FF14 World of Darkness Min iLvl, Primal Hard Modes, Becoming Scholar – FF14 New Player – Part 15



FF14 New Player
I’ve played WoW for over 15 years but given the state of WoW right now and the lack of content, some of my friends have convinced me to try FF14. So I wanted to document my FF14 first impressions, my journey through FF14 and give my feedback along the way.

Throughout I will be comparing Final Fantasy 14 to WoW and referencing the differences between the two. Obviously, I do have some bias, but I will try and keep an open mind all the way.

Please let me know in the comments if you’re enjoying this and want to see more. Also if you have any tips for new players in FF14 please let me as I’m probably making a lot of mistakes.

There are tons of spoilers for the FF14 MSQ as we have just passed 2.0, we also cover a lot of one of the first FF14 alliance raids, so if you don’t want to see that, please be careful.

I’m totally hooked on FFXIV right now and just can’t stop playing, thank you all for taking the time to watch these videos.

I do stream live on twitch 3-4 days a week if you want to see more FFXIV live:
https://www.twitch.tv/medievalmarty

And we have a super fun and supporting FFXIV discord:
https://discord.gg/a5bU6VsUqy

15 Years of WoW Day 1 of FFXIV: https://youtu.be/UiLzcdV9qec

0:00 Intro
1:30 World of Darkness
9:15 Group Fishing Trip
10:20 Hard Primals
12:06 New Primal
13:00 Acranist Complete
16:00 Two New Classes
17:45 The Minstrels Ballad
19:15 Outro and Opinions after Part 15

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25 thoughts on “FF14 World of Darkness Min iLvl, Primal Hard Modes, Becoming Scholar – FF14 New Player – Part 15”

  1. Marty for the eye…the bright spots on the ground are to remove doom if you get hit by the eye mechanic if im not fried to oblivion..its been a while lol…the raids got sum cool sets…I really like how you go in with new players n prog the fights…good stuff bud

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  2. Loving this series, it's got a lot more genuine eagerness than some other 'first time XIV player' series, and it takes me back to my sprout times…

    I do want to make a suggestion; get a group together to min-ilvl the COils, those are quite difficult. They were the highest complexity of fight on release, and they do show it. T5 was legendary and still has memes to this day about Twisters; the second tier has Savage versions which amp up the difficulty of the fight significantly (and the normal versions used to require a well-coordinated raid group and a whole static's efforts to be cleared) – and Turn 13 (/Final Coil, Turn 4) is a more cinematic fight than even the Ultima weapon, difficult, and features the main theme of ARR playing. Absolutely gorgeous, very fun.

    Raids do change from Bahamut to the lv60 8-person raid content and beyond, though, as the difficulty of the Coils upset people – since it had story locked behind it. They haven't gone abck and fixed it, but from 60 and up the raids have a very easy queue-able version, and then a Savage version which really pushes you to your limits. A8S prog, even with modern overpowered gear and classes, still makes me shudder.

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  3. The thing I like about the EX fights, other than the fights themselves, is that the fight is basically a bard over exaggerating how epic the fight really was. Because you go to the wandering minstrel to pick up a bunch of them.

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  4. Wait, your goinna do the Binding Coils of Bahamut?… Its fun but thats a massive step up in difficulty lol. Spesh the Second and Final Coil of Bahamut. Good luck mate lol

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  5. Blue Mages are a "limited job" which means they are limited from taking part in a lot of content since their mechanics are unique and somewhat gamebreaking. To compensate, they level much faster than other jobs and their unique skills tend to overpower most monsters and even bosses. For instance, you cannot use the duty finder roulettes with the Blue Mage but you can enter dungeons as a BLU if you have a premade party of 4 or 8.

    Blue Mages are masters of learning monster abilities and your Blue Magic Book will give you hints on where you can learn the spells. Unlike other jobs, they do not gain anything from leveling up other than increased stats and you get to pick and choose up to 24 of the spells you've learned as you "actions". Some spells can combo into one another for additional effects (be sure to read the tooltips for them) so it is worthwhile finding new spells to use. You'll unlock additional features for the BLU later on along with an instanced group of events solely for the BLU to complete.

    At 50, you could go and get both the Red Mage and the Samurai in Ul'dah. They are regular DPS role jobs (unlike the BLU). Red Mage is the "jack of all trades" kind of job that mixes melee combat, white magic and black magic together. RDM is still considered a Caster DPS however and its key ability is the Dualcast : whenever you finish casting a spell with the RDM, you gain the Dualcast buff that makes your next spell have an instant cast time, literally letting you cast two spells back to back. From the spells the RDM has, some have a standard cast time but some have a much longer cast time; the key is to use a "normal" cast time spell then follow up with a long cast time spell which, because you have Dualcast on, will be fired off instantly. Casting "White" magic spells like Veraero and Verstone will give you White mana while casting Verfire and Verthunder will give you Black mana. Once you have 80 of each, you can trigger an enchanted version of your melee combo that has a much quicker recast time and deals significantly more damage. Coupled with a charge move and a backflip to make distance, it's quite satisfying to see and play.

    If you liked the Dragoon, the Samurai is similar as it is a heavy burst damage melee DPS. It's key mechanic is that the SAM has the Iaijutsu ability that depends on your 3 single target combos and 2 AoE combos; completing a specific combo will grant you a Sen that will light up on your screen, out of three of them. Doing all three combo chains will grant you all three different ones while the AoE combos will grant you up to two. Depending on how many Sens you have, your Iaijutsu will change when executed : 1 Sen deals some damage to one enemy along with a 60 second DoT; 2 Sen makes a powerful cone AoE in front of your character; 3 Sen let you deal an incredibly powerful hit on one enemy. You'll unlock further features later one turning the SAM into a very mobile and busy melee DPS job that will deal ridiculous amounts of burst damage.

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  6. When u play Scholar or Summoner u get Experience as Arcanist. In short that means if u will play as scholar and get him to lvl 50 ur summoner will also be level 50. Its only class that have this kind of unique job setup where u level two at the same time.

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  7. Note that Hard Mode Trials are gonna be the default from now on, as while some of the ones in ARR and HW have the "Hard Mode" suffix, only Ifrit, Titan, and Garuda actually have a 4 player "Normal Mode".

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  8. The lower lv stuff can be healed by the faerie, but once you get past like lv 40, you generally need to actively heal – also, as a bit of a tip, you can control the faerie – it's helpful to place her near-ish the tank in boss fights – but not so close she can't also heal the party! That way she doesn't move when you move and get interrupted in her casts 😮

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  9. One of the things you should consider doing are Hard Mode Dungeons. Unlike in games like WoW, Hard Mode Dungeons completely change up the dungeon, instead of just making enemies harder and adding an additional boss.

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  10. For Angra : each half of the floor will give you a debuff linked to an emotion (angry or sad) and you did it right ! Just gotta alternate between them to reset the debuff instead of stacking one (which hurts you more until you die)

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  11. what's really nice about scholar/summoner is that leveling one of them levels the other one for free, so even if you aren't big on summoner, you can still see its story by doing its quests without ever having to actively level it

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