FFXIV Gathering (DoL) Gear Guide

Don’t waste time worrying about your Gathering Gear – and get that DoL class to 50!

Confused about when or what DoL / Gathering gear you should get? When and what are the best gathering gear upgrades, and why? Find out all about that here – and save money on your road to a level 50 gatherer!

Why upgrade your Gathering gear?

Moreso than crafting, better gathering gear = faster levelling. We all know how “exciting” it is levelling a gathering class, ey?

The importance of high Gathering Stat:

Striking at a node and not getting anything means ZERO exp, BROKEN CHAINS and ultimately, wasted time (and money! since you could have gotten the item!) So first and foremost you’re going to want as much gathering as possible.

Gathering is insanely useful in maximizing Levequest EXP. more on this later…

The importance of high Perception Stat:

If you’re doing a lot of grinding, Perception becomes very useful in boosting you EXP gains. Why? At max, you have a 15% chance to gather HQ items without a buff. Let’s compare a gatherer with 0% HQ chance versus 15% HQ chance: 100+[(2*100)*0.15] (HQ percent chance) = 30% Average EXP Bonus.

If you aren’t a level 50 calculator, then it’s fine. All you need to know is that being capped in perception gives you quite a sizeable exp bonus. 30% is not a joke, and it stacks with chains, food and rested EXP.

Perception however, isn’t useful if you’re planning to use levequests… why?

Gathering gear, Levequests and You:

Since getting HQ items is impossible during leves, Perception is useless during a leve attempts. Gathering becomes the single most useful stat, with GP as a supporting stat.

If you’re planning on grinding, both Perception and Gathering are important. However, Gathering is still your most important stat. Why? Again, ENSURING exp gains and ENSURING chains is your first goal. Then once that’s fulfilled, modify it with Perception for massive exp gains.

So we can conclude, during leveling up, Gathering is the most important stat, whether you choose to grind or use leves. And if you’re planning to do a bit of both, getting Perception is a great bonus to grinding. So what does this mean in terms of gearing up?

GP – How useful is it?

Going to level 50, GP isn’t exactly a sustainable resource to rely on. It’s a welcome boost, but not exactly necessary. At 50 though, that’s a completely different discussion…

Gathering gear upgrade strategy

Okay so you want Gathering, no matter how you level up. In terms of gear slots that would be the: Main Hand, Off-hand, Chest (coincidentally they also give huge perception, and are considered critical upgrades). So you want these no matter what you’re going to do. Upgrade as often as possible.

Two more pieces give Gathering: Gloves and Pants. These are less critical, and you should upgrade if you can afford it. Gloves are more powerful than pants! Around 50% more gathering is found on gloves compared to pants! Keep this in mind when buying upgrades.

Now for Perception… The most important pieces were already mentioned above (MH, OH, Chest). The rest are: Helmets, Boots and Belts. Again when thinking of bang for buck – Helmets are the best investment, which are usually 100% more powerful than boots. And belts are the worst investment, as they’re only half as powerful as boots typically!!!

Overall, a cost-efficient upgrade path will be discussed in the end of this post, before that – tables of what level you get upgrades…

Gathering Critical Upgrades – What Level?

The table below represents the levels you get a new DoL chest, Miner main and off-hands, Botanist main and off-hands, and fishing main hand. (All possible critical upgrades)

LevelChestMIN MainMIN OffBTN MainBTN OffFSH Main
1xxxxxx
2
3
4
5
6x
7
8xxx
9x
10
11xxx
12xxx
13
14x
15xxxxx
16
17
18x
19xxx
20xx
21x
22xx
23x
24xx
25xxx
26x
27x
28xx
29xxx
30x
31xx
32xx
33x
34xx
35xx
36
37x
38xxx
39xx
40x
41x
42
43xxxxx
44x
45
46x
47xx
48xxxx
49
50xxxxxx

 

Disciple of Land (DoL) Body pieces

The table is sorted by (at least in my opinion) importance. The left side being more important and more worth the investment, and gets less important as you go right. Gear marked (G) gives gathering, and (P) gives perception. So ignore the Perception pieces if you’re primarily thinking of getting to 50 using Fieldcraft Leves.

