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YOUR Top Ten Favorite XIV Dungeons


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YOUR Top Ten Favorite XIV Dungeons
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Blythev
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RE: YOUR Top Ten Favorite XIV Dungeons |
#16
05-27-2015, 02:58 PM
Here I go. And you get a bonus of my least favorite dungeon too! \ o /

Least Favorite (Worst): Stone Vigil NM - Don't get me wrong. As much I love the feel of Stone Vigil. I loved doing the first time I ran it. But my second run while I was still a low level 43 dragoon (my main then and now) made this dungeon unbearable and even now I only run it if it is on my Low Level Roulette as I level my White Mage. When you have a paladin that repeated does not use their shield oath, a healer that goes AFK every other pull, and summoner being the primary healer, this place became hell very quickly. On top of wiping on normal mobs in the place. *SIGH* I'm starting to like it again little by little after that horrid run, but meh, it still has a while.

Now onto my favorites!

10. Hullbreaker Isle - All I am going to say is that...there are monkeys (or whatever they are called in the game). This made me giggle. Besides monkeys, the scenery in this dungeon in beautiful. Bosses are slightly interesting. All those geysers and jumping back and forth on the final one make it annoying and enjoyable at the same time. : P

9. Pharos Siris - The first time I got in here, I literally was just like 'coral looking stuff everywhere'. But once I actually figured out what was going on and didn't worry about the mobs so much, this place actually has really good architecture. Not going to like there. (Minus the stuff wanting to fall on you. No biggie, right?) Also, the final boss made me feel like I handed out some justice (considering the one quest you have where she shows up).

8. Brayflox HM - The illuminati, what more is there not to love about this dungeon. It was random, funny, and and overall pace that I found different from the other dungeons I was in. While it is not on the top of my list, I enjoy its 'story', in which a lot of the others don't. The dungeon itself was mediocre, which is probably why it doesn't rank higher.

7. Copperbell Mines HM - Considering you can run past half the mobs in this one makes this one rate high. And its super nice when doing my high level roulette. The one boss with the bombs is interesting to say the least. And as long as someone knows what to do on the bridge, there should be no big issue with this one. This definitely improved from it's NM.

6. Halatali HM - Sure, it's really linear. But it's 10x better than that NM version of it. (Both are still relatively easy.) But bears. Giant bears. If anything the only reason why I really, really like this dungeon is because of the dumb bears. : P

5. Sastasha HM - Like others have said before, pirates. (Also, some tentacles included.) Unlike the normal mode where you have those stupid, annoying calms at the beginning and Morgan running away all the time, this one felt much more cohesive and overall, felt very satisfying.

4. Ampador Keep HM - Granted I get this way too much on my Expert Roulette, the dungeon is great and fast, even if everyone is probably too overgeared for it when I run it. The part right after the boogeyman puts me on the edge of my seat with the DPS check. Sometimes, my group has screwed up and we don't make the DPS check. But anything with timers can put thrill into something you do a lot anyway. 

3. Haukke Manor HM - The darker feel is what I enjoy in this dungeon. (Just like Ampador Keep, who knew!) When my FC mate told me to check out the actual final boss room of this place, it leads me to believe that lady is very into her pain (and maybe pleasure) devices. While I do like the NM of this dungeon, I definitely prefer HM over it.

2. Snowcloak - Snow, snow, and more snow. And snowballs. Snowballs being essential to killing one of the bosses. I have a very large love for snow as you can already tell. I think because of how pristine the dungeon looks, like nothing's really touched it. While the last boss can be a pain in the arse, this dungeon just makes me wanna get a pair of skates and find all the places of ice. (Okay, Shiva Thin Ice portion of her fight is the closest I can get most of the time.) This dungeon holds a special place in my heart. <3

