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Myxie Tryxle

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  1. I. Basic Info Characters:Myxie Tryxle Primary character:Myxie Tryxle Linkshells:None yet Primary RP linkshell:None yet II. RP Style Amount of RP (light, medium, heavy): My current RP experience on MMOs is limited to some light to medium RP in a couple guilds on World of Warcraft. I’d like to get into some more heavy RP. Views on RP combat and injuries: Considering the setting, the availability of magic and potions, I don’t feel that injuries should be that debilitating unless care is specifically unavailable. If combat is necessary, I feel it should be worked out beforehand between the two parties. In cases where neither has a distinct advantage, it could come down to a die roll, but the lion’s share of the combat should be described without any die rolling and save the end result for the end. Views on IC romance: My style prefers to avoid romance in an MMO RP setting, at least for my own characters (it tends to feel either cheesy or creepy to me). As for intimate moments, my rule of thumb is to fade to black when the bedroom door closes. Views on non-romantic RP (family ties, etc): This is my preferred type of RP – friends, family, business associates, brothers-at-arms. Views on lore: I like to keep my RP in-lore. I don’t like it when people try to push their characters into somewhere super-extraordinary. There’s enough depth in the Final Fantasy setting for interesting conflict without people trying to draw in half-demons, vampires, or other real world pop culture flavors of the month. Views on chat functions (/say, /linkshell, etc): Anything my character could conceivably do within the setting is RP applicable. I prefer to use (( double parentheses )) to denote out-of-character interactions. Seeing as how link pearls are a staple of the setting, /linkshell and /fc should probably be in-character, unless specifically denoted otherwise. III. Other Info Country: Irvine, CA, USA Timezone: Pacific Standard Time Contact info:
  2. I've been doing a little looking into this, and I think this information may be specific to Version 1.0. Looking at the 1.0 crafting gear on ZAM, a lot of it had a veritable hodgepodge of stats on it. ARR item production seems to be a lot more streamlined to just the three crafting and three gathering stats. I've only found crafting gear up to around level 20, but comparing across the versions, it seems the base attributes play little to no role in ARR crafting. Ultimately, my goal is to make a quick reference guide so that every time you get a level up in a new profession, you can see instantly which slots can be upgraded for your new level and either find that piece of gear in your armory to update your gear set or work towards crafting it for yourself to begin using. As for a sticky, that would be good, as I plan to maintain this list of gear up to level 50 (once Myxie levels high enough to unlock all the blacksmithing, weaving, leatherworking, and goldsmithing blueprints). Alternatively, it could be added to the wiki along with other guides forum users have created in a new section for guides or some such place.
  3. “Greetings, fellow Tinker. Tinkerer? So you aspire to be a famous Artificer like Myxie Tryxle? It’s a long, rewarding road, but I regularly find new aspirants are thwarted by a very simple but cumbersome concern – their wardrobe. As an accomplished tailor and leatherworker, Myxie is no stranger to the art of fashion consultation. Let’s get started, shall we? Let’s face it, if you’re doing your smithing in a subligar, you’re going to regret it – in more ways than one. There’s a variety of equipment available to aid the budding craftsperson in a variety of tasks at a variety of skill levels. I’ve compiled a list of all the different gear you can craft for yourself to aid you in banging a hammer or swinging a scythe. It’s easier than you might