LevelHands (G)Head (P)Legs (G)Feet (P)Waist (P)
1xxxxx
2
3
4
5xxx
6x
7
8
9x
10xx
11xx
12x
13x
14
15xxx
16x
17x
18
19xx
20xx
21
22x
23x
24
25xxx
26
27xxx
28
29
30xxx
31x
32
33
34
35xxxxx
36
37x
38x
39x
40xxxx
41
42x
43xxxx
44x
45xx
46x
47x
48xxxx
49
50xxxx

Disciple of Land (DoL) GP pieces (Accessories)

While not super important while leveling up… you cant really be “sad” to have more MAX GP.

LevelNecklaceEaringsBraceletRing
1
2
3
4
5x
6
7xx
8
9
10
11
12
13
14x
15
16
17xx
18
19
20x
21
22
23
24x
25
26
27xx
28
29
30
31
32
33
34x
35
36
37xx
38
39
40x
41
42
43
44x
45x
46
47xx
48
49
50x

Summary: DoL Cost-efficient upgrade path

First of all – Everything below level 15~ is negligible. and you don’t need to really think about your gear before then.

Main HandOff-Hand and Chest should be upgraded when you can afford it.

As a side upgrade to Gathering: updating your Gloves are a good idea every now and then. Legs are less imporant. Here’s our suggestion for a cost-efficient upgrade path:

  • Gloves: (16) (25) (35) (45)
  • Legs: (15) (27) (40). The level 27 ones are from ANY Grand Company, and are pretty worth it.

If you need more Perception, Helmets are the best investment. Helmets generally come from weavers or armorsmiths. The weaver ones are typically more expensive. So here’s a pretty cost-efficient path:

  • Head: (13) (19) (31) (35) (42) (47). Want something in the 20’s? (27).
  • Boots are okay, and you probably wont need more than: (15) (30) and (40).
  • Waist is even less important. (17) and (37) should be fine.

Of course feel free to pick anything up you can afford, and check the Market Board when you reach the levels in the tables above.

Be sure to check out our Mining Leveling Guide, and Botany Leveling Guide, which make great additional resources to this guide.
Also, Mining Node/Material Locations, and Botany Node/Material Locations [Mining is 1-50, BTN is in the proces of being updated…]

Whacking at nodes got you to 50, huh? Then it’s time to gear up. Check this out: Gathering End-Game Gear (+Max Melds) Guide.

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FFXIV Patch Notes [2.05] 10/15/2013

More places to get Philosophy & Mythology? Check that our and more, here!

ffxiv patch notes 10152013

[Date & Time]
Oct. 14, 2013 from 8:00 p.m. to Oct. 15, 2013 2:00 a.m. (PDT)

[Affected Service]
FINAL FANTASY XIV: A Realm Reborn

[Update Details]
The following features have been implemented:

2.05 also contains a bunch of hotfixes and bug fixes, and quality of life issues, here’s what we know so far:

  • More ways to get Allagan Tomestones of Philosophy & Mythology.
    • Wow, this is great. No more grinding AK, a bit of variety is always good! Naturally our guide will be updated once we get to see what’s up.
  • Level 50 Dungeons difficulty adjusted.
    • Presumably more difficult, and some mention of rewards for killing trash.. ?
  • adding more servers and enhancements to counter the congestion to enter “Amdapor Keep.”
    • Hopefully the above fixes all contribute to this!
  • Increased experience from farming Botany Nodes and Mining Nodes. and their respective Fieldcraft Levequests.
    • Thank god. This mindless grind was in need of change. Fishing remains the same, people have mixed responses about that…
  • Diremite and Karakul spawn and drop rates adjusted up.
    • Newer weavers rejoice!
  • Anti-FATE lagging measures (population caps, rendering issues) being “addressed”
    • Dunno how effective this will be, but a welcome addition! This was implemented on Oct. 11, though.

