Final Fantasy XIV - Kiwi Free Company

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Are the 24 man raids any worse than 8 man content, at least in terms of mechanics? Should I practice on 8 man stuff for a while before I get there?
I have a list of advice if anyone asks this question ingame.
Pick any of the applicable:
- Don't stand in the bad
- Press your mitigation buttons BUT NOT ALL AT ONCE
- Always Be Casting unless it's Acceleration Bomb/Pyretic
- Directional Parry means don't attack the sides
- Stop casting Cure 1/Benefic 1/USE DOSIS YOU FUCKING SYLPHIE
- Read a guide before doing this (EX trials)
- If you're tethered to the red, stand in the bad (Nidhogg EX, don't ask)
- HTTH RMMR (It's a common way that some mechanics get resolved in PF.) and/or support proteans first
- FUCKING USE DAMAGE ESSENCES AND LOST ACTIONS (StQ content, Eureka Pyros/Hydatos, if you don't you're basically griefing)
- Put Limit Break on your bar and use it if the game tells you to (Tank) or most of the party is dead (Healers, LB3 only)
- Stop asking this question, it makes you sound retarded (Also EX trials, or anyone asking this in shadowbringers+ content)
- Google is free
Unintuitive mechanics are relegated to Savage most of the time, and usually when a trial wants to show off its unique mechanic there's an easier version of it at the start so that you can figure out how it works.
Eventually you'll just pick up on enough common mechanics that you'll be able to infer what's going on on your own without even realizing it. If you'd like, I can give a quick rundown.

Crystal Tower is a joke, and most of Mhach (HW) is too. Ivalice is a fun series with fun mechanics. YoRHa is overtuned and best run through undersized PF glam farms. Myths of the Realm also has fun mechanics, but the final boss of the third one is a wipefest.
Despite what the others have said, they're usually less mechanically complex than your average 8man trial and the "fuck it up for everyone else" comes from someone aiming a line stack marker at another party or overlapping an oversized tankbuster with other players. Or it's Orbonne and the white mage is spamming Stone IV.
 
The Nier raids other than being overtuned which I agree they fucking are, there's mechanics in each one that aren't in anything else in the game, Paradigm in particular, Puppets bunker is probably the easiest of the 3 with easy to understand things going on

It's really fun doing Alliance roulette and you just get the Nier raids with a bunch of new players...

edit- Now that I think about it, all the raids have somesort of bullshit gimmick that aren't anywhere else
 
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I honestly hope the 7.1 raid makes the Nier ones look like grandma's day out, we need to filter the retards harder to make up for (((wuk lamat))).

Particularly hoping they use similar design to what dungeons have been like with lower HP values and "loldie" mechanics; a two minute boss where the fight is on crack from second zero beats the damage sponge that just repeats mechanics until you fuck up to boredom any day of the week for me.

They could make the pandemonium warden fight last 18 hours just like in XI for memberberries sake, I want to see streamers drop dead too. They can hotfix it a week later.
 
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Particularly hoping they use similar design to what dungeons have been like with lower HP values and "loldie" mechanics; a two minute boss where the fight is on crack from second zero beats the damage sponge that just repeats mechanics until you fuck up to boredom any day of the week for me.
If you want to make casuals seethe, "Twice Come Ruin" is the way to go. For those who never ran Delubrium before, basically if you fuck up mechanics two times in a row, you get an auto Doom that cannot be dispelled. It really punishes slackers harshly. (That said, it's also DR, so you can still get carried by people with the appropriate levels and buffs).
 
I honestly hope the 7.1 raid makes the Nier ones look like grandma's day out, we need to filter the retards harder to make up for (((wuk lamat))).

Particularly hoping they use similar design to what dungeons have been like with lower HP values and "loldie" mechanics; a two minute boss where the fight is on crack from second zero beats the damage sponge that just repeats mechanics until you fuck up to boredom any day of the week for me.

They could make the pandemonium warden fight last 18 hours just like in XI for memberberries sake, I want to see streamers drop dead too. They can hotfix it a week later.
All the DT dungeons have been filtering retards, their difficulty is a step up from anything we've had previously even if they still are pretty simple
 
If you want to make casuals seethe, "Twice Come Ruin" is the way to go. For those who never ran Delubrium before, basically if you fuck up mechanics two times in a row, you get an auto Doom that cannot be dispelled. It really punishes slackers harshly. (That said, it's also DR, so you can still get carried by people with the appropriate levels and buffs).
So Bardum 2: Bozja Boogaloo? Sounds fun as fuck tbh

All the DT dungeons have been filtering retards, their difficulty is a step up from anything we've had previously even if they still are pretty simple
Hell, I only just now remembered where that star mechanic at the end of the first DT dungeon came from
 
If you want to make casuals seethe, "Twice Come Ruin" is the way to go. For those who never ran Delubrium before, basically if you fuck up mechanics two times in a row, you get an auto Doom that cannot be dispelled. It really punishes slackers harshly. (That said, it's also DR, so you can still get carried by people with the appropriate levels and buffs).
Shit, Twice Come Ruin would help really invoke that FF11 feeling.
 