think to put together an effective crafter’s wardrobe on a working person’s budget.” *Myxie pulls out a scroll, which unrolls down to the floor and continues a yalm away from her feet* (( The purpose of this guide is to aid anyone who is undertaking the task of raising several crafting and gathering skills and struggling with the constant need to upgrade their gear. Crafting and Gathering Stats First, an explanation of the different crafting and gathering stats: Craftsmanship – increases the rate at which you gain progress during synthesis Control – increases the quality gained when improving the quality of an item CP – crafting points; stamina used for special abilities while crafting Gathering – increases the chances of successfully harvesting materials from a node Perception – increases the chances of finding a high quality (HQ) material GP – gathering points; stamina used for special abilities associated with gathering The other stats like strength, dexterity, mind, etc. may play some role in crafting, but the new ARR system does not seem to encourage them on crafting or gathering gear. After getting several crafting and gathering classes into the high teens and twenties, the only explicit use I've seen for these base stats comes from a small percentage of special gathering nodes. As an example, I've found mining nodes that say "STR > 57 = +1 gathering attempt." Nodes with this trait account for less than 20% of all the nodes I mined, plus the stat varied (I've seen STR, DEX, INT, and MND nodes), so I don't expect these primary attributes to be a priority for crafting and gathering. I've never seen a crafting recipe that offered any benefit for a certain attribute. Unless you find that you're regularly missing an opportunity for extra gathering attempts by 1-2 points, I would not meld materia for these attributes into my crafting or gathering gear, as the crafting and gathering specific stats will always be useful, whereas, strength, dexterity, etc. will benefit only a small percentage of situations. Crafting and Gathering Tools Second, a list of the tools used for every gathering and crafting profession. The availability of these tools varies by the class in which they are used, but follow similar trends. The classes listed in parentheses are the classes that can create the tool in question. Profession - Primary/Secondary Tools (Production Class) Carpenter – Saw (BSM) / Claw Hammer (BSM) Blacksmith – Cross-Pein Hammer (BSM) / File (BSM) Armorer – Doming Hammer (BSM) / Pliers (BSM) Goldsmith – Chaser Hammer (BSM) / Grinding Wheel (CRP) Leatherworker – Head Knife (BSM) / Awl (BSM) Weaver – Needle (GSM) / Spinning Wheel (CRP) Alchemist – Alembic (ARM) / Mortar (BSM) Culinarian – Skillet (ARM) / Culinary Knife (BSM) Miner – Pickaxe (BSM) / Sledgehammer (BSM) Botanist – Hatchet (BSM) / Scythe (BSM) Fisher – Fishing Rod (CRP) / The following posts contain a list of all the craftable equipment, the level at which it becomes available, and which class can craft the piece. If you’re like me, every time you hit a new level on a crafting or gathering profession, you hit the armory to try to figure out what new pieces you can equip. For maximum efficiency, I’ve compiled craftable pieces into an easy to reference list so you aren’t wading through a couple hundred pieces of gear in your armory chest to find that this level has no upgrades for your current class. This will reduce the tedium of leveling 11 different production classes over the lifetime of a single character. I’ll be upgrading this list as my crafting skills improve and new recipes appear in my crafting log. )) *Note on level 50 gear: Once you hit level fifty, a whole new world of gear becomes available. First, completing your level 50 quest will give you a blue quality main hand item, which is currently the best main hand available. Second, you can now use artifact armor and green quality offhands. I won’t be listing these items, only the level 