Stormblood Makes Final Fantasy XIV A Better Game –

Here stands Clan Destine, level 70 red mage, ready to take on the ultimate story battle in Final Fantasy XIV’s latest expansion. She’ll get to it eventually, but there’s a lot more to Stormblood than epic battles and new job classes.

While I’ve spent a lot of time over the past week working my way through the expansion’s new jobs and fiction, I’ve also dedicated quite a lot of time to visiting some of the older content and classes I’ve missed. Sweeping changes to the way the various job classes unlock new skills and abilities coupled with extreme experience bonuses have led to me fiddling around with jobs and roles I’ve never played.

The level 70 red mage job quest scores players these sexy duds.

When the expansion launched I quickly swapped from level 60 black mage to red mage, one of the expansion’s two new classes. Over the long July 4th weekend I reached the new level 70 level cap, completing the expansion’s final dungeon but not progressing to the massive battle that occurs afterwards. No spoilers here, but damn. Just damn.


When not working through the story, I’ve been leveling all the jobs: white mage, bard, summoner and gladiator (which transitions to paladin at level 30).

My renewed interest in other jobs (including those involving tanking and healing, which I generally avoid) is largely thanks to the game’s new skill progression. No longer do players have to level up multiple starting jobs in order to progress to the more advanced ones at level 30. Crossover abilities from multiple jobs have been replaced with a pool of role-specific generic skills that unlock as players progress. The overall effect of the skill changes is that it’s much easier to understand how to each job is meant to be played.


So Clan Destine is all the mages, a couple of different DPS ( jobs focused on dealing damage) classes and one tank. I’ve healed in multiple dungeons. I am not a healer. I cannot handle the responsibility and stress. Playing a white mage still stresses me out, but the job feels much more approachable to me now than it did prior to Stormblood’s release.

Note the people in the background battling for their lives against a giant crab while I fish.

Now I don’t know if fishing, one of the game’s three gathering classes (along with miner and herbalist), has seen significant changes in Stormblood, but damned if I didn’t spend two days casting a line and filling my inventory with all sorts of marine life. It’s partly because the expansion has made Final Fantasy XIV so entertaining that I want to experience all the things.

It’s also because I needed a little break. One of the few issues I have with the expansion so far is the pacing of the story and how events play out. The story opens with players helping the resistance against the evil empire in the city-state of Ala Mhigo. Ala Mhigo is a vast rocky desert, one of many vast, rocky desert areas in the game.

After a few levels’ worth of questing and story we are then transported across the world to the Asian-inspired lands of Doma. These areas are filled with gorgeous, colorful architecture, vast sweeping plains and bizarre new creatures. It’s such a breath of fresh air, accompanied by a very pleasing story arc.

After Doma, however, we go right back to the desert. Also some mountains. It’s still all rocks.


The story is still compelling at this point, but the quests in-between the major plot points can be a real drag, especially when set against such a drab backdrop. Or maybe it’s because the game’s made my character such an amazing hero at this point that delivering letters or helping a random non-player character with chores on the eve of one of the most pivotal battles in the game’s extended story feels below me. Look at me, taking on hero airs.

I fought this. Sure, I’ll deliver a letter to your son.

But hey, that’s what other jobs and professions are for, right? After a couple of days leveling up another combat job and getting my fishing up to level 48 (it was just so relaxing), I was ready to fight my way through to the very end of Stormblood.

Here is Clan Destine, standing before the gates leading to the expansion’s biggest battle. Will evil be banished from Ala Mhigo for good, or will she retire to the shores of Costa Del Sol and spend the rest of her life angling off the pier? Find out next week, in our full review of Final Fantasy XIV’s Stormblood.

ffxivbook | It's A Great Time To Level Up A New Job In Final Fantasy XIV

With the launch of Final Fantasy XIV’s Stormblood expansion, tons of players are exploring the new post-level 60 content. But if you’re on the right game server, massive experience point bonuses are a great incentive to take a break from the new stuff and start a new job at level one.

In the video above I level up the conjurer class from level one to six in a matter of a couple of minutes. While the video was processing I killed a few more things and got to level eight. Over the weekend I took the archer job from level one to level 30, when it switches over to bard, in a matter of maybe five or six hours. That’s all thanks to experience point bonuses upwards of 400 percent.


