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Heavensward panel PAX 2015


To those viewing this post, I'm updating the pictures, my grammar and other additional information as I go by, so please bear with me and with the ever holy wise words from master Yoshida, please look forward to it!  

Edited and finalized @ 3.44am +8GMT

Heavensward New Trailer

 



Alexander & Au Ra



The Heavensward panel started off with the new dungeon Alexander, a dungeon aka new form torture chamber that sounds like it will haunt me for many days to come that involves players having to go into the body of the primal and fight off part by part down. Interesting.

The panel then went to onto what may seem like the highlight for some players, they introduced the new race Au Ra and their movements such as the smiling gesture, the uncontrollable jubilation, walking etc. Master Yoshida claims it's a very customizable race, especially in regards to the female ver. that is able to appear adorable, seductive like a succubus or beast like according to what the players desire. The team is also planning to release a sort of benchmark software that involves FFXIV graphics, and they are at it's final stages. Apparently with this software you can try out the character customization. Does this mean that we are able to tweak more of our character's body and facial structures? Hmm..

New Tank, DPS & Healer
For the Dark Knight the team are really sticking to it's roots: Utilizing MP instead of TP and gaining power from the darkness. To me the skills are rather nice and flashy as you can see below, rather befitting for a Dark Knight!





As for Astrologian, Yoshida described the class's weapons which are star globes and diving cards. Apparently the Astrologian is able to switch between 2 sort of stances and the cards are rather unique. I noticed during the video presentation shown the Astrologian's Cure sort of has... flowers???? around the aura as compared to WHM and SCH's dreary green colour aura.




The Machinist too has flashy skills and is able to use sentries and other gadgets. Apparently there are two variations of the class, one that is less reliant on the sentries and the turret type machinist that is able to debuff enemies or support allies with buffs. This turret-type Machinist plays more of a support role as compared to his other counterpart.




Next on the panel there was a question asked by the host on how the team selects the jobs among Final Fantasy's numerous classes. Do note that the below is a summarized version of what Yoshida mentioned!

Q) How do you choose the jobs?

A) There are 5 steps. We consider how each classes will perform in game play and in a party formation. For example how do we incorporate new and exciting game-play?  Before we determine a job what should the role encompass? etc.



Step 1) Deciding the roles: We decide what kind of role this job is going to take on etc. as mentioned earlier. And creating a job requires a  lot of development effort. Not only is the battle team handling this development process, there are other permanent members involved in this process as well. So for the dev team to add one single job it takes a good year for this to happen. Battle team's take on the expansion : WE DON'T WANT TO DO THIS AGAIN


Step 2) We think of what is currently available in FFXIV, and we think about how to differentiate and how to do this job. So we finally ended up going with the Dark Knight. As you can see the dark knight as compared to his current counterparts utilizes MP. You have to learn how to manage your MP and your dark powers just as well. MP is important and you do not want your dark powers to run out on you.



Step 3) This is where we start taking in the feedback of the players and the design of the new job . Especially for the tank role we felt conflicted due to the overwhelming response of the Samurai, that was meant as a new tank job. However we went with Dark Knight instead. It does not mean that it the Samurai may not come in the future thus your patience is appreciated and we hope you try out the new Dark Knight. Your feedback is very important to us so please keep them coming.




Step 4) *This section goes through the process of the concepts being passed onto different departments.The battle section has the rough concepts drawn out first. Here Yoshida explains and speaks of his different teammates that goes over the concept first, and represents the team member as a cute character here.* In addition all teams involved actually go in like real players and test out the mechanics and have a discussion over it.


Step 5) The last step focuses heavily on the implementation of new weapons. Once all those have been determined so we decide what kind of weapon the character is going to wield. The Dark Knight faced no major issues but the team struggled with the Astrologian because they were unsure of what weapon to go with. (Pictures above show very rough concepts and preliminary ideas)

In terms of the weapon it has to look good and visible. They came up of a lot of different ideas for the Astrologian, such as how should the player flaunt the cards and retrieve the card back in the player's "relaxed" form? The same went for the guns and bag designs for the machinist.

The next question...

Q) I maxed everything, so what do you have for me as a maxed out player?

A) Maxing the level cap from 50 to 60. Of course in the new expansion there will be exciting and action packed content added, unfortunately we are unable to say too much but for the Disciples of the Hand, they are implementing a new system called the specialist tier. As for Disciples of the Hand, they are creating a new system whereby you can gather your materials.

Next, Yoshida here finally unveils the key visual and three types of the new expansion you can purchase from : 



Left: Collector's edition, Yoshida recommends everyone getting the collector's edition ( for obvious reasons )

Centre: The standard edition for players who are not so keen on getting a physical edition.

Right: The All In One, where new players can get both A Realm Reborn and Heavensward packaged together



The preorder date for these items begins on March 16 2015. Prepare your wallets!




Yoshida also announced that FFXIV is coming to Mac. As a die hard Windows enthusiast, I cannot express the amount of excitement emitting off from me. ( -.- ) Props to Canadian gaming company Transgaming for making the Mac friendly ver. avaliable.
 
Yoshida then moves onto talking about the new presumably visual enhancing software by releasing a set of maps and dungeons(?) in Heavensward. And they look stunning. Really stunning.






Gear for respective classes
I didn't take screenshots for all classes, was getting quite tired. >w<

Scholar
  
                                                                           Summoner

                                                                              Bard
                                                                              Paladin
                                                                             Weaver
                                                                           Fisher

..............................................And this monster hunter lookalike first cut scene was shown. Not really sure what to make of this but the mounts look really nice here.
 



And finally what everyone has been waiting for............

