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Dungeon Recommendations
I'm a bit of a completionist and I prefer dungeon queuing to questing.
I just finished getting all my classes to 15, geared with presets saved. I also did all the crafting classes to 15 and made a run of one of each item from the 16-21 crafting bracket, so I've got a well stocked and organized armory chest and lots of cross-class options
Are there any particular dungeon and class interactions worth noting? Anything really desired in certain dungeons? Anything useless or detrimental? Any key items I will want to find in dungeons, where I'd want to be a class that can roll need if it drops?
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In general, you will want to get all your classes to around lv.34 to unlock all the cross-class abilities. There are some combinations that are particularly useful for specific roles: THM'S swiftcast for casters and healers, GLD's provoke for tanks, and ARC's quelling strikes and LNC's blood for blood for dps. They're not strictly mandatory, but they become increasingly important for dungeons and primal fights after you get your relic. By the time you are running Coil, you will probably have at least all the cross-class skills for your main classes.
You will notice some dungeons and trials place more pressures on the tanks, healers, or dps as you go. Just as a short list of the most prominent ones, Brayflox is the first real dungeon test for tanks, Qarn forces DPS to target specific enemies in sequence, and Aurum Vale eats healers alive. So, be particularly aware of the importance of those roles in those specific dungeons as poorly played classes there can make it much harder on you and the party. And you will hear horror stories from all classes the first time they fought Titan HM, or any of the extreme primals (although Tanks tend to have the easiest time, while healers have the hardest). It's up to you whether to avoid those classes for those dungeons or to embrace it and carry your team.
For crafters, most of your capstone 50 abilities are very useful, but the Carpenter, Alchemist, and Weaver are particularly valuable for creating 100% hq macros that ignore the RNG. Until you 50 all of the crafters though, the 'inner quiet' paried with Culinarian's 'hasty touch' and Carpenter's 'rumination' will be useful. Once you get carpenter, you can use 'byregot's blessing' too and can guarantee hq items perhaps 95% of the time.
Gatherers have very few synergies, although you will want to reach lv.46 to be able to access 'unspoiled nodes'. These will spawn randomly on maps for periods of 9 minutes and yield 1-star or higher materials. You will also want at least a lv.42 gatherer to collect peist-skin and boar-skin maps for rare crafting materials too.
As for dungeon gear, the most popular one after the lv.15 sets is Dzemal Darkhold (largely considered the sexiest armor in the game). Dungeons between those two will provide mats required for crafting vintage equipment that are slightly superior to any other item at that point. If you don't have a crafter that can craft them though, those items are useless to you. And at Lv.50, you will probably spend some time in Wanderer's Palace to find the crafting mats for your relic weapon.
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I thought this thread was about the commendations we give at the end of a completed dungeon ( :confused: must learn to read titles correctly!) Anyways the reply to the OP was great and after stumbling over the first few dungeons in the storyline I am looking forward to the journey ahead. Glad to see there are helpful players out there and the player base isn't made primarily of the rude people I've unfortunately met.
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The dungeons are tuned so they can be cleared with any combination of classes/jobs as long as they fit into the template (2 DPS, 1 tank, 1 healer). The only real instance I can think of is that Brayflox is rough with a scholar as a healer as they can't get rid of status effects and the boss's gimmick is dealing poisons, but that is more "inconvenient" than "difficult". The fairy scholar gets is very OP in lower levels and will basically help counteract the poison. Having two bards as your DPS can also be annoying but only because you won't have any damage limit break to shave off a chunk of boss health.
The only major drops in dungeons are gear and if you are able to need on them you will be making use of them anyway. If you like how a set looks you can just farm it on something that can "need" on it so you can keep its appearance when you get the ability to glamour items at 50.