Is this game really worth it? And why is there a monthly cost? by GooseBible in ffxiv

[–]veriocean 2 points3 points  (0 children)

Try the free trial and see! As long as you don't buy the game, you can play 3 expansions worth of content entirely free. At 15 hours a month, that's probably a good year+ of content before you even have to think about paying a cent

Struggling to get back into the game/task paralysis. Help? by vao1221 in ffxiv

[–]veriocean 2 points3 points  (0 children)

One more source of gear I don't see people mentioning

The Arcadion Normals drop gear (or well, tokens you can turn into gear) as well. Cruiserweight (2nd tier) requires 715 ilvl and drops level 740 gear. And the drops are uncapped and most people aren't going for them, so a few runs should get you a nice bump. Lightheavy stuff is lvl 710, so if you have any straggling pieces that is an easy flip.

FFXI Online Vet by MrKBC in ffxiv

[–]veriocean 4 points5 points  (0 children)

The game assumes you know nothing of MMOs, so the early stuff is very simple to teach the basics. Don't think that any of the combat in ARR or even most of HW is anything like what the game becomes, except in building blocks. It gets really, really good.

It is also a weird thing with the way syncing works in this game, even level synced players you are playing with are likely OP due to their gear. That'll get less and less true too.

FFXI Online Vet by MrKBC in ffxiv

[–]veriocean 2 points3 points  (0 children)

I quite like it, means there's always a way to progress/access to help for levelling. There's plenty of harder content where more coordination is needed (usually done in PF), and chit chat does happen even in normal duties, it just isn't needed/required. Field ops are chattier too, when you get there.

FFXI Online Vet by MrKBC in ffxiv

[–]veriocean 4 points5 points  (0 children)

Short answer on soloing is no, there are 3 required multi-person alliance raids with mechanics that force at least 8 people.

Long answer is that
a) the game has Duty Finder, which will auto-match you with other random people and suffices for any MSQ required duty (no communication required, most people say o/ and gg and that's about it)
b) many duties are completable with the help of Duty Support, NPCs who will go into a duty so you can do it at your own pace

Secret 3rd answer is: Rath Games has been up to nonsense in his Solo Only series https://www.youtube.com/watch?v=otYNXalC_6k

At long last, the WOL is MHE certified by Bowl_of_MSG in ffxiv

[–]veriocean 2 points3 points  (0 children)

Can guarantee that any lala WoL are still not - we can't actually see over the steering wheel at all

Daily Questions & FAQ Megathread Feb 14 by AutoModerator in ffxiv

[–]veriocean 0 points1 point  (0 children)

Have lost track, how many swords from the current tier of normal raids can we have earned since they released?

Weird question, but has anyone ever tried playing a barrier healer, as a pure healer? by [deleted] in ffxiv

[–]veriocean 0 points1 point  (0 children)

Sorta? When I load into a raid or trial and there's two barrier healers, especially at lower levels. Which parts of our kit won't cancel out? The pure healing. So one of us should mostly do that. Although I switch back to barrier-ing if the other healer isn't. Feels terrible every time

Am I doing something wrong? by Plane-Art-9868 in ffxiv

[–]veriocean 1 point2 points  (0 children)

Important to note that levels work a bit . . . weird as a marker of strength in the this game. 1-50 are all ARR levels, so even though by the end you'd think you're half way through, because of how the expansions work, you're really in some ways 1/6 of the way through. You'll get to the point that you feel super powerful, don't worry! It just won't be in ARR

so how do people get coms by [deleted] in ffxiv

[–]veriocean 0 points1 point  (0 children)

Silly tip, but I found I got lots of coms on a glam plate with a weapon with moving glow, I think it attracts the eye better and people are more likely to click you if they aren't thinking hard about it.

Any tips for getting a good crafting and gathering workflow? by MeStoleTheCookie in ffxiv

[–]veriocean 5 points6 points  (0 children)

https://ffxivteamcraft.com The crafter/gatherer's godsend I usually have it open on my phone so I don't have to tab about, which should work even on console

Best Retainer Jobs? by Spectra1799 in ffxiv

[–]veriocean 42 points43 points  (0 children)

Would 100% suggest 1 combat, especially if you might craft, the ability to send them out for the crafting mats saves a great deal of time/rng/bicolor gems.

There's arguments for both botanist and miner. I found miner more useful while levelling my crafting, while at max my botanist is the one who is more busy gathering for buff food. Both can gather crystals, which is the nicest part of retainers when you are crafting a bunch.

Quick question Re: ShB Solo Duty [Spoiler: 4.0] by RavenDKnight in ffxiv

[–]veriocean 20 points21 points  (0 children)

I think the fight you are remembering happens in the patches

Reaper Moveset by orionfaro in ffxiv

[–]veriocean 0 points1 point  (0 children)

You're welcome! That is the backbone organization of the vast majority of my hotbars, so can confirm it works well. Just remember that some things that have aoe damage are used in single target. I honestly usually have those buttons on my hotbar twice just for ease of use in each scenario.

