One from Many
A Guide to Understanding and Implementing the Armory System in FFXIV
At first glace the Armory System in FFXIV can be overwhelming, even more so when you take the time to look at all the abilities. There exist seven Disciplines of War and Magic, over 275 abilities, ten action slots and a limited number of points with which to spend. Deciding which abilities are “can't live without,” which are “useless,” and which are “situational” is a daunting task. Without a focus one can get lost.
In this guide I will lay out a series of tools designed to give a sense of direction in the wilderness of FFXIV. By no means is this guide an attempt to be an end-all on how to use the Armory System; instead, this guide should be viewed as a collection of guidelines and recommendations. Use them as you deem necessary. My hope is to offer a starting point to help players in FFXIV navigate the Armory.
Table of Contents1. Focus Focus Focus
-1.1 Creating a Character Theme
-1.2 Importance and Methods of Staying True to your Theme
-1.3 Choosing a Core Disciple to Build a Theme From
--1.3.1 Archer: Stand Alone Physical Damage Ranged Job
--1.3.2 Casters: The Two Only Magic User Job
--1.3.3 Gladiator: The Atypical Tanking Job
--1.3.4 Melee: The Three Melee Physical Damage Jobs
2. Walk Alone or Walk with Many
-2.1 Party Role Archtypes
--2.1.1 The Tank
--2.1.2 The Healer
--2.1.3 Damage Dealers
--2.1.4 Hybrid
-2.2 Solo
3. VIT Makes Right!
-3.1 Attributes Vs. Party Role
-3.2 Attribute Redistribution
-3.3 Elemental Attributes
4. Catch a Tiger by it's Toe
-4.1 Ability Vs. Party Role Overview
-4.2 First Tier and Second Tier Outline
-4.3 The Tank
-4.4 The Healer
-4.5 Melee Damage Dealer
-4.6 Caster Damage Dealer
-4.7 Archer Damage Dealer
-4.8 Hybrid
-4.9 Solo
5. View from Here
-5.1 The thought process that when into my own Theme
-5.2 What job I chose as my foundation and what jobs I chose to augment it's potential
-5.3 What practical experience has taught me
6. Conclusion
-6.1 Ending Remarks and Future Plans for this Guide
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1- Focus Focus Focus1.1- The key to creating not only a unique but powerful class in FFXIV is focus. When looking over abilities of the classes or choosing your main battle discipline the most efficient way to keep things on track is to pick a theme. This can be anything from a phrase “I want to rain ruin upon my foes from afar.”; a role concept: Gladiator Tank; or simply “I want to be the best, most efficient Pugilist I can.” The point is, choose a core idea to structure your class around. This will direct you as you choose abilities.1.2- Just as important as choosing a focus is sticking with that focus. I know this is redundant but it bares repeating. Once you have a theme, don't loose sight of it. Don't drop an ability that looks silly but puts up impressive numbers for something that makes the party “ooo” and “aaa.” In the end the party will thank you for being a murder machine, not a flash dancer.1.3- The final step on focusing your FFXIV experience is to choose a Main Discipline. This provides an anchor from which to seek out other abilities to aid in your chosen path. As I mentioned before there are seven Disciplines in FFXIV: Archer, Conjurer, Gladiator, Lancer, Marauder, Pugilist and Thaumaturge. Each have abilities only they can access and most have a uniquely inherent play-style. I will give a brief overview of the Disciplines here and in the next section offer recommendations as to how they can fit in party situations.1.3.1- Archer (ARC) stands alone as the only physical damage ranged class and as such has it's own section later in the guide.1.3.2- Conjurer (CON) and Thaumaturge (THM) are the only magic caster classes and as archer have their own section. They both can operate as healers though Conjurer has more native healing abilities.1.3.3- Gladiator (GLD) is the only class that can equip a shield and wear heavy armor, as such it is ideally suited to tank. With some work they can also be a damage dealer though outside of tanking they are very well suited for hybrid type builds.1.3.4- Pugilist (PUG) , Lancer (LNC), and Marauder (MRD) are the primary melee damage jobs in FFXIV. Pugilist used evasion as a main mechanic, Lancer positioning, and Marauder gains many special abilities when they stand still and attack.
