet comes before it). Here are the main Checkpoints

  • Virus – If Twintania isn’t immune – tag her with Virus.
  • Storms Path – Should always be up. If there’s a time it can be down – make sure it isn’t DS!
  • Defensive Cooldowns – Should ONLY be used by the MT on Death Sentences.
  • Stoneskin / Adloquium – A shield definitely helps with the more painful Death Sentences.
  • Sacred Soil – in a pinch, or to use up Aetherflow.

A note on mitigating Death Sentence: Virus and Defensive Cooldowns (from what I’ve noticed) need a time to “settle in” before DS hits. Casting virus extremely close to DS full cast timer will sometimes cause it not to take effect. The same goes for Defensive Cooldowns. It’s better and safer to do these things BEFORE DS. Doing so you can mitigate the hits leading up to it, and right after it, of course catching the huge nuke itself.

Stoneskin can land right before or right after DS hits. Adloquium should be cast before DS, as it loses much of it’s effect after. (But still not bad).

ffxiv-twintania-turn-5-guide-binding-coils-of-bahamut-neurolinkThe completion of this Phase (HP reaches 85%) is marked by her dropping the first “Neurolink“. Your positioning should already be “set” for the next phase by this point. Details discussed below.

 

 

 

Twintania Phase 2: Conflagration / Fireball (to 55%)

Death Sentence gains an additional effect: Infirmity (Reduces healing by a large amount). This additional effect modifies Death Sentence for the entirety of the fight.

Phase Specific Abilities

Fireball – Targets a random raid member (Red Triangle). After a short time, an AoE which does around 16k damage falls on the target. This damage is SHARED between all raid members in the AoE. You need (a safe number) 4 victims to survive fireball consistently.

 

ffxiv-twintania-turn-5-guide-binding-coils-of-bahamut-fireball

Conflagration – Targets a random raid member (Blue circle). After a short time, a “Conflagration” will spawn right on top of the target, rendering the target unable to do ANYTHING. Anyone caught for too long inside this “Conflag” will be “Stunned”. Anyone may enter a Conflagration, to willingly stun themselves (and be immune to all damage while inside).

 

ffxiv-twintania-turn-5-guide-binding-coils-of-bahamut-conflag

Fireball and Conflagration are linked. The more people hit by fireball, the faster the next conflag will be. If the tank has a good amount of HP, he can willingly enter conflags to ease the strain on healers. Death Sentence should ALWAYS be dodged in this way, if possible.

Positioning – There are two popular positioning strategies for this phase. 4×4 and Soak Team.

4×4 – Scholar, Pet, and 2 members on one side. Healer and 3 members on the other side. With MT up front, forming a triangle.

  • Pros: Little movement required, Less coordination required.
  • Cons: More Healing intensive, more heals interrupted.

Soak Team – What we use, OT + Ranged DPS + Pet(or human) at south. This group is known as the Soak Team. Remaining members at either side. MT up front. Fireball target runs to Soak Team. If Soak Team is targetted, Designated “joiner” helps.

  • Pros: Minimal Healing needed. Saves a ton of mana, much safer.
  • Cons: Much more movement/coordination needed.

ffxiv-twintania-turn-5-guide-binding-coils-of-bahamut-soak

Conflag / Fireball Timers

  • First Conflag (Slow, easy to kill). Will have fireball – target enters conflag.
  • Second Conflag (Fast, DPS hard!).
  • Third Conflag (Slow, easy to kill) Will have fireball – target enters conflag.
  • Fourth Conflag (Fast, DPS hard!).
  •  – This is the ideal time for Twintania to switch Phases.
  • Fifth Conflag (Slow, easy to kill) Will have fireball – target enters conflag.
  • So on, so forth.

Dealing with 2nd and 4th (Fast Conflags)

DPS Use a short cooldown if needed. The MT can also stay outside the Conflag to help kill it. Off-GCD skills should be saved for these specific conflags!

  • Bard – Use Venomous Bite, instead of Windbite. Not both. Save Blootletter procs.
  • Summoner – A tough call… While Bane + Fester is most ideal, this is pretty harsh on Aetherflows. Bane + Ruins is okay.
  • Black Mage – Save firestarters / Thunderclouds for these! Don’t bother using Thunder.
  • Monk / Dragoon – Don’t bother with DoT’s.

The completion of this Phase (HP reaches 55%) is marked by her dropping the second “Neurolink“.

Why Not 3 man Conflags to increase the timer?

“If you don’t have the DPS for 4 man conflags, you shouldn’t even be here”Kimi Ruyifang, FFXIVGuild.

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FFXIVGuild Into the Aether 004: Geomancer & Chemist!

ffxiv arr weekly editorial banner into the aether 004
Welcome to the fourth issue of Into The Aether! This is the final post in a series where we are speculating the next possibly classes and jobs for FFXIV! Last week on Into the Aether, we revealed the Berserker, Fighter & Spellbow. We do apologize for the delay while we fixed up our bugged out menus but here it is! The last two jobs of our speculations: Geomancer and Chemist!

