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

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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How to make money & level up with HQ crafting tricks. Final Fantasy XIV A Realm Reborn Weaver Level 21-23. HQ crafting gear equipped. I only synth HQ. They call me Mr. HQ.

A tip on getting all of the HQ mats. KNOW YOUR MARKET. Check it often for some nuab posting stuff for like 30gil. I buy HQ Diremite for less than 100g all day. 2-3 a time & then save them for a couple of days until I have a bunch to craft. Don't be a Jimmy!

Check out my Cross Class Ability Guide.

Weekly Gathering Show Thursdays 1PM PST. Gouki.tv

Thanks for watching. 

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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

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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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A full-on update from FFXIV producer Yoshi-P. Warning: Wall of text!

Upcoming Changes to Allagan Tomestone Acquisition

Producer and director Yoshi-P here.

Recently, we've noticed a number of threads discussing the weekly limit on Allagan tomestones of mythology. I'd like to talk about the reasons for this limit, as well as changes coming in patch 2.1 that will affect their acquisition.

Progression in FFXIV

As you'd expect, there are many more factors to consider when designing an MMORPG like FFXIV, compared to a stand-alone console game. These factors heavily influence combat design and balance.

Each encounter in FFXIV: ARR is crafted with a particular difficulty in mind. As players grow stronger by increasing their level, they will be able to complete early encounters. However, upon reaching level 50, players who wish to become even more powerful and tackle the hardest challenges must instead obtain better gear, thus increasing their item level. The time required to do so is dictated either by drop rates, or by the rate at which tomestones can be acquired, depending on the gear being sought.

Progression can therefore be described as follows:

  • Players reach level 50 while clearing the main scenario.

  • Upon reaching level 50, players begin acquiring gear to raise their item level.

  • Players take on encounters appropriate for their item level, acquiring new gear.

  • Upon acquiring new gear, players raise their item level, allowing them to challenge more difficult encounters.

Our ultimate goal is to give players the freedom to advance at their own pace. Having said that, the current design has room for improvement, which is why we will be implementing changes with patch 2.1.

Expectations for Progression Until Patch 2.1

From the initial release of FFXIV: ARR, we predicted it would take roughly a month and a half for the most dedicated players to reach the Binding of Coil of Bahamut, and roughly two months for the general player population. Furthermore, we wanted players to acquire gear using Allagan tomestones of mythology in tandem with clearing the Binding Coil. This served as the basis for determining the rate at which tomestones can be earned, which is currently limited to 300 tomestones of mythology per week. With the release of patch 2.1, this limit will be increased to about 450 tomestones per week, for reasons which will be explained at the end.

The Two Paths for Player Progression

One unique quality of MMORPGs is that, depending on how much time they have to play, a disparity between players can easily emerge. For example, let's say player A plays two hours per day, and player B plays five hours per day. After a week, there's a difference of 21 hours, after five weeks a difference of 105 hours, and after ten weeks a difference of 210 hours. MMORPGs are designed to be played over a long period of time, and as such, this gap between players will only increase as time goes on. This inevitably leads to several problems:

  • It becomes difficult for new players to join.

  • Casual players are likely to lose motivation to play.

  • The community is likely to become fragmented.

In an attempt to combat these trends, and also to encourage users to continue playing, most developers of the first generation of MMORPGs decided that items should only a fraction of the time. Because the chance of obtaining items was so low, it took a relatively long amount of time to obtain gear, meaning users would play longer.

However, when considering the lifestyle of users in today's market, the freedom to play at a more leisurely pace is essential. With no option but to continue running through instances, with no guarantee that the desired can be obtained, users are more likely to become stressed and stop playing all together.

These concerns led to the birth of the token system, which we have adopted for FFXIV: ARR. The merit of this system is that, although there is a limit on tomestone acquisition, users are guaranteed to obtain desired items after obtaining a set number of tokens.

Because every duty in ARR offers a set number of tomestones, players can easily determine how many instances they need to clear and how much time it will take. They can then play at their own pace to acquire the gear they desire. Furthermore, the more difficult encounters also incorporate a more traditional system of drop rewards. This offers players two options:

  • Play through the Binding Coil of Bahamut and obtain gear from drops.

  • Collect Allagan tomestones of mythology to exchange for gear.

  • Although these methods are different, each allows for the acquisition of level 90 gear.

