You should just stick with Warrior

If you’re worried about your chances of winning with new players, then you should just stick with Warrior.

Paladin has great party utility and support, but that means that they’re heavily dependent on the party to actually make use of that support. In the scenario you’re describing, even if you play it the best you possibly can, your team will almost certainly waste every opportunity you give them. Pld’s don’t have enough Dps to cover for weak Dps teammates. Their defensive utility is strong, but it’s not strong enough to cover for a weak healer. In the end, you have to rely on your team to carry their own weight. If they can’t do that, then you’re not carrying them anywhere.

Dark Knight, on the other hand, is a bit of a wild card. Their recent changes make me uncertain of their capabilities within the arena … but honestly I don’t see a bind being a big game changer. With a coordinated group, I could be very useful, but with a bunch of randoms? Not likely. Fresh players, especially, are usually all over the place, so any binds you apply are likely to be wasted or thrown out right off the bat. Carnal Chill is pretty handy for shutting down bursts, but it takes really good timing and awareness to use. It also won’t make up for a weak healer. They also have a strong burst, but if you’re looking for that you could just stick with War.

War’s don’t really suffer this drawback. They lack practically any healer support, and their party utility is only moderate, but they don’t rely on the party for pretty much anything. Weak heals? No problem. War can self-heal more efficiently than Pld. Weak Dps? No problem. War can burst for comparable numbers. Do you require any support from the team to do either of these things? No. Does your party utility require the team to be aware of it to work (like Pld stuns or Drk Binds)? No. War’s can operate without having to worry about their own teammates screwing them over. Pld’s and Drk’s cannot. War’s can also contribute to kills without being solely dependent on the Dps to have their heads on straight. Pld’s and Drk’s cannot. Between the three, War is the easiest tank to carry with by far, assuming you know how to work your burst.

In the end, if you’re looking for the easiest tank to carry with, then War is your answer. It doesn’t get easier than that.

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Main Scenario Restriction Bloodstorm – Very Very Bad idea

Two days ago Yoshida-Sama Says about restriction to enter a Bloodstorm – We have to complete a Main Scenario form A realm reborn and Heavensward. I Really love this game but also i’m a leader of Free Company and i see how many people bounce from this game because first 50 lvl are birring and arenas form A realm Reborn are empty. Now i have to tell my new players they have to make 400 main scenario quest and spend almost 300 hours to do it to reach content with all players want.

Sorry for that but i have to say it: Are you Fu… Kidding me?! Yoshida! Expansion is the best moment to reach new players – they must have options to reach new content as possible and play together with us because if they will be leave in central shroud alone they will just leave the game.

MAKE FINAL FANTASY XIV GREAT AGAIN and make possibility to start game form lvl 60 with all main scenario for people who buy Bloodstorm.

I need new players in Free Company, they watch my Stream and they like raids, hi-end dungeons and all content what i do. But they play first 30 days and that just boring to make main scenario. I try to find why they do that even if we help them and force to play with us, and i start new characters and i can tell one – most low lvl quest are boring, locations are empty, no one do any fates, for dungeons i wait more than 40 min and i stuck on 42 lvl and don’t have any motivation to do more, because i know how many quests and grind i have to do to reach lvl 60.

Everything to know about 4.0 from the Fan Fest

So in less than 8 hours the las vegas fan fest will begin and with it we will get the first information tidbits about 4.0.

The next few days will see thousand of redundant threads made to analyze the title. trailer, the logo and yoshie-P’s T-shirt for clues.

Since I’m very nice and also very clever, I’ll make this thread here in advance and edit in every piece of info that we get. Of course there will still be separate threads most likely, but I will make sure that those who want it, shall find everything here.

First Day Q&A
35 million USD compared to 12.6 million of HW


– Ala Mhigo

– No confirmation that we get one at all
– Viera almost became a playable race
– The Lorebook comes with a Hummingway (also the codename of an Ala Mhigan spy)
– Beast tribes won’t be playable for lore reasons, inhuman races for technical reasons, and not-cute races because japanese don’t like em.

