I would recommend to anyone trying to get "The Wanderer's Shadow" this guide:
http://xivpads.com/?-Guides&Wanderer...etherial_Gates
Some of the info might be outdated these days but from my experience it's still mostly accurate.
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I would recommend to anyone trying to get "The Wanderer's Shadow" this guide:
http://xivpads.com/?-Guides&Wanderer...etherial_Gates
Some of the info might be outdated these days but from my experience it's still mostly accurate.
I'm not sure what you deem exciting Rokien but that is irrelevant at the moment.
Yes, there is a certain amount of rush and accomplishment when you are actually able to circumnavigate the level 60+ mobs. However, my problem is that I will run into these mobs in narrow stips where I can't really avoid them. Dying repeatedly to level 60, 70, 80, etc mobs is not exciting for me, it is a point of frustration.
We are given the achievement quests for Exploration. For me, having mobs that are such a high level does the opposite of condone exploration. It actually deters me from doing so.
I have expressed my frustration on this forum and asked for advice- and you know what?
People have given me advice and answered my questions. For that, I am happy and thankful.
You don't need to get so defensive over something that doesn't even effect the overwhelming majority of the game. The nodes and areas I talk about are rarely used, if at all.
Yeah that's the problem, even if you got molested by high level enemies in XI they didn't oneshot you at level cap so you had a chance of getting away even in narrow spots. Realistically instead of just removing em, they could just re-examine the calculations of it since that's the main reason high level enemis are more of a problem than they should be.
The achivements though you should know they made em for the long term of the game, so in 2.0 everything could be quite different as we know the maps will be, so they probably don't even expect many to try for em now lol. So really probably best to wait to see how 2.0 plays out since come 1.23 in a few weeks..they're pretty much done with 1.x lol. I can understand the frustration but it's more of a foundation problem rather than placement, since unlike XI you have native HP/MP regen that doesn't require traits even while on a mob hatelist in passive mode (just slows down), so you can recover some hp while trying to run away but the fact the Annole hits you for 7820 damage..yeah.
http://roughstrength.com/wp-content/...egamothius.jpg
Seriously none of the nodes are a "Death trap" waiting to happen if your willing to wait even a few minutes for monster formations to clear up. Chocobos have made nodes a utter breeze to capture aside from like two of them.
I like that the threat of death is at least present somewhere in the world.
I actually enjoy the high level creatures out in the world. It provides a sense of danger and excitement to an otherwise incredibly boring aspect of the game -- I also like the idea of humbling the player by having creatures so strong that no one person could ever hope to kill them.
That said, I do agree that most of them should be toned down enough that a group of players could kill them and I like the idea of sneak+inv pots to the game.
Dread Spike, Hollowed Ground, Decoy, and Feather Foot. These are your friend when exploring.
I like the high level mobs cause its fun to try and get past em to see a area you've never seen before.