100 Hours In Final Fantasy 14 | New Player Review



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In this video Genji gives his impressions, reactions, and thoughts on the content 100 hours into Final Fantasy XIV as a new player. This includes first impressions of the golden saucer, triple triad, leveling up a second class, and playing the optional coils content.

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37 thoughts on “100 Hours In Final Fantasy 14 | New Player Review”

  1. Ok, so let's say couple of thingsL

    Not gonna lie, last time I played on Turn 8 – we at some point degraded to phrase "Ooga-Booga on me" XD
    It was so hard! Hope your group will fully clear coils – nowadays difficulty is a bit scuffed on synced levels – back in ARR White Mage had some barriers like Stoneskin at level 50. Nowadays WHM and AST get barriers much later, as an example, and Paladin doesn't get any healing until mid-late 50s.

    I am glad that you're enjoying the game, even patch content, but tbh, it was the case with me, when I first time played through it, it was alright, but then reading reddit I was like "Wait, I supposed to hate that part?"
    Same was with Stormblood, so I would say this – don't let other people say how you should feel.
    Yes, patch content is a bit drawn out, but hey, any good story needs some quiet time for a bit of character development and just to let characters rest for a bit.
    They cut most of really filler ones back in Shadowbringers, apparently (I joined game months before Grand MMO exodus and it was already updated).

    I tank myself, main is Gunbreaker, even though it has issues (like I cannot optimally and reliably use my burst because of cartridge management) but it is a fun job to play.

    Second job I play constantly is Sage, which is really fun as a healer and I would say that I suggest to take it – it's relatively easy to learn, has some good learning curve and you start it at level 70.
    Although Conjurer at level 30 gets a free mount after doing specific quest (but you have to be conjurer, not White Mage), that also should be taken into consideration.

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  2. Favorite classes: Warrior and Ninja! Warrior lets me be the unstoppable killing machine one man army I always wanted, which Ninja let me Naruto it up. Two jobs that really fulfill the fantasy.

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  3. You ask and you shall receive, I'm a gunbreaker main, through and through. Something about it just clicks with me so well, I love that I get to have a pretty simple rotation most of the time and then once I've built up my powder gauge I throw on my damage buff and just dump as much DPS as humanly possible into my enemies, burst damage feels so good. My side classes will probably also reveal the same thing for you because when I'm healer I'm on sage to get out that good DPS in between heals and buffs and when I'm playing DPS you know I've got the katana at my side with Samurai, building up my sen and kenki so I can just absolutely cut open my opponents.

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  4. Once you find a job you love, my advice is save the others for when your starting to feel a little burnout, a new job a great way to give yourself a boost. They're all less fun than dancer but still fun in their own way.

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  5. My main job and favorite class to play is Samurai. It's a very strong dps, but there's also an elegance to it. The big damage from your final move in the rotation, Midare Setsugekka, is satisfying to see. It used to be more fulfilling back when we had an Ability called Hissatsu: Kaiten, which had an awesome animation that flowed nicely into your combos, especially Midare, but unfortunately it was removed in 6.1. While I do have other jobs at 90, I have a main job for each role that I prefer.

    Tank: Warrior
    Healers: Astrologian and Sage
    Physical Ranged: Bard
    Magical Ranged: Black Mage

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  6. Gun breaker/dark knight
    Sage
    Samurai/monk
    Red mage
    Bard/ mechanist.

    For each type for me. It's nice having things to switch out on and breaks up a little of the late game grinds

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  7. The length of the post ARR block of content is an unfortunate side effect of the development cycle for Heavensward after they rebuilt the game. It's slow and dry but it does contain some very important story points and concepts that are central later on. Fortunately there is an insane amount of side content that only exists for fun that can break up ant dry spells. It's definitely worth it in the long run.

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  8. 4:21 In case chat didn't inform you about the tonal shift with King Moggle Mog. It was introduced just after the Japan tsunami in 2011 back in 1.0; in lieu of earthquake and tsunami themed bosses Titan and Leviathan, respectively.

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  9. I have all the Jobs leveled, but I main SCHolar. It's a bit more relaxed as far as healing goes since your fairy pet will throw out heals and keep people topped up. That way you can just focus on the tank and any emergencies that come up. Also being a shield healer means you get more time to dps the mobs.

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  10. I'm glad the patch content is interesting to you. It was a bold choice to put detailed political intrigue into an MMO. A lot of people just didn't like the pacing. Hell, as someone who likes political stories, it was a bit slow for me. But I'm glad their edits seemed to have improved it greatly.