This weeks Reveal/s:

GEOMANCER (GEO)

Requirements: CNJ 30 THM 15

Conjurers have always been considered the masters of the worldly elements, taking control of earth, wind and water. Although they are mostly revered for their healing magic, some Conjurers have honed their control of the elements to become potent mages on the battlefield. These new Geomancers use their control of the aether of the environment to destroy their enemies using the very ground they stand on.

Core skills – what makes the GEO a Geomancer?

Geomancers Stance (Trait) – Changes Cleric Stance into Geomancers Stance. Increases elemental damage, increases INT, reduces healing. All elemental spells have a chance of reducing the resistance of its specific element for a short duration, stackable.

Stone III – Massive single target damage. When earth elemental resist debuff stacks reach 3, the next Stone III spell will become an AoE and consume the stacks.

Water Ball – Channeling single target water damage spell. Launches multiple water balls over the duration. If water resist debuff is at 3, the next Water Ball will also regain some mana per ball hit.

Aero III – Wind damage and Wind DoT. If Aero I, Aero II, and Aero III  are all applied on the target and the wind resist debuff stack is 3, they combine onto one DoT debuff called Tornado that also deals damage to all enemies around the target.

Whirlpool – Leaves an AoE that deals water damage while within it. Increased chance of placing a water elemental resist debuff per tick of damage. Also applies heavy.

Terra Break – Over a large area, applies max elemental debuff for all elements, Tornado on each target and a larger, more potent Whirlpool.

We wanted to keep the elemental theme taken from the CNJ into the GEO. We also thought about incorporating the constant Final Fantasy “Terrain” mechanic but we concluded that it would be hard to balance. This is because this would mean that you would only see a certain skill in certain encounters. At least with our current speculation, you still have that feeling of being able to adapt in the battlefield.

Geomancers in other FF’s: Geomancers are fairly prominent in the FF series and in all of their iterations they all have the same mechanic, Terrain. Their skills/spells would be based on the terrain that they, or their target, would be standing on.

 

CHEMIST (CHM)

Requirements: MSK 30 CNJ 15

Every Lominsan boat crew needs its own purveyor of potions and remedies. Having expertise with local flora and fauna, these Chemists brew their own home made potions, forgoing those made by local Alchemists deeming them too weak and ineffective. They help their shipmates through these potions that seem to make the men faster, stronger, smarter and last longer in the battlefield, making them almost essential in a fight.

Core skills – what makes the CHM a Chemist?

Healing Salve – Single target heal with a Regen that starts out stronger based on missing health and reduces in potency over time.

Healing Balm – AoE heal with a Regen that starts out stronger based on missing health and reduces in potency over time.

Disinfectant – Removes status effects on target and in a small radius around target. All players hit will be immune to other status ailments for a short duration.

Battle Tonic – increases attack and magic power for a short duration, only one buff may be active at one time per target

Stimulant – increases skill and spell speed for a short duration, only one buff may be active at one time per target

Anesthetic – increases magic and physical resistances for a short duration, only one buff may be active at one time per target

Unstable Mixture – massive single target heal with a long lasting Regen that gains in potency over time. Gives all buffs of Battle Tonic, Stimulant and Anesthetic at double strength but leaves the target exhausted after its duration. Exhaustion leaves the target unable to receive buffs from Chemists and has reduced offensive stats for the duration.

The CHM falls into this weird pesudo 4th role, support, just like the BRD. Although this time, its a healer support instead of a dps support role. Since only one buff may be active at one time per party member, a CHM needs to know when to juggle which buff on which person. Making sure everyone has offensive buffs on a DPS race or throwing that clutch defensive buff at a dying party member.

It would be nice to see this kind of active healing/supporting in FFXIV.

Chemists in other FF’s: Ofcourse, our first fond memory of a Chemist class is the one from Final Fantasy Tactics, which is kind of where we based our Chemist on. Chemists are found in quite a few FF’s but are also sometimes called Alchemists.

So here’s our final weekly tracker:

GLD – PLD DKN
MRD – WAR BSK
CNJ – WHM GEO
ACN – SCH SMN
THM – BLM AST
PGL – MNK FTR
LNC – DRG TMP
MSK – GNS CHM
ARC – BRD SPB

Gear Distribution

Fending – WAR PLD TMP FTR
Striking – MNK BSK
Maiming – DRG DKN
Aiming – BRD GNS
Healing – SCH WHM AST CHM
Casting – BLM SMN SPB GEO

That’s it for our job speculation series! Stay tuned next week for an all new themed Into The Aether!

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[ Into the Aether Archives ]

Amaljaa Beast Tribe Guide (+Vendor Items)

All you need to know about the Amaljaa Beast Tribe Quests! What items you can get, tips on quests and more!