To get bonuses that high you’re going to have to be on one of Square Enix’s preferred or new worlds. Characters created or existing on these specific worlds currently get a special “Road to 60" buff that doubles their experience point gain under level 60. Transferred characters will not receive the bonus.

Then you’ve got the armory bonus, which gives jobs lower than your main an extra 100 percent experience. This stacks with the Road to 60 buff.

Items can help too, like the extra 20 percent from the Helm of Light . . .

. . . or the 30 percent granted by the Ala Mhigan earrings, which were a preorder bonus for Stormblood.

I’m getting an additional 520 percent experience for every kill, plus bonuses for quest completion and finishing hunting journal entries by killing special tagged creatures. Between quests, killing critters, fates (world quests) and dungeons, it’s ridiculous.


If you’re on a preferred or new world, now is the time to stack your deck with extra jobs. If you’re not, it’s still a nice distraction from the high-pressure job of freeing the lands of Doma and Ala Mhigo from Imperial repression.

How To Take Down Susano, FFXIV Stormblood's First Primal on ffxivbook

Primal battles in Final Fantasy XIV are massive spectacles that pit a group of players against powerful creatures that usually show up in the series as summons. Stormblood’s first primal, Susano, gets more massive than most, but a well-coordinated group can take him down pretty easy.

Susano is a take on Susanoo, the Shinto god of storms, making him a fitting first primal fight in an expansion that explores new areas inspired by ancient Japan. His appearance at the end of a lengthy quest line in the Ruby Sea area of the Doma region came as a surprise. I was not expecting a primal to show up at that particular time. Judging by the looks on their faces, neither were my non-player character companions.

He looks intimidating, but there’s something infectious about his enthusiasm. He revels in battle, and the prospect of an epic fight against me and my fellow players genuinely seems to make him happy. It’s infectious.

Like many Final Fantasy boss fights, the Susano battle is split into three phases. I’ll timestamp them so you can skip around in the video above. Our party, assembled at random via the game’s Duty Finder, consists of two tanks, two healers and four damage dealers. As a red mage, I’m on hurting the demigod duty.

Phase 1 – 01.35

The battle begins! Positioning is very important in the first phase. The main tank grabs Susano’s attention and faces him away from the party. The rest of the group gets behind him and blasts away with everything they’ve got. During the battle the circular play area will occasionally be filled with either orange area-of-affect damage spells or purple lasers.

Run like hell to avoid them. Note that sprinting no longer drains tactical points (used to power some skills and abilities), so use it to get the hell out of the way.



When not dodging lasers and explosions, players need to stick together. Susano will knock back a random character and then tag them with the flashing “group up” arrows. The rest of the group has to form up on that to avoid taking a lot of damage. This is followed up by a large area-of-effect spell with a safe zone that’s only a single straight line.

Phase 2- 04.30 

Phase two begins with Susano walking to the middle of the arena and then, I guess, ascending? He’s the god of the sea and storms, so this is his sea form.

Now looming over the battlefield, Susano lifts his gianormous sword and brings it crashing down on the party. Here the tank of the group gets to participate in a quick time event, catching the blow.

After the blow is struck, it’s up to the party to do as much damage as possible. Three glowing orbs will spawn during this portion. Designated players (generally the tanks and a random damage class) need to run into the orbs, taking a large amount of damage and saving the group in the process.


After two rounds of swords and orbs, it’s on to phase three.

Phase Three – 05:57

Phase three is largely a repeat of the first, with a few additions and changes. The knockback/group up attack from phase one is immediately followed by the straight line safe zone area-of-effect attack, so players have to be even faster with their positioning. There’s a new lightning attack that hits everyone and is unavoidable, just to make sure the healers are still awake.


And there’s also the cup game.

Susano will randomly encase a player in stone, and their teammates will have to break the stone to free them. The trick here is that Susano creates two duplicates of the stone prison, and then shuffles them. Destroying the wrong one damages the group, so either the trapped player or anyone else paying attention should mark the right one.

The End – 12:34

And he’s down. Pat yourself on the back for a job well done. Time to head back out into the Ruby Sea, collect your quest rewards and continue on the slow march towards level 70.

