I would REALLY like to see something done with Squadrons. It totally feels like dead abandoned content at the moment. I also feel that trusts have unique potential and pretty much did gobble up the future of squadrons as they are. So it would be nice to see squadrons diverge a bit, be some other type of content that makes sense for their lore, and then make trusts extend back to the ground with new better features.
For example trusts, I think, would take advantage from a merit / augment system where you can upgrade through a sort of leveling the members, unlocking new abilities and AI options. In this way they can scale more smoothly than they currently do, and they can become a little bit faster if you give them effort (like squadrons, though of course thinking in a way not to replace DF). I like the dialog, I would love to see quests added, but I think the current progression mechanic (level) is not ideal and that they seem just overall weaker than my squadron members is a bit meh. I get they cant start out too good and maybe "too good" itself isn't the best but ... "better" would be really nice, and not having them lock out so awkwardly as they do currently also being nice. I know people mentioned romance options, but I can see that being a huge problem in a few ways (for the story) and because of the age / options sometimes lol. So I think it might be cool if you could get your 1.0 companion back (sort of a create your own bethesda / bioware companion option). Also personally would love to see chocobo get an upgrade to their system and then be able to join here as well (and potentially then the make your own companion character being another companion option for those who don't want chocobo, blasphemy but whatever I guess lol).
Then, I think, Squadrons could be used for a new type of conquest system where you unlock territories, resources, and trade routes. A war map likely involved, but not one you simply send people out and then hit snooze- at least for the progression side of things. Taking on missions with your squadron through a variety of content types. Might have chocobo caravan mission, hamlet defense, stronghold sieges, etc. (These ideas may be potentially remixed again for FC content later if Island sanctuary content does well, then a more industrial "hamlet" sanctuary can be made for FC and these content can extend, which adds a nice parrelel to the idea that GC and FC are semi-related concepts). You'll go on missions to build, bolster, and claim territory with the potential of actual representation of your work in zones (outpost gets a new look, or a small campfire in an area turns into an encampment, etc), setting down trade routes that can impact your squadron's upgrades and your own potential resources (might add items you can purchase with seals from your shop, accessing your GC's upgraded resource capability). Go into dungeons with the monster layout changed a bit, there might be a new path you have to take your team down, divert an aether infused stream of unique water for new recipes for your crafting jobs. The lava dungeon, you go in clear it out, next mission you take down an exploration team, unlock a new area, then you guide a chocobo caravan into the area and start a small encampment, you can send down resources as well as run new resource run missions to help build the encampment faster, once built you get access to new ingredients and facilities, in the zone you have a lava forge helping you with certain crafts, spend some investment and you can upgrade the GC barracks. At some point you might upgrade your GC squadron barracks to obtain an indoors and outdoors (make sure the indoors and outdoors is one zone, no loading screen between the two- this isn't a house so it doesn't need that). If they added ship/airship content your team could be part of that, may continue the suggested above systems into the sky so you can go around and be a sky pirate for limsa, etc.
Last edited by Shougun; 09-09-2021 at 01:16 AM.
Last edited by Burmecia; 09-09-2021 at 12:53 AM.
Not true. Squadrons do far more dps if you invest in them. This is because they can be customized with Mastery traits, including an Offensive trait. A full Offence 5 Squadron with the optimal classes can clear Aurum Vale or Sohm Ahl in 12-14 minutes, instant queues and 0 risk of drama or bad players. Squadrons are very underrated and literally the fastest alt leveling in the game from 20-60 once you have them set up. Sure, they take some micromanaging, but it's easy to clear the best leveling dungeons with any class once you understand how the AI works.
Trusts on the other hand cannot be customized and are extremely slow by design. Personally that makes all the difference for me. Trusts are even intentionally designed to lower their dps if you do too much, so that you always spend roughly half an hour there, punishing good play and encouraging you to half-afk. Trusts may have far superior AI, but they're simply boring. It's boring to chew through mob packs one by one at a snails pace. So yes, I absolutely prefer Squadrons.
Obviously they're not going to dump Trusts, but a fair compromise would be to update Squadrons to 70, then add a few dps traits you can gradually unlock once you've leveled your Trust to 80.
Let me first say that I do not doubt you in any way whatsoever, and my purpose here is to ask for advice, not to antagonize or contradict you. I often have a hard time with Myath in Sohm Ahl. It feels like a crap shoot with respect to whether or not we're able to take down the appropriate primordials before the group wipes. I've been going off this guide here: https://smolsquintina.wordpress.com/...mission-guide/
Do you have any suggestions for making this go more smoothly?
Not the person you asked but pretty sure you can go faster than even 12 minutes for Sohm Ahl. When I get home I guess I can try, but there were other dungeons I know the time of that were like 'literally impossible' to go faster in a DF but you could finish them in HALF the time with your squadron. Really fast and easy exp. Certain dungeons are your target though because boss mechanics can make it less enjoyable experience with squadrons.
Trick was to get everyone on offensive (at max rank), and make sure you have the right jobs as not all jobs were created equal. I haven't tried them all myself but I've heard really bad things about some jobs (classes..). I have Arcanist and Archers which both seem to do well, the range is nice as you can keep things going and not have the entire show come to a halt because they AI decided to derp. You will need to modify your strategy a little based on which job you are but your max rank team is pretty hearty so let them go take a lot of the heat.
Like.. besides boss mechanics that's the trick lol. Just max rank offensive and melt everything.
I mean you'll do so much damage I don't even attack the mountain slime (second boss mechanic that wipes your party).. just kill the boss before the thing even can finish.
Squadrons are WAY stronger, in perspective (obviously they can't do the same content), to Trusts. It makes trusts feel kind of sad lol. I love the dialog and that they have a bit more smarter sense to them, but I feel like if my squadron and trust members got into a fight my squadron would delete the trust. XD. I do hope there is a more exciting and friendly progression system for trusts in the future to help with that.
Most annoying aspect of squadrons is how little they care and cannot easily handle certain mechanics, like if you don't have a good aoe skill while fighting that goblin tank contraption when it does the bomb spread.. Ha Ha Ha - good luck.
Last edited by Shougun; 09-09-2021 at 01:41 AM.
Player
I’d like more glams option for trust companions.
As others have stated you need maxed out (Rank 5) Offensive. Everyone must have it, even CNJ.
The key to all squadron dungeons is that you will be the only thing targeted by boss mechanics. You would also be the only one who can execute boss mechanics. So, in my opinion, the idea is to burn the bosses down as fast as possible.
As to make your journey smoother:
For the first boss, I wouldn’t be worried about the mechanics. Just burn it down.
Second boss you can do one of two things:
- Use Disengage to have the squads stack on you for the Red Slimes.
- Just run to a DPS/Healer squad and stack with them.
I tend to do #2 as I want to keep the squad on the boss.
Unless I fat finger something, I usually never have to touch the Mountain slime as the boss dies before it would go off.
For the third boss, you will have to use Engage on the wings when the wing phase comes up. The squad will just keep attacking the invulnerable body if you don’t do that.
For your reference, avoid these classes for your squads:
THM, GLD, PGL, and LCN.
THM just has bad damage all around.
GLD, even though it has that coveted Flash spell, its damage is very bad. Yes, it is “easier” for GLD to grab hate, but the trade for that smallest amount of time-frame isn’t worth the damage loss.
PGL and LCN both are decent DPS, but are surpassed by ARC, ACN, and ROG.
If you want fast kill times, I would go with MRD tank and at least on ROG. If you are going as a healer or tank, then I would personally suggest to double up on the ROG. You could go with ARC for some variety or ACN for quicker trash clears.
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