– New jobs confirmed
– Samurai almost became a playable job
– There are strong hints towards a new sword wielding job/class
– scarlet witch=red mage
Central theme
– 3.0 was going to be either about flying or swimming. Flying won, so swimming should come next.

– Zenos Yae Galvus occupies Ala Mhigo and is the leader of the XIIth legion.

– The blonde chick from the trailer who will join us in 3.x


– New city is Rhaelgr’s Reach
– Eureka is new exploratory mission area (Tied to the relic weapon questline)
– Deserts, ruins, lots of water and a misty forest. And a Wall!
– New Aetheryte shapes
– We are going to cross the wall from Black Shroud in 3.5
– Castrums are temporary bases but 4.0 will have actual Garlean architecture
– -It will mix with Ala Mhigan style


– New level cap (70)
– New raids
– New dungeons
– New Primals
– revamped battle system
– – Additional skill system (role skills instead of job skills)
— reassest unused/ineffective actions
— Accuracy revorked
– Inventory expansion as much as possible (server upgrade) (Probably won’t come with release to ensure a stable launch cause server upgrades are hard)
– New Residential area (Somewhere) (Will affect the main story)
– Flying in all new areas after finding aether currents (easier than finding moogles)
– Open World PVP might happen with positive feedback. On dedicated servers. Not at release.

Windows version
– Minimum specs raised
– really want a 64 bit operation system


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Main dps healer

well i must admit im still in arr content, but ive done up to wanderer’s palace, and my scholar is only level 46, whm level 56, I havent played astro yet , but I mean the reason scholar but ive ran alot of dungeons in my short time of playing the game and Id say that each healer seems to be equal , my main thing with whm for me is the mp issue that ive seen in other threads, I need to have my mp at least 75 percent before a boss pull where as with scholar with the fairy doing a good bit of healing I can have like half mp and be fine , but im fairly new but whm is my fav class , there is another thread saying that they would like to be able to use stone skin two in battle and maybe that would help with some of the mitigation

I liked your first point , main dps healer , would it be to over powered if they just removed cleric and put the damage somewhere in the middle of what is when ur not in cleric and what it would be with it on , I def feel like its easier to be i cleric as a scholar than it is whm simply cause u get free heals, sometimes with whm its best to not even switch at all and just simply heal

Almost always you see WHM in progression groups. Sure, once you have the fight on farm you can bring in an AST, but WHM offers this extremely good safety net in case things go wrong (which in progression they typically do.) Cure III is an incredibly powerful aoe heal that is overlooked due to lack of coordination imo. Sure, support is lacking, but its nice for learning. The solo-heal ability is also really good for getting extra dps out of your co-healer. Ast can solo heal too but it requires more effort and cooperation from the group than WHM.

The main issue I have with WHM is their accuracy requirements for ANY dps. AST and SCH both have dots that do not require accuracy, whereas WHM lacks both the accuracy exemption and the MP to recast if you miss. It’s an unfortunate situation for all healers but WHM feels it the most. Other than that their MP regen is pretty bad yeah, but it’s gotten a lot better with assize.

In terms of changes, I want shroud to have a longer duration, just a second or two, just to help improve our MP regen a bit more. In terms of support maybe just add a aoe defense boost for 10 seconds on an ogcd. They really don’t need much, their position is the learning healer and nothing can remove them from that. Now Offering Cheap NHL 17 Coins for PS/Xbox

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Tank in the making

Hey, what’s up guys, thanks for reading this topic, I really do appreciate it.

First, I’m gonna make a disclaimer here: everything in my posts in this topic will be based on my personal opinion, backed by my experience and facts (hopefully, lol). I am, however, not claiming to be 100% right, yet I’ll try to speak only about things I can be sure of. I would ask other people of the same.

So, a bit of an introduction. I’ve been playing MMOs since I was a teen, and in all of these games I would pick myself a tanking role. Lineage 2, WoW, Warhammer online, EQ, SWTOR, GW2 (to a certain extend – the raids allowed for tanking), Wildstar, TESO, Neverwinter Online, BDO (to a certain extend), etc.

