Final Fantasy XIV - Kiwi Free Company

It's honestly more fun than the reveal made it look. I'm not much of a MagDPS player, but I can see myself sticking to it for a while. Only thing is, people nail it on the head when they say it's overloaded as fuck. It literally does EVERYTHING. But that aside, it's worth learning even if you only do the actual job quests.
I hope you don't use hammer inside your landscape.
If I see one more idiot waste time by using their hammer combo inside of fucking landscape, I'm going to pop a blood vessel. Only use your ink spells in there whilst weaving your motifs if you have them up. The amount of people who don't understand this simple thing is astounding. There's literally 0 reason to immediately use all your spell stacks, it's built just for that.

E: Okay my explanation was dogshit lmao I deserve those neg rates
 
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Question, are their benefits to owning a house in ff14? Figured that maybe i should get one but dont know if its purely aesthetic or has tangible benefits.
FC House: Submersible Voyages
Personal and FC Houses: Gardening (Useful for (literally, heh) farming shards or slowly progressing towards getting Thavnairian Onions)

I'm not shocked to hear people do that
The Balance said:
Your Starry Muse windows should contain your full Hammer Time combo, Star Prism, Rainbow Drip, two Comet in Black (one in the opener), and fill the remainder with your Subtractive Palette spells.
If you are using more muses for buff alignment reasons, you will push some of your Subtractive Palette spells and Rainbow Drip out of the window.
Optimally, your opener uses your Blizzard in Cyan combo, Meteor in Black, Star Prism as your 5 Ink spells, Rainbow Drip since you have that buffed, and then your Hammer Time combo.
Your later bursts use 2 Meteors in Black and pushes out 1 of the 3 Hammer Combo skills, replacing 1 of those Meteors with another Blizzard Combo if you had to use it for movement earlier.
 
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Optimally, your opener uses your Blizzard in Cyan combo, Meteor in Black, Star Prism as your 5 Ink spells, Rainbow Drip since you have that buffed, and then your Hammer Time combo.
Your later bursts use 2 Meteors in Black and pushes out 1 of the 3 Hammer Combo skills, replacing 1 of those Meteors with another Blizzard Combo if you had to use it for movement earlier.
I mean people who put down starry and then just only use the hammer combo to start off with. I see people put down starry muse, use hammer combo and then sort of sloppily go through their ink spells. Like, the starry field is visible for way longer than it should be.

I explained it really badly but I see too many people who use hammer right after putting down starry when it should be used at the end like you said. Then I have to watch them painfully scuttle about in and out of the field in a flustered mess when it shoulda been gone in one swift sequence of spell casts. Or worse, they walk out of it and never go back in and just let it wear off.
 
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I explained it really badly but I see too many people who use hammer right after putting down starry when it should be used at the end like you said.
I think this is to get hammers under lower duration party buffs, but it's retarded. You want to use that as your mobility during burst.

Edit to not doublepost:
Getting back into Bozja. Somehow i was third highest damage in a Delubrum Reginae run despite not being Rank 15 (required for the DR-exclusive essences) yet.
Screenshot (33822).png
 
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I mean people who put down starry and then just only use the hammer combo to start off with. I see people put down starry muse, use hammer combo and then sort of sloppily go through their ink spells. Like, the starry field is visible for way longer than it should be.

I explained it really badly but I see too many people who use hammer right after putting down starry when it should be used at the end like you said. Then I have to watch them painfully scuttle about in and out of the field in a flustered mess when it shoulda been gone in one swift sequence of spell casts. Or worse, they walk out of it and never go back in and just let it wear off.
To be fair, this is actually the job's fault, it basically grooms people into playing it wrong.
While leveling it you WANT to use hammer during Starry Muse, since you don't get the augmented spell speed until like 82 and rainbow drip until like 92 giving you a reason to prioritize the enhanced cast speed. This is honestly just a fundamental ff14 issue where so many jobs while leveling them just teach people how to play them wrong entirely because they hold vital kit mechanics until the final few levels.
 