All in all, patch 2.05 fixes alot of issues for us players, and hopefully makes Eorzea a little funner for all of us. The changes to end-game tome farming were much needed. Grinding AK for mythology became boring FAST, hopefully they come up with some creative ways to bring variety into it. I have to say, I’m quite excited for this one!

They also released a teaser for PvP today:

[New Tab] PvP Video Teaser: The Wolves Den

Check it out! The FFXIVGuild team is extremely excited for PvP and hopefully you are too!

Reference, Links, Additional Info

Official post about FFXIV patch 2.05
World Transfers
All Saint’s Wake “Halloween” event
Cactaur and Bomb Earring Vendors Added

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FFXIV Scholar (SCH) Cross Class skills guide

Go to our
Healer Role Actions Guide
instead!!!
It’s Stormblood updated!!!

What are the Arcanst -> Scholar Cross Class Skills? Here, we will be strictly discussing the cross-class skills Scholar can get.

How many cross-class skills can I get as a Scholar? Any job class may only equip five (5) cross-class skills.

From what other classes does Scholar get skills from? Thaumaturge and Conjurer.

What are the best Scholar cross-class skills? This is discussed below.

Full list of Scholar (SCH) Cross-class skills

Scholar
NameIconLevelDescriptionFrom Class
Cure2Restores target's HPConjurer (CNJ)
Aero4Wind damage over time (DOT)Conjurer (CNJ)
Cleric Stance6Switch MND and INT, turning you into a Magical DPS.Conjurer (CNJ)
Thunder6Lightning damage over time (DOT)Thaumaturge (THM)
Protect6Increases physical and magical defenseConjurer (CNJ)
Surecast8Next spell is cast without interruptionThaumaturge (THM)
Raise12Ressurect targetConjurer (CNJ)
Swfitcast26Next spell is cast immediatelyThaumaturge (THM)
Stoneskin34Shield that absorbs damageConjurer (CNJ)

 

Scholar (SCH) Cross-class skills discussion

Cure – Useless, since you have Physick. Protect is also useless if you have a WHM.

Aero, Thunder – Always good to have more DoT’s. I’d go with Aero on this one.

Cleric Stance – People underestimate this skill… A must have to squeeze out full use of your Scholar.

Surecast – Never a bad choice. Use it when damage is inevitable, and a heal right after would be good.

Swiftcast – Need I say more about this skill? +Raise, or +Anything, this skill is a must have.

Ideal Scholar (SCH) Cross-class progression

  1. Arcanist to 15 for: Unlocking other classes.
  2. Conjurer to 4 for: Aero.
  3. Arcanist to 30 for: SCH Requirement.
  4. Conjurer to 15 for: SCH Requirement.
  5. SCH to 50 for: Maximum level.
  6. Thaumaturge to 26 for: Swiftcast.
  7.  Conjurer to 34 for: Stoneskin (All Cross Class Skills Obtained)

Nothing fancy here, you’ll get what you need as you level up.

Summary

  • Scholar use skills from: Conjurer and Thaumaturge.
  • Alot of great Utility. Stoneskin, Swift/Surecast
  • Cleric Stance, an underrated skill overall. Only the best healers use this: So get used to it.
  • Best Scholar Cross-Class Skills:
    Swiftcast, Stoneskin, Surecast, Aero, Cleric Stance

More Info: Arcanist | Scholar | ACN SCH Stats

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FFXIV ARR Amdapor Keep

Things to look out for

A special pet “Demon Brick” drops with a 100% chance from a treasure chest just before the room of the first boss, on the left.

Psycheflayer

The fight start out with ‘Lunatic Priest’. After he hits around half health he will summon the real boss, Psycheflayer. Make sure you kill the Lunatic Priest as fast as possible once Psycheflayer is up.