2- Walk Alone or Walk With Many: Party vs. Solo Play2.1- Party: In party it's important to keep ones options open when designing a class. Be willing the change up abilities to better suit the party needs. The more powers you have backup access to the more effective you can be. Finally, please be efficient when switching abilities. Make macros and test them before heading into battle. Your party will thank you. Next, I will offer a breakdown of party roles, offer guidelines for choosing abilities and suggest a Main Discipline for that role.2.1.1- Tank
-Parry and Evasion are important
-Enmity increasing abilities are vital
-Having a pocket heal can be beneficial in a pinch
-Recommended Job: Gladiator and at lower levels Pugilist and Marauder2.1.2- Healing
-Healers should obviously stock up on healing spells
-Party buffs
-A few ways to regen mana
-Recommended Job: Conjurer and to a slightly lesser extent Thaumaturge2.1.3- Damage Dealing (Ranged and Melee)
-Enmity decreasing abilities are important
-Stay away from too many utility abilities
-Focus on TP Regen, Stamina Regen, and Damage
-Recommended Job: Archer, Pugilist, Lancer, Marauder, Conjurer, Thaumaturge and a lesser extent Gladiator2.1.4- Hybrid
-Requires the most Flexibility in abilities
-Fill in as needed; be mindful of the party weaknesses and strengths
-Having an array of debuffs and buffs to choose from
-Recommended Job: Any2.2- Solo: When soloing there are a few things to keep in mind. First, always have a healing ability on hand, even if you rarely use it, it can keep you up and going. In FFXIV there are three primary healing abilities: Cure (CON), Sacrifice (THM) and Second Wind (PUG). I recommend taking Cure or Sacrifice if you are using little mana and have a good deal available to case a heal; if you are using a great deal of mana having Second Wind around to keep your mana pool full for damage spells I beneficial. Beyond having a heal open for use I recommend focusing primarily on damage spells and mana regain if you are a caster. Having enfeeble spells and abilities, while fun, will overall slow down your solo progress. That said, soloing is a perfect time to test out new abilities and combination before you use them with a party. A balance between efficiency and testing should be considered.
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3- VIT makes right! Attribute points and what they mean3.1- So you've noticed you gain these fun points every physical rank, some for resistances, some for attributes. The question remains where to spend them, and once spent can you redo errors or make adjustments later on? In spending attribute points always keep your focus in mind. Here are a few pointers:-Melee damage: Strength and Dex
-Magic damage: Intelligence and Piety
-Healing: Intelligence and Mind
-Tanking: Vitality, Dex and Mind
-Hybrid: Don't spread yourself too thin, keep to a few attributes3.2- There isn't yet clear information as to how attribute points are refunded or if you can ever “respec.” My current recommendation is to spend carefully and stick with your character theme. Combinations of melee and magic can spread attributes a bit thin, so be careful. Furthermore, how much attributes effect the game is still an unknown, especially when jobs are leveled to 50. I will amend this guide as more information becomes available.3.3- Elemental Resistance Attributes are used for influencing crystal drops from mobs and of course resisting elemental attacks. For the sake of this guide I will say that tanks are the ones who should worry about Elemental Resistances, and keeping a level field may be better then focusing on one or two.4- Catch a Tiger by it's Toe: Ability Breakdown by Party Role, Job and Rank4.1- Now that you have a theme in mind, a role you want to focus on in party play, and a general idea how to spend your attribute points it's time to sift through the many abilities and see what Disciplines would give you the most benefit and what abilities you can overlook. For ease of reference I will break this section down into party role and offer recommendations accordingly. Also you will notice that Archers and Casters have their own category as Damage Dealers. This is due to the fact that they function significantly different enough to warrant their own consideration.
