Final Fantasy XIV: Stormblood – #42 – The Drowned City of Skalla



And now for some quality time with the A-Team.

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0:00 – Introduction

1:01 – QUEST: “Arenvald’s Adventure”

7:44 – QUEST: “The Darkness Below”

16:54 – QUEST: “The Mad King’s Trove”

22:32 – DUNGEON: The Drowned City of Skalla

33:44 – QUEST: “The Mad King’s Trove” (continued)

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Edited by Daniel Floyd

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19 thoughts on “Final Fantasy XIV: Stormblood – #42 – The Drowned City of Skalla”

  1. Does anyone know how this quest was changed after they added NPCs to it? Bardam's mettle MSQ was changed to reflect that you are taking the trial together, so i imagine it's the same here, everyone going in together instead of racing
    I wonder how Alphinaud fared going down of if WoL goes through the warded prison door

    Reply
  2. Playfriends, now we're back to the MSQ! This is your spoiler free lore comment!

    Patch 4.1, "The Legend Returns", was released in October 2017. This patch would give us the Royal City of Rabanastre starting the Return to Ivalice quests, the Kojin tribe quests & reputation grind, and a few weeks later the new 48 player Rival Wings PvP battle. Rival Wings operates similar to a MOBA, and has a dedicated, if small, following to this day!

    It's time for Arenvald time. Arenvald has been a member of the Scions of the Seventh Dawn since back in ARR. His mentors died in the Garlean raid of the Waking Sands. He's been with us through the Crystal Braves debacle and he's been on the front lines of the liberation of his homeland. Oh, and he's got the Echo, if you don't remember. While Krile is perhaps more adept at using hers (not that there's much "skill" involved in using the Echo), Arenvald is a more typical combatant, and thus the ideal understudy for Durmin. And this patch is all about getting some training in with the 2nd string Warrior of Light.

    4:58 – After the amount that I had to type up for Omega and Ivalice, I'm happy to have Arenvald (and the MSQ) give the lore this week.

    5:21 – Aw, who am I kidding, I can't help myself, MOAR LORE. The Monks of the Fist were devoted to Rhalgr and made the Reach their home (note the massive statue of Rhalgr). But you can go through their training regimen at level 70! The optional dungeon Temple of the Fist is located right here in the Reach, and goes through some of their history and lore.

    7:57 – This would be our lead in to the situation in Rabanastre and its plight in the Ivalice quests.

    9:04 – Arenvald proves here that sometimes the person scheduling and arranging your D&D game doesn't have to be the party leader nor the GM. Or at least be like Durmin and bring some snacks!

    15:30 – Perhaps the most depressing part of Arenvald's past is that it isn't that unusual. There's a lot of people under Garlean rule who have lived this experience.

    15:55 – I love that the story intertwines two motivations. The Scions need some R&R after helping with the Liberation, and getting back to some fun dudgeon delving is just their ticket. But the loot isn't for living the high life, it's for helping with the grander political story, helping the needy and getting Ala Mhigo back on its feet.

    21:20 – "Somehow, the boy just isn't very buoyant"

    22:00 – Dan is, obviously, in the past, as the most recent patch added all the post Stormbood MSQ dungeons to Duty Support. And he's right, your companions are Arenvald (Tank or Melee DPS), Alphinaud (Healer or Magic DPS), and J'Moldva (Melee DPS) who is a member of Arenvald's Scions squad. There must be some NPC dialogue that explains that Arenvald's team ends up merging with Durmin's route, rather than the race to the treasure that occurs with a full player party.

    25:25 – If I recall, the Push/Pull mechanics of The Kelpie had a bug at one point, causing them to do the reverse. It's long since been fixed.

    25:51 – You can very briefly see that Durmin has been inflicted with Dropsy and Water Resistance Down due to the arena edge. Dropsy does persisting water damage, and coupled with the resistance lowering, it can get really dangerous. This will come up in future content. And I say that as someone who died to dropsy in level 90 content just the last weekend.

    26:50 – The Old One is based on Japanese figurines called Shakōkidogū, or their more generic cousins the Dogū. These clay figurines are from the Jōmon period (14,000–400 BCE), and have been found across the primary Japanese islands, but mostly eastern Japan. And I learned about them because of Digimon.