The Amal’jaa are one of the beast tribes you can gain reputation with in FFXIV:ARR. Their home (and Beastmen Daily questing hub) is located in Southern Thanalan, (Coordinates: 23,14). The nearest Aetheryte is Little Ala’Mhigo.

Amaljaa Vendor Item List

ItemPriceReputation
Bronze Rivets13Neutral
Bronze Plate32Neutral
Iron Ingot68Neutral
Iron Rivets73Neutral
Iron Plate157Neutral
Steel Ingot258Neutral
Steel Rivets313Neutral
Steel Plate610Neutral
Steel Rings389Neutral
Mythril Ingot514Neutral
Mythril Rivets583Neutral
Mythril Rings617Neutral
---
Coeurl Yellow Dye216Recognized
Seafog Blue Dye216Recognized
Raptor Blue Dye216Recognized
---
Raisin Brown Dye334Friendly
Peacock Blue Dye334Friendly
Currant Purple Dye334Friendly
---
Wind-up Amalj'aa25000Trusted
Drake Horn120000Trusted
Amalj'aa Supply Carriage26136Trusted
Amalj'aa Pavise Shield21780Trusted

 

Picture of Amaljaa items

The mount and minion are the “key” rewards for beast tribes in patch 2.1. If you need help deciding what to focus on first – here’s a picture of the Amaljaa Drake mount, and Wind-up Amaljaa Minion!

amaljaa drake mount wind up amaljaa minion vendor rewards items

Check out the Other Beast Tribes
Amal’jaa | Sylph | ???

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Sylph Beast Tribe Guide (+Vendor Items)

 

The Sylph are one of the beast tribes you can gain reputation with in FFXIV:ARR. Their home (and Beastmen Daily questing hub) is located in East Shroud, (Coordinates: 22,26). The nearest Aetheryte is Hawthorne Hut.

Sylph Vendor Items List

ItemPriceReputation
Straw9Neutral
Cotton Yarn22Neutral
Undyed Cotton Cloth52Neutral
Undyed Velveteen169Neutral
Linen Yarn186Neutral
Undyed Linen411Neutral
Sylphic Silk693Neutral
Crow Feather21Neutral
Wildfowl Feather259Neutral
---
Aldgoat Brown216Recognized
Shale Brown216Recognized
Lime Green Dye216Recognized
Marsh Green Dye216Recognized
---
Qiqirn Brown Dye334Friendly
Acorn Brown Dye334Friendly
Cactuar Green334Friendly
Turquoise Green334Friendly
---
Wind-up Sylph25000Trusted
Laurel Goobbue Horn120000Trusted
Sylphic Lamp Tree26136Trusted
Sylphic Lamppost21780Trusted

 

Picture of Sylph items

The mount and minion are the “key” rewards for beast tribes in patch 2.1. If you need help deciding what to focus on first – here’s a picture of the Sylph Gobbue mount, and Wind-up Sylph Minion!

sylph gobbue mount wind up sylph minion vendor rewards items

Check out the Other Beast Tribes
Amal’jaa Sylph | ???

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FFXIV Turn 4 Strategy Guide (Elevator Gauntlet)

“I’m tired of these @#$% Robots, in this @#$% Elevator!” How to beat BCoB Turn 4!

ffxiv elevator gauntlet turn 4 guide binding coils of bahamut

 

Welcome to our T4 strategy guide! BcoB Turn 4 doesn’t exactly have a “boss”, but instead SIX phases of varying combinations of ADDS, each with their own abilities! The challenges in this turn is familiarizing yourself with each phase, and positioning properly!

“I’m tired of these @#$% Robots, in this @#$% Elevator!”
– FFXIVGuild raid team 1, prior to first down.

Phase 1 – Spiders

turn 4 - phase 1turn 4 - key

The first thing you encounter here is called “Clockwork Bug“, but we will be calling them Spiders from here on! 6 Spiders spawn and do nothing until you pull them. The “timer” starts from the second you aggro the spiders.

Spider Abilities – Spiders don’t have any abilities themselves, but when they are near a Dreadnought, they will be “eaten”, granting the Dreadnought extra healing and presumably damage.

Just stack them all up in the middle and AoE them to death.

Phase 2 – Knights & Soldiers

turn 4 - phase 2 turn 4 - keySay hello to your new friends, the Clockwork Knight and Clockwork Soldier. Main and off-tank need to pull 1 pair each.

Knight Abilities – Does Headspin (small PBAoE). MAGIC DPS against the knight damages it’s caster.

Soldier Abilities – Does Headspin (small PBAoE). Has STONESKIN that blocks only Physical damage. This Stoneskin refreshes itself after a set amount of time upon breaking. Don’t let this happen!

Given the abilities of these guys, Physical DPS should focus on Knights first. Magic DPS focus on Soldiers.

Here’s the strategy we use: Physical DPS goes for the Knight of Tank 1. Magic DPS goes for the Soldier of Tank 2, then switch. Why? It’s much easier to manage aggro this way.

Help, we have an imbalance of DPS classes (Too much Magic, or too much Physical)!

