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Not sure what type of magical WHM you are playing with but whilst Final Fantasy XIV Gil WHM has some decent 'burst' its sustained DPS is very very poor in comparison to SCH. SCH DPS is far, far, far superior to FFXIV WHM DPS as WHM DPS is very cluncky and always has a chance to miss. SCH mana regeneration is far superior to WHM as well with energy drain and aertherflow.

I'd argue that SCH should only being Indomitability as a last resort (desperation type heal)?

Adlo is much more mana intensive but I guess it just means you'll have to rely on other things like physick+embrace combo

The only thing that has changed is your Pie and crit rating.
Adlo is just the same skill as on level 50 in terms of mana-efficiency/potency, and you did not start level 50 with 30% crit and 5k mana.
imo it's very comparable. The favor shifted to FFXIV SCH over the curse of ARR and that's simply because of gear.

Sorry this sounds like FFXIV SCH 101, but Adlo should not be your go-to healing spell anyway, and it sounds like you are kind of overusing AND "relying" on crits, correct me if I'm wrong.

Adloquim crits have been RNG based, and when they did you could make the best out of the big shield, add damage, heal someone else, what ever,
but saying "Scholar has always been a RNG class" =

The current nerf to the fairy (on which they said is for the far future when gear inflates *facepalm*) is annoying and should just be undone and redone when Buy FFXIV Gil the gear has actually inflated....
well, if the fight is intensive, i would use LA at around ~70% mp first time, maybe 60% being lowest, it coupled with AoE buff or anything else, then use CU to extend refresh with 5 more Cheap FFXIV Gil seconds and extend buff on people for 5 more seconds.. after that for 2 minutes of it's cooldown not much you can do than if you really need mp, to hope for ewer.

balance/arrow for spread, very rarely ewer. for ex roulette dungeons sometimes bole, whatever best comes up while dealing with trash and waiting for boss.

not much to say about DPS. Combust 2 + combust 1, and then just spam Malefic 2.
At lvl 50 you can use aero1(200p) since it's potency is higher than FFXIV Malefic1(150). At 60 i still have aero but use it mostly only when there is some movement.

other than that, for quick burst dps, it's just spamming malefic2 and that's it(if need to kill adds quickly that dont have that much hp to take advantage of DoT's).

I tend to pop LA early when I am at 70%. You can pop it at 80 when you know you'll be doing a lot of casting to prevent any MP loss. Something to watch out for: If your LA is ready and your card draw is about 10 seconds away, wait before popping it. You might draw an Ewer for yourself (that would benifit from Celestial Opposition) or a Spear that would cut the cooldown. If you are really MP starved it is best to be selifsh with your cards. DPS cares only for Arrow/Balance anyways. Also, while Lightspeed is a neat "oh shit" button at times, I started using it as mana maintenance button. If you know there is a cast heavy section ahead use it and enjoy your value heals. Again, watch you draw, a Spear'd Lightspeed is even more value in the long run!

Damage wise Combust 2,Combust 1,Aeor,MaleficII untill Combust 1 and A run out,C1,Aero,MaleficII,Combust2. If you manage to keep that up your DPS should be fine. Going simply by potency AST dots tick for 110 while BioI/II,Miasma and Shadowflare tick for 120. Meanwhile Broil goes for 170 and MaleficII for 200 while Broil has the exact same mana cost as MaleficII. Granted there are more than enough tradeoffs, not to mention FFXIV AST don't have Bane/Energy Drain or a pet, but in the singel target DPS department FFXIV Gil AST kinda does okay.

Regarding the Spread: Usually Balance. Arrow works as well. If you are really unlucky with your draws, settel for a Spear.
Hello everyone,

I've been struggling to put this down into words, but having had a discussion with a few other people, I feel it's high time to actually try.

Let me preface this post by explaining that I genuinely love Final Fantasy XIV, I've played from 1.0 right through till now, and plan to play onwards, I love the Free Company that I founded, and I love being within the world. But I am concerned. Yoshida mentioned in an interview yesterday that they wouldn't add any 1v1 because it could disrupt the balance of PvE with how skills work - now putting aside the fact that skills already work differently in PvP, why can't we have this? Just for the sake of having fun? We don't need a reward progression structure, just more content to play and have fun with. But there seems to be more behind the lack of content variety that I would like to talk about Final Fantasy XIV Gil.