  • Tanks – Make sure you hold aggro on Psycheflayer when he spawns. He can one-shot your healer. If you let go of Lunatic Priests enmity, it’s okay.
  • Healers – Use Stoneskin on your tank to prevent getting enmity when Psycheflayer spawns. Don’t use regen before this either. Make sure to use Esuna on “Disease”, as it halves healing.
  • DPS – Kill Lunatic Priest ASAP.

Psycheflayer has two main abilities. A heavy single target nuke, and an AoE attack. He will use this abilities throughout the fight.

Phase 2

Psycheflayer will periodically animate golems. These golems have 2 main abilities, A frontal line attack which should be dodged, and a heavy AoE attack.

  • Tanks – should try to stick to golems. As long as they dont go to your healer, you’re okay.
  • Healers – AoE damage can get pretty out of hand – get ready for it.
  • DPS – Save offensive cooldowns for when golems spawn. The faster they die, the less damage your team takes.

At lower life, Psycheflayer animates a Giant Golem, which does a massive AoE attack. This can be dodged by taking cover behind pillars, or simply moving out of the way. He will die when Psycheflayer dies.

 

Demon Wall

Demon Wall may seem like a daunting fight, but once you (literally) get the rhythm down, he’s not that bad.

The main mechanic of this fight is the “dance” you have to do. Demon Wall will spawn a black stripe you must avoid at the center of the lane. Following that, 2 black stripes at each side. This process repeats twice, after that he does Repel. Repel will push you off (resulting in KO), if you are not in the center of the lane.

After 2 Repels, he will spawn adds. These bees have very powerful AoE attacks that should ideally be dodged or avoided.

Helpful tips:

  • Stay at the edges after each repel since the first area to avoid is always the middle.
  • DPS Limit Break of any kind should be used on the bees if you have it. (Still totally doable otherwise)
  • Tanks / DPS – Stop the bee’s AoE if you can.
  • Healers – Spam healing if you have to. It’s a very short fight.

Also, after each repel he will move closer to the ooze at the end of the lane. Eventually resulting in a wipe if he is not killed on time.

Anandaboga

This fight is very easy, but one wrong move can cause things to go in an uncontrollable spiral. Anandaboga has three moves to look out for.

  • A frontal cone attack that should be avoided at all times.
  • A rear cone attack that should be avoided at all times.
  • >He periodically summons a ball of energy in the center of the room. Take cover behind the Gargoyle statues.
  • Healers : You must dispel disease at all times.

After a set amount of time, the statues will animate to become adds, in this order: Upper Left, Lower Left, Lower Right, Upper Right. Because of this, Anandaboga should be tanked in the right side of the room. Needless to say, kill gargoyles immediately after they spawn.

After two Gargoyles, he gains a new ability. A bright pink line will appear to be connected to a random non-tank party member. Whoever is affected by this line must run as far as you can from your team. A ball will soon appear where this party member is, and continue to damage anyone in a large area of effect around it. As you can imagine, you want this as far from your party as possible.

Since these gargoyles also serve as cover from his ultimate, once the last one turns into an add Anandaboga must die quickly after. You won’t have any cover left after the fourth one!

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FFXIV Monk (MNK) Cross Class skills guide

Go to our Stormblood updated
Melee DPS Role Actions Guide
instead!

What are the Pugilist -> Monk Cross Class Skills? Here, we will be strictly discussing the cross-class skills Monk can get.

How many cross-class skills can I get as a Monk? Any job class may only equip five (5) cross-class skills.

From what other classes does Monk get skills from? Marauder and Lancer.

What are the best Monk cross-class skills? This is discussed below.