It’s okay, just keep doing the recommendation above. The only thing you guys should consider is having the MT Add-free for the next phase. For example, if you have 1 Physical, have him kill the MT’s knight first, then the MDPS kill the OT’s Soldier. The MT’s Soldier should be dead by the time the first Dread spawns.

Phase 3 – Dreadnought + Spiders

turn 4 - phase 3 turn 4 - keyFor lesser geared teams, it’s normal to have 1 add still alive from the previous phase entering this one. Spiders will spawn on the far side of the room, and must be fed to the Dreadnought.

Dreadnought Abilities – Seemingly cleaves on every attack. Does Rotoswipe, a massive cleaving attack. These guys hit hard! For each Spider a Dreadnought consumes, it gains a significant HP Regen + increased damage.

This is the first “significant” DPS race in the game. The Dreadnaught, having eaten 4 Spiders, is pretty strong and regenerates health quickly. For lesser geared teams, using Stat Potions would be a good idea here. The Dreadnought MUST DIE in 1 minute. Otherwise, the Spiders that will spawn next phase will heal it, likely resulting in a wipe.

 

Phase 4 – Rooks + Spiders

turn 4 - phase 4 turn 4 - keyA new type of baddie appears in this phase. The Spinner Rook. 2 of these guys appear, along with 4 spiders.

Rook Abilities – Does Pox, a nasty frontal cone AoE, which reduces max HP and does a DoT. Don’t get hit by this!

Stack all EVERYTHING in the middle, enemies and allies, with only the tanks outside, so Pox has no risk of hitting anyone else. Tanks must dodge Pox by moving inside with everyone else, then moving back out once Pox is done casting.

Focus down the rooks first, then AoE the spiders down. These spiders must die before the next phase, or else the Dread that will spawn next phase will be tougher.

Depending on gear/group, using AoE magic Limit Break here is an option, but better saved for later on.

Phase 5 – Dreadnought + Knight & Soldier

turn 4 - phase 5 turn 4 - keyHave DPS kill the Knight and Soldier as fast as possible. When they die, start beating up the Dreadnought (We will call this guy Dreadought A). This phase is kind of quiet, and a lot of extra time can be had in preparation for the final phase, which will probably kick your butt the first few (many) times you see it.

 Phase 6 – Double Dreadnought + Knight & Soldier + Rook + Spiders

turn 4 - phase 6 turn 4 - keyAlso known as “EVERYTHING”. Have your MT pick up another dread (yep). and OT picks up everything else, except the Rook. Here’s a summary of what you need to do in this phase.

  • Kill Rook
  • Kill Dreadnought A
  • Feed Spiders to Dreadnought B
  • Kill Knight/Soldier
  • Kill Dreadnought B
  • After some time, the enrage timer activates, doing AoE damage to the entire raid.

Your first goal in this phase is Killing the Spinner Rook. Have any DPS tank this guy and just to to town on it. Some groups use Melee Limit-break here.

This phase sounds ridiculous when first getting through t4. “TWO DREADNOUGHTS” is just nuts. Having the tank survive this onslaught is key in this phase. Here’s what we do.

  • Tank Limit-break helps greatly here.
  • Have all defensive cooldowns up for this point. Line them up, don’t stack them up.
  • Don’t forget about healer cooldowns! Rouse, Divine Seal, Presence of Mind…
  • Sacred Soil & Eye for an eye are champs here.

The off-tank also takes significant damage here. Eye for an Eye helps alot in that end. Once Dreadnought A dies, a lot of pressure goes away, and you’re pretty much home free. Feed spiders to the remaining dreadnought and have your DPS kill the Knight and Soldier.

Once the final Dreadnought is the only enemy remaining, stack behind it and kill it ASAP. For lesser geared groups, defeating it DURING the enrage timer is quite normal.

Here’s a compiled image with all the phases.

turn 4 big

Turn 4 Loot List

TankHealerCasterMNKDRGBRD
Weapon------
Off-Hand------
Head---Allagan Visor of StrikingAllagan Visor of Maiming-
Body-Allagan Tunic of Healing---Allagan Curias of Aiming
HandsHeavy Allagan Gauntlets-----
Waist-Allagan Rope Belt of HealingAllagan Rope Belt of CastingAllagan Tassets of Striking--
Legs--Allagan Breeches of Casting---
Boots-----Allagan Sollerets of Aiming
Neck-----Allagan Choker of Aiming
Earrings--Allagan Earrings of Casting---
BraceletsAllagan Bracelets of FendingAllagan Bracelet of Healing----
Ring-Allagan Ring of Healing-Allagan Ring of StrikingAllagan Ring of Maiming-

Well, that’s it and good luck killing deez robots!

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FFXIVGuild Into the Aether 003: Berserker, Fighter & Spellbow!