    28:33 – I am sad to say that this transformation sequence may have been removed in the recent update that added Duty Support. I'm guessing something about this ghost sequence didn't work well with the NPC system.

    33:52 – The thing about Duty Support that I am the most apprehensive about is if players don't get little cutscenes like this because they played through the dungeon with the NPCs. I think they should be left in, regardless of how the dungeon was completed. Fortunately, that' won't be a concern much longer, as starting in Shadowbringers all dungeons are designed with Duty Support/Trust in mind when it comes to the cutscenes and story.

    Next Time: Our next steps toward an Ala Mhigo for all Ala Mhigans.

    Voice Cast:

    In a bit of a change up, Arenvald is now being voiced by Joe Dempsie, who you might recognize as playing Gendry Baratheon in Game of Thrones.

    Reply
  3. Dan gets a doughnut: "I'm going to carry this away from everyone"

    Viewers at home, please do not repeat this violence. Doughnuts stack or at the very least stay still. You do not want to move the AOE damage onto someone by accident, and you are the safe zone.

    Reply
  4. The trick with Ninja is that the only Mudra (Ten, Chi, or Jin) that matters for a Ninjutsu is the final one.
    1 Mudra is always Shuriken
    2 is either Single Target Lightning(Chi), AoE Explosion(Ten), or Weaker Single Target Ice(Jin)
    3 is either AoE DoT(Chi), Attack Speed Buff(Ten), or Single Target Water*(Jin)

    The other thing I found really helpful was that having them arranged on a D-pad, since I play on console, really helps to associate the different Ninjutsu spacially.
    E.g.
    I had "Ten" on Up, and "Chi" on Down, which meant that a lighting strike was Up-Down. Like lightning coming from a cloud and striking the Earth.
    Then the firey AoE I associated with lava exploding up from the ground, Down-Up.
    The attack speed buff is like a gust of wind building and then shooting upwards, the AoE DoT throws down some kunai, so build then Down, and the Water attack is like building the water and then shooting forwards (I had Jin on Right) kinda like waterbending.

    The only downside to playing Ninja on a controller is of course the teleport being awkward when you have to actually point the camera where you want to blink to.

    *The Water is slightly lower damage than Lightning, but allows you to do follow with a from-stealth attack w/o stealth.

    Reply
  5. After the relatively heavy main plot and intense raid series, I'm sure in the mood for a good, old fashioned treasure hunt! (A treasure with admittedly dark origins, but I'll take what I can get)

    Reply
  6. Ah! Today we have finally caught up with where the story was when I first picked up this game! I joined the game back in 2017, shortly after the 4.1 patch release. It was a very different experience back then, for a whole host of reasons, and it's been a lot of fun to see Durmin go through it all up to this point! Of course, with the time it took me to play through all the story, Durmin won't catch up to the point where I finally ran out of story quests for the first time until the next patch, 4.2, and the first patch I got to experience on day one, 4.3, is amazing and holds a special place in my heart for sure. Looking forward to Durmin's progress in wrapping up loose ends and paving the way towards a new expansion…

    Reply
  7. When Arenvald approached me with talk of "getting back to adventuring" I was like "you have been slacking! I defeated Omega and found Ivalice already!".

    Also Hildbrand would be very proud of Alphinauld, them claim he was about to reach the same conclusions.

    Reply
  8. BLU's Clues: Skalla brings us another Blue Magic spell, this time the Hydro Pull used by the Kelpie boss at 25:50 to drag Durmin off the platform. This spell is an optional part of one of a BLU's most devastating combos, as it pulls all normal mobs in a large area right onto the caster.

    "But that sounds like a bad thing for a squishy mage!", you say, and you would be absolutely right, if the mage in question didn't have the icy Ram's Breath of a chimera, which freezes every enemy nearby solid for several seconds. The followup to Ram's Breath is Ultravibration (a spell learned from, no kidding, giant Ala Mhigan dragonflies), which shatters any frozen enemies near the caster, killing them instantly.

    Drag them in, freeze them, shatter them. In about 6 seconds, a single BLU can wipe out a pack of trash mobs that takes Durmin's crew a minute or two to beat down. Now, the spells have long cooldowns, so a BLU can't just run from pack to pack casting them…but if you have several BLUs, they can take turns with the combo and effectively delete all the non-boss mobs in the dungeon without breaking stride.

    Reply

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