6.1 Fixes ARR | FFXIV Patch Highlights from New Players



Such rejuvenation, this was totally their intention.
A Realm Reborn Dungeons are brought into the future with a sweeping update. Garrett and Kyle have run it all and are here with the results. They also played some PVP.

0:00 – 6.1 Update
2:03 – Duty Support System
5:15 – ARR Dungeon Update
8:40 – Castrum Meridianum
10:14 – The Praetorium
15:41 – The Porta Decumana (Ultima)
18:37 – Cape Westwind
19:50 – Adventurer Plates and PVP

#GrindingGear #FFXIV

Follow Garrett & Kyle!
https://twitter.com/garrettart
https://twitter.com/kylefergusson

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35 thoughts on “6.1 Fixes ARR | FFXIV Patch Highlights from New Players”

  1. That was the thing about this game for the longest time. Playing it through from the start currently up until 6.1 felt like an active time capsule. With unchanged dungeons the mechanics and layouts that with the pass of time just became phased out. So with all these changes it brings them up to date like you guys mentioned and it's a breath of fresh air. Especially with the inclusion of the trusts into these early dungeons it had to be made. I haven't ran them since the patch dropped but I will be getting into them as we do have new players in the FC, so I'm looking forward to them! Glad you guys are still enjoying the ride and I was able to catch the PvP portion of the stream and it just takes some time to adjust. The way the hotbars are changed are for the sake of no long drawn out rotations and you're made to be self sufficient without a healer on the team. So it's built to be fast paced.

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  2. i never managed to play the feast which was the old small pvp mode, but I have found myself addicted to front lines. My best recommendation is to set your pvp bar in the lobby and practice the different skill list so you have some idea of what your doing. Def give frontlines a try- because its so massive, there's less pressure on you to do well, and a good chunk of the time you'll have shot callers in the chat to help you understand objectives.

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  3. My only issue with the changes to Praetorium/Castrum is the cutting down of the narrative content for new players. Still the changes are great for veterans and such improved boss mechanics!

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  4. I'll start by saying… I have no sense of direction, neither in real life or in games, if I'm told to go straight north, chances are I'll end up southwest somehow.
    With that disclaimer out of the way, I welcome the streamlining with open arms. However is not so much for the lack of sense of direction.
    MMO-y or not, let's face it, if there's multiple paths to go from point A to point B, no matter how much of an explorer you are, people in general tends to take the easiest/shortest path to B, leaving all the other paths to gather dust while the trash mobs just kill time playing cards in a corner. It's cool to explore the first time but after that, well, that's it.
    So, while I do like it because I simply can't get lost, I think the hallway set-up it's, in the end, the more effective one.

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  5. I think they did a wonderful job of improving the game with the 6.1 patch. Hope they keep refining the ARR experience, as long as they are adding to the end game I think it's a good plan. Plus small things like adventurer plates are systems that last for years.

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  6. I hope beyond hope they do not modernize everything to a straight corridor. I really would love optional, story light dungeons to be designed like Vale and Hold. This is coming from a tank. Everything 50+ is pull 2 – 3 mobs, kill, again, boss, repeat. I want open caves and multiple routes. It just would not fit a story dungeon to hit those beats and something more structured than PotD.

    Perhaps a future relic grind where there is a huge cave with bosses,not all are needed for the 4 man group but you could do them all if you wanted to.

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  7. Yo, real talk, I need to get this off my chest. One of the main reasons I look forward to new videos from you guys…is to see what Garret's next amazing hairstyle would be.

    I. Am. Literally. Not. Even. Joking.

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  8. Guildhiest system is sooo old, outdated, and forgotten but… it does contain the first 8-man “raid” in FF14 and ARR is the last Guildheist mission (lv45?) Guess it’s now the last survivor of the original 1.0. ERA. Strange times.