This week on Into the Aether will be our third speculation on the next/new classes of FFXIVARR. Berserker, Fighter and Spellbow!

ffxiv arr weekly editorial banner into the aether 003

Welcome to the third issue of Into The Aether! This is the third in a series where we are speculating the next possibly classes and jobs for FFXIV! Last week on Into the Aether, we revealed the Gunslinger, Templar and Astrologer!

This weeks Reveal/s:

BERSERKER (BSK)

Requirements: MRD 30 LNC 15

Seeking to refine their mastery of heavy weapons: the more “forward” members of the Marauders guild trained with the great spears of gridania. These axe-wielding madmen had seemingly lost their sense of self-preservation somewhere along the line. These “Weaponmasters” soon found a new unofficial, but more fitting, name amongst the people. The Berserkers.

Core skills – what makes the BSK a Berserker?

Bloodlust (Stance) – Every combo finish grants one stack of Unstoppable, each stack of Unstoppable grants 2% Damage Increase and a 5% chance to resist all forms of disable.

Bloodboil – Consumes all stacks of Bloodlust and decreases total enmity, Grants a 20% increase in Skill Speed for 20s for each stack consumed.

Hatred – For the next 20s, all enmity gained during this time is converted into damage. Enmity gained during this time is 0.

Wild Cleave – All basic attacks and weapon skills will now cleave during the duration. Consumes all stacks of Bloodlust and decreases total enmity. (Also changes animations of each skill)

Reckless Abandon – Gives full stacks of Unstoppable. During the duration, skills no longer require the previous skill to gain its additional combo effects but also increase damage taken by 15%.

Since enmity was such a big part of the Marauder package, we needed to think of some way to use that into a DPS class. Now, the Berserker can use this emnity as a damage source as well. He also needs to manage his enmity levels because of the default emnity gains on his highest damage combo skill.

Berserkers in other FF’s: FFV, FFX-2, FFTTA2, Berserkers were most memorable to me in FFV, where you couldn’t give them any commands! They just purely attacked any enemy target with a huge bonus to ATK power. While this would be stupid implemented in an MMO, you can learn more about the history of the Berserk Status.

berserker in FFV

I really hope they retain the look of wearing animal hides!

 

FIGHTER (FTR)

Requirements: PGL 30 MRD 15

Just like the Monks of old from the ruins of Ala Mhigo, Fighters were once thought of as a lost art of the Ala Mhigan army. After the defeat of the Garlean forces in Eorzea, lost tribes are now reappearing from the dunes, eager to join society once more. Unlike Monks who choose to train to destroy their enemy with pure combat mastery, Fighters train to use the enemies strength against themselves. From the harshness of the sand dunes, Fighters seem to have equal parts of finesse and fury when disposing of his enemies.

Core skills – what makes the FTR a Fighter?

Harsh Training (Trait) – Fist of Earth is now renamed to Fist of the Sands. All combo skills now generate increased enmity. Reduces damage dealt by 20%.

Fist of the Sands – Reduce damage taken by 10%, increase dodge by 15%.

Crippling Punch – Must be used in Raptor form. Gives enemies a debuff that has a 3% chance to miss attacks or skills. Stackable to 3. Changes form to Coeurl.

Debilitating Strike – Must be used in Coeurl form. Reduces enemy damage by 5%. Stackable to 2. Changes form to Opo-Opo

Ironwill Strike – Combo from Haymaker. Reduces enemy damage by 15%. Also applies paralyze.

Rush – Jumps to a target enemy and taunts them. Increases dodge by 10%. Must be 5 yards away to use.

Steel Body – Increases magic and physical damage resistance by 50%. Reduces skill speed and move speed by 50%.

Fighters in other FF’s: Hmmm… they’re usually associated with the Warrior Class. While we wanted to speculate the infinitely more popular “Samurai”, we tried to stick with the limitation that the advanced jobs will use the same weapon as the base class.

A “martial arts” tank isn’t really a popular theme in FF. Strangely, the Monk from FFTactics would be the most similar. Do you remember any “tanky” martial fighter from other FF’s? Please let us know!

SPELLBOW (SPB)

Requirements: ARC 30 ACN 15

Core skills – what makes the SPB a Spellbow?

Vengeful Aria – (Song) Increase unaspected Magic damage dealt by party members by 10%.

Forest Nocturne – (Song) Increase healing potency of party members by 10%.

Essence Break – combo from Bloodletter – A long duration DoT.

Poison Kiss – a “DoT” which gains potency if Windbite/Venombite/Essence Break are present on the target.

Bondfracture – Increase DoT damage taken by target by 20% for 15 seconds.

We wanted another Unaspected Magic Damage dealer to round things out! Similar to SMN, these guys are DoT based.

Spellbow in other FF’s: I really cannot think of a heavily spell based archer. The Sniper from FFTA2 comes to mind, however. This is more popular in the DnD world, Eldritch Archers / Arcane Archers are pretty commonplace in that lore!

So here’s our weekly tracker:

Plain Text = Already Known
Italicized = Our Speculation
Bold = To be revealed next week!