50 items you can craft that are universally useful to all crafting classes. I'm also not including items that require desynthesis to create. There are better guides out there for how to gear up for endgame crafting. Crafting Equipment: Items in [brackets] denote which classes gain a new tool this level. Items in (parentheses) denote which class can create the item. Level 1 – Primary Tool [all], Maple Clogs (CRP), Leather Calot (LTW), Merchant’s Purse (LTW), Hempen Halfgloves (WVR), Hempen Breeches of Crafting (WVR), Hempen Kurta (WVR) Level 5 – Secondary Tool [all], Maple Pattens (CRP), Hempen Chausses (WVR), Hempen Bandana (WVR) Level 6 – Hempen Shepherd’s Tunic (WVR), Hempen Shortgloves (WVR) Level 8 – Primary Tool [all] Level 9 – Copper Choker (GSM), Amateur’s Kurta (WVR) Level 10 – Amateur’s Thighboots (LTW), Amateur’s Smithing Gloves (LTW), Hard Leather Merchant’s Pouch (LTW), Amateur’s Headgear (LTW), Hempen Bottoms (WVR) Level 11 – Primary Tool [bSM, GSM, LTW, ARM], Secondary Tool [all] Level 12 – Primary Tool [CRP, ALC, CUL, WVR], Hempen Doublet Vest of Crafting (WVR) Level 14 – Primary Tool [GSM, LTW, BSM, ARM] Level 15 – Primary Tool [CUL, ALC], Fang Earrings (GSM), Cotton Chausses (WVR), Cotton Scarf (WVR), Cotton Halfgloves (WVR), Cotton Shepherd’s Tunic (WVR), Ash Pattens (CRP) Level 16 – Primary Tool [CRP, WVR], Brass Wristlets of Crafting (GSM) Level 18 – Primary Tool [bSM, GSM, ARM], Cotton Kurta (WVR), Brass Ring of Crafting (GSM), Goatskin Toolbelt (LTW) Level 19 – Primary Tool [LTW, CRP, ALC, CUL], Secondary Tool [WVR, LTW], Cotton Breeches of Crafting (WVR), Brass Choker (GSM) Level 20 – Primary Tool [WVR], Secondary Tool [CRP, CUL, ALC] Initiates Gloves (LTW), Initiate’s Thighboots (LTW), Initiate’s Headgear (LTW) Level 21 – Primary Tool [bSM, GSM, ARM], Secondary Tool [GSM, BSM, ARM], Cotton Doublet Vest of Crafting (WVR) Level 23 – Primary Tool [CRP, LTW, ALC, CUL], Secondary Tool [WVR, LTW], Velveteen Bandana (WVR) Level 24 – Primary Tool [WVR, GSM, ARM, BSM], Secondary Tool [CRP, ALC, CUL], Initiate’s Gown (WVR), Velveteen Chausses (WVR), Velveteen Halfgloves (WVR), Elm Pattens (CRP) Level 25 – Secondary Tool [GSM, BSM, ARM], Horn Earrings (GSM), Silver Magnifiers (GSM) Level 26 – Silver Wristlets of Crafting (GSM), Velveteen Coatee of Crafting (WVR) Level 27 – Velveteen Wedge Cap of Crafting (WVR), Silver Ring of Crafting (GSM) Level 28 – Primary Tool [WVR, CRP, LTW, ALC, CUL], Velveteen Half Apron (WVR), Velveteen Gaiters (WVR), Velveteen Shortgloves (WVR), Velveteen Bottom (WVR) Level 29 – Primary Tool [bSM, ARM, GSM], Velveteen Beret (WVR), Silver Choker (GSM) Level 30 – Velveteen Gown (WVR) Level 31 – Primary Tool [LTW, CRP, ALC, CUL], Secondary Tool [LTW, CRP, CUL, ALC], Steel Goggles (GSM) Level 32 – Primary Tool [WVR, BSM], Secondary Tool [WVR], Velveteen Doublet Vest of Crafting (WVR) Level 33 – Secondary Tool [bSM, ARM, GSM], Linen Chausses (WVR), Linen Halfgloves (WVR), Walnut Pattens (CRP) Level 34 – Primary Tool [GSM, ARM, BSM, CRP, CUL, ALC, LTW], Mithril Magnifiers (GSM) Level 35 – Secondary Tool [CUL, ALC, CRP, LTW], Vintage Half Apron (WVR), Wolf Earrings (GSM) Level 36 – Mythril Wristlets of Crafting (GSM) Level 37 – Primary Tool [WVR], Mythril Ring of Crafting (GSM), Vintage Chef’s Belt (LTW), Vintage Coatee (WVR) Level 38 – Primary Tool [ARM, BSM, LTW, GSM], Linen Wedge Cap of Crafting (WVR), Linen Half Apron (WVR), Linen Gaiters (WVR), Linen Bottom (WVR), Linen Coatee of Crafting (WVR), Linen Shortgloves (WVR) Level 39 – Primary Tool [CUL, ALC, CRP], Vintage Smithy’s Gloves (LTW), Mythril Choker (GSM) Level 40 – Primary Tool [WVR], Secondary Tool [WVR], Vintage Chef’s Apron (WVR) Level 41 – Boarskin Thighboots (LTW), Boarskin Smithy’s Gloves (LTW), Linen Deerstalker (WVR), Vintage Thighboots (LTW), Vintage Chef’s Hat (WVR), Linen Smock (WVR), Linen Slops (WVR) Level 42 – Boarskin Tool Belt (LTW) Level 43 – Primary Tool [WVR, ALC, BSM, CRP, LTW, GSM, ARM], Secondary