Warmane Black Temple:High Warlord Naj’entus Base Guides

High Warlord Naj’entus will be the 1st boss encountered in the Black Temple. He features an incredibly bizarre appearance and is assumed to become a naga anomaly since of that. The fight is a gear verify, requiring higher stamina on the entire raid and well-equipped healers.

Patch 7.2.5 introduces a brand new mode of Timewalking – Raids! The very first Timewalking Raid accessible might be the fan preferred Black Temple, that will be open for the duration of Outland Timewalking.

The Black Temple could be the fortress-citadel of Illidan Stormrage, Lord of Outland. It really is original version contained tier six set pieces also as several notable things, such as The Twin Blades of Azzinoth. It is also known for supplying reputation for Ashtongue Deathsworn, easily earned by means of clearing the raid a couple of instances.

Timewalking Raids function differently than other raid troubles. They may be only available in the course of their respective Timewalking weeks but, as opposed to Timewalking dungeon, you have to assemble your premade group so as to enter the raid.

Immediately after you assemble a group of 10 to 30 individuals, it is time for you to enter the raid. In an effort to do so, the raid leader must travel to Shattrath City. There, she or he needs to speak to Forum, which stays by Capri side in the center of the city, to queue the raid group for the Timewalking Raid.

Make certain every person within the group has the quest Disturbance Detected: Black Temple, which awards 500 and requires you to finish the Timewalking raid, killing Illidan.

Just about every 20 seconds, Naj’entus shoots a large coral cone at a random raid member. The spine paralyzes and damages its target till it can be removed by yet another player by looting the target. This needs to be done pretty swiftly. It’s achievable to carry as much as 5 spines inside the inventory.

There’s a pair of Aqueous Lords just before this boss. They pull collectively (but separately from the boss) and will not be part of the encounter.

Raid composition:
One primary tank
7-9 healers
Usual mix of DPS (ranged preferred)

All raid members take eight,500 frost harm every 60 seconds, generating 8,501 HP buffed the absolute minimum requirement, but in practice ten,000 HP buffed are necessary, to offer the healers a little slack.

Classes which are likely candidates for combat rezzes (all Shamans and all healers) should really have at the least 8500 HP unbuffed. Frost resistance gear and [Major Frost Protection Potions] are certainly not a reputable suggests improving survivability. Everybody ought to have health potions and health stones, and don’t hesitate to make use of them.

Soon after a regular pull, the melee group sets up close for the boss, and all ranged classes distribute more than a big location, with every single raid member 6 yards apart from everybody else to prevent the frost AoE from Needle Spine. The melee group needs to split into 2-3 subgroups to reduce AoE harm.

Rogues want to help keep a complete stack of Wound Poison up on the boss to reduce its self-healing impact while the Tidal Shield is up. Other reduced healing abilities also perform, but don’t last that extended after final application and frequently put on off a few seconds after the Tidal Shield is up.

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Warmane Outland Build: Inactive account cleanup

Greetings Warmane neighborhood,

With all the new year pretty much upon us, we’re taking the opportunity to complete an inactivity cleanup that should refresh our realms and cost-free up forgotten names.

The inactivity cleanup is going to be concluded on January 25, 2018.

1. Level 1 and above characters which have not been played due to the fact January 2017 may have their names removed.
Characters will have the opportunity to pick a new name upon the following login.
2. Level 1-9 characters that have not been played due to the fact July 2017 will probably be removed.
3. Premium accounts are exempt from removals.
4. Characters that are guild masters will result in the guild getting removed.
5. Blackrock characters that have been deleted pending restore for over three months will be removed.
6.Characters which have their name removed may have the opportunity to pick a new name upon the following login.

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Poe 3.1 Marauder Builds

In this article PoeCurrencyBuy shares with you, Four Poe 3.1 Marauder Builds. PoeCurrencyBuy as a professional Poe Currency website, supplies protected, quick and low-priced Poe Orbs for you. With more than ten years of excellence, we’ve served an enormous number of buyers. When you are hesitating exactly where to purchase Poe Exalted Orb, PoeCurrencyBuy is going to be a superb selection.