4.2- I will divide recommendations into first and second tier abilities. First tier are what I consider 'must haves' while second tier are 'optional.' Again, your chosen theme should dictate your ability choice, my particular choices aren't going to be the best for every situation or player, but they offer a good starting point.
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4.3- Tank4.3.1- First Tier-Rampart I/II (GLD R4/R34) Increased Defense
-Phalanx I/II (GLD R8/R38) Increase Enmity
-Provoke I/II (GLD R10/R40) Increase Enmity and Focus Target on you
-Cover (GLD R22) Protect and Ally
-Sentinel (GLD R36) Reduces Damage Taken and Increases Enmity
-Disorient I/II (MRD R18/R40) Reduction in Target Evasion and Increase Enmity
-Warmonger (MRD R30) Increase Enmity and Area of Effect Provoke
-Intimidation (MRD R30) Increase Enmity of all Actions
-Taunt I/II (PUG R10/R40) Increase Enmity and Focus Target on you
-Accomplice (PUG R30) Increase own Enmity and Decrease and Ally's
-Prime Conditioning (PUG R30) Increase Healing taken by 10%4.3.2- Second Tier-Obsess I/II (GLD R18/R48) Increase Defense against a Single Target
-Tempered Will (GLD R46) Increased Mobility
-Bloodbath I/II (MRD R6/R50) Damage and Heal in one
-Defender I/II (MRD R10/48) Increase Defense and Reduce Attack Power
-Foresight I/II (MRD R12/R42) Increase Parry until a Parry is made
-Fracture I/II (MRD R14/R38) Free Strike after Parry
-Second Wind I/II (PUG R6/R36) Heal that costs TP
-Discerning Eye (PUG R26) Increase Attack Power based on Damage Taken
-Invigorate I/II (LNC R14/R44) Increase TP generation
-Feint (LNC R20) Guaranteed attack after Enemy Evades
-Cure I/II/III (CON R4/R20/R48) Heal that costs MP
-Stoneskin I/II (CON R6/R42) Absorb a set amount of Damage
-Shock Spikes I/II (CON R8/R42) Chance to Stun on Attacks and Counter Attack
-Protect I/II (CON R16/R48) Increase Defense
-Shell I/II (CON R16/R48) Increase Magic Defense
-Sacrifice I/II/III (THM R4/R20/R48) Heal with an additional Heal Over Time
-Absorb DEF (THM R18) Increase your Defense lower Enemy's Defense
-Absorb EVA (THM R18) Increase your Evasion lower Enemy's Evasion
-Drain I/II (THM R26/R48) Transfer HP from and Enemy to yourself
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4.4- Healer4.4.1- First Tier-Tranquility/Exaltation (CON R1/THU R1) Regens MP
-Cure I/II/III (CON R4/R20/R48) Single Target and AoE Heal
-Stoneskin I/II (CON R6/R42) Absorb a set amount of Damage
-Protect I/II (CON R16/R48) Increase Defense
-Shell I/II (CON R16/R48) Increase Magic Defense
-Paralyna/Poisona/Silena (CON 28) Remove Paralysis, Poison and Silence
-Fastcast (CON 30) Increase Casting Speed by 10%
-Roaming Soul (CON 30) Increase Duration of next Spell Cast
-Raise/Resurrect (CON 38/THU 38) Revive KO'd Target
-Chainspell (CON R40) Reduce Cast Time, Recast Time and Stamina Cost
-Sacrifice I/II/III (THU R4/R20/R48) Heal with an additional Heal Over Time4.4.2- Second Tier-Trance Chant (CON R2) Make next cast Uninterruptable
-Soughspeak I/II (CON R14/R50) Reduce Magic Potency and Enmity Generation
-Damnation (THU R10) Deal Damage Gain MP
-Siphon MP I/II (THU R20/R44) Transfer MP from Target to You
-Blood Rite I/II (THU R1/R34) Trade your HP for Spell Potency
-Second Wind I/II (PUG R6/R36) Heal that costs TP



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Well done Foray