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  9. For pvp, go to the target dummies at Wolves Den and just fuck with all your skills and actions from the “PVP Profile” menu. It’s the only way to learn what your class does before going in to the gritty juicy bit. There’s also a mini sparring arena beside the dummies, get some feels for actively moving and casting. Every class has a VERY uniquely flavored play-style, so some fuckery BEFORE jumping into CC is a must.

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  10. Please make sure you play this game the way YOU want at all times. Rushing the MSQ to get to endgame can often feel far too grindy. Stop, smell the roses and take it all in! (AND PICK UP EVERY BLUE + QUEST UNLOCK YOU SEE!). Keep up the great content guys!

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  11. for pvp, go to the Wolves Den Pier in La Noscea and practice your pvp rotation on the practice dummies there. there's even a dueling ring where the two of you could practice it against each other. that's what I always do when trying a new job in pvp and it helps a ton!

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  12. I absolutely love the changes! NG+ is often a daunting task for players because of just how annoying it is going through old content. This however streamlines it in a way to where older players can go through ARR content without it feeling like a slog.

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  13. I just went into world of darkness and… do you know the weird small lightning marker that is actually a stack? People used to not see it or actively run from it since in later parts lightning becomes a usual spread element… now they replaced it with the proper stack marker and it is FASCINATING to see all of the alliance gather up for that now 😀
    The mechanic has been there for ages, just hardly anyone knew

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  14. they destroyed the most fun content in game, the msr…was so much fun, made a lot of friends 🙁 Also why would you waste time doing something min ilvl? its just a waste of time, when you can do a lot of stuff that requires a lot of grind to get. When you are on a quest to get every achievement in the game, min ilvl is just a thing you don't understand…in the time it takes me to finish that fight, i would have played 2 pvp matches for exemple.

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  15. i dont know if they keep it in game but you can comand them to all attack of not to attack when you mark enemy and you wont get hit it is like 3 pet skills you get in mid screen if you turn it on

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  16. because this PVP is SO NEW, new mode, all new skills for every job, almost EVERYONE is in that "oh god whats this" learning phase. my best advice for learning atm is actually the Lodestone, they describe all the details of how the new mode works, and you can read through the tooltips of every job. for the basics tho: every job has the same "essential" skills, your potion, your heal, your guard, so you only learn those once. each job also has a specialized personal limit break skill. and the LB gauge in pvp is also personal, so its basically like your ultimate in overwatch. beyond that, its just reading tooltips for each job and figuring out how it's supposed to flow, and THAT process is highly inspired by the pve rotation, so you can at least have an idea of what order things should be in

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  17. My suggestion as someone who was dragged kicking and screaming into PVP not too long before you guys started playing – try Frontline first. Crystal Conflict is so much fun but it's fewer people and goes by so fast that it doesn't give you a lot of time to learn your class. Frontline is massive, and it's usually a tossup if you win or not. But it gives you some breathing room to actually figure out how to play as long as you follow the group and don't get caught on your own. Plus it lets you bring up to 4 people with you and gives you PVP currency that you can use to buy a lot of neat stuff.

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  18. The thing with the pvp, which I played for the 1st time yesterday, is that no matter which job you go in with you are effectively learning a new one, because while some of the abilities may sound familiar they don't work the same way. Read the tooltips, sort your hotbars out and just dive in.
    I've been playing WHM, which is even more of a green dps than it is in pve content, and it took me about 4-5 rounds to get up to speed, so only 20-25min of gameplay.
    It's not just the Bolvar armour set I'm interested in. The Garo crossover event is pvp-related and has some of the most awesome looking mounts up for grabs.
    I'm lvl 90 on the MSQ so I hadn't gotten around to any roulettes or checking out the duty support yet. I knew changes were coming, but I had no idea they were making some of the old dungeons look that good!

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  19. Totorak is the one I'm happiest with. I used to run it a lot with Command Squadrons, so I knew its maze and mechanics well, but it was one of my least favorites. One time, I got it for leveling roulette with a sprout and a tank who couldn't remember the dungeon, so I had to act as a guude until his memory came back to him. That dungeon was so bad. I'm glad they cleaned it up.

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