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About: Final Fantasy XIV: A Realm Reborn (x)

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Final Fantasy XIV Level 35 Gathering Gear Guide

By: goukijones Oct 31, 2013 | 0 Comments

Here's a quick guide on what you could be wearing as a level 35 gathering aka DoL in Final Fantasy XIV. Including total mats & shards.

Items

Angler's Hat

Velveteen Doublet Vest of Gathering

Linen Sarouel Of Gathering

Fingerless Boarskin Gloves of Gathering

Boarskin Crakows of Gathering

Vintage Shepherd's Belt

Boarskin Choker

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FFXIV ARR Titan: Lord Of Crags Battle Guide

By: Zero2990 Sep 9, 2013 | 2 Comments

My 2nd FFXIV boss guide, Titan: Lord of crags Lv34

So we've all been having fun in the last couple of weeks and apart from the odd tough dungeon nothing really poised as a real threat.. Until now!

This has easily been my favourite fight so far as its enabled me to play a real support role and oversee the battle.
I struggled with Titan for a good few hours until I found a decent party through Duty Finder. Most players will be under equipped for the battle so make sure you have all up to date gear for Lv32-34

Like my Ifrit guide I can't really comment on tanking strategies as I'm playing through as a DPS job but as always 'back to the party' I'll breakdown his moves and show you how to avoid them.

My party at time of defeat was PLD, WHM, BLM and my BRD
Although BLM felt kind of wasted during this battle with him constantly having to interrupt spell casting meteor limit break proved valuable during his 2nd phase, but more on that later.

I would suggest a Paladin as a tank for this fight as Titan hits really hard, Warriors may struggle with this one even with the higher hp pool, Goukijones will be able to comment on that.

After the cutscene pop your food and protect buffs, i was using HQ foods for this fight for added VIT buffs and adding crucial points into my hp bar.
Titan will not spawn adds but has a whole bag of party killing moves.

Phase 1: 100-50% hp
Everything is straight forward here, it's important for your healer to keep the party at around 85-100% hp at all times

Rock Buster.
Titans basic front cone attack, tanks should know to keep the enemies back to the party by now. Damages for around 20-30%

Tumult.
Massive AoE attack that hits all party members inside the arena. With all buffs and some attribute points in VIT this was damaging my Bard for around 550hp so it's important for the healer to keep everyone's health high. Seemed to cast every 20 seconds or so.

Landslide.

This is where our BLM lost all DPS momentum.

A full line attack which will highlight a blue/white colour and not the usual Red. If you see this coming towards your face run as far as you can out of the highlighted area to avoid instant K'O, even if the healer is casting that valuable cure get the hell outta there! I would suggest being well away from the line of sight as we all got hit even outside the target area.

Geocrush.

Similar to a Dragoon's jump ability, Titan will take to the skies for around 10 seconds and a circle will highlight around the arena. Get as close as you can to the edge without being inside the red or it's game over and you will be pushed outside for instant K'O. Stay as close as you can to your healer as this will deal critical damage when he lands, the closer you are to the middle the more damage you take.

Phase 1.5
At 50% you move onto the next part of the fight. Titan starts to speed up with his attacks and adds more skills to his arsenal.

Titan's Heart

Like Ifrit's Infernal Nail you will have a time limit to destroy Titans heart, he will use all moves from phase 1 although he will cast Tumult twice as much.  When Titans hp hits  30% we had our BLM cast meteor to speed things up.

Granite Gaol

Will cast a stone wall around a single party member, the targeted party member will be unable to cast during this time, all other party members will need to focus and free the imprisoned teammate, if the healer is prisoned it's critical you get them out asap.

Phase 2 50-0% hp
Titan will now go berserk and adds one more ability to his skill set as well as all previous abilities.

Weight of the land.
Pops 2 AoE circles that hits for minimal damage, no damage is good damage.

As long as DPS can keep their rotations going and the Healer is keeping everyone alive you should have a lot of fun with this challenging battle.
Apart from some bragging rights unfortunately the only thing you won't receive is a T shirt for winning.

Garuda and Titan hard mode coming soon. Video will also be added shortly.

Thanks for reading

@ZeroUktG

With the right cross class abilities you can manipulate HQ items 3-4 levels ahead of you. You can make a ton of money while leveling up. Read my biggest crafting secrets right now. Watch exclusive video of my techniques in always get HQ items.

I'm buying HQ raw materials & HQing them into more HQ materials. Any material that stacks to 99 is my favorite to level up on. For example. I'll make HQ Dew Thread from HQ Diremite Web I purchased at the market place. There's always some random Jimmy that post a couple real cheap. I buy those until I have a stack of like 60+ & I'm ready to craft. 