I love tanking. Since most times I’ve also been a guild master or a raid leader, my irl character and my role choice would only compliment these traits. All in all, I’ve been tanking well over ten years. That being said, I also played FFXIV for a bit. Started a gladiator, ditched him after getting Provoke, leveled up a pugilist for the Internal Release and then went all the way to a Marauder, stopping as a lvl 50 Warrior tank. I like to lore behind the class, I like the up-close-and-personal-without-any-shiny-tricks approach. My Roegadyn Warrior is The Tank, and there’s no stopping him.
Problem is, I found playing it to be extremely boring, so I quit for a month or two. Now that I’m back, I know what questions I want to ask other tanks.

So let’s get to it:

1)Warrior tanks. Boring. I leveled one only to 50 and I am well aware that Deliverance and attacks that require it and some CDs would spice up the process at higher levels, but… I’ve seen it almost every other level, when you get a new CD or a new combo skill and you’re like “wooooow, now this is totally gonna change the whole tanking experience!”. And it does… for a day, tops. Then you just get used to this skill being incorporated into one of your rotations and you forget all the hype. It’s there, I know it and I couldn’t care less. Warrior tanking is boring. There was this dungeon with dragons (Stone Vigil, I think), and I literally fell asleep on my keyboard doing yet another Unchained Berserker’s Internally Released Butcher’s Block combo. It feels like the devs wanted to give the class a tool for every situation and at the end just said “eeeh, let’s try to overcomplicate it with lots of buttons”. As a result, the class is very self-sufficient, but instead of making playing him a challenge, they made it boring. I watched a lot if vids, read guides, talked to some high-end MTs and they said that warrior is definitely the best tank in the game, but the reason people are getting bored is mostly due to the endless gear treadmill.

The class has zero mobility and is way too reliant on “by the book, according to plan” playstyle. Sure, you can get the upper hand during a sudden overpull or an unexpected damage spike, but if it happens too often, you’re quickly knocked off. Screwed up those threat rotations? Don’t even think about doing much damage now – go get that aggro back. Got aggro? Good! Oooh, too bad your Pacification’s on now – time to spam those Flashes. Ready to secure your position? Good! That Overpower spam was really stupid though, you’re out of TP and if you switch to Deliverance for that boost from Equilibrium, your healer’s gonna bury you and / or you’ll lose aggro again. I’m not saying Warrior is hard – you can EASILY avoid such situations and go by the book, but spinning out rotations and standing in one place is pure boredom.
I am very used to Classic and TBC WoW protection warrior tanking style, where you had lots of tools, lots of mobility, you had a very chaotic tanking style, always on the move, charging around, intervening, with LOTS of variations according to a situation, which you could swap on a go, in a blink of an eye (if anyone remembers tanking Shattered Halls on heroic or Mount Hyjal raid) but 2.0 gcd on skills here?… even with those ogcd skills and haste… man, this is EXTREMELY long, like go-make-yourself-a-sandwich-watch-a-movie-draw-a-picture-talk-to-your-woman-on-skype-and-it’s-still-on-cooldown type of long. This is just horrible!

So my question so far – even with all these downsides, does the situation get better at 60? Like more challenging? Please? I really need this challenge. This is one of the reasons I’m still going for MMOs. Also, I’m seeing almost everyone claiming that warrior is THE BEST tank class in game. Do you think so? Do you think it will stay this way?

By the by, from my experience, having more dmg reduction % and more mobility looks better than having higher HP pool. Am I wrong here?

I know I may sound somewhat biased on gap closers. I understand that FFXIV fights don’t really offer much in terms of complicated tactics – it’s usually pretty straightforward. Heck, my guildmates claimed that as a tank you don’t really need a gap closer in this game (which makes me very sad).