1. Stone Vigil HM - Wait, how is this my favorite dungeon and Stone Vigil NM is my least?! Good point. Like I mentioned before, I love the feel of Stone Vigil, both of them. However, with HM, Stone Vigil feels more alive to me for some reason. Sure you had dragons you had to worry about. But in Hard Mode, people turning into dragons?! Yes please. Furthermore, the final boss having no real aggro table made it extremely fun because you never knew who was going to be targeted. And then add the second one, ohhhh yesss. And cannons. Don't forget the cannon fight! I thought these were more well done than the one fight in NM and it gave a different pace to dungeons that I hadn't seen. (Also, this helped a little bit with Steps of Faith before the nerf and somewhat after.) All this needed was a little bit more snow. *sigh*

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RE: YOUR Top Ten Favorite XIV Dungeons |
#17
05-27-2015, 03:18 PM
I'll bite. Smile

10. Wanderer's Palace, Hard Mode: Despite the fact that some of the fights get overly long, this dungeon has great music, and you get to save tonberries. Those alone put it on this list.

9. Steps of Faith: I realize people are going to think I'm insane for this, but I like Steps of Faith. I liked it before the nerfs. It's an instance that's deceptive in its simplicity; people tend to overcomplicate it or lose their heads when they see that giant dragon and all those adds. If you can get the group to think through the fight, though, it's a fun, dramatic battle -- especially with the music changes. Also, I'm Annie Oakley with a cannon.

8. Syrcus Tower: ST has a nasty reputation for trolls these days, but the fights are relatively interesting from a mechanics standpoint, and the cliffhanger cutscene at the end left me wanting more. Plus, retelling the story of III in the XIV universe was something I personally found rather interesting.

7. The Navel, Hard Mode: Like Steps of Faith, many people probably think I'm crazy for liking Titan HM, but a multi-phase boss fight with different music for each phase, lots of moving, and a pitched DPS check in the middle (well, less so nowadays, but still Smile )? What's not to like, other than trying to clear it with a PUG?

6. Sunken Temple of Qarn, Normal Mode: This dungeon's got some fun mechanics, a reasonably challenging set of fights if you're at level for them, and you're exploring an ancient ruin with traps and death bees. It's just an all-around good time.

5. Binding Coil of Bahamut, Turn 5: Twintania is hard. She remains hard even now, just before the expansion, between divebombs and twisters. Sure, T5 doesn't have a lot of story, but you feel like you've accomplished something when you take her down.

4. Praetorium: What more can you say about raiding a Garlean castrum, riding a magitek reaper, and then surviving Ultima? Sure, the last boss is rather anti-climactic, but the dungeon is a fitting, dramatic end to the release storyline. I do wish the fights were harder or some item level sync were employed, though.

3. Snowcloak: Snowcloak's music reminds me a lot of Secret of Mana, so that's an automatic big plus in my book. It ties nicely into the overall story and the boss fights have fun mechanics ("you done brought a voidsent to a snowball fight"). Also, I enjoy healing the Fenrir fight as a Black Mage.

2. Tam-Tara Deepcroft, Hard Mode: This is one creepy dungeon. The ambiance is excellent, from the eerie music to the trapped coffins, from the disturbing notes to the final cutscenes. I'd rank it higher but, honestly, I feel the boss fights are lackluster.

1. Sunken Temple of Qarn, Hard Mode: This is my favorite dungeon in XIV -- for now. It sounds like it was scored by Danny Elfman, its boss fights are somewhat tricky tests of DPS awareness, and you're raiding an ancient tomb. It's like Indiana Jones and the Eorzean Crusade, and I just adore that.

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RE: YOUR Top Ten Favorite XIV Dungeons |
#18
05-27-2015, 03:28 PM
(This post was last modified: 05-27-2015, 03:29 PM by Yangh.)
1. Aurum Vale (Hard mode when?!)

2. Lost City of Amdapor (Hard mode wheeeennnn?!)

3. Snowcloak

4. Pharos Sirius (Hard mode wheeeeeeeeeeeeeeeeeeeeeeen?!)

5. The Sunken Temple of Qarn HM

6. The Thousand Maws of Toto-Rak

7. Cutter's Cry (Hard mode plz ;w; )

8. The Tam-Tara Deepcroft HM


Not Dungeons but worth mentioning!

The Crysallis

The Steps of Faith

Syrcus Tower

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RE: YOUR Top Ten Favorite XIV Dungeons |
#19
05-27-2015, 05:02 PM
Not much of a dungeon person, I prefer the trials to anything.

