Mythic WoW raider learns about FFXIV raiding terms



Check out @AzuriteFFXIV ‘s original video here! https://www.youtube.com/watch?v=3kQ_dfjVioY

I took a look into the game systems and terms used for raiding in FFXIV and spotted some similarities and differences with WoW

I’m going to start my first playthrough of Final Fantasy XIV on 21st August (Monday). I hope some of you will join me on this adventure!

Will be streamed LIVE at https://www.twitch.tv/justruss

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30 thoughts on “Mythic WoW raider learns about FFXIV raiding terms”

  1. "THAT WAS ALOT, THAT WAS REALLY ALOT!" Ahaha, so much to take in, but loving this journey for you, Might be overwhelming, im still learning myself after two years! Im looking forward to the streams and how it all goes!

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  2. To keep things balanced, stuff like basic interrupts and key mitigation/support skills are put under "role skills" so all jobs of specific types have access it. i.e. All tanks have access to the same basic interrupts/mitigation, all melee have the same interrupts and self-healing, etc while also having some minor stuff unique to themselves. Formerly these were "cross class skills" and were obtained by putting levels into an extra class/job to borrow a unique skill from them — they realized this was kind of a bad design choice for the long run so instead we have role skills.

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  3. yeah it is a lot to take in ^^ but don`t worry too much, you do not get everything chucked on your head at once, you get one thing after the other, so you will learn while playing how it all works

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  4. No damage meters kills the game for me for group content. No way of knowing really how well I am doing, and bettering myself is most of the fun in these kind of games. I tried FF14 and just deffo wasn't for me.

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  5. What isn't mentionned, or i missed it. The floor of the boss arena usualy gives very highly valuable clues about boss mechanics. Like circles, etc.

    i don't know if there's a video talking about this.

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  6. On the raid level somewhere around Heavensward expansion. They started to move away from Raid bosses (24 and 8man group content) needing to be interrupted, we are talking tail end of Heavensward. Come Stormblood, all bosses from any form of content no longer needed to be interrupted. Shadowbringers saw a massive change to threat and how it operated.

    A lot of it was done to prune buttons off. Getting rid of skills that were highly niche.

    Threat changes saw the removal of stance dancing (offensive tank stance/defensive tank stance) and classes needing to meter threat generation.
    A lot of classes entering shadowbringers got overhauled with the decluttering. The short take of this from the community is that it homoginized tanks and healers far too much. Although with 7.0 coming out next year, classes could change again to add back that uniqueness.

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  7. maybe i should re install ff14 however the last time i tried my ssd died so i am eternally scared of installing it xD i know it was probably a coincidence but man i aint sure

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  8. A lot of this is stuff that won’t be relevant until you get into harder content, but one thing to keep in mind from the get go is the oGCD weaving he covered – you want to start building a habit of using your oGCDs only when your GCD (2.5s) is rolling, in general you shouldn’t be trying to fit more than 2 oGCDs into that window

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  9. Some of the arenas are really interesting, though a lot of them are circles. P10S in the current tier for example is 3 platforms, 2 of which you only have access to for part of the fight and require executing a mechanic correctly to build a bridge to get to. The fight's designed to incorporate all 3 platforms into the stacks and spreads so gaining full access to the arena requires strategy and coordination. I really love it when they get funky with the arena shapes.

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  10. I main Machinist (physical ranged) with Gunbreaker (tank) and Sage (shield healer) just as geared so I can play any role at any time. But I’m also level capped on Red Mage, Dancer, White Mage, Reaper, and Samurai. (Also Black Mage on an alt!)

    Literally everything can be done with any job, so I recommend playing a bunch of jobs for a bit to find what fits you best. Everything is unlockable on one character, so experimenting is encouraged.

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  11. With the 2 minute Meta it is both a blessing and a curse. Most fights are 10 minutes. If you mess up your rotation. Miss a buff, die or just miss the window in general you are fucked for the entire fight as far as optimal damage.

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  12. Padding doesn't work since FFlogs removes add dps so the true padders are ignoring the adds to just continue single-targeting the boss. Also, there's a difference between stuns and interrupts while I'm here typing. Interruptable casts will be shown in a flashing red as opposed to the norm al orange castbar indicating it can be interrupted by a tank or RDPS. The higher the content, the less stunnable the opponents are. Also, you mentioned monk as one of your potential mains. If you want to play optimally, I suggest looking into what high-end monk gameplay looks like. It can be a bit much for newer players, but rewarding to master. Things like locking your monitor's refresh rate/ changing gear to match your refresh rate is a bit of a meme among us, but a great showcase of how min/maxed we have monk atm.

