
Hopefully someone helps all noobies get to turn 9. im not new though.i think all the content before T9, prepares you for T9.
there's low lv dungeons that introduce you to party play
there's mid lv dungeons, that introduce some mechanics.
high lv dungeons that may have some enrage timer, stacking debuff/buffs, that pushes you a bit.
easymode primals that introduce you to a bit more mechanic driven fights.
blabla
1st coil.
etc.
If you're new to games, and XIV is your first game, then sure, some end game stuff is probably going to be a bit overwhelming, but as long as you just memorize boss rotations, and your own skill rotations, you'll get there.
watching new players, it's usually trying to cope with *all the buttons* that is the biggest challenge....and split second decisions
But T9 is probably not the main goal, of someone who's new to gaming.
but yah, i'm probably speaking to much as an experienced gamer.
I don't think anyone can stop me anymore, except for god"...
Considering the majority of Turns are simply a test of team coordination or DPS checks, I'm not understanding how different it is from the normal dungeon.i think all the content before T9, prepares you for T9.
there's low lv dungeons that introduce you to party play
there's mid lv dungeons, that introduce some mechanics.
high lv dungeons that may have some enrage timer, stacking debuff/buffs, that pushes you a bit.
easymode primals that introduce you to a bit more mechanic driven fights.
blabla
1st coil.
etc.
If you're new to games, and XIV is your first game, then sure, some end game stuff is probably going to be a bit overwhelming, but as long as you just memorize boss rotations, and your own skill rotations, you'll get there.
watching new players, it's usually trying to cope with *all the buttons* that is the biggest challenge....and split second decisions
But T9 is probably not the main goal, of someone who's new to gaming.
but yah, i'm probably speaking to much as an experienced gamer.


because there's 10 more mechanics to worry about, and a lot less forgiving?
normal dungeons barely need any coordination. you can clear them easily anyway.
it would be immensely difficult to clear coil, without TS/vent/whatever, unless everyone has it on farm already; and even then most groups do it a bit differently, so you get a lot of confusion, if you do some PUG.
So....it boils down to team coordination and DPS checks? Thanks for verifying.because there's 10 more mechanics to worry about, and a lot less forgiving?
normal dungeons barely need any coordination. you can clear them easily anyway.
it would be immensely difficult to clear coil, without TS/vent/whatever, unless everyone has it on farm already; and even then most groups do it a bit differently, so you get a lot of confusion, if you do some PUG.
Remember when Demon Wall spawned bees? Yea, so do I.


yes, and then they removed the bees, and some mobs, and nerfed the damage of all the boss' special attacks.
but it was good intro to raids, since there's lots of stuff like that, in coil.
fireball/conflags, snakes/divebombs, twisters/dreads.
vines/bees/bulb/pollen/bramble/devour.

Uh. So does that mean that the 8-man raids for 3.0 will be balanced enough for anyone to play?
I don't think anyone can stop me anymore, except for god"...


If Yoshida is saying the expansion is as big as the original content, then I hope the level cap is raised at least 10 levels. I also hope that leaves enough levels for Summoners to get Shiva, Leviathan, and Ramuh egis.
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