🌱 WoW Mythic+ FANATIC Tries FFXIV Intro Dungeons!



Tried my first couple dungeons and had a blast! Still learning mechanics and the general flow of these beginner dungeons. The FFXIV community is incredibly nice, I love running up to a new dungeon and being greeted by a handful of friends.

Day 3 VOD: https://www.twitch.tv/videos/1894085600

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44 thoughts on “🌱 WoW Mythic+ FANATIC Tries FFXIV Intro Dungeons!”

  1. When trying to compare to WoW Mythic+ intensity, I'd put it this way. The trash is pretty much just trash, FFXIV highlights the bosses. Some are intense, some are methodical, but all of them feel different. The game does a great job scaling players down to help new players get through content, but the ceiling on that is a little high if you want any semblance of challenge as you level. Since you stream and have people willing to hop in, there's actually an option to enter at 'minimum ilvl' with a pre-made party.

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  2. Cleaving attacks is definitely a thing. Some are telegraphed and some aren't, and there are also enemies that have the tail attacks. So yeah, as a dps it's generally a good idea to be to the side if you don't know. Also, some of the things you were asking about, there are settings you can adjust for UI or things like tab targetting to make them work more like you expect. It can be worth to go through and see what all is there, especially if you're already familiar with MMOs and what you want from the settings.

    Edit: depending on the job, there are attacks that do a lot of damage to a primary target and less damage to nearby targets. But yeah, generally you use either your single target or your aoe, and any cooldowns that can be used for both. Something else to keep in mind for dungeons – your place to save time is on the trash mobs, not the boss. So you'll see a lot of people who prefer to use the caster limit break on trash rather than save it for melee on a boss.

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  3. Coming from a KSH M+ player and a Savage raider, the dungeons in this game are pretty terrible gameplay wise. They look beautiful, music is amazing, is fun a first time through, but very boring/easy on multiple runs. It's usually a straight line to the next boss, 2-3 packs pulled together and aoed down. There's no route choices, no interesting enemies with varied mechanics, nothing to kick. The Criterion Savage dungeons ARE fun though, hopefully they put some meaningful gear rewards in it like everyone is asking them too. Raiding in this game is superior to WoW imo and where it really shines.

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  4. The starting dungeons are not…great. That said they get much better.

    Also there are the Hard dungeons. They are not just a harder version of the dungeon, but a sequel with different layout and storyline. And they are all great.

    A lot of new players miss on those.

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  5. Tab targeting in this game takes some getting used to, depending on your settings it will target towards your cursor instead of your player. Oh and Copperbell is one of the only dungeons where mobs will deaggro.

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  6. Another great video 👍 It’s cool to hear your insight on the combat. In the cute you’d probably like criterion dungeons. They’re new and add some actual difficulty. Normal dungeons are pretty easy.

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  7. The way FF has its dungeons setup, as you get higher level and go into new dungeons, they drip-feed you new mechanics to learn, which you will come to recognize in later dungeons. So they become more complex as they go. Also, make sure to try the (Hard) versions of dungeons. They're not 'the same dungeon but harder', they're actually new dungeons that use parts of the previous dungeon, but with new bosses, new mechanics, and a new storyline for the dungeon. Sastasha (Hard) is an entirely different experience than the original Sastasha.

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  8. You can change the tab settings so that it only tabs to mobs in front of you. The game settings are pretty flexible, so if you don't like something, there's usually a setting to fix it. Third party tools aren't allowed, so the devs make an effort to give players what they need in the game.

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  9. While they've added some 4-man end-game content in this expansion with the Criterion and Savage Criterion dungeons, it's worth mentioning that the deep dungeons (Palace of the Dead, Heaven on High, and Eureka Orthos) have always provided a fun challenge for small groups, while the special zones (Eureka and Bozja) from later expansions provide a different kind of challenging content. The most difficult end-game duties are raids, but the fixed size for a raid in FF14 is 8 people so a lot of players view Extreme and Savage raiding as the real answer to WoW mythics. (There are 24-man alliance raids, but these only have 1 difficulty level – pretty easy compared to the smaller raids – so they're generally treated like a big party.)

    And the best part is that all content is evergreen. You'll always be able to run any dungeon or raid that you've unlocked, and you can suppress your level, gear score, and echo bonus in the duty finder to play it at the "most difficult" setting. And once you've unlocked tomestones (around level 50) there's a currency reward that you can spend on items and gear for any level. That's why it's generally pretty easy to get a party in the duty finder – there's always people queueing up to help sprouts run through random dungeons because it's fun and there's a bonus reward for helping out.

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  10. Fall-off damage is a thing, yes. Spells like White Mage's Holy and Afflatus Misery, Astrologian's Gravity, and Black Mage's Flare are examples, although other classes have them as well.

    The dungeons you did here are basically the tutorial dungeons. They're designed to be super easy and teach new players what to expect from team play since they're the first time you actually party with other players. As you progress through the game you'll see boss mechanics become more complex, and include tankbuster mechanics, healer mechanics (cleanses and minor heal checks), and even "off field" mechanics where something happens outside of the field of play that you have to react to. They're never so difficult that casual players can't clear them (because that would go against the mission statement for the game), but they can definitely present a challenge to unprepared players.

    When you get to the end of 2.0's main scenario you'll be able to unlock a whole slew of "endgame" dungeons. These are dungeons designed for level capped players in a given expansion, and the mechanics in some of the ARR ones can be… unusual. They can definitely present more of a challenge, if only because the mechanics are not always obvious, and even an experienced party can still wipe to them if you're not careful.