    As for fav classes:
    I'm a DRG main myself. I think all of the DPS feel incredibly boring and uninteresting to play for the early levels. Level 30 is when you get the core ability of the job. 45ish is when you start to get a grasp of how the job will function in the late game. They won't feel distinct until 60+. Some people will fight me on this, but all Melee DPS play very similarly to me (except Ninja). But why I love DRG?

    I love the style/theme. The most flashy animations are DRG and RDM with their flips and melee attacks. When you get a chance, go into G pose and try to capture a key animation moments during jumps. It's pretty fun and spectacular.
    I like the mobility as well. Perfectly timing jumps in the middle of raids for DPS uptime is a real endorphin rush.

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  11. Please note that Coils was the Hardest Content in A Realm Reborn. There was no Savage or Ultimate in A Realm Reborn.

    Glad you are doing Coils as it should be done (before Heavensward).

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  12. Favorite Jobs?
    Tank: Dark Knight. Their main mitigation ability rewards you for using it right, promoting understanding of fight mechanics.
    DPS: Samurai. Simplicity incarnate, big numbers.
    Healer: Scholar or Sage. Toss a shield up on the tank and focus on dealing damage until you need to reapply it.

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  13. Every class is enjoyable in their own. I main dps but when I get bored of the rotations I can easily switch to tank or healing. With tank, you have a different pov of the whole encounter and you have obviously a higher survivability than the rest but you still have to maintain aggro and do the mechanics at the same time. Healing, on the other hand, doesn't have the usual rotations that tanks and dps have but you are the lifeline of the group while also doing the mechanics. This is basically what makes ff14 unique because you can switch class in an instant. It makes it more fun and engaging.

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  14. My main has always been Black Mage but I've leveled every job to cap in every expansion since Heavensward. What I like about BLM is that it's rotationally simple and it's difficulty is basically all about encounter awareness but I also played a lot of Samurai in Stormblood. I've always liked jobs that lets me focus more on the fights themselves.
    It's nice to see you level a second job. As you said it lets you experience the game from a different pov and it makes you improve at your main role as well. Nothing makes you realize how important positioning mobs and bosses is as a tank as leveling a Monk.

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  15. "Good King Moggle Mog, Good King Mog! Lord of All the Land! Kupo!~"

    Glad you're enjoying the post patch, I probably played before the trimming so I'm glad the pace seems to be better. You should be golden as far as the story goes then, it only gets better from here. The PvE does get harder over later expansions as your toolkit expands, but you'll still get rarely more than a wipe or two. If you are seeking harder content I think Extreme trials will be a nice choice, they're a bit more time consuming than coils and usually take a few days of practice to clear, but you won't need a long term raid group like savage.

    One of the things that disappoint me a little is that we don't really have true magitech Garlean looking armor like they do in ARR. The closest would probably be the fending (tank) and striking elemental artifact armor from Eureka, but even at the best of times Eureka is a hefty time sink.

    Classes, I'm a tank junkie and Dark Knight is so satisfying to play once you get the full kit at 70. It has just enough buttons that I always have something to do without distracting me from my tanking duties and isn't as frantic as Gunbreaker. The tools also make it an incredible offtank, being able to throw a shield equal to 25% of your health on the MT during late game tankbusters is amazing.

    Healer-wise I would probably recommend Scholar. It's decently complex but with plenty of tools to salvage a bad situation and is able to "panic heal" pretty well. You'll have a little pet management but it's not too bad. I feel it's aoe is also the most comfortable, melee range, but instant cast, and you can keep the MT targeted for any emergency healing. Sage is fun, but relies a ton on mitigation which is proactive rather than reactive, so needs to know the fight to operate most effectively, and when things go wrong on Sage they tend to go really wrong, and salvaging is noticeably harder than on other healers. I wouldn't recommend it for first runs of content.

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  16. Favorite role to play is healer or tank, both have better queue times, tanks control dungeon pace, and a good healer is hard to come by, and filling a critical role makes my experience more fulfilling and often adds slightly more challenge. If you want difficult content you'll eventually reach extreme trials, or "savage" content.

    Thinking more future-proof I'd say Warrior is much more fun than Paladin starting at level 56 when you get access to a powerful self-healing ability. Paladin has great defense and does also learn self-heals, but it's much less flexible and some of it's most fun rotation changes happen very close to the new level cap of 90.

    For healers, Astrologian is my favorite due to having done end-game content with it, but Scholar is also very strong, and Sage looks cool as heck. It's a toss up, each healer is fun, but all of them play very unlike eachother, which is very different from a lot of DPS classes.

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