In short, players who have ample time to play are free to collect tomestones, or challenge the Binding Coil, and those who have less time can still acquire tomestones at their leisure. Despite the difference in time available to players, the game is designed so that everyone can potentially obtain item level 90 gear.

However, please bear in mind that high-item-level gear alone may not enough to overcome some challenges. Because of the armory system’s design, end game encounters have been balanced for players who have not only leveled one job to 50, but who have also obtained abilities from other classes. That being said, we have no plans to make multiple jobs a requirement.

Providing Additional Paths for Player Progression

There's one key problem with the encounters available in 2.0: the limited number of options leads to linear progression for battle classes, and essentially leaves crafters and gathers by the wayside.

To be more specific, players are being pressured to join a party to play through a limited selection of instances for tomestones; there are few, if any, options for those who wish to collect them leisurely, efficiently, or even alone. Patch 2.1 will serve as a means to resolve this problem, giving players many more options to collect tomestones and play as they see fit.

Here is an example of how the upcoming update will appeal to more players:

Beast Tribe Quests

  • Learn about the beast tribes in daily quests and acquire tomestones.

Treasure Hunts

  • Search for buried treasure with up to four players and obtain crafting material, consumable items, and tomestones.

Duty Roulette

  • Join a duty at random and receive bonus tomestones and experience points.

Housing

  • Build and furnish a home with the aid of Eorzea's crafters and gatherers, or use your own skills to do the same.

Wolves' Den

  • Test your combat skills against your fellow players, earning fame and fortune.

Crystal Tower

  • Challenge an ancient tower with 23 of your strongest allies and face the dangers within.

Pharos Sirius

  • Explore an abandoned lighthouse to obtain new gear and tomestones.

Two Hard Mode Dungeons

  • Face greater dangers to obtain new gear and tomestones.

Aesthetician

  • Keep your characters fresh by changing their appearance.

Extreme Primal Battles and Good King Moggle Mog

  • Confront a mysterious new enemy and three familiar foes to obtain new gear and tomestones.

New Main Scenario Quests

  • Work together with the Scions of the Seventh Dawn for the sake of Eorzea.

New Side Quests

  • Take part in additional side stories to learn more about the peoples and cultures of Eorzea.

As you can see, this upcoming update will add more options for adventuring alone or in a group; the means to challenge other players in PvP; more incentive to craft, gather, and collect items; and new chapters in the game's ongoing story.

Patch 2.2 will introduce the next section of the Binding Coil of Bahamut, and we highly encourage players seeking a challenge to prepare for the new dangers ahead. To those of you have obtained all available gear in the Binding Coil, we hope you'll give the Wolves' Den a try and see how you fare against your fellow dungeon runners.

Raising the Tomestone Cap in 2.1

As I explained previously, because there are only a few ways to acquire tomestones, players have had no choice but to run the same dungeons over and over. While there are those who are fine with the current state of affairs, there are others who dislike the limit, as well as those who feel obligated to hit the weekly cap.

A. Players who dislike the limit:

  • -> “Once I reach the weekly cap, there's nothing else to do. If the limit was raised or removed, I would have a reason to play more.”

B. Players who feel obligated to hit the cap

  • -> “If I don't hit the weekly cap, I’ll fall behind. But having only a handful of dungeons is boring. I just want it over with fast.” If we were to increase the weekly limit before patch 2.1, players who fall under category B would increase significantly. To satisfy both types of players, we feel it best to prioritize giving players more options.

I realize patch 2.1 was originally scheduled to be released in November, but due to problems with server congestion, and the need for server and system improvements, we were forced to delay the release one month. However, I assure you that the wait will be worth it, as the upcoming patch will not only include plenty of new content, but also improvements to the user interface and additional system updates.

There have been several posts asking why we have not split patch 2.1 into several smaller updates, the answer to which can be found in a recent post here on the forum.

We're working to have everything ready in a timely fashion, and we greatly appreciate your continued patience

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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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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.

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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.

 

All the gear you need to be a master crafter for level 25-29. HQ style. This gear can easily last you 10 levels. With the right Materia added you can be an HQ master, like me. Remember DoH gear is cross class. I'm leveling all crafts to 50. Save $$$!