No.1 [poe 3.1 builds] Double Strike Tank Guide [HC] Atziri/Ringwald/Avatar/Izaro/Guardians
There is a legend about a battle of Wasteland exactly where two armies collided on a battlefield. Throughout the extended fight, the man dressed in the black emerged from the shadows. He moved in between enemies while wielding burning knife and shield – agile and fast around the battlefield; the warrior was paring enemy attacks plus a lead-out instant and precise assault. The fire that changed the face of your battle and forced people today to run away.

+ medium clear speed,
+ nice single target harm,
+ cheap gearing (beneath 1ex)
+ you do not have to have any legacy items,
+ can cope with both reflect,
+ more than capped elemental resistances for Elemental Weakness maps,
+ capped chaos resistance for new chaos Exile,
+ large life pool,
+ can deal with all map mods (some are just irritating),
+ work effectively with a lot of ascendancy classes,
+ straightforward to study,
+ no lags or massive fps drops,
+ doing well in parties,
+ hardcore viable,
+ boss farm (Atziri / Ringwald / Avatar of Thunder / Izaro / Guardians),
+ permits to adjust build for your style (weapons / flasks / skills / Ascendancy).

– switching gems might be painful,
– lousy positioning is usually sometimes fatal,
– melee range,
– performing Shaper or Uber Atziri call for skill and time.


No.2[poe 3.1 build] 2H Warchief – SSF/HC/Starter

This build is a 2H Ancestral Warchief build applying Berserker. Vaal pacts nerf in 3.1 has certainly no effect on this build. It can be expected to execute as reliably as ever. I’ve played and noticed people play; this builds by way of beta, Harbinger, Turmoil, Mayhem, HC, and it had completed anything imaginable no matter the context.
Take that as my guarantee, in case you want.
This guide includes three versions of the build, utilizing all variants of 2H weaponry. They all begin incredibly comparable, then diverge into either the current Hatred hybrid version (applying Atziri’s Disfavour), the complete Brutality physical version (utilizing Starforge), or Elemental conversion (applying Brain Rattler) – credits to silicon life for the concept.

* Tanky
* Excellent single target
* SSF viable (hybrid version)
* Effortless to upgrade
* HC viable

* Clearspeed is only fine
* Totems not for everybody
* No leech


No.3 [poe 3.1 builds] Milky’s Righteous Fire Totems [Cheap, Shaper down again]
There might be some uniques, abyss jewels or shaper/elder mods that are valuable, but absolutely nothing is released for the build, however.
Will add something meaningful when I know about it (at the start of 3.1 possibly).The Build envision that some shaper/elder support rolled can no cost a gem right here and there for other utility, but probably nothing at all that adjustments the build drastically

+ No gear requirement, might be performed with complete rares. But one or two distinct uniques will not be harmful. Pretty Inexpensive.
+ Can do nearly every map mod
+ Many of the Harm comes in the Skilltree and Jewels, which are inexpensive for this build.
+ Can play a Magic Finder, Higher Harm or Tanky Character.
+ Excellent League starter with tiny gear requirements
+ High Tier maps viable
+ Can do any challenge and boss within the game

– medium evident speed may be quicker but also slower
– Desperate to see ground effects like Flamebearers
– Totem RF casting can be too delayed in genuinely good Partys.
– Annoying to some fleeing Enemies.
– RF totems of various player don’t stack.
– While getting a fantastic League starter, it has a slow start off until ~lvl 25
– Hall in the Grandmaster can’t be run, the only map that’s generally impossible. The purpose is: Totems are receiving one-shotted by chaos harm grandmaster


No.4 [poe 3.1 builds] BV MoM Pledge Uber Lab Farmer (budget to endgame) HH within a week
Vaal Pact has changed, and it does impact this build; on the other hand, this must nevertheless be an active league starter for Uber lab. I program to test this out devoid of Vaal Pact initially, also forgoing Cloaked in Savagery for War-Bringer. With an ability to restore a sizable chunk of overall health and mana on demand (to not mention acquire regen now) I think this build must be nearly as robust because it was in 3.0. If you want to find out it in action, I will be streaming live at with a concentrate on lab farming in the first week. I’ll update the guide as I discover the best course of action to take.
Stat Priority on Rares
1 – Maximum Life
2 – A single elemental resist (any resist you’re not capped on)
3 – Maximum Mana
four – Chaos resist (we do not need to have a ton in the lab)
five – Further resist