Throughout the 2.X series, it was almost a staple formula for what we expected in a patch; Main Scenario, Side Quests, Beast Tribe, EX Primal, 3 Dungeons, 24-Raid OR 8-Raid. Although this seems something that is likely to continue through the 3.X series as well, which isn't bad, I love new content, but lets talk about each of these a bit further.

Dungeons: Thematically and visually, the Dungeons are great, throughout Heavenward it's always refreshing to push through these Dungeons and complete them. However, every single Dungeon follows the same pattern -> Trash -> Mediocre Boss -> Trash -> Mediocre Boss -> Trash -> Final Boss - an incredibly linear pattern. Why is it not possible to have some variety? Are the developers so focused in their way of working that they don't want to try anything new? Is it a if it isn't broke, don't fix it situation? Why can't 1/3 of the new dungeons be "Hard", and mean it, with challenging content and bosses that reward a surplus in Esoterics or whatever?

I was genuinely excited at the prospect of using Flying Mounts in Neverreap, and journeying to these Islands in any order you see fit to progress - alas it didn't turn out that way, and was instead a linear path. Remember 1.23 Toto-Rak with three different final bosses depending on the route you took through the Dungeon? Fantastic! Of course repeating it a thousand times wasn't, but there was interesting variety - even doing the Temple of Qarn puzzle each time in FFXIV still makes me happy. "Flame Left, Strawberry Right. Because Strawberries grown in the RIGHT conditions!".

Those that played 1.23~ will remember the difficulty of Cutter's Cry, Aurum Vale and Dzaemel Darkhold, not so difficult as to be impossible or gating, but hard enough to be challenging and to have to play your role correctly to complete them. Even in the 2.0 Alpha, we had Tam-Tara Deepcroft with side-paths and sub-bosses that weren't part of the critical path. This was removed however, as people found it "too confusing". Why can't we have this back?

We were told before that Heavensward would be more difficult and designed differently because A Realm Reborn catered to people who are new to the MMO genre, and Heavensward is for the players, those that have progressed - yet nothing has changed in the new content we've seen so far.

Story Content & Gear Something that I expect to never see the light of the day is any form of challenging story content. I LOVED progressing through Final Coil and hitting them milestones of story, it felt rewarding, and it felt right. One of the best applauded moments of the Main Scenario of Heavensward was the Halatali Instance, and the Hinterlands battle with the Goblins Instance - the first due to progressing through a solo dungeon with NPCs, it was new - and the second due to everything happening and the little difficulty presented by it, depending on the job you were on.

With Alexander, and now Savage, I feel little push to go through this content aside from gaining very small ground from vertical progressed gear that is not required for anything but min-maxing - this gear won't be crucial in the future, nor will it give an edge in future content, as it will likely be replaced in Patch 3.15 or similar. I hate to bring up FFXI, as I know the sort of response it can receive around here, but when you got a piece of end-game gear in XI, such as Byakko's Haidate, Relic, or what-not, it was a permanent piece in your arsenal for months or years to come - it was worth it - and that's without even mentioning the Horizontal Progression, and multiple end-game sets that was present in both XI and 1.23.

Group Content Am I the only one that wants challenging content for smaller groups? Yoshida mentioned before that ARR was focused on 8 man hardcore content, and it would likely change in the future where they would make either four man hardcore content, or maybe 16 man - I believe this was an interview. But with Heavensward now here, it seems likely that the norm from 2.0 will continue here too. While the 8-man content is good and challenging (absolute gear checks aside), there is a missing difficulty outside of anything 8-man that I think needs filled. I would love to do hardcore 4-man content that requires everyone to be playing at their absolute best.