Before I even started I check the MP to see how much it would cost me to just buy this stuff & not waste my time crafting. Well 1; I need the XP for Weaver & Goldsmith. 2; I’ve been collecting HQ Diremite & a few other mats for a week. Plus all my other crafts are at level 24 so I can make any miscellaneous piece I need on the fly.

On the MP these items HQ were costing well over 30k on Malboro server. I’m fairly certain I put this entire set together for less than 20k using HQ mats.

Head: Velveteen Wedge Cap Lv. 27
http://xivdb.com/?item/2733/Velveteen-Wedge-Cap-of-Crafting
Body: Velveteen Coatee of Crafting Lv. 26
http://xivdb.com/?item/3077/Velveteen-Coatee-of-Crafting
Hands: Velveteen Shortgloves Lv. 28
http://xivdb.com/?item/3583/Velveteen-Shortgloves
Waist: Velveteen Half Apron Lv. 28
http://xivdb.com/?item/4006/Velveteen-Half-Apron
Legs: Velveteen Bottom Lv. 28
http://xivdb.com/?item/3363/Velveteen-Bottom
Feet: Velveteen Gaiters Lv. 28
http://xivdb.com/?item/3823/Velveteen-Gaiters

Neck: Silver Choker Lv. 29
http://xivdb.com/?item/4332/Silver-Choker
Ears: Horn Earrings Lv. 25
http://xivdb.com/?item/4211/Horn-Earrings
Wrist: Silver Wristlets of Crafting Lv. 26
http://xivdb.com/?item/4105/Silver-Wristlets-of-Crafting
Rings x2: Silver Rings of Crafting Lv. 27
http://xivdb.com/?item/4440/Silver-Ring-of-Crafting

A level 26 WVR & GSM can make all of this stuff no problem. Providing HQ materials are used to make it easy on them. I highly recommend always crafting for HQ mats, if you want for sure a HQ outcome.

Total list of materials used:
Dew Thread 6
Undyed Cotton Cloth 2
Undyed Velveteen Cloth 10
Silver Ingot 9
Iron Ingot 1
Rubber 1
Mudstone Whetstone 2
Silver Rings 2
Antelope Horn 1
Aldgoat Leather 2

Give or take a few mats here & there. Maybe a couple extra, just in case there is a miss. I think you’ll be good tho.

*I'll add an update later on the Materia I used.

End stats were 172 Craftsmanship. 183 Control. 278 CP.

If you’re interested in this set & want to save $$$ contact me on Malboro server.

Join the Gouki LS on Malboro server.

Check out all of our Gouki Linkshell Guides.

Follow me on Twitter @goukijones

Watch me on Gouki.tv

Check my out on the Lodestone.

Thanks for reading.

Another exciting episode of whacking trees & rocks for an hour & a half. There's also general discussion about the game we take questions from the stream. Follow us on Twitter. Watch us on Gouki.tv

Biven aka Zero - https://twitter.com/ZeroUKtG

Avitas aka GoukiJones - https://twitter.com/goukijones

Something to be excited about is the hot fix coming Monday October 14, 2013. The hotfix will increase the amount of XP gained while gathering & doing LEVE's. So that's great. I've heard dreadful stories about high level crafting. Like it taking over 1500+ gathers to gain a level. How's your GPH then Jimmy?

Episode 6 coming up on Thursday will be about the XP increase. We'll see if it makes a big difference. I'm betting, not that much. 

Jimmy!

Thanks for watching. 

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FFXIV ARR: Changes I'd Like To See in Patch 2.1 (Tanks)

By: kuroukage Oct 12, 2013 | 1 Comments

Mr. Happy gives his thoughts about what changes need to be made to the tank classes in FFXIV:ARR.

So what does everyone think about the changes he lists that he thinks needs to be made? Do you think they'll benefit WAR and PLD? Leave your comments below. Thanks for reading.

In this episode I show off my new level 35 gear & discuss tips on how to make gil at this level.

1 of my more important tips I've discovered recently is skipping the node that doesn't do anything. Ok, you know how there is a group of 4 nodes where ever you are gathering? 1 is +5% on HQ, 1 is +10% on Gathering, 1 does bonus gathering attempts & 1 is always blank. This is at level 38 btw. Skip the 1 that is blank. That way you can get the +5% bonus to HQ every 3 turns. Pro-tips.

Thanks for watching. Don't be a Jimmy!

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