Optional Pro Strats

  • 05:35: Get overexcited and accidentally switch around your hot bars in mid battle.
  • 09:45: Die.
  • 12:56: Apologize.

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.

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.

NPD: Final Fantasy XV sees best launch month in history of the franchise on ffxivbook

Final Fantasy XV saw a big boost in the U.S. for the month of December, NPD reported today. The game was the best selling title on PS4 for the month and the second best selling title for December overall.

According to NPD analyst Sam Naji, “Final Fantasy XV saw the best console launch month in the history of the franchise selling 19 percent more new physical units than Final Fantasy XIII in its launch month and 54% more in total dollar revenue including digital full game sales.”

The game also managed to eek out a tenth place in the NPD Group’s U.S. games industry sales of 2016 list.

Recently Square Enix revealed Final Fantasy XV had surpassed six million units shipped and digital sales worldwide. The company plans on offering a wide range of paid and free DLC starting with next week’s Moogle Chocobo Carnival attraction.


FFXIV ARR: How To Quickly Spiritbond Gear & Get Materia

True, and I think materia has been lower on their totem pole until recently. I doubt they’ll ignore the crafting/market much longer. They have to basically band-aid the market with each ilvl release.

I’d really like to see crafted gear include other previous crafted gear as material. Must have a minimum of x stats via meld and you can craft it into ilvl x+10, with slots open to meld new materia on it. This would make crafted items much more viable for the average person.

You need to be able to raid to get the stuff to uncurse (or even craft) the gear, and then high level crafters to make it and meld etc. Wish they would have left some of the stats from 1.23 alone though. I miss having +attack/magic attack, store TP and critical hit damage. I like that materia isn’t so random in the values anymore but its power level is so dramatically lower now (especially with the stat caps).

For those who complain about how Mr. Happy delivers his videos, quit trolling. Mr. Happy is “instructing” not only on the How… but also the Why. He is qualifying his statements and showing you everything about Spiritbonding.

If he didn’t spell it all out, half of you would be posting in the comments about things like, “Oh yeah, well how did you come up with the answers that you did because I think your wrong”… By explaining it, he shows everyone that he isnt just ripping off the info from someone else. If you don’t like his videos, go “read” a website that has the same content.

Some people want the easy answer but couldn’t care less about learning something. Those are also the people that probably just button mash and don’t even bother trying to “learn” a rotation. Take the time to learn the Why and you can come up with the new answers if something in the game were to change the dynamic.

Ok let me break it down for you all. The best way to spirit bond items, any rather it be battle, crafting, or gathering, is yes affix all free materia slots, if your high rank in an fc activate that which binds us 2, and go to urth’s fount in south shroud they are quick spawning water sprites lvl 50. That means water crystal drops as well. What I do is what I said above with a spiritbond potion active and a full party. 2 with thier battle gear preferably a tank and a AOE DPS like bard or BLM., and the rest with all crafting/gathering gear. thats a minimum of 66 tier 3 materias per full gear bond and a chance for tier 4 if your using ilvl 45+ gear. Have the tank run around and gather all the sprites and the BLM AoE them. Should spiritbond everything every 30 mins. Get rich quick.

I did some research of my own. So the grade of the materia doesnt effect the rate of spiritbond with higher grade materia. Also one time when I had materia affixed to an item that was below the grade materia required it made the higher up. It was level 44 and it made a materia 3, maybe it only being one level lower or the materia affixed to it helped but ive also noticed that as u materia farm sometimes u get level 4 materia with the closer to 50 gear and I can’t help but that think that affixed materia increases the chance of a higher grade of materia.

FFXIV Heavensward: The Aetherochemical Research Facility Dungeon Guide

On my run, we only killed ice and not the fire and it worked just fine. Also, we had the tank gather up all the orbs and the healer just healed through it. Was wondering what the better strategy was.

I think taking someone else’s orb does less damage than taking your own. I did this as a WHM and we had a very undergeared Bard who was getting nearly 1-shot by his own orb. Then he started picking up our DRG’s orb and suddenly I didn’t have to waste my Bene’s and Tetra’s on him.