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  11. Dungeons used to be quite different to run. Part of this was just from dungeon layouts. Dead ends with extra trash and chests, missable rooms with special conditions to unlock them, etc. These stopped being part of the dungeon design philosophy by Heavensward, and a good many old dungeons have been reworked to remove these elements. But another factor is just how much simpler the low level game is now. Tanks used to generate much less threat and had to make use of a toggle that lowered their damage but raised their defense and enmity, while healers had to toggle their healing ability off in order to do any damage. Healers and DPS had to use enmity reduction skills to avoid ripping things off of the tank. Tanks and phys DPS had a TP gauge and could run out of attacks if they used too many AOEs on a long fight. And that's really not even scratching the surface of how much different the game was.

    At some point, Squeenix decided to prioritize allowing players to zip through dungeons without much thought or challenge since they are the main multiplayer thing that players do while going through the story. I don't think there's much push to see dungeons filled with attacks that must be stunned or mobs that must be prioritized, because we've gotten pretty used to the idea that you have to go into non-story content to be challenged.

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  12. First of all, you can't really show how much hp a mob has exactly all you can do about that is put a percentage on the hp bar. As for targeting, there is an option that if you press an attack button it automatically targets the closest enemy so you don't have to worry about the game targeting a mob that is far away and not pulled yet.

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  13. I really enjoyed the video you did last week analyzing that Extreme trial and getting your perspective as an avid WoW raider/M+ enjoyer.

    But since Extreme trials are actually pretty simple and the easiest kind of ''hard'' content within the game, I'd love for you to react to an Ultimate instead to see what peak end-game raiding in XIV looks like, I'd recommend TOP or TEA since they're not spoiler-y due to the fact they aren't tied to the MSQ.

    Keep up the content, I'm looking forward to what you do next !

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  14. A bunch of aoes used to have falloff (hitting one target for more and less for the ones around it) but they removed it when endwalker launched. Most dungeons are story content and are considered useful for leveling or for catch up gear during patches. The more difficult combat content is savage and ultimate raiding which is 8 man.

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  15. Players leveling in other MMOS: "Dungeons and finding parties sound scary. I think I have to grind to max level first."
    FF14 designers: "The game's just started so you are gonna do some dungeons RIGHT NOW and you are gonna learn to play!"

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  16. I haven't had to touch it for a while so i forget exactly where it is in the settings but you can change how tab target works the default option isnt great but if you set it to cone or conical (something like that) its much better.

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  17. We also have different types of dungeons: regular dungeons, deep dungeons (which is a roguelike style dungeon), variant dungeons (that have different paths you can take), criterion dungeon (which is our hard 4 man content), massive exploration dungeon (56 man puzzle dungeons)

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  18. 4:08 yeah you can change a lot of quality of Life features in options from health percentages to the error message beeps when you try use skills on cooldown or out of range. There’s also a lot of different targeting options id recommend looking through the system options and character options.

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  19. For 4 player Challenging dungeons in FFXIV starting in A Realm Reborn post game would be the Hard mode dungeons then we got Deep Dungeons starting with Heavensward plus new in Endwalker is the new Variant dungeon and new Criterion savage dungeons which is basically like Savage raids but with 4 players.

    Compared to dungeons and trials the raids are the biggest challenging content in the game pretty much Savage and Ultimate.

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  20. Unfortunately this game doesn't have something akin to M+ and I think it is one of the biggest downfalls of this game.

    Edit: Also the tab targetting is rough to get used to lol. It has a set rotation on the targets whereas wow takes into consideration enemies that are in front of you first before cycling

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  21. RE classes, gameplay, and RNG, your best bet for most RNG is going to be either BRD or DNC with an honorable mention of RDM. That said, the current Savage meta looks like DNC is lowest 75th pctl rDPS, followed by RDM. So I guess, if you think you'll care about meta, maybe BRD is your best bet. Also, note that DNC still has more parses than BRD despite this since they have a single target buff a la Aug Evoker that they give to their favorite friend (the better melee DPS player).

    All melee DPS have 0 RNG in their rotation, all tanks – same, SMN and MCH have 0 RNG. The only three with anything close to a dynamic rotation are listed above and are currently all non-meta and probably won't be patched to become meta just based on FF's balance philosophy.

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  22. A little tip that I haven't seen anyone mention. When a chest with rollable loot is opened in an instance that you have access to there should be a "Loot" icon on your HUD somewhere (based on video I think it is most likely blocked by your facecam) but you can click on that button to instantly pull up the loot that you have the ability to roll on.

    In relation to rolling for loot (im not sure if this was explained or not) but if it is loot that you can currently use on your current job you will have the ability to roll NEED, while if its for a class/job you are not currently on you have to roll GREED. NEED will always beat GREED (1 NEED will always beat a 99 GREED). (I have never played WoW before so I am not sure if its the same Loot system or not)

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  23. If you want something challenging to do you could always try to go for the "Necromancer" title in Palace of the Dead (a rogue-like dungeon crawl). Since you cleared Copperbell Mines it should be unlockable for you in New Gridania from the quest "The House That Death Built".

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  24. XIV has a veritable mountain of customization options buried in its menus (and never properly explained). Among other things it also covers tab targeting priority. You'd be better off watching a couple of videos off stream and decide what works best for you.

    Most A realm reborn and Heavensward dungeons are super easy because the devs had to dumb down the mechanics when they introduced NPC companions. Add overgearing to that and they're mostly a snoozefest. A good workaround would be to do them in MINE setting (Minimum Item level, no Echo) which is a setting that tries to mimic the original difficulty level gear wise. The mechanics are still very easy (story dungeons tend to be used to teach you mechanics and progressing MSQ rather than to provide a challenge) but at least incoming damage is higher. You'll have to wait for the second half of Stormblood for dungeons to become dangerous (and very fun).

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