
What you need to keep in mind that the basic 8-man instances in FFXIV (the MSQ ones, the non-Extreme Trials, and to an extent the Crystal Tower dungeons) are not nearly as bad as, say, WoW raiding. Especially with DPS.
For example, let me break down some of the basic ones:
Cape Westwind: One boss - beat him up, stay out of the big AoE.
Castrum Meridianum - Adds, the instance. Kill adds, follow the group.
The Praetorium - Most folks "speedrun" the instance at this point. Follow the group, don't stand in glowing circles.
Titan HM - Don't get hit by the knockback, avoid exploding rocks.
Ifrit HM - Kill the nails (plural) when they spawn, avoid charges and fiery AoE fields.
Garuda HM - Follow the crowd, stay out of glowing green circles.
Really, only the Crystal Tower raids (CT/ST/WoD) have some more mechanics that you need to know, but you can usually get some lenience due to being DPS as opposed to a tank or healer. Also, if you need a fight explained, asking will usually result in someone explaining it to you.
And if you need help being walked through them, asking around RPC or in-game will usually work too. If for nothing else than the bonus soldiery you'll provide for your first time through.
The only ones that get really complicated, as far as I can tell, is Coil. And it's not really required for anything. It's basically for the highest-end gear (which you shouldn't need unless you're... well, running Coil), and to wrap up the aftermath of the Cataclysm plot-wise. I think. I've only done a few of the early Turns.
For example, let me break down some of the basic ones:
Cape Westwind: One boss - beat him up, stay out of the big AoE.
Castrum Meridianum - Adds, the instance. Kill adds, follow the group.
The Praetorium - Most folks "speedrun" the instance at this point. Follow the group, don't stand in glowing circles.
Titan HM - Don't get hit by the knockback, avoid exploding rocks.
Ifrit HM - Kill the nails (plural) when they spawn, avoid charges and fiery AoE fields.
Garuda HM - Follow the crowd, stay out of glowing green circles.
Really, only the Crystal Tower raids (CT/ST/WoD) have some more mechanics that you need to know, but you can usually get some lenience due to being DPS as opposed to a tank or healer. Also, if you need a fight explained, asking will usually result in someone explaining it to you.
And if you need help being walked through them, asking around RPC or in-game will usually work too. If for nothing else than the bonus soldiery you'll provide for your first time through.
The only ones that get really complicated, as far as I can tell, is Coil. And it's not really required for anything. It's basically for the highest-end gear (which you shouldn't need unless you're... well, running Coil), and to wrap up the aftermath of the Cataclysm plot-wise. I think. I've only done a few of the early Turns.