GLD – PLD DKN
MRD – WAR BSK
CNJ – WHM ???
ACN – SCH SMN
THM – BLM AST
PGL – MNK FTR
LNC – DRG TMP
MSK – GNS ???
ARC – BRD ELE

Gear Distribution

Fending – WAR PLD TMP FTR
Striking – MNK BSK
Maiming – DRG DKN
Aiming – BRD GNS
Healing – SCH WHM AST ???
Casting – BLM SMN ELE ???

What’s in store for next weeks Into the Aether? We will be revealing the last two of our speculated new jobs coming from Musketeer and Conjurer. Stay tuned!

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FFXIVGuild Into the Aether 002: Templar, Gunslinger, Astronomer!

What are the possible new / next jobs of FFXIV? We will be revealing three more of our speculations in this issue of Into the Aether!

ffxiv arr weekly editorial banner into the aether 002

Hi readers! Welcome to another installment of Into The Aether! With todays weekly editorial we have been doing a series which covers our theories into what the next possible classes & jobs are for FFXIV:ARR. Again I would like to remind you that these are all theories and speculations, nothing you see here has been confirmed.

This weeks Reveal/s:

ASTROLOGER (AST)

Requirements: THM 30, ACN 15

Thaumaturges in the Coerthas Observatorium have long looked to the stars for new discoveries. With the help of the Arcanists of the Observatorium, the guilds have discovered something new: the control and use of Aether from the heavens itself. These magick-users then found the guild of Astrologers.

Core skills – what makes the AST an Astrologer?

Stargazer (Trait) – Umbral Fire now also affects Heal the same way it does with Fire. Umbral Ice now also affects Heal the same way it does with Blizzard. Every tick of Thunder heals a random party member for it’s damage.

Stardust – Gives Astral Fire , single target heal, has a chance to proc Moonlight free and no cast time.

Moonlight – Gives Astral Fire, does an initial heal and a regen both based on missing health, more health missing the stronger the heal and regen.

Constellation: Azeyma – Gives Umbral Ice, AoE heal and grants a weaker Apocostasis for a few seconds.

Constellation: Nophica – Gives Umbral Ice, small initial heal and a barrier that greatly increases physical and magical defenses for a short time

Equinox – Expends all of your current mana to heal and give a shield for double the mana spent. Removes all Umbral Ice or Fire stacks. Instant Cast.

Basically, you use the constellations on Umbral Ice phase, and Stardust/Moonlight on Fire Phases. The total potency of their heal skills are FAR below WHM and SCH to balance their “infinite” mana pool.

Astrologers in other FF’s

As far as we know, there is only one other Astronomer in the FF series. Olan from FF Tactics. He’s the one that spams the fearsome “Galaxy Stop”. Another note of trivia, when you fight Olan in the lions war, his main weapon equipped (book) is called the Omnilex! Hmm…

 

GUNSLINGER (GNS)

Requirements: MSK 30, ARC 15

The sailors from Limsa Lominsa are no strangers to firearms. Some members of the Marauders guild have dedicated themselves to the mastery of guns. With help from the Woodwailers in Gridania, this once crude weapon has become an example of precision and accuracy in Eorzea. These Gunslingers, masters of pistols, are now a mainstay in any ship leaving the ports of Limsa Lominsa. They are often seen carrying more than two sets of pistols on them and are the envy of many because of their speed, accuracy and their spirit of exploration.

Core skills – what makes the GNS a Gunslinger?

Maelstrom Gunslinger (Stance) – With a maximum of 24 Bullet Stacks, the Gunslinger can expend these stacks to cast certain skills. Combo skills now deal additional bleed damage but use 1 Bullet stack.  You can regain bullet stacks by using certain abilities or the main Gunslinger mechanic: Reload.

Reload – Gain 6 Bullet stacks.

Speed Reload – Gain 24 bullet stacks. Long cooldown.

Pistol Shot – 2 Bullet Stacks. Combos from a basic skill. Increases damage taken from any damage over time source.

Double Tap – 12 Bullet stacks. Deal massive damage to a target, critical hits have a chance to deal extra damage. Also has a chance to refund the Bullet stacks spent.

Volley – 18 bullet Stacks. Channeling. Deal AoE damage in an area that also slows movement.

Rapid Fire – Channeling. 6 Bullet stacks per second. Deals damage and leaves a DoT based on how long the channeling was active.

Gunslingers in other FF’s

There are various Gun-type jobs found in FF. FFTA’s Gunners, FFX-2’s Gunmage and a whole host of others.

As for main characters many were known to have guns. In FFXIV alone, Merlwyb (Admiral of the Maelstrom). Vincent Valentine (FFVII), Irvine Kinneas (FFVIII) and Sazh Katzroy (FFXIII).

