1. Rate This Guide
      5/5,
      1 votes
      --------------------------------------------------------

      FFXIV: A Realm Reborn has finally arrived... The game itself really seems like a solid hit, and our FFXIV Chapter continues to grow! I know many of you were in the beta with us this past weekend, but I thought it could be helpful to start a "Beginner's Guide" for FFXIV for all of our new and old players alike. If you have any suggestions or additional information, please feel free to send me a PM and we can add it to the guide as needed. [​IMG]



      [​IMG]

      Table of Contents

      • Part 1: Choosing Your Race
      • Part 2: Character Stats
      • Part 3: Choosing Your Class
      • Part 4: Specialized Classes - Jobs
      • Part 5: The Armoury Chest
      • Part 6: Skills and Cross-Class Skills
      • Part 7: Aetheryte Travel System
      • Part 8: Mounts
      • Part 9: Grand Companies
      • Part 10: Linkshells and Free Companies
      • Part 11: The Hunting Log
      • Part 12: The F.A.T.E. System, Guildleves, and Guildhests
      • Part 13: Dungeons, Primals, and Limit Breaks
      • Part 14: The Chat System
      • Part 15: FFXIV Terminology




      Part 1: Choosing Your Race

      [​IMG]


      Choosing your race has nothing to do with your starting city-state (which is actually chosen by your first class) as one might think. While there is a statistical difference between each of the races, it has been noted by Square Enix devs that the stat differences will make very little difference to your character at max level. Because of this, it may only be worthwhile choose your race based on stats for those "min / maxers" who want to eek every little stat bonus they possibly can out of their characters. For example, you may choose the Elezen Duskwight for that high 23 Intelligence starting stat, which is 4 points above the Roegadyn Hellsguard that you were thinking of otherwise. However, as you go beyond level 10 you start getting bonus stat points that you can apply to whatever stat you choose. Additionally, your character will automatically gain stat points depending on which class you are playing. By the time you hit level 20 on a Thaumaturge, your Intelligence stat will likely be somewhere around 75. The difference in DPS between a 75 and 71 is minimal at best, and that's only at level 20. By level 50 the difference is going to be nearly invisible. Take into consideration where you end up using your bonus points as you level, and that makes the difference even less.

      If you really want to know the specific stat difference between races, they can be found at: FFXIVguild.com Racial Stats List

      Overall you want to pick your character's race based on how it looks - as you are going to largely be looking at the same character for most of your time in FFXIV. I will explain this more in detail lately, but due to how the class system is set up there is very little reason to create alts in FFXIV. Personally I would recommend that you create one of each race that you "might" be interested in, and run around with that character for a few levels. Character creation shows a decent amount of what you can expect your character to look like, but once you start playing you will notice different things about how the character moves and how they look wearing different armor types. I know this sounds small, but you really don't want to end up with a character you can't stand looking at later. [​IMG]




      Part 2: Character Stats

      Character stats, as mentioned previously, are largely tied to the class that you are currently playing. You can customize your character to some extent by using the bonus points after level 10. However, a majority of your points will be based on your class. For example: if you have a level 10 Gladiator you will notice that your Strength stat is inherently higher. Conversely, if you had a level 10 Thaumaturge you will notice that your Intelligence stat is higher. Descriptions for what each stat "does" are listed below:

      • Strength (STR): Increases melee attack power and the percentage of damage mitigated by block and parry.
      • Dexterity (DEX): Increases ranged attack power and the chance of blocking or parrying an attack.
      • Vitality (VIT): Increases maximum HP.
      • Intelligence (INT): Increases attack magic potency.
      • Mind (MND): Increases healing magic potency.
      • Piety (PIE): Increases maximum MP.
      • Fire: Reduces the amount of damage received from fire-aspected attacks.
      • Ice: Reduces the amount of damage received from ice-aspected attacks.
      • Wind: Reduces the amount of damage received from wind-aspected attacks.
      • Earth: Reduces the amount of damage received from earth-aspected attacks.
      • Lightning: Reduces the amount of damage received from lightning-aspected attacks.
      • Water: Reduces the amount of damage received from water-aspected attacks.
      • Accuracy: Increases the accuracy of physical and magical attacks.
      • Critical Hit Rate: Increases the probability that an attack will deal critical damage.
      • Determination: Increases the amount of damage dealt by all attacks and the amount of HP recovered by spells.
      • Attack Power: Increases the amount of damage dealt by physical attacks.
      • Skill Speed: Reduces the recast time of weaponskills.
      • Attack Magic Potency: Increases the amount of damage dealt by spells.
      • Healing Magic Potency: Increases the amount of HP recovered by spells.
      • Spell Speed: Reduces the cast and recast times of spells.
      • Defense: Reduces the amount of damage received from physical attacks.
      • Parry: Increases the probability that an attack will be blocked or parried.
      • Magic Defense: Reduces the amount of damage received from magical attacks.
      • Slashing: Reduces the amount of damage received from slashing attacks.
      • Piercing: Reduces the amount of damage received from piercing attacks.
      • Blunt: Reduces the amount of damage received from blunt attacks.
      • Morale: Reduces the amount of damage received from other players' attacks. (PvP stat)