Tool [GSM, LTW, CRP, BSM, CUL, ALC, ARM], Oak Pattens (CRP), Woolen Gown (WVR), Woolen Chausses (WVR), Woolen Beret (WVR), Woolen Halfgloves (WVR) Level 44 – Primary Tool [CUL], Cobalt Preserves (GSM), Vintage Seneschal Coatee (WVR) Level 45 – Secondary Tool [WVR], Red Coral Earrings (GSM) Level 46 – Electrum Wristlets of Crafting (GSM), Raptorskin Artisan’s Belt (LTW), Raptorskin Smithy’s Gloves (LTW), Woolen Smock (WVR), Woolen Slops (WVR), Woolen Deerstalker (WVR), Raptorskin Thighboots (LTW) Level 47 – Secondary Tool [LTW, CUL, CRP, ARM, BSM, ALC], Electrum Ring of Crafting (GSM), Dodore Doublet (LTW) Level 48 – Primary Tool [All], Raptorskin Merchant’s Purse (LTW), Felt Gown (WVR), Felt Chausses (WVR), Felt Halfgloves (WVR), Felt Beret (WVR) Level 49 – Electrum Choker (GSM) *Level 50 – Patrician’s Wedge Cap (WVR), Patrician’s Gloves (WVR), Patrician’s Gaiters (WVR), Patrician’s Coatee (WVR), Patrician’s Bottoms (WVR), Militia Wristlets (GSM), Aetheryte Ring (GSM) Gathering Equipment: Items in [brackets] denote which classes gain a new tool this level. Items in (parentheses) denote which class can create the item. Level 1 – Primary Tool [all], Leather Wristguards (LTW), Leather Shepherd’s Belt (LTW), Leather Duckbills (LTW), Hempen Coif of Gathering (WVR), Hempen Shepherd’s Slops (WVR), Hempen Dalmatica of Gathering (WVR) Level 5 – Leather Shoes (LTW), Leather Choker (LTW), Leather Culottes (LTW), Hempen Bandana (WVR) Level 6 – Hempen Shepherd’s Tunic (WVR), Hempen Workgloves (WVR) Level 7 – Copper Earrings (GSM) Level 8 – Primary Tool [all] Level 9 – Amateur’s Doublet Vest (WVR) Level 10 – Leather Survival Belt (LTW), Amateur’s Slops (WVR), Straw Hat (WVR) Level 11 – Primary Tool [MIN], Secondary Tool [all], Hard Leather Wristguards (LTW), Hard Leather Shoes (LTW) Level 12 – Primary Tool [bTN, FSH], Stablemaid’s Hat (WVR), Hempen Doublet Vest of Gathering (WVR) Level 13 – Stablehand’s Hat (WVR) Level 14 – Primary Tool [MIN] Level 15 – Primary Tool [FSH, BTN], Hard Leather Choker (LTW), Cotton Shepherd’s Slops (WVR), Cotton Shepherd’s Tunic (WVR), Hard Leather Skullcap (LTW), Hard Leather Espadrilles (LTW) Level 16 – Goatskin Wristguards (LTW) Level 17 – Brass Earrings (GSM), Hard Leather Shepherd’s Belt (LTW), Hard Leather Wristbands of Gathering (LTW) Level 18 – Cotton Dalmatica of Gathering (WVR) Level 19 – Primary Tool [bTN, MIN], Secondary Tool [MIN], Brass Earrings (GSM), Cotton Coif of Gathering (WVR), Padded Leather Duckbills of Gathering (LTW) Level 20 – Primary Tool [FSH], Secondary Tool [bTN] Initiate’s Slops (WVR), Cotton Work Gloves (WVR), Goatskin Ring (LTW) Level 21 – Cotton Doublet Vest of Gathering (WVR) Level 22 – Primary Tool [MIN], Secondary Tool [MIN], Goatskin Espadrilles (LTW) Level 23 – Primary Tool [bTN], Velveteen Bandana (WVR) Level 24 – Secondary Tool [bTN], Initiate’s Doublet Vest (WVR) Level 25 – Primary Tool [FSH, MIN], Fingerless Goatskin Gloves of Gathering (LTW), Velveteen Sarouel of Gathering (WVR), Goatskin Choker (LTW), Goatskin Crakows of Gathering (LTW) Level 27 – Velveteen Wedge Cap of Gathering (WVR), Velveteen Coatee of Gathering (WVR), Silver Earrings (GSM), Goatskin Wristbands of Gathering (LTW), Toadskin Survival Belt (LTW) Level 28 – Primary Tool [bTN] Level 29 – Primary Tool [MIN, FSH], Toadskin Jerkin (LTW) Level 30 – Secondary Tool [MIN], Velveteen Work Gloves (WVR), Toadskin Culottes (LTW), Toadskin Workboots (LTW), Toadskin Ring (LTW) Level 31 – Primary Tool [bTN], Secondary Tool [bTN], Steel Goggles (GSM) Level 32 – Primary Tool [FSH], Velveteen Doublet Vest of Gathering (WVR) Level 33 – Secondary Tool [MIN] Level 34 – Primary Tool [bTN, MIN] Level 35 – Secondary Tool [bTN], Linen Sarouel of Gathering (WVR), Boarskin Choker (LTW), Fingerless Boarskin Gloves of Gathering (LTW), Vintage Shepherd’s Belt (LTW), Boarskin Crakows of Gathering (LTW), Angler’s Hat (WVR) Level 37 – Primary Tool [FSH], Mythril Earrings (GSM), Boar Wristbands of