TEMPLAR (TMP)

Requirements: LNC 30, GLD 15

With increasing threat on the nation the Gridanian Wood Wailers, Discovering the lack of a true front-line, decided to train a new kind of fighter. Emissaries from the esteemed lancers guild traveled to Ul’dah to train with the gladiators. Eschewing the use of the shield, these heavy knights favored heavy armor and a deadly halberd. They decided to honor the Temple Guardians of old, and named their new-found fighting style the art of Templars.

Core skills – what makes the TMP a Templar?

Art of The Templars (Stance) – Removes the need for positioning on skills and all combos now also generate increased emnity. This also increases magic and physical defense but decreases damage dealt.

Combat Preparation – The Templar readies himself, giving him increased defenses and resistances

Ring of Fire – Combo from Ring of Thorns, leaves a ground effect that deals damage over time. Has emnity generation.

Head Stab – Silences an enemy and leaves him vulnerable to attacks for a short period of time. Also increases the Templar’s resistances and defenses.

Defender – The Templar plants himself firmly on the ground. During the duration he takes 50% reduced damage and has reduced movement speed (Heavy). He cannot be disabled,  slowed or knocked back during the duration.

Templars in other FF’s

Strictly speaking, Templars only ever appeared in the FFTA series. Are they other Templar-like people from FF’s? (Heavily armored spear-users). Although a lot of “dragoon” like characters come to mind… (Freya, Kimahri, Cid…)

The first thing that comes to mind is Odin! While he’s been known to have a sword these days, there are times he’s depicted with his spear Gungnir!

So here’s our weekly tracker:

Plain Text = Already Known
Italicized = Our Speculation
Bold = To be revealed next week!

GLD – PLD DKN
MRD – WAR ???
CNJ – WHM ???
ACN – SCH SMN
THM – BLM AST
PGL – MNK ???
LNC – DRG TMP
MSK – GNS ???
ARC – BRD ???

Gear Distribution

Fending – WAR PLD TMP ???
Striking – MNK DKN
Maiming – DRG ???
Aiming – BRD GNS
Healing – SCH WHM AST ???
Casting – BLM SMN ??? ???

What’s in store for next weeks Into the Aether? We will be revealing THREE MORE  of our speculated new jobs from the base class Pugilist, Marauder and Archer! 

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Ask FFXIVGuild 002: All about RAIDING!

Our second issue of Ask FFXIVGuild is all about Raiding! What composition did we use? Our thoughts on Melee? How did we find BCoB 1-5?

ffxiv arr weekly editorial banner ask ffxivguild 002

Hello guys and welcome to Ask FFXIVGuild.com #002. This weeks topic is all about RAIDING!

for those who might be wondering, what is this column all about? Any and all questions you might ask us, through Facebook, twitter, email or comments might appear in this column!

What Raiding composition did you guys use to progress and finally beat T1-T5?

Here was our main Lineup:

PLD: Maruko San
WAR: Mitlet Gyles
WHM: Mahiko San
SCH: Alexander Luthor
MNK: Kimi Ruyifang
MNK: Kharas Dorian
BRD: Weewooweewoo / Rylai Ariamis
MDPS: Mamasita Golddigger (SMN) /  Poipoi (BLM)

2 Melee? Did you guys plan this specific lineup? Why?

We just formed our very first team with whoever was coil ready at the time (Early October). We do enjoy the fact we have two melee because many people like having zero or 1 melee for “learning” fights. Simply because ranged is easier to position. Two melee, however, makes us feel like we’re studying the fight without bias. As if you pugged it and gave equal chances to ranged/melee.

How did you find FFXIV’s first tier of raiding – Bahamuts Coil Turn 1-5?

We had a bunch of fun, to be honest. Around half our guys were new to raiding. We started a bit late, but managed to down T5 in a timely enough manner.

Turn 1:  We had a bunch of fun here. Back when Burn Strategy wasn’t possible, the fight is actually pretty damn hard. It tested Individual Skill most of all!
Turn 2: A bit confusing at first (Not Enrage Strategy). This turn tested Group Communication and strategy.
Turn 4: We oddly got stuck here for around 3 weeks. It was super fun during the early days. I think it tested Strategy / Refinement.
Turn 5: Nothing prepared us for this. The learning curve for Twintania is super steep. While RNG plays a huge part in this fight – it’s pretty damn fun! Killing TT for the first time was the most rewarding thing i’ve felt in a while! I really hope T10 will have a boss as memorable is Twintania.

 

What’s your thoughts and hopes for Turn 6 – Turn 10 and Leviathan?

For Leviathan, we’ve heard he’s going to be one of the hardest bosses of all time. Let’s hope it’s true!

For T6-T10, we hope they do something about certain “enrage” timers and such. For example:
Turn 1: The feeding mechanic can totally be skipped if you’re even a bit over geared.
Turn 2: The enrage timer should insta-kill.

Why? Isn’t this kind of an elitist attitude?

Well, no we don’t think so. We feel that skipping these intended mechanics makes for a less than fulfilling encounter. Finding a raid group to enjoy the game with, and progress with, is a more fulfilling and permanent solution instead of these semi-roundabout methods for “easy loots”.