Full list of Monk (MNK) Cross-class skills

Monk
NameIconLevelDescriptionFrom Class
Feint2Damages and slows enemiesLancer (LNC)
Foresight2Increases defenseMarauder (MRD)
Skull Sunder4Attack that generates enmityMarauder (MRD)
Keen Flurry6Increases parry rateLancer (LNC)
Fracture6Damage over time (DOT)Marauder (MRD)
Impulse Drive8Attack. Damage is stronger if dealt at the back of targetLancer (LNC)
Bloodbath8Converts damage dealt to HPMarauder (MRD)
Invigorate22Instantly restores 300 TPLancer (LNC)
Mercy Stroke26Attack that can only be executed when enemy is below 20% HP. Up to 20% life steal.Marauder (MRD)
Blood for Blood34Damage dealt +20%, Damage taken +25%Lancer (LNC)

 

Monk (MNK) Cross-class skills discussion

Feint – If there are key adds that can be slowed, and you don’t have a LNC / DRG, take it.

Foresight, Keen Flurry – Take one or the other if surviving physical damage is a concern.

Fracture – A decent DoT as always.

Impulse Drive – My impulses tell me it’s not worth getting this as a monk.

Bloodbath – A pretty decent self-healing mechanism, for the lack of other things to take.

Invigorate, Blood for Blood – well, this is the main event in terms of monk cross class. Take these two and dont look back.

Mercy Stroke – This is kind of underrated. Pretty strong for when it’s needed.

Ideal Monk (MNK) Cross-class progression

  1. Pugilist to 15 for: Unlocking other classes.
  2. Marauder to 6 for: Fracture.
  3. Pugilist to 30 for: MNK Requirement.
  4. Lancer to 15 for: MNK Requirement.
  5. MNK to 50 for: Maximum level.
  6. Lancer to 34 for: Blood for Blood.
  7.  Marauder to 26 for: Mercy Stroke(All Cross Class Skills Obtained)

Like always, getting an extra DoT from Marauder 6 is very helpful early on.

Summary

  • Monks use skills from: Gladiator and Pugilist.
  • Invigorate and Blood for Blood are your key offensives here.
  • For defensives, Foresight and Bloodbath.
  • Best Monk Cross-Class Skills:
    Blood for Blood, Mercy Stroke, Invigorate, Fracture, Bloodbath.

More Info: Pugilist | Monk | PGL MNK Stats

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FFXIV Black Mage (BLM) Cross Class skills guide

Click on our
Caster DPS Role Actions Guide
for the updated version!

What are the Thaumaturge -> Black Mage Cross Class Skills? Here, we will be strictly discussing the cross-class skills Black Mage can get.

How many cross-class skills can I get as a Black Mage? Any job class may only equip five (5) cross-class skills.

From what other classes does Black Mage get skills from? Arcanist and Archer.

What are the best Black Mage cross-class skills? This is discussed below.

Full list of Black Mage (BLM) Cross-class skills

NameIconLevelDescriptionFrom Class
Ruin1Unaspected damage nuke.Arcanist (ACN)
Physick4Restores target's HPArcanist (ACN)
Raging Strikes4Increases damage dealtArcher (ARC)
Virus12Reduces target's STR, DEXArcanist (ACN)
Hawk's Eye26Increases DEX and physical accuracyArcher (ARC)
Eye for an Eye34Erects a barrier on a party member that when struck the striker will deal less damageArcanist (ACN)
Quelling Strikes34Reduces enmity generated by each attackArcher (ARC)

Black Mage (BLM) Cross-class skills discussion

Well, you got some slim pickings here.

Ruin and Hawks Eye are useless to you. There’s no debating this.

Physick is arguably your best cross class skill. Infinite cures with Umbral Ice is never bad in a bind.

Virus is a welcome debuff. Reducing damage, parry and block strength (and chance). Admittedly, this one isn’t used very often even by ACN’s SCH’s and SMN’s… I wonder why.

Eye for an Eye – Deceptively useful. The availability of this skill amongst many classes rewards an organized group by taking turns putting this buff on the tank.

Quelling Strikes – Ah, the best one you can get. If you like opening with Thunder -> Fire, you’re going to need this to offset the threat.

Raging Strikes – An obvious choice. Only use it when you’re in your Fire phase.