Gathering (LTW), Boarskin Shepherd’s Belt (LTW) Level 38 – Primary Tool [MIN], Vintage Doublet Vest (WVR), Linen Cap of Gathering (WVR), Linen Coatee of Gathering (WVR) Level 39 – Primary Tool [bTN] Level 40 – Primary Tool [FSH], Peisteskin Crakows of Gathering (LTW), Fingerless Peisteskin Gloves of Gathering (LTW), Boarskin Ring (LTW), Woolen Coif of Gathering (WVR), Woolen Sarouel of Gathering (WVR) Level 41 – Linen Doublet (WVR) Level 43 – Primary Tool [FSH, MIN], Secondary Tool [bTN, MIN], Boarskin Survival Belt (LTW), Boarskin Culottes (LTW), Boarskin Workboots (LTW), Boarskin Jerkin (LTW), Woolen Work Gloves (WVR) Level 44 – Primary Tool [bTN], Cobalt Preserves (GSM) Level 45 – Raptorskin Choker (LTW), Fingerless Raptorskin Gloves of Gathering (LTW), Felt Coif of Gathering (WVR) Level 46 –Woolen Doublet (WVR), Vintage Coif (WVR) Level 47 – Secondary Tool [MIN, BTN], Electrum Earrings (GSM), Raptorskin Wristbands of Gathering (LTW) Level 48 – Primary Tool [MIN, BTN], Raptorskin Culottes (LTW), Raptorskin Survival Belt (LTW), Raptorskin Workboots (LTW), Felt Work Gloves (WVR), Raptorskin Jerkin (LTW) *Level 50 – Militia Bracelets (GSM), Raptorskin Ring (LTW)
  4. Hello Everyone, I've been using the forums for two weeks now, so I figured it's about time I introduce myself and describe the character concepts I'm tossing around in anticipation of phase 4. I'll be looking for some input from the community to help me make my decision. Mostly it will come down to which group I'd like to join and how their story can intertwine and mutually benefit with my own. I've been roleplaying since 2nd edition AD&D, including such systems as D&D 2nd-4th, 7th Sea/L5R, Shadowrun, Dogs in the Vineyard, FATE, Apocalypse World, etc. I've played a variety of MMOs, including City of Heroes, FFXI, FFXIV, Rift, and WoW. I've roleplayed a handful of characters in WoW, but it has mostly been light RP. I never found a good combination of character/guild for heavy RP, but I think that will change for ARR, because I really like the setting. In case it matters, I'm a 32-year-old male living in Southern California (though I grew up in West Virginia). I don't like guilds with a lot of meaningless, childish banter (what I refer to as a junior high mentality). Comic relief and banter are fine, but I prefer mine to be intellectual. Here's three of the character concepts I've been throwing around. Female Miqo'te Tinker/Artificer This character was my original 1.0 character based on a cohort I had in a D&D Eberron campaign. She already exists on Balmung with at least 10 levels in all the gathering and crafting professions. She is a brilliant and dedicated tinker who comes up with a variety of ideas for new inventions that border on the fantastic and impractical (similar to Q from the James Bond setting). For this character I would be looking for an organization in need of (or at least tolerant of) a Research and Development department. I'm liking what I've seen of the Blue Skies on the forums, though I was out of town on a road trip and missed their event over the weekend. Male Hyur Man-at-Arms This character is based on an NPC I wrote for a 7th Sea campaign. He is a serious and skilled swordsman. For generations, his family has been charged with the protection of a particular line of Eisen (German) nobles. He is fiercely honorable, but willing and capable of perpetrating intricate schemes for the protection and advancement of his charges. In FFXIV terms, this would likely translate into dedication to a Grand Company and protection of the City-State's rightful leader, though it could also be dedication to an honorable Free Company. Female Roegadyn This is a brand new character concept I've developed after reading about the Hellsguard. This character was born under an inauspicious sign or bad omen. An insane male Hellsguard kidnapped her at a young age, believing her to be possessed by an escaped creature from the underworld. She suffered years