What’s your lineup for T6-T10? What do you think the ultimate composition is?

For T6-10:

PLD: Maruko San
WAR: Mitlet Gyles
WHM: Mahiko San
SCH: Alexander Luthor
Melee1: Kimi Ruyifang
Melee2: Kharas Dorian
BRD: Rylai Ariamis
BLM: Cassandra Valentine

We don’t currently know if either of our Monks will go DRG for the next patch.

As for the ultimate composition… I personally think the above, with 1 MNK / 1 DRG is pretty close (If you choose not to “stack”). Another would be to have the DPS look like DRG BRD BLM BLM. But this is a pretty irrelevant question since it revolves more around the actual fight mechanics, not your team lineup.

Well that’s about it for today! Next week we will be answering some other questions, but we’re leaning on the theme for next weeks article to be about FFXIVGuild.com and Crafting! But of course any questions are welcomed!

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FFXIVGuild: Into the Aether 001 “New classes & Jobs!?”

Welcome to the first issue of “Into the Aether”! For this week and the next issues, we will be discussing the possible next/new jobs and classes!

ffxiv arr weekly editorial banner into the aether 001

Into the Aether is one of our weekly editorials where we discuss and share our thoughts about what could be in store for FFXIV:ARR in the near future. These posts are purely our speculations and should not be considered as official announcements. We’re just letting our imagination run wild!

One of the most exciting things to wait for in FFXIV:ARR is the release of more classes and jobs. Over the course of the next few weeks, “Into the Aether” will reveal to you our predictions and discussions on what are the possible upcoming jobs and classes. Note that we are in no way “serious” or telling you that “We bet our souls it’s gonna be this!”. This is purely an exercise in fun!

First off, we decided that no one class can have two jobs of the same role type or have two of the important roles (healer & tank). There is however ONE exception which you will find out in the weeks to come!

We also took into heavy consideration the Gear Distribution and Role Distribution. We are also considering MUSKETEER as an existing base class because of the existing guild emblem in Limsa Lominsa.

 

So here’s going to be our weekly tracker:

Plain Text = Already Known
Italicized = Our Speculation
Bold = To be revealed this/next week!

GLD – PLD ???
MRD – WAR ???
CNJ – WHM ???
ACN – SCH SMN
THM – BLM ???
PGL – MNK ???
LNC – DRG ???
MSK – ??? ???
ARC – BRD ???

Gear Distribution

Fending – WAR PLD ??? ???
Striking – MNK ???
Maiming – DRG ???
Aiming – BRD ???
Healing – SCH WHM ??? ???
Casting – BLM SMN ??? ???

This weeks Reveal:

DARK KNIGHT (DKN)

ffxiv dark knight speculation

Requirements: GLD 30, THM 15

With advancements by the thaumaturges guild, control of the aether has been deemed safe for others to use. Because of this, Gladiators looking for a new style of fighting have come to learn channel the aether into their attacks. These new “Aether Knights” have been affectionately called, Dark Knights by the Coliseum fans. Although considered heretics by the Paladin Order, Dark Knights have been welcomed into Ul’Dah society by the populace. Are they trust worthy enough with their manipulation of the aether?

Core skills – what makes the DKN a Dark Knight?

Dark Oath – Converts all damage to Unaspected Magical Damage. All weaponskills use  Magic Damage Potency to determine damage. This also reduces emnity generation. All skills that increase defenses increases Magic Potency instead. All combos from GLD skills, adds one stack of Void Aether. Void Aether increases HP regeneration and life steal % per stack.

Corrupt – Consumes one stack of Void Aether to deal a DoT. Uses MP.

Shadowbite – Combo from Fast Blade. Deals Damage and consumes any remaining duration of Corrupt to deal extra damage. Consumes one stack of Void Aether. Uses MP.

Bloodsword – Combo from Riot Blade. Consumes all Void Aether to deal massive damage and at the cost of your own HP. The more Void Aether stacks consumed, the stronger the damage.

Void Surge – Instantly doubles current Void Aether stacks and can go over the maximum. Lasts for 15 seconds.

Drawing from Gladiator skills ,we had to find a way to change up the “tanky” nature of their skills. As a Dark Knight, choosing when to consume your Void Aether stacks will be vital. Do you keep your stacks for sustainability? Or burst your target down with Void Surge and Bloodsword?

Dark Knight in other FF’s

There are quite a few Dark Knights in other Final Fantasy titles. Names like Gafgarion from FF Tactics and of course, Cecil from FFIV. Dark Knights are also found in Final Fantasy XI as a playable class. (Yes, we’re aware some sources say Goffard Gafgarion was a “Fell Knight”.

What’s in store for next weeks Into the Aether? We will be revealing three of our speculated new jobs. Stay tuned! These jobs will be coming from Thaumaturge, Lancer and Musketeer!

This page will of course be updated as the game progresses and patches, and more gear will be introduced into the game.

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