Well, since you can get seven, and 2 are garbage, I guess the choice is obvious…

Ideal Black Mage (BLM) Cross-class progression

  1. Thaumaturge to 15 for: Unlocking other classes.
  2. Arcanist to for: Physick.
  3. Archer to 4 for: Raging Strikes.
  4. Thaumaturge to 30 for: BLM Requirement.
  5. Archer to 15 for: BLM Requirement (Raging Strikes).
  6. Black Mage to 50 for: Maximum level.
  7. Archer to to 34 for: Quelling Strikes.
  8. Arcanist to 34 for: Eye for an Eye (All Cross-class skills obtained)

Getting Physick (Arcanist 4) is really really really (really) worth it, and is probably your most important cross-class skill aside from Quelling Strikes.

Summary

  • Black Mages use skills from: Archer and Arcanist.
  • Physick. Get this. Use it. Profit. Combine it with Swiftcast if you like!?
  • Eye for an Eye is a decent raid helping skill. Also, get used to timing Quelling Strikes.
  • Best Black Mage Cross-Class skills:
    Physick, Raging Strikes, Quelling Strikes, Virus, Eye for an Eye.

More Info: Thaumaturge | Black Mage | THM BLM Stats

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FFXIV Bard (BRD) Cross Class skills guide

Go to our Stormblood updated
Ranged DPS Role Actions Guide
instead!

What are the Archer -> Bard Cross Class Skills? Here, we will be strictly discussing the cross-class skills Bard can get.

How many cross-class skills can I get as a Bard? Any job class may only equip five (5) cross-class skills.

From what other classes does Bard get skills from? Pugilist and Lancer.

What are the best Bard cross-class skills? This is discussed below.

Full list of Bard (BRD) Cross-class skills

NameIconLevelDescriptionFrom Class
Feint2Damages and slows enemiesLancer (LNC)
Featherfoot4Increases evasionPugilist (PGL)
Keen Flurry6Increases parry rateLancer (LNC)
Second Wind8Instantly restores own HPPugilist (PGL)
Haymaker10Delivers an blow after evading an attackPugilist (PGL)
Internal Release12Increases critical hit ratePugilist (PGL)
Invigorate22Instantly restores 300 TPLancer (LNC)
Blood for Blood34Damage dealt +20%, Damage taken +25%Lancer (LNC)
Mantra42Increases HP recovery via curing magic by 5% for self and nearby party membersPugilist (PGL)

 

Bard (BRD) Cross-class skills discussion

Feint – Useful for more difficult pulls for reducing enemy DPS and cast times. depends on the encounter/s, and the presence of a lancer or dragoon.

Featherfoot / Haymaker – Ideally taken together, but these two are pretty sub-par. Featherfoot can help, but it’s very unlikely these are going to be of any use in any serious encounter.

Second Wind – Self-heal on demand. As always, a must have.

Internal Release – This is absolutely nuts on Bard. More crits means more Bloodletter.

Invigorate – An obvious take for any TP class.

Blood for Blood – the best DPS increasing skill, but comes at steep cost. The 25% damage could mean death in some difficult encounters.

Mantra – Another great skill for raiding. Every little bit helps!

Ideal Bard (BRD) Cross-class progression

  1. Archer to 15 for: Unlocking other classes.
  2. Lancer to 2 for: Feint
  3. Archer to 30 for: BRD Requirement.
  4. Pugilist to 15 for: BRD Requirement, Internal Release.
  5. BRD to 50 for: Maximum level.
  6. Lancer to 34 for: Blood for Blood
  7. Pugilist to 42 for: Mantra (All Cross-class skills obtained)

Bards progression is pretty straight forward. The road to 50 is quite easy using just the Bards skillset. However, LNC to 2 for Feint can help make your PvE life easier.

Summary

  • Bards use skills from: Pugilist and Lancer.
  • Almost all Bard cross-class skills are great. Offensively, Internal Release and Blood for Blood are solid.
  • Keen Flurry, Second Wind and  Mantra are all useful defensive skills.
  • Recommendations: Second Wind, Internal Release, Invigorate, Blood for Blood, Mantra.