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  13. there are class/job skills and then you get role skills, and the interrupts are usually in the role skill so you have things like melee/tank who have similar skill pools for, and casters/healers can also overlap. like the melee kick will just interrupt while the casters will be saved for the occasional spell cast which interrupts prevents immediate recast. you can tell what is interruptible very clearly because the bar "vibrates" as in the effect makes the bar look like it pulses. otherwise its not interruptible. this is why they are rarely used due to the limited enemy abilities in which can be interrupted. interrupts are usually more useful on trash, especially on earlier content because it makes the run go smoother if you dont have to do the hokey pokey every time a circle aoe pops up below you, just kick to stun. there are also some early dungeon bosses who can be chain stunned but there is diminishing returns with the stun lasting less and less time until the boss eventually is immune to stun.

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  14. Recommend Jocat's videos. They're more in your face and comedic, but lots of fun.

    Most jobs do have interrupts, but enemies typically build resistance. As a white mage, my general aoe dps spell, Holy, stuns. But after 4-6 casts, the enemies begin to resist it and cannot be interrupted again.

    We typically hold big CDs. But in dungeon pulls, its not uncommon to see dps with aoe limit breaks use it on the last pull to just get it over with.

    You eventually get a feeling for slide casting. Until you upgrade your gear and mess up your spell speed and have to readjust. Fun!

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  15. actually most hard raids in ff require you to use 2 def cds at once, in any case aside ultimates its enough to pull out one longer cd and your short cd as tank, this is enough to survive it. some tankbusters are pretty annoying to take, so if you can invul a double tankbuster saves your cooldowns and stress on healers, you are the only one taking dmg there and can drop maximal to 1 hp, if you have a whm in your party, its 1 button to top you back up into the game. if you play warrior and are crit lucky, you can selfheal yourself up to 80-90% of your max hps, making healer healing you fully obsolete. using all cds at once dont have just the bad side of having nothing for the next buster, but also every cd after your first one decreases in efficiency. as example. if your def skill says 30% dmg reduction and u use also another cooldown of 20% dmg reduction, its not 50% dmg reduction but 44%, if u use another cooldown of 20% on top of that, its not 70%, but 56% less dmg and so on.

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  16. I'm sitting here slowly losing my mind over the claim there's been one triangle-shaped arena. If they meant P7, that don't count. If they meant something else, I'm dying to know 💀

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  17. At like 12:00 you mention that everything being 1 and 2 minute is nice because cooldown stacking is powerful and having everyone line up is good.

    It definitely is, but it's also a "be careful what you wish for" moment. Because cooldown stacking is so powerful, in FFXIV your raid's DPS is heavily influenced by whether people manage to keep their 2 minutes cooldowns lined up with each other. If you drift or someone dies during a burst window, it's really punishing.

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  18. Ok I'm not sure they corrected this for you but Phys ranged and Tanks have interrupt and Tanks and melee have stun. A stun won't cancel a interruptible ability just like an interrupt won't cancel a stunnable ability. A stunnable ability will have a normal cast bar but an interruptible will flash red.

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  19. on the subject of Interrupts and Stuns, because FFXIV has both and they are different things for different purposes. Tanks and Melee DPS have the "Kick" move that can stun a target for a few seconds. This has the effect of "interrupting" some spells and abilities, but not others. However, repeated stuns cause the target to gain increasing resistance to the effect. Paladin actually gets two stuns, as one is the "Kick" and the other is a Shield Bash. White Mage has a stun baked into their Holy aoe move, so they are the masters of stun spam.

    Tanks and Ranged DPS have a true "interrupt" move. This works on any move whose cast bar is flashing. Generally speaking, if you have the chance to interrupt a move, you probably want to interrupt that move.

    Cooldown on the abilities is actually standard. If the mob uses an ability that can/needs to be kicked or interrupted, it tends to use the ability at roughly the same time that the ability comes off cooldown, so if the Tank is the only one with the interrupt options, they don't have to worry about not having it when it's needed as long as they're paying attention.

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