of psychological torment and neglect at the hands of her captor as he attempted a variety of rituals to banish the demon. In the wake of the Bahamut incident, she managed to kill her captor and escape. She is now a confused and in many ways broken individual released into a ravaged but recovering world. This character would be very dark - more dark than I've ever gone with MMO RP. She would require a strong, heavy RP guild for proper implementation, though the guild itself would not have to have a dark storyline. I would have to decide during the course of her RP whether or not she turns back from the figurative precipice where she stands or plunges into it. If there are any groups for which these characters would be a strong candidate, please let me know. It's likely I will pick one of them to be my primary source of RP. If the Miqo'te is not my primary character, she will at least exist as a secondary, because I'll need a break from the seriousness of either of the other two characters from time to time.
  5. I would look to Europe as a means of comparison. For thousands of years Europeans have lived in close proximity with a variety of cultures as well as a variety of evolving modes of transportation. Yet distinct cultures grew and flourished there, despite similar technologies and the potential for travel. This is because most people associated with a certain tribe or cultural heritage, leading to tribal or nationalist rivalries. Even to this day, with modern means of transportation and communication, many remain insular and distrustful of the other cultures around them due to generations of competition and conflict. Now consider the possibility that Neanderthal, Cro-Magnon, and two other extinct hominid species were thrown into the mix. Competition would be staggering, and it is likely that the average human or Neanderthal would stick to their own species with its familiar culture for stability. The worldly traveler, in my mind, would be the rare exception in this sort of society. Adventurers, by definition, are generally exceptional individuals, but not everyone will be RPing an adventurer. Also, the myriad of off-camera NPCs would likely conform to more traditional cultural norms. For the typical farmer, laborer, artist, or foot soldier (whom we assume to exist off-camera because the giant city-states don't appear to be rife with starvation or deterioration), the economic balance of the world would dictate that they have little time or money for world travel and cultural or cross-cultural pursuits. It is likely that the cost of a teleport would amount to a large percentage of the yearly expendable income for the typical working stiff.
  6. That clears up a lot. Thanks for the information.
  7. I'm a little curious how linkshells will work in ARR. I've heard them described as basically being chat channels, and I have a few questions about them. 1. Can you use multiple linkshells at once? Let's say I'm in three linkshells named Merchants of Ul'dah, Ul'dan Defense Force, and Undercover Gridanian Spies. Can I spy on the two groups in Ul'dah while simultaneously reporting their activities to my Gridanian confederates? Can other players see how many linkpearls I'm currently using if I can have more than one? Will other players be able to inspect me and see what Linkshells I belong to? 2. Is there another level of social function that is similar to guilds in other MMOs? I've heard the Grand Companies described this way, but they seem too big (if I understand correctly, each will encompass roughly a third of the Realm's population, which is sure to contain plenty of people I don't know, aren't RPers, are exceptionally annoying, etc.). 3. What are Free Companies? I've been looking, and I can't find much information on Free Companies other than that they require four people to get started, so what is their role exactly? Is it like a small guild you can make with a few friends, similar to a static party?