Typically, they may be not worth the trouble for motives which can be sufficient in the lengthy run. When they may be useful for players, who could know absolutely nothing regarding the game. For by far the most part, they’re studying tools for newcomers to ease them into the game. For more Path of exile 3.1 Builds, it is possible to pay a visit to Just a reminder: you can get 5% coupon code for free in the reps if you Invest in Poe Currency order from this article.

Interviews for Mu legend fans interest concerns

Just after given that Mu legend is nevertheless working on our actions against offensive players, Mu legend could not open the trade method. Mu legend will preserve you updated on this topic. To get a lot more information and for further investigation, it is temporarily impossible to register a brand new item in the auction house. Mu2zen ask these questions form mu legend and list for mu legend fans

Q: Will there be a technique to receive blue/ red imprints in-game as their benefits are enormous and are so pricey for their rng aspect?
A: I think this query left unanswered

Q: When ah/trade capabilities are going to be back?
A: There is currently no ETA, although both Alex and Jason mention that the dev team work day and evening plus the solution must arrive inside a matter of weeks and NOT weeks or months, needless to say, there might be an announcement as quickly as they may have news form dev team

Q: When the dc/lag challenge is going to be resolved? (that’s for NA servers)
A: They mention they’re hunting the logs and the disconnects is a concern that impacts the minority and not the majority of folks, they nonetheless attempt their greatest to fix whatever is the fears that result in the disconnects currently

Q: When the fps drops challenge is going to be resolved?
A: The fps concerns could come from lots of different motives like CPU/GPU/ compatibility or far more. However, they are aware the game is not optimized, and they’re going to hold overall improving performance throughout the beta (its nevertheless a beta)

Q: Will there be compensation taking into account we spend for platinum service but we lose some of its functions?
A: They’re discussing achievable compensation within the future, unless the bot/ah repair arrive there’s no point of payment, just, however.

Q: Do you plan to add PVP/PK to the game?
A: They may be not positive about pk, but PVP will come pretty quickly and contains different formats of PVP possible 3v3 5v5 10v10 and faction wars (my guess guild vs. guild)

Q: When new content is coming/ there’s a lack of content material at the moment
A: They said they do not believe there is a lack of content material taking into consideration how young the game is. However, they will be naturally loads of new content coming in the future like new dungeons (epic I believe) a lot of new characters next one particular is spellbinder and after that phantom/falcon warrior (i did not catch that undoubtedly)

Q: Will you update the cash shop with new costumes, particularly Christmas costumes, bikini blader?
A: There might be loads of new costumes/mounts and so on and yes there might be Christmas costumes, even though no bikini blader costume for now


NBA 2K18 Updated Available Now for PS4 and will come for the other platforms

NBA 2K18 released on September 15, and the game’s fifth patch is nearing release. Some may say that’s a negative; others will see it as an example of 2K’s commitment to improving its product.In reality, it’s probably a little bit of both. In any case, the update is 5.382 GB on PS4 and should be a similar size for XB1. We’re awaiting more details on the PC and Switch versions. It’s available now for PS4 and forthcoming for the other platforms.

– Native 4K resolution at 60fps support added for the launch of the new Xbox One X console.
– Player action photos have been updated to include the players in their new uniforms.
– Custom created shoes are now a much higher resolution when viewed on players in-game.
– Authenticity improvements to Clippers, Spurs, and Magic 2017-18 uniforms.
– Authenticity improvements have been made to the ’07-’08 New Orleans Hornets uniforms.
– Fixed an issue on XB1 where GameDVR was not working for some users.
– Improvements to the audio ¡®pops’ reported by Switch users.
– Fixed an issue on the Switch where armpit hair was showing as white/grey on players that have it.
– Addressed an issue in Play Now Online where the incorrect trophy was unlocking when advancing tiers.
With the release of the Xbox One X, enabling the 4K support was imperative. Most of the other details in this section are relatively minor.