Here's a look at what I think our the most important crafting cross class abilities in FFXIV. 

#1 Tricks of the Trade (Alchemy)
It randomly gives you 20CP back. You get this to pop 5 times, that's 100 CP back. Spend that extra CP on another Master's Mend & get 3 more chances. 

#2 Careful Synthesis (Weaver)
Guaranteed. This ability guarantees progress. It'll get yuu slightly less progress than Basic Synthesis, but you can figure out what that number is going to be right away & decide where & how to use this ability. Plan you entire synth around Careful Synthesis being the last thing you do.

#3 Rumination (Carpenter)
This ability also gives you CP back & does not cost any durability.
           "Removes Inner Quiet effect and restores CP proportional to the number of times control was increased."
Turn on Inner Quiet immediately. Wait for a chance to use Tricks of the Trade & move on. Watch any of my crafting videos for this technique.

#4 Hasty Touch (Culinarian)
This move will improve quality with no CP. BUT it's 50/50. I'm not sure if Steady Hand effects this ability. Either way, it is the 4th best ability to choose from. Imagine you're down to 17CP & 20 Durability. Use Hasty Touch for the hell of it. It's a free chance to increase quality.

#5 Rapid Synthesis (Armorer)
Just like Hasty Touch, this ability is 50/50. I really don't know what to say about this ability. It might get you out of a jam if you ever miscalculate a synth or make a mistake. It rushes down progress at 250%.

#6 Waste Not (Leatherworker)
This cost 56CP. I don't like anything that costs CP because I only want to use that for Basic Touch.

#7 Manipulation (Goldsmith)
This cost 88CP! Can't use this, Master's Mend & get 3 or more Basic Touchs off.  It just doesn't work. I can't afford that CP.

#8 Ingenuity (Blacksmith)
             "Lowers recipe level to current level for the next five steps."
I'm already HQing stuff 4-5 levels ahead of me. You can't do stuff 10 levels ahead of you, so why would you ever need this?

Check out my crafting videos coming soon.

Weaver Level 21-23 HQ Diremite web into HQ Dew Thread
Goldsmith ...
Carpentry ...

Check out the Gouki LS weekly Gathering show with GoukiJones & ZeroUK. Live 1PM Thursdays on Gouki.tv

Follow me on Twitter. @goukijones

Special thanks to XIVDB.com.

How to make your way across Eorzea gathering the most valuable items from Botany & Mining.

600+ GP is optimal for maximize your gathering. You want to use Unearth II before your first swing. Hit the appropriate slot you want to mine & then pop Solid Reason/Ageless Words after 1 or 2 more hits. Then use Deep Vigor/Brunt Force for the final hit to guarantee that 100%HQ at the end.

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Today Yoshi P posted some serious notes on what to expect from the 2.1 patch for all of you Warrior players out there.

I play level 50 Relic +1 Warrior. Currently in Coil. Haven't beaten anything in there yet, but I've been in twice so give me a break. Looks like in a couple of weeks it's just going to be even easier for me to play Coil. Especially when I'll have a move that won't allow my HP to drop below 1. lol PWN!

From Yoshi P:

Marauder Changes

  • Brutal Swing
    - Recast time will be reduced from 30 to 20 seconds, increasing the frequency with which players can stun foes.
  • Overpower
    - Enmity generated by this skill has been increased.
  • Storm's Eye
    - TP cost will be reduced from 70 to 60.
  • Storm's Path
    - TP cost will be reduced from 90 to 60.
    - This skill will also reduce damage dealt by enemies for a period of time.
  • Holmgang
    - Range will be increased from 3 yalms to 6, to make the skill more effective.
    - This skill will now pull enemies toward your character.
    - When using this skill, a player's HP cannot be reduced lower than 1.
    - The animation for this skill will be revised.
  • Vengeance
    - This skill will also reduce damage taken by 30%.
  • Mercy Stroke
    - Recast time will be reduced from 60 to 40 seconds, improving ease of use.
  • Thrill of Battle
    - Effect duration will be extended from 10 to 20 seconds.


Warrior Changes

  • Defiance
    - Enmity generated by this skill will be increased.
    - This skill will also increase HP recovery via curing magic by 20%.
  • Wrath
    - The improved healing effect granted by Wrath will be removed. Instead, the improved healing effect will be granted by Defiance.
  • Inner Beast
    - Due to overall balance changes, HP absorbed by damage dealt will be reduced from 300% to 100%
    - Damage taken will be reduced by 20% for 6 seconds.
  • Steel Cyclone
    - This skill will generate increased enmity.
  • Unchained
    - Recast time will be reduced from 180 to 120 seconds, improving ease of use.
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