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If you want to make casuals seethe, "Twice Come Ruin" is the way to go. For those who never ran Delubrium before, basically if you fuck up mechanics two times in a row, you get an auto Doom that cannot be dispelled. It really punishes slackers harshly. (That said, it's also DR, so you can still get carried by people with the appropriate levels and buffs).
Oh no, the Black Mage with Lost Cure and Essence of the Platebearer Veteran died. Anyway...
Wait, why are the Reaper, Summoner, and White Mage pulling aggro off the tank? Isn't stance meant to have a x10 enmity bonus?

Lost Actions.png
Here's a screenshot from a run i did a few days ago. The only reason why I didn't end up tanking is because the GNB spammed Provoke whenever it went off cooldown.

TCR also shows up in E12S and P4/P4S (Thrice-Come for P4/4S) iirc, but it's only for a specific mechanic. Delubrum Savage also has Twice-Come (Thrice-Come for the earlier bosses) but it lasts for the entire bossfight instead of 2 minutes.

Twice-Come Ruin is good, but I can think of two ways to make players seethe even more.
Making getting hit apply Slow feels horrible to everyone, and also breaks bots' Automatic Combo Routines.
Stacking Damage Down is also painful, especially if two stacks of it mean you're dealing 0 damage. Looking at you, SoS EX.
 
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If you want to make casuals seethe, "Twice Come Ruin" is the way to go. For those who never ran Delubrium before, basically if you fuck up mechanics two times in a row, you get an auto Doom that cannot be dispelled. It really punishes slackers harshly. (That said, it's also DR, so you can still get carried by people with the appropriate levels and buffs).

Delubrum is probably my favorite raid of all time. Specially as a healer. It probably became too easy towards the end because of they went too far with the buffs.

Too bad its not on any kind of rotation.
 
It probably became too easy towards the end because of they went too far with the buffs.
30% (or 25, not sure) damage increase from Damage valors and a shitload of lost actions that can boost your damage, 50% HP increase from HP valors, and 100% Healing increase from Heal valors, but that last one doesn't matter because your HP is heavily boosted by the echo you're getting from doing it as a party of 8.
DRKs are able to ignore the Doom and Bleed debuffs by just having that meaty of a TBN.

I almost forgot that the Queen has a half room cleave until i had that party full of mouthbreathing retards. She'd skipped that mechanic to go straight into Relentless Play in most runs.
Call me weak or a coward for saying this, but Bozja is best experienced with its Echo so that you can mess around with Profane and Irregular without failing a Critical Engagement because an essenceless warrior positioned the boss wrong and died.
 
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I finally summoned the courage to finish DT and I'm just floored with how bad this was. Other people in this thread have already said what I was going to so I won't bother posting my thoughts out. But:

Pros:
-Dungeons and Trials were awesome.
-I gained respect for Erenville. That was cool.

Cons:
-Krile got shafted so hard and that infuriated me.
-You know it's bad when the party I was in for the final fight were celebrating that it's over because it was that bad.
-Everything else. Literally. Everything was bad.

I feel like I talked to NPCs more than actually playing the game. I don't recall other expansions being this bad, but I could be wrong. Unless the new raids are good I'll probably just fuck off to PvP and level Jobs. Also, I needed a copious amount of alcohol to tolerate this expac.

Also:
SPEEEEEEEEEEN! LISUN TO ME!
 
I spent the entire weekend just leveling my gatherers because fuck it, why not. Miner is done, Botanist is at 96(I'll just wait for custom delivery reset to finish that) and I just finished the level 35 Fisher quest
 
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my Gunbreaker is like 4mill exp away from 100, after that I think I'll start working on Paladin or RDM/DNC
 
I just realized that the music that plays while fighting Zooral Ja is a remix of Smile.
But you know...like a much better version.
 
I just realized that the music that plays while fighting Zooral Ja is a remix of Smile.
But you know...like a much better version.
I mean, it's basically Tural's main theme. A leitmotif can be used to great effect. And it can also be used to make Smile.

Unrelated to anything, but can we talk about how ass the final phase music of the Interphos is?

The first phase has literally an order of magnitude more views than the second.
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Compare the Endsinger:
1724637814504.png


It's just so painfully confused and jarring, and the brass is ass. A perfect summary of dawntrail as a whole really: multiple ideas that don't gel well together with something really obnoxious being the most overpowering part.
 
I've finally finished off my Island Sanctuary, so that's cool.

Unrelated to anything, but can we talk about how ass the final phase music of the Interphos is?
And then in 7.1 the final phase theme ends up never being used in the Extreme like in Endsinger EX.
 
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