  8. Can you get kill chain bonuses in groups? I haven't tried joining parties yet, so I don't know how they work. If you can, just find another player or two in the same boat as you and run some kill chains for an hour or two. They don't last long when you're soloing, but with two or more, you can probably maintain a good chain. Also, if you haven't been doing it before, try to log out in an inn or other resting zone for the rested experience bonus on your primary class.
  9. I think it will be an unfortunate reality in this game that the whole "PUULLLLL FASSSTTTTEEEEERRRR!!!!" mentality will be both encouraged and rewarded by the kill chain mechanic. I haven't done any grouping yet, but I'm assuming it will be there. The best defense from this is your social lists. If a tank or DPS are being jerks and making my game much more aggravating than it should be, I hit them with an ignore. If I'm DPSing or tanking and a jerk DPS is harassing the healer, I call them out. 9 times out of 10, the bully will back down or leave, and once one person has called them out, others will speak up as well. I'd rather wait five minutes for a new tank than struggle for an hour with a bad one. As the previous poster suggested, once you find some good players, put them on your friends list and keep in touch. There's always a demand for tanks and healers, so in no time you'll find you don't need to do random groups to get your things done, especially with the capacity for others to down-level to help out a friend that is a few levels behind. Also, don't take the jibes of bad players personally. Bad groups can be an opportunity as well. Several of the good friends I made in WoW came out of a bad group, and the two of us realizing that there was one other person in the group who actually knew what they were doing. Usually with a fair amount of (/whisper Can you believe this tank?)
  10. http://www.ffxivinfo.com/class/conjurer.php http://lodestone.finalfantasyxiv.com/pl/guide/armoury01.html Here's a website that gives you a list of all the class and job skills for the different classes that are currently available, so you can get a feeling for how a class might play as well as what cross-class skills it has to offer. The second website provides descriptions of the different jobs and how to unlock them. I've been playing Thaumaturge (THM) in the beta up to level 17, and I can describe a little bit of the starting experience. In a word: painful. At least until you figure things out and unlock some other magic classes to build up your cross-class versatility, which took me a few levels. The best comparison I can make as far as gameplay is that THM is similar to a balance druid from WoW, if you're familiar with that game. With that being said, I hated balance druid, but I'm loving THM. The core of playing a THM comes down to two elements: fire and ice. Proper management of these elements will determine your success or failure. Fire (If it burns, I can kill it) Fire is your primary means of dealing damage. As you cast your fire spells, you gain a buff called Astral Fire. Through the power of the sun, your fire spells deal bonus damage based on the number of charges. They also cost more mana, and you can't regenerate mana while this buff is active. Ice (Cool off while I recharge) Ice is your primary means of regenerating and controlling your enemies. Ice spells generate charges of Umbral Ice. This either negates charges of Astral Fire or builds up its own buff. Umbral Ice provides a multiplier to your mana regeneration, and ice spells tend to slow or immobilize the enemy. You have to manage your buffs to be the most efficient at thaumaturgy. Generally this means rotating between the two at a regular rate. Happily, you get a skill called Transpose that makes managing your buffs easier. It's on a 12 second cooldown and swaps your charges of Astral Fire or Umbral Ice for an identical number of charges of the opposite type. It makes for an interesting rotation. You cast fire spells to quickly burn through your mana and deal nasty damage. Once your mana drops below the 50-75 range, you Transpose your fire buff into an ice buff to regenerate your mana while rooting, slowing, or sleeping the enemy to reposition and cast a few ice attacks. Once the Transpose cooldown completes after 12 seconds (during which time you've regenerated your entire mana pool), you Transpose back to your fire buff and burn the enemy down. Conjuror (Great cross-class versatility) Thaumaturge makes a great secondary class for Conjurors. First, it uses much the same gear, so you can easily level them concurrently rather than having to craft, purchase, or quest another area to get gear for a Disciple of War class. Second, there's major carry-over on skills. Cross-class skills from a pugilist or lancer are generally based on the physical stats, which you'll be lacking. In fact, most of the cross-class skills available to cross-discipline classes are cooldowns that give a percentile boost to either DPS/healing (X% higher chance to crit) or survival (Y% higher chance to dodge/parry). Most of the useful cross-class skills for a magic class that come from a physical class (like the DPS/healing or survival