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This is honestly just a fundamental ff14 issue where so many jobs while leveling them just teach people how to play them wrong entirely because they hold vital kit until the final few levels.
For the sake of equality i'm going to assume that every job is obtained at level 50 because i don't want to deal with classes
Warrior: Berserk "wrong"-ness is nullified at level 70, the only thing that can really be said is Internal Release or whatever it's called meaning you can't double inner chaos at the start of your burst anymore
Paladin: At level 70, Holy Spirit is the highest damage GCD you have and you can use it to burst. This is no longer the case at level 76 with the Atonement Combo, and it becomes completely useless unbuffed at level 90.
Dark Knight: I don't have anything to say for this
Gunbreaker: Cartridge Management
Monk: Using Perfect Balance is actually a damage loss at level 50 because of the changes in dawntrail.
Dragoon: The combo just keeps getting longer.
Samurai: Tsubame-Gaeshi changes the flow of your combo substantially.
Reaper: Reaper is fucking gauge negative. Communio costing gauge and being usable early instead of being a forced finisher is harder for a newbie to pick up because they can just do literally the same as they did last time and oops no finisher.
Ninja: Here's a skill that lets you do a mudra for free! (much later) Here's a new mudra that only appears when you use that skill, it uses the same pattern as the mudra that is literally useless outside of deep dungeons! (also something about doton idk)
Viper: In opposition to Reaper, Ouroboros is actually handled well since the Offering Gauge gives you 5 charges instead of 4 when you reach level 96, in addition to the previous skills being in a sequential combo instead of "just press the other one lol".
White Mage: Cure 1, Bottom Text
Scholar: the barrier skill not getting its HoT effect until much later on
Astrologian: Benefic 1. Bottom Text
Sage: Toxicon in general
Bard: Song order changes for some reason
Dancer: I don't really have anything to say about this but giving you a button that gives you 50 gauge when it used to do something meaningless was a bad idea since it gives it raw instead of in a "Ready" effect like EVERYTHING ELSE EVER
Machinist: Hot Shot has a lower potency than Clean Shot when you get it meaning that it's better to use Reassemble on Clean Shot until you obtain Drill (yet another reason for Hot Shot to be returned to its pre-SHB state)
Red Mage: So many combo extentions. Also now Accelerate gives you another instantcast GCD.
Black Mage: BLM's rhythm doesn't change much but it's annoying that it takes until level 60 for you to get the real gameplay (Fire IV) instead of level 50. Also you have to be told how to use the AoE optimally because (High) Blizzard/Fire II are fucking jokes and Transpose Freeze Fire II Flare Flare is optimal.
Summoner: The higher level you are the less hardcasts you have for some fucking reason
Pictomancer: What you said about Starry Muse.
 
Edit to not doublepost:
Getting back into Bozja. Somehow i was third highest damage in a Delubrum Reginae run despite not being Rank 15 (required for the DR-exclusive essences) yet.
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I'm more surprised you got into Delubrum. Shit's deader than a hammer for me.

I did not intend that as a pun what with recent discussions.
 
This is honestly just a fundamental ff14 issue where so many jobs while leveling them just teach people how to play them wrong entirely because they hold vital kit mechanics until the final few levels.
I dunno. I read tool tips to make sure I wasn't using my spells wrong because asking people got me nowhere due to them giving me different answers every time.
So it took me all of 3 seconds to read the tooltip to figure out the proper time to use it. Or just practicing with the job.
I can't put the blame entirely on the game. They have ways for people to learn and get better. Players can't expect to have every little thing handed to them on a platter. There's some effort that needs to be involved on their part to learn their job and rotations on the most basic levels. They can play badly if they want, but if they want to do harder content, or come across someone who notices their lack of optimization and brings it up, they have to learn how to take criticism and apply it.
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While listening to old RLM reviews I realised that Dawntrail is just the Indiana Jones and the Crystal Skull of FFXIV. Latin American setting, infantilised stakes, the lack of sex and violence, a story that goes nowhere with inexplicable sci-fi bullshit at the end. The self-insert MC being pushed aside by a new character no one likes that's played by a preachy shithead actor. Except at least Shia could marginally act before going off the deep end unlike the troon.
 
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I believe the fault of bad usage of abilities in the game is shared between the players and how the game presents it. Players sometimes just dont read the description of the ability or they read the "first line" and they stop reading. The game doesnt really have a solid way to teach you how the class operates beyond the basic 1-2-3. If you want to optimize youll have to watch some guide or read one and practice. Players have been slowly getting turned into sheep when it comes to playing a class. Another problem i believe players in general tend to have in the game is that they cant read for shit or dont bother to.
 
