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

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.

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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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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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Goldsmith I think is 1 of the fastest & cheapest ways to level up a Disciple of the Hand in Final Fantasy XIV. Raw materials are cheap & can be turned into very expensive items. All you need is patience & knowledge of your crafter catalog

I had to move right away because I didn't like that guys ass in my shot in the video. lol.

You can see I'm only synthing with HQ raw Silver Ore. This already gives me a boost of quality. Almost half. I do this because you can collect cheap Silver Ore for a few a days. Then when you have a stack you start to craft. (I know I keep saying this, but it's 1 of my favorite strategies.)

Don't even try to get crazy with any of my crafting techniques until you have Tricks of Trade & Careful Synthesis. I live by those 2 while crafting & they are constantly used. 

Step 1: Pop Inner Quiet. ESPECIALLY if you have Rumination. (Carpenter level 15)

Step 2: Look to see if Tricks of the Trade is available. 

Step 3: Use Steady Hand.

Step 4: Use Standard Touch. Stop to get any Tricks of Trades that pop up.

Step 5: Use Master's Mend when you are down to 10 Durability. Watch for Tricks of the Trade.

At this point everything depends on how much CP you have left. Use Steady hand if you can, even if you only have enough for 1 Standard Touch afterwards. Remember Tricks of the Trade can pop up anytime & you might get 2 shots. Or get just enough CP to use Standard Touch of Basic Touch.

You can always use Rumination at the end if you need just  a little more CP, it's a great back up.

Final Step: Use Careful Synthesis to finish the synth. If you know Careful Synthesis & Basic Synthesis will both get the job done in less than 2 turns, USE CAREFUL SYNTHESIS in finish. IT'S Guaranteed. 

Hope you make a lot of HQ & Gil. Good luck.

Thanks for reading. Don't be a Jimmy.

 

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FFXIV ARR Ifrit: Lord Of Inferno Battle Guide

By: Zero2990 Sep 7, 2013 | 1 Comments | Updated: Sep 12, 2013

A short Ifrit guide describing all of his moves and how to deal with them.

If you're new to MMO's or Final Fantasy this guide will breakdown the first boss you take on in game, Ifrit. Although he is the first major battle he does prove quite a challenge for beginners and will easily punish you if your party is reckless.

After a lengthy cut scene you will be thrown into the arena to take on the fire demon himself.
Bare in mind that as he is the first boss and your team mates may not understand the mechanics of the battles yet and may make the odd mistake, its always good to go over the battle plan before the fight, people will thank you for it.

Phase 1: 100-50% hp
Note* Tanks should not engage Ifrit until everybody is out of the cutscene and buffed.

So in we go!

Have your tank engage first and  position Ifrit with his back to the group to avoid his various tp moves, the tank can pull over to the firewall and take him on there.

Ifrit is fairly simple during this phase and only fires a hand full of non punishing moves at your tank. Your tank should keep stun attacks on cool down just incase things get heated (no pun intended)

Flame Breath.

Not much to worry about if the tank his doing his job correctly. Fires a short based cone attack for minimal damage.

Eruption.

The only move your healer should worry about. This will target a member of your party with an AoE attack, you should have a few seconds to move out of the area before it casts, can deal around 50-60% hp 50-70% for casters and Archers

Vulcan Burst.
A knock back attack that deals very small damage. If your tank is positioned correctly this will cause no problems, the fire wall does not deal damage.

Phase 2: 50-0%
Ok so here's where things get a little interesting. Ifrit will now threaten to cook you alive (which he will) if you don't deal with the next moment correctly and quickly.

Infernal Nail.

Ifrit will spawn infernal nail once he hits 50% and needs to be dealt with quickly or it's instant K'O.
Have your tank keep Ifrit near the wall as he has been for the last few minutes while DPS deal with the nail, your healer would need to keep heals up but can throw a couple of DoT's on the nail so speed up the process.

Hellfire.
If Infernal nail is not taken down within the time limit Ifrit will cast Hellfire which means instant-K'O for your party. I have read online that a tank or healer can pop their limit break as it hits and survive but I'm yet to see evidence.

Radiant Plume.

A big AoE that circles either the outside and middle of the arena, DPS and healers should be careful as it can deal massive damage or even K'O, make sure they're fully out of range as I have been hit with this whilst outside the tatgeted area. When Ifrit starts casting this the tank can move out of range and avoid damage or pop the defensive limit break and take the damage.

So there you have it, first boss should be down in no time and you can continue with your merry quest in Eorzea

Titan Lv34 and Ifrit Hard mode will be added soon.

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