Release date:



Personal opinion: Was a bit disappointed with the release date as there's only raid and gear upgrades that's keeping me in FFXIV. I'm going quite dry at the moment and I can only hope that chocobo racing will still somehow manage to retain me here, as I find it kind of hard to earn gil especially since I'm too lazy to craft and whatnot. Nevertheless I still feel excited for the expansion, and god praise the FFXIV team. Well done.



Dat face just about sums up my uncontrollable jubilation for the expansion. And finally an expansion date! Yay!

t10 - t11 healing guide for SCHs and WHM

t10 - t11 guide for WHM and SCHs

t10 - 11 is a whole new ball game for not just the healers, but everyone else just as well. Your raid awareness, rotations, gear, all play a role in this. It is highly advised that SCHs just as well, keep an eye on the debuff bars of the party members. Try not to rely on your raid leader/party member calling out all the time, and make it a habit to look on all party member's debuffs. This will help you out in the long run for future turns.

t10  aka Turn 1

I realized during both wild charge and tether, there IS time to heal affiliated parties affected beforehand.The trick to this is anticipating (honestly this applies for all turns) the skill-sets of the boss. SCH's, it's best to aquilodium or better yet succor before teach tether or wild charge so the barrier helps to soak the damage. To me, it doesn't make much sense when you succor thereafter unless you're afraid of the circles on the floor killing off your party members. Note that after every tether, there is a 5 sec interval before Imughud does a wild charge. Time your heals wisely, and most importantly ensure that all members of the team are at their full health. Same applies to WHMs.

Based on experience I realized that most SCHs can't seem to aquilodium in time for prey. What is prey you may ask? It's that red colour icon ontop of the character head. Looks somewhat like this :


credits to FFXIVguild for the image

Aquilodium is fast enough to heal double prey. I have encountered SCHs who cheekily tell me that they can't seem to do it.

That. Is. Improbable.


Only unless if you are encountering lag or graphic card issues, there is no damned way you cannot miss double prey. You are just not paying enough attention and you aren't fast enough, I'm sorry to say this. Please do not ask the WHM to Stoneskin preferably. SS takes up way too much time which I'd much rather spent it on healing the tanks. But if you really require your other healer to do so, it is highly advisable that the WHM utilizes presence of mind during double prey phases to ensure quick coverage of the prey.

There are 3 ways to combat prey. Note that before the raid starts, have a quick discussion with your WHM or SCH and let each other know who will cover either from the top or bottom of the raid list. This is to prevent future misunderstandings that might occur. Moving on, here are the 3 methods :

1. Whm stoneskins, SCH aquilodiums.
2. SCH aquilodiums double prey
3.  I don't like this WHM stoneskins, swiftcast and stoneskins again / SCH aquilodiums, swiftcast aquilodium

There is an unproven theory ( sorry haven't done much research ) that succor and EOS's fey illumination = aquilodium for all members. Feel free to risk it though. I think it's quite interesting.WHMs if you ever feel that you are in a pinch, always have a swiftcast on ready should you feel that you can't heal on time. Divine seal + medica II should do the trick of healing all members to max health. Also...

Cure iii or Medica ii?

This debate can go on and on, but only use Cure iii if you are confident you can time it well. The moment Imughud is halfway casting wild charge, use cure iii. If you are unable to, Medica ii will do it.

t11 aka turn 2 

Highly advised that whm utilizes either divine seal or presence of mind for the double tank strategy. The damage caused is insane, around 5k or more as told by my WAR/PLD. Be prepared to group heal during seed or fire damage. Advisable that SCHs pitch in and help by using succor as well.

During the adds phase, it's best that SCH also utilizes succor so there's less stress on the WHM. Should your tank be too far away, tell him/her to tank slightly closer to the inner ring of the boss so that your heals may reach him/her. Once you reach the "egg", remember to succor as the WHM should be stoneskinning everyone during this phase. Everyone still takes damage during this and the transition to the tether phase is quite fast, thus succor is needed.


Hope these tips help!


Chrysalis

I hope this answers many a question. For the white colour arena during the trial, melee has to use LB3 on the tear ( The small one ) . Afterwards, you will be sucked back in the vortex and everything resumes back to normal again.


Good luck!

KOTL Guide

First but foremost, please have at least i115 and do your rotations well. The mobs were quite thick, and I had a bard who wasn't doing much DPS nor applying his/her DOTs. Therefore what could have been a quick completion led to us wiping twice during the final boss.Will be focusing on the main points of the fight where many should concentrate on.



For the first boss : The bird looking boss has two friends of it's own that can drop auxiliary tanks that deals around 1k+ damage. Your job is to push them away. There is a bigger tank that deals even more damage, and couldn't be pushed away ( i tried to fluid aura ) , so just stay far away from it.
The boss does a skill that vacuums all the tanks to the party, so just try to push them all away once again. Rinse and repeat.

Second boss : Its an airship that throws bombs and leaves fire in it's wake. One of the party members will get a circle icon, to let the others know that he/she should be avoided. The trail of fire is quite massive, so do your best to get as far away from the boss.


Last but not least, the final boss has 2 dragons that you have no other choice but to kill them as the boss will be invulnerable. One EXTREMELY important thing to take note of is to kill the bird that spawns halfway and active the device which creates a shield. Party members MUST stack around the shield area. Should you not be able to kill the bird in time, the boss releases a huge AOE that deals around 10k+ damage to each party member, thus wiping the party.Other than that, do your best to avoid the surrounding AOE circles and whatnot around you. Good luck!





From a WHM perspective :
Healable, just be reaaaally careful of the final boss phase. Presence of mind is highly recommended during this phase. Be very careful as there might be deaths caused by members who are unable to avoid the AOE's in time.