– Fixed an issue where players were being removed from online MyTEAM games for committing too many fouls when they had only committed a small handful.
– Users can now apply any brand of shoes to historic players.
– Setting up your lineups is now easier as player positions are now shown in the Edit Lineup interface.
– The Total Points tally at the end of a MyTEAM game will now always display the correct amount.
– Shoe boosts and added badges will no longer be incorrectly applied while in Pack and Playoffs.
MyTeam saw the fewest amount of changes, but the first one is key. Being booted from a game for no reason is the quickest way to insense an online gamer.

– Fixed an issue that caused premiere players to wait until the end of free agency before signing a near-minimum level contract.
– Tuned the quality of draft classes at the default level to bring down some of the higher end prospects being generated. Ongoing work is taking place to improve this further and better balance the classes as a whole.
– A number of improvements to the editing of contracts, including that users can now properly edit contracts of players who have signed a contract extension while still on their previous contract.
– Fixed an issue where a valid Advanced Rotation would fail to load within the Rotation Timeline menu.
– The System Proficiency and Player Training menus will now list players in their proper lineup ordering.
– Fixed an issue where the portrait of the currently selected staff member would fail to draw after advancing days during the Staff Signing period of the offseason.
Tuning the quality of draft classes is a big deal for MyLeaguers who use the system-generated classes. It’s a tough task to have the system generate balance classes with storylines that aren’t all the same across the board.

– Fixed an issue where the Coach’s Clipboard would show the incorrect matchup for an opponent.
– Fixed an issue that allowed players to break out of a dunk and re-jump into another dunk after performing a drop step move.
– Adjusted shooting foul frequency, especially for well positioned and high rated blockers.
– Fixed several layups that would tend to hit the bottom of the backboard when performed by all players
– Fixed an issue with the shot clock on the broadcast scoreboard where there would still be a very small amount of time after it reached 0.
– All of the player icons should now be visible when reviewing the 3-2 Zone defensive set during a timeout.
The adjustment to the shooting foul frequency was a must, but we still haven’t seen any major changes to ball security and the amount of missed, uncontested or lightly contested layups from users.

– The user’s suggested lineup will no longer revert to reaching a 90 overall and setting it on the My Minutes menu.
– Fixed an issue where the VC balance shown at the end of NBA games wasn’t displaying the correct value (though you were actually credited with the correct amount of your account).
– Fixed a hang that would occur when attempting to leave the MyCOURT closet with a custom-created shirt equipped.
– Addressed an issue where the user was unable to equip the skateboard onto their MyPLAYER.
– Addressed an issue where the user was unable to equip custom-created shoes onto their MyPLAYER.
– The MyPLAYER’s headband will now properly colorize along with his teammates.
– Fixed a case where the user would be unable to enter a Team Practice when they had previously decided to switch to a different shoe company after shooting their shoe commercial.
– Fixed a rare hang where the game would fail to advance at the conclusion of the 3PT contest during All-Star Weekend.
– The MyPLAYER’s headphones should no longer unequip unexpectedly when performing various actions in the Neighborhood.
– The MyPLAYER’s accessories will no longer be seen unequipped during postgame interviews following played NBA games.
– Fixed an issue where an incorrect Defensive FG% of 0.0% would occasionally be shown during halftime, causing your head coach to give inaccurate advice.
– Addressed a case where the game could hang after the opposing team wins the Conference Championship in MyCAREER.
– Fixed a number of issues surrounding the starting and ending of MyCOURT games involving other human users.
These are mostly more auxiliary changes to MyCareer. Obviously, the ones that address system stability are major fixes.