More Info: Archer | Bard | ARC BRD Stats

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FFXIV Paladin (PLD) Cross Class skills guide

Go to our Stormblood updated
Tank Role Actions Guide
instead!

What are the Gladiator -> Paladin Cross Class Skills? Here, we will be strictly discussing the cross-class skills Paladin can get.

How many cross-class skills can I get as a Paladin? Any job class may only equip five (5) cross-class skills.

From what other classes does Paladin get skills from? Marauder and Conjurer.

What are the best Paladin cross-class skills? This is discussed below.

Full list of Paladin (PLD) Cross-class skills

NameIconLevelDescriptionFrom Class
Cure2Restores target's HPConjurer (CNJ)
Foresight2Increases defenseMarauder (MRD)
Skull Sunder4Attack that generates enmityMarauder (MRD)
Fracture6Damage over time (DOT)Marauder (MRD)
Protect8Increases physical and magical defenseConjurer (CNJ)
Bloodbath8Converts damage dealt to HPMarauder (MRD)
Raise12Ressurect targetConjurer (CNJ)
Mercy Stroke26Attack that can only be executed when enemy is below 20% HP. Up to 20% life steal.Marauder (MRD)
Stoneskin34Shield that absorbs damageConjurer (CNJ)

 

Paladin (PLD) Cross-class skills discussion

Skull Sunder and Raise are useless in 8-man raids. Raise has it’s uses in 4 person dungeons, though.

Protect – can be used if you somehow do not have any WHM’s. Why? The Conjurer Protect gives magic resist (Proshell)

Cure – an enmity generator during fight “downtimes”. Stoneskin does this alot better, though.

Foresight – As basic as this is, +20% defense is nothing to scoff at. Take it.

Stoneskin – This is pretty good. During phases where nothing happens in fights, this is the best skill to use. Hands down.

Bloodbath, Mercy Stroke – While not stellar, these two are the only ones which marginally have a place in your skillbar. Bloodbaths heal gives enmity (effectively +10%), and Mercy Stroke isn’t so bad.

 

Ideal Paladin (PLD) Cross-class progression

  1. Gladiator to 15 for: Unlocking other classes.
  2. Marauder to 6 for: Fracture, Foresight
  3. Gladiator to 30 for: PLD Requirement.
  4. Conjurer to 15 for: PLD Requirement.
  5. Paladin to 50 for: Maximum level.
  6. Marauder to 26 for: Mercy Stroke
  7. Conjurer to 34 for: Stoneskin (All Cross-class skills obtained)

Summary

  • Paladin use skills from: Conjurer and Marauder.
  • Stoneskin is useful for “downtime” during fights.
  • While not “super exciting”, you get lots of use from Fracture & Foresight.
  • Best Paladin Cross-class skills:
    Foresight, Stoneskin, Bloodbath, Fracture, Mercy Stroke.

More Info: Gladiator | Paladin | GLD PLD Stats

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FFXIV Dragoon (DRG) Cross Class skills guide

Go to our Stormblood updated
Melee DPS Role Actions Guide
instead!

What are the Lancer -> Dragoon Cross Class Skills? Here, we will be strictly discussing the cross-class skills Dragoon can get.

How many cross-class skills can I get as a Dragoon? Any job class may only equip five (5) cross-class skills.

From what other classes does Dragoon get skills from? Pugilist and Marauder.

What are the best Dragoon cross-class skills? This is discussed below.