2)Paladin. Like I said, I only leveled my glad to get provoke (22, I think), but so far I’ve read a lot of forums and guides on this class and people claim it to be the least challenging and the somewhat most boring. While your typical sword-and-board type of a fighter should be a go-to tank, I got a feeling that, even with all his immaculate defenses, people would rather have a warrior tank! The reason behind such an odd choice revealed itself as I got my marauder to lvl 30…

Groups… groups in ffxiv consist of only 4 people, meaning that literally everyone has to dps. And the best way to survive against the dungeon boss’ damage is to kill him before he kills you. You can’t really go full protection in this game – you have to deal damage, even as a tank. I also read up his skills. Boring combos, dps and tank stances (seen it somewhere) but maaan, this guy is a fortress! So many CDs, so much utility with Veil and all (not as much as warrior’s slashing debuff, imo, but still). However, much like a warrior, this class has zero mobility, which I find simply unacceptable for a tank.

I was about to drop any ideas of playing this class when some random guy hit me up on paladins. He explained me how, despite warriors being OP (which might get them nerfed), paladins will still be the main tanks, that enrage timers are not at all that low and that allegedly almost every other person plays this class wrong… that there’s a sort of an inner circle of true paladins who are so awesome in tanking that a warrior looks like just a dps class with a slightly better damage, in comparison to them. Heck, I don’t know why, but I didn’t feel that he was lying to me. So is it true? Are paladins somehow the best or is this all a big pile of poo?

3)Dorknights. Now this class is the reason I have my hopes somewhat high now. From what I saw, people that play a dorknight can be divided into two groups:
A) Maaan, an anti-hero class with a two hander and blackplate and an emo song on the background! He looks awesome, his skills look awesome, but his tanking is so hectic and chaotic (giggity!), his resources are very hard to manage (giggity) and some of his skills contradict his other skills (dammit)! He’s a squishy tank, not as many defensive CDs as a paladin and not as much dps as a warrior. He’s inconsistent, though he has some aoe skills for tanking and also his living dead sucks.

B) he took the best from both classes. His skills variety really suit him for virtually any setup or type of an encounter. He’s got enough defensive cooldowns and his dps stance can be used together with his tank stance. He has a gap closer (giggity) that can be used very creatively – to supplement his pulling, to reposition the whole group and thus change the rules of the fight, to intervene an overpulled pack / overaggro’d mob, etc-etc. His resources, while seemingly scarce are easily manageable with a bit of creativity. He is the main tank hands down (possibly because of his skill that you can use once you have parried at attack, meaning that to be 100% effective a drk would need to get hit all the time) and people scorn him simply because virtually noone knows how to play him right.

Which one of these positions is right?

4) Also, a bit of a noobish question, but since I’m going to focus on one class only, I’d like to know the current meta behind stats and races. After some 3.something patch, Vitality now also gives you attack power, meaning that going full Vit (and thus Sea Wolf Roegadyn (yes, I am a min-maxer, so I’d like your opinion on races, too, please)), then getting yourself a hit cap is probably what I should be aiming at, when tanking high-end. I also heard that things like parry (at least for a warrior) are highly redundant and you would want to have as big of the HP pool as possible as your means of survivability.
What’s your take on it, people? What do you think?

Like I said, I haven’t been playing at all last… month or so? I believe the current patch (Soul Surrender) may have changed some aspects of tanking. Feel free to point them out!

These are all the questions that I wanted to ask for now. Once again, I very much appreciate you reading this topic and answering. I’ve been typing in on my phone, so there may be some mistakes in the text, but nothing too horrible I hope.

ffxivbook – Moogles detailed for Final Fantasy XV

The 24-hour countdown has ended and we have our first look at Final Fantasy XV‘s promised Moogle.

Moogles in Final Fantasy XV will appear as a “lucky item” rather than a traditional creature. Take Moogle dolls and goods as lucky charms to avoid all sorts of troubles. Maybe Moogle will help out Noctis and his friends when they’re in a tight spot.

Last year, Square Enix held a Twitter poll to determine whether or not they should include Moogles in Final Fantasy XV. After fans overwhelmingly voted yes, the development team promised to include them in a thoughtful way befitting of the game world.

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Final Fantasy XV is due out on November 29 for PlayStation 4 and Xbox One.