Here's a bunch of things I wish SE or someone would have told me in beta.
On the Closed Beta boards there was a fantastic "REAL FFXIV FAQ" but sadly those boards are closed and were never open to the public anyway.
1. Understand the leve system, these become your "dailiies" (although it's every 36 hours vs 24).
2. Take advantage of the fact that you can do 8 battle/gathering leves and 8 crafting leves separately for 16 total. I didn't understand this in CB and missed out on weeks of crafting leves.
3. You don't need to be level 10 to do the level 10 battle leves, and these give out MUCH more money than the L1s. If you feel your not high enough to solo your rank 10 leves, don't be afraid to head to the rank 10 camp and just ask for help...most people will jump at a chance to join in someone else's leves.
4. When a piece of gear says "Rank 22", you can equip it at any rank and take a penalty. Depending on what you have on currently, even non-optimal rank gear is better than what you have on, like starter gear (I have a friend who just found this out now and has been face-palming all day).
Disciples of War
A. Grab a heal from another class at some point (doesn't have to be right away). Typical choices are : Second Wind (L6 Pugilist), Blood Bath (L6 Marauder), Cure (L4 Conjurer). Sacrifice (Thaum) is viable at higher levels but not immediately because the damage you pay for casting the spell make it a very small heal at low levels (and the regen is also tiny at low levels).
B. Buy or craft +Accuracy rings ASAP. The L1 rings are very cheap and give +2 accuracy each, and you can wear four of them.
C. Keep your weapon in good repair (much less of an issue now than in beta, they really reduced how fast equipment degrades).
D. Circle strafe. Attacking a mob head on is the worst tactic in terms of both offense and defense. Easier to do on a controller than keyboard, but the bonuses to Accuracy & Crit on rear attacks is huge. Even the sides attacks are still vastly superior to head on. Some classes like Lancer have on-hit Bind & Heavy status effects that make this easier.
Disciples of Magic
A. Try to get a shield ASAP. Helps tremendously w/ soloing. Yes you can heal yourself, but healing yourself means you're not attacking and drains your MP, which does not replenish naturally. Conjurers will need to find a wand in order to equip a shield...but still worthwhile.
B. The unlocked DOM questline skill is very important, much more than the DOW's. It's a 10m cooldown skill that replenishes mana, you'll want to talk to the NPC and get this immediately.
C. You can toggle AE on & off for most spells...I know people who have played for a week w/ the AE toggle off and didn't realize they can AE Cure.
D. Manual spellcasting and AE toggling on for Heals/Buffs and Off for nukes can be a pain...many casters heavily use macros rather than cast directly from their action bar.
E. It's worthwhile to level up a DOW a few levels to get a TP ability, because DOM do not get theirs until level 10. You'll be wasting thousands of TP until then. A recommendation is GLA Red Lotus, because it deals elemental damage and it never misses, so it won't be affected by your low Physical Accuracy.
F. Elemental points are not just for resistance, they effect damage output. It's obvious for Conjurers, for Thaums look at your starter weapon's damage types, those elements effect Umbral, the remaining 3 elements effect Astral (or the other way around, you can look it up).
Disciplines of the Hand
A. Do all your leves, the leves do not require any mats, crystals, training, or facilities.
B. Once you're out of leves you'll probably need to take the money you earned and buy a weapon, so you can kill mobs for mats and crystals to raise your craft skill normally.
C. Unequip any gear that does not contribute to your crafting stats (Craftmanship, M.Craftmanship, Control) because they'll take damage during crafting.
D. If you have the money for multiple tools, don't shy away from doing other craft's leves. Long term, you'll probably want multiple L10 abilities from the other crafts even if you have no intention of making anything from those crafts. Abilities from Carpenter, for example, will still work for a Blacksmith...much like the DOW & DOM cross skill system.
E. The higher level crafting abilities can be redundant, but many of the first tier abilities are unique. AFAIK, only Blacksmiths can enhance Standard synth. Only Armorers can enhance Rapid synth, etc..
Edited, Sep 29th 2010 1:50pm by ixion13