Full list of Dragoon (DRG) Cross-class skills

Dragoon
NameIconLevelDescriptionFrom Class
Foresight2Increases defenseMarauder (MRD)
Skull Sunder4Attack that generates enmityMarauder (MRD)
Featherfoot4Increases evasionPugilist (PGL)
Fracture6Damage over time (DOT)Marauder (MRD)
Bloodbath8Converts damage dealt to HPMarauder (MRD)
Second Wind8Instantly restores own HPPugilist (PGL)
Haymaker10Delivers an blow after evading an attackPugilist (PGL)
Internal Release12Increases critical hit ratePugilist (PGL)
Mercy Stroke26Attack that can only be executed when enemy is below 20% HP. Up to 20% life steal.Marauder (MRD)
Mantra42Increases HP recovery via curing magic by 5% for self and nearby party membersPugilist (PGL)

 

Dragoon (DRG) Cross-class skills discussion

Foresight – Well, I guess this depends on the encounter. If staying alive is absolutely critical, you can take this.

Second Wind – Any class that can take second wind, do so. If you have to ask why, then somethings wrong with you.

Fracture – Not a bad skill for longer fights.

Bloodbath – The heal on this is quite noticeable if you’re a dragoon…

Haymaker, Featherfoot – Again, best in a pair… ultimately not worth the trouble.

Internal Release – a no brainer. Increase critical chance is just too good to pass.

Mercy Stroke – Surprisingly good for bursting down tougher adds.

Mantra – Always decent in a large raid.

Ideal Dragoon (DRG) Cross-class progression

  1. Lancer to 15 for: Unlocking other classes.
  2. Marauder to 6 for: Fracture
  3. Lancer to 30 for: DRG Requirement.
  4. Marauder to 15 for: DRG Requirement.
  5. Pugilist to 12 for: Internal Release, Second Wind.
  6. Dragoon to 50 for: Maximum level.
  7. Marauder to 26 for: Mercy Stroke
  8. Pugilist to 42 for: Mantra (All Cross-class skills obtained)

MRD 6 for Fracture is a pretty useful DoT, and well worth the side-track to Lancer 30. Pugilist to 12 is also great anytime before 50, gaining important skills like Internal Release, and Second Wind.

Summary

  • Dragoon use skills from: Pugilist and Marauder.
  • Second Wind is really, really, really good. Get used to using it!
  • Internal Release is your key DPS cross-class skill.
  • Best Dragoon Cross-class skills:
    Internal Release, Second Wind, Mantra, Mercy Stroke, Fracture.

More Info: Lancer | Dragoon | LNC DRG Stats

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FFXIV ARR Garuda – Lady of the Vortex

Garuda Phase 1

In garudas first phase, you have one goal: Protecting the stone pillars. All of garudas listed abilities below can cause damage to the stone pillars, so positioning must be precise!

Wicked Wheel (PBAoE): A large 360 degree radius nuke.

Downburst (Targeted AoE): A medium sized AoE which targets random party members.

Slipstream (Interrupt-able, Stun): A nasty channeled attack that deals massive damage, and stuns you.

Razor Plumes (Adds): Kill them ASAP. They destroy the stone pillars if left alone.

After a while garuda will vanish and reappear on the edge of the map. You have to hide behind a rock opposite to her to prevent getting KO’d by the following attack.

This cycle repeats itself three or four times, until she does Aerial Blast.

 

Garuda Phase 2

Before officially entering Phase 2, You have to survive Aerial Blast. The better the condition of the stone pillar you hide behind, the less damage you take. Aerial blasts damage is absolutely brutal. Make sure you try to reduce it with various skills (As maruko did with Mighty Guard in the video)

The Arena becomes much smaller, but she retains all of the above skills. Exiting the “eye of the storm” results in significant damage. Make sure your tank doesn’t move around wildly. Having her face backward is extremely risky due to Slipstream in this phase, as there is little space to dodge it. Ranged guys, position yourself JUST OUTSIDE Wicked Wheels range. and far enough not to be multi-tagged by the Ranged AoE.

Razor Plumes continue to now explode on you, so kill them quickly or kite them.

Mistral Song is very similar to the disappearing mechanic in Phase 1. Treat it like Slipstream – but this one is a one shot kill.

Make sure throughout the fight you are aware of your position. Not too close, not too far. If your group has your positioning strategy down – Garuda is no problem!

Primals:
Ifrit | Titan | Garuda
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