The Neighborhood
– Corrected an issue where Bryan stopped texting the user regarding the picking up of earned endorsement checks.
– Users of the Switch version of the game can now join other friends in the Neighborhood by using the Friends app on your in-game telephone.
– Improvements to the T-Shirt Voting interface as well as the T-Shirt Purchasing interface.
– Fixed a bug where some users weren’t able to complete the Gatorade endorsement after winning 5 games on the Playground.
– Fixed an issue where thumbnails would fail to appear if the user moves between the T-Shirt Store and T-Shirt Voting pages too quickly.
– Fixed an issue where the 2K Cam would fail to flip in Playground games when previously playing a King of the Court game.
– Stability and performance improvements to the Dew NBA 3X event.
– Addressed an issue where the timer wouldn’t always countdown as expected during the Dew NBA 3X event.
– Lineup improvements during Ruffles 4-Pointer Challenge games to ensure that similar positions guard each other where possible.
– Fix a case where some users were unable to join a friend’s Playground due to their name being flagged as inappropriate.
Slowly, but surely, the Neighborhood is becoming what it was meant to be. It’s functioning much better now and should be able to deliver the kind of experience 2K raved about when the game launched.

– A number of improvements to the Pro-Am Walk-On/Team experience.
– The correct VC earnings and the balance will now be shown at the end of Pro-Am games.
– Teams can now wear alternate jerseys in Pro-Am Team when they reach the Elite status.
– Users who foul out in Pro-Am games are now able to spectate the remainder of the game.
– Fixed an issue where users who had their commentary language set to Spanish were experiencing problems playing in Pro-Am games.
– The end of game stats overlay will now appear with the correct stats for users who foul out of a Pro-Am Team game.
– The 2K Card will now show the correct Pro-Am Walk-On stats.
Pro-Am was going through some under-the-radar issues with walk-ons and other areas. It’s great to see social media accounts like 2K Pro-Am Insider working with 2K to help communicate these problems and ushering in the fixes.

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How to Get ffxiv gil Fast in the Final Fantasy XIV

As we know ffxiv gil is very important in Final Fantasy XIV, you can use them to buy gears, mounts, equipment, armor, weapon, bags etc. Many things need to cost your gil, so you always feel your ffxiv gil not enough. Today, let’s summary of how to fast farm ffxiv gil quickly in the Final Fantasy XIV.

Professions and Free stuff
Make sure you level your chosen crafting ability. If you intend on wearing plate, then make sure you level plate. Same with cloth and leather (or all three if you are going to diversify). This will enable you to make new gear when you need it and joins on nicely to ‘Step Two’. The other thing is getting hirelings, all of them! You may think this is a waste of skill points, but it isn’t, not if you’re into making gold! They will send you lots of ‘Free Stuff’. Some of these will be useful for your chosen profession, some will not. Keep what you need and sell everything else!

Throw away gear
While leveling 1-50 do not buy or repair gear, it’s a money sink and will burn through your gil. Most new players seem to think they need to be in the best gear all the time, that’s nonsense! Run your gear down till it is broken (or close) and as I said above, do not repair. Get to a crafting station, take off all your clothes and make new gear. You do not need pay any repair bills in that way. At this point you also have two choices. Firstly, you can deconstruct everything in your profession line and level your crafting as fast as possible. Or you can just deconstruct enough to get the materials needed for new gear and sell everything! Though crafting leveling takes longer but you will have a bit more ffxiv gil sooner.

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How to Get ffxiv gil Fast in the Final Fantasy XIV

Become a long term Crafter
If you have time and are committed to making the most ffxiv gil, the best way to do this is via crafting. Late in the game, crafted items can be among the best you can equip. It takes a lot of time and effort to reach this point, but once you do, you will be among the 1% of the player base who can make elite, top tier items, and you will be able to charge a pretty heft price for the pieces you make. Crafters who focus on armor and weapons will be able to profit even more than others, but there will also be more competition, so keep that in mind when picking the trade of your choice.

Farm, Farm, Farm
By this I mean nodes. Nodes are your friends, they are a constant supply of free ffxiv gil. Free mats to sell, all you have to do is collect them. When you see any wood, ore, fibres, herbs (anything), farm it and sell it unless you need that type! The good thing about materials is they can be stacked in 100s, meaning it’s easy to collect a lot of them! It’s up to you if you want to spend a skill point on the ‘Keen eye’ perk. But it’s not essential, especially once you get to the point where you recognize all the materials easily.