If I had to pick something, it'd be:

WoD

and the various Coils of bahamut as my favorites.

I find their looks and design to really strike out to me. I'm a huge fan of allagan architecture.

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RE: YOUR Top Ten Favorite XIV Dungeons |
#20
05-27-2015, 05:16 PM
I'm going to be a butt and say I don't like any of the XIV dungeons. Why?

Well, because I've played each and every single one of them many dozens of times and am now utterly sick of them. Sick of them. Once the novelty has worn off the only thing I care about is getting my daily tomestones and GTFO of there. I couldn't even bring myself to login for the longest time just because I didn't have any motivation to run them one more gods-damned time.

B&S has spoiled me in this regard, mostly because the core gameplay loop is strong enough to compensate for running the same thing for the thirty-fourth time. Not so much for FFXIV.

Maybe the level 60 skills will change my attitude in this regard. Probably not, because you'll only get to use those skills... in Heavensward dungeons! Yaaaay. (Groan.)

Anyway. In all seriousness, I do still KINDA like Wanderer's Palace HM, mostly because SAVE THE TONBERRIES and the stellar music. Also love WoD mostly for its music as well, and the boss fights are actually kind of entertaining. Getting eaten by Cerberus remains a... treat, heh.
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RE: YOUR Top Ten Favorite XIV Dungeons |
#21
05-27-2015, 06:15 PM
I.... honestly can't think of ten dungeons I like so I'm totally going to include trials. Sorry if it's cheating!!!

10. PHAROS SIRIUS.
Really wish I had gotten a chance to pop in this one before it got nerfed. SUPER glad they made the change with the music, though.

9. SUNKEN TEMPLE OF QARN.
I love the aesthetic and I love the stupid puzzle gimmick.

8. SUNKEN TEMPLE OF QARN HM.
I actually like the bosses. ALSO MUMMIES.

7. AURUM VALE.
Honestly like tanking this one because those runs where I end up soloing Coin Counter as a WAR make me feel pretty dang good.

6. BRAYFLOX'S LONGSTOP.
Cute glamour drops and the first time a boss was kind of hard I guess? Or at least a little more challenging than what we had seen before.

5. SNOWCLOAK.
YETI BOSS. Also Fenrir is kind of cool I guess BUT NOTHING BEATS YETI BOSS.

4. THE PRAETORIUM.
I wish the bosses weren't all complete jokes but the music is neat and that bit with the magitech stuff was really rad! Extra points for Gaius-kun and ULTIMAAAAAAAAA.

3. BINDING COIL, TURN 5.
Hey look an old fight that still kind of takes some skill and coordination to do. I LOVE IT. Any content that isn't just tank and AOE to death is A-OK with me.

2. ULTIMA HM.
ULTIMAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

1. TITAN EX.
I DON'T CARE, I LOVE ANGRY SUMO DAD.

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RE: YOUR Top Ten Favorite XIV Dungeons |
#22
05-27-2015, 08:33 PM
Have a list! Lists are hard. I probably cheated a bit.


10. Aurum Vale (1.0's 8-man)
This makes it on the list because (in 1.0) this was actually a pretty fun and difficult dungeon. The air in the yellow rooms was poison, so there was constant tick of damage that healers had to keep up with, on top of a second damage if someone stepped in a puddle. Players had to navigate their way quickly through each room. Bosses were more difficult. I liked it more than the 2.0 version. Merp.

9. Pharos Sirius
I like this dungeon aesthetically. Mechanically, not necessarily my favorite. But I love the theme, the music, and story. I've been waiting for Siren to show up since the 1.0 Mimidoa backstory thingy. But dead people and lighthouses and Limsa! Yay! Actually running it... bleh. Most people end up dropping at the start. People die to bosses. Which is fine. But it's pretty.

8. Sastasha (NM)
Pirates! Also, this dungeon is totally ripped off from 1.0's Shposhae, which I loved and missed being in the open world dearly. But the whole Shposhae backstory got adopted by Sastasha and then those docks that were locked in that event from Cassiopeia Hollow. Loved seeing those back during Beta. Much love.