      Part 3: Choosing Your Class

      [​IMG]

      Classes are easily the most distinctive and interesting part about FFXIV: A Realm Reborn. While some other games allow you to have multiple specs and combine parts of classes, FFXIV goes about ten steps further and allows you to play every single class in the game - all on one character. To further blow your mind on this, it is literally as simple as changing the weapon in your character's main hand. No need to create an alt character or even run back to a main city-state to find a class trainer or something. Just simply change your weapon (while not in combat), and away you go. I should mention however that you need to first unlock that class by talking to the respective Guildmaster in one of the main three cities in the game. This is done by following your main quest line in the game, and you should be able to change classes somewhere between level 10 and 15. Once the class guilds are all unlocked, you never have to redo the requirement quest line again. In other words, you can finish the quest line around level 10-15 and then promptly run to the various class guilds and unlock every other class in the game.

      The first class you choose will also determine for you what starter city-state you will begin the game in. Each of the class guilds can only be found in one particular city-state. The breakdown is as follows:

      • Ul'dah: Gladiator, Pugilist, Thaumaturge
      • Gridania: Archer, Conjurer, Lancer
      • Limsa Lominsa: Arcanist, Marauder
      It is important to note that while most MMORPG's nowadays have a crafting system set up as skills within your character, FFXIV treats combat and crafting as entirely separate classes. Thus if you want to start out your mining craft, you won't be running around as a "Marauder" anymore - you will fully change into a level 1 "Miner". You will level your Miner by physically mining while using your mining tool and mining gear. In addition, your class level will be determined by harvesting / crafting items as opposed to defeating enemies. As with the combat classes, the gathering / crafting guilds can only be found in specific cities:

      • Ul’dah: Alchemists Guild, Goldsmiths Guild, Weavers Guild, Miners Guild
      • Gridania: Carpentry Guild, Leatherworking Guild, Botanists Guild
      • Limsa Lominsa: Armorsmith Guild, Blacksmiths Guild, Culinarians (Cooking) Guild, Fishing Guild
      For organizational purposes Classes / Jobs in FFXIV are broken down into four groups as follows:



      Disciples of the Hand

      • Carpenter: Crafters who work with wood to fashion a range of weapons and armor.
      • Blacksmith: Crafters who work with metal to forge a variety of weapons and tools.
      • Armorer: Crafters who beat metal into tools and protective gear.
      • Goldsmith: Crafters who work with precious metals and gemstones to fashion accessories and other adornments.
      • Leatherworker: Crafters who work with animal hide to create armor and other leather goods.
      • Weaver: Crafters who weave cloth and textiles into garments.
      • Alchemist: Crafters who work with myriad materials to fabricate crystals, medicine, and other useful adventuring supplies.
      • Culinarian: Masters of cuisine who can conjure up magnificent banquets out of the humblest ingredients.
      Disciples of the Land
      • Miner: Gatherers who mine the earth for minerals.
      • Botanist: Gatherers who harvest plants and timber from forest and vale.
      • Fisher: Gatherers who fish the rivers and streams.
      Source: http://lodestone.fin.../armoury01.html

      I'm not going to go too in-depth regarding crafting and gathering within this guide. Instead of "re-inventing the wheel", here are a few guides that I found helpful:
      FFXIVguild.com: Crafting Guide and FAQ
      FFXIVguild.com: Maps of Cities & Guilds
      EorzeaReborn.com: Crafting and Gathering Dependency
      GamerEscape.com: Crafting Basics by Qinsakura




      Disciples of War

      • Archer - The Archer starts in Gridania. As a Disciple of War, Archers make use of medium armor such as leather, chain and cloth. As the name suggests, this class excels in the use of a bow and enjoys a number of ranged attacks which can be used even while in motion. This class places great importance on the Dexterity attribute. The archer is a powerful damage dealing class and is capable of inflicting bursts of damage to a single target. This class eventually opens up the ability to progress to the Bard job.