Create a ffxiv Market
ffxiv, as we have established, is about the trade of items. A tough, but profitable way to make money is to manipulate the market. It can be a little underhanded, but you can also potentially make a fortune. The basic idea, is for you to buy up mass quantities of any one item, iron ore for example. If you own the majority of the ore in the game, then you can set the price higher, and people will be forced to pay it due to ore being so hard to come by, since you bought it all. It is a great way to make money, but you might lose a friend or two in the process!

Increase Bag Space & Buy a Horse
Make your bags bigger! More bag space means you can carry more, means you can sell more and more ffxiv gil! I’d suggest buying your first couple of upgrades as soon as you can. They are reasonable cheap and you can start mass collecting sooner. Bag space in this game costs a premium, I mean these prices are highway robbery. Once you get to the 90+ bag slots you are looking at over 10,0000, and it keeps getting higher after that! When you buy a horse you have the ability to upgrade that horses carrying ability. This makes your bags bigger. Every time you upgrade your horse you increase your bag size by 1 extra space. It costs 250k to upgrade a horse and you can do that every 20 hours. Think about it, at that rate/cost you will gain 10 extra bag slots for 25k. Much better than 100k, 150k, 200k per 10 slots from a vendor!

Repeat Dungeons
Gear is gil, so the more gear you find, the more gil you can make. Repeating Dungeons is a great way to earn extra gear, that you can then sell to others who may not be as inclined to repeat the same dungeon 10 times. Repeating them can be tedious, but you also get the benefit of earning extra levels for your character and skilling up your skills, should some of them be lagging behind in levels.


FFXIV Palace of the Dead Floors 1-50 Overview & Guidethe Dead Floors

Great video and very helpful! I just started ffxiv arr myself and have a lvl 23 Rogue so if I start the quest for PoTD can I switch to a different job and lvl it in PoTD or must all the jobs I wish to lvl need to be lvl 17+ at least?

I’d say yes too. Not good at archer, didn’t like archer at all. Going into the POTD, gave me a better appreciation of the Archer/Bard. Found out ranged DPS has a ton of strengths.

New player here still getting the hang of the game, Im around lvl 22 right now, is PoTD something I should be doing/worrying about as a completely new player? Or is it something I should wait until I have a max class/job?

I think it is worth mentionin, that you can gain +30/+30 on your aetherpool equipment at the lower levels – no need to be deep for them. There is no soft cap of any other restrictions on the levelups of the things.

I personally had +30/+30 before I ever cleared floors 21-30, because I had a varying pool of friends who wanted to run the low floors, so there was a lot of repeating the low ones.

I just had a group started with 2 warriors a monk and a blm 41-50. I(warrior) start out with the monk behind me as the blm found his way to coffer with a mimic almost instant death the other warrior though tried his best fell to it as well. Mind you this is our 1st floor. We pushed to the revive Carin where after the second enemy in the room and two left the monk decides to try another route solo as the blm leaves the duty. I finish killing the third as the monk dies and then kill the fourth.

Still not enough so i find I Minotaur patrolling and kill that. Finally I can revive them as the monk wanted me to suicide. The moment I revive them we get a great healer. Saving the run but pressed for time we made it to Edna. Unfortunately the other warrior and I are were the only ones to not got hit by cold feet and after the second cast of it enough glyphs were lit. Very long story short…a waste of my time yet an enjoyable one nonetheless.

It may have attack spells from 4 or more of the 6 main elements

I hope it will have refresh (like Goad), a damage vulnerability debuff (Dia maybe), piercing resistance debuff, damage shielding cooldowns (Phalanxes), and maybe a single target or self Haste cooldown. Bravery/Faith/Aura are possible, but if its utility is soooo good, it’ll be unfair/OP. So personal buffs should probably be more prevalent than party member or party wide buffs. I hope it will have access to a basic healing cross role kit like PLD has now (and enough MND for Cure to be better than caster’s Physick, but still too weak for significant healing), combat raise, in addition to some dps and caster options.

I think it may have attack spells from 4 or more of the 6 main elements. Main stat will be INT. The way it moves in to melee and back out could potentially Cleric Stance its INT to STR, but it’d be fine if it was all INT like NIN is all DEX. I think it should use caster accessories and have its own left side sets (higher physical defense than caster/healer, higher mdef than melee/ranged). I’d prefer melee LB and competing for a melee slot in raids, but utility and playstyle may have it more like a caster/caster LB/caster spot.