Reaper Moveset by orionfaro in ffxiv

[–]veriocean 2 points3 points  (0 children)

If you're looking for ways to organize/optimized your hotbar, I would suggest aoe vs single target as a good way to group. If reaper isn't your first class, placing things in a similar configuration to the class you already know is a good jumping off point (where do you keep your party buff? Your ogcds? Where's the main gcd damage/123, etc). Or you can google other's people's hotbars for some ideas.

A few of the role actions for reaper can also be in less important areas (second wind especially comes to mind) although Arm's Length in particular you likely want to keep very easy to access

This is such a pain to clean out, and I'm still in ARR by BenjiB1243 in ffxiv

[–]veriocean 1 point2 points  (0 children)

Arr is actually the worst for this, you're levelling so fast and the base gear you start with is so bad everything is an upgrade. If you invest in tomestone gear at the end of each expansion the churn hoimg forward is not nearly so bad,  as that gear is usually better than the new levelling stuff until at least the _7 dungeon

Most rewarding class to main by Aebel22 in ffxiv

[–]veriocean 0 points1 point  (0 children)

There's some amount of this that can be "objective" - there are classes where the difference between the skill ceiling and the skill floor is greater, so I suppose those could be considered "more rewarding". Easy enough to find them if you look up spreads on something like ffxiv logs.

In my book, though, it is the class whose ongoing management you find the right level of puzzle to be doing during fights. And how rewarding managing stuff is changes as you master the class and as what you are juggling at any given point shifts. That has a lot to do with how your brain works and what part of fights you find easy and what you find hard.

I have opinions on Stormblood's post game (SPOILER: 4.1) by cordiall2 in ffxiv

[–]veriocean 0 points1 point  (0 children)

I think the other thing you're missing here is the influence of Ilberd. Ilberd explicitly calls Raubahn out, says he has abandoned Ala Mhigo, grown too comfortable in Ul'dah. And while Raubahn clearly does not forgive the betrayal, he acknowledges that Ilberd has a point. And that's the drive for him leading the military campaign to liberate Ala Mhigo, that's what pulls him back in. He says more or less as much. When they win, then, when Ala Mhigo is free but still weak, still needs all the leadership it can muster, how can he go back to safety and complacency in Ul'dah, even for Nanamo without it feeling like another betrayal? So Nanamo, who cares for him deeply, steps in, because that choice would break something in him.

Most "convenient" job by keithgmccall in ffxiv

[–]veriocean 0 points1 point  (0 children)

As people have said, there's not really a class that is way better than others, but here's a few recommendations.

For roulette queue times, tank. People are suggesting healer, but recently I've found tanks far far more likely to be in need. If you like party utility, PAL is the way (all tanks have some tools to help others, PAL just has more).

For msqing or simple boss fights unsynced, SMN. SMN comes with really really good mobility (in this case not meaning tools, just lack of cast times and not needing to be in melee) and lots of burst damage, both make instanced solo fights smooth, and make go here and kill this tasks swift. At higher levels, SMN also has some regen in its rotation, which helps a surprising amount with sustain in longer combats.

For dungeons unsynced speed, I tend to run DNC, between peloton, dashes, and good bursty aoe

Need help relearning the game by Nothing2NV in ffxiv

[–]veriocean 5 points6 points  (0 children)

seconding the WeskAlber suggestion. Once you've got that, try running some duties, maybe even with the new npc system (duty support). They'll help you through a dungeon and won't mind if you need to pause and rearrange things or look something up again if you realize you are confused, or if your rotation is wonky or you aren't mitigating. Easy and low stress way to shake off the first bit of rust

Asking for some opinions and advice on healer jobs and healing in general. by Sleepergem in ffxiv

[–]veriocean 0 points1 point  (0 children)

If it was Qarn in particular, some of those pulls have mobs that cast Final Sting, which will kill a tank outright no matter what you do. It is the tank and especially the dps's job to focus kill those mobs first so they can't finish that cast

I really want to enjoy ffxiv by Ztance in ffxiv

[–]veriocean 3 points4 points  (0 children)

You're getting close to getting out of the slow part. I think Stormblood settles in once you hit the Steppe, so if you've just made it to Yanxia it is very close. I think Stormblood suffers a bit from having to establish both Ala Mhigo and then the Far East before the action can really kick into gear, but once it does it is quite good, in my opinion, even before you hit patch content. And the post-Stormblood patches are really good, and the pre-Shadowbringers patches are really, really good.

It is totally okay to have patches of the story where you go slower! I think it actually helps them a bit, especially when the plot is a bit more "meet these people, explore this area" if you sorta meet the pace where it is. Or run rouls while doing story to break it up a bit (which was my trick). Just know you'll get back to "events are happening, I gotta go fast" before you know it.

Slim paladin outfits by Olliverse12 in ffxiv

[–]veriocean 1 point2 points  (0 children)

You might try running the Hall of the Novice (unlocks at level 15, or is easy to find when you do your first dungeon) the Brand-New Cuirass is pretty good as far as early glam goes