I believe the fault of bad usage of abilities in the game is shared between the players and how the game presents it. Players sometimes just dont read the description of the ability or they read the "first line" and they stop reading. The game doesnt really have a solid way to teach you how the class operates beyond the basic 1-2-3. If you want to optimize youll have to watch some guide or read one and practice. Players have been slowly getting turned into sheep when it comes to playing a class. Another problem i believe players in general tend to have in the game is that they cant read for shit or dont bother to.
I'd rather have people get filtered because they can't do a simple thing as reading tooltips or practicing their jobs over having 2 million tutorials for every little thing in the game or for the game to treat us like we're smooth brained idiots that need our hands held. Most players aren't game journos.
Read your damn tooltips, that's why they exist.
evidence!!.jpg
 
I'd rather have people get filtered because they can't do a simple thing as reading tooltips or practicing their jobs over having 2 million tutorials for every little thing in the game or for the game to treat us like we're smooth brained idiots that need our hands held. Most players aren't game journos.
Read your damn tooltips, that's why they exist.
Agree, i dont want pop ups of the game telling me that i should do a midare for big damage when i just wanted to use tenka goken to clear group. Honestly the game is better off filtering the retards that cant read.
 
I'd rather have people get filtered because they can't do a simple thing as reading tooltips or practicing their jobs over having 2 million tutorials for every little thing in the game or for the game to treat us like we're smooth brained idiots that need our hands held. Most players aren't game journos.
Read your damn tooltips, that's why they exist.
View attachment 6938762
Sometimes the tooltips just aren't sufficient to get an idea of how the full rotation fits together. Often times a tooltip will reference another effect and you'll have no idea where it comes from, making you search through every other action to see what grants the effect, and sometimes it won't even be listed there and you'll have to search through the traits menu. Just looking up the rotation online is 10x easier and gives you a better understanding of the full rotation than trying to piece it all together with tooltips.
 
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Sometimes the tooltips just aren't sufficient to get an idea of how the full rotation fits together. Often times a tooltip will reference another effect and you'll have no idea where it comes from, making you search through every other action to see what grants the effect, and sometimes it won't even be listed there and you'll have to search through the traits menu. Just looking up the rotation online is 10x easier and gives you a better understanding of the full rotation than trying to piece it all together with tooltips.
So you have to make use of reading comprehension and basic deduction, not to mention practice on, say, training dummies, to figure out how your kit fits together – something which ends up coming naturally to you the longer you play the game and understand the basics of each Job and role as well as their kit, even more so because they keep homogenizing and dumbing down every Job's kit over time.

I dunno. That just sounds like to me that you don't even want to do the bare minimum of learning how to play. You just want to follow a flowchart.
 
Honestly rotation guides shouldnt even be a thing to consider until you completely understand your job class. Sure you can replicate the rotation but if you dont know what makes it come together and how it works, youre the equivalent of a sheep. Also people forget that rotations arent set in stone and shit can happen midway that will force you to change your rotation.
 
I disagree. Most players in XIV tend to be on par or worse.
uhhhhh.gif

Honestly rotation guides shouldnt even be a thing to consider until you completely understand your job class. Sure you can replicate the rotation but if you dont know what makes it come together and how it works, youre the equivalent of a sheep. Also people forget that rotations arent set in stone and shit can happen midway that will force you to change your rotation.
Rotation guides can be good if you want to min max and be a super autist about squeezing every point of damage you can possibly squeeze out. But that really only makes a difference if you want to do the harder content which basically almost requires you to do that anyway.

But imo, nothing beats spending time in front of a training dummy and practicing until the button presses become second nature. The most fun part about learning a new job is to just test things out with a dummy and practicing by running dungeons.
 
Honestly rotation guides shouldnt even be a thing to consider until you completely understand your job class. Sure you can replicate the rotation but if you dont know what makes it come together and how it works, youre the equivalent of a sheep.
This is retarded. Looking at a literal big picture of a rotation makes the different stages of your rotation immediately obvious. Opener, filler, odd minute burst, cooldown, even minute burst, repeat, etc. Take pic related, for example. Starting with a big picture overview of the rotation and breaking each section down into it's individual GCDs is way easier than going in reverse. There's a reason most people suggest looking up your rotation and it's not laziness, it's because it's way more efficient.

Also, practicing on a training dummy is required regardless of how you learn your rotation. You guys seem to be conflating using a rotation guide with using that plugin or overlay or whatever that shows you which button to press while you're playing :story:
 

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