I’m about to run this place for the first time, and I’d like to know what the Avatar’s missiles do to you. As somebody who never ran the Coils past turn 5, I’d like to go in with whatever information I can, and “Just do it, otherwise you won’t like the results” isn’t enough info for me. Is it an insta-kill? Massive damage? Major debuff? This early in the life of the expansion, yours is the only reliable guide, and this is information we need, so we can prepare for mistakes.

Other than that, I’ve been using your guides to get me through Heavensward content, and they’ve been a major boon! Thanks a lot for your hard work making the videos!

Just beat this tonight. And my responce to the final boss when it appeared was. ‘Well that’s not creepy as fuck.’ It kind of was. But a good fight. Mind you Bismark was still my favorite even if it took me 5 tries. But good mechanics there.

FFXIV: HW – 3.0 Advanced Dragoon Rotation Guide & Tips

That would work in an ideal situation when you can keep attacking the boss for all that time, but what about situations when you can’t? How should I adapt to changing fight circumstances? What are the priorities? You said to use cooldowns right as they are available, but which cooldowns were you talking about? Everything except life surge (which has to be combined with 4th or a full thrust) and geirskogul? Also, could you say more about skipping combos or redirect me to some guide? I tried asking uncle Google but he’s not been helpful.

I’m new to these types of games, and im a dragoon. The one thing im unsure about is how i should position my hands on my mouse/keyboard. Currently, i often end up with both hands on my keyboard with my left hand on wasd and on 1-5, with my right hand on 6-0. This however makes it impossible to use my mouse. Im not sure if i am supposed to be using my mouse during combat, but at the same time, i find it difficult to use my skills with one hand on the keyboard and one on the mouse. Firstly, i often fat-finger the wrong hotkeys on 6-0. Secondly, pressing those hotkeys requires me to lift my left hand off of wasd, making it impossible to move around.

You’re going to have to get used to using ALT/CTRL for keybinds if you do not have an MMO Mouse, as well as using q,e,t,c,v etc. That’s the only way to use all of the buttons required. You should never keybind more than 1-5. I can only reach 1-4 as I have smaller hands.. 6 and onwards are too hard for anyone to reach, unless you literally have giant hands.

i scrapped the usage of the alt/ctrl cause of a self perceived lack of coordination. the method i used was to keybind 4 of the hotbars into the shape of the keyboard and map it to the qwerty layout with 1 through = on top. in that setup i bound the skills into groups based on the part of the rotation i was at to allow for “free flowing” utilization. everything is available with a single key stroke. im probably the only one in my fc that does this, but i find it to be the most efficient setup for myself.

Thanks for this Dervy. Been away from the game for 7 months and just came back and used this video last night to re-train my dragoon. I really appreciate your explaining how to maximize your GK + B4B usage. It was easy to manage once I got the hang of it.

Whats the minimum attributes that I need to successfully pull off his rotation? My SS is 697 and on the opener i cannot seem to get the last tier 4 before the BoD drops. Now with 3.2 I’m not for sure if the SS requirement has changed from the previous 590.

I’m currently at ilvl 199 and I cant seem to go above 1.3k 3min parse, is it because I’m too slow or I’m just bad. I’m using your opener btw and my ping is roughly 280ms. Reason I ask is because people keep bothering me how it should be higher.

Final Fantasy XIV Gets A Raid In Ivalice –

As if Final Fantasy XIV wasn’t rad enough already, last night Square Enix announced that one of the game’s next raids will head to Ivalice, the world of Final Fantasy Tactics and Final Fantasy XII. And, most importantly, the raid will be designed and written by Yasumi Matsuno, the director of those games.


The Return to Ivalice raid is just one of the new features in Stormblood, the Final Fantasy XIV expansion that will launch on June 20, 2017. Director and general badass Naoki Yoshida also announced that Stormblood will bring with it swimming, diving, a boss fight against the running Final Fantasy villain Omega, and a new class: Red Mage.

Square didn’t offer any further details on Return to Ivalice, although they did add that longtime Final Fantasy composer Nobuo Uematsu is composing the Stormblood theme.

Final Fantasy XIV remains one of the best Final Fantasy games you can play today, if you have patience for MMO-style combat—and the monthly subscription.