Content Variety We always know what to expect with new content (3 Dungeons, New Raid, etc,etc) and that's why I'm genuinely excited for the Free Company Airship stuff mentioned previously because it's something unseen and new. To me it sounds like a sort of procedurally generated terrain that allows your FC to explore as a group to find new items, enemies and so on. This is brand new content that sounds exciting and engaging. Assuming it's more difficult than a Peisteskin Map - and while difficulty isn't the be all end all of design, it certainly helps in making something feel rewarding. Looking back once again to 1.23, we had Chocobo Caravans and Hamlet Defence which while boring when repeated, were still something new and interesting at the time.

Conclusively, I would like the patch formula to change, I would like buy ffxiv gil content to be a bit more difficult, and for everything to not be catered towards absolute completion on a daily challenge - outside of just vertical gear progression (Savage) that is quickly replaced.

Do we want to be sitting here two years from now, excited for 4.2's brand new linear 3 dungeons, 1 raid, side quests, and main scenario? I'm genuinely worried that the developers are scared of trying something new for fear of alienating their playerbase, so they will be playing it safe from now on.

tl;dr - Content variety is all very same-y and we know what to expect. Patch formula hasn't changed, and content looks to be continuing the same trend in Heavensward - I hope at some point it changes to cater the midcore crowd.

Edit: I also forgot to mention the whole PvP thing - for the sake of lore (which I understand is important) they would rather stick to that than give the players a free 72-man PvP that FRIENDS can play together and have fun with. Queue times would be reduced, you could still get EXP/Marks for your company, there is literally NO negative to creating a FREE 72 Man PvP. Restricting EVERYTHING to GC with no option to play in pre-made groups with friends is making PvP very undesirable.
Having to funnel raid/endgame drops into one job and then being locked to play only 1 job for 3-5 months because your second best job has equipment -20 item levels behind your main job is no fun and gets boring pretty fast. You can't do raids on anything but main without getting FFXIV Gil carried by other party members picking up the slack.

The solution to this would be being allowed to:
1) loot gear drops from raids separately on each job
2) accrue top tier currency (at the moemnt Esoterics) points separately on each job and buy gear for that job with separate points

For casuals currently having time/skill to play 1 job at best the change wouldn't make any difference. For people wanting 'more', they could experience different play styles and break monotony of 'having to heal through the same boss for 5 months until you puke'.

This way you could play to gear up Warrior if you're not interested in any other job, or Warrior and Dragoon if you enjoy tanking and jumping equally.


Current situation is even more terrible because current itemization is so dull.
In FFXIV you could gear up your Corsair to: melee, ranged attacks, healing - and powerful roll buffs on top of that. Red mage could: heal, tank, melee, nuke, buff, CC... Dark Mage could DD, tank, CC... Pretty much all jobs could succesfully fulfil two or three roles at minimum.

In other games you can switch between specs pretty much on the fly (Rougue in Rift can be awesome DD, healer and tank using THE SAME gear by just pressing one macro and changing Buy FFXIV Gil skill bar abilities; in Guild Wars 2 you can respec as you wish too; same with Elder Scrolls Online; the list goes on)
Maat. brought to us in Final Fantasy XIV Gil


Job specific 1v1 fight that makes you use your job correctly to defeat him. People learn their jobs, win.

Forget it! not a dps fix. A horrible player fix. cant get past maat? sorry bro. git gud

Also needs to be mandatory for all jobs. unlike ffxiv

Healer maat = npc you have to keep alive against maat for a certain amount of time
Tank. = keep maats hate while you also have to pop cooldowns at proper times to avoid certain death
DPS= beat the tar out of him. not enough dps.. not a win.

edit: you cant do final dungeons/raids until defeated. no over gearing.

They nerfed steps of faith so people didn't have to learn how to play the game. So the chances of them doing this is unlikely. Sorry bro, the carebears are taking over and nerfing our game into the ground. It's sad to see honestly. I really enjoyed 2.0 but was really disappointed in 2.55 when the devs started swinging the nerfbat like a 12 year old at a pinata convention. I was hoping 3.0 was going to kind of reset things but nope, they still swinging the hell outta that nerfbat. I have a feeling I'm just going to start transitioning to playing other games with my time. Cheap FFXIV Gil is starting to become pointless and boring with no real challenges in sight except alex savage IF you can put up with a static.