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The next patch for Final Fantasy: A Realm Reborn is set to give dungeon delvers more to explore. One brand new dungeon, "Snowcloak", will be added, as well as a pair of hard mode dungeons (Sastasha and the Sunken Temple of Qarn) will make their debut with the next patch.
Snowcloak
The landscape of Eorzea has undergone a great many changes in the wake of the Calamity, giving way to anomalies heretofore unseen. The great ice wall, Snowcloak, is one such construct molded in the aftermath of Bahamut’s rampage. Once thought to be impassable, recent reports tell of a network of tunnels piercing through the heart of this crystalline impasse. Duty demands these passageways be investigated, but woe unto he who finds their creator.
Read more about each one's requirements on the Final Fantasy: A Realm Reborn site.
Comments
Gnarly dude.
Played-Everything
Playing-LoL
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Assuming this is a serious question, yes. There are three disciples of land (gathering classes) and 8 disciples of hand (crafting classes). Fishing is a disciple of the land. Housing is in the game, but is somewhat limited. You can buy rooms in other free companies houses if you don't own one yourself or you don't have an FC with a house.
Played-Everything
Playing-LoL
Where is the Ninja Job? They didnt Mention....? or there is No New Class "Ninja Job" on Patch 2.4.
yeah im pretty sure 2.4 will come with Ninja and thief classes. I believe this segment is strictly showing off new dungeons coming. Will know more when producers letter comes out in a week or 2
I really have a tonne of fun with dungeons in this game. I learn them and try to perform my best. I enjoy healing and this game has such interesting dungeons and mechanics it is simply so well designed. This is how you do a game with end game content that consists of raiding and dungeon crawling.
I do not mind the holy trinity at all not that I do not appreciate games that do not have a holy trinity like City of X was where there were missions that you could do without relying on the holy trinity but when you decide to do the trinity do it well like FFXIV ARR does. I think that enjoying a game based on some of the very best dungeon designs is not boring. People talk about games not evolving but there is definitely some merit in doing a tried and true design well.
Looking forward to learning these new ones. I am not very good and I take time to learn but once I do well I absolutely love the feeling of performing in my role well. That sense of satisfaction comes from a game that enables you to perform well with others and reliance on other people is a key factor in that discovery.
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거북이는 목을 내밀 때 안 움직입니다
거북이는 목을 내밀 때 안 움직입니다
That depends on if you want to be a Tank/Healer/DPS
On the DPS side, the difficulty (in my opinion) goes something like... *easiest to more complex*
Bard > Summoner > Dragoon > Monk
Healers is pretty straight-forward
White Mage > Scholar
And for tanks
Paladin > Warrior
I play all the classes, if you'd some some in-depth explanation just say so
Just to add, there are also non-combat and non-crafting activities like a sight-seeing log, a barber shop, and a "glamor" system for changing item appearances. You can spend many hours and lots of in-game money just playing dress-up!
As for class recommendations, the classes are very archetypal, so go with what you know you like from other RPGs. One character can level every class given enough time, so experiment, try things out, and never feel like you get stuck or locked into anything in particular.
If you like tanking, Paladin is a sword/shield mitigation type while Warrior is a high HP damage sponge. Tanks are always needed, so if you want to be able to find groups very quickly, I'd suggest one of those two. Healers are next-most-needed. White Mage is your reactive AoE healer with big healbombs, while Scholar is more prevention/support oriented with some shields and a pet that casts buffs and spot heals. Monk is about fast melee combos, Dragoon is a slower heavy hitter, Summoner uses DoTs and a pet, Black Mage has big AoE spell damage, and Bard does a little of everything. If you prefer to mostly solo, Summoner and Scholar are very effective for that.
That depends on if you want to be a Tank/Healer/DPS
On the DPS side, the difficulty (in my opinion) goes something like... *easiest to more complex*
Bard > Summoner > Dragoon > Monk
Healers is pretty straight-forward
White Mage > Scholar
And for tanks
Paladin > Warrior
I play all the classes, if you'd some some in-depth explanation just say so
Doesn't matter what you start as, because you can play as all the classes.
Pick anything that looks interesting. If you don't like it, you can pick again very quickly into the game.
It is the most amazing weather cycle system I've ever seen. Music changes with Day/Night cycles, your hair blows in the wind, your breath fogs in the cold, the only thing it doesn't do is rust your armor in the raid. It's very impressive.
To be clear: while practically you will be probably be playing one of these nine jobs (or the forthcoming tenth, Ninja) for pretty much all combat activities much above level 30, you don't start out as any of them, but in one of 8 (a ninth being added in 2.4) "classes." After you level this class to 30 and have done the class-specific story quest chain (there may be other requirements, not sure), you can take a quest at your combat class guild which unlocks the corresponding job.
As much as I hate to roll with the crowd. If THF/NIN drops with 2.4 I'll be playing one. Still hoping to see the next job announced be some sort of tank. Preferably something new never seen before. Or even something newish like Rune Fencer, though as ARR is I have no idea how they would be implemented. A lot of people calling for Samurai, but I hope they don't take the easy route and do Samurai next. I really want to see some of the stranger FFXI jobs added (Corsair, Blue Mage, Puppeteer, Geomancer, Dancer) Though just like Rune Fencer I'm not sure how or if they could even work with ARR setup.
I remember them having rumors floating around about something like Musketeer being a possible new job. I would love to see stuff like that within ARR. Not saying I don't want to see classics too, but FF ARR for most part is a clean slate with a lot of "breathing room". So it would be an excellent time to try out things that seem "crazy". Like instead of making the Musketeer just a straight shooter, make them more pirate like. Give them dual wield. A sword in one hand and a pistol in the other.
In War - Victory.
In Peace - Vigilance.
In Death - Sacrifice.
Yes theres fishing,gardening,housing,crafting in game and Day-Night Cycle too. Game has best and interesting fishing and crafting system i never see in any mmo before. Enjoy..
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FFXI is so much better game on so many levels than this. After expansion pack the game might be worth checking out but FFXI delivers on content updates and with its' content on a whole another level.
If you can get past the out-dated consolish UI that is. In all honesty they should've just continued to build on FFXI with engine updates.
Don't waste your time on Korean Asian grinders with 0 content and the most boring gameplay ever. Unless you want to gank people all day (no lifer style).
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