7. The Wanderer's Palace (NM)
I liked this dungeon, as it was quick and one of the more fun dungeons during 2.0's Mythology totem spam. More fun, as in, one of the two options. But tonberries are fun! Having to run away from the giant tonberry and find places to hide all the while big pulling large swathes of enemies. It was one of those dungeons that was moderately difficult with lower tier gear at the time. I remember having trouble with the pudding boss for a while. But the tonberry fight at the end definitely made up for it. Being swarmed, stabbed, and surrounded by rancored Nymiens.

6. Labyrinth of the Ancients
Not truly a dungeon, but I actually enjoyed having the 24-man content in the game. When it first came out the dungeon was a lot of fun and required no small amount of coordination on behalf of most of the group. It only really started going downhill for me after it became troll city. But I liked that it was content that had a storyline, was accessible to players, but required you to do several steps to unlock it first. I also liked that (and unlike its successors) utilized its class composition. At the time, you needed 6 tanks and 6 healers. Each tank had a role to perform in almost every fight. And that was something I really liked about the dungeon. What irked me so much about LotA's successors was that while you only maxed 3 tanks, there was almost no content in ST or WoD that actually required anything more than 1-2 tanks max ever. While you can run LotA a few tanks short nowadays, it wasn't so at the time.

5. Brayflox's Longstop (NM)
Outside dungeon. That's what I remembering really liking about it when I first went in. Then during the end of that second boss, dat dragon dropping out of the sky! Aw yeah! This was a fun, well thought out dungeon. Pretty views, easy pace, and interesting mechanics. It also dropped some good gear and was definitely a turning point where folks entering FFXIV dungeons realized they'd have to step up their game some.

4. Halatali (HM)
Having a character that's a Bloodsands Gladiator, and honestly really missing being able to fight in the Hypogeum in Ul'dah for the GLA and MNK class quests made me love the remade version of this dungeon. It was fun! Being able to use the environment to your advantage and smash big pulls in a few seconds. The bosses were mechanic heavy and a lot of fun, and not that hard to figure out either. Being in a dungeon where you got to fight other gladiators! From a lore standpoint, got to see what happened to former High Priest Mumuepo...

3. Dzemael Darkhold (1.0's 8-man)
This was FFXIV's first real dungeon, so I'm including it in my list! When it first came out it was hard! Really hard. Mechanics! This 8-man dungeon had you scouting the Dzemael House's fortress for Garleans and Voidsent all in one. The first bit involved a lot of running and kiting - which as a tank was always fun. And Batraaaaaaal! That last boss was terrifying. And the mechanics of having to split up the party to deal with swarming adds, dodging eyes and revenants, and keeping the MT alive with Batraal was such a juggle but it was fun. I remember towards the end solo tanking Batraal as a PLD with no healer, letting both healers go heal the adds party during the fight. Scary, but so much fun. (Of course, this was back in the day when PLD could sustain themselves fairly well. But PLD was also the underdog tank.)

2. Tam-Tara Deepcroft (HM)
Probably my favorite dungeon dungeon. It's dark, it's creepy, it's soaked in story... and blood! I loved finding out what happened to Edda. Also, finding out about the whole love affair between Liavinne and Edda and Avaire. It really opened my eyes to the whole amount of detail behind the smallest, throwaway characters you encounter in the storyline. I remember seeing that end cutscene for the first time... /shiver. And those notes were hella creepy! If you haven't taken the time to read the notes, I definitely recommend doing that.

1. The Binding Coil of Bahamut - Turn 5
This one gets top pick because I think of it as the first truly challenging boss fight in XIV. Crazy mechanics, crazy DPS and gear check, crazy fun to learn. Not crazy fun to DF, I'll admit, but I swear I've run this dungeon so many times for folks I could do it in my sleep. It's just fun to me. I think it was truly when I first started to enjoy Coil. Don't get me wrong, winning T4 at the time was hella awesome. I loved that fight's insanity. But T5 was just on a whole new level of awesome.

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