I believe redmage is gonna be so much fun to play cause they are going for the route of:red mage is good at many different things so we are going to make a class that has a playstyle of being a master of combining those things.Honestly the aesthetic appeal of the playstyle and how its versatile in how it moves and how they made the class essentially a ranged magic/melee hybrid with quick positioning is an outstanding original solution to the dilemma of what red mage should be according to others. Everyone wants to focus on certain individual aspects such as black magic or white magic or fencing, but really the solution was to combine these three elements into a unique style unto itself…Red Magic. The hype is real for me.

We don’t know enough about the cross class/role system changes yet. But if there were splits between ranged, melee, tank, healer, and caster with maybe a bit of blending specific to certain jobs…. would RDM wind up with more options than most?

Anyone notice the 2 spells cast seem to have colors of fire and blizzard (orange/blue) and then the line that drew the rdm in for a lunge was yellow? I’m betting on using different combinations of your basic spell attacks to accomplish different melee attack strings and final results. Combos or their constiuent parts as they are now for other jobs result in direct damage, self buffs/buff renewal, resistance vulnerability, debuffs (slow/blind), and damage over time.

I’m fine with some situational support abilities, much like SMN and BLM have, but I keep seeing requests for heals, and the last thing I want is for it to have tacked-on healing. Something oGCD that happens to heal self or ally while it applies a useful buff/debuff or deals damage would be okay for a niche bonus or clutch support skill, but since RDM is going to be a DPS class, any ability that consumes GCDs while failing to enhance or protect its ability to deal damage is going to be nigh-useless.

Thinking about RDM having heals brings to mind some Russian proverb I once heard about a priest needing an accordion. If we don’t want DPS to be casting heals (and we really don’t), we shouldn’t make them part of their kits outside of the obligatory cross-class Cure/Physick for low-level hijinks or the emergency self-heal.

Past Red Mages have had healing as well as attack spells and the like so it isn’t surprising that people expect/want this version to have something similar as well. On the other hand Red Mages are a mix of Black and White magic, NOT attack and healing magic. The White Mage in this game is probably one of the most offensive-styled ones due to being connected to Conjurer which also works well in making Red more offensive as well.

If they do get heals it will either be oGCD OR possibly be a GCD skill(s) that can work with the Chainspell so it can still help the big damage spell at the end. Atleast if I understood right that the Chainspells lead up to one big blast.

Red Mage? That’s me! [FFXIV Machinima]

I’ll always love Final Fantasy XIV and I try to play it in my spare time – sometimes those play sessions spur silly ideas for a video and so I make it a reality! This is all just in good fun, so I hope you enjoy them and can relate in same way as well!

such cool class designs and fantasies like I love 1h sword +caster like Forceblader in cabal but if only FFxiv was good game.. wtihout 2secs GCD and that weird thing where u cant spam a key so that u cast the spell upon stoping movement since it will start casting the while you move which leads to a delay/lag kinda bad coding consol port shit thingy.

The 2.5s GCD doesn’t feel slow once you hit lvl 60, you’re busy weaving oGCD’s between every GCD so you’re pretty much hitting buttons nonstop. As for mashing spells, near the last 20% of the spell cast you can queue up the next one. So if you don’t want it to queue, you don’t mash.

Yeah first of all, everyone says that but if the road to 60 is a pain why even bother. And second thats not what I meant. There is a bug/game issue where u basically like u would in EVERY other MMO mash a key while mid jump or mid movement so you would start casting that spell upon standing still but in FF XIV you start casting that spell regardless for like 0.3secs THAN the game notices you were mid movement/jump and cancles it which leads to you not being able to cast it right away as you should and would if the game was programmed and coded properly.

Some ppl might argue ”yeah but thats the way the game is designed and its a skill thing which is intended so you dont mash your head on your keyboard” but its not, it comes from the first rly rly bad version of the game after the whole rework thing and the fact that its a consol game too.