      • Gladiator - The Gladiator starts out in Ul’Dah. As a Disciple of War they make use of the heaviest plate armors, swords and shields. The Gladiator is a tank class, designed to survive high amounts of damage and to keep enemies away from his or her companions. The gladiator places great emphasis on the Strength and Vitality attributes. Tanks are frequently in high demand and Gladiators thus find groups quite rapidly through Duty Finder. This class eventually opens up the ability to progress to the Paladin job.

      • Lancer – The Lancer starts in Gridania. As a Disciple of War, they make use of medium armor such as chain and scale and uses a Lance or Spear. This class is a primary Damage Dealer and is capable of inflicting massive single target damage. The Lancer places great emphasis on the Strength attribute. This class eventually opens up the ability to progress to the Dragoon job.

      • Marauder - The Marauder starts in Limsa Lominsa. As a Disciple of War, they make use of the heaviest of armors and great axes. Like the Gladiator, the Marauder is a primary tank class, able to survive intense damage and to protect friends from harm. The Marauder succeeds due to his or her massive health pool and formidable area of effect damage dealing and self healing capabilities. Tanks are always in high demand for parties and typically find groups more rapidly in Duty Finder. This class eventually opens up the ability to progress to the Warrior job.

      • Pugilist – The Pugilist starts in Ul’Dah. While they are a Disciple of War, the Pugilist uses light armor such as cloth and leather. The Pugilist is a Damage Dealer and makes use of Strength as a primary attribute. This class uses a mix of stances to generate impressive offensive contributions to the team. The class eventually opens up the ability to progress to the Monk job.
      Disciples of Magic
      • Conjurer - The Conjurer starts in Gridania. As a Disciple of Magic they make use of cloth armor, staffs and wands. The class is very focused on Mind, but also makes use of Intelligence attributes. The conjurer is the primary healing class in the game, their magic abilities provide the strongest healing and recovery magic in the early game. Conjurers are in high demand for party play and generally find groups in Duty Finder more rapidly than any other class. This class eventually opens up the ability to progress to the White Mage job.

      • Arcanist – The Arcanist starts in Limsa Lominsa. As a Disciple of Magic, Arcanists use cloth armor and generally focuses on the intelligence, mind, and piety attributes. The Arcanist is Damage and Healing focused. They also makes use of a summoned companion, the primal Carbuncle. The Arcanist class eventually opens the option of progressing to either the Scholar or Summoner job – as of this time it is the only class that is able to progress to two different jobs.

      • Thaumaturge - The Thaumaturge starts in Ul’Dah. As a Disciple of Magic, the Thaumaturge makes use of light cloth armor, cudgels, staffs, or scepters. The Thaumaturge is a Damage Dealer, capable of inflicting potent area of effect damage. Additionally, the Thaumaturge is able to stop enemies in their tracks using the Sleep spell. This class eventually opens up the ability to progress to the Black Mage job.
      Source: http://eorzeareborn....es-in-ffxivarr/
      --------------------------------------------------------------------------------

      The above is only parts 1, 2, and 3 of my guide. Want to read the rest? The rest of my guide can be found at the link below. The rest of the guide includes the following information:

      • Part 4: Specialized Classes - Jobs
      • Part 5: The Armoury Chest
      • Part 6: Skills and Cross-Class Skills
      • Part 7: Aetheryte Travel System
      • Part 8: Mounts
      • Part 9: Grand Companies
      • Part 10: Linkshells and Free Companies
      • Part 11: The Hunting Log
      • Part 12: The F.A.T.E. System, Guildleves, and Guildhests
      • Part 13: Dungeons, Primals, and Limit Breaks
      • Part 14: The Chat System
      • Part 15: FFXIV Terminology
      http://www.covenantofthephoenix.com/forums/tutorials/article/141-ffxiv-beginners-guide/
      Fybrile likes this.
  • Loading...
© XenZine Articles from Pick a Tutor