cooldowns) come in the first five to ten levels, reducing any incentive to diversify your CNJ with high levels from DoW classes. Convalescence, for example, increases your healing by 20% for 20 seconds every 120 seconds, but only requires 10 levels of gladiator. I suppose an argument could be made for leveling pugilist to 42 for mantra, but mantra only affects heals on one target, lasts only 15 seconds, and only boosts healing by 5%, making it far less effective for a CNJ than Convalescence. The specifically useful skills you can gain for your CNJ through THM are Thunder I and II (a second DOT spell that allows you to stack some more damage while solo), Surecast (next spell casts without interruption!), and swiftcast at level 26 (next spell casts immediately!). In the opposite direction, THM gains a lot from CNJ secondary. Stone makes for a great opener due to its slow, allowing a THM to stack Astral Fire faster when opening on a mob versus using an ice spell which will generate a charge of Umbral Ice. Aero is as great for a THM as Thunder is for a CNJ. Protect, Raise, and Stoneskin provide useful group versatility. Also, thanks to the ridiculous mana regen from Umbral Ice, a THM with Cure makes a decent healer for small group play, while still being able to do some DOT damage during periods of downtime. There are two advanced jobs besides white mage that require levels in CNJ - Paladin and Bard, so you may wish to consider gladiator or archer as your secondary classes. Ultimately it comes down to what you enjoy. There's no penalty for raising multiple classes as high as you care to play them, so test them all out and go with what you like. It seems like each class has at least one CNJ cross-class skill to make it enticing to play for at least 15 levels, which should give you an idea for how fun it is.
  11. I find it easier to consider the jobs as basically a reskin or template of the class they are based on. Mechanically, it seems like the effect jobs have is on your stats and cross-class skill slots. While playing a Dragoon, you're still a Lancer, just your stats are more focused on DPS priority, and a certain number of your cross-class skills are locked in as Dragoon-specific skills. Plus I think the variety of cross-class skills you can take are also locked to only two other base classes (Dragoon can only use pugilist and archer cross-class skills, for example). You're essentially trading versatility for raw power. All experience you gain as a Dragoon are applied to Lancer, and your effective Dragoon level is equal to your Lancer level. It's not a true class change, but more like the addition of a template. A Dragoon is still a Lancer, just better at being a Lancer. http://lodestone.finalfantasyxiv.com/pl/guide/armoury01.html Down at the bottom of this page, it describes each job, the requirements for unlocking the different jobs, and what classes they can still draw from for their cross-class skills. I haven't unlocked any jobs in the beta yet to test them out, but this is from the lodestone, so it should be fairly accurate.
  12. I haven't spent a lot of time in Limsa, but the short time I was there, it did seem like there was some sort of pirate/sailor speak among the locals. I can't remember too well how it worked, but it did seem like they were dropping the opening consonant fairly frequently. I also noticed the Lalafell seem to enjoy their alliteration. The naming guide for Miqo'te mentions that their names include extra "aitches" (h) that come across when spoken as a gutteral or hissing aitch that other races have difficulty pronouncing (like Pahz instead of Paz, etc.).
  13. One cunning way you could work this in for your character is to start in Gridania as a woodsman, since that's where the botany guild is. Keep your starting combat class OOC until level 10 when you can pick up a botanist axe, then when you unlock the ability to go to Limsa around level 15, make it a big character decision for him to go from using the axe primarily as a tool to wielding it with proficiency as a weapon, requiring a trip to the Marauders guild. Also, as stated before by another post, when you start the new character intro, the NPC on the wagon asks if this is your first time in . You could just make your character a Marauder, say this is your first time to Limsa, and write your prologue backstory in Gridania. Thus you can be a Gridanian marauder from level 1, you just happen to be visiting Limsa to learn from the best.
  14. It really depends on your character concept. For a rough and tumble mercenary or grizzled pirate, it would be rather expected that they would be rough around the edges cosmetically, I agree. But this is also the kind of world where you can take a long sword to the liver, drink a potion, and walk it off. The ready availability of healing magics (white mages, potions, etc.) would make scarification less of an issue for a seasoned warrior with a reasonable support structure. That's before even considering the notion that at least a few money-focused conjurers would develop a trade in vanity magic (magically equivalent to modern cosmetic surgery, but likely cheaper).
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