Out of the ones I've done so far (Which admittedly is limited):
Probably a tie between Haukke Manor (just love the atmosphere)
Or The Vault (From a mechanics standpoint, and atmosphere).

Out of the ones I've done so far (Which admittedly is limited):
Probably a tie between Haukke Manor (just love the atmosphere)
Or The Vault (From a mechanics standpoint, and atmosphere).

It's so hard to choose just one. So here's my list:
Dusk Vigil
Sohm Al normal
The Aery
Fractal Continuum normal
Gubal Library normal and hard
Sohr Khai
Ala Mhigo
Temple of the Fist

Does steps of faith count or would that not count cause its a trial? If it doesn't count then I'd probably say any allagan dungeon. Most dungeons aren't fun/memorable enough to stick on my head.




Pharos Sirius
It's a beautiful dungeon and the music is great, but the main reason i like it so much is the flashback back to 2.1 everytime i enter that dungeon. nostalgia of a proper executed difficult 4 man content without relying on 1 shot mechanics. it CAN be done, Pharos Sirius was the proof! :O
Hmmmm... I generally prefer the ARR dungeons... especially the ones that branch off and you can actually explore... not like the hallway dungeons we got now... Tam Tara HM is great... the story... the mechanics the whole feel and music all fit...
Player


The original Pharos Sirius was my favorite dungeon in ARR. The aesthetic, the BGM, and the difficulty (pre-nerf) were all perfect. While I wish that they kept the difficulty of Pharos as the gold standard, I can definitely understand why they didn't. If half the people who DF it leave as soon as they enter, well, that doesn't make for an enjoyable time for anyone.
As far as Heavensward, that honor goes to Baelsar's Wall, although there are a lot of good choices here. I love the music, the progression, the fights themselves, and, well, the final boss is none too sloppy, haha!
In Stormblood... Hmm... It's a toss-up between Castrum Abania and Ala Mhigo. The music and fights are great in both of them, but I'd have to give the edge to Ala Mhigo. While I'm not a huge fan of the second boss, the presentation of the dungeon and everything going on in the background outshines any complaints.


Halatali Hard. It's more better looking than it's normal counterpart, fun and simple in design, and the dungeon feels pretty rewarding back when it was in Expert Roulette during patch 2.2.
My Current Characters:
Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/
"Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn



My favorite dungeon huh....at first, it always had to do with just the OST that went along with it such as Wanderer's Palace (HM) and Sohm Al, quite possibly two of my most favorite dungeon tracks. I kind of felt that background music made certain places much more bearable no matter how many times that you may have had to run through them over and over again.
But, I have to say, the general atmosphere, location, and song goes to Shishui of the Violent Tides. I really wish we have an underwater city of the Ruby Princess palace...because Tamamizu and the Raen village are rather boring to look at in my opinion.
Stone Vigil (normal; HM is awful).
Most jobs have enough of their skills to do the dungeon well (no Holy though sadly). Stuff hits hard and mob variety is solid. You've got the heavy autos from the ice sprites, high crits from the dragonflies, aoes and roamers in the dragon aevis mobs. You can skip a lot of mobs, but it's not easy. Can even LOS the last boss and take almost no damage from him.
There's a lot of variety in how you can handle each pull, boss, and your cooldown rotation. It's the first dungeon that can really hit hard outside of tank stance.
I just wish we could scale it up to Level 70, and the bosses were harder.
Sohm Al HM was good too. Wish the bosses hit harder.
That's my general complaint. Dungeon bosses don't really do anything most of the time. You've got a perfect, low-stress environment, that a lot of players will run over and over. We have a lot of mechanics in the game that we don't use, and when they finally show up in savage, players haven't seen them before. If they want dungeons to remain casual, entrylevel content, then they need to design them in a way that teaches players mechanics.
Last edited by Luin; 05-05-2018 at 01:50 PM.


The Lost City of Amdapor, both versions. I just can't describe the feeling I get when I'm in them. I still squeeee when they pop up in my roulettes. And I type it/say it too, just so my party is aware. I love the bleakness of it I guess. I love overcast (I'm pale so the sun is not my friend), and the atmosphere and music just convey that so well.
Last edited by Eloah; 05-05-2018 at 01:43 PM.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
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